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Author Topic: You are a Monster - Turn 63  (Read 216613 times)

Nakéen

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Re: You are a Monster - Turn 20
« Reply #615 on: March 30, 2018, 06:40:51 pm »

Turn 20:

Turn 19



Skee, the Insect Parasite (Legendary Marksdorf)
Seems like it's hunting time. Make your host take a solid branch from the tree as a weapon, then simply follow the others into battle and let your host act on his own; the Makralians might have some sort of strategy you are not aware of, as you weren't able to understand what they were saying. 

If you have the opportunity to do so, during the fight, try to have your host poke the creature's eyes out with the branch.

Follow the unheard strategy:
Action Roll (10): [14]-2 (Last Failure -2)
Outcome Roll: [6] -Overshoot-

You leave it to your host to follow the strategy of the group, which apparently relied on you serving as a bait. With your branch in hand, you are now facing the surprised Banberus. You would have expected the quadruped to flee from you, so that your kin would probably intercept it...

But instead the Banberus snorts aggressively, and charges at you!

Banberus: Headbutt:
Combat Roll (Str 1 vs Con 1): [12] vs [7]
Critical Roll: [10]+2 -Critical Hit-
Damage Roll: [6+2]*1=[8] (Head Bump)

Your branch and probably some of your host's bones are crushed by the force of the impact. The incredibly hard bony bump on the head of the Banberus strikes your host perfectly in the chest, and even then the charging monster doesn't stop. The charge only ends after your Makralian got slammed into a tree with such force that it fell.

Some of the damage was directly transmitted to you.

Host is Critically Wounded
You lost 4HP
You are Badly Wounded


Makralians surprise attacks:
Combat Roll (Str 1*2 vs Con 2): [4,9]+2 (Sneak Attack +2) vs [10]
Critical Roll: [8] -Critical Hit-
Damage Roll: [3]*(2/3)=[2]-1 (Sturdy Skin)

Counterattack Roll (Str 1 vs Con 1): [8]-1 (Distracted -1) vs [4]
Critical Roll: [10] -Critical Counterattack-
Damage Roll: [6]*1=[6]

The two Makralians emerged from above, one landing on the Banberus and the other flanking it to the right! They lunged on the distracted prey, and fiercely bit on its thick skin. But the wounds were only superficial. The furious Banberus promptly hip checked the side Makralian, sending the predator crashing into nearby bushes.

Things weren't looking so well for the predators...

Nearby Monsters:
-2 Adult Makralians: "Kin"
> Side: -6HP
-1 Young Banberus: Hostile
> -2HP

Spoiler: Skee Status (click to show/hide)



Squelchy, the Omnislime (Coolrune206)
Squelchy simply has the slimes pick up the pace. Even if they're in the territory of a dangerous creature, they should be fine as soon as they pass through.

Leave this place:
Action Roll (12): [17]-2 (Group -3)
Outcome Roll: [6] -Overshoot-

You urged the group to hurry, explaining to them this place was dangerous. Their morale still up and standing, they didn't feel a bit of worry and proceeded with haste. As a group, you managed to leave this place that reeked with the Miasma Dragon's scent. While fleeing, you passed through a devastated orchard: the fruit trees were rotten, devoured by the toxic substance characteristic of the Miasma Dragons...

You didn't give second thoughts to the place, and resumed your march. Zed returned midway, fortunately safe and in one piece.

Event Roll [Previous Overshoot: Biased toward Bad]: [1] [Bad++]

You only noticed after leaving the destroyed orchard that night had already fallen, and you hadn't found a suitable resting place for your group. You started hearing curious sounds. Something sometime crackling, sometime flickering, or sometime frosting mixed in with buzzing.

Lay low:
Action Roll (8): [1]-3 (Group -3) -Critical Failure-

Suddenly, giant wasps crackling with energy surrounded your group. Their colors were generally fiery red, bright yellow or clear blue. One particularly massive one landed before your group, blocking the way. Its chitinous legs and claws rooted firmly into the ground, infusing its every step with elemental energy.

You could feel immense hostility coming from everywhere. What will you do before anything happens?

Nearby Monsters:
-A lot of motivated slimes: Morale up! Ready to Fight
-Numerous Elemanopteran : Hostile
-Elemanopteran Resonator: Hostile


Spoiler: Squelchy Status (click to show/hide)



The Protoquin (Failbird105)
Protoquin
smash it!

Tongue Lash:
Combat Roll (Str 0 vs Con 0): [6] vs [8]-4 (Helpless -4)
Critical Roll: [5]+1 -Normal Hit-
Damage Roll: [1]*1=[1]

Repeat: [4]

You smashed once. Then twice. Then thrice. And you kept smashing the totem, over and over, slowly chipping it away. Eventually it stopped moving, and just dissolved into pearly translucent dust.

[A very small amount of Essence obtained]

Flavor Roll: [4]
The white snakes raining from the skies were content on destroying everything, but remained far from you. The nightmares were now terrified of you.

Nearby Visible Dreams:
-mini Dandakaras: Sleeping
-Dandakara's Nightmares: Hostile / Terrified of Protoquin
-The White Nightmare: Rampaging

Spoiler: The Protoquin Status (click to show/hide)



The Azarian Project, the Thoughling (Dustan Hache)
"Envy not, friend. I share. Shaman is for all of you, Not me."Draw it's attention back to the task at hand, and prepare to attack the shaman of the camp. Chances are the wards on them will be stronger.
Spoiler (click to show/hide)


Your body didn't change much, except for a single large eye growing in its center. You felt more "cohesive", less prone to being dispersed into the winds by a flick of an arm. Your mind had grown more complex, more united. Traces of magic coursed through your body.

At the same time, the Envious One had transformed. Once a gaunt slightly humanoid-shaped creature, it now had many eight slender arms and a grotesque geodic upper body. Its skin was now pale white, and its eyes black. You could feel its mind had grown, as much as its body had. It spoke to you.

"Share? I will help. But I will not share."


Now all the hidden beings and many more were flooding onto the Ogre camp. All its denizens had been summoned to repel these intruders, leading to a massive and bloddy brawl. The Ogres were for now clearly winning, thanks to their superior strength. But the beings of mind and flesh were numerous, and their numbers had seemingly no end.

Locate Shaman:
Action Roll (5): [20] -Critical Success-

Maybe because of your transformation, you could sense the magic signature of the shaman for an instant. Following this trail, you managed to avoid the main place of the conflict. Sneaking around, you found the Ogre Shaman in a crude wooden hut surrounded with several Ogre Guards. It seems the Shaman was focusing on some sort of spell.

Nearby and not-so-Nearby Monsters:
-Ogre Shaman
-Ogres
> Warriors
> Guards
-Envious Grasper: Independent
-Many But Quite Less Ones of Thought: [Neutral+] Stabilized
-Many But Quite Less Ones of Flesh: [Neutral+] Stabilized





Neophytos the Sole Survivor, Psychic Pain Spider (randomgenericusername)
"We need to move to the Arachnastinian territories and get reinforcements as quickly as possible. If we lose the Lifetree or Kelechikara dies, we are doomed to complete anihilation."
Rally the denizens of the forest. Tell them to assume a defensive possition, fortify our home and try to survive as long as possible, I will go bring help with the diplomats.
If they can't hold them anymore, they have to evacuate the children and women while everyone capable to fight wins time for them to escape.

Bring Sedre, the Lifetree, Kelechikara, the diplomats, the best healers we have and the other psychic forest spiders. We have to travel together to the Arachnastinian territories and ask for help to their leader. At least if the settlement is destroyed, the Lifetree will be safe.

If the Lifetree is too heavy for us, get some strong sylvarians to carry it and come with us. If Kelechikara is too hurt to be moved, have the healers stay in the settlement and tend to his wounds. Once she's able to move on her own, The healers will send him with a group of guards so he can return to his lands while we are already there.If we can bring Kelechikara, the healers will tend to his wounds.

While we travel to the territories, use my psychic powers to scan the area and avoid hostiles. Travel with everyone to the Arachnastinian territories. And remind them that if we stay to fight we would be eventually defeated. We need to protect the Lifetree, no matter what.


The plan had its flaws, but it was a crisis. After much arguing between the representatives, it was decided your plan would be followed. Everyone hoped the settlement would last long enough against this unknown enemy.

Crisis Management:
Action Roll (12): [12]
Outcome Roll: [3] -Critical Success-

It came out as a surprise when the rebellious populace cooperated with the plan. The trauma of the Elon Woods destruction still seared into their hearts probably helped, and the defense quickly started to be organized.

Kelechikara was far too wounded to be moved. He had already lost consciousness, and you moved him to a backseat area where plant monsters specialized in healing would attempt to treat him.

As for the Lifetree, it seems the Sylvarians had a special procedure to move it. Using some mysterious power, the tree suddenly shrank and turned into a ball of wood, roots and leaves. The Sylvarians sighed in relief, as the tree didn't die. The strongest Sylvarians then proceeded to carry the ball, ready to move.

(...)

You left the settlement with Sedre, Jijjia and Boor. The other representatives preferred to stay behind to organize the defense. It was understandable for Dabblebud, Khywa and Lelist to stay, as they moved very slowly. Kwerf decided to remain behind as a way to hold onto its pride, and maybe in hopes of proving the strength of the survivors.

You left the fate of the settlement to them.

Psychic Scan:
Action Roll (10): [5]+2 (Surroundings Knowledge +2)
Outcome Roll: [1] -Critical Failure-

As soon as you left, you probed the area with your mind. But something was wrong. There was some sort of disturbance screen preventing you from sensing anything very far. If you focused, you could hear a constant buzzing coming from no particular direction. Worried, you nonetheless had to move forward.

Onward to the Arachnastinian Lands:
Action Roll (13): [14]-2 (Scan Failure -2)
Outcome Roll: [1] -Critical Failure-

The buzzing was even louder than before. Now not only your psychic abilities, but your senses were being jammed by this incessant buzzing. The enemy was here, everywhere. Where would they strike? When?

Flavor Roll: [1]

You had your answer a few minutes later. The buzzing suddenly stopped, and you heard a crackling sound behind your group. A fierce bolt of energy crashed on the Sylvarians carrying the Lifetree, severely wounding one and causing them to drop the ball. Fortunately the shell seemed unharmed, but you didn't have the time to think about it.

Several giant wasps pulsating with energy surrounded you, outnumbering you 2 to 1 at least. None of you had the time to react to their first barrage.

Everyone in your group lost 2HP

Nearby Monsters:
-Sedre, Sylvarian leader (-2)
-Sylvarian Warriors (5)
> One: Critically Wounded
-Species representatives: Jijjia and Boor (Both -2)

-Elemanopteran Soldiers (10+) Hostile




Go'Von, the Strangler Ooze (Puppyguard)
Go'Von
Find some sort of crevice to sleep in.


Rest:
Action Roll (4): [11]
Outcome Roll: [2] -Success-

You searched around for a comfortable crevice to sleep in, quickly finding a suitable spot. Wedging yourself in, you then fell asleep...

Invigorated

You woke up a while later, feeling incredibly well rested. The cave's lightning had changed a bit, the moss glowed more strongly than before.

Nearby Monsters:
-Many!
-A lot of critters
-Some very dangerous ones

Spoiler: Go'Von Status (click to show/hide)




Terrence the Bone Baron - (ironsnake345)
Then as promised, I will join you on the road to strength! Shall we travel in search of prey, then?

As it seemed you were going to leave, the voices quickly vanished. Vel acknowledged your proposition, and together you proceeded to leave the village.

Flavor Roll: [4]

Before you left, a voice, a clear one whispered: [Please release Ferratus]
And then the voice was gone. You left the fogless village, returning once more into the Fog...

The Way of the strong:
Action Roll (12): [18]
Outcome Roll: [1] -Success-

You and your companion traveled in seek of undead to prey on. You were fortunate enough to quickly -relatively- find a long putrid trail, one that was typically left by Undead Abominations. Usually large amalgamates of bodies, fused together into a twisted mass of flesh. Such creatures tended to hold a lot of potential power.

Following the trail, you then spotted crushed skeletons and still wringling limbs on the ground. Your prey was close. This fact was quickly confirmed as you spotted the hulking shadow of the Abomination through the dense fog. It didn't seem like it had spotted you yet.

How did you want to approach the battle?

Nearby Monsters:
-Vel, the Dead Rider: [Friendly/Ally]
-Voices?: [Threatening]

Spoiler: Terrence Status (click to show/hide)



Eximius Res, the Rusty Ring (Hawk132)
There's not much Eximius would do before they'd set out. Though, if he recalled anything on the subject, he'd try to teach Prias some proper combat techniques. Ancient weapon arts and all that. Or those of his previous users, at least.

Combat Techniques Teaching:
Action Roll (12): [15]
Outcome Roll: [5] -Overshoot-

Despite your hazy memory of events, you still had clear knowledge of various arts and techniques. Their names were forgotten to you though, but you still remembered every motion, every move. You searched and found in your vast library a list of suitable techniques to teach Prias, keeping in mind his body characteristics and his weapon preference.

Prias was very zealous, maybe a bit too much. He picked on your teachings so quickly it seemed its body already knew the moves, but only needed to be reminded of them.

His overzealousness ended up backfiring, as his wounds reopened right before you left for the ruins.

[Prias learnt Ancient Combat Techniques]
[-3HP]

(...)

Walking through the famous deadland felt nostalgic, but not in a good way. This barren landscape, this feeling of non-existence and ruin leaking from the ground and air were all too familiar. You saw and experienced something similar to this deadland. Veras was extremely cautious, explaining to you the many dangers of the deadland.

Nepkeros had been destroyed about 50 years ago. "How" was a question still unanswered. But ever since, Nepkeros had been infested with fiendish creatures filled with unnatural hate for everything. Not even the undead were sparred of that hate. These creatures were also much stronger than the common monsters, who were already stronger than humans.

He had a sad expression as he explained this. Such monsters were probably the reason of his loneliness.

You managed to arrive unharmed to a ruin after half a day worth of walking. Veras explained how Nepkeros was known for its vast underground networks,or how Nepkeros was infamously known for using undead as a workforce for dangerous operations.
>Was there anything you wanted to inquire about during the journey?

"This is the place. A Nepkeros ruin, that was once some sort of small research facility. This place is inhabited, and going alone would be far too dangerous for me. Are you both ready?"

[Note: Prias has a backpack full of various equipment. Same goes for Veras.]

Spoiler: Eximius Res Status (click to show/hide)



Ulkas, the Horned Demon (Sarrak)
Ulkas grinned, glad that his thirst for knowledge started to really pay off. He still needed to explain the current situation to Astrosa:

"I have suceeded in granting us legal access inside. For now, unless we make a trespassing, constructs and Guardians would remain neutral toward us. I'll try to use this opportunity to gather more information, knowledge and other boons that would be profitable for our quest."

Then, he thought on how his Queen should feel left out from the current happenings. Not able to understand Guardian language or wonders of surrounding machinery... He should enamour her to wonders of knowledge at later information channel should be enough:

I'm not sure if it would be possible, but I might try to establish mind connection between us so that you'll understand Guardians as well. Would you line me to try? Or you prefer my explanations as is?"

Next, Ulkas moved onto numbness of his mind that probably came from using too much of its capacity in a short window of time. Still, remaining in such state would be dangerous, so he though about how to purge it. Life danger coupled with rush of power? Well, he had something like this in repertoire.

Use Life Burn to try and get rid of mind haze.
If it fails, remain silent for now. Else engage in diplomacy:


"Thanks for granting us access. I also hope that information exhange would be mutually benefitial. Much has changed in the world since the time this place was constructed and much knowledge was lost for a different one to take its place."


Astrosa stared at you for a few seconds, unable to believe you.
"You- you can communicate with this thing?"

After quickly convincing herself that it was to be expected from you, she rejected your offer to establish a mind connection. She was a bit reluctant to take a step into the field of magic.
"I would prefer keeping it like this, your explanations are more than enough for me. No need to try anything too complex... So that means they are not hostile, for now."

You focused on this numbness of mind. You diagnosed yourself, determining this temporary condition was at least caused by an overflow of information.

Mind haze purge: [Life Burn -4HP]
Action Roll (9): [17] (Life Burn +2 Malus -2)
Outcome Roll: [3] -Critical Success-

You consumed some of your lifeforce to work toward clearing away your hazy mind. Doing so helped you understand the cause of the haze better. The Guardian, or Sentinel, was generating a strong field of magical interference. While normally passive, this field created a backlash to the source of any magic trying to interfere with the field. And when you unconsciously tried to use your magical senses to analyze the Sentinel, the field shrouded your mind in return.

With a clearer mind, you spoke to the Sentinel.
"Let us proceed. Thank you for your cooperation."

The Sentinel emitted a series of incomprehensible sounds, which seemed filled with an unfathomable amount of knowledge. You felt magic being activated, a magic completely unknown to you.

It then asked to you:
"Are you both ready?"

Spell analysis:
Action Roll (16): [17] (Expansive Mind +1 Advanced Magic +2)
Outcome Roll: [2] -Success-

The Sentinel is about to cast an advanced form of teleportation magic.

Nearby Visible Beings:
-Xatares Sentinel: Non-Hostile

Spoiler: Ulkas Status (click to show/hide)
« Last Edit: March 30, 2018, 09:59:26 pm by Nakéen »
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Puppyguard

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Re: You are a Monster - Turn 20
« Reply #616 on: March 30, 2018, 06:52:05 pm »

Go'Von
Stalk a dangerous monster until it starts a fight with another dangerous monster. Once the victor is certain, attack it from behind.
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Dustan Hache

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Re: You are a Monster - Turn 20
« Reply #617 on: March 30, 2018, 07:16:53 pm »

"Careful, grasper. I don't want to fight you, but the many others might. Shaman stole from you and them, I am only helping get back. Won't take any myself."
focus on the shaman and psi-siphon his Mana away before he can complete the spell. Who knows what bad things might happen if we don't!
« Last Edit: March 30, 2018, 08:20:28 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Coolrune206

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Re: You are a Monster - Turn 20
« Reply #618 on: March 30, 2018, 07:20:35 pm »

Squelchy released calming pheromones, a message of peace. In case the creatures still attack, Squelchy has the slimes group up again, and if possible, uses Glimmering Hope and transfers it again.
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"You are a shameful gaggle of cowards who has made a mockery of the challenge, but you have avoided death. Sit and eat."

randomgenericusername

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Re: You are a Monster - Turn 20
« Reply #619 on: March 30, 2018, 07:51:55 pm »

Quote from: RNG
Outcome Roll: [1] -Critical Failure-
Outcome Roll: [1] -Critical Failure-
Flavor Roll: [1]
(...)

"AMBUSH!! Protect the Lifetree!"
I don't have only psychic attacks and is the enemy the one who will soon be surrounded. Cast Silva Dolorem, let these wasps know the screams of the Woods! The wrathful trees themselves will tear them appart! And protect the Lifetree with my body at all times!

(BTW, remember that Neophytos is Hardened and damage from physical attacks is reduced.)
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Beirus

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Re: You are a Monster - Turn 20
« Reply #620 on: March 30, 2018, 08:59:48 pm »

((Aww, I missed the turn watching Black Panther. Oh well, at least I still has magic.))

Time to try out body magic. Make sure Hinrab is a safe distance away, then form and activate the glyph for removing fatigue/exhaustion on my body using my malleable form. Hopefully my magical body will make it easier.
« Last Edit: April 10, 2018, 05:20:15 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

Nakéen

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Re: You are a Monster - Turn 20
« Reply #621 on: March 30, 2018, 09:58:18 pm »


(BTW, remember that Neophytos is Hardened and damage from physical attacks is reduced.)
(Is it physical though? Dum-dum-dum!)
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ironsnake345

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Re: You are a Monster - Turn 20
« Reply #622 on: March 30, 2018, 10:08:55 pm »

Quickly whisper to Vel, in attempt to quickly discuss a plan of attack
It hasn't noticed us yet... I propose a surprise attack. I will attempt to sneak up and strike it from the blind side, and once I do, its attention will be on me - perfect conditions for you to rush in and attack it with a much more powerful strike, catching it by an equal degree of surprise despite the sound of your hooves.

In case I don't get a chance to discuss the plan with Vel, be ready to strike!
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I think I just retroactively murdered a less lucky version of myself from a parallel universe. Also do I still have a baguette?
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ironsnake345

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Re: You are a Monster - Turn 20
« Reply #623 on: March 30, 2018, 10:11:11 pm »

((If I remember right, you once described Vel as an undead mish-mash of horse and rider, right? That would mean he has hooves, right?
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Nakéen

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Re: You are a Monster - Turn 20
« Reply #624 on: March 30, 2018, 10:12:35 pm »

((If I remember right, you once described Vel as an undead mish-mash of horse and rider, right? That would mean he has hooves, right?
((I have this in my notes:

-Vel (Dead Rider)
-Appearance: a centaur-shaped undead fully clad in a full body steel armor, fused with its perpetually rotten flesh. His face is hidden by his full helmet.
-Notes: Seek to leave the Deadland of Easenval for some reason pertaining to his past life, it would seem.

edit: So yes, hooves!))
« Last Edit: March 30, 2018, 10:14:18 pm by Nakéen »
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Sarrak

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Re: You are a Monster - Turn 20
« Reply #625 on: March 31, 2018, 12:31:53 am »

"Understood. It'll use teleportation now. Same as myself, but inside the complex. Some places are probably unreachable otherwise and without previous knowledge."

Ulkas hummed before adding:

"And, Astrosa, belive me, I understand your reluctance and won't push for now... We both have our flaws. But they should be surpassed or compensated if we ever hope to reach the true power in this world."

Then he nodded towards Sentinel:

"My companion can't understand your words, so I had to explain her the spell activated. Let us proceed."

((Does my heightened regeneration assist with regaining HP lost due to Lifeforce Burn? Or it'll take time?))
« Last Edit: March 31, 2018, 12:53:59 am by Sarrak »
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Science is always important. But it needs more flaming cats. Can't we build bridge-based catapults and fling flaming cats at the dust and goo?

It's time for the ATHATH Death Counter to increase once more in celebration for the end of the world.

Beirus

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Re: You are a Monster - Turn 20
« Reply #626 on: March 31, 2018, 12:40:15 am »

((Hey Nakeen, I have a question about glyph magic I want to ask before it comes back to bite me. When you said the glyph eventually becomes useless, did you mean the glyphs are like a sustained effect until they burn out, or that the glyphs get weaker with each use?))
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Because everything is Megaman when you have an arm cannon.

Nakéen

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Re: You are a Monster - Turn 20
« Reply #627 on: March 31, 2018, 01:06:34 am »

((I meant the latter, that a written glyph get weaker with each use. You could try asking Hinrab why in some sort of flashback of course.))
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Beirus

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Re: You are a Monster - Turn 20
« Reply #628 on: March 31, 2018, 02:18:58 am »

((Ah, so it's written glyphs. For a bit there, I thought you meant the glyph shapes would become useless, and then I'd have no magic. Makes sense, though, since I'm assuming the mana to activate the glyph each time gradually wears away the mana used to make it until it's just a non-magical shape that can't conduct or shape the mana for the effect.))
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Because everything is Megaman when you have an arm cannon.

ironsnake345

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Re: You are a Monster - Turn 20
« Reply #629 on: March 31, 2018, 02:31:18 am »

((Now all I have to do is wait for confirmation from my undead armored centaur friend and rush into action once I get it!))
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