Horde of Darkness Final Turn

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Re: Horde of Darkness Turn 1

Postby Tzan » Thu Oct 06, 2016 9:59 pm

Brikverse News:
"Alex creates a violent bloody poop hole!"


When watching Monty Python, you should watch full episodes, to see the sketches in the original context.
Sketch context matters.
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Re: Horde of Darkness Turn 1

Postby RedRover » Fri Oct 07, 2016 12:26 am

There's already blood in my poop hole
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Re: Horde of Darkness Turn 1

Postby Duerer » Fri Oct 07, 2016 12:28 am

If that's the case, you should pay a visit to the proctologist asap.
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Re: Horde of Darkness Turn 1

Postby Captain-Camper » Fri Oct 07, 2016 10:13 am

I'm pretty sure that Red Rover's is FUBAR'ed.
"Tallyho lads, snuggle the houses and burn the women! Leave not a single potted plant alive! Full speed ahead and damn the cheesemongers"
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Re: Horde of Darkness Turn 1

Postby Alex » Fri Oct 07, 2016 6:25 pm

Turn 2

Undead Knights (Bann154)
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The flying demon advances, but is cut down by response fire from Ash.
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The demon knight sacrifices a ghost.
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A ghostly warrior is summoned in its place.
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The undead knights charge towards the gate. One knight and his horse are destroyed by response fire from the wall, but the others manage to do 2sp of damage to the gate (2 remain).
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The other demon minion follows behind.
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The possessed shrubbery advances forward, and continues to look spooky.

Army of the Dead (Zupponn)
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Dooty blows into his horn as hard as he can, which has the unfortunate effect of blowing over the possessed shrubbery like a tumbleweed. The other nearby skeletons have trouble holding their composure, and suffer a -1 skill penalty as a result.
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One of the catapults takes out a crossbowman, and his falling corpse injures a horse.
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The other accidentally hits one of the skeleton horses.
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Advancing skeletons kill another wall defender.
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The other side of the wall loses a crossbowman as well.
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Changing into something more evil, the princess smiles seductively at Evil Ash.
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He follows her in to the siege tower.
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Sexytimes commence.

Castle Knights (Lordintype)
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Charging out of the gate, one of the knights smashes an undead knight with his lance.
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With no room to really attack, the other knights form up a reserve line.
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The bard tries to inspire everyone with his music, but breaks a lute string, and will have to fix it.
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The battle cleric tries to bless the ballista, but accidentally says the blessing wrong, and just distracts the concentration of the crew instead.  

Catle Army (MGB519)
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The witch tries to brew a potion of strength, but can't seem to figure out where she put her wolf heart extract.
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The ballista misses its target.
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The trebuchet crew tries to fire, but the firing mechanism seems to be jammed and needs to be fixed first.
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A soldier grabs a javelin and winds up.
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He takes out one skeleton horse and wounds another.
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A lucky javelin throw on the other side takes out two skeletons.

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More undead appear on the horizon, in a pyramid formation. It's the Pharaoh Imhotep and his army, played by Kommander Ken! They are allied to the other undead and also drawn to the power of the Nekronomicon.

Kill Count:
Ash (Lpmikeboy)- 1
Castle Army (MGB519)- 5
Castle Knights (Lordintype)- 1
Army of the Dead (Zupponn)- 3 +1 friendly fire
Undead Knights (Bann154)- 1 friendly fire
Mummies (Kommander Ken)- 0

Overviews:
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Send in orders for turn 3!
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Re: Horde of Darkness Turn 2

Postby Alex » Wed Oct 12, 2016 7:41 pm

Turn 3

Undead Knights (Bann154)
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The demon knight tries to resurrect the fallen knights, but accidentally banishes the ghostly warrior to the nether realm instead.
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The undead knights kill one of the knights and his horse, and wound the other horse.
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The demon minion heads towards the gate, grabbing a spear in the process.
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The possessed shrubbery moves forward, looking spooky.

Castle Knights (lordintype)
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Sir Roderick smashes his lance to the ground, causing a shockwave that destroys two undead knights.
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The bard fixes his lute.
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The cleric blesses the ballista operator, giving him skill boost.

Army of the Dead (Zupponn)
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Evil Ash and the princess exit the siege tower, walking hand in hand and observing the battlefield.
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The result of their lovemaking causes the siege tower to grow limbs and become a Siege Monster!
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Charging forward, it reaches the castle walls.
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An unlucky catapult shot hits the siege monster, damaging it. (-2sp)
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Another catapult shot damages the trebuchet.
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One of the skeletons with a ladder connects it to the siege monster.
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Dooty blows his horn towards the wall.
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The resulting blast knocks a defender off the wall. He falls to his death.
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Skeleton crossbowmen kill another defender.
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These skeletons all miss.
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Other skeletons advance.

Castle Army (mgb519)
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The remaining soldiers on the wall take out another 2 skeletons.
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The ballista hits the siege monster, but doesn't injure it.
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The blacksmith repairs and upgrades the trebuchet into a pneumatic doubleshot trebuchet.
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It hits the large tree, causing it to fall over and damage the catapult and crush a skeleton.
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The witch cuts the heart from a fallen soldier, hoping it will work as a substitute for the missing wolfheart in her potion.
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It still seems like something is missing though.
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King Arthur tries to summon reinforcements. Though faint at first, the sound of clacking coconuts grows louder and louder...
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It's the Knights of Camelot! First dibs goes to Tastyskippy123.

Mummies (Kommander Ken)
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The mummies advance towards the wall.
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One loads himself into a catapult, while another stands by the damaged catapult.

Ash (Lpmikeboy)
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Ash heads into the barn. A mechanical roaring noise can be heard.

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More knights arrive. It's Henry the Red from the neighboring castle, here to aid the defenders! They are commanded by RedRover.

Kill Count:
Ash (Lpmikeboy)- 1
Castle Army (MGB519)- 8
Castle Knights (Lordintype)- 3
Army of the Dead (Zupponn)- 5 +1 friendly fire
Undead Knights (Bann154)- 2+2 friendly fire
Mummies (Kommander Ken)- 0
Henry the Red's Army (RedRover)-0
Knights of Camelot (Open)-0

Overviews
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Image
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Send in orders for turn 4
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Re: Horde of Darkness Turn 3

Postby RedRover » Wed Oct 12, 2016 7:59 pm

Henry the Red for RedRover, how fitting!
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Re: Horde of Darkness Turn 3

Postby Alex » Wed Oct 12, 2016 8:11 pm

RedRover wrote:Henry the Red for RedRover, how fitting!

Yeah, I thought it was funny how that worked out.
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Re: Horde of Darkness Turn 3

Postby Sixfeed » Thu Oct 13, 2016 9:59 am

I'll take the Knights of Camelot.
Why do hotdogs come in packs of eight but the buns come in packs of six? :mystery:
Why is it a mystery? :mystery: Why do people care that it is a mystery? :mystery:
sixfeed wrote:Thank you, some people ask why I am so mysterious, but even I do not know, why? :mystery:
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Re: Horde of Darkness Turn 3

Postby Alex » Thu Oct 13, 2016 10:37 am

Sixfeed wrote:I'll take the Knights of Camelot.

If Tastyskippy123 doesn't want them, then you can command them.
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Re: Horde of Darkness Turn 3

Postby Sixfeed » Thu Oct 13, 2016 2:50 pm

Okay
Why do hotdogs come in packs of eight but the buns come in packs of six? :mystery:
Why is it a mystery? :mystery: Why do people care that it is a mystery? :mystery:
sixfeed wrote:Thank you, some people ask why I am so mysterious, but even I do not know, why? :mystery:
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Re: Horde of Darkness Turn 3

Postby Duerer » Thu Oct 13, 2016 2:51 pm

Army of Darkness meets Monty Python and the Holy Grail. What a time to be alive.
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Re: Horde of Darkness Turn 3

Postby Captain-Camper » Thu Oct 13, 2016 5:52 pm

In legos!
"Tallyho lads, snuggle the houses and burn the women! Leave not a single potted plant alive! Full speed ahead and damn the cheesemongers"
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Re: Horde of Darkness Turn 3

Postby TastySkippy123 » Thu Oct 13, 2016 10:26 pm

I have sent the orders for the knights of camelot! Sorry sixfeed.
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Re: Horde of Darkness Turn 3

Postby Tzan » Fri Oct 14, 2016 1:34 pm

Hey wait a minute, where is Count Von KillKount?
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