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Dungeon Run Turn 4

Posted: Mon Jun 06, 2016 5:07 pm
by WestNordOst
Leeroy and T.E.
Leeroy has the initiative, then the monsters, then T.E.
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Leeroy and one henchman rush towards the dungeon door, while they leave one behind to get the treasure chest back to the boat. Leeroy collected one Benny already that he can spend anytime, by the way, because he was first to reveal the dock area.
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However, the henchman does not get far. A marine beast emerges from the water. it's squidman, also known as THE TABLES!

Nope, not Brikthulu. You wouldn't be able to defeat him at all. That's what *thulu is about.

...But still, a mighty foe. He comes forward and strangles the henchman with one of his many tentacles as if he were one of these balloon dogs. He's dead alright.

The extra tentacles in the water by the way are separate enemies.
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T.E., Bill and Bob rush forward to fight, however, T.E. does not reach the monster in this turn. Bill throws his explosive and it goes off right next to THE TABLES, tearing off one arm (-1HP) and killing one tentacle outright. Bob also rushes forward, but... well, you see. But he is still alive!

Mr. Farringtion and High Priest of Swordfighting
Mr. Farringtion has the initiative, then, the HPoS.
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Mr Farrington's three bodyguards all shoot at Monsieur KLONK and all of them hit (+2 crits) and deal a whopping 27 damage. There is not much left of him.
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Meanwhile, Mr. Farringtion and one of the sword fanatics respawned and move into the room. (But I do not have further orders.)

Rick and Xyum
Rick and Xyum have the initiative.
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Rick Random and the Nuclear Rainbows storm headfirst into the dungeon, only to be greeted by another guardian - HERR KLONK. Finally, they have an oppurtunity to use their equipment! Loudspeakers to the max and let's rock and roll!
The outrageous volume of Rick's amplified E-guitar-axe makes the guardian's clockwork eardrums explode, causing a fatal chain reaction that ends in the guardian being disabled (before someone asks: Rick is immune to his own music, dude)

From this room, you can go in any direction (North, East, South or back West)
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Meanwhile, Xyum and his ninjas run forward, but only Xyum comes near enough to the spiders to attack them. He impales one spider on his sword and is subsequently attacked by the others. However, their attack is not so effective. Xyum remains unharmed.

Re: Dungeon Run Turn 4

Posted: Mon Jun 06, 2016 5:11 pm
by WestNordOst
Quite a successful round. The bad luck finally caught up with the monsters.
You should include in your orders what your heroes do if there are no more monsters to fight.

Result so far
RedRover & Armag3ddon: 2 gold
quantumsurfer & bann154: 5 gold
runnybabbit223 & Zahlenheim: 2 gold

Re: Dungeon Run Turn 4

Posted: Tue Jun 07, 2016 3:40 am
by Armag3ddon
I'll quote from my orders because it's important for the record!
The High Priest saw Farrington's action. A good fight, however, Farrington failed to take the enemy with him into death. Mr. Farrington has partially risen in honour.

Re: Dungeon Run Turn 4

Posted: Tue Jun 07, 2016 4:32 pm
by WestNordOst
Okay, so who got what the alien said?

Re: Dungeon Run Turn 4

Posted: Tue Jun 07, 2016 4:38 pm
by RedRover
WestNordOst wrote:Okay, so who got what the alien said?
Is it a teleporter? That is my best guess

Re: Dungeon Run Turn 4

Posted: Thu Jun 09, 2016 1:08 am
by lordintype
RedRover wrote:
WestNordOst wrote:Okay, so who got what the alien said?
Is it a teleporter? That is my best guess
That's mine too

Re: Dungeon Run Turn 4

Posted: Sat Jun 11, 2016 4:42 am
by WestNordOst
Waiting for orders of everyone except those who sent orders already :)

Re: Dungeon Run Turn 4

Posted: Sun Jun 12, 2016 4:25 am
by Armag3ddon
Aw shit. Right.

Re: Dungeon Run Turn 4

Posted: Sun Jun 12, 2016 5:30 am
by WestNordOst
Since I think we are about half through now, here is what I think myself about the suitability of this game mode for a forum battle:
  • It is cool that always only few minifigs are on the board, so that leaves more room for creativity
  • not being live, that enables me to build some nice background on the fly
  • however, since I only reveal a room when a player gave orders to rush into it, that gives the players very little control over what is happening, since they don't see before they choose what to do what is in a room
  • the players in one team do not really act in concert, which ends up in quite a chaos and me just heavily interpreting the orders. So, again, loss of control for the players
  • the respawn mechanic seems to make things to easy. On the other hand, what is easy? It is a game of pure luck anyway, hmm...
  • also, it takes loooong

Re: Dungeon Run Turn 4

Posted: Sun Jun 12, 2016 7:39 pm
by runnybabbit223
Hi, just letting you know that I'm gonna be busy over the next few months and won't have time to finish this game unfortunately. :(

So, you can continue NPC'ing me or give my team to another Brikwars member or whatever, really sorry to drop out on you like this!