Dungeon Run Turn 6

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WestNordOst
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Dungeon Run Turn 6

Post by WestNordOst » Sun Jul 10, 2016 2:41 pm

The first thing that happens is that Quantumsurfer uses a spell he got by killing the squidman:
I use the spell now to transpose Rick Random and Leeroy. After respawning, I guess. In true Leerrrrrroy Jenkins! fashion, it'll place my teammate much nearer the center of the map. See, I am a good team player after all.
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Over at Xyum and Rick Random Leeroy Jenkins

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Xyum and his ninjas are still busy with the vermin. The remaining vermin (2 spiders, 1 scorpion) gang up on one of the ninjas and overwhelm him (his is not dead yet though). Xyum and the other ninja then successfully kill the vermin that is crawling over the first ninja (without killing him).

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Meanwhile, Leeroy does not hesitate long but runs over the bridge to charge the next enemy. (There is still a trap in this room, but Leeroy did not trigger it.) He manages to run around the corner and reveal the next room which makes him gain another Benny (he has two now).
The hallway has only one exit at the far end of it. However, there is a treasure chest right in front of his nose.
There is an undead necromancer in this room. With his staff, he can build new abonimations out of any one slain enemy. The rider and the necromancer stay where they are. Two of the skeleton charge forward, but don't do any damage. Leeroy counterattacks with his mace and crushes the first skeleton's three legs and one arm.

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WestNordOst
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Re: Dungeon Run Turn 6

Post by WestNordOst » Sun Jul 10, 2016 3:09 pm

Over at The Exterminator and Leeroy Jenkins Rick Random

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Leeroy's men have the initiative, they rush towards the blue alien and slay it. The second blue alien that is just coming out of the portal lands in their midst and takes another shot at the respawned The Exterminator. However, his beamcannon does not even make a dent into T.E.s armor.

Enraged by this lame attempt at spawnkilling, T.E. summons his supernatural powers to let the wall crumble and fall onto the remaining alien. (Quantumsurfer probably did not guess that his allies would be at the same spot when he gave that order, or did he? :troll: ) The stupendous feat is a success! A telekinetik blast destabilizes the wall and it falls straight down on the four! They pass through the portal and appear at the other end of the portal, only upside down!

(Don't argue, :sparta: )

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One of his Rick's henchmen respawned and is getting back to where the action is. The other follows Leeroy into the corridor, taking one of the loudspeakers with him.
Meanwhile, being transposed with Leeroy while Leeroy was disrupted, Rick Random is immediately attacked by the tentacles. They do not do enough damage to kill him, but he remains disrupted. He then gets up, but instead of fighting with the tentacles, he decides that he has no business here and tries to run away, only to be knocked down again by the tentacles in the attempt.
However, he falls on his guitar, which lets loose one mighty bass accord. The sound is transferred wirelessly to the loudspeakers and amplified, blasting out as a drumhead-destroying *TWAAANG*. It does not do enough damage to affect Leeroy, but it blasts of the remaining appendages of the first skeleton and blasts off a leg and an arm of the spearman.

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WestNordOst
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Re: Dungeon Run Turn 6

Post by WestNordOst » Sun Jul 10, 2016 3:59 pm

Mr. Farrington and the High Priest of Swordfighting

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The High Priest - ignoring the pile of minifgs that appeared on the portal - takes the lead and reveals the next room, in which Dr. Mordred and his cyborg guards await them. To the left, there is the hallway with the necromancer and his skeletons, to the right is the pier.

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Dr. Mordred immediately fires his crossbows and would bring down the high priest, if not for the fanatic which sacrifices himself for him. Dr. Mordred then releases the handbrake of his personal tank and charges, but obstracted by the corpse of the fanatic, misses. Everyone else also misses. Including Mr. Farrington's bodyguards which open fire on the cyborgs from afar.

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WestNordOst
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Re: Dungeon Run Turn 6

Post by WestNordOst » Sun Jul 10, 2016 4:05 pm

Result so far
RedRover & Armag3ddon: 3 gold
quantumsurfer & bann154: 7 gold
0mark & Zahlenheim: 5 gold

Waiting for orders!

@quantumsurfer & bann154: Don't forget you have a treasure chest on the pier

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WestNordOst
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Re: Dungeon Run Turn 6

Post by WestNordOst » Sun Jul 10, 2016 5:33 pm

Oh, it seems I forgot the bomb. Well, your luck.

nullmark
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Re: Dungeon Run Turn 6

Post by nullmark » Thu Jul 14, 2016 5:30 am

So, hab mich jetzt angemeldet. Tut mir leid das ich so lange brauchte.

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WestNordOst
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Re: Dungeon Run Turn 6

Post by WestNordOst » Wed Oct 05, 2016 6:04 am

I decided not to continue this. While it is nice to have the time to add some decor to the randomly generated rooms, the whole thing is just too time consuming. A brikwars battle on a Sunday afternoon turns into a months-long undertaking. It was fun though, I hope you enjoyed it as well. Here is an index:

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RedRover
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Re: Dungeon Run Turn 6

Post by RedRover » Wed Oct 05, 2016 11:10 am

Thanks for hosting!

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bann154
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Re: Dungeon Run Turn 6

Post by bann154 » Wed Oct 05, 2016 11:35 am

As Red said thanks for hosting it was a really fun game and cool idea!
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Duerer
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Re: Dungeon Run Turn 6

Post by Duerer » Wed Oct 05, 2016 11:39 am

Fuck, makes me sad to hear when someone has to abort their battles. But yeah, I understand when life gets in the way again.
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