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#331
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MURDERSTORM.
Of the Sparkly Forest. "Murd" to your friends. |
#332
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Peace out. Murd to your mutha.
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#333
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NOTE: It is Loki's turn
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#335
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That kills the, uh, orc zombie.
Neo Sylvis! Show us your power! Rules refresher: You roll 2d6 to move. You also get 2d6 to attack, and you succeed on a 4, 5, or 6. The enemy defends with its Defense score, and succeeds on a 6. See Loki's roll for an example. You have one spell remaining, which is Swift Wind: This spell may be cast on any one Hero, including yourself. Its powerful burst of energy enables that Hero to roll twice as many dice as normal the next time he moves. With the orc zombie out of the way, you could attack the mummy on a movement roll of 4 or higher, or the other zombie on a movement roll of 8 or higher. Staying right where you are is also a thing you can do. You're at 4/6 Body Points, if my numbers are to be trusted (hint: they generally aren't). |
#336
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Call me MURDERSTORM, or Murd for short. Has a nice ring to it.
No time now, but I'll get my move in later tonight. |
#337
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When did Murd graduate from elf school anyway?
Also I predict Guts: Wall Mode (TM) will be a great form of opposition to the Orc Zombie, and his Mummy. Best of luck/sniffing guys. |
#338
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The spell is more colloquially known as Grampa's Baked Beans.
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#339
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Movement is a...uh...3.
I'll stay put and do nothing unless you guys want me to move up one, I guess. The MURDERSTORM can wait another turn (yes that is how I refer to myself). |
#340
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Not sure if everyone's still waiting on me, but you can lock in my move as staying put.
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#341
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No, it's wizman's turn.
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#342
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Getting into the room will only allow the undead access to my fragile robed body, so I'll bypass my turn and cheer on the murdersquad from the sidelines.
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#343
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Remember, GUTS gets an extra die for defense until he takes damage from an enemy hit.
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#344
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something we used to do when my siblings used to play this was when there were no monsters in sight, we used to just "line up" at a door, meaning we'd just say we took turns rolling and moving and getting everything in order until we were lined up just the way we wanted to be.
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#345
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The mummy does negative damage to Guts. The zombie does a little better, but doesn't manage to pierce Guts's ROCK SOLID defense.
L-lucky! |
#346
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Guts finally manages to land a single point of damage on the Mummy. Only one more hit to go!
I don't think moving from the doorway is optimal, so I'll stick here unless anyone has any objections. |
#347
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I move over to H-3 and take a swing at the orc and hit it two times. The orc manages to dodge once but then dies.
I am the hero. |
#348
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Loki has vanquished the, uh, orc mummy. But a zombie is still shambling! MURDERSTORM, show us how it's done.
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#349
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I move to G2. The zombie does not attempt to defend but I decide to simply wave my short sword around like a featherduster.
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#350
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Lather, rinse, repeat. Rah Rah Rah!
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#351
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Does that mean you're passing? I guess you can't reach the zombie anyway.
The zombie bites MURDERSTORM for a point of damage. Oh no! You've been infected. Luckily, the incubation period is a few days, so you'll easily finish this quest. Just in case, though, your companions should be careful to keep their brains out of sight. |
#352
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I'll switch to a garlic shampoo. Elves don't like garlic.
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#353
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Gut's gibs the Zombie. Where to next gents? Line up at I3? There's not furniture in here so I'm going to assume that any searching will reveal an orc.
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#354
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I3 sounds good to me.
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#355
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There can still be money or potions in the random treasures, but there could also be Orcs or arrows. Not worth the risk for me since I only have 2 Body Points left, but it's still a good idea for someone a little more hardy.
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#356
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Is I3 the consensus? What's going on here?
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#357
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I'm fine with lining up at I3. Put me in one of the spots adjacent to the spot in front of the door.
I don't want to search anything as I'm only at 3 body points. |
#358
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Okay, move to I3 with the same "grouping" as last time, and once I roll a good move... nope, well, a 7 should work, Guts will open the door and see who's inside.
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#359
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I stand behind meatshield GUTS
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#360
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With some trepidation, you swing open the door. Surely some great evil lurks beyond the threshold!
Wait, what? This isn't Verag*! It's just another mummy and a pair of skeletons! You feel like shaking your tiny fists and cursing the name of Zargon, or perhaps even uttering the foul swear of "Milton Bradley" (didn't your mothers teach you any better?), but then your eyes come to rest on a treasure chest** and you know that this was all worthwhile. You know, assuming the chest isn't empty. And the tomb isn't trapped. Suddenly, you feel the influence of Zargon throughout the dungeon. His thoughts echo in your heads, and you sense that he has only just noticed some sort of "footnote" referring to the room you just cleared: "This mummy is the Guardian of Fellmarg's Tomb and was once a mighty warrior. It rolls 4 dice instead of 3 when it attacks." You don't begin to understand what any of that means, but you do feel Zargon's anger rising. *You vaguely recall that this quest was about killing a gargoyle or something. **Except for Frupladlusfidrotus, who doesn't have a line of sight to the chest. |