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Old 09-22-2009, 10:04 PM   #621
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Oh, yeah, forgot that CL was dead...

ROUND 2

UFO Man fired parasites! His darklings tried to chomp the communist.

PurpleKoopa tore cold-power from the blizzard and fired it in a beam of pure chilliness! He uses some of the leftover coldness to empower himself.

The communist whips out his sickle and starts slashing! UFO Man and SpaceManiac are hit! SM saves UFO in time with a quick heal, and then blasts the boss with a puny tidal wave (which was enhanced by his current sharkiness). The commie also tosses out a curse on PurpleKoopa, who starts being damaged by his own energy. "Ha! Your own riches shall destroy you!" shouted the Communist!

Max forces the boss to pick somebody to take a big hit! The communist has no weak pals around, so he chooses to be hit. Ow!

Hammer Up's trees heal UFO. Hammer Up then chops down his poor trees to gain ultimate evolutionary power!

The typhoon and the disco inferno weaken the boss.

CheeseLord rises from the grave!

PK's golem and the Phylactory attack the boss.

Meanwhile, the TVs showed this fantasy setting's equivalents of Tokyo, London, and Los Angelos getting disintegrated. Most quickly!

Weather:
Typhoon (For next 4T, hit all enemies at Speed 15 for 1D.)

The Communist
HP: 45.5/80
E: 1/25
Stats: 1A, 14S
CDs: Redistribution (2T) Russian Roulette (2T) War Hammer (4T) Curse of Samael (20T) Normalis Sickle (3T)
Effects: Disco Inferno (4D/T for 2T)

Cheeselord, Pyromancer
HP: 3/10
E: 0/14
Stats: 0A, 19S
CDs: Disco Inferno (2T) Rage (1T)
Effects: None

PurpleKoopa, Cryomancer
HP: 11/11
E: 1/25
Stats: 1A, 11S
CDs: Blizzard (2T) Cold Fusion (3T) Chill Beam (3T)
Effects: Curse of Samael (User takes his energy in damage at the end of each turn)

Joe the Crystal Golem (Has Summon Specialty)
HP: 3/3
E: 0/5
Stats: 5A, 3S
CDs: None
Effects: None

UFO Man, Umbomancer
HP: 6/10
E: 4/10
Stats: 0A, 19S
CDs: Void Gate (2T) Parasites (3T)
Effects: None

Rodney the Darkling
HP: 2/2
E: 3/5
Stats: 0A, 12S
CDs: Devour (1T)
Effects: None

Herb the Darkling
HP: 2/2
E: 3/5
Stats: 0A, 12S
CDs: Devour (1T)
Effects: None

Bozo the Darkling
HP: 2/2
E: 1/5
Stats: 0A, 12S
CDs: Devour (1T)
Effects: None

Max, Necromancer
HP: 6/6
E: 3/10
Stats: 2A, 10S
CDs: Bone Whack (2T) Force Sacrifice (2T)
Effects: None

Phred the Phylactery
HP: 2/2
E: 3/5
Stats: 2A, 0S
CDs: None
Effects: None

SpaceManiac, Hydromancer
HP: 3/7
E: 2/7
Stats: 0A, 10S
CDs: Typhoon (4T) Tidal Wave (1T) Shark Aspect (1T)
Effects: None

Hammer Up, Biomancer
HP: 14/14
E: 0/9
Stats: 0A, 10S
CDs: Vigor (2T) Forestation (3T) Tree Power (3T)
Effects: Rank 2 (Can use special Rank 2 moves)

Newpine the Tree (Has summon specialty)
HP: 2/2
E: 10/10 (Hive with other trees)
Stats: 1A, 0S
CDs: Amino Pulse (1T)
Effects: None

Oakenridge the Tree (Has summon specialty)
HP: 2/2
E: 10/10 (Hive with other trees)
Stats: 1A, 0S
CDs: Life Force (1T)
Effects: None

Alright, everybody send moves again!

This boss is a lot easier than intended... but that's fine, you finally get your revenge on him.
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Last edited by Coolguy; 09-23-2009 at 06:36 AM.
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Old 09-22-2009, 10:14 PM   #622
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Wow, he's almost down to half health already! I prepare a Cold Cannon to blast the Communist with next round. Joe fires a Chilling Ray at the Communist.

Also, you forgot to add my curse effect.
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Old 09-22-2009, 10:46 PM   #623
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Now time for the awesomeness... Metamorphasis Herb, And Master Of Chaos herb!
Shadow bolt all darklings
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Old 09-23-2009, 06:20 AM   #624
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Octopus Aspect + Sponge!
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Old 09-23-2009, 06:33 AM   #625
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Quote:
Originally Posted by Ufo-Man View Post
Now time for the awesomeness... Metamorphasis Herb, And Master Of Chaos herb!
Neither of those are instants. You can only cast Metamorphosis this turn.
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Old 09-23-2009, 09:02 AM   #626
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Minor Heal Ufo-Man,and my trees use Deadly Thorns.
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Old 09-23-2009, 07:04 PM   #627
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

If CheeseLord and Max don't post soon, have CheeseLord use Flamethrower, Max use Ectoplasmic Beam, and Phred use Star-Cross.
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Old 09-23-2009, 10:26 PM   #628
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

ROUND 3

The boss suddenly moves quicker than anybody could foresee and tosses a single bomb into the air. Uh oh, it's an -

BOOM.

The debris settles. Anti-magic energy courses off through the air, and everybody gets up. Most people weren't harmed. Hammer Up was a little bruised. Unfortunately, CheeseLord was completely bombinated. Cheeselord is dead! (again)

PurpleKoopa started preparing a cold cannon! His crystal golem tries to fire an ice-ray, but it had no energy (it recharged to maximum arcane power instead).

The darklings Shadow Bolt! Meanwhile, UFO does some hand motions, and one of the darklings turns elderly.

Hammer Up heals UFO a little bit. Hammer Up's trees start firing lethal thorns at the boss.

The weather and the disco inferno hurt the communist some more. Meanwhile, the screens showed the fantasy-equivalents of New York, Paris, and Mexico City disintegrating, killing a bunch more people. Keep moving quickly!

Weather:
Typhoon (For next 3T, hit all enemies at Speed 15 for 1D.)

The Communist
HP: 30/80
E: 0/25
Stats: 1A, 14S
CDs: Redistribution (1T) Russian Roulette (1T) War Hammer (3T) Curse of Samael (19T) Normalis Sickle (2T) Anti-Magic Bomb (5T)
Effects: Disco Inferno (4D/T for 1T)

Cheeselord, Pyromancer (re-DEAD... fortunately no creepy paralyzing screams)

PurpleKoopa, Cryomancer
HP: 11/11
E: 0/25
Stats: 1A, 20S
CDs: Blizzard (1T) Cold Fusion (2T) Chill Beam (2T)
Effects: Cold Cannoning (Fires a cold cannon at the boss next turn) Curse of Samael (User takes his energy in damage at the end of each turn)

Joe the Crystal Golem (Has Summon Specialty)
HP: 3/3
E: 5/5
Stats: 5A, 3S
CDs: Crystal Power (1T)
Effects: None

UFO Man, Umbomancer
HP: 7/10
E: 2/10
Stats: 0A, 19S
CDs: Void Gate (1T) Parasites (2T) Metamorphosis (2T)
Effects: None

Rodney the Darkling
HP: 2/2
E: 4/5
Stats: 0A, 12S
CDs: Shadow Bolt (1T)
Effects: None

Herb the Elder
HP: 5/5
E: 4/5
Stats: 0A, 15S
CDs: None
Effects: None

Bozo the Darkling
HP: 2/2
E: 2/5
Stats: 0A, 12S
CDs: Shadow Bolt (1T)
Effects: None

Max, Necromancer
HP: 6/6
E: 4/10
Stats: 2A, 10S
CDs: Bone Whack (1T) Force Sacrifice (1T) Ectoplasmic Beam (2T)
Effects: None

Phred the Phylactery
HP: 2/2
E: 2/5
Stats: 2A, 0S
CDs: None
Effects: None

SpaceManiac, Hydromancer
HP: 5.5/7
E: 2/7
Stats: 0A, 10S
CDs: Typhoon (3T) Octopus Aspect (1T)
Effects: Casting Sponge (Next turn, finishes casting Sponge) Aura (Pick 2 allies to heal by 3 next turn)

Hammer Up, Biomancer
HP: 10.5/14
E: 1/9
Stats: 0A, 10S
CDs: Vigor (1T) Forestation (2T) Tree Power (2T) Minor Heal (1T)
Effects: Rank 2 (Can use special Rank 2 moves)

Newpine the Tree (Has summon specialty)
HP: 2/2
E: 8/10 (Hive with other trees)
Stats: 1A, 0S
CDs: Deadly Thorns (2T)
Effects: None

Oakenridge the Tree (Has summon specialty)
HP: 2/2
E: 8/10 (Hive with other trees)
Stats: 1A, 0S
CDs: Deadly Thorns (2T)
Effects: None

Round 4's here! Send moves!
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Last edited by Coolguy; 09-23-2009 at 10:32 PM.
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Old 09-24-2009, 08:13 AM   #629
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

I fire the Cold Cannon! Joe will use Frigid Blade on the Communist.
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Old 09-24-2009, 09:22 AM   #630
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Toxic!My trees use Amino Pulse on me.
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Old 09-24-2009, 03:15 PM   #631
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Don't I have a cooldown for Sponge? Did I get hit by the bomb at all, or shall my sponge be wasted?

EDIT: Wait, whoops. I got confused! It's this turn I'm absorbing... I choose who to hit next turn.

Last edited by SpaceManiac; 09-24-2009 at 07:26 PM.
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Old 09-24-2009, 06:17 PM   #632
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Master of Chaos.
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Old 09-24-2009, 08:16 PM   #633
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Quote:
Originally Posted by SpaceManiac View Post
Don't I have a cooldown for Sponge? Did I get hit by the bomb at all, or shall my sponge be wasted?

EDIT: Wait, whoops. I got confused! It's this turn I'm absorbing... I choose who to hit next turn.
You absorbeded last turn... this is the second half of it where it fires the damage (but you absorbed no damage so it's not going to do anything, unless you Shark Aspect to give it some "bonus damage" beyond 0 ).

Can somebody send a move for Max?

EDIT: Oh, and SM, you still need to pick who you heal. (It's an even turn next so your aura heals some people)
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Old 09-24-2009, 08:21 PM   #634
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

If Max misses deadline, have Phred use Star Cross, and Max use Bone Bomb (with Phred) at Speed 0.
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Old 09-24-2009, 10:13 PM   #635
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

ROUND 4

The Communist laughed evilly and whipped out a gun, made from pure anti-magic metal! He went at crazy-speed and shot down the Elder. UFO cried "Noooo! Now I have no elder to sacrifice for my DOOM SPELL!"

The rest of the wizards and summons leaped at the communist, brawling it with a massive amount of attacks!

The Communist stumbled out of the debris cloud, his feet frozen, his hair on fire, and his veins filled with toxin. He checked his life meter - Only 7 HP left!

"Ha, you fools! You think you have defeated me!" shouted the Communist. "Well, think again!" The Communist dropped a smokescreen, vanishing away!

With the Communist gone, the wizards quickly stopped the machine using their advanced mechanical techniques (ie: kicking it until it broke). They twisted the staff out of the device, and the screens blinked out, but not before showing the fantasy setting's Hong Kong variant dissolving into sand.

You guys win! The world is saved! Too bad many of the worlds' major cities are now mini-deserts. But who cares, mission accomplished!

I'll post the epilogue tomorrow, but anyways, it's over! Congratulations! Now, on to CL's dungeon.
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Old 09-25-2009, 03:27 PM   #636
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

EPILOGUE

The wizards are back in the dim room with artifacts all over the walls. Coolguy paces around the table, twirling around the Staff of Kings.

"Good work. This was an important artifact to retrieve - It has powers far more destructive than the ones the Communist knew of. The loss of a few cities isn't much of a disaster, in comparison."

With this, Coolguy opened up a well-hidden slot in the wall and inserted the staff. With a hum of a few automatic spells, the slot closed again, blending in perfectly with the wall. Then Coolguy reached into the back pocket of his cryomancer cloak and pulled out a huge wad of cash.

"So now it's over- Here's your pay. I would suggest laying low for a while; All of that mass destruction is likely to make quite a bit of political turmoil. Maybe even another war."

The wizards take one last look at the vault- At the mysterious objects covering the walls, the dim flickering light rune, the places where hidden slots and spells were at work- knowing they would never see the place again. They take their money and leave.

Coolguy adds a few extra defenses to the exit door, and then sits down. He opens the magically-sealed file cabinet in the corner, dodges the darts, and pulls a heavy two-hundred-page checklist out.

He makes a checkmark next to the 180th item on the list- The Staff of Kings. Coolguy flips through the endless pages, glancing at a few of the list objects as he reads- "422. Excalibur" "917. Fountain of Life" "1765. Piece of Eden". Still a long way to go before finally achieving Ultimate Power. High Corporate Executive Arch-Mage Coolguy sighs and puts down the list. What is a secretly evil rich guy to do with only near-unlimited resources, ambition, magic, and influence? At least the Communist should be out of the way, for now.

Then Coolguy magically sensed something coming. He stood up and opened the door just as six wizards on the other side reached it. "Hey, we're here about the job!" said their aeromancer.

The new wizards all sat down and Coolguy stood at the head of the table. "Greetings, mages. As you can tell by my decorations in this room, I am a collector. But unfortunately, I need four final artifacts to finish my collection..."

THE END

It's over, now on to CL's dungeon! This was a fun game to run- I hope you guys enjoyed it too!
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Old 09-25-2009, 03:55 PM   #637
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Heh, nice epilouge! I totally enjoyed the dungeon
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Old 09-25-2009, 06:50 PM   #638
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Ooh, neat twist ending. I thought that Coolguy was up to no good! Moral of the story: never trust Coolguy!

I really liked the exploration in the first two levels! I couldn't help but feel the last two levels were rushed though, though they were still fun. Perhaps it would have helped to shorten the other two levels or to have less levels in the next game. Still, a few times I felt we were a little lazy though (What was with all the "Do Nothing" during the Yort boss fight?!).

The spellbook system was good, since it stopped people from choosing upgrades all the time and you didn't have to worry about losing moves forever. The heroes might have been a bit overpowered though (only one wizard died during the Yort fight, and that was an instakill). Thanks for hosting, Coolguy!
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Old 09-25-2009, 07:00 PM   #639
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

The blurgarisk's all-knowing eye woulda saw that coolguy was evil, so the commie doomed himself. It woulda been such a great ending if I got to summon the blurgarisk.
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Old 09-25-2009, 10:31 PM   #640
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Default Re: T&T Dungeon 6: The Great Treasure Adventure

Yeah, the last two levels got rushed because each of the first two had a full month to be done in while the other 2 each lasted 2 weeks, because I didn't keep track of time as well as I should have.

The wizards definitely got overpowered, but that was mostly through them having huge amounts of summoning and healing power, while the enemies were not being good enough at countering either. The most balanced fight was the one with the enemy hero team because they had enough damage output to overcome your summons and healing (even though I had to nerf them a little). I think in my next game I'll definitely limit each a lot more.
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