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Hall of Fame and Infamy: Best and Worst Actions

Hall of Fame and Infamy: Best and Worst Actions

Postby Runes » Thu Jun 13, 2013 8:40 pm

In this thread I will post all the best actions from RH!



AKAPASU SQUAD ACTION FROM DUCK HUNTING
"Oh shit."

"What?"

"Lost temple of unknown origin."

"Oh fuck!"

"Why are you all cussing, I thought this was a good thing? We're Relic Hunters, aren't we? Let's loot that place!"

"Yeeah... about that. Lost Temples are the worst, seriously. There's always undead and/or demonic guardians in them."

"Not to mention the giant stone crushing traps, the naga pits (I hate nagas), lava pools, the giant rolling boulders that'll squish you and those pendulum of DOOM things."

"Ugh, and the keys. We've got to hunt down a bunch of keys or and weird objects to be able to progress from room to room. That's like a rule of cosmic law or something."

"And solve riddles! I hate riddles! Why we gotta solve all those damn riddles! TIMED riddles, even! If you fail, you gotta start all over. I got stuck on one for three days, once! Three Sharess damned days! I wanted to puke until I found a Wal'ky'thru faerie to help me out."

"Worst of all, once we've gotten through it all, defeated every challenge, they ALWAYS collapse on themselves, allowing us -just- enough time to flee for our lives."

"It's like these temples have a self-destruct mechanism or something. If we're lucky we'll get out with one nonsense item of weird mystical significance, our lives and not much else."

"Why do it, then?"

"Duh, if we don't, the world will end."

"What?!"

"There's always a doomsday cult plotting to end the world in one of these and we Relic Hunters always arrive in the nick of time. I bet we'll find that Ducky is involved somehow. That'd figure."

"I'll bet ada on two to ten odds that Major Milkan and that greenie leader have gotten themselves captured and are going to be sacrificed in a big heathen ceremony."

"No bet."

Akapasu squad gird their loins, wipe their tears and set off into the Temple of the Infernal Duck to be Heroes. Selfless pro bono Heroes.

Dammit.

"Is it just me or is the entrance shaped like an angry giant duck head that's about to swallow you?"
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Re: Hall of Fame: Best Actions

Postby Lordpanther14 » Fri Jun 14, 2013 12:33 am

That was great and good to see how other people write their options. Here's hoping I can get us Fen Wolves on the board with the latest one.
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Re: Hall of Fame: Best Actions

Postby Runes » Tue Jun 25, 2013 10:46 pm

FEN WOLVES SQUAD ACTION FROM DUCK HUNTING
The Folly of the Fen Wolves
Taking advantage of the confusion caused by the feral hordes, the Fen Wolves present themselves as a troupe of actors sent by the Guild of Flowers, who pride ourselves on being some of the best actors in the entire underworld. Should the guards express any doubts, the squad will break out into a spontaneous song and dance number for the guards. If they still prove resistant to our charms we will attempt to lure them into an out of the way space, knock them out, and Cal'ree being the ugliest, and the one capable of leading the squad to Sarv'swarti with his empathy by leading us to the person who is the angriest in the keep, put on one of their uniforms to act as an escort for the troupe as we go to Sarv'swarti.

If she's in there and she spots our entrance, Cal'ree will explain that the troupe is here to host a private show for Sarv'swarti to show her an amusing Satire of the Sarghress as they look to prove themselves the fiercest and spying Qaun'tana's stuffed animal Wolfy, the role played by Fen, seek to do battle with him only for Su'dion to be sat on and wail like a child. Bro'toh and Royer will mock Su'dion to hold Sarv'swarti's attention as Cal'ree and Kara launch a surprise attack with some rope to gag and choke her out. While the rest of the squad restrains any other viewers that might be there or assisting in the takedown of Sarv if we managed to get that private audience.

If she is in her room and does not notice our arrival we will skip straight to the takedown. If she is not in the room, we will lie in wait, stuff any maids in the closet as we put on their outfits, and take Sarv by surprise when she enters making sure to close the door and gag her as soon as possible.

If someone else is in the room that is related to Sarv'swarti, we'll just settle for her.

With that act completed, Bro'toh will leave a note saying, "The Fen Wolves were here", will stuff her in to a chest and run out of there as fast as we can complaining that she did not appreciate our performance and head down to the docks to get that ducky.
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Re: Hall of Fame: Best Actions

Postby Runes » Sat Sep 06, 2014 5:16 pm

SARGHRESS ACTIONS TURN 2 RAID

AKAPASU
Akapasu squad meets out of sight with the rest of the Sarghress squads willing to cooperate to take the front gates. After discussing strategies and formulating a quick plan, the squad volunteers to take the gate, provided the other squads give support.

If the Fen Wolves and Marauders give permission, the squad will be retaining the services of Go'dan, Kara and Jak'iaah, all mana specialists.

While other squads provide backup fire by launching sneak attack ranged assaults against the gate's guards, Akapasu squad will charge the gate itself on their mounts. Using her Light Mana Standard Focus, Eruva will blur the squad, making their shapes difficult to distinguish from among the ordinary nighttime shadows. Jak'sura, Xtka'en and any other borrowed mana specialist will, if necessary, raise mana shields to cover the squad from ranged retaliation.

Upon reaching the gates, whether spotted or not, the squad will lower the visor of their helmets (which have Gas Mask Filter upgrades), throw 3x gas bombs at the top of the walls, one on each side of the gate and one onto the blockhouse itself for full coverage. We will use more if necessary to ensure all the hermionne are distracted.

Should Go'dan be present, he will a) shield himself and other un-masked specialists with air sorcery from the gas fumes, b) use his power to sweep and keep the gas properly over the hermionne positions up on the walls and gate and c) then use his air sorcery to aid Akapasu squad in their ascent.

Should Jak'iaah and/or Kara be present, they will use their Earth Mana Standard Foci to create footholds in the wall to aid in the rapid ascent of Akapasu.

Once the Hermionne have been gassed, Akapasu squad will use their 5x grappling hooks, and any mana sorcery aid, to climb the walls, cut down any choking opposition within reach, make their way to the lever which will lower the gates, use it to lower the gates, and then use Sorin's metal sorcery and Metal Mana Standard Focus to break the mechanism, ensuring the gate cannot be raised again easily.

Should any of the other squads assist us in a different manner than here described, we accept all such aid, provided it does not get in the way of spirit of the outlined plan.


FEN WOLVES
We will assist the Marauders, Akapasu and and any other Sarghress squads in attacking the city's front gate. Our primary objective once the attack commences will be in creating a distraction further down the wall using a smoke bomb/other types of sorcery including Su'dion's fire to make it seem like we are attacking in more than one place, and if possible do damage the wall in the area we are feinting the attack not to actually break it but in the loudest manner possible and attempt to obscure our movements by moving quietly and making it unclear how many of us there are. Working with Akapasu Kara will then attempt to create hand-holds on the wall using earth sorcery so Akapasu can climb up and trip the lever to open it. Once the main attack by the other squads is underway Go'dan's will be available for providing support under Akapasu's direction including boosting any members of other squads over the wall with his air sorcery and any further directions they have. If Akapasu can't get to the gates quickly Jak'iaah will aid Kara in breaking the stone parts of the gate to crumble it. Once the gate is down we will ride in with the other squads and quickly try to eliminate the defenders. Throughout we will attempt to avoid running into the range of our own or our allies' bombs and take the necessary precautions such as covering of faces/wolves' noses and suppressing any attacks from Hermiones who come to investigate with our weapons and the wolves and using Go'dan's air sorcery to redirect any gas fumes that come too close to us or our allies.

MARAUDERS
Time to operate! While trying to remain stealthy, the Marauders will help the Cloud Piercers and other like squads to eliminate/suppress the gate guards via Kev'ren's crossbow and mana attacks whilst Akapasu climbs the walls and opens the gate from inside/disables the locks. Jak'iaah will use earth sorcery to make handholds in the stone near the gate so Akapasu can quickly climb the wall. If Akapasu can't get to the gates quickly Jak'iaah will aid Kara in breaking the stone parts of the gate to crumble it.

Once the gates are down, and the gas cleared, the Marauders will ride in with the other squads and quickly try to eliminate the defenders, using sorcery as needed. The Marauders will not remain stationary for long once inside, taking advantage of their own wolf mounts, and will try to keep within reach of the other Highland Raider squads.

This is an example of good cooperation, all actions confirming each other and squads knowing what the other is doing.
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Re: Hall of Fame and Infamy: Best and Worst Actions

Postby Runes » Sun Dec 07, 2014 1:36 pm

Cloud Piercers
CP may have failed their objectives,
but
We have gotten this far and have never given up. We shaln't start now.

CP will show that they too can fight and fight well!
CP aims for the general's head using the simplest of plans, Use sargress drow nimbleness to outmatch the general's brute strength. CP will place faith in their teamwork and extensive training.

That said, Reka values her comrades' lives more than some intangible sense of pride and honor. Should CP find themselves horribly outmatched or outnumbered, she will give the order to run for our lives and take any flak from the commanders later.

This is not the kind of action I want to be faced with when you are about to face the enemy General and his troops. It gives me no real idea on how escape or victory are meant to be achieved.
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