Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: You Are Adventurer v2 - Turn 2 - Where is the welcome party?  (Read 4712 times)

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: You Are Adventurer v2 - Character Creation
« Reply #15 on: March 17, 2012, 02:39:48 pm »

Live, I say! Live!
Blame it on grass.

Just look at that asshole. Being all smug like that.

Yeah, turn 1 is coming along. I just hate grass and landscapes. And this turn required both. In any case, doing the grass right now is most likely gonna speed up future turns considerably. Right now in "generate art assets" mode, so everything takes time(especially since I hate landscapes...a lot).
« Last Edit: March 17, 2012, 02:44:12 pm by cerapa »
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: You Are Adventurer v2 - Turn 1 - Mor Dak'kah, the kobold
« Reply #16 on: March 17, 2012, 05:00:12 pm »

                                              Turn 1

Meet Mor Dak'kah. An exceptional kobold in many ways. While other kobold children were fond of shinies, he was fond of a particular kind of shinies, ones that glowed with magic, made a consistant ticking noise, or were simply weird. And rather than hoard these artifacts, he would take them apart, see what they did. While other kobolds were stuck in caves and spent their time stealing, Mor became far more civilized, took after the humans that created these artifacts. He straightened his back, even though it took a while to get used to, and miraculously, managed to grow a small beard. The artifacts however, were rare, and Mor spent his time shooting with the bow, it being the highest technology kobolds have.

At some point in his life, the lack of artifacts became too harsh for him. He packed his things, and went to wander the lands. He has done this for a while now, and has become familiar with the language of the humans, and can convince a human that he is not visiting to steal their things(although he sometimes is). In time he has come to see humans as equals, rather than gods who create powerful artifacts. And in some cases, even considers himself the greater of them, as they have no appreciation for what has been created.

In time this has lead him here. A pretty ordinary village lies in sight, and his trusty bag, filled with arrows, sits behind him. He has been in this exact situation many times, but this time, it is the beginning of something greater than just wandering around. The adventure of this lowly kobold is beginning, and you will be here to guide him.

What is Mors first action in his adventuring career?

Spoiler (click to show/hide)
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Ultimuh

  • Bay Watcher
  • BOOM! Avatar gone! (for now)
    • View Profile
Re: You Are Adventurer v2 - Turn 1 - Mor Dak'kah, the kobold
« Reply #17 on: March 17, 2012, 05:54:44 pm »

Check your bag of stuff, make sure everything is there.
You never know.
Logged

Robocorn

  • Bay Watcher
  • [DOES_NOT_EXIST]
    • View Profile
Re: You Are Adventurer v2 - Turn 1 - Mor Dak'kah, the kobold
« Reply #18 on: March 17, 2012, 05:58:04 pm »

Run through the backdrop. Surely there are magical artifacts behind it.

Nirur Torir

  • Bay Watcher
    • View Profile
Re: You Are Adventurer v2 - Turn 1 - Mor Dak'kah, the kobold
« Reply #19 on: March 17, 2012, 07:08:30 pm »

Calculate how long he can fire at his preferred rate for with his current ammo reserves.
Logged

terkiey

  • Bay Watcher
  • chicken what i need
    • View Profile
Re: You Are Adventurer v2 - Turn 1 - Mor Dak'kah, the kobold
« Reply #20 on: March 17, 2012, 08:51:16 pm »

Walk to the village! Onwards for our quest to find artifacts!
Logged
Quote from: Meistermoxx
Quote from: Knigel
Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
[(√[1]/∞)+3!+|Chicken|] / [100^(1/2)]

cerapa

  • Bay Watcher
  • It wont bite....unless you are the sun.
    • View Profile
Re: You Are Adventurer v2 - Turn 2 - Where is the welcome party?
« Reply #21 on: March 19, 2012, 02:39:24 pm »

           Turn 2

Mor checks his bag. Everything seems to be there. 203 crappy wooden arrows, 20 coins and the magic ring. Mor had a few more artifacts beside the ring, but he lost them in the process of acquiring the coins. He believes the process was called "trading so you dont starve".

You might be interested in the obviously magical ring. Its practically useless. All it seems to do is to shock the crap out of Mor whenever he tries to wear it. Maybe useful to give to a thief as a trap, and its always funny to place a piece of bread in it and use it as a bug zapper, but besides that, useless. Mor has been thinking of giving it a name so he doesnt have to call it "the ring", but he hasnt come up with a good name.

The 20 coins are a respectable sum, enough to survive for a month. Mostly farmers and the like trade purely with goods, but they will also accept coins if they dont need any immediate goods. Coins are mostly for trading between nobles and rich people.

The 203 shitty arrows can pierce a skull from the right angle, but not a good helmet. Considering Mor can fire every 3 or so seconds if at full speed(more if he aims properly), and fires two arrows at the same time, it would take him around 5 minutes of non-stop arrow shooting to run out of arrows. Naturally he would get tired before that, but its good to know that he could do that while pumped with adrenaline.

Confident that all his stuff is still there, Mor places the bag in his inventory and continues onwards towards the town.


He arrives at the town, but there in noone there. Not a person in sight. Its midday, so its very out of the ordinary. Generally people are working at this time. Cant hear anything either. It feels quite eerie.

Mor doesnt know what he should do.


The tall stone tower to the north might be worth checking out. There is also always the possibility of knocking on someones door, or just leaving and finding a less creepy town.

Spoiler (click to show/hide)
Logged

Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

JackoftheBox

  • Bay Watcher
    • View Profile
Re: You Are Adventurer v2 - Turn 2 - Where is the welcome party?
« Reply #22 on: March 19, 2012, 03:16:23 pm »

Travel towards the tall stone tower, also knock on all the doors that are along the way
Logged
This morning I found myself looking at the numberplates of the cars on my drive in to work and seeing them as tileset characters in ASCII... a silver Renault I was behind had an interesting scene of a Human wrestling a Minotaur near a bin.

terkiey

  • Bay Watcher
  • chicken what i need
    • View Profile
Re: You Are Adventurer v2 - Turn 2 - Where is the welcome party?
« Reply #23 on: March 19, 2012, 04:50:46 pm »

Just go to the tower, but keep your eyes peeled for artifacts.
If you see anyone, check to see if they are wearing an artifact mask and are not just wearing their real face, like normal people.
Logged
Quote from: Meistermoxx
Quote from: Knigel
Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
[(√[1]/∞)+3!+|Chicken|] / [100^(1/2)]

Ultimuh

  • Bay Watcher
  • BOOM! Avatar gone! (for now)
    • View Profile
Re: You Are Adventurer v2 - Turn 2 - Where is the welcome party?
« Reply #24 on: March 19, 2012, 09:59:09 pm »

Ponder on more possible uses for such a ring, perhaps as a component in somekind of device?
Logged
Pages: 1 [2]