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Author Topic: Zealots and Demons, The Fall of a God, Turn 122: A Standoff  (Read 136381 times)

V-Norrec

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Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #135 on: August 19, 2012, 04:55:42 pm »

Zealots and Demons, Turn 9:  Doors confuse Draconians

Quote from: Dwarmin
Action: Search the dead guard for loo

[2] There isn't much of value to find really, the armor isn't made for any of the females in the group, the guard already has his own armor,  you somehow doubt it would fit on a Draconian, and the elf doesn't look like to kind to be dragging around heavy armor either.  You finish checking the rest of his gear, gaining one canteen and a few silver coins.

Inventory:  1 Filled Canteen, 3 Silver Coins

Quote from: lawastooshort
After speaking to the others, search the immediate vicinity (corridor of cells?) for the way out and examine the door and listen to behind it, knife at the ready but prioritising stealthiness.

[6] You sneak around, doesn't look like anyone else is really in here right now.  At a guess, the fighting is all taking place in other parts of the ship and everyone is busy there.  You find the exit about 20 meters away and shout to the rest of the group, "Down here," Oh darn, that just ruined the hope of taking anyone behind the door by surprise.

Quote from: Ochita
stick with the others

[4]  You stick with the crazy door-breaking lady.  You look at all the cells.  You wonder why there would be so many on a cruise ship... you shrug off the thought, probably just preparing for the worst.

Quote from: CrimsonEon
share what Raleigh just told him, and help Tikan in her search

[auto-success]  You share the information with the rest of the group.  [1] You find nothing that Tikan doesn't point out to you.  "Oh.... so that's the door, I knew that."

Quote from: Caellath
If they want to stay, then search for appropriate defensive measures for both. If they follow, then help rummaging through the Marshall's body.

[6] "Well, if you're staying you should take this, and these, and also this." you say handing the two the keys along with any and all weapons the Marshall was carrying before the girl you know as Jacelyna even rummages through his belongings.  When they try to give the weapons back you give them a stern look letting them know you won't take them back under any circumstances.

Character Status
Spoiler: Aegnor Tinúviel (click to show/hide)

Spoiler: Mordekhai Sarvedon (click to show/hide)

Spoiler: Shruick Kasslain (click to show/hide)

Spoiler: Tikan (click to show/hide)

Spoiler: Nepthym Heliopsis (click to show/hide)

--------------

((I'm not trying to make your character look like an idiot, he just keeps getting bad rolls on actions where I don't really have another choice in how to dress up the failure.  Don't worry it'll turn around eventually, probably in a fight :P ))
« Last Edit: August 19, 2012, 07:23:15 pm by V-Norrec »
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CrimsonEon

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Re: Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #136 on: August 19, 2012, 07:39:52 pm »

((At this rate, doors are going to be Shruick's sworn enemy by the end of this))

Shruick tails Tikan as she moves about the corridor, keeping an eye out for any enemies. Not a single interesting thing crops up as they move towards a larger doorway at the end of the hallway. Shruick briefly ponders the best way to open the door, but resigns on account of the embarrassment of being confounded by a simple lock. "After you" Shruick gestures Tikan to take the lead, drawing his Sabre.

Back up Tikan, should she decide to enter. Otherwise wait and listen.

lawastooshort

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Re: Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #137 on: August 20, 2012, 02:37:40 am »

Tikan wondered just what the hell she was thinking, getting all excitable with doors and kicking and shouting. She decided to calm down, take a deep breath, and offer her hand to Shruick.

“Tikan. Wayward… well… just wayward for now, I suppose. Shall we go?”

She concealed her knife behind her arm and tried the door.

Open the door, enter, if anyone is surprised try to capture them, if anyone opposes us try to kill them. If they don’t look like pirates give them a chance to join us first.

(Should we head to the bridge or the engine room?)
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Caellath

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Re: Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #138 on: August 20, 2012, 08:46:37 am »

After making sure Raleigh and Minuet were properly prepared for the eventuality of an attack, Mordekhai finally prepared to move out and follow the rest of the group when he realized the group was not walking around with full numbers, the little woman was still in the same room as his.

Since the other three had already left and they were probably capable of dealing with most problems by themselves, he decided to wait and protect the lithe foreign-looking killer. Probably not needed, but strength in numbers, heh?

Wait for "Jacelyna" to start moving, then follow her.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

Dwarmin

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Re: Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #139 on: August 20, 2012, 10:40:59 am »

Nepthym crept along with the others-hardly a shadow, anyone looking upon the group at first glance might almost have not seen her...

Action: Enter after Tikan, scope out the most dangerous opponent if available, then engage. Try to remain hidden in plain sight.
« Last Edit: August 20, 2012, 11:00:10 am by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Ochita

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Re: Zealots and Demons: The Fall of a God, Turn 9: Doors confuse Draconians
« Reply #140 on: August 20, 2012, 01:43:52 pm »

Aegnor decided to just follow the group, ears straining for any unusual sounds of movement. Follow after everyone, listen for any unusual sounds.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

V-Norrec

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Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #141 on: August 21, 2012, 04:16:21 am »

Zealots and Demons, Turn 10:  Ambushed and slit throats!

Quote from: lawastooshort
Open the door, enter, if anyone is surprised try to capture them, if anyone opposes us try to kill them. If they don’t look like pirates give them a chance to join us first.

[3] You nudge the door open.  [4] There are four guards standing outside circling the door.  [4 (you) vs. 6 (them) for initiative]  The guards dive for you [6 (attack avoided)] [3] [(4+1)/2=3 damage] [1 (attack avoided)] [3] [(2+1)/2=2 damage], cutting your left leg and right upper arm.  [6]  You try to stab one of them but you miss, the pain dulling your reflexes giving them just enough time to back off before getting hit.


Quote from: CrimsonEon
Back up Tikan, should she decide to enter. Otherwise wait and listen.

[3] [(4+1)/2=3 damage]  You grab one of the guards arms and pull him in forcing him to the ground and stabbing him in the shoulder with your sabre. 

Quote from: Dwarmin
Action: Enter after Tikan, scope out the most dangerous opponent if available, then engage. Try to remain hidden in plain sight.

[5] [(6+1)x2=14 damage]  You manage to remain unseen in all the confusion and pull a second of the guards in slitting his throat in one clean motion.  [2]  They've all obviously noticed you and your deadly efficiency by now.

Quote from: Caellath
Wait for "Jacelyna" to start moving, then follow her.

[2]  You follow behind for a while.  You're taken aback by the slaughter at the door though.  Looks like you're going to have to fight your whole way to the bridge if this is any indication.

Quote from: Ochita
Follow after everyone, listen for any unusual sounds.

[3]  You arrive at the door and see the guards ambushing your new friends here.  [4]  Over the din of battle, you don't hear anything particularly unusual.

Enemies
Guard 1:  (Action taken)
Health, 9/12

Guard 2:  (Action taken)
Health, 12/12

Guard 3:  (Action taken)
Health, 12/12

Guard 4:  (Action taken)
Health, -2/12, Dead.

Character Status
Spoiler: Aegnor Tinúviel (click to show/hide)

Spoiler: Mordekhai Sarvedon (click to show/hide)

Spoiler: Shruick Kasslain (click to show/hide)

Spoiler: Tikan (click to show/hide)

Spoiler: Nepthym Heliopsis (click to show/hide)

----------

Specify your abilities otherwise you'll automatically default to basic attacks, and those aren't the best.

((In case you are wondering edits are usually me fixing formatting issues I see after post or spelling I got wrong.  Or occassionally even forgotten rolls.))
« Last Edit: August 21, 2012, 04:21:52 am by V-Norrec »
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Ochita

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Re: Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #142 on: August 21, 2012, 04:33:20 am »

Aegnor hesitated, and he almost froze up. Facing guards like these, with intent to kill, it was very different from his normal life of going around villages. Snapping out of his daze, and reacting he Cast holy shield on the party.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

lawastooshort

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Re: Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #143 on: August 21, 2012, 05:40:02 am »

“Ack…” thought Tikan, very briefly. “Clumsy… stupid…"

She ducked down to press her knife’s tip to the downed guard’s throat and shouted to his comrades.

“Yield or you’ll all die before you can move another foot.”

Threaten downed guard and address enemies.

If they don’t surrender: stab (Thrust) the downed guard in the throat before rolling through an inviting gap, behind and out of the way of the remaining guards.

If they do: disarm them, search them, bind their arms, legs and mouths, and lock them in a cell before advancing to the next door and listening carefully.

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Dwarmin

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Re: Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #144 on: August 21, 2012, 07:39:25 am »

Objective

Nepthym kept moving.

Her knife sang as she slew.

Action: If Tikan doesn't get them to surrender, pick another guard to engage-fight defensively and evasively, trying to aggravate him into making a mistake.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

CrimsonEon

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Re: Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #145 on: August 21, 2012, 07:42:26 am »

Shruick pulled his Sabre from the guard's shoulder and turned to the rest, It's been a while since this blade drew blood, Shruick mused, Time to see if I still know how to use it.

The first guard now subdued, Shruick turns his attention to Focus on the second guard, ready to attack if he doesn't surrender

Caellath

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Re: Zealots and Demons: The Fall of a God, Turn 10: Ambush!
« Reply #146 on: August 21, 2012, 08:36:12 am »

Mordekhai sighed. Time for battle had finally come, or so it seemed. His hand quickly took his flail from its spot at his back and tested its weight for a while before moving forward, confident steps driving him into the melee.

There was little time to lose while innocent people could be dying.

If Tikan's attempt fails, also try to intimidate them into giving up. Look evil.

If they don't give up, then enter melee with an attack to the nearest guard's head.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

V-Norrec

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Z&D: The Fall of a God, Turn 11: So much blood!
« Reply #147 on: August 23, 2012, 01:26:52 am »

Zealots and Demons, Turn 11:  So much blood!

Enemies
Guard 1:  [2]  The guard struggles to get up but can't.  [6] From his awkward position he tries to stab at Shruick, but Shruick deftly avoids his clumsy attacks.
Health, 0/12, dead
Status:  Bleeding, Takes two damage next turn.

Guard 2:  [3] [6+1/2=4 damage]  The guard manages to cut Tikan's other arm.
Health, 8/12
Status:  Tackling Nepthym, Can only attack Nepthym

Guard 3:  [2] This guard can't attack through the door, but he tries anyhow.  *thunk* It doesn't work.
Health, 5/12
Status:  Running away

Quote from: Ochita
Cast holy shield on the party.

[4] [4 health shield]  You manage to cast a shield around the entire party.  Somewhat late it looks like though.

Quote from: lawastooshort
Threaten downed guard and address enemies.

If they don’t surrender: stab (Thrust) the downed guard in the throat before rolling through an inviting gap, behind and out of the way of the remaining guards.

[auto-fail]  They don't seem interested in surrender or negotiations.  [3] (([3]+[4]+1)/2=4 damage)  You manage to hit one of the major arteries in the guards other shoulder, your aim thrown off slightly by the cuts on both of your arms.

Quote from: Dwarmin
Action: If Tikan doesn't get them to surrender, pick another guard to engage-fight defensively and evasively, trying to aggravate him into making a mistake.

[6] Apparently the guard you chose has a bit of a temper problem and charges at you, tackling you to the ground and, [5] [4 damage] punching you in the face repeatedly throwing his sword to the side.

Quote from: CrimsonEon
Focus on the second guard, ready to attack if he doesn't surrender

[4] [6+1= 7 damage]  You stab the guard straight in the stomach before backing off slightly.

Quote from: Caellath
If Tikan's attempt fails, also try to intimidate them into giving up. Look evil.

If they don't give up, then enter melee with an attack to the nearest guard's head.

[3] You intimidate the nearly dead guard into running away, the others don't really seem to notice, more interested in laying prone on the floor and tackling your new friends.

[4] [4+1=5 damage]  You approach the guard that is laying pinned to the ground by the Draconian and pound his head with your flail, killing him instantly.  You wince a bit, thinking that maybe you shared a meal with him not more than a few days ago, but the feeling passes, whatever is going on, he put himself between you and what you need to do.

Character Status
Spoiler: Aegnor Tinúviel (click to show/hide)

Spoiler: Mordekhai Sarvedon (click to show/hide)

Spoiler: Shruick Kasslain (click to show/hide)

Spoiler: Tikan (click to show/hide)

Spoiler: Nepthym Heliopsis (click to show/hide)

----------

Sorry about the long wait, not doing anything tomorrow so we'll probably be getting some fast turns out tomorrow.

Let me know if anything doesn't make sense btw, I had a little bit of trouble organizing it so the guards are going first as ambush initiative dictates.

CrimsonEon

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Re: Z&D: The Fall of a God, Turn 11: So much blood!
« Reply #148 on: August 23, 2012, 02:04:54 am »

Shruick grins at the turn of the battle. His target escapes his view long enough for him to see the third guard running away. "Damn it! He'll inform others!" Shruick curses as he breaks out into a run, intending to catch and (non-lethally) subdue the fleeing guard.
« Last Edit: August 23, 2012, 02:26:24 am by CrimsonEon »
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Dwarmin

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Re: Z&D: The Fall of a God, Turn 11: So much blood!
« Reply #149 on: August 23, 2012, 02:09:11 am »

Time

Nepthym felt some pain-but the guard wasn't particularly strong, and his flabby fists didn't do much damage, at least not superficially-one of the gifts of her people made it difficult to damage her looks purposefully. Not invincibility, no-it was just difficult to ruin their looks or scar them, where as most people undergoing this sort of facial treatment might look like hamburger about now.

She rolled with the punches, deflecting the worst of it. It probably looked worse than it felt. She had been trained to tackle larger, stronger opponents than herself-and to not be intimidated. Panic and fear were death.

Still, he might regain his wit and remember his sword in a few moments. So she had to concentrate on evasion-a boot to the crotch might work. Then a knife to the throat, or wrist. Nepthym suspected on of the others might step in and help her, but she wasn't going to rely on that.

Action: Try to evade his punches and slip my knife into a vulnerable spot
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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