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Author Topic: Roll to Dungeon Quest - It's not you, it's me.  (Read 193282 times)

Xantalos

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #300 on: May 19, 2013, 04:06:36 pm »

Watch and learn.

Gently flip Gerty onto his stomach, murmuring platitudes to him, and then FLAMING CURBSTOMP HIM IN THE ARSE.
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Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
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Dwarmin

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #301 on: May 19, 2013, 04:27:35 pm »

"...Hey, I need to borrow this." Lady Foxglove says, raising her boot in vermin stopping fury despite her wound.

That cheeky toad was still wearing a human sized belt, and she could see his healing potion on it!

Well, her healing potion...

Action: Stomp the toad-man to death (or wait till he bleeds to death) then purloin the punks precious potion. Drink it!

OR somebody else could do that, maybe.


((OOC: No bonus for fighting defensively? Lame))
« Last Edit: May 19, 2013, 04:49:38 pm by Dwarmin »
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Toaster

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #302 on: May 19, 2013, 04:35:49 pm »

a Toaster-like 1 vs 5 or 6

:(

Does sound like a good idea.


"Oi!  Come back here!"

Wind Step, then chase him down.  Look for a chance to trip the kidnapper.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Parsely

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #303 on: May 19, 2013, 04:40:08 pm »

Name: Gats Hokuto
Class: Decisive Nomad
Details: A woman of the sands, she always wears her flowing desert robes and soft leather boots. Favours pole arms and other sorts of long, pointy objects. Carries most of her things in the multitude of pockets sewn into all the clothing she owns. Tends to lose and find things, and has long since lost track of how many pockets she actually has, and what she has kept in them. Enjoys hiding other people's things, though she, of course, has trouble finding them again.
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lawastooshort

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #304 on: May 19, 2013, 04:57:42 pm »

((OOC: No bonus for fighting defensively? Lame))

The original reply was much more amusing, and referenced the fighting style of Sir Paul McCartney. I deleted it.

As I mentioned in the GM Notes spoiler, this is something I should probably have already thought of, and I will add it in the morning.


Edit:
I added the following this morning.

Fighting Modes!
You can choose to fight defensively instead of attacking. This will grant +1 to defence rolls against all melee attacks. If you roll a 6 whilst defending or your attacker rolls a 1 then you get a free counterattack.

You may choose to cast defensively instead of attacking. This will grant +1 to defence rolls against all melee attacks and still let you activate a magic ability.
« Last Edit: May 20, 2013, 02:47:46 am by lawastooshort »
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Chink

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #305 on: May 19, 2013, 05:06:21 pm »

"My, what is all the fuss about, small child? I'm quite busy recording in my Drug Diary, you should know."

Whiz looks up at the crying sound, ready to scold harshly whoever was making that noise, when he noticed a brutalized stranger lay there on the floor.
 
"They must done that to you for a reason. Might as well finish you off now, mate."


Shoot (and loot) Gerty.
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Errol

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Re: Roll to Dungeon Quest - Chapter 1.18
« Reply #306 on: May 20, 2013, 06:41:59 am »

Loot all that is not claimed yet, which should be one dagger and one lock picking kit.

Then give chase. Leisurely. It's a bit difficult to curse an invisible person.
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lawastooshort

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Roll to Dungeon Quest - Chapter 1.19
« Reply #307 on: May 20, 2013, 10:21:10 am »

Turn Nineteen

Loot all that is not claimed yet, which should be one dagger and one lock picking kit.

Then give chase. Leisurely. It's a bit difficult to curse an invisible person.


Medha runs back into the room without looking at the bleeding Lady Foxglove on the floor this time. She quickly picks up the toad’s dagger and lock picking kit – he seems unable to resist, probably because he’s a toad – and jogs across the room in the direction of the kidnapper.

She’s mostly about to catch up!

She eases off a little.

Shoot (and loot) Gerty.

Whiz hears the screaming child and looks up from his note taking.

He notices the unconscious battered man lying broken on the floor.

"They musta done that to you for a reason," he reasons. "Might as well finish you off now, mate. Nothing personal."

He shoots Gerty Jones through the heart!

He bends down and takes the dead man’s potion and cutlass.

Run to where Tiny Arnold went, using the kid as a location device of sorts. When I see where he's supposed to be, run at him and yell as intimidatingly as possible to stop right there and not move a muscle. Should this work, shoot where his knees should be.

Gervedder, fresh from shooting a squashed toad in the leg, reloads his crossbow as he makes his way across the room, and joins Medha in her pursuit of Tiny Arnold.

”Stop in the name of… the… STOP!”

The sideways flying child stops in the open doorway of the next room.

Gervedder stops, kneels, and shoots.

Suddenly there’s a crossbow bolt stuck a foot or two up in the air.

Blood starts flooding over an invisible trouser leg.

Wound Acquired: Tiny Arnold: Heavily Bleeding Knees!

Action: Stomp the toad-man to death (or wait till he bleeds to death) then purloin the punks precious potion. Drink it!

OR somebody else could do that, maybe.

The last thing Respectable Jones the Toad thinks will never be known, but it’s probably something along the lines of crikey, how can a woman be so incompetent at stamping!? That’s lucky!

Then he bleeds to death.

Lady Foxglove Vainglorious III slips his potions out of his belt, very quickly eyes the contents label just to be sure, and downs it in one.

Wind Step, then chase him down.  Look for a chance to trip the kidnapper.

As she does so Tackov the Violent fades from view.

The few bloody footprints that follow him disappear as he hurries down the next room and the next corridor towards his target. He catches up to a small boy floating horizontally in the air above a bloodied crossbow bolt, tries to trip the small boy carrier, and trips over, smashing his head on the stone wall and stunning himself.

Wound Acquired: Tackov Cedtry: Stunned!

Gently flip Gerty onto his stomach, murmuring platitudes to him, and then FLAMING CURBSTOMP HIM IN THE ARSE.

Bukkar, having witnessed Tackov’s more competent side, decides he needs to reassert his position amongst the top violence aficionados in the group.

He pokes Gerty’s limp and bleeding body with his foot, turns him over, and kicks the corpse in the arse!

The arse bursts into flame.

Bukkar looks around to make sure everyone’s seen how badass he is. Lady F seems a bit busy not bleeding to death anymore. Whiz is struggling to get his new cutlass in a comfortable position in his dress. Everyone else is running into the room beyond.

Bother.

Quote from: Tiny Arnold
Drop the kid, fight off the pursuers, then run.

Tiny Arnold doesn’t know that his companions are dead, but given the unexpected numbers of pursuers he can guess what’s probably happened.

He turns at Gervedders’s authoritative voice.

He sees Gervedder and, strolling along behind the messenger, Medha.

Gervedder shoots him in the knee.

He throws the kid at Gervedder and turns.

His prey’s not worth it.

Before anyone can move he’s out the door on the other side of the room and into the long corridor beyond. He slams shut the door, tears out the crossbow bolt with a gasp, and is gone.

Gervedder drops the child on Tackov’s head.

”Ouch! Yer little fecker! Let me go! I’ll turn you into a fecking toad! I want my milk!”

Spoiler: GM Notes (click to show/hide)

Current Players:
Spoiler: Tackov Cedtry, Toaster (click to show/hide)
Spoiler: Whiz, Chink (click to show/hide)
Spoiler: Medha Correo, Errol (click to show/hide)
« Last Edit: May 20, 2013, 10:23:09 am by lawastooshort »
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Errol

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #308 on: May 20, 2013, 11:05:50 am »

"Step back and let me handle this. I'm good with kiddies." Medha turns to the child, trying to be as soothing as possible.

"Now, now, little bugger. There's no reason to be so upset. The bad men have gone to heaven. Or hell, I don't care 'bout that. Got some nice holes in 'em at any rate. Right, anyway! Me's Medha Correo, trained and experienced Curse Crafter, and me plus this ragtag bunch of misfits was sent by your dad to look after you, see if you stubbed a toe or something. Got no milk or diapers on me, bugger your mom for that.
Right, back on the job. You're in one piece. More or less. You've got potential, kiddo, but you need to be a bit more subtle - your daddy's worryin' about you dabbling in the magicks. Nothing wrong with that, but you might not want to rub your milkmakers the wrong way. That toadifying, though? Totally sweet. We could learn from each other. Hey, want to know how to make people trip over their own feet?"


Turn in the kid for a job well done. Attempt to trade spells.
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Dwarmin

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #309 on: May 20, 2013, 11:50:18 am »

Leave it up to Medha to mug a traumatized child for magical knowledge, Lady Foxglove thinks. Hopefully their resident curse crafter would hop away from the encounter in more suitable, more warty form.

Action: Escort the kid/plot token back. Laugh derisively if Medha gets turned into a toad.
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Chink

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #310 on: May 20, 2013, 11:59:34 am »

"Hey Tackov, can you show how you did that Wind Blast spell? I can teach how to cast a Shield in exchange."

Magic Exchange my Shield 1 for Wind Blast, if Tackov agrees. Also, ask the kid if he knows the exact identities of the potions we found.
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Harry Baldman

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #311 on: May 20, 2013, 12:19:15 pm »

"Wait just a minute there, Medha. Let's not get too hasty. Now, kid. I have a question."

Gervedder kneels down in front of the kid.

"What's your name and what is the name of your father? Have to make sure you're actually the fellow we're looking for. Your milk is waiting upstairs if you are indeed who we are looking for."

Question the child, stopping any would-be escorters beforehand.
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Errol

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #312 on: May 20, 2013, 12:32:41 pm »

"Wait just a minute there, Medha. Let's not get too hasty. Now, kid. I have a question."

Gervedder kneels down in front of the kid.

"What's your name and what is the name of your father? Have to make sure you're actually the fellow we're looking for. Your milk is waiting upstairs if you are indeed who we are looking for."

Question the child, stopping any would-be escorters beforehand.

"Oh, damn, thanks for the save. You know who'd want to kidnap you as well?"
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Toaster

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #313 on: May 20, 2013, 04:03:01 pm »

Tackov sits up, holding his head.  "Ow... sure, I guess.  Bit banged in the head here."

Agree to Magical Exchange.  Loot any unlooted potions.



La:  The encounter would have been harder if that spell of mine hadn't gone so well.  The dice seem to agree that I should do nothing but cast spells, as every time I do Wind Blast I get a five, while attempting to do anything physical results in hilarious failure.

On the subject of the two-dice system, is a 4,6 a 4 or a 6?  What about a 5,6?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

lawastooshort

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Re: Roll to Dungeon Quest - Chapter 1.19
« Reply #314 on: May 20, 2013, 04:21:38 pm »

La:  The encounter would have been harder if that spell of mine hadn't gone so well.

Yes that's true.  I also hidden rolled for Respectable Jones getting turned into a toad, which weakened him imperceptibly.

The dice seem to agree that I should do nothing but cast spells, as every time I do Wind Blast I get a five, while attempting to do anything physical results in hilarious failure.

Yes I am baffled by the constant 1 vs high number rolls you get for melee etc., it's quite gratifying.

On the subject of the two-dice system, is a 4,6 a 4 or a 6?  What about a 5,6?

4+6 is 5. 5+6 would be 5.5, so I am indeed coin tossing to decide if it's 5 or 6 for the time being unless I decide against it ((2d6/2) already gives more guaranteed success than 1d6 is my argument for not rounding up every time. When there are significant bonuses or penalties than I will try to show the roll calculations otherwise just the final single number.

All:
I'll try not to keep you waiting too long but I have to prepare your levelling up and the next scene a bit. Please let me know if you have any level up ability preferences (of course I will PM you a choice as before) and also any comments in general (it is my first time being serious so sometimes I worry about it all).
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