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Author Topic: Roll to Dungeon Quest - It's not you, it's me.  (Read 191285 times)

Chink

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #420 on: June 11, 2013, 01:42:09 pm »

"Thank you, sir!"

Head to the town guard HQ and collect the bounty, then go to the magic shop.

((Miniturns are fine right now.)
« Last Edit: June 11, 2013, 04:59:22 pm by Chink »
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Dwarmin

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #421 on: June 11, 2013, 01:46:34 pm »

Action: Assist in any clue/plot hook/trap/treasure related searching
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"The hats never coming off."

Errol

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #422 on: June 11, 2013, 04:34:36 pm »

Continue studying curse application, seek out blood, craft curse.
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Xantalos

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #423 on: June 11, 2013, 04:36:02 pm »

Apply Dark Knight-style chiropracty to self to fix back.
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Toaster

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #424 on: June 11, 2013, 08:26:36 pm »

Surely that drunkard splattering everywhere spilled some blood.
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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.

Errol

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Re: Roll to Dungeon Quest - Chapter 1.28
« Reply #425 on: June 12, 2013, 01:55:45 am »

Yeah, probably, and I'd prefer not cutting open people. But I can't guarantee what happens on an overshot. :D
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lawastooshort

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Roll to Dungeon Quest - Chapter 1.29
« Reply #426 on: June 12, 2013, 06:53:35 am »

Turn Twenty Nine

Head to the town guard HQ and collect the bounty, then go to the magic shop.

"Thank you, sir!"

Whiz takes the offered 100 Yuros and the letter, and heads to the town guard HQ, where he explains that he’s just slain two bank robbers and captured a third, who’s having his head kicked in by an angry mob and a bank manager.

The clerk doesn’t  seem to be in a rush, but shortly shows Whiz in to see a well-built and surprisingly friendly sergeant who thanks Whiz, hands him a further 30 Yuros, and warns him not to get excessively violent in public.

Heading over to the magic shop, Whiz remembers the few things the shop actually had to offer: minor mana potions, minor health potions, a couple of scrolls of Beginner’s Fireball and my last scroll of Inflict Flatulence… five Yuros a piece…
…   …   …   …   …   …

Apply Dark Knight-style chiropracty to self to fix back.

Continue studying curse application, seek out blood, craft curse.

”The… arrrrr… crikkkkkkk… knggggggggg… you… fecccccckarg!”

Bukkar flops onto the floor like a great big dead fish, holding his back like an old man and cursing like a sailor, or like a Bukkar.

Medha laughs so hard that she completely loses track of where she got to in her curse and has to sit down to get her breath back, whereupon she discovers some convenient blood.

She’s not sure if a smear of blood staining a hand is enough to make a curse work properly though. Bother.

Search the room for clues, plot hooks, traps, and treasure.

"Better.  Still feels all weird, though.  What's all in this room, anyway?"

"Well, glad to help. As for this room, it looks like this place is rather important. Perhaps a worship hall or whatever temples have that people go into and get their worship on."

Aid Tackov in the search for important/useful/dangerous features of the room. As always, watch out for traps. Watch out for them most verily. After all, we already have one case of a poisoned buttock. Don't need any more.

Action: Assist in any clue/plot hook/trap/treasure related searching

The room doesn’t appear to have any dangerous features or, indeed, interesting loot. It definitely seems as if it was used as the main room of worship, but has long since been stripped bare of anything of value, if it’s not for the shining blue stones decorating the floor. It’s been surprisingly stripped bare, in fact. As noted before, even the statues have been defaced. Literally. Well, beheaded, literally, if they ever had heads to begin with. Who would do such a thing?

Gervedder applies himself to searching the walls for any sign of hidden doorways or compartments, but is as unsuccessful as Tackov.

The only points of interest are the door to the north west and the exit to the next room to the south east. Both doors look firmly shut.

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)
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Harry Baldman

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #427 on: June 12, 2013, 07:07:22 am »

"Wonder where the zombies came from, though."

Check the door to the northwest for traps. Then check it for locks. Then check if it is locked. If it is, consider any ways to unlock with the available materials.
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lawastooshort

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #428 on: June 12, 2013, 07:20:37 am »

((may as well miniturn this to get things moving))

Check the door to the northwest for traps. Then check it for locks. Then check if it is locked. If it is, consider any ways to unlock with the available materials.

Gervedder looks over the door for any signs of its being trapped. He finds nothing. He then checks it for locks. He finds nothing. Following on from his observation that this door appears to have no lock and being that locks tend not to be hidden quite so much as traps sometimes are, he feel comfortable in concluding that the door is definitely not locked. The only way he can think of checking this hypothesis, though, is by attempting to open the door.
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Dwarmin

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #429 on: June 12, 2013, 07:23:51 am »

"Just open it already! I've a dinner date planned you know."

*thwock*

Action: Renegade interrupt Gervedder by kicking the door open shamelessly.
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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."

lawastooshort

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #430 on: June 12, 2013, 07:42:24 am »

Action: Renegade interrupt Gervedder by kicking the door open shamelessly.

"Just open it already!" cries Lady “Stealthninja” Foxglove, "I've a dinner date planned you know."

She kicks in the door, waves in her crossbow, and feels the whoosh of air across the tip of her nose as a crossbow bolt pings out from something hidden in the doorframe, thudding into the opposite side.

The door opens into a long corridor, down which a startled and somehow ethereal creature immediately flees.

Spoiler: map (click to show/hide)
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Harry Baldman

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #431 on: June 12, 2013, 08:06:32 am »

"Ah. Well, thank you for volunteering to test the traps. Let's calmly proceed along now."

Check what may have been the trigger for the trap as well as where the trap was positioned. Then calmly go down the corridor, watching out for similar triggers (if something is found) or something else like pressure plates or the like. Stay low. Whoever trapped this temple loves bolt traps. Crawl, actually, but make sure to watch out for pressure plates or obvious tripwires. Make sure to peek around corners before negotiating them, stopping in case of anything direly alarming and requiring further thought.
« Last Edit: June 12, 2013, 08:29:38 am by Harry Baldman »
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Toaster

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #432 on: June 12, 2013, 08:19:20 am »

"Someone else can lead this time.  My arse still feels weird."

Follow at a safe distance.
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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.

Dwarmin

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #433 on: June 12, 2013, 08:29:20 am »

"I dodged that crossbow bolt completely on purpose." Lady Foxglove declares.

Action: Stay low alongside Gervedder and help him look for more traps. Don't step on the traps.
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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."

Errol

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Re: Roll to Dungeon Quest - Chapter 1.29
« Reply #434 on: June 12, 2013, 10:40:45 am »

Lose interest and follow the group, suggest rolling around like a log to Bukkar. Give him a kick in the arse or lower back if he needs one. Perhaps it helps.

Stop to admire and inspect the blue stones.
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