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Author Topic: Roll to Dodge the Tyger: Turn 20: Fin  (Read 33437 times)

Remuthra

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #150 on: July 20, 2013, 09:52:01 am »

No, the fire was turned into a reverse salamander when it consumed you. Then I consumed the fire.

lemon10

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #151 on: July 21, 2013, 12:23:28 am »

Are there any nearby land features, such as a bluff, that I might have seen?
You didn't get high enough. In a rainforest the trees are crazy high. In this one at least the canopy (top level of the trees that forms a cover and blocks out most of the light to the ground below (although there are some trees taller then this, for the most part the trees end at the canopy)) is over 100M above the ground. You were pretty high, (70, 80 feet off the ground), but not nearly high enough to see out above the forest. Even if you were though, it's night, and you wouldn't be able to see landmarks.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Remuthra

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #152 on: July 21, 2013, 12:27:00 am »

Alright. I'll see about clearing some space.

Cross river. Set the place ablaze again.

lemon10

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #153 on: July 23, 2013, 12:17:19 pm »

Yuck, sorry for the delay.
I should be able to get the turn done some time today, but its possible I might have to finish it tomorrow.
EDIT: Double yuck. I should be able to finish it today (which was the tomorrow from the post), I was going to finish it yesterday (today) but my essay (final essay for my summer class) took longer then I expected.
« Last Edit: July 24, 2013, 04:35:59 am by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Lalasa

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #154 on: July 24, 2013, 09:46:32 am »

Use as much time as you need for the essay.  I know I can wait.  (Although I do so expectantly- this is fun :D)
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lemon10

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Re: Roll to Dodge the Tyger: Turn 5: Salamander
« Reply #155 on: July 25, 2013, 04:21:10 am »

Turn 6: One down, Six to go

[1]v[6] Blake reaches out and grabs the snake right behind the head. At least he thinks it’s the head until [1]v[2] the snake rears back to bite him, and he realizes he’s holding the tail. Blake convulsively drops it and it rolls a few feet away.
[5]v[6] After shaking its head a bit, the snake rears back and tries to attack Blake again, but he waves his stick at it, and it backs off a bit. Blake still doesn’t exactly feel safe sleeping with it right there though.

[3-1-1] In the blackened ruins of where the fire used to be, John tries to crawl away from the fire. However, the only place the fire is still burning is in his mind. And he can never escape from that.
[Pyrophobia gained]


[3-1-1 Plate tries to swim out of the mess he found himself in, and is actually making progress, somewhat surprising given his broken arms and blindness, when he feels something clamp down on his leg, trying to drag him deeper into the darkness, Plate kicks at it, but it won’t let go. He tries to scream as it’s jaws pulp his right leg, but all he succeeds in doing is losing all his air. At the last moment he jabs it in the eyes and it lets go, but by then he is on the edge of death, and the surface is so far overhead.
[-15 HP]
[Pulped Right Leg]

[6+1+1] The Tiger swims over to where Plate was, and then dives down, and grabs him gently with its jaws. Then it navigates the dangerous currents, and carries him to land without harming a single hair on his head.
[3+1]v[5-1-1-1] Once Plate is deposited, The Tiger takes a single one of its claws out, and rakes it horizontally across Plate’s neck. Then, it begins to eat.
[-4 HP]
((One down, 6 to go))

[4+1] Before the crocodile can muster its forces of concentration to resume the intense mental struggle, Dallas shouts at it, and summons all the FLAKE POWER he can muster. With both FLAKE POWER and HAMMER POWER working together, the crocodile has no hope of breaking free.
[The crocodile now has a -3 to his mental escape rolls. In 5 turns it will be reduced to a penalty of -1, in 10 it will wear off entirely, if he manages to break free before then, the penalty will be erased]
[3+1]v[4-3] The crocodile displays an impressive amount of mental force attempting to break free of the control imposed on him, but as he attempts to break through, a psychic HAMMER covered in frosted FLAKES, hits the knot of his concentration and shatters it, and try as it might, the crocodile is unable to gather enough defensive force to stop it from shattering any gathering of mental force in an attempt to break free.

[5-1] Joe attempts to use his power over fire to get out of the lake. He tries getting little jets of flame to shoot out of his feet and propel him to the bank. He tries summoning a hot wind again to levitate him out of the water. Sadly, none of these things work very well in the river at all and he is forced to swim to the bank like a regular human would. Once he gets there he thinks about starting a fire but stops, because he finds that he lacks sufficient time to do two unrelated actions in the same turn.

 [3] Meanwhile back on dry land, Jake is fumbling about trying to put the fire out. He pats down on it, and tries throwing the burning straw out of the crate, but to no avail. At the last moment he switches his tactics, and tries to grab some of his explosives out of the crate before they can explode. He succeeds in grabbing two sticks of dynamite, the detonator, and his cable before the crate explodes. He reaches for one of his precious flasks of nitroglycerin when the first stick of dynamite finally explodes, triggering a chain reaction that destroys the crate completely, [6,2,4,2,3,6]v[4,5,5,4,5,2] [-2,0,0,0,0,-4] and flings him back fifty feet into some shrubs. After blacking out for a few minutes, he wakes with a deafening ringing in his ears and a deep gash on his right arm. He has no clue how he survived that, because there is a massive crater where his crate used to be.
[-10 HP]
[-25 HP]
[ Heavy Bleeding]
[Temporary deafness]
[Heavy Crate Lost]
[2 sticks of dynamite, detonator, cable moved to inventory]
[6-1]  Deep in the Jungle, Annie is clinging precariously to a stretching vine. With her light weight, she pulls herself up, hand by hand until she manages to reach the top of the ravine. She scrambles up the last few feet, and collapses in exhaustion. When she is feeling a bit more rested, she looks around for a place to rest, and after some stumbling around in the dark manages to find a spot under some brambles that seems sufficiently safe to rest in.
((Resting takes up a full (or almost entirely full) turn).
-----
Time of day: Night, 3 AM (Day in 1 turns)
Weather: Downpour
----------
Spoiler: Blake; GreatWyrmGold (click to show/hide)
Spoiler: Jake Blake; Chink (click to show/hide)
Spoiler: Annie Marie; Lalasa (click to show/hide)
Spoiler:  John Lord; scapheap (click to show/hide)

Spoiler: The Tiger (click to show/hide)


----------
By the way, if you don’t rest by the morning you get slapped with a fat -1 penalty to every action that requires physical or mental effort in any way.
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Xantalos

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #156 on: July 25, 2013, 04:29:03 am »

TONY COMMANDS KEVIN TO HUNT FOR PREY FOR BOTH OF THEM. IF PREY IS FOUND, CONSUME IT BEFORE SLEEPING. IF NOT, REST WITH KEVIN BY THE RIVERBANK TILL MORN.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

scapheap

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #157 on: July 25, 2013, 04:47:48 am »

Try and heal that Heavy Bleeding
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Cheesecake

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #158 on: July 25, 2013, 08:00:07 am »

Dammit!
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Remuthra

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #159 on: July 25, 2013, 08:41:34 am »

Joe retreats into the jungle and attempts to start a fire.

Lalasa

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #160 on: July 25, 2013, 08:44:12 am »

((Do I need to post a Sleep action/that I'm sleeping?))
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GreatWyrmGold

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #161 on: July 25, 2013, 09:03:28 am »

Knock the snake off the rock. Sleep.
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Chink

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #162 on: July 25, 2013, 11:49:36 am »

Wrap my wounds up with my clothes and sleep.
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lemon10

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #163 on: July 25, 2013, 02:19:20 pm »

((Do I need to post a Sleep action/that I'm sleeping?))
Yes.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Lalasa

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Re: Roll to Dodge the Tyger: Turn 6: One down, Six to go
« Reply #164 on: July 25, 2013, 02:28:56 pm »

Brambles are itchy, unpleasant plants and Annie is fully aware of this.  She is so tired though, that she does not bother to move anywhere else in the dark.  Perhaps with the thorns encircling her she won't be bothered by jungle creatures. 

Annie sleeps at her current location.

Before dirfting off, she wonders for a moment where the heck everyone went off to.
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