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Author Topic: Lost at Sea: A build a village game. In which Stella continues to be useless.  (Read 64893 times)

mastahcheese

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Re: Lost at Sea: A build a village game.
« Reply #105 on: September 23, 2013, 12:56:37 am »

The Light Bearing Orb dips below the Breathe, casting an orangish haze over the party.
Flounder leads the rest of them onto the shore, with Boxer having dragged Stella back to them after she abandoned her box.
They have reached Home.



Now that the Life or Death ordeal is over, they evaluate their situation.

Red's swimming skill increased!
Flounder's swimming skill increased!
Boxer's swimming skill increased!
Stella's swimming skill increased!
Eyes' swimming skill increased!
Eyes' spotting skill increased!
Flounder and Eyes have become good friends!


Spoiler: GM Notes (click to show/hide)
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The Derail Thread

Kadzar

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Re: Lost at Sea: A build a village game.
« Reply #106 on: September 23, 2013, 01:05:16 am »

Red tells Eyes to go scout out the area.
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Mlamlah

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Re: Lost at Sea: A build a village game.
« Reply #107 on: September 23, 2013, 01:11:04 am »

Eyes scouts area, because that is what she was going to do anyway.
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Ultimuh

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Re: Lost at Sea: A build a village game.
« Reply #109 on: September 23, 2013, 05:59:20 am »

>If there is no cave, seek other form of shelter.

(By he way, all this could have been avoided and we could have had all of the supplies.. and a boat..
Teese things often happpens in suggestion games here on bay12. :p )
« Last Edit: September 23, 2013, 06:01:11 am by Ultimuh »
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GreatWyrmGold

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Re: Lost at Sea: A build a village game.
« Reply #110 on: September 23, 2013, 07:11:51 am »

The sunset is nice, though it's a bit odd around the water's surface.
I thought that was the Sun's reflection.

Stella: Mourn the loss of the box, and look for new nice things.
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kaian-a-coel

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Re: Lost at Sea: A build a village game.
« Reply #111 on: September 23, 2013, 09:18:47 am »

I hope it's high tide, so we can recover the box at low tide.
Otherwise yes, seek shelter.
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Elephant Parade

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Re: Lost at Sea: A build a village game.
« Reply #112 on: September 23, 2013, 09:44:25 am »

Flounder: Swim out and look for the box. If the box is visible from the surface or just under, note the location for later.
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NAV

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Re: Lost at Sea: A build a village game.
« Reply #113 on: September 23, 2013, 02:25:05 pm »

Boxer: Use the shovel to dig a pit in the sand. A nice comfy pit.
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mastahcheese

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Re: Lost at Sea: A build a village game.
« Reply #114 on: September 23, 2013, 03:12:41 pm »

Red tells Eyes to go and scout out the surrounding area. She walk inland a bit, but can't see far because it's getting dark.
Stella gets upset about the loss of her box, and Flounder makes note that the Box sunk over by the chunk of home. He'd rather not try to swim when it's this dark. Stella looks around for more things to lay claim too, and finds a few crinklesilver bars that washed up.
Boxer gets to work on a nice pit to sleep in, since there is no nearby cave to sleep in.
Flounder's spotting skill increased!

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The Derail Thread

GreatWyrmGold

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Re: Lost at Sea: A build a village game.
« Reply #115 on: September 23, 2013, 03:38:17 pm »

Hm...

Stella: Go bury the bars somewhere.

By the way, how is everyone else viewing the characters?
Spoiler: My views (click to show/hide)
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Dorsidwarf

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Re: Lost at Sea: A build a village game.
« Reply #116 on: September 23, 2013, 03:46:08 pm »

Flounder: Collect Soft green things from underneath the expanse of Tall Brown Things With Green Things On Top.
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GreatWyrmGold

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Re: Lost at Sea: A build a village game.
« Reply #117 on: September 23, 2013, 04:05:38 pm »

Flounder: Collect Soft green things from underneath the expanse of Tall Brown Things With Green Things On Top.
Eyes: Name them Plohs and Ploles. (Ploh-Poles.)
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Urist Mc Dwarf

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Re: Lost at Sea: A build a village game.
« Reply #118 on: September 23, 2013, 04:06:15 pm »

Flounder: Hit tall brown things, known as trees, with tool.

Dorsidwarf

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Re: Lost at Sea: A build a village game.
« Reply #119 on: September 23, 2013, 04:16:50 pm »

Urist McDwarf: Pay attention to one-action-per-character-per-turn rule/b]
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