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Author Topic: You Enter A Room  (Read 11948 times)

Mictlantecuhtli

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Re: You Enter A Room
« Reply #15 on: February 07, 2014, 11:07:50 pm »

((I'll have the cutoff for this round be in an hour, so anyone else who's interested is obliged))
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
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The Froggy Ninja

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Re: You Enter A Room
« Reply #16 on: February 07, 2014, 11:28:53 pm »

Dave D. Davidson
Roll(1d6)+0:
1,+0
Total:1 ... Damn
« Last Edit: February 07, 2014, 11:30:24 pm by The Froggy Ninja »
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Mictlantecuhtli

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Re: You Enter A Room
« Reply #17 on: February 08, 2014, 12:15:39 am »

Ye Olde Harry
4

Wvio, Destroyer
1

Joe Bridger
4

Cromwell Jackson
2

Angel Beatrice Carlson
1

Dave D. Davidson
1

Ah, what a nice team we have.


Now, to your roll. You thought those were separate?
1+1+1+2+4+4
13 is your total, according to my wizard calculator that means you averaged a 2!



Generating room......













A loud CLANG punctuates your team's arrival, the solid metal door sealing itself with arcane forces. Harry is able to discern that it sealed itself mechanically, not magically. [Outlier roll bonus!] Joe notes there is a bubbling sound in the room. [Outlier roll bonus!]

The room is quite dark. A glance upward shows the ceiling is high and vaulted, with barely-visible carvings adorning the highest points. The walls are visible, and the room appears to be approximately 30 meters wall-to-wall. Dark figures adorn the room, low to the ground. Half of your team is looking flabbergasted.

What do you do?
« Last Edit: February 08, 2014, 12:22:47 am by Mictlantecuhtli »
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Remuthra

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Re: You Enter A Room
« Reply #18 on: February 08, 2014, 08:51:27 am »

"Gah, where's the lightswitch?"

Light a match to look around.

darkpaladin109

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Re: You Enter A Room
« Reply #19 on: February 08, 2014, 09:00:43 am »

Summon magical floating flame in the middle of the room to light it up.
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GreatWyrmGold

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Re: You Enter A Room
« Reply #20 on: February 08, 2014, 09:45:03 am »

Hide behind someone.
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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.

Playergamer

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Re: You Enter A Room
« Reply #21 on: February 08, 2014, 10:13:52 am »

"Interesting..."

Examine the door.

"Actually, we'd probably be able to see better if we let our eyes adapt."
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
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Mictlantecuhtli

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Re: You Enter A Room
« Reply #22 on: February 08, 2014, 03:22:11 pm »

"Gah, where's the lightswitch?"

Light a match to look around.
You roll to check your surroundings:
Code: [Select]
Roll(1d6)+0:
3,+0
Total:3
You glance down and see a stick, big enough to bash a man's skull in.

Stick has a reaction roll!
Code: [Select]
Roll(1d4)+1:
3,+1
Total:4
The stick splinters into useless fragments. On closer examination it seems to be wet, soggy wood anyways.

Summon magical floating flame in the middle of the room to light it up.
"Well if they want to do magic we should let them."

"That's silly and so are you, remember how exploitable it is? But I'll allow it if they have to roll against a 1d100."

The Elder Council rolls to determine if magic is available to mere mortals!
Code: [Select]
Roll(1d100)+0:
82,+0
Total:82
Council rolls an 82!

Wvio feels compelled to take out his dice, rolling a 1d100:
Code: [Select]
Roll(1d100)+0:
71,+0
Total:71
The council seems a bit displeased.

"Well, I expected him to fail miserably. Here's a consolation prize:"
*A flash of knowledge washes over him, Wvio has learned a new skill!
Quote
Summon Fire[flies]: Allows you to summon a batch of adorable, shiny fireflies. Gives off negligible light but they're pretty!




Hide behind someone.
You look for a person to hide behind.
Code: [Select]
Roll(1d6)+0:
6,+0
Total:6
On second thought, you don't need to hide! [Perfect roll bonus!]

Angel starts forward suddenly, tripping over something in the darkness before getting too far.

Obstacle reacts!
Floor reacts!
[Combined reaction bonus!]
Code: [Select]
Roll(1d4)+2:
2,+2
Total:4

Angel lands with a solid thunk, barely missing a rock on the floor that surely would have caused skull damage. The item is still at your feet. Whatever it is, it sure is solid.


"Interesting..."

Examine the door.

"Actually, we'd probably be able to see better if we let our eyes adapt."
You roll against your realization you don't remember anything from when you went to The Academy of Dwarven Doors!

Forgetfulness rolls!
Code: [Select]
Roll(1d20)+0:
7,+0
Total:7

Your memory rolls!
Code: [Select]
Roll(1d20)+0:
17,+0
Total:17

Actually, everything comes back to you! All that skooma and partying didn't ruin your memory!
*A flash of realization comes over Harry, he has retrieved the Mechanics, Traps, and Book-Learned skills from his memory

Harry, using his superior Door Knowledge, is able to determine the door is openable, but the tools to do so are not here. He proposed that the door must open on a trigger system, which cannot be too far. Otherwise, you're in a crypt.

The room is still very dark. You hear a dripping sound. Cromwell stands silently like a statue.

What do you do?

((Let me know if there's any questions about the format here! I'll be taking turns like a normal RTD but posts like this are much easier to compose))
« Last Edit: February 08, 2014, 03:30:56 pm by Mictlantecuhtli »
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Remuthra

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Re: You Enter A Room
« Reply #23 on: February 08, 2014, 03:26:03 pm »

Try to remember whether this is a rip-off of Morrowind or not.

Mictlantecuhtli

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Re: You Enter A Room
« Reply #24 on: February 08, 2014, 03:34:26 pm »

Try to remember whether this is a rip-off of Morrowind or not.

Roll a 1d100.
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

Playergamer

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Re: You Enter A Room
« Reply #25 on: February 08, 2014, 03:34:44 pm »

Wait for eyes to adapt to darkness, look around.
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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Remuthra

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Re: You Enter A Room
« Reply #26 on: February 08, 2014, 03:37:30 pm »

Try to remember whether this is a rip-off of Morrowind or not.

Roll a 1d100.
1d100->15

Mictlantecuhtli

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Re: You Enter A Room
« Reply #27 on: February 08, 2014, 03:45:12 pm »

Wait for eyes to adapt to darkness, look around.

You wait for your eyes to adjust. Roll a 1d10.


1d100->15

"Looks like we've got a questioner. We'll have to break it to him."
Elder Council rolls a 1d100!
Code: [Select]
Roll(1d100)+0:
64,+0
Total:64
"Unfortunately, this is not Morrowind. This is not a game, either. Lore you bring will come into play and be abominated. We are your canon."
Elder Council rolls a 1d2!
Code: [Select]
Roll(1d2)+0:
2,+0
Total:2


Joe has earned bonuses! -2 to all sanity rolls!
« Last Edit: February 08, 2014, 03:48:10 pm by Mictlantecuhtli »
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I am surrounded by flesh and bone, I am a temple of living. Maybe I'll maybe my life away.

Santorum leaves a bad taste in my mouth,
Card-carrying Liberaltarian

darkpaladin109

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Re: You Enter A Room
« Reply #28 on: February 08, 2014, 03:45:34 pm »

Reach inside my bag and pull my SWORDCHUCKS.
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Playergamer

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Re: You Enter A Room
« Reply #29 on: February 08, 2014, 03:48:35 pm »

Roll(1d10)+0:
7,+0
Total:7
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

My sigtext
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