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Author Topic: Magical ASCII Mine-diving Adventure, Day 20 - At Rest  (Read 239789 times)

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1800 on: January 23, 2018, 09:59:28 pm »

Did you know that hunching into your computer screen to pore over every tiny pixel can tire your back?  It's true!  Maximum zoom ain't got nothing on the pointlessly-high resolution of these things.

It doesn't help that different programs have different standards for zooming, some with horrible distortion that defeats the point.

But whatever, I seem to be mostly ready again.  There were some hiccups of the "I moved a normal tile into this custom location because of crowding, but I've moved it back now because I'm redoing the whole sheet, so what was this map supposed to have there?" and "wait, wait wait wait, that was a custom sprite too?" kinds.  Also layers.  Don't confuse your layers.

Now I just have to remember where I was going with this scene long enough to write it down.

And once again, I'm editing in a P.S.: Wow, only three-ish days of this stress?  I sank a lot of time into pixels those three days.
« Last Edit: January 23, 2018, 10:01:20 pm by Sir Knight »
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1801 on: January 24, 2018, 01:52:02 pm »

Previous -- Next

In light of everything, this was an excellent place to pause.  Now I'm back with my updated tilesheet.  If anybody spots anything weird, let me know, alright?  Problem areas included accidentally leaving the wrong tile when something was obscured with shadows, and the occasional "Uh, why is there a weirdo carving over there?" moment.

Spoiler: Rolls within (click to show/hide)

Reshuffle, reshuffle.  Dwain and Tohil attempt to escort Louis out of the mess he started and into fresh air.  Tohil has some difficulty with it; not only are your arms stiff, but it seems like now your head is throbbing and your vision is blurring.  How are you getting so messed up?

Well, you're still doing better than the newly-charred Louis, who gratefully accepts being moved over near the main part of the group.  Dustan raises an eyebrow at the burn injuries, but sees that the damage is done.  John takes a nap.  Bob, following behind, points and laughs.

That settled, Tohil tries to talk with Dwain about religious matters while the latter sets up the fuel for a campfire.  (This includes a small amount of coal out of his backpack and the rest from a wheelbarrow.)  You're not sure you get answers.  Dwain may be spiritual, but it doesn't seem he is familiar with the exact language of your faith.  Argh, the challenges of following an esoteric cult!

Elsewhere, Alyssa comes to a conclusion about local wildlife: there is nothing to catch in the eastern tunnels.

More generally, it is clear that only species of the two-legged footgear-wearing variety have been down this branch of the cave system.  That includes your fellow exiles and whoever was mining here.  This must be because the subregion was just recently opened for access.  Perhaps you should wander in a different direction; you might find more life there.

Speaking of which, Dwain, all set with the heaps of coal, heads into the northern area.  Ah, blood and corpses.  And disgusting bloated mushrooms?  So fungi are big decomposers around here, eh?  Whatever that three-limbed thing is, it seems to have suffered some chunks being torn out of it, too.  You guess it was hunted and carved up by somebody--surely exiles, like your fellows here who apparently have been in this region before.

You think there are more remains to the west, so you step into the narrow tunnel to take a look.  In a moment you notice long thin things leaning against the walls on either side of you.  There's one on your left, and two on your right.  They look like bony poles.  What's at the top of them?




Why, the leathery and very-much-alive version of the carcass you just passed!  Its body is jellyfish- or squid-like, and is all the way up against the ceiling, where its three legs meet.  Apparently it had dislocated its legs from its own sockets in order to press them closer against the walls, and it now pulls them in with slurping sounds.

From that body uncurl freakish tentacles.  Uh, if this thing is anything like a normal jellyfish, then those're gonna be venomous.

And you have just a moment to spot another one, standing over the partially-eaten body you had been planning to investigate.  Are you sure you want to get involved in a carcass dispute?


. . . Hello again.  I see you have deep family roots here around here.
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Starver

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1802 on: January 24, 2018, 02:17:46 pm »

(Both me and me rack our brains to try to remember why we came this way the other side of the blip in the universe.)

Step back. Estimate the range of the tentacles and step back a bit further to observe. And don't step on the mushroom. This might be educational, but let's try to not make it too educational.
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randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1803 on: January 24, 2018, 03:21:00 pm »

Oh damn, I thought we agreed on resting during this turn.  I'm still under the effects of the mushrooms so my next combat roll will have -6 damage.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Starver

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1804 on: January 24, 2018, 04:49:10 pm »

I just asked that I be able to wander around when I'd sorted out everything else. Consider it as biding time whilst everyone else who wasn't yet settling down got other things out of their system.
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randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1805 on: January 24, 2018, 05:14:13 pm »

Okay, maybe you should try calling for help so the rest of the team notices that you are on danger. I'll try to help as much as possible but if my health goes too low I'll stay back so others with higher health can fight.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Starver

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1806 on: January 24, 2018, 05:38:47 pm »

I'm not intending on fighting anything if I don't have to. (I also have some one-use antivenin, as a backup curative, should I need it.)

Rolls might go against me, but I think I'm ok at the moment. I'll see you back at camp shortly, probably. I'll yell if I need help, but let's see if I do, first.  (Six steps back takes me to within sight of those hovering around camp. I can probably do that if needed.) And even if I get chased all the way back to camp, I'll yell to let you know, guys.  ;)
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magmaholic

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1807 on: January 25, 2018, 05:28:38 am »

Try to get a mug-sized chunk of rock from a wall. With a pickaxe. For making a mug. I am okay with burning a few turns on it.
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I am a Goober.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1808 on: January 25, 2018, 09:18:56 am »

He he.

Now, I'm amused by these events, but I don't want people to feel that I'm throwing something unexplained at you.  What most players gave me was "we're just gonna let time pass," and what Dwain (Starver) gave me was a long list of things to do as time passes:

If I've done all that, I haven't (personally) gone and seen what's beyond the fungus-infested remains ((although I've seen the historic maps)) so if everyone leaves me with the time after that then I'll (with due care) have a wander up that way whilst everything else settles itself down without my help.

So I could either go halfway and then ask for more input (which would be basically redundant), or go all-out and show you what was hiding beyond the fungus-infested remains.

Also I should explain this:

I'm not intending on fighting anything if I don't have to. (I also have some one-use antivenin, as a backup curative, should I need it.)

The way the antivenin is described is "Serves as 'armor' against the combat bonuses of ant lemmings, ant lions, standing jellyfish."  So if you want to use it, then it will reduce the enemy's damage for the whole combat.  It won't bring you back up off the ground if they beat you to death.

(I figured I'd do it this way so that venoms and paralytics use different systems.  Why not?)
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Rautherdir

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1809 on: January 25, 2018, 12:04:30 pm »

Go back to where I last saw the wheelbarrows, find out they are gone, and then go looking for them. (And turn my lantern on) Oh.
 I put it in the wrong backpack. Huh. I'll... just go ahead and do that action anyways.


((I intended to have my lantern in the backpack I currently have, but I'm okay with this being my fault for not noticing earlier and not being clear enough the first time.))
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Starver

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1810 on: January 25, 2018, 12:23:43 pm »

The way the antivenin is described is "Serves as 'armor' against the combat bonuses of ant lemmings, ant lions, standing jellyfish."  So if you want to use it, then it will reduce the enemy's damage for the whole combat.  It won't bring you back up off the ground if they beat you to death.
I'm happy with that.

I'm avoiding them (without knowing much about them), but if I mess up and get stung with further danger on the cards then I might think to take that protective to help me get through the next bit.

The plan is definitely to not get into solo combat in the first place. But I imagine it's up in the air as to how cooperative the local fauna and flora might be with that plan. (Either way, if things want to come up to the camp and aren't put off by fresh/smokey air, it needs handling by the group.)
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1811 on: January 25, 2018, 01:06:13 pm »

Now all we need is to unintentionally sacrifice two people to our local wall-tiger.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1812 on: January 25, 2018, 02:41:18 pm »

keep napping

If a fight start I will help until then.
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GG, Ziizo. May my spirit live on in your boobs.

randomgenericusername

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1813 on: January 25, 2018, 04:39:18 pm »

Tohil does a silent prayer for the safety of the group and decides to nap. Meditate about everything that has happened so far.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 15 - For Those Alive To Remember
« Reply #1814 on: January 25, 2018, 10:56:10 pm »

I love how I can count on you people to be reasonable.  "Eh, why be psychic and run off to get myself eaten?  I'll just hang out until my gaming buddy across the table starts bleeding loudly enough to be noticeable."

And I believe that's everybody liable to do anything this turn.  Technically there's still Gary (Coolrune206) and Louis (dustywayfarer), but their plans are fairly obvious.  Back tomorrow!
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