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This game of Multiworld Madness has grown too large for me to handle. What would you have me do?

Muster up remaining strength and complete the current chapter. Bring the game to a logical close, then reboot it.
- 32 (37.2%)
Same as 1, but a whole new game will be started instead, still Multiworld, but no longer Madness.
- 9 (10.5%)
Get just this last turn done and reboot the game. No point wasting energy if updating takes so long.
- 31 (36%)
Get the last turn done and start a new game project.
- 14 (16.3%)

Total Members Voted: 86


Pages: 1 ... 83 84 [85] 86 87 ... 409

Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 404144 times)

andrea

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1260 on: October 04, 2008, 08:22:40 am »

hmm...  i wasn't near the keep when the thing happened, and i can make some nice electric things (that they probably have seen only as lightnings before)
if you help me, i could make a duel against the monster. if i win, i think my hammer will be good enough for dwarves to give us the key.
that is the only thing i can think of.

or maybe we give them the ring, but that ring was made with a 6(boksi) and 2 5(JK) so it must be powerful... very powerful...

Boksi

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1261 on: October 04, 2008, 08:24:53 am »

I think it's pretty obvious that I used some kind of creature to power the ring. Probably a demon. So JK putting the ring on his finger is perfectly reasonable when you think about it >_>
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Jay Kayell

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1262 on: October 04, 2008, 08:54:27 am »

Well, someone has to do it.
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1263 on: October 04, 2008, 09:07:14 am »

If you ever come across a Greater Identify spellscroll, you are going to be surprised by the exact nature (and quantity) of the materials used.

And before you try it, spellscrolls won't work in DF. :P

You've got plenty of options for obtaining the key, especially if you consider using force. Without applying force to the dwarves, the best chance would probably be trying to destroy the artifact holder itself...
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

chaoticag

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1264 on: October 04, 2008, 10:34:11 am »

I'll go and help with the negotiations, amazing what can be done when they have a blade to their throats.
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korora

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1265 on: October 04, 2008, 10:36:22 am »

I'll do the same as chaoticag: help the "negotiations" in whatever way seems most likely to get us that key.
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Frelock

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1266 on: October 04, 2008, 11:56:09 am »

I put on the elven cloth tunic under my badly ripped robe, sling the bow over my shoulder, and keep examining the runes, to see if I can understand them.
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1267 on: October 04, 2008, 02:28:28 pm »

Well, now, this is a funny turn of events. No matter how you guys tried to keep things peaceful, one of you just went rogue and tried to solve the matter directly, and another almost collapsed the entire keep. Anyway. I'm doing statuses now, and posting the turn. You're more or less advised to grab the key and skedaddle, making sure to leave nothing you like kept behind. No, I did not purposely drive you to this, but this whole world was doomed as soon as you appeared in it anyways. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1268 on: October 04, 2008, 02:38:03 pm »

DF worlds are always doomed anyway when a player interferes :3
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1269 on: October 04, 2008, 02:42:04 pm »

True, that. Anyways, turn. It was a little bit hectic. The keep's down to two and a half floors.

------------      
Turn 42      
------------      
Quote from: Gantolandon
   OK, I wait outside the keep and observe the situation. If I see the artifact guards, I go towards them. Otherwise I just try to spot the danger before it spots me.   
|   You walk to the entrance of the keep and wait. The guards don't appear, and you don't see any danger, but you notice tiny flickering lights on the horizon in the west.   
Quote from: Boksi
   I'll try to wake up. Nothing else.   
|   No amount of effort on your part can bring you out of unconsciousness.   
Quote from: andrea
   i run to the keep! i run to the keep!   
|   Power Overdrive GO!! You wrap yourself in lightning and blast off towards the keep, barely touching the ground! In a matter of seconds you're near it, and… hey, where are the brakes on this lightning?! | You momentarily lose control of your power and veer off course, thundering past the keep, and rapidly losing speed and power. | You manage to steer yourself to a stop, barely reaching the outskirts of town, and remain unharmed.   
Quote from: Jay Kayell
   I stick my hand out of the armor and put on the ring.   
|   You could just as well try to squeeze a pickle through a needle. You don't remember putting the armor on, and can't figure out how to free yourself of it.   
Quote from: LASD
   I position myself to a safe place with a good view to the dwarves and the glowing hole.   
|   You find a nice spot near the hole broken through the third floor. However, "making" them fall would classify as causing harm directly.   
Quote from: chaoticag
   I'll go and help with the negotiations, amazing what can be done when they have a blade to their throats.   
|   You try to navigate the debris to reach the dwarves, but suddenly stumble and fall through a hole! | Luckily it's the first one, broken by Frelock. You land onto the second floor, mildly bruised.   
Quote from: korora
   I'll do the same as chaoticag: help the "negotiations" in whatever way seems most likely to get us that key.   
|   Seeing how "diplomatic" negotiations more or less failed, you decide on the most direct approach to the problem. Leaping up the stairs to the third floor, you shout at the dwarves: "You WANT an artifact? Here, HAVE it!", and leap at them, ready to cleave everything in your path! | The Keepers skillfully evaded your attack. They are now positively hostile towards you.   
Quote from: Frelock
   I put on the elven cloth tunic under my badly ripped robe, sling the bow over my shoulder, and keep examining the runes, to see if I can understand them.   
|   You manage to pierce yourself with one of the arrows from the attached quiver as you put on the tunic. | Luckily, it's no more than a flesh wound, and a small one at that. Once you remove the arrows and try again, you realise the tunic is too narrow for your build, and you cannot hope to wear it. It is also too dark to try to read the runes.   
Quote from: Kashyyk
   If there are, I block them up as well as possible, If I don't find any I learn to see in the dark.   
|   Considering the pit with fiery creatures dangerous, you take the broken keep doors, throw them onto the hole. Then you jump up and punch the ceiling, "to get some weight to hold them down". | Already weakened by all the blown holes and explosions, the ceiling starts to crumble into stones, and suddenly collapses entirely!   
Kashyyk:{2}   You are crushed by lots of stone blocks! | Your body withstands the hits, but you've got a lot of bad dints in you now, and you're covered by blocks. (-1 to physical actions)   
Chaoticag:{1}   The floor under you gives way and you fall! You land onto some sharp pieces of stone | that tear into your flesh, causing severe bleeding. Luckily, your organs are not harmed.   
Civilians:{4}   Most of them were hugging the walls since the explosion, some were ascending the stairs, and some were outside listening to Rooster playing. All in all, only one wounded human died, the rest were somewhat battered but okay.   
Guards:{4}   As the guards were helping the citizens at the time, they too did not suffer casualties.   
   Well, at least the fiery hole is sufficiently blocked for now. Luckily, the keep's floor supports extend all the way top to bottom, so the entire building doesn't look like falling apart yet.   
Quote from: Rooster
   I try to learn regenerative properties   
|   Your spirits rise as you play your music, and on the wave of this condition, you call out to the nether realms from whither you came to grant you powers of regeneration! The nether realms respond, and their response explodes onto you in a brilliant flash of purple light! You pass out. A minute later you wake up. You feel normal. You think nothing has happened, until you look at your hand. Your right hand. It has six fingers.   
------------      
NPC Actions:      
Quote from: Elica Larifera
   Elica is a swordself. Recently hired by Frelock. He's armed with a wooden longsword, and dressed in (somewhat pierced) green-grey close-fitting clothing with scarce leaf-shaped decoration. Is badly burned, but otherwise alright, standing in the completely destroyed tavern.   
   While it would be nice to have Sat-Cam's and see everything, you don't know what Elica is doing.   
Quote from: Ballista operator dwarf
   This is the ballista operator dwarf who was resurrected by Frelock. He practically LOVES Frelock. Has brown hair and wears clothes of indiscernable blackish leather.   
   Amidst all the turmoil, everyone lost sight of him.   
Quote from: Keep Defenders
   The guards gather up on the first floor. It seems they are planning to attack.   
First Keeper:{6}   The angry keeper-dwarf takes out his shining axe and smites korora with it! | Korora barely manages to deflect the attack with the Ashcraver, and the dwarf's axe is suddenly slashed into two! Clearly the Ashcraver is much superior to plain steel weapons.   
Second Keeper:{4}   Showing use of tactics, this dwarf circles around korora, trying to strike at him with his warhammer! | Still, korora sees through his act, and rolls away from the blow.   
Third Keeper:{5}   Picking a softer target, the third keeper leaps at LASD, intent on skewering him with his spear! | LASD is caught at unawares, | but manages to raise his shield in time to deflect the attack.   
Fourth Keeper:{5}   The fourth keeper takes out a large crossbow and fires a bolt at korora! | Too quick to evade at this distance, the bolt strikes korora straight in the chest, | punching through the breastplate and piercing into the flesh, but not going further than that.   
Final Keeper:{1}   The leader dwarf in his shining armor is down on the first floor along with the rest of the guards. Thinking none of the players are here, they converse, and Kashyyk hears that they have decided to drive the "strange people" out of this town, or kill them, before they do even greater harm.   
------------      
Status after turn:      
Boksi:      
Down on the ground beside the keep.      
Wearing a rather singed reddish-black jacket of Karl Moebius leather, underwear, and slightly torn jean shorts.      
Minor scars and numerous cuts  all over the body. Unconscious. All body is in pain from recent hyperactivity. (further -1 to any physical action)      
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Special status: Carbon Flesh Interweave. Can only speak goblin. Activated Visual Omnisensor.      
andrea:      
Standing upright somewhere on the outskirts of town.      
Wearing underwear and fairly comfortable greyish trousers. Also wearing a armor set: -Iron splint-mail-, a shirt of leather, Bronze plated greaves, <<Iron high boots>>. Wields a +Steel maul+.      
Unharmed.      
Abilities: Shrapnel Self. Basic TK Healing. Empowered by Lightning (currently Moderately Drained, -1 agi, -1 spd, 1 turn to next level).      
korora:      
Standing upright on the third floor of the keep.      
Wearing underwear, and makeshift bra-scarf clothing. Also wearing the armor set: <<+Iron breastplate+>>, a soft leather shirt, an Iron helmet, some hard leather greaves and -Aluminum high boots-.  Owns an Iron handaxe and a -Black bronze warhammer-, both (probably) on the third floor of the keep for now. Wields The Ashcraver. Holding two large nuggets of gold (2kg), and one particularly large sapphire (0.5kg).      
Bolt stuck in breastplate, pierced upper body. Minor bleeding.      
Abilities: Mighty. Extremely Agile. Extended TK Healing.      
chaoticag:      
Standing upright on the third floor of the keep.      
Wearing the armor set: +Steel Chestplate+, -Copper chainmail-, Aluminum cap, hard leather leggings and <<Copper plated boots>>. Wielding a wooden broadsword with sharp edges of a shimmering material.      
Arms and upper body pierced and torn,Lower body badly gashed. Serious bleeding. Cold.      
Abilities: Basic TK Healing. Extended TK Bolt. TK Ripper Slash.      
Gantolandon:      
Standing upright near the keep.      
Wearing underwear, a thin silky sweater, and a set of armor: A <<*Bone full plate armor*>>, +Bone gauntlets+, +Bone high boots+, and +Bone full helm+. Holding a paperclip and a nice pair of white socks. Wielding a +Bone Axe+.      
Much of the skin is burned and causes pain. Right hand seriously burned. Hands pierced by numerous splinters. Nasty scratch along the head.      
Abilities: Basic TK Healing(!). Special status: Activated Selective Translator.      
Frelock:      
~50m above the ground, in a force bubble.      
Wearing underwear, a somewhat dirty and badly slashed up <<*Giant cave spider silk robe*>>, and +hippo leather sandals+. Wielding a Steel Quarterstaff and a -Small Iron throwing knife- as a backup weapon. Holding a *narrow cloth tunic* of shimmering material, 12 arrows, pieces of wood plate armor with runes of that material, and a shimmering shortbow.      
Some nasty cuts, ad one pierced wound on the body.  Minor bleeding.      
Abilities: Slightly improved strength. Meagerly improved agility. Can be cautious while calm. Improved TK Healing III. Stone Frank's Revivification. Basic TK Field. Special status: Activated Selective Translator.      
Kashyyk:      
Down on the floor, buried by rubble on the first floor of the keep.      
Naked. Wielding an Iron Battleaxe.      
Flesh turned into iron, broken arrows in abdomen, right leg, and left shoulder. Head, upper body, and both arms Damaged.      
Abilities: Enrage Other. Enrage Self. Basic TK Healing(!). Special status: Activated Selective Translator (2). Steel scales. Extra: Rollerblades in the forearms.      
Rooster:      
Standing upright near the keep.      
Wearing underwear (probably), a set of armor consisting of (somewhat torn and burned) hard black studded leather armor and greaves, iron plated high boots, and (also burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Guitar-Battleaxe+.      
Well-shaved with fire, face singed slightly. Minor to light burns all over the body. Six fingers on right hand.      
Can perform heavy metal. Odd regeneration power.      
LASD:      
Standing upright near a hole on the third floor of the keep.      
Wearing underwear, and a white/pink/yellow suit and top hat made of underwear. Also wearing the armor set: <<+Iron chain Cuirass+>>, -Iron chain gloves-, Iron chain greaves, and Iron low boots. Wielding a *Evil Aluminum tower shield*      
Several scars along the torso. Lightly bruised.      
Abilities: Power of Peace. Power of Persuasion (suit bonus does not apply).Special status: Peacekeeper.      
Jay Kayell:      
Standing upright near the keep.      
Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a ring. Wielding a +Iron flanged mace+. The armor is armed with a collection of axes and swords (including one shimmering elven blade and one wooden with shimmering edges), and its steel clawed fists as well. The armor has 5 unspent arrows.      
Unharmed.      
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Special status: Wearing Composite Reinforced Corpse-steel power armor.      
---------      
Environment:      
Tavern:   Was a two-floor building. Now it's a mangled ruin, thoroughly blasted apart. The building used to contain your enter/exit point, but how to use it is completely up to you now.   
Human/Dwarven Capital:   Large city on the outskirts of hell knows where. Holds a modest amount of homes, from hovels to two-floor apartment buildings, a set of shops, a temple, and a keep. Currently being surrounded by a verily horde of elves. The dwarves are mounting a large defence using siege engines atop the keep.   
Food store:   Square one-floor building with long tables laden with salted and fried meats of all kinds. There's a single wide table at the far end, with a chest on top of it. There's a mighty fine hole broken through the ceiling.   
Cloth store:   Rolls of cloth and various cloth, silk, and leather articles of clothing are on the many shelves inside this building. There's a single wide table at the far end, with a chest on top of it. The entire building is barely standing, most of its roof is collapsed. There's a pile of elf-paste near the building, and some elven corpses.   
Armor store:   Everywhere in the shop various pieces of armor are thrown about, shields of different sizes litter the floor, and arrayed under the now-broken shelves and tables are enough various boots to outfit a battalion. At the far end of the building, there is a single wide table. The heavy chest is on the floor, broken, a large supplement of coins from it now covers the floor.   
The Keep:   Large four three two-and-a-half-floor building. The first floor is almost devoid of furniture and covered by rubble. The doors are missing yet again. A lot of civilians are huddled together in groups all over the floor. At least a dozen and a half guards are also there. The second floor recently caved in onto the first floor. The third floor is a massive workplace, with many workshops, now burning and filled with rubble. The fourth floor was also recently destroyed along with the roof and all of the siege engines. A a total of two holes are broken through all remaining floors of the keep, and there is one (covered) pit on the first floor, with something glowing below.   
The Temple:   Tall and proud, beautiful building of white marble, a solid first floor surrounded by columns is supporting several ring-shaped floors held up by beautiful marble supports. A deep pool of shiny, clear water can be seen inside the building. Well, it probably was like that. The entire thing has recently tried to rise up in mighty wrath as a gigantic statue of a carp, but failed miserably and broke to pieces. Afterwards, the overpowered Rooster single-handedly sent the whole place into oblivion along with the elves, who now cannot be seen, heard, or even smelled by anyone other than themselves.   
------------      
Background: [2]   Nothing of note besides the flickering lights in the west.   
« Last Edit: October 04, 2008, 04:03:17 pm by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Boksi

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1270 on: October 04, 2008, 03:15:10 pm »

Greeerrr.

I'll try to use my earth manipulation non-ability again, this time to scale the keep's wall, being careful to keep on the outer side and get ready to get my ring back. Because it's mine. My ring. It's mine by right, I made it. Yeesss... Mine. My preciousss...
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Frelock

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1271 on: October 04, 2008, 03:28:00 pm »

Well, that was mildly disappointing.  I never seem to have good luck when it comes to putting on clothes.  Perhaps when things are less crazy I'll practice sowing.

Slight mistake, Sean; in the turn you said Rooster's right hand had six fingers, in the status you said the left.  Rooster, watch out for Spaniards with swords ;).

I go to the keep to heal chaoticag and korora.
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Gantolandon

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1272 on: October 04, 2008, 03:30:13 pm »

I go inside and start butchering any dwarf standing my way. Especially the keymasters.
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LASD

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1273 on: October 04, 2008, 03:36:06 pm »

So, if I use my power of persuasion to move the dwarves near enough to the hole that they slip and fall, I will lose the power?

Anyhow, I paralyze the dwarf that attacked me and others that try to do the same and make them walk towards swishing blades, hammers or any weapons that might hurt them a lot.
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Runs RTD Extended 1.3.
« Reply #1274 on: October 04, 2008, 04:01:28 pm »

See now. If you want to keep the peace power, you will have to avoid things that cause harm. Now, moving someone into the path of a runaway steamroller, for instance, would not classify as direct damage, as long as you do not hold the victim in place. If the steamroller was steered by someone, and you hold someone in place while the other someone flattens him, it does not count, because the choice to do damage is not yours. Making someone step into the abyss, similarly, counts as a direct action causing harm, as if you yourself pushed him over. If you want to cause harm yourself, you will either have to go for learning to summon, or just hold people in place while someone else kills them without your will in the matter.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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