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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


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Author Topic: RTD - Multiworld Madness! Final Update: Parts 1 and 2, out of ~4.  (Read 409006 times)

chaoticag

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1680 on: November 04, 2008, 01:41:02 pm »

Hm, let's see... There's one DEFINITE possibility, one probable occurence (there's a whole lot of robotic stuff in that world), one likely one, and one slight chance that you might find something of the kind. So, that makes four worlds. Out of eight remaining.

Also, how much blood can a human lose before dying just from blood loss? 'Cause I got this overshot here...
"If you lose 1/3 of you blood you will pass out" -TV SHOW:CSI Crime Scence Investigators
I would give three minutes past this time before serious brain damage.
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Kashyyk

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1681 on: November 05, 2008, 01:06:44 pm »

Rolls?
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korora

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1683 on: November 05, 2008, 01:48:49 pm »

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Frelock

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1684 on: November 05, 2008, 02:03:15 pm »

*pulls up in a Rolls Royce* (pun not intended until after it was written)

Pardon me, would you have any Grey Poupon?
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andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1685 on: November 05, 2008, 02:15:39 pm »

Pardon me, would you have any Grey Poupon?
|yes, we have it.
andrea gives frelock some grey poupon



what is a grey poupon?

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1686 on: November 05, 2008, 02:17:24 pm »

Rolls incoming, do not fear! Doing statuses. On the overall, you fared good this turn, even though some bad injuries could result from that one overshot I mentioned.
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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

Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 54! And STILL in DF world!
« Reply #1687 on: November 05, 2008, 02:46:05 pm »

Turn HERE!!! I think I got it right this time...

------------      
Turn 55      
------------      
Quote from: andrea
   i heal frelock. with TK  of course... electricity shield and bandaging wounds don't mix well i htink.   
|   Sending a few arcs of lightning at the ratmen to prevent them from following, you climb out of the cellar and run to Frelock. You manage to keep enough distance not to jolt him with your shield, and heal him perfectly. You feel more confident in your healing skill.   
Quote from: Gantolandon
   I send my dreaming spirit wandering on the battlefield, seeking for a monster sufficient to possess. Preferably a demon.   
|   In your dream, you visualize the battlefield as you remember it and fly above it in your translucent form. You find the three demons, some bats and other critters. Not far away, you sense a concentration of dark power, but before you are able to discern what it is, a voice booms from somewhere above: "Wake up!". The voice is Frelock's. You are thrown out of your dream and open your eyes to see Frelock standing above you. Your strength starts to return to you. (Just a -1 penalty now)   
Quote from: Frelock
   I'll try to heal myself and Gantolandon this turn.   
|   Andrea was kind enough to restore your wounds. You stand up, force away the last of your pain, and run over to Gantolandon. He's in bad shape, but your healing expertise is such that you are able to easily patch him up to normal condition. He opens his eyes, stares at you for a while, and stands up.   
Quote from: Jay Kayell
   I pick up a few nearby corpses and squeeze all their blood out onto myself to put out the fire.   
|   Suddenly you feel yourself move against your own will! Your armor starts moving on its own in an attempt to put out the fire! It starts grabbing corpses and using them as sponges to wipe off the flame, but these seem too few for it, and it runs forward, scooping up anything and anyone in its path! | Fortunately, you manage to exert a measure of control on the armor's actions, and give your companions enough time to move away. The armor's greedy hands grab onto a passing bat and tear it apart, showering you in blood, but it still isn't enough to put out the fire. Then, when you run past korora, the demon you were fighting catches up with you and tries to "put you out" for good! | The demon's foot claws tear into your back, leaving deep torn wounds, but the armor reacts to the demon! Before you can even think of what to do, it spins around, grabs the demon by the torso, and locks it with its powerful arms! | The face of the demon before you is none too nice to look at, but it becomes even worse as the demon's body is crushed like a watermelon! The armor raises the crushed demon above itself, and with a terrible sound it rips it into two, coating itself with the demon's fire-resistant blood! The fire surrounding you is put out. The armor releases the two half-demons it was holding and seems to come back under your control. You are coated in fire-resistant blood (+2 to dodge fire and +1 against fire damage)   
Quote from: korora
   I'll spend the turn feeding as many demons as possible to the Ashcraver.   
|   The demon you were aiming for was promptly torn apart by Jay Kayell. Slightly frustrated, but not much upset, you run out into the field to find the rest of them. Suddenly the ground starts to shake, and loud rumbling is heard from the direction of the lava pit! An explosion of fire flares up, and a large fireball bursts upwards from the pit! Out of the fiery cloud steps out another fiery creature, roughly humanoid, but covered in living flame. Its long tail and clawed hands hint at its demonic nature. You are momentarily taken aback by this appearance, but compose yourself and get ready to attack this new enemy.   
Quote from: chaoticag
   "Is the artifact container ok?
I check it if I can't quite tell, otherwise I take it."   
|   The container's clearly not all OK. You would try to take it, but are kinda occupied by batmen.   
Quote from: Kashyyk
   I think I'm going to have to learn to control my body without my head.   
|   Lying there by yourself, disguised as a rock, you look at your beheaded body and wonder if you can make it move from here. You concentrate on that, trying to gain control of your body in its entirety, regardless of whether any part of it is connected to the rest of it. Suddenly, you see your body move! Its first move is a rather unimpressive step followed by a fall onto the hard rocks, but it's a start! Spending some more time on it, you manage to verify that while concentrating, you can indeed make your separated body move on its own. However, there're a few problems. Devoid of any sort of balancing organs or any kind of viewpoint, your body cannot move effectively under your control. You are also quite confused by this whole affair. The net effect is a -2 to physical actions with the severed parts of the body, and -1 to mental rolls while controlling a bodypart remotely.   
Quote from: Rooster
   I go to tavern   
|   The sudden appearance of a flaming demon thing throws you off your stride, but you manage to get to the tavern regardless. | An extra thumb grows on each of your hands.   
Quote from: LASD
   I'll try to heal the wounded dwarf, while questioning him about what we should do with the container to open it.   
|   Lacking any outstanding healing abilities, all you can do is try bandage any open wounds you find or position the broken limbs in such way that they cause less pain, but you cannot actually restore the damage. Not knowing any way to communicate with a dwarf save sign language (something he's more or less incapable of now), you also don't manage to get any useful information out of him. The only things you managed to discern from the motions of his hands were the number "four" and the word "circle".   
Quote from: Boksi
   There are two golems attacking JKL right now, right? I'll run to and jump onto one and attempt to transfer all his thermal energy into the other golem. If this works the first golem should become very brittle, although I can't remember what material they're made of. Enough cold makes anything brittle anyway.   
|   Impressively backflipping from your prone position onto your feet, you run towards the two golems that only now started to move after JK. Overtaking them with ease, you jump onto the back of the closest one and try to manipulate the thermal energy stored within it, sifting it through your hands into your body! | You manage to transfer a moderate amount of heat into yourself, slightly slowing down the golem as his stiffness increases, but you cannot store the energy you have received and have to vent it away through your skin, radiating heat. You drop off the golem's back. The other golem continues its way towards JK, while the one you attacked turns around and starts to approach you. (You tried to achieve a powerful ability, but didn't really succeed. You'll need a better result if you want the skill. The golem has -1 to his physical rolls. You have +1 cold resistance till your next action.)   
------------      
NPC Actions:      
Allied:      
Quote from: Elica Larifera
   Elica is a swordself. Recently hired by Frelock. He's armed with a wooden longsword, and dressed in (somewhat pierced and rather torn) green-grey close-fitting clothing with scarce leaf-shaped decoration. He has some large scars and several bleeding, but bandaged wounds.   
   Afraid of the ratmen, Elica tries to climb out of the cellar.   
|   While the ratmen are all occupied by andrea, he quietly sneaks off towards the cellar wall and manages to use imperfections in it to climb to the surface, without attracting the attention of the ratmen.   
Enemy:      
First Keeper is dead. His key is taken.      
Second Keeper is dead. His key is taken.      
Third Keeper:{6}   The dwarf falls into some sort of trance, possibly calling to some deity of his.   
Fourth Keeper is dead. His armor is taken with the key.      
Final Keeper is dead. His helmet's taken.      
Marksdwarf guard: status unknown      
Golem 1:{5}   The copper golem makes his way towards Jay Kayell, and shoulder-tackles him! | JK notices the attack, but has little time to evade, so he just blocks the attack with his hand. | The golem's weight is too much to simply brush off, however, and JK is knocked on his back, his right hand and arm are broken.   
Golem 2:{1}   The slow golem tries to swing his intact fist at Boksi, but the movement overstrains his now weaker structure, and his arm breaks off at the shoulder.   
Tavern ratmen:{2}   The ratmen stay huddled in a corner, afraid to come out.   
Tavern batmen:{4}   The batmen keep up their attack on chaoticag! | This time he manages to roll away from under them and get back on his feet, sword ready to cleave.   
Army of darkness:{6}   All the surviving creatures assemble into one group and charge at the tavern! (they'll be there next turn, and with attack bonuses - be ready)   
Winged demon#1: Died of critical bodypart loss.      
Winged demon#2:{2}   Dismayed by the death of one of his kind, the demon decides to wait for a better moment to attack.   
Winged demon#3:{2}   Picking himself off the ground, the demon tries to walk out of the dustcloud, but only gets lost more.   
Fire demon:{3}   The flaming demon slowly advances towards the tavern.   
------------      
Status after turn:      
Boksi:      
Standing upright near the destroyed tavern. Giving off heat. (+1 against cold till next action resolves)      
Wearing a burnt reddish-black jacket of Karl Moebius leather, underwear, and slightly torn and singed jean shorts. Wearing a -Steel Full Helm- shaped like an anvil, with an intricate detail attached.      
Arms and most of the torso charcoal black, upper skin layer has burned off in these areas.      
Abilities: Basic TK Manipulation.Basic TK Healing. Big Bully. Special status: Dense Carbon Flesh Interweave. Can only speak goblin. Activated Visual Omnisensor.      
andrea:      
Standing upright near the destroyed tavern.      
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 Lightly Drained (-1spd)). Special status: Activated Selective Translator.      
korora:      
Standing upright somewhere in the ravaged 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).      
Several nasty scratches along the left upper arm. Lower body bruised.      
Abilities: Mighty. Extremely Agile. Extended TK Healing.      
chaoticag:      
Standing upright near the destroyed tavern.      
Wearing the armor set: slightly dented +Steel Chestplate+, -Copper chainmail-, Aluminum cap, hard leather leggings and <<Copper plated boots>>. Wielding a wooden broadsword with sharp edges of a shimmering material.      
Unharmed.      
Abilities: Basic TK Healing. Extended TK Bolt. TK Ripper Slash.      
Gantolandon:      
Standing upright near the destroyed tavern. Drained.(-1 to power use)      
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. Wielding a +Bone Axe+.      
Unharmed.      
Abilities: Basic TK Healing(!). Special status: Activated Selective Translator.      
Frelock:      
Standing upright near the destroyed tavern.      
Wearing underwear, a somewhat dirty and badly slashed up <<*Giant cave spider silk robe*>>, and +hippo leather sandals+. Wearing an amulet of a nature's power. Wielding a Steel Quarterstaff and a -Small Iron throwing knife- as a backup weapon. Holding a wad of shredded shimmering cloth, 12 arrows, pieces of wood plate armor with shimmering runes, and a shimmering shortbow.      
Unharmed.      
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 ground near the ravaged tavern.      
Body: Naked. Wielding an Iron Battleaxe.      
Flesh turned into iron, broken arrows in abdomen, right leg, and left shoulder. Upper body Damaged. Head Damaged, and is separated from body. (cannot control body)      
Abilities: Enrage Other. Enrage Self. Basic TK Healing(!). Remote Body Control Special status: Activated Selective Translator (2). Steel scales. Activated Wideband Omnisensor (normal)Extra: Rollerblades in the forearms.      
Rooster:      
Standing upright near the destroyed tavern.      
Wearing underwear (probably), a set of armor consisting of (severely torn up) hard black studded leather armor and greaves, broken iron plated high boots, and (somewhat burned) fur-quilted iron shoulderpads with horns. Wields a +Steel Guitar-Battleaxe+.      
Unharmed, more or less. Two extra ears. Four extra arms. Knees facing backwards. Four fingers on each arm. Seven clawed toes on each foot. Two noses. Three horns on head. Head hair transformed into flexible spikes. Body covered by patches of very hard tissue. Ribcage fused into a solid shell. Body covered with short thick black hairs. General -2 penalty to charisma when communicating with humanoid creatures, and another -1 if the creature's not hairy.      
Abilities: Can perform heavy metal. Odd regeneration power. Better aural perception.      
LASD:      
Standing upright near the destroyed tavern.      
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*. Holding a piece of dwarven armor with a small key embedded.      
Several scars along the torso. Lightly bleeding hole in the left upper arm. Lightly bruised.      
Abilities: Power of Peace. Power of Persuasion (suit bonus does not apply).Special status: Peacekeeper.      
Jay Kayell:      
Standing upright near the destroyed tavern. Coated with fire-resistant blood. (+2 dodge and +1 damage against fire)      
Wearing purple stretchy shorts. Useless shreds of underwear on right arm. Holding a ring. Owns an Iron Great Eclipse Axe, now lying in the keep ruins somewhere. The armor is armed with a collection of axes and swords (including one shimmering elven blade), and its steel clawed fists as well. The armor has 1 unspent bolt.      
Upper body and face burned.      
Abilities: Novice Wrestler. Basic TK Healing. Blood of the Blood God. Blood Rage. Special status: Wearing Composite Reinforced Corpse-steel power armor.      
---------      
Environment:      
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 (destroyed)temple, and a (demolished)keep. Now overrun by an army of darkness.   
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.   
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. A large hole is broken through a side wall. The door is toen down. The building took several ballista bolts during the battle. 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:   Was once a tall, proud building. Now a mighty large pile of rubble. There is one (covered) pit in the center of 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 new.   
Logged
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

andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1688 on: November 05, 2008, 02:59:46 pm »

hmm... i am not sure if i should summon an electricity shield around the tavern, or just talk to the dwarf.

korora

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort..
« Reply #1689 on: November 05, 2008, 03:06:31 pm »

Well, somebody needs to talk to the dwarf. I don't know dwarf and I think I'm about to be fairly occupied with a fire demon.  Speaking of which, I guess there's nothing for it but to attack the fire demon... this is probably the safest world in which to deal with fire anyways.
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Boksi

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort..
« Reply #1690 on: November 05, 2008, 03:07:30 pm »

Don't worry andrea.

The golem isn't dangerous right now. I'll try to get JKL to give my ring to me , put it on and face down the Army of Darkness, with my intimidation ability and whatever powers the ring gives me.

I can do that in one turn, right?
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Sean Mirrsen

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1691 on: November 05, 2008, 03:11:14 pm »

You can get intimidating and get the ring from JK and put it on, but you cannot attack anyone in the same turn unless they attack you all. Kashyyk could do it though, he'd need to order all the critters in his sight to attack him, while someone else uses something else to grind them into paste.
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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

Gantolandon

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1692 on: November 05, 2008, 03:14:19 pm »

I go for the artifact container, not fighting anything on my way this time. If I manage to achieve it, I'll try to destroy it and take anything inside.
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andrea

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort...
« Reply #1693 on: November 05, 2008, 03:16:31 pm »

the golems? who cares about the golems? i was worried about the army of darkness having a bonus next turn.
well, i have my own shield, so i'll just talk to the dwarf about the key and the artifact. i make it clear that we will all be dead soon if he doesn't help us.

and if he is in a trance and can't hear, i'll touch him. shield on.

Boksi

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Re: Roll To Dodge - Multiworld Madness. Turn 55! We might as well start a fort..
« Reply #1694 on: November 05, 2008, 03:18:28 pm »

I won't be attacking them, just intimidating them, hopefully buying us some time.

I'm trying to help, not commit suicide. Hmm, that reminds me of what one of my friends once said:

Quote
You know you're bad when help is something you inflict.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]
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