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Who should be the Captain?

Redwarrior0
- 0 (0%)
Diakron
- 1 (11.1%)
Frelock
- 0 (0%)
RAM
- 0 (0%)
Errol
- 0 (0%)
Luke_Prowler
- 1 (11.1%)
Kilakan
- 6 (66.7%)
stonemt
- 0 (0%)
Jetsquirrel
- 1 (11.1%)

Total Members Voted: 9


Pages: 1 ... 21 22 [23] 24 25 ... 49

Author Topic: ARRRRRR T D! Turn 35! Redwall Has Nothing on Cookie  (Read 57139 times)

RAM

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #330 on: September 27, 2009, 09:32:16 am »

I guess you could try to get a tiny little updraft to keep it in the air...
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Jetsquirrel

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #331 on: September 27, 2009, 10:13:24 am »

dont do it Kilakan!

or my action wil turn into a epic team kill action

kilakan

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #332 on: September 27, 2009, 12:24:50 pm »

fucking hell guys.............
Last Turn Change***********
Fire spare cannons or if there are none, get any spare crew and myself to fire our guns at the enemy to provide cover fire for our escaping ships.
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Diakron

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #333 on: September 27, 2009, 04:53:26 pm »

assuming i wrote down what it said (the ring i mean): post it where everyone can see it and hope some has an answer.

Equip chainmail

Follow crew and take potshots at the enemy ships if they manage to close in. don't forget guys that Bob is helping to man the cannons and should be willing to spill some blood for us dear brothers (and sisters)
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zchris13

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #334 on: September 27, 2009, 08:06:52 pm »

dont do it Kilakan!

or my action wil turn into a epic team kill action
You're such a team kill player.  Why?

Think this RTD is amazing.
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RAM

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #335 on: September 27, 2009, 08:48:58 pm »

We are discussing wind dynamics. If the wind is made to push the bomb at our enemies, it may also push us towards our enemies. If the wind blows us forwards, then it may also blow the bomb towards us. So the question becomes, how can Kilakan have fun without having 'fun'...
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

zchris13

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #336 on: September 27, 2009, 08:51:47 pm »

Oh. Yeah.   Tornadoes?
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Diakron

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #337 on: September 27, 2009, 09:00:55 pm »

quarter the wind

              /\
              ||
---->      S
wind-->  H --->
---->      I
              P

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zchris13

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #338 on: September 27, 2009, 09:03:55 pm »

Yeah, you could sail a beam reach, although I suggest sailing just close-hulled.

It really depends on the type of sail you have. Triangle (modern), sail close-hulled.  Square (old school) don't do anything with wind.
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Diakron

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #339 on: September 27, 2009, 09:05:54 pm »

you can do it with square to

just give the rope some slack on the windward side and pull it so \ well not that much and it will catch the wind. that how quartering is done... either that or tack against it
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Frelock

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #340 on: September 27, 2009, 09:32:27 pm »

I begin cooking battle-rations, to hand out to the crew to increase their strength in the midst of battle.
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kilakan

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Re: ARRRRRR T D! Turn 19! It's a Trap!
« Reply #341 on: September 28, 2009, 05:34:02 pm »

Actually I like the tornado Idea,
Create a tornado right in the middle of the enemy ships, kill em Pirates of the Caribbean style.
If any of you watched the Pirates of the Caribbean, you are gonna be really pissed at me if I over-shoot.
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CJ1145

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Re: ARRRRRR T D! Turn 20! Why Sail on Water When You can Kill With It?
« Reply #342 on: September 29, 2009, 03:38:18 pm »

TURN 20! WHY SAIL ON WATER WHEN YOU CAN KILL WITH IT?

Quote from: ToonyMan
Flee like little men.
Your ship begins to flee from the two in the harbor. [4] However, as you begin to flee away, a single ship begins to move and block your path!  [5] With expert navigation, your tiny fleet sails right past it, off into the night. (That's right, this was MUCH more simple than you guys made it.)

Quote from: RedWarrior0
Shoot all the cannons I can at the ships, while ToonyMan sails us into the sunset
[2] You, unfortunately, were on the wrong side of the ship as you passed the interceptor, and failed to fire off a shot.

Quote from: Diakron
assuming i wrote down what it said (the ring i mean): post it where everyone can see it and hope some has an answer.

Equip chainmail

Follow crew and take potshots at the enemy ships if they manage to close in. don't forget guys that Bob is helping to man the cannons and should be willing to spill some blood for us dear brothers (and sisters)
[5] You are surprised to quickly hear back from the minotaur, of all creatures. He speaks your language fluently and tells you that he is a learned individual and should be able to decipher your ring. You hand it to him, and he throws it in the fire. [2] He burns his hand, but pulls it out, and reads

"Here lies Rakthaka, lord of a doomed land. His body crushed, his soul remains to fight through whoever shall bear his burden."

You wear the chainmail. Yay!

[5] You get the perfect opportunity and take a shot at the interceptor as you pass it. [2] Unfortunately it only crushed a few pieces of the wood, and the shot falls off.

Quote from: Frelock
I begin cooking battle-rations, to hand out to the crew to increase their strength in the midst of battle.
[4+2]You create an elaborate and wondrous meal, worthy of the gods! Sadly, there seems to be no battle to be had, so you write the recipe you followed down exactly, and then salt and store what parts of the meal you can.

Quote from: RAM
Shoot fireballs at the pursuing ships, occasionally doing a scan of the horizon
[3] You shoot a fireball at the interceptor, but it does not hit.

Quote from: Errol
Continue to read my books. If I get distracted... kill them until they're dead three times over. Try to hide halo first.
[4] You find another book by Urist McSeuss: Mr. Dwarf Can Mine. You'd rather not read it, but it brings back tender memories of your childhood.
[4] You manage to place in a corner of the room behind some books your greatest shame: Your favorite book, Halo: The Flood.

Quote from: Luke_Prowler
I ready my rifle. Maybe get a little training in of there's time
Since you escaped, you choose to practice. [2] Which you fail at. You had grown used to using claws to do things, and now that you have hands again it is a difficult transition.

Quote from:  Kilakan
Create a tornado right in the middle of the enemy ships, kill em Pirates of the Caribbean style.
In an epic display, you create a tornado of enormous proportions right in the middle of the two ships, and plunge it into the sea. You create a great waterspot, picking up the ships themselves and smashing them against one another. You are still in control, and swing the tornado against the interceptor as you pass it, utterly destroying it.

[4] With nothing left to do with it, you release it and watch with mild amusement as it moves into Tallow-Cliff proper, destroying the entire port city as if it were a house of cards. This act shall be remembered by all for centuries, you are now a Legendary Wind Mage (+3 to all Wind Magic) (This brings up another thing. Sort of like Fey moods in DF, if you manage to do something truly legendary in a particular skill, it's instant Legendary status. I am the sole judge of what is and is not legendary.)

Quote from: stonemt
attempt to make them flee/cause fatal fright by glaring.
Depressed that nothing remains to glare at, you improvise and stare at the shattered remains of Tallow-Cliff.

Quote from: Jetsquirrel
Make a olympic throw with the ignited fire bomb against one of those ships!
You decide not to throw your masterpiece, as it would be a true waste.

Allied Actions

Quote from: ???
Begin to make plans.
The mysterious stranger heads to the Captain's chair, sits down and pulls out a piece of parchment. He begins to draw and make plans, muttering to himself.

Characters:

Quote from:  Urist McPirate (RedWarrior0)
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Quote from:  Edward "Silverlash" Teach (Diakron)
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Quote from:  Toonymanner (ToonyMan)
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Quote from:  Fre "Cookie" Blackflag (Frelock)
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Quote from:  Blackjack Blue (RAM)
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Quote from:  Axle "Two Holes" Gear (Errol)
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Quote from: Luke Blackriver (Luke Prowler)
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Quote from:  "Killer" Khan (kilakan)
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Quote from:  John "Laugh and Die" Doe(stonemt)
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Quote from: Jets
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Allies:
Quote from:  Captain Boozebeard
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Quote from:  Ragnarok
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Quote from: Bob
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Quote from:  Smee
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Quote from:  Shamus
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Quote from: Gilbert Gottfried
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Quote from: ???
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Environment:
You sail until morning to escape the ruined town. [5] But just as things seemed calm, a ship appeared on the horizon. It must be a survivor of the main fleet, as it hoists the flag of Telessia and the flag of Tallow-Cliff high in the air. It means to fight.

You manage to get a good look at it, and see [4][2][4][5][6], [5][2][2][4][3][5], [1][6] that it is a frigate, a good 32-cannon easy named the Tallow-Gem. Due to its size, 33 men and women are stuffed aboard, ready to fight, and you can see their Captain, Jessica Rogers at the front of the ship, waving her cutlass and shouting profanities at you. On the upper decks you see 6 [3] Fire Mages standing at the ready. You cannot outrun it, and will have to fight.

Locations:

Quote from: The Fugly Duckling
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Quote from: Ozymandias
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Quote from: Tallow-Gem
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Let me know if I've made any errors.

So, a quick note, as you can tell by the dice rolls I make up ship crews with a random dice roll; however, there is a class based structure to them.

Humans and Elves have three ship types: Sloops, Frigates, Battleships. The number of dice rolled for each to determine how many dice to rolls for the total number of men are 1, 2, and 3, respectively.

Dwarven Ironclads roll 3 dice automatically.

Goblin ships roll 5 dice, as they are simply massive.

All other ships, with a few exceptions, will roll 2 dice.

Also, that third set of rolls was to determine how many mages were aboard the ship, and the 3 determined what type they were. Note: On an NPC ship, mages cannot exceed half the crew.
« Last Edit: September 29, 2009, 04:00:57 pm by CJ1145 »
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ToonyMan

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Re: ARRRRRR T D! Turn 20! Why Sail on Water When You Can Kill With It?
« Reply #343 on: September 29, 2009, 03:59:41 pm »

Why wind mage, why?!  We made it clearly.  DON'T YOU GO DESTROYING STUFF.

Eat Frelock's leftover [6] food.
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Diakron

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Re: ARRRRRR T D! Turn 20! Why Sail on Water When You Can Kill With It?
« Reply #344 on: September 29, 2009, 04:14:47 pm »

equip ring. go wrestle with bob to see what powers it bestows.

afterwards go around blessing the crew in Armok's name
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