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Author Topic: Tom's dungeon crawl.(TM) Turn 26:MASSIVE DAMAGE!  (Read 32204 times)

kilakan

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Re: Tom's dungeon crawl.(TM) Turn 3 : Freak accident including medicine.
« Reply #60 on: May 18, 2010, 05:26:39 pm »

search for some wood, and if I find any start a fire for warmth, then if there's time cook the deephound meat using cooking set+fire.  Try to cook it enough that it dries out a bit and can be kept for awhile, aka make deep hound jerkey :D
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tomas1297

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Re: Tom's dungeon crawl.(TM) Turn 3 : Freak accident including medicine.
« Reply #61 on: May 19, 2010, 07:10:48 am »

PEACEFUL REST TIME TURN ROLLS START!
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Saret:"i cut up and butcher the hounds bodies, we can use the meat"

(2) You try to cut up the hounds bodies for meat,but soon realize you're a crappy butcher.You ruin most of the meat.Things got total from butchering:2 pieces of deephound fillet,2 units of chopped up deephound meat,1 deephound pelt.
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Ochita:"cast cure minor wounds on all who need it"

Rolls would be to confusing,and you're regaining mana anyway so I'll just heal all wounds that can be healed with a "cure minor wounds" spell.
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Systar:"Bandage up Ochita, then I'll look around for useful alchemical ingredients or scrap materials I could use for brewing/crafting."

(6) You manage to take care of all of Ochitas wounds then go look for useful materials.(1)However while out exploring you trip and hit your face on a rock.Ouch...Luckily Ochita is still healing the others and cures it.
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Kilakan:"search for some wood, and if I find any start a fire for warmth, then if there's time cook the deephound meat using cooking set+fire.  Try to cook it enough that it dries out a bit and can be kept for awhile, aka make deep hound jerkey"

 You go off to the woods and (2+1) manage to chop up some shrubs for firewood.You notice how weird the trees here are.All the leaves look gray and weak.It's probably because they don't get any sunlight here.

 After returning to the camp you try to make a fire,(1+1)however you burn your arm.Luckily it got healed by Ochita.You try to prepare the meat(1+1),but some of it gets burned,so you toss it away.
____________________________________
Serolius doesn't do anything notable.
____________________________________
PARTY MUST SHARE OR LEAVE ITEMS:
-1 deephound pelt
-1 piece of deephound jerky
-1 unit of chopped up deephound meat
Turn 4 START!

 You rest for what would probably be a day on the surface.You approach the source of the smoke and see a village and the campfire the smoke was coming from.It is built around an underground river and all the houses seem to be made of logs.All the inhabitants are of a race you have never heard of.They look like a cross between a humanoid being and a frog.They have gray skin and red or yellow eyes and are slightly higher than a human.They seem to have access to copper tools and weapons.You see what must be the market square and hear the familiar sound of trade creole.

 Shall you approach the village of the frogmen?
« Last Edit: May 19, 2010, 07:12:28 am by tomas1297 »
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Askot Bokbondeler

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #62 on: May 19, 2010, 07:45:25 am »

i say we try and approach them. sheet your weapons, guys, we're trying to look peaceful, and we don't know if they'll understand our speech

Paranatural

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #63 on: May 19, 2010, 08:20:42 am »

i say we try and approach them. sheet your weapons, guys, we're trying to look peaceful, and we don't know if they'll understand our speech

Sheathe maybe?
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Askot Bokbondeler

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #64 on: May 19, 2010, 08:32:20 am »

sorry, Common is not my first language, i come from the scorching south

tomas1297

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #65 on: May 19, 2010, 09:23:08 am »

Also to balance out the two healing powers:holy magic is more easily cast,less risky and can be used in combat,but can't heal heavy wounds and can't be cast on self (dun dun dun.I needed a huge weakness for balance).Medicine however can be used on self,can heal any wound or infection,but is risky,can't be used in combat and (most of the time) needs more preparation.
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Ochita

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #66 on: May 19, 2010, 09:48:04 am »

I take the pelt. "Hey, good thing I was there to heal, right? Anyway i think we should go to the village, this pelt could be worth something." I vote for the village
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Toaster

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #67 on: May 19, 2010, 10:13:15 am »

Yeah, I'm for peacefully visiting the village.  Keep an eye out for parts/herbs, but don't grab anything once we get inside the village- don't want to piss them off by stealing.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Askot Bokbondeler

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #68 on: May 19, 2010, 10:14:39 am »

also, i unsummon my zombie. they might be offended by the stench and unholy magicancy

tomas1297

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #69 on: May 19, 2010, 10:54:34 am »

Oh,I forgot to unsummon all zombies due to resting.This is my first RTD really.
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Askot Bokbondeler

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #70 on: May 19, 2010, 11:12:58 am »

is the mana refunded after resting?

tomas1297

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #71 on: May 19, 2010, 11:53:41 am »

Resting restores everyones mana to 100.
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kilakan

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #72 on: May 19, 2010, 03:21:36 pm »

I'll take the meat, and jerky, I can be the supplies boy.  Since my character dislikes the underground creatures... I think this could end badly, how about I scout around the village looking for other points of interest while you guys head in?
Use dwarf knowledge to gather edible plants, herbs and spices from the area outside town, keep a look out for any interesting structures like ruins, temples, and passages downwards.
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tomas1297

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Re: Tom's dungeon crawl.(TM) Turn 4 : Civilisation?
« Reply #73 on: May 20, 2010, 07:56:12 am »

COMMUNIST DM CONTINUES GAME FOR GOOD OF FORUM!
___________________________________________
 The party minus Kilakan approaches the village.A frogman fully clad in heavy copper armor approaches you.You figure he's the captain of the guard.He tells you to follow.After a while you find yourself in the chieftains hut.He tells you that you are allowed to stay and you start asking questions about the caverns.
 The chieftain tells you many things.The caverns are controlled by four factions.In the south are the frogmen who you already met,in the north are the ratmen which are at peace with the frogmen and spend most of their time farming,the east is controlled by the warlike antmen who keep pillaging the ratmen and frogmen.Not much is known about the west.It used to be a fertile land,but one day everyone saw a bright flash and it turned into a wasteland.It is controlled by the very forces of hell.No one has been there and returned and the demons usually stay there,but a few have been seen far away from their lands.The chieftain warns you not to go there,as many strong warriors have went there,but even one demon is capable of destroying a small military force.

 You can stop and do some shopping/talking or travel.
__________________________________________
Kilakan:"Use dwarf knowledge to gather edible plants, herbs and spices from the area outside town, keep a look out for any interesting structures like ruins, temples, and passages downwards."

(3+1) You go explore around the town.you find a small clearing in the forest with some useful plants.

Things you can take (keep in mind inventory space.):
-A handful of healing herbs
-A handful of deep nuts.
-A large poison mushroom.(Medic can make poison.Poison can be used to coat a weapon,spilled on an enemy,or thrown if in a glass vial/bottle.)
__________________________________________

NEW RULE!

Actions should be balded.
In character talk should be italicized.
Questions,suggestions or otherwise talking to the DM or discussing the game and its rules should be in normal text.

TURN 5 START!
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Askot Bokbondeler

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Re: Tom's dungeon crawl.(TM) Turn 5 : More boring not-action.
« Reply #74 on: May 20, 2010, 09:16:17 am »

We don't have much to trade, chieftain, but we might offer our services as a commodity. Show us  your wares, would you?

Initiate trade
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