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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30486 times)

Agamemnon

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #210 on: June 18, 2010, 11:13:29 am »

Only the dice will decide the fashion trends of this era.  :P

Edit: Bah, a new page for this... :/
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

nuker w

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #211 on: June 18, 2010, 11:18:57 am »

Turn coming up soon? (I'm getting parinoid with every one sounding like their going to try some failed escape attempt)
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Ochita

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #212 on: June 18, 2010, 11:24:22 am »

Nuker. I am going to take out one of the hammrites. Maybe you can help somehow?
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

nuker w

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #213 on: June 18, 2010, 11:27:03 am »

Still agree to go to prison with mah words from the other turn but if someone needs a hand, pretend to start break dancing for no reason and knock the pala's legs out
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jozilla

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #214 on: June 18, 2010, 06:03:32 pm »

I try to open the door silently, if its closed i try to unlock the door with telekinetic power ;)
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Agamemnon

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #215 on: June 18, 2010, 06:38:41 pm »

Alright, rolls coming up.

btw: wolfchild, you cannot see your own ears. You have to be close to someone else or find a mirroring surface.
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

wolfchild

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Re: RTD - Multiworld 2 - Turn 11 - At least he is not killed on sight.
« Reply #216 on: June 18, 2010, 06:43:12 pm »

fair enogh, once we all converge to resque you nuker, mind taking a look at em?
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Agamemnon

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #217 on: June 18, 2010, 08:00:09 pm »

Turn 12

Quote from: Toaster
I sneak out into the shadows headed in the direction of the cathedral.  If I pass Nimitz, I grab a shirt, preferably dark grey or dark green.
| You leave the tavern and sneak along the main street - ignoring the pain in your ankle. As you pass the clothesshop, you meet with Nimitz. He gives you his top layer shirt. | It is dark blue. | The pain in your foot worsenes, it now gives you a -1 penalty on movement with that foot.

Quote from: jozilla
I try to open the door silently, if its closed i try to unlock the door with telekinetic power
| You grab the handle off the back door. It is locked. You take a look through the keyhole just thinking: "open". And it opens! You are not quite sure, how you managed to do that, but you are sure that you are on to something big here.

Quote from: Paranatural
Work with my shadow manipulation powers, trying to reduce shadows there and make them deeper here.
| You stay behind and in the shadows, trying to manipulate them. Accidentally you produce a flash of light, that cancels all the shadows around you. The next moment it is gone, but the Hammerite patrol, that just passed you noticed it too and is now heading back to investigate. You are still hidden and try to avoid making any noise.

Quote from: maxicaxi
i pickpocket npc chars around
| You have the choice: Either the asleep drunk or the awake barkeeper. You decide to play it safe and reach for the pockets of ex-HammeriteMcDrunk in the corner. | You are now in possession of his room key. It is number 13 on the second floor of the tavern.

Quote from: Ochita
I sneak up to the weapon store and stab the hammerite in the neck by my fork!
| In a feature of incredible speed-sneaking, you reach the paladins who are currently searching nuker and confiscating his money. One of them has his back to you and the other is busy, so you run up to the first and | STAB HIM WITH YOUR FORK! | You hit his jugular vein, he screams in agony but quickly faints and dies within seconds.

Quote from: nuker w
Still agree to go to prison saying "Ah, bloody ell' dont hit meh' with that bloody hammer" but if someone needs a hand, pretend to start break dancing for no reason and knock the pala's legs out
| You surrender and commit to a search. The other Hammerite is now also here and confiscates your money. Or to be more precise: tries to do that but is startled as a man jumps from the darkness and drops his unaware colleague with a bent fork! He quickly regains his wit and tries to stike you with his hammer, but you are quicker. You drop flat on the ground and with a stunning display of breakdancing skill, you rush him off his feet with a twin-legged flare before he can finish his blow. | He falls on his back, seemingly uninjured but loses the grip on his hammer, which falls on the street with a loud *Clang*.

Quote from: wolfchild
I climb to the rooftops and look arround, if i still have time, try to sneak to nuker, using the rooftops to avoid suspicion
| You look around for opportunities to gain some height. You grab onto a windowsill and from there to a balkony. You can't find a route to reach the rooftops from here, but at least ist a start. You look around, but except for a stray cat you find this part of the street to be completely devoid of life. You hear a bloodcurdling scream coming from down the road.

Quote from: Nimitz
[AI: 4] I move towards the others, staying in the shadows whenever possible.
| You sneak into the direction of the weapon shop to meet with the others. You arrive at the same time as Frelock.

Quote from: Frelock
Stalk the paladins arresting nuker, looking for obvious weaknesses.
| Unfortunately, you are in the wrong street and have to travel quite a distance before you get an opportunity to reach the main street. As you arrive at the weapon shop it is almost over, one paladin dead on the ground, the other one struggling to get back up on his feet.

===

NPC actions:

Quote from: Hammerite paladin #1
[5] He heard the scream and runs into your direction (that is towards the weapon shop)

Quote from: Hammerite paladin #2
[4] On the ground now, but quickly grabbing his hammer to retaliate. [5] He swings his hammer at nuker and hits him in the chest [2] but only scores a glancing blow.

Quote from: Hammerite paladin #3
Dead as a doornail, his corpse lying in a puddle of blood.

Quote from: Hammerite paladin #4
[4] Approaching Paranaturals position on Cathedral street, alerted.

Quote from: drunk man
[1] Still sound asleep on the table.

Quote from: barkeeper/owner
[3] Still busy with cleaning the bar.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near clothing shop, hiding in shadows, standing upright
Health: sprained ankle
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt
Abilities: Enchant item

Quote from: jozilla
Location: Alchemy store garden, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants
Abilities: King of Nowhere, Climbing, Basic telekinesis

Quote from: Paranatural
Location: Cathedral street, behind alchemy store, hiding in shadows, standing upright
Health: uninjured
Possessions: Generic underwear, black leggins belt, hessian pants
Abilities: Shadow manipulation

Quote from: maxicaxi
Location: Inside the tavern, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants, room key #13
Abilities: Basic Telepathy, Summon void blade illusion

Quote from: Ochita
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, crude lead lockpick, iron knife
Abilities:Dreamwalker, TK healing

Quote from: Nimitz
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, worn desert camouflage pants, 7 shirts of unknown color over each other
Abilities: Healing Touch

Quote from: Frelock
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>, 40 silver coins
Abilities: Roundhouse kick, sneaking

Quote from: nuker w
Location: Main street, near weapon shop, on the ground
Health: uninjured
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing + 1, TK healing

Quote from: wolfchild
Location: Main street, on a balkony, standing upright
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: largely uncontrolled massive regeneration , reinforced ribcage, long rat tail, long legs, fur, mutated ears

=====

Environment: A medieval steampunk city. It is night. The streetlights do not illuminate the streets completely, many doorways and alleys remain unlit.

World rules:
+2 to sneaking. (can be negated by type of surface)
+2 to hiding. (can be negated by lightsources)
+2 to attacks when the victim is unaware of your presence.
Fumbling a cooperation action will never cause both participants to be spotted.

=====

Locations:
Side street: A small street branching out from the main street. The walls of the neighboring houses are made from rough stone, reinforced by steel girders. Your exit is here.
Main street: A market street, devoid of people but crowded with crates and wagons. There are several shops here: An armor shop, a clothing store, a bakery, an alchemy store, a weapon store and possibly more. 4 Hammerites patrol along the street.
Clothes shop: This two story building contains a shop selling high quality clothing. The inside is unlit. The side window on the ground floor is open.
Weapon shop: This two story building houses a weapon shop. There is an open window on the backside, 1st floor.
Guardhouse: A small office for the city watch. Contains a cell and two beds for the guards.
Tavern: A big building right next to the bridge and the guardhouse.
Cathedral: The Hammerite cathedral proudly presents a new relic: A mysterious gemstone called "The Eye"
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.

=====

Background: [2] You note nothing new about your surroundings.
« Last Edit: June 19, 2010, 07:48:05 am by Agamemnon »
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Glossary #52
Execution shaft aka. dwarven wormhole

Works as follows: Things enter one end, emerge at the other and then get eaten by worms.

nuker w

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #218 on: June 18, 2010, 08:04:09 pm »

"Well you stuffed that one up didint you, yah daft idiot" Crack the idiot trying to hurt me on the ground with a elbow drive to the head
« Last Edit: June 18, 2010, 10:42:47 pm by nuker w »
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wolfchild

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #219 on: June 18, 2010, 08:33:59 pm »

Rush to the site of the scream, sticking to the shaddows

Edit; adding to action If there is a hammerite there and one of my friends, try to knock him unconcious, cause ome on this is thief 2 the metal age, u dont kill, you do a 1-shot ko thenleave them there
« Last Edit: June 18, 2010, 09:08:20 pm by wolfchild »
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

jozilla

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #220 on: June 18, 2010, 08:57:00 pm »

I search ressources to make gunpowder an fuse. If I find these, I will make some gunpowder. 20kilogramms gunpowder and a fuse which burns for 10 minutes should be enough 
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Toaster

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #221 on: June 18, 2010, 09:13:26 pm »

Staying in the shadows, I splint up my ankle using whatever I can find.  Put on the shirt if it isn't already on.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Frelock

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #222 on: June 18, 2010, 09:30:53 pm »

Lie in ambush for paladin #1, and hit him with a ROUNDHOUSE KICK! when the time is right.
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All generalizations are false....including this one.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #223 on: June 18, 2010, 10:55:27 pm »

run to the scream i just heard while trying to finish void blades
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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

Paranatural

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Re: RTD - Multiworld 2 - Turn 12 - First blood
« Reply #224 on: June 19, 2010, 12:09:14 am »

Create a bright burst of light right in the hammerites faces to blind them, now that I apparently did something like that. Close my eyes so it doesn't destroy my night vision, and sneak away, stealthy-like.
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The corpses appear to be primarily concentrated under the dead cat.  - Untelligent
Mental Health 6/6. You easily comfort yourself knowing that Paranatural's Hot Stubble And Deliciously Unwashed Armpits will be  waiting for you whatever happens.
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