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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30508 times)

wolfchild

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #255 on: June 21, 2010, 11:36:14 pm »

Also... anyone in need for shirts can grab them off the street now, once this fight is over.

I have no need of shirts!!, I hope
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You really can both sig it.
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Frelock

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #256 on: June 22, 2010, 12:33:38 am »

Stop paladin #5 from escaping with a ROUNDHOUSE KICK!
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nuker w

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #257 on: June 22, 2010, 01:15:39 am »

try to wake up again and call for help whilst trying to stop the bleeding.
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Ochita

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #258 on: June 22, 2010, 01:44:08 am »

Heal him again
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Tokay

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #259 on: June 22, 2010, 02:26:29 am »

Put me in the queue, please.
:D
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #260 on: June 22, 2010, 03:43:49 am »

use telekinesis  to make myself faster and stronger
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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.

Toaster

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #261 on: June 22, 2010, 10:22:04 am »

Will myself to be able to ignore pain. Sneak over toward the action.


Snake eyes, woo!
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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.

Paranatural

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #262 on: June 22, 2010, 02:57:30 pm »

Drag nuker w to the shadows and try some healing magic, as I doubt any normal medicine will help right at this instant.
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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.

jozilla

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #263 on: June 22, 2010, 04:01:08 pm »

I get off the store, before i open the house-door, I switch off my magic light.
I climb over the ornated iron gate and search a good hideout for 2 metal cans.
I try to stay in shadows
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Agamemnon

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #264 on: June 22, 2010, 05:08:54 pm »

You guys are VERY unlucky with healing attempts... Maybe try to gather some healing herbs instead (they could give bonuses) wasn't there a garden somewhere?  ;)
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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.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is NOT easy (part 2)
« Reply #265 on: June 22, 2010, 05:52:05 pm »

The combat got somewhat bugged this turn... EVERY attack is a full hit, but rolls for damage are all a 6  :o

Turn 16

Quote from: Toaster
Will myself to be able to ignore pain. Sneak over toward the action.
| Concentrating on the pain only makes it worse. You have to sit down to take proper care of your ankle.

Quote from: jozilla
I get out of the store, before i open the house-door, I switch off my magic light. I climb over the ornated iron gate and search a good hideout for 2 metal cans. I try to stay in shadows
| You exit the store, unfinished bombs in hand. You turn of your light generation ability, but do not proceed to climb the door. Instead you contemplate your options: Either finish the bombs now, which makes them more transportable but also a severe security risk, if you are attacked with fire... or leave the cans open but then you could spill the contents. Hiding them is also an option, but you have to make sure, nobody else finds them before you get back to them. Decisions decisions...

Quote from: Paranatural
Drag nuker w to the shadows and try some healing magic, as I doubt any normal medicine will help right at this instant.
| You try to drag nuker to the shadows, but he is just too heavy for you to move. | In hindsight, grabbing him by his legs does not seem to be that bright of an idea now, because his bleeding started again. Healing magic might work, but you have no Idea, where to start. You are also distracted by the ongoing fighting.

Quote from: maxicaxi
use telekinesis  to make myself faster and stronger
| You try to use telekinesis. But you can't come up with an idea to apply this power, so it benefits you directly instead of just applying force to a random object.

Quote from: Ochita
Heal him again
| And again, you fail miserably. | You panic for a second, but at least you did not worsen nuker's condition.

Quote from: Nimitz
[AI: 1-3] Get up and look around
| You get up again and look for the best opportunity to kill yourself. You can't find anything immeditely life-threatening, because the two remaining paladins are still fighting other members of your party. So you run along the main street, towards the cathedral and the two guards at its front entrance.

Quote from: Frelock
Stop paladin #5 from escaping with a ROUNDHOUSE KICK!
| You hear Paladin #5 running in your direction. You turn to intercept him with your foot, but your aim is a little off. | However, the paladin runs almost straigt into your raised foot | but does manage to stop at the last second and not suffer any impact damage. | Also he keeps his weapon or what is left of it. He is very angry now and starts to beat you with the shaft of his hammer.

Quote from: nuker w
try to wake up again and call for help whilst trying to stop the bleeding.
| You remain unconscious, | suspended in darkness that surrounds you and thretens to choke you.

Quote from: wolfchild
Ok fine, i dont get up, i grab a hammerite's legs with my legs and attempt to pull them out from him, prefably so his head hits the ground so hard he dies
| You try to grab one of the hammerite's legs with your legs, but he is quicker and evades your grasp easily.

===

NPC actions:

Quote from: Hammerite paladin #1
unconscious and probably a broken nose

Quote from: Hammerite paladin #2
[3]sHe stands up and takes another swing at wolfchild, who is still on the ground and [dodge: 1] fails to move away in time. [damage: 6]However, the blow just glances off his thick fur.

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

Quote from: Hammerite paladin #4
[2] You don't know where he is and what he is doing

Quote from: Hammerite paladin #5
[3] He attacks Frelock, who is standing right in front of him. [dodge: 1] He hits him with the metal stick that once was his trusty warhammer, [damage: 6] but does not deal any damage with it.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near clothing shop, hiding in shadows, sitting on the ground
Health: sprained ankle, pain
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket
Abilities: Enchant item

Quote from: jozilla
Location: Alchemy store garden, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, brown leather pants, 3 cans filled with gunpowder, 3 lids, 3 fuses
Abilities: King of Nowhere, Climbing, Basic telekinesis, magic light generation

Quote from: Paranatural
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt
Abilities: Shadow manipulation

Quote from: maxicaxi
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy, Summon void blades

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

Quote from: Nimitz
Location: Main street, standing upright
Health: uninjured, terminal inactivity disease (x4)
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch

Quote from: Frelock
Location: Main street, 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: Bruises on chest, mangled leg, pain, bleeding, unconscious
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing + 1, TK healing

Quote from: wolfchild
Location: Main street, near weapon shop, on the ground
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration , reinforced ribcage, long rat tail, long legs, fur, ears of a rat

=====

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. A pile of shirts is nearby as well as, a free steel warhammer, the top half of another warhammer, one dead hammerite paladin, an unconscious one and two alive ones.
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". The front gate is watched by 2 hammerite guards, a paladin and a bowman.
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.
Hammerite building: A building only 1 story high but with walls of steel. Humming noise coming from inside.

=====

Background: [1] You fail to recognize anything new about your surroundings.
« Last Edit: June 22, 2010, 07:20:46 pm 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.

jozilla

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #266 on: June 22, 2010, 06:34:35 pm »

i finish the bombs, climb over the gate and continue serching a hideout for 2 of my bombs

no risk no fun...
« Last Edit: June 22, 2010, 06:46:34 pm by jozilla »
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Frelock

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #267 on: June 22, 2010, 06:47:08 pm »

Finish that Hammerite

Technically, shouldn't the paladin have gotten a roll to disarm, since the kick hit (though it did no damage).
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Agamemnon

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #268 on: June 22, 2010, 06:57:06 pm »

oh, oops... forgot about that... ok, wait a sec... I'll fix it.

Edit: Rolled a 6... so, nothing changes.
« Last Edit: June 22, 2010, 06:58:57 pm 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.

wolfchild

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Re: RTD - Multiworld 2 - Turn 16 - Medicine is NOT easy (Part 2)
« Reply #269 on: June 22, 2010, 07:02:38 pm »

If nuker is willing  accept the insane risk, i will attempt to get my regeneration to temporarily affect him, just to heal mind, if he does not do a jumping stand up and attempt to kick a hammerite with my uber legs
« Last Edit: June 22, 2010, 07:49:31 pm by wolfchild »
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