Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 [21] 22 23 ... 37

Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30492 times)

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #300 on: June 25, 2010, 11:41:26 am »

 :'(
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Ochita

  • Bay Watcher
  • Doofus ghostus
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #301 on: June 25, 2010, 11:41:41 am »

Pick the lock of the weapon shop's door

(OOC: Why do I keep on getting bad rolls  :'()
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #302 on: June 25, 2010, 11:44:18 am »

That's 2 knock-outs for me!

Go back and steal Paladin #1's clothes.
Logged
All generalizations are false....including this one.

nuker w

  • Bay Watcher
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #303 on: June 25, 2010, 12:01:18 pm »

Look for some good loot on the dead paladins.
Logged

Paranatural

  • Bay Watcher
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #304 on: June 25, 2010, 01:05:07 pm »

Pick up the Hammer at my feet and infuse it with the power of shadows. Then discuss with the others where we should go from here.
Logged
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.

Agamemnon

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #305 on: June 25, 2010, 01:32:38 pm »

I would suggest going after the Eye now. Maybe not through the front entrance, that bowman has some terribly good aim.
Logged
Glossary #52
Execution shaft aka. dwarven wormhole

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

Ochita

  • Bay Watcher
  • Doofus ghostus
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #306 on: June 25, 2010, 02:01:38 pm »

Well we are infront of a weapon store
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #307 on: June 25, 2010, 02:52:06 pm »

Yeah, let's all get weapons.

Requesting heal, please.

I enchant Ochita's lockpick to give it a bonus to lockpicking.
« Last Edit: June 25, 2010, 02:54:09 pm by Toaster »
Logged
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.

wolfchild

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #308 on: June 25, 2010, 06:39:48 pm »

i told you the problem is fixed, but untill futhur notice it might drop out, thats all, we have not checked to see what the problem is yet, though the new modem might hel, il now check the turn and post actions

edit: 1st thermokenesis not thermogenisis, i nly want to move existing heat arround
Action: be stealthy like, following the others, also ras are so undignified, try to make ears lupine ears and shorten the tail some more
« Last Edit: June 25, 2010, 06:42:40 pm by wolfchild »
Logged
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

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #309 on: June 25, 2010, 08:15:46 pm »

Well its either Thermokinesis or Thermogenesis. Don't punish me for trying to decipher your typos.  :-\
Logged
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

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #310 on: June 25, 2010, 08:19:19 pm »

sorry, anyway its not like i woulda succeded either on that roll anyway
Logged
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

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #311 on: June 25, 2010, 09:20:50 pm »

Nope, but now I know. In case the dice gives the okay.
Logged
Glossary #52
Execution shaft aka. dwarven wormhole

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

maxicaxi

  • Bay Watcher
  • Why? I have no idea.
    • View Profile
Re: RTD - Multiworld 2 - Turn 18 - Adventurers 4, Enemy 1
« Reply #312 on: June 25, 2010, 11:27:02 pm »

ph4t 100tZ gathering
« Last Edit: June 25, 2010, 11:55:54 pm by maxicaxi »
Logged
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.

Agamemnon

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 19 - It is half past looting time.
« Reply #313 on: June 26, 2010, 07:12:45 pm »

Turn 19

@dermonster. I will try to come up with a way to weave you in, if you prefer to join asap and the others are okay with that, but right now it would be implausible. But you would not get any fatepoints and start at zero in this case.

Quote from: Toaster
I enchant Ochita's lockpick to give it a bonus to lockpicking.
| You ask Ochita for his lockpick and explain your intention on making it actually pick locks better. But no matter how hard you concentrate, you cannot produce any effect. You give the lockpick back.

Quote from: jozilla
[AI:3] I climb the wall and regather my bombs.
| The wall is made from rough stones and despite the darkness you find enough grips to actually climb over it. You recollect your bombs, one of which rolled quite a distance away.

Quote from: Paranatural
Pick up the Hammer at my feet and infuse it with the power of shadows.
| You pick up the Hammer and proceed to try to enchant it using your shadow manipulation powers as a catalyst. The streetlights flicker for a moment, but the hammer is just the same as before.

Quote from: Ochita
Pick the lock of the weapon shop's door
| After Toaster gives you back your lethal lockpick of jugular lacerations, you test it at the weapon shops door. But either you are not skilled enough with it or the enchantment did not really work.

Quote from: Frelock
Go back and steal Paladin #1's clothes.
| You go back to your first victim, but you don't manage to peel him out of his armor to get at his clothes.

Quote from: nuker w
Look for some good loot on the dead paladins.
| You look at the nearest paladin and notice his warhammer right by his side. You do not hesitate and grab it. It is quite heavy, the steel is rusty at the edges and the handle is tightly wrapped with rope to provide a better grip. You compare your hammer with Paranatural's and see, that they are looking almost exactly the same. The Hammerites must be mass-producing these... hence the name.

Quote from: wolfchild
be stealthy like, following the others, also rats are so undignified, try to make ears lupine and shorten the tail some more
| Noone is going anywhere for now, so you also stay where you are and activate your regerative powers. The first thing they do is heal the scratches on your chest. You try to look more like a werewolf but only succeed halfway.  | | Your tail shortens to about 2 foot and is now also covered by fur, but your ears only shrink a bit but remain hairless and un-lupine. However, you lose the bonus on your hearing.

Quote from: maxicaxi
ph4t 100tZ gathering
| Despite your failure to express your thoughts with proper english, you take the last remaining and useable warhammer, that was lying on the floor some distance away. In order to be able to pick it up, you deactivate your void blades.

===

NPC actions:

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

Quote from: Hammerite paladin #2
unconscious and paralysed

Quote from: Hammerite paladin #3
Dead, lying in a puddle of blood

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

Quote from: Hammerite paladin #5
Lying on the ground, unconscious.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near weapon shop, standing upright
Health: sprained ankle
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket (held)
Skills: Novice item enchanter

Quote from: jozilla
Location: Main street, in front of Alchemy store, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, brown leather pants, 3 bombs (held)
Skills: Skilled Climber, basic telekinesis
Abilities: King of Nowhere, magic light (off)

Quote from: Paranatural
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt, steel warhammer (held)
Skills: Basic shadow manipulation

Quote from: maxicaxi
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants, steel warhammer (held)
Skills: Basic Telepathy
Abilities: Summon void blades (off)

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

Quote from: Frelock
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>> (held), 40 silver coins
Skills: Roundhouse kick (granted by items), Basic sneaking

Quote from: nuker w
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins, steel warhammer (held)
Skills: Skilled Breakdancer, Skilled TK healer

Quote from: wolfchild
Location: Main street, near weapon shop, standing upright
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration (off), reinforced ribcage, tail, long legs, fur

=====

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

Free items:
two halves of a warhammer, a little further down the main street

Bodies:
4 paladins either dead or unconscious in general vicinity of the weapon shop
Nimitz at the cathedral entrance

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.
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: [3] You still feel watched by a dozen eyes through the dark windows in the houses around you. But nobody is curageous enough to show himself.

=====

I thought it would be fitting if that awesome lockpick got at least a decent name, having tasted blood and all...
« Last Edit: June 27, 2010, 04:16:07 pm by Agamemnon »
Logged
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

  • Bay Watcher
  • Wyvern Buddy
    • View Profile
Re: RTD - Multiworld 2 - Turn 19 - It is half past looting time.
« Reply #314 on: June 26, 2010, 07:18:16 pm »

i dont care if i loose the hearing bonus im not gonna look like a rat,

look arround again for a weapon of some description, preferable of the ranged variety
Logged
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!
Pages: 1 ... 19 20 [21] 22 23 ... 37