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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30471 times)

Frelock

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #360 on: June 29, 2010, 09:26:50 pm »

Enter the small side building.
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All generalizations are false....including this one.

Toaster

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #361 on: June 29, 2010, 09:59:41 pm »

Grab a crossbow for wolfchild, then sneak off to the cathedral with Para and Frelock.
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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.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #362 on: June 30, 2010, 12:38:13 am »

equip armor and get to tha citadel
« Last Edit: June 30, 2010, 01:50:48 am by maxicaxi »
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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.

Ochita

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #363 on: June 30, 2010, 01:01:51 am »

Look around for a shortsword and a bow with quiver and arrows
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

jozilla

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #364 on: June 30, 2010, 04:40:15 am »

Iget in the weapon store, I look for a weapon for me and loot the cashbox silent as possible

how long is this countdown ind game rounds? you wrote a fuse burns about ten minutes
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nuker w

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #365 on: June 30, 2010, 05:24:02 am »

Frown as every one tries to be quite, before screaming "Wheres your Scotish Pride! REBELION!!!!" and hopefully leading my army of the town towards the citadel
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Sean Mirrsen

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Re: RTD - Multiworld 2 - Turn 21 - She got a new iHead
« Reply #366 on: June 30, 2010, 05:45:13 am »

Does anybody else see a Simpsons reference? Especially considering that wolfchild was, until just recently, a rodent?
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Agamemnon

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Re: RTD - Multiworld 2 - Turn 22 - Now THAT is a distraction
« Reply #367 on: July 01, 2010, 05:34:35 am »

If there is a Simpsons reference, I did not get it...
Anyway, that Bomb did not turn out to be a source of FUN, yet :/

Turn 22

Quote from: jozilla
Iget in the weapon store, I look for a weapon for me and loot the cashbox silent as possible
| You inspect the cash box. It is made of steel and looks quite stable. It needs a key for opening. You prioritize on a weapon first and decide to give the big steel <<*battleaxe*>> right over the the checkout counter a try. It weighs well in your hand, its serrated blade menaces with spikes of steel on each side and is engraved with a picture of a gargoyle and a dragon fighting. The additional spikes give this weapon a hit bonus, even if a hit was not targeted well. (-1 enemy dodge)

Quote from: The Bomb
explode
| It goes off with a really loud BOOOM, just as Toaster sneaks by. The building itself is rigid enough to withstand the explosion, but the machinery inside is instantly trashed, as gears and axles grind on the suddenly deformed exterior casing. Those of you on the main street instantly realize, what the purpose of this building was, because all the streetlights suddenly go dark. Only the stars cast light now and everything, even the inside of the weapon shop is flodded with darkness, making it more difficult to find anything.

Quote from: nuker w
Frown as every one tries to be quite, before screaming "Wheres your Scotish Pride! REBELION!!!!" and hopefully leading my army of the town towards the citadel
| You scream your words in order to bring about a revolution, but the citizens are just too cowardly to act up against their rulers. You make not a particularly heroic group also, because half is still looting the weapon shop or busy being a monster. So you lead only yourself along the main street and past the hammerite building just as it explodes. | You don't even realize that it exploded, because of your shouting being even louder.

Quote from: Toaster
Grab a crossbow for wolfchild, then sneak off to the cathedral with Para and Frelock.
| You don't find a crossbow in the shop. | So you just leave and start sneaking along the main street. Just as you go past the hammerite building, jozilla's bomb detonates. You are deafened by the explosion, but not hit by shrapnel.

Quote from: Paranatural
I listen at the door see see if I hear anyone behind it. If I don't I cloak myself in shadow and head in. If I do I get my warhammer ready and gesture for frelock to open the door, and will create a burst of light if the door opens to blind anyone inside, then go in swinging.
| You press your ear against the door, but hear nothing. So you ask Frelock to open it cautiously. It is not locked. Light floods out into the graveyard. There are no shadows inside to hide in, so you make some of your own. You are still visible, because your presence seems to swallow up the light around you. Luckily, nobody is inside at this time, who could notice you.

Quote from: Frelock
Enter the small side building.
| You enter the small building right after Paranatural. It is filled with weapon racks and cabinets. This is the hammerite armory, mounted on the wall you see various displays of weapons and shields. Two armorstands in the far corner display a set of polished hammerite parade armor each. There are also numerous crates here, some open and filled with wood wool.

Quote from: maxicaxi
equip armor and get to tha citadel
| You can't do anything, because you are still violently vomiting. You feel slightly better afterwards, but still look pale.

Quote from: Ochita
Look around for a shortsword and a bow with quiver and arrows
| You look around but trip over a poleaxe that was lying in the darkness on the ground. | You fall but brace yourself just in time to avoid faceplanting into sharp blades.

Quote from: wolfchild
Give up on trying to get a weapon, its obviosly not going to happen, instead i try to figgure out my new eyes and i also try to make the ears functional again (but not ratty) and increase the bone density in my arms with an equivilent increase in muscle to move the increased bone
| You wisely choose to not move at all until you have figured out the direction you are facing. Your brain starts to assemble the various pictures. Up and Down are relatively easy to identify. Your ears are still working, they are just hidden and at your neck, so you reason, after hearing Nuker's scream for scottish pride. | Next you try to increase your bone density and indeed, your bones get heavier, able to withstand much more force. | However, you fail at doing every bodybuilders dream: Big muscles over night? Nah, that apparently only works in teleshopping. Thus, you gain a statistical bonus against breaking bones, but a -1 strength penalty due to increased mass of your limbs.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near ruined building, standing upright
Health: cuts all over upper body
Possessions: Generic underwear, grey pinstripe suit pants, torn dark blue shirt, metal bracket (held), >>Iron ball mace<< (held)
Skills: Novice item enchanter

Quote from: jozilla
Location: inside weapon shop, standing upright, in shadows
Health: uninjured
Possessions: Generic underwear, brown leather pants, 2 bombs (held), <<*Steel Battleaxe*>>
Skills: Skilled Climber, basic telekinesis, novice demoman
Abilities: King of Nowhere, magic light (off)

Quote from: Paranatural
Location: Cathedral armory, standing upright, in shadows despite being in a lit room
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: inside weapon shop, on the floor
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, named lead lockpick, iron knife, steel chainmail, gloves, greaves & boots
Skills:novice Dreamwalker, advanced TK healing

Quote from: Frelock
Location: Cathedral armory, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>> (held), 40 silver coins
Skills: Roundhousekick (granted by items), basic sneaking

Quote from: nuker w
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins, steel chainmail, gloves, greaves & boots
Skills: Skilled Breakdancer, Skilled TK healer

Quote from: wolfchild
Location: Main street, near weapon shop, standing upright
Health: uninjured, disoriented, not quite familiar with insectoid vision
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration, reinforced ribcage, tail, long legs, fur, a head full of eyeballsheavy bones

=====

Environment: A medieval steampunk city. It is night. The streetlights do not illuminate anything anymore, many doorways and alleys remain unlit, only lightsource are torches, the cathedral compound and the stars. (-1 sight)

Free items:
two halves of a warhammer, a little further down the main street
Glass shards in front of the weapon shop
Various debris near the ruined generator house

Bodies:
4 paladins either dead or unconscious in general vicinity of the weapon shop (2 stripped to underwear)
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, the top half of another warhammer, one dead hammerite paladin and 3 unconscious ones. The front window is broken.
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. It is surrounded by a wall (some crates stacked against from the outside) and accompanied by a cemetery and various other buildings that are part of a larger complex.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too. One hammerite paladin patrols there somewhere.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.
Hammerite generator building: A building only 1 story high but with walls of steel. Wrecked on the inside, door and barred window are lying on the street. The outside is intact except for some scorchmarks where the window used to be.

=====

Background: [3] That explosion could be heard even from the cathedral compound. Moments later, an alarm siren goes off.

=====

I think it might be helpful to recap the lore for a second:
The eye is some sort of gemstone, probably cursed, that knows levitation and has the unnerving habit of teleporting itself at will and was thus encased in a reliquary and magically warded by the hammerite priesthood right over the high altar of the cathedral.
« Last Edit: July 01, 2010, 10:46:54 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.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #368 on: July 01, 2010, 05:44:42 am »

raise the dead under my command



you forgot that the eye is a sentient entity so we cant be sure it wants to go with us
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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.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #369 on: July 01, 2010, 05:54:40 am »

Quote
you forgot that the eye is a sentient entity so we cant be sure it wants to go with us

I did not "forget" anything. *Evil laugh*
Chances were, you'd figure that out after it is too late. =D
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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.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #370 on: July 01, 2010, 06:00:20 am »

But I thwarted your evil plan  :)
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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.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #371 on: July 01, 2010, 06:03:37 am »

That means, I have to use Plan B instead, which is even more evil.  :)
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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.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #372 on: July 01, 2010, 06:10:10 am »

oh ohhhhh
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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.

nuker w

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #373 on: July 01, 2010, 06:12:37 am »

Try again to rally a large group before assaulting the building with the group
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wolfchild

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #374 on: July 01, 2010, 07:12:40 am »

Just follow my ears to my companions while cming to terms with my new eyes, also i need those muscles again, also develop projectile, venomous spines, i WILL have a ranged weapon, even if it horribly disfigures me
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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!
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