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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30465 times)

jozilla

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #390 on: July 02, 2010, 07:52:54 am »

I put the gold coins in my pockets and i fill the remaining space with silvercoins.
I follw th others players sneaking
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Paranatural

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #391 on: July 02, 2010, 09:23:54 am »

If it's not too late for them to notice, then I try and darken the whole hallway a bit more with my shadow powers, then hide behind the tapestries and wait for them to pass. If they'd obviously notice the hallway getting darker, then I'll hide and hope for a 5. If they notice me, I'll try to get past them and probably die.
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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.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #392 on: July 02, 2010, 12:11:12 pm »

This will be fun...
Spoiler (click to show/hide)
... it is like all the 1s and 2s built up an enormous pressure that is now released at once.

Edit

@Ochita: Nah, overshooting a searchroll hurts your surroundings more than yourself.

Ok, I only need to finish Frelocks action, then I can post.

Edit2:

@Frelock: Don't worry. But since you are already relatively near the eye, I let you take a good look at it instead.
« Last Edit: July 02, 2010, 12:54:11 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.

Ochita

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #393 on: July 02, 2010, 12:28:14 pm »

Okay, the dice hate me.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Frelock

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #394 on: July 02, 2010, 12:46:09 pm »

Continue sneaking deeper.

I suppose I should qualify deeper as "into the depths of the cathedral, towards the eye."
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All generalizations are false....including this one.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #395 on: July 02, 2010, 01:19:31 pm »

Turn 24

Quote from: nuker w
Try to rally the masses again and yell that all spoils are theres beside the major item's of wealth or power.
| Finally, someone answers your call. Three peasants exit a house and cautiously gather around you. You climb a crate and begin a passionate speech about how the Hammerites are evil, how all their machinery is evil too, what evil they do to nature by burning up all the wood for their steel production and how all of the citizens are oppressed by them. You also don't forget to explain that wolfchild is friendly towards your cause, despite his inhuman apperance. You are truly inspiring, as more and more people come out of hiding and gather around you. Most of them are unarmed though, some have small knives, only a few wield swords or pikes. Nobody is armored. However, you also managed to get the attention of the eight hammerites, as they are closing in and quickly spot the smoking ruin that was once their generator house.

Quote from: wolfchild
Follow my ears AND my eyes to the larges concentration of group members. Regeneration: Start excreting a non toxic fire retardent, and try to grow venomous spines
| At last your vision clears to a useable state. Although you have only limited depth perception due to the even distribution of eyes around your head. You walk over to the crowd and introduce yourself after nuker calms the crowd for a moment to point out that you are on their side. They turn their attention quickly back to nuker and you take the opportunity to again activate your regeneration powers. This time the effects are very limited. | Your fur becomes somewhat fire resistant, as your pores start excreting a non-burnable but smelly substance. | You also develop spines all over your body, but they are not visible, because your fur covery them completely. You realise that you should avoid being hugged by anyone you don't want to injure. Judging by your scent, you don't see that as a problem though.

Quote from: Toaster
I sneak my way over to the crate-entrance of the cathedral ground and try to join up with them there.
| You find it rather difficult to sneak, as there are way too much people around you. You can't get through the masses that still listen to nuker ranting about a holy crusade against the mechanists.

Quote from: Ochita
Look for a shortsword and then sneak over to the catherdral
| You jump back on your feet and kick the offending poleaxe into a corner. With the light that jozilla provides, searching is much easier. You begin destroying shelves and toppling weapon racks, because most of the merchandise of this shops is blunt weapons. Finally, in a corner you see a rack with swords. You take the best looking sword from it and take a few practise swings at the curtains. Satisfied with your aquisition, you sneak out but stop at the massive crowd outside.

Quote from: jozilla
I put the gold coins in my pockets and i fill the remaining space with silvercoins. I follw th others players sneaking
| You do that and leave the copper coins and the cash box on the counter. You walk outside and join the crowd around nuker.

Quote from: Paranatural
If it's not too late for them to notice, then I try and darken the whole hallway a bit more with my shadow powers, then hide behind the tapestries and wait for them to pass. If they'd obviously notice the hallway getting darker, then I'll hide and hope for a 5. If they notice me, I'll try to get past them and probably die.
| It is too late to fiddle around with the darkness. You quickly wrap yourself in one of the tapestries and hide behind a statue. The three men run past you and don't notice anything, because they are too much in a hurry. Well they are so occupied with whatever their business is, they could have mistaken you for an acolyte even if you were standing in plain sight. After this close encounter, you rid yourself of the tapestry and head into the direction, Frelock was going.

Quote from: maxicaxi
i try to raise the dead and if I fail I eat the corpses
| You keep mumbling words in an (even to you) unknown language. It seems as if the stars themselves momentarily fade as to not shed their eternal light onto such a wicked display of necromancy. All the corpses around you suddenly come to life. Unfortunately, that sums up to only the one dead paladin right in front of you. Fortunately Nuker's crowd is occupied listening to their agitator to notice anything of it... yet. Also you are not sure, if your zombie will obey you - only one way to find out.

Quote from: Frelock
Continue sneaking deeper.
| You quickly realize: The cathedral is devoid of Hammerites right now, so you see no point in sneaking and take a good look around instead: The main aisle of the cathedral is lined with wooden pews and ornated steel candleholders. There are little shadows here except inside the numerous alcoves that line all the walls. The air is quite bad and smells of burned incense. The chorus of the cathedral is flanked by two symmetrical, massive stone statues of two blacksmiths, each about 15 meters high and raising a giant steel hammer. The hammers meet in the middle over a magnificent and oppulently ornated reliquary. The reliquary is octogonal in shape and held by the statues other hands via a heavy chain and is suspended around two meters over an elevated plain stone altar. On the altar you can see a chalice and another two richly ornated candlesticks. You can see the Eye through the glass windows of the reliquary, hovering inside and slowly spinning around its main axis.

===

NPCs:

Zombie: [2] The zombified paladin stands up. He is not aware of his missing armor and weapon and just stands there with empty eyes, waiting for the first order of his master. If it wasn't for the open wound on his neck, one could mistake him for a living person.

Angry mob: [5] The mob cheers for nuker. Some of them light torches and hurriedly begin to barricade the street against the incoming hammerite units.

Hammerite delegation: (2 priests, 4 paladins, 2 bowmen) [3] After a short inspection of the charred remains of their power station, the priests turn their attention to the obvious culprit: Nuker, who is still standing on a crate. The priests order the bowmen to take aim and shoot him down.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, standing upright at the edge of the crowd.
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: Skilled item enchanter

Quote from: jozilla
Location: Main street, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, brown leather pants, 2 bombs (held), <<*Steel Battleaxe*>> (held), 15 gold and 34 silver coins
Skills: Skilled Climber, basic telekinesis, novice demoman
Abilities: King of Nowhere, magic light (on)

Quote from: Paranatural
Location: Dimly lit corridor between the main cathedral, the armory and other unknown places, standing upright, in shadows
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, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, named lead lockpick, iron knife, steel chainmail, rusty gloves, greaves & boots, polished shortsword (held)
Skills:novice Dreamwalker, advanced TK healing

Quote from: Frelock
Location: inside Cathedral, 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 on a crate (that means -1 dodge)
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, standing upright at the edge of the crowd.
Health: uninjured
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration, reinforced ribcage, tail, long legs, fur, a head full of eyeballs, heavy 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 inside: The reliquary is suspended in the air by two chains and flanked by two giant, menacing statues, each raising a hammer.
Armory: The armory connects the cemetery and the cathedral, a fire burns there.
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: [1] You are too busy doing your tasks to notice anything else.

=====

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.

=====

The Hammerite delegation will split up for combat next turn. Also the Zombie will become hostile to his master if it rolls a 1 or 6. (You need control-undead as an ability to prevent this)
« Last Edit: July 02, 2010, 02:49:45 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.

Ochita

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #396 on: July 02, 2010, 01:33:46 pm »

I attempt to cast the spell that causes rust on the hammerites weapons & armor
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

maxicaxi

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #397 on: July 02, 2010, 01:53:56 pm »

learn control undead and use it

also why didenīt I get necromancy?
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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 24 - FUN incoming in 3...2...1...
« Reply #398 on: July 02, 2010, 02:03:24 pm »

Anyone around nuker: Who wants something enchanted?

Check that- nuker has two bowmen eyeballing him.  I enchant nuker's armor to deflect incoming missiles and blows.
« Last Edit: July 02, 2010, 02:05:16 pm by Toaster »
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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.

Ochita

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #399 on: July 02, 2010, 02:04:31 pm »

Enchant my sword please or lockpick
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Agamemnon

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #400 on: July 02, 2010, 02:05:09 pm »

Quote
also why didenīt I get necromancy?

Because of 6. Skills are granted only on 5

Edit: The bows are wooden.
« Last Edit: July 02, 2010, 02:08:04 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.

Toaster

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #401 on: July 02, 2010, 02:05:31 pm »

Next turn, if we're not fighting.
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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.

Ochita

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #402 on: July 02, 2010, 02:06:26 pm »

got it. Anyway what are the bows made from?
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Toaster

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #403 on: July 02, 2010, 02:07:40 pm »

Agamemnon- Could you edit the first post to put in the skill level rules, please?  I forgot the difference (and how to progress) between skilled and advanced.
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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.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 24 - FUN incoming in 3...2...1...
« Reply #404 on: July 02, 2010, 02:13:44 pm »

Of course. Actually there is no difference between skilled and advanced, these attributes express the same grade of skill. In each case, the skill in question is listed in the statuses with {+1} in acronyms.
« Last Edit: July 02, 2010, 02:16:14 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.
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