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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30440 times)

Agamemnon

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Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #465 on: July 08, 2010, 06:49:39 pm »

Paranatural and wolfchild remain. I'll wait.
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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 28 - Burning magic items can be dangerous...
« Reply #466 on: July 08, 2010, 07:20:07 pm »

Grab some of the spines ive shed(throwing them could be effective ranged), and find the group, if i still have time try to figgure out what the frick my new eyes do
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You really can both sig it.
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #467 on: July 08, 2010, 10:35:17 pm »

On a 6, especially. First he resurrects all the dead by killing all the living, then he transforms into an undead himself.

lichdom here i go! but i have already changed so it dosent matter.
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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 28 - Burning magic items can be dangerous...
« Reply #468 on: July 08, 2010, 11:28:03 pm »

Quote
...improve my eyes with tk...

wow, that's crazy!

NO, don't change it again. I like it!
I can't wait to throw the dice on that one...

Edit:

Spoiler (click to show/hide)
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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.

Paranatural

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Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #469 on: July 09, 2010, 07:32:02 pm »

Sorry guys I have been in birmingham for a sci-fi con so I have been drunk or sleeping or staffing a lot.

Wait for the priest to have his back to me and smack him with my hammer. If I take him out I research the requilary some more
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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 28 - Burning magic items can be dangerous...
« Reply #470 on: July 11, 2010, 05:40:48 am »

Alright, you missed nothing, the forum was down anyway.

Well, you might consider opening the cathedral front door to let the crowd in, but you can do that next turn. Well, I advise you do it until then, because next turn, the Hammerites will swarm in to investigate who set off the alarm spell on their reliquary.

Turn will be up today, but don't hold your breath. It will take a while.
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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 29 - The turn of non-movement
« Reply #471 on: July 11, 2010, 06:30:41 pm »

Turn 29

Quote from: Toaster
Wake up, collect the warhammer, and check out my surroundings.
| That hammer hit you so hard, you see stars in your dreams. You don't manage to collect your thoughts and wake yourself.

Quote from: jozilla
I run to the cathedral an hide in the mob
| The pain is agonizing. You barely manage to stand, supporting your weight on the axe. Even just the thought of walking makes you sick.

Quote from: Paranatural
Wait for the priest to have his back to me and smack him with my hammer. If I take him out I research the requilary some more
| The priest does have his back to you, but before you can follow him and get in range, he darts off and is gone through one of the side entrances. | You stand at the lectern again, but the scripture evades your attempts to understand it with a flurry of artfully arranged serifs and ancient english vocabulary.

Quote from: maxicaxi
activate haste and improve my sight with tk then I go to tha citadel with my zombie
| You haste yourself to get all these tasks done, but neither have you any idea, how to apply telekinesis to your eyesight, without risking to pop them out of their sockets, nor do you get the zombie to move along with you. Thus you remain where you stand.

Quote from: Ochita
Find a way inside to the eye chamber
| And by "eye chamber" you mean: cathedral. However, the walls of the cathedral look climbable, but you do not have the courage to scale it. The front door is still locked from inside and the mob is blocking it from the outside. | Also, dodging a stray arrow fired from above in your direction seemed more important at the time.

Quote from: Frelock
Ready my dagger as a throwing knife should the priest show his face.
| You fasten your grip on your dagger, but the priest does not look behind the altar. Instead he turns to the side entrance and runs away. You think of throwing your dagger at his back, but until you manage to stand up, he is already gone.

Quote from: nuker w
Keep pushing towards the Mob and yell "Some of you get tools to knock the door down, the rest, ORGANISE YOUR SELVES!
| You stay where you are and take a deep breath. All that shouting was really exhausting.

Quote from: wolfchild
Grab some of the spines ive shed(throwing them could be effective ranged), and find the group, if i still have time try to figgure out what the frick my new eyes do
| You run back to the ruined power house, collect a few of your spines and return to the cathedral entrance all in under 3 minutes. Wow, you should sign up for the mutant olympics. | However, you have no clue what other capabilities your eyes have.

===

NPCs:

Zombie: [2] The zombie just stands there next to jozilla, staring with empty eyes right through him to some point in the distance.

Angry mob: [2] They still bang on the doors without coordinated effort and without proper tools. The peasants in the cemetery run away from the explosion and the furious hammerites. Without their leader, they are scattered and freightened and asking themselves in what mess they managed to get themselves.

More Hammerites: [5] They are thoroughly shocked, but quickly regain their wit and start chasing after the peasants in their cemetery.

Priest2: [3] He runs away and out of sight.

Paladin 1: [Auto: 2] Well, neither the zombie, nor jozilla move in for the kill. He stays unconscious.

Paladin 2: [1, attacker: 5] Having disarmed his enemy is not doing him much good. He is strangled to death with bare hands.

Bowman 1: [6] He starts firing shots at the crowd in front of the cathedral entrance. [crowd dodge: 3] He aims randomly and only scores a few hits into arms and legs. One arrow goes into the direction of Ochita, but he dodges in time.

===

Environment:

The fire is gone, the armory is, too. The dust envelops the cemetery and only settles slowly.

=====

Status after Turn:

Quote from: Toaster
Location: inside cathedral cemetery, standing upright
Health: cuts all over upper body, unconscious
Possessions: Generic underwear, grey pinstripe suit pants, torn dark blue shirt, >>Iron ball mace<< (held)
Skills: Master item enchanter, Novice Maceman

Quote from: jozilla
Location: Main street, standing upright near the barricade
Health: 4 broken ribs, internal bleeding, pain, nauseous
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, novice axeman
Abilities: King of Nowhere, magic light (on)

Quote from: Paranatural
Location: inside Cathedral, standing upright at the lectern
Health: uninjured
Possessions: Generic underwear, hessian pants, partly torn red shirt, steel warhammer (held)
Skills: Basic shadow manipulation

Quote from: maxicaxi
Location: Main street, near the barricade, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Skills: Basic Telepathy
Abilities: Summon void blades (on),haste self

Quote from: Ochita
Location: outside cathedral entrance, standing upright
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, on the floor behind the altar, hidden.
Health: left upper leg
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>> (held), 40 silver coins, a blood covered, ornated candlestick (held)
Skills: Roundhousekick (granted by items), basic sneaking
Abilities: Painless

Quote from: nuker w
Location: Main street, near alchemy store, standing upright
Health: left arm, light bleeding
Possessions: Generic underwear, scottish kilt of avoidance, 2 silver and 5 copper coins, steel chainmail, gloves, greaves & boots
Skills: Skilled Breakdancer, Skilled TK healer

Quote from: wolfchild
Location: outside cathedral entrance, standing upright
Health: uninjured
Possessions: Generic underwear, dark blue stretchy pants, a few of his own severed poisoned spines
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:
Near weapon shop: Glass shards
Near ruined building: two halves of a warhammer, various debris, two severed heads
Inside the cathedral: A chalice and one candlestick (on the altar and behind the altar)
Outside the cathedral: Various debris and a metal bracket that is suitable for carving runes into things, one warhammer

Body count:
Cathedral entrance: Nimitz
I'll stop counting the murdered NPCs now...

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... is no more.
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: [6] The noise of incoming angry hammerite fanatic troops intensifies. They prepare to storm the cemetery and the cathedral!

=====

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.
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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 29 - The turn of non-movement
« Reply #472 on: July 11, 2010, 07:06:59 pm »

Try to find a way to SNEAK into the cathedral, if no such way exists ambush any hammmerites outside
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Paranatural

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Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #473 on: July 11, 2010, 08:50:52 pm »

Well, you might consider opening the cathedral front door to let the crowd in, but you can do that next turn. Well, I advise you do it until then, because next turn, the Hammerites will swarm in to investigate who set off the alarm spell on their reliquary.

I figured I had to take the priest out before that but I guess he just ran off.

Go open the main cathedral doors
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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.

nuker w

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Re: RTD - Multiworld 2 - Turn 29 - The turn of non-movement
« Reply #474 on: July 11, 2010, 09:16:21 pm »

Get over my tiredness and scream "OPEN THE BLOODY GATE!"
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Toaster

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Re: RTD - Multiworld 2 - Turn 29 - The turn of non-movement
« Reply #475 on: July 11, 2010, 09:18:43 pm »

Not quite a repeat!  I'm unconscious, so it's not really a retry.

Wake up, collect the warhammer and the bracket, and sneak into the cathedral.

Almost forgot the bracket of runecrafting +1.
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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 29 - The turn of non-movement
« Reply #476 on: July 11, 2010, 09:25:06 pm »

Get over my tiredness and scream "OPEN THE BLOODY GATE!"

I did not know, Ronald Reagan was scottish...?  ;D

Well, trying to wake up while unconscious and in danger is an honorable exception to the repeat rule. Also: If you succeed to open that gate, I won't have to come up with ways how Frelock can survive a horde of religious fanatics with a broken leg, while lying in the middle of their holy sanctum.  ;)
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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 28 - Burning magic items can be dangerous...
« Reply #477 on: July 11, 2010, 09:51:02 pm »

activate haste and raise all the dead in the city then control all the undead in the city

is this fine ?
« Last Edit: July 12, 2010, 05:38:57 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 29 - The turn of non-movement
« Reply #478 on: July 12, 2010, 01:25:22 am »

Rage building...    Smash that wall with a blast of TK!
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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 29 - The turn of non-movement
« Reply #479 on: July 12, 2010, 03:06:37 am »

I won't have to come up with ways how Frelock can survive a horde of religious fanatics with a broken leg, while lying in the middle of their holy sanctum.  ;)

Well, if my leg weren't broken, a roundhouse kick should take care of them all, but alas, as it stands that is not the case.  However, magic is real, right?

Ask the eye to help me, with promises that I shall free it from its prison.
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All generalizations are false....including this one.
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