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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30434 times)

Agamemnon

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Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #480 on: July 12, 2010, 04:40:49 am »

activate haste and improve my sight with tk then I go to tha citadel with my zombie

World Cup is over, but you get the Idea:


(Read in GlaDOS voice)
The Gamemaster reminds you that repeating an action without a good cause can - and has caused permanent disabilities, such as: vaporisation, being struck by lightning while in closed rooms or being crushed by boulders while under open sky. Repeated offense against this rule will cause a negative entry in your character file - followed by death.

Please note, that any mention of danger fulfills the only purpose of providing incentive for survival and to improve your overall playing experience. *static*

(Read normally)
Please do not simply repeat an action. And even if you do, at least put a little more effort into it by changing methods or elaborating your goals. Quoting yourself is SO not cool.
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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 28 - Burning magic items can be dangerous...
« Reply #481 on: July 12, 2010, 06:59:59 am »

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

is this fine ?

It is... average. I would be happier, if you could be more verbose about this incredible godmove. It is not like this would not be an incredible feat if it succeeds, empowering you and dooming the whole city all at the same time... It could also kill you pretty fast, but thats not a problem (for me)

Edit: Adding to waiting list...
« Last Edit: July 12, 2010, 02:02:16 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.

Motigg

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Re: RTD - Multiworld 2 - Turn 29 - The turn of non-movement
« Reply #482 on: July 12, 2010, 01:37:36 pm »

Agamemnon mind tossing me on the waiting list?  Your writing has really intrigued me, I was rather disappointed when I saw that there was already 4 people waiting :P
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jozilla

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Re: RTD - Multiworld 2 - Turn 29 - The turn of non-movement
« Reply #483 on: July 12, 2010, 06:25:23 pm »

I move to the cathedral and say to the other players telepathically I need healing.
I try to break the neck of bowman1 by my telekinetic power
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 29 - The turn of non-movement
« Reply #484 on: July 12, 2010, 11:10:04 pm »

I move to the cathedral and say to the other players telepathically I need healing.
I try to break the neck of bowman1 by my telekinetic power


you should go for the squishy brain
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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 30 - Happy deathday to you...
« Reply #485 on: July 13, 2010, 04:08:30 pm »

What better way to celebrate the 30 Turn anniversary than with a storm of... well read on.

Turn 30

Quote from: Toaster
Wake up, collect the warhammer and the bracket, and sneak into the cathedral.
| You stand up and collect the bracket and the hammer. You are unsure, which weapon you should wield in your left, and which one in your right hand, you stand there for a while, until you notice something odd: You see yourself still lying on the ground and with a massive bump on your forehead. Then you realise that you are still dreaming.

Quote from: jozilla
I move to the cathedral and say to the other players telepathically I need healing. I try to break the neck of bowman1 by my telekinetic power
| You wake yourself from your lethargy. The pain is still there, but it is not as sharp as before: It is more of a constant noise in the background now. You manage to walk slowly and cautiously towards the cathedral. The prospect of getting healed keeps you motivated to endure your injuries. The bowman, however, is out of range.

Quote from: Frelock
Ask the eye to help me, with promises that I shall free it from its prison.
| You focus all your strength of telepathic power on the reliquary and the Eye inside. Once again the reliquary glows purple and emits the deafening sound of a bellstrike. You overcome the protectional enchantments only for a second, not enough to deliver a message, but you can hear a faint voice in your head as a response: "freeee me" That is all.

Quote from: nuker w
Get over my tiredness and scream "OPEN THE BLOODY GATE!"
| You push on and reach the cathedral entrance. You scream: "OPEN THE BLOODY GATE!" and to your own surprise, it works!

Quote from: Paranatural
Go open the main cathedral door
| You are startled by the priests sudden department, but lose no time. You run back to the cathedral entrance and quickly undo the barricade on the door. The pressure of the crowd outside flings them wide open! | You are pushed aside and pressed against the wall. Caught between the door and the wall, you are stunned for a short time. The crowd begins to flood the cathedral, voices and screams echo all over the large hall.

Quote from: Ochita
Rage building...    Smash that wall with a blast of TK!
| Your telepathy is too weak and the hammerite architectural skills are too good. You don't even make a dent into the wall. The crowd pushes forward and pushes you through the now open doors and inside the cathedral anyway.

Quote from: wolfchild
Try to find a way to SNEAK into the cathedral, if no such way exists ambush any hammmerites outside
| The doors are open now, so you just walk right inside. | Despite the chaos around you, all the peasants keep a respectful distance from you and your poisonous spines.

Quote from: maxicaxi
activate haste and raise all the dead in the city then control all the undead in the city
| You keep going in turbo-mode and retry the ritual, that brought about the first zombie. This time though, you conjure up a whole hurricane of necromantic energy quickly enveloping the whole city. The sky fades to pitch black, torches are extinguished, so your surroundings are not tinted in a storm of complete and evil darkness with you in the center! Then you hear movement in the street. | The bodies of the recently fallen groan, as they are ripped from death's grasp and quickly get up. Some are still holding the weapon that they wielded as they died. | The hammerites and peasants in the cemetery do not notice the silent storm over their heads, but abandon their chasing each other, as they begin to hear rattling and knocking noises coming from the ground. | The recently fallen on the hammerite compound were too badly obliterated by the mob or the explosion and are unable to crawl out of the rubble, their severed limbs jolt for a few seconds and struggle, but nobody can see them or is paying attention. The storm subsides as quickly as you called it and you immediately start mindcontrolling every undead in the city. You succeed excelently, but this puts an enormous strain on your mental capabilities (-3 on mental rolls) and you have to concentrate permanently to keep the link alive. Your army awaits your orders, oh master of the undead!

===

NPCs:

Zombie(s): [4] The one zombie joins his brethren on the street, awaiting orders.

Angry mob, entrance fraction: [2] The crowd pushes through the now open doors. Some tumble and fall and have difficulty moving out of the way. The pressure is high and some start screaming. Whether they are screams of pain or battlecries, is not distinguishable, as all sound is thrown back and forth dozends of times by the inside walls of the cathedral.

Angry mob, cemetery fraction: [4] They are startled and terrified by the noise coming from the graves. They run off to rejoin the lot pushing inside the cathedral.

cemetery Hammerites: [2] Again they are startled by the sudden turn of events. They don't realize yet that their cemetery was just the target of a massive terrorist attack by unknown necromantic forces.

Paladin 1: [Auto: 2] Still lies there, amidst zombies.

Bowman 1: [3] From his point of view, he can witness the terrifying spectacle a few hundred meters away, as a cloud of darkness forms in one of the streets, extinguishing all light from that direction and quickly spreading overhead and over a great portion of the sky. Terrified by this, he leaves his post and runs back inside the tower.

===

Environment:

No additional disasters.

=====

Status after Turn:

Quote from: Toaster
Location: inside cathedral cemetery, standing upright
Health: cuts all over upper body, bruise on head, 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: Cathedral entrance, standing upright near the barricade
Health: 4 broken ribs, internal bleeding, pain
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, stuck between door and wall
Health: no serious damage, just a little banged about.
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, massive strain on mind through simultaneous control of an army of undead.
Possessions: Generic underwear, baggy pants
Skills: Basic Telepathy, Basic Necromancy
Abilities: Summon void blades (on),haste self, Control undead (on)

Quote from: Ochita
Location: inside cathedral, 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: just outside the cathedral door, 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: inside cathedral, 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: [2] None of you are particularly vigilant, but you miss nothing important

=====

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.

=====

Well, maxicaxi, your new army works as follows:
You have to give every part of your army orders. You can split your forces up by issuing seperate orders. Maintaining control requires a roll for concentration every turn. The -3 on mental rolls do not affect this, because this is the thing you are concentrating on. However, all other tasks have less priority in your brain now. You also only got the basic necromancy skill, because this was your first 5 on the attempt. This means: The bonus (success on a 4) is only granted when trying to create ONE zombie.
« Last Edit: July 13, 2010, 04:24:27 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 30 - Happy deathday to you...
« Reply #486 on: July 13, 2010, 04:21:39 pm »

Seriously what the hell is wrong with the dice!
*Sigh*

Well I Get to the eye chamber and use... Whirlwind attack! (Ever played baulders gate 2 ToB? Yea. Its like that)
« Last Edit: July 13, 2010, 04:41:15 pm by Ochita »
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Paranatural

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #487 on: July 13, 2010, 04:58:32 pm »

You crazy bastards and your armies of zombies.


I unpin myself from behind the door, yelling to be let free. I make my way to the altar and grab the book I was reading before and read it some more to make sense of how the reliquary works.
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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.

Frelock

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #488 on: July 13, 2010, 07:02:22 pm »

I again penetrate the magic defenses, this time stripping them away permanently.
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All generalizations are false....including this one.

wolfchild

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #489 on: July 13, 2010, 08:58:35 pm »

I walk up to freelock and attempt to will his leg back to health (no touching)
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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!

Toaster

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #490 on: July 13, 2010, 09:38:25 pm »

Get bracket and warhammer, and just go in the damn doors this time.
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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.

Frelock

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #491 on: July 13, 2010, 09:41:24 pm »

I walk up to freelock and attempt to will his leg back to health (no touching)
You have my thanks.

Just to let you know, there's only 1 'e' and it's a short one at that.  Common misspelling/mispronunciation.  I have since learned to spell it Freylock or Fraylock for clarity.  Drifting further off topic, it's odd how 'ey' and 'ay' sound the same.
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All generalizations are false....including this one.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #492 on: July 13, 2010, 10:50:51 pm »

I get my undead to storm the citadel while i scream ´´rise my servants!!! `` I also walk there myself while praying to armok that i wont get into trouble for this
« Last Edit: July 13, 2010, 11:14:48 pm 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.

nuker w

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #493 on: July 14, 2010, 01:01:53 am »

"Alright! Listen up my fellow Scot's man and woman! Some unholy man has caused the armys of the dead to rise and we must stop them!" Say this from on top the main atlar and devote me and my folowers to helping what ever good God there is (come on ANGELS OF AWSOMENESS!
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Agamemnon

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Re: RTD - Multiworld 2 - Turn 30 - Happy deathday to you...
« Reply #494 on: July 14, 2010, 01:17:08 am »

"Alright! Listen up my fellow Scot's man and woman! Some unholy man has caused the armys of the dead to rise and we must stop them!" Say this from on top the main atlar and devote me and my folowers to helping what ever good God there is (come on ANGELS OF AWSOMENESS!

Seriously, that will fail. There are some small problems:
1) You are still outside and wounded
2) The cathedral is crowded with people that will start massacring each other next round
2a) Especially you, if you run into the phalanx
3) The last person standing on the altar got candlestickied
4) There is a priest with good aim inside

"If ye insist, ya can get yerself killed quite fast, but don't say that I didn't warn ye, ARRRRR."

Also, this is a bad point in time to fight each other. Until now, maxicaxi is in control of his army and still fighting on your side. Also: It is not a citadel, it is a monastery with factorys and whatnot. And: maxicaxi will die soon enough. *cough*
« Last Edit: July 14, 2010, 01:22:59 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.
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