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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30485 times)

wolfchild

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #120 on: June 14, 2010, 04:27:38 pm »

Curl tail up inside the pants, try to get a grip on rgen so it only functions when i want it to damn it, at least in this world anyway, and follow the guard
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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!

Paranatural

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #121 on: June 14, 2010, 04:32:04 pm »

I'll follow the guard at a distance, practicing parkour as I go.

I think it's pretty obvious we're after the Eye here.  We should work our way to the cathedral.

What's 'the eye'?
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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.

Ochita

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #122 on: June 14, 2010, 04:42:09 pm »

Practice my healing powers so they can work at a range
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Sean Mirrsen

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #123 on: June 14, 2010, 04:43:59 pm »

I'll follow the guard at a distance, practicing parkour as I go.

I think it's pretty obvious we're after the Eye here.  We should work our way to the cathedral.
I wonder which timeline this is...

You could have to pry the Eye out of a certain someone's socket...
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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

Ochita

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #124 on: June 14, 2010, 04:47:51 pm »

Its medieval steampunk
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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 6 - look! a free dagger!
« Reply #125 on: June 14, 2010, 06:54:43 pm »

I could be wrong, but as far as I know there is know standard medieval steampunk universe.  There must be some specific work which is in a Steampunk setting that he is referencing; that's where we get the form and possibly the location of the "key."    What it is, I don't know, but it seems some others have already figured it out.  I would appreciate it if they enlightened us laymen.

Take the dagger with, and follow the guard to collect the reward.
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jozilla

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Re: RTD - Multiworld 2 - Turn 6 - look! a free dagger!
« Reply #126 on: June 14, 2010, 07:36:40 pm »

I follow too, and watch for some shops, which could be attractive to lift...
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Toaster

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Re: RTD - Multiworld 2 - Turn 6 - look! a free dagger!
« Reply #127 on: June 14, 2010, 10:32:22 pm »

It's a central artifact that features in the game Thief: The Dark Project, which is what this world is.  Problem is, there's a god who wants his hands on it too.  It could be interesting.
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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 6 - look! a free dagger!
« Reply #128 on: June 14, 2010, 10:35:09 pm »

God said "Let there be light!"
Chuck Norris said "Say please."

I will defeat any god who dares to get in the way of my roundhouse kick!
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 5 - beware of the breakdancing scotsman
« Reply #129 on: June 14, 2010, 10:57:42 pm »

develop void blades
edit
like this
Spoiler (click to show/hide)
« Last Edit: June 15, 2010, 05:45:49 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.

Typoman

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Re: RTD - Multiworld 2 - Turn 6 - look! a free dagger!
« Reply #130 on: June 15, 2010, 04:55:09 am »

hey, could i go in the waiting list?
this second MM seems to be of high quality, and my chances of getting into the original are so low i didn't even bother to join the list :)
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maxicaxi

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Re: RTD - Multiworld 2 - Turn 6 - look! a free dagger!
« Reply #131 on: June 15, 2010, 05:43:59 am »

bump
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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 7 - Crime and punishment
« Reply #132 on: June 15, 2010, 08:43:09 am »

Suddenly: Rolls. I realized, that some of you are only performing free actions this turn, so you autosucceed.

Also: I updated the waiting list. (thanks for the compliment)

Turn 7

Quote from: jozilla
I follow too, and watch for some shops, which could be attractive to lift...
|You follow the guard, looking for opportunities for burglary as you go. The clothesshop catches your eye. It sells high-quality clothing for the aristocracy and the owner did not properly close a window on the ground floor. You can see light inside.

Quote from: Paranatural
I'll follow the city guard, ask about the city and about where we could get things like clothes.
| You follow the watchman closely and ask away. You learn, that the district you are in is named "Old quarter", the cathedral you saw earlier belongs to the Hammerites, who also provide a majority of the manpower to enforce the law. You and especially the thief are lucky, that he was there to arrest the thief, because a paladin of the Hammerites would probably have killed him on the spot and take the reward himself. The Hammerits also put a curfew in effect from the sixth hour of the evening to the sixth hour of the morning. Anyone present in the street, who does not wear the insignia of the Hammerites or the city watch is arrested and brought to prison for questioning. He offers, to escort you to a tavern, once he has filled the paperwork and paid you the bounty, but your shopping tour has to wait until tomorrow.

Quote from: maxicaxi
develop void blades
| You remain in the side street and try a different approach on the hand-blade thing. This time, you see the faint green outlines of a blade, protuding from your fists, but the next moment they are gone.

Quote from: Nimitz
{AI: 4} I look around
| You notice that you and the members of your group are now the only people on the street, except for the watchman and his captive of course and another man on patrol further down the street. He is not a member of the city watch, you reason, because the wears a different kind of uniform and helmet. Over the full chainmail he wears a white vest with a red hammer symbol on its back. On his back, you see a very mean looking warhammer, too. He is not looking your way, for now.

Quote from: Frelock
Take the dagger with, and follow the guard to collect the reward.
| You take the dagger and wield it in your right hand. It is surprisingly lightweight and decorated with silver rings around the hilt. There is also an emblem in silver on it but it is too coroded to make out any details. Fascinated by your aquisition you pay no attention to the conversation going on and just walk with the others. You get a look on the watchman though. He wears an open helmet and a rusty chainmail. The emblem on his vest shows a white gargoyle and a fountain on a blue background.

Quote from: nuker w
Grumble about people getting money for just beating up a theif.... Then, wearing my kilt, run into a weapon store AND GET MEH MAH SCOTISH AXE!
| You redress yourself and run along the main street. You pass the group of Frelock, jozilla, wolfchild, Paranatural and Toaster who follow the watchman and his captive. You do not stop, until you reach a shop the ornate sign in front of which clearly indicates that there are weapons sold here. You try to open the door but quickly notice that the shop is closed.

Quote from: Ochita
Practice my healing powers so they can work at a range
| The only one in need of healing is Nuker, so you heal him. This time you try it from a distance. You imagine your healing powers flowing through your hand and then through the air to Nuker, who is just realized, that he won't get to buy himself an axe before tomorrow and is now loudly cursing. As with Nimitz before, Nuker gets this power, too. (just needs a perfect 5 to grant bonus)

Quote from: wolfchild
Curl tail up inside the pants, try to get a grip on rgen so it only functions when i want it to damn it, at least in this world anyway, and follow the guard
| At first you follow the others, but you fall back quickly, once your regeneration starts again. You try to conceal your tail, but it is too long, too thick and too rigid to be stuffed away like that. | Your frustration grows again and as a result you grow fur all over your body. It is gray and black in color and you fear, also quite flammable. | Something is not right with your ears either, you can hear better, but you need someone else to take a look at it. Finally you get your anger under control and your mutation stops, until reactivated.

Quote from: Toaster
I'll follow the guard at a distance, practicing parkour as I go.
| You follow at a distance, looking for suitable obstacles. The railing of the steel bridge seems workable. | You run up to it, but miss the jump. Your aim was too high and you fall 2 meters and land in the foul smelling water of the river. | The water cushined your fall a little bit, but you suffer a sprained ankle.

===

NPC actions:

Quote from: watchman
| He walks at a fast pace over the bridge and towards a guard house on the other side. He chats with Paranatural and pays no attention, whether the rest of you follow him or not.

Quote from: thief
| He just walks behind the watchman, remaining silent and being miserable.

=====

Status after Turn:

Quote from: Toaster
Location: In the river, sitting in 2 foot deep water
Health: sprained ankle
Possessions: Generic underwear, grey pinstripe suit pants

Quote from: jozilla
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants
Abilities: King of Nowhere

Quote from: Paranatural
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, black leggins belt, hessian pants

Quote from: maxicaxi
Location: Side street, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy

Quote from: Ochita
Location: Main street near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts
Abilities:Dreamwalker, TK healing

Quote from: Nimitz
Location: Main street, in front of clothing shop, standing upright
Health: uninjured
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch

Quote from: Frelock
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>
Abilities: Roundhouse kick

Quote from: nuker w
Location: Main street bridge, dancing on the ground
Health: bruises on head and arms
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing, TK healing

Quote from: wolfchild
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration at will, reinforced ribcage, giant rat tail, long legs, fur, mutated ears

Quote from: thief
Chained to the watchman, he is forced to follow him.

Quote from: watchman
He leads you and his captive to the next guardhouse.

=====

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

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. 4 Hammerites patrol along the street.

=====

Background: [5] Three more Hammerites exit another side street and begin patrolling the main street.

=====

Next turn, the curfew is in effect. Everyone in the streets and not hidden by shadows rolls against being spotted by the Hammerite patrols. If you want to hide, you must state to do so. (its a free action)

Btw... you don't need to stick around the watchman to get your reward. In fact: For some of you, it might not be wise.
« Last Edit: June 15, 2010, 09:18:25 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.

wolfchild

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Re: RTD - Multiworld 2 - Turn 7 - Law and Order
« Reply #133 on: June 15, 2010, 09:24:11 am »

Yea technicaly some of those are bad, from a gameplay standpoint, but woohoo, but laer, as in when we arnt in this type of world, il try to get that tail shorter.

Also i rolled a natural 20 on my Knowledge(Metagaming) roll with a +100 binus from gm comments, so i dont want to be seen by the fuzz and decide to fal furthur back, probably staying with toaster, or even the person who stayed in the alley, if i have time find a weapon
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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!

Paranatural

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Re: RTD - Multiworld 2 - Turn 7 - Law and Order
« Reply #134 on: June 15, 2010, 09:53:57 am »

I'll accept escort back to the tavern. If I see wolfchild I'll try to conceal him in shadows.
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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.
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