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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30511 times)

Agamemnon

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Re: RTD - Multiworld 2 - Turn 13 - Does it hurt, when I smash this?
« Reply #240 on: June 21, 2010, 07:36:18 am »

Sorry for the delay... I'll get right on it.
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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 14 - The night of the flying headkicks
« Reply #241 on: June 21, 2010, 09:19:22 am »

Someone is aquiring magic skills at enourmous speed, but none of them with a bonus yet.
And some of you are very lucky with combat rolls...

Turn 14

Quote from: Toaster
Climb up on to a roof and sneak across the rooftops to get closer to the action.
| With a sprained ankle? No way. You flinch in pain as you try to support your weight on your injured foot. (-1 mental)

Quote from: jozilla
i try to cast a magical light, if I am successful I continue making some bombs
| You concentrate on the problem at hand and activate mental powers that you did not expect to even have. Being at such a 'magical' location helps you much in this case, as it seems that you begin to convert any residual magic around you into a faint but noticeable blueish light. Especially the various alchemy apparatus around you glows brighter as the rest and almost as bright as your body. Having overcome the obstacle of darkness, you quickly gather all the substances needed, some fine wire to stabilize the fuse, glue to brush the fuse with and three empty metal cans with a screw on lid that will make excellent containers for the finished gunpowder.

Quote from: Nimitz
[AI1-1] I take off all the shirts and walk around aimlessly
| You enter a melancholy mood. You take your time to lose all of the excess clothing. The nearby fight completely evades your cognition.

Quote from: Paranatural
Oh hell no. I back away from the compound and go to find the others. If I find Nimitz I grab a shirt and throw it on. If I find the others fighting, I try and get my hands on a weapon.
| You walk away, now entering the main street, but do not reach the fight this turn. | The guards did not see you, but it was close, because they seem quite nervous about the noise coming from the main street and peer into that direction. Nimitz approaches you and hands you a | red shirt.

Quote from: Frelock
Ambush.  Roundhouse kick to disarm, blade to the throat to silence.
| You lie in wait until the unfortunate paladin passes by. You hit him with your roundhouse kick right in his face. | He almost did not even see it coming, as you | instantly knock him unconscious. The force of the impact makes him do a summersault backwards before his body comes to rest right in front of you. | His hammer flies a couple meters away and comes to rest at Nimitz feet.

Quote from: nuker w
Try not to scream really loudly and try to crawl to the side of the road in search of scotish whiskey (hell why not)
| You bite your tongue in order to be silent and only stop as you taste blood. Now you are in pain in two different spots. You try to crawl away, but this causes even more pain and intensefies the bleeding of your leg. | Finally you pass out on the side of the street. (-2 with failguard)

Quote from: wolfchild
Deal a flying kick to his head, attempting to knock him out
| Inspired by Frelocks kicking skills, you try it yourself. You take a short run up and deliver a devastating kick to the paladin's head. | He does not react in time and so he is | stunned by the impact and sent back to the ground. (means, he does not get a counterattack this turn) However, you did not plan your action much further and tumble to the ground.

Quote from: Ochita
Keep on striking!
| You aim your warhammer at the paladin on the ground and | strike true on his lower body! | Your blow was not very strong though and is absorbed mostly by his body armor.

Quote from: maxicaxi
run to the scream i just heard while trying to finish void blades
| Finally you succeed in mastering your psi powers to manifest themselves in the form of solid sharp blades, protuding from your fists. They still appear to be made from green flames, the blades itself are not visible, but work great on some nearby vine ranks, that you easily chop off a wall. You arrive at the fighting scene. One paladin is on the ground, still conscious and another one is just attacking wolfchild.

===

NPC actions:

Quote from: Hammerite paladin #1
unconscious and probably a broken nose

Quote from: Hammerite paladin #2
On the ground, stunned but not yet incapacitated completely

Quote from: Hammerite paladin #3
Dead as a doornail, his corpse lying in a puddle of blood.

Quote from: Hammerite paladin #4
[4] You don't know where he is and what he is doing

Quote from: Hammerite paladin #5
[5] He rounds a corner and does not hesitate to enter the fight. His first target is | wolfchild, who is still on the ground, trying to recover from his charging attack. | However, he misses him completely and strikes only thin air.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near clothing shop, hiding in shadows, standing upright
Health: sprained ankle, pain
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket
Abilities: Enchant item

Quote from: jozilla
Location: Alchemy store, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants, sulfur, charcoal, saltpeter, copper wire, 3 metal cans, glue
Abilities: King of Nowhere, Climbing, Basic telekinesis, magic light generation

Quote from: Paranatural
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, black leggins belt, hessian pants, red shirt
Abilities: Shadow manipulation

Quote from: maxicaxi
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy, Summon void blades

Quote from: Ochita
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, crude lead lockpick, iron knife, steel warhammer
Abilities:Dreamwalker, TK healing

Quote from: Nimitz
Location: Main street, near weapon shop, standing upright
Health: uninjured, terminal inactivity disease (x2)
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch

Quote from: Frelock
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>, 40 silver coins
Abilities: Roundhouse kick, sneaking

Quote from: nuker w
Location: Main street, near weapon shop, on the ground
Health: Bruises on chest, mangled leg, bleeding, pain, unconscious
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing + 1, TK healing

Quote from: wolfchild
Location: Main street, near weapon shop, standing upright
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: largely uncontrolled massive regeneration , reinforced ribcage, long rat tail, long legs, fur, ears of a rat

=====

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.
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, a free steel warhammer, one dead hammerite paladin, an unconscious one and two alive ones.
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.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.

=====

Background: [2] nothing new about the city, except its hammerite population is decreasing slowly.
Logged
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 14 - The night of the flying headkicks
« Reply #242 on: June 21, 2010, 09:40:31 am »

Damnit, I'm a redshirt now?
Put on the shirt cause it's better than walking around topless. Sneak around in the shadows and find the rest. Help any of the others that need it.
Logged
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.

maxicaxi

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #243 on: June 21, 2010, 09:43:56 am »

stabby things



at last muahahahhahahahahah
Logged
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 14 - The night of the flying headkicks
« Reply #244 on: June 21, 2010, 09:44:08 am »

someone should heal nuker... he is in bad shape. Or you can just give him the red shirt.  ;)
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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 14 - The night of the flying headkicks
« Reply #245 on: June 21, 2010, 09:51:15 am »

Heal Nuker!
Also really bad damage rolls
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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 14 - The night of the flying headkicks
« Reply #246 on: June 21, 2010, 12:34:58 pm »

Meld back into the shadows for a surprise attack at paladin #5
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All generalizations are false....including this one.

nuker w

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #247 on: June 21, 2010, 03:25:21 pm »

Try to wake up and slow the bleeding
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Toaster

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #248 on: June 21, 2010, 03:37:31 pm »

Damn ankle.

Cast a spell of healing at my ankle.
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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.

jozilla

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #249 on: June 21, 2010, 05:37:21 pm »

I begin to make enogh gunpowder to fill the metal cans, silentliy as possible
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wolfchild

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #250 on: June 21, 2010, 07:45:53 pm »

Using my enhanced legs i do a lanching kick like maneuver to stand up, preferably hiing a hammerite at the same time, grab an unheld weapon if there is one
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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!

Agamemnon

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Re: RTD - Multiworld 2 - Turn 15 - Medicine is not easy
« Reply #251 on: June 21, 2010, 11:15:31 pm »

Wow, all healing attempts failed.

Turn 15

Quote from: Toaster
Cast a spell of healing at my ankle.
| You can't really concentrate while being in pain and your foot does not heal. Your ankle is swollen and now has taken a nasty blue color.

Quote from: Ochita
Heal Nuker!
| You switch your attention to nuker and activate your healing power. But you cannot mend his broken bones together. Instead, the bleeding worsenes.

Quote from: jozilla
I begin to make enogh gunpowder to fill the metal cans, silentliy as possible
| Carefully you begin to grind the ingredients with mortar and pestle into a fine powder. You mix some of it with the glueing substance and coat the copper wire with it, so it becomes a fuse. You do not yet assemble the bombs fully, because you fear that they might go off early. You now have three open cans filled with gunpowder, the corresponding lids as well as three fuses, 5 foot each.

Quote from: Paranatural
Put on the shirt cause it's better than walking around topless. Sneak around in the shadows and find the rest. Help any of the others that need it.
| You put on the red shirt. (you do not believe in bad omen) You decide that the best way to use your talents is to help with treating the wounded. You turn your attention to nuker, but all you can do for now is try to stop his bleeding by tying your belt around his leg. It stops the bleeding for now, but you feel that this can be only a temporary measure.

Quote from: maxicaxi
stabby things
| Confident with your new slashing weapons, you dive right into the battle | and swing at the biggest threat, the Paladin that is still on his feet and just attacked wolfchild. | He cannot evade your strike and tries to block it with his hammer. | You slice the shaft of the hammer straigt in two and inflict a deep cut on his right arm.

Quote from: Nimitz
[AI:3-2] Oh, these paving stones look nice...
| You sit down, babbling incoherently.

Quote from: Frelock
Meld back into the shadows for a surprise attack at paladin #5
| You fail to escape that paladin's field of vision. He busy fighting maxicaxi, but after he saw what you did to his colleague, he will watch out for you. You decide to retreat down the main road, preparing for the case that another paladin is approaching from the cathedral.

Quote from: nuker w
Try to wake up and slow the bleeding
| You stay unconscious. You feel your lifeforce diminishing, Death is making a visit to your dreams, but you kick his bony figure right back into the shadows.

Quote from: wolfchild
Using my enhanced legs i do a lanching kick like maneuver to stand up, preferably hiing a hammerite at the same time, grab an unheld weapon if there is one
| You try to stand up but fall right down again, because you can't make up your mind, whether you should first attack and then grab a weapon or vice versa.

===

NPC actions:

Quote from: Hammerite paladin #1
unconscious and probably a broken nose

Quote from: Hammerite paladin #2
[1]still recovering from the last attack, he fails to stand up and remains in a kneeling position

Quote from: Hammerite paladin #3
Dead as a doornail, his corpse lying in a puddle of blood

Quote from: Hammerite paladin #4
[3] You don't know where he is and what he is doing

Quote from: Hammerite paladin #5
[3] Having lost his weapon and almost his right arm, he screams in pain and turns to run away

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near clothing shop, hiding in shadows, standing upright
Health: sprained ankle, pain
Possessions: Generic underwear, grey pinstripe suit pants, dark blue shirt, metal bracket
Abilities: Enchant item

Quote from: jozilla
Location: Alchemy store, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants, 3 cans filled with gunpowder, 3 lids, 3 fuses
Abilities: King of Nowhere, Climbing, Basic telekinesis, magic light generation

Quote from: Paranatural
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, hessian pants, red shirt
Abilities: Shadow manipulation

Quote from: maxicaxi
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy, Summon void blades

Quote from: Ochita
Location: Main street, near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, crude lead lockpick, iron knife, steel warhammer
Abilities:Dreamwalker, TK healing

Quote from: Nimitz
Location: Main street, near weapon shop, standing upright
Health: uninjured, terminal inactivity disease (x3)
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch

Quote from: Frelock
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>, 40 silver coins
Abilities: Roundhouse kick, sneaking

Quote from: nuker w
Location: Main street, near weapon shop, on the ground
Health: Bruises on chest, mangled leg, pain, unconscious
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing + 1, TK healing

Quote from: wolfchild
Location: Main street, near weapon shop, standing upright
Health: scratches and bruises on chest and legs
Possessions: Generic underwear, dark blue stretchy pants
Abilities: largely uncontrolled massive regeneration , reinforced ribcage, long rat tail, long legs, fur, ears of a rat

=====

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.
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, a free steel warhammer, the top half of another warhammer, one dead hammerite paladin, an unconscious one and two alive ones.
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.
Cathedral street: This street lies parallel to the main street and leads to the cathedral, too.
Alchemy store: This shop is accompanied by a small, walled off herbal garden. It lies exactly between the main street and Cathedral street.
Hammerite building: A building only 1 story high but with walls of steel. Humming noise coming from inside.

=====

Background: [6] Frelock gets a look at the mysterious building further down the street in the direction of the cathedral. There is a noticeable humming sound coming from inside. The sigh on the door reads: "access prohibited" followed by a painted on red hammer.
Logged
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 14 - The night of the flying headkicks
« Reply #252 on: June 21, 2010, 11:23:10 pm »

Ok fine, i dont get up, i grab a hammerite's legs with my legs and attempt to pull them out from him, prefably so his head hits the ground so hard he dies

Also guys, if yous are desperate for heals i could maby try to use my regen on you, major possibility for spectacular backfire though
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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!

Dermonster

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #253 on: June 21, 2010, 11:24:15 pm »

Quote from: Nuker W
possible death
:D/ :'(
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 14 - The night of the flying headkicks
« Reply #254 on: June 21, 2010, 11:33:35 pm »

Well, we will soon get a free slot, if Nimitz does not show up within the next 3 turns.

Also... anyone in need for shirts can grab them off the street now, once this fight is over.
Logged
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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