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Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30481 times)

Toaster

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #375 on: July 01, 2010, 08:42:55 am »

Is deafened a status or just flavor?

I hide in the shadows and enchant my mace to make it easier to wield.
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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.

Paranatural

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #376 on: July 01, 2010, 09:26:38 am »

"If this is their armory, let us make sure they can't get to it." Then I find any sources of fire and set alight the boxes of wooden wool and head upstairs.
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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 22 - Now that is a distraction...
« Reply #377 on: July 01, 2010, 09:32:01 am »

"Bloody Darkness" Try to cast a spell of light on my gauntlet (Not Enchanting. More like temporary magic)
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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 22 - Now that is a distraction...
« Reply #378 on: July 01, 2010, 10:49:20 am »

Are we trying to alert every guard in the city in a stealth-based world?
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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 22 - Now that is a distraction...
« Reply #379 on: July 01, 2010, 12:26:17 pm »

Explore the rest of the complex under the cover of darkness.
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All generalizations are false....including this one.

Agamemnon

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Re: RTD - Multiworld 2 - Turn 22 - Now that is a distraction...
« Reply #380 on: July 01, 2010, 02:07:05 pm »

Quote
Is deafened a status or just flavor?

Just flavor... you stood right next to a detonation and still roll a 5. Unrealistic, but whatever.
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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 22 - Now that is a distraction...
« Reply #381 on: July 01, 2010, 02:13:03 pm »

It's probably a good thing- I've been injured enough already.  That could have splattered me.
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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 22 - Now that is a distraction...
« Reply #382 on: July 01, 2010, 05:30:12 pm »

I turn my magic light on an try to open the cash box by my telekinetic power
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Agamemnon

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #383 on: July 01, 2010, 10:32:27 pm »

Turn 23

Quote from: Toaster
I hide in the shadows and enchant my mace to make it easier to wield.
| You take your time and fiddle around with your mace. Suddenly, you have an epiphany! You take the metal bracket and start cutting strange runes into the shaft of the mace. And it works. Your mace is magically infused with a light form of levitation and now only weighs a fraction as before. You can easily swing it around, but you discover, that the damage is just as great as before, judging by the debris of the table that you smashed for practice. (The weapon does appear to be very light and does not weigh you down but the damage is the same)

Quote from: jozilla
I turn my magic light on an try to open the cash box by my telekinetic power
| You activate your light and everyone around you can now see much better. You turn your attention to the cash box and try to open the lock just like you opened the door to the alchemy store earlier. Your inner eye can see the bolts and springs of the lock clearly and without much effort, you open it. The cash box contains 15 gold coins, 34 silver and 339 copper coins. Too much to fit it all into your pockets. (Choose what to take as a free action)

Quote from: Frelock
Explore the rest of the complex under the cover of darkness.
| You are undecided where to go. You can see at least 8 people coming out of the cathedral front entrance. Some are shouting orders, but you cannot understand details. You decide to pass through the armory and enter a dimly lit corridor. As quick as possible while silent you follow it around a corner and pass through a door at the end which is slightly open. You made it into the cathedral! You have no time to look around though, you quickly dive into a shadowed alcove, because three people hurriedly intend to use the same door that you just slipped in through. You can see two paladins but the third man must be a cleric or monk, as he is wearing no armor, only a robe.

Quote from: Paranatural
"If this is their armory, let us make sure they can't get to it." Then I find any sources of fire and set alight the boxes of wooden wool and head upstairs.
| You take a torch from the wall and without even looking further into the boxes, you set a couple of them on fire! You leave the armory by the only other door on the far side, close the door and enter a dimly lit corridor. The walls are stone, some tapestries hang on the sides, all showing a red hammer on white ground. Some statues on both sides provide meager cover. You can hear footsteps coming into your direction.

Quote from: maxicaxi
raise the dead under my command
| You speak "Arise, my servants! Come to life again, and obey me as I am your master!" The corpse is rather unimpressed and stays just as dead as before.

Quote from: Ochita
"Bloody Darkness" Try to cast a spell of light on my gauntlet (Not Enchanting. More like temporary magic)
| You try some magic of light generation by imagining your left fist to be a source of power and radiance, but instead your gauntlet begins to rust. You quickly abort your efforts before the rust locks the hinges in place.

Quote from: nuker w
Try again to rally a large group before assaulting the building with the group
| You scream even louder: "COME OUT. FIGHT FOR YOUR FREEDOM!" You even start banging on some doors, but all effort is in vain. Nobody wants to fight for you or with you. You manage to shout yourself hoarse.

Quote from: wolfchild
Just follow my ears to my companions while cming to terms with my new eyes, also i need those muscles again, also develop projectile, venomous spines, i WILL have a ranged weapon, even if it horribly disfigures me
| You try to follow nuker's unmissable shouting and promptly find a streetlight by running straight into it. Well, at least now you now which ones are your forward eyes, because they hurt now. | Regardless, you try to alter your body further, but the pain thwarts pretty much all efforts. You can't get anything to change. At least you can walk in a straight line now, your vision is still fragmented by you begin to get the hang of it.

=====

Status after Turn:

Quote from: Toaster
Location: Main street, near ruined building, standing upright
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: inside weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants, 2 bombs (held), <<*Steel Battleaxe*>> (held), open cash box (held) [You are overencumbered]
Skills: Skilled Climber, basic telekinesis, novice demoman
Abilities: King of Nowhere, magic light (off)

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: inside weapon shop, on the floor
Health: uninjured
Possessions: Generic underwear, white cargo-shorts, named lead lockpick, iron knife, steel chainmail, rusty gloves, greaves & boots
Skills:novice Dreamwalker, advanced TK healing

Quote from: Frelock
Location: inside Cathedral, standing upright in an alcove, in shadows
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
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, near weapon shop, standing upright
Health: uninjured, almost adapted to insectoid vision
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.
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: [6] You can make out at least 8 hammerites exiting the cathedral compound and heading in direction of the weapon shop. Two wield torches to provide some light. They will arrive at their former generator house next turn.

=====

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.

=====

Good move there, Paranatural... cutting yourself and Frelock off from the rest of the team, blocking the escape route and providing a source of spreading fiery death at the same time...
« Last Edit: July 01, 2010, 10:34:49 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 23 - Scorched earth
« Reply #384 on: July 01, 2010, 10:41:13 pm »

Took about enough damn time to 5 that.  Time to get this plot going!

I sneak my way over to the crate-entrance of the cathedral ground and try to join up with them there.
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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.

wolfchild

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #385 on: July 01, 2010, 10:56:43 pm »

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
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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!

maxicaxi

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #386 on: July 01, 2010, 11:17:54 pm »

blasted corpse you will serve me or di be destroyed
i try to raise the dead and if I fail I eat the corpses
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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 23 - Scorched earth
« Reply #387 on: July 01, 2010, 11:40:34 pm »

One more time. Try to rally the masses again and yell that all spoils are theres beside the major item's of wealth or power. (come on auto-win. Who woudint want free loot)
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Frelock

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #388 on: July 02, 2010, 12:47:03 am »

Perhaps you shouldn't try to incite a rebellion?   I've only seen that work once, and that was because I got a six on a "freedom for slaves" speech; not my intention.

Regeneration: Start excreting a non toxic fire retardent, and try to grow venomous spines

These two are so going to mix together with the first one getting a 1 to produce a flammable toxin secreted from spines.  It'll be great: you stab your enemy, then light him on fire!  Instant cremation.

Continue sneaking deeper.
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All generalizations are false....including this one.

Ochita

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Re: RTD - Multiworld 2 - Turn 23 - Scorched earth
« Reply #389 on: July 02, 2010, 01:19:10 am »

Look for a shortsword and then sneak over to the catherdral
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita
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