Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 29 30 [31] 32 33 ... 37

Author Topic: RTD - Multiworld 2 - Turn 33 - Free at last!  (Read 30443 times)

nuker w

  • Bay Watcher
    • View Profile

I try to accelerate myself so I get a chance to get two actions per turn

Any thing below 5 will kill you and a 6 will colapse the church on you.
Logged

maxicaxi

  • Bay Watcher
  • Why? I have no idea.
    • View Profile

I try to accelerate myself so I get a chance to get two actions per turn

Any thing below 5 will kill you and a 6 will colapse the church on you.
it isn't that overpowered
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

  • Bay Watcher
  • Function - unknown
    • View Profile

Wrapping up the turn. And maxicaxi will regret this action sooner or later.
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.

Agamemnon

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #453 on: July 08, 2010, 09:22:30 am »

Spoiler (click to show/hide)

Turn 28

Quote from: Toaster
Attempt to find another way into the cathedral.
| From where you stand, you cannot make out another entrance to the cathedral. But you do see the stained glass windows and try to throw that metal bracket through one of them to open up another passage. | It only hits the wall, bounces off and falls to the ground below.

Quote from: jozilla
revenge!!! I cut paladins head off and throw his head to a bowman!
| The pain and nausea make you unable to lift your battleaxe for another swing. The paladin is in bad shape, too, so you both just stand there, gasping for air and strangle the other only in your imagination.

Quote from: Paranatural
I help Frelock get somewhere behind something where he can't be see, preferably on a rug or something. Then I sneak my way over towards the doors the priest and bowman were barring.
| You rip a tapestry from a pillar and drag it with Frelock sitting on it behind the altar again. He is thankful for the free ride, so he does not need to crawl back to get a candlestick. You then sneak off towards the front entrance, covering yourself with darkness. The priest and the bowman notice the darkness, but cannot make out its source and look quizzically into the cathedral interior, where they see the altar missing a candlestick and covered in blood as well as the reliquary still gently swinging back and forth on its chains.

Quote from: maxicaxi
I try to accelerate myself so I get a chance to get two actions per turn
| You learn to focus yourself to carry out any tasks in a minimum amount of time, utilizing your psi-powers to move your body at extra speed that blurs your appearance (dodge bonus +1) as well as your own vision (-1 to attacks). (You can carry out two actions (can be different ones) within one turn with haste self activated, but you will not get new rolls. You will get the same result on BOTH actions, so if you roll a 1, you fail hard twice in the same turn)

Quote from: Ochita
Take off my armor and try to climb up the wall
| You could just walk around the wall from your point, so you see no point in climbing over it and do nothing.

Quote from: Frelock
I use a candlestick as a splint to help my leg.
| You lay still as Paranatural drags you back to the altar, you take the other candlestick from it, but can't attach it to your leg. At least you are hidden from the two hammerites here.

Quote from: nuker w
Run up to my mob and scream "Use your strength! HEAVE!". With their help, try to knock the door down.
| You try to run up to the mob, but don't make it there. You stop at the alchemy store to regain your breath.

Quote from: wolfchild
I remove the arrow, and regenerate the wound, then i tackle a foe(by suprise if i can) and try to poison him, then if i still have time(unlikely) i leg it away again
| You try to pull your arrow from your chest. | Doing this causes pain, but it subsides quickly, as your regeneration immidiately closes the small wound again. | You manage to supress your regeneration after the healing is done, so it does not change your body into any condition that might kill you. There is a significant lack of valid hugging targets around you, unless you want to dish out some furry poison love to the peasants around you.

===

NPCs:

Zombie: [5] The zombie stands up again and walks towards the nearest paladin, which happens to be the one near jozilla. He punches him right on his armstump, causing more pain and finally the paladin gives in and drops to the ground.

Angry mob: [5] They bang on the doors, but the doors are just too strong to overcome with an uncoordinated effort and without proper tools. Without their leader, they are pretty lost, even though more and more peasants enter the compound, some of them even properly armed with weapons from the weapon shop. The few peasants in the cemetery watch the fire and do nothing.

More Hammerites: [1] Some hammerites enter the cemetery with buckets of water, but are paralyzed by the magnificence of the fire and realize that at this point all tries to put it out are in vain.

Priest2: [4] "By the name of the builder!" He spots the desecrated altar, but not Paranatural in a corner right next to him. He runs toward the altar to inspect the damage.

Paladin 1: [Auto: 2] unconscious and bleeding, with jozilla and the zombie right over him. Will he survive the next turn? Naaah...

Paladin 2: [4, attacker: 2] Finally he regains his wit and combat skills and successfully swings at his attacker, breaking the peasant's arm and causing him to drop the pitchfork.

Paladin from cathedral entrance: [1] He struggles, but is then also eviscerated as his attacker twists and then removes the spear from his abdomen.

Bowman 1: [6] The bowman runs up the stairs in one of the towers to gain higher ground and a possibility to shoot at the attackers (and any players) outside from a secure position above.

===

Environment:

A fire in the armory: [6] The fire chews through the armory, until it finally shatters something that contained an explosive substance. The following detonation peppers the area around the armory with glass, stone fragments, burning wood splinters and airborne weapons. Everyone in the cemetery and at the cathedral entrance dodge: | Most are only hit by relatively small and harmless splinters, raining from above, but wolfchild has much difficulty covering all his eyes from raining sparks, but fortunately none of them burn a hole in the chitin covering his top eyes. Toaster is less lucky, as a warhammer lands right on his head, knocking him unconscious. The building that housed the armory collapses partially and the emerging cloud of dust smothers any open flames.

=====

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 in a corner near the entrance, in shadows
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
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, some of wolfchild's spines, 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

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: [4] Now every Hammerite is heading towards the cathedral to protect it from the angry mob. You can hear them running and officers shouting orders in the distance. Frelock notices, that the cathedral has two side entrances, only one of them is now blocked by an exploded armory.

=====

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.
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.

Toaster

  • Bay Watcher
  • Appliance
    • View Profile

Three ones?  Seriously?  I guess I should be happy I'm *only* knocked out.

Wake up, collect the warhammer, and check out my surroundings.
Logged
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.

Ochita

  • Bay Watcher
  • Doofus ghostus
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #455 on: July 08, 2010, 09:44:03 am »

Find a way inside to the eye chamber
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

maxicaxi

  • Bay Watcher
  • Why? I have no idea.
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #456 on: July 08, 2010, 09:50:58 am »

activate haste and improve my sight with tk then I go to tha citadel with my zombie
« Last Edit: July 09, 2010, 02:32:31 am by maxicaxi »
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

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #457 on: July 08, 2010, 10:35:08 am »

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

How could that possibly go wrong.  :)
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.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #458 on: July 08, 2010, 11:01:02 am »

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

Agamemnon

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #459 on: July 08, 2010, 11:09:17 am »

And on a 1, he first explodes all undead in the city (only that zombie), then he is attacked by all the living on sight for being an evil necromancer (and probaby by jozilla, too, for exploding a zombie in his face)
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.

nuker w

  • Bay Watcher
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #460 on: July 08, 2010, 11:31:47 am »

Keep pushing towards the Mob and yell "Some of you get tools to knock the door down, the rest, ORGANISE YOUR SELVES!
Logged

jozilla

  • Bay Watcher
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #461 on: July 08, 2010, 12:01:25 pm »

I run to the cathedral an hide in the mob

Healing might be good if I fail...
« Last Edit: July 08, 2010, 12:55:21 pm by jozilla »
Logged

Agamemnon

  • Bay Watcher
  • Function - unknown
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #462 on: July 08, 2010, 12:47:21 pm »

You don't have regeneration, it would be better, if someone with healing skills would heal you.
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.

Ochita

  • Bay Watcher
  • Doofus ghostus
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #463 on: July 08, 2010, 12:49:48 pm »

Well nuker can heal but i healing frelock
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: RTD - Multiworld 2 - Turn 28 - Burning magic items can be dangerous...
« Reply #464 on: July 08, 2010, 12:58:28 pm »

You have my thanks for that.

Ready my dagger as a throwing knife should the priest show his face.
Logged
All generalizations are false....including this one.
Pages: 1 ... 29 30 [31] 32 33 ... 37