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Author Topic: Roll to Dodge: The Good Guys  (Read 9017 times)

RandomNumberGenerator

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Re: Roll to Dodge: The Good Guys
« Reply #75 on: October 27, 2010, 08:07:34 pm »

Proceed deep into the mines. Keep a look out for anything interesting.
Logged
The end of the world is more fun then I expected.

tomas1297

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Re: Roll to Dodge: The Good Guys
« Reply #76 on: October 28, 2010, 01:48:16 am »

Proceed deeper into the mines looking for some other makeshift melee weapon while cursing loudly.
Logged
There was a time when cocksuits would have offended me. It's kind of bad that the time has passed.

_DivideByZero_

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Re: Roll to Dodge: The Good Guys
« Reply #77 on: October 28, 2010, 08:13:11 pm »

Roll 7

RNG/Marcus Hetarabach [3]
You take point and enter the mine shaft, luckily for you, John sprints on past you, and screams. He rushes out, being chased by something. You ready your hammer.
Stats:
Strong
Intimidating
Gruff
Unsteady
Abilities:
Charge
Bulwark
Weapons/Armor:
Kinetic-Enhanced Sledgehammer
Steel Half-Plate Armor, Inlc. Graves, Helmet & Boots
Inventory:
Copper coins (5)
Rations (4)
Conditions:

Kilakan/Khan [6]
Using your knowledge of generally everything around you, you put together a basket just big enough to carry Billy Bob in. It's not large, but Billy Bob is less than a foot long, so he happily hops into the square basket and rides along.
Suddenly John rushes out of the mines screaming, with some kind of zombie chasing him.
"Jealous now?" You say as you let the others handle the zombie, while you go ahead and make a few torches for the journey.
Stats:
Bullseye
Chemical resistance
Hates Life
Abilities:
Chemical extraction
Container Generation
Weapons/Armor:
Crossbow (1)
Chemical protection suit and gas-mask
Poison gas grenades (4)
Inventory:
Quiver
--Crossbow bolts with cotton holders for poison (20)
Alchemical kit
Large chemical case
--5 red chemicals
--5 yellow
--5 Blue
World map
Compass
8 torches

Ochita/Jonathan Rupert [3]
Grabbing the musket, you dash overt to the library, noticing that the musket is quite heavy. Now in the library, you search through the hundreds of books. Almost all of them however, are stories classics, rather than informational books, so no info on the Good Guys is to be found.
Stats:
Agile
Slippery tounge
Weak
Guilty
Abilities:
Acrobatics
Agility
Weapons/Armor:
Dagger
5-shot .35 caliber revolver (5/5)
Musket (1/1)
A set of darkened leather armor that blends in at night.
Inventory:
Copper coins (10)
Gold coins (25)
Bandoleer
--.35 speed-loaders (3)

Maldevious/Mal [6]
"Urist, can you tell me what exactly was in the mines?"
"Aye, there were more than just these little slimes. Noone's seen them all, but I did see some huge spiders as well as those things your friend John is running from over there."
Stats:
Crack Shot
Man of the people
Cunning
Stylish
Abilities:
Call the people
Weapons/Armor:
Pocket Dart Gun
Inventory:
Supply of darts (∞)
Copper coins (10)
Multi-Nav Tool

JacenHanLovesLegos/John Likonsmith [3]
You rush into the cave, eagerly awaiting to find a new friend, like Khan did with his slime-pet-thing. You find your new friend, and meet face-to-face, before realizing how stupid of an idea this was.
Stats:
Agile
Inperceptive
Stealthy
Athletic
Weapons/armor:
T(rusty) .32 Pistols (0/1, 0/1)
Black suit
Inventory:
.32 caliber bullets (10)
Copper coins (10)

Tomas/Hendrik Reinhold [1]
You follow Marcus into the cave when John comes running past you, being pursued by a zombie. You dodge out of the way as you are not trained for close quarters combat with things that are already dead.
Stats:
Engineer
Cunning
Weak
Short temper
Abilities:
Dismantle
Alchemy
Weapons/Armor:
Hooded leather coat,plain white shirt,baggy pants,sturdy work boots
8-shot small caliber revolver (8/8)
Inventory:
.22 caliber cartridges (15)
Toolkit
Wrench (for self defense!)
3 copper bars


Urist [-]
Stats:
NPC
Midget
Dwarf
Abilities:
Speaks Dwarfish
DarkVision
Weapons/armor:
Fists of Armok (In other words, none)
Mouse Leather Clothing
Inventory:

Billy Bob [-]
Stats:
Khan's Pet
Adorable
Abilities:
Push
Assimilation
Size: 1
Inventory:
Hendrik's Wrench

The sign in the middle of the village reads:

SOUTH: Durham Lead
NORTH: Mines
WEST: Residential Area
EAST: Shops

Shops:

Central Marketplace
The General Store
Gear's Gear
The Rusty Inn
Samuel Smith's
Reddie Green's Carpentry
Sarge's Seige Engineering
Xuan Li's Armory

Game Event:
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

kilakan

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Re: Roll to Dodge: The Good Guys
« Reply #78 on: October 28, 2010, 08:17:09 pm »

Hand out the torches, light one and head into the mines.
Logged
Nom nom nom

JacenHanLovesLegos

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Re: Roll to Dodge: The Good Guys
« Reply #79 on: October 28, 2010, 08:27:53 pm »

Light zombie on fire with torch.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Maldevious

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Re: Roll to Dodge: The Good Guys
« Reply #80 on: October 28, 2010, 08:46:29 pm »

Attempt to put a dart through the zombie's eye, exploding its brain.
Logged

HighEndNoob

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Re: Roll to Dodge: The Good Guys
« Reply #81 on: October 28, 2010, 09:06:02 pm »

Tomas, it might be a good idea to get your wrench back?
Logged
Quote
(5) You manage to struggle free of the guards and sprint to a safe distance before tossing a knife at one! (5 + 1 = 6) The throwing knife zips through the air, slitting a guard's throat! It then travels around the group of guards like a boomerang. It (5) Slits another throat, (Three 6's in a row!) decapitates three more (!), (4) slices open the last guard's arm, and (2) narrowly misses a random bystander. It then flies back into your hand. Holy crap.

_DivideByZero_

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Re: Roll to Dodge: The Good Guys
« Reply #82 on: October 28, 2010, 09:39:30 pm »

Whatever you do, don't listen to HighEndNoob. He will get you killed.
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

JacenHanLovesLegos

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Re: Roll to Dodge: The Good Guys
« Reply #83 on: October 28, 2010, 09:43:41 pm »

Are there all the monsters from minecraft in there?
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

RandomNumberGenerator

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Re: Roll to Dodge: The Good Guys
« Reply #84 on: October 29, 2010, 12:30:01 am »

Apply hammer liberally.
Logged
The end of the world is more fun then I expected.

tomas1297

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Re: Roll to Dodge: The Good Guys
« Reply #85 on: October 29, 2010, 01:06:20 am »

I'll be away for a few days,someone do my turns.Don't do anything foolish like HighEndNoob suggested,conserve ammo and try not to get into trouble.
Logged
There was a time when cocksuits would have offended me. It's kind of bad that the time has passed.

Ochita

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Re: Roll to Dodge: The Good Guys
« Reply #86 on: October 29, 2010, 11:16:37 am »

Become one with the plot and travel to the mines.
Logged
Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

_DivideByZero_

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Re: Roll to Dodge: The Good Guys
« Reply #87 on: October 30, 2010, 12:46:04 am »

Are there all the monsters from minecraft in there?

Nope. Just slimes because they're awesome and zombies because they are so generic.
These zombies are special though, you'll find out.

I'll be rolling tomorrow as I spend most of today at school and I am really tired.
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)

JacenHanLovesLegos

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Re: Roll to Dodge: The Good Guys
« Reply #88 on: October 30, 2010, 11:36:31 am »

*Thinks of creepers* Makes a loud sigh of relief.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

_DivideByZero_

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Re: Roll to Dodge: The Good Guys
« Reply #89 on: October 30, 2010, 11:59:17 am »

Roll 8

RNG/Marcus Hetarabach [1]
(1+1=2)
You swing your hammer at the zombie, but since it's really just an animated corpse, you don't put too much effort into it. You expect to hear a satisfying crunch, but instead the hammer lands onto the ground, shattering the ground and sending a few pebbles flying.
Stats:
Strong
Intimidating
Gruff
Unsteady
Abilities:
Charge
Bulwark
Weapons/Armor:
Kinetic-Enhanced Sledgehammer
Steel Half-Plate Armor, Inlc. Graves, Helmet & Boots
Inventory:
Copper coins (5)
Rations (4)
Conditions:

Kilakan/Khan [2]
Honestly handing out torches can't really fail, so you go ahead and do that.
Stats:
Bullseye
Chemical resistance
Hates Life
Abilities:
Chemical extraction
Container Generation
Weapons/Armor:
Crossbow (1)
Chemical protection suit and gas-mask
Poison gas grenades (4)
Inventory:
Quiver
--Crossbow bolts with cotton holders for poison (20)
Alchemical kit
Large chemical case
--5 red chemicals
--5 yellow
--5 Blue
World map
Compass
8 torches

Ochita/Jonathan Rupert [4]
Meh. Skipping the boring travel sequence, you appear with the rest of the group as it enters the mines.
Stats:
Agile
Slippery tounge
Weak
Guilty
Abilities:
Acrobatics
Agility
Weapons/Armor:
Dagger
5-shot .35 caliber revolver (5/5)
Musket (1/1)
A set of darkened leather armor that blends in at night.
Inventory:
Copper coins (10)
Gold coins (25)
Bandoleer
--.35 speed-loaders (3)
--Musket Cartridges (7)

Maldevious/Mal [4]
(4+1=5)
You pull out your dart gun, pull the trigger, and watch as the dart penetrates through the zombie's missing eye, and into it's brain. For whatever reason, it explodes. Cool!
[/b]Stats:
Crack Shot
Man of the people
Cunning
Stylish
Abilities:
Call the people
Bloody Mess
Weapons/Armor:
Pocket Dart Gun
Inventory:
Supply of darts (∞)
Copper coins (10)
Multi-Nav Tool

JacenHanLovesLegos/John Likonsmith [1]
Khan tosses a torch over to you. You get a great idea! You light the torch, and turn around, jump into the air, and smack the zombie with it. However, just as you do this, Mal shoots the zombie in the eye and it explodes, splattering you with green slime.
"What is this stuff?"
Stats:
Agile
Inperceptive
Stealthy
Athletic
Weapons/armor:
T(rusty) .32 Pistols (0/1, 0/1)
Black suit
Inventory:
.32 caliber bullets (10)
Copper coins (10)

Tomas/Hendrik Reinhold [-]
Now that the threat is dealt with, the group enters the cave, John leading the way.
Stats:
Engineer
Cunning
Weak
Short temper
Abilities:
Dismantle
Alchemy
Weapons/Armor:
Hooded leather coat,plain white shirt,baggy pants,sturdy work boots
8-shot small caliber revolver (8/8)
Inventory:
.22 caliber cartridges (15)
Toolkit
Wrench (for self defense!)
3 copper bars

Urist [-]
Stats:
NPC
Midget
Dwarf
Abilities:
Speaks Dwarfish
DarkVision
Weapons/armor:
Fists of Armok (In other words, none)
Mouse Leather Clothing
Inventory:

Billy Bob [-]
Stats:
Khan's Pet
Adorable
Abilities:
Push
Assimilation
Size: 1
Inventory:
Hendrik's Wrench

Game Event:

<Village>

The group hears a strange slithering sound. Urist looks on and notices a worm-like creature slithering on the ceiling. It is attached to the ceiling via a slime covering.

In the distance, there is a fork on the mines. One leads upward, one is a ladder into the depths.
Logged
Have I now become your enemy by telling you the truth? (Gal 4:16)
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