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Author Topic: Roll to Dodge: The Good Guys  (Read 9036 times)

kilakan

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Re: Roll to Dodge: The Good Guys
« Reply #45 on: October 22, 2010, 09:30:30 am »

Head
to Durham lead
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Nom nom nom

RandomNumberGenerator

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Re: Roll to Dodge: The Good Guys
« Reply #46 on: October 22, 2010, 09:45:34 am »

Head to the marketplace and buy some rations, then try to get the rest of my group together so we can go after the Good Guys next turn.
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The end of the world is more fun then I expected.

tomas1297

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Re: Roll to Dodge: The Good Guys
« Reply #47 on: October 23, 2010, 01:23:39 pm »

Follow Khan.I could use some lead myself.
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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 #48 on: October 23, 2010, 06:02:48 pm »

You guys do realize that Durham Lead is the town you came from?
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Have I now become your enemy by telling you the truth? (Gal 4:16)

_DivideByZero_

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Re: Roll to Dodge: The Good Guys
« Reply #49 on: October 25, 2010, 01:05:07 am »

Roll 4.

RNG/Marcus Hetarabach [4+1=5]
You walk over to the general store and pick up some rations.
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:
+1 to all rolls for 2 turns


Kilakan/Khan [3]
Looking to acquire some lead for yourself, you look at the directions sign. Having followed the group blindly, you are unaware that you have just came from the city of Durham Lead. Assuming that Durham Lead is a corporate-scale provider of lead, you make a 180 degree turn and walk a few steps before realizing you are just going back the way you came.
You ask a local townsperson,
"What's Durham Lead?"
"It's the city you just came from, sir."
"Do you have any idea where I can find some lead?"
"I know they used to find it in the mines, but they've recently abandoned them. I don't know why."

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


Tomas/Hendrik Reinhold [6]
Knowing that you could use some lead yourself, you follow Khan before he realizes Durham Lead is a city. Just then, a scream comes from the mines, and turning around, you see a man running away from the mines, bleeding profusely from his lower left back tooth.
"Hmm, there's something you don't see every day."
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


Ochita/Jonathan Rupert [6]
Knowing that there is no real law enforcement in this little village, you decide to go loot someone's house. After all, first thing's first, you have to check for useful items every time you enter a new area.
You make your way unnoticed to one of the stereotypical houses of the village, and sneak in through the back. You see a safe, a kitchen, a hallway with three bedrooms, and stairs to the basement. The attic appears to be just for show as there is no way to get in from the inside of the house.
Using your advanced stealth techniques (In other words, listening) you determine that the house is empty.
Stats:
Agile
Slippery tounge
Weak
Guilty
Abilities:
Acrobatics
Agility
Weapons/Armor:
Dagger
A set of darkened leather armor that blends in at night.
Conditions:
Copper coins (10)

Maldevious/Mal [5]
(5+1=6)
You walk into the center of the square and audibly make a request.
"Me and my companions are in need of service."
A short but muscular looking person seems to be happy, and walks up to you.
"Why sure! Anything to get away from here!"
"Waitwhat? What's wrong?"
"Aye, the mines... there's something in the mines. I'm looking for a new home. The mines are where I belong."

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 [5]
You walk over to the shops and look around.
Stats:
Agile
Inperceptive
Stealthy
Athletic
Weapons/armor:
T(rusty) .32 Pistols (2)
Black suit
Inventory:
.32 caliber bullets (10)
Copper coins (10)

Game Event:

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
« Last Edit: October 25, 2010, 01:28:14 am by _DivideByZero_ »
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Have I now become your enemy by telling you the truth? (Gal 4:16)

Maldevious

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Re: Roll to Dodge: The Good Guys
« Reply #50 on: October 25, 2010, 08:03:02 am »

"Very well, my stocky friend. You shall travel with us as our steward. But first, we must curry favor and reward by clearing out the mines!"

Go to the Mayor and petition for a large contract to clear out the mines.
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JacenHanLovesLegos

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Re: Roll to Dodge: The Good Guys
« Reply #51 on: October 25, 2010, 08:18:20 am »

"Very well, my stocky friend. You shall travel with us as our steward. But first, we must curry favor and reward by clearing out the mines!"

Go to the Mayor and petition for a large contract to clear out the mines.

Help.
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.

Ochita

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Re: Roll to Dodge: The Good Guys
« Reply #52 on: October 25, 2010, 09:18:23 am »

LOOOT
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

RandomNumberGenerator

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Re: Roll to Dodge: The Good Guys
« Reply #53 on: October 25, 2010, 10:57:04 am »

"Very well, my stocky friend. You shall travel with us as our steward. But first, we must curry favor and reward by clearing out the mines!"

Go to the Mayor and petition for a large contract to clear out the mines.

Help.

This, I guess, since it seems we aren't going after the Good Guys anytime soon.
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The end of the world is more fun then I expected.

kilakan

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Re: Roll to Dodge: The Good Guys
« Reply #54 on: October 25, 2010, 04:00:15 pm »

head to the mines, and prepare for an epic, battle through the darkness dungeon crawl.
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tomas1297

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Re: Roll to Dodge: The Good Guys
« Reply #55 on: October 26, 2010, 02:25:14 am »

Head to the mines.

 Sorry for not posting yesterday.I had to visit the oculist.Atropine sucks.
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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 #56 on: October 26, 2010, 08:43:14 pm »

Roll 5:

RNG/Marcus Hetarabach [2]
You idle around and then realize that Mal just left with the rest of the group. The rest of the team is already at the mines now. You take off towards them.
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:
+1 to all rolls for 2 turns


Kilakan/Khan [5]
You and the group travel to the mines, when... (Continued in game event)
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


Tomas/Hendrik Reinhold [5]
You walk to the mines with the rest of the group. (Continued in game events)
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


Ochita/Jonathan Rupert [5-1=4]
The safe does what it does best, being a safe.
You cautiously approach the safe, being careful to make the slowest moves possible in order to outsmart it. You know that safes have terrible vision.
Checking for traps, you notice a gun mounted alongside some books on a shelf, linked by a wire to a tripwire setup around the safe. An ingenious setup, you must say.
You grab the gun and place it in your pocket, and unlock the safe by listening for clicks. You seem to be quite good at this.
Opening the safe, you find a large amount of gold coins. You take a handful and put them in your pocket. This person must've been a theif, since nobody in this town could be so rich.
Stats:
Agile
Slippery tounge
Weak
Guilty
Abilities:
Acrobatics
Agility
Weapons/Armor:
Dagger
5-shot .35 caliber revolver (4/5).
A set of darkened leather armor that blends in at night.
Conditions:
Copper coins (10)
Gold coins (25)

Maldevious/Mal [6]
You walk into the town hall, and ask the accountant if you can speak to the mayor. She happily replies "Why certainly!"
You negotiate a contract with the mayor. The deal is settled, you clear out the mines, you get paid in coins, bars of metal, or weapons. You can choose.
The only catch is that you're not allowed to break the contract, and people have died in the mines. Oh well. Signed.
You and the group walk about a mile north to the mines, and discover... (Continued in game event)
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 [4]
You help. (Continued in game event)
Stats:
Agile
Inperceptive
Stealthy
Athletic
Weapons/armor:
T(rusty) .32 Pistols (2)
Black suit
Inventory:
.32 caliber bullets (10)
Copper coins (10)


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:

In front of the group is what resembles a green cube. How it holds its shape is completely unknown to you. The slime contains quite a few bits of rock and dust inside it, it seems to assimilate things into itself. The creature shrinks a little, almost as if scared. After all, it's only about a foot tall. It looks like there is face on it, though hard to discern.
Marcus arrives and says, "Sorry about that guys, I didn't realized you'd leave so soon."

The creature, startled, jumps forward.

SLIME USES PUSH!

It harmlessly bounces off of Marcus' shin.

"So, are we going in or not?"
« Last Edit: October 26, 2010, 09:28:06 pm by _DivideByZero_ »
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 #57 on: October 26, 2010, 09:03:58 pm »

Go aw, you cute little alchemical cube of fun, come here. AKA attempt to tame the slime to keep it as my pet.
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JacenHanLovesLegos

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Re: Roll to Dodge: The Good Guys
« Reply #58 on: October 26, 2010, 09:17:07 pm »

Shoot 2 rounds from each pistol.
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.

HighEndNoob

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Re: Roll to Dodge: The Good Guys
« Reply #59 on: October 26, 2010, 09:28:32 pm »

Shoot 2 rounds from each pistol.
Slme abuse! D: I'm reporting Notch about your Bad-behavior!(not  really:P)

Also, Can I be the NPC?
« Last Edit: October 26, 2010, 10:52:28 pm by HighEndNoob »
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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.
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