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Author Topic: Roll To Roll To Dodge: A Meta-Adventure [Turn 126: Booze Mist Rising]  (Read 303875 times)

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 19: Blood. Lots of blood.]
« Reply #225 on: January 22, 2011, 12:38:52 am »

Unless there's any objection, the name of the ship will officially be The Borealis next turn.

You're about to set out on your high-seas adventure! Keep in mind that this ship will work similar to an actual ship: you need to split up navigation, sailing, and bilge duties to travel effectively over water. You may be occasionally interrupted by events while on the ocean. The real adventure is starting in both worlds in the next few turns.

**********~
Turn 20
**********~


META TURN:

Medi-bot is here to help! MEDI-BOT

Goals
Find the keycard stations.

Current Soundtrack
Dynamo Core

Actions
Meta: investigate the teleporters
(...) You closely examine the ring of multi-colored teleporters situated around the room. Each one seems to correspond to an access level, indicated by its color. With a sudden rush of inexplicable fury, you stomp your foot on the nearest one. A bolt of bright blue energy shoots from the pad and sends you flying through a gap between dimensions! When you finally come to rest, you stand up and find yourself in an unfamiliar room.
RW: Ride mecha spider to medical bay. Attempt to get someone to heal this Heavy bleeding I have. If nobody is around, heal it myself.
(...) The mecha-spider extends a long metal appendage and breaks down the door before galloping in. This medical bay is much bigger than the other one; there are two medi-bots like the one you saw before sitting in the corner. You ride over to one and activate it.
"DO YOU REQUIRE MEDICAL ASSISTANCE?"
You point to your bleeding leg. The medi-bot nods (?) at you and fetches some gauze from a locker. It then proceeds to spread some sort of ointment on your wound and wrap the gauze around your leg.
"TREATMENT COMPLETE."
Meta: Explore in the sector 1 direction
(...) You peek down the hall, but can't see much further than the "Sector 1" sign.
Meta: Find/activate medbot, get healing.
(...) Paulie carries you into the medical bay and activates the medi-bot.
"DO YOU REQUIRE HEALING?"
"Yes!!!"
The medi-bot looks at your legs and produces a syringe.
"THIS SERUM WILL HELP TO QUICKLY MEND YOUR BROKEN APPENDAGES." it says as it injects the liquid into your calf. It then proceeds to spray some sort of white foam onto both legs and your finger, which quickly hardens into some tough-looking casts.
"TREATMENT COMPLETE."
Quote from: bowdown2q
NPC'd
(...) You carry Monk into the med bay for treatment.

Status

Player: dermonster
Name: Derek L.
Occupation: Video game Developer/designer.
Currently: Getting his leg bandaged.
Inventory: Explosive Collar | Jumpsuit | Splint | Bottle of Painkillers | Metal Bar | Mecha-spider (commanding)
Wounds: Heavy Bleeding
Abilities: Code Expert | Neckbeard | NERD RAEG

Player: Frelock
Name: Frederick Stephonavich
Occupation: Actuary (Knowing probabilities of things)
Currently: Standing by the entrance to Sector 1.
Inventory: Explosive Collar | Jumpsuit | Medical Scalpel
Wounds: Missing Arm
Abilities: Uncanny Prediction | Actuary's Lament | Tweak the Odds (...)

Player: monk12
Name: Monk
Occupation: Troper
Description: Characteristically wears nice hats. Top hats, pirate hats, fedoras, you name it. Hopefully still has one in his possession.
Currently: Being carried around by Paulie.
Inventory: Moist Top Hat | Explosive Collar | Jumpsuit | Frag Grenade x3 | Plasma Rifle
Wounds: Broken Finger | Broken Leg x2
Abilities: Applied Phlebotinum | TV Tropes Will Ruin Your Life | MacGyvering

Player: HighEndNoob
Name: Kyle Hammers
Occupation: Janitor
Currently: Standing... somewhere.
Inventory: Explosive Collar | Jumpsuit | Mop | Floor Buffer | Rubber Gloves
Wounds: None
Abilities: That's The Power of Pinesol, Bitch! | Clean Freak | Custodial Might

Player: bowdown2q
Name: Paulie
Occupation: "Protection"
Description: My friend, it would be best... if you didn't know, capiche?
Currently: Carrying Monk, standing in the med bay.
Inventory: Explosive Collar | Jumpsuit | Hand Cast | Box o' Gauze | Stimpak
Wounds: None
Abilities: Blackhand | Dumb Muscle | Go For Broke


Locations



Maintenance Deck 3

EARTH!

Elevator Controls

Interrogation Room 7E-365 (Deck M3): You were all shackled to chairs in here when you woke up. The door has been dropkicked off its hinges. There's circuitry on the walls, a row of monitors, and a row of 5 chairs.

Medical Bay (Deck M3): It's got a ton of medical supplies, a surgical table, and a medical robot.

Janitor's Closet (Deck M3): Full of precious cleaning supplies!

Central Medical Bay (Main Deck): The main medical bay.

Cryogenics and Prosthetics Lab (Main Deck): It's in the central medical bay. Sounds interesting.

Hangar (Hangar Bay): A huge room used to receive smaller ships. Its contents have been sucked into the vacuum of space!


Spoiler: INITIATING RTD ROUTINE (click to show/hide)
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

RedWarrior0

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 19: Blood. Lots of blood.]
« Reply #226 on: January 22, 2011, 12:41:29 am »

Hah. Dermonster, I got there first!
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Dermonster

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #227 on: January 22, 2011, 12:42:52 am »

I was actually reading this for about 3 minuites before you posted.

Just because I can doesn't mean I will XD
Logged
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.

Dermonster

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #228 on: January 22, 2011, 12:46:34 am »

RW: Ask the GM what level clearence we currently have. Examine Metal Bars viability as a weapon.

FW: Start using my elemental water abilities to completely empty the bilge.
« Last Edit: January 22, 2011, 12:50:47 am by dermonster »
Logged
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.

monk12

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #229 on: January 22, 2011, 01:40:45 am »

Hooray for medicine!

Meta: Examine the MYSTERY DOOR

Fantasy: Shoot harpoon gun at HighEndNoob to provide him a safe, secure way onto the ship.


There is no way this plan can go wrong.

Frelock

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #230 on: January 22, 2011, 03:18:24 am »

1-You point your harpoon gun at yourself and make a monk-kabab.  Remember, pointy side out next time!
6-You successfully send a harpoon to High-end-noob.  He receives it in the face.  More accurately, in the eyeball.  The barbs catch on his eye socket, and his head is ripped from his body as the boat pulls away.  The body collapses as a strangely grinning, one-eyed head follows the boat...for all eternity.

Meta: Walk down towards sector 1

Fantasy:Go down to the brig and keep a watch on the mayor.
Logged
All generalizations are false....including this one.

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #231 on: January 22, 2011, 05:08:50 am »


...yeah. So the boat is named now and I've finished several other ASCII-based things like maps. We're ready to go! Well, as soon as all actions are posted.
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

HighEndNoob

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #232 on: January 22, 2011, 11:56:27 am »

Oh Carp, I though I was already on the boat.
Meta: Look around the room, which I will name Vera.

Fantasy: Get on the boat somehow.




Also,What ever happened to:
If a player is NPC'd twice in a row, their explosive collar goes off.
Bowdown has been NPC'd more than twice in a row.
« Last Edit: January 22, 2011, 03:18:37 pm by HighEndNoob »
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.

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #233 on: January 22, 2011, 08:35:58 pm »

If a player is NPC'd twice in a row, their explosive collar goes off.
Bowdown has been NPC'd more than twice in a row.
That's to prevent people from holding up the game too long. Bowdown told us he would be gone for a few days in advance, so we don't have to wait for him.

EDIT: Still, I suppose it's been a while. I'll give him three turns to return (including the next one), and then detonate. So, Monk might want to consider that. :P
« Last Edit: January 22, 2011, 08:45:53 pm by Gatleos »
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 20: Wait for MEEEE]
« Reply #234 on: January 22, 2011, 09:30:32 pm »

Bowdown will be 'sploded after this turn and two more. Until then or when he returns, he's a kamikaze NPC. All players in favor of an open player slot post actions quickly! Or, y'know, kill him. Jerks.

**********~
Turn 21
**********~


META TURN:

Medi-bot is here to help! MEDI-BOT

Goals
Find the keycard stations.

Current Soundtrack
Dynamo Core

Actions
RW: Ask the GM what level clearence we currently have. Examine Metal Bars viability as a weapon.
(...) "CURRENT SECURITY CLEARANCE LEVEL FOR PARTY 364 IS LEVEL 0: WHITE."
You look at the metal bar in your hand. It's got a barb on the end! Still not an ideal weapon for fighting robots armed with long-range laser weaponry, but it'll do for now.
Meta: Examine the MYSTERY DOOR
(...) You examine the side corridor at the back of the room. There's a door back here, covered with blue circuitry. Above it is a sign: "Ship Records".
Meta: Walk down towards sector 1
(...) You head down the hall past the sector 1 sign and around a corner. Before you is a hallway whose walls glow dimly as streaks of light move in seemingly random patterns on its surface. You can see a junction at the end of the hallway and two signs: "Command Center (Sector 1)", and "Main Deck Mech Storage (Sector 2)".
Meta: Look around the room, which I will name Vera.
(...) Looking around, you notice that you seem to be in some sort of large circular room. You are surrounded on every side with large shimmering windows. Hmm... must be some kind of observation deck.
Quote from: bowdown2q
NPC'd (KAMIKAZE)
(...) You give Monk a noogie! That'll teach him.

Status

Player: dermonster
Name: Derek L.
Occupation: Video game Developer/designer.
Currently: Healing.
Inventory: Explosive Collar | Jumpsuit | Splint | Bottle of Painkillers | Metal Bar | Mecha-spider (commanding)
Wounds: Heavy Bleeding
Abilities: Code Expert | Neckbeard | NERD RAEG

Player: Frelock
Name: Frederick Stephonavich
Occupation: Actuary (Knowing probabilities of things)
Currently: Standing in sector 1.
Inventory: Explosive Collar | Jumpsuit | Medical Scalpel
Wounds: Missing Arm
Abilities: Uncanny Prediction | Actuary's Lament | Tweak the Odds

Player: monk12
Name: Monk
Occupation: Troper
Description: Characteristically wears nice hats. Top hats, pirate hats, fedoras, you name it. Hopefully still has one in his possession.
Currently: Being carried around by Paulie.
Inventory: Moist Top Hat | Explosive Collar | Jumpsuit | Frag Grenade x3 | Plasma Rifle
Wounds: Broken Finger | Broken Leg x2
Abilities: Applied Phlebotinum | TV Tropes Will Ruin Your Life | MacGyvering

Player: HighEndNoob
Name: Kyle Hammers
Occupation: Janitor
Currently: Standing... somewhere.
Inventory: Explosive Collar | Jumpsuit | Mop | Floor Buffer | Rubber Gloves
Wounds: None
Abilities: That's The Power of Pinesol, Bitch! | Clean Freak | Custodial Might

Player: bowdown2q
Name: Paulie
Occupation: "Protection"
Description: My friend, it would be best... if you didn't know, capiche?
Currently: Carrying Monk, giving noogies.
Inventory: Explosive Collar | Jumpsuit | Hand Cast | Box o' Gauze | Stimpak
Wounds: None
Abilities: Blackhand | Dumb Muscle | Go For Broke


Locations



Maintenance Deck 3

EARTH!

Elevator Controls

Interrogation Room 7E-365 (Deck M3): You were all shackled to chairs in here when you woke up. The door has been dropkicked off its hinges. There's circuitry on the walls, a row of monitors, and a row of 5 chairs.

Medical Bay (Deck M3): It's got a ton of medical supplies, a surgical table, and a medical robot.

Janitor's Closet (Deck M3): Full of precious cleaning supplies!

Central Medical Bay (Main Deck): The main medical bay.

Cryogenics and Prosthetics Lab (Main Deck): It's in the central medical bay. Sounds interesting.

Hangar (Hangar Bay): A huge room used to receive smaller ships. Its contents have been sucked into the vacuum of space!


Spoiler: INITIATING RTD ROUTINE (click to show/hide)
« Last Edit: January 22, 2011, 09:40:18 pm by Gatleos »
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Dermonster

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 21: Goodbye, Westport!]
« Reply #235 on: January 22, 2011, 09:34:11 pm »

RW: Me and mecha spider investigate sector 6 hallway and beyond.

FW: Go down and pump the pilge. Try to use my magic to at least make the water less viscous, so as to make it flush out easier. (I assume bilges have pumps to drain water outside the ship?)
« Last Edit: January 22, 2011, 09:35:42 pm by dermonster »
Logged
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.

HighEndNoob

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 21: Goodbye, Westport!]
« Reply #236 on: January 22, 2011, 10:51:07 pm »

Meta: Look out all the windows of the Vera Observation Center

Fantasy: Climb the Harpoon cord onto the boat.
« Last Edit: January 22, 2011, 10:52:41 pm by HighEndNoob »
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.

monk12

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 21: Goodbye, Westport!]
« Reply #237 on: January 23, 2011, 12:17:19 am »

Wow, this is odd- a plan went about as I expected it to. Truly this is an ill omen.

Meta: Take Paulie with me to the Blue Teleporter, and go through it. Him first.

Fantasy: Help HighEndNoob aboard the Borealis, then take over Sailing duties. Ponder what adventures await.


Hopefully the ships records will warn us about the Deadly Neurotoxin Emitters hidden around the ship.

Gatleos

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 21: Goodbye, Westport!]
« Reply #238 on: January 23, 2011, 03:45:41 pm »

(I assume bilges have pumps to drain water outside the ship?)
Yup. That's what those... erm, candy cane-shaped things are.
Meta: Take Paulie with me to the Blue Teleporter, and go through it. Him first.
The only reason HighEndNoob was able to use those was because he kicked it and it malfunctioned. You've got to find the other one first.
Logged
Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
Gat HQ (Sigtext)
++U+U++ // ,.,.@UUUUUUUU

Frelock

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Re: Roll To Roll To Dodge: A Meta-Adventure [Turn 21: Goodbye, Westport!]
« Reply #239 on: January 23, 2011, 05:41:28 pm »

Hopefully the ships records will warn us about the Deadly Neurotoxin Emitters hidden around the ship.

When I said "deadly neurotoxin," the "deadly" was in massive sarcasm quotes. I could take a bath in this stuff. Put in on cereal, rub it right into my eyes. Honestly, it's not deadly at all... to me.

Meta:Continue towards sector 1

Fantasy:See if there's any manuals on sailing around here.
Logged
All generalizations are false....including this one.
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