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Author Topic: CvRTD: End Of The Line  (Read 199304 times)

Ze Spy

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #195 on: March 05, 2011, 08:22:28 am »

-3 to movement?
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Ahra

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #196 on: March 05, 2011, 11:01:56 am »

i was thinking something like Heavy armor and slip = *blubblubblub*dead*
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Zako

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #197 on: March 05, 2011, 09:57:46 pm »

Perhaps you guys should have bought a rope or something? Also, how are you all going to see in the dark?
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Krath

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #198 on: March 06, 2011, 02:20:02 am »

Perhaps you guys should have bought a rope or something? Also, how are you all going to see in the dark?

Rope?

Lamp oil?

BOMBS?

Its yours my friend!

As long as you have enough Rupees...
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Jizzar sounds some kinda celestial object made of jizz~
Like a quasar or something~

SeriousConcentrate

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #199 on: March 06, 2011, 02:44:39 am »

BUY SOMETHIN' WILL YA!

Dwarmin, no opinion on which way to go? Also, I'll go ahead and tell you what Wymar senses: the eastern route is faster but much more dangerous, while the southern route holds less monsters but has a connection to what Elizabeth was up to. Either way, I'll do the turn tomorrow, it's getting late.
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Dwarmin

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #200 on: March 06, 2011, 10:40:06 am »

BUY SOMETHIN' WILL YA!

Dwarmin, no opinion on which way to go? Also, I'll go ahead and tell you what Wymar senses: the eastern route is faster but much more dangerous, while the southern route holds less monsters but has a connection to what Elizabeth was up to. Either way, I'll do the turn tomorrow, it's getting late.

OOC: I would take the more faster+dangerous route, which is EAST
The more we fight the stronger we get, simple as that...I also wouldn't want to make the guys on the waiting list bored. :)
Also! Can you bump up my Exorcism skill a bit SeriousConcentrate. Maybe add +damage along with the + 1 hit? It's sort of weak for 1 skill point, being that it only affects certain enemies-that being ghosts, or possessed objects. Krath just got his rapier balanced for +1 hit to everything for his bonus skill, I mean.  :(

There's no going around this my friends-what time we woulc save on the easy path will be repaid to us in the end. I feel we should take the darker road...

Before he leaves, Friar Greenmoore is going to try and buy, beg, borrow or steal the following items...
-A 2 foot White Ash Stake (for impaling vampires)
-A bag of salt (a line of salt on the ground traditionally is defense vs certain supernatural creatures)
-Drawing Chalk (for recreating runes and defense glyphs we might find)
-A waterproof oil lamp, with extra oil!
-Sturdy rope+grappling hook


« Last Edit: March 06, 2011, 11:15:54 am by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Ahra

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #201 on: March 06, 2011, 12:04:04 pm »

buys a ton of grenades.(water resistant grenades. i dont want any ´´your grenades are soaked´´ shit)
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Dwarmin

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #202 on: March 06, 2011, 01:22:55 pm »

buys a ton of grenades.(water resistant grenades. i dont want any ´´your grenades are soaked´´ shit)

Or "Your grenade explodes in your hand! All the skeleton warriors drop their weapons and begin to laugh at you!"
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Ahra

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #203 on: March 06, 2011, 01:47:09 pm »

then i would bash them to death with my cross.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Darvi

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #204 on: March 06, 2011, 02:12:10 pm »

Buy ten foot poles. And lots of em. And rations.
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Dwarmin

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #205 on: March 06, 2011, 02:55:20 pm »

Buy ten foot poles. And lots of em. And rations.

Well...Seriousconcentrate hasnt said anything about us needing to eat yet, or sleep, but then again we're in a village now.
Until further word, I'm gonna assume we carry whole cooked turkeys that magically never go bad in our packs.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

SeriousConcentrate

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #206 on: March 06, 2011, 03:40:55 pm »

The stake and grenades are in subweapon territory, so that'll be a no-go. As for the rest, Dwarmin's got the right of it. Your guys have unlimited storage space and pretty much no need of food or water - except for healing purposes, of course. Besides, turkey never goes bad, even when hidden in bricks and left inside a wall for who knows how long. :P Anyway, about your exorcism skill, I have two ideas. Would making it so you can't Massively Fail attacks against ghosts be alright? (It would mean ghosts can't counter you if you rolled a 1 on your damage roll against them.) The other one is making it so they can't possess you. I'm going to ahead and run the turn, just let me know whether you want either of those or the +1 damage.

GENERAL

The group heads to the general store to make some last minute preparations before they leave for the castle. When asked about grenades and stakes, the shopkeeper merely looks confused, but he does bring out the requested 10-foot pole for Wymar and the other supplies that Greenmoore asked for. "Will there be anything else?" he asks the group. (Giving everyone else a chance to request one or two items) Once their business was settled, the party set out for the eastern entrance. The time was almost noon when they saw the first bridge in the distance. Near it was a small shack, presumably used for toll-keepers.

(Wymar Sane gets: 10-foot pole!
Friar Greenmoore gets: A waterproof oil lamp, with extra oil!
Friar Greenmoore gets: Sturdy rope+grappling hook!

The salt and chalk won't really do anything mechanically speaking, but if you want to have them you can.)
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SerCon Shorts: This Is How You Do It - Twenty-three one minute or less videos of random stupidity in AC:U, Bloodborne, DS2:SotFS, Salt & Sanctuary, and The Witcher 3.

Ahra

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #207 on: March 06, 2011, 03:44:09 pm »

hello good man what is the toll to cross the bridge?
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Dwarmin

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Re: Roll to Castlevania: Turn 15 [In which the path is split]
« Reply #208 on: March 06, 2011, 04:23:18 pm »

Friar Greenmoore stands still and looks extra solemn

OOC: Well, Ill have those other items RP wise then.
For my skill, I'll take the "can't Massively Fail attacks against ghosts"
Everyone remember to take your 2 general store items. Be creative! Extra lantern+fuels at least...lol
« Last Edit: March 06, 2011, 04:25:13 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Zako

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Re: Roll to Castlevania: Turn 16 [In which the path is chosen]
« Reply #209 on: March 06, 2011, 08:30:44 pm »

Good man, those items will surely help you later on.
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