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Author Topic: MTG Adventures RTD - End.  (Read 10769 times)

Nirur Torir

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #105 on: November 11, 2011, 09:19:59 am »

So let me get this straight- the guards left, leaving me (unconsious) alone with Kilthari?
They're just down the road, still in sight.

I waited a month for this. :P

Dwareval'il'ik surrenders! Tell them I'd make a very good slave, anyway. Non-standard game over?
Are you giving up completely, or are you hoping to escape at some point? You might win in a fight, as they're now exhausted.
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Dwarmin

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #106 on: November 11, 2011, 10:08:17 am »

Well, I'm all by my lonesome with my summons tied up in another room against four guys and no way to escape and I'm playing a cowardly character who sucks at fighting. I'm not quitting, but I've pretty much lost the game at this point.

I assume they will kill me, or take me prisoner and steal all my weapons and gold and cards, setting me back to square one. In either case, I won't really be able to play afterwards, unless you have something interesting planned.


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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."

Toaster

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #107 on: November 11, 2011, 11:57:43 am »

Even cowards, when backed into a corner with no obvious means of escape, can lash out at random.
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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.

hachnslay

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #108 on: November 14, 2011, 07:11:56 am »

Post-skyrim-poke.
This thing still alive?
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Nirur Torir

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #109 on: November 14, 2011, 06:07:07 pm »

Post-skyrim-poke.
This thing still alive?
I was giving Dwarmin some time to reconsider. Turn tomorrow regardless.
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Theifofdreams

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #110 on: November 14, 2011, 06:47:19 pm »

Someone new takes the stage. Shame. Dwarmin could at least have gone out humorously.

Dwarmin

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Re: MTG Adventures RTD - Turn 7, a diplomatic failure.
« Reply #111 on: November 15, 2011, 07:44:56 am »

You DO know I planned to stab my captors in their sleep and escape as soon as possible, right?

Hello, Kobold.  ???
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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."

Nirur Torir

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Re: MTG Adventures RTD - Turn 8. A premonition?
« Reply #113 on: November 15, 2011, 05:05:41 pm »

Remember: Bad rolls get you railroaded into unfavorable situations.

Dwareval'il'ik:
{3} vs {5}-1 - The slavers are briefly confused as the kobold claims it wants to be a slave. One of them shrugs and clubs it over the head.

When Dwareval'il'ik wakes up, {2} {4} she is locked alone in a sturdy iron cage. Some of the bars are slightly rusty, but far too strong for the small kobold to do anything with. She has nothing but a torn canvas sack converted into a shirt and a loincloth, and the cage seems to be locked with a secure padlock. There is nothing but a stone wall in reach of her cage, which is barely large enough for her to sit up in. Several other cages are in the room occupied by various races, amongst them her former minions. They seem to be sulking and ignoring her.

{3} A scarred, muscular, and angry looking man escorts a group of four youngish men into the room and gestures at Dwareval'il'ik. "Just got this one in. Doesn't seem worth training; might be good for a fight or two. Yours for ten gold." Three of the men whisper quietly to each other, while the fourth walks towards Dwareval'il'ik's cage. ((A {1} or a {2} would have been a loss. This is still likely to be a loss.))

Frelock:
{6}+1 vs {6} - Through the power of Conversation, Frelock manages to get the guards to loosen up a bit. They are now unlikely to kill him unless directly ordered to do so, or if they see him as a threat again.

Toaster:
{3}-1 - The unconscious elven knight dreams of summoning help and killing all the guards. He then goes on to cleanse the city of foreigners. Just after he succeeds, his dream self is surrounded by a dense purple fog of pure evil. He is enveloped by excruciating pain, and awakens with a severe headache to find himself being inspected by an imposing guard. His rank insignia is more elaborate than his fellows.

Irosus:
{1}-1 vs {3} Irosus turns to nonchalantly leave, but is blocked by reinforcements pointing halberds at his throat. "So, thought you'd help your friends here, eh?" They misunderstand his look of confusion, as bug facial expressions tend to be too subtle for humans to bother noticing. They quickly round up his followers as they try to slink away.

Toaster is bandaged up and dropped unceremoniously onto a horse-drawn cart. Frelock is escorted by a pair of guards, Irosus' minions by one each, and Irosus himself by seven. The group reaches a guardhouse, and {4}Kilthari instructs one of the guardsmen to report in while she seeks medical attention. After a few moments, a heavily scarred man in a well-worn yet polished guardsman's uniform appears. One of the guards awakens Toaster with smelling salt.

"So, you're the troublemakers." He looks over Toaster, Frelock, and Irosus calculatingly. He barely glances at the civilians cowering behind Irosus. "Picking fights with my men, using telepathy without a license, and conspiring against the governor." He glares pointedly at Irosus at the last accusation. "Normally I'd have the lot of you gutted, but the wife seemed to think I should do things different today, and I'm feeling generous. Perhaps I shall." He smirks and looks at the group expectantly.

It's mid afternoon.

Enemies:
No combats.

Spoiler: Dwareval'il'ik (click to show/hide)

Spoiler: Irosus (click to show/hide)


Spoiler: Frelock (click to show/hide)
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Dwarmin

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #114 on: November 15, 2011, 05:42:45 pm »

Try to convince the man I'm useful...!

OOC: I still have bricks in my inventory, lol. Is that intentional?
Also, leaving me out of the main player group, ouch. But keeping me alive and in suspense.
Love how everyone else gets a plot pass for...getting captured exactly like I was.

This is a pretty mean thing to do to me, Nirur. Was that your intention?
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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."

Nirur Torir

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #115 on: November 15, 2011, 05:52:27 pm »

Also, leaving me out of the main player group, ouch. But keeping me alive and in suspense.
You and Darvi were going to meet up, likely at the inn tonight. I've mostly been playing it by ear, although there is a planned plot now, rather then just an open world.

This is a pretty mean thing to do to me, Nirur. Was that your intention?
I intended for you to kill the people trying to capture you. If the roll goes well on your escape from these people, though, you could get ahead of where you were.
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Toaster

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #116 on: November 15, 2011, 09:46:36 pm »

Now definitely looks like a time to swallow my pride.


Apologize for causing trouble, pointing out that Kilthari is an outlaw from my people.  Otherwise, listen to him.


That's about as much as my elven pride would allow- buttering him up is out of the question.
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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.

Toaster

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #117 on: November 15, 2011, 09:49:24 pm »

Also, TOTALLY NOT PLOT RELEVANT DREAM
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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.

IronyOwl

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #118 on: November 16, 2011, 12:17:59 am »

"These workers were unclaimed and idle," Irosus said, "If you have laid claim to them, you should have kept them better secured."
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Frelock

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Re: MTG Adventures RTD - Turn 8. A Premonition?
« Reply #119 on: November 16, 2011, 03:50:04 am »

Frelock is somewhat confused.  Telepathically, he says to the chief, "Excuse me sir, but I'm...rather young.  What's a license, and how do I get one?"

Diplomisize my way out of that situation.
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