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Author Topic: Roll to be in a Hut: Turn 20  (Read 15983 times)

cerapa

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Re: Roll to be in a Hut: Turn 14
« Reply #150 on: January 06, 2012, 02:29:02 pm »

Turn 14

WarthogDriver/The FLYING SQUIRREL [4]
The Flying Squirrel attempt to telephatically communicate with the humans. It does not work as telepathy is quite hard, especially when you are a squirrel. A flying squirrel, but a squirrel none the less. He then throws pine cones and stuff at the humans as an attempt at a distraction. This works better than telepathy and gives them a -1 to paying attention for 1 turn.

freeformschooler/Smathers [4] [LOLNOPE]
Smathers attempt to summon a bigger bear. He does not have any magical powers of any kind, and as such, fails. To any onlookers his attempt at casting looks like he was constipated. Smathers attempts to cast very, very hard. His face goes red and then he falls over. Utterly humiliated in front of everyone. Even those who are not with him could see it through their mental link. He gets up again.

Sinpwn/Max [2]
Max attempts to bite a human in the family jewels, but he gets distracted by the pine cones that The Flying Squirrel was throwing. Instead he bites into a tree and takes [1d6=4] damage.

Maxinum McDreich/Skits [5]
Skits looks around for weapons and armour. He finds....quite a lot of things. [5] A stick+2[1d8], [6] a large log+1[4d4][Heavy as shit:-3, affects crit wins], [6] another log, as might be expected from a forest, [5] an exceedingly cute bowtie[+1 to cuteness, -1 to scaryness], [3+1] some healing meat and [2+1] some paper. There is always paper isnt there?

*The forest is now out of items except for those that could generally be found in a forest. And paper. There is always paper.

Dwarmin/Drivvers [4]
Drivvers constructs a shrine to the God-Bear-King out of sticks and stones. And all the paper that is lying around everywhere. It is quite frankly, shitty. But it could be counted as a shrine by someone with poor eyesight.

Hunting parties [6]
The hunting parties finally decide to attack Max. One hunter apparently has a claymore and deals [4d6=13] damage to Max, leaving him with only 3 HP. However that hunter was simply the fastest. They all jump on Max, but all attempt to attack at the same time. Their weapons all lock up in an odd way, making attacking impossible on the next turn and the distracted archers fire at their own allies for 1d12 damage a shot. Many knees get arrowed and many adventuring days end.

Bear [1]
The bear does not awaken. It in fact, sleeps quite soundly, unaware of the animals surrounding it. However in its sleep it slashes at an imaginary fish. Unluckily this imaginary fish filled the same space as [1=Smathers 2=Crass = 1] Smathers and he takes [1d6-2=1] damage.

Tiruin/Crass [Initiative modified for this turn] [6]
Upon seeing that the bear isnt actually awake, Crass attempts to realchemize a green potion. He suceeds at giving it a new effect, but at what cost?! Quite a small one actually, considering his traits. It acts as a potion of clarity, giving +1 to hit and see, but giving the drinker insight to his own failures, dealing 2 damage[1 in his case] to him whenever he fails.


1.freeformschooler
Spoiler: Smathers (click to show/hide)

2.Dwarmin
Spoiler: Drivvers (click to show/hide)

3.Maxinum McDreich
Spoiler: Skits (click to show/hide)

4.Tiruin
Spoiler: Crass the Deathbringer (click to show/hide)

5.WarthogDriver
Spoiler: *Unknown* (click to show/hide)

6.Sinpwn
Spoiler: Max (click to show/hide)

Spoiler: Common pool (click to show/hide)

Apparently Sinpwn has a knack for taking large amounts of damage.
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freeformschooler

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Re: Roll to be in a Hut: Turn 14
« Reply #151 on: January 06, 2012, 02:36:19 pm »

Okay, screw it. Bite the bear's tiny tail off.
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Dwarmin

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Re: Roll to be in a Hut: Turn 14
« Reply #152 on: January 06, 2012, 02:44:18 pm »

Action: Pray to the Bear-King-God for mercy, becoming his disciple! Mercy for myself. He can eat everyone else...
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 14
« Reply #153 on: January 06, 2012, 02:52:36 pm »

Ok, found the common pool, awesome.

Go to a high tree, climb up and survey land, looking for the others. Also, put that embarassing bow tie into the common pool! What if a potential mate saw me with THAT?
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Sinpwn

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Re: Roll to be in a Hut: Turn 14
« Reply #154 on: January 06, 2012, 03:13:03 pm »

Eat two healing meat. Retry the eldrich abomination act, bonus points for speaking cthulean.
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WarthogDriver

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Re: Roll to be in a Hut: Turn 14
« Reply #155 on: January 06, 2012, 03:39:08 pm »

Move to a tree glowing larger items that may cause damage such as a tree that grows daggers, they always worked well on the tiger, then to proceed to throw them at the humans.

Mechanic suggestion:
Spoiler (click to show/hide)
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cerapa

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Re: Roll to be in a Hut: Turn 14
« Reply #156 on: January 06, 2012, 04:04:04 pm »

Mechanic suggestion:
Spoiler (click to show/hide)
That would require determining both where you are hitting someone and what the effect of crippling that part would be. Basically I am too lazy to do that. Might start doing this at some point, but at least not right now.

I have already been giving enemies status effects though. It doesnt make the least difference whetever an enemy deals infinty+1 damage and has 4 million HP or if it is a small bug with 1 HP. Giving status effects is exactly as hard in pretty much every case. Unless I give them bonuses against that of course.
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Tiruin

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Re: Roll to be in a Hut: Turn 14
« Reply #157 on: January 06, 2012, 08:41:40 pm »

Attack the bear! While it sleeps!
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cerapa

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Re: Roll to be in a Hut: Turn 15
« Reply #158 on: January 08, 2012, 01:00:15 pm »

My brother was having a birthday party yesterday, so had some guests around and my cousin was playing Skyrim(pretty well for an 8 year old I guess, managed to kill a dragon), so I didnt have an opportunity to update.


Turn 15

freeformschooler/Smathers [6]
Smathers bites the sleeping bears tail for [1d6-2=1] damage. The bear instantly jumps from its sleep and gains initiative.

Bear [5]
The bear [1=Smathers 2=Crass = 2] attacks whatever it can see, which happens to be Crass. The bear mauls him for [3d5=11] and he survives with 1 HP.

Dwarmin/Drivvers [1]
Drivvers prays for mercy. Lots of mercy. It is answered in the form of his necklace starting to glow and projecting protective fields around Drivvers. And the bear too. They both now have +2 DR until the necklace runs out of juice or it is deactivated.

Maxinum McDreich/Skits [6]
Skits climbs up a tree to observe all. He sees Drivvers, Crass and Smathers near a cave with a bear in it. And Max and The Flying Squirrel fighting humans. Basically everyone is fighting and there is an army coming in from the north. They also appear to be fighting.

Sinpwn/Max [6]
Max tries to act like an elder god again. It doesnt work...quite as well as before. His attempts at speaking cthulean fall quite flat, plus its quite hard to make unnatural sounds that are not be spoken by anyone, much less chihuahuas and he takes [1d3=1] damage from the effort. The people are scared though, you can be certain of that. They take a -1 to everything, cause being scared has that effect sometimes.

He also ate some meat in an entirely non-retroactive manner. He healed [2d6=6][2d6=8] HP and used up 2 healing meats.

WarthogDriver/The FLYING SQUIRREL [2]
The Flying Squirrel jumps around looking for a tree that grows daggers. He finds none and takes [1d4=2] damage from falling off the trees and forgetting to fly.

Tiruin/Crass [5]
While the bear no longer sleeps, Crass attacks it anyway. He deals [1d6-(4/2)=4] damage to the bear, bypassing half its armour. Its all in tthe swing and being horribly maimed and injured.

The Hunting Parties [6]
The hunters are unable to attack and try to heal themselves. They patch up a few wounds, but end up leaving their lines open and easy to escape from[-1 Surrounding].


1.freeformschooler
Spoiler: Smathers (click to show/hide)

2.Dwarmin
Spoiler: Drivvers (click to show/hide)

3.Maxinum McDreich
Spoiler: Skits (click to show/hide)

4.Tiruin
Spoiler: Crass the Deathbringer (click to show/hide)

5.WarthogDriver
Spoiler: *Unknown* (click to show/hide)

6.Sinpwn
Spoiler: Max (click to show/hide)

Spoiler: Common pool (click to show/hide)

Bear
Spoiler: Bear (click to show/hide)

Everyone knows bears are stronger than basement tigers. Way stronger. And you know whats stronger than bears? Hunters. And whats stronger than hunters? Armies. Theres always something bigger out there. You could be just walking around, minding your business, and the next thing you know, you are crushed by a giant fish.
EDIT: Fixed.
« Last Edit: January 08, 2012, 01:31:49 pm by cerapa »
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WarthogDriver

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Re: Roll to be in a Hut: Turn 15
« Reply #159 on: January 08, 2012, 01:04:02 pm »

Vacate the area by walking (abusing free moves ftw) go towards the sound of the army, If I find it stay out of sight.
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Sinpwn

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Re: Roll to be in a Hut: Turn 15
« Reply #160 on: January 08, 2012, 01:06:59 pm »

Escape from the hunters! South! Circle back around north after they are lost!
« Last Edit: January 08, 2012, 02:21:47 pm by Sinpwn »
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 15
« Reply #161 on: January 08, 2012, 01:11:25 pm »

...
3 of us fighting a bear.
2 of us fighting hunters, though granted, our 2 are running (in opposite directions, genius! Oh, and Max didn't eat a meat)
And we have a nice large army coming from the North... and they ALSO appear to be fighting?


Well, safe loot can be gained from a dead army. Go in the direction of the army, staying out of sight but keeping an eye out for any loot (specially armour/small weapons) from the dead.
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cerapa

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Re: Roll to be in a Hut: Turn 15
« Reply #162 on: January 08, 2012, 01:27:57 pm »

Oh, and Max didn't eat a meat
Oops.

Thats going right in.
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freeformschooler

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Re: Roll to be in a Hut: Turn 15
« Reply #163 on: January 08, 2012, 01:37:16 pm »

I have a bad feeling about this.

Smathers betrays his comrades and flees to the north.
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Dwarmin

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Re: Roll to be in a Hut: Turn 15
« Reply #164 on: January 08, 2012, 07:19:09 pm »

Drivvers was prepared! Drivvers betrays Smathers before Smathers he can betray Drivvers who was about betray Smathers anyway.
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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."
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