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Author Topic: Roll to be in a Hut: Turn 20  (Read 15979 times)

Tiruin

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Re: Roll to be in a Hut: Turn 15
« Reply #165 on: January 08, 2012, 10:02:18 pm »

Uhh...Flee as the two betray each other, otherwise: Defend Smathers!
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cerapa

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Re: Roll to be in a Hut: Turn 16
« Reply #166 on: January 09, 2012, 03:30:03 pm »

Turn 16

Dwarmin/Drivvers [5][+1][modified initiative][planned]
Drivvers begins his master plan, which involves running away before everyone else. And truth be told, he was literally the first to run away. As in, the entire universe got its turn pushed back. In his betrayal he follows Smathers' plan and runs north and finds that no-one is moving because its Drivvers turn. [Drivvers has 2 turns next update.]

He finds a battlefield. There is fighting between heavily armored humans wearing platemail and such, and apparently trees. Walking trees. Trees that have eyes. It bears repeating that this forest is a strange place.

*Bonuses are now counted into all results. As such, rolls of 5, 1 and 6 are better with bonuses. This does not change the fact that 1s and 6s have bad events. In these cases, only the good effect is increased.

Bear [5]
The bear attacks Crass' lone hitpoint for MASSIVE DAMAGE. Well, actually, the universe couldnt be bothered to track how much damage the bear did. Crass is dead anyway. Unless we would go for mauling a corpse, but thats simply a bit macabre. As opposed to cooking a dead hermit who you share a soul with.

WarthogDriver/The FLYING SQUIRREL [4]
In a show of common sense, The Flying Squirrel takes the opportunity to take a walk. Towards an army. He follows the sound of battle and finds the Drivvers is already there...and looking kinda fuzzy around the edges. They are not noticed by the army nor the trees. The sentient trees I mean, the ones in the ground know EVERYTHING.

Sinpwn/Max [2+1+1=4][The magic of bonuses and penalties.]
Max makes a run for it. The hunters would in other circumstances easily have caught him, but they are quite tired from being scared by a dog and getting shot by their own archers. He first runs south, and then north to cover his trail. He soon arrives next to The Flying Squirrel and Drivvers.

Maxinum McDreich/Skits [4+1=5]
Skits runs towards the fighting and keeps a look out for dead soldiers. And finds some, its a battle, of course there are gonna be dead guys. He closes in on a particularly rich looking soldiers corpse while the trees around him pull themselves out of the ground and start walking towards the battle. Skits finds a bunch of stuff [Capped at 4 items for knight corpse, 2 potential find rolls wasted] [1][+1] first of all, the dead soldiers cuirass[5DR][Oversized, Heavy as shit, acts as shelter for 3], as a soldier might have that. [2+1] He finds a piece of paper, as is tradition. [4+1] A letter that seems plot revelant and [6][+1] a MAGIC RING OF BURNING OH GOD THE BURNING[???].

freeformschooler/Smathers [6][DM override for damage, cant be bothered, plot shit happening, its late, I have to read a book for school, have to bring in Feren]
Smathers runs after the others and arrives there shorty after having an argument with a rock, which Smathers won because of his fancy armour. It all in the clothes, man.

Tiruin/Feren [No roll]
Feren awakens and find himself in the middle of battle. Last thing he remembers is sitting in a cage in a hut, then escaping from a tiger and running for his life until he passed out in a clearing. At some point there was fire involved.

The Hunting Parties [No roll]
The hunting parties go home. They just dont give a crap anymore.


The letter reads as such:
"I must inform you of a an urgent matter. The cycle is repeating again, and the trees are coming to life. We expect to see the reincarnated phoenix any time soon as well. You must go to the Deep Woods and stop the tree onslaught from spreading. If you fail, we will be left at the mercy of the phoenix, and civilization will fall yet again. Our single victory last time was simply luck, we cannot hope for the circumstances to repeat themselves. If you fail, all will fall."


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: Feren (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)

Ooooh, dramatic.

EDIT: Forgot to add, Tiruin, just to speed things up, you have the HP/DR/item choice. Free levels yepyepyep.
« Last Edit: January 09, 2012, 04:09:14 pm by cerapa »
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 16
« Reply #167 on: January 09, 2012, 03:49:59 pm »

Turuin ought to get a second trait out of a choice of 3 like the rest of us aswell.

Ok... not sure Skits is entirely happy wearing a ring that in a way, says 'wear it and burn' but we shall see what it does. A part of Skits wants the forest to win, after all, he's a squirrel. But the rest of him knows that the forest will stand no chance against a pheonix, his arch nemesis...
Why the frick is he our arch nemesis again?
NO MATTER!
Humans have a greater chance...
THAT'S IT!
Whoever said that this pheonix had to die by my hands alone. So long as I can find a concieveable way of destroying this beast thoroughly and then find a way to get the humans to enact this... yes... that could work.

THINKING TOO FAR AHEAD!

Skits shall plunder more bodies. Some leather strapping that can be used as armour would be handy... and a dagger. A stick's lovely and all, but it's a stick, and a claymore's awesome but way too big!

(also, how did I get shielded?)
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cerapa

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Re: Roll to be in a Hut: Turn 16
« Reply #168 on: January 09, 2012, 04:08:11 pm »

Thats what happens when you open the same text file twice and update everyone on the different windows. Had some problems patching it together. That shielded is for Dwarmin.

Also, I first need to, you know, come up with traits.

Also, you arent wearing the ring. Things that you wear are specially marked as equipped. You are just dragging it around with you.
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 16
« Reply #169 on: January 09, 2012, 04:17:08 pm »

faaaan frickin... tastic...

well, I shall keep dragging it till I decide if I want to aid the humans or not. Particularly, I'll need to see if there is a body of water nearby too... just in case... but that'll be next turn.
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Sinpwn

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Re: Roll to be in a Hut: Turn 16
« Reply #170 on: January 09, 2012, 04:18:30 pm »

Root around the battlefield and try to find something that could act as tiny, tiny plate mail. Maybe some steel dentures as well, or something.
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WarthogDriver

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Re: Roll to be in a Hut: Turn 16
« Reply #171 on: January 09, 2012, 04:41:56 pm »

Use the glue, with or without permission and whatever he can find on the battlefield to UPGRADE CLAIRE, DUN DUN DUN!

Also, take no notice of the plot, even if the phoenix comes back to life, he can just migrate.
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Tiruin

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Re: Roll to be in a Hut: Turn 16
« Reply #172 on: January 09, 2012, 08:59:50 pm »

((Bah, was wishing Crass would do a small necromantic power before...umm, at least Smathers lives.))

Feren twitched his nose, and remembered.

Now he just had to find where he really was.

So he curiously wanders about, finding his location or anything useful.
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Dwarmin

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Re: Roll to be in a Hut: Turn 16
« Reply #173 on: January 10, 2012, 04:22:37 pm »

Drivvers use hyper turn!

Action 1: Steal something from the bears treasure chest. Cause he has one. :I
 
Action 2: Climb into the largest looking walking tree and make a fortress in it's branches! From the safety of my perch, rain nuts and acorns upon the enemy.
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freeformschooler

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Re: Roll to be in a Hut: Turn 16
« Reply #174 on: January 10, 2012, 04:27:16 pm »

Action: Smathers attempts to whittle down the large log using his claws and teeth, hopefully causing the -3 penalty to decrease.
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cerapa

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Re: Roll to be in a Hut: Turn 17
« Reply #175 on: January 12, 2012, 12:26:54 pm »

Busy over, book has been read. Dont have to go to school on friday. Lotsa free time. Time to roll.



Turn 17

Dwarmin/Drivvers [4][Modified initiative][Hyperturn]
It is still Drivvers turn. It doesnt really make sense, but somehow it is. He could most likely cause a time paradox, since he knows what will happen. Its still his last turn, and no-one has moved, even though they have.
Drivvers sits at the edge of the unmoving battle...and wonders to himself. That cave was awfully close to the hut, and even a tree stump was loaded with stuff. It only makes sense that there would be a treasure chest in that cave. And so, Drivvers takes a walk back. It is not the leaves turn to move, so they dont. Drivvers hears no birdsong, nor wind. He walks because it is his turn, and this is a free action, especially considering his trait. He strolls right into the cave and past the confused bear mauling Crass. He walks deep into the cave in search of a treasure chest.
And he finds it. A chest covered in silver markings and runes. [1] Drivvers could feel magic radiate from the chest. It is as if...nope, not magical, just very bad smelling. One of those smells that can make someone think a troll looks like a dragon and that a bear looks like a cute fluffy rabbit. Drivvers opens the chest, and finds a sphere of pure swamp[throwable, single-use, 1d3, hallucinogenic, rage inducing, gas]. Its just a green smelly orb, but looking at it simply makes it look like its pure conentrated swamp essence.

Notes: Halluginogenic removes friend-or-foe recognition. Rage inducing gives whatever bonuses make sense. Gas means it is powerful in cramped spaces, but useless in an open area.

Maxinum McDreich/Skits [2+1=3]
Skits is not happy with the loot. Armour and a dagger is what he wants. It is also what he cant find at the moment. He searches the outskirts of the battle, but no bodies. Trees drag themselves out of the ground around him, and yet no bodies. He looks into the battle itself, still no dead humans. The humans are holding strong, and destroying the trees. It is quite suprising considering they havent figured out they could just set the trees on fire, instead of using swords and stabbing them in the eyes.
But it does not matter, what matters is that there is no loot anywhere, no use for those traits yet.

Sinpwn/Max [2]
Max runs around looking for something. Anything that could protect him. And maybe some steel teeth, yeah, that would be awesome. But yet again, he finds trouble. Such is the life of scary chiuhuahuas. Never a break from almost dying. Or dying and getting revived. Its an interesting life, one must presume.
In his search, Max had stumbled right into the middle of the battlefield[in combat, not a free action to leave], where trees that were alive attempted to shake humans off their back, since the humans were attempting to stab them in the eye. A dangerous place to be.
A tree is particularly unbalanced, and is stumbling around uncontrollably. The human that stabbed it, had already jumped off and was awaiting the trees death. As its second-to-last action it stepped on Max, pushing him into the mud and crushing him for [1d6=5] damage. The tree then it did its last action, and fell on a human. Its all about priorities when its your last action.

WarthogDriver/The FLYING SQUIRREL [2] [pickpocket roll, so no Claire bonus]
The Flying Squirrel does not care for such silly things as phoenixes, which he is supposed to hate very much. Instead he wishes to upgrade Claire. There is just one problem, Max is carrying the glue. He runs after the chiuhuahua in an attempt to take what he believes to be rightfully his. He does not get what is rightfully his.
Instead he ends up in the middle of the battle along with Max, but loses sight of him.
The Flying Squirrel then attempts to look for materials, whih could be used to upgrade Claire. He does not get those either. In the end he decides to just follow a human and hope something falls out of its pocket. Instead something falls on the human, and the human falls on him. The Flying Squirrel is crushed for [1d6-1=0] damage. He happened to be crushed by the mans very fat butt, and it together with his meager bracelet armour managed to completely defend him from harm.

Tiruin/Feren [6][+1] [examining area as free action]
Feren wanders and wanders and wanders. He stares into the sky, at the ground, up at the sky again, wonders whetever he should look at the ground again. And then he decides to look in the middle, also known as in front of him. Trees are fighting humans and animals are getting crushed.
But for an objective look, Feren sees he is in a clearing in a forest. A deep forest. The forest is surrounded by mountains from the north, south and west, but there are none east. The humans appear well armed, and well fed. Not peasants by any stretch. There appear to be around 30 humans and 3 leaders who are shouting orders.
The trees on the other hand, look old and rotten, as do all the trees in this forest. They use their branches as hands and roots as legs. Cracks in their bark have turned into eyes. Any fruit and leaves they might have carried have fallen off. They do not seem to organize, and every tree does its own thing.
Feren then looks at the ground again. He might find something useful there. The humans had dropped a few things, and they might be good for something. [1][1][2] There are no particular items, only 2 metal shards[1d6], most likely having been broken off from the humans armour and a piece of paper. Feren, being inexperienced and thus unaware of the uselessness of paper, goes to look at it. On the way he stumbles on one of the shards and takes [1d4=2] damage. The plans of looking the useless paper are cut short.

Dwarmin/Drivvers [6]
The bear in the cave has by now mauled Crass and is incredibly confused when a rat suddenly comes from behind him and runs out of the cave. It is Crasses turn right now too, but it just isnt the same. On the way back to the battlefield, the birds sing and the leaves move. And the world is very much alive and moving.
Crass finally reaches back to where he came from. The battle rages in front of him, and he decides to do something stupid. A moving tree fortress would suffice for the stupid and awesome quotients. Drivvers then runs into the middle of the raging battle and attempts to climb one of the trees, but it reacts in time and throws him off. Drivvers takes [1d4-1=0] damage. His necklace had blocked his fall. It makes no sense, but it happened, so we must somehow alter our logic. Drivvers then gets up again. No tree would beat the rat that is afraid of everything. This time he is successsful. The tree attempts to throw him off, but Drivvers holds on. [4] Drivvers looks for a suitable place to build the fortress. The tree gave up trying and decided to conentrate on the humans. Drivvers found quite a good spot to make a treehouse, but then realized in horror that he has no materials. [Drivvers has now mounted a tree. There is a 33% chance that any attacks that would hit him hit the tree instead.]

freeformschooler/Smathers [2]
Smathers wishes to get a weapon and decides that the log would do nicely, if it only wasnt quite so heavy. He at first nibbles at it a bit. Then a lot. And then finally breaks it in two. He then eats the smaller half, simply out of habit of nibbling at the rest. The taste of wood is not at all similar to what he normally eats, and will stay in his mouth for months to come. Every bite of meat he eats will be filled with the taste of the half-rotten log he one consumed. Truly a curse of curses. But he did accomplish something. The weight of the log has been reduced by 1/3 to simply really heavy[-2, affects crit wins], but has also recieved a hefty downgrade to damage due to of the uncontrolled nature of the eating[4d4>3d4].


Humans: [2]
Trees: [5]
Having lost their 2nd person today, but the first one doesnt really count cause he was a mayor prick and a total dou...
Having lost their first person today, the humans lose quite a bit of morale. While before they had lost none, and killed many, now that someone had died, they were afraid they would be next. The trees notice this, and take advantage of it. They charge forth at the humans, and crush [1d5-1=0] humans. They had misjudged. The humans might have lost their morale, but they were just as willing to jump out of the way as before. Its not like they are suicidal.


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: Feren (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)

I wrote quite a lot this time, didnt I....
« Last Edit: January 12, 2012, 12:29:01 pm by cerapa »
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WarthogDriver

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Re: Roll to be in a Hut: Turn 17
« Reply #176 on: January 12, 2012, 12:35:41 pm »

Go to the outskirts of the battle, plan about upgrading Claire. Rough plan outline:
Step one: Find stuff to upgrade with.
Step two: Use the objects to upgrade Claire
Step three: ????
Step four: Profit!!


Once the plan is planned, upgrade the plan

« Last Edit: January 12, 2012, 12:42:38 pm by WarthogDriver »
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Dwarmin

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Re: Roll to be in a Hut: Turn 17
« Reply #177 on: January 12, 2012, 12:59:30 pm »

Action: Burrow into the trees 'head'! Find it's wooden brain and learn to manipulate it like some sort of horrifying parasite.
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Sinpwn

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Re: Roll to be in a Hut: Turn 17
« Reply #178 on: January 12, 2012, 01:14:19 pm »

Nom a healing meat, root around for some supplies again and try to regroup.
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Maxinum McDreich

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Re: Roll to be in a Hut: Turn 17
« Reply #179 on: January 12, 2012, 04:43:37 pm »

hmmm... no humans died this turn... (also, very enjoyable read ^^)

Skits shall plan searching for daggers/dirks and small armour!
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