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Author Topic: Roll to be in a Hut: Turn 20  (Read 16326 times)

freeformschooler

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Re: Roll to be in a Hut: Turn 8
« Reply #90 on: December 31, 2011, 01:13:15 pm »

Why did nothing happen if I rolled a 6?
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Sinpwn

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Re: Roll to be in a Hut: Turn 8
« Reply #91 on: December 31, 2011, 02:31:12 pm »

Eat the corpse for breakfast, see if it can be cooked over one of the more tame pieces of the burning house.
Take the 5 hp
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Dwarmin

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Re: Roll to be in a Hut: Turn 8
« Reply #92 on: December 31, 2011, 02:44:06 pm »

I'll take 1 DR.

Action:Search the Forest for nuts and berries!
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Dave1004

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Re: Roll to be in a Hut: Turn 8
« Reply #93 on: December 31, 2011, 03:19:31 pm »

I'll take the mid-range item...Something that allows me to make potions.

Curse the gods at my bad luck for finding potions, and do something useful, like...go outside.
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cerapa

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Re: Roll to be in a Hut: Turn 8
« Reply #94 on: December 31, 2011, 05:58:17 pm »

Why did nothing happen if I rolled a 6?
Thats the search roll. 6-s positive effects are identical to a 4, but it comes with damage, which I didnt count since all of you are healed anyway, even though I forgot to update your stats.
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WarthogDriver

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Re: Roll to be in a Hut: Turn 8
« Reply #95 on: December 31, 2011, 06:45:10 pm »

Melt down the corpses nails to make glue to use on Claire, ( That is how it works right?) while the glue melts tear of some of the corpses meat and cook it until the juices run clear, (Don't want food poisoning right?)  make enough for everyone and preserve any left over. 

I'll take the extra 5 hit points.
« Last Edit: December 31, 2011, 06:50:19 pm by WarthogDriver »
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freeformschooler

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Re: Roll to be in a Hut: Turn 8
« Reply #96 on: December 31, 2011, 08:14:40 pm »

Eat the corpse along with Max. I'll take the item.
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cerapa

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Re: Roll to be in a Hut: Turn 9
« Reply #97 on: January 01, 2012, 02:12:12 pm »

Turn 9

Sinpwn/Max [5]
Max cooks the dead hermit on the burning hut. However he cant resist the succulent hermit meat and takes a nibble, getting not getting food poisoning cause he is a dog. In total he made [2d3=3] healing meats[2d6 healing]. Healthy, but tastes rather bad because there is absolutely no salt. It is best not to think about the weirdness of eating the cooked former location of your soul.

Dwarmin/Drivvers [4]
Drivvers looks for nuts and berries, and finds some hallucinogenic berries. How he knows that they are hallucinogenic is simple. He fed them to snail and it started singing. In other news, this forest is weird.

Dave1004/Crass [3]
Crass feels like he should go outside. But he cant be bothered and sits comfortably in the tree stump. The rotten wood is just too comfortable. Or is that just the alchemy set[allows alchemy without explosion roll] that the hermit has apparently stashed in the tree stump? [Your item has been delivered]

WarthogDriver/The FLYING SQUIRREL [2]
In an attempt to make glue, the Flying Squirrel tries to melt some nails. He does not notice they are his own and takes [1d6=4] damage. He cannot cook any more meat because Max already cooked it all. Which means he threw the entire thing into the bonfire and later chewed out what parts werent completely charred.

freeformschooler/Smathers [4]
Smathers eats a part of the charred hermit corpse, because he simply does not care. He digs into the dead charred magical healing hermit until he reaches the hermits stomach and finds that it contains some miniature armour[2 DR]. This is once again one of those situations where you shouldnt think about it too much. [Your item has been delivered], he also finds [1] a bomb. Perhaps it is best to just turn ones brain off.


[2]
It doesnt get warmer like one might expect, but gets even colder. The wind gets faster and even penetrates into the deep forest. The sudden cold breeze puts out the burning hut. If this weather keeps up, you might expect to have to find a warmer and more sheltered place.


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

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

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

4.Dave1004
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)

Note the common pool up there. As you do not have hammerspace inventories or pockets or anything of the sort, you are basically taking turns dragging everything around. Personal inventories are for things you are keeping to yourself and not letting anyone else even look at, and equipped items.

The weather roll has now provided a short-term goal. Thank you, weather roll.

And just as a note, if you do not give an action, or give one that is an autowin(gonna have more of these now. Its not fun having everyone walk into walls all the time.), I will just make something up unless you get a 3.
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Dave1004

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Re: Roll to be in a Hut: Turn 9
« Reply #98 on: January 01, 2012, 02:15:56 pm »

:( I don't like my present! Curse you, Santy Paws!...

Crass will scrounge around for alchemical supplies, or really anything that's edible, and possibly magical. Fairy's dust, Pheonix Ash, Root of Mandrake, Frost Bloom, whatever. There will have to be SOMETHING in this cabin. Store it all away! Whatever you can't carry, make something with it!
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Dwarmin

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Re: Roll to be in a Hut: Turn 9
« Reply #99 on: January 01, 2012, 02:17:30 pm »

Actions: Drivvers gathers the hallucinogenic berries in a bowl shaped depression, lights them up with a warm ember from the hut and takes a spirit journey to plot shaped lands...
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freeformschooler

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Re: Roll to be in a Hut: Turn 9
« Reply #100 on: January 01, 2012, 02:19:03 pm »

Smathers eats a piece of healing meat and then goes off to scout out a warmer place to rest, perhaps a cave of some sort.

Also, Dave, you could try combining two potions, I suppose.
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cerapa

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Re: Roll to be in a Hut: Turn 9
« Reply #101 on: January 01, 2012, 02:21:05 pm »

:( I don't like my present! Curse you, Santy Paws!...
If you like blowing yourself up, then I can get you something else.
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freeformschooler

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Re: Roll to be in a Hut: Turn 9
« Reply #102 on: January 01, 2012, 02:22:57 pm »

Oh, yeah, appending this to my action if I can do all three in one turn:

WEAR THE BRACELET.

If not, do the previous two things.
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Dave1004

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Re: Roll to be in a Hut: Turn 9
« Reply #103 on: January 01, 2012, 02:24:55 pm »

Not a bad idea, freewizardface! I might try that! I actually kinda like my gift now..Hmm. Yeah, I'll keep it. No explosions is a bonus for me!
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SeriousConcentrate

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Re: Roll to be in a Hut: Turn 9
« Reply #104 on: January 01, 2012, 02:25:28 pm »

:( I don't like my present! Curse you, Santy Paws!...
If you like blowing yourself up, then I can get you something else.

Give him one that TRIPLES his chances of blowing up... but maybe produces better than normal items when it does work? (Just here to stalk Dwarmin request a waitlist, I'll make a character when I get in :P)

@Ninja Dave: Thanks for ruining my poor joke/suggestion thing. :C
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