Quest for a Cure (GAL 7): Turn 46

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 16

Post by thinkslogically » Wed Oct 29, 2014 2:12 pm

Turn 16

Image

"ZZZZZZZZZZ... Rainbow Donkeys... ZZZZZZZZZZZZ"

William ducks under the spore cloud and grabs Righteous by the ears and hauls him out from the mushroom zone to sleep it off. He then heads back to the right.

The spore cloud doesn't dissipate, so Walks tries to get past the blue stuff. Unfortunately, it's rock solid.

Image

"aCk another rat... HAHAHAHaaaa........... well I guess you can have the ring.....Pahahaha!"

Drinks has a sudden craving for cheese, and heads towards the nearest yellow thing he can see.

Forges scoops up Drinks and removes the ring from his ear. Drinks transforms straight back into a goblin and pops the ring into his inventory.

Forges then heads back up the ladder and creeps over to the edge again. The three creatures appear to be arguing now.

-------------------------------

INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 1
HP: 4/6

Items:
  • Shortbow (ranged)
  • Arrows (x3, +1 ATT)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Vial of spider venom: Can be applied to weapons or added to potions.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Length of Rope
  • Healing Salve (+2d3 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Ring of Unquenchable Thirst: Cursed Item (cannot be removed). The wearer must drink every turn.
[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 5/5

Items:
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic), currently full of Mystery Mushroom Spores
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 2/3 charges (and will recharge automagically on return to the GAL)
[tabs: Righteous]

Stats:
ATT: 4
DEF: 2
HP: 3/5

Items:
  • Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.
  • Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))
  • Battle Standard
  • 2-handed shield (+1 DEF)
  • Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
  • Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP
  • Helmet (+1 DEF)
  • 1 Length of rope
  • 1 Length of rope with a pirate hook on the end
[tabs: Drinks]

Stats:
ATT: 2
DEF: 1
HP: 3/5

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
  • Empty pouch: x3
  • Pouch of mushroom spores
[tabs: Forges]

Stats:
ATT: 3
DEF: 2
HP: 4/6

Items:
  • Human? bones: Taken from 2 skeletons
  • 4 dead rats (small)
  • 2 dead rats (medium)
  • Preserved Human Ear Necklace
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs].

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kida
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Re: Quest for a Cure (GAL 7): Turn 7

Post by kida » Wed Oct 29, 2014 3:08 pm


Drinks
climbs to join Forges.

"What is the plan to take down these guys?"

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 16

Post by ChuckDaRighteous » Wed Oct 29, 2014 3:15 pm

"ZZZZZZZZZZZZ... evil dungeon masters... ZZZZZZZZZZZ"
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 16

Post by GathersIngredients » Wed Oct 29, 2014 4:42 pm

If the cloud settles: Walks climbs down carefully not to send more spores flying, moving right, joining the others, if she can climbing onto the ledge.
If the cloud stays, Walks will: try to get/knock a chunk of the blue stuff (preferably from the floor) loose, using any means she has (e.g. knockback axe). If succeessful, examine blue stuff closer, if she can pass now, do that, if she can't pass and the blue stuff doesn't seem valuable or useful, try to throw it into the pool (for science!). (the throwing ONLY if no egg/orb is in the bit she got loose)
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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Patdragon
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Re: Quest for a Cure (GAL 7): Turn 16

Post by Patdragon » Wed Oct 29, 2014 7:13 pm

"hmm... William wand would be useful verses the big one, along with the spores that have been collected. For the moment I think its is wise to wait, watch and stay hidden."

watch and see if i can gain any useful information given their actions like whos in charge, who seems most intelligent from body language.
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 16

Post by thinkslogically » Sat Nov 01, 2014 5:02 am

Next update will be on Monday, the GAL HQ took way too long this morning and I've got to head out. Sorry!

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 16

Post by thinkslogically » Mon Nov 03, 2014 12:57 pm

Folks, I'm still in work and it's 8pm. I'll update if I can but it might be Wed... Got pre-exam bootcamp with my boss this week and need to prepare.

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 17

Post by thinkslogically » Wed Nov 05, 2014 12:50 pm

Turn 17

Image

Since the spore cloud doesn't dissipate, Walks smacks the blue stuff with her axe and knocks a chunk of it off. A couple of the little fishy things flop onto the floor and flail around a bit. walks scoops up some of the blue stuff and lobs it into the pool. When it touches the liquid, there is a flash and a crack, and it dissolves into nothingness.

Down below, Righteous starts to wake up. His head is pounding and he doesn't feel like he's completely escaped from all the effects of the spores, but at least he feels mostly in control of his life again.

Image

"What is the plan to take down these guys?"
"hmm... William wand would be useful verses the big one, along with the spores that have been collected. For the moment I think its is wise to wait, watch and stay hidden."

Drinks climbs up to hang out with Forges, and they contemplate what to do next.

William spaces out.

After a little bit more arguing, the green guy with the lantern kicks the big guy in the shins and the pair of them run off to the right.

----------------------------------

INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 1
HP: 4/6

Items:
  • Shortbow (ranged)
  • Arrows (x3, +1 ATT)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Vial of spider venom: Can be applied to weapons or added to potions.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Length of Rope
  • Healing Salve (+2d3 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Ring of Unquenchable Thirst: Cursed Item (cannot be removed). The wearer must drink every turn.
[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 5/5

Items:
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic), currently full of Mystery Mushroom Spores
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 2/3 charges (and will recharge automagically on return to the GAL)
[tabs: Righteous]

Stats:
ATT: 4
DEF: 2
HP: 3/5

Items:
  • Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.
  • Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))
  • Battle Standard
  • 2-handed shield (+1 DEF)
  • Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
  • Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP
  • Helmet (+1 DEF)
  • 1 Length of rope
  • 1 Length of rope with a pirate hook on the end
[tabs: Drinks]

Stats:
ATT: 2
DEF: 1
HP: 3/5

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
  • Empty pouch: x3
  • Pouch of mushroom spores
[tabs: Forges]

Stats:
ATT: 3
DEF: 2
HP: 4/6

Items:
  • Human? bones: Taken from 2 skeletons
  • 4 dead rats (small)
  • 2 dead rats (medium)
  • Preserved Human Ear Necklace
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs].

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 17

Post by GathersIngredients » Wed Nov 05, 2014 1:57 pm

Walks very carefully picks up the round blue thing (with the fishy thingies inside, if I understood correctly?) and examines it. If the cloud disappears, she'll climb down, collect the centipede corpse and ask Right if he's okay. If the could remains, she'll try to whack down more of that blue stuff to hopefully be able to crawl past, next turn.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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kida
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Re: Quest for a Cure (GAL 7): Turn 7

Post by kida » Wed Nov 05, 2014 3:34 pm

"If William can cause the big guy to sleep, we can tie him with our rope and gets some answers"

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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 17

Post by Quarg » Wed Nov 05, 2014 3:50 pm

William will prepare his wand and climb up and over the wall, saying to the other two, I think this is Mr. Swampy who is the damn liar but then climb down to the far side....
"Er...Hello...I'm lost where the heck am I? and who are you?"

If the large creature attacks him, he will blast it with the sleep wand.
Really...why are you reading this?

Eileen Ap'Fyretorr

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 17

Post by ChuckDaRighteous » Wed Nov 05, 2014 5:25 pm

While he waits for the cloud to dissipate Righteous One will Head to the right and call out to the big guy from the highground while proudly displaying his standard. "Hello over there. We're from the Goblin's Adventures League. We're looking for a Druidess, do you happen to know the way?"
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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Patdragon
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Re: Quest for a Cure (GAL 7): Turn 17

Post by Patdragon » Wed Nov 05, 2014 8:10 pm

"The ropes are in use at the moment but I've got and idea Drinks if you turn into a rat again i could throw you across to the other side of this lip. It might be a way to surprise him from the back it it goes wrong. If its a dead end i'll catch you when you jump down."

If its ok with Drinks and he puts on the ring again Forges will do some rat tossing and see if he can get him across to the other side. If he refuses because he doesn't think i can do it i will throw a small dead rat corpse across. If he just out right refuses Forges will prepare himself to attack and defend from the big guy in case the talking doesn't work.

OOC: I quite want to see the items of a thrown rat now i think about it.
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kida
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Re: Quest for a Cure (GAL 7): Turn 7

Post by kida » Wed Nov 05, 2014 10:42 pm

"Go ahead"
Drinks
put the ring on his finger and let Forges throw him

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 17

Post by ChuckDaRighteous » Wed Nov 05, 2014 10:49 pm

How are you gonna get it off though? You could try throwing him by the paw while holding on to the ring so he goes and the ring doesn't. So he transforms back mid air?
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 18

Post by thinkslogically » Fri Nov 07, 2014 3:05 pm

Turn 18

Image

Walks picks up the round blue thing. It's cracked and oozing some kind of weird fluid, and the little fishy creatures inside are flopping about rather pathetically. Since the spore cloud STILL isn't showing any signs at all of going away any time soon, she smacks the remaining blue stalactite with her axe, and clears her way into the next room.

Image

Next door, the others are strategising.

"If William can cause the big guy to sleep, we can tie him with our rope and gets some answers"

William climbs down and addresses the big green guy.

"Er...Hello...I'm lost where the heck am I? and who are you?"
"Hello! You are in the Kingdom of the Rainmakers! I am Solomon. Who are you?"

Righteous decides the long-ranged approach is better and yells over. Proudly displaying his GAL standard

"Hello over there. We're from the Goblin's Adventures League. We're looking for a Druidess, do you happen to know the way?"
"A druidess? Nope! I've never heard of such a thing!"

The others are a little more... unconventional.

"The ropes are in use at the moment but I've got and idea Drinks if you turn into a rat again i could throw you across to the other side of this lip. It might be a way to surprise him from the back it it goes wrong. If its a dead end i'll catch you when you jump down."
"Go ahead"

Drinks puts the ring back on and transforms back into a purple rat. Forges promptly scoops him up and tosses him perfectly over the gap and onto the far side.

----------------------------------

INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 1
HP: 4/6

Items:
  • Shortbow (ranged)
  • Arrows (x3, +1 ATT)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Vial of spider venom: Can be applied to weapons or added to potions.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 Hp)
  • Length of Rope
  • Healing Salve (+2d3 Hp)
  • Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
  • Knock-Back Axe: +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
  • Ring of Unquenchable Thirst: Cursed Item (cannot be removed). The wearer must drink every turn.
[tabs: William]

Stats:
ATT: 3
DEF: 3
HP: 5/5

Items:
  • Chainmail shirt: (+2 DEF)
  • LongSword (+2 ATT)(2-handed)
  • Withering Touch
  • Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
  • Wizards Robe (+1 Def vs. Magic), currently full of Mystery Mushroom Spores
  • Healing Salve (+2d3 Hp)
  • Wand of Slumber: Will temporarily send one creature to sleep. Contains 2/3 charges (and will recharge automagically on return to the GAL)
[tabs: Righteous]

Stats:
ATT: 4
DEF: 2
HP: 3/5

Items:
  • Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.
  • Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))
  • Battle Standard
  • 2-handed shield (+1 DEF)
  • Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
  • Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP
  • Helmet (+1 DEF)
  • 1 Length of rope
  • 1 Length of rope with a pirate hook on the end
[tabs: Drinks]

Status: Rat-form!

Stats:
ATT: 2
DEF: 1
HP: 3/5

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
  • Empty pouch: x3
  • Pouch of mushroom spores
[tabs: Forges]

Stats:
ATT: 3
DEF: 2
HP: 4/6

Items:
  • Human? bones: Taken from 2 skeletons
  • 4 dead rats (small)
  • 2 dead rats (medium)
  • Preserved Human Ear Necklace
  • A sharp looking Man-purse (backpack)
  • 3 important looking letters
  • "My first wand" wand
  • Red Potion (increases Hp by 1 point permanently)
  • 3 books of Evil Badness
  • Mace (+2 ATT)(1-handed)
  • Leather Jerkin (+1 DEF)
[/tabs].[/quote]

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ChuckDaRighteous
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Re: Quest for a Cure (GAL 7): Turn 18

Post by ChuckDaRighteous » Fri Nov 07, 2014 4:20 pm

Since the big guy seems friendly, RighteousOne will head down with William. "There were some green guys who ran off this way, can you tell us anything about them."
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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kida
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Re: Quest for a Cure (GAL 7): Turn 7

Post by kida » Fri Nov 07, 2014 4:57 pm


Drinks
the rat explore to the right.

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 18

Post by GathersIngredients » Sat Nov 08, 2014 2:45 am

@ thinks: there's fishy things INSIDE the blue orbs and one of the orbs is cracked, did I understand that right? Can Walks turn the cracked or so that some liquid (and the fishy things) will remain inside, so they don't die?
I would like to find out what they are and MAYBE get them into some environment where they can survive, but I don't want them to die while I look for a clean water source. (To me they sound a bit like tadpoles.)
Also, does she have one of the orbs in her inventory now? It's not in her tab. And there seem to be 2 orbs lying on the ground in the update pic. And as far as I gathered, there were only 2 orbs knocked loose. Also, is the second orb cracked, too?


Actions:
Worried about the fishy things fates Walks will try to turn the cracked orb(s) in a way, that some of the liquid and the fishy things will remain safely inside, so they don't die and/or pick up the orb(s) (preferably any non-cracked orb, that already lies around, I don't want her to knock loose any more, but if I can store the cracked one(s) in her inventory in a way that it will retain some liquid and the fishy things, I'm okay with that, too).
If the cloud settles: climb down and collect the centipede corpse, then go right (lower). If the cloud remains: go right (upper), careful not to disturb any more blue stuff & orbs.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 18

Post by thinkslogically » Sat Nov 08, 2014 5:15 am

@gathers: They're weird and alive. I figured you'd want to choose for yourself whether you want to keep them. Also, yes the first orb is cracked and leaking, but you haven't looked at the 2nd one yet.

Also, when (if) the spore cloud disappears it'll be in the update. You don't need to keep conditioning that :)

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Patdragon
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Re: Quest for a Cure (GAL 7): Turn 18

Post by Patdragon » Sat Nov 08, 2014 7:54 am

Forges once again stays where he is for now, watches and waits. Then out of a sudden spark of jitteryness shouts down.

"Are you a rainmaker then?"
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Anger is fleeting, Remorse eternal...
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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 18

Post by GathersIngredients » Sat Nov 08, 2014 10:53 am

thinkslogically wrote:@gathers: They're weird and alive. I figured you'd want to choose for yourself whether you want to keep them. Also, yes the first orb is cracked and leaking, but you haven't looked at the 2nd one yet.

Also, when (if) the spore cloud disappears it'll be in the update. You don't need to keep conditioning that :)
I'd like to keep them alive. They are probably infant-equivalents of whatever species they are (perhaps centipede hatchlings? I dunno.) and they haven't hurt anyone. It would be mean to just let them die. It wasn't Walks' intention to harm them, but this seemed the only way to get past the blue stuff (knock some of it loose).
So if Walks can keep the orb in her inventory without it leaking MORE than on the ground (if turned the right way, IF that is possible in the first place), then she'll take it/them along. If the fishy things have a better chance at surviving (more fluid stays in the orb) on the ground, she'll leave them there (turned the right way). If they will die soon either way, take it with her, maybe she can find something for them to continue living in the meantime (e.g. to the right).


Also I didn't know if the would cloud settle at the end of one turn (= visible in the update) or at the beginning of the next turn (not visible in the update, but it happens while the chars can act), hence my conditioning. So thank you for clearing that up. :thumbsup:
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 18

Post by thinkslogically » Sat Nov 08, 2014 5:05 pm

@gathers - while all those fishy conditionals are also fine to include if you want to, I will base your actions on character knowledge. Basically, if walks doesn't know what they are or how to keep them alive then I won't have her act as if she does and will select an action randomly (except where you express a preference of course). If you don't want me to roll a dice to decide what happens to the fishes, you might as well just pick one option and try it. If it works out, then that's lucky, if not, well, you'll know for next time :-) it's the same way I deal with all conditional actions really!

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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 18

Post by GathersIngredients » Sat Nov 08, 2014 5:45 pm

Well, yes, but I am assuming that the liquid in the orbs is vital to the fishy things (or else it wouldn't be in there). That's a conclusion that I think Walks could make, too. So if there is a way she can store the orb in her inventory that will preserve the liquid within the orb, then she'll try that.

As a player, I'm still not sure how the inventory works, exactly. I'm assuming it's some sort of hammer space, I know it's clearly not on the body/skin of the char, or else having the wet (acid - drenched) cloak in there without getting hurt wouldn't have worked out. But I dunno if items placed in there will keep their orientation. But Walks might know if items she put in there come out with the same side facing up as she put them in there, or another.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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thinkslogically
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Re: Quest for a Cure (GAL 7): Turn 18

Post by thinkslogically » Sun Nov 09, 2014 2:05 am

Fair enough. The inventory system is basically very similar to a computer game inventory in that whatever you put in there will be stored in the same condition that you put it in in. I thought about having it act more like a RL bag or something, but it'd be a pain for me to work out what was going on, and you guys would keep breaking stuff accidentally and it would be annoying for everyone! ...have you ever played old school PC adventure games like monkey island, Kings quest, longest journey, Sam & max (etc)? Because that's essentially how I imagine the inventories work.

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