Quest for a Cure (GAL 7): Turn 46

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Re: Quest for a Cure (GAL 7): Turn 8

Postby kida » Mon Oct 13, 2014 11:24 am

loot discussion
I don't mind following thinks rules(finder keeper), or by other means. Whatever you decide...
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Re: Quest for a Cure (GAL 7): Turn 9

Postby thinkslogically » Mon Oct 13, 2014 1:26 pm

Turn 9

Image

"Are you awake? Who are you?"

Drinks tries to talk to the green guy, who staggers to his feet then hisses angrily and claws at Drinks, doing 2 DAM.

William retreats left and throws his cloak over the closest mushroom. It judders at the contact and releases another cloud of spores, which all get caught in the cloak. He now has Mystery Mushroom Spores.

Righteous hops (successfully) across the pool and drags the chest out of the goop. Opening it, he finds a vicious-looking black Dagger, with a blade resembling a scorpion's tail. It looks nasty.

Image

[highlight=#000000]"I'm not sure if any one answered my previous question about loot, i was sleeping after all, but i call Arrowbow (shotgun) on the ring on the skeleton."[/highlight]

[highlight=#000000]Forges[/highlight] stays put and is promptly attacked by the swarm of rats. He swipes at one of the larger ones just as Walks appears with her bow. Together they are able to injure, but not kill one of the big rats. [highlight=#000000]Forges[/highlight] is attacked by 3 small rats and one big one, and Walks by one of each. They both take 2 DAM from the attack!

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

[spoil]I just noticed that Forges has a potion that will permanently increase his HP by 1. Is that something you're supposed to have used already or are you keeping it?

Also, Righteous has a cloak of Blood Banking. I assume you have to choose to "deposit" 1HP into it in order for that to work? Let me know if you want to activate it at any point.[/spoil]

INVENTORIES

[tabs][tabs: Walks]

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

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 3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

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

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:
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

[tabs: [highlight=#000000]Forges[/highlight]]

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

Items:
  • Preserved Human Ear Necklace
  • Dashon's Blessing (+1 DEF)
  • 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].
Last edited by thinkslogically on Tue Oct 14, 2014 1:42 am, edited 2 times in total.
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Re: Quest for a Cure (GAL 7): Turn 9

Postby Quarg » Mon Oct 13, 2014 2:07 pm

William will gather up his cloak of spores and take them back to the rat room to be released...
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Re: Quest for a Cure (GAL 7): Turn 7

Postby kida » Mon Oct 13, 2014 2:23 pm


Drinks
attacks green.
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Re: Quest for a Cure (GAL 7): Turn 9

Postby thinkslogically » Mon Oct 13, 2014 2:33 pm

Quarg wrote:William will gather up his cloak of spores and take them back to the rat room to be released...


Since you are capable of doing all those things this turn (cloak collecting is just a minor action), are you actually going to release the spores or do you just want to move to the right?
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Re: Quest for a Cure (GAL 7): Turn 9

Postby ChuckDaRighteous » Mon Oct 13, 2014 4:45 pm

Righteous One will attack the green guy with a weapon in each hand. (scorpion blade and straight razor) He will try to draw attention off of Drinks by doing so.

Umm... I became brown and Drinks became Dances? Just noticing some minor mistakes, not a big deal as I figured out what you meant.

Drinks, thank you for the hook. As much as I like the new fishing line/grappling hook/etc, I'm assuming you want the hook back? I guess I can offer you the rope in thanks for the help.
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Re: Quest for a Cure (GAL 7): Turn 9

Postby Quarg » Mon Oct 13, 2014 4:47 pm

thinkslogically wrote:
Quarg wrote:William will gather up his cloak of spores and take them back to the rat room to be released...


Since you are capable of doing all those things this turn (cloak collecting is just a minor action), are you actually going to release the spores or do you just want to move to the right?


We will release the spores if my fellow goblins can get out of the way of said spores...however hoping someone else will come with a bucket full of acid to assist in this endeavor...
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Re: Quest for a Cure (GAL 7): Turn 9

Postby Patdragon » Mon Oct 13, 2014 8:38 pm

[spoil]Ouch! much more than expected and that was with the bards bonus defense which I is now over.

Yes I never did drink the potion was going to use it in case of emergency hoping it acts like a +1 health potion at the same time.

A little confused with the damage, you say we have bit taken 3 but it looks i have taken 2 and walks 4

How are you handling multiple attacks for us with two weapons and for multiple enemies attacking? As it looks like righteous will be attacking with two weapons and i thought I might be safe from the little rats but guess there was some overflow.

My guess so far for rats stats is 2/1 Hp(maybe 1) for small and maybe as we need needed two people to hurt it 3/3 hp 1/? for big. This does 3 damage to walks but I can't quite work it out for me.

Hopefully the cloak will even the odds.[/spoil]
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Re: Quest for a Cure (GAL 7): Turn 9

Postby thinkslogically » Tue Oct 14, 2014 1:43 am

Man, minor mistakes everywhere in there. Should be fixed now, sorry about that. The damage was a typo, should have been 2 dam each from the rats, and walks was already hurt from falling in the pool.

Att scores from multiple enemies stack together to give one overall attack score and your def is counted once per turn rather than once per creature. It is balanced that way from my side but I can see why that could have caused confusion. No one's ever asked about that before!
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Re: Quest for a Cure (GAL 7): Turn 9

Postby GathersIngredients » Tue Oct 14, 2014 2:11 am

@ GM is the cloak dry yet? Or will it even dry while in the inventory? If dry now, please equip it again. If handling it will hurt Walks leave it be.
Also, did we manage to do any damage to the rats at all?

Walks retreats to the other room, using her healing salve, leaving the rats to William and his spores. If she still can, she switches to the axe and attacks the hostile triangular guy.
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Re: Quest for a Cure (GAL 7): Turn 9

Postby Patdragon » Tue Oct 14, 2014 2:42 am

[spoil]Ah that makes more sense, I've been running it where armour stops per creature (which maybe why my questers are having difficulty now ;)) not per turn so this makes sense.

So from maths little rats are ATT1 and big are ATT2.

We did hurt the big rat but only because we worked together. So if I did 3 and you 2, and we only just hurt it i'd guess it must have a defense of 2- 4 hp unknown.[/spoil]

Forges will move out of the way of William spore cloak if he can stay in the same screen (maybe towards the ladder side) to help draw away some attacks from William if it doesn't work, and attack any rat that is not effected my the spores if it does- (will go for small rats first now - as they should technically be easier to kill to reduce their total attack value.)

If i can drink the my +1hp potion as a free action i'll do that as well as I think this may hurt more than I first expected.
Last edited by Patdragon on Tue Oct 14, 2014 7:35 am, edited 1 time in total.
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Re: Quest for a Cure (GAL 7): Turn 9

Postby Theis2 » Tue Oct 14, 2014 6:00 am

[spoil]That explains why I was able to tank so many froglings. Still, the wasp is a horrible being that needs to die :glare:
Also need to figure out the magical qualities of spores apparently.[/spoil]
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Re: Quest for a Cure (GAL 7): Turn 9

Postby thinkslogically » Wed Oct 15, 2014 1:37 pm

Turn 10

Image

Walks moves back to the left and drinks her healing potion. It restores her to 6/6 HP! She checks on her cloak and finds that it is still wet, but drying off.

Righteous and Drinks both attack the green guy. The green guy attacks Righteous and does 1DAM, but the goblins' combined attack is more than enough to kill it.

Image

[highlight=#000000]Forges[/highlight] dives out of the rat-pile as William arrives with a cloak full of spores which he shakes out over the creatures. The effect is instantaneous, and the rats begin to attack at random! As one of the small rats dies, [highlight=#000000]Forges[/highlight] drinks his health-increasing potion which brings him to 4/6HP.

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

[spoil]The maths confusion does explain why you were so blase about the entire roomful of rats :lol: Ah well, at least you didn't die![/spoil]

INVENTORIES

[tabs][tabs: Walks]

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

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 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:
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

[tabs: [highlight=#000000]Forges[/highlight]]

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

Items:
  • Preserved Human Ear Necklace
  • Dashon's Blessing (+1 DEF)
  • 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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Re: Quest for a Cure (GAL 7): Turn 7

Postby kida » Wed Oct 15, 2014 2:00 pm


Drinks
checks if green has something on him.
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Re: Quest for a Cure (GAL 7): Turn 10

Postby ChuckDaRighteous » Wed Oct 15, 2014 2:09 pm

2 Questions:
1) shouldn't my ring have activated against the green guy's attack?
2) since you do a cumulative attack, if I get attack by multiple guys in 1 turn, would it negate all the attacks or just 1?

RighteousOne will wrap his cloak around his face and then use his razor to try and carefully scrape spores off the mushrooms and into the chest.
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Re: Quest for a Cure (GAL 7): Turn 10

Postby thinkslogically » Wed Oct 15, 2014 2:45 pm

@Chuck

1. I has assumed you needed to state you were going to equip the ring. Given the cool-down time on it, I thought you might prefer to have control of when it kicked in.
2. It would nullify the attack from 1 creature. However, given the way the game is balanced that would generally still give you a strong survival advantage since you'd keep your full DEF score for the remaining attacks.

If anyone else has equipment that doesn't have a clear mechanic (or that you got in a different quest and want to clarify), this seems like a good time!
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Re: Quest for a Cure (GAL 7): Turn 10

Postby Quarg » Wed Oct 15, 2014 3:38 pm

[s]William wondering why Forges has jumped the rats rather than just stand beside him decides to let the rats become interested in killing each other for as long as possible and goes back into the first tunnel and uses his sword on the green menace.[/s][s]"Hold on!" Calls William he will immediately go to the pond of foulness avoiding touching the mushrooms before pushing the chest down into the liquid, filling it, and then pulling it back out. He will close the lid and try to take it back to the rat room without getting any of the liquid on himself...[/s]
Last edited by Quarg on Wed Oct 15, 2014 6:06 pm, edited 2 times in total.
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Re: Quest for a Cure (GAL 7): Turn 10

Postby kida » Wed Oct 15, 2014 3:45 pm

Quarg wrote:William wondering why Forges has jumped the rats rather than just stand beside him decides to let the rats become interested in killing each other for as long as possible and goes back into the first tunnel and uses his sword on the green menace.


Green is dead, no need to use the sword on him
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Re: Quest for a Cure (GAL 7): Turn 10

Postby ChuckDaRighteous » Wed Oct 15, 2014 5:30 pm

Quarg wrote:he will immediately go to the pond of foulness avoiding touching the mushrooms before pushing the chest down into the liquid, filling it, and then pulling it back out. He will close the lid and try to take it back to the rat room without getting any of the liquid on himself...
ChuckDaRighteous wrote:RighteousOne will wrap his cloak around his face and then use his razor to try and carefully scrape spores off the mushrooms and into the chest.
Quarg I'd like to point out we have a conflict of actions. I'd gladly use something other than the chest, but I don't really have any other options for containers. With the rats taking themselves out I'm not sure drenching them in acid is necessary.
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Re: Quest for a Cure (GAL 7): Turn 10

Postby Quarg » Wed Oct 15, 2014 6:07 pm

William will pull out his sword and back out of the room suggesting to his companion to go up the ladder...
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Re: Quest for a Cure (GAL 7): Turn 10

Postby Patdragon » Wed Oct 15, 2014 8:56 pm

Forges debates heading back for the ring, but decides it is wiser at this moment anyway to let them fight among themselves and climbs the ladder slowly so he can pop his head up and look at the next area.
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Re: Quest for a Cure (GAL 7): Turn 10

Postby GathersIngredients » Thu Oct 16, 2014 2:54 am

"Hey, Righteous One, would you mind standing still for a moment there and giving me a leg-up before possible stirring up more spores?" Walks asks Right to aid her get to the lowest ladder rung in this room. If she gets helped up, she'll tie the rope to the sturdiest looking rung and retrieve the arrow. If she still can do something else, she'll climb a bit higher and examine the centipede and/or the blue stuff stuck to the ceiling.

OOC: I really would prefer to be out of the area of effect of the spores before you start scraping. ;)


If no one helps Walks get to the ladder, she'll examine the blood puddle and stand ready with her axe, in case any of the rats follow William and tries to stay out of the radius of any more spore clouds.
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Re: Quest for a Cure (GAL 7): Turn 11

Postby thinkslogically » Fri Oct 17, 2014 11:47 am

Turn 11

Image

Drinks loots the green guy's corpse and finds that he is carrying four small pouches. One contains a few pinches of pale yellow mushroom spores, and three are empty.

Righteous uses his razor to carefully scrape some sleep spores out of the nearest mushroom and into the chest. They are a pale blue colour.

William leaves the rats to their confusion and back out of the room.

Walks stands ready next to William.

Image

In the next room, [highlight=#000000]Forges[/highlight] climbs the ladder and cautiously goes to see what's there. Hmmmm....

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

INVENTORIES

[tabs][tabs: Walks]

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

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 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:
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
  • Empty pouch: x3
  • Pouch of mushroom spores

[tabs: [highlight=#000000]Forges[/highlight]]

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

Items:
  • Preserved Human Ear Necklace
  • Dashon's Blessing (+1 DEF)
  • 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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Re: Quest for a Cure (GAL 7): Turn 11

Postby ChuckDaRighteous » Fri Oct 17, 2014 1:08 pm

@GM May I just say I've loved the artwork the last few panels, my two weapon strike, Forges leap, my imitation of a vampire. Great stuff

@GM How far along am I with scraping? I want to harvest as much as possible (I have an idea for them) before moving on. so 1 mushroom? 1/2 a mushroom? Also my spores are blue but drinks are yellow. Are there noticeable differences between the mushrooms in front of us? I obviously notice one is a bit different color but I assumed that was just artistic license so they didn't all look exactly the same. But with the different color spores, and the different effect on the rats (noticeably from a different mushroom) I'm beginning to wonder. So some confirmation that they do or do not in fact look different to the naked goblin eye would be nice.

Though I will take a break since Gathers asked so nicely, even though I for some reason missed it until now (Sorry). RighteousOne will assist Walks (and anyone else up to the rungs. If necessary.

@Kida since these mushrooms seem to produce different spores I think I might not be able to use the chest for all of them without mixing them. Would you mind the use of a couple of those empty pouches?
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Re: Quest for a Cure (GAL 7): Turn 11

Postby GathersIngredients » Fri Oct 17, 2014 1:11 pm

Walks gladly accepts Right's aid to get the lowest ladder rung in this room. Once up there, she'll tie the rope to the sturdiest looking rung and retrieve the arrow. If she still can do something else, she'll climb a bit higher and examine the centipede and/or the blue stuff stuck to the ceiling.



OOC, @ Chuck: no biggie. Apparently I miss stuff all the time. XD Thanks for helping Walks. :thumbsup:
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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