Quest for a Cure (GAL 7): Turn 46

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Re: Quest for a Cure (GAL 7): Turn 36

Postby thinkslogically » Wed Feb 11, 2015 4:57 am

Hey folks: Forgot to say before but this week's updates will likely be on Thursday / Saturday now as I've been called into an evening meeting tonight and probably won't have time to update afterwards.
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Re: Quest for a Cure (GAL 7): Turn 37

Postby thinkslogically » Thu Feb 12, 2015 4:07 pm

Turn 37

Image

[highlight=#000000]"Holy friggen crap. That didn't just happen!"[/highlight]

Walks backpedals out of the swamp as quickly as she can and collapses onto the shore, crying tears of sorrow for Righteous One as much as tears of relief that she wasn't the one to end up as monster-food. She waits for the other ferryman to come back, but he doesn't show up this turn.

Four more tentacles appear out of the swamp.

Image

[highlight=#000000]Forges[/highlight] stares blankly at the writhing mass of tentacles for a moment and heads sadly back to the left.

[highlight=#000000]"We were too late... the tentacles got him... sorry Solomon... the whistle been eaten ... along with our friend." [/highlight]
"Look solomon, my friend just died. Is there any thing you want me to do or not to do in exchange for your help?"
"I... I am happy your friend is dead... I hated that whistle though. If you give me something you hate I'll help you up. But it has to be something you really, really hate. Ok?"

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

INVENTORIES

[tabs][tabs: Walks]

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

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 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: 4/5

Items:
  • Pirate hook (+1 ATT)
  • 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 1/3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

Stats: DECEASED
ATT: 4
DEF: 2
HP: 0/5

Items:
  • [s]Solomon's whistle: Golden.[/s]
  • [s]Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.[/s]
  • [s]Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))[/s]
  • [s]Battle Standard[/s]
  • [s]2-handed shield (+1 DEF)[/s]
  • [s]Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down) [re-activates on turn 48][/s]
  • [s]Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP[/s]
  • [s]Helmet (+1 DEF)[/s]
  • [s]Empty pouch: x3[/s]
  • [s]Pouch of mushroom spores
[/s]

[tabs: Drinks]

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

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

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

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

Items:
  • Rope
  • Human? bones: Taken from 2 skeletons
  • 3 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]
Last edited by thinkslogically on Tue Feb 17, 2015 10:30 am, edited 1 time in total.
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Re: Quest for a Cure (GAL 7): Turn 37

Postby Patdragon » Thu Feb 12, 2015 8:03 pm

ooc: going to have unreliable internet as traveling until 20th so Forges will help where he can, but seems like a waiting/trading talking game for the moment, so he will sit and send a prayer to righteousness clan and family.
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Re: Quest for a Cure (GAL 7): Turn 37

Postby thinkslogically » Mon Feb 16, 2015 3:42 pm

Sorry to screw with the schedule this week folks, but I've got random evening meetings happening all over the place... At the moment, I think I can update on Tuesday and Friday, but tonight, Wed and Thursday are definitely out.
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Re: Quest for a Cure (GAL 7): Turn 37

Postby Quarg » Mon Feb 16, 2015 5:48 pm

William will demand the other end of the rope...
Really...why are you reading this?

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Re: Quest for a Cure (GAL 7): Turn 37

Postby GathersIngredients » Tue Feb 17, 2015 10:24 am

If people to the left need help getting up the ledge, Walks will move there and aid anyone who wants up, up. Else she'll stay put and cry some more, waiting for the return of the ferryman and whoever they were fetching for help.
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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Re: Quest for a Cure (GAL 7): Turn 37

Postby kida » Tue Feb 17, 2015 10:45 am

Drinks will use Walks help to get up the ledge.
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Re: Quest for a Cure (GAL 7): Turn 38

Postby thinkslogically » Tue Feb 17, 2015 12:10 pm

Turn 38

Image

Walks heads back to the left to see if the others need help. Drinks waves to her and shouts for a hand up to the ledge, but Solomon steps firmly in the way.

"Give me something good and you'll never get up to the ledge!"

William demands that someone gives him the end of a rope. Fortunately [highlight=#000000]Forges[/highlight] is feeling helpful in his current, somewhat passive state and tosses the end of the rope across the gap.

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

INVENTORIES

[tabs][tabs: Walks]

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

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 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: 4/5

Items:
  • Pirate hook (+1 ATT)
  • 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 1/3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

Stats: DECEASED
ATT: 4
DEF: 2
HP: 0/5

Items:
  • [s]Solomon's whistle: Golden.[/s]
  • [s]Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.[/s]
  • [s]Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))[/s]
  • [s]Battle Standard[/s]
  • [s]2-handed shield (+1 DEF)[/s]
  • [s]Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down) [re-activates on turn 48][/s]
  • [s]Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP[/s]
  • [s]Helmet (+1 DEF)[/s]
  • [s]Empty pouch: x3[/s]
  • [s]Pouch of mushroom spores
[/s]

[tabs: Drinks]

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

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

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

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

Items:
  • Rope
  • Human? bones: Taken from 2 skeletons
  • 3 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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Re: Quest for a Cure (GAL 7): Turn 38

Postby GathersIngredients » Tue Feb 17, 2015 5:45 pm

Walks will help William cross the gap (and Drinks, too, if Solomon lets him), then go right again.
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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Re: Quest for a Cure (GAL 7): Turn 38

Postby kida » Wed Feb 18, 2015 10:28 am

"Sure Solomon old buddy, will you accept this fine axe as something good"

When Solomon comes to examine the axe, Drinks will cut of Solomon's hand.
Drinks will leave Solomon to deal with the loss of his hand and climb up using Walks help.
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Re: Quest for a Cure (GAL 7): Turn 38

Postby GathersIngredients » Thu Feb 19, 2015 5:11 am

What on earth do you think you're doing? Are you deliberately trying to get us all into trouble, if not killed?

Geez, I know someone Walks will refuse to go on quests with, in the future. If she even lives through this one...

If Drinks re-engages in hostilities with Solomon, Walks will NOT help him up.
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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Re: Quest for a Cure (GAL 7): Turn 39

Postby thinkslogically » Fri Feb 20, 2015 12:36 pm

Turn 39

Image

"Sure Solomon old buddy, will you accept this fine axe as something good"
"Well, I... OW!"

Drinks attacks Solomon with the axe. He doesn't cut off the guy's hand, but he certainly hits hard enough to leave a nasty mark. Solomon bellows angrily in surprise.

Walks gasps in disapproval, since it's about the only thing she CAN do while everyone else spaces out.

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

INVENTORIES

[tabs][tabs: Walks]

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

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 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: 4/5

Items:
  • Pirate hook (+1 ATT)
  • 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 1/3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

Stats: DECEASED
ATT: 4
DEF: 2
HP: 0/5

Items:
  • [s]Solomon's whistle: Golden.[/s]
  • [s]Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.[/s]
  • [s]Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))[/s]
  • [s]Battle Standard[/s]
  • [s]2-handed shield (+1 DEF)[/s]
  • [s]Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down) [re-activates on turn 48][/s]
  • [s]Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP[/s]
  • [s]Helmet (+1 DEF)[/s]
  • [s]Empty pouch: x3[/s]
  • [s]Pouch of mushroom spores
[/s]

[tabs: Drinks]

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

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

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

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

Items:
  • Rope
  • Human? bones: Taken from 2 skeletons
  • 3 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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Re: Quest for a Cure (GAL 7): Turn 39

Postby kida » Fri Feb 20, 2015 4:41 pm

"Goblins - for the win!"
Drinks continues to chop down Solomon
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Re: Quest for a Cure (GAL 7): Turn 39

Postby Patdragon » Fri Feb 20, 2015 8:09 pm

"....oh dear... "

Forges fill with a bit of indecision, keeps the rope end tight and sees if he can find a good place to tie it down (strong rock hopefully.

"Our friend has some anger issues and obviously the death of our other friend has hit him hard might be best to just let us pass so no more blood is shed"
Last edited by Patdragon on Sat Feb 21, 2015 9:36 pm, edited 1 time in total.
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Pushes Buttons The Island
Rudolph Sundered Way


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Re: Quest for a Cure (GAL 7): Turn 39

Postby GathersIngredients » Sat Feb 21, 2015 8:02 am

OOC: I'm actually considering having Walks bail back to HQ, with one of our group dead, and another one clearly having serious ... anger management issues. Yeah, let's settle for calling it that.


Seeing how Forges and William have the rope/cross the gap thing hopefully covered between the two of them and wanting no part in Drinks' unprovoked attack on Solomon, Walks will move to the right again and see if the Ferryman returned yet.
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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Re: Quest for a Cure (GAL 7): Turn 39

Postby Quarg » Sat Feb 21, 2015 10:54 am

William will tie the rope to the bar if possible...

He will then descend to Solomon and point down the lower hall. "Listen, I want to get out of your hair, and you want me out of your cave. So walk back over there and I will prevent any further harm coming to you. I just can't have you attacking my fellows when they are trying to leave"
Really...why are you reading this?

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Re: Quest for a Cure (GAL 7): Turn 39

Postby kida » Sat Feb 21, 2015 1:38 pm

If Solomon back away Drinks will not continue attacking him
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Re: Quest for a Cure (GAL 7): Turn 39

Postby thinkslogically » Wed Feb 25, 2015 1:35 am

This week has become incredibly hectic all of a sudden and I'm not sure if / when I'm going to be able to get an update done. Hopefully I'll have a chance to get one out today or tomorrow, but I don't think I'll get more than that done I'm afraid. Sorry!
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Re: Quest for a Cure (GAL 7): Turn 40

Postby thinkslogically » Mon Mar 02, 2015 1:08 pm

Turn 40

Image

"Goblins - for the win!"

Solomon bellows with rage and throws himself at Drinks, punching him hard in the face before anyone else can intervene, knocking him down to 1/5HP! Drinks retaliates with his axe and Solomon bellows even more loudly.

[highlight=#000000]"....oh dear... Our friend has some anger issues and obviously the death of our other friend has hit him hard might be best to just let us pass so no more blood is shed"[/highlight]

[highlight=#000000]Forges[/highlight] looks around for somewhere to tie his end of the rope, but can't find anything suitable. He'll either need to keep holding it, or make something to secure it to. For now, he just keeps holding it.

William ties the rope to the top ladder rung and then climbs down to intervene in the battle.

"Listen, I want to get out of your hair, and you want me out of your cave. So walk back over there and I will prevent any further harm coming to you. I just can't have you attacking my fellows when they are trying to leave"

Solomon looks like he's working himself into quite a state, and as long as Drinks is within reach, he doesn't look like he'll be backing down any time soon...

Image

Walks can't quite believe what her compatriot is doing and heads to the right where she discovers that the other ferryman has indeed returned and is being consoled by his friend.

"I- <sob> ran <sob> as fast <sob> as I could!<sob>"
"I know, I know! It's not your fault."
"We <sob> should <sob> have made <sob> a warning <sob> sign <sob>"

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

INVENTORIES

[tabs][tabs: Walks]

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

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
  • Skull
  • Necklace (Set with 3 Sapphires) (+1 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: 4/5

Items:
  • Pirate hook (+1 ATT)
  • 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 1/3 charges (and will recharge automagically on return to the GAL)

[tabs: Righteous]

Stats: DECEASED
ATT: 4
DEF: 2
HP: 0/5

Items:
  • [s]Solomon's whistle: Golden.[/s]
  • [s]Scorpion Blade: +2ATT, 25% chance to poison an enemy. 1H dagger.[/s]
  • [s]Straight Razor (+1 Atk, 1H, 25% chance to cause Bleed(-1 Hp for 1 turn))[/s]
  • [s]Battle Standard[/s]
  • [s]2-handed shield (+1 DEF)[/s]
  • [s]Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down) [re-activates on turn 48][/s]
  • [s]Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP[/s]
  • [s]Helmet (+1 DEF)[/s]
  • [s]Empty pouch: x3[/s]
  • [s]Pouch of mushroom spores
[/s]

[tabs: Drinks]

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

Items:
  • Ring of Transmogrification: Transforms the wearer
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)

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

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

Items:
  • Rope
  • Human? bones: Taken from 2 skeletons
  • 3 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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Re: Quest for a Cure (GAL 7): Turn 40

Postby kida » Mon Mar 02, 2015 3:02 pm

Drinks continues to attack
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Re: Quest for a Cure (GAL 7): Turn 40

Postby ChuckDaRighteous » Mon Mar 02, 2015 4:17 pm

Spoiler: show
thinkslogically wrote:"We <sob> should <sob> have made <sob> a warning <sob> sign <sob>"
...
...
...
>:( that just twisted the knife >:(
consolation: I likely won't be the only one to die. I'll have a death buddy
[s]Righteous One[/s]Vengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
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Re: Quest for a Cure (GAL 7): Turn 40

Postby kida » Mon Mar 02, 2015 5:26 pm

Spoiler: show
ChuckDaRighteous wrote:
thinkslogically wrote:"We <sob> should <sob> have made <sob> a warning <sob> sign <sob>"
...
...
...
>:( that just twisted the knife >:(
consolation: I likely won't be the only one to die. I'll have a death buddy

Happy to join you son ;)
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Re: Quest for a Cure (GAL 7): Turn 40

Postby Patdragon » Tue Mar 03, 2015 12:33 am

"Stop Fighting! This is unnecessary. William can you do something!"

Forges stays where he is as he has nothing to secure the rope with and if he lets go there could be future problems.

ooc: I only see a few ways drinks will survive...
1. William uses the sleep wand or spores
2. Willaim heals drinks with the salve and we all attack Solomon, which I think Forges and walks wouldn't do.
3. Willaim put the ring of water form on one of them and turn them to water (hopefully making them immune to damage for a few turns so as to calm down)
4. Not sure what it does but what does withering touch do?
Currently away from forums from Nov 2017
Forges for food (3gp)- The Goblin Adventuring league
Pushes Buttons The Island
Rudolph Sundered Way


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- Karn, Silver golem
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Re: Quest for a Cure (GAL 7): Turn 40

Postby GathersIngredients » Tue Mar 03, 2015 3:02 am

Walks furrows her brows with sorrow, both about the loss of Right as well as the guilt the ferry man is riddled with. "What is done is done. Don't beat yourself up about it, but try to do better in the future. Perhaps you could at least mention that the pool isn't safe to swim in, next time?" She tries to smile, but it ends up a little crooked. "Also, do you think you could ferry me across, please? I will pay with the ring, if it is all the same to you."

If the ferrymen are willing & able Walks will trade the ring for a safe ride to the other side, the return ticket and then, if she still can, poke her head into the next area very, very cautiously.



OOC: I'm going to peek into the next screen. The ferrymen said something about a healer living there, and iirc, we were sent to find some druidess or something as quest objective? Maybe we can still get to her with 3 people. Maybe not. If Walks encounters any more hostiles, I think I'll have her hightail back to HQ. I honestly loathe running away but: A) I don't want her to die and B) I'm seriously p*ssed at some people's behavior. On which I have zero influence, but which affects my char all the same. :wall:
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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Re: Quest for a Cure (GAL 7): Turn 40

Postby Quarg » Tue Mar 03, 2015 9:30 am

William will pull out his wand of sleep and use the last charge on Soloman as he orders Drinks "Back off you bloodly fool!"
Really...why are you reading this?

Eileen Ap'Fyretorr
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