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Re: Quest for a Cure (GAL 7): Turn 13

Posted: Thu Oct 23, 2014 12:40 pm
by ChuckDaRighteous
I take it I can't act this turn? Sorry Walks I'd help you if I could.

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

Posted: Thu Oct 23, 2014 1:05 pm
by kida

Drinks
continues to attack the remaining rat.

@chuck - I think you have the same affect the rats got, you'll attack anyone that get near to you.

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Fri Oct 24, 2014 3:25 am
by GathersIngredients
Did the mandibles of that centipede switch color just now? O.o

Walks gets her knockback axe out and whacks the centipede with it. Preferable in its face.

OOC: I hope this doesn't throw the insect off the ceiling, down to your char Chuck. And I hope he doesn't climb up to attack Walks. =/

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Fri Oct 24, 2014 5:19 am
by Patdragon
ooc: If you do knock the centipede down Righteous might be able to attack it plus if the angle is right it might even head to the acid or hit the sleeping mushroom.

Forges carries on helping trying to kill the final rat with drinks whilst eyeing up the ring near him, if the rats dies before he attacks he will nab it.

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Fri Oct 24, 2014 6:30 am
by ChuckDaRighteous
Heh, batter up. Aim for the sleeping mushroom. Then again he's probably big enough to hit all 3 so this could end up being very bad.

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Fri Oct 24, 2014 6:34 am
by Quarg
William will attack the remaining Rat!

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Sat Oct 25, 2014 7:11 am
by thinkslogically
Turn 14

Image

The centipede bites Walks again (1 DAM), but she is ready with her Knock-Back Axe and roars as she drives it into the centipede's head. The centipede is knocked off the ceiling, but with nothing underneath it, it lands right on top of all three mushrooms and a startled, confused and bloodthirsty Righteous who promptly loses his shit. There is an explosion of spores from all three mushrooms and chaos ensues... By the time anyone can see through the spore cloud again, the centipede is dead and Righteous looks positively rabid. The combined effect of all three mushrooms appears to have had a particularly powerful and strange effect on him.

Image

Next door, the other goblins manage to defeat the final rat without any drama at all.

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

@chuck: You can still attempt to influence Righteous's actions while he's high as fuck, but it's anyone's guess if he'll listen to you :)

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 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: Forges]

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

Items:
  • 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].

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

Posted: Sat Oct 25, 2014 7:17 am
by kida

Drinks
takes the ring from the skeleton and put it on his finger. He will check he is able to remove it but will keep it on his finger if he can.

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 7:21 am
by Patdragon
occ: nooooooooooooooooooo.... just missed it.

Forges looks at drinks with a little bit of envy, kicks a skeleton head and checks to see if anything else is about to scavenge, failing that he picks up a few bones including a skull. Then if time puts as many rat corpses starting with the bigger ones into his magic back pack

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Sat Oct 25, 2014 7:31 am
by spiderwrangler
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Sat Oct 25, 2014 8:00 am
by ChuckDaRighteous
► Show Spoiler
RighteousOne will climb up and drag walks down into the cloud with him will exit the cloud, sit down, and attempt to regain his composure.

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 8:09 am
by GathersIngredients
... and the centipede's mandibles changed color AGAIN. I wonder if that means anything.

@ Chuck, I'm sorry it landed on the shrooms and unleashed god knows what effects on your char, but at least we got rid of the centipede.


Walks watches Right carefully, and if he attempts to go after her, she'll try to knock him down the ladder again without actually hurting him (use blunt side of the axe, if possible).
If he doesn't go after her, or if she can still do something afterwards, she'll inspect the blue stuff on the ceiling, especially the round bits that seem to be embedded. if she still can do stuff, she'll check if her cloak is dry by now, and if it is, equip it.

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Sat Oct 25, 2014 9:08 am
by Theis2
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 9:56 am
by GathersIngredients
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 10:30 am
by Quarg
William will pull out his Wand of Slumber and move back into the next room where, when and if, Righteous comes out of the spore cloud towards him, will hit him with a blast of the sleep spell contained within.
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 10:47 am
by ChuckDaRighteous
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 13

Posted: Sat Oct 25, 2014 11:32 am
by Theis2
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 14

Posted: Mon Oct 27, 2014 2:52 pm
by thinkslogically
Turn 15

Image

Drinks takes the ring from the skeleton's finger and puts it on his own. He promptly turns into a purple rat, in which condition he is unable to remove the ring by himself. He wonders whether the effects will wear off on their own any time soon...

Forges sulks a little at not getting the ring first and kicks one of the skulls. With nothing else to find, he collects all the rat corpses and bones and puts them into his backpack. They begin to ooze and his backpack is now full.

Image

Righteous makes a heroic effort to move away from the mushrooms and the danger of being hit on the head by more enormous insects, but the floor decides not to cooperate and unhelpfully transforms into a giant swirling soup of fire and ice and spiders and sadness, which is all a bit confusing. While he's trying to figure out how to get across without stepping on anything unpleasant, William appears and zaps him with the Wand of Slumber. Righteous is now fast asleep in the enormous spore cloud. It's probably slightly better than tripping balls in the enormous spore cloud, but only until he wakes up.

Walks pulls her dry but slightly crusty cloak back around her shoulders and goes to inspect the blue orbs. It looks like there are small larval creatures of some form inside. They look like little blue fish or something but she doesn't know what they are.

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

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:
  • 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]

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

Posted: Mon Oct 27, 2014 4:09 pm
by kida

Drinks
wonders where all of his gear disappeared and starts looking for cheese.

Re: Quest for a Cure (GAL 7): Turn 14

Posted: Mon Oct 27, 2014 4:13 pm
by ChuckDaRighteous
"ZZZZZZZZZZ... Rainbow Donkeys... ZZZZZZZZZZZZ"
thinkslogically wrote:the floor decides not to cooperate and unhelpfully transforms into a giant swirling soup of fire and ice and spiders and sadness, which is all a bit confusing.
For frustratingly not being able to act, I demand a picture of this.

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Mon Oct 27, 2014 7:42 pm
by Patdragon
"aCk another rat..." he goes to attack it, then just before he hits it he notices it is purple and stops, waits a moment and thinks where's drinks - he looks around and not seeing him looks back at the rat and starts to laugh "HAHAHAHaaaa........... well I guess you can have the ring.....Pahahaha!" After debating for a moment just leaving drinks like that and seeing if the transformation runs its course he decides there has been enough dilly dallying already trying to get over the pool and tries to catch him so he can take the ring off.

If spare time he will climb back up to the top of the ladder quietly and resume his previous position looking down on the three humanoids.

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Tue Oct 28, 2014 2:54 am
by GathersIngredients
If the spore cloud dissipates Walks will: Climb down, pull Right away from the mushrooms, pick up centipede body and/or butcher it for usful parts (e.g. scales, mandibles, poison glands,... ). If the spore cloud remains Walks will: try to pick up some of the blue gunk (from the floor portion, not distrubing the egg-orbs). If successful try to throw into the pool (for science!). If unsuccessful, go right (crawl through the blue stuff avoiding it the best she can), ready to fight.

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Tue Oct 28, 2014 5:15 am
by Quarg
Er...I stated William would shoot if and only if Right came out of the spore cloud...

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Tue Oct 28, 2014 5:24 am
by thinkslogically
Quarg wrote:Er...I stated William would shoot if and only if Right came out of the spore cloud...
Yeah, but he's close enough to the edge / under of the cloud that you can grab him if you want to. It also sucks for Chuck if he's got to wait for the dice to let him out so I thought I'd speed things along a little.

Re: Quest for a Cure (GAL 7): Turn 15

Posted: Tue Oct 28, 2014 7:34 pm
by Quarg
William will go and pull Right out from under the spore cloud if he can do so without getting into the cloud himself...

If that fails, or when it is completed. William will go on through the rat room and climb up to look upon the huminoids....