Quest for a Cure (GAL 7): Turn 46

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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 21

Post by Quarg » Tue Nov 18, 2014 4:51 pm

William decides to deal with this directly, "Please stop interfering in our mission..."
Really...why are you reading this?

Eileen Ap'Fyretorr

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thinkslogically
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Posts: 17223
Location: Florida

Re: Quest for a Cure (GAL 7): Turn 23

Post by thinkslogically » Wed Nov 19, 2014 2:21 pm

Turn 22

Image

Suspicious Forges is suspicious. He throws a ball of paper at the sack and is not in the least bit surprised when it suddenly stops dead in mid-air...

Image

"Perhaps not, but one of my companions is caught up there, and I can't leave him. Why is it you think I shouldn't go up there?"
"Please stop interfering in our mission..."
"Interfering!? Well EXCUSE ME for trying to keep you and your friends alive and healthy! Besides, this is MY home and you are not allowed to be here without my permission! Now go away."

Forges backs out of the corridor.

"That way looks a little small for you Solomon is that how you came in here?"

Drinks watches and waits. He also cleans his whiskers because it's nice to be clean.

Walks arrives and manages to pull one of the little creatures off. The other creatures don't do any damage, but she can't get any more of them off without letting the one in her hands go.

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

INVENTORIES

.[tabs: Walks]

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

Items:
  • Shortbow (ranged)
  • Arrows (x2, +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)
  • 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 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]

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ChuckDaRighteous
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Posts: 2298

Re: Quest for a Cure (GAL 7): Turn 22

Post by ChuckDaRighteous » Wed Nov 19, 2014 2:41 pm

RighteousOne will go back over the hump to help Walks remove the creatures while he debates how to handle Solomon.

ooc: Anyone else tempted to take a more violent solution to Solomon? Though he's big enough I'd rather help walks and drinks first so that we can attack with all of us. Not to mention they need help anyways.
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 » Wed Nov 19, 2014 3:53 pm


Drinks
the rat disgusted from the level of cleanness he got (is he a cat or a rat?), and splashes in the mud.

OOC:
I think we should zap him to sleep, tie him down and get answers

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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 22

Post by Quarg » Wed Nov 19, 2014 6:45 pm

I have a solution, but I don't want to waste it until we're free of walks problems.

William will go up to the top level and ask rightous for the end of the rope again.
Really...why are you reading this?

Eileen Ap'Fyretorr

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ChuckDaRighteous
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Posts: 2298

Re: Quest for a Cure (GAL 7): Turn 22

Post by ChuckDaRighteous » Wed Nov 19, 2014 7:04 pm

Quarg wrote:William will go up to the top level and ask righteous for the end of the rope again.
And RighteousOne provides.
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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Posts: 2288
Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 22

Post by Patdragon » Wed Nov 19, 2014 8:02 pm

For the moment forges will also go back and help walks rid himself of the creatures so they stop bugging him.

OOC: sending him to sleep might be a good option.
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GathersIngredients
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Re: Quest for a Cure (GAL 7): Turn 22

Post by GathersIngredients » Thu Nov 20, 2014 4:39 am

Walks kills the creature she has in her grasp (squish it, hit it with a rock, hit it on the rock floor, whatever works) and tries to get another one off herself, killing that, too, if she has time for it. As the others join in to help, she is very grateful, but also obviously weary and thanks them in a meek voice.


OOC: I would prefer not to kill him, because a) he doesn't seem (openly) hostile, and b) he's big and probably tough. So sending him to snag some ZZZs would be great. :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 23

Post by thinkslogically » Fri Nov 21, 2014 3:50 pm

Turn 23

Image

William takes the end of the rope from Righteous and climbs up to the left-hand side. Solomon watches him suspiciously and keeps hold of the other end.

Sensing Walks' rather inauspicious arrival, Righteous and Forges climb back to help her. They all succeed in killing one of the bat-creatures each, leaving only one still attached to her cloak.

Drinks decides that being clean is for cats and rolls in the dirt. All this thinking about cats kind of freaks him out though and about halfway through the dust-bath he decides that actually he'd much rather suddenly go completely and totally still and listen really hard in case there's a real cat somewhere nearby. Damn scary cats.

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

INVENTORIES

.[tabs: Walks]

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

Items:
  • Shortbow (ranged)
  • Arrows (x2, +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)
  • 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 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]

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Patdragon
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Posts: 2288
Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 23

Post by Patdragon » Sat Nov 22, 2014 3:53 am

If the stirge on Walks is not dead forges tries to kill it.

If drinks wants to get done from his ledge, he will head back over and catch him if he jumps and then take the ring off.

If neither option is possible...erm.. Forges helps anyone that needs help- ex. if the other want to go back and kill some more stirges.

erm... if no one needs help...check and see if the mushroom cloud is still up, don't want these sneaky flying things coming out of nowhere again.
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GathersIngredients
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Posts: 5148

Re: Quest for a Cure (GAL 7): Turn 23

Post by GathersIngredients » Sat Nov 22, 2014 4:13 am

Walks waits until Forges kills off the last of the bat-creatures, then gathers up their corpses and the arrow she shot into the rat fight earlier.

If at least someone else (total number = 3, Forges, Walks + ?) wants to go back to the pool screen, Walks will tag along and try to not to attract any more bat-creatures, but kill them off from a distance (short bow & arrow).
If people initiate a fight with Solomon, she will climb up the left ladder and try to shoot him with an arrow.
If Solomon is put to sleep or similar, Walks will help by giving others a leg up, or form the basis of a goblin pyramid.

If no such thing is happening, Walks will climb over the "bump" and introduce herself to Solomon. "Hello there. My name is Walks with the Wind. Would you mind letting go of the rope, so we can get our friend DOWN from there, please?" she says, pointing up to the ledge where Drinks is currently stuck. "Or maybe you can help him down, you being so tall and your arms able to reach all the way up there?"


Edit: Since Right volunteers to come with Walks (and Forges), I scratched out the other options, to hopefully make life easier for Thinks. :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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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 23

Post by Quarg » Sat Nov 22, 2014 1:44 pm

William looks over at the others..."Someone go get that additional rope..."

He then turns his gaze at Soloman...."What do I have to do for you to let go my rope?" He asks
Really...why are you reading this?

Eileen Ap'Fyretorr

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ChuckDaRighteous
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Posts: 2298

Re: Quest for a Cure (GAL 7): Turn 23

Post by ChuckDaRighteous » Sat Nov 22, 2014 5:18 pm

RighteousOne will check on the spore cloud with walks. He will Kill any more of the creatures that choose to attack.

I think we might need more rope. If we want to use 1 to get to the ledge above and 1 to tie up Solomon once he is put to sleep, then we're going to have to take 1 down from the first area.
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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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 23

Post by Quarg » Sat Nov 22, 2014 8:20 pm

OOC: Which is why william is stalling for time...
Really...why are you reading this?

Eileen Ap'Fyretorr

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kida
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Re: Quest for a Cure (GAL 7): Turn 23

Post by kida » Sun Nov 23, 2014 10:28 am

Drinks waits in ambush until we deal with Solomon

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thinkslogically
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Posts: 17223
Location: Florida

Re: Quest for a Cure (GAL 7): Turn 24

Post by thinkslogically » Mon Nov 24, 2014 2:19 pm

Turn 24

Image

"Someone go get that additional rope... What do I have to do for you to let go my rope?
"YOUR rope? I don't think so, friend. This is quite clearly MY rope."

Forges brutally murders the last "stirge". Walks is now parasite-free!

Drinks decides that it's best if he keeps himself to himself for the time being so as to better surprise Solomon whenever they decide to deal with him.

Walks collects the four dead "stirges", but unfortunately her arrow has been broken. Damn.

Image

Walks and Righteous head left again where they find both a spore cloud and an absence of "stirges". They do hear a buzzing sound coming from somewhere above them though...

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

INVENTORIES

.[tabs: Walks]

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

Items:
  • "Stirge" corpses (x4)
  • Shortbow (ranged)
  • Arrows (x2, +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)
  • 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:
  • One end of the rope + hook
  • 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)
[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]
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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 24

Post by Quarg » Mon Nov 24, 2014 3:25 pm

Well good luck...Remember it doesn't count till they sign...
Really...why are you reading this?

Eileen Ap'Fyretorr

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Patdragon
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Posts: 2288
Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 24

Post by Patdragon » Mon Nov 24, 2014 9:18 pm

ooc: Just an idea but perhaps flapping a cloak might shift the spores a little. I am very tempted to see if I can leap over to drinks, but it depends what the rest of you plan to do.
We could always spore Solomon to sleep and save wasting the wand
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Anger is fleeting, Remorse eternal...
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kida
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Re: Quest for a Cure (GAL 7): Turn 24

Post by kida » Mon Nov 24, 2014 9:43 pm

OOC: I still have the pouch of spores, but in current condition I have no access to it.

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GathersIngredients
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Posts: 5148

Re: Quest for a Cure (GAL 7): Turn 24

Post by GathersIngredients » Tue Nov 25, 2014 4:24 am

OOC: while trying to blow away the cloud MIGHT work, it might not be safe to do so now, with the remainder of the bat-creatures probably waiting in ambush up there...

If Walks can safely do so, she'll examine the bat creatures that are lying around on the mushrooms, trying to discern if they are dead, asleep or something else. Also, she'll try to pull the corpse of the centipede out of the cloud, examine/butcher it and loot any useful parts (e.e. mandibles, shell/armor pieces, poison glands, ... ).

If she cannot safely do any of the above stuff, she'll wait what Right wants to do and help him with that. (e.g. use cloak to try and wave the cloud away, and/or stand ready to shoot bat creatures, or go back to the screen with Solomon,...).
EDIT: If she would end up alone in this room, she walks to the (lower) right, trying to be of help there (tying up a sleeping Solomon, making sure the rat gets down safely, getting the ring off his paw, ... ) the best she can.
end edit

Best of luck for you TL and enjoy your time in London.
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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Quarg
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Posts: 5400

Re: Quest for a Cure (GAL 7): Turn 24

Post by Quarg » Tue Nov 25, 2014 6:57 am

OOC: My suggestion is this, I put soloman to sleep...actually he's freddy but never mind. Then we get Drinks, remove his rinig and then spore our erstwile enemy Freddy before continuing on in our adventure. (Actually I'm thinking we should also turn him into a rat at least temporarily...)
Really...why are you reading this?

Eileen Ap'Fyretorr

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thinkslogically
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Posts: 17223
Location: Florida

Re: Quest for a Cure (GAL 7): Turn 24

Post by thinkslogically » Tue Nov 25, 2014 7:02 am

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ChuckDaRighteous
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Posts: 2298

Re: Quest for a Cure (GAL 7): Turn 24

Post by ChuckDaRighteous » Tue Nov 25, 2014 11:39 am

ooc: I say just shoot him with the wand and get it over with.

If William puts Solomon to sleep, RighteousOne will go retrieve his grappling hook and use it to climb up and help drinks go back to goblin form.

Otherwise, he'll go under the ledge and use his cloak as a net to catch a particular leaping rat/goblin and help it return to goblin form.

If said rat isn't comfortable leaping down or doesn't want to he'll assist walks with her actions instead.

ooc: I feel for ya kida, it sucks not being able to act.
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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Posts: 2288
Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 24

Post by Patdragon » Tue Nov 25, 2014 9:28 pm

OK so seem like consensuses is to put the big guy to sleep. Righteous can then nab the rope hook from him/William and throw it across.

Walks scavenges the centipede.

Drinks and me... well I can catch you if you want down, but I think we're coming up. Otherwise I will try and think what else to do. maybe taken rope from righteous if he misses and try again/or climb up the rope and un ring drinks if righteous doesn't have time.
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Anger is fleeting, Remorse eternal...
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Patdragon
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Location: Isle of Wight

Re: Quest for a Cure (GAL 7): Turn 24

Post by Patdragon » Mon Dec 01, 2014 8:50 pm

As i'm not sure when we'll kick back of with this can we get a small confirmation when your back Thinks, so we can confirm our actions.
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Anger is fleeting, Remorse eternal...
- Karn, Silver golem

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