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Quest for a Cure (GAL 7): Turn 46

Posted: Fri Sep 19, 2014 2:09 pm
by thinkslogically
The Quest for a Cure!

Turn 0

Image

The goblins leave the GAL and set forth on their epic quest into the swamp. After a little while, they come to the tunnel entrance the barman pointed them to and head inside. This doesn't look safe.

-----------------------------------
INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 2
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).
  • Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[tabs: William]

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

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)
  • 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: 1
HP: 5/5

Items:
  • Straight Razor (+1 Atk, 1-handed, 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)
  • 2 Lengths of rope
[tabs: Drinks]

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

Items:
  • Pirate Hook: +1 ATT, 1 handed (1H) weapon.
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
[tabs: Forges]

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

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]
► Show Spoiler

Re: Quest for a Cure (GAL 7)

Posted: Fri Sep 19, 2014 4:01 pm
by kida
Drinks will try to touch the liquid on the floor with his spear. He will examine the affect on the spear and will try to carefully touch a drop of water left on the spear.

Re: Quest for a Cure (GAL 7)

Posted: Fri Sep 19, 2014 7:15 pm
by ChuckDaRighteous
While he waits to see, how Drinks, experiment with the liquid goes, Righteous One will call out to the green beings 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?"

Re: Quest for a Cure (GAL 7)

Posted: Sat Sep 20, 2014 2:10 am
by GathersIngredients
Walks remains wary of her new surroundings, especially the multi-pede on the ceiling. She waits until the other two are done with their attempts, and if either the triangular people or the mushrooms (they have eyes!) turn out to be sentient and friendly, she will throw them her rope and tie her end to the pier, to be able to get across the 'pub' lake with dry feet.
If anything attacks, fight back with appropriate weapon (knock back axe for melee or short bow & arrows for ranged).

Re: Quest for a Cure (GAL 7)

Posted: Sat Sep 20, 2014 4:39 am
by Quarg
► Show Spoiler
William will acost the centipede specifically. "Hello sir, I and my fellows wish to walk through here...if you have any issue with that please state that now"

Re: Quest for a Cure (GAL 7)

Posted: Sat Sep 20, 2014 5:19 am
by Patdragon
Forges wonders how again he was convinced into actually wearing the ear necklace and can't quite place it, something laughs had said and then the bard had said something to enchant a defense onto as a focus and then boof wearing an ear.... not quite his style, but for now it was new and at least clean if indeed freaking him out a little.

"I don't think centipedes talk but we might be able to make it move my throwing.... is that a mushroom... or whatever its eating to a different area."
Forges looks at the platform form the others are standing on and gives it a tentative stamp to see if it will hold his wait as well, before he does anything. IF stable he looks to see what the centipede is eating in more detail, whilst debating if a running jump could get a goblin across...maybe a pole/spear vault would work.

Ooc: or using the powers of the third dimension go around the lake ;)

Re: Quest for a Cure (GAL 7): Turn 1

Posted: Mon Sep 22, 2014 11:51 am
by thinkslogically
Turn 1

Image

Drinks carefully pokes the water below them with his spear. It wobbles in a slimy, gelatinous sort-of way. Cautiously lifting the spear back out, he touches the goop against his skin. It hurts like hell! Whatever's in that pool, they'd better be careful not to fall in...

"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 calls over to the green guys, but they just hiss at him and keep working.

William tries a different tack and shouts up to centipede. It ignores him too and continues doing whatever it's doing up there.

"I don't think centipedes talk but we might be able to make it move by throwing.... is that a mushroom... or whatever its eating to a different area."

Forges decides the platform is small, but perfectly sturdy and takes a closer look at the centipede. It looks like there are weird jelly-like blobs in the holes in the ceiling, but it's hard to see whether the centipede is eating them or laying them... AS for the pole-vaulting, it might work, assuming the pole didn't slip and he wasn't too fussy about where he landed.

-----------------------------------
INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 2
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).
  • Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[tabs: William]

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

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)
  • 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: 1
HP: 5/5

Items:
  • Straight Razor (+1 Atk, 1-handed, 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)
  • 2 Lengths of rope
[tabs: Drinks]

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

Items:
  • Pirate Hook: +1 ATT, 1 handed (1H) weapon.
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
[tabs: Forges]

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

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]
► Show Spoiler
[/quote]

Re: Quest for a Cure (GAL 7): Turn 0

Posted: Mon Sep 22, 2014 12:03 pm
by Quarg
William will see if he can wrest the "To the Pub" sign off the wall...

Re: Quest for a Cure (GAL 7)

Posted: Mon Sep 22, 2014 1:02 pm
by kida
"Don't touch the liquid. I think it is some kind of acid."
Drinks
will try to fish the box using his spear (bringing the box closer using the spear and trying to pull it up from the water if it is in reaching distance)

Re: Quest for a Cure (GAL 7): Turn 1

Posted: Mon Sep 22, 2014 4:22 pm
by ChuckDaRighteous
Righteous One makes a lasso with one of his ropes and tries to lasso the centipede, trying to aim for the tail if possible. If the centipede gives way to to tugging, he will try to pull it down (preferably with help from a companion) . If the centipede seems firmly rooted to the ceiling, he will try to swing across to the mushrooms and green guys.

ooc question for GM: since this came up before with other items, is my standard a "large" item that must be carried or can it be tucked away in my inventory? If large and I can swing across I will leave it in the hands of an ally.

Re: Quest for a Cure (GAL 7)

Posted: Mon Sep 22, 2014 8:33 pm
by spiderwrangler
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 1

Posted: Mon Sep 22, 2014 10:00 pm
by Patdragon
Not having a pole or spear to vault over with, Forges is at a little of a lost of what to do...lassoing the centipede seems unlikely as does getting the chest out of the water with a spear at this height, he decides to assist drinks by holding his legs so that they might be able to reach it together.

"Perhaps your hook might be able to grab a handle of the chest once it's closer if it has any that'll stop you getting any burns as well if we're careful."

Re: Quest for a Cure (GAL 7): Turn 1

Posted: Tue Sep 23, 2014 12:39 am
by thinkslogically
Chuck - the banner will fit in your inventory

Re: Quest for a Cure (GAL 7): Turn 1

Posted: Tue Sep 23, 2014 2:15 am
by GathersIngredients
Walks, once more waits for the outcome of the plans of the others. If any solution to crossing the pool unharmed has worked out so far, and she can use the same method, too, Walks will do so. If no other attempt has worked, of Walks for any reason can't mimic the method, she will tie one end of her rope to the pier, the other to an arrow and shoot it into the wall with the ladder rungs, hopefully anchoring it in there. After checking that it will carry her weight and the rope will not yield so she ends up in the harmful liquid, she will - very mindfully of the centipede and its movements - climb along the rope to the wall, holding onto the ladder rungs for now. If she still can, she'll take a look at the blue things stuck to the ceiling of the upper passage.

If anything in the room turns hostile, Walks will attack them with appropriate weapon.

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Wed Sep 24, 2014 11:06 am
by thinkslogically
Turn 2

Image

"Don't touch the liquid. I think it is some kind of acid."
"Perhaps your hook might be able to grab a handle of the chest once it's closer if it has any that'll stop you getting any burns as well if we're careful."

Drinks pokes at the chest, but isn't able to hook it towards the platform. It actually seems to be fairly well stuck in the thick, nasty swamp-juice.

William decides that a bit of vandalism only serves to make a dungeon even better and prises the sign off the wall. It's heavier than it looks though and he drops it into the pool. On the plus side, it totally floats. On the downside, the chest is underneath it now...

Righteous decides to try lassoing the centipede, but there's not much to aim for. He misses the centipede but manages to hook the closest mushroom thing. It judders, and the closest green guy freezes with a look of horror on his face.

Walks decides to try her own plan. Tying one end of her rope to the wooden ledge, she ties the other end to an arrow and shoots it at the far bank. It seems to jam into the soft dirt, but she'll need to wait until next turn to try it out.

-----------------------------------
INVENTORIES

.[tabs: Walks]

Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 2
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).
  • Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[tabs: William]

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

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)
  • 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: 1
HP: 5/5

Items:
  • Straight Razor (+1 Atk, 1-handed, 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)
  • 2 Lengths of rope
[tabs: Drinks]

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

Items:
  • Pirate Hook: +1 ATT, 1 handed (1H) weapon.
  • Simple Axe (+1 ATT) (1-handed)
  • Spear (+1 ATT) (2-handed)
[tabs: Forges]

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

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]

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Wed Sep 24, 2014 11:10 am
by Quarg
William will wait to see who's rope holds better...

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Wed Sep 24, 2014 2:21 pm
by ChuckDaRighteous
well we could walk on one while holding onto the second for balance, but since the green guy looks mortified that may be a bad idea.

Righteous One will try to shake his rope loose.

(unless someone has a better suggestion or wants to try it anyways)

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Wed Sep 24, 2014 8:32 pm
by Patdragon
"That mushroom just juddered! Perhaps they are like those shriekers I read about once, big mushroom like things that scream."

Looking down at the floating sign and the chest acting as a kind of stepping stone forges considers skipping across, there are two rope to try and jump to if goes wrong, wait make that one if righteous pulls his away and after all and someone being on the other side might be useful, if those mushroom, and people don't attack him of course.

Forges waits to see if righteous pulls his rope back without indecent then he does he try skipping across using the sign and hopefully stable chest....to the other side where he goes into a defensive position with his weapon.
If something happens like a mushroom exploding he will stay where he is and assist anyone else with one of there plans.

ooc:@thinks- looks like you either clicked off the blood layer or it is something in game.

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Thu Sep 25, 2014 2:23 am
by GathersIngredients
► Show Spoiler
So... the arrow is lodged in the far bank? Meaning at the feet of the mushrooms and the triangular people? Because I did mean for Walks to aim for the wall above the triangular people and the mushrooms, the one with the rungs on it. Did she achieve that? I'm sorry to bother you like this, but the update isn't very clear.


Actions:
Walks tests the rope, whether or not it can hold the weight of a goblin and whether or not it is positioned in a way that it will allow a goblin to pass to the other side of the pool unharmed. If so, she will allow any volunteers to use it to cross, before doing so herself, always making sure there's never more than one goblin on the rope at any given time. If not, she'll pull the arrow back by the rope and try again.

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Thu Sep 25, 2014 2:30 am
by thinkslogically
It's in the ladder bit of the bank /wall, exactly as was intended :-)

@patdragon, I don't know what you're referring to by the blood layer...

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Thu Sep 25, 2014 2:35 am
by GathersIngredients
► Show Spoiler

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Thu Sep 25, 2014 2:38 am
by thinkslogically
Gotcha! That's an (well spotted) art error that doesn't show up on my phone. Cheers!

Re: Quest for a Cure (GAL 7): Turn 2

Posted: Thu Sep 25, 2014 7:19 am
by ChuckDaRighteous
► Show Spoiler

Re: Quest for a Cure (GAL 7)

Posted: Thu Sep 25, 2014 8:33 am
by kida

Drinks
will see if someone manage to find a safe way to cross the pool, and then he'll follow.

Re: Quest for a Cure (GAL 7): Turn 3

Posted: Sat Sep 27, 2014 10:04 am
by thinkslogically
Turn 3

Image

"That mushroom just juddered! Perhaps they are like those shriekers I read about once, big mushroom like things that scream."

Righteous One attempts to shake his rope free of the mushroom. He is successful, but also gives the mushroom a violent shake in the process and a whole load of sparkling little spores puff out of the top of the mushroom. The closest green guy to the mushroom clutches his face while his two companions hurry away.

Since that probably counts as an "incident", Forges stays put on the left bank.

Walks tests the strength of the rope (it seems ok) and then bravely decides to let the others go first. Everyone else seems to be waiting for someone else to go first though, so nothing actually happens.

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