Page 3 of 16
Re: Quest for a Cure (GAL 7): Turn 5
Posted: Mon Oct 06, 2014 7:44 pm
by kida
ChuckDaRighteous wrote:I could throw the end of the rope over and you could tie it on the end. That was kinda my intention anyways.
Sure.
Drink will tie the hook to the rope.
Re: Quest for a Cure (GAL 7): Turn 5
Posted: Tue Oct 07, 2014 1:07 am
by GathersIngredients
Walks will bind part of her cloak over her mouth and nose (like bank-robbers in wild west movies used to do), cross the pool by hopping briefly onto the floating sign and then onto solid ground again, avoiding to: fall in, bump into Right or stirring up any more spores or breathing them in the best she can. She will try to wake up forges, if she can do so without causing any more spores to take flight, else she'll try to pull him out of the spore-infested zone. If neither would work, she'll try to get onto the ladder and tie the rope to a rung that looks/is the most solid/sturdy and get the arrow back.
Re: Quest for a Cure (GAL 7): Turn 5
Posted: Tue Oct 07, 2014 1:31 am
by thinkslogically
The update image is now up
Re: Quest for a Cure (GAL 7): Turn 5
Posted: Tue Oct 07, 2014 9:47 am
by Quarg
William will either a) Help walks pull Forges from the sleep zone or
b) Pull the local out of the spore zone...
Ensuring that he does not touch the mushrooms (of DOOOM!)
If William is unable to do either then he will retreat back to where he started
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 11:46 am
by thinkslogically
Turn 7
Walks decides to brave the gooey puddle and hops down onto the sign, but her foot slips as she goes to hop off the chest and she tumbles into the pool! She drags herself out on the far bank, but not before taking 2 DAM from being submerged in the corrosive slime! Ouch! Her cloak is soaked through, and she'll need to take it off if she doesn't want to keep getting burned.
Righteous luckily manages to keep his footing, and tosses the end of his rope to
Drinks who ties his hook onto the end of it.
William heads bravely back into the spore-zone and manages to drag
Forges to safety without touching any of the mushrooms or falling asleep. Now that he's out of the spore-cloud, he starts to wake up and will be able to act again next turn.
-----------------------------------
► Show Spoiler
I hereby name this pool "The Puddle of Strife"
INVENTORIES
.[tabs:
Walks]
Stats:
ATT: 3 (axe) / 2 (bow)
DEF: 2
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).
- Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[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)
- 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:
- 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)
- 1 Length of rope
- 1 Length of rope with a pirate hook on the end
[tabs:
Drinks]
Stats:
ATT: 2
DEF: 1
HP: 5/5
Items:
- Simple Axe (+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
[tabs:
Forges]
Stats:
ATT: 3
DEF: 3
HP: 5/5
STATUS: Asleep!
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 7
Posted: Wed Oct 08, 2014 12:58 pm
by kida
"Didn't I say to everyone to stay out of the pool..."
Drinks will help Walks to get out of the Puddle of Strife.
He will then drag the other sleeping creature away from the spore area.
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 1:21 pm
by Quarg
William will go down the tunnel and jump over the pool of red stuff...
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 1:34 pm
by ChuckDaRighteous
Righteous One goes fishing for chests.
"Thanks drinks"
Having looked at this chest for several turns now I have seen something I could have hooked it onto right?
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 1:36 pm
by thinkslogically
The chest has handles but they're still underneath the level of the slime. Your hook should do the job though
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 4:51 pm
by GathersIngredients
► Show Spoiler
Of course. After I have undergone MORE trouble than anyone else to try and get to the other side safely, what happens? MY character as the ONLY one falls into the muck.
/rantmode off
Walks slips out of the cloak and hangs it to dry either from the lowest ladder rung (if she can reach it) or over the rope (if it can bear the weight). Then she tries to get up to where the arrow is stuck into the wall, tie the rope to the sturdiest ladder rung and get the arrow back, hopefully without sending any more spores flying.
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Wed Oct 08, 2014 7:20 pm
by Patdragon
With weapon ready forges heads to the next screen with William, if he will glance at the claw marks as he passes.
Re: Quest for a Cure (GAL 7): Turn 7
Posted: Thu Oct 09, 2014 2:16 am
by thinkslogically
GathersIngredients wrote:► Show Spoiler
Of course. After I have undergone MORE trouble than anyone else to try and get to the other side safely, what happens? MY character as the ONLY one falls into the muck.
/rantmode off
► Show Spoiler
I have to admit, the evil GM in me laughed a lot at the irony of that! But you didn't actually use any of the extra safety measures you set up and then rolled a 1. C'est la vie.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sat Oct 11, 2014 7:37 am
by thinkslogically
Turn 8
"Didn't I say to everyone to stay out of the pool..."
Walks hauls herself out of the pool and takes her cloak off. Since she's not able to (safely) reach any of the things she wants to hang it over, she puts it back in her inventory. If she wants to reach the ladder, she'll need help up.
Drinks drags the green guy out of the cloud of spores (thankfully without bumping any of the mushrooms), and he begins to wake up.
Righteous goes fishing for the handle of the chest and manages to get a fairly secure purchase on one of the submerged handles.
William and
Forges head right.
...that's a lot of rats.
-------------------
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).
- Simple Metal Ring: ??? (this is the ring of unquenchable thirst, if I understood TL correctly)
[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)
- 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:
- 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)
- 1 Length of rope
- 1 Length of rope with a pirate hook on the end
[tabs:
Drinks]
Stats:
ATT: 2
DEF: 1
HP: 5/5
Items:
- Simple Axe (+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
[tabs:
Forges]
Stats:
ATT: 3
DEF: 3
HP: 5/5
STATUS: Asleep!
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 8
Posted: Sat Oct 11, 2014 7:43 am
by GathersIngredients
(Unless she's needed at the edge of the pool,) Walks carefully walks past the mushrooms. With sinking priority:
If the others get attacked by the rats, hurry there and keep behind, shooting at a rat (preferably one that she can kill or wound).
If Right wants/needs help pulling the chest out of the pool, Walks will lend a hand, but remain very careful not to get into contact with the corrosive liquid again.
If someone helps her get up, climb the ladder and tie the rope to the sturdiest rung, retrieving the arrow.
If none of this happens, examine the mushrooms without setting off more spores, try to wake up the triangular guy.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sat Oct 11, 2014 12:32 pm
by Quarg
William will retreat pulling out his cloak again. He will then attempt to lay his cloak over the nearest cap and bundling it over so that is will not release any spores out. If it does, he will immediately retreat back between the rats and hopes that his compatriots will cover his attempt to get the caps to take out the rats...
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sat Oct 11, 2014 4:53 pm
by ChuckDaRighteous
RighteousOne will jump to the other side and haul the chest out and open it.
(after all the work that went into retrieving it, this chest better be worth it. Of course now that I've made such a demand it will be rubbish out of spite... have I ever mentioned how much I appreciate you TL?)
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sat Oct 11, 2014 4:58 pm
by thinkslogically
Hahaha! Don't worry, the contents of each
cheesy chest are predetermined (ish) so you can't ruin it
EDIT: autocorrect is weird....
Re: Quest for a Cure (GAL 7)
Posted: Sun Oct 12, 2014 3:02 pm
by kida
"Are you awake? Who are you?"
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sun Oct 12, 2014 7:24 pm
by Synch
► Show Spoiler
ChuckDaRighteous wrote:
(after all the work that went into retrieving it, this chest better be worth it. Of course now that I've made such a demand it will be rubbish out of spite... have I ever mentioned how much I appreciate you TL?)
Or it will be something perfectly suited to someone else
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Sun Oct 12, 2014 8:13 pm
by Patdragon
"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."
He will stay where he is an attack a rat if it comes near him, the bigger one if there is a choice, hoping is armour is good enough to protect him from the smaller ones. "take that rat"
He will also keep an eye out if the green guy if attempts to run for it into his area and trip him up and over into the rats as a distraction.
If rats don't approach and green guy doesn't flee he studies the rats and debates if he could simple run past them to the ladder and up, grabbing the ring on route.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Mon Oct 13, 2014 2:53 am
by GathersIngredients
► Show Spoiler
OOC: I didn't note the question about loot distribution until now. Sorry about that.
But I concur, it would be better to agree on how we do this NOW than to squabble about it after the quest.
Any suggestions?
There's always "finders keepers" it's easiest, but that might strand some people with all the good items, and others with all the crap or nothing at all.
I don't like people calling dibs on something (e.g. loot from somewhere you would need to fight for it, and possibly, after calling dibs on it not even participating in said fight. I'm not saying that anyone here would do something like that, but calling dibs on something is already kind of an anti-social concept in the first place.)
personally I would prefer a 'those who need an item should get it' approach, but need is hard to define after a basic equipment of armor (to keep goblins safe) and weapons (to be able to kill stuff faster) for everyone.
Also: Didn't 2 triangular guys run this way (where the rats are)? Where did they go? Up the ladder and the rats just let them past? Or did they get eaten by the rats and gnawed down to bones (there ARE to skeletons there, after all)? That would be super speedy eating on the rats' part!
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Mon Oct 13, 2014 5:29 am
by Patdragon
► Show Spoiler
In character I was calling dibs purely on the fact no one answered the question as a just in case, my normal way of splitting things in out of forum rpgs that seems to work quite well is this. First everyone needs the weapons and armour, anyone without gets the new item first or a hand me down from the finder.
Finders get to use/trade all other items though the adventure as they will (as they are the ones that "usually" go through the effort to get the item) but at the end all non weapon/armour items will can be divided (we divide everything slightly randomly in our home group (dm puts in price order and divides out in order 1-2-3-4-5-5-4-3-2-1-1-2-3-4-5 on a personal roleplay through the session/adventure) and once its divided individuals can barter or trade among themselves - dm job being done.)
And yes I wondered about how they got passed hence why i was thinking a quick dash to the other side might work, but i don't think they are the skeletons, that'd be some very quick eating even for rats.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Mon Oct 13, 2014 6:34 am
by thinkslogically
► Show Spoiler
As far as I'm concerned, "Finder's Keepers" is essentially the main rule of looting in my games, with a couple of small modifiers: people who actively participate in a combat get first dibs on corpse loot (if there is any), and no-one can claim more than one thing per turn unless no-one else wants it. If several people try to claim one item, the dice decide who gets it. Once something has been claimed, it will exist in the looting player's inventory and is theirs to do whatever they want with it. If you want something that someone else has, make your case to the owner.
You can say / do anything you want with your goblins in an RPing context (including PvP if you ever decide that's a good idea), but I will not tolerate arguments that descend into personal attacks on other players (as per the rules of the forum). It's only happened once in the GAL that I'm aware of, and hopefully won't happen again.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Mon Oct 13, 2014 6:48 am
by BadgeAddict
► Show Spoiler
I don't mean to butt into this game and I have no intent on stomping on Thinks' rules, but I feel I must say the following:
If we could all be adults about this and be willing to share, then the whole problem with looting anything wouldn't be a problem. Consider one of the bigger games that are not part of the GAL. There is sharing and comradery, because in order to win, all must succeed, and in order to win, they all must be well equipped. However, due to the nature of these quests and the fact that you can go on multiple over and over again, somewhere along the line, there has developed a very large zit filled with selfishness. This metaphorical zit, needs to be popped so that we can go back to having friendly games again.
I will probably be moving more to a method of this type of loot distribution also in any future game "Finders Keepers", unless I can think of a better option.
Re: Quest for a Cure (GAL 7): Turn 8
Posted: Mon Oct 13, 2014 8:07 am
by ChuckDaRighteous
► Show Spoiler
I think the main reason we butted heads in previous games is we didn't predetermine anything. So when two people wanted the same thing, suddenly people were at odds with each other because it was a surprise that they needed to figure it out. Hitting on what badge said, its not just that we're not working towards a common long time goal, its that by switching up the parties each mission, you're not even working with the same characters. You don't know their character goals or RP of that character sometimes, so it can be hard to hit the common groove. It took me forever to figure out Leaves doesn't talk for example. With that said, if we know how its gonna work when we divide it and have some idea of what other people want, I think we'll be fine. In that frame of mind, I will call out that I want whatever is in this chest (though if it doesn't interest me or there is lots of stuff, I'll share with drinks since he lent me the hook). I also wouldn't mind getting my hands on the green guy's lantern (presuming he isn't an ally and we can kill/loot him).