Page 7 of 16
Re: GAL: Quest 1 (Turn 20)
Posted: Wed Feb 05, 2014 2:20 pm
by thinkslogically
Up to you guys of course, but don't worry about discussing plans of action in the thread 'in front of me' - it won't have any impact on whether your plan works or not. Of course, there's also PM's between you if you want to keep things completely secret
Just mentioning since the aims of the super-secret-move-the-chests plan seems a little confusing!
Re: GAL: Quest 1 (Turn 20)
Posted: Wed Feb 05, 2014 2:26 pm
by SGTdude
Yeah I don't really know what we are doing either. But I didn't have an idea, so I will execute someone else's.
Re: GAL: Quest 1 (Turn 20)
Posted: Wed Feb 05, 2014 3:53 pm
by WearsHats
I'm hoping there's something to it. Like I said, the only thing I could think of was trying to pull the switcheroo on the skeletons.
But I'll help move the chest down, then trade places and torches with Walks, and we'll see if we can lure the spider back out and shoot it.
There was also the question of having the gnomes make something for us, but I'm not sure what that would be at this point.
We really need to coordinate here.
Re: GAL: Quest 1 (Turn 20)
Posted: Wed Feb 05, 2014 4:29 pm
by SGTdude
WearsHats wrote:
We really need to coordinate here.
Yes. Please. Because I feel like TL is going "WAAAH! WTF! HOW CAN YOU HAVE NOT SEEN THE SOLUTION YET! SO STUPID!!!"
But that may just be me.
Re: GAL: Quest 1 (Turn 20)
Posted: Wed Feb 05, 2014 10:18 pm
by Quarg
William of course has ideas...William always has ideas...
William decides to hold off on shooting his bow at the moment...
OOC: Well the idea was simply to utilize the trunks as a way of ridding ourselves of those pesky stingers....
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 12:23 am
by GathersIngredients
► Show Spoiler
WearsHats wrote:We really need to coordinate here.
Says the guy who asked Walks to repeat her last (rather risky!) action only to run off to some other room instead of doing what he, himself, suggested.
I mean, yeah, you're right, we NEED to coordinate, but atm, I am admittedly rather frustrated that, while I explained my plan(s) multiple times (first in spoiler, then IC, in case you guys don't read the spoiler), and - to me - they make a BIT more sense than just 'get the chests, even if you don't know (yet) what for', you went for the chests, anyways. And that AFTER you suggested doing something else entirely. Which you also not did, while I at least tried to comply with your wishes/plan somewhat, just not as the main risk taker. Which is a good thing, because you made your char do something else than stick to your own plan, and next time, maybe Rork doesn't feel like helping out, and Walks gets to be spider-chow.
I know you're not fully functional because of lack of sleep and I may be not in the best of moods myself. So I want to be clear that I am NOT trying to point fingers or start a fight or anything, I'm just trying to give you my observation of the situation.
Therefore (this goes for all co-players): Please make suggestions what to do next turn, and I will do my best to co-operate. Thank you. And apologies for any perceived rudeness/bossiness or anything else that I might have said that you (all of you!) might have taken as offensive. I didn't mean it that way.

Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 1:23 am
by thinkslogically
SGTdude wrote:WearsHats wrote:
We really need to coordinate here.
Yes. Please. Because I feel like TL is going "WAAAH! WTF! HOW CAN YOU HAVE NOT SEEN THE SOLUTION YET! SO STUPID!!!"
Not at all

Take your time to sort this out if you need to, I'm not going anywhere. Besides, who says my solution is the only one? If you guys come up with a legit plan I didn't think of it'll work just the same. I like surprises like that

Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 1:50 am
by WearsHats
I'm frustrated with how it went down, too, Gathers. I've been frustrated for a few turns now. I'm sorry you were left hanging. I'd still like to try my plan. I feel like I promised to help with the chests first, and I was hoping there was actually a plan there, but I figured we could always try mine next. I didn't see yours. I think it's risky. There are a lot of unknowns, including whether the spider can stick to the wall rather than just the underside of the bridge. I'm willing to give it a try, but I think luring it out and shooting it is safer to try first. We can ask the gnomes to make some rope for us in the meantime. How does that sound?
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 4:13 am
by SGTdude
I liked the spider killing plan. I just didnt see how it lead to me doing anything other than watching others act. That is why I went forward with "operation: get the boxes and then we will figure out what to do with them." If there is a place in your spider plan that is not "throw Odd to the spider" you have my full support.
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 7:47 am
by GathersIngredients
► Show Spoiler
I'm sorry you are frustrated, too Wears. But it's understandable. Can I offer you a hug?
If we try lurking out the spider and shooting it (with fire arrows) I'd still recommend the 4th goblin (one at bow and arrows on the left side of the bridge, one next to it, holding the torch, one poking at the web with the spear, leaves ONE free to do something) would stand next to the spear poker and help fight off the spider and/or keep the poker from falling, if push comes to shove.
SGTdude wrote:I liked the spider killing plan.
Erm, sorry if this is a stupid question, but which one? The one with the spear poking and shooting or the one with the rat corpse bait and turning the bridge off? Or something else entirely, that I may have missed.
Action:
Walks will aid Mines and Odd with getting the chests down into this room. (If possible without Walk moving between the rooms; just have one of the goblins drop the chests from the platform in the room above, the other goblin receiving it, then dropping it down the ladder for Walks to catch it. Put the chest aside, then rinse and repeat with the other two chests.)
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 8:11 am
by SGTdude
Well I thing the big guy and you could kill the stingers, it looks like you could reach. But that would be dangerous.
I like any plan that kills the spider eith minimum risk but I don't see arrows taking out that spider as we nearly died fighting rats. Maybe we can use the boxes to trap the stingers.
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 10:35 pm
by Quarg
► Show Spoiler
The idea with the boxes was quite simple, we put them up side down on the bridge, and then have it vanish...they should then fall and trap/smash the stingers hopefully. Which would leave me with the arrows to focus on Mr. Spider. We could combine that with trying to get the spider to climb the underside of the bridge...though by what means I don't know...
Re: GAL: Quest 1 (Turn 20)
Posted: Thu Feb 06, 2014 10:44 pm
by WearsHats
Well, as long as I'm up here, I'll finish moving the chests. Maybe we can make good use of them. But then I'd like to trade torches with Walks, use the spear to lure the spider out, and try to shoot it. Maybe it won't do enough, but it's worth a shot (so to speak). If that doesn't do it, we can try the bridge drop plan (higher risk, but likely to do the job if we can make it work).
Re: GAL: Quest 1 (Turn 20)
Posted: Fri Feb 07, 2014 3:43 am
by GathersIngredients
► Show Spoiler
I like the idea of combining the chests to get the stingers with the spear & shoot the spider idea.
And Wears, you don't need to have Mines swap torches with Walks, she already lighted hers on yours. ^^
And Rork already told us that he wasn't willing to fight the spider, and that the stingers don't bother him, so I very much doubt that he would be of any help to us, SGTdude.

Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 1:12 pm
by thinkslogically
Turn 21
"Wouldn't that sign go great in front of the inn? We got to remember to get it before we leave."
Mines,
Wallks and
Odd climb up to the chests and kick them down to the level below. Their useful indestructibility means they survive the drop down without a scratch.
William waits downstairs.
-----------------------------------
► Show Spoiler
Those torches will be extinguished as soon as you need two hands to perform a task unless you state that keeping them lit takes priority. As long as you keep just kicking stuff around though it'll be fine

Stats & Loot [Items in red are currently equipped]
.[tabs:
Odd Duck]
ATT: 2
DEF: 2
HP: 4/5
ITEMS:
Skull
Pointy Stick (+1 ATT)
Leather Armour (+1 DEF)
Rat Corpse (x1)
[tabs:
Walks With The Wind]
ATT: 2
DEF: 1
HP: 3/5
ITEMS:
Pointy Stick (+1 ATT)
Vial of spider venom: Can be applied to weapons or added to potions.
Torch (lit): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
Rat Corpses (x2)
Skull
[tabs:
william]
ATT: 2
DEF: 1
HP: 4/5
ITEMS:
Pointy Stick (+1 ATT)
Shortbow (ranged)
Arrows (x6, +1 ATT)
Skull
[tabs:
Mines Flagons]
ATT: 2
DEF: 1
HP: 4/5
ITEMS:
Torch (lit): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
Venomous Spear (+2 ATT): Venom has a chance to paralyse the enemy.[/tabs]
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 1:21 pm
by WearsHats
Continue moving the chests. As long as one of us has a lit torch, we're fine. I'll extinguish mine if necessary, but not if Walks extinguishes hers.
Do we want to get cloth scraps (NOT the trolls' underwear) from the gnomes to make fire arrows?
Also, there's a problem with this plan. The stingers can survive in the acid pit. I'm not sure about the chests. Does indestructiblity extend to being immersed in acid?
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 1:48 pm
by SGTdude
Kicking boxes = lolz. Also, love my mask!
This plan is great! Stuff is happening. Keep moving boxes
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 2:10 pm
by GathersIngredients
► Show Spoiler
WearsHats wrote:Also, there's a problem with this plan. The stingers can survive in the acid pit. I'm not sure about the chests. Does indestructiblity extend to being immersed in acid?
*smacks her forehead so very hard.* BRILLIANT. Screw the stingers! (They weren't part of our agreement, anyways.) Put the chest onto the bridge to have them toss
the spider inside the acid vat, then it won't matter if it can walk on the walls, too. You, Sir, are pure genius.
WearsHats wrote:Do we want to get cloth scraps (NOT the trolls' underwear) from the gnomes to make fire arrows?
I got no opinion on that.
SGTdude wrote:Kicking boxes = lolz.
This.
SO. VERY. MUCH. THIS. I literally laughed out loud from the way Walks is looking somewhat grumpy, yet so very dynamically, while holding on to her torch.

Actions:
Walks continues moving the chests, too, without extinguishing her torch.
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 2:20 pm
by thinkslogically
WearsHats wrote:Does indestructiblity extend to being immersed in acid?
Indestructibility means exactly that, no exceptions. I said it before, so the rule sticks (at least for these particular chests in this particular dungeon). It seems like a dick move to change that on you now, and besides, acid doesn't dissolve wood (especially magic indestructible wood) on a time scale you would need to worry about

Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 2:40 pm
by SGTdude
New plan: kill spiders, kill acid fairies, use boxes a bridge to free gnome and get loot, put acid in chest (indestructible), pour on skele's, loot moar.
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 6:59 pm
by WearsHats
So, ICYMI, Gathers came up with a new plan: Lure the spider under the bridge, then drop the chests on it. If we can make that work, it's probably the best plan.
Can we make it work? The spider doesn't seem inclined to leave its web, and the gnomes say it prefers to catch distant prey by webbing it from a distance.
Either way, we (i.e. William) should ask the gnomes for some rope to tie the chests together. If the chests float and the rope doesn't melt in the acid, that should facilitate using them as a bridge. (May also help them fall better when we retract the bridge. And catch any stingers who would have flown between the chests.
We should also maybe ask the gnomes for some rags (not troll laundry) to make fire arrows, just in case.
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 7:36 pm
by Quarg
OOC:
thinkslogically wrote:WearsHats wrote:Does indestructiblity extend to being immersed in acid?
Indestructibility means exactly that, no exceptions. I said it before, so the rule sticks (at least for these particular chests in this particular dungeon). It seems like a dick move to change that on you now, and besides, acid doesn't dissolve wood (especially magic indestructible wood) on a time scale you would need to worry about

This does not however mean that magic indestructible wood floats in acid...
Which was what was preventing me from claiming it might be used as a bridge when I thought up the idea to trap the stingers in the boxes...
I saw four possibilities with the boxes being dropped into the acid...
1) They are taller than the pit is deep and we make a nice bridge
2) They are smaller than the pit is deep and float...
3) They are smaller than the pit, and sink to the bottom...
[strike]4) They dissolve quickly in acid....[/strike]
WearsHats wrote:
Also, there's a problem with this plan. The stingers can survive in the acid pit.
Well I was trying to
trap them, but even blunt force trauma en mass with objects that were just cluttering up the place seemed like it had value. Killing them via being held in acid was not part of the plan. If we lure Mr Spider under the bridge and release the box trap...well then none of the stingers are going to get hurt since they'll be hiding under the surface of the acid.
WearsHats wrote:
Do we want to get cloth scraps (NOT the trolls' underwear) from the gnomes to make fire arrows?
No, though it sounds good we still have the possibility of the Chests pretending to be mini-Titanics so I'd rather have the rope...
Also we can turn the rope and one of the skulls into a weapon that might easily annoy our eightlegged nemesis.
IC: William will go and see about helping the chest movement to the right level...
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 8:01 pm
by SGTdude
Why not turn rags and a skull (not mine) into adummy to lure spider?
Re: GAL: Quest 1 (Turn 21)
Posted: Fri Feb 07, 2014 9:06 pm
by WearsHats
I was assuming that a few bits of scrap rag would not keep us from also getting rope.
Re: GAL: Quest 1 (Turn 21)
Posted: Sat Feb 08, 2014 11:46 am
by GathersIngredients
► Show Spoiler
Hrm, we should definitely try to keep one of those indestructible chests. They might come in rather handy. If they float, we could use them like little boats.
