GAL 10: Protect the GAL's Interests (Turn 36)

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Re: GAL 10: Protect the GAL's Interests (Turn 31)

Postby GathersIngredients » Sun Oct 09, 2016 11:33 am

Walks wakes up and tries to ignite the grease the mud thingy is walking on. If she doesn't succeed or doesn't have the means to try in the first place, she'll just get the heck out of there (back down the ladder, over the red button, past the other ladder, over the other button and follow TAP to the left). Heck, she'll get out of the way (at least to the ladder on the lower level) even IF she manages to ignite the grease.
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: GAL 10: Protect the GAL's Interests (Turn 31)

Postby Narshe » Mon Oct 10, 2016 8:23 pm

Tinkers carefully makes her way back to the main room and goes back down to the assassins. "Hey, that clay golem upstairs? It contains a key that you will likely need to complete your mission. There's a chance the goblins might just hand it to you, but it's pretty unlikely if you ask me. Go in and join the fight so you can call dibs!"
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby thinkslogically » Wed Oct 12, 2016 4:36 pm

Turn 32

Image

Steals presses the green button again. He hears a faint whirring sound, and all the lines between the circles briefly light up. There's a clunk and the whirring stops almost immediately. Whatever he did doesn't seem to be right and the board appears to have reset itself (the original orange button is no longer lit). He presses the orange button on the other side of the board and it lights up.

Walks pulls a torch out of her inventory and holds the flame to the floor grease. It's super effective! The grease catches fire easily and engulfs the golem, who looks rather concerned by the new state of affairs as it begins to bake...

Tinkers carefully heads back to the others and climbs down to the thieves.

"Hey, that clay golem upstairs? It contains a key that you will likely need to complete your mission. There's a chance the goblins might just hand it to you, but it's pretty unlikely if you ask me. Go in and join the fight so you can call dibs!"
"FIght a golem? I don't know... That sounds awfully-"
"Dangerous! Come on buddy, we've TOTALLY got this! We're insured now, remember?"
"Well... I suppose so. I guess when we finish this score we'll be able to afford another policy if we need one."

The thieves head upstairs to the golem, but pause when they see the fire.

"Ummm... I think we should wait for it to come to us."
"Yeah. Or for that fire to go out. Either way."

Image

TAP hops over the button and heads for the next room.

@Gathers:
I've assumed that your inventory contains at least what is listed in the trapper keeper. If there's other stuff you think you should have just let me know. I know there was possibly some confusion about the stuff you had from a different quest but I don't really remember.

I've also assumed that torches are self-lighting because no-one is ever going to give you guys matches.


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

INVENTORIES
Tinkers-with-Stuff : 
Stats:
ATT: 1
DEF: 1
HP: 1/6

Items:
  • Samurai Sword: 2H, ATT +3
  • Spear: 2H, ATT +1
  • Silver Dagger: ATT +2
  • Small treasure box

Steals-the-Tequila : 
Stats:
ATT: 1
DEF: 2
HP: 5/5

STATUS: Not-very-huge.

Items:
  • Scaled Mailshirt : 3 DEF
  • Amulet of the Fish - water breathing
  • Iron Bracelet: Provides minor resistance to mind altering effects.
  • Belt of Cool: Reduces other item cooldowns by 1 turn, must be worn 5 turns before it works.
  • Lucky pants: The rather plain looking brown pants are actually quite lucky and have 3 effects
    1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
    2.1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
    3. At the end of every adventure/quest a single gold piece is found in the back pocket.
  • Burning Blade: 1H, ATT +2, 25% chance to burn enemy. If triggered, roll 1d100: 1-70 = light burn, loss of 1 HP; 71-85 = moderate burn, loss of 2 HP; 86-95 = enemy is partially engulfed in flames, losing 2 HP this round and 1 HP each subsequent round, and has -2ATT/-2DEF 96-100 = enemy is completely engulfed in flames, losing 4 HP this round and 2 HP each subsequent round, and has -4ATT/-4DEF. Attacks made against an engulfed enemy have a % chance to burn the attacker (20% for a partially engulfed enemy, 60% for a completely engulfed enemy) using the same 1d100 burn roll thresholds.)
  • Chief Planner’s Shield: 1H, DEF +2 or ATT +2, if attack is made with the bladed edge, the DEF bonus is lost for one turn. 1x/adventure, gives DEF +1 to all allies in the same area for 3 turns.
  • GOLD: 43gp
  • Crossbow: 2H, ATT +1, ranged
  • Crossbow bolts (5)
  • Potion of Shrink
  • Mushroom - red with a purple edge - ATT +1 for 3 turns
  • Mushroom - brown with darker brown rings - DEF +1 for 3 turns
  • Mushroom - white with black and red stripes - heals 1 HP
  • Mushroom - yellow with silver specks - gets you really really high and you may see things
  • Flame-shaped Gem: Warm to the touch, used to get past strangler mold
  • Bottle of Tequila: Stolen goods?
  • Bone Blade: +1 ATT
  • Hickory Nut
  • Ashes of a Human Female
  • Acorn
  • Black Padded Tunic
  • Black Leather Cap
  • Black Leather Breeches
  • Black Leather Boots
  • Grey Knitted Socks
  • A straight, slender stick
  • Mushroom: Purple with white spots (2)
  • Flask of Clear Healing Booze
  • Flask of Amber Healing Booze
  • Pendant of Hanseath: Consumption of alcoholic beverages puts the wearer into a rage, increasing ATT at the expense of DEF, and giving them a small boost in temporary HP for 2d4 turns.
  • Wand of Light: When activated, deals 1 DAM that ignores target DEF. Target has 50% chance to be blinded for 1 turn. Cooldown 2 turns.

Walks-with-the-Wind : 
ATT: 1
DEF: 1
HP: 5/5

Items:
Head:
Face:
Body:
Back: Wolfskin Cloak: DEF +1. Very fine quality, provides protection against the cold.
Neck: Silver Necklace: Increases max HP by +1
Arm:
Hand:
Rings:Ring of Deathshielding: 25% chance to protect wearer from deathblow. (More description HERE)
Waist:
Legs:
Feet:
Main-Hand:
Off-Hand:

ITEMS:
[*]Iron Shield: 1H, DEF +2
[*]Shortbow: 2H, ATT +1, ranged
[*]Arrows (10)
[*]Torch (extinguished): 1H, +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
[*]Skull
[*]Length of Rope
[*]Knock-Back Axe: 2H, +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
[*]Crossbow
[*]Torch
[*]Surface Forest Branches (8)
[*]Cloth Sack
[*]Gold Nugget,
[*]Silver Nugget
[*]Copper Nugget
[*]Quartz
[*]Sapphire
[*]Ruby
[*]Emerald
[*]Bandage: Heals 1d2+1 HP, single use
[*]Medicated Bandage: Heals 4 HP, single use
[*]Trap Tool Kit
[*]Small Mirror Shards (15)
[*]Medium Mirror Shards (2)
[*]Surveillance Gem: Allows the Lady Of Shifting Shadows (LoSS) to watch the holder of the gem[/list]
TAP : 
Stats:
ATT: 1
DEF: 1
HP: 4/5

Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))

Items:
  • 9GP
  • Leather armour
  • Silver cloak pin
  • Simple axe
  • Pirate hat
Last edited by thinkslogically on Mon Oct 17, 2016 3:14 pm, edited 1 time in total.
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby Arch Lich Burns » Wed Oct 12, 2016 6:14 pm

Tap loots Mr. Skelly and then tries to open the bars. If there is a lock, use a bone to pick lock.
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby GathersIngredients » Thu Oct 13, 2016 10:51 pm

Uhm, is it just me, or is the same pic posted twice?

And @ torches, I think every GM handles them differently. But yeah, them either lighting up as soon as they get taken out of inventory and/or them burning infinitely (but safely) in hammerspace is fine by me. :)
I got super confused with my inventory due to various quests that got cancelled half-way. I have to check with what I got during those and sort it all out someday, but that is rather time-consuming, so I keep on postponing it. Sorry about that.

Walks tries to stay out of the way of Muddy McBurnface and the grease as well. If needed, move to the next room, where TAP is (avoiding all known dangers).
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby Theis2 » Mon Oct 17, 2016 2:57 am

Steals will press all the orange buttons and if nothing happens, then push the green one.

Also it's not only you Gathers, it's the same for me. I just assume the golem is burning so brightly that we can't see anything and it will be completely destroyed in a couple of turns :P
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby thinkslogically » Mon Oct 17, 2016 5:46 am

Damn... I'll fix that tonight, sorry!
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby thinkslogically » Mon Oct 17, 2016 3:14 pm

All right, it should be fixed now! Sorry about that :)
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Re: GAL 10: Protect the GAL's Interests (Turn 32)

Postby GathersIngredients » Wed Oct 19, 2016 11:31 pm

Thanks. The mud golem looks kinda distressed and so scared I am almost feeling sorry for him. Or her? Or it?
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: GAL 10: Protect the GAL's Interests (Turn 33)

Postby thinkslogically » Thu Oct 27, 2016 4:51 pm

Turn 33

Image

TAP tries to loot the skeleton, but there's nothing left here of value since Tinkers took the little box. So, she turns her attention to picking the "lock" on the "gate", but it turns out it's just heavy metal bars lodged securely into the stone. There's no way to open them, and there's definitely no lock.

Image

Walks decides to let the fire do her dirty work and nonchalantly strolls leftwards to stay out of the way. The clay golem looks to be slowing down in the blaze.

Steals pushes another orange button. The board sounds a short, but noisy buzzer, and the wires leading out of the original orange button flash white a few times before the board resets once more. Hmmm. Pushing the big green button has no effect.

Tinkers spaces out.

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

INVENTORIES
Tinkers-with-Stuff : 
Stats:
ATT: 1
DEF: 1
HP: 1/6

Items:
  • Samurai Sword: 2H, ATT +3
  • Spear: 2H, ATT +1
  • Silver Dagger: ATT +2
  • Small treasure box

Steals-the-Tequila : 
Stats:
ATT: 1
DEF: 2
HP: 5/5

STATUS: Not-very-huge.

Items:
  • Scaled Mailshirt : 3 DEF
  • Amulet of the Fish - water breathing
  • Iron Bracelet: Provides minor resistance to mind altering effects.
  • Belt of Cool: Reduces other item cooldowns by 1 turn, must be worn 5 turns before it works.
  • Lucky pants: The rather plain looking brown pants are actually quite lucky and have 3 effects
    1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
    2.1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
    3. At the end of every adventure/quest a single gold piece is found in the back pocket.
  • Burning Blade: 1H, ATT +2, 25% chance to burn enemy. If triggered, roll 1d100: 1-70 = light burn, loss of 1 HP; 71-85 = moderate burn, loss of 2 HP; 86-95 = enemy is partially engulfed in flames, losing 2 HP this round and 1 HP each subsequent round, and has -2ATT/-2DEF 96-100 = enemy is completely engulfed in flames, losing 4 HP this round and 2 HP each subsequent round, and has -4ATT/-4DEF. Attacks made against an engulfed enemy have a % chance to burn the attacker (20% for a partially engulfed enemy, 60% for a completely engulfed enemy) using the same 1d100 burn roll thresholds.)
  • Chief Planner’s Shield: 1H, DEF +2 or ATT +2, if attack is made with the bladed edge, the DEF bonus is lost for one turn. 1x/adventure, gives DEF +1 to all allies in the same area for 3 turns.
  • GOLD: 43gp
  • Crossbow: 2H, ATT +1, ranged
  • Crossbow bolts (5)
  • Potion of Shrink
  • Mushroom - red with a purple edge - ATT +1 for 3 turns
  • Mushroom - brown with darker brown rings - DEF +1 for 3 turns
  • Mushroom - white with black and red stripes - heals 1 HP
  • Mushroom - yellow with silver specks - gets you really really high and you may see things
  • Flame-shaped Gem: Warm to the touch, used to get past strangler mold
  • Bottle of Tequila: Stolen goods?
  • Bone Blade: +1 ATT
  • Hickory Nut
  • Ashes of a Human Female
  • Acorn
  • Black Padded Tunic
  • Black Leather Cap
  • Black Leather Breeches
  • Black Leather Boots
  • Grey Knitted Socks
  • A straight, slender stick
  • Mushroom: Purple with white spots (2)
  • Flask of Clear Healing Booze
  • Flask of Amber Healing Booze
  • Pendant of Hanseath: Consumption of alcoholic beverages puts the wearer into a rage, increasing ATT at the expense of DEF, and giving them a small boost in temporary HP for 2d4 turns.
  • Wand of Light: When activated, deals 1 DAM that ignores target DEF. Target has 50% chance to be blinded for 1 turn. Cooldown 2 turns.

Walks-with-the-Wind : 
ATT: 1
DEF: 1
HP: 5/5

Items:
Head:
Face:
Body:
Back: Wolfskin Cloak: DEF +1. Very fine quality, provides protection against the cold.
Neck: Silver Necklace: Increases max HP by +1
Arm:
Hand:
Rings:Ring of Deathshielding: 25% chance to protect wearer from deathblow. (More description HERE)
Waist:
Legs:
Feet:
Main-Hand:
Off-Hand:

ITEMS:
[*]Iron Shield: 1H, DEF +2
[*]Shortbow: 2H, ATT +1, ranged
[*]Arrows (10)
[*]Torch (extinguished): 1H, +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
[*]Skull
[*]Length of Rope
[*]Knock-Back Axe: 2H, +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
[*]Crossbow
[*]Torch
[*]Surface Forest Branches (8)
[*]Cloth Sack
[*]Gold Nugget,
[*]Silver Nugget
[*]Copper Nugget
[*]Quartz
[*]Sapphire
[*]Ruby
[*]Emerald
[*]Bandage: Heals 1d2+1 HP, single use
[*]Medicated Bandage: Heals 4 HP, single use
[*]Trap Tool Kit
[*]Small Mirror Shards (15)
[*]Medium Mirror Shards (2)
[*]Surveillance Gem: Allows the Lady Of Shifting Shadows (LoSS) to watch the holder of the gem[/list]
TAP : 
Stats:
ATT: 1
DEF: 1
HP: 4/5

Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))

Items:
  • 9GP
  • Leather armour
  • Silver cloak pin
  • Simple axe
  • Pirate hat
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Re: GAL 10: Protect the GAL's Interests (Turn 33)

Postby Arch Lich Burns » Thu Oct 27, 2016 5:04 pm

Tap carries skelly to the room to the right, steeping over the button.
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Re: GAL 10: Protect the GAL's Interests (Turn 33)

Postby GathersIngredients » Mon Oct 31, 2016 3:09 am

Walks waits until the fire has died down, staying out of the way of the golem or the ninjas.
While she does so, she tries to look 'into' the eye that is opening again in a non-threatening way and say "hi" to it.
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: GAL 10: Protect the GAL's Interests (Turn 33)

Postby thinkslogically » Fri Nov 04, 2016 5:06 pm

nudging this for the folk we're missing
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Re: GAL 10: Protect the GAL's Interests (Turn 33)

Postby Theis2 » Sat Nov 05, 2016 11:00 am

Steals will push the left orange and then the right orange button
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: GAL 10: Protect the GAL's Interests (Turn 34)

Postby thinkslogically » Sun Nov 13, 2016 8:59 am

Turn 34

Image

TAP bundles up the skeleton in his arms and carries it to the right. It's a little awkward, but he manages not to drop any of the bones on the button and makes it safely through.

Walks leaves the rapidly-solidifying golem to bake and hops over to say "hi" to the "eye" in the wall. A rumble from the right-hand side of the room seems to be her reply and she feels the ground under her feet wobble slightly.

"Uhhh... Are you sure you know what you're doing?"
"Yeah... That didn't feel safe."

Steals pushes the left orange button then the right orange button and is greeted by the same buzzer sound. This time, the two lines coming out from the left-hand orange button flash white before the board resets.

Tinkers spaces out again.

The fire on the top floor seems to be going out.
---------------------------------------------------

I'm not sure if narsche is around / playing any more so I'm going to put Tinkers on sleep mode until theyr'e back. I won't be waiting for them to update any more though



INVENTORIES
Tinkers-with-Stuff : 
Stats:
ATT: 1
DEF: 1
HP: 1/6

Items:
  • Samurai Sword: 2H, ATT +3
  • Spear: 2H, ATT +1
  • Silver Dagger: ATT +2
  • Small treasure box

Steals-the-Tequila : 
Stats:
ATT: 1
DEF: 2
HP: 5/5

STATUS: Not-very-huge.

Items:
  • Scaled Mailshirt : 3 DEF
  • Amulet of the Fish - water breathing
  • Iron Bracelet: Provides minor resistance to mind altering effects.
  • Belt of Cool: Reduces other item cooldowns by 1 turn, must be worn 5 turns before it works.
  • Lucky pants: The rather plain looking brown pants are actually quite lucky and have 3 effects
    1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
    2.1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
    3. At the end of every adventure/quest a single gold piece is found in the back pocket.
  • Burning Blade: 1H, ATT +2, 25% chance to burn enemy. If triggered, roll 1d100: 1-70 = light burn, loss of 1 HP; 71-85 = moderate burn, loss of 2 HP; 86-95 = enemy is partially engulfed in flames, losing 2 HP this round and 1 HP each subsequent round, and has -2ATT/-2DEF 96-100 = enemy is completely engulfed in flames, losing 4 HP this round and 2 HP each subsequent round, and has -4ATT/-4DEF. Attacks made against an engulfed enemy have a % chance to burn the attacker (20% for a partially engulfed enemy, 60% for a completely engulfed enemy) using the same 1d100 burn roll thresholds.)
  • Chief Planner’s Shield: 1H, DEF +2 or ATT +2, if attack is made with the bladed edge, the DEF bonus is lost for one turn. 1x/adventure, gives DEF +1 to all allies in the same area for 3 turns.
  • GOLD: 43gp
  • Crossbow: 2H, ATT +1, ranged
  • Crossbow bolts (5)
  • Potion of Shrink
  • Mushroom - red with a purple edge - ATT +1 for 3 turns
  • Mushroom - brown with darker brown rings - DEF +1 for 3 turns
  • Mushroom - white with black and red stripes - heals 1 HP
  • Mushroom - yellow with silver specks - gets you really really high and you may see things
  • Flame-shaped Gem: Warm to the touch, used to get past strangler mold
  • Bottle of Tequila: Stolen goods?
  • Bone Blade: +1 ATT
  • Hickory Nut
  • Ashes of a Human Female
  • Acorn
  • Black Padded Tunic
  • Black Leather Cap
  • Black Leather Breeches
  • Black Leather Boots
  • Grey Knitted Socks
  • A straight, slender stick
  • Mushroom: Purple with white spots (2)
  • Flask of Clear Healing Booze
  • Flask of Amber Healing Booze
  • Pendant of Hanseath: Consumption of alcoholic beverages puts the wearer into a rage, increasing ATT at the expense of DEF, and giving them a small boost in temporary HP for 2d4 turns.
  • Wand of Light: When activated, deals 1 DAM that ignores target DEF. Target has 50% chance to be blinded for 1 turn. Cooldown 2 turns.

Walks-with-the-Wind : 
ATT: 1
DEF: 1
HP: 5/5

Items:
Head:
Face:
Body:
Back: Wolfskin Cloak: DEF +1. Very fine quality, provides protection against the cold.
Neck: Silver Necklace: Increases max HP by +1
Arm:
Hand:
Rings:Ring of Deathshielding: 25% chance to protect wearer from deathblow. (More description HERE)
Waist:
Legs:
Feet:
Main-Hand:
Off-Hand:

ITEMS:
[*]Iron Shield: 1H, DEF +2
[*]Shortbow: 2H, ATT +1, ranged
[*]Arrows (10)
[*]Torch (extinguished): 1H, +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
[*]Skull
[*]Length of Rope
[*]Knock-Back Axe: 2H, +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
[*]Crossbow
[*]Torch
[*]Surface Forest Branches (8)
[*]Cloth Sack
[*]Gold Nugget,
[*]Silver Nugget
[*]Copper Nugget
[*]Quartz
[*]Sapphire
[*]Ruby
[*]Emerald
[*]Bandage: Heals 1d2+1 HP, single use
[*]Medicated Bandage: Heals 4 HP, single use
[*]Trap Tool Kit
[*]Small Mirror Shards (15)
[*]Medium Mirror Shards (2)
[*]Surveillance Gem: Allows the Lady Of Shifting Shadows (LoSS) to watch the holder of the gem[/list]
TAP : 
Stats:
ATT: 1
DEF: 1
HP: 4/5

Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))

Items:
  • 9GP
  • Leather armour
  • Silver cloak pin
  • Simple axe
  • Pirate hat
[/quote]
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Re: GAL 10: Protect the GAL's Interests (Turn 34)

Postby GathersIngredients » Sun Nov 13, 2016 11:38 pm

Walks feels puzzled with the eye and the rumbling. It doesn't look very friendly, so she decides to climb up (once the fire is out) and try to get the golem (once completely immobile and cooled down! don't want to burn her hands) down where she is right now. Maybe the eye likes sculptures?
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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GathersIngredients
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Re: GAL 10: Protect the GAL's Interests (Turn 34)

Postby Theis2 » Mon Nov 14, 2016 1:17 pm

Steals continues playing with the buttons, clicking the left orange, the blue, the green, the orange, the red and finally the right orange. (following the lines)
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: GAL 10: Protect the GAL's Interests (Turn 34)

Postby Narshe » Wed Nov 16, 2016 8:21 pm

Tinkers wakes up from her long, wearing nap (she was sick for like two turns you see). She'll wander over to Steals and try to help him with the puzzle. She tells him, "Hey Steals, maybe pressing a button 'activates' all buttons of the same color, and you're supposed to activate all of them at the same time?" She will try to push the right red and blue buttons at the same time and see if that does anything.
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Re: GAL 10: Protect the GAL's Interests (Turn 35)

Postby thinkslogically » Wed Nov 30, 2016 4:56 pm

Turn 35

Image

Steals presses the blue, green, orange, red and orange buttons. The lines between each of the buttons glows white (and stays lit). The board doesn't buzz or reset, but it seems like this puzzle is still not solved...

Tinkers tries to help out and presses both red buttons at the same time. The board buzzes loudly and the line running from the right-orange button to the blue one below it flashes. Then the board resets again.

Walks climbs back up, and waits for the fire to go out before giving the clay golem a tentative poke with her bow. It's still radiating quite a lot of heat, but more importantly, seems to be extremely heavy. She might be able to push it down the ladder if she had some help, but there's also no guarantee it wouldn't break if it fell.

TAP spaces out.

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

INVENTORIES
Tinkers-with-Stuff : 
Stats:
ATT: 1
DEF: 1
HP: 1/6

Items:
  • Samurai Sword: 2H, ATT +3
  • Spear: 2H, ATT +1
  • Silver Dagger: ATT +2
  • Small treasure box

Steals-the-Tequila : 
Stats:
ATT: 1
DEF: 2
HP: 5/5

STATUS: Not-very-huge.

Items:
  • Scaled Mailshirt : 3 DEF
  • Amulet of the Fish - water breathing
  • Iron Bracelet: Provides minor resistance to mind altering effects.
  • Belt of Cool: Reduces other item cooldowns by 1 turn, must be worn 5 turns before it works.
  • Lucky pants: The rather plain looking brown pants are actually quite lucky and have 3 effects
    1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
    2.1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
    3. At the end of every adventure/quest a single gold piece is found in the back pocket.
  • Burning Blade: 1H, ATT +2, 25% chance to burn enemy. If triggered, roll 1d100: 1-70 = light burn, loss of 1 HP; 71-85 = moderate burn, loss of 2 HP; 86-95 = enemy is partially engulfed in flames, losing 2 HP this round and 1 HP each subsequent round, and has -2ATT/-2DEF 96-100 = enemy is completely engulfed in flames, losing 4 HP this round and 2 HP each subsequent round, and has -4ATT/-4DEF. Attacks made against an engulfed enemy have a % chance to burn the attacker (20% for a partially engulfed enemy, 60% for a completely engulfed enemy) using the same 1d100 burn roll thresholds.)
  • Chief Planner’s Shield: 1H, DEF +2 or ATT +2, if attack is made with the bladed edge, the DEF bonus is lost for one turn. 1x/adventure, gives DEF +1 to all allies in the same area for 3 turns.
  • GOLD: 43gp
  • Crossbow: 2H, ATT +1, ranged
  • Crossbow bolts (5)
  • Potion of Shrink
  • Mushroom - red with a purple edge - ATT +1 for 3 turns
  • Mushroom - brown with darker brown rings - DEF +1 for 3 turns
  • Mushroom - white with black and red stripes - heals 1 HP
  • Mushroom - yellow with silver specks - gets you really really high and you may see things
  • Flame-shaped Gem: Warm to the touch, used to get past strangler mold
  • Bottle of Tequila: Stolen goods?
  • Bone Blade: +1 ATT
  • Hickory Nut
  • Ashes of a Human Female
  • Acorn
  • Black Padded Tunic
  • Black Leather Cap
  • Black Leather Breeches
  • Black Leather Boots
  • Grey Knitted Socks
  • A straight, slender stick
  • Mushroom: Purple with white spots (2)
  • Flask of Clear Healing Booze
  • Flask of Amber Healing Booze
  • Pendant of Hanseath: Consumption of alcoholic beverages puts the wearer into a rage, increasing ATT at the expense of DEF, and giving them a small boost in temporary HP for 2d4 turns.
  • Wand of Light: When activated, deals 1 DAM that ignores target DEF. Target has 50% chance to be blinded for 1 turn. Cooldown 2 turns.

Walks-with-the-Wind : 
ATT: 1
DEF: 1
HP: 5/5

Items:
Head:
Face:
Body:
Back: Wolfskin Cloak: DEF +1. Very fine quality, provides protection against the cold.
Neck: Silver Necklace: Increases max HP by +1
Arm:
Hand:
Rings:Ring of Deathshielding: 25% chance to protect wearer from deathblow. (More description HERE)
Waist:
Legs:
Feet:
Main-Hand:
Off-Hand:

ITEMS:
[*]Iron Shield: 1H, DEF +2
[*]Shortbow: 2H, ATT +1, ranged
[*]Arrows (10)
[*]Torch (extinguished): 1H, +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
[*]Skull
[*]Length of Rope
[*]Knock-Back Axe: 2H, +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
[*]Crossbow
[*]Torch
[*]Surface Forest Branches (8)
[*]Cloth Sack
[*]Gold Nugget,
[*]Silver Nugget
[*]Copper Nugget
[*]Quartz
[*]Sapphire
[*]Ruby
[*]Emerald
[*]Bandage: Heals 1d2+1 HP, single use
[*]Medicated Bandage: Heals 4 HP, single use
[*]Trap Tool Kit
[*]Small Mirror Shards (15)
[*]Medium Mirror Shards (2)
[*]Surveillance Gem: Allows the Lady Of Shifting Shadows (LoSS) to watch the holder of the gem[/list]
TAP : 
Stats:
ATT: 1
DEF: 1
HP: 4/5

Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))

Items:
  • 9GP
  • Leather armour
  • Silver cloak pin
  • Simple axe
  • Pirate hat
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Re: GAL 10: Protect the GAL's Interests (Turn 35)

Postby Arch Lich Burns » Wed Nov 30, 2016 5:24 pm

Tap helps trip the golem, by pushing it back into the grease.
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Re: GAL 10: Protect the GAL's Interests (Turn 35)

Postby Theis2 » Thu Dec 01, 2016 2:17 am

Steals will do the same again followed by clicking the blue button, orange button. If it still isn't done then he'll click the red, blue, yellow and first orange. (so it loops around).
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: GAL 10: Protect the GAL's Interests (Turn 35)

Postby GathersIngredients » Thu Dec 01, 2016 3:17 am

"Thank you for the help, TAP. Just be careful, that thing is HEAVY" Walks says and does her best to make sure the golem-statue doesn't get damaged, while getting it down to the eye.
Don't call me GI. I'm not a government issue.



Krulle wrote:My bad memory allows me to enjoy positive news far more often!


Games and Chars
Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
Fallout settlers: Jamie Knight
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Re: GAL 10: Protect the GAL's Interests (Turn 36)

Postby thinkslogically » Fri Dec 16, 2016 4:46 pm

Turn 36

Image

"Thank you for the help, TAP. Just be careful, that thing is HEAVY"

TAP climbs up and shoves the golem backwards. It's hot to the touch, but luckily doesn't burn him! The grease has all burned away though, so the golem just sort of topples over with a "thunk". Walks tries to drag it over to the ladder, but it's too heavy to move on her own.

Below, Steals loops the buttons all the way round, but is greeted by the now-familiar BZZZT! The unlit wires flash and the board resets.

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

INVENTORIES
Tinkers-with-Stuff : 
Stats:
ATT: 1
DEF: 1
HP: 1/6

Items:
  • Samurai Sword: 2H, ATT +3
  • Spear: 2H, ATT +1
  • Silver Dagger: ATT +2
  • Small treasure box

Steals-the-Tequila : 
Stats:
ATT: 1
DEF: 2
HP: 5/5

STATUS: Not-very-huge.

Items:
  • Scaled Mailshirt : 3 DEF
  • Amulet of the Fish - water breathing
  • Iron Bracelet: Provides minor resistance to mind altering effects.
  • Belt of Cool: Reduces other item cooldowns by 1 turn, must be worn 5 turns before it works.
  • Lucky pants: The rather plain looking brown pants are actually quite lucky and have 3 effects
    1. 1x/adventure = Wearer may declare himself lucky, something 'lucky' happens per GM's discretion.
    2.1x/adventure = Wearer may declare someone other than himself unlucky, unluckiness happens per GM's discretion.
    3. At the end of every adventure/quest a single gold piece is found in the back pocket.
  • Burning Blade: 1H, ATT +2, 25% chance to burn enemy. If triggered, roll 1d100: 1-70 = light burn, loss of 1 HP; 71-85 = moderate burn, loss of 2 HP; 86-95 = enemy is partially engulfed in flames, losing 2 HP this round and 1 HP each subsequent round, and has -2ATT/-2DEF 96-100 = enemy is completely engulfed in flames, losing 4 HP this round and 2 HP each subsequent round, and has -4ATT/-4DEF. Attacks made against an engulfed enemy have a % chance to burn the attacker (20% for a partially engulfed enemy, 60% for a completely engulfed enemy) using the same 1d100 burn roll thresholds.)
  • Chief Planner’s Shield: 1H, DEF +2 or ATT +2, if attack is made with the bladed edge, the DEF bonus is lost for one turn. 1x/adventure, gives DEF +1 to all allies in the same area for 3 turns.
  • GOLD: 43gp
  • Crossbow: 2H, ATT +1, ranged
  • Crossbow bolts (5)
  • Potion of Shrink
  • Mushroom - red with a purple edge - ATT +1 for 3 turns
  • Mushroom - brown with darker brown rings - DEF +1 for 3 turns
  • Mushroom - white with black and red stripes - heals 1 HP
  • Mushroom - yellow with silver specks - gets you really really high and you may see things
  • Flame-shaped Gem: Warm to the touch, used to get past strangler mold
  • Bottle of Tequila: Stolen goods?
  • Bone Blade: +1 ATT
  • Hickory Nut
  • Ashes of a Human Female
  • Acorn
  • Black Padded Tunic
  • Black Leather Cap
  • Black Leather Breeches
  • Black Leather Boots
  • Grey Knitted Socks
  • A straight, slender stick
  • Mushroom: Purple with white spots (2)
  • Flask of Clear Healing Booze
  • Flask of Amber Healing Booze
  • Pendant of Hanseath: Consumption of alcoholic beverages puts the wearer into a rage, increasing ATT at the expense of DEF, and giving them a small boost in temporary HP for 2d4 turns.
  • Wand of Light: When activated, deals 1 DAM that ignores target DEF. Target has 50% chance to be blinded for 1 turn. Cooldown 2 turns.

Walks-with-the-Wind : 
ATT: 1
DEF: 1
HP: 5/5

Items:
Head:
Face:
Body:
Back: Wolfskin Cloak: DEF +1. Very fine quality, provides protection against the cold.
Neck: Silver Necklace: Increases max HP by +1
Arm:
Hand:
Rings:Ring of Deathshielding: 25% chance to protect wearer from deathblow. (More description HERE)
Waist:
Legs:
Feet:
Main-Hand:
Off-Hand:

ITEMS:
[*]Iron Shield: 1H, DEF +2
[*]Shortbow: 2H, ATT +1, ranged
[*]Arrows (10)
[*]Torch (extinguished): 1H, +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
[*]Skull
[*]Length of Rope
[*]Knock-Back Axe: 2H, +2 ATT. Chance to knock an enemy prone (must spend a move to stand back up).
[*]Crossbow
[*]Torch
[*]Surface Forest Branches (8)
[*]Cloth Sack
[*]Gold Nugget,
[*]Silver Nugget
[*]Copper Nugget
[*]Quartz
[*]Sapphire
[*]Ruby
[*]Emerald
[*]Bandage: Heals 1d2+1 HP, single use
[*]Medicated Bandage: Heals 4 HP, single use
[*]Trap Tool Kit
[*]Small Mirror Shards (15)
[*]Medium Mirror Shards (2)
[*]Surveillance Gem: Allows the Lady Of Shifting Shadows (LoSS) to watch the holder of the gem[/list]
TAP : 
Stats:
ATT: 1
DEF: 1
HP: 4/5

Skills: Can summon a mudhoney shield at will (+1 DEF for 4 rounds (stackable))

Items:
  • 9GP
  • Leather armour
  • Silver cloak pin
  • Simple axe
  • Pirate hat
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Re: GAL 10: Protect the GAL's Interests (Turn 36)

Postby thinkslogically » Tue Jan 03, 2017 4:22 pm

*nuuuuudge*
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Re: GAL 10: Protect the GAL's Interests (Turn 36)

Postby Arch Lich Burns » Tue Jan 03, 2017 8:08 pm

Tap goes to the left and checks out the ladder
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