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Re: GAL Q 10: Scents and Sensibility
Posted: Wed Sep 16, 2015 3:23 am
by spiderwrangler
► Show Spoiler
Patdragon wrote:(i will chose the opposite.)
Careful...
"Tells makes sure to stay on the bridge. Forges leaps into space."
Re: GAL Q 10: Scents and Sensibility
Posted: Wed Sep 16, 2015 4:40 am
by Nolandking
Tells will carefully try to free himself with his dagger and climb back onto the bridge.
Re: GAL Q 10: Scents and Sensibility
Posted: Wed Sep 16, 2015 6:31 am
by Patdragon
► Show Spoiler
spiderwrangler wrote:Patdragon wrote:(i will chose the opposite.)
Careful...
"Tells makes sure to stay on the bridge. Forges leaps into space."
The opposite on the actions I chose so in this case Forges will Defend Tells as he is cutting himself out himself. He will switch back to the mace if it a free action.
Re: GAL Q 10: Scents and Sensibility
Posted: Sun Sep 20, 2015 4:04 pm
by ChuckDaRighteous
Zaks continues to keep the rope taught.
Walks With The Wind tries tying the rope to the beam. She manages to do so but the rope is now much lower to the beam and her companions now have a more awkward time holding on (same balance bonus but larger attack penalty while holding on and trying to use both hands. She equips her bow but doesnÔÇÖt have time to fire this round.
Laughs Creepily attacks the spider thatÔÇÖs attacking him. He manages to strike it hard scaring it back for a moment.
Forges for Food attacks the spider attacking
Tells Bad Jokes. He manages to reach down far enough to hit it, doing light damage to it and getting its attention away from tells.
Tells Bad Jokes tries freeing himself. He manages to free his other arm and cut loose some of the strands. He is now only
Entangled
A spider attacks
Laughs Creepily. It does no damage but knocks his footing loose. He manages to recover it thanks to his extra balance but it was a close call.
Forges for Food is also attacked but manages to block it while staying firmly planted on the beam.
Combat Status
Spider 1: Heavily wounded ÔÇô on web ÔÇô temporarily scared off
Spider 2: Lightly wounded ÔÇô on web ÔÇô attacking Tells Bad Jokes
Spider 3: Lightly wounded ÔÇô on web ÔÇô attacking Laughs Creepily
@everyone, sorry it took so long. There was a back-up that prevented me from working on several projects, which then all had to be completed in a very short amount of time. Combined with getting sick, I had no time or energy to put towards this.
@Walks, there is no bonus to aiming, but you still didnÔÇÖt have time as securing the rope took too long.
@Badge, I didnÔÇÖt get an action from you so you just held onto the rope.
► Show Spoiler
.[tabs: Nolandking]Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Status: Entangled: inhibited movement, +20% miss chance, +20% shield miss
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Main Hand: Dagger (+1 atk, 1 handed)
- Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
[tabs: spiderwrangler]Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Status: Drunken Master Inebriation +15 to balance check, +10% miss chance, + 20% dodge chance for 10 turns.
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Both Hands: Lance of Terror (+3 Atk, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Preserved Human Ear Necklace (broken)
- Fake Beard
- 2x Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 1x Throwing Axe (1h, +1 atk, posion coated, lasts 2 attacks, 30% chance to poison for 2 turns, 1 damage per turn)
- 1x Throwing Axe (1h, +1 atk)
- 1x Spider venom sack
- 10x spider legs
- 8x mangled spider legs
- 1x spider front half
- 2x mangled spider front half
- 1x spider back half
- 2x mangled spider back half
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (1 swig, too much at once may cause detrimental effects (same as any other alcoholic beverage))
[tabs: patdragon]Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 3/6
Def: 4
Atk: 3
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Bejeweled dagger (+1 atk, additional +2 frost atk vs fire creatures, ignores return damage from attacking fire creatures)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
[tabs: gathersingredients]Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 5/6
Def: 2
Atk: 2
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Shortbow (ranged)
Off Hand: Arrows
- Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
- Iron Shield (1h, +2 DEF)
- Arrows (x10, +1 ATT)
- Torch: +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking. (lit, wedged)
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
- 1x small vial of healing potion (+2hp)
[tabs: badgeaddict]Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Atk) (on loan from spider)
- Double tipped Spear (2h, +2atk)
- Simple axe (1h, +1atk)
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (2 swigs, too much at once may cause detrimental effects (same as any other alcoholic beverage))[/tabs]
Re: GAL Q 10: Scents and Sensibility
Posted: Sun Sep 20, 2015 6:03 pm
by spiderwrangler
Laughs attacks the spider attacking him, giggling at his close call.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Sep 21, 2015 2:18 am
by GathersIngredients
Walks shoots at a spider she's likely to hurt and/or kill.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Sep 22, 2015 1:23 pm
by Patdragon
Forges keeps up his attack/defense on any spider that goes for Tells.
Re: GAL Q 10: Scents and Sensibility
Posted: Wed Sep 23, 2015 5:35 pm
by Nolandking
Tells continue to try and free himself with his dagger.
► Show Spoiler
Sorry for no response as frequently as I use to be. I have a new job that from 9 to 5 so when I get home am super tried
Re: GAL Q 10: Scents and Sensibility
Posted: Thu Sep 24, 2015 5:13 am
by BadgeAddict
So, until this whole bridge debacle is solved, Zaks is essentially on high alert with a readied action in case anything jumps out of the darkness, but otherwise, I won't be posting for every update.
Re: GAL Q 10: Scents and Sensibility
Posted: Fri Sep 25, 2015 11:38 am
by ChuckDaRighteous
Laughs Creepily attacks the spider attacking him and scares it off.
Forges for Food defends
Tells Bad Jokes. He strikes the spider again dealing minor damage.
Tells Bad Jokes manages to free himself completely.
Walks With The Wind fires off an arrow at a spider but finds the arrow just bounces off the carapace and falls down into the fissure.
Zaks continues to hold the rope.
The spider that
Laughs Creepily had previously scared off decides to attack
Forges for Food instead. So does the one he was defending
Tells Bad Jokes against. He manages to block one but the other bites his leg dealing 1 damage. He manages to keep his footing and kick off the spider before the venom takes effect
Combat Status
Spider 1: Heavily wounded ÔÇô on web ÔÇô attacking Forges
Spider 2: Lightly wounded ÔÇô on web ÔÇô attacking Forges
Spider 3: Heavily wounded ÔÇô on web ÔÇô temporarily scared off
► Show Spoiler
.[tabs: Nolandking]Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Main Hand: Dagger (+1 atk, 1 handed)
- Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
[tabs: spiderwrangler]Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Status: Drunken Master Inebriation +15 to balance check, +10% miss chance, + 20% dodge chance for 10 turns.
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Both Hands: Lance of Terror (+3 Atk, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Preserved Human Ear Necklace (broken)
- Fake Beard
- 2x Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 1x Throwing Axe (1h, +1 atk, posion coated, lasts 2 attacks, 30% chance to poison for 2 turns, 1 damage per turn)
- 1x Throwing Axe (1h, +1 atk)
- 1x Spider venom sack
- 10x spider legs
- 8x mangled spider legs
- 1x spider front half
- 2x mangled spider front half
- 1x spider back half
- 2x mangled spider back half
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (1 swig, too much at once may cause detrimental effects (same as any other alcoholic beverage))
[tabs: patdragon]Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 2/6
Def: 4
Atk: 3
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Bejeweled dagger (+1 atk, additional +2 frost atk vs fire creatures, ignores return damage from attacking fire creatures)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
[tabs: gathersingredients]Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 5/6
Def: 2
Atk: 2
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Shortbow (ranged)
Off Hand: Arrows
- Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
- Iron Shield (1h, +2 DEF)
- Arrows (x9, +1 ATT)
- Torch: +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking. (lit, wedged)
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
- 1x small vial of healing potion (+2hp)
[tabs: badgeaddict]Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Atk) (on loan from spider)
- Double tipped Spear (2h, +2atk)
- Simple axe (1h, +1atk)
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (2 swigs, too much at once may cause detrimental effects (same as any other alcoholic beverage))[/tabs]
Re: GAL Q 10: Scents and Sensibility
Posted: Fri Sep 25, 2015 3:55 pm
by spiderwrangler
Laughs attacks the more damaged one attacking Forges.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Sep 26, 2015 3:20 am
by Patdragon
"I've this feeling spiders think i look like a giant yellow bloat fly."
Forges attack the heavily wounded one if it's still alive if not he attacks the other.
If he drops to 1 hit point before he attacks he will swig his last normal healing potion instead.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Sep 26, 2015 2:59 pm
by GathersIngredients
Walks sighs, puts her bow & arrows away and gets her axe out. She will try to cut the webbing under the beam (so no more spiders can come up from there, and no more vibrations will be carried along it), without disturbing it too much. She'll kneel down on the normal floor (not go onto the beam for now) and touch the web only with the sharp part of the axe. She also pays great attention to not accidentally cutting the rope.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Sep 26, 2015 5:48 pm
by Nolandking
Tells will take a stab at the spider attacking Forges.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Sep 28, 2015 6:48 pm
by ChuckDaRighteous
Laughs Creepily attacks one of the spiders attacking forges, killing it. As it goes limp it falls down into the void.
Forges for Food attacks the other spider attacking him, dealing minor damage.
Tells Bad Jokes attacks a spider but finds he is unable to hurt it.
Walks With The Wind tries to cut away some of the webbing but it extends way too far into the beam and below the edge of the cliff for her to make any real difference. She might have to go out onto the beam to make a real difference. However, there doesnÔÇÖt seem to be any more spiders coming up from below.
The spiders attack
Laughs Creepily and
Forges for Food but are not able to hurt them.
Laughs Creepily is nearly knocked off but manages to keep his footing.
Combat Status
Spider 1: Dead
Spider 2: moderately wounded ÔÇô on web ÔÇô attacking Forges
Spider 3: Heavily wounded ÔÇô on web ÔÇô attacking Laughs
► Show Spoiler
.[tabs: Nolandking]Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Main Hand: Dagger (+1 atk, 1 handed)
- Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
[tabs: spiderwrangler]Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Status: Drunken Master Inebriation +15 to balance check, +10% miss chance, + 20% dodge chance for 8 turns.
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Both Hands: Lance of Terror (+3 Atk, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Preserved Human Ear Necklace (broken)
- Fake Beard
- 2x Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 1x Throwing Axe (1h, +1 atk, posion coated, lasts 2 attacks, 30% chance to poison for 2 turns, 1 damage per turn)
- 1x Throwing Axe (1h, +1 atk)
- 1x Spider venom sack
- 10x spider legs
- 8x mangled spider legs
- 1x spider front half
- 2x mangled spider front half
- 1x spider back half
- 2x mangled spider back half
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (1 swig, too much at once may cause detrimental effects (same as any other alcoholic beverage))
[tabs: patdragon]Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 2/6
Def: 4
Atk: 3
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Bejeweled dagger (+1 atk, additional +2 frost atk vs fire creatures, ignores return damage from attacking fire creatures)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
[tabs: gathersingredients]Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 5/6
Def: 2
Atk: 2
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Shortbow (ranged)
Off Hand: Arrows
- Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
- Iron Shield (1h, +2 DEF)
- Arrows (x9, +1 ATT)
- Torch: +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking. (lit, wedged)
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
- 1x small vial of healing potion (+2hp)
[tabs: badgeaddict]Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 4/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Atk) (on loan from spider)
- Double tipped Spear (2h, +2atk)
- Simple axe (1h, +1atk)
- Drunken masterÔÇÖs brew: +15 to balance check, +10% miss chance, + 20% dodge chance, lasts 12 turns (2 swigs, too much at once may cause detrimental effects (same as any other alcoholic beverage))[/tabs]
*Sorry these updates have slowed down. Trying to get things back to normal soon.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Sep 28, 2015 6:59 pm
by spiderwrangler
Laughs will hold tight to the rope and back up towards the far side of the bridge, hoping to draw the spider attacking him away from the other two.
-If it seems to follow, he'll move all the way to the far side so he's on solid ground before attacking it.
-If it seems to be about to turn back, he'll halt his movement, keep the rope looped through one arm and attack.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Sep 28, 2015 9:14 pm
by GathersIngredients
Walks starts to slowly crawl out onto the beam, on all fours for easier balancing, slinging the rope once around one of her limbs as soon as possible, cutting away the webbing as she goes. She remains mindful of spiders (below, above, sideways, front, behind) and if one should come close enough to attack, she'll defend herself with the shield.
OOC: Imperative word here is SLOWLY. Taking her time, so if she misses a step she'll more likely be able to catch herself than losing balance. Also, she's like to have to go back for the rope and the less distance she has to 'reverse' on the beam, the better.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Sep 29, 2015 11:00 am
by Patdragon
Forges carries on attacking, hoping any spider within range doesn't think he's a delicious fly.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Oct 03, 2015 9:20 am
by Nolandking
Tells try attacking the spider after Laughs
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Oct 17, 2015 5:31 am
by spiderwrangler
"*Teehehehehhe*!"
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Oct 17, 2015 6:08 am
by BadgeAddict
Zaks continues to hold the rope, being watchful of anything trying to sneak up on them from this far side of the chasm.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Nov 03, 2015 6:19 am
by spiderwrangler
"*Heeheeeehehehehe*!"
Re: GAL Q 10: Scents and Sensibility
Posted: Fri Dec 18, 2015 8:26 am
by spiderwrangler
"*Teee*?", Laughs giggles uncertainly...
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Dec 19, 2015 2:18 am
by thinkslogically
I think that it's been long enough. If chuck comes back to the forum we can resume this quest but for now...
A strange, shimmering solver portal appears in front of the gathered, purposeless goblins through which they can see the warm fire and merry bustle of the GAL HQ.
If you want to return to the GAL, you are very welcome. These portals will stay open fixed in time and space so if you guys get the chance to resume this quest you can pick up exactly where you left off. In the meantime, my internet is still out, but I'll see about getting an HQ update out for you at least if I manage to get access back.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Dec 19, 2015 8:22 am
by spiderwrangler
Giggling maniacally, Laughs hops through the portal, and as he emerges in the common room of the headquarters, turns to face the portal, waiting for his companions to come through, but Lance of Terror ready to spear any spiders that follow.
"*Heehheuehehehe* C'mon guys!"