GAL: Q4 - Completed (please move eventually)

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by BadgeAddict » Thu Jun 26, 2014 4:52 am

I would rather all of you be cordial about the loot sharing rather than forcing me to step in and resolve it in a way i will make up on the spot....

Time zones are a legitimate concern, though perhaps you are correct synch, perhaps for future reference i will limit how much loot a person can pick up per turn...but, i would only do that if i had to.

Also, just so everyone understands:
Spider have some kind of spider convention happening over last weekend into this week, he made me aware of this and i put him on auto-pilot until he returned.
Gathers stated that she was having internet problems and to also be placed on auto-pilot until she returns.
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by ChuckDaRighteous » Thu Jun 26, 2014 5:22 am

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by BadgeAddict » Thu Jun 26, 2014 5:30 am

If we want to get technical the straight razor which you like so much is being loaned to you by Quarg...just making that point. Here is the list of everything found and "being held" by everyone.

.[tabs:Right(ChuckDaRighteous)]
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due to dual wielding)
- Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))(loaned from Quarg)
- Bone
- Magical Components bag
- Helmet (+1 Def)
- 2-handed shield (+1 Def)
- 1/2 of a Red Curtain
- Flaming Trident (+2 Atk "Fire damage")
- Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
- Silver Necklace (Set with 3 Sapphires) (+1 Hp)
- Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP.

[tabs:Walks(Gathers)]
- Simple Axe(+1 ATT) (1-handed)
- Vial of Worm blood - Can be assumed to create the same parasite/host relationship that dies has.
- Skull
- 85% of a Curtain (Damp)
- 7 crusty grungy smelly mugs
- wooden shaft
- Spearhead
- Leather Tie Cord
- 5 Metal Curtain Rings

[tabs: Leaves(Synch)]
- Spear (+1 ATT) (2-handed)
- Fresh hide from White Rat, needs to be properly treated before use.
- 2-handed shield (+1 Def)
- Piece of Glass
- Crystal Heart
- Bark Armor (+2 Def, Vulnerable to fire)

[tabs: Soars(SaruSama)]
- Spear (+1 ATT) (2-handed)
- Barrel Lid
- Shield of Corrosion Resistance (+2 Def)(Large = 2-Handed)
- 1 book of Summon Evil

[tabs:Laughs(Spiderwrangler)]
- Leather Jerkin (+1 Def)
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due if dual wielding)
- Spear (+1 ATT) (2-handed)
- Spear (+1 ATT) (2-handed)
- Old crumbling journal
- Length of Rope
- 2 human ears
- Wizards Hat
- Wizards Robe (+1 Def vs. Magic)
- Wizards Slippers
- Crystal Ball
- Golden Goblet

[tabs:William(Quarg)]
- LongSword (+2 ATT)(2-handed)
- Berzerkers Axe (+3 ATT, -2 DEF)
- Withering Touch (-1 Hp Magical ATT, ignores DEF, Ranged Weapon, 1-Handed) Cooldown 1 turn (Charge= 1 Turn; Cast = 1 Turn, repeat) *Cannot ÔÇ£holdÔÇØ a charge. Can be overcharged for additional damage to target at cost of damage to wielder.
- Wizards Staff (+2 Atk, 50% chance of knockback)
- Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))[/tabs]
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Quarg » Thu Jun 26, 2014 6:18 am

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Re: GAL: Q4 - Tower Assault - Turn 78

Post by BadgeAddict » Thu Jun 26, 2014 8:10 am

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After taking the armor that he finds Leaves along with Walks, Laughs & Soars all head down the stairs to find arnold, looking around worriedly at his new surroundings and a small table that once contained the basin. Walks made sure to nab the basin on her way out and Arnold looks at her with fear in his eyes, but when he sees Leaves, he runs up to him and starts following close behind him. The group exit the room and find themselves on an outside branch of the tree.

Right puts on his cloak and then heads right looking for things to loot.
William picks up the ring from the chest and heads right as well, also looking for things to loot.

The two give a quick scan of the long table filled with books and then take a moment to read the placards below each one.

(Left to Right)
1. Summoning strange creatures from strange places
2. How to summon imps, demons and other horribly evil things
3. Woodward's guide to all things wooden
4. Enchantments for Everyone
5. Pet Friendly Translocation Spells

The tree groans and creaks as it continues to grow, the rooms within the tree that still exist start to become smaller as the tree expands into the hollow areas.

Stats & Loot
.[tabs:Right(ChuckDaRighteous)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 2 + (___) = ___
Total ATT:
Total DEF:
HP: 5/5

ITEMS:
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due to dual wielding)
- Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))(loaned from Quarg)
- Bone
- Magical Components bag
- Helmet (+1 Def)
- 2-handed shield (+1 Def)
- 1/2 of a Red Curtain
- Flaming Trident (+2 Atk "Fire damage")
- Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
- Silver Necklace (Set with 3 Sapphires) (+1 Hp)
- Cloak of Blood Banking

[tabs:Walks(Gathers)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Simple Axe(+1 ATT) (1-handed)
- Shortbow (ranged)
- Arrows (x3, +1 ATT)
- Pointy Stick (+1 ATT) (2-handed)
- Vial of spider venom: Can be applied to weapons or added to potions.
- Vial of Worm blood - Can be assumed to create the same parasite/host relationship that dies has.
- Skull
- 85% of a Curtain (Damp)
- 7 crusty grungy smelly mugs
- wooden shaft
- Spearhead
- Healing Salve (+2d3 Hp)
- Leather Tie Cord
- 5 Metal Curtain Rings

[tabs: Leaves(Synch)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Spear (+1 ATT) (2-handed)
- Fresh hide from White Rat, needs to be properly treated before use.
- 2-handed shield (+1 Def)
- Piece of Glass
- Bark Armor
- Crystal Heart

[tabs: Soars(SaruSama)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Pirate Captain's Hat (upon activation word) temporarily reduces one enemy DEF by 2. Cool down is 10 Turns.
- Spear (+1 ATT) (2-handed)
- Barrel Lid
- Healing Salve (+2d3 Hp)
- Shield of Corrosion Resistance (+2 Def)(Large = 2-Handed)
- 1 book of Summon Evil

[tabs:Laughs(Spiderwrangler)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 2 + (___) = ___
HP: 5/5

ITEMS:
- Leather Jerkin (+1 Def)
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due if dual wielding)
- Spear (+1 ATT) (2-handed)
- Spear (+1 ATT) (2-handed)
- Fake Hair
- Tapestry Rod +1 ATT - (25% chance to miss) (2-handed)
- PlayWitch vol. 2
- Old crumbling journal
- Healing Salve (+2d3 Hp)
- Length of Rope
- 2 human ears
- Wizards Hat
- Wizards Robe (+1 Def vs. Magic)
- Wizards Slippers
- Golden Goblet
- Crystal Ball

[tabs:William(Quarg)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 3 + (___) = ___
HP: 5/5

ITEMS:
- LongSword (+2 ATT)(2-handed)
- Pointy Stick (+1 ATT)(2-handed)
- Berzerkers Axe (+3 ATT, -2 DEF)
- Withering Touch (-1 Hp Magical ATT, ignores DEF, Ranged Weapon, 1-Handed) Cooldown 1 turn (Charge= 1 Turn; Cast = 1 Turn, repeat) *Cannot ÔÇ£holdÔÇØ a charge. Can be overcharged for additional damage to target at cost of damage to wielder.
- Chainmail shirt: (+2 DEF)
- Healing Salve (+2d3 Hp)
- Wizards Staff (+2 Atk, 50% chance of knockback)
- Ring of Water Form[/tabs]
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by ChuckDaRighteous » Thu Jun 26, 2014 8:31 am

Righteous One will grab the books and head down to assist anyone in any last minute tasks. If all tasks are done he will leave the tower/tree before things get worse.
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by GathersIngredients » Thu Jun 26, 2014 10:17 am

Walks will greet the griffin and mermaid and offer her (the mermaid) to spill enough water, so she can escape the glas bowl once more, hopefully she will be able to get out, now. If there is no obvious safe way down the tree, she will kindly ask the griffin to hold the basin, spilling, allowing all goblins (and the mermaid) to float down a waterfall (coming from the basin at about where they are now) into a pool of sufficient depth (at ground level) to prevent any serious injury, then hand it back to her.
In any case, Walks will talk soothingly to Arnold and make sure the spilled water stays well away from him.


@ team: yeah, I was assuming that the spoils would be split up after the quest in a fashion that's a bit fairer than 'I got there first/I got luckiest on which chest contained what' and hopefully leave no-one feeling left out. Else I would have 'aided' in stripping the Wizard from his possessions. ;) :lol:
I know that Walks will get a defensive item made from the wolf pelt she left with Ralf at the HQ, so I'm not adamant on getting the wooden armor. But a shield would be really nice to have.

@Badge: Since you were nice enough to auto-pilot Walks, but didn't let her pick up stuff: can Walks please keep the skull chest & key or is that too big to loot/carry around? A lockable box & fitting key sure can come in handy.



EDIT: Badge PMed me and said that I can have the box & key, but that Walks can't carry that AND the basin. So, if anyone would be kind enough to take the box with them for me, that would be nice. If not: Meh, it's just an empty box. The basin is WAY cooler than that. o:)
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by ChuckDaRighteous » Thu Jun 26, 2014 10:33 am

I'll carry the box for you. I presume there is no reason I can't.
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Quarg » Thu Jun 26, 2014 12:58 pm

William goes to see about escaping the room with the rest of the team...apparently there is no secret passage behind the bookcase...
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by SaruSama » Thu Jun 26, 2014 4:02 pm

Soars will grab all the books off the bookcase and than join the others in trying to figure a way down from the tree. When he meets the others with his big pile of books he says "HAH Now I can be a wizard!"

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Synch » Thu Jun 26, 2014 10:27 pm

Leaves no Trace will gesture if he can borrow the display books to look through them. Assuming this is ok, he pays particular attention to the book on Pet Friendly Translocation Spells, and Summoning Creatures from Strange Places. What Leaves is looking for is an explanation as to how the mermaid and gryphon got there (as in, if the wizard summoned them) and if there is a way to return them to their realm, or translocate them. If he figures out a way, he will attempt to send them back to where they need to go, with their approval, using whatever means the book requires. If that is successful, he will translocate all the Goblins and Arnold back to the Inn.

(If this spell requires speaking incantations, he will show the book to Walks and gesture for her to recite the spell.)
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by SaruSama » Thu Jun 26, 2014 10:38 pm

Editing my action to only take the books Leaves isnt using, since I probably cant get them all anyway.

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by GathersIngredients » Thu Jun 26, 2014 11:27 pm

If Walks is asked (non-verbally) to intone the spell, she will make extra sure that it's safe to do so (if she can read the book in the first place!) - as in read any footnotes or disclaimer, if there are some written down - and then, IF she thinks she can do it without harming anyone (skill needed for this? If yes, err on the side of caution and only try to translocate Arnold - he would die from water, in any case, so a % to get teleported somewhere safely is better than certain death - to safety, somewhere down the tree, near the pool but well away from any splash zone and have the rest of us use the water pool idea) comply with Leaves' request.



Why would you want to break/destroy the crystal heart? You don't even know what it is. We should take this somewhere to get identified, before we consider what to do with it. It's not like it's got a timer, running down or something like that... Does it? :paranoia:
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Re: GAL: Q4 - Tower Assault - Turn 79

Post by BadgeAddict » Fri Jun 27, 2014 1:08 pm

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The books from the study and skull chest are collected and the party reconvenes on the outside of the giant tree. A quick discussion is had with the mermaid and griffin who both repeatedly thank the group for rescuing them from most certain death. As for rescue, the mermaid shakes her head at Walks offer and smiles shyly at the griffin. The griffin launches itself into the air, landing on top of the mermaids bottle. The mermaid, with a bit of help from the griffin climbs up on its back. The griffin then leaps toward the sky, the mermaid hanging on for dear life.

Leaves opens up the translocation book for several minutes before coming across one small phrase
In order to properly use this spell, one must acquire several warpstones. Once acquired and set in the location you wish to travel........Failing to set up the minimum number of stones will have dangerous side effects...

Having lost what they had hoped was their ticket off this Tree, the group gets slightly depressed, until a large familiar head pops up over the ledge.

Greetings little goblins, would you like some assistance?
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Stats & Loot
.[tabs:Right(ChuckDaRighteous)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 2 + (___) = ___
Total ATT:
Total DEF:
HP: 5/5

ITEMS:
- Carrying a small black Skull Chest
- Bone Key
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due to dual wielding)
- Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))(loaned from Quarg)
- Bone
- Magical Components bag
- Helmet (+1 Def)
- 2-handed shield (+1 Def)
- 1/2 of a Red Curtain
- Flaming Trident (+2 Atk "Fire damage")
- Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
- Silver Necklace (Set with 3 Sapphires) (+1 Hp)
- Cloak of Blood Banking

[tabs:Walks(Gathers)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Simple Axe(+1 ATT) (1-handed)
- Shortbow (ranged)
- Arrows (x3, +1 ATT)
- Pointy Stick (+1 ATT) (2-handed)
- Vial of spider venom: Can be applied to weapons or added to potions.
- Vial of Worm blood - Can be assumed to create the same parasite/host relationship that dies has.
- Skull
- 85% of a Curtain (Damp)
- 7 crusty grungy smelly mugs
- wooden shaft
- Spearhead
- Healing Salve (+2d3 Hp)
- Leather Tie Cord
- 5 Metal Curtain Rings

[tabs: Leaves(Synch)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Spear (+1 ATT) (2-handed)
- Fresh hide from White Rat, needs to be properly treated before use.
- 2-handed shield (+1 Def)
- Piece of Glass
- Bark Armor
- Crystal Heart
- Pet Friendly Translocation Spells

[tabs: Soars(SaruSama)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 1 + (___) = ___
HP: 5/5

ITEMS:
- Pirate Captain's Hat (upon activation word) temporarily reduces one enemy DEF by 2. Cool down is 10 Turns.
- Spear (+1 ATT) (2-handed)
- Barrel Lid
- Healing Salve (+2d3 Hp)
- Shield of Corrosion Resistance (+2 Def)(Large = 2-Handed)
- 4 books
1. Summoning strange creatures from strange places
2. How to summon imps, demons and other horribly evil things
3. Woodward's guide to all things wooden
4. Enchantments for Everyone


[tabs:Laughs(Spiderwrangler)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 2 + (___) = ___
HP: 5/5

ITEMS:
- Leather Jerkin (+1 Def)
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed) (25% to miss due if dual wielding)
- Spear (+1 ATT) (2-handed)
- Spear (+1 ATT) (2-handed)
- Fake Hair
- Tapestry Rod +1 ATT - (25% chance to miss) (2-handed)
- PlayWitch vol. 2
- Old crumbling journal
- Healing Salve (+2d3 Hp)
- Length of Rope
- 2 human ears
- Wizards Hat
- Wizards Robe (+1 Def vs. Magic)
- Wizards Slippers
- Golden Goblet
- Crystal Ball

[tabs:William(Quarg)]
Base ATT: 1 + (Wpn) = ___
Base DEF: 3 + (___) = ___
HP: 5/5

ITEMS:
- LongSword (+2 ATT)(2-handed)
- Pointy Stick (+1 ATT)(2-handed)
- Berzerkers Axe (+3 ATT, -2 DEF)
- Withering Touch (-1 Hp Magical ATT, ignores DEF, Ranged Weapon, 1-Handed) Cooldown 1 turn (Charge= 1 Turn; Cast = 1 Turn, repeat) *Cannot ÔÇ£holdÔÇØ a charge. Can be overcharged for additional damage to target at cost of damage to wielder.
- Chainmail shirt: (+2 DEF)
- Healing Salve (+2d3 Hp)
- Wizards Staff (+2 Atk, 50% chance of knockback)
- Ring of Water Form[/tabs]
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by ChuckDaRighteous » Fri Jun 27, 2014 2:00 pm

Well as for loot distribution:

Things I'd like to keep:
Simple Axe (in case I find a good one handed weapon/shield later)
Helmet (I like defense)
Flaming trident (good offense)
obsidian ring (cool defensive item)
cloak of blood banking (I know I wasn't enthused before but I do like the aesthetic )

I'd take but not heartbroken if others want:
straight razor
silver necklace
magical components bag
1/2 of a red curtain (was gonna see if Ralf could make me a goblin battle standard)
2-handed shield (I like the option but its not quite my style, might see if Ralf could slit it into 2 1handeds if no one else wants it)
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Quarg » Fri Jun 27, 2014 2:04 pm

Ah yes, Good Sir we are in need of transportation and I am most happy to take you up on your offer.
He puts away his staff to prevent sticking the good dragon host....

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by spiderwrangler » Fri Jun 27, 2014 2:09 pm

We're done here as far as Laughs is concerned... though he is a bit sad he doesn't seem to have enough fake hair to have a beard and hair... if he has to choose one, he'll go with the wise beard and the hat.
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Quarg » Fri Jun 27, 2014 2:42 pm

spiderwrangler wrote:We're done here as far as Laughs is concerned... though he is a bit sad he doesn't seem to have enough fake hair to have a beard and hair... if he has to choose one, he'll go with the wise beard and the hat.
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by spiderwrangler » Fri Jun 27, 2014 2:51 pm

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Synch » Fri Jun 27, 2014 3:20 pm

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by ChuckDaRighteous » Fri Jun 27, 2014 3:44 pm

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by GathersIngredients » Sat Jun 28, 2014 1:04 am

@ badge:
First and foremost of all, thank you very VERY much for running this game/quest. It has been extremely enjoyable.
I'd love a picture of all of us being carried by the helpful dragon.

Also, can you please clarify which weapons are 1 or 2 handed?
And can we please be flown back to the original dungeon, so we can pick up the red ant queen head and the hookah and maybe some more barrel lids and the remains of the rat statue (and anything else I might have forgotten) before returning to the HQ?
Is the 'book of Summon Evil' the same thing as 2. 'How to summon imps, demons and other horribly evil things '?
Is the +1 Def from the Wizards robe working ONLY against magic, or against regular damage, too?


Loot we got:
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Allocation suggestions/preferences:

Weapons:
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With 5 simple axes and assuming the razor is one-handed, too, every one of us 6 goblins can get one of those, if they want to. Objections?
(I would like one simple axe for Walks.)

On the rest of the stuff: Walks doesn't need a spear (she got her pointy stick already), and with her non-exisitant - so far - defensive capabilities I don't want the berzerker's axe for her. I would like her to keep the Withering Touch (sooner or later she's going to run out of arrows). If that's not an option, I'd like her to get the wizard's staff instead. (BTW, does it have a knob on its end? o:) )


Def items:
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There's 6 def items (if you don't count the wizard's robe, because, if I understand it correctly, it will only grad Def against magic, not 'regular' damage, too.) and 6 goblins.
Can we agree on each of us getting one of them?

Magic items:
► Show Spoiler
I would really like Walks to get the silver necklace. If I can get her a book, 'Enchantments for Everyone' would be my favorite.
I'd also like her to have the never-ending water basin. (Mind you, this isn't really practical to go on adventures with, but it would make such a cool item for never having to worry about fresh, clean drinking water again AND always be able to wash oneself off after any hard quest would be superb. Oh and the chances of the HQ burning down are next to zero. Of course, as long as Walks stays (during quests, also, as I'm assuming she wouldn't take it with her) at the GAL HQ, everyone there would be welcome to use it, too.)

Misc:
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I think by and large those items should stay with the people who picked them up/created them (unless any of them turn out to be magical).
I wouldn't say no to the rope (always handy) or the barrel lid, as maybe that could be worked into a 1h shield by Ralf. (Alas, Walks' impromptu creation got destroyed. :( ) Especially if I don't get a 2h shield (which Ralf may be able to split into two 1h shields)...
Since I asked for the small black Skull Chest & fitting Bone Key to be taken with us I assume Walks will get it. Thanks @ Chuck for carrying it. :thumbsup:

I would like Walks to get the reward/credit for the red ant queen head, if that gets mounted as trophy onto the GAL HQ walls, because basically she came up with the plan for the putsch all by herself.

On the healing salves: those were evenly split within the party already. People who still have theirs should be allowed to keep them.
Oh, and I doubt that people will fight about that, but Walks brought the skull into the dungeon, so it's not up for grabs, anyways. :P
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SaruSama
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by SaruSama » Sat Jun 28, 2014 9:45 pm

I by and large agree with walks, I just want to say on the books that I was hoping we could set them up as some sort of magical library at the HQ. Hopefully let people with downtime maybe become wizards?

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Synch
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Re: GAL: Q4 - Tower Assault - Turn 77

Post by Synch » Sun Jun 29, 2014 4:00 am

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Re: GAL: Q4 - Tower Assault - Turn 77

Post by BadgeAddict » Sun Jun 29, 2014 6:26 am

GathersIngredients wrote:@ badge:
First and foremost of all, thank you very VERY much for running this game/quest. It has been extremely enjoyable.
I'd love a picture of all of us being carried by the helpful dragon.

Also, can you please clarify which weapons are 1 or 2 handed?
And can we please be flown back to the original dungeon, so we can pick up the red ant queen head and the hookah and maybe some more barrel lids and the remains of the rat statue (and anything else I might have forgotten) before returning to the HQ?
Is the 'book of Summon Evil' the same thing as 2. 'How to summon imps, demons and other horribly evil things '?
Is the +1 Def from the Wizards robe working ONLY against magic, or against regular damage, too?
A few answers, the weapons are already marked as 1 or 2 handed.
Remember the young queen promising you that 2 of the ants will carry large stuff back to base for you, this will happen.
The two books are the same, when Soars found it, there was no placard to tell him what the book was, he made that estimate based on the pictures inside. (or something like that)
The wizards robes is vs. magic only...

Now, I would like to make a suggestion to hurry things along, below are the inventory tabs listing things that could be split. The healing salves were already given to each of you, why should someone have to give up what they didn't use.

If you would allow it, I think i can break down what everyone should/could get with a few minor "swaps" after the fact.

There are two Tab structures below, the first is what everyone has currently, and the second is after the swap.


.[tabs:Right(ChuckDaRighteous)]
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed)
- Bone
- Magical Components bag
- Helmet (+1 Def)
- 2-handed shield (+1 Def)
- 1/2 of a Red Curtain (Red)
- Flaming Trident (+2 Atk "Fire damage")
- Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
- Silver Necklace (Set with 3 Sapphires) (+1 Hp)
- Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP.

[tabs:Walks(Gathers)]
- Simple Axe(+1 ATT) (1-handed)
- Vial of Worm blood - Can be assumed to create the same parasite/host relationship that dies has.
- 85% of a Curtain (Brown)
- 7 crusty grungy smelly mugs
- wooden shaft
- Spearhead
- Leather Tie Cord
- 5 Metal Curtain Rings

[tabs: Leaves(Synch)]
- Spear (+1 ATT) (2-handed)
- White Rat Hide
- 2-handed shield (+1 Def)
- Piece of Glass
- Crystal Heart
- Bark Armor (+2 Def, Vulnerable to fire)

[tabs: Soars(SaruSama)]
- Spear (+1 ATT) (2-handed)
- Barrel Lid
- Shield of Corrosion Resistance (+2 Def)( 2-Handed)
1. Summoning strange creatures from strange places
2. How to summon imps, demons and other horribly evil things
3. Woodward's guide to all things wooden
4. Enchantments for Everyone
5. Pet Friendly Translocation Spells


[tabs:Laughs(Spiderwrangler)]
- Leather Jerkin (+1 Def)
- Simple Axe(+1 ATT) (1-handed)
- Simple Axe(+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
- Spear (+1 ATT) (2-handed)
- Old crumbling journal
- Length of Rope
- 2 human ears
- Wizards Hat
- Wizards Robe (+1 Def vs. Magic)
- Wizards Slippers
- Crystal Ball
- Golden Goblet

[tabs:William(Quarg)]
- LongSword (+2 ATT)(2-handed)
- Berzerkers Axe (+3 ATT, -2 DEF)
- Withering Touch (-1 Hp Magical ATT, ignores DEF, Ranged Weapon, 1-Handed) Cooldown 1 turn (Charge= 1 Turn; Cast = 1 Turn, repeat) *Cannot ÔÇ£holdÔÇØ a charge. Can be overcharged for additional damage to target at cost of damage to wielder.
- Wizards Staff (+2 Atk, 50% chance of knockback)
- Ring of Water Form (Allows you to turn your body (and belongings) into water for 3 turns. (cool-down is 15 turns))
- Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))[/tabs]


.[tabs:Right(ChuckDaRighteous)]
- Simple Axe(+1 ATT) (1-handed)
- Straight Razor (+1 Atk, 1-handed, 25% chance to cause Bleed(-1 Hp for 1 turn))
- wooden shaft & Spearhead (Can be fixed)
- Flaming Trident (+2 Atk "Fire damage")
- › of a 2-handed shield (+1 Def) (Gnome Work?)

[tabs:Walks(Gathers)]
- Simple Axe(+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
- Vial of Worm blood - Can be assumed to create the same parasite/host relationship that dies has.
- 85% of a Curtain (Brown)
- 7 crusty grungy smelly mugs
- Leather Tie Cord
- 5 Metal Curtain Rings
- › of Shield of Corrosion Resistance (+2 Def)( 2-Handed)(Gnome work?)

[tabs: Leaves(Synch)]
- Simple Axe(+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
- White Rat Hide
- Piece of Glass
- › of a 2-handed shield (+1 Def) (Gnome Work?)

[tabs: Soars(SaruSama)]
- Simple Axe(+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
- › of Shield of Corrosion Resistance (+2 Def)( 2-Handed)(Gnome work?)
- Barrel Lid

[tabs:Laughs(Spiderwrangler)]
- Simple Axe(+1 ATT) (1-handed)
- Spear (+1 ATT) (2-handed)
- 2 human ears
- Old crumbling journal
- › of a 2-handed shield (+1 Def) (Gnome Work?)

[tabs:William(Quarg)]
- 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))
- › of a 2-handed shield (+1 Def) (Gnome Work?)

[tabs:Trade or Guild or Group]
- Crystal Heart
- Leather Jerkin (+1 Def)
- Length of Rope
- Bark Armor (+2 Def, Vulnerable to fire)
- Wizards Hat
- Wizards Robe (+1 Def vs. Magic)
- Wizards Slippers
- Crystal Ball
- Golden Goblet
- 1/2 of a Red Curtain (Red)
- Obsidian Ring (Set with 1 Black Pearl) (Magic Shield nullifies 1 Attack, ignore upon activation, 15 turn cool-down)
- Silver Necklace (Set with 3 Sapphires) (+1 Hp)
- Cloak of Blood Banking - Can store 1HP in cloak. If wearer reaches 0HP, will restore you to 1HP.
- Berzerkers Axe (+3 ATT, -2 DEF)
- Wizards Staff (+2 Atk, 50% chance of knockback)
- Bone
- Magical Components bag
- Helmet (+1 Def)
- Queen Ant Head
- Hookah
- Books
1. Summoning strange creatures from strange places
2. How to summon imps, demons and other horribly evil things
3. Woodward's guide to all things wooden
4. Enchantments for Everyone
5. Pet Friendly Translocation Spells[/tabs]

The last tab on the bottom is the items i have no idea what to do with, if you agree with the way i split things thus far, argue out the rest...
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