Page 112 of 113
Re: Lair of the Mountain King: Turn 385
Posted: Wed Feb 01, 2017 8:04 pm
by Dlover
Tugs strikes again, releasing the Poison slot with the attack.
Re: Lair of the Mountain King: Turn 385
Posted: Thu Feb 02, 2017 3:41 am
by M0rtimer
Burned considers the situation. As expected, the ghost was invulnerable to everything but magical energy. Meanwhile, it appeared like it could dish out magic of it's own with no problems.
Which didn't make sense, thinking about it. Rule 1 of thermodymagics: "Magic can not be destroyed or created, simply transformed from one source into another". One could argue this was proven false with the goblins able to replenish their magical storage, but this was simply a reaffirmation of this well established theory, in the form of transferring physical energy into magical energy.
Which... Of course! Whereas goblins and most other races must run on some kind of meat engine, a ghost would run on something similar using magical energy... Which
obviously meant that every time it'd cast a spell, it would slowly be killing himself.
All he'd need to do was just wait for the ghost to kill itself. Surely, his theory was flawless and would work perfectly.
In the meanwhile though... While the ghost might have been vulnerable to magical energy, it was also made by magical energy. More specifically, a soul being tied to some form of... a meta-physical entity. This would also take a certain form of energy...
The energy that allows the dead to take ethereal form.
Another
incredibly stupid genius thought occurs to Burned. Using all of his 2 MP, he attempts to grasp this energy- From previous experience, he knows to be wary, making sure that the spirit's personality is not what he wants, but rather the force that allows it to be animated as it is... At the very least, it should weaken him.
But, of course, this energy still has to go somewhere... So he'll try to channel it into Mr. Rock, should the fella be willing to take it.
"Use that as you want to, pal."
► Show Spoiler
TLDR: Try to take the "animation" or "lifeforce" energy from the ghost, and channel it into Mr. Rock.
I see no way this could go wrong.
Re: Lair of the Mountain King: Turn 385
Posted: Thu Feb 02, 2017 3:47 am
by Dlover
► Show Spoiler
Other than Mr. Rock becoming an animate being which will inevitably take over or destroy the world?
Re: Lair of the Mountain King: Turn 385
Posted: Thu Feb 02, 2017 3:51 am
by M0rtimer
► Show Spoiler
Just another step towards making Mr. Rock the true Big bad...
Re: Lair of the Mountain King: Turn 385
Posted: Thu Feb 02, 2017 2:07 pm
by Dusk9
Annoyed that his usual tactic of "stab-it-until-it-stops-moving" isn't working, Eaten instead goes for the magic option. Using up all his mana (2mp), he forms some of the fire energy in his Gold Ring into a fireball, pointing it directly at the ghost's stupid face.
Re: Lair of the Mountain King: Turn 385
Posted: Thu Feb 02, 2017 2:11 pm
by spiderwrangler
Splits stands ready to try to "catch" any magic that the ghost sends towards the goblins, and store it in the magic slots of Stormreaver.
Re: Lair of the Mountain King: Turn 385
Posted: Sat Feb 04, 2017 12:16 am
by GathersIngredients
"Let's try and capture the ghost in my hat!" Find suggests.
If the others (at least 2 goblins) go for h is idea, he'll try to channel ALL of the ghost into the empty slot of the magical woolly hat he made earlier (using 2 of his MP). Else he'll just lend his help (2 MP) to Eaten in order to make his fireball that much stronger.
Re: Lair of the Mountain King: Turn 385
Posted: Sat Feb 04, 2017 2:06 am
by Dlover
Yeah, you know what, I'll join in on the Curse Finds' Hat attempt, rather than trying to poison the dead thing.
Re: Lair of the Mountain King: Turn 385
Posted: Sat Feb 04, 2017 6:56 am
by Theis2
Out curiosity, Wakes will help Burned in his attempt and use all his MP as well.
Re: Lair of the Mountain King: Turn 385
Posted: Sun Feb 05, 2017 2:46 am
by Synch
Belief joins in on the plan.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 1:38 pm
by thinkslogically
Turn 386
Eaten blasts a 2MP-sized fireball at the ghost's face, which connects with a satisfying explosion and the ghost shudders. It retaliates by sending the orange orb of energy directly into the ground with a massive impact.
Belief,
Burned and
Wakes each take 2DAM from the impact!
Splits stands ready with Stormreaver, and manages to capture 1MP's worth of the earth magic in his blade, but he's not got enough energy to reduce the amount of damage it does to his allies.
Deciding through truly flawless logic that the ghost in front of him simply should not be able to exist without some sort of magical power source,
Burned decides to try and find it and give all that power to Mr. Rock instead because who could deserve it more?
Wakes and
Belief combine their forces to help too.
Reaching out with his magical senses, he is not in the least bit surprised to discover that his hypothesis was correct. Dragging the "life force" out of the ghost by sheer will, he transfers it to Mr. Rock, who absorbs it all hungrily.
Burned isn't completely sure where all that energy just went, but the mace begins to vibrate in his hands and he feels a new thirst emanating from it as Mr. Rock gets a taste of some REAL power. The ghost screeches and grows dimmer. Drawing a sword from the air, it strikes out at
Burned, clearly attempting to destroy the mysteriously-intuitive leader.
Burned feels a freezing cold burn through him as the blade sweeps through his useless armor and he collapses to the ground.
Burned is now
disabled!
"Let's try and capture the ghost in my hat!"
Finds decides to try and transfer the ghost into his newly-crafted woolly hat.
Tugs shrugs, deciding that the hat plan is better than the Chief's plan...
Combining their magics, the pair channel their energies and draw the last of the ghost's life-force into the wooly hat. The ghost itself doesn't seem to want to be a hat, and struggles against its confinement, but the goblins are stronger and force it to stay put. It may not hold it for long, but it seems they may have bought themselves a short reprieve while they decide what to do next.
Finds is now the proud owner of a
Cursed Wooly Hat. At least for as long as the ghost is trapped inside it...
------------------------------------------
INVENTORIES
► Show Spoiler
.[tabs:
STATS]
ATT: 4
DEF: 5
HP: 0/5
MP: 0/2
[tabs:
STATUS]
Colourful
[tabs:
SKILLS]
Clan Chief
Adept Magician (L2)
[tabs:
EQUIPPED]
- MAIN HAND: Mr. Rock v.2 (+3 ATT) (has absorbed 4MP)
- OFF HAND:
- HEAD: Skull Helmet (+1 DEF)
- BODY: Fishscale Shirt (+3 DEF)
- LEGS:
- FEET:
- ACCESSORY 1: Clan talisman
- ACCESSORY 2:
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Probably-cursed crown that REALLY wants to be worn. Burned doesn't need to though, cos he already knows he's awesome.
- Clan Talisman (detects goblin magic; other?). Cannot be unequipped.
- Princess Sparkles & Mr. Fluffikins (in a small box)
WEAPONS & ARMOUR
- Mr. Rock (Version 2): 1H. +3 ATT.
- Fishscale Shirt: +3 DEF / +4 in water.
- Skull helmet: +1 DEF / Chance of breaking when hit
- Spear: +2 ATT, 2H.
CONSUMABLES
- Merblin Berries: x4
- Land-berries: x4
- Phoenix down: x1. Will restore a dying character to full health (must be fed to them by someone else).
- Cooked Red Mushrooms (x2): Ingredient / Food. Can be eaten.
- Cooked Yellow Mushrooms (x1): Ingredient / Food. Can be eaten.
- Cooked Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
- Raw Red Mushrooms (x2): Ingredient / Food. Can be eaten.
- Raw Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
- Cooked Green & Red Mossy Stuff: x2 handfuls. Ingredient / Food. Can be eaten.
- Berries x2: from cliff bush
MISC. ITEMS
- Small hammer
- Nails
- Pot of glue
- Remains of a chicken
- Dead eel
- Tinderbox and flint
- 1000 gil: Probably valuable to someone, somewhere.
- Pickaxe head: Pretty useless without a handle.
- Small rocks (x4): Hope Mr. Rock doesn't get jealous!
- Snowbeast pelt: Half remaining
[/tabs]
**************************************
► Show Spoiler
.[tabs:
STATS]
ATT: 5
DEF: 3
HP: 3/5
MP: 0/2
[tabs:
STATUS]
Swinging at shadows
[tabs:
SKILLS]
Adept Magician (L2)
Novice Craftsman (L1)
Adept Tailor (L2)
Fast MP recovery (2 per turn)
Bonus when casting fire-based spells
[tabs:
EQUIPPED]
- MAIN HAND: Stormreaver (2H; +4 ATT / 2 magic slots (1 = Earth Magic)])
- OFF HAND: Stormreaver
- HEAD:
- BODY: Stoneskin rabbitskin shirt
- LEGS: Stoneskin trousers
- FEET: Rabbitskin shoes
- ACCESSORY 1: Simple bone amulet: 1 magic slot (empty)
- ACCESSORY 2: Silver Ring: 2 magic slots (Each contains 1HP)
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- SerpentÔÇÖs Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
- Heavy Green Rock: From the top of the Mountain
WEAPONS & ARMOUR
- Tonfa: x2. +1ATT (each). Can be wielded 1H or 2H.
- Ornate dagger: +1 ATT
- Stormreaver: +4 ATT / 2 magic slots [Empty]: A 2-handed Greatsword found inside a giant anemone.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Stoneskin rabbitskin shirt: +1 DEF, partial protection against the cold
- Fine Woollen shirt: Partial protection against the cold. Expertly made.
- Rabbitskin shoes: Slight protection against the cold.
- Simple Amulet: Carved from bone. 1 Magic Slot.
[*]"Handling the Elements": A textbook describing elemental magic and how to do it.
CONSUMABLES
- 1x Rock Monster meat (raw)
- Mermaid berry: Transmogrifies the consumer into an aquatic variant.
- Vials with weird green goo inside (x3)
MISC. ITEMS
- Bone needle
- Bear Fat
- Human-sized leg bone
- Owlbear Pelt: Feathery AND furry!
- Toolbox: Contains a small chisel and length of wire (approx. 1m).
- Skull
- Pouch half full of gemstones
- Silver dragon statuette, with yellow and green eyes.
- Silver and gold coins (lots)
- Valuable cloths (silks, balls of wool, rolls of cotton)
- Bone with sticky weeds wrapped round it. The weeds are very sticky and might make a useful glue.
- Sharpened rock (Tool / +1ATT, 50% chance of breaking during an attack)
- Bundle of dry sticks: x2. Ready to burn
[/tabs]
**************************************
► Show Spoiler
.[tabs:
STATS]
ATT: 3
DEF: 4
HP: 1/5
MP: 0/3
[tabs:
STATUS]
[tabs:
SKILLS]
Adept Magician (L2)
Fast MP recovery (2 per turn)
Bonus to ÔÇ£AnimationÔÇØ Spells
Bonus to ÔÇ£WindÔÇØ Spells
Bonus to "Lightning Spells"
[tabs:
EQUIPPED]
- MAIN HAND: Greatsword (2H; +3 ATT)
- OFF HAND: Greatsword
- HEAD:
- BODY: Bloodweave Shirt
- LEGS:
- FEET:
- ACCESSORY 1: Magic Ring (+1 MP)
- ACCESSORY 2: Silver Ring (1 slot: Pool of Wonder Magic; 1 slot: 1HP)
- ACCESSORY 3: Magic amulet (3 slots)
[tabs:
INVENTORY]
Special:
- Serpent Horn: The horn from the water-serpent.
- Egg: Found underwater
Equipment:
- Bloodweave Shirt: +3 DEF. Will restore HP to the wearer if they are knocked to 0HP or less. (Cooldown = 50 turns.)
- Silver Ring: 2 magic slots [EMPTY]
- Greatsword: +3ATT. 2H.
- Rusty Shortsword: x1 25% chance of breaking when used.
- Magic amulet: Contains 3 magic slots [EMPTY]
- Magic Ring: +1 MP
- Scale Belt: Very fetching! (metal + snakeskin)
- Snotty Stoneskin Blanket Cloak: Protects from the cold; +1 DEF.
- Book: "Correct Handling of the Elements" (with a scratched note listing the symbols found at the top of the mountain: http://goblinsforum.com/viewtopic.php?f ... 00#p198912)
Other:
- Bundle of sticks: Ready to burn
- Lump of rusty metal: Old, rotten metal. Not useful for much.
- Iron knife blade: Just needs a grip and itÔÇÖll be finished
[/list][/tabs]
**************************************
► Show Spoiler
.[tabs:
STATS]
ATT: 2
DEF: 7
HP: 4/5
MP: 0/2
[tabs:
STATUS]
Fire Thief
[tabs:
SKILLS]
Adept Magician (L2)
Fast MP recovery (2 per turn)
Spells Learned
Stoneskin (Rock + Fabric)
[tabs:
EQUIPPED]
- MAIN HAND: Magic Spear
- OFF HAND: Stoneskin Hide Shield
- HEAD: Padded Rockbeast Helmet
- BODY: Magic bone chestplate
- LEGS: Stoneskin trousers
- FEET:
- ACCESSORY 1: Anti-rabbit talisman
- ACCESSORY 2: Golden Ring
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Half-amulet from the Mountain Crypts
- Anti-rabbit talisman: When activated, releases a burst of anti-rabbit magic.
- SerpentÔÇÖs Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
- Heavy Green Rock: From the top of the Mountain
WEAPONS & ARMOUR
- Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Colourful Robes: 3x Magic slots (1 filled with Fire Energy)
- Stoneskin Hide Shield: +2 DEF.
- Padded Rockbeast Helmet: +1 DEF; +1 ATT if used as the only weapon.
- Magic Chestplate: +2 DEF, 1 Magic Slot. Heavy.
CONSUMABLES
- Mermaid Berries: x4
- Land berries: x3
- 9x Berry-bush berries (properties unknown)
MISC. ITEMS
- Gold Ring: 3 Magic slots (Fire + Wind x1; Empty x2)
- Gold Ring: 3 Magic slots (Filled with Fire Energy x3)
- Sharpened Rock: A sophisticated adventuring tool, sharpened into a blade.
- Broken, Rusty Hunting Knife: A broken knife, consisting of a knife handle and blade fragments.
- Bear Teeth: Two teeth taken from the snow bear.
- Rotting ribcage: x2. Approximately goat sized. Ewww.
- Bundle of dried sticks: x4. Ready-to-light campfires.
- Silver wand: 4x magic slots (2 slots each contain 1HP; 2 are empty)
[/tabs]
**************************************
► Show Spoiler
.[tabs:
STATS]
ATT: 3
DEF: 5
HP: 4/5
MP: 0/3
[tabs:
STATUS]
[tabs:
SKILLS]
Adept Magician
[tabs:
EQUIPPED]
- MAIN HAND: Harpoon
- OFF HAND:
- HEAD:
- BODY: Fishscale Shirt
- LEGS: Stoneskin rabbitskin trousers
- FEET:
- ACCESSORY 1: Snowbeast fang necklace
- ACCESSORY 2:
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Serpent Stone: The Serpent in the skut kingdom turned into this
WEAPONS & ARMOUR
- Harpoon: 2 ATT; increases to 4 ATT when used in water. 2 magic slots. Slot 1: Empty Slot 2: Poison
- Centipede fang: Borrowed from Splits. Knife-type, +1 ATT. 10% chance of breaking on impact.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Fishscale Shirt: +3 DEF / +4 in water.
- Badass snowbeast fang necklace: 5 fangs threaded onto some sinew. ItÔÇÖs very chic.
CONSUMABLES
- Sack of poisoned (dead) eels. Very slimy.
MISC. ITEMS
- Crab carapace: Collected from the underwater realm.
- Piece of Serpent Hide: A small piece of hide taken from the serpent in the skut kingdom.
- Small collection of assorted bones.
- Bone Needle
- Bear tail: The tail of a snow bear.
[/tabs]
**************************************
► Show Spoiler
.[tabs:
STATS]
ATT: 2
DEF: 3
HP: 5/5
MP: 0/2
[tabs:
STATUS]
Glowing.
[tabs:
SKILLS]
Novice Magician (L2)
Novice Craftsman(L1)
Fast MP recovery (2 per turn)
[tabs:
EQUIPPED]
- MAIN HAND: Magic Spear (Fire)
- OFF HAND:
- Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
- HEAD:
- BODY:
- Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
SLOT (2) = Filled with the power of water. Who knows what itÔÇÖll do?
*This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MPÔÇÖs worth of magic. Effects are variable.
- LEGS:
- Woollen trousers: Partial protection against the cold
- FEET:
- ACCESSORY 1: Ring of heat-proofing
- ACCESSORY 2: Fur scarf
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Brass Key
- Pet Terrapin: Named Pterry.
WEAPONS & ARMOUR
- Magic Rabbitskin Hat: Cursed. Partial protection from cold (1 magic slot: Full of Ghost).
- Stoneskin (woolen) shirt: partial protection from cold
- Warm Fur Scarf: Imbued with magical warmth for extra coziness
- Colourful Robe: 3x Magic Slots
- Brittle Bone: +1 ATT, 50% chance of breaking on impact.
- Wooden Staff: +1 ATT
- Ring of Heatproofing: Grants a +2 DEF bonus against fire-based attacks
- Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
SLOT (2) = Filled with the power of water. Who knows what itÔÇÖll do?
*This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MPÔÇÖs worth of magic. Effects are variable.
- Snowbeast skin shirt: Partial protection against the cold
- Woolen trousers: Partial protection against the cold
- Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
- Axe: Crafted from bone with a wooden shaft. +2 ATT, 2H, Heavy.
- Sharpened Rock: +1 ATT
- Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot (contains fire).
- Basic Spears: x5 A spear made from bone with a wooden shaft. +1 ATT.
- Magic Arrows: x1. +1 ATT, 1 magic slot (currently empty)
- Arrows: x10. Crafted from bone.
- Snotty Blanket Cape: A snotty blanket, pinned closed with a small bone.
CONSUMABLES
- Chargrilled rabbit
- Bear steak: Large. Cooked rare.
- Yellow potion: Smells burnt
- Red potion: Smells of flowers
- Blue potion: Smells of old cheese
MISC. ITEMS
- How to brew Poisons, Corrosives and Explosives: A textbook. Slightly singed.
- 4x Handfuls of healing moss: Ingredient
- Troll-flu cure recipe
- Pieces of snowbeast hide: Must be tailored into garments before they will be useful.
- 2x 12 inch lengths of twine
- Bundle of sticks: x2. Need to be dried out before they can be burned.
- Pile of wet sticks: Must be dried before they can be burned.
- Charred metal plaque: Reads TCHERY RUL VERY HOT  not hatch naturally, hatching can be induc EXTREMELY DANGEROUS! Use a fuse and  return to mountain 
- Arrow shafts: x12. Sticks suitable for making arrows.
- Bundle of wet sticks: Must be dried before they can be burned
- Squirrel (deceased)
- Journal: A diary found on a corpse in a little cave.
- 5m Old Rope: A short piece of fairly worn-out rope
- Sack: Good for putting stuff in if you donÔÇÖt have a magical inventory.
- 1x Bundle of dry sticks
- Sinew: x3m. Can be used in crafting.
- Bowstring: 1.5m of sinew.
- Arrowheads: x11. Crafted from bone.
- Bat Wings: x4
- Bat Hide: x2
- Bat Fangs: x4
- Snake poison gland: Snake poison. Causes 1HP damage per turn for 3 turns; can be applied to potions or weapons. One use.
- Beetles (x3): Ingredient / Food. Can be cooked / eaten.
- Minion hats (x3)
- Minion jumpers (x3)
[/tabs]
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► Show Spoiler
.[tabs:
STATS]
ATT: 1
DEF: 3
HP: 3/5
MP: 0/2
[tabs:
STATUS]
[tabs:
SKILLS]
Novice Magician (L2)
Stealth: L1
Animal Handling (Basic)
Magical Animal Handling (Basic)
Elemental Understanding (Earth; Basic)
[tabs:
EQUIPPED]
- MAIN HAND: Thirsty Axe [BROKEN: 0 ATT]
- OFF HAND: Thirsty Axe [BROKEN: 0 ATT]
- HEAD: Leather helmet
- BODY: Leather Shirt
- LEGS:
- FEET:
- ACCESSORY 1: Travelling cloak
- ACCESSORY 2: Copper Ring
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- ÔÇ£ChirpÔÇØ: A weird animal or plant or something that was left in the classroom.
WEAPONS & ARMOUR
- Thirsty Axe: +4 ATT. (BROKEN) Must be "fed" 1HP once every 5 turns or it will drain the health of its handler.
- Fur cloak: A little moth-eaten, but warm. Provides protection against the cold.
- Magic Arrows: x3. +1 ATT, 1 magic slot (Empty)
- Leather helmet: +1 DEF
- Longbow: 2H. A standard hunting bow.
- Arrows: +1 ATT. x5
- Leather armour
- Bone Knife: +1 ATT
- Shortsword: +2 ATT, 1H
- Travelling cloak
CONSUMABLES
MISC. ITEMS
[*]Copper Ring: 1 Magic slot (1: 1HP).[/tabs]
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 2:13 pm
by spiderwrangler
(( it takes MP to transfer HP that is stored in objects? If he's going to die next turn without help, I think the only thing to save him is the Phoenix down that Burned is carrying, all the rest of us are tapped out on magic...))
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:03 pm
by M0rtimer
Yeah, looks like we might have been a bit too quick on all blowing everything we have like that... I think it's possible to just spend a standard action to keep Burned stabilized, though- Meaning he could be stabilized this turn, and healed the next one, since it appears we're out of combat for now..? No point wasting the phoenix down if it can be helped.
Of course, correct me if I'm wrong there Thinks.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:05 pm
by spiderwrangler
It's been a while since we've had someone hit 0HP, so I'm not certain.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:07 pm
by thinkslogically
((Finds Truth has three unknown potions on him - you can taste-test to try and identfiy them next turn and hope one of them is helpful.))
Questions smelled them on Turn 191 (
http://goblinsforum.com/viewtopic.php?f ... and#p73686) but you haven't done anything with them otherwise as yet.
From the page 1 rules:
rules wrote:We set a precedent for using first aid to stabilise a dying person though at some point, so you can also roll the dice for e.g. binding wounds (50% chance of success) if the first aider is willing to spend the entire turn on the activity. It's more of a gamble compared to actual healing, but sometimes it might be your only option!
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:09 pm
by M0rtimer
Phoenix down it is.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:27 pm
by thinkslogically
It's a little worse than that I'm afraid... Because the Phoenix down is in Burned's inventory, he's the only one who can access it and he's bleeding onto the floor. I'm afraid it's looking like mystery potions and/or a 50-50 chance at helping are probably your only two viable options.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:29 pm
by M0rtimer
Maybe Mr. Rock will save me.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:30 pm
by Dlover
Well, five people work on Stabilising while one person meditates. What're the odds that FIVE people fail a 1d2?
Tugs sets to stabilising Burned.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 3:43 pm
by spiderwrangler
Splits assists, seeking to stabilize his mad chief.
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 5:01 pm
by Theis2
Guess wakes will take the meditation duty if the others are stabilizing the chief, otherwise he'll help with that
Re: Lair of the Mountain King: Turn 386
Posted: Sat Mar 18, 2017 11:49 pm
by GathersIngredients
Finds takes the hat off before offering things from his inventory to the people who are trying to stabilize the chief:
4x Handfuls of healing moss: Ingredient
or any of the potions.
Then he meditates.
Re: Lair of the Mountain King: Turn 386
Posted: Sun Mar 19, 2017 8:29 am
by Dusk9
....whoops! Okay, new rule: always keep at least two people with 1MP ready at any one time
Eaten helps with trying to stabilise their unfortunate Chief.
Re: Lair of the Mountain King: Turn 386
Posted: Mon Mar 27, 2017 2:56 am
by Synch
Belief also tries to stabilise the Chief, uttering prayers to Maglubiyet as he does so.
Re: Lair of the Mountain King: Turn 387
Posted: Wed Apr 12, 2017 4:42 pm
by thinkslogically
Turn 287
The goblins stare in horror as their beloved Chief goes down, and waste absolutely no time in rushing to his aid and... immediately realise they have no magic left. After a brief skirmish in which everyone leaps to his aid simultaneously, it is Splits and
Belief who are able to get in there and staunch the bleeding.
Burned will live to see another day! He will need to be healed before he can do anything, but at least he's not an ex-goblin.
Finds sets the possessed hat to one side and meditates to recover 2MP.
Wakes does the same.
The possessed hat judders violently.
------------------------------------------------------
INVENTORIES
► Show Spoiler
.[tabs:
STATS]
ATT: 4
DEF: 5
HP: 0/5
MP: 0/2
[tabs:
STATUS]
Colourful
Stable
[tabs:
SKILLS]
Clan Chief
Adept Magician (L2)
[tabs:
EQUIPPED]
- MAIN HAND: Mr. Rock v.2 (+3 ATT) (has absorbed 4MP)
- OFF HAND:
- HEAD: Skull Helmet (+1 DEF)
- BODY: Fishscale Shirt (+3 DEF)
- LEGS:
- FEET:
- ACCESSORY 1: Clan talisman
- ACCESSORY 2:
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Probably-cursed crown that REALLY wants to be worn. Burned doesn't need to though, cos he already knows he's awesome.
- Clan Talisman (detects goblin magic; other?). Cannot be unequipped.
- Princess Sparkles & Mr. Fluffikins (in a small box)
WEAPONS & ARMOUR
- Mr. Rock (Version 2): 1H. +3 ATT.
- Fishscale Shirt: +3 DEF / +4 in water.
- Skull helmet: +1 DEF / Chance of breaking when hit
- Spear: +2 ATT, 2H.
CONSUMABLES
- Merblin Berries: x4
- Land-berries: x4
- Phoenix down: x1. Will restore a dying character to full health (must be fed to them by someone else).
- Cooked Red Mushrooms (x2): Ingredient / Food. Can be eaten.
- Cooked Yellow Mushrooms (x1): Ingredient / Food. Can be eaten.
- Cooked Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
- Raw Red Mushrooms (x2): Ingredient / Food. Can be eaten.
- Raw Brown Mushrooms (x2): Ingredient / Food. Can be eaten.
- Cooked Green & Red Mossy Stuff: x2 handfuls. Ingredient / Food. Can be eaten.
- Berries x2: from cliff bush
MISC. ITEMS
- Small hammer
- Nails
- Pot of glue
- Remains of a chicken
- Dead eel
- Tinderbox and flint
- 1000 gil: Probably valuable to someone, somewhere.
- Pickaxe head: Pretty useless without a handle.
- Small rocks (x4): Hope Mr. Rock doesn't get jealous!
- Snowbeast pelt: Half remaining
[/tabs]
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► Show Spoiler
.[tabs:
STATS]
ATT: 5
DEF: 3
HP: 3/5
MP: 0/2
[tabs:
STATUS]
Swinging at shadows
[tabs:
SKILLS]
Adept Magician (L2)
Novice Craftsman (L1)
Adept Tailor (L2)
Fast MP recovery (2 per turn)
Bonus when casting fire-based spells
[tabs:
EQUIPPED]
- MAIN HAND: Stormreaver (2H; +4 ATT / 2 magic slots (1 = Earth Magic)])
- OFF HAND: Stormreaver
- HEAD:
- BODY: Stoneskin rabbitskin shirt
- LEGS: Stoneskin trousers
- FEET: Rabbitskin shoes
- ACCESSORY 1: Simple bone amulet: 1 magic slot (empty)
- ACCESSORY 2: Silver Ring: 2 magic slots (Each contains 1HP)
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- SerpentÔÇÖs Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
- Heavy Green Rock: From the top of the Mountain
WEAPONS & ARMOUR
- Tonfa: x2. +1ATT (each). Can be wielded 1H or 2H.
- Ornate dagger: +1 ATT
- Stormreaver: +4 ATT / 2 magic slots [Empty]: A 2-handed Greatsword found inside a giant anemone.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Stoneskin rabbitskin shirt: +1 DEF, partial protection against the cold
- Fine Woollen shirt: Partial protection against the cold. Expertly made.
- Rabbitskin shoes: Slight protection against the cold.
- Simple Amulet: Carved from bone. 1 Magic Slot.
[*]"Handling the Elements": A textbook describing elemental magic and how to do it.
CONSUMABLES
- 1x Rock Monster meat (raw)
- Mermaid berry: Transmogrifies the consumer into an aquatic variant.
- Vials with weird green goo inside (x3)
MISC. ITEMS
- Bone needle
- Bear Fat
- Human-sized leg bone
- Owlbear Pelt: Feathery AND furry!
- Toolbox: Contains a small chisel and length of wire (approx. 1m).
- Skull
- Pouch half full of gemstones
- Silver dragon statuette, with yellow and green eyes.
- Silver and gold coins (lots)
- Valuable cloths (silks, balls of wool, rolls of cotton)
- Bone with sticky weeds wrapped round it. The weeds are very sticky and might make a useful glue.
- Sharpened rock (Tool / +1ATT, 50% chance of breaking during an attack)
- Bundle of dry sticks: x2. Ready to burn
[/tabs]
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.[tabs:
STATS]
ATT: 3
DEF: 4
HP: 1/5
MP: 0/3
[tabs:
STATUS]
[tabs:
SKILLS]
Adept Magician (L2)
Fast MP recovery (2 per turn)
Bonus to ÔÇ£AnimationÔÇØ Spells
Bonus to ÔÇ£WindÔÇØ Spells
Bonus to "Lightning Spells"
[tabs:
EQUIPPED]
- MAIN HAND: Greatsword (2H; +3 ATT)
- OFF HAND: Greatsword
- HEAD:
- BODY: Bloodweave Shirt
- LEGS:
- FEET:
- ACCESSORY 1: Magic Ring (+1 MP)
- ACCESSORY 2: Silver Ring (1 slot: Pool of Wonder Magic; 1 slot: 1HP)
- ACCESSORY 3: Magic amulet (3 slots)
[tabs:
INVENTORY]
Special:
- Serpent Horn: The horn from the water-serpent.
- Egg: Found underwater
Equipment:
- Bloodweave Shirt: +3 DEF. Will restore HP to the wearer if they are knocked to 0HP or less. (Cooldown = 50 turns.)
- Silver Ring: 2 magic slots [EMPTY]
- Greatsword: +3ATT. 2H.
- Rusty Shortsword: x1 25% chance of breaking when used.
- Magic amulet: Contains 3 magic slots [EMPTY]
- Magic Ring: +1 MP
- Scale Belt: Very fetching! (metal + snakeskin)
- Snotty Stoneskin Blanket Cloak: Protects from the cold; +1 DEF.
- Book: "Correct Handling of the Elements" (with a scratched note listing the symbols found at the top of the mountain: http://goblinsforum.com/viewtopic.php?f ... 00#p198912)
Other:
- Bundle of sticks: Ready to burn
- Lump of rusty metal: Old, rotten metal. Not useful for much.
- Iron knife blade: Just needs a grip and itÔÇÖll be finished
[/list][/tabs]
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.[tabs:
STATS]
ATT: 2
DEF: 7
HP: 4/5
MP: 0/2
[tabs:
STATUS]
Fire Thief
[tabs:
SKILLS]
Adept Magician (L2)
Fast MP recovery (2 per turn)
Spells Learned
Stoneskin (Rock + Fabric)
[tabs:
EQUIPPED]
- MAIN HAND: Magic Spear
- OFF HAND: Stoneskin Hide Shield
- HEAD: Padded Rockbeast Helmet
- BODY: Magic bone chestplate
- LEGS: Stoneskin trousers
- FEET:
- ACCESSORY 1: Anti-rabbit talisman
- ACCESSORY 2: Golden Ring
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Half-amulet from the Mountain Crypts
- Anti-rabbit talisman: When activated, releases a burst of anti-rabbit magic.
- SerpentÔÇÖs Fang: (x1) Taken from the Sea Creature in the Skut Kingdom
- Heavy Green Rock: From the top of the Mountain
WEAPONS & ARMOUR
- Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Colourful Robes: 3x Magic slots (1 filled with Fire Energy)
- Stoneskin Hide Shield: +2 DEF.
- Padded Rockbeast Helmet: +1 DEF; +1 ATT if used as the only weapon.
- Magic Chestplate: +2 DEF, 1 Magic Slot. Heavy.
CONSUMABLES
- Mermaid Berries: x4
- Land berries: x3
- 9x Berry-bush berries (properties unknown)
MISC. ITEMS
- Gold Ring: 3 Magic slots (Fire + Wind x1; Empty x2)
- Gold Ring: 3 Magic slots (Filled with Fire Energy x3)
- Sharpened Rock: A sophisticated adventuring tool, sharpened into a blade.
- Broken, Rusty Hunting Knife: A broken knife, consisting of a knife handle and blade fragments.
- Bear Teeth: Two teeth taken from the snow bear.
- Rotting ribcage: x2. Approximately goat sized. Ewww.
- Bundle of dried sticks: x4. Ready-to-light campfires.
- Silver wand: 4x magic slots (2 slots each contain 1HP; 2 are empty)
[/tabs]
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► Show Spoiler
.[tabs:
STATS]
ATT: 3
DEF: 5
HP: 4/5
MP: 0/3
[tabs:
STATUS]
[tabs:
SKILLS]
Adept Magician
[tabs:
EQUIPPED]
- MAIN HAND: Harpoon
- OFF HAND:
- HEAD:
- BODY: Fishscale Shirt
- LEGS: Stoneskin rabbitskin trousers
- FEET:
- ACCESSORY 1: Snowbeast fang necklace
- ACCESSORY 2:
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Serpent Stone: The Serpent in the skut kingdom turned into this
WEAPONS & ARMOUR
- Harpoon: 2 ATT; increases to 4 ATT when used in water. 2 magic slots. Slot 1: Empty Slot 2: Poison
- Centipede fang: Borrowed from Splits. Knife-type, +1 ATT. 10% chance of breaking on impact.
- Stoneskin trousers: +1 DEF, partial protection against the cold
- Fishscale Shirt: +3 DEF / +4 in water.
- Badass snowbeast fang necklace: 5 fangs threaded onto some sinew. ItÔÇÖs very chic.
CONSUMABLES
- Sack of poisoned (dead) eels. Very slimy.
MISC. ITEMS
- Crab carapace: Collected from the underwater realm.
- Piece of Serpent Hide: A small piece of hide taken from the serpent in the skut kingdom.
- Small collection of assorted bones.
- Bone Needle
- Bear tail: The tail of a snow bear.
[/tabs]
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.[tabs:
STATS]
ATT: 2
DEF: 3
HP: 5/5
MP: 1/2
[tabs:
STATUS]
Glowing.
[tabs:
SKILLS]
Novice Magician (L2)
Novice Craftsman(L1)
Fast MP recovery (2 per turn)
[tabs:
EQUIPPED]
- MAIN HAND: Magic Spear (Fire)
- OFF HAND:
- Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
- HEAD:
- BODY:
- Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
SLOT (2) = Filled with the power of water. Who knows what itÔÇÖll do?
*This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MPÔÇÖs worth of magic. Effects are variable.
- LEGS:
- Woollen trousers: Partial protection against the cold
- FEET:
- ACCESSORY 1: Ring of heat-proofing
- ACCESSORY 2: Fur scarf
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- Brass Key
- Pet Terrapin: Named Pterry.
WEAPONS & ARMOUR
- Magic Rabbitskin Hat: Cursed. Partial protection from cold (1 magic slot: Full of Ghost).
- Stoneskin (woolen) shirt: partial protection from cold
- Warm Fur Scarf: Imbued with magical warmth for extra coziness
- Colourful Robe: 3x Magic Slots
- Brittle Bone: +1 ATT, 50% chance of breaking on impact.
- Wooden Staff: +1 ATT
- Ring of Heatproofing: Grants a +2 DEF bonus against fire-based attacks
- Shiny chainmail: +2 DEF, +2 MDEF. SLOT* (1) = +1DEF Temporary defense
SLOT (2) = Filled with the power of water. Who knows what itÔÇÖll do?
*This slot can be filled by a magical effect cast by a suitably experienced weaver. 1 slot is approximately equal to 1 MPÔÇÖs worth of magic. Effects are variable.
- Snowbeast skin shirt: Partial protection against the cold
- Woolen trousers: Partial protection against the cold
- Snakeskull bracer: +1 ATT, 10% chance of breaking on impact.
- Axe: Crafted from bone with a wooden shaft. +2 ATT, 2H, Heavy.
- Sharpened Rock: +1 ATT
- Magic Spear: x1. A spear made from bone with a wooden shaft. +1 ATT; +1 Magic Slot (contains fire).
- Basic Spears: x5 A spear made from bone with a wooden shaft. +1 ATT.
- Magic Arrows: x1. +1 ATT, 1 magic slot (currently empty)
- Arrows: x10. Crafted from bone.
- Snotty Blanket Cape: A snotty blanket, pinned closed with a small bone.
CONSUMABLES
- Chargrilled rabbit
- Bear steak: Large. Cooked rare.
- Yellow potion: Smells burnt
- Red potion: Smells of flowers
- Blue potion: Smells of old cheese
MISC. ITEMS
- How to brew Poisons, Corrosives and Explosives: A textbook. Slightly singed.
- 4x Handfuls of healing moss: Ingredient
- Troll-flu cure recipe
- Pieces of snowbeast hide: Must be tailored into garments before they will be useful.
- 2x 12 inch lengths of twine
- Bundle of sticks: x2. Need to be dried out before they can be burned.
- Pile of wet sticks: Must be dried before they can be burned.
- Charred metal plaque: Reads TCHERY RUL VERY HOT  not hatch naturally, hatching can be induc EXTREMELY DANGEROUS! Use a fuse and  return to mountain 
- Arrow shafts: x12. Sticks suitable for making arrows.
- Bundle of wet sticks: Must be dried before they can be burned
- Squirrel (deceased)
- Journal: A diary found on a corpse in a little cave.
- 5m Old Rope: A short piece of fairly worn-out rope
- Sack: Good for putting stuff in if you donÔÇÖt have a magical inventory.
- 1x Bundle of dry sticks
- Sinew: x3m. Can be used in crafting.
- Bowstring: 1.5m of sinew.
- Arrowheads: x11. Crafted from bone.
- Bat Wings: x4
- Bat Hide: x2
- Bat Fangs: x4
- Snake poison gland: Snake poison. Causes 1HP damage per turn for 3 turns; can be applied to potions or weapons. One use.
- Beetles (x3): Ingredient / Food. Can be cooked / eaten.
- Minion hats (x3)
- Minion jumpers (x3)
[/tabs]
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.[tabs:
STATS]
ATT: 1
DEF: 3
HP: 3/5
MP: 1/2
[tabs:
STATUS]
[tabs:
SKILLS]
Novice Magician (L2)
Stealth: L1
Animal Handling (Basic)
Magical Animal Handling (Basic)
Elemental Understanding (Earth; Basic)
[tabs:
EQUIPPED]
- MAIN HAND: Thirsty Axe [BROKEN: 0 ATT]
- OFF HAND: Thirsty Axe [BROKEN: 0 ATT]
- HEAD: Leather helmet
- BODY: Leather Shirt
- LEGS:
- FEET:
- ACCESSORY 1: Travelling cloak
- ACCESSORY 2: Copper Ring
- ACCESSORY 3:
[tabs:
INVENTORY]
SPECIAL
- ÔÇ£ChirpÔÇØ: A weird animal or plant or something that was left in the classroom.
WEAPONS & ARMOUR
- Thirsty Axe: +4 ATT. (BROKEN) Must be "fed" 1HP once every 5 turns or it will drain the health of its handler.
- Fur cloak: A little moth-eaten, but warm. Provides protection against the cold.
- Magic Arrows: x3. +1 ATT, 1 magic slot (Empty)
- Leather helmet: +1 DEF
- Longbow: 2H. A standard hunting bow.
- Arrows: +1 ATT. x5
- Leather armour
- Bone Knife: +1 ATT
- Shortsword: +2 ATT, 1H
- Travelling cloak
CONSUMABLES
MISC. ITEMS
[*]Copper Ring: 1 Magic slot (1: 1HP).[/tabs]