Re: Runes of Greldathriaxx: Turn 29: Planning

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Aegis J Hyena
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Re: Runes of Greldathriaxx: Turn 29: Planning

Post by Aegis J Hyena » Sun Feb 02, 2014 4:27 pm

This...

Image

Is a goblin.

And this...

Image

Is the opening to the Ruins of Greldathriaxx. (A Brass, since you had to ask.)

And thus:

Image

... is how their stat sheets look.


Recruitment's goin' on in the Recruitment thread, we have six and I'll start either tomorrow or tuesday.
Turn 0 is when I post the prologue (likely tomorrow)

http://goblinsforum.com/viewtopic.php?f=25&t=933
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Aegis J Hyena
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Re: Runes of Greldathriaxx: Prologue (Turn 0)

Post by Aegis J Hyena » Sun Feb 02, 2014 9:47 pm

TURN 0: The Prologue
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THE CHARACTERS
(This post is what will be updated after every turn, so check back here.)
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Alaen
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Re: Runes of Greldathriaxx: Prologue (Turn 0)

Post by Alaen » Sun Feb 02, 2014 11:26 pm

So we're looking for the Hell and Pan runes? :P
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Re: Runes of Greldathriaxx: Prologue (Turn 0)

Post by Nerre » Mon Feb 03, 2014 2:01 am

Fights polishes his armor and weapons one last time, before he will leave his warcamp to go on the mission with his brothers.
:zzz:

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Re: Runes of Greldathriaxx: Prologue (Turn 0)

Post by nikohl » Mon Feb 03, 2014 2:50 am

Leaps and Bounds walks around on his hands, practicing his tumbling skills while he waits.

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Re: Runes of Greldathriaxx: Prologue (Turn 0)

Post by Aegis J Hyena » Mon Feb 03, 2014 9:08 am

Alaen wrote:So we're looking for the Hell and Pan runes? :P
The spritesheet I have doesn't have the rest of them. I used what I had. :P

Now I have to go back and edit the "script" I have, since Wears Hats named his character. Shouldn't be long before the first actual turn post.
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Re: Runes of Greldathriaxx: Arrival (Turn 1)

Post by Aegis J Hyena » Mon Feb 03, 2014 10:03 am

TURN 1: Arrival
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The Situation(s)
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The ball is in your court, players! Tell me what they do and I'll update. I might need a new host to store images other than webs.com if I run out of "free account" space, and given the map's 8000x8000 pixels (displayed at 2x resolution...) you're going to be in here for a while. EDIT: I'll also need "reroll strategies" for when I use rerolls for you. By default they automatically get used at every bad turn, so...
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by SaruSama » Mon Feb 03, 2014 10:13 am

Risks will duck into the shop, "Hello good shopkeep, may I see your wares. Also since were here is there any pressing quest you need completed?"

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by SaruSama » Mon Feb 03, 2014 10:14 am

My reroll strategy is don't use it unless I'm going to die.

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Alaen » Mon Feb 03, 2014 10:23 am

Knives will pray at the altar of Okawaru examine the pressure plate and the monument.

Reroll only at crit fails and if it would be severely bad.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by kida » Mon Feb 03, 2014 10:32 am

"It's very useful to have a shop when I don't have money" :wall:

Crushes will use 3 FATE to level up.
He will go inside the cave and bypass the pressure plate carefully before trying to identify magic in the monument.

Reroll strategy: on crit against me.
Last edited by kida on Mon Feb 03, 2014 10:38 am, edited 1 time in total.

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 10:35 am

Alaen wrote:Reroll only at crit fails and if it would be severely bad.
You wouldn't know if something was "severely bad" until it was too late, so I'll just say Crit Fails and on anything your Danger Sense would mark as "significantly dangerous." (Danger Sense is -not- passive, but you can "turn it on" and "leave it on"; it just costs a turn to turn it on or off and having it on too long will eat Energy as you focus too much)
SaruSama wrote:My reroll strategy is don't use it unless I'm going to die.
Noted, if you're heavily injured or would be one-shot, or if a killtrap is sprung I'll reroll that.
Kida wrote:Reroll strategy: on crit against me.


Noted. Reroll enemy rolls when they crit.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by kida » Mon Feb 03, 2014 10:37 am

Just noticed leveling up is a full round action, so I'll just level up (I'll edit my post)

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 10:40 am

Don't forget that Fate governs Rerolls, so if you have no Fate (for future reference...)
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by kida » Mon Feb 03, 2014 10:42 am

sure - I hope I'll not need rerolls as the mage will mostly stays in the back (hopefully)
I also noticed that FATE is capped at 15 - are we limited to level 13?

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 10:47 am

No. Fate has no limit. It just won't regenerate if it's above 15. There are other ways to gain Fate, from winning difficult battles to potions to completing quests.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Lee » Mon Feb 03, 2014 10:56 am

WhatRULookingAt looks pensively up at the boulder being suspended by a mere trace of fire besieged rope. With a sigh, he follows Knives inside, with the hope to protect his party member from whatever trap the pressure mechanism releases should it be accidentally set off.


Reroll strategy: One-shots and any other "verge of death" scenarios

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by nikohl » Mon Feb 03, 2014 11:38 am

Leaps will also go into the shop, as she has some money.

Reroll strategy: Reroll crit fails and possible one-shots.

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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Nerre » Mon Feb 03, 2014 2:43 pm

"that looks like a trap. If we build a stack we might be able to lift somebody to the flame to put it out? Don't want to get trapped while inside. Maybe we should by a pick, just in case."
Fights follows the group, if enemies occur somewhere, he takes a front position.
reroll strategy: reroll fatals.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 3:12 pm

It's an "everburning flame", like a memorial thing. They're not meant to go out. Which group, the one headed into the shop or the one headed into the first corridor?
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by WearsHats » Mon Feb 03, 2014 3:35 pm

So I've nothing to spend, I'm guessing the shop won't let me buy on credit or barter, there doesn't seem to be a good way to stop the bolder from closing the door behind us (or, if we dally, closing it in front of us), and our quest lies forward...

But we've already got one person in the shop and it looks like we'll have some time before the door closes. Might as well give it a shot. I'll walk into the shop.

Hello. We're on a quest to find the runes and stop the great evil and stuff. Do you have any information or anything that could help us?

Love the intro, by the way. This is shaping up to be fun. :)
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 3:56 pm

Only person we're missing is Dies as a Youngling to act, and I'll advance the turn. If I don't see him respond by... eh, tomorrow morning then I'll advance it anyway.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by Aegis J Hyena » Mon Feb 03, 2014 8:17 pm

All right, I've all but updated everything and am waiting on Dies to act. The moment I see his response, I'll edit him in, whatever he does, and may even post tonight if I hear from him before I collapse.

Edited to add, is the text / some graphics too small to read? That's 8 point font. I'm trying to keep pictures small because I don't have huge amounts of space and I despise most image dumping sites like imagur or whatever.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by WearsHats » Mon Feb 03, 2014 8:35 pm

My laptop's screen resolution is only 1366x768. Most of the images you've posted get automatically shrunk down to about 2/3 size, and I still have to click to see the whole thing. Which works well enough. I only had to open one in a new tab (so I could see it full size and scroll as necessary) to read. So I'm fine with pretty much whatever.
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Re: Runes of Greldathriaxx: Turn 1: Arrival

Post by DiesasaYoungling » Mon Feb 03, 2014 9:52 pm

Teller moves to the entrance of the cave, and heals the most injured member of the team (Assuming someone does get injured)

Rerolls: Reroll Criticals against me and my critfails.

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