Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: hops on September 08, 2023, 05:45:08 am

Title: Roll for Shoes [4/4]
Post by: hops on September 08, 2023, 05:45:08 am
Location: Tavern

A Patron asks for a drink.

The Barmaid rolls to Serve Drink (Act 1).

She rolls 5 and succeeds, and pours the thirsty customer some beer.



Spoiler: Rools (click to show/hide)



GO WEST, YOUNG PERSON.
Title: Re: Roll for Shoes [0/4]
Post by: Egan_BW on September 10, 2023, 06:31:45 am
West?
Roll to have an Immovable Rod (Specifically one with its position tied to the core of the earth, so that when activated it will fly directly west at high speed.)
Title: Re: Roll for Shoes [0/4]
Post by: DoctorMcTaalik on September 10, 2023, 11:32:14 am
Mosey on up to the counter and inquire if I can get a whiskey in this saloon.
Title: Re: Roll for Shoes [0/4]
Post by: The Canadian kitten on September 10, 2023, 05:39:39 pm
HEAD DIRECTLY EAST, NO MATTER WHAT STANDS IN THE WAY
Title: Re: Roll for Shoes [0/4]
Post by: hops on September 11, 2023, 06:29:59 am
West?
Roll to have an Immovable Rod (Specifically one with its position tied to the core of the earth, so that when activated it will fly directly west at high speed.)

You Act 1 to search your bag for the Immovable Rod, a relic that is Challenging (9) to find given that someone in the past had activated it, causing untold damage as many things crashed through it.

Act 1 = 1d6 = 5: However, you don't seem to be the person who managed to grab it, but you found your notes on your quest to track the Immovable Rod down. (+1XP)

Checking your bag however also made you realize that you are currently Penniless 1!

Mosey on up to the counter and inquire if I can get a whiskey in this saloon.

You go up to the counter and try to get a whiskey, since that seems to be something that are served in places that serve alcoholic drinks, that's an Easy (3) thing to do.

Act 1 = 1d6 = 1: "Sorry, luv, the gremlins stole all our whiskey just a few days ago, now all we have is beer and kombucha." (+1 XP)

Those bloody Gremlins 1! Hopefully they won't indirectly inconvenience you again.

HEAD DIRECTLY EAST, NO MATTER WHAT STANDS IN THE WAY

You get up and walk straight at the Wall to the East (6).

Act 1 = 1d6 = 6: You seemed to know where you're going, so the guards didn't think to stop you as you go East and find yourself in a rainforest.

You notice that you're pretty good with your Feet of Traveling 2.
Title: Re: Roll for Shoes [0/4]
Post by: Egan_BW on September 11, 2023, 10:28:41 am
Good thing I work at this bar. I should start my shift so that I have at least a little money for my quest...
Title: Re: Roll for Shoes [0/4]
Post by: TricMagic on September 11, 2023, 12:49:56 pm
Make some Jet Shoes. Skating with Air, for the best way to travel.
Title: Re: Roll for Shoes [0/4]
Post by: DoctorMcTaalik on September 11, 2023, 01:28:10 pm
((What are the rules on compound actions? Could I talk to an NPC and roll to have gear in 1 turn?))
Title: Re: Roll for Shoes [0/4]
Post by: The Canadian kitten on September 11, 2023, 01:38:01 pm
Keep walking east
Title: Re: Roll for Shoes [3/4]
Post by: sodafoutain on September 11, 2023, 09:08:25 pm
I'll roll to converse with the tavern's patrons. Why exactly are we heading west?
Title: Re: Roll for Shoes [3/4]
Post by: hops on September 12, 2023, 07:18:01 pm
((What are the rules on compound actions? Could I talk to an NPC and roll to have gear in 1 turn?))
((Sure, I think I would treat those as separate actions, which mean that you would risk failing twice in one turn before you can react, which could be potentially !!FUN!! in more high stakes scenarios.))
Title: Re: Roll for Shoes [3/4]
Post by: hops on September 12, 2023, 07:25:01 pm
Good thing I work at this bar. I should start my shift so that I have at least a little money for my quest...

Act 1 = 1d6 = 6: Oh, that's right! You have a job here! You are a Barperson 2!

(Confirm working to potentially clear your Penniless 1)

Make some Jet Shoes. Skating with Air, for the best way to travel.

Well, first to have Jet Shoes you'd need to have shoes.

Act 1 = 1d6 = 6: Yup, you've got your Heelies 2 which could potentially be upgraded at some point.

Keep walking east

Feet of Traveling 2 = 2d6 = 5, 4 = 9: The rainforest's lack of path does not stop you from going east, deeper into it. You are so good at walking that whatever you hear following you hasn't caught up to you yet, but you should probably do something about that.

I'll roll to converse with the tavern's patrons. Why exactly are we heading west?

Act 1 = 1d6 = 4: "Well, the West is where the rumored Dungeon exists, y'see. You can't go east to it, because the world is flat."
Title: Re: Roll for Shoes [3/4]
Post by: The Canadian kitten on September 12, 2023, 11:17:51 pm
Nah who cares, keep walking east
Title: Re: Roll for Shoes [3/4]
Post by: Egan_BW on September 13, 2023, 07:12:46 am
Time to serve drinks and change lives?
Title: Re: Roll for Shoes [3/4]
Post by: TricMagic on September 13, 2023, 07:58:53 am
Find some metal and a forge to upgrade the Heelie 2s
Title: Re: Roll for Shoes [4/4]
Post by: sodafoutain on September 13, 2023, 08:55:07 am
Continue conversing.

"Does anyone know what's in the Dungeon? Are there Dragons?"
Title: Re: Roll for Shoes [4/4]
Post by: Megam0nkey on September 14, 2023, 12:09:29 pm
Kick down the door, wearing menacing-looking armor and a weapon!
Title: Re: Roll for Shoes [4/4]
Post by: DoctorMcTaalik on September 15, 2023, 12:25:08 pm
“Hmm… hold the Kombucha. But if’n you happen to know where those Gremlins are hiding out, I could take Gertie here—and any other interested parties—and see if the critters are amenable to negotiation.”

Inquire about their Gremlin problem, and roll to have a breakneck shotgun (or, well, a a cudgel if it’s more setting appropriate) named Gertie.