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Messages - Joben

Pages: 1 ... 10 11 [12] 13 14 ... 52
166
Roll To Dodge / Re: Roll To Investigate - What could go wrong?
« on: September 03, 2013, 09:27:02 pm »
((Will you take it?))

((If that question isn't a convincing reason not to take it, I don't know what is.))

See where the commotion upstairs is coming from.

Boganski heads upstairs. There is a landing area with a door off it, then a long hallway with three doors on the left.

Outside the first hall door is Jackson. He looks extremely disheveled, and rather agitated. He is attempting to give a treat to his rabbit.

The door which he is standing near clearly leads to the room from which the noise is coming.

"What, I'm down here investigating and they're having a party?" He shakes his head

Take the knife, inspect it a bit closer. Then go and inspect basement room 2

 ((really, it's just a knife that looks like it may have been used in some ancient evil ritual. What's the worst that could happen?))

Fortescue takes the knife over into the light and examine it. Closer inspection shows that it's not as rusty as you though at first, it's mostly just coated in dark grime, the majority of it on the blade. It looks like this:
Spoiler (click to show/hide)

You then move on to basement room 2. The door creaks open. The small room is fairly empty, though judging by the black dust it was once used to store coal. Examining the walls you find the coal chute to the outside, now boarded up.

Then the lights go out.

The pounding noise continues somewhere upstairs.

Take the sharp kitchen knives then continue my search in the next room along.

Jones Searches the Kitchen:

You take a butcher knife, and two smaller knives that are in good condition and have well sharpened edges. ((1d6 and 1d4 respectively)).

You feel like your mind wandered for a minute. What were you doing? oh yes...you step into the dining room. There is a long mahogany table with seven chairs. Three places are set. Two are unused, a rather smelly tureen is on the table, empty except for a little brown goo. There is a built in sideboard, which appears to contain only dishware.

The pounding noise continues upstairs.

Stay put for a second and try to catch my breath, don't let anyone in that room. Give Cheddar a treat.

Jackson attempts to give Cheddar a treat. Cheddar quivers. Jackson makes placating noises. Cheddar sits still. Jackson offers the treat again. Cheddar's distress finally abates and it starts nibbling the treat.

Boganski has arrived to see what is making all the noise.

167
((Will you take it?))

((If that question isn't a convincing reason not to take it, I don't know what is.))

((really, it's just a knife that looks like it may have been used in some ancient evil ritual. What's the worst that could happen?))

((Ahh signs of genre savyness. But, oh no! What if it's an elaborate double bluff and the world ends if you don't take the knife?

Turn soon, proofreading it.))

168
Re-obtain Cheddar, and walk carefully back out of the room.

Spoiler: Character (click to show/hide)

You pick up your cage and step carefully over to the dresser. Cheddar seems to be almost catatonic with fear. You get him back in his cage with little effort. You circle warily around the bed and head for the door. It creaks open as you approach it. Then closes behind you as you leave. A rhythmic thumping noise starts up inside the room.

You are once more in the top floor hallway.


Compare my shoes to the boots, if the boots are in good condition and the right size then put a pair on. Big boots are useful for kicking in doors after all.

Move into room 6 and continue my search for anything valuable, interesting or sharp knives that look like they'd do some nasty damage if I stab somebody with them.


Amazingly you find a pair of men's work boots in your size nicer than what you are currently wearing.

You cross the hall to the kitchen. Boganski is here though he heads out shortly after you arrive. Besides normal kitchen items you find a few bottles of what appears to be home-made wine. ((One of the few sources of borderline legal alcohol at this time.))

You also see a block of kitchen knives. They seem to be quivering very slightly, almost as if shaken by the vibration of a passing train, but you can feel nothing. They become still as you step closer.

A loud rhythmic thumping noise begins is a room above your head.

Okay, now for the other side of the house. Rooms 1, 2 and 3 - remove those nails! Fix them windows!

Spoiler: Boganski's status (click to show/hide)

((Welcome back))

A quick inspection of Rooms 1,2,3 reveal that they have a single small high window each. They are not designed to open, only let in a little light.

Room 3 is a mud room with hats and coats, and the back door of the house. Room 2 contains mostly some stacks of junk wooden objects destined for the kitchen stove. Room 1 is full of junk and boxes of seldom used household goods.

A moment later you here a loud rhythmic thumping noise coming from the upstairs.

Look carefully around the entire basement.

Spoiler (click to show/hide)

You inspect the basement Room 1 carefully. Besides the aforementioned supplies and goods you find something unusual. In a cobwebbed corner behind some junk there is an old dagger. It has an ornate hilt, and the blade is caked with oddly thick rust. ((Will you take it?))

You begin to hear a rhythmic pounding noise from above you in the house. It shows no sign of stopping.

169
((sorry, I was really busy yesterday.))

"Yes, I tried the switch but it didn't work. Toss me the flashlight and maybe go and see if you can get the fusebox working? I'll take a look around here."

Get flashlight, Inspect my wounds, then look around the basement more closely this time.

((No problem at all.))

"Can't toss. It will break if you drop it. I like this light."

Boganski comes down the stairs a little way then noticing how rickety they are stops and addresses them in angry sounding Russian. You come a few steps up, very gingerly, to take the flashlight. Moving so carefully you both manage to avoid injury, but you note to yourself that the stairs will still be dangerous if you ever have to traverse them in haste.

Boganski mutters something about looking at the fuse box and heads back up.

You inspect your injuries. (1+1 from medical kit. No immediate healing) There isn't much you can do. It seems to be mostly heavy bruising, possibly a cracked rib. This is going to hurt a lot in the morning.

A minute or two later the lights flicker on and you can see the basement more clearly. In the smallish room are scattered tools, pipe, lumber, nails, screws, and so forth. The side walls are of brick. The wall facing the stairs is of wood, as are the walls of the room under the stairs.

Quote from: Boganski
Fix things!

You head back to the kitchen and opening the fuse box find that the fuse next to the label "Basement" has been removed. You replace it. Then continue removing nails; the kitchen windows are now functional again.

Take it and continue my search in the next room.

You can never have too many sharp objects. You take the hatchet and move on.

The next room is what is commonly called a 'Mud Room.' The rear/side entrance to the house is here. There are rough woven mats on the floor. Lined up against a wall are a few pairs shoes, boots and galoshes. Hanging from pegs are a few coats and hats. Two umbrellas and a walking stick rest in a stand. A few sacks of coal sit near the door.

There is nothing interesting in the coat pockets.

170
((Awaiting action from Pancaek before I run stuff for Harry's and Patrick's characters))

"CHEDDAR!"

Roll out from under the bed frame! and take off my backpack and swing down hard on the frame!

Spoiler: Character (click to show/hide)

You roll out from under the bed and smack it as hard as possible with your backpack. It makes a loud *CLANG* noise but has no other obvious effect. The bed makes no further movements.

((Everyone downstairs is hearing the yelling and smashing and whatnot.))

171
((If mastah posts frequently he can get extra actions processed until his combat resolves. The best way I can put it is the time scale of his turns has shifted from ~5 minutes to ~5 seconds.))

Dodge! Keep searching

(3) You fall over. This actually could have been worse. The bed frame hits the wall above you then stays still. You are now under the bed frame. From your new position on the floor you now see that your rabbit is cowering under the old dresser.

172
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: August 29, 2013, 09:06:24 pm »
Went into the dungeon under a keep. Dodged off a ledge, stunned at the bottom. Limped into next room. Spotted by goblin spearman. His first jab injured my left hand causing me to lose my sword. Things went downhill from there.

173
DF Adventure Mode Discussion / Re: WTF whips?
« on: August 29, 2013, 09:01:32 pm »
Realistically, it shouldn't even pierce cloth armor.

How much do you know about realistic whips? IRL a properly wielded whip can send a strip of stout leather across (or against) a surface over the speed of sound. That's plenty of force to split clothing and the skin underneath in a single blow.

And that's a leather whip. Consider if you had a similar weapon made entirely of metal -- which is how the DF whips are modeled -- and imagine the difference.

The closest IRL equivalent to the blow of a DF whip is actually shots fired from a high-powered rifle. Large pieces of metal moving at multiples of the speed of sound? Yeah, that'll break bones, no sweat.

I'm not sure high-powered rifle is equivalent speed wise. Because the speed of sound is actually slow for a bullet, only a few travel below that.

For example the reference standard for a pretty powerful rifle round is 30.06 Springfield, that's about 10 grams of lead at at well over mach 2. And keep in mind energy increases with the square of velocity. So that's a LOT more force than mach 1.



174
DF Adventure Mode Discussion / Re: Is dwarf fortress dice based
« on: August 29, 2013, 08:43:26 pm »
To be honest, it would be cool if the game actually simulated dice physics to determine random happenings.

I hope by dice physics you mean the literal physics of dice. As in how they roll and stuff. Because if I could throw a D20 at a goblin and brain him, landing a 20 I would be so happy.

If a D20 was an item in adventure mode you could totally use it to brain goblins.

175
DF Adventure Mode Discussion / Re: difference from stabbing and slashing
« on: August 29, 2013, 08:41:12 pm »
It's more or less what you'd expect, stabbing goes deeper and slashing is more likely to sever or cut open.

I generally stab the body and slash everything else. Unless there's good armor on the target bodypart then it's stab all the way. Because again, penetration.

176
Roll To Dodge / Re: Roll To Investigate - Stairs: Our Mortal Foe
« on: August 29, 2013, 07:26:52 pm »
Go search the next room along, see if I can find the rabbit.

You put the books in your satchel and head to the next room. ((#2)

It appears to be another storage room, though there are fewer household goods and more junk. Mostly damaged wooden furniture and packing boxes. Some of it has been broken up and stacked in a bin apparently as kindling. An old hatchet is leaning against the bin. A dustpan and broom are nearby, and a few hand tools are in a box on a shelf. There's no sign of a rabbit.

You can take the hatchet if you want. If used as a weapon it will deal 1d6+1 Damage.

177
Roll To Dodge / Re: Roll To Investigate - Stairs: Our Mortal Foe
« on: August 29, 2013, 07:22:20 pm »
Grab whatever is close as a suitable weapon. Search for Cheddar.

"Nobody touches my Cheddar! Nobody."

You climb back into the room and look around. You don't see Cheddar. There is nothing weapon-like in sight. There's just the old dresser and the bed frame. Also the room door you left open is now closed.

Then the bed frame levitates and comes rushing toward you. You just came in the window and are still standing in front of it.

You lose 1 Sanity
((Bunch of rolls omitted for brevity))

"Ah, mes, ça me fait chier." He stand back up and shouts towards the door upstairs "WOULD ONE OF YOU CONNARDS THROW ME A GODDAMN FLASHLIGHT OR SOMETHING ALREADY?! I'm going to break my goddamn neck if this goes on."

((Boganski is in a position to hear your request this time and this is within the instructions left by Harry))

Boganski rummages in his toolbox (Luck 4) Then yells "I have a flashlight you can borrow."

He comes to the head of the stairs and looks down at you. "Are the lights down there not working? I found the fuse box in the kitchen."

178
Roll To Dodge / Re: Roll To Investigate - Stairs: Our Mortal Foe
« on: August 29, 2013, 11:50:36 am »
((Oh yeh, Ok fair enough.

You have acquired 3 old books of unknown contents.))

179
Roll To Dodge / Re: Roll To Investigate - Stairs: Our Mortal Foe
« on: August 29, 2013, 11:18:55 am »
Go search the next room along, see if I can find the rabbit.

((I don't think there's any way you can know the rabbit is missing. Jackson was a floor above you and at the other end of the house when he lost the cage. All you heard was a crashing noise upstairs.

You can search the next room though. And are you taking the books you found?))

-------------------------

((Since 3 characters have now lost HP this would be a good time to explain how First Aid works.

If can be attempted once per injury. A roll of 5-6 or better is success. The injured person then recovers 1d3 hitpoints.

A low roll may still clean the wound or staunch the bleeding or whatever, but it's not skillful enough to cause immediate improvement in function.))


-------------------------

And just because it's no longer on this page here's the house again:


180
Roll To Dodge / Re: Roll To Investigate - We Have San Loss
« on: August 29, 2013, 10:51:48 am »
((Ah, timezones. Gotta love them.))

Boganski found the soup most unpalatable. Hm. It must have been pretty good at some point, but now, it was but a menace to society. Better rid the house of it before it ensorcels any other poor individual doing honest work.

Pour the soup out the open window. It's not very good. Move on to the kitchen and do the same for any other food that can be found. If I have time, remove nails from the window in the kitchen as well. Unlatch and open window at that.

EDIT: I'll be gone from tomorrow until September 1st, so I thought I'd produce some standing orders - first priority, remove nails from all downstairs windows. Secondly, get rid of any old food, moldy crap and so forth on the first floor. If I observe something horrible, continue working. If something horrible assaults me, leave house through either the windows or the door and consider next move. If somebody from the ranks of my fellow investigators-renovators asks for my help with anything, assist to the best of my ability.

((Ok, I can do that. I'll follow this pattern bit by bit in step with the other folks.))

You toss the remains of the terrible old soup out the window and proceed to the kitchen.

(Search 5) The expected appliances are in evidence. There is an old fashioned wood burning stove with an oven compartment. Apparently the place has not yet been updated to gas. There is also an icebox in one corner. The expected plates, pots, pans etc are stacked on shelves. A few are in the sink.

You examine the larder. There are some canned soups and meats, and some rice and baking supplies sealed in tins. The perishable and unprotected foodstuffs that were there appear to have been eaten by rats. Their droppings and gnaw marks are in evidence.

The house's fusebox is here in a corner, tastefully painted to match the walls.

Scramble back up the roof after my rabbit!

"Cheddar! Someone's got my little Cheddar! Help!"

You call out in alarm for your rabbit and scramble (4) up the roof. You look in through the shattered window. The foul scent from the room wafts outward actually seeming more intense than when you first entered.

(Spot Hidden 1) You see the cage on the floor near the window. But Cheddar is not in it.

"well, that didnt sound good. I need to get a better light source anyway. "

Grab hold of revolver, but do not pull it out yet. Move back upstairs and look for the source of the noise

Checking that your revolver is handy you head back upstairs. (1) Unfortunately a support gives way under one of the steps and you tumble backward head over heals to the bottom. (1d6)

-4 HP

Pull off the boards.

You make a second attempt to remove the boards. (Idea 5) You might have something that will help with this. (Luck 5) You open your kit of thieves tools and find a small pry bar. With the aid of the appropriate tool you take the board off without further mishap.

You open the cabinet. Inside are three books. ((Consider them taken if you want them.))

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