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Author Topic: Medieval RTD: Turn 4: That map looks new...  (Read 6787 times)

Haika

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #15 on: November 27, 2009, 09:26:31 am »

I stay quietly by the bars, and wait for the guard to become distracted(maybe while he's talking to another inmate), before I try and reach through and grapple attack him.

Action: Typical neck twist/break against the guard if possible, otherwise wait for my chance ready to spring.
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
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Katsuun

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #16 on: November 27, 2009, 11:19:52 am »

Examine source of water leak.
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how would a Fortress based curse work?

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Rocks fall, everyone dies.

Sans context.

Taco Dan

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #17 on: November 27, 2009, 03:44:47 pm »

Two more people need to post actions and we can do rolls.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Errol

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #18 on: November 28, 2009, 03:26:39 am »

Ardently search room for pumpkin.
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Haika

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #19 on: November 28, 2009, 05:36:20 pm »

So, I know this is a holiday weekend and all, but wondering if there's a time limit on this? How long are we going to wait for people to post their action? Are we waiting indefinately?
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Taco Dan

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #20 on: November 28, 2009, 06:55:56 pm »

My first action is to search the dungeon very throughout for any kind of secret passage or any hidden items that might have a use. Without the guard noticing of course.

If I don't find anything, present myself to the others as "Kin, an apprentice scribe."

(3) You find a loose brick and push it in, but nothing happens.

Talk to the Guard...Find out any important information I can.
(Speech Auto Succeed) You ask the guard what you're doing here and he says he doesn't know, you ask him where you are and before he can respond...

Action: Typical neck twist/break against the guard if possible, otherwise wait for my chance ready to spring.
(4) While the guard is talking to another inmate, you are able to sneak up and snap his neck, the inmate he was talking to looks rather angry.

Examine source of water leak.
(6) You are able to use the bowl in some odd balancing act to put yourself at eye level to the water hole. The water is coming from, you guessed it, the guards latrines. every once and a while they dump a bucket of water down the latrine to clean it, and that's the water they expect you to drink.

At one point water comes splashing down the pipe and gets all over your clothes, you fall, and don't hurt anything seriously, but being all wet makes you in no condition for sneaking (-2 to sneaking rolls)

Ardently search room for pumpkin.
(5) You struggle to push aside a large stone to find... a small pumpkin! you place it in your knapsack.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Haika

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Re: Medieval RTD: Turn 1: Escape from the dungeons!
« Reply #21 on: November 28, 2009, 07:08:41 pm »

right then...

Next action, I search the body, specifically for any key type objects, and if not, I at least take his weapon.
Logged
The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

RandomNumberGenerator

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #22 on: November 28, 2009, 09:10:42 pm »

Sorry about the delay, I didn't feel like logging on over the holidays. I'm usually quite a bit more active. Anyway:

Try to pick the lock with a scrap of metal/bone/wood/something that's lying around.

And from one host to another: You may find you want your 1s to be far more deadly to the player... it sounds harsh, I know, but eventually you'll need to have something happen. Not saying you need to change it, but but most RTDs that die from player/host boredom are for this very reason...
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Taco Dan

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #23 on: November 28, 2009, 09:19:18 pm »

And from one host to another: You may find you want your 1s to be far more deadly to the player... it sounds harsh, I know, but eventually you'll need to have something happen. Not saying you need to change it, but but most RTDs that die from player/host boredom are for this very reason...
That was my plan, but I haven't had a 1 yet so don't worry.

EDIT: If you're referring to Katsuun's action, it was because of the 6, he succeeds but something bad still happens.
« Last Edit: November 28, 2009, 09:23:08 pm by Taco Dan »
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

thunderclan

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #24 on: November 29, 2009, 01:06:42 am »

Look for weak points in the cell's construction that we could exploit.
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Errol

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #25 on: November 29, 2009, 05:20:45 am »

Strip the guard of anything the other vultures have left over - and I mean anything.
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KineseN

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #26 on: November 29, 2009, 05:48:26 pm »

I try to pry of the brick, if I can push it in maybe I can pry it loose.
If I succeed I wish to use it as a weapon, hold it in my left hand, since Kin is left-handed.
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Taco Dan

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #27 on: November 30, 2009, 06:39:55 pm »

right then...

Next action, I search the body, specifically for any key type objects, and if not, I at least take his weapon.
(Auto success) His keys were on the front of his belt in plain view. You carry them in your right hand

Try to pick the lock with a scrap of metal/bone/wood/something that's lying around.
(5) You find a perfect sized scrap of (4) bone, and (6) succeed in picking the lock, however when you go to open the door, it's jammed, you tug and tug and it finally slams open right on your face, breaking your nose. (+1 wound)

Look for weak points in the cell's construction that we could exploit.
(1) You think that maybe a wall would fall apart if you kicked it hard enough, but when you kick it you notice it does nothing except make your foot REALLY hurt. (+1 wound)

Strip the guard of anything the other vultures have left over - and I mean anything.
(Auto success) You take the guards armor, weapon and a sack with 20 coins in it. You couldn't possibly fit all this into your knapsack, so you equip it, it's a little big, but you can manage.

I try to pry of the brick, if I can push it in maybe I can pry it loose.
If I succeed I wish to use it as a weapon, hold it in my left hand, since Kin is left-handed.
(4) With a bit of effort you are able to pry out the brick and use it as a weapon. (2+5+1) It will probably crumble in about eight hits though.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

KineseN

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #28 on: November 30, 2009, 07:09:50 pm »

Since the door is open now, I will take a quick peek, surveying whatever might be just outside the dungeon. If there is noone outside I will take a step out.
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Haika

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Re: Medieval RTD: Turn 2: The guard's dead, now what?
« Reply #29 on: November 30, 2009, 07:25:59 pm »

wow... how totally pointless. I kill the guard, take his key(with no rolls), while someone else easily picks the lock with three rolls in one action, and another take all the other items from the guard and equips them, also with no rolls. I'll be honest, this is not making me feel very interested in this RTD. The based on reality thing without fantasy was already worrying me. Meh, just feels very unbalanced at the moment.

Ok then, lets try something different. Action:

I take my key, and wander through the dungeon, opening all the cell doors I find, looking for a guard outpost or equipment storage. Hopefully to find myself some decent gear(weapon+armor), and maybe someone grateful enough that I released them to be my servant.
Logged
The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?
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