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Author Topic: Roll to Dodge a Trap  (Read 6557 times)

Dave1004

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Roll to Dodge a Trap
« on: December 20, 2011, 11:12:48 pm »

You sign up. You say which direction you're heading. You dodge the trap there. May not be a trap. May be treasure. You know not. Three people. Oh, and maybe encounter a monster.

Character Sheet:

40/40 HP
Name:
Color:
Weapon: FISTS
Armor: RAGS
Accessory: NONE.

Don't edit the Weapon/Armor/Accessory, just there for when (if) you get something.

You may only have one Weapon and one piece of Armor at a time. One Accessory as well.
You will probably die. If you don't, you'll probably find treasure. Then die. Examples:

Boots of Nimble Jack: +1 to dodging arrows.
Thick Gauntlets of Blade-Blocking: +1 against bladed attacks.
Crazy Socks: +1 on rolling to avoid slipping on...slippery surfaces.

This is my first RTD. Good luck. When you join up, please POST YOUR ACTION. Please additionally only join if you are a semi-regular visitor of Bay12. If I don't like the fact that you're not posting an action, I have the right to cause you to spontaneously implode.

TURN ONE
"The three of you awaken in a dim room. The walls are made of hard earth, with only a torch bracketed into the wall to provide any kind of light. There are four passages in-front of you. North, East, South, and West. You understand that you each must go one way, no two can follow the same path. Choose your destiny."

TRAPS:
Spoiler (click to show/hide)

COMBAT:
Spoiler (click to show/hide)

Players:
1.Urist Mcinternetuser
2. dermonster
3. Tiruin

Wait-list:
1. adwarf
2. Ahra
3. Terkiey
4.Scelly9
5.
6.
7.
8.

When all current players are dead, three Wait-list players will be picked at random to enter.

Maybe it's not complete. Maybe it will fail. Who knows? Also, the poor grammar is on purpose. Don't mind me. Good luck. Have fun. Don't die. Or, do die. Maybe there's a heaven. Or a hell. Or maybe you'll wake up in this dungeon again.

There may be a way to escape the dungeon...
« Last Edit: December 26, 2011, 06:35:54 pm by Dave1004 »
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Urist Mcinternetuser

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Re: Roll to Dodge a Trap
« Reply #1 on: December 20, 2011, 11:16:32 pm »

Oooh, I'll play.

Name: Nassir
Color: Brown
Weapon: Fists
Armor: Rags
Accessory: None

Is that all? Because I want to go South.
« Last Edit: December 20, 2011, 11:26:22 pm by Urist Mcinternetuser »
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Dermonster

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Re: Roll to Dodge a Trap
« Reply #2 on: December 20, 2011, 11:18:32 pm »

40/40 HP
Name: Derm
Color: Green
Weapon: FISTS
Armor: RAGS
Accessory: NONE.

North.
« Last Edit: December 20, 2011, 11:25:44 pm by dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Tiruin

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Re: Roll to Dodge a Trap
« Reply #3 on: December 20, 2011, 11:19:28 pm »

40/40 HP
Name: Archerin
Color: Burning Yellow!
Weapon: FISTS
Armor: RAGS
Accessory: NONE!
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adwarf

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Re: Roll to Dodge a Trap
« Reply #4 on: December 20, 2011, 11:20:01 pm »

Waitlist me please
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Dave1004

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Re: Roll to Dodge a Trap
« Reply #5 on: December 20, 2011, 11:20:32 pm »

@Urist: Post your turn as well...Well, less turn and more "Choose where you're going", North, east, south, or west. Each player can only go in one direction, no grouping up.

As you see, Dermonster chose North. So it's unusable for you.

@Tiruin: Alright. Choose the direction you're moving in.

Any further players will be wait-listed.

STOP NINJA'ING ME
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Urist Mcinternetuser

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Re: Roll to Dodge a Trap
« Reply #6 on: December 20, 2011, 11:23:20 pm »

I'll change mine, but it did say North first.
SOUTH.
« Last Edit: December 20, 2011, 11:26:43 pm by Urist Mcinternetuser »
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Tiruin

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Re: Roll to Dodge a Trap
« Reply #7 on: December 20, 2011, 11:24:56 pm »

Heading East!
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Dermonster

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Re: Roll to Dodge a Trap
« Reply #8 on: December 20, 2011, 11:25:36 pm »

Green is my color.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Dave1004

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Re: Roll to Dodge a Trap
« Reply #9 on: December 20, 2011, 11:34:16 pm »

TURN TWO
Nassir (Urist Mcinternetuser): I'll skip SOUTH!

The Magical Dice Say...

[7]! You enter a dark, smelly room. The moment you step on the floor, you hear a "Schlick". Suddenly, you're sliding forwards! You have only one turn to AVOID SLIDING INTO WHATEVER'S OVER THERE. Make it count!

Derm (dermonster): I'll move NORTH!

The magical dice say...

[4]! You carefully walk into what seems to be a decently lit room. There's slits on the ground, and they don't look promising. You step over them...And a TRAP activates!

TRAPS ROLL: [7]. Defender's Roll: [3]. Derm receives 4 (7-3) damage! He's now at 36/40 HP! The good news is, he's ready to enter the next room...

Archerin (Tiruin): I'll passively move...EAST!

The magical dice say...

[5]! You enter a room that's, uh, roomy. It's square, okay. In the center lies...[2] STRONG MONSTER! Oh dear. It seems to be a Dented Skeleton. What're you going to do? It doesn't look happy...

Players
Spoiler (click to show/hide)

Monsters
Spoiler (click to show/hide)

Well, I hope that works! Just as a tip: When entering a room, I roll a 1d10. God knows what you'll get...Or, maybe even he can't see into this godforsaken place.
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Urist Mcinternetuser

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Re: Roll to Dodge a Trap
« Reply #10 on: December 20, 2011, 11:36:08 pm »

So what do I have to do to avoid slipping?
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Dermonster

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Re: Roll to Dodge a Trap
« Reply #11 on: December 20, 2011, 11:36:32 pm »

Next room?
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Dave1004

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Re: Roll to Dodge a Trap
« Reply #12 on: December 20, 2011, 11:37:19 pm »

So what do I have to do to avoid slipping?

Who knows. Maybe you could try grabbing onto the wall? Maybe the floor. Maybe you could try running backwards, or falling on your butt. Or just wait it out!
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Urist Mcinternetuser

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Re: Roll to Dodge a Trap
« Reply #13 on: December 20, 2011, 11:39:15 pm »

Well, unless the room is small enough that I can wedge myself between the walls, I will grab at the doorframe. Failing that, I will fall.
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Tiruin

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Re: Roll to Dodge a Trap
« Reply #14 on: December 20, 2011, 11:43:55 pm »

Search for doorway in room {we cannot backtrack?}. If any is found, head to the first one spotted. Evading the monster if possible.

If none of the above is possible without combat, fight with burning fury!, then head to the first exit spotted.
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