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Stay hidden behind the tree. Lizards hate clowns.
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# ? Nov 9, 2014 09:22 |
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# ? Apr 26, 2024 12:33 |
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Don't let the clowns see you. Clowns are evil, and this is too many to fight.
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# ? Nov 9, 2014 10:29 |
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They catch the chicken. They rip it apart and start eating it raw. Their faces and chins are red with blood Streetwise roll, difficulty 23 - failed You can't stop yourself crying out in disgust. They hear you. Before you can react they're on you. They pick you up, and throw you into a deep pit. You fall for hours. At last you land on jagged rocks. You feel agonising pain, but are surprised to find yourself still alive. You look around, and see a cackling, hideous grey creature. It strikes you with a cruel whip, demanding you join a procession of similarly bloody and bewildered captives. You are set to a pointless and unending labour, carrying rocks from one place to another. Your skin is burned by flames, and your eyes sting from the noxious ash in the air. The overseers visit hideous tortures on anyone for so much as wiping the sweat from their brow, or for no reason. A howling wind stops you talking to anyone, and the gruelling labour seems to weaken rather than strengthen. You cry in despair as you recall stories of the Land of Thin Flowers, or the World Lit Only By Fire, the place of punishment of the wicked dead. Stamina -3 Heroism -2 After a time you notice that the demons, who you thought the masters of the place, are also captives. You see one set to work, upon which it loses its demonic form and becomes a 'thin flower' like yourself. You see a fellow captive given a whip, and he becomes grey and demonic. The sight revives a spark of hope in your tortured mind, and you begin to consider escaping. Try to become an overseer Try to work with other captives Try to run away pre:Class: Lizard-Man Name: Bright Skin Young Jewel Stamina: 20/25 (robust) Charisma: 3 (hateful) Duelling: 19 (deadly) Brawling: 19 (legendary) Seafaring: 1 (gets seasick in the bath) Magic: 17 (superb) Heroism: 20 (bold) Scouting: 22 (legendary) Roguery: 1 (terrible) Luck: 4 (ill-starred) Healing: 1 (terrible) Streetwise: 1 (babe in the woods) Cowrie Shells: 95 Blessings: Heroism (1) Items: Rod of Puerile Humour goblin-tailored cloak crown black pearl book Piteous Mew
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# ? Nov 9, 2014 15:09 |
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We stared too long into the abyss, and became a monster ourselves.
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# ? Nov 9, 2014 15:25 |
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Try to work with the other captives. Let's spread revolution to hell!
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# ? Nov 9, 2014 15:41 |
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Slaan posted:
Embrace the power.
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# ? Nov 9, 2014 16:57 |
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Kanthulhu posted:Try to work with the other captives. Let's spread revolution to hell! Let's not tank our Heroism by being an rear end in a top hat.
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# ? Nov 9, 2014 17:33 |
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Work with others Prob going to be a failed Charisma check, but our Herosism is pretty much our highest stat
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# ? Nov 9, 2014 20:34 |
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This is our show! OVERSEER!
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# ? Nov 9, 2014 22:28 |
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Work with the captives. No way we're turning into a clown.
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# ? Nov 9, 2014 23:01 |
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You find that you can make yourself heard if you speak directly into another's ear. Streetwise roll, difficulty 20 - failed Charisma roll, difficulty 20 - failed You gain the angry attention of a demon who seems to be in charge. As with all other offenses, the punishment is horrible torture. But this time it's too severe for whatever magic is keeping you alive here. RIP Bright Skin Young Jewel RIP Piteous Mew Died because he was a hideous lizard man with no social skills or awareness. So he was a goon. Gildiss fucked around with this message at 18:15 on Nov 19, 2014 |
# ? Nov 10, 2014 04:03 |
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The swift death finally comes. Let's pick what we will get horribly murdered as next! A choice from the Human Characters A choice from the Non-Human Characters After this is decided we will choose the name of our next Gildiss fucked around with this message at 18:15 on Nov 19, 2014 |
# ? Nov 10, 2014 04:12 |
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Bright Skin Young Jewel coulda gone all the way if he had flipped his Magic and Streetwise skills
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# ? Nov 10, 2014 04:29 |
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Lets check out the Human classes to see what is there before returning to the non-humans.
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# ? Nov 10, 2014 04:35 |
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So is there any ending/goal to this game other than death?
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# ? Nov 10, 2014 04:49 |
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mycot posted:So is there any ending/goal to this game other than death? I guess maybe if you survive every possible encounter?
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# ? Nov 10, 2014 04:52 |
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mycot posted:So is there any ending/goal to this game other than death? I've reached an 'end game' multiple times since yesterday. It generally ends either when you die, or when you're in a position so secure, there's no logical reason to adventure anymore. I could give specifics of the four I've found, but you know, spoilers.
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# ? Nov 10, 2014 05:22 |
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Well, that's a pretty lovely way to die. I vote we get a Human character this time.
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# ? Nov 10, 2014 13:26 |
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Let that be a lesson: clowns are the minions of Satan, and they will knife you.
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# ? Nov 10, 2014 15:20 |
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Alright, let's take a more human approach for this time. Give a suggestion for names also. pre:Class: Explorer Stamina: 24 (unstoppable) Charisma: 15 (charming) Duelling: 1 (clumsy) Brawling: 1 (puny) Seafaring: 19 (old salt) Magic: 1 (powerless) Heroism: 19 (bold) Scouting: 19 (legendary) Roguery: 1 (terrible) Luck: 14 (auspicious) Healing: 15 (great) Streetwise: 1 (babe in the woods) pre:Class: Wizard Stamina: 8 (sickly) Charisma: 8 (annoying) Duelling: 8 (slow) Brawling: 8 (unremarkable) Seafaring: 12 (good) Magic: 20 (overwhelming) Heroism: 15 (good-hearted) Scouting: 12 (good) Roguery: 9 (fair) Luck: 10 (fair) Healing: 16 (great) Streetwise: 4 (clueless) pre:Class: Courtesan Stamina: 6 (sickly) Charisma: 20 (mesmerizing) Duelling: 1 (clumsy) Brawling: 1 (puny) Seafaring: 8 (fair) Magic: 10 (fair) Heroism: 20 (bold) Scouting: 1 (gets lost in the back yard) Roguery: 8 (fair) Luck: 20 (blessed) Healing: 1 (terrible) Streetwise: 1 (babe in the woods) pre:Class: Pirate Stamina: 18 (healthy) Charisma: 13 (likeable) Duelling: 13 (agile) Brawling: 13 (strong) Seafaring: 20 (old salt) Magic: 1 (powerless) Heroism: 10 (selfish) Scouting: 5 (poor) Roguery: 14 (great) Luck: 9 (fair) Healing: 1 (terrible) Streetwise: 13 (alert)
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# ? Nov 10, 2014 19:47 |
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Arrrrrrrrrrr you ready for the restart of the game?
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# ? Nov 10, 2014 22:35 |
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Slaan posted:Arrrrrrrrrrr you ready for the restart of the game? Nah, sea-skill is a waste it seems. We only used it like once. I say we go for The Wizard Rincewind, for two reasons: 1) I'm bad with names, 2) It's the only one with crap sea-skill but high Heal. I want to see what happens when you succeed on the various healing checks that keep happening.
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# ? Nov 10, 2014 22:46 |
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aerion111 posted:Nah, sea-skill is a waste it seems. A small spoiler and I'll edit it out if the OP wants but if you dock in town, you get entire sets of 'set out to sea' missions just like the 'travel inland' and 'explore town' ones. They're pretty hilarious too. For this reason, I vote for a Pirate named Neckbeard
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# ? Nov 10, 2014 23:07 |
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The adventures of Jake Sparrow.
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# ? Nov 11, 2014 00:21 |
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KittyEmpress posted:I vote for a Pirate named Neckbeard This.
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# ? Nov 11, 2014 00:47 |
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n a clear morning, before even the seagulls have woken up, you make your way to the jetty to set out for the great city of Karrakara. Your ship, really a coracle with ideas above its station, slips into the water. You look at your small pile of cowrie shells, the islands' most common currency. You wonder whether you should return some to the sea god Numen Mari, to ensure a safe journey. Do so Decide not to pre:Class: Pirate Name: Neckbeard Stamina: 18/23 (healthy) Charisma: 13 (likeable) Duelling: 13 (agile) Brawling: 13 (strong) Seafaring: 20 (old salt) Magic: 1 (powerless) Heroism: 10 (selfish) Scouting: 5 (poor) Roguery: 14 (great) Luck: 9 (fair) Healing: 1 (terrible) Streetwise: 13 (alert) Cowrie Shells:20 You have no blessings. Items: your quarterstaff You have no companions.
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# ? Nov 11, 2014 13:57 |
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Nah, we like to play it dangerous.
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# ? Nov 11, 2014 14:28 |
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Being a pirate is alright with me. We don't need a god's blessing. We can do this on our own.
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# ? Nov 11, 2014 16:03 |
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Make the offering.
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# ? Nov 11, 2014 17:20 |
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Seafaring roll, difficulty 13 - made it Seafaring roll, difficulty 15 - made it Seafaring roll, difficulty 17 - made it The gods must be looking the other way today, because you reach your destination of Karrakara without incident. Luck +2 Karrakara is the main town on the island of the same name. You're still outside the city walls but you can already hear the harsh, carping cries of street sellers, which supposedly give the city its name. The docks at Karrakara have ships from all over the known world, and sometimes beyond. The dockmistress tells you that the fee to dock here is four shells. You protest at this outrageous sum, and she tells you that this allows you to leave your boat here indefinitely. It occurs to you that you could sail to the swamps outside the city and find a deserted spot to hide your boat. Pay the fee Haggle Hide your boat in the swamp pre:Class: Pirate Name: Neckbeard Stamina: 18/23 (healthy) Charisma: 13 (likeable) Duelling: 13 (agile) Brawling: 13 (strong) Seafaring: 20 (old salt) Magic: 1 (powerless) Heroism: 10 (selfish) Scouting: 5 (poor) Roguery: 14 (great) Luck: 11 (lucky) Healing: 1 (terrible) Streetwise: 13 (alert) Cowrie Shells:20 You have no blessings. Items: your quarterstaff You have no companions.
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# ? Nov 11, 2014 19:33 |
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Haggle
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# ? Nov 11, 2014 21:08 |
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Arrrr ye be willin' ta lower yer tariff, lass, or do I gotta stick a knife ter ya throat? Haggle
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# ? Nov 11, 2014 22:17 |
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Haggle
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# ? Nov 11, 2014 22:21 |
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Seafaring roll, difficulty 18 - made it Streetwise roll, difficulty 18 - made it Lowering her voice, the dockmistress tells you that she can charge you only two shells. You reluctantly hand over the shells and custody of your boat, and head into town. lose 2 shells You spend a shell on a meal and a room. lose 1 shell Stamina roll, difficulty 10 - made it Heroism roll, difficulty 10 - ADVANCED Healing roll, difficulty 20 - failed You consider your next move. Visit the docks Explore the city Leave the city and travel inland Set out to sea pre:Class: Pirate Name: Neckbeard Stamina: 18/23 (healthy) Charisma: 13 (likeable) Duelling: 13 (agile) Brawling: 13 (strong) Seafaring: 20 (old salt) Magic: 1 (powerless) Heroism: 11 (selfish) Scouting: 5 (poor) Roguery: 14 (great) Luck: 11 (lucky) Healing: 1 (terrible) Streetwise: 13 (alert) Cowrie Shells:17 You have no blessings. Items: your quarterstaff You have no companions.
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# ? Nov 11, 2014 22:34 |
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Explore the city. Some stuff do do here, then we'll visit the docks and take off on our ship.
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# ? Nov 11, 2014 22:40 |
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City to buy supply before going on a sea advanture.
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# ? Nov 11, 2014 23:21 |
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Nyaa posted:City to buy supply before going on a sea advanture. I like this idea. Vote for same.
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# ? Nov 11, 2014 23:42 |
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You walk through a deserted and ruined square, which feels as if it has stood undisturbed for centuries. The square is silent but for a vile noise in the distance, which sounds like the tortured cries of something inhuman. Investigate Leave it pre:Class: Pirate Name: Neckbeard Stamina: 18/23 (healthy) Charisma: 13 (likeable) Duelling: 13 (agile) Brawling: 13 (strong) Seafaring: 20 (old salt) Magic: 1 (powerless) Heroism: 11 (selfish) Scouting: 5 (poor) Roguery: 14 (great) Luck: 11 (lucky) Healing: 1 (terrible) Streetwise: 13 (alert) Cowrie Shells:17 You have no blessings. Items: your quarterstaff You have no companions.
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# ? Nov 11, 2014 23:57 |
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Not here for this bullshit, here to buy supplies. Pass.
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# ? Nov 12, 2014 00:00 |
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# ? Apr 26, 2024 12:33 |
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Nope, we aren't a damned hero, we are a pirate. Get out of there.
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# ? Nov 12, 2014 00:05 |