RtD-Classic Adventure|Roll 35|Ch-2|Enter the Dragon
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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Re: RtD-Classic Adventure |Roll 10| A wild Hydra appears!
Overpulling the bow and then having to replace the strings would be reasonable. The cooldown might be a bit long though, remember we're using a 20 sided dice so +3 isn't that much. Or 3 turns is quite a lot.
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Mon Mar 05, 2012 4:45 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: RtD-Classic Adventure |Roll 10| A wild Hydra appears!
I thought +3 was a bit much, so that's why I put the three turn cooldown. Would +5 be reasonable?
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Mon Mar 05, 2012 4:59 pm |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: RtD-Classic Adventure |Roll 10| A wild Hydra appears!
Sure, sounds fine by me, rolling now.
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Tue Mar 06, 2012 5:35 am |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: RtD-Classic Adventure |Roll 10| A wild Hydra appears!
Roll 12 ~~~~~~~~~~~~~~~~~~~~~~~
Huntsman\Henry= 17+1+1=19 Adding another arrow to your already drawn bow, you let the arrows fly at your targets. Both of them hit their mark, managing to kill both the Ice head and the Steam head. It appears the heads gradually get weaker every time they split, and mentioning it, they seem to have gotten slightly smaller as well. You're also starting to get an idea on how your new bow works, but you'll need to make another hit to understand it completely. Deciding to continue towards John, you look back in time to see him get taken out by the tail once again.
TorrentHKU\John= 3+1= 4 Charging forward, you get taken out by its tail once again. Raising your shield didn't do much good either, and here you thought you had it all figured out. Henry seems to be crawling towards you faster than you thought possible, although more pressing matters than aiding him quickly develop.
TheKebbit\Iron Mauler= 10 Using your colossal strength, you manage to lift the hydras foot off both you and Mulch. While holding up the foot to let Mulch free you happen to notice something strange in the Hydras behaviour. Most of the heads are just screaming or shooting random blasts into the air. It’s almost as if it’s just trying to put on a show. You turn to say something about this to Mulch only to see him about to inflict a great deal of pain.
maart3n\Mulch= 10 Rolling out from under the foot, you have only one word in mind. Revenge. Originally planning to go for the belly, you spot a much better target a little further back. You strike with enough force to destroy a small building. "Now you've done it." Yes, yes you have.
Nonsequitorian\Ulysses= 15 Pulling yourself out of the wall, you slide down and slouch next to it. Whipping out a potion, you sip just enough to heal your wounds, the bottle's still pretty full after you're done, so you put it back. To think you were doing so well just a few moments ago, oh well, no point whining about it. Your train of thought is blown away by a roar of other worldly pain, surprisingly this is coming from the Hydra.
Nighthawk\Mir Swiftclaw= 2 After an almighty roar, the Electrical head unleashes a large thunder storm worth of lightning bolts in your direction. Your stone takes most of the hits, the others bolts go wild, landing among the crowd and creating several patches of glass in the sand. After this onslaught, a couple of things happen at once, the heads all become silent, preparing to unleash their pent up rage and everyone rallies at the centre around you, readying themselves for a serious fight. You fail to notice either of those happening however, you attention is focused on your Levistone, now glowing on the ground crackling with energy. Replacing it doesn’t bother you, you could easily construct a new one yourself with a couple of kilos of a particular red stone. What has paralysed you with fear is the words of the wise man who trained you to make them. He gave you three rules,
1. Don't put it in your mouth
2. Never charge it after midnight
3. Never EVER let it get struck by lightning.
After that he said a few things about the complete and utter destruction of a floating city by a single bolt of lightning and that was held aloft by the mastery of a stone half the size of yours. You lost count how many times yours was hit. While you don't know how it will explode, you can deduce two things. One, it will be big, and Two, you won't want to be under this mountain when it does. But it looks like you still have a bit of time. If you're lucky.
~~~~~~~~~~~~~~~~~~~~~~~ Game Events The Hydra has skipped Rage entirely and is now Insane The Ice head split into Frost and Steel The Steam head split into Mist and Heat
A feminie gasp comes from the viewing booth, at least somebody in the crowd recognises the immediate danger.
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Tue Mar 06, 2012 8:00 am |
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Huntsman
Joined: Tue Oct 26, 2010 11:15 am Posts: 128 Location: --->[]<---
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
John! can i have a potion quickly! Got to get this arrow out of my knee or i will never be an adventurer! > crawl faster.
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Tue Mar 06, 2012 8:56 am |
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maart3n
Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
"Not so tough now, ey?" Put the stone in my infinity bag.
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Tue Mar 06, 2012 10:50 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
> Get over to Henry and give him one of the potions.
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Tue Mar 06, 2012 5:39 pm |
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Nighthawk
Joined: Tue Sep 28, 2010 8:15 pm Posts: 1288 Location: Heck if I know.
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
Dammit, my Levistone is broken already. I expected a rock to take the an electrical blast a little better ya' know?
Quick question - Can I still command the Levistone?
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Tue Mar 06, 2012 9:37 pm |
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TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
If there is any Black Drink left, drank it. Then STEELBOOT the monster in whatever passes for its crotch area.
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Tue Mar 06, 2012 10:31 pm |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
Nope, you can't control it, don't worry though, you'll be able to make a new one relatively soon.
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Wed Mar 07, 2012 6:18 am |
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Nighthawk
Joined: Tue Sep 28, 2010 8:15 pm Posts: 1288 Location: Heck if I know.
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
Kay, then...
> Activate Adrenaline. Action One: > Jump on the Electrical head and stab at it - try to get it to open its mouth. Action Two: > Jump off and use one of my swords to hockey-stick-smack the Levistone into the Electric head's mouth. If its mouth isn't open, just smack the stone at it anyway.
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Wed Mar 07, 2012 11:46 pm |
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Fail Flail
Joined: Sun Jun 13, 2010 5:40 am Posts: 1059 Location: I chose my fate, do not pity me.
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Re: RtD-Classic Adventure |Roll 12| More Pressing Mattershttp://
Roll 13~~~~~~~~~~~~~~~~~~~~~~~ Huntsman\Henry= 2"John! Can I have a potion quickly! Got to get this arrow out of my knee or I will never be an adventurer!"Attempting to crawl faster, you manage to bump the arrow on a rock, plunging it a further inch or so into your knee. Looking back, you note the large trail of blood that has been following you around for the past minute or so, regardless whether or not you get the potion, that could be a problem. You are initially glad to see John at your side, but that quickly changes. Everything goes black. TorrentHKU\John= 9Rushing towards Henry, you rip the arrow out of his knee without any hesitation and apply the potion. The effects are instantaneous, and you marvel at how the bones de-splinter, the muscle tissue mends and the flesh comes together without leaving a scar. You smile at Henry, and then realise he has passed out from the pain. The smile disappears from your face. TheKebbit\Iron Mauler= 10+2(BD,2 more turns)=12After taking a swig of the Black Drink, you charge the Hydra. The heads seem pretty preoccupied with annihilating, and subsequently fighting the skeletons in the stands, so you manage to get underneath it without much hassle. Once you reach your target, you immediately set to work, and kick like there was no tomorrow. Your fellow adventurers should not be hassled while it is in this amount of pain. maart3n\Mulch= 4Before you attempt to put the stone in your sack, Mir manages to ram it down the Electrical heads throat. While you stand there dejectedly, the GM gives a little cheer that you did not manage to destroy the plot he spent several hours working on. Nonsequitorian\Ulysses= 9Dashing towards the Heat head, you make a large gash on the side of its neck, which causes it to bash into Frost Head. As they tumble and twist together, you have the satisfaction of knowing your action probably saved at least a dozen of the advancing skeletons. This is good since they are attacking the Hydra. So their helping, which means they're on your side now. Right? Nighthawk\Mir Swiftclaw= 12Your cat-like (or rather just cat) reflexes kick in, and you see a perfect opening. Sprinting towards the Electrical head you slash it across the mouth, and as it roars in pain, you jump back and kick it straight down its throat with a perfect curve ball. Your sports elder Beekhem would be proud. ~~~~~~~~~~~~~~~~~~~~~~~ Game EventsWith the skeletons leaping down left right and centre to either kill, or placate the Hydra, the Adventurers almost doesn’t notice the small robed figure calling them from the stands. Pushing a rope ladder down, it then motions for the Adventurers to follow. Quote: The GM personally doesn’t think they will have much luck with killing the Hydra and escaping in the meagre 3 turns they now have to escape the mountain, and destroying a mountain may yield more rewards than Zero division. The GM would also like to remind the players that there is now someone on the waiting list, and wishes the players to think of the ramifications of that before choosing what to do. Not that the GM can force you or anything. That would be un-GentleMan like.
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Fri Mar 09, 2012 1:04 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
> Carry Henry, climb ladder and leave this awful place.
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Fri Mar 09, 2012 5:12 pm |
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TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
Realize what is happening and GTFO.
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Fri Mar 09, 2012 10:20 pm |
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Nighthawk
Joined: Tue Sep 28, 2010 8:15 pm Posts: 1288 Location: Heck if I know.
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Re: RtD-Classic Adventure |Roll 12| More Pressing Matters
That Hydra has a ticking time-bomb in its stomach.
> Climb the ladder as stylishly as possible.
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Fri Mar 09, 2012 10:53 pm |
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