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Thread: Roll to Dodge! V.3

  1. #1851
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to bust down one of the cell's walls.

  2. #1852
    Join Date
    Apr 2013
    Posts
    25

    Default

    Roll to kick the cell door open then grab your stuff.
    Hello there. This message will selfdestruct in 2 minutes

  3. #1853

    Default

    Alright, that's everyone, I will have to ref later, I don't have time now, sorry if me posting here made you think I did.

    Here's the riffing, guys.



    #49 (Curious Heartless)
    [Roll 3]
    You create a small amount of light, a 3x3 ft sphere.

    Ian Hardy (innerDesign)
    [Roll 1]
    You break your shin kicking the door wrong. It stays closed. (-3 health, broken leg)

    Fawful (GeekyTreecko)
    [Roll 4]
    Midbus appears and breaks you out, and the door is now open.

    Tom Thomson (silverhawk)
    [Roll 5]
    The door is already open. At least you didn't find any bees in your bag. You grab your stuff. Bees fly from your bag. I lied.

    Mr. Game & Watch (Charze)
    [Roll 1]
    You look around, but you shouldn't have snooped around, as what appears to be a small bat with needle-like teeth appears from the shadows and starts eating your skin. (-2 health, will lose 1 health each turn (including now) until Kyrll is killed.) and then you are attacked by bees.

    Archmantle (Gryghaim)
    [Roll 2]
    You punch the wall as hard as you can. You have a broken hand (-2 health). You then notice that the door is open. Facepalm with broken hand (ouch).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~

    1. #49 (Curious Heartless)
    10/10
    10/10

    2. Ian Hardy (innerDesign)
    7/10
    10/10

    3. Fawful (GeekyTreecko)
    10/10
    10/10

    4. Tom Thomson (silverhawk)
    10/10
    10/10

    5. Mr. Game & Watch (Charze)
    7/10
    10/10

    6. Archmantle (Gryghaim)
    8/10
    10/10

    Location: (New in GREEN) Sundown. You wake up and find yourself inside a dirty prison cell, possibly in a sheriff's office. There is a dirty skeleton directly across from you at a desk; behind it a message painted in blood that reads "THEY COME AT NIGHT".

    Enemies: (New in RED) A carnivorous Kyrll. 1hp.

    Other: (New in BLUE)

    Comments: Lots of low rolls from the rng.
    Last edited by Ghosts of the Forums; 19th August 2013 at 9:51 PM.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  4. #1854
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to find materials to repair your broken hand.

  5. #1855
    Join Date
    May 2013
    Location
    Cyberspace
    Posts
    0

    Default

    Roll to go through the door and get Midbus to come with you.
    "Huh, got away again. Sorry about that, but you know how it is, gotta catch 'em all..."

    -Don Weaso, Conker's Bad Fur Day

  6. #1856
    Join Date
    Apr 2013
    Posts
    25

    Default

    Roll to heal your leg then throw a shuriken laced with poison at the kyrll
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  7. #1857
    Join Date
    Aug 2013
    Posts
    0

    Default

    roll to shot the kyrll with my pistol and run away from the bees
    I can see this ending badly
    Watch the Skys
    Also dont Trip on random rocks, they can hurt

  8. #1858
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    Roll to allow the bullet to only hit the Kyrll on your arm (leaving you unharmed) and kill it by burning it with a match if it is not already dead
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  9. #1859
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Roll to increase the light. In fact, your magic should make you immune to being blinded by light, so turn it up to max.

  10. #1860

    Default

    #49 (Curious Heartless)
    [Roll 1]
    You try to increase the light, but you feel a sharp pain in your head (-3 Mentality) when you try to. You lose your current sphere, and may not generate light until you get sufficient rest.

    Ian Hardy (innerDesign)
    [Roll 3]
    You heal your leg a little (+1), but miss the Kryll (lol misspelled it the first time.)

    Fawful (GeekyTreecko)
    [Roll 2]
    You exit the door, but midbus appears terrified of the Kryll. When you command him to leave, he shakes his head and stays huddled against the far wall.

    Tom Thomson (silverhawk)
    [Roll 2]
    You shoot Mr. Game and Watch in the arm, but the bees are preoccupied so you bust out of the prison, just as the sun sinks lower in the sky...........

    Mr. Game & Watch (Charze)
    [Roll 6]
    You shoot the Kryll, wounding it, and gain a sudden intuiton that only sun or heat can kill them, so you burn it. Oh, and you are shot, but just nicked (-1).

    Archmantle (Gryghaim)
    [Roll 4]
    You find enough materials and can now use that hand without further hurting yourself.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~

    1. #49 (Curious Heartless)
    10/10
    7/10

    2. Ian Hardy (innerDesign)
    8/10
    10/10

    3. Fawful (GeekyTreecko)
    10/10
    10/10

    4. Tom Thomson (silverhawk)
    10/10
    10/10

    5. Mr. Game & Watch (Charze)
    6/10
    10/10

    6. Archmantle (Gryghaim)
    8/10
    10/10

    Location: (New in GREEN) Sundown. You wake up and find yourself inside a dirty prison cell, possibly in a sheriff's office. There is a dirty skeleton directly across from you at a desk; behind it a message painted in blood that reads "THEY COME AT NIGHT". Tom has exited the prison. The town seems deserted, and there is an old man wearing a lab coat crossing the street. Perhaps he can help.

    Enemies: (New in RED) A carnivorous Kyrll. 1hp.

    Other: (New in BLUE)

    Comments: More low rolls. Better luck next time, guys.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  11. #1861
    Join Date
    May 2013
    Location
    Cyberspace
    Posts
    0

    Default

    Roll to convince Midbus to follow you now that the Kryll is dead.
    "Huh, got away again. Sorry about that, but you know how it is, gotta catch 'em all..."

    -Don Weaso, Conker's Bad Fur Day

  12. #1862
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    I rolled a six and still took damage? -____-

    Roll to exit the prison and search the town for a healing item.
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  13. #1863
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to look around to see if you can find something useful.

  14. #1864

    Default

    Quote Originally Posted by Charze View Post
    I rolled a six and still took damage? -____-

    Roll to exit the prison and search the town for a healing item.
    If ya don't like it no asked you to play.

    Just joking.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  15. #1865
    Join Date
    Aug 2013
    Posts
    0

    Default

    roll to use my first aid kit to heal the wound I gave Mr. Game and Watch
    Sorry charze for shooting you, but i did say I had feeling that would end badly
    Last edited by silverhawk; 20th August 2013 at 1:11 AM.
    Watch the Skys
    Also dont Trip on random rocks, they can hurt

  16. #1866
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Roll to look around for a weapon.

  17. #1867
    Join Date
    Apr 2013
    Posts
    25

    Default

    Roll to go outside and ask the old man where you are
    Hello there. This message will selfdestruct in 2 minutes

  18. #1868

    Default

    #49 (Curious Heartless)
    [Roll 1]
    You try to find a weapon, and you do, an old yellow space-age rocket launcher, when you try to figure out what it is, you shoot it into the shy and it self-detonates. (-6 health.)

    Ian Hardy (innerDesign)
    [Roll 6]
    You approach the old man and tell him who you are and what you want to know. He gives y a nod, and tells you to follow him back to his laboratory and all will be explained, and he shambles away. "But watch out for the sinkholes," he calls back over his shoulder.

    Fawful (GeekyTreecko)
    [Roll 4]
    You convince Midbus to leave with you.

    Tom Thomson (silverhawk)
    [Roll 4]
    You heal mr. Game and watch for his wounds.

    Mr. Game & Watch (Charze)
    [Roll 6]
    You exit the prison, and, after a little bit of snooping, find an amulet of the heart, with an old inscription from one man to his lover. It will reduce all your damage taken by one, and heal you on command, but the latter will negate the former. And you are bathed in a very faint light.

    Archmantle (Gryghaim)
    [Roll 2]
    You look around and are attacked by five more Kryll. (You know the drill.)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~

    1. #49 (Curious Heartless)
    4/10
    7/10

    2. Ian Hardy (innerDesign)
    8/10
    10/10

    3. Fawful (GeekyTreecko)
    10/10
    10/10

    4. Tom Thomson (silverhawk)
    10/10
    10/10

    5. Mr. Game & Watch (Charze)
    8/10
    10/10

    6. Archmantle (Gryghaim)
    5/10
    10/10

    Location: (New in GREEN) Sundown. You wake up and find yourself inside a dirty prison cell, possibly in a sheriff's office. There is a dirty skeleton directly across from you at a desk; behind it a message painted in blood that reads "THEY COME AT NIGHT". Tom has exited the prison. The town seems deserted, and there is an old man wearing a lab coat crossing the street. Perhaps he can help. E old man is leading you into his lab.

    Enemies: (New in RED) A carnivorous Kyrll. 1hp. Moar Kryll.

    Other: (New in BLUE)

    Comments: Highs and lows. I can't do any color that would overhang onto the post on my iPad, so you'll have to retread the stuff manually.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

  19. #1869
    Join Date
    Aug 2013
    Posts
    0

    Default

    roll to find a blowtorch and or a flame thrower
    Watch the Skys
    Also dont Trip on random rocks, they can hurt

  20. #1870
    Join Date
    May 2013
    Location
    Cyberspace
    Posts
    0

    Default

    Roll to follow the old man and look for anything useful.
    "Huh, got away again. Sorry about that, but you know how it is, gotta catch 'em all..."

    -Don Weaso, Conker's Bad Fur Day

  21. #1871
    Join Date
    Feb 2011
    Posts
    148

    Default

    Roll to swat the Kryll off of your body.

  22. #1872
    Join Date
    Aug 2011
    Location
    The Divine Comedy
    Posts
    105

    Default

    So f I use the power to heal me on command, is the damage reducing permanently negated, or just that turn?

    Roll to follow the old man and get some more information
    Friend Safari: Snorunt, Bergmite, Cloyster
    Friend Code: 0860-3745-2173




    Credit to Robert

  23. #1873
    Join Date
    Apr 2013
    Posts
    25

    Default

    Roll to invite the others to follow you and the old man
    Hello there. This message will selfdestruct in 2 minutes

  24. #1874
    Join Date
    Nov 2010
    Location
    Where I live.
    Posts
    1,415

    Default

    Roll to look for a knive to use as a weapon.

  25. #1875

    Default

    #49 (Curious Heartless)
    [Roll 1]
    You find nothing and become lost. You can't hear your friends, and they can't hear you.

    Ian Hardy (innerDesign)
    [Roll 1]
    You try to invite your friends, but they ignore you. You also inadvertandly use a racist term from the village that insults the old scientist's heritage. He spits in your face and shambles off. You try to follow him, but become lost as well, because he takes a lot of sidestreets.

    Fawful (GeekyTreecko)
    [Roll 3]
    You follow the old man, but nothing sparks your interest along the way.

    Tom Thomson (silverhawk)
    [Roll 1]
    You search high and low before finding out that this small rural town has neither of them. You are lost as well.

    Mr. Game & Watch (Charze)
    [Roll 6]
    You follow the old man, and he reveals to you two things: One, when the sun sets (after next round) millions of Kyrll descend from the sky and eat any organic being not in the glow of light, and you have three options on how to deal with this (and more) threats, but the latter he promises to tell you when you arrive at his place.

    Archmantle (Gryghaim)
    [Roll 5]
    You swat the Kyrll off. Impressed, it becomes your loyal comapinion.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~

    1. #49 (Curious Heartless)
    4/10
    10/10

    2. Ian Hardy (innerDesign)
    8/10
    10/10

    3. Fawful (GeekyTreecko)
    10/10
    10/10

    4. Tom Thomson (silverhawk)
    10/10
    10/10

    5. Mr. Game & Watch (Charze)
    8/10
    10/10

    6. Archmantle (Gryghaim)
    5/10
    10/10
    Has a Kyrll companion.

    Location: (New in GREEN) Sundown. You wake up and find yourself inside a dirty prison cell, possibly in a sheriff's office. There is a dirty skeleton directly across from you at a desk; behind it a message painted in blood that reads "THEY COME AT NIGHT".

    Enemies: (New in RED) A carnivorous Kyrll. 1hp.

    Other: (New in BLUE)

    Comments: Charze and Gyrghaim got lucky. The rest of you, not so much. And I bet suddenly the wall means something to you, the half of you that became lost.
    Sig edited due to exceeding height limit. Read the signature rules before editing your signature.

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