Ok, tried this last week and fell short by one player, going to try one last time!
---
Trying this board out for the first time and setting up a mini-quest that will eventually become a more refined quest!
Looking for 3 players to test out how it plays. First 3 to respond that they want to play will be Red Player, Green Player, and Blue Player, in that order. Do a 5d5 roll on your opening post, it will be your starting HP.
The goal is to escape the dungeon (land on the box where the yellow arrow is on the map). You do not have to kill anything to escape and win the game! However, if you leave the dungeon too soon, your fellow players may have a much harder time escaping themselves.
Movement:
Once the game starts, you will each be taking 1d5 rolls (First Red Player, then Green Player, then Blue Player) to determine how many spaces you can move. So first Red will make a post (with the 1d5 roll) stating how they would like to move. For example, Red might roll saying "2 up, 2 right". If Red rolls a 3, he will move as far as he can along his intended path (2 up, 1 right). If Red rolls a 5, he will move 2 up, 2 right, and simply stop after the 4 paces he intended.
There are 4 enemies lurking about. 3 are the sentinels, who aren't as powerful as the boss, but are excellent trackers and will hunt down the player that matches their color right from the start of the game, as efficiently as possible. If a sentinel's target is no longer on the board, it will go after the player that is closest to them instead. Sentinels each take a turn rolling to determine how far they will travel towards their target (also 1d5 rolls). After each human player makes their moves, Red Sentinel rolls first, then Green Sentinel, then Blue Sentinel, and then finally the Boss will move before it is Red Player's turn again.
The Boss is the 4th enemy, and he will only target a player if they are within 10 spaces of him. When no player is in range, the boss randomly roams one tile at a time, and will do a 1d4 roll to determine the direction of roaming (1 moves up, 2 moves right, 3 moves down, 4 moves left - if it leads to an invalid space, he will stay still). When a player is in range, he will move 4 spaces every time, towards that player. The boss will prioritize his target based on whoever entered his range first (or next, if the first player is no longer in play)
(1/2)
Combat:
If an enemy occupies the same space as you, you enter combat mode! You cannot leave combat mode until there are no enemies left on the tile. Players may assist one another and join into an existing battle. Each player and each enemy can only make one attack per turn. Players start with a base attack of 3. When in combat mode, instead of rolling to move, you are rolling to attack, so roll 1d based on your listed base attack (so if your base attack was 6, roll 1d6, if it is 10, roll 1d10, etc) and state your intended target if there multiple enemies on a tile. When entering combat mode, enemy stats will be revealed. Sentinels roll 1d, boss rolls 2d.
Pickups:
There are pickups across the dungeon. See the map legend to identify which does what. Players take a pickup simply by passing through the space that it exists on. Enemies do not take the pickups, but can pass through the spaces as well. Pickups activate immediately on contact. Enemies have a 1/2 chance of dropping a pickup upon death (Players drop nothing).
Ready to start once I have 3 players!
(2/2)
---
Extra notes that came up in the thread last time:
- Nothing moves diagonally across squares, this means for the sake of grabbing the bosses attention, if were in a diagonal square to the boss, you would be considered two spaces away.
- No friendly fire, but I will leave it open to everyone if they choose to help or abandon their teammates.
Red Claim
Rolled 2, 4, 5, 1, 2 = 14 (5d5)
>>160366
>>160373
Welcome!
>>160382
This looks like it'll be fun, so... how many of us do you think will survive
Hell, why not.
>>160395
First playthrough, so we'll find out! I've established the enemy ATK/HP already, so I'm not going to cheat and raise or lower it. Team work may pay off.
>>160400
Welcome! Do a 5d5 dice roll to determine your HP!
Rolled 4, 2, 4, 5, 1 = 16 (5d5)
>>160413
r-r-rollin!
>>160418
Awesome. Let me try shifting into game mode here.
The Red Baron has 14 HP and is ready to begin.
The Green Hornet has 16 HP and is ready to begin.
Blue Player is still available.
>>160439
Alright lets discuss tactics for when the game starts. I say we go for the damage boosts straight ahead of us then group together and try to kill the sentinals one at a time before they can group up.
Rolled 3, 4, 3, 4, 2 = 16 (5d5)
What the hell, I'll claim blue it was 5d5 right?
>>160446
That seems to be relatively optimal, but the sentinels only group up if we group up, so clustering early on might be counterproductive depending on movement variance.
>>160447
Welcome! Yep, that was it. Do you have a nickname you want to set? Otherwise I'll be referring to you as 'The Blue Player'.
>>160457
It could work so long as the sentinals aren't to strong, if it doesnt work we could just scatter and hope for the best.
>>160463
Considering the naming pattern so far, how can I not go with "The Blue Bomber"?Totally not a reference to anything at all.
>>160469
I had that name in my head, so glad you picked it!
---
The Red Baron has 14 HP and is ready to begin.
The Green Hornet has 16 HP and is ready to begin.
The Blue Bomber has 16 HP and is ready to begin.
--Starting Game--
The Red Baron, The Green Hornet, and The Blue Bomber awaken in a dungeon, with not much memory of how they got there. A distant light holds promise for escaping. One thing is apparent to each of them- find a way out as quickly as possible.
It is time for The Red Baron roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>160481
2 down 6 right
>>160485
My plan was for us to rush those attack boosts in the beginning.
>>160490
The Red Baron moves 2 down, 1 right.
It is time for The Green Hornet roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160504
I'll move down, then right in the most efficient manner possible around the blocked area. When past it I'll move up towards the attack boost, if I roll that far.
>Let's roll Kato
>>160510
The Green Hornet moves down 2 spaces and 3 spaces to the right.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 2 (1d5)
>>160517
1 down 4 right
Glory awaits!
Rolled 3 (1d5)
The Blue Bomber moves down 1 space and to the right 1 space.
Clattering noises are heard from not too far away. The sentinels begin to stir.
Red Sentinel begins to head towards The Red Baron.
Rolled 2 (1d5)
Red Sentinel moves left 3 spaces.
Green Sentinel begins to head towards The Green Hornet.
Rolled 2 (1d5)
Green Sentinel moves left 3 spaces.
Blue Sentinel begins to head towards The Blue Bomber.
>>160561
(Meant to write 2 spaces, was 2 spaces in the image!)
Blue Sentinel moves down 1 space and left 1 space.
Rolled 4 (1d4)
A loud, deep groan is heard off in the distance. The Boss wanders about.
The Boss takes a step to the left.
It is time for The Red Baron roll! Roll for movement (1d5) while stating your intended path.
Rolled 2 (1d5)
>>160574
Keep heading to the boost,4 right 1 up
>>160576
Woops forgot to put my name back.
The Red Baron moves 2 spaces to the right.
It is time for The Green Hornet roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>160583
Right 2
Up 2
Right 1
>>160585
Dohohohoho.
Water can flow, or it can crash. Be water my friends.
So which way should we go? Top or bottom as soons as we all get our boosts.
>>160585
The Green Hornet moves right 2 spaces and up 2 spaces, and adds 2 to his attack strength!
It is time for The Blue Bomber roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160606
Right 4 Up 1
>>160605
If you go bottom you buy yourself some time. If I go top I buy myself some time but I'd cut off blue from help.
I'll go right for my sentinel now.
Rolled 4 (1d5)
The Blue Bomber moves right 4 spaces and up 1 space, and adds 2 to his attack strength!
Red Sentinel continues to head towards The Red Baron.
Rolled 2 (1d5)
Red Sentinel moves left 3 spaces and up 1 space.
Green Sentinel continues to head towards The Green Hornet.
Rolled 4 (1d5)
Green Sentinel moves left 1 space and down 1 space.
Blue Sentinel continues to head towards The Blue Bomber.
>>160660
Idea: we clear the top, and one of us grabs the speed boost and leads the boss monster on a merry chase while the others grab the defense and attack powerups. Alternately one of us leads the boss in a circle while the other two get out, then they leave too.
Rolled 4 (1d4)
Blue Sentinel moves left 3 spaces and up 1 space.
The Boss wanders about.
The Boss moves another space to the left. (Perhaps it's instinct?)
It is time for The Red Baron roll! Roll for movement (1d5) while stating your intended path.
>>160670
I'll volunteer for boss bait while you guys get swole on powerups.
Rolled 1 (1d5)
>>160682
Keep going for the power up 2 right 1 up
The Red Baron moves 1 space to the right, and curses fate for his tired legs. "Almost swole", he mutters.
It is time for The Green Hornet roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>160706
Up 3
Right 1
Up 1
>>160700
Sure that'll work I'll quickly rush the double damage assuming my rolls stop being cursed.
>>160700
That's more than okay by me. I'll try to bait it into follow me around that s shaped wall at the bottom. I might be able to snag that second attack boost.
The Green Hornet moves up 3 spaces and right 1 space.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160724
Right 3 Down 1
"For great justice!"
Rolled 5 (1d5)
The Blue Bomber moves right 3 spaces and down 1 space.
Red Sentinel continues to head towards The Red Baron.
Rolled 4 (1d5)
Red Sentinel moves left 3 spaces, up 1 space, and left 1 more space.
Green Sentinel continues to head towards The Green Hornet.
Rolled 4 (1d5)
Green Sentinel moves left 3 spaces and down 1 space.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 1 (1d4)
Blue Sentinel moves left 4 spaces.
The Boss wanders about.
The Boss sees something interesting up one space.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
>>160769
1 right, 2 up, 2 right
Rolled 1 (1d5)
>>160775
Pardon me forgetting my roll.
Also wanted to note this- whoever lands on the space of an opponent first gets the "element of surprise" and thus the advantage of first attack (works both ways).
>>160782
Well guess I'm cursed.
I've been watching this go on and it seems really cool. You don't mind if I watch this out right?
>>160797
I think you should aim to block the red sentinel's path while Red snags his powerup.
The Red Baron moves right 1 space and smells power 1 space away.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
>>160807
Go right on ahead
>>160810
Forgot image
>>160809
It would probably be best if you block the sentinal while I get the power up next turn and hopefully get enough to make my way to support you.
Rolled 1 (1d5)
>>160816
Welp.
Up 2
Right 1
Let's dance.
Another side note- I love the way you guys are playing, exactly the style I was hoping for
Cool. Not bad concept BTW anon. Its really cool.
The Green Hornet moves up 1 space.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160833
Down 1 Right 4
Rolled 2 (1d5)
The Blue Bomber moves down 1 space and 4 spaces right, and further increases his attack strength by 2!
Red Sentinel continues to head towards The Red Baron.
Rolled 2 (1d5)
Red Sentinel moves left 2 spaces and now has The Red Baron in sight.
Green Sentinel continues to head towards The Green Hornet.
Rolled 1 (1d5)
Green Sentinel moves left 2 spaces.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 4 (1d4)
Blue Sentinel moves to the right 1 space.
The Boss wanders about.
The Boss ignores the shiny object he saw before and continues to follow his instincts, moving 1 space left.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 1 (1d5)
>>160888
2 up
Pls dont fail me dice
>>160827
It's partly that the risk is blind. We have no idea how tough the sentinels or boss are as of yet, so there is no profit in betrayal yet. If we knew that stealing powerups instead of sharing them, and sneaking around our allies gave us a fair shot at the Boss monster some might be tempted to do it.
Blind risk makes it not worth the risk.
>>160891
WELP
The Red Baron moves up only 1 space, but nonetheless finally increases his attack strength by 2!
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>160904
Up one, left one.
Time to cha cha.
The Green Hornet intercepts Red Sentinel and combat mode begins!
Red Sentinel stats are revealed.
The Green Hornet will have the advantage of first attack.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160923
Left 1
Let's dance
By the way guys- if anyone needs to bow out at any point, we can try and plan a later time to resume at
>>160940
I've got a few hours left in me still.
Rolled 2 (1d5)
The Blue Bomber moves left 1 space.
Red Sentinel is taken off guard at the appearance of The Green Hornet and prepares for combat.
Green Sentinel continues to head towards The Green Hornet.
Rolled 1 (1d5)
Green Sentinel moves two spaces to the left.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 2 (1d4)
Blue Sentinel moves right 1 space.
The Boss wanders about.
The Boss heads back right 1 space, looking for something he dropped.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>160975
Up 1
Gotta go help out green
>>160978
Of course now I get an amazing role when I only needed a 1
The Red Baron moves up 1 space and enters combat as well! He will be able to attack on his next turn.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d5).
>>160985
I lol'd- rooting for you
Rolled 4 (1d5)
>>160993
And now... we crash!
The Green Hornet deals 4 damage to Red Sentinel.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>161010
Left 1
Around and around we go
I'm rooting for you guys!
>>161016
Thanks m8
We'll go our best. All in a day's work for justice!
Rolled 4 (1d6)
The Blue Bomber moves left 1 space.
Red Sentinel targets The Green Hornet, as he was the initial aggressor.
Red Sentinel attacks with 1d6 strength.
Rolled 4 (1d5)
Red Sentinel deals 4 damage to The Green Hornet.
Green Sentinel continues to head towards The Green Hornet.
Rolled 4 (1d5)
Green Sentinel moves left 2 spaces and up 2 spaces. It can see the combat up ahead.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 2 (1d4)
Blue Sentinel moves right 2 spaces and down 2 spaces.
The Boss wanders about.
The Boss heads to the right, still looking for what he dropped.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d5).
Rolled 2 (1d5)
>>161067
The Red Baron deals 2 damage to Red Sentinel.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d5).
Rolled 1 (1d5)
>>161081
Strike true!
The Green Hornet deals 1 damage to Red Sentinel.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>161096
Left 2 Up 2
What would you guys like from me? The Green Sentinel is probably 2 turns away from your fight. I doubt I could reach you guys in time to help though.
Rolled 6 (1d6)
The Blue Bomber moves left 2 spaces and up 1.
Red Sentinel continues to target The Green Hornet as the initial aggressor.
Red Sentinel attacks with 1d6 strength.
>>161108
You could go for the half damage maybe?
>>161108
Grab my damage booster. Even with the healing I'm too badly hurt to jump in, so I'm going to have to sit out the boss fight, maybe be bait.
Rolled 3 (1d5)
Red Sentinel deals a critical 6 damage to The Green Hornet.
Green Sentinel continues to head towards The Green Hornet.
Rolled 4 (1d5)
Green Sentinel moves up 3 spaces.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 3 (1d4)
Blue Sentinel moves down 2 spaces and left 2 spaces.
The Boss wanders about.
The Boss moves down a space, sticking close to the exit.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d5).
Rolled 5 (1d5)
>>161147
Come on, lets not get a 1
>>161150
Green run away and get health since I just killed the thing.
>>161150
Ballin. Time to flee.
The Red Baron deals a critical 5 damage hit!
Red Sentinel reaches 0 HP and begins to shake violently.
Red Sentinel bursts into rays of red energy that only The Red Baron can channel.
The Red Baron is now charged up and gains another 2 attack strength, and gains 3 base HP and heals for 3 base HP.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>161175
Right 4
Down 1
Let's... roll
The Green Hornet moves 3 spaces to the right.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Good job guys one down and two more to go. You can do it!
Rolled 5 (1d5)
>>161192
Up 3 Right 2
Rolled 3 (1d5)
The Blue Bomber moves up 3 spaces and right 2 spaces.
Green Sentinel continues to head towards The Green Hornet.
Rolled 4 (1d5)
Green Sentinel moves right 1 space and up 2 spaces.
Blue Sentinel continues to head towards The Blue Bomber, frustrated at the game of ring around the rosy.
Hey Red, it seems that these Sentinel's are going to target their aggressor if you attack first. You might be able to fight with Green safely this way.
Rolled 2 (1d4)
Blue Sentinel moves left 3 spaces and up 1 space.
The Boss wanders about.
>>161224
That does seem to be how they fight. You jump him and maybe we can finish it in a round or two.
>>161224
I was thinking that but if the other ones fight differently im not sure, I'll let green decide if he wants me to try tanking for him.
The Boss moves right and carefully guards the exit.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 2 (1d5)
>>161231
Go right 1
The Red Baron moves right 1 space and intercepts Green Sentinel! Combat begins!
Green Sentinel stats are revealed.
The Red Baron will have the advantage of first attack.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>161248
Welp... let's pop this asshole. Left two.
>>161248
Blue Maybe you should start heading up here so once green sentinal is done we can gangbang the last?
>>161261
Exactly what I was planning. If you want I can either head straight up or snag a third attack up and make a detour right and up.
The Green Hornet moves left 2 spaces and joins The Red Baron in combat against Green Sentinel!
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
>>161263
Its up to you but if you get the attack up and go around carefull not to aggro the boss.
>>161267
Never mind just noticed the boss wandered to the corner. So your decision really.
Rolled 1 (1d5)
>>161265
Up 1 Right 4
MORE POWER
Rolled 2 (1d4)
The Blue Bomber moves up 1 space.
Green Sentinel targets The Red Baron as the initial aggressor.
Green Sentinel attacks with 1d4 strength.
>>161280
except not really because he doesn't have first attack
Getting late here!
Rolled 2 (1d5)
The OP wakes himself up a bit and Green Sentinel instead of attacking prepares for combat.
Blue Sentinel begins to head towards The Blue Bomber.
Rolled 4 (1d4)
Blue Sentinel moves up 2 spaces.
The Boss wanders about.
The Boss takes a step to the left.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d7).
Rolled 2 (1d7)
>>161309
Rollin
The Red Baron deals 2 damage to Green Sentinel.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d5).
Rolled 3 (1d5)
>>161322
Welp
The Green Hornet deals 3 damage to Green Sentinel.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 2 (1d5)
>>161336
Right 4 Up 1
You guys are doing really well! I'm impressed by your teamwork.
Rolled 3 (1d4)
The Blue Bomber moves right 2 spaces and increases his attack by another 2 points!
Green Sentinel targets The Red Baron as the initial aggressor.
Green Sentinel attacks with 1d4 strength.
Rolled 4 (1d5)
Green Sentinel deals 3 damage to The Red Baron.
Blue Sentinel continues to head towards The Blue Bomber.
Rolled 1 (1d4)
Blue Sentinel moves up 2 spaces and right 2 spaces, and finally stares down The Blue Bomber.
The Boss wanders about.
The Boss goes back up to look at the shiny object.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d7).
Rolled 3 (1d7)
>>161365
Might have to change my plans guys. Only way I'm avoiding combat next turn is rolling a 4 or higher. I think I'm going to take my chances and initiate combat first then. Hopefully all those powerups will do the trick.
>>161371
You should be able to win with all that damage you picked up.
The Red Baron deals 3 damage to Green Sentinel.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d5).
Rolled 4 (1d5)
>>161379
POW!
>>161382
Nice, one more turn and we've got him.
>>161371
I dunno if we can get to you in time.
The Green Hornet deals 4 damage to Green Sentinel.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>161392
Left 2
Engage!
Sleep... may be required soon. It is late, and I don't know if we can get to the boss in time.
>>161406
We might be able to trash the sentinels but I really doubt we can make it to the boss in time. I think we should be able to wrap this game up tomorrow handily though.
Rolled 3 (1d4)
The Blue Bomber moves left 2 spaces and engages Blue Sentinel. Combat begins!
Green Sentinel continues to target The Red Baron and attacks with 1d4 strength.
Yes, closing this out soon, boss will be another day. I'd suggest everyone make a trip code just in case this thread 404s before we can all wrap this up.
>>161411
We always could do tomorrow if op is able too.
>>161416
It was a fun game, hope you continue this tomorrow.
Rolled 3 (1d4)
Green Sentinel deals 3 damage to The Red Baron.
Blue Sentinel is taken by surprise and prepares for combat.
The Boss wanders about.
The Boss moves down a space.
Everyone is getting tired, and this is where the story takes a pause.
Nice play guys
>>161416
Yeah, I look forward to finish this OP.I hope I entered the name field right. I've never actually used a trip before.
You got an ETA on when we'll continue?
This turned out great guys, exactly what I was hoping for.
I'll be checking in every once in a while tomorrow and update if you roll, the nice part about this being a turn game and a slower board is that we don't have to necessarily all be on at the same time. If we start to notice that we're all on, we can do another quicker session like this one.
Tripping in.
>>161442
I'll start to check in around the afternoon tomorrow (EST). Red Baron will start with an attack roll.
>>161459
in the name field, put 2 # signs followed by a secret word
>>161459
Just put a # after your name in the field and then type in a password.
If you want, you can use ## instead for a secure trip. It really shouldn't matter too much for this quest though.
night guys, and thanks for playing!
>>161469
See ya later OP. Thanks for the game so far. It's been pretty fun.
I'll be up for a bit still so I'll go ahead and ask now. How do you guys wanna handle the boss, assuming that we make it there? It would be ideal if we can grab the rest of the powerups before we face it but I don't know if we can guarantee getting them all. I also don't want anyone facing that thing alone if we can help it.
>>161483
My plan is we try and get the buffs but if the boss aggro's on us just have the person with the most health tank while the rest beat on him.
>>161469
dude just saw this thread and
it is possibly the best thread at the /qst/
>>161483
At the very least we know what his movement range is pretty definitively. We can exploit that. Just remember that he's going to target whoever enters his range first.
spectator##
>>161496
Thanks, a big part of it is also that the players put effort into it
And for whenever red gets back...
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d7).
Rolled 2 (1d7)
>>163233
Alright lets get this started.
The Red Baron deals 2 damage to Green Sentinel.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d5).
Rolled 1 (1d5)
>>163379
Biff!
>>163563
Why must the dice mock us?
The Green Hornet deals 1 damage to Green Sentinel. Green Sentinel hangs on.
It is time for The Blue Bomber to ATTACK! Roll based on your attack strength (1d9).
Rolled 1 (1d9)
>>163745
Megabuster go!
>>163768
At least we haven't been fucking up as bad as the guys in the quest jara and the valley of secrets.
Is everyone still here?
>>163972
Present. I'm just waiting on OP while doing other stuff in the meantime.
>>163972
I'm in and out.
Rolled 2 (1d5)
Had to keep going back and forth to handle some work items but I should be able to stay on now!
The Blue Bomber deals 1 damage to Blue Sentinel.
Blue Sentinel fights back with 1d5 strength.
So, for the boss fight... that one power up lets blue double his damage output. If we let blue nom that last powerup, then instead of contributing +2 to attack it contributes +4.
It'll be a real trick though to use speed to keep the boss tied up enough for blue to get the halved damage thing too, but I'm willing to try with the super speed.
Rolled 1 (1d4)
Blue Sentinel deals 2 damage to The Blue Bomber.
The Boss wanders about.
The Boss goes up 1 space.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d7).
>>164248
Rollin
Rolled 4 (1d7)
>>164255
Dammit
>>164220
I think that the half damage should go to whoever is going to whoever has the highest HP for maximum efficiency.
The Red Baron deals a finishing blow of 4 damage!
Green Sentinel reaches 0 HP and begins to shake violently.
Green Sentinel bursts into rays of green energy that only The Green Hornet can channel.
The Green Hornet is now charged up and gains another 2 attack strength, and gains 3 base HP and heals for 3 HP!
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
>>164283
Right. So an optimal hit is this: the person with the highest health plus the buff jumps the boss. Everyone else also jumps the boss. We pop the boss.
Alternately we just go with the "lead the boss on a wild goose chase" routine if we don't have enough hp to face off against him
>>164296
Right 3
Down 2
>>164301
I say we just go for the half damage with the person with the most health then just beat on the boss from all sides
Rolled 3 (1d5)
>>164312
doh
>>164313
I think it's fair to say that it'll be easier to grab the half damage powerup without aggroing the boss.
The Green Hornet moves to the right 3 spaces.
It is time for The Blue Bomber to ATTACK! Roll based on your attack strength (1d9).
Rolled 4 (1d9)
>>164342
Dice gods, hear my prayer!
Rolled 1 (1d5)
The Blue Bomber deals 4 damage to Blue Sentinel.
Blue Sentinel strikes back with 1d5 strength.
Rolled 4 (1d4)
Blue Sentinel deals 1 damage back to The Blue Bomber.
The Boss wanders about.
The Boss takes a step towards the players.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>164406
4 right 1 down
The Red Baron moves to the right 3 spaces.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>164428
Down 5.
The Green Hornet moves down 4 spaces.
It is time for The Blue Bomber to ATTACK! Roll based on your attack strength (1d9).
Rolled 8 (1d9)
>>164451
Heres a idea why dont one of us max out their health on the health packs so they can tank the boss.
Rolled 2 (1d5)
The Blue Bomber sharpens his focus and deals a devastating 8 damage to Blue Sentinel!
Blue Sentinel hangs on, and attacks back with 1d5 strength.
>>164474
That's a good idea. We'll go with the one with the highest health at the end of this last sentinel fight who will also grab the defense buff.
Rolled 3 (1d4)
Blue Sentinel deals 2 damage back to The Blue Bomber.
The Boss wanders about.
>>164485
It looks like it'll be blues job to tank seeing as he's about to get buffed by the sentinal.
The Boss moves down a space.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
>>164505
Well, if I grab two packs then I'm full, he grabs one and he's full, but if you grab one you're almost full. So... eh?
>>164521
It might not be something we can pull off without distracting the boss.
The Red Baron moves 2 spaces to the right.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>164577
Down 3, right 2
Not that I'm needed at this point lol
The Green Hornet moves down 3 spaces and right 1 space, just in time to witness the battle ending.
It is time for The Blue Bomber to ATTACK! Roll based on your attack strength (1d9).
>>164632
Lets all get one health pack since 2 of us need only one to get to almost full, also who wants the speed boost?
Rolled 1 (1d9)
>>164632
Goodbye
>>164647
Whoever grabs the speed might aggro the boss, but whoever goes for the buffs if it isn't distracted will definitely aggro the boss.
>>164672
If we hug the wall we should be able to get the half damage, but just incase we should group up once we go for it.
>>164683
That sounds reasonable to me. First let's get our health back up.
Rolled 2 (1d4)
The Blue Bomber shows restraint and deals the necessary 1 damage to finish the job!
Blue Sentinel reaches 0 HP and begins to shake violently.
Blue Sentinel bursts into rays of blue energy that only The Blue Bomber can channel.
The Blue Bomber is now charged up and gains another 2 attack strength, and gains 3 base HP and heals for 3 HP!
All players are now charged up! This synergy of energy creates a Prism Crystal (added to Inventory).
The effect of the Prism Crystal is currently unknown.
The Boss wanders about.
>>164754
>Prism
Maybe we should group up and see if our colors will do anything to it.
>>164760
I really can't think of a better idea. Let's try to top off our health first before trying anything.
The Boss takes a step to the right.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 1 (1d5)
>>164774
1 right 1 down 3 left
The Red Baron moves 1 space to the right.
The Prism Crystal flashes periodically at a slow pace.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
>>164798
Right 4
Down 1
Rolled 5 (1d5)
>>164839
Again with the dice!
The Green Hornet moves right 4 spaces and down 1.
The Prism Crystal flashes periodically at a slow pace.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>164874
Right 3 Down 2
Rolled 2 (1d4)
The Blue Bomber moves right 3 spaces and down 2 spaces.
As the Prism Crystal was created after the death of the last sentinel, The Blue Bomber is currently in physical possession of the Prism Crystal.
The Prism Crystal flashes periodically at a slightly faster pace.
The Boss wanders about.
The Boss steps to the right.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>164956
Down 2 right 2 down 1
The Red Baron moves down 2 spaces (picking up another attack boost of 2!), moves right 2 spaces, then down 1 space. The exit is in view, but a shadow looms in the way.
The Prism Crystal flashes periodically at the slightly faster pace.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
>>165001
Down 1
Right 2
Up 1
Right 1
The Green Hornet moves down 1 space, right 2 spaces, up 1 space, and right 1 space, picking up a health pack along the way to heal for 5 HP!
The Prism Crystal flashes at a faster pace, and now appears to be flashing in a pattern. It can be studied through applying controlled amounts of resonating energy in the same pattern it is flashing - however it is a very volatile artifact.
Instead of movement, The Blue Bomber may take a turn to study the crystal, performing a 1d3 roll. A roll of 1 will under-resonate and create a loud screech, possibly drawing unwanted attention. A roll of 2 will create perfect resonance and will reveal what the crystal does. A roll of 3 will over-resonate and destroy the crystal.
Otherwise, The Blue Bomber can take a usual 1d5 roll for movement.
>>165139
It seemed to flash more when I got closer, maybe you should wait studying it until we all get on the same tile?
The Blue Bomber moves down 2 spaces and left 2 spaces, and picks up a health pack to heal for 5 HP!
The Prism Crystal continues flashing in the same pattern.
The Boss wanders about.
Rolled 2 (1d4)
>>165215
>>165233
The Boss takes a step into the dungeon exit, but hates the sunlight. He stays still.
It is time for The Red Baron to roll! Roll for movement (1d5) while stating your intended path.
>>165243
1 right 3 down 1 left
Rolled 3 (1d5)
>>165256
Rolled 2 (1d9)
The Red Baron moves right 1 space and down 2 spaces, while picking up the Double Speed Boost! The Red Baron may now roll 2d5 for future movement!
The Prism Crystal continues flashing in the same pattern, but is starting to shake, indicating it is becoming unstable.
If a 9 is rolled on this post (1d9), the crystal will break.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 5 (1d5)
Maybe we should combine our colors soon, the crystal might have a time limit...
>>165291
Down one, left three
>>165307
Well, looks like we're going to have to examine it.
Rolled 6 (1d9)
The Green Hornet moves down 1 space and left 3 spaces.
The Prism Crystal continues flashing in the same pattern, but continues to shake more violently.
If an 8 or 9 is rolled on this post (1d9), the crystal will break.
Provided the crystal does not break, instead of movement, The Blue Bomber may take a turn to study the crystal, performing a 1d3 roll. A roll of 1 will under-resonate and create a loud screech, possibly drawing unwanted attention. A roll of 2 will create perfect resonance and will reveal what the crystal does. A roll of 3 will over-resonate and destroy the crystal.
Otherwise, The Blue Bomber can take a usual 1d5 roll for movement.
Rolled 2 (1d3)
>>165361
I don't think we can afford another turn at this rate. Here we go guys.
Examine!
>>165372
NICE
>>165372
PRAISE THE DICE GODS
Rolled 1 (1d4)
The Blue Bomber carefully applies resonance to the Prism Crystal, and the crystal begins to expand and take form.
Ghost Sentinel is summoned as an ally.
Ghost Sentinel is an unstable apparition however, and loses 1 HP after each round, regardless of being in combat. It cannot take pickups.
Ghost Sentinel is always at the same tile as a player. It can be summoned instantly from player to player if asked at the start of their turn, but can only attack once per round.
The Boss wanders.
>>165476
Alright guys I say we go for the boss before it dies, I can start leading the boss closer while you guys catch up.
The Boss moves up one space.
Ghost Sentinel will start to lose 1 HP per round starting this next round.
It is time for The Red Baron to roll! Roll for fast movement ( 2d5) while stating your intended path.
>>165499
Go for it mate. Maybe try to bait it towards that corner to the right of green?
Rolled 3, 4 = 7 (2d5)
>>165512
2 up 5 right
The Red Baron moves 2 spaces up and 5 spaces right.
The Boss lets out an angry roar!
The Boss targets The Red Baron.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>165597
Up 3
Right 2
The Green Hornet moves up 3 spaces.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 1 (1d5)
>>165615
Right 3 Up 2
>>165629
Well, I guess you can't always have good luck.
Red, can you bait the boss in my direction? Hopefully my rolls will cooperate so that I can tank this guy.
>>165615
Maybe you should try and meet up with green, blue and then I head there and we all meet up?
The Blue Bomber moves right 1 space.
Ghost Sentinel is currently following The Blue Bomber.
The Boss takes 4 ground-shaking steps to the left.
It is the end of the round and Ghost Sentinel loses 1 HP.
It is time for The Red Baron to roll! Roll for movement (2d5) while stating your intended path.
>>165652
Very well. Just be careful.
Rolled 2, 5 = 7 (2d5)
>>165669
3 down 6 left
The Red Baron moves down 3 spaces and left 4 spaces.
The Boss loses sight of The Red Baron, and goes back to roaming.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>165730
Right 4
Up 1
>>165730
I didn't think it would just lose me like that. Well then at least you guys get more breathing room to group up.
The Green Hornet moves right 4 spaces.
The Boss is just within range and targets The Green Hornet!
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>165786
Right 2 Up 2 Right 1
The Blue Bomber moves right 2 spaces and up 1 space.
Ghost Sentinel follows.
The Boss moves left 2 spaces and down 2 spaces.
Ghost Sentinel loses 1 HP.
It is time for The Red Baron to roll! Roll for movement (2d5) while stating your intended path.
Rolled 3, 5 = 8 (2d5)
>>165820
2 right
Maybe we should back up so blue can support us
>>165828
Just bait it towards where I am. We'll all be clustered close enough together that we can easily ambush it.
The Red Baron moves right 2 spaces.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Rolled 1 (1d5)
>>165861
Let's hop down 3 and make things easy on ourselves.
>>165878
The Green Hornet moves down 1 space.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 1 (1d5)
>>165902
Up 1 Right 4
Guys, if it's looking hairy don't be afraid to summon the ghost and begin combat. We'll all be on him soon enough.
The Blue Bomber moves up 1 space.
Ghost Sentinel follows.
The Boss moves down 3 spaces and left 1 space.
Ghost Sentinel loses 1 HP.
It is time for The Red Baron to roll! Roll for movement (2d5) while stating your intended path.
>>165941
didnt ctrl+s
>updated image
Rolled 5, 2 = 7 (2d5)
>>165941
Down 2
>>165958
Yeah... you should probably summon the ghost then move on me green
>>165958
Would you have changed your direction if the image was updated at first? Just have to check.
>>165968
I didnt think it would get that close. If you can only pick move or summon just move on me.
The Red Baron moves down 2 spaces.
It is time for The Green Hornet to roll! Roll for movement (1d5) while stating your intended path.
Green, just remember that you gotta roll higher than 2 to avoid him this turn.
>>165985
Summon: the ghost sentinel.
It's time.
"Listen, gentlemen. I don't know what we're doing here in this dungeon. I don't know who i was before I woke up here. I don't know where we'll be when we get out of here. But what I do know is the blood, sweat, and tears that we poured when we fought to get this far. I know that we can't afford to take any unsolicited hits from this guy rushing us. So... I'm going in. As you see fit, engage or disengage. It has been an honor."
With ghost in tow...
>Right 1
>Up 2
>>166012
Well, looks like we're going to have to take the hit. Let's do this.
>>166012
You should have joined me then, but I'll rush to your side.
>>166020
You have lower health than me. Can't let the boss get in a free turn of licks AND start with the guy with the lowest hp.
Quick guys, give me your boss music!
https://www.youtube.com/watch?v=GPVDroHSUic
>>166028
Guess your right then, lets hope we can beat this thing.
Ghost Sentinel is summoned to The Green Hornet.
The Green Hornet moves right 1 space and up 1 space, and confidently stares down The Boss.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>166052
Right 5
Pls
>>166041
https://www.youtube.com/watch?v=l4XHcZR0cjY
The Blue Bomber moves to the right 3 spaces.
The Boss moves down 1 space. Combat Begins!
The Boss will have advantage of first attack.
The Boss stats are revealed.
The Boss has two methods of attacking and will do a 1d2 roll first to determine attack type. A 1 will be an AOE attack, and each player on the tile will receive damage from a 1d5 roll! A 2 will be a direct attack on whoever The Boss is targeting, and the attack will be 2d5!
Ghost Sentinel loses 1 HP, but is determined to fight.
It is time for The Red Baron to roll! Roll for movement (2d5) while stating your intended path.
>>166098
forgot ctrl+s again...
>updated image
>>166098
2 up 1 right
Dont worry green im coming. May the dice gods not fuck us over.
Rolled 2, 1 = 3 (2d5)
>>166123
The Red Baron moves up 2 spaces and right 1 space and joins the battle!
The Green Hornet and Ghost Sentinel prepare for The Boss's first attack.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 3 (1d5)
>>166154
Right 2 Up 3
Let's finish this.
Rolled 2 (1d2)
The Blue Bomber moves right 2 spaces and up 1 space.
The Boss begins to attack! He takes a step back and...
Rolled 1, 5 = 6 (2d5)
...lunges forward with a direct attack against The Green Hornet at 2d5 strength!
The Boss deals 6 damage against The Green Hornet.
Ghost Sentinel was entering combat and will not lose 1 HP this round.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d9).
Rolled 8 (1d9)
>>166186
Come on get those crits
The Red Baron deals a heavy 8 damage against The Boss.
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d7).
Rolled 1 (1d7)
>>166202
Swing swang swung.
Rolled 1, 1, 4, 1 = 7 (4d5)
The Green Hornet deals 1 damage to The Boss.
Ghost Sentinel summons the spirits of the dead red, green and blue sentinels, and the four ghosts attack at 4d5!
Ghost Sentinel deals 7 damage to The Boss.
It is time for The Blue Bomber to roll! Roll for movement (1d5) while stating your intended path.
Rolled 4 (1d5)
>>166242
Up 2
Almost there
>>166242
We can do this guys, dont you die on me green hornet
Rolled 2 (1d2)
The Blue Bomber moves up 2 spaces and now everyone is in the final battle!
The Boss prepares for his next attack...
Ghost Sentinel is on high alert!
Rolled 4, 3 = 7 (2d5)
The Boss goes for another direct attack against The Green Hornet at 2d5 strength!
Ghost Sentinel is on high alert!
>>166299
Whew.
Last shot guys. Let's do it proper.
The Boss deals 7 damage to The Green Hornet, but The Green Hornet refuses to give up!
Ghost Sentinel loses 1 HP.
It is time for The Red Baron to ATTACK! Roll based on your attack strength (1d9).
>>166299
Here we go guys. Our last chance to make it all out alive. Buckle in!
Rolled 6 (1d9)
>>166313
LETS DO THIS
The Red Baron deals out 6 damage to The Boss!
It is time for The Green Hornet to ATTACK! Roll based on your attack strength (1d7).
Rolled 1 (1d7)
>>166328
Swing... the bat!
https://www.youtube.com/watch?v=q8FvM8H_0-k
>>166338
Pls ghost save this mans life.
Rolled 5, 3, 5, 4 = 17 (4d5)
The Green Hornet attacks The Boss for 1 damage.
Ghost Sentinel attacks at 4d5.
An enraged Ghost Sentinel deals an insane 17 damage to The Boss!
The Boss reaches 0 HP and starts bursting with gold energy!
The Blue Bomber punches the exploding Boss to get a hit in!
The team scours the dungeon for supplies.
Ghost Sentinel fades away.
The Green Hornet picks up the last remaining health kit and heals for 5 HP.
The team collects the remaining powerups and stores them for later use.
The team leaves the dungeon.
>>166373
Whoooooo!
...and I totally did not want Ghost Sentinel to roll that high and kill the boss that soon!
Hope you guys had some fun anyway!
>>166373
Sweet victory! But what happens now?
>>166373
We all survived in the end, we are the ultimate dungeon crawlers.
>>166377
I won't deny it, I was hoping to use all those gains I got to smash that boss in. Oh well. I still had a ton of fun.
>>166381
I will add a finale, but that's it for me tonight!
This stuff is more exhausting that I thought it would be!
>>166377
What would have happened to green if the ghost didn't nuke him? Just death or something else?
>>166377
Twas a good time
>>166393
Maybe he would have returned in some way...maybe in a good way...maybe in a bad way...
Anyway I gotta say you guys were awesome players, this went better than I expected and it was fun killing some time!
>>166409
This was pretty fun, it was nice having a good qst game
>>166409
Thanks OP. I'm glad I gave this a chance when I found it on /qsg/.
By the way, you mentioned that this was a trial run for a full-on quest. Do you care to explain more or will that be part of the finale?
This was definitely entertaining to watch, just as an observer. I debated giving some suggestions, but figured it'd be better left up to you three.
>>166424
I'll mention it in the epilogue, but basically to enhance it to something bigger and add different game elements, although the format would have to change a little bit for it to move along
>>166428
Thanks! I wouldn't mind having more players join in the future, would be cool to get a steady group.
Speaking as an observer, why do you do strictly player limited turn times?
What I mean is - it's 1 player then 1 player then 1 player. It stretches the response area a bit, and since they all move on the same turn it seems a little odd. If it was player - enemy - player 2 - enemy 2 - player 3 - enemy 3 the format would make sense. There'd be a reason for the division, I mean.
You could have it just be [player side x], all at once, then update the map, then do enemies, then repeat, player actions in order of post.
Seems like a fun game though.
Great game guys that was the best thing ive read in a long time.
Props to op for awesome game.
>>167087
Thanks- I kept it one at a time so that they could interpret their actions with the most info- so lets say 2 people were going for the same power up or enemy, if one got there first, the other wouldn't be wasting their time. I do definitely agree that it makes the response time too long, and I'm going to think about the game mechanics.
>>168069
Thanks!
--Epilogue--
The Red Baron (L3), The Green Hornet (L3), and The Blue Bomber (L3) walk exhaustedly up the steps of the dungeon exit, out into some much needed sunlight. A large, wecloming meadow surrounds them for acres. A lone tree stands beside the dungeon, and the team rests against it, their heads swimming with questions.
Why are they in the middle of nowhere?
Why can they not remember how they got there?
Who are they to each other?
Did they just meet, or did they know each other beforehand?
Are there others like them?
And what will they do next?
The Red Baron looks off to the left, at a lofty range of mountains.
The Green Hornet stares up ahead, into what appears to be the outskirts of a forest.
The Blue Bomber gazes to the right, and sees a body of water in the distance.
...
Meanwhile, in an undisclosed location, a figure leers over a crystal ball, and watches a recap of what has just transpired...
--To Be Continued--
>>168318
That makes sense. Thanks. I guess I'm so used to games of this type that reading the actions of individual players is second nature.
It is a good system for making sure that everyone has the most info when do their actions. It's also just the single biggest time-sink you can get.
Cascading updates is one possibility, where you do small clusters of players with each update.
Side v side is the most commonly used format - which does lead to people missing things or stepping into others paths (or friendly fire).
I think the best way to do it would be to disregard posting order. If it's not [Red] then [Green] then [Blue] but instead updated in terms of order post here on the thread you get speedier updates without waiting so much for one specific person.