Wrong Way Go Back By Ulysses Ai - Page 7 of 17

Well we know what we are against now. I say - Page 7 - D&D / Pathfinder Archive - Posted: 15th May, 2008 - 3:52pm

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14th May, 2008 - 6:07pm / Post ID: #

Wrong Way Go Back By Ulysses Ai - Page 7

We may speed up being killed if we try something foolish, specially if we are currently not in our 'right' mind. Just stay quiet until we are taken off of the ship. Probably it may be a fast pass out of this situation.



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14th May, 2008 - 8:12pm / Post ID: #

Ai Ulysses By Go Wrong

We have 3 for so that is the majority so one we go.

*eyes up the kidney just below the ribs*



QUOTE


27
You try to look meek and defeated, and the soldier takes his eyes off you for a moment.  You lunge at him.  His reflexes are sharp and he snatches up the blaster hanging from his shoulder.  But you grab it as well, and grapple with him, kicking and punching while keeping the blaster pointing away from you.

If either you or the soldier roll a double number to win the round, then the winner has managed to push the blaster towards the other and fire it, resulting in instant victory for that party.

SOLDIER            SKILL 9      STAMINA 12

If you reduce the soldier's STAMINA to 2 first, turn to 11
If he reduces your STAMINA to 2 first, turn to 36
120s + 10s per round





Man a double number sure be nice! We have him out skilled !

Us skill 13 stam 19 (sword +4 damage) This is hazy to me as the book just says add 2 to attack to me this means we should add two to attack then each hit 2+4 (6points)

I will take it as just the attack change as +6 on damage is huge in this game.
Rolls

Stephen 5+3=8(21) stam 19 guard 6+2=8 (17) stam 12 guard losses 2 stam
Stephen 4+2=6(19) stam 19 guard 2+1=3(12) stam 10 guard losses 2
Stephen 5+6=11(30) stam 19 guard 5+1=6(15) stam 8 guard losses 2
Stephen 2+6=8(21) stam 19 guard 2+3=5(14) stam 6 guard losses 2
Stephen 5+4=9(22) stam 19 guard 4+6=10(19) stam 4 tie
Stephen 2+6=8(21) stam 19 guard 6+3=9(18) stam 4 losses 2

Guard stam 2 go to 11

time 120+10*6=180+1304= 1484 seconds past



QUOTE


11
The soldier falls to the ground, dazed and confused.  You take your chance and hit the button to halt the lift.  The doors open and you leap out as the soldier struggles back to his feet and staggers after you.  "Warning! Fugitive loose on Deck P!" you hear him shout into a communication link before pursuing you.  A blaster blast blasts the plastic off a wall as you dive around a corner.
"Blast it!" the soldier swears as you disappear.  "Fugitive last seen Section 2!"
Now the whole troop will be after you.  You run along the corridor, trying the doors of a few numbered cabins, but of course they are all locked.  You keep running.

Turn to 41

add65s

1549seconds pass

41
You hurry along until you reach the end of the corridor, facing a junction.  Each of the white-walled, metal-grid-floored, fluorescent-lit passages look identical.

To go right, turn to 6
To go left, turn to 32
40s


time 1549+40=1589 seconds

So which way?



14th May, 2008 - 8:26pm / Post ID: #

Wrong Way Go Back By Ulysses Ai Archive Pathfinder / D&D

Of course there is only one real choice here right? Go left as we have done before. I hope this doesn't turn out to be a maze again.



14th May, 2008 - 10:15pm / Post ID: #

Page 7 Ai Ulysses By Go Wrong

sure go left- why did we not keep the blaster with us?
(maybe it would have been better just to go with them. It would have gotten us off the ship even if it got us into more crap)



15th May, 2008 - 12:59am / Post ID: #

Ai Ulysses By Go Wrong

You're wondering why we didn't keep the blaster? I'm wondering why we stop to drink when we're supposed to be looking for an identification card.



15th May, 2008 - 2:25am / Post ID: #

Wrong Way Go Back By Ulysses Ai

At least hes good enough for an escape. I hate these maze type choices. Go left.



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15th May, 2008 - 2:00pm / Post ID: #

Wrong Go By Ulysses Ai - Page 7

laugh.gif Left it is hey if you are hung over the best remedy is a good shot. Nothing like a bad case of red eye.

QUOTE

32
You take the corridor to the left.  About a hundred metres later you come across an unoccupied security station.  You step inside, hoping that someone has left a blaster or something lying about.  They haven't.  However there is a weapons locker here.  You try the door, but it is locked.  There is a control panel on the front with a small keypad.  An access code is required to open it.

Turn to 15

add94s +1589=1683 seconds

15
You move up the corridor away from the security station, and soon come upon an unobtrusive doorway that leads to a service corridor.  The service corridors allow types such as yourself to move about and access systems without having to offend the high-class passengers with your impecunious presence.  Thumping the panel, you enter the narrow corridor and close the door behind you.  The service corridor runs at right angles and takes you to a small room that is an intersection of four service corridors.
In one corner is a ladder between hatches in the ceiling and floor.  The access tubes between decks will allow you to climb safely between decks rather than risking the lifts.

Turn to 30

1683+86= 1769

30
Going over to the corner of the room, you pull the lever and open the hatch.  Lights automatically come on within, illuminating a narrow tube with rungs extending from the sides.  You climb in and reach the hatch at the bottom, kicking the lever to open the hatch.  You descend into an identical room below.
Not pausing, you open the next hatch and descend all the way down to deck X.  You are exhausted by the time you arrive, but do not rest, feeling that time is running out. 
You hurry through the maze of service corridors, then out into the main passages.  You find the Engineering Control Room, but hear voices inside.  Footsteps suddenly approach, and you slip through a nearby doorway into an observation lounge.  Even before you reach over to the control panel to close the doors, they slide shut and lock.
You hit the panel in surprise, but it remains a baleful red.  You have been trapped!  You hurry over to the door at the other end, but it is locked as well.  You thump the walls in frustration, but having no other choice settle yourself to wait.

Turn to 16

176+1769= 1945 seconds

16
You quickly become impatient with waiting and start to prowl about the lounge, imagining yourself like a caged tiger.  Whoever comes is going to feel the fury!  Finally the far set of doors opens and you wheel about aggressively, ready to unleash a torrent of witty statements.
A squat figure enters, and you gape.  "You!"
"You have been a naughty, naughty boy!" the parent-bot says.  "You will come home right now, young man!"
"You are the leader of these"¦pirates?" you ask in disbelief.  "You are the one who has been attacking planets and ships?"
"You see the lengths you have forced me to go to to locate you?" the parent-bot scolds.  "When we get home, you are grounded for the next 23,546 years."
"But why did you kill all those people and lay waste to so many planets?" you ask.
"To prevent you from returning to locations already searched.  I hold you responsible for each death!  You will never watch TV again and will go to bed early without dinner every night for the rest of your life!"
"This is absurd!" you say.
"If you do not comply, I will be forced to take drastic action!" the parent-bot warns, and a panel in its front opens, metallic hands extending holding a rainbow-coloured teddy bear poised between a pair of shears ready to snip it in two.  "Comply, or it is all over for Mr Fluffles!"
You laugh at the robot.  "Go and recycle yourself, you rusty tin can!  I haven't cared about that old thing in years!"
"Update received," the parent-bot responds, the arms holding the teddy bear and shears retracting and the panel closing.    Other panels open and an array of blasters emerge, training on you with whirrs and clicks, speckling your face and body with targeting lasers like serious case of ache that threatens to burst and tear you into smoking pieces.  "How do you feel about your own life?"
"You can't kill me!" you exclaim.  "You are supposed to be my carer!"
"You are currently at Stage 11 Naughtiness, which allows me to discipline you as I see fit!  So come with me or die!"
No way!

If you have a blaster and want to blast the blasted robot, turn to 34
Otherwise you can see if the "Deactivate" command still works by turning to 42
132

+1945+132= 2077 seconds.

*did we miss this in that search of the bar? Could our ID have been there also hmmm*

*We have no blaster so 42 we go*

"Deactivate!" you shout.
Immediately, lights on the parent-bots head go dim and it sags, blaster arrays drooping harmlessly.  You march over and give the robot a kick.  It feels good, so you kick it again.  Glancing out the large window at the hot and hungry sun, you decide not to indulge yourself any further.
Looking at the unit, you wonder if you should damage it more permanently while you have the chance.  Someone could come along and reactivate it, meaning it will come after you again.  The parent-bot is protected by tantrum-proof panelling, and you will not get far by bashing it.  There is an access panel to its sensitive insides, but it is sealed by screws.

Turn to 54
35s

2077+35=2112 seconds *did we miss a screw driver?*

54
Leaving the observation lounge and the parent-bot, you hurry down the corridor.  You are sweating profusely, but the sweat evaporates off your skin in moments.  Although the ship is yet to pass into the corona of the sun, the heat is intense enough to start cooking you inside the ship like a loaf of bread in a baking tin.
As you hurry along, you glance at the air conditioning vents.  Can't someone turn on the cooling?  If they can, they had better do it at the double!

Turn to 33

time 2122

33
The air burns your skin and eyes, sears your insides as you breath.  You squeeze your eyes shut.  The heat grows unbearable, and you start to cook.  Stumbling about, you look for a way to escape the heat. The walls begin to burn your hands when you touch them, then the polymer begins to melt.
The heat is too much and you pass out several minutes before the ship turns into a molten glob and plunges into the sun.

YOUR ADVENTURE ENDS HERE




So back we go.

QUOTE


You begin your adventure with a headache, a dry thirst, a bruise on your right elbow and sensitive eyes.

1
Staring at the message, you realize you are in great danger.  For some reason the ship is on a collision course with the star.  Even though you have not studied astrophysics, you have a rudimentary grasp of concepts such as gravity wells and very-hot.  Escape seems in order, yet you wonder how this situation could arise.  What about the ships failsafe systems?  It knows how to manoeuvre itself.  Why doesn't it just turn aside?

If you want to try and talk to the ship's computer, turn to 43
If you want to make your way to the escape pods, turn to 12
14s


Once we establish a spot that we know we have done all the right things we can take that as our start point.

So what does Stephen do first?

Reconcile Edited: krakyn on 15th May, 2008 - 2:00pm



Post Date: 15th May, 2008 - 3:52pm / Post ID: #

Wrong Way Go Back By Ulysses Ai
A Friend

Wrong Go By Ulysses Ai D&D / Pathfinder Archive - Page 7

Well we know what we are against now. I say go see if we can find a escape pod this time see what that brings us


 
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