Crapstorm: A New Game: Because... Why Not?

R

rokapoke

Guest
McGill attempts to capture his two, requesting help from Melkor's Ghost as necessary.
 

turgy22

Nothing Special
Day 2
Time: 6:38pm

You are fighting a pack of Yahtzee dice.

Round 1C
McGill catches his two.
A die rolls towards Melkor's Ghost, landing on four. It fails to harm him.

Status Updates
The party has captured 4 twos.

Safety Numbers
Ward: 6
Melkor's Ghost: 7
Pikachu: 8
McGill: 5
Pete: 10

The party is currently in the Game Preserve (the Mesa of Craps).

At this point, you can choose to try and capture the four or just leave it (it won't attack again.) If you leave it, you get 8 points for the twos. If it's captured, you'll get 12 points for a four-of-a-kind. In either case, you won't be able to use that particular category again.
 
D

DarthFerret

Guest
Pete votes in favor of leaving it and completting the twos for eight legs....er...points.
 

turgy22

Nothing Special
The lonely four feels lost without his pack and wanders to join a new pack of dice. The twos wander over to a scorched sheet of rock (Scorched sheet. Score sheet. Get it? Meh. They can't all be winners.) and take their place in the two slot. The other packs of Yahtzee dice look on in acknowledgment and two of the weaker dice run away.

Before the group can re-group, another pack charges up to attack!

Day 2
Time: 6:39pm

You are fighting a pack of Yahtzee dice.

Round 2A
A die rolls toward Ward, landing on 1. It fails to harm him.
A die rolls toward Melkor's Ghost, landing on 1. It fails to harm him.
A die rolls toward Pikachu, landing on 2. It fails to harm him.
A die rolls toward McGill, landing on 3. It fails to harm him.
A die rolls toward Pete, landing on 1. It fails to harm him.

Status Updates
Everyone loses 1 energy from wrangling dice last round.

Safety Numbers
Ward: 5
Melkor's Ghost: 6
Pikachu: 7
McGill: 4
Pete: 9

The party is currently in the Game Preserve (the Mesa of Craps).
 

Oversoul

The Tentacled One
How does this even work? Can two of our party that get 1's re-roll to try for a straight?

I have no idea.
 

turgy22

Nothing Special
How does this even work? Can two of our party that get 1's re-roll to try for a straight?
Yes. It works like... um... Yahtzee. Any dice you "capture" are the dice you keep. The others "attack" again by re-rolling.

Day 2
Time: 6:40pm

You are fighting a pack of Yahtzee dice.

Round 2B
Ward catches the 1 in his net.
Pikachu catches the 2 in his net.
McGill catches the 3 in his net.
A die rolls toward Melkor's Ghost, landing on 1. It fails to harm him.
A die rolls toward Pete, landing on 1. It fails to harm him.
No, I didn't make a copying error here. The re-rolls were both 1s again.

Status Updates
The party has captured a one, a two and a three.

Safety Numbers
Ward: 5
Melkor's Ghost: 6
Pikachu: 7
McGill: 4
Pete: 9

The party is currently in the Game Preserve (the Mesa of Craps).
 
R

rokapoke

Guest
"I for one suggest that we try to capture the 1s here, rather than holding out for the straight. Just cutting our losses, that's all. But I definitely think we should get a consensus before acting either way -- I'm fine with pushing for the straight if that's what the group wants."
 

turgy22

Nothing Special
Day 2
Time: 6:41pm

You are fighting a pack of Yahtzee dice.

Round 2C
Melkor's Ghost catches the 1 in his net.
Pete catches the 1 in his net.
Pikachu releases his die. It rolls back as a 5, but fails to harm him.
McGill releases his die. It rolls back as a 1, failing to harm him.
McGill catches the 1 in his net.

The lonely five feels lost without his pack and wanders off. The ones wander over to the scorched sheet and take their place in the one slot. The other packs of Yahtzee dice look on in acknowledgment and one of the weaker dies runs away.

Before the group can re-group, another pack charges up to attack!

Round 3A
A die rolls toward Ward. It lands on 6, smacking him in the head for a loss of two life.
A die rolls toward Melkor's Ghost. It lands on 5, but fails to connect.
A die rolls toward Pikachu. It lands on 2, doing no harm.
A die rolls toward McGill. It lands on 5, smacking him in the udders for a loss of two life.
A die rolls toward Pete. It lands on 5, but does not harm the sneaky spider.

Status Updates
Everyone loses 1 energy from dice-wrangling last round.
Ward loses 2 life and takes 9 pain in the head.
McGill loses 2 life and takes 5 pain in the udders.

Used die slots: 1s, 2s

Safety Numbers
Ward: 4
Melkor's Ghost: 5
Pikachu: 6
McGill: 3
Pete: 8

The party is currently in the Game Preserve (the Mesa of Craps).
 

turgy22

Nothing Special
Day 2
Time: 6:42pm

You are fighting a pack of Yahtzee dice.

Round 3B
Melkor's Ghost catches a five in his net.
McGill catches a five in his net.
Pete catches a five in his net.
A die rolls toward Ward. It lands on 4, and Ward barely avoids it.
A die rolls toward Pikachu. It lands on 2, doing no harm.

Assuming those values are unwanted...
Round 3C
A die rolls toward Ward. It lands on 2, doing no harm.
A die rolls toward Pikachu. It lands on 6, and Pikachu barely avoids it.

Status Updates
The party has captured three fives.

Used die slots: 1s, 2s

Safety Numbers
Ward: 4
Melkor's Ghost: 5
Pikachu: 6
McGill: 3
Pete: 8

The party is currently in the Game Preserve (the Mesa of Craps).

Much like the first round, if you attempt to (and successfully) capture the remaining dice, you get scored for a three-of-a-kind (23 points). Otherwise, you get the 15 points for fives.
 

turgy22

Nothing Special
Day 2
Time: 6:43pm

You are fighting a pack of Yahtzee dice.

Ward, having no die in his possession, takes a moment to improve his defensive standing.

The six and two run off to join another pack. The fives jump to the scorched sheet and take their place in the appropriate slot. The other packs of Yahtzee dice look on in acknowledgment and four of the weaker dice run away.

Unsurprisingly, another pack charges up to attack!

Round 4A
A die rolls toward Ward. It lands on 2, failing to hurt him.
A die rolls toward Melkor's Ghost. It lands on 6, making the ghost feel 2% more likely to disappear.
A die rolls toward Pikachu. It lands on 4, doing no harm.
A die rolls toward McGill. It lands on 3, bumping his shin for a loss of one life.
A die rolls toward Pete. It lands on 4, failing to hurt him.

Status Updates
Everyone loses 1 energy from dice-wrangling last round.
Melkor's Ghost loses 2 essence and takes 5 pain.
McGill loses one life and takes 6 pain. His legs are starting to really hurt.

Used die slots: 1s, 2s, 5s

Safety Numbers
Ward: 5
Melkor's Ghost: 4
Pikachu: 5
McGill: 2
Pete: 7

The party is currently in the Game Preserve (the Mesa of Craps).
 
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