Poll
Question:
Poll
Option 1: Poll
votes: 3
Option 2: Poll
votes: 2
You are on a Guosim logboat, being the son of the current Log-a-log. You have a good time, because you are strongest and everyone is either afraid of you or want to mate with you. You practice with your sling all day - a relatively new weapon to you, and you are a master with the rapier. Suddenly, one day, unidentified beasts jump out of the trees while you are feasting, and since you are drunk, you cannot fight well and quickly faint. When you awake, a evil looking beast is standing over you, smirking, holding a pointed wooden club. What do you do?
<A> Feign sleep
<B> Attack the beast
<C> Ask who it is
I'm beginning to dislike the poll. Starting next round, you should post the vote in Bold so everyone can see your reason.
For me, C is the closest to what I would actually do. I wouldn't atttack right away, but I'd have my guard up, and ask who that fellow is and what he wants.
I choose C. It's basically what I would do in real life.
A because, he appears evil, so better to ask questions later, and B is too risky, the odds of getting the best of a beast who is on their guard.
"&%*WhO iS iT*%&", you slur. Your head hurts. The beast growls. "None of your beeswax." Someone pipes up across the room. "I'm Bumnose, Third Command, and that is Darktail, Fifth Command." You let out a stifled giggle - more like a burp. Darktail tries to slap you across the face, but you roll to one side and dodge. Angry, Darktail leaves the room, and everyone else begins to leave across the room. The door locks. You drowsily get up and scan the room for any cracks. There is one to your center-right - but that one is reinforced with iron. There is a drainpipe to your right which seems easy to get into, and to your left is the door. What do you do?
<A> Check the crack to the right.
<B> Check the drainpipe to the right.
<C> Check the door to the left.
B. I think it could be a good escape method.
How wide is the drainpipe?
Well, the story said it "seems easy to get into", so I suppose however big you are :D
What does the door lead to?
How would you know? It's closed. If you want to find out, I suppose select choice C.
True...probably option C for me! ;D
B; the crack is "reinforced with iron", and the door just leads to more enemies.
But at least you'll be in a better position to defend yourself against enemies if you check the door instead of the drainpipe.
That's true, we need a tiebreaker.
Then I shall break the tie by choosing B.
You check the drainpipe to see that it falls open once you have touched it. You crawl through the drainpipe until you hear a buzzing sound far away. You scramble away at once, and find the other end of the drainpipe. The buzzing is wasps! You open the drainpipe to find that below you is the dining hall...full of vermin! You have no choice but to jump through the drainpipe, and you land on a chair. It goes to splinters. Suddenly, you feel everyone's stares on you. Then everyone started to charge straight at you. What do you do?
<A> Go front, where you see Darktail charging at you
<B> Go right, where you see Bumnose charging at you
<C> Go back, where you see about 12 Sixth Commands charging at you
<D>Go left, where you see a Second Command charging at you
The higher the number the greater the rank. 1st is best, all the way to 6th is the common foot soldier.
What do you mean by "the higher the number the greater the rank"? So is 1st higher than 5th, or 5th higher than 1st?
1st is higher than 5th. 6th is the lowest (foot soldiers)
I think I'll go with B, as Bumnose seems kind of dumb, and easy to get past.
More votes :P
A. Charging 12 people at once is never a good idea, and Darktail is a Fifth Command, so that should be easy. (-ish).
A.
D. If you can kill him, the others might fall back temporarily.
You rush in the direction of Darktail. He stabs at you with his spear, you duck, and manage to trip him. You then take his spear, and finish him off. Suddenly, you see Bumnose running directly at you with no weapons. What do you do?
<A> Fight!
<B> Run!
A; he's got no weapons, so obviously he's not gonna be terribly difficult to kill. :P
A. I can agree with that, and why not use the opportunity to get rid of an enemy?
B. Maybe I'm just a soft touch, but from the little we've seen he doesn't seem like such a bad sort, not so much that he should be killed simply out of hand, without his threatening our life. Besides, stopping to fight him will slow us down, maybe enough for reinforcements to arrive.
B. Basically what James said, as well as the fact that it's probably what I would do in real life.
One more tiebreaker.
I agree with James in that it might slow us down, but Bumnose is running at us, and it's likely he would try to stop us. In that case, better to just fight him. Also, he's part of the pack that kidnapped us, so he's not exactly innocent ;)
B you should never kill a defenseless creature. And it would probably leave more confusion if you were to run and jump overboard.
James was really really really really correct, for the exact reasons that he stated. I was like W O W when I saw that - did he read my mind? :P If you guys had chosen A, it would have been the end since the time you took to kill Bumnose made it possible for the Second Command to reach and kill you, the end, but you guys chose B, so the story continues.
You run away. Bumnose chases you into a corridor to the right, and shouts something to the rest of the vermin about it being his catch. You run as fast as you can, but Bumnose closes in. With a burst of surprising speed, he catches you. You close your eyes and wait for the end, but it doesn't come. Instead, you open your eyes to find yourself in a wooden room. What do you do?
<A> Ask what he is doing
<B> Try to kill him
(Phew, you guys came through)
A. There's no need to rush into violence. We're still alive, and I'm thinking there'll be time to fight later, if necessary.
Agreed. A.
Ditto. A.
It seems like non-violence has become popular after that last close call. ;)
That said, I do figure that since the fellow has been cordial up to this point, and that we're not dead, it's only fair to try to hear him out and give him the same chance he's given us.
"What are you doing?", you holler loudly. Bumnose flinches, and sits down at the other side of the cabin. He looks like he is trying to tear off his chin. Suddenly, a loud ripping noise fills the cabin, and you see the remnants of a face mask on the floor. In front of you sits a hare, with ears glued to the back of his head. "My bally ears, wot, feels like they've been stuck inside Lord Whitestripe's forge!" His name is Oakscut. You ask where they are going. He shouts something about a big mountain. Suddenly, a creaking sound comes from outside the cabin. You peek out the window, you are actually on a boat. The creaking sound continues. Oakscut hands you a light saber and does a shhhh... You peek outside again. Oops, the Second Command from before has gotten on the ship also. What do you do?
<A> Rush out and tackle him.
<B> Stay quiet.
B. I have the feeling that it'd be bad if we charged out and tried to attack a trained warrior. ;)
Our guide recommended we stay quiet, and he obviously knows what he's doing; it'd be foolish to disregard his lead. B.
B.
Choosing A would have been better.
You stay quiet and stay next to the cabin wall. The door opens. Suddenly, Oakscut charges the Second Command, shouting "Eulaliaaaaaaaaa!!!". However, Oakscut is easily pinned to the wall and goes down like a sack of flour. You swing your blade toward the Second Command. He dodges your thrust and kicks you to the other side of the cabin. What do you do?
<A> You reach for your saber and try to stand up.
<B> You pretend that you've fainted.
A. Better late than never.
A. Whether it ends for good or ill. We must stand and fight in aid of the one who once aided us.
Quote from: Delthion on September 13, 2015, 06:12:35 AM
A. Whether it ends for good or ill. We must stand and fight in aid of the one who once aided us.
I think Oakscut is dead.....
This is counterintuitive, but B. The second command is obviously a much better fighter than we are, and making a stand isn't likely to get very far. Maybe if we pretend to be helpless, we can lure him in and catch him with his guard down.
B. ^
We need one more tiebreaker.
I think I'll side with James and Amber on this one in saying B. The Second Command is clearly a skilled warrior, so we don't stand a chance against him in one-on-one combat.
You pretend to faint and open your eyes a little bit. You see a tankard of "Extra Strong Shrewbeer" next to your feet. The Second Command waves a strange nine-pointed star around Oakscut several times around. Oakscut opens his eyes, and the air around him goes dark. What do you do?
<A> Jump overboard!
<B> Throw the tankard of "Extra Strong Shrewbeer" at Oakscut
<C> Throw the tankard of "Extra Strong Shrewbeer" at the Second Command
I would want to learn more about this strange star.
A is tempting, but we don't know how far away the shore is, and I don't like the idea of abandoning an ally. C is obvious: in fact, too obvious.
I say B. The extra strong shrewbeer will make Oakscut extra strong, so that he can K.O. the second command with one kick. ;)
Or maybe it'll at least rouse him, or if the "nine-pointed star" is some magic thing, interfere with that.
Maybe I'm overthinking this, but it wouldn't be the first time that the obvious and seemingly correct choice was wrong.
Oh, I forgot that Oakscut was our ally.
I change my vote to B.
I think I'll go with B as well.
Bump?
I guess I'll go with B. At first I would've chosen C, because the tankard might knock the vermin guy out, and I didn't really get how just because the shrewbeer was "extra-strong" it would make the person who drank it really strong. But, I guess it might revive Oakscut, and maybe if it bonks him on the head it might do the same.
*Bumps* Hello?