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Author Topic: Goblin  (Read 13544 times)

Iituem

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Re: Goblin
« Reply #75 on: November 22, 2012, 06:31:45 pm »

You search the wagon, tents and body for anything you can use, keeping to the ground to avoid straining your wound.  [Luck: 20!] It turns out that Nal was a very prepared man.  You find a leather roll among his belongings that has several pouches full of medical supplies; needles, thread, bandages, gauze and even a splint.  Jirn's tent contains something which at a sniff reminds you of gutter cruor, but smelling slightly more of apples and less of fetid swamp.  [Wound Dressing: 12+0(S)+4(Medical Kit)=16, Suturing: 1!] You clean and sterilise the wound with the liquor, but your bloody fingers slip when trying to sew the wound shut and you stab yourself - blood starts actively spurting from your leg!

Shitshitshitshitshit!  [Wound Dressing: 18+0-5(Emergency)+4(Kit)=17] You grab bandages and gauze and desperately start binding the wound shut, applying pressure in a desperate attempt to staunch the flow of blood.  It seems to work and after a minute you feel confident enough to slacken the bandage slightly to prevent cut-off of circulation.  Still, that wound is probably going to scar in the future.

[Luck: 2] The wagon and packs of the humans are full of food; days and days of healthy trail rations in the form of nuts, dried berries, biscuits, pickled swede and cabbage and blasted, blasted elven bread.  You actually crumble the bread up in disgust and hurl it into the bushes.  Not so much as a bit of jerky or a sliver of dried fish!  What's an obligate carnivore supposed to eat around here?

[Butchery: 12+0] You take one of your new blades and start cutting thin strips of Nal meat, screwing your nose up slightly at the task.  Not that you find mutilating bodies especially disgusting (it's an old goblin pastime!), just the idea of eating sapient beings.  The whole concept seems horribly elven.  The sooner you can get back to eating food that doesn't talk back, the better.

You aren't a skilled butcher, so you just shave thin strips of flesh from the limbs rather than risk spoiling the meat by digging unwisely into the body cavity.  In any case, preserving meat isn't your thing.  You get enough for four days and lump it into a bit of cloth cut from Nal's shirt, then shove that in your satchel.

Speaking of satchels, you find it tucked away with the rest of your belongings under some pickled swedes on the cart.  You reclaim your writing kit, quill knife and a couple of crude maps you drew for your own use.  [Luck: 20!] A second search of the camp and Nal's body proves productive, yielding a lantern and three pints of oil, a fire piston (for starting fires), some rope, a handful of snares and three large traps suitable for bears (or men), a decent cloak and a change of clothes.  You pull on the cloak and clothes in preference to your old garments; they are warmer and the cloak's hood and gloves do a much better job of concealing your nature to casual observers.  There is also a stout walking stick which you use as a crutch to investigate Cal's body.  You find little of interest except a small pouch containing several sprigs of a grey herb.  [Herbalism: 3+0] Unfortunately, you can't identify the herb from your prior experience.  Perhaps if you had some of your books...

[Animal Handling: 11+0-2(Reticent Beast)+2(Food)] You get back aboard the wagon and try feeding the mule some of the human rations.  It takes a little while, but the beast eventually seems to make peace with you as its new master and starts off at a plod (Plod?  Trot?  You aren't up to date on mule-related terminology).

[Luck: 20!] Not long after setting off you find a body, horribly mutilated.  You recognise the clothes and what is left of the face as belonging to Jirn; at some point during the night his skin was torn away in small chunks by what look like tiny claws.  Based on the blood on his fingers, he probably tried clawing them off his face to no avail.  You have no doubt the bogeymen made it last as long as they could; after all, they only attack sapient creatures.  A quick search of the body turns up more useless rations, so you leave it be.  You can at least be confident now that he at least will not be on your trail.

Once Mule is comfortably on his way (you name the mule "Mule" until you can think of something better, if you care enough to name him at all) you settle down in the wagon and start examining the two maps in your satchel.  One is a rough map of the eastern world and the nearby nations, the other a local map from your observations.

Spoiler: Global Map (click to show/hide)

Spoiler: Local Map (click to show/hide)

You start heading to the nearest book drop (at the river fork), but you can change your destination if you wish.  You could reach the fork or Mudcups in about two nights' travel, or even Pilemurk in three, but without a companion you won't be able to drive through the night as you will be forced to bed down in a tent to avoid the attention of boogeymen (oddly, any sort of cover seems to work so long as you are completely concealed by it - or failing that, a campfire or some sort of fire).

It all depends on your priorities.  Is it more important that you get your books again, or that you get yourself settled?  You've survived your first few nights since capture, it's time you started thinking about your short to medium term goals.

Spoiler: Status (click to show/hide)



Been a busy few days, so no update.  Enjoy some very, very cheap maps!  A quick note, by the by; you recover 1 Vitality for each night of rest you have (provided you can heal and aren't infected), or 2 Vitality for a full day and night's rest.  Alternatively, one could always try finding a Life Mage, but good luck with that!
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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GreatWyrmGold

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Re: Goblin
« Reply #76 on: November 22, 2012, 07:17:41 pm »

Head to Mudcups. Sounds like we'd be able to blend in better.
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Weirdsound

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Re: Goblin
« Reply #77 on: November 22, 2012, 07:22:52 pm »

Short Term Plan:
1: Head for Pilemurk. Get the first books and steal/buy more food. (See if anybody wants to buy the animal traps)
2: Get the books at the fork
3: Head to Mudcups where we shall settle down for now. Eventually we want to gather a group of adventurers/migrants and get the heck out of Confederacy Lands.
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GreatWyrmGold

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Re: Goblin
« Reply #78 on: November 22, 2012, 07:35:26 pm »

Pilemurk?
*rereads update*
Yeah, getting books back first is a good idea.
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adwarf

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Re: Goblin
« Reply #79 on: November 22, 2012, 07:55:26 pm »

Short Term Plan:
1: Head for Pilemurk. Get the first books and steal/buy more food. (See if anybody wants to buy the animal traps)
2: Get the books at the fork
3: Head to Mudcups where we shall settle down for now. Eventually we want to gather a group of adventurers/migrants and get the heck out of Confederacy Lands.
Also sell all the nasty humans foods our carnivorous self can't eat.
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Remalle

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Re: Goblin
« Reply #80 on: November 22, 2012, 08:09:06 pm »

Short Term Plan:
1: Head for Pilemurk. Get the first books and steal/buy more food. (See if anybody wants to buy the animal traps)
2: Get the books at the fork
3: Head to Mudcups where we shall settle down for now. Eventually we want to gather a group of adventurers/migrants and get the heck out of Confederacy Lands.
Also sell all the nasty humans foods our carnivorous self can't eat.
This, but reverse 1 and 2.
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Weirdsound

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Re: Goblin
« Reply #81 on: November 22, 2012, 08:42:56 pm »

If you look at the map, the order I have it in is the quickest. We have to pass the fork to get from Pilemurk to Mudcups. If we go fork/pilemurk/mudcups we zigzag unnecessarily. The less time we spend in the wild the better.
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Remalle

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Re: Goblin
« Reply #82 on: November 22, 2012, 08:58:52 pm »

Oh, you're right.  Read the map wrong. Carry on then.
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Iituem

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Re: Goblin
« Reply #83 on: November 24, 2012, 10:31:17 am »

You work out your present position from what you can see of the geography and start driving toward Pilemurk.  You continue along open ground for a couple of days, camping out at night and munching on strips of Nal while the mule grazes or eats the useless human provisions.  The ground gets steadily softer as you proceed and by the second day you are forced to travel along the riverbank or risk getting the wagon stuck.  [Luck:?] When you arise on the third morning, about a half-day's ride from Pilemurk, you notice another campsite a short distance away (they must have set up after you went to sleep and failed to notice yours).  There are several humans at the camp, busy packing up tents into a single wagon bearing several wooden chests.  Most of the humans are wearing boiled leather armour and carrying maces and light shields, but one of them is garbed in rather loud silks and thick furs, complete with an utterly ridiculous bright yellow turban.  The garishly-dressed human is of a much darker skin shade than his pale companions and wears several rings and jewels upon his person.

The turban-wearing human is advancing toward you, waving and bearing his equally yellow teeth.  He is flanked by a pair of rather serious-looking guards.  You could try and head off with the wagon if you wanted, or see what he wants and risk him noticing your identity beneath the hood and clothes.  Trying to evade him would cost you time getting to Pilemurk, though, and you are down to two nights of Nal meat already.

Spoiler: Status (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

GreatWyrmGold

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Re: Goblin
« Reply #84 on: November 24, 2012, 10:43:21 am »

Go greet him. Before he gets too close, claim to be a leper.
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Aseaheru

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Re: Goblin
« Reply #85 on: November 24, 2012, 11:58:45 am »

hide the meat. pretend to eat bread.
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Karnewarrior

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Re: Goblin
« Reply #86 on: November 24, 2012, 01:15:12 pm »

hide the meat. pretend to eat bread.
I think we could probably actually eat the bread, we just can't digest it and it tastes bad, so no reason besides disguise.

We don't have anything to trade with him, so it doesn't matter if he has meats for sale.


I don't think we should say outright we're a leper, we should be as cordial and non-threatening as possible, and tell as few lies as possible as well. We bear no ill will against them.
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GreatWyrmGold

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Re: Goblin
« Reply #87 on: November 24, 2012, 01:27:19 pm »

If we fake leprosy, we don't need to worry about them coming too close.
If you'd prefer subtlety, we could just start a horrible, hacking cough.
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Aseaheru

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Re: Goblin
« Reply #88 on: November 24, 2012, 01:31:27 pm »

well, with a gravely voice...
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Karnewarrior

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Re: Goblin
« Reply #89 on: November 24, 2012, 01:55:25 pm »

If we get caught again I intend to try to guilt them into letting us go. That's why we picked a silvertongue.

Every lie we tell makes diplomacy that much harder. We already have to fight prejudice.
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.
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