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Author Topic: Goblin  (Read 13489 times)

weenog

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Re: Goblin
« Reply #180 on: December 03, 2012, 02:18:57 am »

Leave at a brisk but unconcerned pace, if we seem to be in a rush we'll look suspicious.  Especially because we've got a screwed up leg and moving quickly will be awkward, difficult, and attention-drawing.

Treat her like a slave until we're out of sight and earshot, but only for that long, then drop that act. When we can socialize freely, I say we focus the small talk on knives for the time being.  We have an interest, and have recently had a sore test of our blade skills, it's a piece of common ground to start building a relationship from, without getting too heavy like the destruction of our people might be.  Besides, she's better with knives than us, she might be able to teach us a thing or two, and get to feel important without getting too overall superior.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

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Karnewarrior

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Re: Goblin
« Reply #181 on: December 03, 2012, 02:28:31 am »

Leave at a brisk but unconcerned pace, if we seem to be in a rush we'll look suspicious.  Especially because we've got a screwed up leg and moving quickly will be awkward, difficult, and attention-drawing.

Treat her like a slave until we're out of sight and earshot, but only for that long, then drop that act. When we can socialize freely, I say we focus the small talk on knives for the time being.  We have an interest, and have recently had a sore test of our blade skills, it's a piece of common ground to start building a relationship from, without getting too heavy like the destruction of our people might be.  Besides, she's better with knives than us, she might be able to teach us a thing or two, and get to feel important without getting too overall superior.
And we'll be able to defend ourselves when she inevitably attempts to murder us.

Because this is a DF world and the people have less self-preservation instinct than a lemming on LSD.
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Cassandra

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Re: Goblin
« Reply #182 on: December 03, 2012, 02:32:39 am »

If I may point out something... From the perspective of someone who enjoys certain things...

She may not WANT to be an equal. She might prefer being commanded, or more.

Observe how she reacts to orders and the like, and how she reacts while she is treated as a slave.
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Cassandra likes elves for their taste, Cobalt for it's pretty colors, and kittens for their cute intentions. She is incredibly strong, but horribly unlucky, and speaks with a rasping accent. She is white with black eyes. She likes dwarves for their hilarious intentions.

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Weirdsound

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Re: Goblin
« Reply #183 on: December 03, 2012, 02:37:54 am »

They will be too busy with the fire. We can have a huge headstart.

With a companion we can ride through the night, taking shifts sleeping and driving. Head for the stash at the river fork, don't stop until you arrive or are forced to do so for an encounter. Once in the area pick the books and set up camp on high ground. We can spend a few days relaxing, reading, trapping, and sparring with Snag to improve our fighting.

Edit: On the off chance things escalate quickly, I would be weary of any activity that could produce offspring until we have some sort of permanent residence.
« Last Edit: December 03, 2012, 02:40:55 am by Weirdsound »
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weenog

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Re: Goblin
« Reply #184 on: December 03, 2012, 03:02:31 am »

Edit: On the off chance things escalate quickly, I would be weary of any activity that could produce offspring until we have some sort of permanent residence.

Nah. We just need to trade up for a better vehicle, and get a driver.  This assumes childbirth in the context of this thread game is somewhat like DF Fortress Mode.  If it's more like real life, then yeah, we can't take the risk of putting Snang out of commission for a lengthy period with no safe base to retreat to.
« Last Edit: December 03, 2012, 03:11:46 am by weenog »
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

Iituem

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Re: Goblin
« Reply #185 on: December 03, 2012, 03:10:37 am »

Edit: On the off chance things escalate quickly, I would be weary of any activity that could produce offspring until we have some sort of permanent residence.

Nah. We just need to trade up for a better vehicle, and get a driver.  This assumes childbirth in the context of this thread game is somewhat like DF Fortress Mode.  If it's more like real life, then yeah, we can't take the risk of putting Snang out of commission for a lengthy period with no safe base to retreat to.

It's more like Real Life.  Several months of pregnancy, with all that entails.  Goblins do have shorter pregnancies (about 6 months) and tend to bear multiple children, but maturity is still about 12 years old, same as dwarves.  On the other hand, there's no such thing as goblin menopause (they are immortals, after all).
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Weirdsound

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Re: Goblin
« Reply #186 on: December 03, 2012, 03:15:00 am »

Also, she totaly mentioned meeting some slaves and drivers since the tower fell. Perhaps she knows where we might find some low rank peons.
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Aseaheru

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Re: Goblin
« Reply #187 on: December 03, 2012, 03:10:15 pm »

well, lets do that. then lets look for somewhere far far away.
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weenog

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Re: Goblin
« Reply #188 on: December 04, 2012, 01:59:23 pm »

Not important in the very short term, but we could still use an animal handler/driver eventually.  I expect Watch <whatever> Demonstration skill trading doesn't combine very well with trying to steer a draft animal with no skill whatsoever.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

weenog

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Re: Goblin
« Reply #189 on: December 06, 2012, 03:26:38 pm »

Have we become distracted by the pretty fire?
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

Aseaheru

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Re: Goblin
« Reply #190 on: December 06, 2012, 03:28:19 pm »

i guess.
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Iituem

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Re: Goblin
« Reply #191 on: December 09, 2012, 06:49:55 am »

"Skipping town.  If we stick around long enough for people to ask questions, we risk an unnecessary confrontation.  After all, I don't want to have to rescue you again, do I?"  You smirk.  "Get in the wagon, we're off."

Snang rolls her eyes and climbs into the back of the wagon.  Such displays of bravado are crude and boastful, especially given she knows you are no fighter, but necessary at this early stage.  Once she has accepted her position as your minion, you will be able to treat her more respectfully.

[Handling: 13+2] You hop into the wagon and whip the reins.  The mule has finally acclimated to your presence and sets off at a brisk clop.  [Luck: 20!] You drive on through the night, checking back periodically for signs of pursuit.  To your relief the glow on the horizon remains for a good hour after you leave; the fire must have gotten wildly out of control.  You idly wonder if that insulting farmer or the teenage heckler got roasted; the thought makes you smile.  You worry about villagers perhaps following the deep cart ruts at first, but about halfway through the night it begins to rain.  At first it is a light shower, but pretty soon it turns into a horrendous downpour.  [Handling: 19+2-5] You keep control of the mule and stick to the firmest ground near the river banks, but soon enough everything is turning into a muddy slurry.  You feel confident that the rain will destroy any tracks.

When dawn is close to approaching, you wake Snang and show her how to guide the reins, firing off a couple of vague threats and insults.  Once you are reasonably sure she knows how to keep the mule going, you head off to sleep.

You awake sometime around late afternoon, much further upriver.  The mule is looking exhausted, so you direct Snang to a bit of firmer ground and declare that you will camp here for the night; you'll take the tent and she can sleep under a blanket at the entrance, close enough that bogeymen will not interfere.  She nods and suggests that perhaps she should spend the next few hours getting food for the evening.  You agree and order her to do so, then sit down with your newly reclaimed books.

Spoiler: Secrets of the Masons (click to show/hide)
Spoiler: Ruins of Akmeshnikus (click to show/hide)

You camp, eat a rabbit Snang caught, sleep and ride on, reaching the river fork a day later.  [Luck:9] You chose this spot for the copse present on the fork and originally buried the cache near a particular tree, but to your alarm you find the area recently denuded of foliage and sporting dozens of stumps instead of proud standing vegetation.  Snang mentions that since the fall of the tower human logging companies have been hunting for more timber in and around the swamps, though she can't say why.

Skill Challenge: Geography!  16+4-5, 9+4-5, 19+4-5, 20!, 12+4-5

You make camp on a hillock near the fork and rest up for a second night, intending to begin your search at dawn.  Once day breaks, you get out your writing kit and cut a piece of bark from one of the tree stumps to use as a medium, then set about carefully mapping out the path of the river fork on the bark. [16+4-5]  You start by marking out all of the tree trunks to recreate a map of the original bit of forest, only to discover that more than half of them have been pulled up (probably for burning into potash), rendering that particular endeavour useless. [9+4-5]  You sit down on a stump for a little while, musing over the next step.  After about half an hour of fruitless thinking, Snang returns from hunting with a couple of blackbirds strung up at her belt.

"So what are you doing now, boss?" she asks.

"Trying to find the stash.  Buried it under a tree, but the trees have all been cut down.  Tried replotting the stumps to figure out where, but half of them have been pulled up and months of rain have washed out most of the signs of where they were."

"Right.  You know what sort of tree you buried it under?"

"Hm?  Tamarack, I think."

"Right.  So why are you hanging around all these Black Spruce stumps?"

You stare at one of the stumps in front of you, then smack your forehead firmly with one palm.  Right!  Too busy looking at the forest to see the trees.  You adjust your map and begin marking out the different tree stump types, getting a better idea of the overall shape that the copse used to have. [19+4-5]  Pretty soon you are able to work out the general area where you buried the stash, after which you start looking at the relations of the Tamarack stumps.  Here and there you spot depressions in the soil where stumps have been pulled out, filling in more and more gaps in your map until you end up with a small handful of possible locations for the stash.  [20!]

You don't have a shovel [Woodcraft: 8+0] and your attempts to make one from the local bark are useless, so you just dig with wide pieces of bark beneath the trees you suspect are the right ones.  The work is hard and tiring, taking three hours between the pair of you, but at the fourth stump you hit upon a stolen wooden crate about a foot beneath the surface. [12+4-5]

You dredge the crate up and drag it back to the wagon camp to examine.  Contained within are three more books and a pouch of 12 silver coins, stamped with a picture of a jewel on one side and the three-barrel mark of the Confederacy on the other.  You move to pocket the coins, then take one from the pouch and pass it to Snang, picking words that convey both appreciation and appropriate condescension.

"You're a useful minion.  If we find somewhere more amenable to our kind, buy yourself something nice."

Spoiler: The Art of the Blade (click to show/hide)

Over the next few days you take the opportunity to read through the books, conduct a few sparring sessions with Snang and get to know your new minion a little better.  You try a few different tacks, treating her with more and less respect and giving her more and less freedom until you think you have her figured out.  [Leadership: 6+3] You aren't exactly the most graceful at this process, and your clumsy initial efforts leave Snang somewhat confused. [Snang loses morale!]  Still, you work out that like most hunters and other goblins who spend a lot of time unsupervised outside the tower, Snang is used to quite a lot of autonomy.  Treating her with the respect afforded a valuable (but disposable) servant seems to be the best route to take.  She should not be treated as an equal, of course; like all goblins, she has a need for order and organisation.  Without clear leadership, she might feel she has to challenge you.

[Training Knife-Fighting: 19+2(own skill) + 2(difference in skill)]
[Training Dodging: 15+2(own skill) + 1(difference in skill)]


Your sparring sessions are very successful.  Your close combat experiences have brought you nearly up to Snang's own level of competence in a fight and her pointers help bring you the rest of the way.  It will take quite a bit more practice to reach her ability with a blade, but you pick up a trick about executing combat rolls from her and soon are able to dodge knife strokes on her own terms.

After one particularly exhausting session you both sit down at the campfire for some roasted birds.  You decide it is time to talk about the past.

"Snang."

"Yes, boss?"

"Were you there when the tower fell?"  Snang is silent for a moment.  She takes a bite of birdflesh and nods.  "Tell me about it."

"Well, what's there to say?  I'd come back from a hunting trip two days prior, had just been gathering the tools I thought I'd need for the Prince's son job, when I heard the horn blow.  I was rushing up to the battlements when the rocks hit the walls; piece of one nearly took my head off.  I manned one of the towers with a couple of others, fired pot shots at the humans until they got through the main gates and the champions started falling, then made a break for it through the tunnels.  Last I saw of the main fight Drilera, Queld and Tustong were holding off the main bulk of the human mob.  I think I heard Drilera go down as I was running.  No sign of the high priest throughout, but the priests Ongox Nightpatters and Ume Cruelflags were still leading the fight when the gates broke."

"Queld didn't make it either, I watched him fall.  Don't know about Tustong.  I think I heard someone say that Ongox was dead, but I didn't see it myself.  You wouldn't know because it didn't filter down past the middle ranks, but the high priest went missing about four days before the attack.  Everyone assumed Ume had done him in, he was the most likely candidate for the post.  Still, we never found a body so who knows?  Know of anyone important who made it out?"

"Not really.  There were a couple of hunter bands who were out at the time, they probably retreated to the bluffs when they found out, but I don't know where they'll have gone since then.  I'll point the ones I remember out for you on your map, though I've been to a lot of them already.  They're good places to hide out and relatively secure.  I know that two of the snatchers, Omku Breakfasts and Oxgu Lightsilvers, were out when the tower fell.  One was hunting near Dippedrivers, the other near Pewterwhites.  I haven't heard anything of them since."

"You said you met some slaves and drivers, though?  We- I could use minions."

Snang makes a face.  "Or somewhere more secure than a wagon for a base.  I don't think we can stretch the 'leper' jig to more than one of us, and while I might be able to just hide and sneak around rooftops and alleyways while you're in a town I doubt the common slave is going to have that much ability.  Still, that's your problem.  If it's minions we're after we have a couple of choices I know of.

"I can't speak for scattered slaves here and there, but I imagine if you made enough of a presence they'd come to you.  I know that some of the drivers got together at one of the hunting bluffs and started gathering up slaves again, mostly old goblins but probably a few humans as well.  I haven't kept in touch with them, so I don't know if they're still there but if they are they could be a worthwhile source of minions.  If you can talk them over or challenge them for control they should bend quite easily, so long as you appear to be fairly experienced at command.  I'll mark where I last saw them on your map.

"The other option is a human slaver and bandit by the name of Speksi Flukecertain.  He got ousted from service to the Waterhills Guild for breaching slaving laws and for petty banditry, so he retreated to the swamps and has been moving around doing raids since.  He's a competent slaver and raider and has a handful of human allies; I worked with him for a couple of months doing scouting and ranged support.  He's pretty competent."


"Why did you leave?"

"Pervert.  Tried to make a move on me."

You make no effort to conceal your disgust at that.  Ugh.  Inter-racial copulation?  How human.  "Still, you say he's competent?"

"Yeah, but a bit of his own master.  You know how humans are.  He won't accept orders easily if they don't let him do what he was planning to anyway, and he'd probably want in as an equal rather than a minion, if at all.  He'd be a competent and very useful ally, but a pain to recruit and keep.  Or, of course, you could just kill him and take whatever stock he has, probably mostly human with a few scavenged goblins thrown in.  You'd probably need at least one competent driver to keep the slaves in line, though."

"Well, that was worth knowing.  Useful information, Snang."

"Thanks, boss."

You continue resting at the fork until you feel back to your old self again, the leg wound nothing more than a painful twinge and a jagged scar.  Time to make some decisions; where to go, what to do, who and what to recruit and where to consider establishing a base - if at all.

Spoiler: Updated Eastern Map (click to show/hide)
Spoiler: Updated Local Map (click to show/hide)

Spoiler: Allies (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.

Iituem

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Re: Goblin
« Reply #192 on: December 09, 2012, 06:51:32 am »

Have we become distracted by the pretty fire?

Real Life used Obligations!  It's super-effective!  Yeah, hopefully updates will come sooner now, but you get a bumper-sized one instead.  Enjoy!
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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.

racnor

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Re: Goblin
« Reply #193 on: December 09, 2012, 08:31:35 am »

.......... :o
Wow, that was a huge update. I love the references to Monk12's game.
As for plans, lets go southwest to the closest stash and then west to the closest bluff.
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Weirdsound

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Re: Goblin
« Reply #194 on: December 09, 2012, 12:26:59 pm »

.......... :o
Wow, that was a huge update. I love the references to Monk12's game.
As for plans, lets go southwest to the closest stash and then west to the closest bluff.

Thats a good idea, but I'd make a quick stop at Mudcups first. Leave Snag a few hours out of town watching the Wagon and hunting. Head into town and buy some masonry/mining gear. If we have peons we can get them to construct us a proper base. Get in touch with Uta Pitchworths quickly, and enquire about the Victual brothers. I'm not sure if whatever silver we have left is enough to hire them, and they wont be in town just yet, but they could be useful for asserting our will over the hunters and slaves.

Use the Lepper Disguise, and Don't Linger.

Edit: Also consider picking up some salts, spices, other things to preserve meat.
« Last Edit: December 09, 2012, 01:40:40 pm by Weirdsound »
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