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Author Topic: Wrecked Land [SG]  (Read 11398 times)

Avis-Mergulus

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Re: Wrecked Land [SG]
« Reply #45 on: April 04, 2014, 04:49:47 am »

You shake the papers off, heft your stick, and exit through the broken door. At least nothing decided to visit in the night, which is nice.

By daylight, the house you spent the night in proves to be a one-story log cabin roofed with rusty metal, standing in the end of a street on an incline above a small port...village, by Isandan standards, but you guess they would call it a town here. It's little more than a few streets of wooden houses converging on a pier, near which two massive brick buildings are located. From one of them, a railroad track emerges, snaking off further inland. Above you, the incline transitions into a wooded plateau.

The light you saw before is situated on the top of an airship mooring mast, which stands near the same brick building in which the rail track starts. You suppose the light must be autonomously powered somehow. You cannot hear the crying anymore - it has been replaced by the sounds of a shallow, rasping breath. It appears to be coming from the building near which the mast stands, even though that's a ways off - you shouldn't be able to hear it.

You make your way down the street carefully. The houses to either side of you are either ransacked or abandoned, their windows broken. Some are even burned to the ground. There is no movement and no sound except for the breathing, but the atmosphere is tense. Something about the lighting seems strange, but you can't quite put your finger on it.

Still, nothing accosts you, and you make your way to the gate of the brick building, or rather, what is left of it. The gate was a massive thing of rusty brown iron, at least four stories tall. It closed over the rail track, you suppose, but now it's blown inwards and torn to shreds. The train stands behind it, the track running the length of the building in a groove in the floor: you think it propped the gate up when it was destroyed, because the locomotive is also completely wrecked. The concrete floor of the building is littered with dried fish and splinters of wood.

The smell of fish is overwhelming, but beneath it you catch another smell: rot. There, at  the far wall, a dozen men, women, and indefs lie in a bullet-riddled heap. The wall is stained with blood and pocked with holes. A bit to the side of them, you locate the one who breathes: a flaxen-haired young man in an unfamiliar uniform, slumped near the same wall. His limbs are bent at unnatural angles, and his shirt torn open, revealing a faintly glistening abstract tattoo on his chest. He appears to be unconscious.

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escaped lurker

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Re: Wrecked Land [SG]
« Reply #46 on: April 04, 2014, 05:03:42 am »

... put him out of his mysery.
No, really. Just remember what he did all night. It's the human thing to do.

See if we can find any better weapons.
A makeshift spear could be strewn about,  or maybe even some weapons? Search the other houses if need be. While we want to hand out mercy, we do want to be on the safe side of things...
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WhitiusOpus

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Re: Wrecked Land [SG]
« Reply #47 on: April 04, 2014, 12:50:51 pm »

... put him out of his mysery.
No, really. Just remember what he did all night. It's the human thing to do.

See if we can find any better weapons.
A makeshift spear could be strewn about,  or maybe even some weapons? Search the other houses if need be. While we want to hand out mercy, we do want to be on the safe side of things...
-1 to killing him.
+1 to looking for a better weapon.

We should see how much we can help. He's unconscious, so we don't know how much pain he's in, but if it's just broken bones, we may be able to help, and at the very least coax some information out of him.
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Avis-Mergulus

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Re: Wrecked Land [SG]
« Reply #48 on: April 04, 2014, 04:47:20 pm »

You contemplate ending the man's life without waking him up, but decide against it, even though some part of you insists it would be the humane thing to do. However, you decide that you need to be better armed before you do anything else. After some looking around, you find a broken piston bar from the locomotive embedded in the remains of a fish crate. It's a metal pole slightly longer than your arm, with a jagged point on one end. It's not the ideal weapon, but you're certain that on a lucky strike it will skewer most things, and it's heavy enough to shatter a skull.

Your search of the closest houses yields nothing but a knife-blade with a broken tang and a lot of dust. It seems that somebody searched the houses before you. There's nothing in the ones closest to the pier.

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The Froggy Ninja

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Re: Wrecked Land [SG]
« Reply #49 on: April 04, 2014, 05:22:11 pm »

Look around for bits of fabric and large flatish branches or planks.

WhitiusOpus

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Re: Wrecked Land [SG]
« Reply #50 on: April 04, 2014, 05:24:42 pm »

Why are you guys ignoring the obvious?

See if we can help the f*cking unconscious guy!
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Chink

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Re: Wrecked Land [SG]
« Reply #51 on: April 04, 2014, 05:51:13 pm »

Why are you guys ignoring the obvious?

See if we can help the f*cking unconscious guy!
+1, and try to remember what we can about what Wreckbombs do.
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GiglameshDespair

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Re: Wrecked Land [SG]
« Reply #52 on: April 04, 2014, 08:50:03 pm »

Check him for weapons before we help him, remove any found.

Someone shot all those people. Maybe the soldier in uniform?
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The Froggy Ninja

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Re: Wrecked Land [SG]
« Reply #53 on: April 05, 2014, 10:49:06 am »

Why are you guys ignoring the obvious?

See if we can help the f*cking unconscious guy!
I know. I was looking for materials to make a splint and set his bones.

Avis-Mergulus

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Re: Wrecked Land [SG]
« Reply #54 on: April 05, 2014, 11:33:02 am »

Now that you look, at least half of the corpses are wearing the same cream-colored uniform as the unconscious man. You don't waste much time looking, though - inspection of corpse-piles is definitely not your forte.

After a cursory check, it doesn't seem to you that the man has any weapons. You doubt he can even use his arms - bones aren't supposed to bend that way. You don't really search him very thoroughly - just his belt and his pockets. Moving him at this point doesn't seem wise.

On the subject of Wreckbombs... Well, first, one has to explain patterncraft. Take a phone. You can speak into it, and it transfers your voice from one end of the line to the other. But if you emit a continious sound of just the right frequency, you can make your call free. Or talk to the operator. Those are called service tones. In a similar manner, the world itself has its own service tones - patterns of light, sound, and placement that render the normal laws of physics no longer applicable. Patterns are divided into two classes: P-class, which warp physical constants, and H-class, which exploit the "service tones" of the human brain, inducing psychological effects. There are macropatterns, usually taking the form of sigils and tunes, that are directly observable to the human senses, and micropatterns, which affect their environment on a smaller but more permanent scale.

 Patterncraft is usually studied in secrecy by various government agencies, and civilian use is, in most cases, stricly prohibited. Your cousin works in S2, and so you know a bit of the theory behind Wreckbombs.

A Wreckbomb usually contains a diverse set of offensive patterns of both classes, and a complicated P-class pattern that is supposed to spread the effects of the offensive ones over a certain area. Usually, the offensive macropatterns are applied on detonation, killing a large number of people, and then the micropatterns contaminate the environment, rendering it extremely difficult to inhabit. The Verein bomb is intended to make the populace surrender, so you suppose it mostly contained micropatterns. The Irevians claim to be able to remove the bomb's aftereffects - a new development in this field, which could affect the world immensely if it's true.

After spending a few seconds in thought, you get to helping the unconscious man. You remember that there was that sackcloth with which the wood pile in the cabin was covered, and you donate your stick and a few bits of doorframe to the cause. Then you pause for a few seconds, trying to better remember what little first aid you were taught in college.

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Aseaheru

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Re: Wrecked Land [SG]
« Reply #55 on: April 05, 2014, 11:50:54 am »

Shove a stick on each side of the affected limb, tie them together in a way that leaves the arm more-or-less in a normal looking position.
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Avis-Mergulus

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Re: Wrecked Land [SG]
« Reply #56 on: April 06, 2014, 01:48:36 pm »

You get your first aid on, straightening the injured man's arms as best you can and immobilizing them with your planks. He wakes up halfway through the procedure - turns out he was more asleep than unconscious, though it's hard to tell - and flinches sideways, nearly falling on one of his arms. You catch him before it happens, and finish your efforts. You have made a passable splint, though you aren't sure if it will help in case of complex or overlapping fractures.

You straighten out and assess the patient's general condition. And man, does he look horrible. His eyes are bloodshot with black circles beneath them, and he's extremely pale. His breathing is shallow and irregular, and when he speaks, his voice is a barely audible croak.

- Water. Please...

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escaped lurker

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Re: Wrecked Land [SG]
« Reply #57 on: April 06, 2014, 01:58:38 pm »

Kill him already!

A-hem. On a serious note, I really thought that he would be somehow affected by the bomb.. Or will he be? °_°


Either way, get him some water. If he is responsive after that, let us ask him how he came to be in this very peculiar situation.
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Avis-Mergulus

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Re: Wrecked Land [SG]
« Reply #58 on: April 06, 2014, 02:01:24 pm »

Either way, get him some water.
Ah...But where? There's a well in the town, and several water taps, plus there might be another source of freshwater somewhere around... But what are you going to put it into?
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escaped lurker

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Re: Wrecked Land [SG]
« Reply #59 on: April 06, 2014, 02:42:01 pm »

Search around for a cup, flask or bottle. If there really is nothing to be found, cupping our hands, or just plainly keeping it in our mouth would also work. The Sod has no time to be picky, I wager.
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