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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 190105 times)

crazyabe

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Re: Web of Life: A Drider's Adventure
« Reply #630 on: May 13, 2017, 06:48:15 pm »

Make the observation that the smoke of Ra'at's pipe seems to be what directs her tribe's action... and then point out that the captain didn't say we couldn't do both at the same time. Thus we could drop off the kid with his mother AND take Ra'at to the opening nearest too, with a bit of careful Route planning at least.
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Re: Web of Life: A Drider's Adventure
« Reply #631 on: May 13, 2017, 07:55:48 pm »

I worry a bit that ratlings in the market district could be a problem. IF we can drop him off on the way without exposing them too much then that would be fine, but it is a worry...
If we do take him, then plan out the route in advance, as much as you can without a map, i assume that both us and the kid know the market district, and can figure out, more-or-less, where his mother's shop and home and, ideally, mother's best-friend's home+shop are in advance. And more-or-less predict how long it will take to get him there at full speed and taking pains to avoid getting slowed down by riots, assassins, fallen houses, or anything else that might stop someone who was less motivated and mobile. Also take a close look at his soul. It is best not to be alone with people who could be The Roach in disguise... Can we strap him to our back so that he won't fall off if we need to sumersault or something? How are we at jumping from rooftop-to rooftop? The streets might be crowded in places...

Hopefully Ra'at can be persuaded that rescuing the kid will be good for the- ugh, we gotta prepare for the idea that The Roach might be waiting for the kid...- reputation of the ratlings and might benefit them long-term. And make sure that the kid is encourage to think that the ratlings are the nice loyal types who didn't care for guests much but saved him from the sewers when he was in trouble. If they wait for a few hours then they could get the city to be a bit more respectful of Ratling territorial claims and a bit less inclined to regard them as dumb animals to hunt. There really are few things that the humans respect more than a large group marching in a disciplined formation, and something along those lines shouldn't be too extremely far from the ratling way while on the move... I mean, if WE hadn't barged out right next to The Boss' home when we weren't invited then we probably wouldn't be awaiting exile right now... The human rules might be really annoying, but if you just stick to them while in human-controlled territory then it just makes things so much easier, and once they are through human lands then they can go back home and forget that the humans ever existed...
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crazyabe

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Re: Web of Life: A Drider's Adventure
« Reply #632 on: May 13, 2017, 08:00:53 pm »

I Think the Shamans are Sentient, while the rank and file rats really are a bit more Bestial.
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Re: Web of Life: A Drider's Adventure
« Reply #633 on: May 13, 2017, 08:10:10 pm »

That does seem to be accurate, but it doesn't really work diplomatically. Ra'at won't accept "they are just animals", seeming to think of herself as more of and advisor to them than any sort of authority,  and the guards won't like that it sounds as though they can't be controlled and could run amok. I feel as though we are going to need to be extremely delicate with our interpretations of the facts... And yet we can't outright lie because it is quite likely that people in the guards will know about ratling shamans... And Ra'at isn't stupid, she just accepts her role in the world, which apparently works, so she isn't exactly incorrect, just, umm, well the language wasn't made to cover ratling circumstances...
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Re: Web of Life: A Drider's Adventure
« Reply #634 on: May 14, 2017, 04:47:46 pm »

We're taking the golden middle road. We're going to get everyone home in one big trip. But we need to set up some ground-rules. Ra'at, people here don't trust your kind. At all. So they need to stay close and not wander. Is that okay?
Ra'at accepts. Not happily, but Ra'at accepts.
Alright. Kid? Peter?
Yeah?
Do you live at the woodworker's shop?
Yep. My mom's probably there, though maybe the shop isn't open. I 'unno.
Right. So! We need a proper route. How about this: we take a small detour close to the market district, so I can drop off the kid. You need to wait there for just a little while, but i'll be back as soon as I can. Then, we bring you to the sewer entrance and from there to the village. Then we need to get back and come up with a plan to deal with the roach. Dad, Eveline and Danica, could you stay with them and make sure that people don't get the wrong idea when they spot them?
That's the last thing I'm doing for you, just so you know. After this, I'm out.
You don't even grace that with a response, and begin the journey to the market district. Or more accurately, going close to it. You don't quite feel like bringing a bunch of almost-sentients to a place filled to the brim with goodies and people. Even in times of civil unrest, the market remains bustling, and the higher tensions can't possibly be good.

It took a little convincing to get the kid on your back, but you would prefer having him close to you at all times. There's no telling what else could happen to the boy, and he's honestly just a bit too young to leave alone. He couldn't be much older than 14, and while that's only two years younger than you, you're pretty mature for your age, regardless. Along the way, the reactions of the people are... calm. The dogs all bark and growl at the ratlings, and the ratlings return the sentiment at first until Ra'at makes a few guttural shouts of her own at them. They still shoot nasty looks at the animals and the owners standing next to them. Honestly, it hasn't been properly stated just how MANY dogs there are in this city. The barking is getting on YOUR nerves at this point, and the odd looks aren't just limited to the ratlings. People take their children inside at your approach, and you need to explain the situation to the occasional guard. The situation is delicate, to say the least. Eventually, you reach the point in time that you figure is going to get you the closest to the market district. You're working off memory, of course, so it's likely that you're wrong. Either way, it's time to get the boy on your back home. Come to think of it, that may be part of why people looked at you funny. Driders aren't known for giving out rides, you figure.

The market was as bustling as you though, although you notice far more weapons and armor on display. Thick leather clothing is going to be the fresh fashion statement, along with brutal stoning. Well, let's hope it doesn't come to that. People shoot some very dirty looks in your direction, although after somebody yells that you're carrying the missing boy on your back, those dirt looks turn to happy ones. Changing public opinion is really easy, apparently. Anyways, the woodworker's shop is closed, but you're not about to be discouraged by a sign. You knock on the door, yelling that you've got a kid with you that lives here. You hear some stumbling and the sound of some wooden objects bouncing around on the floor before the door flies open. Out comes the woodworker you gave Ambrosius' shield crest to, looking really wound up. When she sees the boy on your back she jumps in place three times, making a distinct squeeing noise before sprinting back inside yelling that "Peter's back!"
After that, you hear more stumbling and see the parents rush out. The father comes out first, and jumps when he sees you standing there. The man is unbelievably tall, and you honestly jump back a little as well. Still, Peter has jumped off you and is rushing towards his father. They embrace each-other, and the sister and mother soon join in . It's a heartwarming moment, and you honestly feel really good about yourself for the first time in...
Oh goodness you have had a BAD week.

The parents shower you in thanks and invite you to drink something, but you decline. You've got more things to do, and they can't be ignored. They tell you the offer still stands, though, as you rush away to get back to the ratlings. You reach them again in a few short minutes, and see that a crowd has gathered around the group. Your party is trying to keep folks calm, but none of them have anything resembling public speaking skills! When you arrive, the crowd angrily turns to you, demanding why a pack of animals is being kept here by some outsider drider. You're not sure whether the outsider or the drider part is the main problem, but you do your best to explain that they are going back to their original homes and that they need to do so over the city to avoid casualties. The explanation isn't really accepted, but nobody stops you when you get the group of ratlings moving again. The tension could be cut with a knife, and you suspect that if one man would throw a rock absolute hell would instantly break loose. If nothing else, you get out of there. The rest of the journey is very tense, and the ratlings are ready to jump on anybody who wants to try anything. Eventually, you reach the sewers, although the sideways glances and looks continue. You honestly never, ever expected that you would be glad to enter the sewers again.

When you reach the village, there is an audible sigh of relief coming from all parties. The ratlings quickly go back to doing their old activities, which mostly seems to consist of loitering and squatting in increasingly interesting locales. Ra'at gives you a final thank-you, and you leave without much goodbye's. You're honestly a bit tired right now, and you've still got a roach to deal with. You go back outside, and now you just have one more thing to do. Just as you step outside, Danica also says that she'll be leaving, and does just that. You can see the gems on her, and you suspect she already took her payment. If nothing else, you've still got a pretty big sack of loot, so you won't be in money trouble.

How will you tackle the roach?

Get some more help.
While Danica is finished, that doesn't mean you shouldn't get some more help. Besides, the roach will stand ready for your assault!

Rest for a day.
Everybody is pretty exhausted, and the roach is unlikely to try anything while he's on guard. You can look around the town and see what's been happening

Gather information.
Knowing is half the battle. The other half may be brutal violence, but the sentiment still stands. You need information!

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crazyabe

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Re: Web of Life: A Drider's Adventure
« Reply #635 on: May 14, 2017, 05:04:58 pm »

Gather information.
We can't rest 'till we know all the gossip that might be interesting.
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Re: Web of Life: A Drider's Adventure
« Reply #636 on: May 14, 2017, 05:42:33 pm »

Just double-check that our loot is still loot. It is annoying when you find out that all your gold has been replaced with rocks... Not that Danica would do that, she is a nice-ish girl who just mistook us for a grizzled-old veteran who has faced the horrors of the deep, instead of a teenaged grizzled veteran who has...

Verily!
We can look into Kasimor's issues, well, maybe, inform the guards that we have located a kidnapping operation(That appears to be where The Roach's offerings to Yendys came from.) that is involved with the recent incident at the wizard's tower and included the kidnapping of at least one wizard, and they should see sense in allowing us to question Kasimor...(Try to investigate his soul, flesh-beasts could look like anyone!)
We can try to track down the movements of Peter and the wizard that we couldn't save before they were captured. It might give us clue as to The Roach's movements and potential lairs.

The Roach seems to be using mind magic, we could use some more information on that front. Possibly check in with Meandra for some tea while we are about it? Do we still have to take Anatoli to The Beaks? They were supposed to be able to handle the situation, maybe, that didn't work out so well last time but they probably have the best quarantine facilities we can think of.



And now I am getting urges to keep Yendys' severed head to try necromancy on. And, you know, your own severed head is a great conversation-starter...
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Re: Web of Life: A Drider's Adventure
« Reply #637 on: May 15, 2017, 04:20:37 pm »

...Wow. So you still have her head with you?
Uh... Yeah. I keep it in a separate sack. Honestly, I'm covered in a lot of bodily fluids right now.
Meandra's master laughs a little. True. You still smell like the sewers, and that lovely odor of death is there as well... Tell you what, I'll get you some clothes.
 I should have a shirt that fits you...

Meandra's master leaves the table, and walks to the back of his house. You didn't expect to be this spoiled when you knocked at Meandra's for tea, they have some of the best biscuits you ever ate. Not to mention, the house is a beautiful inside as it looked outside. All sorts of wizardry is at play here, some simple little doodads that keep moving, other things far more interesting. The wallpaper changes color when you tap on it, as Meandra was happy to show when you entered. Ultimately, you feel as if hats only exist to pull rabbits out of in this house. Looks like you can kick up your feet here for at least a little while. Well, in a figure of speech, anyhow.
As the elder man rummages through his house, you ask Meandra what's been happening.
Well... I'm sure you managed to catch that some people are pretty angry at the wizards in the town? Well, that's because Mr. Kasimor went ahead and kidnapped a bunch of people... It was a whole craze, and eventually somebody caught him red-handed. He just grabbed whoever was walking late by stunning them and making them go to the sewers. I guess now we know where they went... Poor Melisandre.
Who?
The woman that got eaten. She's the only missing person that was a wizard. The fact it took so long added to the current tensions. People are claiming that it was all for some sick experiment. The order of the blighted beak is getting the worst of it. They don't have a stellar reputation to begin with, considering that they look so creepy. Still, they don't mind. I think. They don't talk much.
Not that that stopped you, did it Meandra? Anyway, Sydney, I found some fresh clothes, but you probably want to wash up in general? Our bathroom isn't equipped for somebody of your... physiology, but I could use a water-control spell to clean you. Of course... You would need to get naked.
You look at him and blink. You blink again.
I understand that sounds bad, but Meandra can't do it. It's not her tree of magic, and she hasn't had the training for it yet. I promise it'll be quick.
You answer him with a voice that closely approaches the cheerfulness of a tombstone.
I have been naked far too much in recent times.
You know, you could just give her modesty screens.
Well, yes, but then I'd have to touch the parts she doesn't want seen and I figure that might just be worse.
How about I just bind some cloth over the private parts?
Whatever makes you feel comfortable. To be honest, I just REALLY want to get the smell out.

After making everything a little more private, you wrap your breasts up with silk. It looks a bit more lewd than you'd prefer, but it'll do. It's probably a good thing you still have that sense of decorum. You'd usually protest a bit more, but you had to admit that you are FILTHY. Once you were out of the sewers and away from the ratlings long enough you realized that people were recoiling before they even saw you. You can't smell anything anymore, but those hints are enough to indicate that you reek. Meandra and her master were kind enough to tough it out for a while, but they are both glad you agreed to a bath. After you finish ruminating and gathering up the courage to go out there in little more than some silk smashing your jibblies to your ribs.
Alright. Go nuts, I guess, I won-*BLUARG*
Before you expected it a massive splash of water hits you straight-on, and some kind "worm" seems to slither around you. You notice a bit of soap in there, based on the stinging of your eyes. The watery worm is relentless, and cleans you out in ways you haven't ever expected. After about one minute, the water is put back into a bathtub. You can feel your hair poofing out as you stand there in shock. You're even completely dry, not a drop remains on your body. Whether or not the smell improved is hard to say, and a fresh shirt if levitated towards you. It feels very soft, and wearing it feels like a full-body hug with a puppy. You then make your way downstairs, and try to continue the talk and finish the tea you were given.
So... Uh... We were talking about Kasimor?
Not much else to tell, really. He got caught, and was eventually captured. No casualties, but the property damage was pretty spectacular. There's a hole in the castle walls.
So there's no telling where the roach might be hiding...
Ah, that's where you're wrong! You were part of the investigation, after all, so I figured you knew. The suspicion is that he's at the sewer entrance closest to the poor district. Recently, there's been a lot of movement, so he's tightening up the defences. From what I can tell, the guards are going to try and clear it out themselves.
Oh!? Alright then. Do you think they'll be fine?
Hard to say. People don't know what to expect from him, and guards alone can be a bit lacking if it's a magic user. The attack is tomorrow, at noon.
 They need to clear out all the people to make sure there's no unneeded casualties. Oh! Speaking of which, they let your village return to their homes in the meantime.
 They left shortly after you entered the sewers.

Good, good. I guess dad won't be alone when he gets back.
Your father is leaving?
Well, after my latest... episode, he found that he can't deal with that. He figures he'll see me turn into something he doesn't want to see, and I figure he feels bad that he won't be able to keep up anymore.
You still feel numb about that. You fear it'll sink in all at once when he leaves officially.
You don't look forward to that.

Well, back to the main question, does anybody know anything about mind magic?
Nothing you don't know. It's a forbidden subject for a reason, you know.
Alright... I guess I'll be leaving now. But before I go, who do I need to talk to to see Kasimor?
Don't even bother. You need to be a city official before they let you talk to prisoners like that. Death row's not a pretty place to be.
He's going to be killed!? But he was mindcontrolled!
That's an easy excuse, but they won't accept that. The city's calling for blood, now. Though, what I figure is that they'll send him to be executed in the capitol, and that he'll "accidentally" be released. Mindcontrol is just about certain, so we try to keep the people happy without killing him senselessly.
Alright... Uh, goodbye then?
Bye! See you later!

You gathered some information as your companions do as they see fit. Yunikki and your father went to the inn, and Eveline has decided to go back to the barn to take a nap. You've got the entire afternoon to fill. You also clanging like a kitchen, so you should look into getting the loot sorted. You'd best do that with your companions, however.

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Re: Web of Life: A Drider's Adventure
« Reply #638 on: May 15, 2017, 05:44:04 pm »

Ugh, yes, convert this loot into something that can protect itself, like a record of credit with a merchant house, or some light armour for our squishy torso, something that won't come off easily... But we want to get our debts paid and our earnings somewhat more comfortable to carry before the inevitable mugging...
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Re: Web of Life: A Drider's Adventure
« Reply #639 on: May 16, 2017, 03:36:46 pm »

I'm copping out on the update today. Where will you try to sell the loot and will you get your companions involved or not?
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #640 on: May 16, 2017, 03:47:23 pm »

Yes, involve them, and, uhh, well, we don't have time for an auction, unless one is already about to happen, which could be the case and maybe someone new has moved into the auction house we were being sold at? But probably easiest to just trawl the market for people who sell such things. We wouldn't get as much as we would from selling to people who actually want this stuff rather than just wanting to sell it, but it deals with the problem of carting around a large amount of loot. We could also consider selling enough to pay all our commitments and then store the rest to deal with when we are not hunting giant wizard monsters.
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Re: Web of Life: A Drider's Adventure
« Reply #641 on: May 17, 2017, 02:56:15 pm »

Gathering your companions up wasn't too difficult. Everybody wants to be part of selling the actual loot. Well, except for Danica, who you couldn't even find again. Eveline is a little groggy, but joins you. You also note that the barn is completely emptied, even your hammocks have been taken. Your town is thorough, it seems. Still, they left your "bed" intact, and even left a thank-you note along with your gold. It's an official looking letter, most likely written by the major. It has everybody's signature at the bottom, or the occasional motivational message. It occurs to you that you are really glad illiteracy is not a problem in this otherwise relatively medieval time-period. That's a strange thought, to be sure, but you're still quite grateful for it. You put the letter in your pack, and grab some more paper that was still lying around and a pen. It's time to repay debts!
You need to pay 120 coins to Yunikki and 150 coins to your uncle (who is in the guard sick bay). Danica has taken her share with her, so that's no trouble, and Anatoli is in no position to take his cut of the loot.

Yunikki and your father were having an honest discussion in the inn. You don't know what they were talking about, but the talking stopped when you entered. Most likely it's about the fact that he's going to leave the party to go back to his inn. He doesn't look happy at all, and remains silent when you say that you're going to transform the loot into money. Yunikki is very excited, however, and jumps up with such force she needs to stop the table from flipping over. She's excited about this kind of thing, it seems. You step outside, and start looking around for anything that will allow pawning. Yunikki is quick to help you in the pawning, making sure you don't sell all of the jewelry at once and that you switch between the different stalls to always get a proper deal. The jewelry may not be clean, and is most likely stolen, but the dungeon clause makes it all legal. If nothing else, it's a lost and found bounty for you. The actual trading is mostly done by Yunikki, so it's hardly even worth talking about, for the most part. Yunikki drives very hard bargains, and uses her armor to intimidate people. Sometimes, she outright annoys the merchant to the point that they'll buy it just to get her out of their hair. It's kind of impressive how experienced she is with this. By the end of it all, you have 426 coins total! Yunikki takes her fee immediately, reducing the total number to 306 coins. You set aside the money for your uncle, reducing it by 170 (you need to give him some extra, to pay for the medical bills.) This leaves you with 236 coins, which is 100 more coins than what you started out with, but you need to consider that your father will need a bit of money to get back safely. So you give him his 40 coins back, leaving you with 196 coins total. It's a decent profit, one that is ultimately not really worth the amount of blood that was spilled.
 
On the upside, you only need to buy kitchen supplies, bedrolls and a pickaxe once, so you haven't lost that much. You can keep all that stuff, considering your carrying capacity is absolutely LUDICROUS for such a low-level adventurer. You also wonder if you're eligable for a level-up or not, on a meta-level. Although, you figure you'll get it after you deal with the roach. Speaking of, you should get a plan together on how you'll deal with that, if you're going to. Perhaps you've done enough, and you should just make plans to leave instead.

Gather up allies and somesuch for the assault.
There is going to be an assault performed by the guards, but it's likely to be a bit messy if you don't get more help. Perhaps you can get some people from the underground, or the wizards from the tower would be happy to help repair their reputation.

Shop around and prepare personally.
You have the gold, you should look into some proper armor, or similar supplies. This is going to be a straight fight, without dungeon crawling, after all!

Shop around for the party
You have the gold, and your party members most likely want some stuff. You should spread the gold up a bit so people can be properly prepared

Relax a bit...
You deserve to take a bit of a break. Perhaps you could try that brothel now? (This will heal and de-stress you completely.)

Prepare to leave
You've had enough of this city. Perhaps it's time to search for greener pastures.

Get a militia started!
Getting the townspeople involved will guarantee a LOT of fighters, but with questionable results. The guards, wizards and count would be VERY displeased, and this seems like a horrible idea, unless you want the townspeople to feel insecure and horrible.
Just the way I'd like it....

Celebrate the return of Author Suggestions!
Out of the dungeon, back with these! Lookit all dem options. Look at 'em! (this is not an action, this is snark).

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Re: Web of Life: A Drider's Adventure
« Reply #642 on: May 17, 2017, 03:51:05 pm »

Talk to the wizards That stuff about reputation and antimagic sounded really good. But ask them to double-check their "not possessed" status and have a word with the mysterious super-spy Eveline about resisting mental domination. It probably takes years of training under the tutiledge the the grand spymaster to just ignore it like she seems to, but some tricks could maybe warn your companions enough to restrain you. Could talk to the guards about escorting the wizards to the battlefield and also showing some unity between the guards and all the good wizards who had no idea about what the bad wizards were doing and now want to do their bit to fix what members of their discipline put wrong... The guards presumably already know that they are a powerful mage who seems to love mind manipulation and outright control and can rip a civilian's throat out while fighting two people alone... But it might help to remind them that they are dealing with a proper monster that can do things that don't come up much in the policing of a city.

Ugh, and Kasimor pretty much deliberately got caught. This whole unrest situation is probably deliberate. So if we assume that this is all a distraction... What are they after... Well. the rise of Old Jesty, right? Which means power, or, well, us... Well, how can they get at us... They could claim the city, the lord is a target. They could use magic, wizard tower could be it. They could compromise the guards, something in their supplies? We should double-check our surroundings, be mindful of anyone watching us... Oh, or they could go after our friends... The assassin saw us with Meandra, and Uncle in the barracks is not exactly a secret, especially if someone in the guards is compromised.

And we do still need armour but nothing heavy enough to make ceilings difficult, but we also need supplies for the exile, and who knows if we will be staying tomorrow with all the anti-mage sentiment. Do we have a nice doggie with bones sticking out and sewer-moss growing all-over following us around(did we lose off-screen when our companions fought ratlins? Are we still paying upkeep on it?), and a nice collection of undead rodents riding on us? We, uh, really shouldn't, not with the current political climate... Unless we just don't care anymore,but, uhh, mobs are scary...

And I want to see the scene that the Author has been saving up for the brothel for the past... months? since it was first mentioned. And Imust say that I missed author suggestions at least twice, so.. umm, cowabunga! party on dudes!
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Re: Web of Life: A Drider's Adventure
« Reply #643 on: May 18, 2017, 05:32:52 pm »

You need to talk to the wizards about this, the guards are going to need some magic back-up to deal with this threat. You'll also inform the guard of what they're up against, of course, but first you need to talk with the wizards. You hope they're all still loitering around the tower of something, in this civil unrest they might not even be there. If nothing  else, you'll find some way to get them all together from there. Hopefully. You start walking there, your undead dog and rats with you. Despite the general disdain for wizards from the people, it's more based on class than the actual magic. While people look at your minions with some distaste, nobody really comments on it. They know for sure that you aren't part of the usual collection of wizards, if nothing else. That's one advantage of being a drider, nobody will ever mistake you for somebody else. And besides, necromancy is just another way of performing magic. It's considered a little distasteful, sure, but it's sort of like having a dirty shirt. People will not approve, but most won't really care that much.

As you walk with your party, you finally get around to asking a question to Eveline.
Say, Evi? How did you learn how to counter mind-control?
Didn't I explain this already? I was kept under mind-control for a long while by some vampire. Eventually, I managed to start resisting it. That made him...
 interested in me. I don't like to talk about it much, but the point it it came from practice.

Sure. I think you're just a super-spy here to make sure I don't take over the world! You say, smirking. You even rub your hands maniacally as you fail to stop yourself from laughing. Eveline can't help but grin as well.
Oh stop... Come on! There are people watching! She's still laughing, though.
Blah, fear me puny humans! I am your fears made flesh, a godess on this mortal earth. Fear me and bring me food!
I think I had a cat with that mentality. Yunikki adds, also bearing a smirk.
Aren't all evil overlords just cats, ultimately?
Yunikki and Eveline get stuck in their laughter. It wasn't that funny of a joke, but comedy isn't exactly at an all-time high in this time period.

Mh. Alright, back on topic. Could you teach me how to resist it?
Eveline doesn't even look at you when she dryly reponds. Nope
Aww, why not?
I... can't really explain how I do it. All I can tell you is that it keeps you in a dream-state, and that you need to figure that out.
What? That sounds easily teachable!
Not really... Think about it like this. How often do you remember your dreams?
...Not often?
Now consider the fact that things always seem to make sense in dreams, no matter how absurd?
Kind of? I, uh, have been getting really strange dreams since I got marked as eldritch abomination chow.
It's kinda horrible when you just state it like that.
Anyways, now consider this. Mind-control aims to keep you in a dreamstate, so you constantly forget what you were doing and everything makes sense.
 That's why you just suddenly wake up.

How the hell do you do it, then?
Like I said, pure practice. It comes naturally to me at this point, but it's impossible to properly show how to counter it. Honestly, you're better off not getting controlled in the first place!

When you arrive at the tower, it's clear that people haven't been using it much in the current political climate. The door isn't trying to eat anybody, and other than a notable chunk of wall missing opposite of the tower, nothing has changed. When you enter, it becomes even clearer. The place is relatively clean! As you wander upstairs, looking for wizards, you find that there are still a few of them around. You notice the order of the blighted beak is still working on something, but you don't say anything to them right now. Considering that they're indirectly responsible for the bites you got, you're not itching to talk to these beakfaces. Still, they were the only notable thing left in the tower. Three wizards were sparring with different spells at one point, but they were careful enough to not seriously hurt anybody. You would compare it to airsoft if you knew what that even was. You disregard it entirely, and open up Kasimor's office. As you hoped, you find an easy authority figure, preventing the writer from making an extended story-line about how you went door-to-door to ask people to go fight an evil bug-man. The man sitting in the chair looks sweaty, which only amplifies his outrageously bald head. To counter the baldness, he apparently decided to grow a beard, but he merely show that he is the type of man that will never reach the level "beard", but will forever be stuck at "ugly scruff". His clothing is surprisingly plain, consisting of nothing more than a shirt and cloth pants. He looks more at home on a farm than in an office as lavish as this. He waits for you to come closer before looking up. You see him turn pale for just a second before he internally composes himself enough to begin talking
Good day, what can I do for you today? His voice is nasal, and the line sounds very much rehearsed. You see a fat drop of sweat roll down the middle of his forehead towards his nose. It's unbelievably distracting, but you eventually manage to gather enough focus and willpower to tear yourself away from the sheer baldness of this man.
Uhh... I was hoping to get a bunch of wizards together in order to combat the bug-man in the sewers that's the cause of all the social troubles you're having?
uh... I-i think that's outside my jurisdiction.
You're at the top of the mage's tower? How is this not in your jurisdiction.
Somehow, the man begins to sweat a little more. The lamp-light is reflecting off his perfectly round and shiny head.
Alright, that's true, but.... I-i'm just a replacement. They'll find a proper guy for it soon. I'm just here for the paperwork.
...Alright, but who do I talk to in order to get a general message out to the wizards around here?
T-that would be... me. I-I suppose. Eh. He takes otu a handkerchief and wipes his head. It hardly helps against the sheer assault on the eyes this man is. After he fidgets a little more, Yunikki suddenly slams her hands on the desk, sending some pencils flying!

Oh my gods, just send out a fucking message that everybody who is willing to fight should gather up with the guard before the assault! Preferably, they'd all gather today in front of the tower to check for mind-controls. Got it, pencilpusher?
Y-y-y-y-y-y-y-y-y-y-y-y.. Uh. Y-ye. The man continues to babble out the beginning of the word "yes", as he continues to sweat. You wonder if the man is a water elemental or something because this is getting weird.
I think you broke him.
Eventually, he manages to push out the entire word "yes", and then proceeds to write a letter. After that, he holds his hands to his temples, sticks the letter to his forehead (he actually goes through the motion of using a band, even though he's damp enough to make it stick) and you see a flash come from his eyes. You hear some yelps of surprise from downstairs.
M-message sent. I-if that was all, i-i'd like to ask you to please leave... Okay bye thank you.

Leaving the office, you see that the dueling wizards are already heading downstairs. Looks like it was a telepathic message of sorts? That would explain why they would keep that little buffoon in charge of things for a while. When you reach the bottom of the tower, you see that a decent number of wizards have begun loitering at the bottom of the tower, clearly awaiting something. These are just the ones that were already in the tower, however, including the order of the blighted beak. They make a separate group a little further away from the tower. Even now, they still write down any notes they can as they experiment with some magics. You should be glad they didn't decide to bring an autopsy subject...

You've still got a while before they're all here, you suspect, so you have a little time to kill first. Your party will stay here to keep them all together before you speak.

Get the guard involved right now.
The more communication, the better. You'd better get some guards involved and informed right now! Of course, they may not entirely approve of your idea...

Buy some armor.
You could visit those woodworkers for it! Returning a son should be worth some armor, right? Or you could get improved leather or even metal. Nothing too heavy or expensive though... You should have a budget on this.

Stick around
It's best to stay here and avoid any troubles from arising. You may even have the time to prepare a speech!
Perhaps with some suggestions?

Other
There are always plenty of options, although the brothel is out. You simply don't have the time, unless you plan on ditching the plans you already had, which would anger just about everybody, so you won't do it.

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Neat stuff I do:
A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

RAM

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Re: Web of Life: A Drider's Adventure
« Reply #644 on: May 18, 2017, 05:59:43 pm »

Get the guards
Trouble, will break out, but better to have some sort of official element to this rather than just show up with a mess of wizards. Hopefulyl the trouble can be deflated when we get back...
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