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Author Topic: Web of Life: A Drider's Adventure (Ended)  (Read 185062 times)

TheBiggerFish

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Re: Web of Life: A Drider's Adventure
« Reply #555 on: April 06, 2017, 07:50:27 pm »

((Ahaha, I see what you did there...))

When it comes time for looking for things...Look for our own soul.  Do we have a range at which we can no longer perceive a soul?

But generally - all of these if possible.  Avoid spooking Meandra worse though, if she looks scared of us, keep a distance that's safe for her.

If I had to pick an order, it would be Meandra, information, plan, in that order.
« Last Edit: April 06, 2017, 08:00:55 pm by TheBiggerFish »
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #556 on: April 06, 2017, 10:05:37 pm »

((Ahaha, I see what you did there...))

When it comes time for looking for things...Look for our own soul.  Do we have a range at which we can no longer perceive a soul?

But generally - all of these if possible.  Avoid spooking Meandra worse though, if she looks scared of us, keep a distance that's safe for her.

If I had to pick an order, it would be Meandra, information, plan, in that order.

((Wait, so we're allowed to get D.F.-related references? I thought that we were ignoring the many many many references on purpose...))
+1

Try to avoid taking responsibility for this but if it comes up acknowledge that we were the centre of this whole mess and apologise for that. Honestly, the only people who seem better-off for having met us are those slaves and Yunikki. Did the count say something about some people during the raid?
I am inclined to blame all of this on the mind control. Almost everyone was mind controlled at some point and we didn't even see Meandra, was she wearing a mask? Meh, doesn't matter blame really isn't going to help here. She is still pretty. We have a shoulder injury of our own that will probably scar if driders get scars, and our double apparently seduced a guard to death and she was built out of spare parts... We also know a healer who was heading to The Orc Tower, though healing only goes so far and is expensive. Really wish that we could just pay for the damages but there is no way that we could fix everything. And we fully intend to track down that mind-control mage. Does anyone know how or when the mind control started at the tower? Our double never really seemed to try mind-control on us did she? It could be that she doesn't have any at all, we certainly don't seem to have any, and we know that another mind-controller is in the area...

Just, yeah, try to stick with listening to her woes and comforting her. Our own experiences aren't going to make anyone feel better... But we do have party tricks! A kobolt can attempt to ride us up a wall. We can explode into a fountain of black vomit, maybe, that might have been a once-off but that tea and busciuts seemed pretty offensive to normalcy while simultaneously promoting it so it seems doubtful that the full tour will ever go without black gunk. And hey, we can read auras now! Or make her a magic-resistant shawl! Ohheywhat, did Yunikki get mind-controlled through her magic-resistant armour? That would seem to indicate that a certain level of fear is appropriate... Or that our silk doesn't last forever, or can burn out or something, or that Yunikki removed it. Meandra probably doesn't weigh that much, I expect that we could carry her if she wants and isn't too worried about sitting on a drider-shaped target...
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #557 on: April 07, 2017, 04:31:25 pm »

You walk closer to Meandra, who is crying in her master's shoulder. The man is whispering assurance and patting her back. It's clear that they're quite close, and you wait a little bit to not break the moment. After about a minute, Meandra removes herself from the shoulder, and just sits down. Her face is red from the crying, giving a contrast to her pallor. She's just gasping and sobbing now, and you carefully step closer. She looks at you, but barely even reacts. All the energy she usually has is just... gone.
H-hey, Meandra...
H-hey, Sydney. Did she g-get you too?
Hm, not quite. She tried, though. Gave me a bite, but I'm fine. How are holding up, though? You look like absolute hell.
Well, I got cut to ribbons. Lucky I'm even alive but... I look horrible. I look like a damn flesh golem, Sydney! She curls up, holding her head in her hands. You look down her robe a little, and you see that the scar you saw sticking out goes far, far further than you'd expect. She also winces when she puts some weight on her right leg, meaning she got injured there, as well.
Meandra, dear, no... It's fine. Alright? It'll all be fine. Scars heal, and we'll find a proper healer so you look good as new.
Like that'll happen! The city's healer's gone, and by the time we find somebody else it'll be too damn late!
There's no time limit on this, don't worry.
Was Ambrosius the only healer around?
Yep. The only PROPER healer, mind you. The people from the blighted beak and some kobolt saved her life, but they're notoriously shoddy with wounds they don't create themselves... It's all physical. She'd be dead without the transfusion potion.

Meandra's face loses a little more color at the mention of her death. She must be shook up the most about that. The first time's always a doozy.
Hey, Meandra... Look at me, alright?
She looks up, straight into your eyes. Her eyes are puffy and red from the crying.
Listen. I get that this was scary, but you need to look at yourself and know that you're alive. That's all that matters. Pain will pass, scars will fade.
 The ones that don't are a mark of pride. Trust me on this.

I-i guess you would know, h-huh... Gods. You just took a bolt to your arm without flinching and here I am... c-crying like a baby. I-i can't even make the tears stop! I-i'm just...
That's alright! I've been in these sorts of situations before. I nearly died when I was 14 to some bandit, I got my first time earlier than most. You don't need to be ashamed.
I-i... Thanks, Sydney. Look, I-i still don't feel too hot, but I'll... I'll just go home and sleep a bit in my own bed.
That would be best. I've got a mug of hot cocoa waiting for you.
Want a ride?
You turn around and point to your spidery back. Meandra looks at it for just a little while, clearly turning the idea over in every possible way. When you suddenly feel a great weight on your lower back, you know she made a decision. You let her get comfortable, and then you leave. Your companions are right behind you, fortunately being tactful enough to not laugh at the somewhat silly sight. Meandra weighs a lot more than you expected, but your physiology allows you to carry massive weights with your legs. Hydraulics are pretty nice, ain't it?

On the way there, you ask Richard, Meandra's master, what else he knows about the clone. Sadly, he doesn't know anything else, although he does mention one thing: the mindcontrol was something that was quite slow until the end. At first, people just kind of got ideas that were in the clone's interest, and only later did it start outright mind-controlling people. Guessing from what happened, the assumption also stands that if she loses focus, all the mind-control is dropped. And that's all they have gleaned from the experience. You haven't even left the building when he finishes. Meandra seems to be enjoying her ride, however, although you can't quite see her. She laughed, which is probably a good sign. The walk to her home was ultimately uneventful. Nobody really felt like talking much, considering Meandra still seemed quite weakened. A laugh doesn't mean she's out of the woods of emotional turmoil. Many, MANY people stared at you, however, and the tons of dogs that litter the streets all seemed to cock their head at the sight. You enjoy the sight of that, at least.
When you arrive at her home, she carefully gets off, with the support of Richard. Using Richar and you as support, you stumbles into the house. The wound on her leg must be very deep if she can barely walk properly. The glimpse you get of the house is quite beautiful. Everything appears to have been naturally grown out of the floor, or is glowing in some way or form. There's all sorts of interesting things, but in the interest of privacy, you leave too soon to get a proper look.

Now you're outside in the rich district. There's a cult and a feral doppelganger out there, and they're both in the sewers. If the city is as old as they say, it's quite likely to be a dungeon.
You NEED a plan, possibly some supplies and back-up, if you're going to be tackling that.

Also of note, the sheer number of people make it so you can't smell a damned thing. Whatever ability you developed, it does not react well to crowds...

Spoiler (click to show/hide)
« Last Edit: April 08, 2017, 05:43:05 pm by Liquefied Spleens »
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #558 on: April 07, 2017, 05:37:04 pm »

Well, Meandra got to ride on a magical creature. Plenty of storybook heroes shy away from that to be more realistic so she is one step closer to being a figure of legend!
Well, we could try to get some guards. We do have some official mandate to pursue the cult.
We should look into harrassing (and supplying) Eveline to make some healing and refreshing supplies, and thank her for helping Meandra if that was her, AND for getting the guards, which can't have been easy given her stated low sprinting speed.
We could look into getting some, umm, does divine magic exist? Not sure how long purity magic would last in a sewer but some wards agains mind control and something to cleanse wounds that doesn't involve acid might be nice.
I am not sure if now is the best time to be meeting with the beaks, but it would be nice to know their curative methods even if they are third-rate.
Our double is fast, quiet, teeth, mobile, strong, teeth, and likely has trap-webs all over. Basically a master assassin... Who thinks of us as the tastiest thing ever... She uses our soul apparently, maybe we can track that? If we can see her coming then she is not immune to numbers and coordination. It'd still be nice to at least try throwing a mess of cultist's souls into her even if Death said it wouldn't work, it is sort of sad to think that she has been starving since she came into existence. And blowing her up with souls couldn't go terribly terribly wrong, could it? Not like it would turn her into a manifest extension of Old Gesty or anything...
The mind-control and head-exploding OUGHT to predate our double, so there is probably a capable magician amongst the cultists. It would be very nice if we could make some silken attire for our company. It would also give us an excuse to sit down with a large volume of cheap food for a day...
We also want some undead minions. We can probably put up some webs to catch vermin or even a stray hound or two. Undead aren't pretty, but a mouse makes a great scout and a proper princess should always be surrounded by her exploding woodland critters...
Hopefully this ability will work better in the sewers and can be used to hunt whoever is down there.

But mostly, conjure a company of capable companions(Crimson and Maron Tunic, the twin guards who lived, until they didn't. Heelsaplen Tee, the overzealous priest. Ina-hays "Needle" Tack, peerless tracker... Are probably all out of our budget...), double-check our equipment and carry a coupe of spares, check that we have stuff for emergencies(Some digging gear, say a pick, shovel, and lever, in case a grate or stone slab or something blocks us and we need to go up or something. Food and water for a week or so in case we get stuck down there. A couple of robust lanterns and some rope... And probably a stretcher...), and then set off into the gloomy deeps. Best to travel light, perhaps we can hire a secure box somewhere? But I am in favour of preparing for a day, even though we have suffered repeated disasters from waiting too long in the past...
« Last Edit: April 07, 2017, 05:58:52 pm by RAM »
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #559 on: April 08, 2017, 05:42:47 pm »

The captain of the guard appears to be deep in thought. Your request is a little outlandish for somebody who's only been here a few days, but it's undeniable that it's necessary somebody does something about the sewers.
So... To go over everything... You want me to give you a regiment of guards to go into the sewers to help you shut down an eldritch cult and a dopperganger that looks like you?
It doesn't sound that ludicrous, really.
I suppose... But I can't really do it.
Why the hell not? Yunikki says, crossing her arms with a scowl
Remember the ranks here, if you please? Anyway, I can't send in a massive group of guards because that would be counter-intuitive. The best I can do is give you around three men, and using the rest to guard the sewer exits that we know of. Too many people will cause jams in the thin tunnels, and you can't command such a large group effectively. So I'll give you some specialists to choose from, and that'll be it. I suggest you spend a day getting everything ready. That cultist bunch isn't going anywhere if they've got half a brain
That was the plan. Anyways, thanks for what your help.
Right, right... Off you go, I've got a mountain of paperwork about the mind-control incident.

Your group leaves the office. So you've got that down, at least, but now you need quite a bit more preparation before you're ready to delve into a dungeon. You'll set up traps around the barn to catch some vermin, but you won't catch much more than the occasional stray rat or similar vermin. You need them intact, if you want to get some proper scouting done. The more important thing on the menu is, well, the menu. You need some food for the dungeon, because you may end up taking a bit. The sewers aren't so much sewers as a network of tunnels and secrets. Some say the original plans for the city was underground, but throughout the ages, different overseers had different ideas. Top-side city won out, but there are many remains of the old tunnels. On that note, you check around the market and inn. They have supplies available, to be sure, but there is very little variety when it comes to long-lasting foods. The average adventurer food pack consists of wine, bread and dried meat, which is wholly insufficient when it comes to nutrition needs. The innkeeper does mention something very interesting, however
Those sewers are filled to the brim with stuff you can use, y'know... It's not all just crap-water. As long as you stay away from the central streams, there's loads of things you can use. There's all kinds of weeds n' grass the ratlings eat. Not to mention all the critters down there. You've got the ratlings, like I said, but then you've also got the bats, the occasional sewer-hound, giant frogs... You've also got kelpies n' squids, if you're into the rubbery meat. Sometimes, people even go down there just to get some of that dungeon food. I wouldn't serve it in MY inn, mind you. People don't take too kindly to sewer-food...

You'll do the actual buying of the supplies when the day is there, but that's very interesting indeed. With your cookbook, you could live off the dungeon without much issue. Killing monsters won't exactly be avoided, so you might as well get some use out of it. You also note that you should get some basic dungeoneering supplies, as well. A pickaxe could come in handy, and you most CERTAINLY need some kind of light. So that leaves you with food, weapons, general dungeoneering supplies, undead minions, companions, the needs of those companions... You can leave the unneeded stuff at the barn with the rest of the town, as they are most certainly grateful enough to watch over it. During your walk inside the dusty castle, you notice that your new sense of smell is very advanced when it isn't clogged by a large number of people. You could keep track of where a guard went after his post without issue. So IF you find somebody in the sewers, you can most certainly keep track of them. Anyways, that's all the PLANNING done, but now you have one last problem.
Budget.

Getting a proper pickaxe is going to set you back around 25 coins, but it guarantees good craftsmanship. Then you need to consider food. One day's worth of food for one person is around five coins. If you take everyone, meaning your uncle and father, Yunikki and Eveline, you need to account for five times that. if you also take along more people, THEY need to be fed as well! And, finally, that amount goes up for every day you plan for. So if you think you'll be out in three days, you'll need 75 coins to pay for it, without extra companions. You simply do not have to money to pay for that... Although you could ask for companions to pay their own rations, but that will likely go over badly. Some might not even be able to pay for it. The food situation is quite a pickle, in short.
You have a whole day ahead of you to continue planning.

Search for alternative places for traveling companions.
There are plenty of places to find or hire people to come with you, such as the bar or even the Paladins.

Find a solution for the food problem.
You need to balance the budget, here. Be careful what you spend it on.

Find some other things to prepare.
There's a lot you can plan for. Best do it now, right?

Other

Spoiler (click to show/hide)

I decided to look back and realized that I gave uncle Liam the wrong text color. repeatedly.
I am a fraud.
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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #560 on: April 08, 2017, 07:44:28 pm »

... If we can secure some sort of looting rights then we might be able to get a loan. The cultists should have something of value and you never know when you might come across a smugglers stash or similar... It would be ideal to loan from someone we know, such as pooling some funds from our father and Yunikki in hopes of coming out richer... Maybe everyone who goes along gets a share of loot and an additional share for every 20 coins they contribute? Everything is sold unless someone wants to buy something from the party at the highest value anyone cares to state? If someone gets greedy then it could lead to nothing can be claimed, but it still gets sold and split so it is not a complete loss. It is tempting to get the pick on our own so we can keep it without issue and nobody gets bothered if it isn't needed.

Can we get an advance on our wage? We get paid for days we spend hunting cultists, right? A three-day advance would probably be enough for an extra day of food.

I REALLY want that pick. It probably won't come up but you never know when you need to pry out a loose brick or hack into a door's lock or something. Needing it and not having it could be a lot of trouble.

This is exactly what the cookbook is for. We need some supplies in case things don't work out though... We can probably eat more meat than most, and there should be something aggressive down there made out of meat, so we can probably skimp on our own rations, getting a single day's and rationing it out. Can we try standing over some sewer grates and seeing what the cookbook suggests?

Guards would be really nice. They are expendable experienced and tasty well-equipped. They are also about to retire with their pregnant crippled spouse and sickly puppy accustomed to dealing with humans, which would help. And the author fate seems determined to mutilate our friends immerse us in danger so we could use the tension-fodder extra sword-arms.

Or we could trade "buy your own food" for some promises to pay them back and effectively fund the whole expedition, and then see how everyone likes it when we monopolise all the glory and rewards and worshippers and adoration.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #561 on: April 09, 2017, 06:06:27 pm »

...So we've got, rat fricassé, roasted rat, rat on a stick, rat purée, boiled rat with skin, boiled rat without skin, baked rat with or without skin,rat bits, tinned rat, rat stew, rat fries...
So... A lot of rats. I guess. Eveline doesn't look to disturbed by it. She probably ate her fair share of rats in the past
There's more.
Oh, perfect.
Mashed rat, bone-marrow pie, rat-meat pie, rat wrapped in sewer-weed, rat with mushrooms, rat with less-than-lethal mushrooms, rat with lethal mushrooms, mushrooms with mushroom sauce on a bed of mushrooms covered in rat blood, fungus-burnt rat, fungus-frozen rat, fungus-salted rat, charred rat skin with spores and berserker's swill.
Is that everything you can make?
Everything that has rat a central object. There's uh, a lot more.
I'm invested at this point, keep going.
Eveline sits down on the floor as you flip another page. The rest of your party is currently doing their own preparations. You'll explain your looting plan later.

Alright, so now we're at... ratlings.
Aren't those sentient?
Says here they've got a primitive society, but that it doesn't count as sentient. Apparently because the spears and huts are all because of magical origins.
Sounds like more of a legal grey area.
Whatever, I'm trusting the cookbook. Options are... ratling beef with mushrooms, ratling leg salted with fungal spores, ratling brain mixed with poisonous fungal spores, ratling brain from the skull, rotisserie ratling, crushed ratling eyes for toast, ratling baked in own juices, feces-boiled...ew. Skipping the next ones.
Uh, AH. Ratling chops with a side of sewer-weeds, ratling chops wrapped in fungal grass, ratling liver mixed with baked bits, ratling sausage, ratling sausage with fungus and berserker's brew.

That it?
We've still got the hounds and frogs.
Look, I think its clear there's enough ways to cook something down there. We're just gonna need a proper cooking set, i suppose. Get some pots n' pans.
 I can make a fire without trouble, some of my powders will burn for hours. I don't have everything I'd like for dungeon delving, though. Things I'm low on right now is transfusion potions, pain-dust, flesh-epoxy, Sticking glue... I figure the transfusions are the most important part, along with the epoxy. Closest thing to a healing potion that's possible without being a mage.

Why don't you use the wizard's tower?
Because they ran out. I was a massive drain on their resources in those few hours I was there. Most of these people don't make much practical stuff,
 so it isn't so bad for them, but there's very little I can do. Hell, they didn't even have the needed things for the epoxy.

Make a shopping list, i guess. Don't count on much, though, we're pretty tight on the budget.
I don't have two bits to rub together, so I don't think I can afford rare materials from the orc lands.
...noted. I'll have to pay for your food, then?
I'll eat what you make in the dungeon, no prob. I ate bugs to survive, I can handle some rats. I spent a lot of time in prison, and I once had to swallow a whole rat... Honestly not that bad once you get used to the taste.
You are the most experienced member of this team, aren't you?
I haven't exactly been doing much other than running and eating gross things to survive.
Close enough, really...

Getting a few day's advance turned out to be impossible. Kasimor refused to even talk about the subject, citing that the damage to the tower's reputation is bad enough. He seemed a little steamed at you in general, for some reason. You walk out of there, dejected. Most of the wizards don't seem to happy to see you in general, though it's nothing personal. You're kind of a grim reminder to their lost colleague, after all. Before you leave, however, you have a talk to some of the people of Blighted Beak. Although it's not much of a talk. Most make a small bow of the head, and some do curtsies. That's the first time you got a way of detecting what gender these beak-heads even are. Anyways, you ask if they could show you how they go about fixing people up, even if it is third-rate. Some of the beakheads look at each-other, and then gesture for you to follow. When they reach a slab of meat, one of them cuts a deep hole in it, while another uses some minor magic to make some "liquid" spill out. In reality it's more of a magic gas, but the point is made. Then, one of the people puts mana inside the wound as they stitch it up by hand. The "gas", which you assume represents blood, stops for the most part as the wound is closed. By the end of it, the wound is closed. It does NOT look pretty, but if it works, it works.
Spell acquired: Stitches (allows you to close a wound and stop bleeding as fast as you can stitch. Costs very little mana, but requires something to stitch with)

When your companions are together again they seem a bit more prepared than before. Bits and pieces of leather, some extra knives for Liam, a (stolen) shortsword for Yunikki... They got themselves all ready. They seem a bit unsure when you describe the budget idea. You all agree to pool the money together, just to see what there is. With your 96 coins, Yunikki's 100 (you're fairly certain she's holding out), Liam's 150 and your father's 40, the total budget would be 386 coins. BUT, here's the clincher. You uncle will not finish the dungeon with less than what he started with. Considering he's planning on continuing his training after this debacle is finished, he needs his money to survive. You father reminds you that you need to account for the living expenses you and him will have to look forward to in the future, and Yunikki wants at least 20 percent more than what she started with. So, in short, while you have 386, you will need to pay back around 270 by the end of this. Not the most pleasant outcome, all in all. And you've still got to take along the food for the three or less guards. Five coins per person, per day. and that's just for the food.
This is complicated business, that's for sure...

Go ahead with the pooled resources.
Paying it back shouldn't be that big of a problem, ultimately. There's sure to be treasures down there...

Find some other way to pay for it.
There have got to be alternatives. Perhaps you can convince them to try your sewer-cooking, instead? Don't count on it, though...

Other

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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #562 on: April 09, 2017, 11:57:22 pm »

Ugh. We are too young for this. Sure, rumours talk about this like some sort of grand dungeon from stories, the sort where the hero marches out with armfuls of gold and some exotic heir to a precarious throne, but... We really can't make any promises about what we will dig up. We hope to get paid for this, so we can hopefully pay out of our own pocket over the next couple of weeks, but that only goes so far, and we have expenses of our own, although getting rid of the cult and copy would have personal benefits...

How much do ratling pelts go for amongst the needy and desperate? And this might be a good time to find out the going rate for pieces of former driders... Ugh, money has never been quite such a personal issue before, we are probably going to turn into one of those murderhobos who leave an endless trail of naked and mutilated corpses behind them... "Kill 'em all and let auction sort 'em out..."

*Sigh* Lets at least try something. Hopefully we have a rat in our traps and can gather some sewer-weed or mushrooms in a quick trip without much difficulty. May as well give everyone a chance to sample it before running away and rat wrapped in sewer-weed doesn't sound that bad... We will need the pots, and, uh, some sort of preparation tool, for butchering, peeling, slicing, picking, and what have you. A preparation surface that can be cleaned... Let's make that burned preferably, "kill it with fire" seems like a nice catch-phrase for removing sewer-gunk... also a container for lard... Ugh, this cookbook may not even save any money in the short-term, but these items should all last, or at least be sold on without a complete loss... Also we need loot-bags... All we really need to clean clothes is a pot and boiling water and a web to hang stuff from. Water could be a problem, it should be moist down there but the quality... A cloth filter and some purification herbs? At least we don't need a pack-animal... ... ... >_< ... ... ...

Are there any groups who want the cult gone? The local churches might be willing to pitch in a little extra to improve the prospects of the cult being properly eradicated... Paladins maybe? Do they execute people on site for having profane marks that reek of limitless eldricht evil around there? It is the sort of thing we have to think about these days...

Really, we need the money to do this properly or else we will lose people. We can't make any promises but we can do all we can to pay people back over the following weeks, with extra for time spent and services rendered, if things go badly. And hey, maybe we walk out with the crown jewels of the forgotten kingdom and The Count's secret true heir and all this fussing about money will be a funny anecdote about how everyone except for us ended up rich somehow...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #563 on: April 10, 2017, 05:09:25 pm »

Update will be delayed until tomorrow.
To move things along a little, I've decided that you will enter the dungeon next update. To confirm some questions, nobody other than Eveline is willing to even try the sewer-cooking (though it is surprisingly delicious). the  city has trouble believing that an evil group is living under their door(too many cults have tried selling that story), so no aid is coming from them. There are no major churches in town, meaning they have little more than a handful of priests, and they are unwilling to pay for some kind of story that is unlikely to be true. (maybe you should call yourself Cassandra)
Sad fact, but most people are still intimidated by a drider. You NEED to build up a relationship with somebody before they work for you.

So, in short, you will be pooling the money, and will be forced to repay 270 coins. Note that a debt does not need to be paid immediately, and that Yunikki will still follow you. To be honest, with your debt it's more likely for Yunikki to keep following you.

And, of course, the three guards. I'll give you a quick overview of the people you get a choice of.

Anatoli
A massive man wielding an equally massive war-hammer. He seems like a man of very few words and very large actions. His armor is mostly leather, but is backed with metal on some parts. He looks to be fat, but all of it is backed by a serious amount of muscle. His warhammer is his only weapon, and his armor is somewhat lacking. He is willing to take along two day's ration for himself, but wishes a non-specified percentage of the loot.
Boris
A rail-thin man with a large collection of daggers and patches of hair that you assume are supposed to represent a beard. His armor looks flimsy, looking more like running clothes than proper armor. His impressive collection of knives is something to be admired, however, and he looks really fast. You can tell because he never sits still and never stops talking. He managed to annoy you within two minutes. Fortunately, he is willing to do this for free, although he won't bring along his own food.
Danica
A very prim and proper lady with darkened leather armor. Has a large variety of tools, such as lockpicks, smoke-bombs and poison. She isn't much use in a straight-up fight, she claims, but she's fast and capable. Her main line of work is as a spy, and she has the agility to match. The captain of the guard warns you that she's an ex-con, and shouldn't be trusted too much, but that's his personal opinion. She will take a cut of the loot, but will eat sewer-food.

Also of note, nobody wants to buy the skins of anything from the sewers. Corpses wash out of there every day, so there's not exactly much demand for it. As for drider bits, the Order of the Blighted Beak is quite likely to be VERY interested in them.

So, final things:
Take your pick from the guards
Choose how much food you'll be taking along.
Buy any last precautions.

Your party will consist of: Sydney, Yunikki, Father Alibert, Uncle Liam, Eveline and whatever guards you choose.

Also, also, I'll update the beastiary when you actually encounter the beasts for the first time. But to avoid confusion, ratlings are just rat-furries that around about a meter tall, essentially a kobolt but not as cute, making it okay to slaughter them.
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Re: Web of Life: A Drider's Adventure
« Reply #564 on: April 11, 2017, 04:39:00 am »

Anatoli and Danica. We don't want to get our knives crossed and Danica will probably have a more difficult time of conspiring with the quiet type...

65-Three day's rations for five people, three days worth for the sticklers and another day each for Team Rat in case things go bad for a stretch or some dried biscuits is just the thing to go with slime-bladder soup...

25-Pick. One pick won't be enough to bypass the dungeon, but it might be enough to work a hole through a stone-work wall, break into the mechanism of a trap or hidden compartment, or pry out a gratuitous gem from a stone surface that totally isn't cursed...

40?-cooking supplies, consult with Eveline and go through a trial-run pretending that you are working in cramped quarters and the ground is splatted with gore and coated in dust. Also assume that you might have to cut out the poisonous bit, take off a surface, cut something off of a shrub, scrape something... probably a thin and a heavy blade plus a pot, a deep wooden spoon and flat wooden scraper... Three wooden bowls and spoons for eating... some method of making water potable and cleaning things(Eveline should know this field as someone who has presumably cleaned alchemy supplies between eating whole rats... Probably best to revise thus figure up...

Probably four bedrolls. We can share with shifts and a satisfying sleep can be the difference between subtle and stupid... Throw in a couple of potato sacks to make clothes for anyone who suddenly needs to not be wearing what they were and wishes to avoid prolonged nudity. It can happen...

Some saddle-bags that'll fit over a carapace and fall off sooner rather than later if their host goes up a wall. We probably want to carry a lot but don't want to be caught with it in a fight... Also packs ideally back-mounted, as more capacity means more loot...

Try to get a report on what can be sold from the sewers. Does ratling magic produce any weapons that anyone else ever chooses to use? Check to see if there are records of previous expeditions selling stuff, try to have someone in the party who knows what complete garbage is in most fields of commerce. We don't need experts but we will probably need to resort to quantity if we are going to turn a profit and that means knowing how low your standards can drop before it isn't worth it anymore.


Make sure that the loot distribution is prepared in advance. Try to argue for extra shares to investors but get everything agreed in advance. I already proposed something last time but whatever people agree to.

P.S.
 >_< out of time...
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #565 on: April 11, 2017, 06:16:51 pm »

Mh... Should have brought boots... Anatoli mumbles. It's the first time you heard him speak since you met him. He seemed like a useful man to have around, so you picked both him and the woman. Danica, was her name. She was only slightly more talkative than Anatoli, and she spent most of her time bragging about her skills. You hope she actually has as much skill as she boasts, considering you're the one carrying everything. It cost you very little to get some bags, considering most of your companions simply lent theirs. Using a simple system of ropes that go under your legs, you are currently carrying everything the party requires. Just in case, however, you father is carrying the food. Just in case you were to fall in the sewer-water, or a bag would come loose. It's still a very simple rope system, after all.
Are you sure it isn't a bother? I-i mean, spiders can carry a bunch and I-i don't wanna assume that...
I honestly hardly even feel it. I don't exactly have a lot of feeling on my lower body, anyways. Besides, it isn't that it's heavy, it's just a lot.
We're sure that we have everything, right?
Yeah, yeah! Four sleeping bags, 13 units of food, general cooking supplies, pick-axe, some general use sacks, my alchemy ingredients, the cookbook...
 I figure that's everything?

And my supplies? I'm going to need my bombs and lockpicks. Danica says. You feel a little confused as to why she would leave them with you to begin with.
I told you to keep that with you at all times. You never know when something might pop out, from now on.
She quietly takes out her items and puts them on her person. She can kit herself out on the move, which is a good sign.
It's the sewer entrance... Just a long metal pipe. We're still safe in here, usually. Just make sure you don't step on a crack. You don't want to get wet feet this early.
Careful for errand turds, too.
Some people laugh. You exhale air out your nose slightly faster than usual. You hear a faint giggle in the distance.
Suddenly things aren't so funny anymore.

Weapons at the ready, you continue down the pipe. Everybody is too wary to talk, even as the smell wafts over them. You can only tell because of their wincing, considering you still only smell people. You lost your normal sense of smell completely, it seems, though that may be a mercy in this scenario. You're already quite familiar with the specific smells of your party members, and now you try to keep a look-out for anything new. At the end of the pipe, you reach a stone floor. And there, you clearly see just how insane this place is. It looks more like the inside of a castle then a sewer. You're in a mostly dry part of the sewers themselves, but your companions can use a ladder to get up to the sidewalks. These sidewalks looks to be made of slabs of stone, and look quite well-preserved, all things considered. The occasional mushroom peeks out of a crack in the cement or stone, but otherwise it looks fine. Surprisingly clean, too! As of right now, there are some sewer grates that allow some daylight inside, but it is still rather dark. Eveline wastes no time, and jumps on your back to get to her alchemy kit. She grabs some powder, and rubs a piece of cloth with it. Then, she takes out an unlit torch she had in her chest, wraps the cloth around it, and then bashes it against the wall. With a small pop, green fire explodes outward, lighting the whole place up in radiant light. It's a bit tinted, sure, but it works well.
I've never seen this stuff actually run out, but I often ended up either dousing it myself or having it confiscated. But we should be good for a long time.
The only problem is that the torch is kobolt-sized, so the lighting's a little low. You should have thought of bringing a few torches!

 This place looks to be a crossroad, although the passage north is blocked by a cave-in. The water still flows through, although you don't want to know what years of sewage build-up looks like on the other side... The still leaves you with the east and west tunnels. Considering the east tunnel wouldn't require people climbing down in the poop-moat in the middle, you go that way. The passage is a stone tunnel, with fine brickwork. The place appears to be covered in green moss, which blocks off the little natural light that would have come through the grating. Some patches of the moss seem to "retreat" as the light comes closer, giving the impression that the tunnel itself is alive. People are still wary from the giggle earlier, but nothing seems to have come of it. When you reach a turn, the sewage seems to pick up in intensity; you wouldn't be able to step over the stream. Some smaller openings are there to divert some of the flow, explaining why so little was flowing through the pipe you saw. Your companions are being a little vocal about the smell, and you're once more glad that you're not able to smell anything. Although...
Your raise your hand, and sniff the air. Something smells different. Something is most likely nearby. You audibly sniff again, and catch the smell. It reminds you of hay, and the smell only intensifies as you continue down the tunnel. You see another large, stone room with some gratings that allow the tiniest rays of lights. More interestingly, you see hints of habitation. When you enter the room proper, you take the small torch from Eveline and raise it higher. It isn't easy to hold, as the fire is a little too close to your hand. The higher you raise the green right, the more of the room is visible. There are bridges over the moat, and very simple housings made up of wood. Most of it looks secured by plant matter and mushrooms. One of the houses IS even a massive, purple mushroom with added walls. Inside that mushroom is also an unlocked chest, filled with goodies! You still smell the newest scent, however, and it's around here somewhere...

Your companions carefully begin to look around the seemingly deserted "village". It looks to be made by ratlings, based on the size of the furniture, but the "doors" (more like holes with a curtain) are large enough for all of you to fit. It looks like they accounted for larger species. Everybody is checking every house quite thoroughly, but nothing of note seems to be here. Some vases, the occasional potted plant. Eventually, nothing's left except for the mushroom house and its loot.
I don't think ratlings are smart enough to trap it, but they might be waiting to ambush us.
What now?


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Re: Web of Life: A Drider's Adventure
« Reply #566 on: April 12, 2017, 12:10:03 am »

I say to shout a challenge and try to follow your nose. Can you start on a web without losing the packs? They probably have the numbers so limiting space would be to your advantage, unless someone already ate all the ratlings...

Addendum:
 Do ratlings do dances like the kobolt gif, just uglier?

 Look up!!! We have one, possibly two(Evil jester is not uncommon, the fool gets away with a lot. We know there is a mind-controller who could cast without being seen. Remote control head-bombs, invisibility, or standing halfway-up an alley where nobody thought to look? Get in the count's head and politely decline any investigations? I am not at "I told you so" levels yet but...) hostile driders on the loose, neither of which shows affection for loose clothing. Always assume that if there is something hostile, it might be on the walls or ceiling...

 Use soul sight to scan for sould! We know we can smell something nearby and we rarely use our mana when we are in a group, so it seems prudent...

 Triplines! We don't have time for webs but a few triplines at ankle-height could mess up enemy movements...

 Mention that you can smell something nearby. Parties that don't call warnings don't last.

 Sorry about taking away your sense of smell. Did not realise that would happen. Good time for it though...

 Propose that we pool and redistribute the loot after the expedition, but in the mean-time we can use stuff that we find. Breakages from proper use, even stupid proper use, such as using the legendary sword against the sword-eating monster because you hoped that it was too legendary to be eaten, are just lost loot and no blame given. Same with breakages to save lives. Every expedition you come home from is a chance to go on the next expedition where you might strike it rich. Every expedition where someone stays behind is a whole lot of points in the "some of us won't be striking it rich" column... Using the sword of legends to stoke the fire and then finding that it has gone soft on the other hand is very inappropriate. We have a perfectly mundane pick that we can misuse, break, and then enjoy drider tears with... And if the Sight-beyond-sight burns out because you were using it to look through people's clothes then by Grapthar's Hammer you will be paying for it.

The ratlings probably only have garbage on them. If they want to negotiate then it is probably worth giving up some loot.

The Jester and our double totally ganked these ratlings already and are waiting to gank us, just so I told you so...


P.S.
 I may not have much internet access for a while so more reader participation would be grand...

P.P.S. I would still like to save our double. I feel that her stated influences of Old Gesty, Drider, and Hunger are mostly limited to impulses associated with spreading/corruption, dominance, and chowing down. I saw a hint of curiosity when it wanted to talk and doubt when it was losing the argument to say it was us, neither of which seem compatible with its sources, so I figure there is some sense of self even if not a whole person. We just need a whole cult's worth of souls to build a super-visible soul, compel the sense of self to weave itself through that sould, then use the remaining energy to inscribe the colour of that self-identity on the soul and the body to serve as a kind of true-name sort of deal to hold everything together. It may be not the most stable thing ever but it should serve to maintain self-awareness unless they walk through a disruptive magical field strong enough to kill them several times over... As to capturing it for the ritual, we could try to use its reliance on our soul to hijack its magic and trigger its own mind control to activate against it, that or a few dozen bolas, which should be crafted regardless... We just need to gwet it to denounce Old Gesty and The Hunger, and to tell driderness to stop being so insistent...
« Last Edit: April 12, 2017, 03:23:49 am by RAM »
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Liquefied Spleens

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Re: Web of Life: A Drider's Adventure
« Reply #567 on: April 12, 2017, 05:13:05 pm »

Come out! I know you're here! Some of the surrounding people jump when you shout.
Gods... Don't just yell all of a sudden! I nearly had a heart-attack...
You apologize, and scan the surroundings again. Whatever that smell is, the owner does not want to come out quite yet. You explain that you smell somebody being nearby to the rest of the party, who shoot you some confused looks. Perhaps they're wondering how you smell anything through the existing sewer-stench, or perhaps they just wonder how you smell a person that well. Either way, you don't give an answer to it. You close your eyes, and attempt to spot souls using your unique sight. While your companions shine like beacons, you don't spot anything at ground level, and looking up doesn't help one bit. You're directly under a rather busy city, so if there IS a soul to spot, it's lost in the mass of topside souls. You open your other eyes again, and look up without the soul sight. Other than some peculiar mushrooms, nothing special seems to be on the ceiling. Eventually, you just have to call off the search. You can't waste too much time. Now comes the matter of the chest under the mushroom house.
I'll just grab that, shall I?
Yunikki stomps towards it, grabs the small chest by a handle and pulls it out from under the mushroom. Nothing out of the ordinary seems to be happening, you everybody comes closer to take a look what's inside. It looks to be an almost random collection of clutter, but most of it has value! The ratlings must like shiny things...

There's a lot of assorted coins around, some new, some old. You even see some bronze and silver coins, from when wallets weren't able to somehow hold a literal ton of single gold coins. it was a simpler time. Sadly, they're mostly worthless now. Other than that, you've got some pocket watches, some of which even work, A small set of metal rings with a spike at the front, a monocle with a golden edge, a music box with a figurine of a dancer on it, sowing needles, and random hunks of metal. The smith must dump some of his stuff in the sewers. For shame! This stuff isn't overly valuable, but it's certainly worth something. The punch-rings seem like an exceptionally good find, as they look to be in pristine condition! Somebody must have been quite sad to drop this down the sewers. You're about to propose to everybody to split the loot at the end of the dungeon, but just as you open your mouth you hear a high-pitched squeaky voice from above.
You will drop shinies of Ra'at!

On top of the mushroom is a strange little creature, similar to a kobolt but... uglier. The limbs are spindlier, and look a bit more scaly. Furthermore, the claws look long and gnarled, similar to the front teeth. The creature looks to be digitigrade, and it is holding a spear with green gunk on the end. Everybody just stares at the strange appearance for a little bit as it stomps its feet.
Disrespect! Dis-res-pect! First you come for Ra'at's family, now you come for her shinies! This is a crime! Crime! Bad! Bad-bad-bad!
It's yelling a lot, and it's hard to get a word in. Eventually, through shouting, you manage to yell something back.
I didn't take your family! That's somebody who looks like me! I'm here to deal with her!
YOU LIE TO RA'AT! LIES LIES LIES! RA'AT NOT FORGIVE!
She twirls her spear above her head, and then stabs the mushroom she's standing on with all her might! Almost instantly, you hear a release of air and see purple pollen expel from the mushroom! Your party member quickly move to get away, some with more success than others. Eveline and Danica get away in an instant, while your uncle and father are caught right in the cloud. Anatoli covers his face with his arm and backs away, avoiding most of the spores. Yunikki tries to get away, but the pollen overtakes her before she could leave. Your uncle and father start yelling in alarm. They seem to be trying to get something off themselves. They are basically rolling on the floor in a panic, screaming about bugs or fire. Yunikki looks a bit less affected, but she IS swinging her sword at absolutely nothing. You were luck enough to be the furthest from the mushroom and avoiding the spores was no problem. You can move REALLY fast when you need to, after all.

The spores soon clear, moving up to the ceiling, and the small ratling jumps down and charges Anatoli! Just before arriving, she makes a small hop to move into an outright leap upon Anatoli. She flies through the air, spear poised to pierce Anatoli's vitals! Fortunately, Anatoli isn't slow enough to be affected by that, and slams Ra'at down with a swat of his massive hand. She flies through the air, screeching in pain. She lands with the grace of a butter elemental, and slides across the floor with her face. She drops her spear along the way, and lands just before you. You raise an eyebrow, and place one of your legs over her throat. While three of your companions appear to be fighting off pink elephants, the actual threat seems to be down.
...Ra'at would like a do-over.
Ra'at isn't getting one. How do we fix our companions?
Ra'at not tell YOU!
You press down a little harder with your leg. The ratling tries to push the leg away, but is no match for your strength. You have a smug expression on your face as it struggles a little longer. Then it goes limp, and sighs.
Ra'at concedes. Give them wall-grass. Clears head.
I'm on it!

After a little while, your companions come to their senses. Yunikki had to be held down, as she was way too dangerous with her sword, but in her affected state of mind it was very easy for Danica to sneak up on her and to lock her arms. The moss works nigh-instantaneously, but apparently it's mostly from the taste. It's sour enough to to make the eyes water! That still leaves you with a prisoner under your feet. It simply looks up at you with a strangely intense glare.
Please make Ra'at one promise... Take good care of clan. They good workers, they deserved better shaman.
The ratling closes her eyes, apparently waiting for the end. She's holding her breath, as well.

Talk to her a little more
Now that the tensions aren't so high, You can have a proper talk to this little thing.

Kill it.
There's no need to deal with this thing. Kill it now, and move on.

Lock it up.
It doesn't need to die... You can bind it somewhere, for now, so it doesn't get in the way.

Let it flee
Whatever this thing wants is not of your concern. Let it scurry.

Other.

Spoiler (click to show/hide)

The loot is not yet collected, but will automatically be added in the next update.

Bestiary of the fantastical
Ratling

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RAM

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Re: Web of Life: A Drider's Adventure
« Reply #568 on: April 12, 2017, 07:29:00 pm »

We really are here to find the thing that looks like us, and eating ratlings is exactly the sort of thing she would do. What with them being all plump and juicy and just the right size where they fill you up without being able to fight back effectively... We need information about our double so keep talking! Also, more to pacify our hires than out of any sense of propriety, demand some shinies and a couple of whatever is keeping this place lit as compensation for attacking us. I am tempted to ask for half the shinies by volume but she gets to pick which half. That way she keeps what she values and we might get lucky and nab some high-value stuff that she doesn't like...

I am not opposed to recruiting her, but she sounds like the type to settle down with a colony and wouldn't take to our life of adventure...

Oh, and consider that she might be badly injured. Throw in some first-aid if it seems viable.
« Last Edit: April 12, 2017, 07:31:25 pm by RAM »
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TheBiggerFish

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Re: Web of Life: A Drider's Adventure
« Reply #569 on: April 12, 2017, 07:51:23 pm »

Keep talking.  Ask where the other drider went.
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