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Author Topic: Magical ASCII Mine-diving Adventure, Day 20 - At Rest  (Read 238002 times)

Starver

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Re: Magical ASCII Mine-diving Adventure, Day 10 - The Familiar and the New
« Reply #1155 on: August 17, 2017, 09:50:09 am »

((OT thought, put out there into the aether, practically: Have we decided about the Salt Barrows yet? I forget. Or, possibly, Overseer has been dealing with those proprietorially. I must go back and check what arrangements we finished on before rushing off to our doom pest control...  Never mind me, though, Dwain himself doesn't claim quite so much vested interest.))

((ETA: Actually, seems it was resolved... I didn't realise how relatively quickly it went from "we can deal with the salt any time before we leave" to "everything converted to opal!". No wonder I missed it.))
« Last Edit: August 17, 2017, 09:58:21 am by Starver »
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 10 - The Familiar and the New
« Reply #1156 on: August 17, 2017, 10:42:00 am »

Yes, it was remarkably . . . efficient and businesslike.

By the way: I'm doing the math, and I think the team will have plenty of food to spare without Dwain (Starver) needing to spend your own money on it.  I'll allocate for the other small goodies you mentioned instead.  (EDIT: no, wait, I think it works out for you to get all you requested.  Slim margin.)

Also, Dustan (Dustan Hache), you will totally get that shield you requested, but I can't make a workstone sword fit without something giving.  I assume you won't want to sell your glowstone, for instance, as you are the only person on the team with a heat source for camping.  And you said the sword is optional, so unless you want to deny somebody one of their expensive requests, that's pretty much the only request I can't fulfill.

Oh, and does anybody want the spare "ether cola" item?

Waterskin (surface leather): 0 kg by itself
--Ether cola (etherstone): 1 kg
Drink this mineral water and be invigorated (with minimal side effects);
+1 to next roll that needs it, -1 HP; needs waterskin; one use
« Last Edit: August 17, 2017, 09:51:48 pm by Sir Knight »
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Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 10 - The Familiar and the New
« Reply #1157 on: August 17, 2017, 11:43:08 am »

I only really need the shield, since my role seems to be "protector and enforcer" of the team.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 10 - The Familiar and the New
« Reply #1158 on: August 17, 2017, 09:55:47 pm »

Whew, I think I'm done with big scary math, and there's some initial write-up ready, but more is to come.  See you (perhaps) tomorrow!
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 10 - The Familiar and the New
« Reply #1159 on: August 18, 2017, 04:31:25 pm »

Previous -- Next

Okay!  I've handled the shopping.  I was also given various bits of direction, so below are story events that get you into your "local work."  Next post will show off that work.  Since I've finished writing them both, I'm including your pay below so you can see everything.

Since this payment was always a way to blur finances a bit, I decided to allocate some of that cash over to your purchases, preserving the nice lightweight etherstone bars so you can stockpile that for later.  See the spoiler for the results.

Oh, and some of you got bonus items.  Lucky.


You'll see I left the "ether cola."  I wonder if people are too afraid to drink it . . .

Alyssa Alpine (Rautherdir): I'm sure you know that a javelin is for ranged combat, but I realized that somehow I didn't say this in the phasestrike javelin's description.  So, to be clear, its magical nature doesn't change anything about how ya gotta throw the thing and then pick it up again later.

Now, story . . .

All seem to be agreed: money is good.  So is spending it.

Dwain has a number of other matters drifting through his private thoughts, however, and looks around the neighborhood near the alchemists' first.  Someone was mining out here, right?  Well, you don't know who for sure, but you see a number of scattered people out beyond the limits of the carved and constructed homes, digging into the shale in what were called "the outdistricts."

And so you meet the most bitter batch of miners you've ever seen.  Are they residents of Rock Bottom?  They don't mind telling you, in very plain words, that they aren't: they're going to be kicked out first thing in the morning, just like you.  You can see there are no ores around to unearth, so why are they doing this?  To carve out a home and become residents.  So who's in charge here?  No one is in charge here.  No records of ownership are kept until the work is completed, and fights over stake jumping are not policed: you just have to hope that, when you see an empty claim, you're picking up from someone who died recently and won't be causing trouble.

Just in case they remember you later, you leave a couple splitter wands where they'll find them after you depart.  And before you go, you try to ask about other matters, like "So, I hear Theia doesn't like the hoarding wastrels . . . " but they have plenty enough politics to handle amongst themselves.  All you gather is that Theia is the go-to family in town if you're interested in religion.  (Oh, hey . . . )

John shows interest in finishing off old debts; there's still that "prospector," robbed by Helmacon, who was owed four splitter wands.  You make inquiries about this lady who called herself "Svarog," and, uh, quickly find that this is the family name of the alchemists you helped not an hour ago.  She is their daughter, Elena, as hinted twice during your time here.  We are all completely blown away by this stunning revelation.

You manage to find her without the alchemists looking over your shoulder, and you can't tell if she's more amazed that you're repaying her or that you're still alive.  Elena seems in a hurry to head out and "prospect" some more for newly-arriving exiles, but nonetheless thanks you for the splitter wands and seems to be thinking about the matter as she leaves.

Dustan has a purchase to make, for a steep price, and so you take a quick jaunt over to the bank.  You use the late Frank's lockbox key and empty the thing of opal.  You don't get to keep the spare lockbox key; in fact the bank management turns right around and hands it (plus another spare) to the newcomers Alyssa Alpine and Dwain.  Feel like storing anything for posterity?


. . . This is your mechanism for persistence between lives.  The local bank gives every exile a lockbox where you can store 40 kg.  If you die, your lockbox contents will remain for your future self (or just the other exiles if you want).  Do players want to store spare money, or any spare equipment, in a lockbox before leaving?
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1160 on: August 18, 2017, 04:34:28 pm »

Previous -- Next

Ta da!  Here's where we zoom through the rest of the day until tomorrow, earning a little more cash and advancing the plot.  Like last time, I've hidden your individual results in a spoiler, but that's only to save space, not to hide them from each other.  Feel free to read them.

You may be wondering why Overseer (FallacyofUrist)'s results are just as visible.  You will see why when you look at Dwain (Starver)'s at the end: the latter exile finds the location of the former.

Spoiler: Rules for this stuff (click to show/hide)
Spoiler: Dustan (click to show/hide)
Spoiler: John (click to show/hide)
Spoiler: Overseer (click to show/hide)
Spoiler: Alyssa Alpine (click to show/hide)
Spoiler: Dwain (click to show/hide)

Now everybody heals +4 HP from rest overnight.  If you want to do anything with shopping (or lockboxes), we can pretend it fits in right here.

Day 11, Morning

Conveniently, some among you have bumped into others among you during your work, and it is easy to regroup in the morning.  You'll have just a little time to prepare: the town guards, armed as always, are knocking on doors and walls, looking for non-residents.  You have used up your utility and you are being kicked out until such time as you have more resources to sell.


. . . Folks, this busy day filled a Word document almost 50 pages long.  I sincerely hope you have been enjoying it.  Now I'll take any reactions and update inventories, but the next actual plot events will have to wait until I've finished with acute life upheaval.  Maybe even chronic upheaval.  I'll find out!
« Last Edit: September 18, 2017, 04:47:50 pm by Sir Knight »
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Rautherdir

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1161 on: August 18, 2017, 04:50:38 pm »

Put the opal and etherstone bars into my lockbox
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Starver

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1162 on: August 18, 2017, 07:39:59 pm »

Similarly, I don't think the currency or bars are going to be useful until I (or any future person with that key) gets back here. All the opal lock-boxed, and one of the two bars.... That second bar (and everything else) might be useful, but 6kg not being carried sounds useful when it comes to limiting my future encumbrance.

Not that we're actually set off anywhere yet, but if/when we do start to head North (or South, then West or East), I'mma gonna tell you all (or anybody I'm with, if the party splits before this point) an interesting tale. "My friends, as we find ourselves cast out to seek our future and help the town, let me tell you something about how the town seems to work...". Consider yourselves filled in on the things I know, if you'll listen. Up to you how you interpret it, but at least you now can.
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ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1163 on: August 18, 2017, 10:04:37 pm »

"Good news everybody we were hired to commit more murder after the ones in the Cristal caves.
Our target is a ugly mug outpost nearby the halfway house"


Store all opal and etherstnone bars in my lockbox
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GG, Ziizo. May my spirit live on in your boobs.

Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1164 on: August 18, 2017, 10:11:33 pm »

but if/when we do start to head North (or South, then West or East)

(I note you listed "north" first.  Even though, by both the order of the updates and the order of character agreements, "east" would come first.  Now, my stories are filled with allusions, and I don't know if anyone has picked up on any of them.  But "going north" could be a reference to a certain literary online game.  Were you making a reference?)

And:

"Good news everybody we were hired to commit more murder after the ones in the Cristal caves.
Our target is a ugly mug outpost nearby the halfway house"


Just remember that the same alchemists who asked you to commit the most recent (murder?) wanted you to find the "Hoarding Wastrel Camp."  Which was . . . also nearby somehow?  Anyway, Alyssa Alpine (Rautherdir) agreed, so you'll have to figure out what to do first.  For everyone's sanity, I must insist the players stay together in the mines.

(Oh, and it's not like I set up this multi-quest prioritization conflict on purpose or anything.)
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ziizo

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1165 on: August 18, 2017, 10:21:16 pm »

The wastrel camp are the crystal caves, John understood "kill these guys at the east and bring us the Cristal so we can teach you magic", same thing happened with the ugly mugs he forgot everything beyond recover salt wagons and I would made him attack normal humans with salt wagons if we had met them before the ugly mugs.

John also promised to kill the wastrel so he would like to  start with them too.
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GG, Ziizo. May my spirit live on in your boobs.

Dustan Hache

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1166 on: August 18, 2017, 11:35:58 pm »

push the cart, that's what I am here for!
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

PaPaj

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1167 on: August 19, 2017, 03:46:13 am »

(i still want to play as a ghost of myself...)
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"Hey how are you doing? well im doing just fine,i lie i am dying inside" - [place data of this short song being made here] some girl with a guitar

Starver

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1168 on: August 19, 2017, 05:40:26 am »

(Some of that was not in Dwain's knowledge, currently, just seemed handy to 'pre-book' because I didn't know how much playing time I'd have to fit it into the game-time as soon as we start walking out beyond the Town limits.)

(As to my choice of words, I just combined the Alchemists' "if you head west past the Halfway House and keep going. <He thinks for a moment.> Or head east.  West or east," with the (not yet known to me) "There's an Ugly Mug Outpost out beyond the Halfway House to the north.  Or to the south." that I took to mean You go North or South to the Halfway House, then further North/South if we choose the UMs, or turn W/E for the HWs.  Either way, I think we need to find the HH first, before we need to argue about it and work with the options we know. Nothing in that was meant to influence our vector, in the first instance, it was just silly me (player) covering all the bases...  :P)

((I think the direction we head for the HH might matter, in hindsight and due to the subtle suggestiveness of the GM, so a quick discussion about that might still be needed prior to Town-exit. My chat can (have) wait(ed) until we leave though, as originally intended.  Alternately, we can all choose completely different tunnels (too many of us for the four cardinal directions...  Bagsy North-By-Northwest!  :P)  and ruin the GM's daymonth!  8)))


(((Tyops corrected!)))
« Last Edit: August 19, 2017, 05:49:59 am by Starver »
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Sir Knight

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Re: Magical ASCII Mine-diving Adventure, Day 11 - A Long Time Coming
« Reply #1169 on: August 19, 2017, 08:09:47 am »

The wastrel camp are the crystal caves, John understood "kill these guys at the east and bring us the Cristal so we can teach you magic"

(Pfft, now I wonder what would happen if you wound up main characters in The Dark Crystal.)

push the cart, that's what I am here for!

Do you put your leftover pay into your lockbox first?  (Just tidying up the record-keeping before I go on break.)

(i still want to play as a ghost of myself...)

(However funny that would be, I'd have to think really hard about whether "ghosts" belong in this world.  I already have this roguelike death system, where it's expected that you will die, and then you can come back from the waitlist as another version of yourself--with some gifts in your lockbox if you made it that far.  If I wanted ghosts, I think I'd need them to have proper plot and fanfare.)

(As to my choice of words, I just combined the Alchemists' . . . Nothing in that was meant to influence our vector, in the first instance, it was just silly me (player) covering all the bases... )

((I think the direction we head for the HH might matter . . . My chat can (have) wait(ed) . . . ))

(((Tyops corrected!)))

(You're lucky I'm not allergic to parentheses.)
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