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Author Topic: Tunnel Quest [SG]  (Read 6383 times)

Pavellius

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Re: Tunnel Quest [SG]
« Reply #45 on: July 18, 2017, 10:34:34 pm »

Hunt
Two people.
We will need more food with our growing group.
Go with seer to his daughters grave
Us and seer.
I have a feeling this might disappear if we don't get it out of the way soon.
Construct
One person.
Shelter needs to be expanded.
I think that the trek is something we are supposed to prepare for (upgrade weapons, learn more about potential dangers, etc). At least that's the vibe I got from the way it was worded.

Right now we have a surplus of food, so I think we should work towards getting agriculture (3 ppl), better tools (1), and a storage shed (1).
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hops

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Re: Tunnel Quest [SG]
« Reply #46 on: July 19, 2017, 05:45:01 am »

I don't think we should immediately send Seer off. This isn't really a high priority thing. I say that we wait until we get more people first.
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MonkeyMarkMario

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Re: Tunnel Quest [SG]
« Reply #47 on: July 23, 2017, 09:32:04 pm »

The Family gathering.
Seer working on upgrades.
Hearth (us) construct a storage.

We don't need to do Seer's quest, that is optional and can be done whenever.
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Mooply

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Re: Tunnel Quest [SG]
« Reply #48 on: August 07, 2017, 01:06:29 am »

In the second week of Trundset...

Two hunters venture out to the old pasture to find more prey, wielding small slings with sharp stones to toss at small game. The two move through a small, familiar passageway that opens up to a chamber with a small pool of water bubbling from the earth. The hunters find a massive nest of the "grippers" on the walls and ceilings and they quickly dispatch the slow-moving creatures with ease. Enough game gets taken down that the hunters require several trips to bring back the entire haul. Unfortunately, a pack of stumpy-legged reptiles snatch some of the game and run off before they could be caught by the hunters.

While skinning the creatures, the hunters notice that the creatures have a particular organ filled with a sticky substance that hardens when dry. They experiment with this substance by gluing rocks together and challenging the other to try and pull them apart. Despite many attempts, the glue appears to hold the rocks together with a very tight bond, giving credence to the usefulness of this substance for construction and repair. A bin is set aside to hold these glands in case they are needed.

+11 food

The gathering goes quite well, despite only one person being free to do the work this week. The gatherer collects a portion of sweet-muck and flesh fruit that will last for a good three weeks before being depleted. The gatherer notes that the sweet-muck plants seem to favor very swampy conditions in tight, enclosed spaces. The gatherer makes a rule of thumb for finding the best spots to search for such plants in the future.

While on the gathering, the gatherer comes into contact with a horde of people moving down a familiar passageway. Many of the wanderers wear oblong shell masks on their faces with circular patterns around the eyes. Each of them clatters noisily from the ramshackle assortment of goods that they have strapped to their clothing. The gatherer is apprehensive at first but greets the curious collection of people. They introduce themselves in a strange, foreign dialect that they are merely wandering traders passing through and that they are often referred to as the Shellbacks. An offer is made to them that they can rest at your shelter, given that they do not cause trouble and would be open for trade. The agreement is accepted and the wanderers make camp not far from the shelter.

+3 food

Seer works tirelessly this week on a new hunting implement that is to increase the range and lethality of the hunters. Using wood hewed from what could be scavenged from the pastures, he devises a way to construct a sturdy, yet flexible stock that can flex with enough force to hurl a particularly small spear from a taught string. The process of creating these new implements is slow and time consuming but Seer states that they will last quite a long time if they are well taken care of. The group practices with the bows clumsily and are particularly poor at hitting targets at first. Eventually, they manage to obtain a decent amount of precision. While the range of the implement is fairly low during the dark season, it will only increase in usefulness when light finally breaks upon Mi'zek.

Hearth works to improve the shelter further to increase its comfort and livability. While the stock of food they have is quite hearty, they need some place to store and preserve it lest they want half of it to spoil within a month. An additional room is constructed adjacent to the shelter that houses a long fire-pit with a woven net hung just far enough above it to allow for smoking. Meat and suitable vegetables can be hung on the net and smoked until dry to preserve it for as long as possible. Bins are woven to hold the stores of smoked food and Hearth places them along the back wall for safe-keeping.

-5 food

The Shellbacks are offering a few things in exchange for food and services (Can be bought multiple times):
A)8 food tokens for 1 Elly'Asim artifact.
B)50 food tokens and 10 favor to set up a trade post.
C)6 food tokens for a map of a hunting grounds.
D)2 favor to convince 1 person to join your group.
E)2 food and 1 favor for 3 planting knowledge.


Spoiler: Group (click to show/hide)
Spoiler: Lore (click to show/hide)
Spoiler: Knowledge (click to show/hide)

How do you spend your people tokens?

Spoiler: Gather (click to show/hide)
Spoiler: Hunt (click to show/hide)
Spoiler: Construct (click to show/hide)
Spoiler: Explore (click to show/hide)
Spoiler: Worship (click to show/hide)

Spoiler: Special Task (click to show/hide)
« Last Edit: August 07, 2017, 02:25:54 am by Mooply »
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Whisperling

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Re: Tunnel Quest [SG]
« Reply #49 on: August 07, 2017, 10:09:32 pm »

Planting knowledge seems like a pretty good deal. If we buy it twice, we could do a little more gathering, then streamline food production to (hopefully) free up some of our manpower.

The map might also be a worthwhile purchase, given that we haven't done any straight exploration yet.

Don't really know about people, but recruiting one would still leave us with two favor.
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hops

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Re: Tunnel Quest [SG]
« Reply #50 on: August 09, 2017, 02:47:18 pm »

Planting knowledge seems like a pretty good deal. If we buy it twice, we could do a little more gathering, then streamline food production to (hopefully) free up some of our manpower.

The map might also be a worthwhile purchase, given that we haven't done any straight exploration yet.

Don't really know about people, but recruiting one would still leave us with two favor.
+1 I've been pushing for more agriculture.
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Glass

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Re: Tunnel Quest [SG]
« Reply #51 on: August 09, 2017, 03:28:41 pm »

Planting knowledge seems like a pretty good deal. If we buy it twice, we could do a little more gathering, then streamline food production to (hopefully) free up some of our manpower.

The map might also be a worthwhile purchase, given that we haven't done any straight exploration yet.

Don't really know about people, but recruiting one would still leave us with two favor.
+1, sounds good. We have 1 more guy gather, 2 people hunt, and finally 2 more people worshipping. If we take a 6th person on, then one person can worship and we can send Seer and a friend on their special mission.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Mooply

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Re: Tunnel Quest [SG]
« Reply #52 on: April 29, 2018, 11:24:09 pm »

In the third week of Trundset...

Hearth haggles with the Shellbacks, always trying to decipher their strange colloquialisms and accent. It is tiring and, sometimes, frustrating work. However, an agreement is made between the disparate groups to exchange some of their harvest for lost knowledge. The Shellbacks had traveled to many tribes and had picked up how to quickly grow many of the crops that dot the lands of Mi'zek. The Shellbacks explain this knowledge to Hearth throughout the week, displaying many ways to tame the wild plants that grew in the area. They showed how to create stone pots of water to hold the sweet-muck, how to create fencing that would attract the flesh fruit, and ways to create simple stone tubes to line with the funnel-frost. The new planting system is rudimentary, but it will be a far more reliable source of food than what was available previously. The Shellbacks even help with setting up the materials around the alcove in a gesture of friendship and goodwill.

Hearth trades six weeks worth of food to the Shellbacks in order to gain access to one of their maps of the hunting grounds. The map details an area called the Fitspiks, a place that few tread without a guide. The Fitspiks, as described by the clattering traders, is a massive web of flowing water and spidery tunnels cloaked in complete darkness. As dangerous as it is rewarding, the hunting grounds holds a beast that the Shellbacks call a roamer, which only dwells in such wet, confined areas.

Hearth was also able to convince one of the travelers associating with the Shellbacks to join their group. The new member is a woman of young age, though scarred and worn. She states that her name is Herder and was cast away due to a lost duel against a rival. She states that she knows many things about animals and could possibly help with hunting and trapping of the wild animals in the old pasture.

-10 food
-4 favor

The final gathering goes without much interest. The gatherer moves through the familiar areas and collects the plants, seeds, and makes clippings in order to start the new farm. The beginnings of the farm are an experience for the gatherer, as inexperienced as the entire collective is. The plants take to their new surroundings astoundingly quick, draining the resources provided at an alarming rate. The sweet-muck soaks up the water in the pots like a dry sponge, the flesh fruit vines drain the nutrients from the soil as fast as they can take it up, and the funnel-frost crawls its way through the stone tubes when it is placed. The Shellbacks warn that farming in an intensive process and requires quite a lot of supervision, as the plants hunger as much as they produce...

+2 food

Two members of the family go out to hunt in the old pasture, stalking their way with silent footsteps and trained eyesight. They move through the less-traveled pathways and down a steep incline, into a dome-shaped interior where the blind, flightless birds grazed on some wriggling shapes in the muck. With two clean, well-aimed shots, the two hunters manage to bag two of the birds to bring back. Skinning and plucking the birds is as tiresome as ever, but the meat is a welcome addition to the food stores.

+12 food

Seer and another one of the family members remains behind and sees to the spiritual worship, sending the smoke clouds containing the prayers and hopes of the group. Seer also adds onto the shrine, carving a deep gash around the stone base and using clay and fire to solidify the structure. As the week passes, water begins to accumulate in the clay gash, stagnating and shimmering. Seer explains that the gash is to represent Haln, where no light touches, for it is the resting place of all things and where all water flows. It is said that the souls that are not brought to Elly'Asim still float in the waters of Haln, waiting to be raised up.

+4 favor

The new arrival means that there is another mouth to feed. The traders bid farewell to everyone, moving along into the darkness. The sounds of their shells echo for quite some time into the dark...

-6 food

Spoiler: Group (click to show/hide)
Spoiler: Lore (click to show/hide)
Spoiler: Knowledge (click to show/hide)

How do you spend your people tokens?

Spoiler: Farm (click to show/hide)
Spoiler: Hunt (click to show/hide)
Spoiler: Preserve Food (click to show/hide)
Spoiler: Construct (click to show/hide)
Spoiler: Explore (click to show/hide)
Spoiler: Worship (click to show/hide)

Spoiler: Special Task (click to show/hide)
« Last Edit: April 29, 2018, 11:34:03 pm by Mooply »
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King Zultan

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Re: Tunnel Quest [SG]
« Reply #53 on: April 30, 2018, 04:44:19 am »

Two people should work on the farm.
one person should preserve food.
one person should worship.
Two people should go hunting.
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hops

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Re: Tunnel Quest [SG]
« Reply #54 on: April 30, 2018, 09:52:49 am »

We should get around to letting Seer go visit his daughter.
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The_Two_Eternities

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Re: Tunnel Quest [SG]
« Reply #55 on: April 30, 2018, 09:54:54 am »

We and Sage do the Special Task.
4 people hunt.
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omada

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Re: Tunnel Quest [SG]
« Reply #56 on: April 30, 2018, 11:11:59 am »

PTW

 this is nice
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Glass

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Re: Tunnel Quest [SG]
« Reply #57 on: April 30, 2018, 04:26:46 pm »

Oh, hey, the game isn't dead yet. Cool.

Sage and [us] will go do the special task.
Two people will hunt.
One person will farm.
One person will start preserving food.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Mooply

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Re: Tunnel Quest [SG]
« Reply #58 on: May 01, 2018, 10:42:02 pm »

Spoiler: Note (click to show/hide)

In the fourth week of Trundset...

Early in the week, Hearth approaches Seer and explains that he is ready to make the journey to the salt-vine wallows of Tilter'Skapen. Seer is quite grateful as he attempts to hide the tears in his eyes, yet he quickly regains his dour composure. Seer explains that the journey will be fraught with tribulations that will test them both. He is unsure whether or not his old tribe still lingers to that place, as he has not been there for quite some time. He does admit that he would prefer not to return to his old tribe, as it would only complicate their plans. Before they both leave, Hearth addresses Watcher, the father of the family, and gives him permission to make any decisions in Hearth's absence. Supplies are collected for the journey that include a bundle of torches, a spear for Seer, a bow for Hearth, two stone knives, weaved packs, a week's supply of food for them both, and a stone fetish smeared with bio-luminescent entrails of insects for good luck. Farewells are brief and unceremonious, as the trip is to not last long, and to dull the pain if the two do not return. The two trek off into the dark...

The first day of the march through the old pasture is uneventful. Seer explains that all passageways of Mi'zek have some form of unique markers that make its traversal trivial to those that know where to look. Hearth's experience in this area would give credence to this claim, though Hearth is skeptical that Seer could know how to traverse even unfamiliar areas without first being there himself. The torches that guide them through the murky black illuminate the path well, though the light also acts as a beacon to the more horrid creatures that lurk in the shadows, waiting for any sign of weakness. The two hurry along down the steps of the old pasture, heading deeper and farther than any hunting expedition before. The path leads the two out through a gateway, wrapped with what appears to be leaves at first, but upon closer inspection it appears to be a colony of slowly scurrying fungus, hastily retreating from the light of the torches.

The next two days are arduous, as Hearth and Seer move through unfamiliar passageways, crumbling tunnels, and decrepit footpaths that only the traders of the world truly understand. Within good time, they reach what Seer explains are the outskirts of the wallows. The passageway they are in now is covered in fibrous plants that constrict against the walls and floor, the taste of salt heavy in the air. The padding of their woven feet wets with every step on the vines. Each hour they delve further in, it feels as if the air becomes heavier, thicker, and hotter, but they still press on.

Seer and Hearth enter an area dotted with spires that stretch into the darkness towards Elly'Asim itself. The salt vines wrap over every object in the area, stretching past the columns and making walls where none existed before. Seer states that they are close, just past this chamber and they'll be at Tilter'Skapen's ceremonial funeral pyre. They begin the journey, but the sound of flat footsteps, bereft of subtly or delicacy, gives Hearth pause. Hearth hushes Seer, moving quietly forward to see what is lurking in the shadows, listening now to the wailing and gibbering that accompany the footsteps. Below, in a clearing where a great statue sits wrapped in vine, is a man in woven salt-vine clothing. He is clutching his side as streaks of blood trickle down onto the ground below. He is breathing heavily, attempting to conceal himself behind the statue. Just beyond the statue are two creatures that may have been human once but now are stricken with rot and madness. Their limbs are gangling and partially detached, the skin blotched with black spots, their teeth too large to contain within their dislocated jaws. The two creatures hold roughly-hewn stone axes, barely holding together at all. They are quickly closing in on the man hiding behind the statue.

A) Attack the creatures. The element of surprise is in your favor.
B) Leave the man to his fate. It is too dangerous to intervene.
C) Attempt to scare the creatures off using your torches to create decoys, giving the impression of more people than you have. (2 favor)
D) Cut yourself and lead the creatures on the wrong blood trail.


Spoiler: Group (click to show/hide)
Spoiler: Lore (click to show/hide)
Spoiler: Knowledge (click to show/hide)
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Glass

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Re: Tunnel Quest [SG]
« Reply #59 on: May 01, 2018, 10:45:13 pm »

...I'm going to say either A or C.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.
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