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Author Topic: (SG) Minotaur: Awakening  (Read 4571 times)

TopHat

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Re: (SG) Minotaur: Awakening
« Reply #15 on: March 17, 2018, 03:35:42 pm »

PTW. Great read so far.
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

Weirdsound

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Re: (SG) Minotaur: Awakening
« Reply #16 on: March 19, 2018, 01:36:55 pm »

Wandering Subherd:
Spoiler (click to show/hide)

In the morning you give the order to break camp, and to split up.

The three other bulls are sent down into the nearest preserve with orders to hunt and trap beasts while trying to avoid contact with sentient beings. If they find themselves in conflict with the elves, they are to retreat back this camp site and wait for you.

Once the other minotaur are sent on their way, Frell leads you and the cows on a relatively short hike to Lithsnows. Along the way, you inform the party that you plan on taking Lady Ellering's approach to obtaining justice for the downtrodden animal people, but intend to visit Lithsnows and perhaps a few garden estates before settling down in a major city. Braith and Frell seem quite pleased by this news, and if Nesh or Mazlyn have any complaints, they keep them to themselves.

---

Eventually the party crests a peak, and gazes upon the white walls of Lithsnows below. From the outside, the city is sparkling pristine; Frell explains that the walls are imbued with tiny ice crystals enchanted to never melt. You can tell, however, that the town is far more seedy than meets the eye, as even from this distance, you can smell the aroma of mass greed and lust.

As you approach the gates, a thought strikes you: publicly outing yourself as the first sentient minotaur in ages would be a pretty big deal. If you do so here, rumors of existence may beat you to whichever city you hope to eventually settle in, which could be trouble if you intend to exploit the element of surprise to gain fame. Perhaps you are better off playing dumb and observing for now.

If you wish to play the role of bestial minotaur, somebody in the herd will have to play to role of your master. You rule Nesh right out; You doubt the general public of any town would be terribly comfortable with somebody as creepy as she controling something as powerful as a minotaur. Your other three traveling companions, however, all make for decent options.

As an elf, Mazlyn would likely be best at navigating you around the town, and as somebody who is known to have powerful enemies, she has a pretty decent excuse as to why she would drag a minotaur around on her travels.

Frell speaks perfect elfish himself, so he would be just as skilled as Mazlyn at talking to the locals. He can also talk in your language, making direct coordination with him much easier. Ravenkin, like all animal people, are second class citizens in the Tropic Empire, and that may raise some serious complications in a resort town.

Posing as Lady Ellering's pet may be the safe middle ground play. Although she only speaks a bit of elfish, she can read it fluently, and Frell could easily serve as her translator while posing as her servant. You suppose a well-bred human scholar would be at least as well received as an elite elfish criminal...

How do you approach the city?
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Re: (SG) Minotaur: Awakening
« Reply #17 on: March 19, 2018, 04:35:23 pm »

I'm voting for Mazlyn's bodyguard, but have Frell stick around as her servant.
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Rockeater

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Re: (SG) Minotaur: Awakening
« Reply #18 on: March 19, 2018, 04:38:03 pm »

I'm voting for Mazlyn's bodyguard, but have Frell stick around as her servant.
+1
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Weirdsound

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Re: (SG) Minotaur: Awakening
« Reply #19 on: March 19, 2018, 06:17:14 pm »

Wandering Subherd:
Spoiler (click to show/hide)

You instruct Mazlyn to take the lead. Frell will play the role of her servant, while you pretend to be her bestial bodyguard. Nesh and Lady Ellering well explore the city on their own, and meet up with you later.

---

After a very brief discussion with the gatekeeper, Mazlyn leads you through the gates and into Lithsnows. Looking around, the buildings themselves seem to betray the wealth of the town; Most of them possess multiple stories, and are made from the exotic lumber of some species of tree not native to this part of the All-Earth Mountains. Most of these buildings are spaced widely apart, creating lots of open town squares.

Mazlyn begins to lead you around town, stopping to chat-up various elves along the way. She advises you not to interupt her dealings, and promises to give you a full report of her findings after your tour concludes.

The first place you visit is the Grand Lodge, one of the largest buildings in town. As your 'mistress' talks to an elf at the desk, Frell explains to you that the lodge is owned by the wealthy Lillith Family, as are most of the cottages for rent around here.

While you are leaving the lodge, Mazlyn takes you past the servant's quarters, a vacant lot full of shacks that are home to Slothkin and Caimankin. You wonder aloud why such tropical creatures live this high up on the mountain, and Frell gives you an answer that sickens you; The Tropic Empire makes a point of only keeping slaves that are unsuited to the local enviroment, so as to prevent escapes. As far as Frell knows, these shacks house the only remaining representatives of their species left in the empire. The plantations and orchards in the jungles below are staffed by animalmen imported from colder or drier climates.

Next you are lead towards the grand temple of The Dark Idol Ineqx, another large building that is adorned with a golden dome, which is in-turn decorated with an engraved 360 degree image of various civilized humanoids being violated by some sort of squid or octopus. Mazlyn spends several minutes talking to various street vendors outside the temple, before leading you inside, where she talks to some sort of holy elf-cow who's outfit manages to be both revealing and respectable at the same time.

You can sense a divine presence deeper inside the temple; which must be where the shrine is. Mazlyn, however, seems to be about ready to leave the temple, so if you wish to chat with an evil god at this time, perhaps you should speak up. You are sure you could send Mazlyn a message through Frell without outing yourself as sentient.

How do you proceed?
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Re: (SG) Minotaur: Awakening
« Reply #20 on: March 19, 2018, 06:26:37 pm »

Perhaps it would be best to check out our other options before committing to some kind of fiend as our divine intermediary.
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IronyOwl

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Re: (SG) Minotaur: Awakening
« Reply #21 on: March 19, 2018, 06:49:39 pm »

Speak up (discretely). This is going to be our best shot for a while, so we should at least entertain the possibility.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

VoidSlayer

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Re: (SG) Minotaur: Awakening
« Reply #22 on: March 19, 2018, 11:42:47 pm »

No, we should follow her advise and not speak up, we have to play the damned role of a servant for now.

IronyOwl

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Re: (SG) Minotaur: Awakening
« Reply #23 on: March 20, 2018, 12:04:57 am »

I meant speak up to Mazlyn, so she knows we want to gain access to the shrine.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Weirdsound

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Re: (SG) Minotaur: Awakening
« Reply #24 on: March 20, 2018, 04:11:23 pm »

Wandering Subherd:
Spoiler (click to show/hide)

You ask Frell to remind Mazlyn that you wish to visit the shrine. He does so. You notice a shift in tone in the conversation between the elves, but eventually Mazlyn leads you back outside. Once the group is alone, Frell explains that the public only has access to the shrine to partake in the sort of ceremonial mating rituals that The Dark Idol Ineqx finds to be sacred.

Through the translator, Mazlyn explains that she might be able to convince them to include a minotaur in their rites, thus granting you access to the shrine, but that she is unsure if and when she could make that happen. She also offers to break you into the shrine, although the elf warns that such a plan will likely require some bloodshed and burn your bridges with the town of Lithsnows.

Once the explanations are out of the way, Mazlyn resumes the tour of the town. The next stop is the Lift Square, a large open space where strange chairs use some combination of mechanical and arcane technologies to carry people high into the surrounding peaks! Mazlyn again spends some time chatting with various vendors working stalls out in the square, before moving on.

The last stop on the tour is Lithsnows' southern gatehouse, which is much larger than the side-gate through which you entered. Mazlyn spends some time talking to the guards at the gate, before briefly leading you outside the town walls to chat up the owners of the various stables just outside. You note that the stablehands are anteaterkin, another tropical species that is well out of place in the mountains.

---

Following the tour, you meet up with Nesh and Lady Ellering, to discuss your plans and findings. To your dismay, the first matter that comes up is money. Mazlyn carries some cash on her, but notes that it is only enough to board the party in town for three days, which might not be enough time for her to get you into the shrine legally, or even plan a competent break-in effort.

Thoughts and ideas are offered as to how the party might stick around longer:
-Lady Ellering carries plenty of money with her, but the human cow's human coins would need to be exchanged for local currency, and Mazlyn warns that the local moneychanger offers terrible rates. It would be best to wait and exchange the human money with a reputable broker in one of the larger cities.
-You suggest that it should be possible to simply set up a camp a short distance from town. You can smell despair on Lady Ellering when you bring up the idea, however. You suppose the pampered human is tired of roughing it.
-Frell suggests that if you are willing to reveal your sentience to the local slave population, they may be willing to take you into their homes.
-Mazlyn notes that the biggest expense is actually boarding your large and exotic Swinedragon. If you would be willing to split from the party and make a quick trip down to the preserve, where you could leave your pet in the care of the other bulls, she could likely afford to keep the rest of the party in town for at least a week.

Frell and the Cows then go about explaining what they have learned about the various opportunities that await you in and around town:
-Mazlyn's old criminal associates, The Moonrunners, will be sending a caravan to pick up smuggled goods from town and deliver them to their headquarters at Cresent Grotto in about a week. If you wish to check out the shrine to Krowl or meet with the leaders of the Moonrunners, tagging along with the caravan would be a safe way to do so.
-Mazlyn also reports that the leadership of another criminal group, a Narcotics Cartel known as the Sugar Children, is in town. If you are desperate for powerful connections quickly, you might try revealing your sentience to them.
-Lady Ellering mentions meeting with a bunch of friendly local elves from a nearby garden estate. Most of them speak human common, so the human cow plans on trying to win their friendship so long as both she and they are in town, in hopes of getting an invitation to their estate.
-Nesh cryptically informs you that an elf named Nimivid, who works at the lodge as a slave driver, has offended The Dark Idol Ineqx. If you were to punish the elf before visiting Ineqx's shrine, your meeting with the wicked god may be more fruitful.
-Nesh informs you that as long as you are staying in town, and have no further need of her, she will earn herself some money by preforming magic on the street. You are a bit afraid of what Nesh would spend pocket money on, but also a bit curious to see her show and observe what powers she might have beyond changing her form.

How do you Proceed?
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Re: (SG) Minotaur: Awakening
« Reply #25 on: March 20, 2018, 05:39:51 pm »

I'm thinking bring the Swinedragon to the other place and let the others settle in here, then hang around investigating Nimivid and looking at the sights for a while, with intent to follow the Moonrunners' caravan when that happens as well, and of course Nesh and Ellering can have their fun while we're here.
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IronyOwl

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Re: (SG) Minotaur: Awakening
« Reply #26 on: March 20, 2018, 10:34:17 pm »

I'm thinking bring the Swinedragon to the other place and let the others settle in here, then hang around investigating Nimivid and looking at the sights for a while, with intent to follow the Moonrunners' caravan when that happens as well, and of course Nesh and Ellering can have their fun while we're here.
Yeah, this sounds good. We should probably start working our way towards a big city to build up our reputation soon, but our herd will want time to do stuff.

Still haven't figured out why the wandering bull got food and cows here, but oh well. Either we'll figure it out soon or we'll worry about it much later.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

King Zultan

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Re: (SG) Minotaur: Awakening
« Reply #27 on: March 21, 2018, 03:11:07 am »

I'm thinking bring the Swinedragon to the other place and let the others settle in here, then hang around investigating Nimivid and looking at the sights for a while, with intent to follow the Moonrunners' caravan when that happens as well, and of course Nesh and Ellering can have their fun while we're here.
+1
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Re: (SG) Minotaur: Awakening
« Reply #28 on: March 21, 2018, 07:33:08 am »

PTW
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Re: (SG) Minotaur: Awakening
« Reply #29 on: March 21, 2018, 02:05:51 pm »

I'm thinking bring the Swinedragon to the other place and let the others settle in here, then hang around investigating Nimivid and looking at the sights for a while, with intent to follow the Moonrunners' caravan when that happens as well, and of course Nesh and Ellering can have their fun while we're here.
+1


Mazlyin could tell us if the next ritual is before or after the caravan

If it's before maybe she can find a motivation to screw the slave driver, or to make him look like a criminal who we can smash them without fear of retaliation

-------------------------------------------------------------

Maybe we should reveal our sentience to the animal kin, they will spread among them tales about a sentient Minotaur bringing hope and maybe some allies elsewhere, slavers will probably ignore the "childish dreams of such stupid beings" or just sleep a bit less at their nights
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Competent reader (any know lenguage)
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He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.
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