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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30931 times)

Pillow_Killer

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Re: Elfin Refugees - Live and learn
« Reply #315 on: January 26, 2011, 10:17:21 am »

Sleep, then begin working on the furnace.
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Vorthon

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Re: Elfin Refugees - Live and learn
« Reply #316 on: January 27, 2011, 08:26:00 am »

Ask what kind of humanoids the locals are. Upon finding out about the dwarves, start panicking.
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Dwarmin

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Re: Elfin Refugees - Live and learn
« Reply #317 on: January 27, 2011, 01:15:34 pm »

I'll consent to start that operation, by the way. I also chew on some of that pale wheat to ease my aching head.
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KineseN

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Re: Elfin Refugees - Live and learn
« Reply #318 on: January 28, 2011, 03:58:00 am »

A minotaur in the forest that can erase its existence? Really, this place is more strange than I thought.

Selande will start working on the casket but she will sleep at midnight. If the casket is done before that she will place Miriams body in it. She might choose a new temporary sleeping spot in case Miriams body suddenly smells worse.
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Dwarmin

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Re: Elfin Refugees - Live and learn
« Reply #319 on: January 28, 2011, 05:14:37 am »

Disead takes one look Dhaeke and his hand goes for the comfort of his blade. He just seems so...suspicious! And that who uses garish claw head staffs anymore, other than cliched evil wizard lords from childrens books?

Of course, he said "Hail friend! Welcome to the fort! My name is Disead, and I guess you could call me the unofficial "leader". Right, everyone?" Disead does not pause for a answer, but continues "Exactly! Make yourself at home, and uh, get to work. You've got some skill with...erm, I don't know. What was your name again? You look like a Deep Elf, would it to much to expect that you know some mineral skill? I..er, We I mean, we could use a miner.  I've always wanted to work with gemstones!" Disead is perplexed by the look on Dhaeke's face when he mention wanting to work with gems.
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Weirdsound

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Re: Elfin Refugees - Live and learn
« Reply #320 on: January 28, 2011, 06:41:11 pm »

All Elves:

Dinner consists of gator meat, served with a fancy garnish of bitter pale wheat. The newcomer introduces himself as Dhaekh, a dawnelf who has had very little dealings with civilization. His dialect is ancient and difficult to understand. Disaed introduces himself and says something that offends him. Perhaps Dhaekh, like many deep elves, detests those outside their own kind who work with gems. The goblin makes small talk with Caboose during the meal.

During the meal Dusk asks to be brought to age. Everybody decides that it would be disrespectful to honor Dusk before his victim is properly buried. The group agrees to hold a ceremony at dinnertime tomorrow, assuming Miriam is taken care of before then.

Zrallin has taken his dinner to go, and wander off into the caverns.

-9 servings of gator meat
-2 units of unprocessed pale wheat


Dusk

Just after dinner Caboose give you a stone jar full of cold stew. He informs you it is a traditional good luck meal for those about to come of age, and that you should eat some of it for breakfast.

You head down to the caverns in search of everybody's favorite chemically potent fungus/algae hybrid. After some time searching you encounter a large wall with a thick red coating of blood lichen. You scrape off as much as you can and stuff it into your clothing. You find the feeling of the substance slightly irritating to your skin.

+20 doses of blood lichen

Continuing through the depths of the world you encounter a patch of plump helmets. You harvest as much as you can carry and then head back to the fortress with arms full of food and a body covered in drugs.

+15 servings of plump helmet


You come to the conclusion that the night is still plenty young. You decide to go back into the caverns and harvest some more of the pale wheat you encountered in the afternoon. You find the pale wheat field easily and get to business. You work for several hours, carefully plucking each stalk of the stuff. You return with another massive load of the bitter plant.

+21 units of unprocessed pale wheat

Ochita + Disaed:

Disaed pulls the fluffy end off a stalk of pale wheat and begins to chew. He is overwhelmed by the bitter flavor, but the pain in his head subsides. He approaches Ochita and they plan the surgery together. Eventually the two elves get to work.

Disaed makes a clean incision into Ochita's torso and begins the delicate task of cleaning up fragmented bits of rib without harming any of the patient's vital organs. Eventually he gets most of the bone shrapnel out of the way.

With the pain of broken ribs and a cut open torso negated by Caboose's spell Ochita is capable of taking the procedure into his own hands. Using his control of minerals he suspends the molten glob of bronze above him and slowly uses it to patch up the cracks, breaks, and holes in his ribs. The dawnelf spends several hours carefully mergering the bronze with his body before instructing Disaed to sew him back up.

Disaed quickly stitches up the surgical opening with some royal reed. He instructs Ochita to get a good night's rest before trying to stand up, and then heads off to bed himself.

-1 unit of pale wheat
-1 unit of royal reed fiber cloth

Ochita's torso injury has become minor (Will heal before Ochita wakes up next turn)
Ochita's ribs have become more resilient to injury
Ochita's arm is still broken


Caboose:

You notice that Zrallin is missing, having gone down to explore the caverns. In his stead you decide to give the jar of soup to Dusk. You tell the Hybrid that it is a good luck meal for those about to come of age. You feel a bit guilty about the deception, and you hope whatever Argus makes you is worth the act of depravity.

You decide to seek out Selande and apologize for the minotaur illusion. You find her working on a coffin for Miriam in the hospital. You explain what happened, and that you needed to test your powers on another being to be sure that you were not the only one who could see them. She says she accepts your apology. You are not sure whether or not to believe her.

With your ear to the wall seperating the hallway from the mint you attempt to practice your mineral sensing powers. You feel Karratan's every movement on the other side of the wall as he constructs some sort of furnace. After awhile you grow bored and wander off into the forest to practice your illusions.

The cold night forest air resists your attempts to manipulate it into illusions. You try for several hours before heading back towards the fortress. As you step onto the ill mantained path leading up the moutian you are suddenly surrounded by a terrifying cackling sound. You have been ambushed by a pack of small humanoids with lumpy yellow skin and fangs half the length of their bodies: Boogeymen.

You freeze for a second in fear, and the monsters charge forward. You recall that Boogeymen only attack those who travel alone, and in desperation attempt to summon an illusion one more time. The adrenalin in your system is all you need to overpower the air and form the false image of an elf standing next to you. The boogeymen vanish in a puff of blue smoke. You hurriedly return home.

You find Disaed already asleep so you conjure an icicle and carve a message into the head of his bed. "The vault in the mint contains coins and a weapon."

Flopping down in the bed next to Disaed you go to sleep. You have a terrible nightmare where you lead a pack of boogeymen in ripping Disaed limb from limb. Adella's laughter floats through your sleeping mind.

Zrallin:

Grabbing some dinner to go you wander into the caverns for adventure and glorious combat! You explore for some time without finding anything of note. Eventually you come to a large area of smoothed ground, strewn with various wooden and bone items. Sleeping in the area is a family of snakemen you count 6 of them. One of them is awake and notices you. You raise your hands into the air as a sign of submission and back away. It lets you leave.

You decide to hunt for awhile and pick up some large footprints. You follow them and they lead to a large watermill built on a large flowing underground river. The mill is made of humanoid bones and skulls. It is guarded by 4 massive blind cave ogres. They appear to be asleep, but you decide that they are best left alone for now. You note that if the elves could gain control of the Mill, they could easlily convert the grain that grows abundantly in the caverns into flour and eventually food.

After wander for several more hours without finding anything of note, you turn a corner and find a large vein of Lemonite. You also find a massive cave dragon, standing directly before you. It turns around and locks eyes with you roaring loudly. You stumble backwards in fear, scrapping your arm against the rough cavern wall in the process. You get up and run for your life. The dragon doesn't bother to peruse.

Your left arm has been cut open (medium wound)


You decide to head back to the fortress to have your arm taken care of and to tell the others what you have seen. You arrive shortly before breakfast.

Karratan:

You get to work on the furnace and finish it in a couple hours. You are sweaty and exhausted, so you decide to go to bed early. You deserve it. You dream of the Limonite vein once more. This time you see an elf fleeing from the great cave dragon.

The wood furnace has been finished!

Dhaekh:


During dinner you hear that a nearby tribe of goblins is being lead by two dwarves. You panic. Are they depleting the natural resources of this region? Do they remember you? Have they surpassed you at the craft that you taught them?

The possibilities overwhelming, you decide to help Selande work on a coffin for a dead warrior. You try to make small talk with her as you work, but she has a hard time understanding your archaic version of the deep elfin tongue. Eventually you give up and crash in one of the nearby beds.

Selande:

Ignoring the great stench created by Miriam's corpse you begin work on her coffin. After some time Dhaekh, the newcomer, sits down with you and begins to help out. You have a hard time comunicating with him, but after awhile you are pretty sure he at least understands that you are building a coffin. He tries to make conversation with you but the language barrier is just too much and eventually he leaves.

After several hours of using the pomel of your dagger as a hammer and bones as nails you eventually produce somthing that could feasibly contain a dead body. It ain't pretty, but you don't hear Miriam containing. You throw the corpse in the box and drag it to the entrance of the fortress. You wait an hour for the stench to clear a bit from the hospital before collapsing into your bed.

-20 wolf bone nails
-15 towercap branches
+1 substandard towercap wood coffin
The substandered towercap coffin has been claimed for Miriam
You have gained a level in the carpentry skill!


The goblin female has made herself useful overnight by clearing out a barrel of 150 year old food from the meat packing room and processing sweet pod syrup into it.

-1 rotten meat barrel
-8 sweet pods
+1 barrel of Deep Elfin Syrup (16 servings)

It is now dawn. The next turn will cover 6 hours until noon. 2 turns remain until the planned coming of age ceremony for Dusk.
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Lillipad

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Re: Elfin Refugees - Live and learn
« Reply #321 on: January 28, 2011, 07:29:55 pm »

Have Dhaekh and Ochita keep an eye on me while Argus does the thing he mentioned days ago.
Once control is back, inspect the thing Argus makes. Any remaining time will be spent on attempting to sense longer distances.
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Kadzar

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #322 on: January 28, 2011, 07:51:25 pm »

Zrallin will tell everyone what he saw in the depths. Then, after getting his arm taken care of, Zrallin will take a bone-handled copper knife and make as many arrows as he can out of the various bones of various animals lying around. Maybe he'll incorporate some of those caveshark teeth into some or all of them. If he's made arrows out of all the bones and there's still time left, he'll take a Featherwood bow and a human leather quiver and practice archery outside.
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rarborman

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #323 on: January 28, 2011, 07:55:06 pm »

Eat my soup, try to ask Ochita and Caboose about demons and spirits, and then ask Ochita and Disaed about medicines, if there is any time left go apologise to Miriam's corpse.
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Dwarmin

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #324 on: January 29, 2011, 06:56:11 pm »

"Cave Ogres, and dragons you say..." Disead responds to Zrallins story. "I would very much like to study them in their native habitats!"

When pestered by Dusk for medical knowledge, He remembers.... "Weren't you due for ten hammerings for medical negligence? Begone from my sight!" All of a sudden, Disead's head begins to ache again...but he can't recall exactly why...

Disead looks for the vault he was told about and studies it, trying to figure out possible structural weaknesses in the stone around it and the layout of the locking mechanism, trying to scheme a way in for easy riches. Disead chews more pale wheat, because it's bitter like him.

When told about Cave Ogres, Disead tries to remember what chemicals or plants have adverse affects on Ogre's in general, and could in theory be applied to them as well.
« Last Edit: January 29, 2011, 07:23:10 pm by Dwarmin »
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Ochita

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #325 on: January 29, 2011, 07:01:53 pm »

Use geomancy on the vault, open its doors.
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Pillow_Killer

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #326 on: January 30, 2011, 03:44:51 pm »

MINE FOR COAL
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KineseN

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #327 on: January 31, 2011, 03:00:23 am »

Now to get a shovel.

Selande will look for some equipment usable as a shovel or if there is no make one form scratch. When a shovel is found/made she will start digging a grave a bit farther from the fort entrance and then drop Mariams coffin in it. If no shovel is found/made start looking for suitable material to make one (and several other such needed equipments) in the Cavern.
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Vorthon

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #328 on: January 31, 2011, 08:19:42 am »

After waking up I try to learn the modern version of the deep-elven language. If succesful, ask where the dwarves are, so I can spy on them.
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Weirdsound

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Re: Elfin Refugees - Deep Elves and Dragons
« Reply #329 on: February 01, 2011, 08:30:16 pm »

All Elves:

Breakfast consists of leftover fish egg pot pie and some plump helmets. Dusk refuses to partake in the meal, instead he insists on eating some kind of stew out of a strange stone jar. Suddenly Caboose's eyes glaze over. He runs around the dining hall raiding the various stockpiles and animal packs for several minutes before running off into the caverns.

-5 servings of pot pie
-4 servings of plump helmet
-1 serving of river spirits (Grabbed by Caboose)
-4 bone toys (Grabbed by Caboose)
-1 unit of moose fur (Grabbed by Caboose)
-2 quarry bush leaves (Grabbed by Caboose)


Caboose:

Terrible images float through your mind... you are slowly disemboweling everybody you have ever been fond of, and drawing strength from their screams and suffering. You wrap yourself in Elfin entrails and experience and stare into space, basking in your own glorious depravity. For the breifest of moments you are overcome by a feeling of pure and evil joy!

...You awaken from your twisted vision on the floor of the cavern. Your body is covered in scorchmarks and a strange purple dust. In your hands is a staff of a strange blackish gray and rocklike metal. Around your neck is a bone encrusted pendant of the same material. Your new belongings feel incredibly heavy, yet for some reason you have no trouble supporting their weight. Argus' voice now overwhelms your other thoughts.

"I have purged from your soul the influence of all other supernatural beings. As long as you carry one of my gifts, you answer to me and no other demon. Embrace depravity with me and you shall no nothing but happiness, power, and material wealth!"

-1 Iron combat staff
-All the geomancy charged ectoplasm
+1 Slade demonslave's staff (+3 to blood magic, -1 to all other magical skills, prevents contact with demons other than Argus)
+1 Slade pendant (prevents contact with demons other than Argus)


Your new items seem to weaken you ability to sense the earth, but with a bit of practice you are able to avoid the cavern beasts and make your way back to the fortress safely. Once you arive you release Ochita's nerves from hibernation so that he may get up. He screams in pain as he once more feels his broken arm.

You have gained a level in mineral magic!

Zrallin:

Finding no willing medic around you decide to take matters into your own hands and bandage up your wounds. After several minutes of wrapping you are pretty sure your arm will be fine. Ochita watches you work and yells at you for wasting cloth.

-2 units of rope reed fiber cloth
-1 unit of royal reed fiber cloth
-Your arm injury is now minor!

You decide to work on making some arrows, however your newly bandaged arm is too stiff to allow you to work. After making several arrows from bone you give up and go to sleep. In your dreams you are an arrow, wistling through the caverns and striking a fatal blow to that damed cave dragon through his eye.

-5 units of gator bone
+7 gator bone arrows


Dusk:

The cold stew tastes both fufilling and familiar. Thraden seems worried and speaks in your head. "You have just committed an act of brutal depravity. Whoever gave you that stew is likely an ally of Argus Bloodripper, an old enemy of mine. I will grant you knowledge in any magical field of your choosing should you kill any proven follower of Argus..."

Shaken by the cold and evil voice in your head you aproach Ochita and begin to ask him questions about demons. Blood magic having never been his specialty the Dawnelf is unable to tell you much other than that such dark beings are best left alone.

You change to topic to medicine, informing the geomancer that you would like to become a better healer so that people don't die under your care anymore. He tells you that somebody is going to have to take care of his broken arm soon, and that you are welcome to watch the procedure. He hints that perhaps if you behave yourself you may be allowed to participate; after all the arm contains no vital organs to mess up.

You go to bed and dream of your upcoming aging ceremony.

Disaed:

You run to the mint and examine the lock mechanism on the vault. It is a very old and infective design. With the right tools you could easily force it. You could also take a more crafty approach and use the forge to smith a suitable key. Also an option is acid, with the right chemicals you could mel...

Your scheming is interrupted by a loud ripping sound as the vault is split in half, spilling its contents on the floor. You turn and see Ochita pointing his good hand at the container. The dawnelf smirks and waves as he walks up to the vault and begins scooping coins into his robe.

You attempt to try and remember what chemicals and herbs were potent against ogres, but your thoughts are clouded by jealousy. How dare that dawnelf just ruin two hours of planning and daydreaming with his geomancy. That vault was YOURS to open godsdammit! You chew some pale wheat, but although it relives the pain in the head it does nothing to quell your anger.

You storm around the fortress for awhile but are eventually interrupted by Dhaekh who asks you to help him learn a more contemporary form of the deep elf language. The prospect of a dawnelf coming to your for help inflates your ego and cheers you right up. You quickly pick up that Dhaekh's current mannerisms resemble those of the Nobleborn Deepelf poets. From there you begin to devise a program to teach Dhaekh contemporary Deep Elfin and Common Elfin in several sessions. With any luck you figure you can have him speaking fluently in 3 or 4 sessions.

Ochita:

You wait patiently in bed for Caboose to return so that he may restore mobility to your body. After several hours he returns to the dining hall where you lay. Eventualy he shows up covered in dust, cuts, and bruises holding a new staff and wearing a fancy new necklace. You request that he break the spell on your nervous system, and he complies. The pain is overwhelming and you scream!

Eventually you calm down and stand up for the first time in 2 days. You shake off the pain to the best of your ability and head to the mint, where you see Disaed staring at the small safe. You close your eyes and focus on the container until you hear it tear itself in two. You run over and check out the contents.

+100 gold coins
+500 rose gold coins
+500 black bronze coins
+500 electrum coins
+1 steel battle axe
+1 steel mace

You turn to offer Disaed some of the loot but he is already gone.

Later you are approached by dusk who asks you to teach him about medicine. You agree to let him watch or participate in the treatment of your arm.

Karratan:

You make another trip into the caverns, seeking sedimentary rock and the veins of coal that it contains. After about an hour and a half of searching you come across lignite and begin to mine. After several hours you produce three boulders of the stuff. You knock off a few chunks of the flammable rock to carry back in hopes of getting others to help you haul the fuel back.

+3 liginite boulders (Left in cavern)
+2 chunks of lignite


Selande:


With the knowledge that Karratan owns the only suitable digging implement and that he is out mining, you decide to make a shovel. You go through the fortress inventory and quickly find a broken bronze serated disk that used to be part of the mint's defense system. You use a gold bar to hammer as a makeshift hammer to craft the disk into a makeshift shovel. You then go outside and find a patch of exposed earth on the mountain pass where Miriam can be buried.

+1 sharp makeshift shovel

You spend several several hours digging a hole big enough for the casket. In the process you cut your hands multiple times on the sharp edges of your 'shovel', but eventualy you get the box in the ground. You run back to seek medical attention and inform the others. The group decides to hold an outdoor memorial lunch in Miriams honor.

Dhaekh:

You approach Disaed and ask him to help you learn contemporary Elfin. He seems to understand your tounge better than the others, and is more than happy to offer you help. He talks with you for several hours to get a good grip on your linguistic skills. During the discussion you bring up the dwarves. He tells you that they live in a Longhouse by the beach. Eventually he informs you that he can help you learn the common language, but it will take a few sessions.

You thank him and wander off on your own, considering the possibility of spying on the dwarves.

The goblin female spends the morning rendering gator fat into tallow.

-1 barrel of ancient rotten food
-12 globs of gator fat
+1 barrel of gator tallow (12 units)


It is now noon. The next turn will cover 6 hours until dusk, and will begin with a memorial service for Miriam. There is one turn remaining before Dusk's coming of age ceremony.
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