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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30927 times)

Weirdsound

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #45 on: December 27, 2010, 12:34:26 pm »

Ah. Its too late, I rolled last night but crashed Mid write up. I just had your character help with breaking locks and hauling back Miriam's kills. But on the bright side, you'll see that you most definitely did not want want to be the first fool to poke his nose in a room.
</Preview> Hopefully the write up will be posted in an hour or so. If somebody could do me the favor of posting something after this so that I don't have to double post or have my update in the same post as other stuff, I will be most grateful.
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Twi

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #46 on: December 27, 2010, 12:42:13 pm »

I find it somewhat amusing that we have no Wood Elves, who may or may not be the 'standard' elves. Also, you're welcome.
Also, I kill stuff? Yaaay. I hope I at least move towards the wooden structure a good bit, if not, you know, investigate it, though.
« Last Edit: December 27, 2010, 12:47:20 pm by Twi »
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Dwarmin

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #47 on: December 27, 2010, 01:36:13 pm »

I'll straggle in...heh

Character name: Disaed
Player name: Dwarmin

Subspecies: Mule elf (Human/Elven)

Physical Description: Disaed is a bit taller, but no less wide than a normal elf, making him look lanky and ungainly to the untrained eye-essentially, like a human. He seems to prefer a shaved head like a monk, and his eyes are often murky and hooded with some strange intent. His ears have the tell tale shortness of a half breed, and he often lapses into a Human like speech pattern, further betraying his ancestry and years living among them as a spy.
 
Age and Generation: 72, Sorrowborn

Character History:
Spoiler (click to show/hide)

Attributes: (Leave Blank)
Skills: (Leave Blank)

Perks: (Leave Blank)
   Inherited Perks
   Experience Perks
Flaws: (Leave Blank)
   Inherited Perks
   Experience Flaws

Starting Gear: (Leave Blank)
« Last Edit: December 27, 2010, 03:50:53 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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rarborman

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #48 on: December 27, 2010, 01:56:10 pm »

Can I joins?
Spoiler: If so char sheets. (click to show/hide)
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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

Weirdsound

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #49 on: December 27, 2010, 03:07:02 pm »

Miriam:

You charge out of the fortress and down the winding path to the valley below. You are looking for trouble, and you find in a matter of minutes in the form of a Bull Moose. The animal charges you, but you lash it in the right front leg as it approaches. The delightful sound of shattering bone is heard and the creature hits the ground hard. You spend some time lashing on the now helpless creature until you are sure it is dead and well mutilated. You then set off in the direction of the wooden structure to explore.

+1 mutilated bull moose corpse (Left on the ground for later retrieval)


As you enter what appeared to be grasslands you find to your surprise that you are actually standing in a marsh, where someone or something is cultivating tall aquatic plants. You eventually find a thin strip of damp, yet solid groud to stand on and continue walking. 

Suddenly from out of nowhere a large Alligator lunges at you from the reeds. Despite being caught off guard you easily dodge its gaping maw. You lash at it twice, one chain connecting with the head doing minor damage, the other attack nails it in its chubby left rear leg likely chipping the bone. The reptile lunges again, this time catching your left arm in its mouth. You pull your arm free but the monsters teeth shred the flesh on the limb. As you pull you arm out however your chain also passes through the Alligators mouth, shredding its tounge and uppermouth with its spikes and pulling out a couple teeth with it. It takes another bite at you, but you leap over it and lash it in the tail breaking the bone within. The exhausted creature turns to flee, but you easily keep pace and lash it once more in both its tail and left rear leg, further destroying the bone in both extremities. The creature turns to headbutt you, but cannot build up power with an injured tail and rear leg; its head connects with your right leg merely bruising it. Seeing opportunity you stomp your left foot into its head, shattering the skull and doing enough damage to the nervous system to paralyze the once proud creature. You spend the next couple minutes lashing it till your sure it is dead.

+1 mutilated Alligator Corpse (Left on ground for later retrieval)
+4 Alligator Teeth
+1 gnarly wound, Left Arm (Medium Severity)
+1 bruise, Right Leg (Minor Severity)


You get closer to the wooden structure, and come to the conclusion that it is a long house (http://en.wikipedia.org/wiki/Long_house). You see two young goblin children playing with humanoid bone figurines near the cloth entrance flap of the structure. You are about to make up your mind to attack them when you hear the familiar and to you joyous sound of a human screaming from inside the structure. Perhaps these creatures can get along with your group. You decide to leave before the Goblins pick up your scent.

You return to the fortress to get others to help you haul your prey and find to your surprise that somebody had already hauled the Moose up to the fortress. You throw a fit accusing the group of trying to steal your glory, but nobody is willing to name the poor fool that stole from you. Eventually the group puts together a story that a great moose spirt delivered the corpse to the fortress door. You buy it. You grab Ochita and convince him to come with you and retrieve the Alligator. The two of you return the corpse to the fortress without incident and throw it in the newly discovered butchers shop.

Caboose:

You decide to open some doors and to start with The Masked Blueness of Flame. The door is covered with at least two dozen tiny keyholes. It would take the elves present forever to force all the tiny and near indestructible locks. You decide to move onto the door opposite of the dinning hall. You focus on the door for a few minutes and with only some difficulty you lower the temperature of the locks to the point where they are somewhat more brittle.

You begin beating on the locks with your Iron staff. Zrallin and Karratan join in the bashing. After an hour and a half of hard work the last lock falls broken to the ground. The three of you push open the heavy door revealing a large room where the dwarfs most likely ran their animal processing operations. It contains a butchers workshop, a tanners workshop, a leather workers workshop, and a kitchen. Various barrels, most likely filled with century and a half old animal products are strewn about the room. A couple cages contain the skeletal remains of deer, most likely abandoned with the fortress.

+6 units of scrap lead
You have discovered the Meat Industry Room


A bit later you help come up with a story involving the supernatural to keep Miriam from flipping out and killing everyone.

Thirty minutes later you help Karratan carry the injured Zrallin to a table. You form blocks of ice to immobilize his head. You return to the animal processing room to look at the mess. The rock that struck Zrallin fell seems to have fallen from a groved tile in the ceiling. You point out similar tiles to the other Elves and tell them not to walk under them.

You have rendered the Meat Industry Room Safe... Mostly

Selande:

You aproach the Elk Bird and open the pack it is carrying to take inventory. Judging by the name on the inside of the container, it once belonged to Maize Cottonbrow, an arrogent but gifted Wood Elf bone crafter who didn't survive the trip through the caverns. Amoung the contents you find a jar of pickled horse meat, and a beautiful cloth wedding gown meant for his daughter who was to marry should she have survived the trip. The gown is decorated with buttons and plates of unicorn bone. You rip off the impracticable flowing bottom part of the outfit and put it on. It is a little tight.

+1 self modified wedding gown shirt (Worn)
+10 pickled horse meat meals (1 taken)
+2 units of unicorn bone decorated cloth (Ripped from gown)
+15 Bone Crafts
+5 Bone Toys
+3 Bone handled Copper knifes
+1 Small Barrel of River Spirits (10 serving left)


You go out hunting and after wandering around for some time you find humanoid footprints. You track them and they eventually lead you to a well mutilated Moose Carcass. Judging by the terrible lash marks you come to the conclusion that the beast was brought down by that insane sludge elf with the chains. You return to the fortress and get Ochita to help bring the carcass to camp. You keep an eye on the dawn elf for the whole trip, but neither he nor the wildlife pose any threat to you.

+1 Multilated Moose Corpse (Returned to fortress)

Miriam returns to the fortress less then a minute after you set the moose down and flips her lid that somebody has stolen her kill. She threatens to kill whoever did it but is eventually pacified when the wise Dawnelves Ochita and Caboose fabricate a story involving spiritual corpse retrieval. You'll have to keep and extra close eye on that Sludge Elf, but perhaps the two High Elves can be trusted... to an extent.

Zrallin:


You rip open the Mule's pack and quickly discover and put on a thick leather shirt and a thick pair of leather pants among other useful survival things.

+2 Thick Leather Shirts (1 Worn)
+2 Thick Leather Pants (1 Worn)
+8 Cloth Hammocks
+10 Fisher Berry Jam meals
+3 Rock Nut meals
+2 Featherwood Bows
+2 Human Leather Quivers
+30 Bone Arrows

You assist in breaking the locks on one of the doors. It is hard work but with your Steel Sword you take out some of the locks by yourself. When the door is open you are the first in the room. It must be your lucky day, because when you search the leather workers workshop you find a leather shield! You check all the other workshops and confirm they they still contain all the tools required for use. Suddenly your luck runs out and all goes black

+1 Leather Shield
+1 Large Granite Rock
+1 Chipped Skull (Serious Injury)
You have discovered that the meat industry room is boobietrapped!


You wake up latter with your head restrained by blocks of cool ice. (Wow, if your head had lost one more hit point from that trap, I would have had to roll for brain damage)

Karratan:

You decide to get a closer look at the skeletal corpse in the dining room. You first examine the writting in blood, despite the fact that it is written in deep elf script it is terrible faded and you can only make out two words: Mill Steelsoul. It appears to be a dwarven name. You check the corpse' robe and find an official looking document in its pocket. The Document is signed as follows.

Spoiler (click to show/hide)

You recognize some of the names on the document. Harlem Softsoil was a dawnelf trader retroactively banished to the caverns for selling to the humans before it became apparent that they would attack the deep elves. Frostdepths is a city that according to deep elf legend exists on a massive gold deposit below the glaciers of the far north. Ivan Charring II was the human general responsible for the fall of the Deep Elf Kingdoms. After he destroyed the last deep elf capital he and his army set out to find Frostdepths and were never herd from again. Could his son have become general of the mythical city. The implications of the document makes your blood boil. You relive some stress by attacking some frozen locks with your Pick.

Awhile later you are called to help move the injured Zarllin to a table in the Dining hall.


You are all in the Fortress. It is now dusk. The next turn will cover 12 hours until dawn. Minor injuries will heal with 6 hours of sleep. Anything more severe requires medical attention. If you are not part/entirely night elf you should probably get some sleep and not travel alone after dark. You need six hours of shuteye a day.

I will update the first post to reflect the actions of the day in a bit.
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Twi

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Re: Elfin Refugees - Picking Locks and Taking Names (Stragglers still accepted)
« Reply #50 on: December 27, 2010, 03:21:29 pm »

Inform the other elves about this peculiar goblin building.  Venture into unexplored rooms. Also, break down doors. Get the sleep you need.
« Last Edit: December 27, 2010, 03:35:14 pm by Twi »
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Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names (Stragglers still accepted)
« Reply #51 on: December 27, 2010, 03:30:44 pm »

Dwarmin: Edit your post to reflect what kind of Elf your characters mother was. Other than that you both appear to be good. I think Two Stragglers makes a full roster.

Quick Vote: Should I...

A: Start a waiting list. I'll likely only let new players in when old ones become inactive.
B: Introduce a single Democrabrain controlled character so everybody who dosn't have a character of their own can still participate
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Twi

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #52 on: December 27, 2010, 03:33:39 pm »

A.
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rarborman

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"But to that second circle of sad hell, Where ‘mid the gust, the whirlwind, and the flaw Of rain and hail-stones, lovers need not tell Their sorrows. Pale were the sweet lips I saw, Pale were the lips I kiss’d, and fair the form I floated with, about that melancholy storm."

Dwarmin

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #54 on: December 27, 2010, 03:51:55 pm »

There, I added my Elven mothers background and supplied a fathers name.

also, A.!
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KineseN

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Re: Elfin Refugees - Picking Locks and Taking Names (Stragglers still accepted)
« Reply #55 on: December 27, 2010, 03:55:38 pm »

Ah, glorious night. How I have missed you. There goes no day that I don't miss you. Let us see if our Boogeymen are with us tonight too, shall we?

Selande starts shifting to the viper form. As a viper she will keep herself to the trees more than the ground. She will be scouting the long house Miriam has described and if possible the insides, silently and stealthily. Avoid any combat and if she still is in such a situation bite only animals if she must, humans if aggressive at all and others if aggressive against her. Any Boogeyman that comes forth in this situation is only going to help her incapacitate the aggressors.

If she do need sleep like any other elf she sleep after she've turned back to elfen form at the abandoned fortress, otherwise she continue to scout the sandy path. Any aggressor at this place will be bitten, twice for insurance. If it's an animal and the meat isn't dangerous to consume, turn back to an elf and bring it back. If it's a sentinent being with speech she can understand, turn back to an elf, interrogate it and then kill it. Bring back information gained quickly to the others if important, or keep scouting while trekking back.



---
OOC: I don't mind either but in the case of a democrabrain only if the actions are sensible.
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Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names (Stragglers still accepted)
« Reply #56 on: December 27, 2010, 04:13:19 pm »



---
OOC: I don't mind either but in the case of a democrabrain only if the actions are sensible.

I'll update everybodies inventories and the unclaimed items later. No need to worry about that stuff.
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Kadzar

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #57 on: December 27, 2010, 04:26:03 pm »

Zrallin will rest for now so that his head can heal.
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Pillow_Killer

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #58 on: December 27, 2010, 04:31:18 pm »

Sleepity sleepity spelipt sleep sleep?
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Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #59 on: December 27, 2010, 04:38:25 pm »

Sleepity sleepity spelipt sleep sleep?

You only need 6 hours, the turn is 12. Anything else you want to do?
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