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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30939 times)

Pillow_Killer

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #60 on: December 27, 2010, 04:56:40 pm »

...Attempt to locate forge or smelters?
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Ochita

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #61 on: December 27, 2010, 06:58:20 pm »

Look after the wounded. See if I can magic a thing or two. Afterwards use my mineral magic to 'see' though the stone and search for traps.
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Lillipad

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #62 on: December 27, 2010, 08:11:11 pm »

I'll freeze the lead on two more doors(an hour and a half?), sleep for seven hours, then meditate for the remaining time.
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Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #63 on: December 27, 2010, 08:19:19 pm »

Looks like waiting list wins. So everybody who posts a character after this will be added to a waiting list.

Its dinner time here, after that and assuming nobody sticks the dishes on me I'll send the two new players their PM's and update the first post.
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rarborman

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #64 on: December 27, 2010, 09:27:59 pm »

Whats was for dinners?
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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 - Picking Locks and Taking Names
« Reply #65 on: December 28, 2010, 05:27:35 am »

Whats was for dinners?

Cocktails amoung other things. Sorry for upholding my schedule with the same integrity that Valve dose but I'll get you two your PMs sometime after I wake up.
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Vorthon

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #66 on: December 28, 2010, 04:52:16 pm »

Hope I'm not too late. Yay! I'm on the waiting list!

Spoiler (click to show/hide)
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rarborman

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #67 on: December 29, 2010, 12:41:47 pm »

Spoiler: ok this works? (click to show/hide)

For my first move I'll scope out the other elves and see what they are doing and what they have to eat, trying not to get caught, and then go search for cave food.

Edited:For attributes and an other move.
« Last Edit: December 29, 2010, 03:16:52 pm by 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."

Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #68 on: December 29, 2010, 02:58:15 pm »

Spoiler: ok this works? (click to show/hide)

For my first move I'll scope out the other elves and see what they are doing and what they have to eat, trying not to get caught.

You are only allowed to get 1 extra attribute point by setting an attribute to -1. But other than that you are good. Dwarmin can post his first action as well, he PMed me his char and it looked fine. It looks like I'll be able to roll another turn this evening if you change your attributes and he posts on time. Also this turn is going to be 12 hours, so you might want to add another action.
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rarborman

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #69 on: December 29, 2010, 03:17:23 pm »

Ok hows that then? Edited the above.
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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 - Picking Locks and Taking Names
« Reply #70 on: December 29, 2010, 05:40:33 pm »

Your good now. I'll probley start rolling some time after 6:00 Pacific, if Dwarmin doesn't post an action by the time I roll I'll just have his character help around the fort and whatnot. Expect the update tonight or tomorrow.
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rarborman

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #71 on: December 29, 2010, 05:51:40 pm »

So expect it tomorrow, when it'll come the day after?
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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 - Picking Locks and Taking Names
« Reply #72 on: December 29, 2010, 06:56:30 pm »

Something like that. I'm about as punctual as your average broker with 5 other labors enabled. :p
But I will put in some sort of effort to get it up tomorrow.
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Weirdsound

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Re: Elfin Refugees - Picking Locks and Taking Names
« Reply #73 on: December 30, 2010, 06:06:30 am »

All Elves:

You gather around the table on which Zrallin is laid for a feast to celebrate your safe arrival in the new world. You each eat a serving of pickled horse. Some among you choose to garnish or supplement your food with a small amount of Rock Nut or Fisher Berry Jam. While you dine a young elf peeks his head into the room in a poor attempt not to be seen. Despite Selande's objections that he could be a spy he is invited to sit down and join the meal. When asked for his name, the young elf simply replies 'Dusk'. You all draw lots to see who has to help feed Zrallin, and much to the dismay of both patient and nurse Miriam is selected. Zarllin is appalled that such an unhygienic creature is handling his food, and unwisely voices his sentiments. Miriam's show of violently force feeding a patient with a serious head injury dampens the mood slightly. Eventually everybody finishes eating and sets out to do their own thing.

-7 Servings of pickled horse meat
-2 Servings of fisher berry jam
-1 Serving of rock nuts


Miriam:

You are livid at having been forced to play nurse while clearly injured yourself. After dinner you sulk in the dining hall saying insulting things about Zarllin to nobody in particular - knowing very well the Zarllin is the only other Elf in the room. Eventually Ochita comes along and cleans your wound, wrapping it in beautiful cloth decorated with Unicorn Bone. Unfortunately he bandages your arm with the jagged bones sewn onto the cloth faceing inwards so that the cut and tear at your already nasty injury as you move. Eventually you rip the cloth off in disgust.

+1 Unit of unhygienic unicorn bone cloth
The condition of your left arm worsens slightly


You are at the verge of throwing a violent tantrum when Karratan approaches and offers you the opprotunity to vent your anger on the metal locks of the nearby doors. He lends you a copper pick as your chains are inappropriate for for lock smashing. You set to work but the pain in your arm makes the otherwise simple task unbearable. To compensate you snort some of your Blood Lichen. Almost immediately your vision is engulfed a red haze. You spend what feels to be only a couple minutes hacking away at the locks until the job is complete. You the collapse exhausted onto the floor and dream of beating a certain whiny night elf with an over sized lead lock.

-1 Dose of Blood Lichen (2 left)


Selande:


You head into the Forrest and climb up the first tree you across. You remove and fold your clothes and hang them neatly from the branches. You stick your dagger into the trunk of the tree and begin the process of shedding your elfin skin and assuming the form of a viper. The process takes a bit longer than usual as you are a bit out of practice but eventual your serpentine form begins to wind across the tree tops to reach the longhouse. You spot another Moose, this one alive, but slip by it without incident.

The Long House is composed of pine logs tied together by thick strands of a purple plant fiber cloth. Directly behind it is a large silo made from the same material. You see the glow of a fire on the nearby beach and resolve to explore it later; first you will enter the house.

You slip through the cloth entry flap and into the structure. It is a one room affair and scattered across the floor are patches of moose fur bedding where many goblins are asleep. You slip into one of these beds to observe the room unseen. In the middle of the room are four stone thrones, identical to the ones in the dining hall at the fortress. Two of these thrones are occupied; one by a goblin, the other by a dwarf. They are involved in a deep conversation in goblintounge that you cannot understand.

Tied to a wooden support beam is a female human in her mid to late thirties. She is naked and sobbing quietly. Two young goblin children are entertaining themselves by poking at her heavily scarred legs with sticks. The children, and everyone else in the room are clothed in a familiar looking purple cloth: You slither into an occupied bed to get a close up look at the material. You quickly identify it as Royal Reed, a cloth worth more than its weight in gold and popular among the human nobles whom you used to make a living out of killing. Royal Reed was supposedly imported from sea born traders, who claimed to get it from a small tribe of goblins. You come to the conclusion that this valley is likely the place where the rare substance is grown.

Suddenly a floor hatch opens up and a dwarven female climbs out. She speaks to the dwarf on the throne, who frowns and nods. He then gets up and the two dwarves work together to release the human captive from her bindings. The male dwarf addresses the prisoner solemnly in human, a tongue which you understand. "Tonight your torment comes to an end."

The two dwarves drag the human kicking and screaming through the floor hatch. You follow unseen into a large basement containing two wooden posts, a steel axe, and a whole bunch of stacked barrels. Tied to one of the posts is a Giant Cave Spider, its fangs drooling with venomous ichhor. The female dwarf aproaches the beast, stroking, kissing, and whispering to it as if she were a deep elf. The male lifts the axe and silences the human by cleanly cutting her in half lengthwise with one swing. The female unlatches the spider who charges the fresh kill and gorges itself on one of the halves of the corpse. You have seen enough and return upstairs. As you scale the ladder you notice the female dwarf is stareing right at you. You hurriedly flee the building.

You move to scout the fire by the beach. As you approach the fire it begins to illuminate a large ballista. The device is manned by a heavily armored goblin soldier and another giant cave spider. The device is aimed down the beach pass. You easily slip past and start travleing down the beach. After several hours you round a bend and see the lights of a town in the distance. You decide to turn back now to reach the fortress before dawn. You safely retrieve your clothes, return to human form, and reach the abondoned fortress without incident.

Zrallin:


After dinner you are left alone with the dining hall with the insufferable Miriam. She begins talking crap about you to the air or an imaginary friend. You fire back the only way you know how; by insulting the workmanship of her beloved iron chains. Eventually Ochita shows up and bandages the Sludge Elf's arm, sending her on her way. He then regards you for a few minutes before sitting down on the table next to you and breaking some bad news. He is incapable of helping you with the supplies he has available to him. He promises to treat you the moment that he is able.

Later Ochita returns and helps you move to the newly unlocked hospital, where despite the moon still being up you fall asleep.

Karratan:

You come across Ochita starring at one of the locked doors. When you inquire as to what he is doing he explains he is talking to the earth to see what lies beyond the sealed portals. You ask him to keep an eye out for a smelter or a forge.

Some time later Caboose approaches you and leads you to one of the doors. He explains that Ochita expects that a mint complete with a forge and a coinvault lies beyond it. The door next to the mint appears to be a hospital. The mint is trapped the hospital is not. Caboose tells you the locks are already nice and frozen before wandering off. Faced with the daunting task of breaking 12 heavy locks all by your lonesome you decide to recruit the brutish Miriam. She looks ready to lash in your face when approached but when offered the opportunity to break stuff she gladly tags along. You lend her your pick for the job.

Several minutes into the task the Sludge Elf turns her back to you and emits a loud snorting sound. She then completely flips her lid and attacks the locks with the strength of 10 elves. You contribute modestly to the destruction with your hammer and chisel. Within 45 minutes all locks are destroyed. It takes you about 10 minutes to get each of the heavy doors open as Miriam has passed out. When finished you wrench your pick from her tightly grasped hands. You then follow her lead and fall asleep yourself.

+12 units of scrap lead
You have unlocked the Mint
You have unlocked the Hospital


Ochita:

You re-enter the dining hall and break up a heated argument between your two soon to be patients. You treat Miriam first, quickly bandaging her wound with some finely decorated cloth. Satisfied with your work you send her away so you can focus on Zrallin. You quickly come to the conclusion that the Night Elf's injury will require more than just a bandage and a kiss to make it better. The simplest solution would be to research gods active in the area, and invoke one of them to heal Zrallin. You could also scavenge the caverns or the Forrest for healing herbs. Finally with a small quantity of molten metal and your superior Mineral Magic ability you should be able to fill in the gaps in the bone. Reguardless you cannot help Zrallin now and you break the bad news to him. He seems to understand, but makes you promise to never leave him alone with Miriam again.

-1 unit of Unicorn bone decorated cloth


You then head into the corridor to scan the unopened rooms with your mineral magic. The task is so simple you couldn't fail it if you tried.

You have discovered the mint (Trapped)
You have discovered the living quarters (Trapped)
You have discovered a muddy downward sloping hall (Trapped)
You have discovered the hospital (Safe)


Some time later you are informed that the hospital has been unlocked. You carefully move Zarllin to the new room and check it out in hopes of finding better medical supplies. Unfortunately you don't. You crash in one of the dusty hospital beds, and do your best to avoid the bedbugs.

+7 units rope reed fiber cloth
+2 units royal reed fiber cloth
+1 ancient bar of soap


Caboose:


Ochita informs you that a hospital and a mint have been discovered, both of which are currently being demanded by the youngsters. You freeze the locks on the relevant doors, point Karratan in the right direction, and meditate quietly. Eventually Karratan interrupts you and points out that the hospital, and its beds, are now open for business. You take your meditation to bed where you eventualy drift past the fine line between transcendent thought and sleep.

Dusk:


After enjoying dinner and meeting everybody you take it upon yourself to check on the foodstocks. Two unbutchered corpses and, some jam, and a couple delicious rock nuts. A couple minutes later you update your count to reflect the fact that there are now significantly fewer rock nuts than there were when you started counting.

-1 serving of rock nuts

Fearing that your new friends may drive you away if they find missing food you return to the caverns in search of more rock nuts. After several hours of uneventful searching your undergarments are chock full of nuts. You leave the leaves of the quarry bushes behind as a gift to the caverns.

+8 rock nut meals

On your way back to the fortress you notice something shiny in a murky pool. Upon closer inspection the object turns out to be a fish with glistening silver scales. You decide to catch it by sticking your hand in the water. The beast is attracted to your ring and promptly swallows your arm. You grab it by the insides and hoist it out of the water. You return to the fortress and drop off all the food you collected before falling asleep the only place where you feel comfortable; inside the caverns, right next to the gold entryway.

+ 1 silverscale cavefish


It is now dawn. The next turn will cover 6 hours until noon. Elves of the night should try to get too sleep before sundown. I suggest sleeping through half of next turn and half of the turn after that. From now on daytime turns will last 6 hours and nighttime turns will last 12. I will update the first post at some point after I wake up. All turns will begin with a meal. Dwarmin post your actions so I can introduce you next turn.


« Last Edit: December 30, 2010, 02:14:14 pm by Weirdsound »
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KineseN

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Re: Elfin Refugees - Bad Medicine
« Reply #74 on: December 30, 2010, 07:13:43 am »

I wonder what those dwarves was talking about with the goblins?

After/during the meal Selande will tell whatever she can remember of her scouting round to the others, asking them for what should be done.
Spend some time down the Caverns in search for usable chemical materials, focusing mostly on poisons but anything able weaken an enemy is welcome.
Spend three hours sleeping on a comfortable bed in the Hospital. Preferably in a corner.
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