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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30934 times)

Pillow_Killer

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Re: Elfin Refugees - Bad Medicine
« Reply #75 on: December 30, 2010, 07:13:53 am »

...Did I sleep the last turn?
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every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Lillipad

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Re: Elfin Refugees - Bad Medicine
« Reply #76 on: December 30, 2010, 07:37:21 am »

I'll go try to get a feel for what sort of magical shenanigans are going on in the artifact door, then hunt in the forest. I'll also fish in a stream if I can find one. I'll continue my meditation back at the fortress once finished.
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Ochita

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Re: Elfin Refugees - Bad Medicine
« Reply #77 on: December 30, 2010, 10:24:57 am »

I go into the mint and using my earth magic, I ruin the traps. I then see if I can get a little metal molten, preferrably with something like iron.


EDIt: Also do some healing.

« Last Edit: December 30, 2010, 01:50:08 pm by Ochita »
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Dwarmin

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Re: Elfin Refugees - Bad Medicine
« Reply #78 on: December 30, 2010, 11:26:38 am »

First action: Arrive at the front door and convince them them to allow me into the fort!
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Twi

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Re: Elfin Refugees - Bad Medicine
« Reply #79 on: December 30, 2010, 01:47:41 pm »

Miriam says kill them all!
On the other hand, she also wonders why the hell dwarves and goblins seem to be working together or at least friendly. Their hatred of each other is possibly even greater than that between dwarves and elves.
Actual actions: Wait for some decent healing, then hunt in the forest.
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Ochita

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Re: Elfin Refugees - Bad Medicine
« Reply #80 on: December 30, 2010, 01:50:41 pm »

Isnt it funny that I managed to make your medium wound worse and Im the best doctor here...
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Weirdsound

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Re: Elfin Refugees - Bad Medicine
« Reply #81 on: December 30, 2010, 01:52:51 pm »

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.


Feel free to advise Selande on what to do on what she saw with the dwarves and goblins. I can't speak for your characters. (Unless a bad social role has them picking fights :p) Also Dwarmin, I'm operating under the assumption that your character has traveled through the caverns with the group, and perhaps stayed behind to bury the dead or took a wrong turn or somthing. I'll introduce you during breakfast, so feel free to actually do something.

And Karraton did sleep last turn.
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Dwarmin

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Re: Elfin Refugees - Bad Medicine
« Reply #82 on: December 30, 2010, 02:23:05 pm »

In that case, I shall

Search for more of some the plump helmets I found earlier!
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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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Pillow_Killer

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Re: Elfin Refugees - Bad Medicine
« Reply #83 on: December 30, 2010, 02:38:26 pm »

Explore the mint/repair if nessesary, attempt to gather smithing tools and supplies.
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every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

Kadzar

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Re: Elfin Refugees - Bad Medicine
« Reply #84 on: December 30, 2010, 02:58:01 pm »

Miriam says kill them all!
On the other hand, she also wonders why the hell dwarves and goblins seem to be working together or at least friendly. Their hatred of each other is possibly even greater than that between dwarves and elves.

"Well, obviously we don't want to kill them all. Firstly, because a brainless savage like you said it, so it must be wrong. Secondly, if we want to get some answers to what's going on here, we need to question somebody, and dead people aren't so good at answering questions. So, let's try to take the Dwarves alive, if we can. Maybe we'll see if we can take a high-ranking goblin captive. But, before we can take any of them alive, we have to figure out a way to make the rest of them dead.
 "We'll obviously want to attack at night, when our group is strongest. If possible, I'd like it if our stealthiest members could sneak in and kill as many gobs as we can while they sleep. How many goblins were there, by the way?"
After breakfast and the conversation ends, Zrallin goes back to sleep.
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KineseN

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Re: Elfin Refugees - Bad Medicine
« Reply #85 on: December 30, 2010, 04:15:56 pm »

*Selande eyes Zrallin from top to toe.*
Hmm, a possible friend or a foe waiting to stab me in the back?

  "I don't know exact numbers but I do know of the two dwarves, atleast four full grown goblins by the numbers of beds and atleast half that amount of goblin children. There is also one Giant Cave Spider kept as a pet.
  What confuses me though is the fact that there is another heavily armored and armed goblin not far from the long house with its own Giant Cave Spider guarding the pass. I'm not certain but I think that goblin is a 'Longhouse Guard' for the lack of a better word."
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rarborman

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Re: Elfin Refugees - Bad Medicine
« Reply #86 on: December 30, 2010, 04:29:02 pm »

I will sleep and try to find more food to offer to my new friends while asking why they are in the cave.
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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 - Bad Medicine
« Reply #87 on: December 30, 2010, 06:12:48 pm »

I will sleep and try to find more food to offer to my new friends while asking why they are in the cave.

You are well rested. If you want to shift to a nocturnal schedule feel you can put off your snooze until tomorrow morning without any penalty.

Edit. Everybody seems to have posted so I may just roll another turn tonight. Don't get used to this speedy pattern of updates.
« Last Edit: December 30, 2010, 06:16:49 pm by Weirdsound »
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rarborman

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Re: Elfin Refugees - Bad Medicine
« Reply #88 on: December 30, 2010, 08:09:16 pm »

ok then remove the sleep.
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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 - Bad Medicine
« Reply #89 on: December 31, 2010, 04:36:19 am »

All Elves:

Breakfast consists of rock nuts and is served in the hospital, so that Zrallin can eat with the group. A little bit of Jam is used on the side. While you all eat another elf enters the room. He introduces himself as Disaed. Despite his almost human appearance most of you remember him from the treck through the caverns. He had volunteered to stay behind to bury the dead. He is invited to join the meal. Once again lots are cast to see who gets to play nurse for Zrallin. Slende is the lucky winner and feeds her charge while constantly looking over her shoulder at the newly arived 'human' elf.

-1 Serving of fisher berry jam
-8 servings of Rock Nuts


Over breakfast a debate over how to handle your new goblin and dwarf neighbors breaks out. Miriam proposes an all out massacre, Zrallin calls the Sludge Elf a 'brainless savage' for suggesting such a thing and suggests that at least the dwarves should be taken alive, under the cover of darkness. Disaed mentions that he is skilled in the art of diplomacy, but if anybody else opposes a bloody approach they hold their tongue.

Selande:


You finish feeding Zrallin and go down stairs into the caverns in search of poisonous substances. Almost immediately you notice a familiar red fuzz growing on one of the walls. You quickly identify it as Blood Lichen, a substance usualy used by warriors to enter into a berserk rage. Although not usualy considered venomous an Overdose of this substance could easily send someone of weak constitution into cardiac arrest, if given to the brute Miriam or another strong warrior somebody could be killed by far less subtle means.

+3 doses of Blood Lichen


You continue your search through the caves and after some time you come across an assassins best friend: Death caps. These red mushrooms are easily deadly if ingested. You pluck the mushrooms and shove them into the folds of your shirt with delight.

+5 deadly death cap meals


On your way back back to the fortress you spot yet another patch of inedible mushrooms. They are Bloat Caps; fat puss-filled things that when mixed with sweet pod syrup and lye produce a very flammable substance that sticks to and irritates the skin.

+5 Bloat Caps
You have gained a level in gathering!


You return to the hospital and claim a bed in the corner, putting your findings undearneath it so that others may not use the chemically potent plants against you. You have a terrible nightmare involving the female dwarf from the longhouse and her giant cave spider.

Caboose:

You put your ear to the legendary blue door and listen. Suddenly a terrible screeching overwhelms your soul. Two voices in your head introduce themselves as Argus Bloodripper and Adella Deathslaughter. They are trapped behind the door and promise you great riches and power if you can release them. You are quite sure they are lying, but you find conversing with them interesting so you sit against the door and listen to the voices for awhile until you are sure you can call them into your head at will.

You have gained a level in Blood Magic!


Eventually you stand up and go hunting. Only a couple minutes after you leave the fortress you encounter a mountain goat. You sneak up on the creature and conjure up a bolt of ice, which strikes it in the torso. The goat charges but the distance between it and you is so great that you have time to conjure up and launch another ice bolt, which pierces the creatures head at point blank range.

+1 Goat Corpse


You take your kill back to the fortress and once again set out. You walk along the edge of the valley until you find a stream originating from one of the mountains. You attempt to find fish and freeze them into blocks of ice for easy transport back to the fortress, unfortunately all you see are minnows which are too small to be worth your time. Dejected you return to the fortress.

Ochita:

As you eat breakfast it comes to your attention that Miriam has removed her bandages, and as a result the condition of her arm has degraded. You pull her to the side and chew her out for awhile before cleaning the wound once more and applying an bandage of beautiful purple cloth that you found in the hospital.

-1 unit of Royal Reed Cloth

You enter the mint and close your eyes. You focus on the floor with the intent of purging any irregularities. The well crafted dwarven traps resist your magic for some time but eventualy you here a lound 'SNAP'.

+5 Broken bronze mechanisms
+5 Warped bronze serrated disks
The mint has been rendered safe


You see Karratan has just finished indexing the rooms meager supply of coke and metal bars. You take a couple broken locks and melt them together to form a lead pot to hold molten metal. Despite your inxeperience as a smithy and the irregularly shaped material that you start with you suceed in this endevor.

-2 units of scrap lead
+1 lead pot


You quickly set to work making molten metal with which to opperate on Zrallin. You heat up a gold bar at the forge and place it in the pot. You then attempt to render it a liquid using head magic. You fail utterly. You try again with some more scrap lead. Once again you successfully heat the materiel up in the forge, but fail to magically liquefy it. You try again with some bronze salvaged from one of the traps you just destroyed. Finally you succeed.

-1 hour of furnace fuel
-1 unit of scrap lead
-1 gold bar
+2 units of scrap gold
-1  warped bronze serrated disk
+1 unit of molten bronze (In lead pot)
+1 unit of scrap bronze


You aproach Zrallin and begin to explain to him the risks and payoffs of the surgical procedure that you have in mind. Halfway through your explanation you feel an upwelling of magical energy within you. You pay it no heed until your patient points out that your legs are engulfed in flame.

+1 nasty burn right leg (Medium Injury)
+1 nasty burn left leg (Medium Injury)
You have gained a point in the furnace work skill!
You have gained a point in the heat magic skill!


Miriam:

After dinner Ochita pulls you aside and scolds you for removing your bandages, telling you that your actions have made your injury worse. You want to set the record straight but the Dawnelf talks too damn fast for you to interrupt. Regardless he patches you up again, and this time he does it correctly. He also informs you that the bruise to your leg is nothing serious, and that you can ingore it.

Your arm injury is now minor
Your leg injury is fully healed


As soon as you get the green light from Ochita you charge out the door to go hunting. You spot a set of tracks and follow them to the site where you slaughtered the moose yesterday. Congratulations you have just tracked yourself! You notice however that another set of elf tracks leaves this site in the direction of the fortress. They lied to you! You vent you anger by lashing the nearest tree until you return to the fortress at lunchtime.

Disaed + Dusk:

The two of you decide to enter the caverns together in search of food. Disaed struggles to round up five servings of plump helment over the course of the trip. Dusk puts the newcomer to shame by gathering over three times that amount in under an hour. He spend the rest of the time in the caverns plucking gooey sweet pods to process into syrup or sugar. The two of you return to the Fortress baring lunch.

+21 servings of Plump Helmet
+16 unprocessed sweet pods


Karratan:

You enter the mint, being extra careful as to avoid traps. You take inventory of the rooms meager contents. Some coke, some coinage metal, and all the tools to safely operate the forge. You spend sometime dusting off the ancient workstation.

+2 Bars of gold
+4 Bars of billion
+3 Bars of silver
+4 hours of furnace fuel


You spend some time watching Ochita as he messes around in what you decide is your forge. As he entertains you with his failure it comes to your conclusion that this room lacks a smelter. You could either dig out some stone and build one yourself, or convert the forge if you need one quickly.

Zrallin:

You enjoy breakfast as the younger and less stupid female of the group waits on your every need. Feeling guilty that you cannot help out around the fortress you decide to contribute in the only way you can; by offering patronizing advice to everybody and insulting Miriam's bloodlust. After the meal you drift off to sleep.

Some time later you are awakened by Ochita. He explains that he is ready to operate on your head using molten bronze and mineral magic. Should he succeed you will be up and kicking by sundown, and your skull might even be tougher than it was before the accident. Should he fail you will likely be dead before dinner. Ochita explains that he is confident in his ability and that he can give you odds of success better than 50/50.

Should you elect not to go under the knife Ochita can try to find you healing herbs or the aid of a local god, but he has no clue how long that will take. You have to make your decision soon because the metal will not be hot forever. The tension of the situation is interrupted when Ochita's legs spontaneously ignite. You find sick pleasure in watching him stop drop and roll.
« Last Edit: December 31, 2010, 12:47:00 pm by Weirdsound »
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