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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30947 times)

Ochita

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Re: Elfin Refugees - Demons and the Dead
« Reply #330 on: February 01, 2011, 08:39:56 pm »

Geomance the living area to be open.
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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 - Demons and the Dead
« Reply #331 on: February 01, 2011, 09:05:31 pm »

Calming down, I begin to whittle a fishing pole!

I'll use
Towercap Branch carved into the pole, and hooks carved from brances
Royal Reed Thread for line
and a moose fur handle emplaced with wolf bone nails!
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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 - Demons and the Dead
« Reply #332 on: February 01, 2011, 09:24:31 pm »

Ask the demons what they would want want for total control of the giant red beetle or dragon, wake up, then try to get Ochita to help me fix his left arm, while asking if he will help me hunt out any demon followers, because no one expects... "The Elvish Inquisition!"
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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."

Lillipad

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Re: Elfin Refugees - Demons and the Dead
« Reply #333 on: February 01, 2011, 09:37:49 pm »

Request a new staff from Karratan, put the current one and the pendant away. Meditate on new ways to use magic. Sleep.
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Kadzar

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Re: Elfin Refugees - Demons and the Dead
« Reply #334 on: February 01, 2011, 10:15:24 pm »

I will continue to make bone arrows.
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Pillow_Killer

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Re: Elfin Refugees - Demons and the Dead
« Reply #335 on: February 02, 2011, 04:59:22 am »

You want a metal staff!?
Forge a new staff, go into caves, break one of the boulders into chunks, go back and get someone to help me to carry it all up into mint.
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Ochita

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Re: Elfin Refugees - Demons and the Dead
« Reply #336 on: February 02, 2011, 11:20:06 am »

Ask the demons what they would want want for total control of the giant red beetle or dragon, wake up, then try to get Ochita to help me fix his left arm, while asking if he will help me hunt out any demon followers, because no one expects... "The Elvish Inquisition!"
Consider it... And then realize that I know demon magic!
"I can't join it... But why are you doing an Inquitition? Wait... If your going to operate on me get disaed or such, they know about medicine."
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

rarborman

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Re: Elfin Refugees - Demons and the Dead
« Reply #337 on: February 02, 2011, 01:45:08 pm »

Ok, I'll see if I can also get anyone else to help me fix Ochita's arm, as well.
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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."

Vorthon

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Re: Elfin Refugees - Demons and the Dead
« Reply #338 on: February 02, 2011, 06:35:51 pm »

start rolling dice randomly while I wait for my first language lesson.
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KineseN

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Re: Elfin Refugees - Demons and the Dead
« Reply #339 on: February 05, 2011, 06:47:40 pm »

Rest in peace Miriam, even though we bearly knew you. May you rage on even in the after life.

Drop a whole Blood Lichen in Miriams grave before we cover it up, since it is the only thing Selande does remember Miriam by and since it is a custom from Selandes fathers tribe.

Start gathering more material for new tools. The lack of tools are a real bother. Start with more wood.
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Weirdsound

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Re: Elfin Refugees - Demons and the Dead
« Reply #340 on: February 08, 2011, 02:08:52 am »

All Elves:

Lunch is eaten outside by Miriams grave. The dawnelves among the group preform various burial rites for the fallen warrior before inviting the others to aproach the grave and say their goodbyes. Selande is the only one brave enough to speak.

"Rest in peace Miriam, even though we bearly knew you. May you rage on even in the after life." Everybody bows their head reverently as the mule elf drops a handful of blood lichen into the coffin and closes the lid.

The meal consists of the Moose that Miriam brought down just after the group arrived at the fortress. Most of the meat is consumed, and the group decides to open the coffin once more and place the two remaining chunks of meat in with Miriam. The group disperses. Dusk is assigned to fill in the grave of his victim with displaced dirt.

-1 dose of blood lichen
-11 servings of moose meat


Ochita:


You approach the sealed door to the living area and begin to focus upon it. The massive work of masterful craftdwarfship resists the pull of your magic for some time. Just as you are about to give up the door buckles, giving you the strength to push against it even harder. Within 30 minutes the passage to the living area lies open before you.

The living area consists of five connected horizontal corridors. Each corridor contains an entrance to 8 decent sized bedrooms. The corridor furthest from the entrance also contains entrances to two noble quarters; each containing a large bedroom, a throneroom, a dining room, and a tomb. Both noble tombs contain levers against the back wall.

You move your belongings into one of the noble bedrooms. As a dawnelf you are entitled to the best living arrangements possible.

you have unlocked 40 decent bedrooms
you have unlocked 2 extravagant noble quarters
you have claimed noble quarters for yourself
you have discovered 2 strange levers


Disaed:


You grab a stick and your dagger and begin to whittle a fishing rod. The process is slow but you are focused on your task. Eventualy you carve a stick into the shape of a fishing pole. Just as you are about to add a line and some decorations Ochita bursts out of the newly unlocked living area and informs you that he has just acquired a bedroom fit for a king. Curious you follow him and examine the noble quarters.

They are truly decadent, with every piece of furniture laced with or made from gold. The dusty blankets, sheets, and cushions are made from royal reed and giant cave spider silk. The walls are constructed from limestone blocks. Suddenly you are overwhelmed by the relization that elfin custom implies that the other noble room will go to one of the Dawnelves. You snap your nearly finished fishing rod in half in a fit of jealous rage!

-1 towercap branch


After snapping your branch you manage to quickly regain your composure and decide to sit down and tutor Dhaekh in the contemporary Elfin tongue. You work for several hours and eventualy you get him to stop prefacing every other word with archaic adjectives. Progress.

After your lesson with Dhaekh Dusk begins to bug you. He wants you to let him watch or help when you eventualy work on Ochita's arm. "Weren't you due for ten hammerings for medical negligence? Begone from my sight!" You respond. However your head hurts and Dusk will not go away. Eventually you give into his demands to shut him up.

You chew some pale wheat to take care of your aching head.

-1 unit of pale wheat

Dusk:


As you fill in Miriams grave you converse with Thraden in your head. You ask the demon about the cave dragon and the Bauxite termite, and if they can be controlled.

"Anything can be controlled." the voice in your head replies smugly "Obey me young elf and you will have all the mindless followers your heart desires. I have no power over the minds of anyone who does not offer their mind to me. The dragon and the termite are off limits. If it is the servatude of the megabeasts that you desire, I can help. There is a creature that I used to ride in the time before my realm was divided from yours by the earth. It's name is Karlopusk, and it is stronger than any creature you have ever seen; perhaps including the termite."

"What must I do to have friendship with Karlopusk?" You ask tenitively.

"I will make him loyal to you if you can reach his lair alive. It is a two day journey through the caverns from here. If you spend two days alone with me on your travels, we will surely be loyal enough to one another to the point where I can trust you with my mighty steed."

You have recieved a quest from Thraden: Journey to Karlopusk's lair!


You promise your new friend that you will consider his offer. You finish burring Miriam and run off to find Disaed, who you bug until agrees to let you help him with Ochita's arm, whenever he gets around to it.

Caboose:

Disgusted at Argus and his twisted ideals you put your new toys away under you bed in the hospital. You then try to meditate while ingoring Argus' protesting. You tune his voice out and it is soon replaced by the booming and hearty voice of Ekast, the dwarven diety of Jewls, fortresses, and war. Ekast instructs you to build him a suitable alter by Miriams grave site, and to become his prophet to the Elfin People that inhabit his sacred fortress. He does not care how the alter is constructed so long as it features gems.

"Do this for me and I shall take your band of inferior forest creatures under my wing..."

Zrallin:

You wake up and decide to set to work making more arrows. You begin to cut into Moose bone, whittling it into a destructive and aerodynamic shape. The bone resists your work however: It chips, breaks, and warps as you work with it. After hours of hard work you are left with no moose bone and only two new functional arrows. You reminise on the good old days before the Deep Elf society into which you were born fell. They would have never let a warrior such as yourself attempt to craft his own arrows.

-5 units of moose bone
+2 bone arrows


Karratan:

You enter the caverns and return to the spot where you successfully mined out the Lignite without incident. Having failed to convince anyone into helping you haul the precious fuel you decide to set about the long and tedious task of hacking the black rocks into bits and returning them to the fortress yourself.

You swing at the first boulder with all your might. Your pickaxe strikes the fuel hard; too hard. The obviously impure chunk of coal dissolves into a cloud of black dust as soon as your first blow lands.

You spend the next several minutes hacking up coal dust before approaching the second boulder which you examine for fatal impurities and find none. Satisfied you begin the long and tedious task of breaking it into manageable chunks. About 5 minutes into the job something catches the corner of your eye. It is the cave dragon from your dreams, about 40 yards away and closing in on you at a lumbering pace. You decide that it would be wise to abandon your labor and run like hell.

You have gained a level in the processing skill!

You escape the beast return to the fortress shaken and disappointed but by no means beaten. You retire to your new wood furnace where you masterfuly convert the remaining towercap branches into charcoal. By dinner time you have depleted the fortress supply of wood and produced enough fuel to keep you working for almost two days straight.

+44 hours of furnace fuel

As you head towards the dining hall it dawns on you that you completely forgot to make Caboose a new staff.

Dhaekh:

You revently roll your dice while waiting for a language lesson from Disaed. Your first roll is a 16 on a twenty sided dice. You then roll a 6 and a 10 on two ten siders. You then roll two fours and an eight on your three d8s.

It strikes you that every set of dice that you rolled add up to 16. You meditate on the meaning of the recuring number. Could it be an omen of some sort? Are your dice trying to speak to you? You spend some time talking back to your dice, trying to get them to spill further information to you. They remain quiet.

Disaed eventualy approaches you and begins a language session. By the time you are finished you feel good about your progress.

Selande:

You see Zrallin stupidly trying to carve arrows from bone with a longsword and decide not to ask him to borrow it this time. You head into the caverns and begin to collect branches using your dagger. The small size of your tool and the fact that your hands are still sore from using the makeshift shovel make the job a slow and inefficient one.

+7 fungiwood branches

You return to the fortress and notice that the branches you had already gathered with Karratan are missing. The distinctive aroma of charcoal production gives you a pretty good idea of where they went.

The female goblin has made herself useful by doing some cooking.


-2 hours of cooking fuel
-6 quarry bush leaves
-12 units of gator tallow
-16 units of deep elfin syrup
+34 servings of sweet quarry pudding


It is now dusk. It is time for Dusk's coming of age ceremony. Everybody vote as to how I should handle the ceremony. Whatever option is in the lead at 12:00pm pacific time (about 13 hours from now) tomarrow wins. I will cast the tie-breaking vote if necessary.
A: Full 12 hour turn with the ceremony at the beginning
B: Mini-turn covering only the ceromony
C: Roleplay the ceremony out like we did with Disaed and Zrallin's meeting with the goblins
« Last Edit: February 11, 2011, 01:11:07 am by Weirdsound »
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rarborman

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Re: Elfin Refugees - No dice
« Reply #341 on: February 08, 2011, 02:41:36 am »

I like C, it will allow for lots less character interpretations, and random unintended stuff.

I Vote B, since I dont got enough time to rp it out.
« Last Edit: February 08, 2011, 04:04:38 am 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."

Lillipad

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Re: Elfin Refugees - No dice
« Reply #342 on: February 08, 2011, 02:48:58 am »

I prefer B since it gives us a turn, and having to fully RP a large event would be difficult. Weirdsound would have to keep monitoring everything until we decided we were bored of the event.
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KineseN

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Re: Elfin Refugees - No dice
« Reply #343 on: February 08, 2011, 03:54:39 am »

I too like C but I vote B.
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Vorthon

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Re: Elfin Refugees - No dice
« Reply #344 on: February 08, 2011, 08:22:04 am »

I vote for B.

Also, I contemplate the reason for the dice rolls always adding up to sixteen.
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