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890020 No. 890020 ID: 2007b6

http://tgchan.org/wiki/Please_do_not_Take_these_Organs
https://www.patreon.com/user?u=4587981


You all met in a tavern in some no-name logging town out on the frontier. Scruffy prospectors, scheming merchants, disgraced minor nobles, and deranged veterans from thousands of miles away converged on rumors of a ruined fortress from the Old Empire and the priceless treasures within. Seemed like a great way to get rich, make a name for yourself, or at least keep busy while avoiding the big cities for whatever reason. Things went wrong. Now you're lost, with barely any supplies. Getting out alive won't be easy. Might still score some wealth and power on the way, though.

Pick a class (hedge witch, rich bastard, soldier, or townie), and a specialty within that class. A hedge witch specialized in healing can resurrect the dead, if all the key giblets are in place, but after they start to go rancid it's like pushing an avalanche back uphill.
Pick a higher ambition (compassion, fame, honor, wealth, rule the world, etc.), and a lower ambition (fetish).
Pick either a phobia, a concealable mutation/parasite, or a supernatural vulnerability - or all three plus an innate power.
For example, an elf could have a phobia of disfigurement (an un-pretty elf is called an orc), pointed ears providing acute senses but vulnerable to overstimulation, and the power to balance effortlessly on any solid surface, no matter how narrow or fragile. An adventuring vampire could have a phobia of holy powers, concealable fangs to heal by drinking blood, vulnerability to immersion in running water, and the power to transform into mist. A corrupted princess could have a phobia of slime, vagina swarming with ravenous centipedes, supernatural incompetence at stealth (due to perfume, sparkles, and ghostly theme music), and the power to channel magical energy blasts through jewelry, although the actual jewelry is sold separately.
Obviously, you can't have any power that would make escape trivial... but since the surrounding rock is effectively sealed airtight, and twisted geomancy interferes with scrying or teleportation across different dungeon levels, that doesn't rule out much.

Everybody starts with travel clothes including boots, gloves, a hooded cloak, knife, flint for sparking, and food and water for a day.
Pick up to seven additional pieces of equipment, carried on the left hip, right hip, left shoulder, right shoulder, chest/neck, top of head, and hidden somewhere uncomfortable. Armor only protects the part of the body you're wearing it on. Concealed armor is only useful against nut shots, garrotes, and similar precision attacks to areas covered by clothing.
Equipment options:
arrows (specify bow or crossbow; 20 for a hip slot, 12 for a shoulder slot)
axe
big hammer (requires a hip or shoulder slot)
blanket
block of soap
boiled leather armor (on shoulder or hip, upgrades corresponding glove or boot with vicious spikes)
bow (requires a hip or shoulder slot)
bronze statuette (dildo-sized; specify a saint, demon, etc.)
candles (longest-lasting but weakest light source)
canvas (hang it up for a tent, throw some leaves on it to conceal a pit, add a sail to a small boat, etc.)
chain armor (on shoulder or hip, upgrades corresponding glove or boot with sturdy scales)
chalk
clean cloth, hooked needles, & thread (fishing, first aid, etc.)
crossbow
coin purse (simplify trade and bribery, distract intelligent monsters)
dried bread (one human's food for a week, or ten days for a soldier, improvised weapon or tool)
dried fruit (one human's food for a week, sugar buzz, distract slimy monsters)
dried meat (one human's food for a week, or two weeks for a soldier, distract toothy monsters)
feathers, penknife, lots of parchment & ink (for mapping)
fishing net/hammock
iron spikes (jam doors and traps, add handholds to walls, distract rusty monsters)
iron statuette (dildo-sized; specify a saint, demon, etc.)
jade amulet (rumored to have some mystical protective value, certainly looks pretty)
jug of fortified wine (disinfect wounds, or drink to postpone loss of sanity)
jug of oil (enough for a dozen lantern refills, or one big slippery mess)
jug of water (one human's drinking water for two days, quench a small fire, etc.)
kindling (feed a small cooking fire for 6 hours, or get a big bonfire started if you can find some heavier logs)
knives (in a bandolier if carried openly)
lantern (burns for 6 hours on internal supply of oil)
lead bullets & sling
manacles (includes padlock, key, and about four yards of heavy chain rated for nearly two tons)
mining pick
plate armor (only available for head or hidden slot, unless you're a rich bastard)
rope (ten yards per slot, 3/4" thick, rated for 1100 lb or forty yards, 3/8" thick, rated for 300 lb)
shovel
spear (requires a shoulder slot)
tools for lockpicking and field surgery
wooden shield (requires a shoulder slot)
wooden statuette (dildo-sized; specify a saint, demon, etc.)

Hedge witches can also take consumable magic items: Brassfruit Balm (for cuts & burns), Cinnamon Incense (smell makes demons sleepy & suggestible), Dragonweed (for ingested poison & rune-borne curses), Garlic Vinegar (disinfectant, repels parasites), Greekfire (burns ferociously on contact with air), Salamander Salve (knead to produce heat without fire), Wolfsbane (for blood-borne curses), Dehydrated Wall (each handful of powder poured out onto a lake congeals into ten square feet of inch-thick crystalline bridge or bulkhead), or invent your own. One slot per type, but that represents several applications and knowledge of how to prepare more.
Rich bastards get better-quality versions of most equipment, and also one seriously expensive thing, such as a master-quality sword (requires shoulder or hip slot), knife made of all-penetrating starmetal, jug full of honey, slab of salt, pocket-watch, telescope, or minor permanent magic item.
Soldiers don't have any extra equipment options, but make more efficient use of weapons, ammo, armor, and food, and are generally tougher.
Townies can take books (anything from 'cooking for beginners' to the Necronomicon), drugs, or poisons. Again, one slot per type gets you several doses and familiarity with the production process.

New players, or new characters for players whose current character has been incapacitated, can join in at almost any time; adventurers wander into the ruins and get lost on a daily basis, it's plausible enough they could encounter each other.
Limit one character per player to start. I'll explain further mechanics as we go, but for now, any nontrivial action should be accompanied by a 3d6 roll. That means you should type "dice 3d6" without the quotes, in the e-mail field, not the subject field. No initial space, just a single space between the word and the numbers. No capitalization. If you're on a phone, you might need to disable autocorrect to avoid accidentally capitalizing the first letter.
263 posts omitted. Last 100 shown. Expand all images
>>
No. 912018 ID: 5e3087

rolled 1, 4, 5 = 10

((Crud. I put it in the wrong box.))
>>
No. 912418 ID: 0640da

Doctor Holly Falkmin, Purveyor of Miracles
Class: Rich Bastard
Specialty: Medificinal Herbological Substances & Remedys
Higher Ambition: "Find" the "Fountain" of "Life" and become "Immortal"
Lower Ambition: Scamming the hell out of people.

= MALADIES =
Phobia: Scopophobia - Dr. Falkmin is afraid of being seen beneath her clothing-- as a Grue, she has been told from a young age by the village's seer that being seen will be her cause of death and she has internalized this as a fear of being stared at, ogled or stripped of her clothes. If she has sex, it must be in a pitch black room and you must be blindfolded to begin.
Mutation: Plague Mask - A darkened visor inside of a mask filled with activated charcoal to prevent diseases, toxins and sensory attacks from assaulting her. Unfortunately, the visor makes the dungeon almost impossible to see through-- when worn, her plague mask gives a heavy penalty to all visual checks, including her medicine. If she removes it, she suffers Scopophobia.
Supernatural Weakness: Medically Incompetent - She will not treat someone for a problem that her medicine has caused or that she has already 'cured'. If you do not believe she has cured you, you are just trying to weasel out of the bill. She is, of course, a miracle doctor who has PERFECTLY CURED YOU, and will not stand for your slander. Take the cure or leave it!

= MIRACLES =
Innate Power: Doctor Holly Falkmin's Spectacularly Wonderful Magical Snake Oil Miracle Medicine - (Editor's Note: Snake Oil Medicine for short.)
Doctor Falkmin is, perhaps, the greatest alchemist of our time. This is a rather unfortunate thing, as the talent is wasted on a hack like her. She knows the secret properties of things around her-- the toxins bugs secretly hold, the medicine manufactured from mundane plants and the very properties of magic and the earth itself used in all her medicinal treatments. She's also perfectly willing to throw ethics out the window and use theoretical potions on her patients without bothering to test them. Her medicine can save your life, but is also just as likely to kill you. Her complete belief in her medical talents means she won't use a medicine on your maladies twice, but one sip of her 'remedy' is often just enough to make you suffer.
When she pulls out one of her potions or prepares one on the spot, she makes a roll. If she rolls a critical success, she produces a miracle cure with absolutely no side effects that perfectly cures the condition, regardless of severity. A standard success will produce a side effect that isn't helpful to the situation, but shouldn't be too much of a hassle to deal with through play. Her healing potion might turn you invisible, or her boil removing lozenge might turn your skin blue. Failure on the roll produces an inconvenient, unpleasant, or moderately dangerous ffect, like sneezing or drunkenness or temporary numbness in an extremity or the loss of FP or maybe a few points of HP. Critical failure produces severe effects like choking, organ failure, lasting paralysis or necrosis of a limb, 6d6 damage, or a coma. However, there's no guarantee that even a successful roll will actually cure the poison. Doctor Falkmin is a 'miracle doctor', not a miracle worker. Better working conditions, performing an actual exam and knowing about the patient's conditions will all improve her chances of success, so if you really want something treated get her to a medical clinic first.
Lastly, Doctor Falkmin has a theoretically infinite supply of her dubious potions in a variety of forms-- lozenges, salves, pots, brews, mints and powders galore. These potions are only considered infinite for the purposes of producing cures and throwing at her enemies, and she will run out if she attempts to make a sale or otherwise use them-- actual sold alchemy products must be made with resources developed in-game and not produced from nowhere. She may also not produce them if, for some reason, she is missing all her gear. She can, however, seemingly find vials in any pocket she can get her hands on.

= EQUIPMENT =
Left Hip: Tools for Field Surgery
Left Shoulder: Clean Cloth, Hooked Needles, Thread
Right Shoulder: Block of Soap
Hat: Feathers, Penknife, Lots of Parchment, Ink
Right Hip: Canvas
Somewhere Uncomfortable: Coin Purse
Chest/Neck (RICH BASTARD): Alkawhoozit's Special Stave of Instant Camping & Frivolity - A wheelbarrow that folds up into a walking stick. Can't hold anything when it's folded up. Could use it as a regular wheelbarrow, or shift it around in a different way and it's got a bunch of little drawers and compartments. Weighs 18 pounds as a regular wheelbarrow, 20 as a cabinet, or 4 as a staff. If you try to reconfigure it while there's stuff inside, it falls out. Divides effective weight of itself and contents by five for encumbrance purposes when being rolled along a reasonably smooth solid surface, even if it's very narrow. Limited to about two and a half cubic feet, unless the stuff you're carrying stacks really well, but it can support several hundred pounds without apparent structural strain. The stick form is adjustable in length, say, anywhere from three feet to twelve feet. Takes a few minutes of playing a four-dimensional Tetris-meets-Hellraiser minigame to reconfigure. No roll required unless you're in a hurry, though, or if someone else is trying to do it without your instructions. Weight may be different based on length.
>>
No. 912426 ID: 9646f1

rolled 5, 1, 1 = 7

>>911862
Okay, so a potential pit trap vs a rickety bridge. Seems like up was not the way to go. Snorting at the unstable terrain everywhere she goes, the Lizzytaur heads down towards the bottom of the slope she originally headed up after fighting the vampire.
>>
No. 912451 ID: 67f3bb

rolled 6, 2, 6 = 14

>He went to his metalloception
The source of the voice is crouched up against a wall, wearing a peculiar helmet probably designed to fit over or around big floppy ears. Various piercings on said ears, as well as a bunch of various metallic knick knacks and tools, the most weaponizable of which is a shovel.

>am going to turn to Gale and Mizer and say to them ...
"Who ..."

>Montezuma runs off ...
"I'm not waiting for your friend to return. Follow me or don't, I am leaving." Roll to meet up with Eira and Green again and lead them back to the throne room. This time Mizer's not stopping for any distractions. Though if Gale is having trouble following in the dark Mizer will go back and lead him by hand.
>>
No. 912489 ID: 2007b6

rolled 36 = 36

>>912418
Some of the details on that innate ability are inaccurate, but it's an adequate approximation.
>>912451
> Roll to meet up with Eira and Green again and lead them back to the throne room.
>rolled 6, 2, 6 = 14
Eira, Green Redford, Mizer, "Doctor" Holly Falkmin, whoever else responds in a timely manner...
>>912016
...and Sahara, all meet up back in the throne room, pursued by...
>>
No. 912492 ID: 2007b6

>>912489
...another squad of goblin scouts. You'll have to deal with them somehow before Mizer has time to get the plasma lance back in working order, but diplomacy might still be an option.

>>912426
Lizzitaur, meanwhile, goes down a long slope, left turn, eighty feet, right turn, fifty feet to a slanted T-junction but she intuitively realizes the left branch is a dead end, then down the right side there's another eighty feet, 45 degrees off from the way you came in, to a Y intersection. Left fork there smells like distressed snails and fresh fish, right fork more like religion. Or, you could take some time to search the dead-end area.
>>
No. 912552 ID: afdebc

rolled 5, 2, 1 = 8

Oh good, we managed to all find each other again! And a doctor!

>squad of goblin scouts.
>but diplomacy might still be an option.
"Hello, can we help you?"
>>
No. 912554 ID: 094652

rolled 5, 6, 1 = 12

Sahara grooms her hands as a means of subtly checking and preparing her claws for combat. If diplomacy fails this should help her initiative.

Plus it's cute, maybe the goblins will like it.
>>
No. 912650 ID: 0640da

rolled 3, 4, 4 = 11

"Oh! How wonderful! Customers!" Doctor Falkmin claps a few times. "Wondrous! Magnificent! Magical! I should set up shop right away! One moment-- staff is a bit fiddly..."

Doctor Holly begins struggling with a jigsaw box in the corner, turning her stave into the support beam for a tent...

"Just a moment, and I can offer high quality potions to everyone present! Free samples for enterprising customers who want to stay healthy, yes?"
>>
No. 912683 ID: 2007b6

>>912552
>>912650
The goblins do not find it notably suspicious (or apparently even particularly surprising) that a traveling doctor has set up shop here. More than half of them have apparently had digestive some problems ever since their forward base got a new cook, who'd never seen rabbits before and apparently still doesn't know how to clean them properly. Lot of other injuries and ailments associated with a military career, of course, but that's the one they're particularly sore about, since it's new.

"Before we commit to a deal," says the patrol leader, "have you got some matchbooks, or anything like that, with your heraldry on 'em, so if the potions don't work out, our kin will know who to wreak gruesome vengeance on?"
>>
No. 912695 ID: 9646f1

rolled 4, 5, 5 = 14

>>912492
Snails and fish of course!

Any details on what Lizzys new dentition looks like? She runs her tongue across them and pokes a finger around in there, checking out her chompers. Molars, pre-molars, canines, incisors, what's going on in there?
>>
No. 912746 ID: 2a73e6

rolled 4, 4, 6 = 14

>gruesome vengeance
"I'd like it to be known that I've never met this doctor and can't vouch for her remedies." Mizer will say as he works on the lance. "Do any of you know what the deal is with that throne?"
>>
No. 912767 ID: afdebc

rolled 2, 3, 6 = 11

>More than half of them have apparently had digestive some problems ever since their forward base got a new cook, who'd never seen rabbits before and apparently still doesn't know how to clean them properly.
Any of us know our way around a rabbit well enough to offer the cook some pointers?
>>
No. 912768 ID: 094652

rolled 5, 1, 6 = 12

"We're the Sweet Dreams adventuring company, and you can copy our logo from the company handbook."

Sahara takes out her combat manual with a logo on it and shows it to the patrol leader. Hopefully he doesn't know how to read...
>>
No. 912769 ID: 36647f

rolled 5, 1, 5 = 11

((I haven't done something with Green in a while, so...))
Odd. Green was not familiar with people. The green things were strange though, but the masked one was stranger. Green tried to look at Holly's wares, a bit enthusiastically.

~~*~~

Gale joined the group. He sticks close to Mizer, though he's still wary. The doctor was especially suspicious, but decided to keep quiet for not. Who in the world would run into a dungeon just to make business, and doctoring was certainly a business typically not done down here. That mask looked atrocious though.

Gale looked to Mizer, and said, "So, hello there. I'm Gale."

"So, throne. What's strange about it? Don't dungeons come with furnishings?"
>>
No. 912775 ID: ae8ec4

rolled 6, 5, 4 = 15

>>912006
Before they can react, Montezuma is going to fire an arrow at the sarcophagus using his superhuman agility and then dashing as fast as he can towards the rope bridge. Shooting the big magic thing might destract the goblins long enough for maybe a trap or monster to come out and kill them.
>>
No. 912776 ID: ae8ec4

>>912775
Oh balls.
>>
No. 912836 ID: 0640da

rolled 3, 3, 6, 1, 4, 3 = 20

>>912746

"All of my medicines and cure-ails are wondrous and miraculous displays of rigorously tested alchemical and thelogical science! Only a non-believer witch loser would dare to doubt the efficacy of my wares-- they have a 100% curing potential potentiate on the Perkin's Power Potential spectrum! Here, why don't you try a sample-- on the house! What could go wrong?" Doctor Holly finishes setting up, and holds out a green-and-yellow flask of slush for Mizer. This flask has the property of 'makes the target feel giddy', which I guess makes it a poison more than anything if actually taken as prescribed. "Speaking of Perkin, you look like you could use a perk-me-up smile cure! Give it a go-- it's free!"

>>912683
"Well, if it's stomach problems you're having, then I know just the thing! Everyone knows bezoars cure poison, but did you know bezoar powder in tablet form is perfect for tummy troubles? Try out Doctor Wurblin Wobblin's bezoar tablets and feel the healing power-- today!" She's going to present a few powdered tablets for each goblin from a mayonnaise-size jar made with the effect 'soothes indigestion'. They're, alchemically, made of goat kidney stones treated with goat... eugh. Urine.

((Two potions removed with the innate power!))
>>
No. 912943 ID: bb5006
File 154389862483.jpg - (126.41KB , 655x1000 , Mattar skin.jpg )
912943

>>912492

Chasing some distance behind the Goblin party, an auspiciously clad man with a gold colored cloak came running in from ahead, looking somewhat panicked in the dim light until he got to where the group of people were. He looked like a normal human, save for the fact that his skin looked 'off' (Picture related), and he didn't look like he was out of breath in spite of the fact that he very much sounded like he was. In spite of this, he straightened out and introduced himself as personable like as he could.

"Well met fine strangers... I see you too have come and gotten lost in this... Dungeon. I'm sorry for your loss. I too was lost in here unfortunately, and just when I made some friends, they keep trying to leave me behind."

This was something of a lie, in truth the Goblin party had stumbled on him crying in some corner about being so alone and had the misfortune of him noticing them, and so he just started following them and they didn't try to kill him for whatever reason.
>>
No. 912953 ID: 1d7053

rolled 3, 3, 3 = 9

Green is going to attempt to pickpocket the goblins.
>>
No. 916622 ID: 58dc55

Name: Leandra Nettlehome
Race: Human?
Class:  Rich Bitch
Higher Ambition:  Find a way to prevent myself from degenerating into the same kind of monster my twin did, and perhaps cure them as well.
Lower Ambition:  Curiosity
Specialization:  Diplomacy
Phobia: fire and mobs
Parasite: the gestalt hive mind of all her cells and body parts has developed it's own rudimentary consciousness, which prevents body parts from dissasosciating and wandering off as soon as is convenient. For all that it is stupid and bestial it will try to protect her, up to and including taking control of parts of her body if sufficiently threatened. She calls it Dog. She has been trying to 'tame' it, despite being terrified of it going feral like her twin did.
Vulnerability: her twisted curse will itself try to consume any blessings or curses she receives, mutating them to it's ironic purpose, and simultaneously making said curses much harder to remove, though perhaps less debilitating as they are digested and folded into the primary curse.
Innate Power: Cursed with vigorous life.
Now all her body parts, down to cellular level, are capable of autonomy and are modular, though still nominally retaining allegiance to her. A-la The Thing, horror movie.
Severed limbs will evert vascular system like gills, try to assist in fights and eventually try to return, and can be at least temporarily replaced with, uh, donor limbs. Organ systems will attempt to adapt to dangers, and try to harvest/steal any body parts that might help with that from within reach.
Upon event of central nervous system destruction the body will either settle down for some nice gentle slime mold style growth until it gets enough material to regenerate, or take on a 'consumer aspect' and start hunting.
She can't consciously manipulate her own biology, but Dog can.

Left Hip:  (magic item)
Length of maybesilk ribbon, of indeterminate length and position but determinate ownership. Always tied to her body somewhere, though exact location varies, very hard to steal; objects tied onto it gain similar properties: though they don't become lighter, any bulk is negated add they simply never seem to be in the way, always conveniently at hand when needed, and very hard for thieves to grasp. Effectively a less efficient hammerspace/bag of holding, though surprisingly useful for tricks. Very easy to trip people with.
Right Hip:   water jug
Left Shoulder:  spear
Right Shoulder:  dried fruit
Back: dried fruit
Head: blanket cloak
Somewhere uncomfortable: coin purse, positioned to reinforce her attempt to look male.
>>
No. 916764 ID: 2007b6

Mizer's in the cloakroom, disassembling and cleaning the plasma lance. What's your light source for that?

Goblin who accepted an indigestion remedy from Dr. Holly has been transformed into a ring-tailed lemur, approximately half his previous height, with clothes and equipment unchanged (and thus wildly oversized for the new form). Squadmates are dismayed, but the patient attempts to reassure them it's not as bad as it looks, explaining that the indigestion actually was relieved, though now he's got a craving for rotten wood and spiderwebs.

Montezuma comes running in through the door, pursued by a second goblin patrol. The leaders of the two groups look identical, and, upon making eye contact with each other, both of them point and shout something in goblinese that probably translates as "Destroy this impostor!" Where is everybody in the subsequent melee?

Ivori regains consciousness, hearing Montezuma pass by her and the subsequent fight back in the throne room. Her equipment has been ransacked, but only the actual food is missing.
>>
No. 916775 ID: 094652

rolled 4, 5, 4 = 13

Despondent at her latest curse, Ivori wonders if she will ever find her inner peace as she follows the sound of bickering gangs of stupid, thirsting for blood earned in combat. She'll quickly stab the nearest goblins in the back to disable them.

Sahara makes a boastful quip to the 'ringtails' about how she's going to make spaghetti out of their brains if they attack her company instead of the other gang, then quickly begins slicing up the other gang with her claws, using her knives to make it look like she's shiving them.
>>
No. 916816 ID: 6eb5e6

rolled 6, 5, 2 = 13

>Mizer's in the cloakroom, disassembling and cleaning the plasma lance. What's your light source for that?
Mizer asked Gale to fire up his glow light again.

>Where is everybody in the subsequent melee?
Not getting involved! I'll peek out the cloak room to see what's going on, then quickly close the door again.
>>
No. 916866 ID: afdebc

rolled 5, 4, 6 = 15

Okay, map of the room back here >>890391

>By cloakroom I meant the one with the table - the one that had a relatively intact cloak hanging in it.
>First group of goblins followed the bulk of the PCs in through the door on the right (the one leading to the area where you fought the slimes), second group came in through the door on the left (the one leading to the area where Ivori very briefly fought some vampires).

I'm going to assume the good doctor set up shop near the (closed) southern door- room to work, and for interested gobos to keep an eye while their companion was being treated, and well away from the transformative taurine throne.

Eira was also watching the doctor work, which would leave her and the doctor (and maybe Mattar?) in the southern end of the room, with a scrum of goblin infighting breaking out immediately to the North, in the middle of the chamber.

Eira will raise her firsts and take a defensive stance in front of the healer, ready to repel any goblins that try to attack them.

Looking at the mirrored forces before her, can Eira tell which goblin commander is the doppelganger? She has something of a personal insight into such matters.
>>
No. 916902 ID: d31fab

rolled 2, 3, 1 = 6

Green is startled. He runs to hide behind the throne, and attempts to be as unnoticeable as possible. He trembles in fear.

Gale wields his spear, and keeps himself some good distance from the hostile meeting of goblins. He holds his spear firm to strike in a moment one may express their hostility upon him. He does not attack, and hopes the problem may resolve itself.
>>
No. 917186 ID: 58dc55

Reposting this to make an edit, sorry.

Name: Leandra Nettlehome
Race: Human?
Class: Rich Bitch
Higher Ambition: Find a way to prevent myself from degenerating into the same kind of monster my twin did, and perhaps cure them as well.
Lower Ambition: Curiosity
Specialization: Diplomacy
Phobia: fire and mobs
Parasite: the gestalt hive mind of all her cells and body parts has developed it's own rudimentary consciousness, which prevents body parts from dissasosciating and wandering off as soon as is convenient. For all that it is stupid and bestial it will try to protect her, up to and including taking control of parts of her body if sufficiently threatened. She calls it Dog. She has been trying to 'tame' it, despite being terrified of it going feral like her twin did.
Vulnerability: her twisted curse will itself try to consume any blessings or curses she receives, mutating them to it's ironic purpose, and simultaneously making said curses much harder to remove, though perhaps less debilitating as they are digested and folded into the primary curse.
Innate Power: Cursed with vigorous life.
Now all her body parts, down to cellular level, are capable of autonomy and are modular, though still nominally retaining allegiance to her. A-la The Thing, horror movie.
Severed limbs will evert vascular system like gills, try to assist in fights and eventually try to return, and can be at least temporarily replaced with, uh, donor limbs. Organ systems will attempt to adapt to dangers, and try to harvest/steal any body parts that might help with that from within reach.
Upon event of central nervous system destruction the body will either settle down for some nice gentle slime mold style growth until it gets enough material to regenerate, or take on a 'consumer aspect' and start hunting.
She can't consciously manipulate her own biology, but Dog can.

Left Hip: (magic item)
Length of maybesilk ribbon, of indeterminate length and position but determinate ownership. Always tied to her body somewhere, though exact location varies, very hard to steal; objects tied onto it gain similar properties: though they don't become lighter, any bulk is negated add they simply never seem to be in the way, always conveniently at hand when needed, and very hard for thieves to grasp. Effectively a less efficient hammerspace/bag of holding, though surprisingly useful for tricks. Very easy to trip people with.
Right Hip: water jug
Left Shoulder: spear
Right Shoulder: dried fruit
Chest: fishing and medical supplies (some amount of the bandages being used to bind her breasts)
Head: blanket cloak
Somewhere uncomfortable: coin purse, positioned to reinforce her attempt to look male.
>>
No. 917262 ID: 0640da

"See? My cure-alls cure all that ails, and my pills are perfectly suited to handling troublesome cases. And the patient themselves agrees nothing is wrong! So, can I interest the rest of you in a few indigestion supplements?" Holly grins underneath her mask, holding out a bottle... before a fight breaks out behind the goblins. "Oh, dear. There seems to be quite a scuffle over yonder... apologies, the stall is temporarily on hiatinus! I must tend to the wounded-- hippocratic oath, you know." Holly leaves the tent where it is, and approaches the goblin mess to 'help' in any way she can.
>>
No. 930790 ID: 2007b6

With the plasma lance cleaned, reassembled, and successfully tested (Charge remaining is now 2:29:40) Mizer exits the cloakroom to find a dozen dead goblins, and a mortally-wounded minotaur slowly transforming back into Lizzy the anthropomorphic leopard gecko.

One of the goblins has a healing potion, which turns out to be remarkably potent, not only returning Lizzy to life but getting her back on her feet. However, the fingers of her left hand can't grip. Tendons were severed, apparently to force the minotaur to let go of somebody. Sure enough, one of the goblin corpses has a minotaur-sized "handprint" wrapped around his torso - and a lot of broken ribs. They're all wearing high-quality leather armor, with small steel plates sewn inside to cover particularly vulnerable points, but that didn't help much against massive horns, fists, and hooves.

In terms of plunder, there are plenty of knives and hatchets with goblin-sized handles, a few intact shortbows, and hundreds of arrows (some of which may be magical, though probably not anything more than a minimal accuracy-and-damage blessing), but no blankets, no food (other than the corpses), and no full waterskins - their base must be fairly nearby. Most of the goblins had pouches full of what initially looked like money, but the vast majority of the coin-sized discs are actually carved from some unusually dense black wood. A few copper coins, no gold.

You've also got a talking ring-tailed lemur as a prisoner.

>>916775
Ivori's still weak and dizzy from blood loss, but otherwise made it through the fight just fine, and contributed to forcing the surviving goblin patrol leader's panicked retreat. It occurs to her that if somebody else were to use that cursed throne to transform into a huge ox-man juggernaut, her 'kiss' (and she's finally got another one ready to go) might be enough to overcome the berserk rage.
>>
No. 930802 ID: 094652

Ivori takes a bundle of arrows, but her hands visibly shake from blood withdrawal. Those goblins didn't have enough nutrients to sustain her for long. She needs a long-term solution.

And this lack of focus has left her wide open.

Sahara is quick to draw a knife (some extras of which she has taken from the goblin spoils) to the newly-christened vampire's throat, and demands to know why a lethal blood junkie is dungeoneering with rooks. Ivori begins spouting every description of the hipster pretty boys who turned her into a monster, along with a spirited desire to murder them all before sunrise. Investigation by the other party members shows that Ivori's vampyrization was fairly recent, and Sahara sheaths her knife, making a quip about asking Holly for a quick cure - after all, said cure is the most likely side effect of any random potion.

Ivori has a quiet talk with Lizzy (in plain view of the others), and asks if she would be willing to transform once more IF Ivori could keep control of her raging bloodlust. Ivori spins a theory that her new vampirism could be the key to minxing the insanity, which would explain how the vampires have survived multiple sucker adventurers turning into giant murderbulls with a hard-on for pulverizing anything that smells of blood. Ivori just has to partial-drain Lizzie as she sits down and in theory that should be enough.

Sahara is somewhat amused by Lizzy's transformation into a cute lizard, and asks if she will learn transformation spells in the near-future.

It should be noted that Ivori and Sahara are overconfident that they could easily slay the other.
>>
No. 930820 ID: afdebc

rolled 3, 5, 3 = 11

Eira sighs in disapproval. At least no one in the group was lost, and someone she didn't even know was missing has been recovered.

...none of the corpses are melting, or losing shape, or fading into smoke, or un-transforming, or otherwise revealing themselves to be the bodies of dead doppleganers, are they?

>They're all wearing high-quality [goblin sized] leather armor
That might be an upgrade for Green Redford and Lizzy (as one is wearing a worse for the wear dress and the other lost her clothes in transformation mishaps), but I assume said armor is too small for anyone else? Maybe the lemur.

>the vast majority of the coin-sized discs are actually carved from some unusually dense black wood
Eira will take one of the goblin purses of not-coins. The goblins wouldn't all be carrying them if there wasn't some use for them, right?

>hundreds of arrows
Any fowling arrows? Or are they all the lethal variety.

>You've also got a talking ring-tailed lemur as a prisoner.
Well, what does the lemur have to say for itself, if it can talk? What's it's story? How did it end up with a crew of goblins and/or dopplegangers?
>>
No. 930829 ID: 2007b6

>>930820
>what does the lemur have to say for itself, if it can talk? What's it's story? How did it end up with a crew of goblins and/or dopplegangers?
Joined the army 'cause it sounded better than shoveling lizard shit for a living, assigned to one of the border forts around Greznek, went out on a routine patrol, drank a snake-oil digestive tonic. You saw all the rest from there.
>>
No. 930831 ID: 2007b6

>>930820
>Lizzy [...] lost her clothes in transformation mishaps
Nope, everything she was wearing or carrying when she originally sat on the throne is present and accounted for, and in the exact condition it was in pre-transformation, apart from a few bloodstains acquired post-reversion.
>>
No. 930834 ID: d9acdc

rolled 6, 5, 1 = 12

>>930790
>a mortally-wounded minotaur slowly transforming back into Lizzy the anthropomorphic leopard gecko.
>One of the goblins has a healing potion, which turns out to be remarkably potent, not only returning Lizzy to life but getting her back on her feet. However, the fingers of her left hand can't grip. Tendons were severed, apparently

Lizzy groans out a thank you, best as her sometimes-less-than-coherent stream of consciousness jargon can manage while addled by by pain and dysfunction.

>>930802
>Ivori begins spouting every description of the hipster pretty boys who turned her into a monster
"Yuck, I think I know those guys, all scattering like you'd overturned their log, but nasty and ashy instead of vibrant and delicious." She scowls, hardly even going on with any sort of tangents as she runs a thumb over her non-functional wrist.

>Ivori has a quiet talk with Lizzy (in plain view of the others), and asks if she would be willing to transform once more IF Ivori could keep control of her raging bloodlust.
"I feel all jumbled up inside like my thoughts got mashed together and swirled around in a big angry mortar and pestle and now I'm just trying to hold onto things and get them in the proper place only one of my favorite grabbing and sorting hands is all broken and even though I don't use it for sorting thoughts really it's like I can't even start on fixing the mess because my outside broken is just too much to be happening at the same time as my insides breaking and I can't start on one before I fix the other but that means I'm stuck and can't get anywhere at all!"
She punctuates the end of her single, long winded thought with a spirited "harrumph" as she plops onto the ground, before reaching up and booping Ivory with a light spell.

>Sahara is somewhat amused by Lizzy's transformation into a cute lizard, and asks if she will learn transformation spells in the near-future.
Grumpily, she replies:
"Yeah, I hope so. That sounds like a cool thing to be able to make, new shapes, other kinds of changes. I can shape something dull to be bright and glowy, or make a wax into a wax that's cuter, or all sorts of stuff but I think that I won't like the shapes I make as much now that my hand is hurt. Do you think I'll still be able to catch bugs? Maybe I could change the shape I take for bugs so that they'll come to me before I have to run around and pick them, so that way I can still have a collection of friends and snacks instead of being stuck all alone without my bugs!"

>>930820
>someone she didn't even know was missing has been recovered.
Lizzy looks over at Eira, then flops from her sitting position onto the floor, belly first. From there, she clambers forward on three limbs into a standing position, to better reach the locket around her neck, which she places the flat of her palm on, making it glow.
"I'm Lizzy. I like it when things are bright and right now I'm sad because my hand is hurt and doesn't do things the same way I like it to! I think making your necklace glowy is a good idea because if you don't want it to be not dark then you can hide it but if you want to make sure it's bright and good then you can have it out too, so you can choose which way you like it best! And I think that if you're sad, then when you can have a choice it can make you happy, cause that makes me feel better sometimes too! You sighed and so I thought that maybe you're also sad like me? But that's okay! 'Cause, I think, being sad is an important part of our life? And it makes the happy moments seem brighter and more important, and I like that too! So right now it hurts to not be able to use my hand in all the ways I like, but I think that you're gonna be okay, and I am too."

Rambling fluff interactions aside, Lizzy is unhappy that her hand isn't quite working properly, and casts two light spells, one on Ivory and one of Eira's jade pendant, while introducing herself.

Turning to the goblin, transformed into another creature as she was, she offers condolences.
"That seems like a different coat to the ones the other people here had on. I know I did hurt and kill a lot of the other folks very badly, but I think I'm feeling better now? I wouldn't like to hurt or kill you at all right now I don't think. Do you want us to help you get back to where you came from, or to another shape? Or do you want to stay in this one, or maybe find other people to talk to because even if we want to be nice now sometimes its okay to not forgive people? I can understand if you might be scared of me and why you might want to be near other people and not us, but if you don't want to be somewhere else then maybe we can make a plan to help each other? Together I think?

Rolling to cast two light spells, and ask the gob-lemur what it wants to happen next.
>>
No. 930835 ID: 1ed7af

rolled 2, 5, 2 = 9

>>930834
"Lizzy. Lizzy! You just died. Sit down and rest for goodness sake!" He'll grab Lizzy's shoulders and guide her to a wall that she can lean against, and set down his bowl of water. "Let me look at your hand." How bad is it? Any chance of fixing it without magic?

>Well, what does the lemur have to say for itself
I'll chime in with "Do you know how to get to the surface?"

>asks if she would be willing to transform once more
"Nnnope! Nobody's touching that throne again!"
>>
No. 930839 ID: 2007b6

>>930835
>Any chance of fixing it without magic?
>rolled 2, 5, 2 = 9
Conceivably it could heal on it's own, though that might take months. Some sort of surgical reconstruction to speed things along ought to be reasonably simple: just reopen the wound and link the tendon back up somehow, like splicing a rope. However, any sort of surgery always runs some risk of making things worse, all the more so in a situation with limited equipment and an insufficiently sterile working environment.
>>
No. 930841 ID: b0728b

((This lives! I'm kind of out of whack in role-playing my characters now...))

Green peeks out of his hiding place behind the throne. Looking at the loot left behind by the goblins; specifically, their strange coinage. He nabs a purse filled with them and begin analyzing. He's excited at the strange rock-like things.

Gale lowers his spear. The skirmish quickly died away before his very eyes before he knew it ended.

He turns to Mizer. "That's a nifty looking thing. What's that?"
>>
No. 930842 ID: b0728b

Kinda on a rush. Missed me dice.
>>
No. 930851 ID: 0be68b

rolled 1, 5, 4 = 10

Hopefully this works now.
>>
No. 930875 ID: d9acdc

>>930835
>Lizzy. Lizzy! You just died.
"I seem like I'm okay for being dead, so I think that's a good thing!"
She quietly checks herself for yellow creeper vines around the back of her skull and arms.

>Sit down and rest for goodness sake!
"No thank you, I don't like chairs right now." She says, even as she sits down against the wall, drinking the offered water.
"Do you want some snacks? Or maybe a candle?" The greasy bug crumble is offered, clutched in one working hand.
>>
No. 930934 ID: 094652

rolled 5, 6, 5 = 16

In all this conflict, Sahara almost forgot - the secret passage. Now that she found the party and a meatshield trap-detecting ninja, she can explore that secret passage she found with ease!

Rolling to convince party (and Ivori) to follow her into an unknown, potentially dangerous area.
>>
No. 930983 ID: c2ef39
930983

>((This lives! I'm kind of out of whack in role-playing my characters now...))
(Glad to see you're still around!)

>The skirmish quickly died away before his very eyes before he knew it ended.
Mizer lets out a small squeak. "Aren't you glad we stayed out of all that?"


>"That's a nifty looking thing. What's that?"
"It's a skeleton key. Opens any lock!"

>Prisoner
Forgot to ask, do my manacles fit him?

>follow her into an unknown, potentially dangerous area.
"Everything down here fits that description, so I don't see why not. Let's see what the monkey has to say first though."
>>
No. 931005 ID: 2007b6

>>930841
The dark wood is very dense, and seems to have some sort of natural oil, separate from the discoloration by goblin skin oil around the worn edges. Looks like the 'coins' were originally hexagonal.
>>930835
> "Do you know how to get to the surface?"
"Well, I mean, I know somebody who knows, but I dunno exactly where to find her at this point, or for sure if she'd recognize me. Patrol was s'posed to be orientation and shakedown, ain't exactly got the whole map memorized yet."

>ask the gob-lemur what it wants to happen next
"Well, if it was up to me, I'd start with some food, maybe a nice long nap inside something warm. An' not to be killed, if that's arright."

>>930983
>do my manacles fit him?
An elvenoid-sized leg shackle can be adjusted to fit snugly around his waist.
>The ring-tailed lemur is a relatively large lemur. Its average weight is 2.2 kilograms (4.9 lb).[20] Its head–body length ranges between 39 and 46 cm (15 and 18 in), its tail length is 56 and 63 cm (22 and 25 in), and its total length is 95 and 110 cm (37 and 43 in).[3][20] Other measurements include a hind foot length of 102 and 113 mm (4.0 and 4.4 in), ear length of 40 and 48 mm (1.6 and 1.9 in), and cranium length of 78 and 88 mm (3.1 and 3.5 in).[3]
>>
No. 931040 ID: 2007b6

>>917186
Mutation is Prehensile Blood. Can't be wielded like tentacles (at least not in the quantities you can afford to spare) but you can potentially do the same sorts of things a monstrous spider could do with webbing. Bleeding damage occurs normally, but you can "bandage" your own wounds without outside materials, and heal by re-absorbing your own spilt blood - one HP per ten minutes, up to a limit of how much is available. Downside, apart from looking really weird, is that an open wound has the same risk of snagging on things as the loose edge of a frilly garment.
Phobia is extreme heat.
Vulnerability is that conventional magical healing and spite both inflict injury.
Innate power is similar to a vampire's mist form, but instead of a cloud of smoke, you turn into a heap of splintered bones and gore. Can physically manipulate things, but lack of leverage and atavistic mindset while 'dispersed' makes effective tool use near impossible anyway.
>>
No. 931041 ID: 5f3f48

>>930834
Eira tenses slightly when Lizzy reaches for her locket, but ends up cupping the glowing keepsake, appreciation clear in her expression, slightly touched by the gesture.

"I'm Eira. It's very nice to meet you, Lizzy."

>>931005
>An' not to be killed, if that's arright.
Expression hardening, Eira agrees. "There will be no killing of prisoners."

Since we believe the goblins have some kind of camp or base nearby, then locating it should perhaps be our next goal, to return or ransom their missing comrade.
>>
No. 931050 ID: 797ca2

rolled 4, 3, 3 = 10

It seems the fighting has stopped, and it sounds relatively calm, so Leandra will step around the corner where she has been listening and introduce herself, spear held like a walking stick more than a weapon, and affecting a deep voice with her hood up so as to call into question hey feminity.
"Greetings, fellow delvers. I see you have finished with your unfortunate but if bloodshed, so I hoped to ask if any of you know where the hell we are? My name is Lian, pleasure to meet... Excuse me, err, sir, but are you...a bat?"

Leandra is attempting to present A friendly and most importantly unthreatening face.
"If it's up to vote, gentle...beings, I suggest we seek the goblin settlement rather than some trapped secret side path."
>>
No. 931066 ID: 07332d

rolled 1, 2, 4 = 7

>Excuse me, err, sir, but are you...a bat?
"This is just a costume to fool the locals."

>ain't exactly got the whole map memorized yet.
"Would you be able to remember the way back if you retraced your steps?"
>>
No. 931067 ID: 07332d

>>931066
Also I will ask the goblin if he knows anything about this minotaur throne.
>>
No. 931114 ID: 2007b6

>>931067
>>931066
> anything about this minotaur throne
Apparently there's a secret compartment, and if you try to open it with your butt, everyone in the room could die. Might've misheard that part. There's a two-syllable bit of goblinese military jargon which means 'the things you say to someone before allowing someone into a room, so that if they set that entire room on fire they won't be able to claim it was an accident,' or by extension, any brief warning about extreme yet easily preventable danger given right before the preventative action would be necessary.
>"Would you be able to remember the way back if you retraced your steps?"
Possibly. Colors and smells seem different, and there'd be a lot of guesswork involved in the distance conversion factor with shorter legs.
>"This is just a costume to fool the locals."
>rolled 1, 2, 4 = 7
"Sure fooled me! Never would've guessed you're actually a lightning elemental under there."
>>
No. 931415 ID: 094652

rolled 2, 4, 3 = 9

Sahara identifies the remaining goblin equipment for any unnoticed artifacts.

Ivori studies the chair for secret compartments and the like.
>>
No. 931524 ID: afdebc

>>931050
"Oh. Um, Hello. Any more of you back there?"

Eira's a little caught off guard by how frequently she seems to be running into new people- she didn't realize underground dungeons were so crowded!

>"If it's up to vote, gentle...beings, I suggest we seek the goblin settlement rather than some trapped secret side path."
Two votes for trying for the goblin settlement then, unless anyone else has a better idea.
>>
No. 931534 ID: 2007b6

>>931415
Lizzie opened it already, >>898311 and it's still empty.
>>931524
>trying for the goblin settlement
Former goblin leads you back out the way he came in. Left turn at the T intersection right outside the alcove door, down the hall past the two paths leading upward to the promenade. After 240 feet the 10' square hallway opens up into a perpendicular 20' square hall. The crimson fog is thinner here, and there's ankle-deep red liquid (neither water nor oil, perpetually the color of freshly spilled blood but too thin to be the real thing, same stuff as the fog) pooled all over the floor.

Left again, 170 feet, then an equally wide passage branches off to the left. After about a hundred feet, the lemur starts tapping random-seeming spots on the wall and listening for echoes, examining crevices and so on. "Okay, I remember on this part we had to go slow... didn't seem quite so long, though. Don't worry, we're almost there, I can smell dinner cooking. It was definitely the second passage along this wall here."

After another hundred and fifty feet, you come to an intersection. On the left wall, two narrow passages, six feet high and barely three feet wide, thirty feet apart. On the right wall, a rough-hewn borehole 8' in diameter facing the first narrow passage, and a finely carved and polished flight of stairs dressed in black marble with an intact wrought-iron handrail facing the second one. The oppressively high ceiling of the 20' wide hallway is concealed by a mass of blood-fog with occasional stormcloud-like turbulence, possibly concealing a hovering or climbing thing's cautious movements, but the hallway itself continues straight on for at least another hundred feet.

Lemur leads you into the second narrow passage, breaking into a run. After 40' it gradually transitions into a rougher, wider, and more circular path, twisting upward. There's a Y-shaped branch, which the former goblin regards as a good sign, and he eagerly follows the scent of roasted meat - but then is baffled by the unexpected presence of a 10' square vertical-pivot stone door.

Once you get the door open, the source of the meaty smell is clear. There's a 20' diameter circular room, two other doors equally spaced around the perimeter. Inside, there's no fog. Every surface is covered in black char, speckled with bone fragments or bits of gristle, even across the high domed ceiling, except for a small circle of pale gray ash in the exact center of the floor. Atop the ash, a single perfect white glove, palm facing up.

The lemur admits he may have made a wrong turn at some point.
>>
No. 931568 ID: 1510ad

rolled 4, 1, 2 = 7

>>931534
Any glowing glyphs or perceivable sources of what happened? If not, Mizer is going to take his shovel and try to reach in and scoop up the glove.
>>
No. 931599 ID: 2007b6

>>931568
The glove has three thick lines stitched on the back, parallel to the fingers: black nearest the pinky, gold in the middle, red near the thumb. Seems like it's sized to fit a slim elvenoid with unusually - though not freakishly - long fingers.

Backtracking to the 6-way intersection, the lemur speculates he may have missed a passage covered by some sliding wall, and heads into the other narrow passage... which, after about 90', leads down over a knee-high ledge >>890933 to the spot where Ivori fought vampires, and past that back to the throne. Four left turns brings you in a loop, who could have guessed?
>>
No. 931623 ID: d9acdc

>>931534
>>931599
>Can't find our way back to base

>>931005
>I'd start with some food, maybe a nice long nap inside something warm

"Seems to me like wandering around isn't doing us much luck, expect for getting to see all the things we're seeing and find all the gloves we're finding! Maybe we can give our new friend a chance to eat and rest? I think I would be nice, since they asked and all! Well, I think actually I asked and they answered maybe, so that would still be nice to respect too. Oh, except, if we're here, and it's dangerous, then we want to work on getting out I think, so maybe while anyone who wants to takes a break to rest, everyone else can work on making a pattern to explore and count out where we might be going wrong, and how to get there right instead? Like, to the places we want to go, instead of the ones we don't like being in!"

Lizzy gathers up her "cape" and offers a cozy mound of fabric for the Lemurloblin..., er, let's call him Lelin for now, unless JamesLeng has another name planned out? To cuddle up and share some bug-ball with her.
>>
No. 931624 ID: 094652

Sahara stares at the glove with envy. Maybe it's just a sour cursed gauntlet.

Ivori stares at the ashen room for thirty seconds, then decides it was too good to be true. Whatever this room is, only a moron would step inside. And the leader would send his dupes out to trigger the incinerator anyway.
>>
No. 931685 ID: afdebc

rolled 6, 2, 5 = 13

>>931534
>The lemur admits he may have made a wrong turn at some point.
"It's okay, this is a labyrinth, after all."

>Every surface is covered in black char, speckled with bone fragments or bits of gristle, even across the high domed ceiling, except for a small circle of pale gray ash in the exact center of the floor. Atop the ash, a single perfect white glove, palm facing up.
So either a wizard blew someone up, the room is trapped, or the glove blew up its last wearer. (Or alternatively, the glove is some kind of artifact, and survived whatever destroyed the previous wearer).

>>931599
>The glove has three thick lines stitched on the back, parallel to the fingers: black nearest the pinky, gold in the middle, red near the thumb. Seems like it's sized to fit a slim elvenoid with unusually - though not freakishly - long fingers.
Maybe wearing the glove and pointing triggers different magical effects? Not really safe to experiment with thought, until we rule out the glove as cursed or trapped.

>>931623
>Maybe we can give our new friend a chance to eat and rest?
Eira muses with a frown "If the camp is nearby, it would be nice to find a safe place to rest".

If the Lelin is worn out (and the rest of the group isn't) they could always just hitch a ride.

Rolling for spot, any traces or evidence that suggest which way (one of) the goblin parties came from, when examining the circuit we just traveled? (Seems safe to assume the path doesn't lead through the burnt charnel room, since it wasn't familiar to Lelin).
>>
No. 931738 ID: 2007b6

>>931685
Footprints along the last part of the trail, leading from the flooded 20' square passage to where you all saw the goblin patrol enter the throne room, but you can't confidently trace them much further back than that.

Assuming you've all regrouped at the throne room, the loop presents a handy focal point for recapping the known map. Starting from the throne and proceeding clockwise:
1) intersection where Embri was drained by vampires, 10' wide perpendicular passage on the left leads past a side area smelling of rust and panic, over a small chasm and into a crypt. Other direction, to the right, was explored by Lizzitaur but she doesn't remember it very well.
2) Up a waist-high ledge and through a narrow (6' high, 3' wide) hallway leads to a six-way intersection. Options from there, continuing clockwise, are A) the path leading upward to that cave with the charred room (and before that a Y-split to more cave, which goblemur initially said was a dead end but probably isn't), B) a 20' wide hallway continuing at least a hundred feet into the unknown, C) neat and tidy stairs leading upward, or D) a rough-hewn borehole,
3) Following that 20' wide passage in the opposite direction, you come to a T-junction with a big pit trap in the middle of it. Easy enough to step around the corner since you had a semi-trained goblin guide to point it out for you. Wide passage to the left turns sharply after less than 50' but there might be some other route down in the corner, hard to tell through the fog.
4) Following the 20' wide passage right instead through ankle-deep blood-colored goo, it turns left just after the 10' square path pack toward the throne room splits off to the right.
5) Two different side passages both ultimately lead upward to a false 'outdoors' area haunted by some distant place and/or time. At least three unexplored exits from there: a concealed door in a cliff face, a partially collapsed hall at the opposite side of the promenade, and a route that can only be reached by an exertion of will to 'switch tracks' within a hypnagogic garden idyll. Possibly other archways can also function as portals, under the right conditions.
6) Back to the throne room at last, the hallway continues on, sloping slowly downwards. Sonar suggested a watery obstacle around the corner which has yet to be examined up close.
>>
No. 931757 ID: 094652

Ivori votes for 4 at the same time Sahara votes for 1.

Naturally, they begin glaring at each other.
>>
No. 931793 ID: 2007b6

>>931757
Two different ways to go from point 1, which is Sahara advocating?
>>
No. 931794 ID: afdebc

>>931738
Eira is inclined toward 2c. Good constructions implies some kind of civilized intent.
>>
No. 931823 ID: c7496c

>>931794
Lizzy, eyes somewhat glazed over as she shares her snacks, hears "there's signs of civilization, let's head that way!" and agrees that this sounds lovely.
>>
No. 931827 ID: 2007b6

>>931823
>>931794
Who's in front, and what sort of precautions are they taking against traps or ambushes while climbing the stairs?
>>
No. 931828 ID: 094652

Ivori will stick with Lizzy, Sahara will stick with Eira.
>>
No. 931837 ID: c7496c

>>931827
Hopefully I didn't forget anyone:

Mixer
Eira
Sahara
Dr. Falkmin
Lizzy
Ivory
Green
Gale
Leadra

Mizer up front for lock picking and sonar, accompanied by Eira and Sahara for front line support since they're sticking together. Dr. Falkmin and Lizzy in the middle for non-combat roles, with Ivory sticking close to Lizzy, and Gale taking the rear with Leadra since Leadra can tank and I think Gale has a spear.
>>
No. 932062 ID: afdebc

rolled 4, 1, 3 = 8

>>931837
I think that omits a few of the characters who lost their players (like Hive and Grave), but we probably shouldn't be too concerned about them.

Rolling for spot or awareness or what have you as we travel.
>>
No. 932081 ID: 4c60a1

Normally 'Lian' would be hung ho about standing in the front, both because 'he' is a diplomat and because he seems to almost totally lack any reasonable fear of death, but since the char room he has been subdued and nervous, and accepts a place in the back of the group.
>>
No. 932601 ID: f57349

>>932062
Stairwell ascends 60', with a landing every ten feet, forming a zigzag shape from the side. Each of the four landings has a door, but they're sealed shut with some sort of dishwater-gray crystalline material - barely harder than balsawood, but there's a lot of it.

The fourth landing is strewn with caltrops. Fortunately, Mizer's echolocation spots them easily - rusty iron spikes would otherwise blend into the fog all too well.

Ten feet above and fifteen feet behind you (or twenty feet directly above, for those back on the third landing) a soft voice says "Hold still or I'll shoot. Who goes there?" in Humish.
>>
No. 932611 ID: 094652

rolled 3, 6, 2 = 11

Sahara is quick to respond. "Don't shoot, we're just explorers. We found ourselves in that hallway of portals. Which portal or exit do we use to get to the nearest safe town?"

Ivori prepares to quick-draw her bow without the guard noticing.
>>
No. 932685 ID: f57349

>>932611
"What are your names? Where are you from? Which weighs more, wet oak leaves or dry ironwood leaves?"
The figure seems to be elvenoid. Broad-brimmed hat, cloak wrapped around. Right knee and left foot on the edge of the landing, left elbow braced against left knee and one of the verticals supporting a railing, crossbow (with some sort of elaborate clockwork mechanism and a gravity-fed 10 shot magazine) pointed down at a 45-degree angle.

Ivori's in the middle of the group, and as such would need to aim straight up into the foggy darkness - an awkward position at best. The guard could be behind full cover relative to Ivori just by moving a few inches back. As it is, only the left hand, weapon, and front edge of the hat are clear targets, though some sort of trick shot off the railing is at least theoretically possible.
>>
No. 932769 ID: afdebc

rolled 3, 1, 2 = 6

Holding still and not climbing any higher up the stairs seems a good idea, considering they have a weapon trained on us.

>What are your names?
"Greetings. I'm Eira, this is Mizer, Sahara, Dr. Falkmin, Lizzy..."

Eira continues down the marching order giving names, until she reaches the Lemur-goblin. "...and, oh, I'm sorry. I don't believe I got your name?"

>Where are you from?
Eira would answer this honestly (wherever the expedition set out from) except I'm not sure where that was, OOC. Did this group start in Passholdt or somewhere else?

>Which weighs more, wet oak leaves or dry ironwood leaves?
"Would that not depend on how many leaves you have? Do we have a botanist?"
>>
No. 932836 ID: d9acdc

>>932685
>>932769
Lizzy nods along as Eira introduces everyone. As we discuss what exactly should be disclosed about our origins- do we say the city we met in? Our hometown? The throne room we left from before ascending the stairs? Lizzy chimes in helpfully:
"I don't remember where I came from! I think though that some people don't like that! Are you going to be upset if I don't know where I'm from? Maybe I could lie and tell you I know exactly where I'm from but then that wouldn't be true! Do you have a favorite place you'd like us to be from?"
>"Would that not depend on how many leaves you have? Do we have a botanist?"
Or maybe, if you have a broken scale? Or one arm is stronger so two handfuls feel the same but then they're not? I'm wondering if this is a special trick riddle, or maybe something a special group of people should all know but others don't, so they can tell who their friends are right away? Maybe the answer isn't even about leaves and we have to say something unexpected that they want to hear! Maybe its also about where we're from, and if we're from a special place we can answer that question and the leaves question at the same time! Do you want us to tell you we're from a city where the leaves are heavier?"

TL;DR Lizzy is admitting her origins are a bit hazy, and wonders if that's a bad thing in eyes of the questioner. She also goes on about all the various answers that might be desirable regarding the question about leaves, insinuating it might be a trick question or a call and response.
>>
No. 941886 ID: b50e1a

rolled 3, 5, 6 = 14

>>932685
Gonna try to dazzle him with my thermal Lance! Mizer will quickly whisper something about closing your eyes to his party.
>>
No. 941888 ID: f57349

>>941886
The lance fails to ignite, but you're clearly waving something complicated around with hostile intent, so now, twang-thwup, you've got a crossbow bolt stuck in your shoulder.
>>932769
>I don't believe I got your name?
"Lieutenant Mezuryk. Still willing to parley, if you've got news or supplies from the surface, but if any of you come up any higher than that landing without being invited, or try anything else stupid, next shot goes in somebody's eye."
>>
No. 941892 ID: b50e1a

rolled 1, 3, 5 = 9

>>941888
Mizer let's the lance clatter to the floor. "We have news! What kind of news do you want? Just don't shoot me again!"

Alright, can I use echolocation to figure out what's behind him? Anymore crossbow assholes? Also Mizer will examine his wound and see how bad it'll interfere with flying.
>>
No. 941894 ID: f57349

>>941892
>What kind of news do you want?
"Anything about my... about the Fire Hawks Company."
>examine his wound
Doesn't seem to have hit the brachial artery, so unless it gets infected, you'll survive. Tendon connecting to the pectoral muscle has a notch in it, less than a third of the way through but that's more than enough to be a problem.
>and see how bad it'll interfere with flying.
Hard take-off from a standing start, especially with a load, you'll probably tear it, dislocating the whole joint and crippling the wing until you get surgery. Gliding or slowing a fall might be doable, but it'll feel like walking on a twisted ankle. Full recovery seems likely, but it'll definitely take at least a few days, and up to six months isn't out of the question... unless you can get some magical healing within the next hour or so.
>>
No. 941895 ID: f57349

>>941892
> can I use echolocation to figure out what's behind him?
Active scans at this point would get you shot again, and it's hard to concentrate anyway due to the pain. Doesn't sound like there's anybody else moving around or breathing up there, though.
>>
No. 941904 ID: 094652

rolled 1, 2, 4 = 7

Sahara is suddenly on guard at the sudden injury.

"Hey! Next time you want to fire a warning shot, aim for the leg! You could have killed Mizer!

Sahara asks the crew if they have any potions left; a clipped wing can end careers. She intentionally ignores Holly, though.

"Like I said, we found ourselves here, and now we want out. If your company is legally registered, your best bet is to leave this place with us and head to the nearest town, then to the nearest city, and talk to the guild unions for more information."

Ivori sheathes her bow. The archer is a good shot, but of trigger-happy judgement. All she needs do is calm him down and he'll be more open. Possibly to stabbing.

"If I ever heard of the Fire Hawks, I don't know where they are or what they're called now. But we could use a dead shot like you, and you're going to need extra eyes if you want to get out of this place without being ambushed. Trust me, I know."
>>
No. 941908 ID: b50e1a

rolled 2, 4, 2 = 8

>"Anything about my... about the Fire Hawks Company."
"They're set up on the surface, near that big gazebo temple. Last I heard."
>>
No. 941909 ID: b50e1a

>"... But we could use a dead shot like you ..."
"Seriously? If he's going to travel with us, I expect to at least be reimbursed for my injury. I may never fly again!"
>>
No. 941930 ID: 5f3f48

rolled 4, 6, 5 = 15

>"Anything about my... about the Fire Hawks Company."
"Wasn't there some fuss about their archwizard reappearing in Passholdt around a month ago? He got turned in a lizard." Eira touches her own scales as she speaks, as if wondering why this would cause a scandal. "Sorry, I don't know more, I never was very good at keeping up with celebrity gossip."
>>
No. 942241 ID: d9acdc

rolled 4, 6, 6 = 16

>>941888
As everyone murmurs half-remembered gossip from Passholdt, Lizzy raises her voice, to better address the unseen assailant.

"We have a glove, with black stitching and a pretty red to gold to black pattern! If you want it, we could help you get news in the towns and you could help us get to the towns first! We could also trade eating and drinking and friendly hugs, only Mizer probably wants to trade punches, so unless that's something you like you should probably not go close to him!"
>>
No. 942314 ID: f57349

>>941930
>>942241
After you hand over the glove, Lt. Mezuryk, a perfectly normal living human, joins the party.
>>941908
>>941909
By way of apology, the lieutenant gives Mizer a potion of least true healing. Shoulder is still sore and swollen afterward, but there's nothing else wrong that a hearty meal and a good night's sleep won't fix. Tendon should be good as new.

Beyond the lieutenant's sniper nest is a heavily barricaded passage leading to the charred room where you found that glove.
>>
No. 942395 ID: 5139d2

rolled 1, 3, 1 = 5

>By way of apology
Mizer grudgingly accepts the lieutenant into the party.

>leading to the charred room where you found that glove.
"Seriously? What's the deal with this room, do you know anything Mezuryk?"

Is this passage at the top of the staircase, or just a branching path?
>>
No. 945968 ID: f57349

>>942395
>Is this passage at the top of the staircase, or just a branching path?
Top of the stairs. Mezuryk was peeking over the edge where another flight upward would have been. From the charred room you've essentially got two routes back down to the wider hallway, and two natural cavern pathways. The cave on the left, as you're coming from the stairwell, has a vaguely reptilian smell and is almost unnaturally quiet, while the one on the right through the third door has distant echoes of people talking - lots of people, like a busy marketplace, but probably at least a quarter-mile away - and an undertone that might be running water.
>rolled 1, 3, 1 = 5
Mezuryk is actually a vampire, and, even if not actively plotting to kill you all, at least very willing to given cause. The former-goblin lemur is more trustworthy, though far from absolutely so. Mezuryk does not yet realize that you know.
>>
No. 945983 ID: d9acdc

rolled 4, 2, 6 = 12

>>945968
Skip to the bottom of you want the short n sweet version.

Lizzy bounces in front of the new party member, grabbing his attention visually before asking if she can pull on his sleeve; apparently she feels it is important to do so since she wants to grab his attention, because she needs to ask him a question.
To anyone who points out the inanity of this course of action, she explains that tugging on sleeves is a good way to get someone's attention, but that you shouldn't touch without asking, especially not in a dangerous situation. There's a lot more elaboration on the various nuanced rules she's come to understand, but the end result has her pointing down the tunnel with voices.

"We want to get to the surface, and also to be safe, can we go down that tunnel to get help from other people who talk? I hear that when you need something you're supposed to ask, and it's easier to ask someone who understands things like what you're saying! And so, um, I think this would be a good choice to get us help. What do you think, is it safe?"

Lizzy asks the Lt if the tunnel with the voices is a good route to pick for finding help getting to the surface and to safety.
>>
No. 946176 ID: 094652

rolled 5, 1, 1 = 7

Sahara suddenly feels tired for some reason, as if the weight of a month without sunbeams has come crashing down on her. She leans on Eira and tries to focus on her ears for perception as she has lost motor control of her eyelids.

Ivori, for her part, remains suspicious of Mezuryk's sudden capitulation, but Lizzy will keep him distracted. Ivori studies Mezuryk closely for any details or weaknesses, just as she has done with everyone else in this party.
>>
No. 946312 ID: f57349

rolled 82 = 82

>>945983
Mezuryk doesn't think anything down here is really safe, but figures that's as a good a plan as any.

The indicated tunnel goes about 150' relatively straight, with a little twist to the left breaking line of sight to the last 20', then opens up into a natural-looking cave too large for torchlight to clearly reveal the far wall. At least two other exits on the left, and there's a cool breeze coming from a smaller (but still easily navigable) tunnel on the right, but the noise seems to be coming from straight ahead. Rolling for random encounter.
>>
No. 946313 ID: f57349

>>946312
> rolled 82 = 82
Blood-colored fog hangs low, swirling among the stalagmites, but as far as you can see the cave is otherwise unoccupied.
>>
No. 946320 ID: d9acdc

rolled 2, 3, 2 = 7

>>946313
Lets head for that tunnel with the voices then, checking for any fog being disturbed- areas where it's suspiciously displaced, absent, bunched up, moving abnormally, etc, while moving forwards.
>>
No. 946347 ID: 094652

rolled 3, 5, 2 = 10

"Careful. They live in the fog."

Ivori pricks her eyes and ears, waiting for the vampires to attack their party. Sahara's eyes dart open and begin glaring at any source of vampires she can find, including Ivori.
>>
No. 946501 ID: afdebc

rolled 4, 5, 5 = 14

>>946312
Eira pauses once the group reaches the cave, closes her eyes, and cups a hand to her ear, concentrating on the noise ahead, trying to make it out.
>>
No. 946595 ID: f57349

Marching along, 80' across the cave, another 40' through an almost corkscrew-shaped tunnel, there's a Y intersection, market noise is coming from the branch on the left. Assuming you keep going that way, maybe 100' relatively straight, a 90-degree turn to the left, another hundred feet, and you're at the "marketplace."

First thing you notice is an abrupt, invisible shift in the air. Across the bouncary, it smells like freshly fried goat, with undertones of honey and herbs. Tunnel expands to twenty or thirty feet wide, a jumble of stone blocks forming 'countertops' between knee and chest height, depending on the depth of rubble in front. Elvenoid silhouettes coalesce out of the fog, maneuver around each other, stop to 'haggle' with equally vague figures standing behind slabs, and disperse again whenever you look directly at them. All the ambient speech is in a foreign tongue, while individual words are further obscured by unnaturally prolonged echoes.

The whole place is apparently a vaguely haunted caricature of a busy market, background without foreground.
>>
No. 946756 ID: 3c4a2d

rolled 6, 1, 2 = 9

Lizzy is facinated, and rushes from "stall" to stall, hoping to catch something real. Marketplaces are always so exciting!

My guess is that she is ultimately unable to find anything of interest, and that we should move on; where to, I, as a player, have little input. The labyrinthine quality of this labyrinth has got me kinda stumped. Maybe we can backtrack and try some of those other forks? I dunno if any of that is new ground or not.
>>
No. 946802 ID: 094652

rolled 2, 6, 4 = 12

Sahara explains the illusion and weird pitholes behind each 'stall' as best she can. She also has a feeling this place is meant to keep treasure hunters from examining any deeper, so she looks for more treasure while in the middle of the party now that she has a team keeping her from walking to her doom.

Ivori simply rolls her eyes and keeps her bow notched, on the lookout for an ambush. She uses her experience in ambushes to point out the best areas for cover and positioning.
>>
No. 947218 ID: f57349

rolled 14 = 14

>>946756
Lizzie is accused of petty theft and dragged off to face judgement by the local lord. Everyone else sees her wander away in a trance, through what looked like a solid wall near the far end of the "marketplace" cave, about 200' away. There's also a more natural-looking tunnel to the left of the secret passage.

Inside the lord's manor, Lizzie marches dutifully to the great hall and waits until...
>>
No. 947219 ID: f57349

>>947218
...she realizes those aren't courtiers and guards going through the motions of official business before her trial can begin; they're just elvenoid bodies, empty shells of meat dancing and ululating mindlessly.

Room you're in is thirty feet wide, sixty feet long, and the arched ceiling averages fifteen feet high. You entered through a 10' wide vertical-pivot stone door in the center of one of the shorter walls. There's a throne of some darker sort of rock, nearly as wide as the door and proportionately high, centered at the far end of the room. The throne has been empty for a long, long time. Two more doors flanking it, and a bas relief cityscape carved into the wall between them.
>>
No. 947221 ID: d9acdc

rolled 2, 6, 1 = 9

>>947219
Let me try to see if I've got a handle on the story thus far. The separated expedition group found stragglers reuniting the in the throne room we started in. Lizzy sat in it, turned into a minotaur, and then was eventually slain, before being brought back with a healing potion which unfortunately didn't help her severed tendons. After wandering around she's now been separated from the group and left in a different empty throne room. How's she doing for hunger, thirst, injuries, and rest? Have her rations of wine and dried meat been significantly reduced? Here's her starting inventory list:
Kindling
>Jug of Wine
Canvas, fashioned into a wedding train-esque cape given her relatively small stature
>Candles, shaped like waxy millipedes crawling around on her.
Dried bugs Meat, mixed with ghee and other additives to create a crumbly, greasy trail mix.
>A consumable magic light source, stylized to resemble a lightning bug. Striking it activates it, and the casing allows it to be stuck to things easily and covered if needed. Pinned to a cool pointed hat is preferable.
Coin Purse

If she doesn't need to rest, let's try and go back out the door she came through.
>>
No. 947243 ID: 094652

rolled 6, 5, 2 = 13

Sahara: "Well, that's new!"
Ivori: "Hmph."

Ivori quickly studies the wall Lizzy went through for traps and opening methods while Sahara takes a peek at the tunnel opening.
>>
No. 947890 ID: c3da40

rolled 5, 3, 5 = 13

Lian will go to keep watch with his shoulder against the corner of the tunnel near the secret entrance, positioned to watch down the tunnel while keeping cover from it, occasionally glancing back into the room to keep an eye on his companions.

If a threat approaches he will move to interpose himself between it and his allies with a careless confidence despite not seeming very familiar with the spear.

Does Leandra's more monstrous instincts recognise anything in the red fog? Does it smell like blood?
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