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REFUGEVILLE
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Dis_Aster
 RE: REFUGEVILLE
Undying Aberration

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While I do agree with eventually taking an expedition to the village the God Box is in to acquire ingots, oil, and whatever else we can carry with us... we already used Call of the Wild for today to get a chicken. Though, your idea of summoning a creature that can sense the invisible monster is definitely a good one.

Also, you're thinking of the Plant Box, which is to the west, according to the scroll Aello took. Mind, I'd also be interested in checking out Aniro Village, and seeing what's up with the three people that went mad there, along with maybe salvaging whatever we can from there as well, but I'm not exactly sure how... belligerent the three villagers there will be. Either way, I'm interested in looking to the east and west for other landmarks of note, along with figuring out where the Plant and Brain Boxes are.
01-16-2018, 03:53 PM
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btp
 RE: REFUGEVILLE
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Does Preeray have any resources they would be able to make or trade with us?

A regular trade route would benefit both our relations and income. Even just having each group specialize in producing some material would be advantageous either to sell or stockpile.

Can our blessing of mind extend to those who may also be affected? Like the three mad inhabitants in the West?

I also like the idea of examining the god box. If the creature gives off heat, then snakes or other creatures that can see infrared would be helpful.
01-17-2018, 08:24 AM
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LoverIan
 RE: REFUGEVILLE

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(01-17-2018, 08:24 AM)btp Wrote: Can our blessing of mind extend to those who may also be affected? Like the three mad inhabitants in the West?

we could always try and find out. at the least, it means that if we send someone clothed in the wizard robe to their neither undeath nor mind-control will affect them.

>Send the most willing to try and chip 6 pieces of clay into amulets to leave as offerings at the graveyard. Clothe them in the wizard robe, and carry the lantern with them

>try and dice a piece of rabbit meat and see if the fish can be fed
>Use shovel and branches to try and create a small pond for fish to be fed and lay eggs in.
https://78.media.tumblr.com/766b7050c561...c0_500.png
Here's the concept I was going off of

>Use shovel and branches to create a hare hutch for later (to trap and release hare into), and send those with hooks to take care of the cobra quietly as possible

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(This post was last modified: 01-23-2018, 11:10 PM by LoverIan.)
01-17-2018, 12:47 PM
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Mayu_Zane
 RE: REFUGEVILLE

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(01-17-2018, 12:47 PM)LoverIan Wrote: >try and dice a piece of rabbit meat and see if the fish can be fed
>Use shovel and branches to try and create a small pond for fish to be fed and lay eggs in.
https://78.media.tumblr.com/766b7050c561...c0_500.png
Here's the concept I was going off of

>Use shovel and branches to create a hare hutch for later (to trap and release hare into), and send those with hooks to take care of the cobra quietly as possible

Your people construct a tiny pond for easy collection of fish, as well as a hare hutch. The two hook-users deftly kill the cobra nearby, and its meat and venom are collected.

[Image: U6x7oWN.jpg]

(01-17-2018, 08:24 AM)btp Wrote: Does Preeray have any resources they would be able to make or trade with us?

They’re still arguing about what else they can trade with Refugeville. They have an abundance of alligators and poisonous swamp water, though.

(01-17-2018, 08:24 AM)btp Wrote: Can our blessing of mind extend to those who may also be affected? Like the three mad inhabitants in the West?

Maybe!

(01-17-2018, 08:24 AM)btp Wrote: I also like the idea of examining the god box.

While the others were busy building the fish-pond and hare hutch, two explorers have already gone northwards to the God Box. You quickly trace their steps, and you find Mosstown once more.

[Image: WRVoZoM.jpg]

There is a group of very tall strangers here. Your explorers don’t know who they could be. They wear suits of plate armor, and they’re all armed. Giant warriors? You can hear them shouting.

Bucket-helmet: “I GOT IT BLEEDING JOJI!”

Joji?: “Good work! We got it on the defensive!”

Diamond-helmet: “Careful, there could be another one!”

Your two explorers are armed with stone axes. What should they do?

- RIDE THE HORSE INTO BATTLE

- Observe from afar

- Loot the buildings while the invisible monster and the strangers are distracted

- Run back home

- Something else!

>_


Population: 12 out of 24 shelter spaces
Allies: Preeray Village

Wealth: 1 crumbit

Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
1 Horse (Comet)

Plants:
12 tapioca (sapling, 18 days left)
10 mangould (sapling, 14 days left)

Weapons:
Iron Knife x 1 (4 crumbits)
Stone Axe x 5 (2 crumbits)
Stone Shovel x 1 (2 crumbits)
Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each)

Vehicles:
Crude Wooden Raft (Kori won’t buy it)

Guards:
Two Chain-Hook Users

Merchants:
Kori (Miscellaneous Goods)
Ogot (Building Materials)

Stockpile:
290 branches (1 crumbit for 4 branches)
5 beef jerky (5 crumbits each)
18 rabbit meat (2 crumbits each)
30 fish meat (2 crumbits each)
6 jar of milk (4 crumbits each)
5 loincloths (1 crumbit each)
30 pieces of clay (2 crumbits each)
188 stones

Buildings:
1 stone house (with basement)
1 shrine
1 palisade
1 fishpond
1 rabbit hutch

Items:
Leather Bag
4 Treated Bandages
Construction Manual
Yaranga Phrasebook

Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf.

Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement.

Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls.

Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.

Divine Artifacts:

Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville.

Blessings:

Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength.

Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them.

Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought.

Guarded Thoughts: Your people are protected from mind-altering poisons and curses. They cannot be brainwashed or mind controlled, not even by the Signet.


Curses:

Marked By The Signet: The Signet will never stop sending scouts.
02-12-2018, 10:52 AM
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Dis_Aster
 RE: REFUGEVILLE
Undying Aberration

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Loot the forge for the tools, ingots, and the pot of oil. They'll be of great use to us. Though, at the same time, use it as an opportunity to get a closer look. Though, do be careful, as that one fellow does bring up a point.
02-12-2018, 11:31 AM
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smuchmuch
 RE: REFUGEVILLE

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>Really tempted to turn into a wolf and help fight the creature. If these people fight monsters, they might be potential allies and I cannot think of any better way to show ur goodwill.

>And in the meantime the /other/ villager can discretly go take the loot, the ingots, the oil, and tools in a big bag and saddle the horse ready to run in case they AREN'T friendly after all.
02-12-2018, 01:19 PM
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Wessolf27
 RE: REFUGEVILLE

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(02-12-2018, 01:19 PM)smuchmuch Wrote: >Really tempted to turn into a wolf and help fight the creature. If these people fight monsters, they might be potential allies and I cannot think of any better way to show ur goodwill.

>And in the meantime the /other/ villager can discretly go take the loot, the ingots, the oil, and tools in a big bag and saddle the horse ready to run in case they AREN'T friendly after all.

I second this, though I advise on being a bit more discreet. They might be fighting the monsters, but if you just go out there directly as a wolf, they might think of you as a threat. Unless you can show some form of goodwill beforehand, it would be best to find some way to cripple the creature first. We've done it before, we can do it again.
02-12-2018, 06:40 PM
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SeaWyrm
 RE: REFUGEVILLE
The Roar of the Surf

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>Just loot and hide until you know more about these strangers
02-12-2018, 07:04 PM
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ICan'tGiveCredit
 RE: REFUGEVILLE
Demonic Kitchen Appliance

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> turn into a wolf, approach them and start dancing on your hind legs

"A day without a laugh is a day wasted."
[Image: Iv0bTLS.png][Image: Sm02KV6.png]
02-12-2018, 08:35 PM
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LoverIan
 RE: REFUGEVILLE

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>Ask if the Strangers are Signet

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[M]om - a textventure about Notail raising. how will you do =)


02-13-2018, 05:50 PM
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smuchmuch
 RE: REFUGEVILLE

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Oh I remembered there is one simple way to know if the strangers are signet for sure but it's terribly risky. Tracing the sigil of courage into the moss. If they go berserk at the sight of it, we know they are Signet. Of course then there would be both an invisible monter and three rampaging giant in the village so better do that after we loaded all the loot :p
(This post was last modified: 02-14-2018, 04:00 PM by smuchmuch.)
02-13-2018, 07:29 PM
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btp
 RE: REFUGEVILLE
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Alligators are a good source of leather and meat, maybe even some bone-tools/armor, though they're risky to catch.

They could perhaps boil the swamp water to distill the poison. Whatever toxin is in there could be stockpiled and laced on our pallisade.

And of course Kori may be interested in something as well.

As for this trio - when we loot we should specifically look for items that could help fight the creature. Start with the forge. Weapons are great, but oil or grease would be ideal for staining it and making it visible. Even if these three are Signet, if they're killing the beast, that would still make this area safer.

Also I doubt they are Signet. They seem too...normal?

Draw the symbol of courage on a large spot of moss (Or on the God Box) with some oil and then light it.
02-14-2018, 03:49 PM
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Mayu_Zane
 RE: REFUGEVILLE

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(02-12-2018, 07:04 PM)SeaWyrm Wrote: >Just loot and hide until you know more about these strangers

One explorer goes to quietly loot the forge while the other observes from afar. The three giant warriors easily end the invisible creature that’s been patrolling the moss. Whatever the creature was, it was incapable of penetrating the giants’ armor.

Joji: (talking to bucket-helmet) Well done, Strogan. That’s another pest off our list.

Strogan: (pointing to Diamond-helmet) Hey, I’ll gladly share the glory with Rezi. She’s the one who knocked it off me earlier.

Rezi: Too kind, Strogan. We should tell King Vondar the God Box is ready for expedition and eventual colonization.

Then, out of nowhere, another giant appears. An invisibility spell!

[Image: WiiFVLY.jpg]

???: There is no need. I have already sent ravens to Palace Stellarion. We will have scholars and more soldiers coming.

Joji: Ah, were you there all along, Nevis?

Nevis: Yes. And there are spies watching.

Nevis points to your explorer hiding near the forge.

Nevis: Minikin, comrades.

Joji: How many?

Nevis: Two, and a mini-horse.

Strogan: Do they look like good stock, Nevis?

Stock?

Nevis: They are of the Verezan tribe, but unusually healthy. Would be excellent for field work.

Rezi: We could always use more slaves.

Oh no. Oh no no no. You remember. You remember who these giants are. Dermilians.

They’re from Dermilyu, a kingdom of giants that conquers people they deem inferior. In their terms, it means ‘anyone smaller than us’. They have advanced technology, being among the first nations to invent plate armor and cannons. You remember their strange obsession with notions of superiority, more willing to start a war than trade with an ‘inferior nation’.

The Dermilians suffered numerous horrific defeats at the hands of the Signet’s forces, but the fact that they are here means they’re still determined to conquer. Still willing to enslave others.

Your explorers recognize the giants’ intent, and fortunately already finished looting. These items are added to their inventory:

- 1 pot of crude oil
- 9 iron ingots
- 2 steel hammers
- 2 steel pliers
- 2 boxes of matches
- 1 steel chain

The duo make a mad dash back home on horseback. However, Nevis is in hot pursuit. Though slower than a horse, Nevis is clearly able to track hoofprints.

Nevis seems to be more of a spy or an assassin than an outright soldier. She wears leather armor, and carries needles instead of knives, though each needle is definitely big enough to be a spear for your people. There are runes engraved on her clothing, possibly related to her invisibility spells.

What should the two explorers do?

- Splash oil on Nevis and set her on fire!
- Run to Refugeville and fight her with numbers on their side!
- Use the desert wasteland to your advantage; bury yourselves in sand and ambush her.
- Try to bargain with her.
- Fight her. She’s only wearing leather armor, and the stone axes can definitely hurt her. However, you don’t know how good her fighting skills are…
- Feign surrender.

>_


Population: 12 out of 24 shelter spaces
Allies: Preeray Village

Wealth: 1 crumbit

Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
1 Horse (Comet)

Plants:
12 tapioca (sapling, 18 days left)
10 mangould (sapling, 14 days left)

Weapons:
Iron Knife x 1 (4 crumbits)
Stone Axe x 5 (2 crumbits)
Stone Shovel x 1 (2 crumbits)
Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each)

Vehicles:
Crude Wooden Raft (Kori won’t buy it)

Guards:
Two Chain-Hook Users

Merchants:
Kori (Miscellaneous Goods)
Ogot (Building Materials)

Stockpile:
290 branches (1 crumbit for 4 branches)
5 beef jerky (5 crumbits each)
18 rabbit meat (2 crumbits each)
30 fish meat (2 crumbits each)
6 jar of milk (4 crumbits each)
5 loincloths (1 crumbit each)
30 pieces of clay (2 crumbits each)
188 stones

Buildings:
1 stone house (with basement)
1 shrine
1 palisade
1 fishpond
1 rabbit hutch

Items:
Leather Bag
4 Treated Bandages
Construction Manual
Yaranga Phrasebook

Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf.

Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement.

Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls.

Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.

Divine Artifacts:

Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville.

Blessings:

Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength.

Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them.

Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought.

Guarded Thoughts: Your people are protected from mind-altering poisons and curses. They cannot be brainwashed or mind controlled, not even by the Signet.


Curses:

Marked By The Signet: The Signet will never stop sending scouts.
02-16-2018, 11:26 AM
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Wessolf27
 RE: REFUGEVILLE

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Hrmm... it's going to be tough hiding from an opponent with invisibility, I say that if possible, it's best to limit her senses before escaping. And make escape a priority. You should definitely not fight these guys at the moment. It would also be dangerous if she ever finds the town in the case that she might bring with her others that would go in and conquer it.

An option might be to feign surrender and bide your time till you can escape under the cover of darkness.
02-16-2018, 07:10 PM
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smuchmuch
 RE: REFUGEVILLE

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We can't let her come close to refugeville.
I very much doubt we'd win an engagement even if

We will loose her and get rid of her with the two most dangrous rweapon we have: ruse and our overly deadly environement

I have a plan:

[Image: ZeFL76u.png]

1) Head to the pond full of rotten chickens that's just close South of the god box.
It is important she follows our villager in there so she can be nicely impreganted by the smell.
Just to be sure, we might as well take two rotting chickens in a bag for later.

One of our villager can turn into a wolf and use their canine smell to track how close she is, even if the spell hides more than jsut vision, hopefully it won't do her new smell of rotten chicken

2) Then imediatly head East and then after a while then back Suth and reach all the way back to The Twins territory.

The Twins are blind, once they are woken up by loud sounds they hunt by sound and smell.

The trick will be to wake them up when she's closer to the Twins than our two scavengers. Just to be sure tat crossing the river din't wash the smell too much, we can leave the sack of rotting chicken back in he right position.
What matters is that the twins rush into her dirrection first while our guys hghtail it far away as possible.

If we still can for the day, use call of the wild to have a bird fly over the twins and wake them up, even less risky that way. or maybe sacrifice our horse if push come to shove.

3) The twins should have pretty much stopped her from following but just to be sure, our villagers will go near the screaming cemetery. If she's jsut deayed and still following maybe she'll be foolish enought o try to touch the jewels (after all if you don't know the teick, you mught be tempted)

4) Out two guys loop back to the river by the West, wash themselves to shake any smell of themselves and then fllow the river upstream, an old trick to avoid leaving tracks up to Refugeville.
02-17-2018, 01:43 AM
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btp
 RE: REFUGEVILLE
word juggleryer

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I like this plan.
02-17-2018, 02:54 PM
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Wessolf27
 RE: REFUGEVILLE

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I concur with this plan.
02-17-2018, 07:19 PM
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LoverIan
 RE: REFUGEVILLE

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(02-17-2018, 01:43 AM)smuchmuch Wrote: We can't let her come close to refugeville.

>agreed
My original plan was to draw the mark of the signet into the moss to force them to deal with constant assault, but this works too.
too bad we cannot get close enough to draw the mark onto Nevis, as that would mean the twins would be forced to attack her
>at the screaming cemetery, make it look as though we are to pick a jewel up while resting. if they do not know the trick they will be even more susceptible

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[M]om - a textventure about Notail raising. how will you do =)


(This post was last modified: 02-18-2018, 04:21 PM by LoverIan.)
02-18-2018, 04:18 PM
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