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Finally... => Forum Games and Roleplaying => Topic started by: piecewise on February 22, 2019, 08:30:24 pm

Title: The Left-Hand Path
Post by: piecewise on February 22, 2019, 08:30:24 pm
This is a suggestion game. Sometimes CYOA if I think multiple choice is more fitting at the moment.

Make a suggestion of what to do or +1 the suggestion of another person. If we tie, I'll flip a coin or decide some other random way.

You are adrift in warmth. Floating, senses dull and mind foggy. It is comfortable here in this soft darkness and you are very tired. It feels like this is all that ever has been or ever will be. Soft things brush against you and you gasp, surprised by the sensation, and inhale fluid.

You jerk up into a sitting position, coughing violently, trying to get the thick fluids out of your throat. They're in your nose too and the sensation is terrible; you cough and blow your nose, eyes screwed shut.   When you try to open your eyes you feel a thick crust crumble off your eyelids and lashes. The world is blurry for a few seconds, just darkness and strange hazy lights before things come into focus.  You are naked, sitting in an old style bathtub. The tub is completely filled with blood and viscera, partially dried and frozen, a thick sludge of black coagulation and rusty powder.  The tub is sitting in a bathroom, next to a window. The window is broken and outside light from a nearby building's windows provides the only illumination in an otherwise pitch dark night.  Fat, slow snowflakes drift down from the black sky and glint as they cross into the light. Dull yellow illuminates the apparently abandoned room, everything dusty, broken, vandalized or decayed; a long counter with two sinks and a large sheet mirror sit on the side of the room opposite you. One of the sinks is smashed, as is most of the mirror, but the other sink and a section of mirror near it are still intact. The room smells overwhelmingly of mildew, dust, and what is probably the metallic tinge of blood. Next to the tub, standing perfectly still, is a human skeleton. Its arms are bent at the elbow and it is patiently holding what looks like a stack of clothing, towels and a note like some sort of loyal butler. It appears perfectly clean and bleached, like the anatomical skeleton you'd expect to see in a classroom, and how its joints and parts are remaining together you can't tell.

For some reason nothing about this frightens you, though you get the distinct feeling it should.

You look at the skeleton and notice something else about it. Sitting in its chest, pinned to the back vertebra via a thin nail, is a heart. Not a human one, you think. Maybe the heart of a pig or a cow? You're not sure why you think that, but it feels right.  And from that heart you can make out something more. At first you mistake it for some sort of veil of very thin material or even a cobweb. It is so thin and ephemeral that you doubt your eyes at first but...it is there. You trace its form with your eyes.  Shimmers of it lead upwards and you follow them with your eyes. Just above the skeleton's head the shimmer spreads out. It is as thin and translucent as the stuff around the heart, but it stretches unbroken across the entire length and breadth  of the room. It flows and ripples slightly, like the surface of a lake seen from under the water. You realize suddenly that the heart is pulling this surface down to it, like a metal ball pulling down and forming a pocket in a cloth sheet. 

Besides the sloshing of the fluids in the tub and your breathing, everything is silent.
Title: Re: The Left-Hand Path
Post by: IronyOwl on February 22, 2019, 08:36:43 pm
Well. Towel off, get dressed, and read the note.
Title: Re: The Left-Hand Path
Post by: Empiricist on February 22, 2019, 08:43:45 pm
Well. Towel off, get dressed, and read the note.
+1
Title: Re: The Left-Hand Path
Post by: Strider03 on February 22, 2019, 08:50:12 pm
Well. Towel off, get dressed, and read the note.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 22, 2019, 09:22:29 pm
Remove the skeleton's skull and wear it as a hat. Jump out the window, still naked.
Title: Re: The Left-Hand Path
Post by: MrThrowaway on February 22, 2019, 11:47:06 pm
Quote
Well. Towel off, get dressed, and read the note.
+1
Title: Re: The Left-Hand Path
Post by: Doomblade187 on February 22, 2019, 11:52:16 pm
Quote
Well. Towel off, get dressed, and read the note.
+1
+1!
Title: Re: The Left-Hand Path
Post by: Demonic Spoon on February 23, 2019, 05:34:22 am
Well. Towel off, get dressed, and read the note.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on February 23, 2019, 07:20:58 am
Well. Towel off, get dressed, and read the note.
+1
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 23, 2019, 08:35:45 am
Well. Towel off, get dressed, and read the note.
Also check ourselves in the mirror.
Title: Re: The Left-Hand Path
Post by: piecewise on February 23, 2019, 10:52:41 am
Well. Towel off, get dressed, and read the note.
Well. Towel off, get dressed, and read the note.
Also check ourselves in the mirror.

You stand up in the tub, thick fluids and chunks of viscera running off you as you do. You wobble a bit as you stand up straight, legs not quite sturdy, and grip the edge of the tub. You realize, in a vague sort of manner, that its quite cold here. You feel no pain or discomfort from it though and your breath doesn't fog up.  Standing on the bare tile floor with your goo covered feet is difficult, so you grab a towel from the skeleton and go lean against the countertop until you can at least get your feet dried off.  It takes a while of scrubbing and washing yourself with water from the amazingly still operating sink before you've got yourself clean. Your hair is relatively short but getting the gore out of it takes the longest and there's still blood under your finger and toe nails.

Through your cleaning and some careful looks in the mirror you discover what you look like.  You're not a particularly attractive nor ugly man, fairly average you would say. Your hair is black, at least it looks it in this light, and badly messed up, spiked and frizzed in all directions from the bath. You have a large forehead and a long nose, a mouth that seems like it spent a lot of time frowning, and pale green eyes.  Your skin is somewhat pale and sallow in complexion and there are the beginnings of dark rings under your eyes. More than that there are scars all over you; not big ones but noticeable. You find them along the back of your jaw, on your hair line, several on your hands and forearms, though these are far more erratic than the apparently deliberate lines on your face. Your left thumb is the most scarred, covered in tiny lumps and lines of hard tissue.

Once you're clean, you return to the skeleton and take the pile of clothing and the letter. The clothing is very plain: dull gray pants, black boxers, a button up long sleeve shirt and a fairly large dark green jacket that covers down to just above your knees and has a combination hood and built in muffler.  Once you're dressed you double check that your hands are clean and then open the letter. The envelope is plain paper with no distinguishing marks. Inside it you find two three things. The first is a note card with the following written on it in a precise but oddly flowing handwriting:

"Touch your blood to the heart to command this vessel."  and on the back "Alexander Kelley"

The next object is a gold ring. The band is plain and unadorned but there is a gold skull set into it, its open mouth holding a dull red stone, maybe a ruby. The skull is wearing a crown, the points of which are needle sharp and can easily draw blood. The inside of the band is engraved with a script you don't recognize, mostly straight lines ending in tiny circles with a few curved letters here and there.

The last object is a business card. It reads:

Code: [Select]
MORIBUND PRIVATE LIBRARY
15156 Ergot lane
Rare books and Arcanum
Open 6pm - 6am

And on the back, in the same script as the note card, someone has written "Ask for Esme"
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 23, 2019, 11:40:05 am
Take a look around to make sure nobody is watching. If this is something that should frighten us but doesn't, then maybe we aren't completely normal.

Wear the ring and try it out by drawing some blood and touching it on the heart. Make extra certain we don't mix any of the bathtub blood with ours. First because it's unsanitary and second because it's against the letter's instructions.


It says touch your blood and I don't think that's our blood under our fingernails.
Title: Re: The Left-Hand Path
Post by: Dustan Hache on February 23, 2019, 12:55:06 pm
oh, and dont forget to nickname the skeleton Piecewise before we leave it.
Title: Re: The Left-Hand Path
Post by: Tomasque on February 23, 2019, 02:09:32 pm
oh, and dont forget to nickname the skeleton Piecewise before we leave it.
+1
Title: Re: The Left-Hand Path
Post by: Strider03 on February 23, 2019, 02:31:47 pm
oh, and dont forget to nickname the skeleton Piecewise before we leave it.
+1 it better be a good nickname
Title: Re: The Left-Hand Path
Post by: Whisperling on February 23, 2019, 03:01:42 pm
PTW
Title: Re: The Left-Hand Path
Post by: King Zultan on February 24, 2019, 06:54:00 am
Take a look around to make sure nobody is watching. If this is something that should frighten us but doesn't, then maybe we aren't completely normal.

Wear the ring and try it out by drawing some blood and touching it on the heart. Make extra certain we don't mix any of the bathtub blood with ours. First because it's unsanitary and second because it's against the letter's instructions.


It says touch your blood and I don't think that's our blood under our fingernails.
oh, and dont forget to nickname the skeleton Piecewise before we leave it.
+1 it better be a good nickname
+1
Title: Re: The Left-Hand Path
Post by: piecewise on February 24, 2019, 12:56:10 pm
Take a look around to make sure nobody is watching. If this is something that should frighten us but doesn't, then maybe we aren't completely normal.

Wear the ring and try it out by drawing some blood and touching it on the heart. Make extra certain we don't mix any of the bathtub blood with ours. First because it's unsanitary and second because it's against the letter's instructions.


It says touch your blood and I don't think that's our blood under our fingernails.
oh, and dont forget to nickname the skeleton Piecewise before we leave it.
You put the ring on your right ring finger. For some reason that seems like where it should go. You put the rest of the items in the pocket of your jacket. After everything has been squared away you take a look around the room. For some reason you are worried about being watched; however besides the broken open window and the possible observers from outside you can find no sign of anyone else watching. The bathroom has only one doorway out of it, leading into a bedroom of sorts with a tv and writing desk. A hotel room.  The door out of the room is shut, the deadbolt and chain in place. The windows in here have their shades drawn and the room is almost completely black, just slightly illuminated by the light coming from the bathroom. You step back into the bathroom but only stop once you're sure you're out of the line of anyone watching through the window.

You look at the ring for a moment and then reposition it, flipping it so that the spikes of the crown point outward, away from your hand. You notice as you do this that the dull ruby seems to have a slight glow to it now. Maybe its just catching the light better like this? You press your left thumb against points of the crown and easily draw a fresh red drop of blood. Balancing it on the tip of your thumb, you reach under and inside the skeleton's rib cage and press the drop against the heart. As you pull your hand back,you notice what looks like a thin strand of that same cobweb like iridescent substance that is floating just above your head. Its running from your thumb to the heart and seems to pass straight through the bone of the rib cage.  You can hear a soft "Lubdub" of a heart beating in your head and feel a strange sort of indecision. It is the same feeling as attempting to make a decision and though you're feeling it you know it is not your feeling.

As you ponder this strange feeling you suddenly feel as though this skeleton needs a name. Using a bit of the blood still on your finger, you trace a large "P" on the skeleton's forehead and silently name it "Piecewise". You're not sure why...but you think the name fits.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 24, 2019, 02:16:03 pm
Note to self that we are named Alex, in case anyone asks.

Now, I have a plan, and that plan is to go get drunk. Unfortunately we have a bit of a problem, that being that we don't have any money. So first search the room for some stash of currency. What kind of dickwad leaves a note to their future helpless naive self without any money in it? Outrageous.

Oh yeah, meanwhile mentally command the skeleton to juggle it's own skull.
Title: Re: The Left-Hand Path
Post by: Strider03 on February 24, 2019, 05:23:01 pm
Note to self that we are named Alex, in case anyone asks.

Now, I have a plan, and that plan is to go get drunk. Unfortunately we have a bit of a problem, that being that we don't have any money. So first search the room for some stash of currency. What kind of dickwad leaves a note to their future helpless naive self without any money in it? Outrageous.

Oh yeah, meanwhile mentally command the skeleton to juggle it's own skull.

+1. Then check the limits of our ability to command, by ordering it to find money, and seeing if it has some idea of how to do that, or just rummages around the room blindly like we would.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 24, 2019, 06:49:21 pm
Come now, Alex is so boring. Why not something more grand and mystical, like Fyodor Mendelayef or Esteban Villalobos or Arturo Rosetti or Henry Byrd?

Order the skeleton to move around. Try to do so both verbally and by focusing on that feeling of indecision and making a decision. Watch how the thing we see above us responds to our commands and its movements.

Order it to speak. If it can speak, order it to tell us what's going on. It's a long shot, but it's worth a try.
Title: Re: The Left-Hand Path
Post by: IronyOwl on February 24, 2019, 08:14:06 pm
Come now, Alex is so boring. Why not something more grand and mystical, like Fyodor Mendelayef or Esteban Villalobos or Arturo Rosetti or Henry Byrd?

Order the skeleton to move around. Try to do so both verbally and by focusing on that feeling of indecision and making a decision. Watch how the thing we see above us responds to our commands and its movements.

Order it to speak. If it can speak, order it to tell us what's going on. It's a long shot, but it's worth a try.

+1

We should hold off on naming ourselves until somebody wants to know and there's no time to think of a good one and we just end up naming ourselves Table Portrait or Grey Car.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 24, 2019, 08:40:33 pm
There was the name on the card... that's where I got Alex from. It's shortened from Alexander, which is presumably our real name or the name of someone important. I didn't pick the exact name on the card in case it's, you know, not us.
But "Alex" should help jog the memory of anyone we meet who knew up before, as well.

Also it's a non-gendered name, which is gud for reasons
Title: Re: The Left-Hand Path
Post by: King Zultan on February 25, 2019, 07:51:59 am
Come now, Alex is so boring. Why not something more grand and mystical, like Fyodor Mendelayef or Esteban Villalobos or Arturo Rosetti or Henry Byrd?

Order the skeleton to move around. Try to do so both verbally and by focusing on that feeling of indecision and making a decision. Watch how the thing we see above us responds to our commands and its movements.

Order it to speak. If it can speak, order it to tell us what's going on. It's a long shot, but it's worth a try.

+1

We should hold off on naming ourselves until somebody wants to know and there's no time to think of a good one and we just end up naming ourselves Table Portrait or Grey Car.
+1 Why not name our selves Zoidberg?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 25, 2019, 04:19:51 pm
Come now, Alex is so boring. Why not something more grand and mystical, like Fyodor Mendelayef or Esteban Villalobos or Arturo Rosetti or Henry Byrd?

Order the skeleton to move around. Try to do so both verbally and by focusing on that feeling of indecision and making a decision. Watch how the thing we see above us responds to our commands and its movements.

Order it to speak. If it can speak, order it to tell us what's going on. It's a long shot, but it's worth a try.

+1

We should hold off on naming ourselves until somebody wants to know and there's no time to think of a good one and we just end up naming ourselves Table Portrait or Grey Car.
+1 Why not name our selves Zoidberg?

Intended to PTW, but...

+1 to naming ourselves Alex Zoidberg.
Title: Re: The Left-Hand Path
Post by: syvarris on February 25, 2019, 05:42:52 pm
+1 to naming ourselves Alex, and +1 to Paris' boldtext.  -1 to naming ourselves Zoidberg.
Title: Re: The Left-Hand Path
Post by: piecewise on February 26, 2019, 11:45:48 am
Come now, Alex is so boring. Why not something more grand and mystical, like Fyodor Mendelayef or Esteban Villalobos or Arturo Rosetti or Henry Byrd?

Order the skeleton to move around. Try to do so both verbally and by focusing on that feeling of indecision and making a decision. Watch how the thing we see above us responds to our commands and its movements.

Order it to speak. If it can speak, order it to tell us what's going on. It's a long shot, but it's worth a try.

You look at the skeleton and consider for a moment what you should command it to do. You decide to try something small and think about it putting its arms down -its been holding them up even after you've taken everything from it. The skel... Piecewise lowers...his you suppose. Piecewise lowers his arms in a reasonable fashion; they don't suddenly go limp or shoot down to his sides or anything. Hmm. You try again, this time with words, telling him to raise his arms. He responds similarly though he raises his arms above his head this time. After a few more tries it seems like mental commands are the most effective and least likely to be misinterpreted.  As you do this you watch the...whatever it is above your head and how it reacts.  When you command Piecewise there is a slight flicker along the thread that connects from your thumb to his heart but the sheet or plane or surface or whatever it is above the skeleton does't seem to react.  However, as you do this something comes gliding in through the wall. Its traveling along the plane, dipping in and out, above and below it, seemingly swimming. It looks something like a fish or an eel or a ray or skate or a mixture of all of them. The sort of primordial thing that you could imagine gliding through the oceans somewhere near the birth of life.  It pays you no mind, but circles the "Well" or divot in the plane made by the skeleton.  It is as you are looking at this that you decide to look straight up and see that you too are creating a well in that cobweby plane.

The ghostly creature seems to lose interest in a few moments and swims off, passing through the far wall.  You watch for a moment and then get back to business. You order piecewise to speak its...his name and it does so, though His voice is little more than a barely audible whisper that you could easily mistake for a gentle breeze. When you order him to tell you what is going on however, he only repeats the words. You try it in a dozen different ways, different phrases, but he either says nothing or just repeats. You suppose that he might not have a mind, might be nothing but an automaton.

You decide that, if anyone were to ask you your name, Alex is what you would tell them.
Title: Re: The Left-Hand Path
Post by: Devastator on February 26, 2019, 08:37:27 pm
Ask piecewise to do something impossible.  Like, say, float upwards to the ceiling.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 26, 2019, 08:45:06 pm
Ask piecewise to do something impossible.  Like, say, float upwards to the ceiling.

+1. Or ask him to create/locate food. Something unnatural yet practical, etc.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 26, 2019, 08:52:05 pm
Tell him to grow flesh and become a real boy.
Title: Re: The Left-Hand Path
Post by: IronyOwl on February 26, 2019, 09:49:09 pm
Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

Look around for concealing clothes to let Piecewise come with us without attracting undue racism and bigotry. Also look around for a map or something so we can figure out where this address we were given is.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 26, 2019, 09:51:41 pm
Like, look out the window. Where even are we. What's it like.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 26, 2019, 09:56:09 pm
Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

An abandoned hotel room.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 27, 2019, 02:21:11 am
Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

Look around for concealing clothes to let Piecewise come with us without attracting undue racism and bigotry. Also look around for a map or something so we can figure out where this address we were given is.
Maybe he can hide in a closet or something?
Piecewise could be a literal skeleton in our closet.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 27, 2019, 06:17:19 am
Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

Look around for concealing clothes to let Piecewise come with us without attracting undue racism and bigotry. Also look around for a map or something so we can figure out where this address we were given is.
Maybe he can hide in a closet or something?
Piecewise could be a literal skeleton in our closet.
We could cover it in a sheet and say its a ghost.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 27, 2019, 01:51:30 pm
Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

Look around for concealing clothes to let Piecewise come with us without attracting undue racism and bigotry. Also look around for a map or something so we can figure out where this address we were given is.
Maybe he can hide in a closet or something?
Piecewise could be a literal skeleton in our closet.
We could cover it in a sheet and say its a ghost.

+1
Title: Re: The Left-Hand Path
Post by: piecewise on February 28, 2019, 01:15:37 pm
Ask piecewise to do something impossible.  Like, say, float upwards to the ceiling.

Like, look out the window. Where even are we. What's it like.

Hrm. Gonna be hard to carry him around with us. But then, I guess we might be crashing here? Hard to say, our note just said to ask for someone in the library. Though this is a hotel room and we don't feel like being caught, so maybe skidaddling is better...

Look around for concealing clothes to let Piecewise come with us without attracting undue racism and bigotry. Also look around for a map or something so we can figure out where this address we were given is.

You concentrate on sending a command to Piecewise, asking him to do something impossible. You decide to command him to hover.  For a few seconds he just sort of stands there but then he raises himself up onto his toes and starts hopping up and down.  Hmm it seems as though he's trying his best to accomplish the task, but is unable to fully comply. He would probably just keep trying indefinitely if you didn't tell him to stop, so you cancel the order.  This is an important point, you think, because it means the Skeleton lacks any sort of restraint against doing the impossible; it will simply attempt to comply as best as possible.

You go over to the open window and look around. Most of your view taken up by the huge concrete apartment building across from you, but to the left you see that there is a small strip of grass that runs between the buildings and acts as a border of sorts, and then a chainlink fence, a steep hill, and then an industrial park/ship yards out by what looks like a harbor. Hard to see at night but this is your best interpretation via the lights. To the right is the front of both this hotel and the apartments, and a street. That street looks reasonably trafficked and leads into the city. The lights are on and the great concrete buildings of the city are lit like Christmas tombstones in the dark. There must not be any threat of an air raid tonight if the lights are all on like that.  You stop and lean back into the room.  Air raid? How did  you know that?  You're not even sure what the city is called but...somehow you knew about the air raids. That is very odd indeed.

You do a quick search around the room, looking for some kind of clothing for the skeleton. There are molding sheets on the bed but thats about as close as you get to any kind of clothing, at least in this room. The small closet is empty save for some wire coat hangers and the only thing the drawers of the end tables and and such contain are dust, an ash tray, and a formerly inhabited spider web. 
Title: Re: The Left-Hand Path
Post by: King Zultan on March 01, 2019, 09:53:28 am
Just put the sheet over him for now, we can get clothing later.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 01, 2019, 12:16:42 pm
Just put the sheet over him for now, we can get clothing later.
And make him walk into the closet.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 01, 2019, 02:20:41 pm
You concentrate on sending a command to Piecewise, asking him to do something impossible. You decide to command him to hover.  For a few seconds he just sort of stands there but then he raises himself up onto his toes and starts hopping up and down. 

Advise skeleton that this is now known as hover mode. Purpose: So we can later say something like "PIECEWISE. ENTER HOVER MODE!" and then watch him start proudly bouncing on his lil' skelly toes. Additionally, this will test if we can pre-program commands into him.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 01, 2019, 04:47:22 pm
Regardless of whether we're taking Ghost Piecewise with us, let's try to find this Moribund Private Library mentioned on the business card.
Title: Re: The Left-Hand Path
Post by: piecewise on March 02, 2019, 11:12:12 am
You concentrate on sending a command to Piecewise, asking him to do something impossible. You decide to command him to hover.  For a few seconds he just sort of stands there but then he raises himself up onto his toes and starts hopping up and down. 

Advise skeleton that this is now known as hover mode. Purpose: So we can later say something like "PIECEWISE. ENTER HOVER MODE!" and then watch him start proudly bouncing on his lil' skelly toes. Additionally, this will test if we can pre-program commands into him.
You tell piecewise that his hopping attempts to hover are now what you'll call "Hover mode". You wait a minute or two and then think "Hover mode" at him. He responds by starting to hop in the same way as before.

Just put the sheet over him for now, we can get clothing later.
And make him walk into the closet.
Just put the sheet over him for now, we can get clothing later.
Despite fragmentary knowledge of the world, you're not really sure how the general population will feel about an animated skeleton. It seems normal to you but it might not be. You have a vague sense that people might dislike the meddling with of corpses.  So you take the moldering bed sheet and drape it over the skeleton before commanding him to walk into the small closet and curl up in the corner. Once in place he's pretty inconspicuous; seemingly just a lump of wadded up bedclothes. You close the door to the closet and note that the thin thread that runs from your pricked thumb passes straight though the door and other solid matter, invariably pointing back to the closet.

Regardless of whether we're taking Ghost Piecewise with us, let's try to find this Moribund Private Library mentioned on the business card.
You unlock the door to the hotel room and take note of the room number as you leave. 432. Might be good to come back here some time and grab piecewise but...well you suppose the little "thread" from your finger would let you find him again. The rest of the hotel is equally abandoned and dilapidated, though not to a great degree. You don't worry about floors collapsing under your feet or that the ceiling might cave in, but the paint is peeling, the doors hang open and the rugs are molding. You take the stairs down to the bottom floor and out into the lobby. Its a big place, plenty of room for guests to mill around between the now scattered and decaying sofas and refreshment tables. A chandelier lies in a heap, rusted skeleton still draped in crystal glass. The big glass front doors are surprisingly still intact and swing easily open as you push through into the night beyond.  Front drive and valet area are completely coated in snow and you have to struggle through it till you hit the road.

You look at the card again and then look around at the street signs. This street is called Hemlock road and the nearest intersection is with Nightshade Lane. Judging by the names, Ergot probably isn't far from here. You choose to head right first and follow this road several blocks until finally giving up and turning back. This time you head left and find Ergot just one street down, after Wolfsbane Road. You check the address again and follow the road towards the number. Its quite silent out, and you have seen only a handful of people in this entire time, all of which are similarly bundled up and seem to be making a concerted effort to ignore you and everyone else. That strange layer or plane of iridescent cobwebs is still there, and to your surprise seems to be always at about the same height, just a bit above your head. You see more creatures in it; almost all of them following the primordial fish sort of plan but a few are different. Crab spider things, eels, even, very high up, a whale like creature that you glimpsed only for a few moments.  Whats more, every person you see seems to be producing a similar "Well" in that layer, just like you and the skeleton.

After maybe 20 minutes of walking you arrive at the address indicated on the card. The building it belongs to is a large one, maybe three stories, and built with a solid Romanesque appearance, like an old cathedral cast in concrete instead of stone and mortar. There's light coming from the arched windows but no sign or any identifying markings on the building and the big verdigris covered double doors are shut tight with a thin layer of windblown snow covering the stairs in front of them.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 02, 2019, 11:21:02 am
Knock on the front door. Also, at some point we need to find out if everyone around here can see flying ghost fish, or if it's just us.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 02, 2019, 03:15:32 pm
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 02, 2019, 04:48:51 pm
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?

Also also hey, can he communicate with us telepathically, and can we still communicate with him at distance? We should send a mental command of some sort and request information (is it dark in the closet, etc) and a confirmation that he has received said request.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 02, 2019, 05:37:46 pm
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?

Also also hey, can he communicate with us telepathically, and can we still communicate with him at distance? We should send a mental command of some sort and request information (is it dark in the closet, etc) and a confirmation that he has received said request.
Knock on the front door. Also, at some point we need to find out if everyone around here can see flying ghost fish, or if it's just us.
These are all very good questions. +1 to the actionable bits.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 03, 2019, 08:37:45 am
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?

Also also hey, can he communicate with us telepathically, and can we still communicate with him at distance? We should send a mental command of some sort and request information (is it dark in the closet, etc) and a confirmation that he has received said request.
Knock on the front door. Also, at some point we need to find out if everyone around here can see flying ghost fish, or if it's just us.
These are all very good questions. +1 to the actionable bits.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 03, 2019, 09:52:08 am
Also enter the bookstore maybe.
Title: Re: The Left-Hand Path
Post by: piecewise on March 05, 2019, 11:20:06 am
It would also be good to test how much Piecewise relies on our own perception and knowledge and how much he can understand about the world on his own. Can he find his way to us when there's a wall between us? Can he automatically open a door or does he need to be instructed to do so? Can he find a shorter path than the one we took/know about? Can he see the strange creatures on the plane?

Also also hey, can he communicate with us telepathically, and can we still communicate with him at distance? We should send a mental command of some sort and request information (is it dark in the closet, etc) and a confirmation that he has received said request.
You concentrate on Piecewise and mentally ask him a question about the state of the closet.  You don't get a vision of the closet, nor do you get a verbal response, but you do have a very odd feeling. Its almost like deja vu, a memory that feels profoundly out of place seems to pop into your head. Not a sense memory either, just the knowledge that the closet is dark.

Knock on the front door. Also, at some point we need to find out if everyone around here can see flying ghost fish, or if it's just us.
Knowledge of the sensory perception of a skeleton now gained, you cross the street over to the building and, after a quick straightening of your clothing and a double check that there's no blood hidden in the lines of your face, knock three times.  You wait a good 30 seconds and are about to start knocking again when one of the big double doors slowly creaks open.  The one behind it is a man, who has his shoulder up to the door and is peering out through the opening with what might be described as angry curiosity. He immediately reminds you of a horned owl: tufts of white hair, angry brow, hooked nose.  The left side of his face is is potmarked with scars and the eye on that side is clearly glass. He's missing most of his left arm as well.

He gives you  a look up and down and then tilts his head a bit.

"You just gonna stand there mute?  State your business or be off with you." he says, thrusting his pointed chin at you as he speaks.
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 05, 2019, 11:24:12 am
"Sorry, it would be nearly impossible for anyone to be more clueless than I am. I believe that I'm supposed to ask for Esme?"
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 05, 2019, 01:47:45 pm
"Sorry, it would be nearly impossible for anyone to be more clueless than I am. I believe that I'm supposed to ask for Esme?"

+1 to this response, and flash the business card with a dramatic flourish (https://i.postimg.cc/SxzgVz29/yugioh-disyercard.gif).

Also
Quote
[He immediately reminds you of a horned owl: tufts of white hair, angry brow, hooked nose. (https://i.imgur.com/foKMsnz.gif)]
Title: Re: The Left-Hand Path
Post by: King Zultan on March 06, 2019, 04:28:24 am
"Sorry, it would be nearly impossible for anyone to be more clueless than I am. I believe that I'm supposed to ask for Esme?"

+1 to this response, and flash the business card with a dramatic flourish (https://i.postimg.cc/SxzgVz29/yugioh-disyercard.gif).

Also
Quote
[He immediately reminds you of a horned owl: tufts of white hair, angry brow, hooked nose. (https://i.imgur.com/foKMsnz.gif)]
+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 06, 2019, 10:29:32 am
"Sorry, it would be nearly impossible for anyone to be more clueless than I am. I believe that I'm supposed to ask for Esme?" You say, producing the business card and handing it over to him.  He shifts his position so that he can get his right arm through the door and grabs the card. He looks it over in an odd sort of way, as though it is some sort of foreign insect that he is examining, turning it over and over and even looking at the edges of it. After a few moments he grunts and hands it back. He shoves the door the rest of the way open and then jerks his head towards the interior. You notice he has an old military sabre dangling from his belt. It looks quite out of place considering the rest of his porter-like uniform.

"Esme is down in the records room. Follow the signs. Try nothing funny, lad, else you'll regret it."

You consider asking what he means by that but you have the distinct feeling he won't explain himself. You're about to head in when you remember something.

"By the way," You say and point at one of the spectral fish things gliding by just overhead, "Do you see that?"

The man's eyes narrow and you feel the intensity of his stare ratchet up by a few orders of magnitude. His eyes...well the right eye at least...darts rapidly from you, up to where you're indicating and back down in a fraction of a second.

"No." He says slowly, "Is there something I ought to be seeing?" There's a definite tension to him now and you notice how his right hand has very slightly changed orientation, so that he could more easily grab the handle of his sabre.
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 06, 2019, 10:39:48 am
"Dunno, didn't I literally just tell you how clueless I am? I have no idea what I'm supposed to be seeing, or what you're supposed to be seeing, or what you are seeing, or what I'm seeing really. Whatever, it's probably hallucinations."
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 06, 2019, 11:16:39 am
Note to self: should probably only ask this question to people who have strands linking them to something else, like we do. Or at least people less paranoid and/or less likely to stab us for doing so.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 06, 2019, 01:35:13 pm
Note to self: should probably only ask this question to people who have strands linking them to something else, like we do. Or at least people less paranoid and/or less likely to stab us for doing so.

Science complete, normies can't see spectral ocean life. Apologize for the mistake, and assure him you also want exactly zero trouble and are only here on invitation and by curiosity.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 07, 2019, 07:28:57 am
Note to self: should probably only ask this question to people who have strands linking them to something else, like we do. Or at least people less paranoid and/or less likely to stab us for doing so.

Science complete, normies can't see spectral ocean life. Apologize for the mistake, and assure him you also want exactly zero trouble and are only here on invitation and by curiosity.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 08, 2019, 09:52:05 am
Note to self: should probably only ask this question to people who have strands linking them to something else, like we do. Or at least people less paranoid and/or less likely to stab us for doing so.

Science complete, normies can't see spectral ocean life. Apologize for the mistake, and assure him you also want exactly zero trouble and are only here on invitation and by curiosity.
"No. No, sorry I just thought I saw something strange." You say, scratching your head in what you hope is an effective pantomime of being confused, "Don't worry about it. I'm not here to cause trouble, just to see Esme."

The man slowly relaxes and takes a step back from the door so you can enter, though he doesn't say anything more.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 08, 2019, 01:09:20 pm
In we go, follow the signs down to Esme.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 09, 2019, 04:51:08 am
In we go, follow the signs down to Esme.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 10, 2019, 11:08:20 am
You squeeze past the man and are thankful when he doesn't stab you in the back. Through the first pair of giant doors is a small room, nothing more than an empty chamber containing a chair propped up against one wall. Its tiled in austere white squares and reminds you of a hospital for some reason. Across from you is another, smaller pair of doors that no doubt lead into the Library proper. As you walk to them you notice the one armed man close the outer doors and then go and sit on the chair, leaning back against the wall.

The inner doors lead into a huge and strangely dimly lit room. The floor is polished black stone and all around you are towering bookshelves of mahogany, stacked high with all manner of books. The only light comes from wall mounted lights that are designed to look like ornate candelabras but with electrical bulbs on the tips of their antler like formations. This means that the actual halls between the shelves are quite dark. You check around and find a sign for "RECORDS" that points deeper in. You follow it, looking around as you do. The ceiling above you isn't solid, a shaft runs straight up through several stories until it reaches what once must have been a skylight, though now it has been completely covered in a metal shutter. There is a tremendous smell of old paper and incense as you walk between the shelves and the silence is of that oppressive sort that feels like it has physical weight.

The signs lead to a stairway that goes both up to higher levels and down to the apparently underground records area. You follow it down several fights before it ends at what looks more like a bulkhead door than anything that belongs in a library. Through it is a room with a ceiling just slightly taller than you are and with passages apparently carved directly into the living stone and then coated in some kind of semi-translucent red lacquer. Wooden cabinets  and shelves are arrayed in long lines and connecting passages intercept these lines at right angles. Bare electric bulbs are set into the ceiling and provide regular pools of light with sections of darkness in between them.  It is thanks to this odd arrangement that you notice the woman a while away from you checking one of the card cabinets with a flashlight. You walk towards her and she doesn't seem to notice you coming, giving you time to look her over. Her age is difficult to tell; she doesn't appear old, though most of her face is away from you, but her hair is an odd mix of orange-red with streaks of white and gray. She's wearing a long dress the color of pine needles and a cream colored shawl that covers her shoulders and almost reaches her waist. As you get within maybe 10 feet of her she finally notices you and looks up, shining the flashlight at you for a moment before lowering it.

"Sorry" She says, "Rude to shine the light in someone's eye..." She trails off as she gets a good look at you.  Your first impressions were right, she's not old. Maybe 30 or a bit less?  Her face is round, soft, and almost childlike with large green eyes. A guileless face.  Her eyes stay on you, her mouth slightly open, her breathing slow and deep.

"Esme?" You ask, your tone uncertain.

She seems to snap out of whatever reverie she was in and nods. She looks you over again and then gestures at you.

"Show me your hands." she says and you do so.

She examines first your right hand, stopping to look at the ring, and then the left, stopping to look at the thumb and its new pinprick injury.

"Do you have a servant?" She asks, holding your left hand up to the same level as your face. 
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 10, 2019, 11:51:31 am
"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Try to show how clueless we are and try to gain more information. She seems like a trustworthy and knowledgeable individual.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 11, 2019, 09:20:31 am
"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Try to show how clueless we are and try to gain more information. She seems like a trustworthy and knowledgeable individual.
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 11, 2019, 09:23:52 am
Oh, also, this seems like the sort of person we should ask about the thing we see and whether or not she can see it too.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 11, 2019, 01:03:11 pm
Oh, also, this seems like the sort of person we should ask about the thing we see and whether or not she can see it too.
"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Try to show how clueless we are and try to gain more information. She seems like a trustworthy and knowledgeable individual.
+1

All of this is a good idea, but first thank her for the invitation. I also remain suspicious of people who have a business card specifically for "found yourself unconscious in a bathtub filled with gore next to a magic skeleton who is likewise filled with choice animal organs? Call X", but we don't have much else to go on right now.
Title: Re: The Left-Hand Path
Post by: piecewise on March 12, 2019, 10:07:55 am
"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Try to show how clueless we are and try to gain more information. She seems like a trustworthy and knowledgeable individual.
Oh, also, this seems like the sort of person we should ask about the thing we see and whether or not she can see it too.
Oh, also, this seems like the sort of person we should ask about the thing we see and whether or not she can see it too.
"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Try to show how clueless we are and try to gain more information. She seems like a trustworthy and knowledgeable individual.
+1

All of this is a good idea, but first thank her for the invitation. I also remain suspicious of people who have a business card specifically for "found yourself unconscious in a bathtub filled with gore next to a magic skeleton who is likewise filled with choice animal organs? Call X", but we don't have much else to go on right now.

"If you mean the skeleton that obeys my commands then yes. It was there when I woke up."

Esme nods once. "You need to either get it here or sever your connection to it. They could..." She seems to be about to go on but stops and squints, thinking.  You interrupt her.

"By the way, can you see this?" You gesture at the strange plane that is still just above your head, even down here.  She looks at you a moment and then shakes her head.

"I'm not a necromancer, I can't see the Anima. At least not without tools. Listen, how much do you know? How much do you remember?"

You recount a shortened version of your time in the hotel, finding the card that leads here, and your fragmentary memory.

"Enough to work with and items to bridge the gap." Esme mumbles to herself before addressing you again, "You look like someone I used to know many years ago, though you don't seem to have aged at all if that's true." She claps her hands together in decision, "Alright, first things first, we need to take care of that servant of yours before someone notices the unlicensed animate wandering around and tracks you down.  Once that's done I'll fill you in on what you need to know and we can try and figure out how you ended up in this situation."
Title: Re: The Left-Hand Path
Post by: AzyWng on March 12, 2019, 11:26:47 am
PTW.

Also, not making this bold, but I think we should ask how we can sever the connection, if one of us doesn’t already have it figured out.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 12, 2019, 11:43:56 am
Thank Esme. Try to remember her, in case her voice or face triggers any memories or emotions.

When we gained control of Piecewise we started sensing a heartbeat. Maybe if we focused on stopping it it would sever the link?

If that doesn't work just ask for help.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 12, 2019, 12:31:13 pm
Thank Esme. Try to remember her, in case her voice or face triggers any memories or emotions.

When we gained control of Piecewise we started sensing a heartbeat. Maybe if we focused on stopping it it would sever the link?

If that doesn't work just ask for help.


More information is good, let's do this.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 12, 2019, 09:09:07 pm
Yes but we don't want to sever the link. We want to collect our bestest friend in the whole world.

Go with her to collect Piecewise.
Title: Re: The Left-Hand Path
Post by: AzyWng on March 12, 2019, 09:29:16 pm
I guess we should inform her that we have Piecewise stuck in a closet right now.

So, how should we move Piecewise from the closet to where Esme is? She said an unlicensed animate wandering around would get removed from the street, so I suppose we can assume that having Piecewise just follow us isn't an option.

I wonder if we can't just put Piecewise in a car or something?
Title: Re: The Left-Hand Path
Post by: King Zultan on March 13, 2019, 03:47:55 am
We could cover Piecewise in sheets and if any one asks we tell them that he's a ghost that's haunting us.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 13, 2019, 03:49:54 am
I mean, I assume she has a plan for this. If not, bedsheets or just carrying him in a bundle sound good.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 13, 2019, 12:21:35 pm
I mean, he's a skeleton. Go back with a large suitcase or something to collect him.
Title: Re: The Left-Hand Path
Post by: piecewise on March 15, 2019, 06:46:25 pm
Thank Esme. Try to remember her, in case her voice or face triggers any memories or emotions.

When we gained control of Piecewise we started sensing a heartbeat. Maybe if we focused on stopping it it would sever the link?

If that doesn't work just ask for help.

I mean, he's a skeleton. Go back with a large suitcase or something to collect him.
I guess we should inform her that we have Piecewise stuck in a closet right now.

So, how should we move Piecewise from the closet to where Esme is? She said an unlicensed animate wandering around would get removed from the street, so I suppose we can assume that having Piecewise just follow us isn't an option.

I wonder if we can't just put Piecewise in a car or something?


You thank Esme for her help and let her know that Piecewise -she gives you a blank stare until you explain thats what you named the skeleton- is hidden in a closet. She seems somewhat revealed by this.

"They could still find it by the thread that binds you but they're a lot less likely to track down some random soul binding than a skeleton out and about.  Still, we should get it back if that's what you want to do with it."

You tell her about the sensation of the heartbeat, which is still with you though very dimly, that began when you took control of the skeleton. You ask if silencing that is how to sever the link.

"I'm not sure." She admits, "I'm not a necromancer myself.  My talents are more..." she shakes her head, "Later. For now the skeleton."

You ask if she has a suit case and explain your plan to put Piecewise into the suitcase and just carry it back. The skeleton, lacking any flesh, should fold up nicely.

"That will work." Esme says with a nod and a quick smile. "I've got one upstairs, come with me."

She leads you back up to the main floor and then further up again, past two floors of books and onto a fourth floor that, judging by the oddly sloping ceilings and general small size was probably an attic of sorts once. Now its been modified into small housing areas, about a half dozen in total squeezed tightly into the space. She leads you through to a door in the back. Her rooms are those of a struggling student, a starving artist, a broke addict, or a former monk: they are small, spartan, simple and a bit messy. She has a table with three chairs, a single cabinet, a stack of 4 steamer chests, a bed with amazingly soft looking covers, and small piles of books and papers scattered about. She gestures for you to sit at the table as she attempts to drag the top chest down off the pile. After she nearly drags them all down on top of her you step in and help her get it down.

As she digs through the first chest you look at her face and try to remember her. She feels familiar to you, that much you already know, but you cannot put a finger on exactly how or why. In your mind she is a childhood friend, the reality of her lost in the golden haze of the distant past, only echoing impressions comfort, good times, and happiness remaining.

"Do you wear glasses?" You say without thinking.

She looks at you with searching eyes, her hands still pulling things from the chest, but more slowly now. "Only when I read." She says and then, when you don't respond any further, returns to her work.  After a few minutes and another chest she produces a large leather case. Its almost like a doctor's bag but a bit bigger, all sturdy black leather and bronze fittings with a single handle. You hold it up, measuring its length against your femur and its width against your ribcage. It will be a tight fit, but you think the skeleton will be able to be folded into or -worst case scenario- disassembled into it.  You note that there is a small brass nameplate on it that reads "Kelley".
Title: Re: The Left-Hand Path
Post by: Devastator on March 15, 2019, 07:02:57 pm
Well, glad we're getting Piecewise.

Try to figure out if we're being charmed.  Becoming someone's trusting sacrifice would be bad after all.

Do press Esme for more information regarding her talents.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 15, 2019, 09:20:53 pm
Other way round, I suspect. She seems a little ditzy and we're probably not a good person.

Well. Not to be racist against people who wake up in bathtubs of viscera or anything.


More importantly, I suspect we are indeed Alexander Kelley and we have rebirthed ourselves for some nefarious purpose. Esme here is a good enough friend that she has one of our suitcases. Or was, maybe we broke her heart by eating her family or something. Old Us (if that's what's going on) still thought she was a better bet than just leaving us a note explaining what the hell is going on.
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 15, 2019, 11:07:59 pm
Maybe we couldn't find enough paper.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 16, 2019, 08:24:35 am
Can we infer anything about her interests from the kind of books she has in her room?

Draw her attention to the "Kelley" nameplate and ask her if that's her last name.

Should probably also ask about if she can talk to the guy at the entrance about us. We wouldn't like him to behead us because we looked at him the wrong way when we return.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 16, 2019, 10:34:43 am
Overly probing questions of a person of unstated magical prowess could be bad. Wizards are fickle.

Anyway I have no suggestions. She could be charming us, or i could just be our actual memory. Stay alert, I suppose. We should ask why we asked us here, though.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 16, 2019, 04:54:00 pm
Should probably actually go collect our skeleton amidst all this.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 17, 2019, 02:39:51 am
Should probably actually go collect our skeleton amidst all this.
+1 He's probably getting lonely without us.
Title: Re: The Left-Hand Path
Post by: piecewise on March 17, 2019, 12:31:35 pm
Well, glad we're getting Piecewise.

Try to figure out if we're being charmed.  Becoming someone's trusting sacrifice would be bad after all.

Do press Esme for more information regarding her talents.

You consider for a moment if you are being charmed. You're not sure that's even a possibility but it might be. You think on it, consider the events of the past few minutes, consider your feelings, and consider the memories you have. You don't think you're being charmed; if you are its a very subtle thing. You have a mild like of this Esme woman, some apparently fond if vague memories, but nothing like an overwhelming desire to do as she says or attraction to her. You suppose that could simply be the mark of a masterfully subtle charm but you halt the line of thought there for the moment. Such paranoid and evidenceless considerations are destined to spiral uselessly.  You'll need more evidence before you can say anything.

Can we infer anything about her interests from the kind of books she has in her room?

Draw her attention to the "Kelley" nameplate and ask her if that's her last name.

Should probably also ask about if she can talk to the guy at the entrance about us. We wouldn't like him to behead us because we looked at him the wrong way when we return.

You glance quickly around the room, noting the books in their little piles. The ones by the bed are novels judging by the titles; however what their genre or contents are you cannot guess. Names like "Gravity's Rose" and "A Bladed Pendulum" give nothing away. The other piles seem to mostly be reference books of various kinds. Medical, mathematics, physics, chemistry, architecture, botany, biology, atlases, even some store catalogs and a book on knitting patterns.  No through line of subjects to grasp on to. Her interests seem academic for sure but, at least from these books, you can't place anything specific.

She looks at you inquiringly as you look around the room and you return to her with self conscious cough before indicating the nameplate on the bag. She tilts her head and steps closer to read it.

"Oh." She says and smiles very slightly, her face becoming wistful and distant. "He must have left it before he left." She touches the name plate for a moment. "We should remove that soon. The name Kelley isn't one you want to be caught with around here."

You ask if she was related to him, if the name is a family name.

"No, but I knew him since childhood and we came here together back when the borders were still open."

You change the subject, relating your rather tense interaction with the man at the front door to her.

"Nicholas is always like that; he takes his job as security very seriously," she says in a sort of playful tone. "He'll calm down with time."

Should probably actually go collect our skeleton amidst all this.
You arrange the bag at your side so the nameplate isn't easily visible and then indicate that it would be a good idea to go get the skeleton before daybreak. Esme nods and gathers up a large gray coat and black boots from her cabinet before leading the way back downstairs. As you follow her, you ask her about her own talents.

"I was going to tell you when we got back but I guess there's no reason to wait." She says after a moment, "I'm what they colloquially call a shifter. I can transfer or shift one thing to another.  I have three minor talents but two of them synergize well. The first is kinetic energy but its very limited so I rarely use it. The second is that I can shift the information from any recorded material into my mind so long as I'm holding  the thing itself. So if I'm holding a book I know everything in that book, but only while I'm holding it. I can remember things afterwards but no more so than if I had just read the book like normal. The third is that I can shift any information or memories I have into someone  or something else. I can't create memories though and I can't do it to a non-willing participant, so its rather limited in that respect.

All this is part of the reason they stationed me here." She motions to the library as a whole, "Might as well be in a place where I can use my talents."

You both pass through the inner doors of the library and into Nicholas' little security room. He's reclining in his chair, leaning against the wall his arm laying limply across his lap and his eyes closed.

"Good Evening, Miss Esme." He says without moving, "Your guest hasn't caused you any trouble I hope."

"No more than usual"

"Heading out?"

"Yes, just for a bit."

"Should I accompany you?"

"No Nicholas, that won't be necessary. Keep an eye on the building, we'll be back in..." She looks to you, "Fifteen minutes?"

You nod.

"Fifteen minutes." She affirms.

"As you wish." Nicholas says and somehow becomes even less animated than before.

Out on the street things are much as they were before, though perhaps even fewer people are around. You make for the building and Esme follows along beside you. A cold wind whips down the street and she flinches into the fur lined collar of her coat with a hiss.

"Awful weather." She mutters before looking at you. "Aren't you cold?"

You realize that the jacket you're wearing is fairly thin compared to hers, clearly meant for a chilly evening stroll, not slogging through snowfall at 1am. You tell her you're not cold and leave it at that for the moment. 

"Hmm." She says contemplatively but doesn't push the subject further. You reach the abandoned hotel in a few minutes and quickly make your way back up to the room. You move directly to the closet and open it, uncovering piecewise and getting to work  on having him contort himself into the bag. He folds up remarkably well, even going so far as to fold his knees up into his ribcage.  You pack some linen over the skeleton  so that anyone glancing into the bag won't see him and then snap it closed.  You stand up and look around but Esme isn't in the room. You step over to the bathroom and find her there, looking down into the tub. She's stayed far enough back to not step into the gore you splattered onto the tile as you got out of the tub.  She's silently considering the scene, her face a little paler than before.

 

Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 17, 2019, 12:47:38 pm
"Are you OK? You're not the sort of person who faints at the sight of blood, are you?"

See if she's OK. Apologize for the state of the place but point out that we're not responsible for its state. Probably. I mean, as far as we remember.
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 17, 2019, 01:29:40 pm
Hmm. I suspect that we've turned ourself into some kind of undead. Explains why we don't mind the cold, and probably explains what the tub of gore was for.
Title: Re: The Left-Hand Path
Post by: KitRougard on March 17, 2019, 02:48:14 pm
She did say we looked like someone she knew a while ago... Wait, did we just Lich?
Did we kill ourself and bring ourself back under our control? We need to test something real fast. It's stupid, but...
Punch a wall as hard as physically possible.
This will reveal our connection to this body. If we hold back, we're still kinda human. If we destroy our hand and the wall, then we have Liched - Our body is our puppet.

NO DONT.
We do need to think about that whole mess of "not quite zombie?" Though.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 17, 2019, 02:54:07 pm
She did say we looked like someone she knew a while ago... Wait, did we just Lich?
Did we kill ourself and bring ourself back under our control? We need to test something real fast. It's stupid, but...
Punch a wall as hard as physically possible.
This will reveal our connection to this body. If we hold back, we're still kinda human. If we destroy our hand and the wall, then we have Liched - Our body is our puppet.
Or we're an idiot that doesn't know how to hold back :P
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 17, 2019, 03:17:15 pm
"Is that a bad sign or are you just squeamish?"

Try to figure out what she knows about... that.
Title: Re: The Left-Hand Path
Post by: Devastator on March 17, 2019, 04:32:47 pm
-1 to self-punching.  I've seen enough dumb people break their own hands to not trust that plan.
Title: Re: The Left-Hand Path
Post by: KitRougard on March 17, 2019, 04:49:07 pm
Keck, y'all are right. I still think we need to figure out how self-puppety we are.

Edited.
Title: Re: The Left-Hand Path
Post by: Devastator on March 17, 2019, 04:52:00 pm
I'd recommend telling us to do something we don't have the skills for, but are certainly possible for a person.  Like, say, telling ourselves to knit something, or fly a plane, or imitate someone else's handwriting.  Or bowl really well.  Something that someone else can do, but a normal person would likely not be able to do.
Title: Re: The Left-Hand Path
Post by: KitRougard on March 17, 2019, 04:53:34 pm
Ah, good point. That would be a puppet-skill... What do you propose? I have no ideas that are safe.
Title: Re: The Left-Hand Path
Post by: Devastator on March 17, 2019, 05:02:03 pm
Well, we could take a piece of paper and fold an origami crane, or something more complicated that it'd be extremely rare for someone to know how to do.

The other check would be for something everyone knows how to do, but isn't capable of doing, there's sports skills like playing darts or shooting pool, or something art related like sketching detailed pictures with great speed and skill.

We could also see if Piecewise can do those things.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 18, 2019, 03:51:02 am
"Is that a bad sign or are you just squeamish?"

Try to figure out what she knows about... that.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 18, 2019, 02:18:20 pm
We could just ask her outright why we woke up in a bathtub filled with blood and have no memory. Presumably she knows something, since she arranged for her business card to be left there.
Title: Re: The Left-Hand Path
Post by: piecewise on March 19, 2019, 12:46:23 pm
"Are you OK? You're not the sort of person who faints at the sight of blood, are you?"

See if she's OK. Apologize for the state of the place but point out that we're not responsible for its state. Probably. I mean, as far as we remember.
"Is that a bad sign or are you just squeamish?"

Try to figure out what she knows about... that.
You join Esme in the bathroom and ask her about her thoughts on the tub, wondering if she's squeamish about such things.

"No, no" she says, still staring at the bath, "I'm just confused.  I have no idea what...this" She motions towards the tub, "is for.  I'm not really an expert on necromancy but from what I know, what Alexander told me and showed me, this doesn't fit. Necromancers stitch corpses together or animate raw bodies but they don't work with things like this. It would be like finding a tub of random watch parts in a clockmaker's workshop, all tangled up and useless. It just doesn't make sense."

Title: Re: The Left-Hand Path
Post by: Egan_BW on March 19, 2019, 01:21:27 pm
"Maybe the watchmaker just really hates organizing her spare parts?"
Title: Re: The Left-Hand Path
Post by: piecewise on March 19, 2019, 06:05:15 pm
"Maybe the watchmaker just really hates organizing her spare parts?"

"Maybe but you were in it right? Why?" She laughs a bit, "Maybe you're a reject?"

Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 19, 2019, 07:01:52 pm
Ha! Nice one.

"Hah! Who knows? Maybe just a spare part."

"But yeah, you're right. If your friend sent me to you then they must have had something in mind other than garbage disposal. I mean, I hope they did."

Have we actually told her about the note from Alex?
Title: Re: The Left-Hand Path
Post by: piecewise on March 19, 2019, 08:56:18 pm
Ha! Nice one.

"Hah! Who knows? Maybe just a spare part."

"But yeah, you're right. If your friend sent me to you then they must have had something in mind other than garbage disposal. I mean, I hope they did."

Have we actually told her about the note from Alex?
You've shown her the card for the library which has the note to ask for her on the back, but not the other note, the one that says how to bind the skeleton and has the name "Alexander Kelley" on the back.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 20, 2019, 02:10:51 am
Show her the note from Alexander Kelley.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 20, 2019, 02:18:08 pm
I remain suspicious that she knows nothing whatsoever about our origins, even though her name was found in the room.

+1 to showing her the note. Perhaps it will clear things up.
Title: Re: The Left-Hand Path
Post by: piecewise on March 21, 2019, 11:38:40 am
Show her the note from Alexander Kelley.
You pull out the note and show it to her. She takes it, reads the front, then the back, then the front again. After a few moments she hands it back to you.

"Its his handwriting I think," She says, clearly still mulling everything over in her head. She stays silent for a minute or two before finally starting to speak again.

"So. You woke up here. No real memory of your past but with some things still intact. You know the language, you apparently know me to some degree unless that thing about the glasses was just a good guess, and you told me you knew there was a war on.  There are three possibilities as I see it: First is that you are Alexander. You do look like him, or at least you look like the person I knew years ago. If thats the case we need to figure out why you've lost your memory and how you set everything up before hand.  Second, you're someone Alexander knows. If that's the case we need to find out who you are and how you ended up here.  And what Alexander had planned for you. Third, you are an undead. I don't actually know if that's possible, I've never heard of a truly cognizant undead. They're usually either puppets or just being piloted by some bound creature from the Anima. Maybe Alexander knew something I don't though, he was..."

She shakes her head

"For now, lets get back to the library. Mystery of your existence is a long term goal. For now, we need to worry about the basics."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 21, 2019, 01:21:14 pm
She seems legit. We should pal around with her. Maybe do some library research?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 21, 2019, 04:54:29 pm
Ask her how safe it is for us to go to the library. We wouldn't want to get her into trouble.

Nor would we want to trap ourselves in a corner, though there's no need to tell her that.
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 21, 2019, 11:30:51 pm
She seems legit. We should pal around with her. Maybe do some library research?
Buddy cop movie is go!
Title: Re: The Left-Hand Path
Post by: King Zultan on March 22, 2019, 03:26:49 am
She seems legit. We should pal around with her. Maybe do some library research?
Buddy cop movie is go!
+1 We're a loose cannon but we have a heart of gold.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 22, 2019, 03:33:06 am
I find it way more likely that we have the heart of a small child. Probably easier to catch and butcher for parts. :P
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 22, 2019, 02:38:19 pm
A heart that small would not be ideal. Surely our benevolent creator would never skimp out on parts like that.
Title: Re: The Left-Hand Path
Post by: Mathel on March 22, 2019, 03:50:31 pm
These thoughts of hearts bring around an idea.

Check our own pulse. If we are a lich (or any other undead), we should not have one.

Edit: or maybe not. Is Piecewise's heart beating physicaly, or merely in our mind?
Title: Re: The Left-Hand Path
Post by: piecewise on March 25, 2019, 05:00:31 pm
These thoughts of hearts bring around an idea.

Check our own pulse. If we are a lich (or any other undead), we should not have one.

Edit: or maybe not. Is Piecewise's heart beating physicaly, or merely in our mind?

You check your own pulse. You can't find one, but then again you might just be doing it wrong.  You ask Esme, proffering your arm. She checks your wrist, then your throat, then presses her ear against your sternum, each with increasing energy and disbelief.  Finally, after several long seconds, she lifts her head from your chest.

"Well...that's pretty definitive." she says with a nervous swallow, "I guess you really are undead."

You think quickly back to Piecewise and his heart...you don't remember it beating either.

Ask her how safe it is for us to go to the library. We wouldn't want to get her into trouble.

Nor would we want to trap ourselves in a corner, though there's no need to tell her that.
"Safer than here, and I can't very well leave you on your own like this. Something is going on and judging by that note I'm already caught up in it somehow. At this point its part self preservation."

She seems legit. We should pal around with her. Maybe do some library research?
She seems thoughtful for a second before checking out the broken window.

"We should go. There is a lot to talk about, a lot of things to explain." She moves for the door and you follow, taking the bag with you.  As you step out onto the street something screams by overhead with a roar of propellers and blinding flash of searchlights. The thing is too dark to make out, just a glimmer of metal glimpsed for an instant before it vanishes behind nearby buildings. You listen to the wudwudwudwud of its engines growing distant and look to Esme. She's visibly paler and clearly startled but doesn't say anything; instead she ducks her head as though against the cold and starts walking quickly back towards the library.  You follow along behind her, keeping a bit of distance. You're not sure about the situation but you get the feeling that if you get caught by...whatever that was...it would be best to give Esme the ability to convincingly say she never met you before.  You only catch up to her when you both enter the library. Esme doesn't knock to be let in and her response to Nicholas' questions about the trip are clipped. He looks between her and you with a piercing glare but does nothing.

As soon as you're both back inside the library proper she starts walking towards the back, towards the stairs by the look of it. You follow after and she suddenly stops in the middle of a row, turning back to you with surprising force and concentration.

"You know nothing about this right? Nothing at all? You're not hiding anything? Complete blank slate?"

Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 25, 2019, 05:41:55 pm
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 25, 2019, 06:16:48 pm
Demonstrate hover mode proudly if necessary.
Title: Re: The Left-Hand Path
Post by: Mathel on March 26, 2019, 01:41:23 am
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on March 26, 2019, 03:00:45 am
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
+1
+1
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 26, 2019, 09:29:55 pm
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
+1
+1
Also remind her of the fragmentary memory thing; we know air raids exist, she feels like a childhood friend, we know skeletons aren't supposed to be out and about, etc.

Otherwise nothing.
Title: Re: The Left-Hand Path
Post by: piecewise on March 31, 2019, 12:44:02 pm
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
"I saw some weird creatures swimming in the Anima, through the dips above me and the skeleton. If Piecewise knows what's going on it won't tell me, it just repeats the question with its spooky voice. Oh, and I found out that skeletons can't hover, but they can try very, very hard."
Say that last one with a smile. You know, to inject some humor into the situation. She seems pretty stressed, something funny like that might help her relax.
"Now you know everything I know."
+1
+1
Also remind her of the fragmentary memory thing; we know air raids exist, she feels like a childhood friend, we know skeletons aren't supposed to be out and about, etc.

Otherwise nothing.

You tell her that you have very fragmentary memory, more like impressions than anything, but otherwise are completely without knowledge of the world.

"That's not completely true." Esme replies "You clearly have some level of built in memories. Nothing specific but you're not confused by the concept of buildings or clothing or anything.  You lack specific memories but have the unconscious base knowledge of the world that lets you function.  Its too convenient to be accidental."

Her jaw muscles noticeably work as she stares at you, mulling something over.

"There are two options here," She says after a moment, "I can set you up with some basic knowledge, supplies and money and then let you go.  Or you can stay here and we can work together.  That second one requires a much greater level of commitment, because it means letting you in on knowledge that could very easily get both of us killed. We'd be working for a good cause, I'm no gangster, but still.  If you don't want to get tangled up in things that aren't your problem, I'd understand."
Title: Re: The Left-Hand Path
Post by: IronyOwl on March 31, 2019, 02:03:27 pm
Hm. I feel like we're made of weird shit that could get us shot in an alley, so sticking with other weird shit that could get us shot in an alley would be... "safer" probably isn't the right word, but it'd probably synergize better.

Plus we literally have no goals at the moment. Going with forbidden whatsits is as good a starting point as any, and probably our thing in general.
Title: Re: The Left-Hand Path
Post by: Mathel on March 31, 2019, 02:08:17 pm
Hm. I feel like we're made of weird shit that could get us shot in an alley, so sticking with other weird shit that could get us shot in an alley would be... "safer" probably isn't the right word, but it'd probably synergize better.

Plus we literally have no goals at the moment. Going with forbidden whatsits is as good a starting point as any, and probably our thing in general.
+1

Also, Alexander Kelley probably had a reason to create us. Since Esme knew him, she is the biggest lead to the reason why and our past we have.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 31, 2019, 02:08:45 pm
I agree with plan Two Unsafes make a Safe. It gives us knowledge, if nothing else.
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 31, 2019, 03:43:51 pm
Just to be contrary I'll suggest that we run off and create our very own necromantic murderrealm, with the eventual goal of ruling and/or killing everyone.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 31, 2019, 06:38:45 pm
This amnesia would make that very hard. If we knew what this world was like, then sure. But right now we would have to learn about how this world works on top of how necromancy works. Better to use her for whatever knowledge she can offer us. We can always conquer the world later. I mean, for all we know, the world has already been conquered, so conquering it again would be a huge waste of time. Much easier to usurp the current ruler in that case.

Which makes me wonder why we know some things and not others. Whoever left us the note clearly expected us to suffer from at least some memory loss. But did he cause that memory loss? Or was it a result of some sort of memory transfer spell? Perhaps whoever created us found a method to create intelligent undead by copying parts of their mind to it. Or maybe they intentionally didn't transfer some knowledge in order to force us to go meet Esme. And they also want us to be a necromancer. But then why not give us full knowledge of necromancy or a better teacher? Unless they don't really want us to be a necromancer but rather act as a demonstration of our Creator's abilities. A way to deliver a message. Or maybe what we can do isn't really that impressive, maybe all people can do necromancy if they have a ring. Or maybe all undead can do necromancy but usually lack the intelligence required to do so.

So many questions...
Title: Re: The Left-Hand Path
Post by: King Zultan on April 01, 2019, 04:53:55 am
Hm. I feel like we're made of weird shit that could get us shot in an alley, so sticking with other weird shit that could get us shot in an alley would be... "safer" probably isn't the right word, but it'd probably synergize better.

Plus we literally have no goals at the moment. Going with forbidden whatsits is as good a starting point as any, and probably our thing in general.
+1

Also, Alexander Kelley probably had a reason to create us. Since Esme knew him, she is the biggest lead to the reason why and our past we have.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 01, 2019, 01:45:11 pm
Hm. I feel like we're made of weird shit that could get us shot in an alley, so sticking with other weird shit that could get us shot in an alley would be... "safer" probably isn't the right word, but it'd probably synergize better.

Plus we literally have no goals at the moment. Going with forbidden whatsits is as good a starting point as any, and probably our thing in general.
+1

Also, Alexander Kelley probably had a reason to create us. Since Esme knew him, she is the biggest lead to the reason why and our past we have.
+1

+1
Title: Re: The Left-Hand Path
Post by: piecewise on April 04, 2019, 12:48:20 pm
Esme sighs and the tension seems to lessen, her shoulders slumping slightly.

"Alright. Well, lets get this done with.  Follow me."  She continues on to the stairwell and you follow her down. She leads the way down a line of shelves to one of the large stone support pillars. She places her hand on the pillar and closes her eyes for a moment. There is the sound of a metal clink and then a section of the pillar swings open very slightly. Esme gets her finger tips into the space and with a grunt pulls open the section, revealing a hollow space within. A metal deadbolt, retracted, sticks out of the inner side of the door and a hole with a metal ladder leading down.

Esme mounts the ladder with a bit of difficulty and motions for you to follow.

"Close the door before you do though."

You wait for her to climb down a bit before you follow, closing the door and climbing through the dark tunnel for at least a minute before coming out in a small, bare stone room containing nothing but an overhead light and a large metal door. Esme sits down  against the wall and adjusts her shawl a bit before starting to speak, very quickly.

"Ok. Here's the big stuff.  I'm a spy. Nicholas is too, though he's really more of a bodyguard...anyways.  This entire building is a front. Well...kind of. We do actually run the library and it is actually a library but its paid for by..." She stops, apparently realizing she's blurting all this out, and sighs, tapping her hands together at a loss of what to say.  After a moment she lets her hands fall limp into her lap.

"Me and Alexander knew each other when we were children. We're both from a country called Eurstoya, across the sea. He left, 15 years ago I think, and came here. This country  is called Milos; it used to be a monarchy of sorts but a few years back there was a military coup and it became whatever this is now.  Might makes right...fascist...Darwinist Oligarchy, I don't know.  Alexander was pretty high up in the government before the coup and got even higher afterwards thanks to his talents. But then the war between Milos and Eurstoya started and he was called a traitor, enemy of the ministry and the state.  There are still posters of him around, rewards for his capture and propaganda against him.  I'm not really sure what happened to him; just sort of vanished.  Might have been killed right at the start and just reported alive as a boogeymen man, might have got away."

She's quiet a moment, mind somewhere far away, trapped momentarily in reminiscence. She shakes it off.

"Anyway, the military back home approached me to help in the war effort.  My talents are good for implanting information and pulling it out again so I'm pretty invaluable for agents who need to learn skills quickly or pass off a field report in a few seconds instead of a few hours.  Or interrogation, but that hasn't happened yet.  So me and Nicholas stay here, run the library, and help when we're needed or when someone needs a safe house. That's what this is by the way," She gestures around her.

"So, that's the gist of it.  Now I'm guessing you have questions?"
Title: Re: The Left-Hand Path
Post by: IronyOwl on April 04, 2019, 01:26:29 pm
Well that's distressingly mundane. Oh well.


"What use does the other place have for information in here? Is this city important for the war effort somehow?"

"Why are you risking your life for this? Some big moral thing or country pride or what?"

"Am I a necromancer, then? And if so, how do I get better at it or figure out what I can do with it?"

"Who or what are we up against? Does this place have ancient necromancer generals and mindreading spyhunters and demon-summoning factory bosses, or do they make a habit of ousting their most valuable leadership?"
Title: Re: The Left-Hand Path
Post by: Mathel on April 04, 2019, 01:43:16 pm
"If I am a necromancer, and from what you described you are some kind of thought transfer person, what other kinds of 'talents' are there?"
Title: Re: The Left-Hand Path
Post by: King Zultan on April 05, 2019, 01:15:09 pm
"What kind of weapons to these people use, are they like conventional ones or are they like attack demons or something?"
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 05, 2019, 01:45:27 pm
Quote
My talents are good for implanting information and pulling it out again so I'm pretty invaluable for agents who need to learn skills quickly

Can she teach us [kung-fu (https://media.giphy.com/media/3WvhJ783Le5ieNEZ8z/giphy.gif)]?

Also yes, how common are our magic powers and who do we need to look out for? Are there government bad wizards? Also, we don't know anything about these factions, really, the military could have coup'ed because of the previous regimes propensity for talking in the theater.
Title: Re: The Left-Hand Path
Post by: piecewise on April 10, 2019, 10:03:40 am
Well that's distressingly mundane. Oh well.


"What use does the other place have for information in here? Is this city important for the war effort somehow?"

"Why are you risking your life for this? Some big moral thing or country pride or what?"

"Am I a necromancer, then? And if so, how do I get better at it or figure out what I can do with it?"

"Who or what are we up against? Does this place have ancient necromancer generals and mindreading spyhunters and demon-summoning factory bosses, or do they make a habit of ousting their most valuable leadership?"

"What use does the other place have for information in here? Is this city important for the war effort somehow?"

"This city is a major port and home of lots of manufacturing, but mainly its home to the Ministry of Defense headquarters and a lot of RnD sections. Agents here do both information gathering and sabotage, among other things."

"Why are you risking your life for this? Some big moral thing or country pride or what?"

Esme is quiet for a few moments. "I'm not sure I can give you an entirely satisfactory answer.  The war has hurt a lot of people, including people I care about.  And its always good to go somewhere where you can make a difference. And...maybe I thought I'd see Alexander again.  All these things really.  It just seemed the right thing to do."

"Am I a necromancer, then? And if so, how do I get better at it or figure out what I can do with it?"

"I assume so. You said you bound that skeleton to you. I don't think anyone could do that without necromancy.  We have some texts around here about necromancy; but just the basics.  Necromancy is pretty tightly regulated around here. We'll need to get hold of someone who knows it better or...I think there's another way but we'll need to check if its actually doable."

"Who or what are we up against? Does this place have ancient necromancer generals and mindreading spyhunters and demon-summoning factory bosses, or do they make a habit of ousting their most valuable leadership?

"Talents are not that common. I think about one in 50 has a talent of some level?  And of those the people with combat effective powers are only a fraction.  Average patrolmen are generally gonna be normal; anyone who has any really good talents is gonna be promoted up the ranks fast. But once you get up a few levels in the organization things get rather frightening. Scryers are one our biggest threats, its why we carry on this library thing. Summoners...well they come in a few types. Normally a summoner is a mobile warehouse of sorts; they can 'take in' objects and summon them back out when they need them. Some can only do inanimate, others can do living creatures. Most dangerous are the godtongues who can literally bring something out of nothing; create objects or living things from nowhere. Projectors can manifest and control certain materials... there's a lot and some people have mixed talents which just throws in all kinds of different issues.  We should either cover this on a case by case or maybe I can get together some general info. In any case you just have to know that the higher ranked a member of the Ministry is, the more magically adept and powerful they are. Its literally their central tenet: He who has the talent should have the power. "

"If I am a necromancer, and from what you described you are some kind of thought transfer person, what other kinds of 'talents' are there?"
"I'm not sure if there is a master list of all possible talents thanks to mixed talents and other things like that, but I'll put something together."

"What kind of weapons to these people use, are they like conventional ones or are they like attack demons or something?"
"Patrols will use rifles, maybe enchanted equipment if they're well outfitted. They also have gyrocopters and pseudobirds, armored cars, sometimes they're mounted on armored crawlers. Higher up than patrols and they're gonna be more talent specialized. Often projectors mixed in with normal soldiers and summoner support. "

Quote
My talents are good for implanting information and pulling it out again so I'm pretty invaluable for agents who need to learn skills quickly

Can she teach us [kung-fu (https://media.giphy.com/media/3WvhJ783Le5ieNEZ8z/giphy.gif)]?

Also yes, how common are our magic powers and who do we need to look out for? Are there government bad wizards? Also, we don't know anything about these factions, really, the military could have coup'ed because of the previous regimes propensity for talking in the theater.

"I could put the entire contents of a self defense manual in your head but there is a difference between knowing something by memory and knowing it, especially in terms of physical actions."





Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 10, 2019, 12:17:19 pm
Holy geez I was joking but that is a REALLY COOL POWER.

Anyway time to become the very best necromancer like noone ever was. Also, since we are apparently fairly nondescript we should go hit up a diner, stroll about town, get our bearings, see if there is some kind of public information center where we can learn more about the local goings-on and government, etc.
Title: Re: The Left-Hand Path
Post by: KitRougard on April 10, 2019, 12:53:00 pm
...Could we get that self-defense manual in our head really quick? A theory of combat is better than what we have right now, which is nothing. And besides, we can train using its guidance as we go about our overthrowing of the government and all that.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 10, 2019, 12:58:53 pm
...Could we get that self-defense manual in our head really quick? A theory of combat is better than what we have right now, which is nothing. And besides, we can train using its guidance as we go about our overthrowing of the government and all that.

Unless the government isn't actually evil! We only have one side of the story! They are prob evil AF tho.

Anyway wow dang yeah you are right, +1
Title: Re: The Left-Hand Path
Post by: Mathel on April 10, 2019, 01:15:54 pm
...Could we get that self-defense manual in our head really quick? A theory of combat is better than what we have right now, which is nothing. And besides, we can train using its guidance as we go about our overthrowing of the government and all that.
How about something that is useful as information instead? Like the map of this town. Just in case we get in trouble on our stroll and have to run. It would be useful to know where to run to.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 10, 2019, 01:28:28 pm
...Could we get that self-defense manual in our head really quick? A theory of combat is better than what we have right now, which is nothing. And besides, we can train using its guidance as we go about our overthrowing of the government and all that.
How about something that is useful as information instead? Like the map of this town. Just in case we get in trouble on our stroll and have to run. It would be useful to know where to run to.

Why not choose both? /zoidbergvoice
Title: Re: The Left-Hand Path
Post by: KitRougard on April 10, 2019, 02:08:10 pm
Both it is, as information transfer is pretty instantaneous I reckon!
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 10, 2019, 02:11:28 pm
...If we're asking for books, some formal history of this country would be good. Because we don't know anything as-is.
Title: Re: The Left-Hand Path
Post by: KitRougard on April 10, 2019, 02:29:00 pm
Okokok, so things to learn:
Self-Defense Manuals
History Book
Map of City
*insert lore dump here, unless GM says NO.*
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 11, 2019, 04:44:58 am
Just download the entire library. What could possibly go wrong?
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 11, 2019, 08:34:22 am
What could possibly go wrong?

I could make a list, but I don't want to.
Title: Re: The Left-Hand Path
Post by: Mathel on April 11, 2019, 10:41:23 am
What could possibly go wrong?
As always, everything.
Title: Re: The Left-Hand Path
Post by: King Zultan on April 12, 2019, 06:25:07 am
Just download the entire library. What could possibly go wrong?
Spoiler: This could happen. (click to show/hide)
Title: Re: The Left-Hand Path
Post by: piecewise on April 12, 2019, 09:40:35 pm
...Could we get that self-defense manual in our head really quick? A theory of combat is better than what we have right now, which is nothing. And besides, we can train using its guidance as we go about our overthrowing of the government and all that.

Okokok, so things to learn:
Self-Defense Manuals
History Book
Map of City
*insert lore dump here, unless GM says NO.*

"Woah, woah" Esme says, apparently glad for the change of subject. "I'm sure instant memory transfer seems like a very fun toy but there are limitations on it. Namely how quickly we do it. No, before you ask, there's no chance of it popping your melon so to speak but your brain isn't meant to take in huge memory dumps. One books is fine enough but if we did two or three in quick succession the memories would be blurred, all muddled together because your mind didn't have time to parse them out and file them away like it prefers. If I gave you a pilot's manual and a self defense book you'd probably start remembering that the way you start a gyrocopter is with a roundhouse kick. It could be very inconvenient, particularly if you react quickly.   Anything that can be done the old fashion way in a reasonable manner should be done that way, keep the memory transfer to...a book a day or so.

I think the most critical thing here is your Necromancy; its your greatest asset so learning to use it is vital.  And thats where that thing I was talking about earlier could come in.  One thing I remember about necromancy and the Anima is that when a living thing dies the memories it has are sort of...bled off into the anima.  Supposedly  necromancers can...for lack of a better word, eat them. Some use them as part of undead constructs but others use them to gain information from the dead.  If you can learn to do that, you might be able to learn a whole lot.

So....I think a Necromancy book should be first, then we can get you a map and maybe a history book like you want. Though I'll warn you that its gonna be pretty heavily censored. The Ministry likes its propaganda.   Self defense manual or something like it comes next. We can also ask Ol' Nick up there to give you some training. 

Sound like a plan?"
Title: Re: The Left-Hand Path
Post by: KitRougard on April 12, 2019, 09:55:24 pm
Yeah, that sounds good, I'm sorry I assumed that that would work out perfectly.
Title: Re: The Left-Hand Path
Post by: IronyOwl on April 12, 2019, 11:28:28 pm
Sounds good. Eating the memories of the damned here we come!
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 13, 2019, 02:44:36 am
Is she suggesting we kill people? I mean, I'm all for eating some brains but murder of people with useful skills is a quick way to get caught. Or is she suggesting we hang around a hospital or similar and wait for people to kick the bucket?
Title: Re: The Left-Hand Path
Post by: Mathel on April 13, 2019, 04:28:11 am
Since we do not know how this memory eating thing works, let's just get the necromancy book. It may require them to be killed by us, or it may not. It may even not need to be recently deceased.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 13, 2019, 10:30:04 am
Quote
Blah blah blah necromancy
Quote
Blah blah eat all the memories
Quote
the way you start a gyrocopter is with a roundhouse kick
Quote
Anything that can be done blah blah should be done that way

Joking. Very interesting, recommend the necromancy book followed by a map/history book. Also recommend we do not kill people for their memories just yet.
Title: Re: The Left-Hand Path
Post by: piecewise on April 16, 2019, 12:00:49 pm
"Alright." Esme says and stands up, brushing off her skirt and straightening her shawl, "I have the perfect book in mind."

You both head back up the ladder -you first this time at her insistence- and she leads you back to the library proper. She has you stay at the stairway while she fetches the book and returns a few moments later carrying a rather thin book with a black cover and no visible title. You both head back up to the attic living area and she takes you not to her room but to a different one. Its much the same, just a single room sort of living space, but far more bare bones and lacking any sort of personal items.

"This is the room that anyone passing through uses, it will be yours until we can get something better set up.  We're going to need to get you a cover and some fake papers...We'll worry about that tomorrow morning. For now, lets get this loaded into your head." She yawns after she says this and you realize it must be quite late.

Esme gestures at the bed and has you lay down. She drags a chair over and sits down next to the head of the bed, the book held in her left hand while she places her right on your forehead.

"I've never tried this with an undead," she admits, "Hopefully it will still work the same way..."  She closes her eyes and you see her face slacken and relax, all her focus on the work at hand. As you watch the book begins to disgorge what look like worms, however on closer inspection they are actually wriggling sentences, text moving impossibly out and across the book. The sentences squirm down onto Esme's skin and rapidly wriggle up her shirt sleeve, appearing again a few moments later coming out of the opposite sleeve. They crawl down her fingers and leap onto your skin.

The feeling of the memories being implanted is very odd. Its not the feeling of learning something new, its the feeling of remembering something you forgot. You're not sure if thats because it actually is information you forgot or simply the way this works. Regardless, the mechanisms of necromancy flood your mind.  The information is terse and extremely mechanical, no mention of theory or reason, just the basics of how things should be done.


The plane you can see, that thing always just within reach over your head is the Anima. It is what most people call a "Soul".  The Anima is connected to all living things and it is that connection that allows them to live. A necromancer is one who can manipulate the Anima and place the power of life into nonliving things. Any object can be used but corpses and the remnants of living things are far easier than inanimate objects.  As such they are almost exclusively used.

A necromantic creation requires three main things: The body, the core, and the Anima connection. The body is whatever is going to be moving around or acting. Lets call it a human corpse for now.  The core is the connection point between the body and the Anima.  Normal living things have nebulous connections; their entire being is their "Core" but a necromantic creation has a single concentrated core which acts as the conduit for the Anima to the rest of the body. Damage or destruction of the core will result in the severing of the connection and the "death" of the creation.

The connection to the Anima is made physically; a necromancer should be able to physically grab the fabric of the Anima and wrap it around the core. This process takes mana; mana is the common name for physical energy. Many necromancers believe that Mana and Anima are the same thing, just in different forms, but for the purposes of this text such considerations are unimportant. Know only that larger, more complex, and more powerful creations require greater amounts of mana to connect to the Anima.

Necromantic creations are not conscious. What consciousness is and how it relates to the anima is beyond the scope of this text, know only that a necromantic creation is not the same as a resurrected person. Their natural states are that of animated puppets, no more.  There are two major ways to give the creation motive force and the ability to act.   The first is direct control. This is done via the necromancer placing some of their own fresh blood on the core of the creation. This establishes a link between the "conscious anima" of the creator and the "unconscious anima" of the creation.  Creations puppeted like this have limited initiative and follow directions only to the best of their limited understanding. It is believed a small amount of the "mind" of the necromancer is instilled into each puppet, hence the "Madness" observed in necromancers with too many active puppets.

The second method is the use of Anima phantoms. These are the creatures viewed living in the Anima. They can be lured of caught and forcibly placed in a creation.  These creatures are intelligent enough to "pilot" the creation and will follow instructions of the Necromancer as long as they are kept fed. These creatures eat two things: Memories and Mana.  If the necromancer cannot keep them fed they will either abandon the creation and leave it in an inactive state or, more dangerously, begin attempting to feed themselves. This is the reason why untended creations sometimes go "Berserk" and begin to kill. Killing frees both mana and Memories for the Anima phantoms to eat.   
Title: Re: The Left-Hand Path
Post by: King Zultan on April 17, 2019, 02:02:00 am
Maybe we should meditate on what we just learned and see if we get any additional incite.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 17, 2019, 02:27:39 pm
Maybe we should meditate on what we just learned and see if we get any additional incite.

Insight, we don't want to set the world on fire just yet.

Anyway, let's try and nab one of those giant whale-like anima and animate a mailbox for all eternity with it. Or otherwise practice our necromantic skills.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 17, 2019, 05:35:36 pm
Hmm... What if you put more anime Anima into someone? Could you make them even stronger? Could you kill someone but instead of eating the memories yourself, you put them inside someone else? Can you bind living things to your will? Or maybe bind their clothes to your will by spraying your blood on them and have them strangle them?

From what we read I gather that Piecewise is a puppet and not an actual thinking being, right?

Probably best not to animate a mailbox. Maybe we can animate a doll or some pants or something. Or maybe there's some corpses here we could use. Any rattraps or bodies that have yet to be disposed of?

Oh, but best to ask for permission to practice first.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 17, 2019, 07:54:01 pm
Hmm... What if you put more anime into someone? Could you make them even stronger? Could you kill someone but instead of eating the memories yourself, you put them inside someone else? Can you bind living things to your will? Or maybe bind their clothes to your will by spraying your blood on them and have them strangle them?

From what we read I gather that Piecewise is a puppet and not an actual thinking being, right?

Probably best not to animate a mailbox. Maybe we can animate a doll or some pants or something. Or maybe there's some corpses here we could use. Any rattraps or bodies that have yet to be disposed of?

Oh, but best to ask for permission to practice first.


This is much wiser.

+1
Title: Re: The Left-Hand Path
Post by: Devastator on April 17, 2019, 08:45:54 pm
Hmm... What if you put more anime into someone?

You get green hair?
Title: Re: The Left-Hand Path
Post by: Mathel on April 18, 2019, 12:11:51 am
Hmm... What if you put more anime into someone? Could you make them even stronger? Could you kill someone but instead of eating the memories yourself, you put them inside someone else? Can you bind living things to your will? Or maybe bind their clothes to your will by spraying your blood on them and have them strangle them?

From what we read I gather that Piecewise is a puppet and not an actual thinking being, right?

Probably best not to animate a mailbox. Maybe we can animate a doll or some pants or something. Or maybe there's some corpses here we could use. Any rattraps or bodies that have yet to be disposed of?

Oh, but best to ask for permission to practice first.

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 18, 2019, 01:17:09 am
Check if we have a core distinct from our body.
Title: Re: The Left-Hand Path
Post by: piecewise on April 18, 2019, 12:10:18 pm
Check if we have a core distinct from our body.
You open your eyes and Esme carefully pulls her hand from your head. She looks you up and down once or twice.

"So...feeling ok?"

You nod.

"You still...remember how to speak and everything?"

You respond in the affirmative.

"Ah well, thats good" she says half joking and half honestly relieved.  She stands up and stretches.  "I think I'm going to go to bed. You can sle-" She stops and squints at you, "Do you sleep? Can you sleep?" 

You shrug; you don't feel tired but maybe thats because you "woke up" only a few hours ago. You say as much and she nods.

"Well, I guess you should give it a shot. If you can't, the library is open for you to explore. Just try not to damage any of the books." She says as she walks out and starts to close the door before sticking her head back in. "Oh and if you wanna try that knowledge out, do it on something small. Kill a rat or something. We don't want to attract attention."

Once she's gone you look yourself over. The only thing you can see that is odd is that ring you're wearing. Its actually glowing faintly red by now, the ruby seemingly filled with luminous red fluid.

Hmm... What if you put more anime Anima into someone? Could you make them even stronger? Could you kill someone but instead of eating the memories yourself, you put them inside someone else? Can you bind living things to your will? Or maybe bind their clothes to your will by spraying your blood on them and have them strangle them?

From what we read I gather that Piecewise is a puppet and not an actual thinking being, right?

Probably best not to animate a mailbox. Maybe we can animate a doll or some pants or something. Or maybe there's some corpses here we could use. Any rattraps or bodies that have yet to be disposed of?

Oh, but best to ask for permission to practice first.


You think. Piecewise definitely seems like a puppet. He fits the description perfectly. Permission given for animating rats you immediately set out in search of one. The attic, as it turns out, is a great place to find mice. After a short hunt and then a rather noisy chase that causes Esme and a sleeping cap wearing Nicholas to stick their heads out their respective bedroom doors and grumble you manage to catch one and carry it back to your room. Luckily your jumping grab seems to have killed it straight out, saving you the task of doing it intentionally.  You set it on the floor in your room and sit down next to it. First it needs a core....what should that be? You suppose you could just use its heart but a separate item might work too? There's a box of small nails on the one table in this room, one of those might work...
Title: Re: The Left-Hand Path
Post by: Mathel on April 18, 2019, 12:19:45 pm
I do not feel like doing an autopsy on mouse. Use a nail.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 18, 2019, 01:48:24 pm
Ah, pinworks.

Try the nail.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 18, 2019, 02:48:47 pm
Stick the nail through the mouse's chest and into its heart. That also has the added benefit of making it look normal.

Also, did we get anything from killing that mouse?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 18, 2019, 03:40:35 pm
Just shove the nail into its mouth, it won't be as noticeable there.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 19, 2019, 03:30:11 pm
How big is the nail? I recommend mouth. We run the risk of damaging our new pet (I vote for Mousewise) if we just shove a nail into it's torso willy-nilly.
Title: Re: The Left-Hand Path
Post by: piecewise on April 22, 2019, 03:35:47 pm
You think back to when you killed the mouse. You remember...something coming out of it but you can't recall exactly what it was. Just some shimmering stuff that went up when the Anima connection failed. Maybe the mouse's memories?  You're not sure you want to eat the memories of a mouse...but they might be good. Mice hear lots of things, see lots of things. Hmm.

In any case, you grab one of the nails and carefully jam it down the mouse's throat before reaching up and grabbing at the Anima. As you touch it, the red glow of your ring flows up your arm in little pulses and with a cold tingle you catch hold of the fabric of life. You pull it down; it resists more than you imagined it would but not hugely so and you carefully wrap it around the head of the nail, which is still sticking out from the mouse's mouth. The ring flashes once more as the connection is made and then the mouse's body shivers. With an odd muffled squeak it rises up onto its legs again and then stands perfectly still.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 22, 2019, 03:49:02 pm
You think back to when you killed the mouse. You remember...something coming out of it but you can't recall exactly what it was. Just some shimmering stuff that went up when the Anima connection failed. Maybe the mouse's memories?  You're not sure you want to eat the memories of a mouse...but they might be good. Mice hear lots of things, see lots of things. Hmm.

In any case, you grab one of the nails and carefully jam it down the mouse's throat before reaching up and grabbing at the Anima. As you touch it, the red glow of your ring flows up your arm in little pulses and with a cold tingle you catch hold of the fabric of life. You pull it down; it resists more than you imagined it would but not hugely so and you carefully wrap it around the head of the nail, which is still sticking out from the mouse's mouth. The ring flashes once more as the connection is made and then the mouse's body shivers. With an odd muffled squeak it rises up onto its legs again and then stands perfectly still.

MOUSE.

HOVER MODE.

Also congratulations to us, if we weren't a necromancer before, we sure are now! Let's maybe bring our mouse friend along as we try to learn some of the other things on our list the natural way in the library.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 22, 2019, 10:35:16 pm
Recall if it's possible to see through or use the senses of the puppet ourselves, if we can sense how many we have active/when one is destroyed, and if signal strength/latency becomes an issue when the puppet is far away.

Hmm. I wonder if the stuff we can absorb from books with Esme's help counts as "memories" that Anima Phantoms can eat. If so, that could be a source of food for them, as large as the library itself.
Do Anima Phantoms only eat specific kinds of memories, or do they just devour anything? Does it matter how emotional/interesting the memories are?
Title: Re: The Left-Hand Path
Post by: Mathel on April 23, 2019, 04:40:47 am
Recall if it's possible to see through or use the senses of the puppet ourselves, if we can sense how many we have active/when one is destroyed, and if signal strength/latency becomes an issue when the puppet is far away.

Hmm. I wonder if the stuff we can absorb from books with Esme's help counts as "memories" that Anima Phantoms can eat. If so, that could be a source of food for them, as large as the library itself.
Do Anima Phantoms only eat specific kinds of memories, or do they just devour anything? Does it matter how emotional/interesting the memories are?
+1

As funny as this is, a mouse with a nail shoved down it's throat is not a good spy, because it is obviously undead.
Another thing to recall: Do undead naturaly decay?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 23, 2019, 06:24:44 am
As funny as this is, a mouse with a nail shoved down it's throat is not a good spy, because it is obviously undead.
We just need to shove the nail in further, or get a smaller nail.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 23, 2019, 06:27:12 am
Or just use the mouse's heart.
Title: Re: The Left-Hand Path
Post by: IronyOwl on April 23, 2019, 12:41:42 pm
I wonder if we can anchor to a claw or something that's naturally external. Probably risks damaging it, though.

Do different anchors have different properties? Is there a reason a necromancer might favor the heart over the liver or a length of rib, for instance?

Do we recall if anima phantoms eat memories OR mana or memories AND mana? More specifically, is there any way to keep an anima phantom servant without going insane or killing things for it?



Or just use the mouse's heart.
We'd have to physically wrap it, though, which would require some surgery.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 23, 2019, 01:09:17 pm
Hmm. I wonder if the stuff we can absorb from books with Esme's help counts as "memories" that Anima Phantoms can eat. If so, that could be a source of food for them, as large as the library itself.

Uh, excuse me but that's clever as hell, we could store BS useless memories to power our necromantic might. Points for locating the most absurdly useless information possible to utilize in this manner. One excruciatingly detailed book on the mating habits of seahorses, please.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 23, 2019, 01:21:09 pm
Or just use the mouse's heart.
We'd have to physically wrap it, though, which would require some surgery.
Yeah, but it's no like it needs its flesh. It's just padding. Just armor. Cut a hole and then apply some duct tape and you're done.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 23, 2019, 02:04:28 pm
Or just use the mouse's heart.
We'd have to physically wrap it, though, which would require some surgery.
Yeah, but it's no like it needs its flesh. It's just padding. Just armor. Cut a hole and then apply some duct tape and you're done.

I mean, I was assuming it needed things like muscles to function, but I guess Piecewise Skellington gets around. Would having musculature increase the physical ability of an animated subject?
Title: Re: The Left-Hand Path
Post by: piecewise on April 25, 2019, 11:49:10 am
Recall if it's possible to see through or use the senses of the puppet ourselves, if we can sense how many we have active/when one is destroyed, and if signal strength/latency becomes an issue when the puppet is far away.

Hmm. I wonder if the stuff we can absorb from books with Esme's help counts as "memories" that Anima Phantoms can eat. If so, that could be a source of food for them, as large as the library itself.
Do Anima Phantoms only eat specific kinds of memories, or do they just devour anything? Does it matter how emotional/interesting the memories are?
+1

As funny as this is, a mouse with a nail shoved down it's throat is not a good spy, because it is obviously undead.
Another thing to recall: Do undead naturaly decay?
You can't see through their eyes or really "Sense" anything directly. However, like with Piecewise in the closet, they can sort of broadcast their understanding of the world to you.  If you try it with the mouse you get the impression the room you're in and that there is a person here. The mouse appears to have poor human differentiation because it can't tell you anything specific about yourself. To the mouse you're just "A human". Not even that really, just a big thing on two legs. You can sense how many are active and generally how strong the "Signal" is via the heartbeats in your head.

Anima phantoms seem to eat any memories but they like the memories of sentient beings best, judging by the book. Might be due to general "Interesting-ness" of the memories or something about sapience.

The undead do...not decay naturally but they also do not heal or bleed or anything like that. An undead that gets injured will always have that injury unless it is literally mechanically fixed by sewing it together or something similar.

I wonder if we can anchor to a claw or something that's naturally external. Probably risks damaging it, though.

Do different anchors have different properties? Is there a reason a necromancer might favor the heart over the liver or a length of rib, for instance?

Do we recall if anima phantoms eat memories OR mana or memories AND mana? More specifically, is there any way to keep an anima phantom servant without going insane or killing things for it?



Or just use the mouse's heart.
We'd have to physically wrap it, though, which would require some surgery.
You think about what you've learned...the book said nothing about the nature of the anchors, as in any differences between particular objects. There probably are some but it might be more in the theory or advanced practices.

You remember that a servant can be feed pure mana instead of memories. Mana, as the book says, is considered by necromancers to be somehow connected to the Anima.

You think back to when you killed the mouse. You remember...something coming out of it but you can't recall exactly what it was. Just some shimmering stuff that went up when the Anima connection failed. Maybe the mouse's memories?  You're not sure you want to eat the memories of a mouse...but they might be good. Mice hear lots of things, see lots of things. Hmm.

In any case, you grab one of the nails and carefully jam it down the mouse's throat before reaching up and grabbing at the Anima. As you touch it, the red glow of your ring flows up your arm in little pulses and with a cold tingle you catch hold of the fabric of life. You pull it down; it resists more than you imagined it would but not hugely so and you carefully wrap it around the head of the nail, which is still sticking out from the mouse's mouth. The ring flashes once more as the connection is made and then the mouse's body shivers. With an odd muffled squeak it rises up onto its legs again and then stands perfectly still.

MOUSE.

HOVER MODE.

Also congratulations to us, if we weren't a necromancer before, we sure are now! Let's maybe bring our mouse friend along as we try to learn some of the other things on our list the natural way in the library.

You teach the mouse hover mode and it immediately begins bouncing up and down with odd, stiff motions and repeated squeaks.

Hmmm which subject to look into first?

Title: Re: The Left-Hand Path
Post by: Mathel on April 25, 2019, 03:57:12 pm
Let's do some experiments.
Bind Mouse Zombie by it's tongue. Without releasing it first.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 25, 2019, 04:51:30 pm
Alexander Kelly was apparently a big deal, maybe we can find a biography on him or something. Even if it ends up being full of propaganda, we could probably glean some insight into his deeds and reputation.

After all, anything he did, we can most likely do as well.
Title: Re: The Left-Hand Path
Post by: King Zultan on April 26, 2019, 05:44:28 am
Alexander Kelly was apparently a big deal, maybe we can find a biography on him or something. Even if it ends up being full of propaganda, we could probably glean some insight into his deeds and reputation.

After all, anything he did, we can most likely do as well.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 26, 2019, 12:34:33 pm
Alexander Kelly was apparently a big deal, maybe we can find a biography on him or something. Even if it ends up being full of propaganda, we could probably glean some insight into his deeds and reputation.

After all, anything he did, we can most likely do as well.
+1

Oh geez yeah this is important isn't it

+1

Also we should probably try to get on everyone else's sleeping schedule at some point, recommend we go to sleep after this.
Title: Re: The Left-Hand Path
Post by: piecewise on April 28, 2019, 01:51:10 pm
Alexander Kelly was apparently a big deal, maybe we can find a biography on him or something. Even if it ends up being full of propaganda, we could probably glean some insight into his deeds and reputation.

After all, anything he did, we can most likely do as well.
+1

Oh geez yeah this is important isn't it

+1

Also we should probably try to get on everyone else's sleeping schedule at some point, recommend we go to sleep after this.

You head downstairs -quietly- and start looking around. First you search the card catalog for the name but find nothing other than the fact that apparently he shares the name with someone who writes books on archeology. A quick check of publication dates reveals that they cannot be the same person unless he was writing long treatises about ancient pottery when he was a toddler.  Next you move on to history books, though this is also a disappointment because the library's arcane focus means the books tend to be very focused and limited in terms of their content, with little reference to larger world events. Still, you pick up a few and skim them quickly, looking for any mention of the name but finding none.  Next you search through what you think might be relevant texts, specifically any reference you can find to necromancy that was written in the last 10 years or so. Here you do find mention of him but nothing much about his life. Mostly its references to his work, which seems to be related to the connection between sapience, the body, and the Anima. Specifically they mention his usage of captured memories being infused into necromantic puppets to allow a degree of rudimentary intelligence, though the results are apparently still highly experimental and unstable.

It occurs to you, as you read, that considering what you've heard of the state of this country it might be likely that any information about Alexander might have been edited or removed. Entire books might have been stripped from the library; anything that portrayed him as anything more than a researcher.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 28, 2019, 03:03:56 pm
Hmm, so we're more of a particularly advanced puppet, rather than a very smart Anima Phantom. Means we don't have to eat people's minds to survive, I guess.
Title: Re: The Left-Hand Path
Post by: Devastator on April 28, 2019, 03:59:12 pm
Everyone needs a hobby, though, and souls are delicious.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 28, 2019, 05:47:41 pm
They say sleep can help you work out problems and organize/find memories. Maybe we should try sleeping?

Also, if we want to learn more, then maybe we should find someone who knew him, some friend or co-worker. Maybe we should find some old newspaper article or something that has information about who he was working with? Or maybe some telephone catalogue that has his office's location?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 29, 2019, 08:46:47 am
Maybe we should just sleep for a bit.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 29, 2019, 12:14:34 pm
Maybe we should just sleep for a bit.

+1.

Sleep now, plot world domination tomorrow.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 29, 2019, 04:40:24 pm
Hmm. Can we eat? Can we taste? We should try eating something before going to bed.

Also, if we can animate everything, even things that aren't dead animals, then assassination should be pretty easy. Just reanimate some spaghetti and make it choke whoever eats it.
Title: Re: The Left-Hand Path
Post by: Mathel on April 29, 2019, 11:56:54 pm
Just make sure that the one who eats it is the target. The general problem with poisoned food is that you have to either be the one who serves it, or be right there when it gets served to poison it. Otherwise there likely will be collateral damage.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 30, 2019, 01:11:45 pm
Just make sure that the one who eats it is the target. The general problem with poisoned food is that you have to either be the one who serves it, or be right there when it gets served to poison it. Otherwise there likely will be collateral damage.

We're talking about partially sapient undead spaghetti here, you can probably instruct it to only strangle specific diners.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 30, 2019, 07:29:10 pm
Less "partially sapient", more "questionably sentient", I'd say. Phantoms are a little better, but then we need to catch a magic space ghost eel, convince it to use some spaghetti as its body, and teach it how to determine the right target.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 01, 2019, 02:48:16 am
Didn't we just read that the puppets have part of our intelligence which allows them to know things like what "hover" and "closet" is? Presumably the same thing can be used to direct their noodly appendages to the correct target.
Title: Re: The Left-Hand Path
Post by: piecewise on May 07, 2019, 09:30:29 am
We're talking about partially sapient undead spaghetti here
Huh.

They say sleep can help you work out problems and organize/find memories. Maybe we should try sleeping?

Also, if we want to learn more, then maybe we should find someone who knew him, some friend or co-worker. Maybe we should find some old newspaper article or something that has information about who he was working with? Or maybe some telephone catalogue that has his office's location?

Hmm. Can we eat? Can we taste? We should try eating something before going to bed.

Also, if we can animate everything, even things that aren't dead animals, then assassination should be pretty easy. Just reanimate some spaghetti and make it choke whoever eats it.
You put all the books back and then go wandering, looking for some food. Its surprisingly hard to find food just sitting around in a library...or perhaps it isn't surprising at all...in any case you head back to the living quarters and check out what appears to be a pantry of sorts and find a good supply of food, mostly canned or dried, and select an already open bag of dried apple slices. You aren't hungry and when you do bite into the slice of rubbery fruit it has a sort of dull and distant taste, but a taste none the less. You seem to be able to eat the stuff alright but you don't bother eating much since you're not actually hungry.  Idly chewing on one last slice you return to your room and strip down to your underclothing before laying on the bed.

You stare up at the ceiling for a bit, mind blank,  and then wonder how it is someone falls asleep. You consider your memories, or the phantoms of sensation that call themselves memories and decide that under the covers is best. You get under the blanket and continue to stare up at the ceiling. Hmmm.  Maybe you have to try? You make a conscious effort to sleep, telling yourself to sleep repeatedly while keeping your eyes closed. 

There are hands on your shoulders, shaking you violently, and Esme's voice is coming to you loud and panicked.

"HEY! COME ON!"

You open your eyes. Its morning or maybe early afternoon judging by the amount of light in the room and Esme is leaning over you, her face pale and worried.  You blink up at her, confused, and she rocks back, letting go of your shoulders and sitting down on the edge of the bed with a gasp of relief.

"Don't do that to me!" She says, "You didn't come down this morning so I came in to see if you were ok and you were...Just lying there. Cold and unresponsive.  I thought maybe you died or...ran out of juice or whatever, you know."

You tell her that you had tried to sleep.

"Well I think you pulled it off." she says with a sigh, calming down a bit.

You sit up and are about to get out of bed when you notice something. You feel your constructs; the mouse is where you left it but Piecewise isn't in his bag. You check the bag yourself to be sure but he's gone. He feels like he's nearby, somewhere downstairs. You tell Esme and both of you head downstairs, you  leading the way via the vague sensation of the skeleton's location. You find him in the back corner of the library at the same table you sat at last night when you searched through the books.  He's sitting in a chair that is facing away from the table but towards you. He's holding a book in his lap.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 07, 2019, 11:02:00 am
Strange. Could it be someone else controlling it? Could it be some hidden spirit? Some leftover directive from whoever assembled it? A subconscious decision made by us (or the part of us we gave to it) in our sleep? Maybe the book will help us understand more.

But maybe we should examine its energy first and make sure we can control it, just to be on the safe side.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 07, 2019, 01:02:28 pm
+1 to examine his energy, though we probably don't know enough to tell much about what could be specifically wrong/right. Maybe ask Esme if skeleton constructs like to wander off and read Tolstoy every so often. Don't these things need memories aka information to survive? Maybe it's just snacking.

If nothing else, jaunt on up and ask him what he's reading today.
Title: Re: The Left-Hand Path
Post by: Mathel on May 07, 2019, 01:08:12 pm
+1 to examine his energy, though we probably don't know enough to tell much about what could be specifically wrong/right. Maybe ask Esme if skeleton constructs like to wander off and read Tolstoy every so often. Don't these things need memories aka information to survive? Maybe it's just snacking.
+1
Quote
If nothing else, jaunt on up and ask him what he's reading today.
Better idea: tell him to show us the book title. If we ask him, he can not reply in words.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 08, 2019, 03:46:45 am
+1 to examine his energy, though we probably don't know enough to tell much about what could be specifically wrong/right. Maybe ask Esme if skeleton constructs like to wander off and read Tolstoy every so often. Don't these things need memories aka information to survive? Maybe it's just snacking.
+1
Quote
If nothing else, jaunt on up and ask him what he's reading today.
Better idea: tell him to show us the book title. If we ask him, he can not reply in words.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 08, 2019, 04:10:52 am
Don't these things need memories aka information to survive? Maybe it's just snacking.

Phantoms do, this thing should just be a puppet.
Title: Re: The Left-Hand Path
Post by: piecewise on May 10, 2019, 10:19:47 am
You ask Esme if its normal for necromantic puppets to wander off and do things on their own.

"I'm not really versed in necromancy but I'm pretty sure its not normal." She says, still staring at Piecewise.

You look at how Piecewise is connected to the Anima and it seems no different than before; big connection to the anima, small connection to your finger. He's not inhabited by any of those fishy spirits either, just an empty skeleton still.

You command him to show you the book he's holding and he holds it up so that you can see the title.

"Journal of Arcane Investigation, collected volumes 233-250"

You notice that one of the skeleton's fingers is stuck into the book, as though holding his place.
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 10, 2019, 10:28:09 am
Fail to notice the lead, go have a sandwich.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 10, 2019, 10:34:21 am
Open the book to the page he's holding and read whats there.
Title: Re: The Left-Hand Path
Post by: Mathel on May 10, 2019, 11:06:44 am
Open the book to the page he's holding and read whats there.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 10, 2019, 02:03:14 pm
Fail to notice the lead, go have a sandwich.

+1, but then just before you take a bite, bolt upright and exclaim "EGADS. What am I doing?!" Then begin a montage while you go out and buy a Subway™ sandwich for yourself and Piecewise. Both look at the camera in satisfaction.

Or instead of that, check out more closely what he's reading into, specifically at the place his finger rests.
Title: Re: The Left-Hand Path
Post by: Superdorf on May 10, 2019, 02:11:45 pm
There's two possibilities here. 1: Piecewise is under somebody else's control. 2: Piecewise has attained sapience.
If Piecewise has attained sapience, we might be able to communicate with him. He apparently can't talk... but can he write? Let's find out.

Do look at what Piecewise is reading, but then find writing materials. Lay said materials in front of him, then ask him: "Do you know how to use these?"
Title: Re: The Left-Hand Path
Post by: piecewise on May 10, 2019, 04:54:08 pm
You grab the book, being careful not to lose the page he is holding, and check what it says.  The page he's holding is the first page of an article talking about the expansion of a particular government lab which is investigating the connection between the Anima and conciousness. In the report they talk about a "Director Kelley" and then list several of his subordinates. The names include Jennifer Massey, Erin Massey, Thomas Hill, and Paul Van-Horn.


You set the book on the table and, with some help from Esme, get a piece of paper and a pencil. You set them on the table near Piecewise and ask if he can use them. He nods his head slowly.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 10, 2019, 05:17:02 pm
Oh goodness we can ask questions and get answers in the form of writing. This is a big deal.

Also he found information on our past life.

Firstly tell him there is more gravy than a grave about him, and then ask him if he can tell us more about who we were. Also, does he know who he was before he was Piecewise? Also we should see if he can tell us more about the extent to which he is aware. Have we been carrying a thing that qualifies as a person around in a briefcase? We should apologize.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 11, 2019, 03:27:28 am
Oh goodness we can ask questions and get answers in the form of writing. This is a big deal.

Also he found information on our past life.

Firstly tell him there is more gravy than a grave about him, and then ask him if he can tell us more about who we were. Also, does he know who he was before he was Piecewise? Also we should see if he can tell us more about the extent to which he is aware. Have we been carrying a thing that qualifies as a person around in a briefcase? We should apologize.
+1
Title: Re: The Left-Hand Path
Post by: Mathel on May 11, 2019, 05:53:47 am
Oh goodness we can ask questions and get answers in the form of writing. This is a big deal.

Also he found information on our past life.

Firstly tell him there is more gravy than a grave about him, and then ask him if he can tell us more about who we were. Also, does he know who he was before he was Piecewise? Also we should see if he can tell us more about the extent to which he is aware. Have we been carrying a thing that qualifies as a person around in a briefcase? We should apologize.
+1
+1
Title: Re: The Left-Hand Path
Post by: Superdorf on May 11, 2019, 03:03:23 pm
Alright, so Piecewise can answer questions. Cool!

Ask Piecewise to answer the following questions using the paper and pencil we've provided him, giving him time to answer each one before asking the next: "What are you? Who were you? What am I? Who was I?"
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 12, 2019, 06:17:15 am
Didn't we already try asking him using words? So unless something changed since yesterday or writing follows different rules, I don't think it will be any different. I think this is a literal interpretation of "yes, I can write whatever you tell me to".
Title: Re: The Left-Hand Path
Post by: piecewise on May 12, 2019, 10:29:23 am
Oh goodness we can ask questions and get answers in the form of writing. This is a big deal.

Also he found information on our past life.

Firstly tell him there is more gravy than a grave about him, and then ask him if he can tell us more about who we were. Also, does he know who he was before he was Piecewise? Also we should see if he can tell us more about the extent to which he is aware. Have we been carrying a thing that qualifies as a person around in a briefcase? We should apologize.
+1
+1
Alright, so Piecewise can answer questions. Cool!

Ask Piecewise to answer the following questions using the paper and pencil we've provided him, giving him time to answer each one before asking the next: "What are you? Who were you? What am I? Who was I?"
You ask Piecewise what he is.  He responds in a neat, even, almost typewriter like script that "I am a skeleton".

However as you try to ask him further questions you quickly find that the vast majority of them simply end with him holding the pencil on the paper and vibrating as though straining to act but unable to. Through process of elimination and a few tests in which you have Esme stand behind Piecewise and hold up a certain number of fingers, you discovered that Piecewise seems to be drawing from your knowledge. Even when he doesn't see the number held up, as long as you see it, he knows.  He also seems to have his own memory, as he can recall numbers you aren't shown, but his memory seems very limited, as though only able to hold on to very objective data. You ask him about last night and he explains, in a rather tortuous way via a dozen questions, that he was in his bag and then he was down here. There seems to be a blank space in his memory.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 12, 2019, 06:19:55 pm
Hmm. That doesn't leave us with much to go on. So investigating that lab and the people working there at the time should probably be our priority, unless Esme has a better idea about what we should investigate or something she'd like our help with.

But perhaps we should get a bit more basic questions first. Like, where's that lab? How do we get there? Do we walk? Take a cab? Drive? Do we need money? Do we need an ID? Do we need to hide our face with a fashionable scarf?
Title: Re: The Left-Hand Path
Post by: King Zultan on May 13, 2019, 05:29:20 am
Lets look through the book piecewise had and see of there's any other information that it might contain.
Title: Re: The Left-Hand Path
Post by: piecewise on May 13, 2019, 09:18:54 am
Lets look through the book piecewise had and see of there's any other information that it might contain.
The book doesn't seem to contain any more info related to Kelley, though it does contain a lot of information about arcane research.

Hmm. That doesn't leave us with much to go on. So investigating that lab and the people working there at the time should probably be our priority, unless Esme has a better idea about what we should investigate or something she'd like our help with.

But perhaps we should get a bit more basic questions first. Like, where's that lab? How do we get there? Do we walk? Take a cab? Drive? Do we need money? Do we need an ID? Do we need to hide our face with a fashionable scarf?
You show the article to Esme and ask what she thinks your next moves should be.

"First things first, we need to get you some identification papers. Without those its only a matter of time until they pick you up. And considering your unique biology and lack  of history they'll either incinerate you as a weapon or study you as a specimen.  But after that we can start investigating these names and that lab. I don't think the lab still exists, or at least exists in the same way. I'll get word around that we're looking for info on these people though. With any luck at least one of them will still be alive and willing to talk.

I'm going to get something to eat, then we'll head to the forger, alright?"
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 13, 2019, 01:52:58 pm
I think we've joined the resistance, mates.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 14, 2019, 05:46:13 am
Lets go see the forger.
Title: Re: The Left-Hand Path
Post by: piecewise on May 23, 2019, 01:03:13 pm
You follow Esme who leads you back upstairs and into a little kitchen. Its the only room you've seen so far up here that has a window; albeit a small one. She puts a kettle on a wood burning stove and starts making some toast in a skillet so you wander over to the window and stare out. The world outside looks quite different from this height and in this light. Dark gray buildings streaked with rain stains and soot stretch out to the harbor  where the water glitters in the morning sun, a deep shade of blue. Countless thin pillars of smoke rise from the rooftop chimneys and the stacks of the distant ships. The sky is still stormy and the snow blowing past the window is stained with soot. The city seems some great ruin of progress, the jagged pointed rooftops like the shattered foundation of something larger and more meaningful.

"Do you want anything?"

You wave the offer away. You're still not sure how your body handles food and you don't want a belly of toast slowly molding. Esme sits down and you wander over and sit across from her. You ask about the forger and she considers while chewing.

"We use him for all of our forging work. He's in the basement of a bar a few blocks from here, doing work as a printmaker for the government. Illustrations for their posters and pamphlets and what not."

She jams the tip of her butter knife into the remaining slice of toast. "He's a little too good at it, if you ask me." She says with a grimace. "You can see one his posters out there." She gestures back to the window and down, to the streets below.  You get up and take another look: the poster is in the next street, on the blank wall of an building, its colors mostly faded from sunlight and soot. Still, the image is clear. Had you the knowledge of such things you might compare it to art nouveau or the works of Alphonse Mucha: Flowing, richly detailed yet ethereal and dreamlike. Art which contains aspects of indefinable beauty and heroism, which seems both old and new at once. It depicts the state as a woman wrapped in flowing white  carrying a flowing flag above her head and striding forwards towards the viewer. Great towers loom behind her and the caption at her feet reads "Ever Forward!"

...

Esme knocks for the third time, shivering as another gust of icy wind whips down the alley and stirs little flurries of snow in the sunken basement entryway.

"Damn it Bruce, open up."  She mutters as her fist pounds out a dull rhythm on the metal door.   She's just about to start knocking for the fourth time when the door swings open. The man that opened it is not quite what you expected. He looks like a retired boxer: square head, barrel chest, stocky frame and thick callused hands. He has hasn't shaved in days and looks like he was asleep until a few moments ago, his short cropped hair somehow still messy.  He looks you both up and down with an angry squint and then steps aside for you to enter. You follow Esme and the man slams the door shut behind you. Esme and the man -whose name must be Bruce- Launch off into tirades about leaving people out in the cold or waking someone up at the ungodly hour of 11am. You wander away as they argue. The underground room is basically just one large space with a the only separate room being a little bathroom off to the side. A kitchen area and a bed are shoved into one corner of the room while the rest of the space is filled with artist paraphernalia. Tubes of paint, blocks of linoleum, a printer's press, etching tub, sheets of metal, canvases, boxes of what look like stage props and a modeling area with a tree stump and great heaps of cloth flowers in garlands draped over it or hanging from above. A woman, most likely the model judging from the tunic and discarded crown of flowers, is curled up and still asleep in a large arm chair next to the still smoldering wood burning stove. 

You're shaken from your examinations when Bruce puts a heavy hand on your shoulder and grunts "What name?"

You stare at him for a moment, confused.

"What name do you want on your papers." He says, clearly losing patience, "And I ain't putting Alexander Kelley. Would ruin my reputation."


 
Title: Re: The Left-Hand Path
Post by: Mathel on May 23, 2019, 01:09:59 pm
Something that is common, but not so common that it looks fake. How about Thomas Johnson?
Title: Re: The Left-Hand Path
Post by: Superdorf on May 23, 2019, 05:17:26 pm
Something that is common, but not so common that it looks fake. How about Thomas Johnson?

I like Johnson for a last name, but our first could use some pepping up...

We are "Eligius Johnson", after the Latin eligere: "to choose".
Title: Re: The Left-Hand Path
Post by: King Zultan on May 24, 2019, 06:35:15 am
How about "Eligius Goldstine".
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 24, 2019, 09:45:13 am
I vote for Thomas Deadison. Because science!
Title: Re: The Left-Hand Path
Post by: Superdorf on May 24, 2019, 10:48:46 am
I vote for Thomas Deadison. Because science!

*snrk*

Let's not put that on our passport, but among friends? That's our name now. :D

How about "Eligius Goldstine".
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 24, 2019, 12:36:50 pm
Kalexander Elly?

What about "Not Sure"?
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 24, 2019, 12:52:38 pm
Alice Harvard.
Title: Re: The Left-Hand Path
Post by: piecewise on May 25, 2019, 02:07:06 pm
So far the only name to get a vote is "Eligius Goldstine" so unless someone else has something better, thats what we'll be going with.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 25, 2019, 02:31:03 pm
So far the only name to get a vote is "Eligius Goldstine" so unless someone else has something better, thats what we'll be going with.

I haven't heard a better one yet, aside from my own crazed musings.

+1 to Eligius Goldstine.
Title: Re: The Left-Hand Path
Post by: piecewise on May 29, 2019, 12:20:44 pm
You give the name of "Eligius Goldstine". Bruce looks at you for a moment and then shrugs. He ponderously walks to a sketching table, picks up a camera and, after some angry instructions of how you should stand and act, takes your picture. He then shoves a canister into your hand and demands that you get the film developed while he works on the paperwork.

"You know walking around outside without paperwork is dangerous" Esme cuts in on Bruce's demands, taking the film from your hand. "I'll go do it.  You should talk to Bruce about any questions you have relating to the old days. I'm relatively new in town but Bruce has been here since they laid the first cobblestone."

"I don't wanna be answering the questions of no empty headed corpsepuppet while I'm working!" Bruce growls at her, banging his fist on the table. The girl in the chair by the stove grumbles and turns around, trying to escape from the noise. Bruce looks at her for a moment and then sighs. "I don't like talking while I work," He says finally, more quietly this time. "Its distracting."

"Learn to multitask then." Esme says and walks for the door, "Besides, I thought old men loved talking about the old days."

Bruce grumbles after her as she closes the door behind her and then shifts his gaze to you.  Again he looks you up and down before grunting and turning back to his work.

After a few silent minutes he sighs again and without looking at you says "Well, get on with it."
Title: Re: The Left-Hand Path
Post by: King Zultan on May 30, 2019, 09:11:13 pm
Do you know why the sun shines?

Why do you make poster for the government and forge documents?
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 30, 2019, 09:33:43 pm
"Uh, I can't think of many questions, sorry..."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 31, 2019, 05:57:03 pm
I cannot think of any questions.

Tell him he has pleasant facial hair.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 31, 2019, 07:43:19 pm
Various questions, choose what you find interesting:

"How did you and Esme came to know each other?"

"What did you do before you were making posters for the government? Do you like this job better?"

"Who is she? Can she be trusted?"

"Why is there a war going on in the first place? Do you think the reasons make sense? Do you think any one side is right or better or has the moral superiority?"

"Do the people support the war? Do the people support the government?"

"Who is winning the war right now? Who do you think will end up winning?"

"How far is the Frontline? Are we in danger of seeing conflict? Shelling or bombing?"

"Is the situation better in the countryside? Would it be easier to hide there?"

"Do you think things are better in some other country? Ever think of moving?"

"What is the form of government of Milos? Is there a prominent figurehead or are they merely a group of individuals whose interests align?"

"Do you hate Alex? Do you think he is responsible for all this?"

"What do people do for entertainment around here?"

"How did the current government come to be?"

"Are people getting drafted to fight? Is this leading to decreased production and shortages?"

"Is this city very old? Any reason people decided to settle here?"

"Does this city's tunnels happen to be perfectly sized for sneaking around in? I'm not really alive, I think, so I can probably go through them without risk of disease."

"Was there always a rivalry between Milos and Eurstoya?"

"Are there other countries participating in the conflict?"

"What can you tell me about <area Alex's lab is>?"

"Does this city have a large number of people with those supernatural skills?"

"Does this city have any relation with necromancy?"
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 01, 2019, 11:34:23 am
Here's Bruce, he hates strangers, distractions, and questions. Now then, what is your name?

"[vomits unrelated exposition]"

At any rate:

1) "How did you and Esme came to know each other?" - this will touch on multiple topics. A good question.
2) "What is the form of government of Milos? Is there a prominent figurehead or are they merely a group of individuals whose interests align?" - likely will result in a useful summary of many things
3) "Was there always a rivalry between Milos and Eurstoya?" - Good followup to the previous question if we require more detail.
4) "Nice beard, Bruce. Bruce the Beard. Brucey Beard."
Title: Re: The Left-Hand Path
Post by: piecewise on June 01, 2019, 01:18:13 pm
Do you know why the sun shines?

Why do you make poster for the government and forge documents?

"Because they both pay well." He grunts.

Here's Bruce, he hates strangers, distractions, and questions. Now then, what is your name?

"[vomits unrelated exposition]"

At any rate:

1) "How did you and Esme came to know each other?" - this will touch on multiple topics. A good question.
2) "What is the form of government of Milos? Is there a prominent figurehead or are they merely a group of individuals whose interests align?" - likely will result in a useful summary of many things
3) "Was there always a rivalry between Milos and Eurstoya?" - Good followup to the previous question if we require more detail.
4) "Nice beard, Bruce. Bruce the Beard. Brucey Beard."
"She was introduced to me by some tough I was forging paintings for. Wanted a business license. Went from there."

"Democratic Meritocracy they say. Its not of course, not really. Closer to a military dictatorship but I ain't no politician.  Leader used to be Supreme Commander Einland but something happened to him. They say heart attack but I don't believe em. In any case now his subordinate Julius Rand is Supreme Commander and he's got a whole mares nest of hardliners and ministries and departments under him. Only him and a few of his direct underlings really stand out in my memory.

"To a point. In the past there were other wars ya know. Trade wars mostly over shipping routes and such I think. It wasn't some grand rivalry but Eurstoya is the only country with power 'bout equal to that of Milos round here. If Milos wants to expand, Eurstoya is the only real thing in its way."

The last question makes him look at you with a combination of confusion, annoyance, and concern.  "You alright there, corpse lad? Brain starting to rot a bit?"

Various questions, choose what you find interesting:

"What did you do before you were making posters for the government? Do you like this job better?"
"I was an artist at first. Got my training in it. Started forging after I ran up some debts. Did'em both, though the forging paid more of course.  Dunno if this government work is better than work for criminals. Both might break your legs if you don't satisfy."


"Do the people support the war? Do the people support the government?"
"They don't have much choice, lad. But if you want their true opinion I'd say most do, or at least don't oppose it.  Last government had its own problems, some worse in their own ways. For now they've got the people on their side."

"Who is winning the war right now? Who do you think will end up winning?"
He shrugs, "I don't rightly know. Sounds like we are but I doubt you can really trust the reports."

"How far is the Frontline? Are we in danger of seeing conflict? Shelling or bombing?"
 "No front line as of yet, least not really. Separated by the sea and no one has made that first inward push onto the main land. So far its just naval combat, bombing, and some ground skirmishes over islands. Pussy footing about."

"Is the situation better in the countryside? Would it be easier to hide there?"
"Maybe. Less authorities out there but you'll also stick out more as a new face."

"Do you think things are better in some other country? Ever think of moving?"
"Borders are closed now. Besides, I got my reasons to stay."

"Do you hate Alex? Do you think he is responsible for all this?"
"The powers that be want us to believe he's some master traitor; a boogey man always out there. I don't know the truth but I know they're at best exaggerating. The real reason this all happened was because the old king got corrupt, greedy and blind, let the coup happen."

"What do people do for entertainment around here?"
"I don't know. I drink when I have time I don't want to be filled with painting or whatnot."

"How did the current government come to be?"
"Coup, like I said. Einland got the majority of the armed forces to turn on the government. Called it the Red Week, crushed and killed all opposition from the old guard and monarchy in about a week. Set himself up in charge; supposed to have been temporary as they set up a real government but he died and things sort of just kept going."

"Are people getting drafted to fight? Is this leading to decreased production and shortages?"
"There's a limited draft and we are seeing shortages in some things but nothing bad yet."

"Is this city very old? Any reason people decided to settle here?"
"Despite what Esme says, I ain't that old. Ain't a historian either. City has been her for god knows how long in one form or another. Think it was settled something like 1500 years ago or earlier. Fishing and trade, grew in importance over time till it is as it is now."

"Does this city's tunnels happen to be perfectly sized for sneaking around in? I'm not really alive, I think, so I can probably go through them without risk of disease."
"No idea."

"Are there other countries participating in the conflict?"
"The islands in the way of the war have declared one way or another and there are smaller countries allied with one side or the other but for all intents and purposes its just the big two."

"What can you tell me about <area Alex's lab is>?"
"I'm an artist, not a scientist. Don't know anything about it."

"Does this city have a large number of people with those supernatural skills?"
"I suppose. Dunno if its more than anywhere else though. More focused on by the government for sure but not sure if its actually a higher number."

"Does this city have any relation with necromancy?"
"Because of Alexander its seen as pretty undesirable by anyone outside of the military. Even then its not commonly used. There's no law against it mind you but I wouldn't recommend doing it publicly."


Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 01, 2019, 01:26:11 pm
People usually stop me before I manage to sneak in things like question#4. Success!!!

Also holy geez we need to buy this guy a drink or two, he answered ALL of our questions! He also seems to know details about Alexander, we should mine him for that and buy him yet another drink for his trouble. Drinks for questions!
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 01, 2019, 02:20:28 pm
Yeah, but to buy him a drink we'll need money.

Maybe we can offer to work for him? Animating things and putting them in positions he can paint them in.

Probably not the best use of our time, but it's an idea.
Title: Re: The Left-Hand Path
Post by: Mathel on June 01, 2019, 04:45:12 pm
Yeah, but to buy him a drink we'll need money.

Maybe we can offer to work for him? Animating things and putting them in positions he can paint them in.

Probably not the best use of our time, but it's an idea.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 01, 2019, 04:45:18 pm
Hey whatever happened to Piecemouse?
Title: Re: The Left-Hand Path
Post by: piecewise on June 01, 2019, 05:36:26 pm
Hey whatever happened to Piecemouse?
Back at the library.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 01, 2019, 05:51:12 pm
Hey whatever happened to Piecemouse?
Back at the library.

If we get back and he hasn't managed to open a mysterious tome to a cryptic passage or phrase I'm going to be very disappointed.

Regardless Bruce seems like a nice enough dude I think we should definitely see if we can help him out around the shop, as it were. +1 to that.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 01, 2019, 06:01:48 pm
Would be funny if Piecewise is connected to our memories of research and Piecemouse is connected to our memories of food. We'll find it cooking in the kitchen.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 01, 2019, 08:06:59 pm
Yeah, but to buy him a drink we'll need money.

Maybe we can offer to work for him? Animating things and putting them in positions he can paint them in.

Probably not the best use of our time, but it's an idea.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on June 02, 2019, 11:36:51 am
Yeah, but to buy him a drink we'll need money.

Maybe we can offer to work for him? Animating things and putting them in positions he can paint them in.

Probably not the best use of our time, but it's an idea.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on June 06, 2019, 09:55:46 am
Yeah, but to buy him a drink we'll need money.

Maybe we can offer to work for him? Animating things and putting them in positions he can paint them in.

Probably not the best use of our time, but it's an idea.
+1
You offer to work for Bruce in exchange for the answers to your questions.

"Eh?" is his first response.  "I doubt you can do much for me, lad. A printer ain't got no use for an amnesiac human weapon like yourself.  And I can't say you'd pay me back by overturning this government or anything like that; they're a paying customer after all."

He's silent for a few moments.

"But if you're insistent, there's one thing you can do for me.  I'm looking for a lady named Nina Antonov, any information you can find on her will be helpful.  Not sure where she'd be or if she's even still out there but-"

His words are cut off by the sound of voices outside.  Bruce hurriedly gathers up what he was working on in a flash and stuffs it into a drawer before dropping a bunch of random papers on top and closing the drawer. You both move near the door and listen. There are two voices, both female. One sounds like Esme, the other is unfamiliar.

"-at business do you have here?" the unfamiliar voice says, carrying the steel of authority in the words.

"Bruce asked me to model for him." Esme responds, her voice calm, confident, and apparently nonchalant.

"Mr. Torr is an artisan employed by the ministry. There are many potential threats to his life, and I'm not so certain you aren't one of them."

"We can just ask him."

"Yes." The voice is strangely smug, "We can do just that."

A moment later a fist pounds against the door.  Bruce tenses and then looks around wildly before pointing at you and then at the bed. "Make yourself scarce lad." he whispers.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 06, 2019, 10:11:53 am
De-animate self (through stabbing) to pose as an anatomical reference corpse.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 06, 2019, 10:55:23 am
De-animate self (through stabbing) to pose as an anatomical reference corpse.
+1
Title: Re: The Left-Hand Path
Post by: Superdorf on June 06, 2019, 04:10:17 pm
What? No. Jump under the bed like the nice man says.
Title: Re: The Left-Hand Path
Post by: Whisperling on June 06, 2019, 04:17:49 pm
What? No. Jump under the bed like the nice man says.

+1
Title: Re: The Left-Hand Path
Post by: Mathel on June 07, 2019, 12:30:21 am
What? No. Jump under the bed like the nice man says.
+1
+1
Self-stabbing would likely either not work, or kill us for real. No real reason to risk it.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 07, 2019, 12:52:05 am
Cover ourselves with a blanket and pretend to be a table.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 07, 2019, 07:06:33 am
What? No. Jump under the bed like the nice man says.
+1
+1
Self-stabbing would likely either not work, or kill us for real. No real reason to risk it.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 07, 2019, 11:17:16 pm
Self-stabbing would likely either not work, or kill us for real.

That's the idea.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 07, 2019, 11:59:59 pm
What? No. Jump under the bed like the nice man says.
+1
+1
Self-stabbing would likely either not work, or kill us for real. No real reason to risk it.
+1
+1
Vote changed to this
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 08, 2019, 01:18:07 pm
What? No. Jump under the bed like the nice man says.
+1
+1
Self-stabbing would likely either not work, or kill us for real. No real reason to risk it.
+1
+1
Vote changed to this

Let's get under the bed. Brucey Beard probably knows what he's doing.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 09, 2019, 09:04:30 am
At least try to quietly get naked while we're there.

That way, if we are found out, we can just make up some excuse about how we didn't want to be seen naked or something.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 10, 2019, 03:11:27 pm
At least try to quietly get naked while we're there.

That way, if we are found out, we can just make up some excuse about how we didn't want to be seen naked or something.

Call me crazy but it seems like a buck-naked stranger who may or may not look look like a famous dead man coming out from under the bed claiming he didn't want to be seen would raise more questions.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 10, 2019, 04:40:23 pm
Exactly! It's the perfect red herring. Every second they spend wondering why we're naked is another second we can use to come up with a good excuse or animate her clothes to immobilize her or find a vase and bonk her in the head. Really, being naked is all advantages.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 10, 2019, 05:17:00 pm
Recommend we take an empty vase underneath the bed so that when we get naked we can bandit-tiptoe up behind the bad guy, tap them on the shoulder, then enjoy their moment of bafflement before bonking them with it.

[Edit: -1 to my own plan]
Title: Re: The Left-Hand Path
Post by: Mathel on June 11, 2019, 05:41:32 am
Recommend we take an empty vase underneath the bed so that when we get naked we can bandit-tiptoe up behind the bad guy, tap them on the shoulder, then enjoy their moment of bafflement before bonking them with it.

[Edit: -1 to my own plan]
But as disrobing takes time, we should get under the bed first and disrobe there.
Title: Re: The Left-Hand Path
Post by: piecewise on June 11, 2019, 11:12:11 am
What? No. Jump under the bed like the nice man says.
+1
+1
Self-stabbing would likely either not work, or kill us for real. No real reason to risk it.
+1
+1
Vote changed to this

Let's get under the bed. Brucey Beard probably knows what he's doing.
You scramble under the bed, pressing yourself to the far back corner where it abuts two walls, hiding yourself as much as possible while still being able to peek out. You can only see people's feet and shins from this angle, but its better than nothing.  A few seconds after you stop moving Bruce opens the door with the same annoyed and uncaring attitude he originally greeted you with. Esme starts to speak but before she can say anything another person shoves their way past her and into the room. Black military boots and metal shin guards over dark pants.

"Hello Bruce." The same female voice from before.  As she says this more people come in. Four in total now, all dressed like the first. "How goes the work?" The question is overtly friendly but there is clear threat in the voice.

"Quicker when I'm not interrupted," Bruce growls before quickly amending a forced  "Commander Ellis." to the end.

"Yes. Speaking of which, we found this woman outside your door. Do you know her?" As Ellis says this the other people with her are slowly moving out through the studio. You can tell from their movements that they're searching, stopping here and there, rustling papers and shifting objects before moving on.

"Yeah. Name is Esme, from the Mortibund library. Wanted to contract me to restore some illustration or other."

"Oh? What illustrations would those be?"

"Sacarel's Green Book, plates 3, 8, and 22." Esme replies without hesitation. "Our copy was water damaged and it would be easier to restore than try to find another."

You hear the sound of a metal folding baton extending and Ellis moves towards Bruce, only to slowly walk past him and over to the desk. You hear the metal rod push things on the desk around.

"You remember the stipulations of your agreement with us, I hope."

One of the other men moves near the chair where the woman is sleeping and there is muffled noise of surprise. Bruce turns towards it and even from just his legs you can sense the restrained anger in him.

"Of course." Is all he can say, through gritted teeth.

"Any breech of that agreement and I'm afraid we'll have to start looking for that traitorous daughter of yours again."

A strangled cry from the woman on the chair and the sound of struggling.

"I'll-!" Bruce starts, moving towards the chair. Ellis turns and you hear the rod strike flesh. Bruce drops to one knee and you can just see part of his face. He's holding the side of his head as blood dribbles between his fingers and onto the floor.  You lock eyes with him and for a moment, then he closes his eyes and shakes his head in a barely perceptible way.

"You'll what, exactly?" Ellis says, voice calm but with an undercurrent of threat once again.

Bruce gets up. "I'll be careful." He says, "Wouldn't want to force you to have to do unnecessary work, after all."

"Very thoughtful of you." Ellis says, and you can hear the smile in her words.  Then her voice changes into one of authority.  "Anything?" She asks, apparently to the other men in the room.

A chorus of negative replies.

"Well. We had best let Bruce go back to his work." Ellis turns back to Bruce "We expect a new poster next week, remember?"

Bruce make a vague acknowledging noise.

"Good." You hear the baton fold up and the booted feet move to the door. Esme closes the door behind them and secures the bolt before sliding down to the ground, her back against the door. You're about to crawl out when she seems to notice you and motions for you to stay put.  Bruce moves silently over to the kitchen sink and you can hear the water running. The woman on the chair, who now seems  much younger then before some how, moves to him and stands closely next to him. You hear them whispering but can't make out the words. 

You wait; its easy to do. You don't breathe, you don't move, you just lay there utterly inert, watching.  Bruce eventually comes back over and sits at his desk while Esme and the woman sit on top of the bed. The woman is quiet but Esme and Bruce talk at length about the Green Book and those plates. You think its about an hour until Esme suddenly stops and asks, "Are we clear?"

"Should be," Bruce says, obviously exhausted, "No watcher is gonna sit here for an hour listening to printing jargon."

"Alright," Esme says, her hand reaching under the bed a bit and gesturing to you, "Come on out."



 
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 11, 2019, 12:38:35 pm
>:(
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 11, 2019, 12:55:43 pm
Get out from under the bed and ask Bruce what that was about
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 11, 2019, 01:17:55 pm
Stay under the bed. We could just live like this. We don't need to eat or anything, why do anything?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 11, 2019, 01:23:10 pm
Stay under the bed. We could just live like this. We don't need to eat or anything, why do anything?

Because staying under the bed won't help Bruce or Esme.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 11, 2019, 01:24:27 pm
Yeah but they're not us so why do we care?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 11, 2019, 01:42:29 pm
Come out from bed, become hulk, destroy puny baton peon.

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.


Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 11, 2019, 02:15:21 pm
Come out from bed, become hulk, destroy puny baton peon.

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.


Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
I've never  heard of Orpheus, what show if he from?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 11, 2019, 02:21:45 pm
Come out from bed, become hulk, destroy puny baton peon.

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.


Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
I've never  heard of Orpheus, what show if he from?

Venture Bros, you have to be old to know I guess. Click the name its got a photo.
Title: Re: The Left-Hand Path
Post by: Mathel on June 11, 2019, 03:03:09 pm
become hulk, destroy puny baton peon.
-1
Come out from bed,

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.[/b][/size]

Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
+1
Except the Orpheus part. In classical mythology, Orpheus failed his attempt at necromancy by being impatient. Let us not follow his example.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 11, 2019, 03:06:59 pm
become hulk, destroy puny baton peon.
-1
Come out from bed,

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.[/b][/size]

Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
+1
Except the Orpheus part. In classical mythology, Orpheus failed his attempt at necromancy by being impatient. Let us not follow his example.
Agreed. Patience will be important
Title: Re: The Left-Hand Path
Post by: King Zultan on June 12, 2019, 06:47:04 am
become hulk, destroy puny baton peon.
-1
Come out from bed,

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.[/b][/size]

Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
+1
Except the Orpheus part. In classical mythology, Orpheus failed his attempt at necromancy by being impatient. Let us not follow his example.
Agreed. Patience will be important
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 12, 2019, 08:25:26 am
Preemptively get naked to be ready for another raid

Also remember to greet the formerly sleeping person who hasn't met us. No reason not to be polite.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 12, 2019, 08:33:30 am

Also remember to greet the formerly sleeping person who hasn't met us. No reason not to be polite.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on June 14, 2019, 01:43:32 pm
become hulk, destroy puny baton peon.
-1
Come out from bed,

Anyway new goal, let's start planning some supervillain shit, but for good. We can necromancer so its's time to start learning how to build undead armies in a secret lair to overthrow the government that was mean to Bruce and Esme that one time.[/b][/size]

Hey wait shit, is there time to change my name vote? I forgot about the all-time best necromancer, Orpheus (http://freemasonry.bcy.ca/anti-masonry/hand_sign/orpheus.jpg). We should name ourselves that. At the very least we should talk like that. None of you are ever going to be able to unhear his voice now anyway.
+1
Except the Orpheus part. In classical mythology, Orpheus failed his attempt at necromancy by being impatient. Let us not follow his example.
Agreed. Patience will be important
+1
Preemptively get naked to be ready for another raid

Also remember to greet the formerly sleeping person who hasn't met us. No reason not to be polite.
Get out from under the bed and ask Bruce what that was about
You get your body moving again - it takes a moment for it to come out of complete immobility- and crawl out. The woman, who you think might honestly be more reasonably called a girl now that you really get a good look at her, stares at you wide eyed as you do. Ah, right, she didn't know you were there.  You wave a bit awkwardly and introduce yourself as Orpheus, which causes both Bruce and Esme to give you a rather odd look.

"Did some soul searching down there, discovered your true name?" Esme asks, smiling just a bit. You tell her it just feels right and she shrugs."Whatever floats your boat."

"I'm Mary." The girl says, though she's eyeing you with evident disbelief.

You immediately turn to Bruce and ask what that was all about. His frown deepens and you notice that he has his arm around Mary. He draws her a little closer before he starts speaking.

"Back when the coup first happened there were some protestors who thought the military was taking too long to create a new government. Some started doing sabotage or violence when their demands weren't met. Eventually the government labeled them terrorists and started rounding them up. Some probably deserved it, others were just kids with signs. A lot disappeared forever, others were executed publicly. Some got away and went into hiding. Government doesn't make much effort to track them down as long as they don't do anything but they can use it as leverage on them, or their families, if they want.

That's why I do this government work- well, one of the reasons anyway." He sighs, drinking something from a glass on the side table next to him before holding the cold glass to the wound on his head. "They got me and I can't shake'em. Thats all there is to it."
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 14, 2019, 01:59:01 pm
"What if I helped against the government? I could reanimate some things that can help us."

Practice reanimation on a few random objects in the room
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 14, 2019, 02:05:57 pm
Do not.

"Too bad I need to stay sneaky, or I'd just kill all the government goons who know with an ever-growing horde of undead. Hehe."
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 14, 2019, 02:08:21 pm
Do not.

"Too bad I need to stay sneaky, or I'd just kill all the government goons who know with an ever-growing horde of undead. Hehe."
What do you propose, instead?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 14, 2019, 02:46:54 pm
We probably shouldn't experiment randomly with people's stuff, but I am all for offering necromantic services towards the goal of wiping out/supplanting/conquering the world the guvmint.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 14, 2019, 02:48:00 pm
We probably shouldn't experiment randomly with people's stuff, but I am all for offering necromantic services towards the goal of wiping out/supplanting/conquering the world the guvmint.
Yes, but we should probably experiment to make sure we know how our new power works
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 14, 2019, 03:06:54 pm
We probably shouldn't experiment randomly with people's stuff, but I am all for offering necromantic services towards the goal of wiping out/supplanting/conquering the world the guvmint.
Yes, but we should probably experiment to make sure we know how our new power works

100% agree, but not with like.... other people's stuff, in their howse. Especially Bruce he seems a bit on edge by default.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 14, 2019, 03:14:34 pm
Alright,

We go a dump and practice there, no one owns trash, right?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 14, 2019, 03:22:21 pm
Alright,

We go a dump and practice there, no one owns trash, right?

+1, let's make TRASH GOLEMS (https://www.copyblogger.com/cdn-origin/images/oscar.jpg).
Title: Re: The Left-Hand Path
Post by: Mathel on June 15, 2019, 01:18:56 am
Alright,

We go a dump and practice there, no one owns trash, right?

+1, let's make TRASH GOLEMS (https://www.copyblogger.com/cdn-origin/images/oscar.jpg).
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on June 15, 2019, 04:31:20 am
Alright,

We go a dump and practice there, no one owns trash, right?

+1, let's make TRASH GOLEMS (https://www.copyblogger.com/cdn-origin/images/oscar.jpg).
+1
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 15, 2019, 05:01:18 am
Why not start with something small? Like some creature made out of paper?

I say we make a small moving origami bunny to give as a present to the little girl. It should be animated with our own strength and not a spirit. And we should ask Esme to make sure it's okay to use our ability outside.
Title: Re: The Left-Hand Path
Post by: piecewise on June 17, 2019, 11:55:49 am
Alright,

We go a dump and practice there, no one owns trash, right?

+1, let's make TRASH GOLEMS (https://www.copyblogger.com/cdn-origin/images/oscar.jpg).
+1
+1
Why not start with something small? Like some creature made out of paper?

I say we make a small moving origami bunny to give as a present to the little girl. It should be animated with our own strength and not a spirit. And we should ask Esme to make sure it's okay to use our ability outside.
You walk over to the corner of the room and pick up a piece of crumpled up and discarded paper. Rather than try and fold it into anything fancy, you just sort of wad and pull and crunch it till its a sort of lump with 4 small stumps of limbs. Then you use the ring to again prick your much scarred finger and connect a bit of Anima to the thing before connecting it to yourself.  This is harder than with the mouse; the Anima you bring down doesn't want to "stick" to the paper. You have to grab more and more, handfuls of the stuff and shove it into lump before it finally sticks and even then you can see it slowly slipping away.  Still, its enough to hold the little golem in your hand and have it move about awkwardly.

You tell Bruce and Mary you're a Necromancer and that you'd like to try and help them, to help the entire city and country really. Bruce stares at you impassively but Mary seems a combination of shocked, awed, and a bit afraid. Esme just watches, face inscrutable.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 17, 2019, 12:02:44 pm
They're probably asking themselves what our motive is.

Our motive probably is that Esme and Bruce were kind to us so we want to return the favor. Plus we need to find out who we really are. And the government probably wants to kill us.

So both selfish and selfless reasons and quite simple at that. Then again, what can one expect from someone who was literally born yesterday?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 17, 2019, 12:38:15 pm
They're probably asking themselves what our motive is.

Our motive probably is that Esme and Bruce were kind to us so we want to return the favor. Plus we need to find out who we really are. And the government probably wants to kill us.

So both selfish and selfless reasons and quite simple at that. Then again, what can one expect from someone who was literally born yesterday?
+1 telling them this will hopefully clear things up
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 17, 2019, 01:27:17 pm
They're probably asking themselves what our motive is.

Our motive probably is that Esme and Bruce were kind to us so we want to return the favor. Plus we need to find out who we really are. And the government probably wants to kill us.

So both selfish and selfless reasons and quite simple at that. Then again, what can one expect from someone who was literally born yesterday?
+1 telling them this will hopefully clear things up

Yeah +1
Title: Re: The Left-Hand Path
Post by: King Zultan on June 18, 2019, 05:05:54 am
They're probably asking themselves what our motive is.

Our motive probably is that Esme and Bruce were kind to us so we want to return the favor. Plus we need to find out who we really are. And the government probably wants to kill us.

So both selfish and selfless reasons and quite simple at that. Then again, what can one expect from someone who was literally born yesterday?
+1 telling them this will hopefully clear things up

Yeah +1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on June 22, 2019, 06:40:35 pm
They're probably asking themselves what our motive is.

Our motive probably is that Esme and Bruce were kind to us so we want to return the favor. Plus we need to find out who we really are. And the government probably wants to kill us.

So both selfish and selfless reasons and quite simple at that. Then again, what can one expect from someone who was literally born yesterday?
+1 telling them this will hopefully clear things up

Yeah +1
+1
You explain to them that you aren't entirely sure what you're supposed to be doing in this life, but that you would like to return their kindness. You add that you'd also like to find out who you are and get rid of this government that wants to kill you, for completely selfish reasons really.


Bruce leans back in his chair, staring up at the ceiling. "Even just saying stuff like that is a good way to get killed, you know." He says, distantly. He sighs and looks over to Esme. "Whatcha think?"

"If he wants to fight, I see no reason to stop him. If he wants to do it on our side, all the better."

"Right." Bruce says after a long pause and sits up. "Whats the plan?"

"First we get him those papers. Then we hit a soft target; if my intel is right this should give him some materials to work with and some memories to use. We work from there."

Bruce grunts. "Not exactly a master plan."

Esme shrugs. "We'll play it by ear, unless you have a better idea."

Bruce slaps his knees a few times and stands up. "Nah. I'll get these done. Should only take a few hours."

"Thanks." Esme says and looks to you. "That soft target I was talking about is a police patrol. Three men, lightly armed. I've got Intel about their route so we'll be able to ambush them. The question is how you wanna do it. Any ideas?"

Title: Re: The Left-Hand Path
Post by: Egan_BW on June 22, 2019, 07:03:40 pm
Heh. A good way to get killed.
It's funny because we're already dead.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 22, 2019, 07:04:22 pm
Well I'm excited.

I think our first order of business is some manner of higher-end construct, or the like. Frankly I see no reason to engage anything directly while we can command a proxy to do it for us.

Also, what does she mean, hit? Are we going to vaporize these guys? Beat them up and take their shorts? Water balloon them and run? What's the usual MO for this particular resistance?

Heh. A good way to get killed.
It's funny because we're already dead.

Ach-ha
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 22, 2019, 07:15:49 pm
Well, I'm rather partial to submachineguns, but those are probably expensive and might be a little unsubtle. Maybe we could build some trash golems and give them sharp things?

I assume that the objective here is to deprive these follows of their lives for the sake of repurposing their meat and minds. Along with whatever equipment they happen to be wearing.

Maybe it would be a good idea to make a nice construct, but I'm tempted to sew some trash bags together into a roughly humanoid shape and giving them pointy sticks. They'd be camouflaged, at least~


Plan Literal Trash Army: Raid some dumpsters for full trash bags, sew them together into trash golems, puppet them and arm them with sharpened broom handles. Leave the whole thing dumped on the side of the street by the patrol and ambush the police.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 22, 2019, 07:28:42 pm
I assume that the objective here is to deprive these follows of their lives for the sake of repurposing their meat and minds. Along with whatever equipment they happen to be wearing.

Yeah probably but like, are these actual bad guys? Or are we talking just regular local constabulary? I'd rather not re-purpose what amounts effectively to rando locals. Maybe these guys are like the cops in V for Vendetta and they are all comically evil, maybe they're all about community outreach and coat drives.

If they bad, we gets 'em.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 22, 2019, 07:31:25 pm
I think I have to go there in person, so I can actually collect the memories. Maybe make some constructs to act as guards or helpers, but to collect the memories I should do the finishing blow. The constructs could restrain them while I do this
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 22, 2019, 07:39:02 pm
I assume that the objective here is to deprive these follows of their lives for the sake of repurposing their meat and minds. Along with whatever equipment they happen to be wearing.

Yeah probably but like, are these actual bad guys? Or are we talking just regular local constabulary? I'd rather not re-purpose what amounts effectively to rando locals. Maybe these guys are like the cops in V for Vendetta and they are all comically evil, maybe they're all about community outreach and coat drives.

If they bad, we gets 'em.

A necromancer gets stronger by killing people. If we want to fight the government, we fight the government. We're not going to get away with doing that without fighting the police.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 22, 2019, 08:06:20 pm
I assume that the objective here is to deprive these follows of their lives for the sake of repurposing their meat and minds. Along with whatever equipment they happen to be wearing.

Yeah probably but like, are these actual bad guys? Or are we talking just regular local constabulary? I'd rather not re-purpose what amounts effectively to rando locals. Maybe these guys are like the cops in V for Vendetta and they are all comically evil, maybe they're all about community outreach and coat drives.

If they bad, we gets 'em.

A necromancer gets stronger by killing people. If we want to fight the government, we fight the government. We're not going to get away with doing that without fighting the police.

 Think we do this, we can have constructs and minions with us, I’m just saying that we need to be there too to collect the memories. I don’t think we can extract memories from our minions without something getting changed, it’s lrobably like telephone. We need to get them from the source. Yes we need to kill them, they are part of the government
Title: Re: The Left-Hand Path
Post by: Mathel on June 23, 2019, 12:11:13 am
Well, I'm rather partial to submachineguns, but those are probably expensive and might be a little unsubtle. Maybe we could build some trash golems and give them sharp things?

I assume that the objective here is to deprive these follows of their lives for the sake of repurposing their meat and minds. Along with whatever equipment they happen to be wearing.

Maybe it would be a good idea to make a nice construct, but I'm tempted to sew some trash bags together into a roughly humanoid shape and giving them pointy sticks. They'd be camouflaged, at least~


Plan Literal Trash Army: Raid some dumpsters for full trash bags, sew them together into trash golems, puppet them and arm them with sharpened broom handles. Leave the whole thing dumped on the side of the street by the patrol and ambush the police.
What level technology are we talking about exactly with the trash bags? If we use them, they have to be either cloth or thick plastic. Thin plastic is too easily torn.
If the trash in not in bags bags or in trash bags with low durability, let's supply cloth bags for purposes of trashing. After all, we want golems that will be able to kill someone, not fall apart an the slightest pull.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 23, 2019, 06:01:59 am
We need to make sure that the trash golem is made out of Hefty Bags, because we don't want it to be made out of wimpy bargain brand trash bags.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 23, 2019, 08:13:36 am
You should remember that golems are more expensive than normal corpses, which means they also hurt much more if we lose them. Plus golems are much easier to identify as the work of a necromancer than corpses are.

I say we go for quantity over quality for this first raid. Try making a contract with one of those magical entities that keep floating around by offering it the mouse memories we absorbed (or maybe some of that useless knowledge we absorbed from some of these books). Make it "pilot" a rat corpse (could start with the mouse we animated). Do this until we have a small squad (say 4 rats).

Then we send them into the sewers and have them gang up on rats and other critters like raccoons or bats or even cats and seagulls. Then they bring them back to us and we reanimate them. Assuming the memory cost is cheap enough for such weak creatures, we could use this to make a small snowball and end up with a small army (say 30 minions). Then all we need to do is find a dark spot near their patrol route with easy sewer access and overwhelm them with numbers. Even if they have grenades or flamethrowers they can't use them without hitting each other, the only defense likely to work is anti-magic, if there is such thing. And anybody who happens to see would be less likely to think this is the work of a necromancer.

We can be on standby nearby with Piecewise, ready to eat their souls, provide directions or provide support if necessary. And if the raid is successful we now have much more useless memories we can use to pay magical creatures.

As for our choice of target, it doesn't matter if they are good people or not. What matters is that they or the group they belong to are considered acceptable targets by a significant part of the population (e.g. if taxation is high, then this might be a group that forces people who can't afford their taxes out of their homes) or are unlikely to be worth the media's attention (I.e. their death won't become a big deal).

EDIT: Alternatively, we just find where they eat, get a job there and choke them by serving them reanimated food.
But I like the army of rats better.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 23, 2019, 10:23:02 am
The point of trash golems is to strike and get access to those three human corpses quickly. Once we're done, we sever the connections to the trash golems and the only evidence is some wierd trash bags laying around. Hardly strong evidence of a necromancer.
A swarm of dead vermin will strain our bandwidth more and have less killing power. We don't have any great way to feed a large number of phantoms right now, even small ones, so they might go rogue and try eating people. A plague of hungry dead sewer rats would be pretty conclusive evidence that there's a necromancer messing around.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 23, 2019, 11:46:05 am
Actually, golems would be more likely to cause strain to us since:
a) it costs much more magic to animate a golem than a corpse.
b) we would actually have to control them ourselves, instead of leaving the job to spirits, since we don't have enough useless memories to feed them with. On the other hand if we can use rat memories to recruit rat-level spirits and they are happy with eating animal memories, then we have a self sustaining population that can go out and hunt vermin for food, at least until we run out of rats in the city, which is very unlikely. There's bound to be hundreds of rats here, so a few dozen undead rats should hardly put a dent to their population.

And they can't become a plague because they can't posses corpses and multiply on their own, they need us to perform the reanimation, at least as far as we can tell.

Furthermore, if an undead rat is seen during the attack by, say, a civilian that happens to be nearby, then:
a) they might not even notice that they are injured in the darkness.
b) they are much more likely to be horrified and scared and run away before they notice they are injured.
c) even if they do notice they are injured, they might just attribute it to rabid rats that keep attacking even after their target has injured them.
Best case scenario they never suspect a necromancer is involved and attribute the attack to wild animals. Worst case a necromancer is one of many possibilities. Hopefully not something that warrants a deep investigation unless more incidents are reported.

On the other hand, trash bags that move around on their own are very definitively supernatural, so anyone that happens to witness them would be likely to report that. Not to mention the fact that depending on their method of attack, there might be blood involved. Best case they think necromancer is one of a few supernatural possibilities (e.g. telekinesis, if that's a thing in this world). Worst case they are certain it's a necromancer because golems have a specific way of moving. Either way, an incident that certainly merits attention. Unless they just dismiss the testimony as absurd, but given that this is a world where the supernatural is most definitely real and everyone is afraid of (or at least knows of) necromancers due to state propaganda I wouldn't get my hopes up.

If we are to use trash golems we should at least perform a test on their cost, strength and durability to see if it's even worth it.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 23, 2019, 12:35:01 pm
Using rats sounds like a good idea
Title: Re: The Left-Hand Path
Post by: Mathel on June 24, 2019, 01:14:38 am
If we use a Un-rat army, what will we feed them with?
We have 1 day worth of (our) memories and some mana.
Does feeding 30 phantasmal Un-rats cost less than powering 6 Trash Golems?
To absorb memories, we need to be there when something dies, so having Un-rats kill rats in sewers will not help.

While anybody seeing trashbags attack would make it obvious magical attack, when they are deanimated, they look like regular thrash bags in a dark alley.
If the patrol manages to destroy a core of some Un-rats and we do not remove all of them, a later investigation could reveal that a rat was already dead when it attacked.

But the test is a good idea.
Create a trash golem (self powered) and an un-rat (phantasm). Compare the Mana cost.

Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 24, 2019, 04:04:16 am
I was under the impression that we need to be there to absorb memories but Phantasms can just absorb memories on their own (otherwise they'd have no reason to go berserk and attack people when they're hungry, since they'd have nothing to gain from doing so). So they could just feed on the souls of the things they kill, we don't have to be there to witness every death. If we're lucky, maybe they can even store memories of things they kill, like how animals store excess food as fat. Maybe we can use Esme to read those memories or even extract them, milking them for resources.

That should probably be one of the things we test: can they feed on death without our help?
Title: Re: The Left-Hand Path
Post by: King Zultan on June 24, 2019, 06:40:48 am
Create a trash golem (self powered) and an un-rat (phantasm). Compare the Mana cost.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 24, 2019, 07:03:34 am
I was under the impression that we need to be there to absorb memories but Phantasms can just absorb memories on their own (otherwise they'd have no reason to go berserk and attack people when they're hungry, since they'd have nothing to gain from doing so). So they could just feed on the souls of the things they kill, we don't have to be there to witness every death. If we're lucky, maybe they can even store memories of things they kill, like how animals store excess food as fat. Maybe we can use Esme to read those memories or even extract them, milking them for resources.

That should probably be one of the things we test: can they feed on death without our help?

If we want memories for ourselves, we will still need to be there
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 24, 2019, 01:02:04 pm
Yeah, that is most likely true. The memory of anything they kill without our presence will probably be lost to us. However we'll only be sending them to kill rats. We have no use for rat memories except as resources to make more undead.

But still, it's bad to waste a resource. I'm hoping the phantasms will just gorge themselves on the excess memories and store them on themselves, similar to how animals store excess food as fat. We might then be able to extract those memories, either ourselves or with the help of Esme's abilities.

Of course there's risk in that. Maybe they might eat too much and end up bursting and dying. Maybe they split into multiple phantasms when they eat to much, like an amoeba. Maybe the excess energy is vented, which might be detected by some magical patrol. Maybe they eat too much and evolve into some strange monster. I have no idea how this world works. But hey, problems you caused without knowing can be fun to deal with.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 24, 2019, 01:24:01 pm
I see we are going with an "ends justifies the means" moral center for a necromancer. Very well.

If we are doing rats, we might as well do stray dogs. There are always stray dogs in large cities, you can lure them with food, and an angry dog that cannot feel pain or fear is more than match for basically anyone who isn't holding a shotgun.
Title: Re: The Left-Hand Path
Post by: piecewise on June 29, 2019, 10:42:07 am
Create a trash golem (self powered) and an un-rat (phantasm). Compare the Mana cost.
+1

You explain your plan to Esme.

"Didn't you already raise both a rat and a trash creature? Shouldn't you know how hard it is to do either already?" She asks.

"Eh, let the boy try." Bruce cuts in, "But I got a suggestion for ya. Rather than trash try this."

He tosses you one of those posable wooden dolls that artists use.

"I could tell that trash thing" He points at the still living wad of paper "was difficult. Maybe that will be easier since its more like a living thing. Oh and..." He gets up and walks to the kitchen, returning a moment later with a mousetrap, complete with dead mouse. "That too."

You start with the doll and it is indeed easier than the wad of paper, though still not as easy as the mouse you animated back at the library. It takes more energy to get the connection established and, whats more, the connection does not seem permanent. It slowly degrades. Given an hour or so it would probably be completely severed and return to a lifeless state.  The mouse is another story; You animate it like you did the last time -using another nail as the core- and doing the doll and the mouse back to back really elucidates the difference. Its hard to put it down into objective measures but...you think the mouse is 4 or 5 times easier compared to the doll. Whats more, controlling it is easier.  Controlling these creatures is odd to begin with; your mind doesn't quite 'fit' the body so translating your desires to it is not always perfect. With the mouse you can do just about anything other than fine motions without issue; with the doll it feels like you're heavily restricted, as though the form is fighting against your influence, rubber banding back when not constantly forced. 

Once the mouse is reanimated you look around for a good phantom to dump into it.  You select a small, fish-like creature that is just above your head and grab it. It wriggles in your gasp and you have to expend energy to hold and pull it down, eventually forcing it into the rat. The phantom seems to melt into the flesh of the rat and vanish, but you feel it take some extra mana from you as it does. Apparently this rat has been dead too long to retain memories and the phantom took some power from you instead.

You sit back, feeling rather tired. Its an odd, all over sensation that you can't quite focus into any specific feeling, just a general malaise.

The reanimated rat, its head flopping about on a broken neck, wanders about, much to the obvious fear of Mary and mild disgust of Esme. Bruce just stares at it, his face unreadable.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 29, 2019, 11:02:37 am
Feel like we should de-animate these, since they were a test and are draining.

We've established that it is possible (though difficult/impermanent/taxing) to animate non-living objects. Also our broke-ass rat is unlikely to be useful.
Title: Re: The Left-Hand Path
Post by: Eschar on June 29, 2019, 02:25:44 pm
PTW.

Here's an ...interesting tactic. Instead of waiting for exposition from them, what if we kill Esme/Bruce and extract their memories?

The only drawback I can think of is if the government realizes that once we have E/B's memories we can use them in our search for answers/Alex's research; but the government doesn't currently know we exist. Which also means that, if we're going to do this, we need to do it ASAP, after getting out of Mary's earshot and range of vision of course.

I can't really think of any reason not to do this.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 29, 2019, 03:38:11 pm
I like both of those people. -1

Also, let's just maybe do that to the established-to-our-own-satisfaction bad-guy police, thereby correlating everything we've been told.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 29, 2019, 03:50:36 pm
Feel like we should de-animate these, since they were a test and are draining.

We've established that it is possible (though difficult/impermanent/taxing) to animate non-living objects. Also our broke-ass rat is unlikely to be useful.
Yes, and the paper too. Wait, we can’t reanimate the rat since then we would be trapping a phantom in a corpse. Would it starve there or can it leave? We can possibly take the doll with us and once we kill the officers, cover the doll with muscles to see if that makes it easier. What do we do with our first mouse and Piecewise? Think they can help in an6 way? Also messing with the nail will dea I ate the mouse we animated too, not just the rat. Maybe the mouse and rat can be used to help us.
Title: Re: The Left-Hand Path
Post by: Eschar on June 29, 2019, 04:32:12 pm
I like both of those people. -1

Also, let's just maybe do that to the established-to-our-own-satisfaction bad-guy police, thereby correlating everything we've been told.

Ah, well, there's a reason I didn't bold it.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 29, 2019, 04:45:09 pm
There are several reasons not to kill our associates and Esme especially.

*We may be able to acquire her memories but we won't be able to acquire her supernatural ability. It will most likely die with her, unless undead can make use of their supernatural abilities. However the fact that we are an undead necromancer is considered unusual, so that means it's probably the same for other supernatural abilities.
*Any contacts and resources she has as part of the spy network will most likely be lost to us. They will be unlikely to trust a stranger. We might get lucky with some clever lie but they might just decide we're an enemy agent that got the information through torture. Worst case scenario we get another organization chasing us.
*Esme is linked to our existence and our creator. Losing her might close some avenues we could use to recover more information about these things.
*Furthermore, if we are subject to the same rules as other undead creatures, then that means we may be terminated at a whim of our creator. Should our creator learn of Esme's death at our hands they may decide to terminate us, either for emotional reasons or merely as a failed (or too successful) creation that failed to follow his directions.
*Finally, betrayal and indiscriminate violence in general sets a bad precedent. People will be less likely to trust us if they know we will betray them when it suits us. People will be more likely to see us as a monster rather than a person.
*The memory is not the same as the person. Even if you have someone's memories you don't have their personality and experience, the way the memories fit together. You'll never be as good as they are until you practice that knowledge and make it your own. Even if the transfer of memory is perfect (which it may not be) losing their perspective might actually make it impossible to acquire the full meaning of said memories and utilise them to their fullest.
*The dead don't talk. Sometimes you just need someone to tell you what you're doing is a bad idea, even though it sounds great in your head. Or just someone who can enjoy a silly joke.
*Humans are not a rare resource. There are plenty of victims to go around. (But again, the indiscriminate violence clause applies, so violence towards e.g. the homeless should be avoided. Better to choose "acceptable" targets rather than civilians.)
Title: Re: The Left-Hand Path
Post by: Eschar on June 29, 2019, 04:47:56 pm
I stand extremely corrected.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 29, 2019, 04:54:19 pm
I like both of those people. -1

Also, let's just maybe do that to the established-to-our-own-satisfaction bad-guy police, thereby correlating everything we've been told.

Ah, well, there's a reason I didn't bold it.

I mean don't get me wrong, we're apparently heading down the path of righteous villainy as it is.

I just like those people.

Quote from: Parisbre56
*snip

Hang on now. Some of those things have not been established. I expect the dead could talk if they had functioning vocal chords. Also, that first bit about not acquiring supernatural powers? You're right, but the implication there is that oh my god we should definitely devour the mind of the first evil wizard we come across to gain his secret wizardly knowledges. That's a FANTASTIC idea. If certain kinds of magic can be learned from a book, then we can learn it from them at basically no cost in time. The possibilities are boundless.

If there's one skill we should focus on, it's properly processing information from memories into our own.
Title: Re: The Left-Hand Path
Post by: Superdorf on June 29, 2019, 05:33:11 pm
...

Consider acquiring vocal cords for Piecewise.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 29, 2019, 05:43:49 pm
Actually Piecewise can already speak, he's just really quiet. Not really sure how. Magic, probably.
Title: Re: The Left-Hand Path
Post by: Superdorf on June 29, 2019, 05:49:01 pm
...Alright then.

Consider acquiring vocal cords for Piecewise anyway. Sure, he can talk... but we shall teach him to sing!
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 29, 2019, 05:58:20 pm
...Alright then.

Consider acquiring vocal cords for Piecewise anyway. Sure, he can talk... but we shall teach him to sing!

Spooky scary skeletons
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 29, 2019, 06:15:25 pm
I hope piecewise isn’t bored being in the suitcase, can

Question, is the first mouse we animated in the library still or is it here?
Title: Re: The Left-Hand Path
Post by: piecewise on June 29, 2019, 06:51:40 pm
I hope piecewise isn’t bored being in the suitcase, can

Question, is the first mouse we animated in the library still or is it here?
Still in the library, in your room.

It may still be hopping up and down too, but I think you stopped that. If not you may want to order it to stop or it might not have legs after a while.
Title: Re: The Left-Hand Path
Post by: Eschar on June 29, 2019, 06:58:39 pm
Continue the forgery-getting process.

While documents are being forged, find more dying rats and practice extracting their memories when they die.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 29, 2019, 07:55:13 pm
Order the mouse to stop hopping. Order it to come to me

(Can the mouse sense where the master is?
Title: Re: The Left-Hand Path
Post by: Devastator on June 30, 2019, 03:25:40 am
Killing our allies may be the only way to find out what they really know.  I recommend that we kill someone unexpected for memory absorbtion at some point, simply to know that our understanding of reality is correct.  Not those two, and not now, but if one of them is already dying?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 30, 2019, 06:33:41 am
Perhaps we should simply ask what kind of enemy we'll be up against for now. What kind of target does Esme have in mind?

If it's just 2 random soldiers, then maybe we can just stab one while the other is distracted. Or maybe just shoot them, the greatest magic trick of all.

Wait, are guns even a thing? I assume they are but I'm not sure we've seen any.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 30, 2019, 09:09:54 am
She said she had intel on 3 lightly armored police officers
Title: Re: The Left-Hand Path
Post by: King Zultan on June 30, 2019, 10:08:59 am
Continue the forgery-getting process.

While documents are being forged, find more dying rats and practice extracting their memories when they die.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 30, 2019, 10:12:48 am
Continue the forgery-getting process.

While documents are being forged, find more dying rats and practice extracting their memories when they die.

+1
+1
Title: Re: The Left-Hand Path
Post by: Mathel on July 01, 2019, 06:24:22 am
Continue the forgery-getting process.

While documents are being forged, find more dying rats and practice extracting their memories when they die.

+1
+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 01, 2019, 01:28:59 pm
For reals though folks everything that Esme has told us can be confirmed by killing rando faceless baddies and extracting their memories. Why do we want to kill our allies out of thin air so badly?
Title: Re: The Left-Hand Path
Post by: Devastator on July 01, 2019, 01:47:59 pm
..because many players might not even do that?
Title: Re: The Left-Hand Path
Post by: Eschar on July 01, 2019, 01:58:47 pm
For reals though folks everything that Esme has told us can be confirmed by killing rando faceless baddies and extracting their memories. Why do we want to kill our allies out of thin air so badly?
..because many players might not even do that?

Devastator is correct. It was just me, and I've abandoned that tactic.
Title: Re: The Left-Hand Path
Post by: Devastator on July 01, 2019, 02:35:01 pm
Well, if we do kill people we should take their memories.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 01, 2019, 02:40:40 pm
Well, if we do kill people we should take their memories.

Oh, yeah, I think I misread your action there. Meesa Sorry.

Anyway yeah we are apparently going after some government goons soon and I wholly endorse the idea of practicing the successful absorption of memories from these guys.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 01, 2019, 03:19:56 pm
Well, if we do kill people we should take their memories.

Oh, yeah, I think I misread your action there. Meesa Sorry.

Anyway yeah we are apparently going after some government goons soon and I wholly endorse the idea of practicing the successful absorption of memories from these guys.
Agreed. We should take memories of those we kill, which is why practicing it on rats is a good idea, so we know how to do it when we kill people
Title: Re: The Left-Hand Path
Post by: piecewise on July 04, 2019, 01:27:56 pm
Continue the forgery-getting process.

While documents are being forged, find more dying rats and practice extracting their memories when they die.

+1
+1
+1
You ask Esme if it would be ok to walk out into the alley and look around for rats. You explain that you want to try out extracting memories from them.

"Going out in broad daylight without papers, especially after we were just hassled, seems dangerous. If they pick you up and you don't have papers, they'll drag you off and start looking into your history. As far as we know you don't have one but...they have access to things we don't. I don't know what they can pull from your ring or appearance or anything else. Even if they didn't pick you up...the people around here would probably remember the man scrabbling around looking for rats in the alley"

She taps her foot for a moment while thinking.

"How about we get a chicken instead? Or a hamster or some other kind of small animal that we can buy without attracting too much interest?"
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 04, 2019, 02:26:55 pm
Sounds good. I just need some animals to practice the memory extractions, it doesn't matter which type.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 05, 2019, 02:49:29 am
Sounds good. I just need some animals to practice the memory extractions, it doesn't matter which type.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on July 05, 2019, 12:42:17 pm
Sounds good. I just need some animals to practice the memory extractions, it doesn't matter which type.
+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 05, 2019, 12:56:30 pm
Sounds good. I just need some animals to practice the memory extractions, it doesn't matter which type.
+1
+1

+1

Let's go a step further. Show the chicken something it will recognize, then do the deed. See if we can extract the specific memory of say, a red-and-yellow polka-dotted ball, or an image of a painting. Something unique that it may not be able to understand but will have a clear picture of in its mind. Then we can gauge/improve our skill at, say, searching a memory set for specific information.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 05, 2019, 01:26:40 pm
Sounds good. I just need some animals to practice the memory extractions, it doesn't matter which type.
+1
+1

+1

Let's go a step further. Show the chicken something it will recognize, then do the deed. See if we can extract the specific memory of say, a red-and-yellow polka-dotted ball, or an image of a painting. Something unique that it may not be able to understand but will have a clear picture of in its mind. Then we can gauge/improve our skill at, say, searching a memory set for specific information.
+1 for this addition to the plan
Title: Re: The Left-Hand Path
Post by: piecewise on July 06, 2019, 08:33:44 pm
Esme leaves for a time and you're left sitting in silence with Bruce and Mary.  Bruce returns to his work, scratching and cutting and carefully laying on layers of thin plastic and holographic film. Mary slips away into the kitchen and seems to be busying herself with making food. You sit on the bed for a bit before getting up and picking up the undead rat. It sits in your hand like a firm beanbag, occasionally squirming but mostly just looking at you as best it can with the flopping head. You try to connect to it like you do to the others and it isn't the same. The thing is its own creature, your mind only pervades it slightly. You're a choke chain on it, able to drag it around by force but not command it precisely.  You set it back down and practice commanding it, sending it running back and forth. It follows obediently but not quite perfectly. Its almost like ordering a well behaved dog.

Esme returns after a bit, carrying a chicken. She's got its legs held with one hand, its body resting on her forearm and its head sort of stuffed into her elbow or armpit. It seems an odd way to hold it but the chicken isn't struggling so you suppose she knows what she is doing. She closes the door behind her and walks into the room, stopping in front of you and looking at the rat marching back and forth for a moment.

"So, how do we wanna do this?" She asks.

You explain your desire to show it something first to see if you can get that specific memory from it. You look around a bit for something specific and decide on some sort of stamp making device Bruce has on his desk. You pick it up and set it down on the ground before grabbing the bird from Esme and essentially forcing it to look at the stamp maker. You hold it there for about 5 minutes before shifting your grip to the bird's neck and jerking it in a way that you somehow know will break it. The action feels familiar somehow; as though you have done it before.  Mary in the kitchen seems to be conspicuously and intentionally ignoring whats going on while Esme is watching you a lot more than the bird.

You can see the memories leaking from the thing in a very odd way. It looks almost like fragments of light flowing up on the steam billowing out of the spout of a teapot. Its a miniature geyser of that flows slowly upwards and disperses into the air. You put your hand over that stream and bring it down to the source, the creature's head. You feel them coming into you like pinpricks across your palm and shooting electric sensations that run up your arm and tingle across your scalp.  The memories  are not what you imagined. You imagined a video or series of images or maybe abstract knowledge but this is far more. All your senses are filled with the memories; you see, hear, smell, feel and even taste everything this creature did. You feel its inhuman body, at once natural but also twisted and hunched and stretched, coated in feathers, face constrained behind a beak. You are it and you are you at the same time and the overlap is disorienting to say the least. Even its thoughts, its feelings, its understanding of the world bleeds into you and you feel the bizarre non-thoughts of an animal. Not conscious like you, not considering, not thinking but aware and focused, a ticking mechanism of a mind.

You see it though, that stamp maker, impressed upon the creature's mind. You almost don't find it among the untold thousands of hours of eating, sleeping, and just standing. Such a crushing tide of memory that almost blurs everything into uselessness.

You pull your hand back. You don't feel as tired as before.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 07, 2019, 05:41:30 am
"I saw the chickens life pass before my eyes and I was bored."

Now lets see what happens when we feed the rat all the chicken memories.
Title: Re: The Left-Hand Path
Post by: Superdorf on July 07, 2019, 07:15:08 am
"I saw the chickens life pass before my eyes and I was bored."

Now lets see what happens when we feed the rat all the chicken memories.

Baahahaha. Boring? That was fascinating!

I dunno we want to waste these memories on a mere rat tho. Weren't we gonna use 'em on something a wee bit... bigger?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 07, 2019, 07:26:03 am
Yes, I also think that was cool. We should probably save them for something bigger can we use the chicken as s puppet? It would be good to fight the officers in numbers. We should probably help Bruce, if possible, we can’t leave without identification
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 07, 2019, 03:55:16 pm
Hmm.... How about this: We reanimate a few rats, or maybe some venomous animals if we can find any. We use the deaths of chickens and other easy to obtain animals to supply the power for their reanimation. We also take a sturdy pot or something similar and tie it around Piecewise's core to protect it from shooting/stabbing damage. Finally we lay in ambush for the patrol.

Piecewise (covered in clothes that obscur his true form) and ourselves are armed with knives. The rats hide in dark places or sewer holes. Finally we turn an entire trashcan or two into a golem (assuming they are on wheels or can otherwise move themselves). We slam the trashcans into the patrol, hopefully taking a few out or at least distracting them. At the same time, we attack with the rats and try to hit their vitals. Finally, Piecewise moves in and tries to stab them while they're distracted. Since he is all bones, he should be very durable. Even if he's a little weak, the distraction will hopefully give him enough time to do the deed. We stand ready to assist with cleanup and absorb their memories.

We decide where to go from there. If it's a remote area we can just reanimate the dead patrol and take them to an abandoned building, hide them in a closet. Could even have the rats eat their flesh and leave only their bones so we can make more Piecewises.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 07, 2019, 07:12:50 pm
Hmm.... How about this: We reanimate a few rats, or maybe some venomous animals if we can find any. We use the details of chickens and other easy to obtain animals to supply the power for the reanimation. We also take a study pot or something similar and tie it around Piecewise's core to protect it from shooting damage. Finally we lay in ambush for the patrol.

Piecewise (covered in clothes that obscur his true form) and ourselves are armed with knives. The rats hide in dark places or sewer holes. Finally we turn an entire trashcan or two into a golem (assuming they are on wheels or can otherwise move themselves). We slam the trashcans into the patrol, hopefully taking a few out or at least distracting them. At the same time, we attack with the rats and try to hit their vitals. Finally, Piecewise moves in and tries to stab them while they're distracted. Since he is all bones, he should be very durable. Even if he's a little weak, the distraction will hopefully give him enough time to do the deed. We stand ready to assist with cleanup and absorb their memories.

We decide where to go from there. If it's a remote area we can just reanimate the dead patrol and take them to an abandoned building, hide them in a closet. Could even have the rats eat their flesh and leave only their bones so we can make more Piecewises.
Yes, to this plan, do you think raccoons are here too? Raccoons are larger than rats and are also common occurrences in alleyways, we can use them in conjunction with the rats
Title: Re: The Left-Hand Path
Post by: Superdorf on July 07, 2019, 07:20:53 pm
Coons might be a bit rare, but what about a few stray cats and whatnot? Maybe even the odd mutt if we're lucky!
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 07, 2019, 07:21:51 pm
Coons might be a bit rare, but what about a few stray cats and whatnot? Maybe even the odd mutt if we're lucky!
Yes
Title: Re: The Left-Hand Path
Post by: piecewise on July 10, 2019, 11:46:41 am
"I saw the chickens life pass before my eyes and I was bored."

Now lets see what happens when we feed the rat all the chicken memories.
So is this our action? I don't see any others, though some people seem to be against it?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 10, 2019, 12:17:08 pm
I think our science is complete and now it's time to go jump some baddies in an alley and suck up their minds like thin jello through a tiny straw.

We should specifically attempt to extract any and all information about the current corrupt power structure. This includes names, ranks, responsibilities/level of authority and location.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 10, 2019, 12:31:48 pm
I think our science is complete and now it's time to go jump some baddies in an alley and suck up their minds like thin jello through a tiny straw.

We should specifically attempt to extract any and all information about the current corrupt power structure. This includes names, ranks, responsibilities/level of authority and location.

Right, but we need to protect Piecewise before this, we need to get him armor for the core
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 10, 2019, 12:55:31 pm
I sort of assumed we wouldn't be bringing him along, on account of his primary skills involve moving slowly and being physically nonthreatening while reading.

In fact did we ever settle on a strategy? We should ask Esme (or more likely, Brucebeard) how one usually goes about murdering hopefully maybe corrupt police officers for personal gain in this town.
Title: Re: The Left-Hand Path
Post by: Superdorf on July 10, 2019, 01:06:22 pm
We should ask Esme (or more likely, Brucebeard) how one usually goes about murdering hopefully maybe corrupt police officers for personal gain in this town.

+1

Also: Ask Piecewise to spar with us, being careful not to hurt us. We've only seen him do slow quiet things-- maybe if given the proper orders, he'll prove faster than we realize? It's worth checking.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 10, 2019, 01:14:35 pm
That's fair, not like we ever actually asked him if he knows kung fu.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 10, 2019, 01:37:30 pm
We should ask Esme (or more likely, Brucebeard) how one usually goes about murdering hopefully maybe corrupt police officers for personal gain in this town.

+1

Also: Ask Piecewise to spar with us, being careful not to hurt us. We've only seen him do slow quiet things-- maybe if given the proper orders, he'll prove faster than we realize? It's worth checking.
+1
We need to know if he can fight
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 10, 2019, 01:40:48 pm
We should ask Esme (or more likely, Brucebeard) how one usually goes about murdering hopefully maybe corrupt police officers for personal gain in this town.

+1

Also: Ask Piecewise to spar with us, being careful not to hurt us. We've only seen him do slow quiet things-- maybe if given the proper orders, he'll prove faster than we realize? It's worth checking.
+1
We need to know if he can fight

Let's ask him. Be like hey man what actually ARE your combat capabilities? Can you demonstrate upon this undead chicken?

What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.
Title: Re: The Left-Hand Path
Post by: Superdorf on July 10, 2019, 01:55:02 pm
What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

Ahh, fine. Reanimate the chicken, and tell Piecewise to destroy it or render it inert as quickly as possible.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 10, 2019, 02:10:13 pm
What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

Ahh, fine. Reanimate the chicken, and tell Piecewise to destroy it or render it inert as quickly as possible.

I really hope it's laser vision.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 10, 2019, 02:14:39 pm
What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

Ahh, fine. Reanimate the chicken, and tell Piecewise to destroy it or render it inert as quickly as possible.
Yes, we need to do this, I didn’t think of that
Title: Re: The Left-Hand Path
Post by: King Zultan on July 11, 2019, 03:28:14 am
What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

Ahh, fine. Reanimate the chicken, and tell Piecewise to destroy it or render it inert as quickly as possible.

I really hope it's laser vision.
+1 I like the sound of laser skeletons.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 11, 2019, 05:18:17 am
What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

Ahh, fine. Reanimate the chicken, and tell Piecewise to destroy it or render it inert as quickly as possible.

I really hope it's laser vision.
+1 I like the sound of laser skeletons.
Is there another floor we can do this in? I don’t want to damage anything Bruce is working on
Title: Re: The Left-Hand Path
Post by: piecewise on July 12, 2019, 04:36:55 pm
We should ask Esme (or more likely, Brucebeard) how one usually goes about murdering hopefully maybe corrupt police officers for personal gain in this town.

+1

Also: Ask Piecewise to spar with us, being careful not to hurt us. We've only seen him do slow quiet things-- maybe if given the proper orders, he'll prove faster than we realize? It's worth checking.
+1
We need to know if he can fight

Let's ask him. Be like hey man what actually ARE your combat capabilities? Can you demonstrate upon this undead chicken?

What if his talents are something more than fisticuffs? I don't want to be like hey man show me what you can do, and also please do it on us, and then he accidentally vaporizes us with necromanctic laser vision or something.

According to Esme, the there are numerous ways for handing police patrols but the easiest is generally a bait and switch ambush.  Bait them to an area, attack from behind. Guns are best of you can get them and don't care about noise, but anything works as long as its quick and fatal enough. Usually requires multiple people working in unison.

((Isn't piecewise still back at the Library? Hmmm looking back we never explicitly took him, but he wasn't specifically left behind either. We can, for the sake of time, assume you folded him up and stashed him in the bag before coming here. Still, in the future, make sure to say if you wanna take him with. ))

You open the bag and command piecewise out of it. He unfolds in a rather disconcerting way which draws the attention of Bruce and Mary. Mary, standing with a ladle clutched to her chest, stares wide eyed as you shift the skeleton about and get it into position.  Once you have it out of the bag and have cleared a little room you ask Piecewise what its combat abilities are. Piecewise answers by holding up its hands. Hmm.

You take a moment to reanimate the chicken as a puppet using another nail; its head flops about on a broken neck, just like the mouse. You place the chicken in front of Piecewise and tell the skeleton to "destroy it or render it inert as quickly as possible".  As soon as you give the order, piecewise moves.  It doesn't move any faster than a human could, you think, though it does still move very quickly. Quick enough that you don't really realize whats happening until its over. And while the speed of its movements are within human capacities, the precision of them seem completely inhuman. Piecewise doesn't kick the chicken or punch it or anything like that, instead he drops into deep squat and places one hand on the chicken's chest while carefully grasping the head of the nail with his other hand. He pulls the nail free while holding the chicken in place with the other hand.  It all happens in a fraction of a second and the chicken just crumples to the ground, not even shoved backwards. Piecewise drops the nail and then slowly stands back up and returns to his normal posture. 



Title: Re: The Left-Hand Path
Post by: Superdorf on July 12, 2019, 05:55:50 pm
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 12, 2019, 06:03:47 pm
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 12, 2019, 06:19:10 pm
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
+1

Yeah that surgical precision coupled with the speed of movement makes me interested in the results of this experiment. If we find he is capable of this sort of thing but with martial combat, let's try throwing him some rubber balls and whatnot and see if he can stab em out of the air or some such. See what his ability to track motion and/or hand eye coordination is like.

In the case that we find him to be capable, we should advise him that he is to defend our person from physical threats at all times. Define physical threats as a clear intent to cause us bodily harm from a hostile party. Allies are to be excluded as a hostile party. I know this opens us up to backstabbing, but the last thing we need is for him to bisect poor Esme because she offered a high five or some such.

Also Bruce's poor daughter seems to be internally screaming, maybe we should offer some friendly reassurances? We just sort of showed up in her house and started performing profane rituals immediately with little explanation after she was traumatically manhandled.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 12, 2019, 08:06:51 pm
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
+1

Yeah that surgical precision coupled with the speed of movement makes me interested in the results of this experiment. If we find he is capable of this sort of thing but with martial combat, let's try throwing him some rubber balls and whatnot and see if he can stab em out of the air or some such. See what his ability to track motion and/or hand eye coordination is like.

In the case that we find him to be capable, we should advise him that he is to defend our person from physical threats at all times. Define physical threats as a clear intent to cause us bodily harm from a hostile party. Allies are to be excluded as a hostile party. I know this opens us up to backstabbing, but the last thing we need is for him to bisect poor Esme because she offered a high five or some such.

Also Bruce's poor daughter seems to be internally screaming, maybe we should offer some friendly reassurances? We just sort of showed up in her house and started performing profane rituals immediately with little explanation after she was traumatically manhandled.
How would we reassure her?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 12, 2019, 08:36:38 pm
I'm not the best at this. Maybe like hey sorry we should explain, we aren't bad guys we only like to twist the souls of the departed into a freshly broken corpse for the good of all mankind. Also this human skeleton that I keep in a sack is named Piecewise would you like to touch it?

Y'kno, reassuring.

Just feel like from her perspective her entire home has become a showcase of body horror and noone is even really talking to her.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 12, 2019, 08:59:24 pm
I'm not the best at this. Maybe like hey sorry we should explain, we aren't bad guys we only like to twist the souls of the departed into a freshly broken corpse for the good of all mankind. Also this human skeleton that I keep in a sack is named Piecewise would you like to touch it?

Y'kno, reassuring.

Just feel like from her perspective her entire home has become a showcase of body horror and noone is even really talking to her.
Ok, is our first rat with us? The puppet, not the phantom. We can tell the puppet to stay calm and let her pet it too. Maybe we can have her pet the chicken too. I don’t think the phantom rat would be a good choice, since we don’t have as much control of it as the others. Maybe she would like the animals too since they’d be more familiar than Piecewise. Of course she can still interact with him if she wants too. Yes, we need to explain what we are doing.
Title: Re: The Left-Hand Path
Post by: Superdorf on July 13, 2019, 12:15:59 am
Ok, is our first rat with us? The puppet, not the phantom. We can tell the puppet to stay calm and let her pet it too. Maybe we can have her pet the chicken too. I don’t think the phantom rat would be a good choice, since we don’t have as much control of it as the others. Maybe she would like the animals too since they’d be more familiar than Piecewise. Of course she can still interact with him if she wants too. Yes, we need to explain what we are doing.

Er, +1... but maybe keep an eye on Bruce to make sure we aren't upsetting him or anything, and don't let her pet the chicken Piecewise is about to maybe decapitate. (Alternatively, let her pet it, then do the messy bit in a different room if one's available? Whatever.)
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 13, 2019, 12:55:51 am
Ok, is our first rat with us? The puppet, not the phantom. We can tell the puppet to stay calm and let her pet it too. Maybe we can have her pet the chicken too. I don’t think the phantom rat would be a good choice, since we don’t have as much control of it as the others. Maybe she would like the animals too since they’d be more familiar than Piecewise. Of course she can still interact with him if she wants too. Yes, we need to explain what we are doing.

Er, +1... but maybe keep an eye on Bruce to make sure we aren't upsetting him or anything, and don't let her pet the chicken Piecewise is about to maybe decapitate. (Alternatively, let her pet it, then do the messy bit in a different room if one's available? Whatever.)
Yes, I was thinking doing the messy stuff in a different room as well if possible

So the plan, if I am correct, is to reassure Mary that things are fine, make sure we aren’t upsetting Bruce, then head to a different room with Piecewise and the chicken to give Piecewise a weapon of some sort to “render the chicken inert without destroying or removing the core”
Title: Re: The Left-Hand Path
Post by: Superdorf on July 13, 2019, 02:24:13 am
Sounds about right, yes.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 13, 2019, 04:17:09 am
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 13, 2019, 10:43:32 am
We are all bad at reassuring, and this reassures me.
Title: Re: The Left-Hand Path
Post by: piecewise on July 15, 2019, 03:47:03 pm
Yeahhh!

Next order of business: can Piecewise use proper weaponry, or is he limited to his hands only?
Find Piecewise a weapon. A knife or something would be ideal, but any clubby thing will do in a pinch. Give Piecewise the weapon, animate the chicken again, and tell him to, using the weapon, render the chicken inert as quickly as possible, without removing the nail.
+1
+1
You ask Bruce if you can borrow a knife. He doesn't respond for a moment but eventually agrees after you promise that you won't make a mess. You take the chicken to the kitchen, drain it of blood and remove the guts before reanimating it and bringing it back. You give piecewise the knife you used to do all this and then reanimate the chicken again, this time with a nail embedded inside the now hollow chest cavity.  Mary is watching something boil in a large pot and completely ignoring everything while Bruce watches out of the corner of his eye. Esme is sitting on the bed again, head in her hands, idly watching.  You step back and give Piecewise the order to again render the reanimated chicken inert, but this time without removing the nail like he did last time.

Again he drops into a squat, but instead of pulling the nail out he stabs the large cutting knife into the chicken 3 times, just as quick and precise as before. The chicken drops and you again have him step back so you can examine it. Piecewise's stabs have cut three clean lines through the chicken's chest, forming a triangle.  In the center of that triangle is the nail; his stabs have cut just that small chunk of flesh out of the chicken, separating the core from the rest of the body.  Technically that little triangle of cut out flesh is still animated but...not meaningfully so. 
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 15, 2019, 03:53:49 pm
Hmph. What we're learning here is that the best way to take down a puppet is to go for the core.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 15, 2019, 04:20:15 pm
Maybe we need to find non puppet creatures to have Piecewise test things. What if we find an animal we haven’t killed yet, and asked Peicewise to kill it? This way we can figure out how he does vs living targets before putting him against the patrol
Title: Re: The Left-Hand Path
Post by: Eschar on July 15, 2019, 05:10:46 pm
Maybe we need to find non puppet creatures to have Piecewise test things. What if we find an animal we haven’t killed yet, and asked Peicewise to kill it? This way we can figure out how he does vs living targets before putting him against the patrol

Yeah, otherwise he's just going for cores, and said patrol won't have them.

Acquire 3 live chickens. Go into a room Mary cannot see. Order piecewise to kill the first as quickly as possible, the second as quietly as possible, and the third spilling as little blood as possible.

The second two test cases in case we need to unobtrusively kill someone.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 15, 2019, 05:36:09 pm
Maybe we need to find non puppet creatures to have Piecewise test things. What if we find an animal we haven’t killed yet, and asked Peicewise to kill it? This way we can figure out how he does vs living targets before putting him against the patrol

Yeah, otherwise he's just going for cores, and said patrol won't have them.

Acquire 3 live chickens. Go into a room Mary cannot see. Order piecewise to kill the first as quickly as possible, the second as quietly as possible, and the third spilling as little blood as possible.

The second two test cases in case we need to unobtrusively kill someone.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 15, 2019, 05:57:12 pm
Honestly I think we've tested him enough on chickens, if we want to test him further we need to give him the same instructions but for an enemy combatant of some kind. He's going to break a chicken's neck, break a chicken's neck, and then break a chicken's neck. Only drawback to him is he seems sort of ponderous in locomotion, and (most likely, though this isn't certain) only as durable as regular human bones.

We know that he basically considers the most efficient way to carry out any instructions we give him, and then does so with frankly inhuman (machine-like, even) levels of precision. He'll probably just saunter up and Kali-Ma whichever poor bastard we point him at, or something similar.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 15, 2019, 05:59:25 pm
 Humans have cores. They have more cores than undead do. One stab through the brain and they're gone. One stab through the heart and they'll be dead in seconds. One stab through the throat or two stabs through the lungs and they'll quietly die in a short while. Perhaps we should stop this ultra specific testing before it gets ridiculous.

Get some clothes, enough to make Piecewise look like a human. Also try to make it thick to provide defense against blunt force trauma, unless doing so would significantly hinder his speed. Finally, ask Bruce to borrow a pan or some spare piece of metal and tie it around Piecewise's core and something long and sharp that can be used as a rapier. (Maybe some sort of sharp pick he uses for sculpting details?) Hopefully they should be enough to help bypass any armor, but I'm guessing a lovely patrol won't be armored like a SWAT unit so they'll have at least some unarmored parts.

The second part of the plan is to get Esme to grant us knowledge from one of her books (probably a medical or swordfighting one) with the goal of learning the human body's weak points. It won't make us an expert fighter but it should hopefully let us better direct Piecewise's attacks, which should be our primary objective. That way he can kill more quickly, more quietly and have more options about bypassing armor.

Finally, ask Esme what would warrant a response from a patrol. An anonymous tip about suspicious activity? Anti-government graffiti? Calling them and taunting them? We want our enemies to be weak and few, so we can't do something very serious. But we would also like to not involve innocent cops that are just doing their job, so we might want to do something that would involve the military. Unless doing so would be very hard or there's no meaningful distinction between cops and military.

With all that done, we can find an abandoned location and start planning our attack. Maybe there's an empty lot or abandoned construction site or factory around here?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 15, 2019, 06:10:28 pm
+1 to the above, we can find a location for planning attacks, we can read a book about martial combat (piecewise draws on our own knowledge), and plan said attack with Esme and whoever else she usually does these sorts of things with. She did make it sound like there was a bit more organization going on than just her and Brucey.

For my opinion, I think keeping Piecewise in the suitcase is wisest. Deploy as needed. You can put a hat and a scarf on him but he's totally gonna look like a skeleton in clothes no matter what we do. But that's just me.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 15, 2019, 06:25:50 pm
Humans have cores. They have more cores than undead do. One stab through the brain and they're gone. One stab through the heart and they'll be dead in seconds. One stab through the throat or two stabs through the lungs and they'll quietly die in a short while. Perhaps we should stop this ultra specific testing before it gets ridiculous.

Get some clothes, enough to make Piecewise look like a human. Also try to make it thick to provide defense against blunt force trauma, unless doing so would significantly hinder his speed. Finally, ask Bruce to borrow a pan or some spare piece of metal and tie it around Piecewise's core and something long and sharp that can be used as a rapier. (Maybe some sort of sharp pick he uses for sculpting details?) Hopefully they should be enough to help bypass any armor, but I'm guessing a lovely patrol won't be armored like a SWAT unit so they'll have at least some unarmored parts.

The second part of the plan is to get Esme to grant us knowledge from one of her books (probably a medical or swordfighting one) with the goal of learning the human body's weak points. It won't make us an expert fighter but it should hopefully let us better direct Piecewise's attacks, which should be our primary objective. That way he can kill more quickly, more quietly and have more options about bypassing armor.

Finally, ask Esme what would warrant a response from a patrol. An anonymous tip about suspicious activity? Anti-government graffiti? Calling them and taunting them? We want our enemies to be weak and few, so we can't do something very serious. But we would also like to not involve innocent cops that are just doing their job, so we might want to do something that would involve the military. Unless doing so would be very hard or there's no meaningful distinction between cops and military.

With all that done, we can find an abandoned location and start planning our attack. Maybe there's an empty lot or abandoned construction site or factory around here?
+1. Cancelling previous vote
Title: Re: The Left-Hand Path
Post by: Superdorf on July 15, 2019, 09:12:39 pm
*snip*
+1 to all of this. We've learned beyond any shadow of a doubt that Piecewise is quite capable of straight-up slaughtering an enemy if need be. It's possible that he has some kind of mental block set preventing from doing so-- you never know-- but we can't find that out until we actually go out to kill somebody, so I figure we're good to go. It's time for a plan, and Paris' is a solid one.

+1 to the above, we can find a location for planning attacks, we can read a book about martial combat (piecewise draws on our own knowledge), and plan said attack with Esme and whoever else she usually does these sorts of things with. She did make it sound like there was a bit more organization going on than just her and Brucey.
+1 to this--

For my opinion, I think keeping Piecewise in the suitcase is wisest. Deploy as needed. You can put a hat and a scarf on him but he's totally gonna look like a skeleton in clothes no matter what we do. But that's just me.
--not to this. We can't properly equip Piecewise if we're toting him around in a suitcase all the time, and I figger we should be able to clothe him thoroughly enough to keep him under the radar.

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 15, 2019, 09:51:08 pm

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
+1
Title: Re: The Left-Hand Path
Post by: Devastator on July 15, 2019, 09:52:41 pm
Aren't skeletal fists blunt weapons in themselves?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 15, 2019, 09:55:56 pm
Probably, but he might still need protection, plus stabbing kills quicker when applied to the right areas. Stabbing causes bleeding, so it would be good to keep the knife
Title: Re: The Left-Hand Path
Post by: Superdorf on July 15, 2019, 10:14:53 pm
Aren't skeletal fists blunt weapons in themselves?

Y-e-es, but I suspect Piecewise is quite capable of punching something hard enough to break his own fingers. It's best he have something a little sturdier, so's he can fully unleash his true skeletal might.

I've no idea if Piecewise will actually see fit to use his cosh; he might deem some other means of death-dealing more efficient. I'd like him to have the option, though.
Title: Re: The Left-Hand Path
Post by: Eschar on July 15, 2019, 11:42:14 pm

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
+1

+1.
I remove my previously stated action from the running.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 16, 2019, 06:00:37 am

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
+1

+1.
I remove my previously stated action from the running.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 16, 2019, 01:02:46 pm

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
+1

+1.
I remove my previously stated action from the running.
+1

+1 I am eager to see how our low-profile heavily trench coated skeleton man in a balaclava goes in this heavily monitored police state.

+1 again.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 16, 2019, 01:25:51 pm
Well, we can always take the IKEA approach for moving them around. Just carry Piecewise in one suitcase and his clothes and armor/weapons in another. Then assemble them in place.

Maybe it would make sense to use a ranged weapon in the next attack. Just have a group of skeletons simultaneously snipe the entire patrol.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 16, 2019, 01:36:51 pm
For this we would need to find them, and I’m not sure we have Our fake ID yet
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 16, 2019, 01:46:42 pm
Well, we can always take the IKEA approach for moving them around. Just carry Piecewise in one suitcase and his clothes and armor/weapons in another. Then assemble them in place.

Maybe it would make sense to use a ranged weapon in the next attack. Just have a group of skeletons simultaneously snipe the entire patrol.

We could totally read a thing on shooting guns and piecewise would be shooting flies out of the air at 100 paces, I'm sure. Lots of options.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 17, 2019, 05:39:33 pm
Sure, but the problem with that is that no matter how good a shot one is, one can only shoot so fast. That's why more is better.

Edit: Or, as our friends the orks would say, there's no such thing as enough dakka.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 17, 2019, 05:58:14 pm
Sure, but the problem with that is that no matter how good a shot one is, one can only shoot so fast. That's why more is better.

I am in full favor of animating the bad guys' skeletons so we can have more gun-toting skeleton boyz.

We can name them all Piecewise 1- ∞, and rename the current one to Piecewise Prime.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 17, 2019, 06:24:57 pm
Sure, but the problem with that is that no matter how good a shot one is, one can only shoot so fast. That's why more is better.

I am in full favor of animating the bad guys' skeletons so we can have more gun-toting skeleton boyz.

We can name them all Piecewise 1- ∞, and rename the current one to Piecewise Prime.
I support this too. Why let kills go to waste? +1 to reanimating them after memory extraction
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 17, 2019, 07:00:30 pm
We should give them all custom suitcases with grooves for storing their bones along with a small smg.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 17, 2019, 07:02:38 pm
I want to give em' machine guns and pinstripe suits but that's just me.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 17, 2019, 07:26:30 pm
We need to figure out the plan. We have 2 rats, one of which is controlled by a phantomm, Piecewise, and a chicken. We must plan the attack using our current assets right now. What if we reanimate more chickens and use them as well as the rats?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 17, 2019, 07:48:56 pm
We need to figure out the plan. We have 2 rats, one of which is controlled by a phantomm, Piecewise, and a chicken. We must plan the attack using our current assets right now. What if we reanimate more chickens and use them as well as the rats?

I think Esme will be guiding us presently on the proper method of ambuscading a police convoy or what have you. I'm cool just shooting these people to be honest if that's what's recommended. We're noob cadets at this, as it stands.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 17, 2019, 08:28:52 pm
We need to figure out the plan. We have 2 rats, one of which is controlled by a phantomm, Piecewise, and a chicken. We must plan the attack using our current assets right now. What if we reanimate more chickens and use them as well as the rats?

I think Esme will be guiding us presently on the proper method of ambuscading a police convoy or what have you. I'm cool just shooting these people to be honest if that's what's recommended. We're noob cadets at this, as it stands.
Yes, I’m fine with shooting them too, if we have guns, but I wasn’t sure if we had guns or not
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 17, 2019, 08:31:00 pm
No clue. Maybe Esme has guns? Maybe we should release a horde of undead chickens. I'm down for whatever gets us more human skeltons.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 18, 2019, 02:53:43 am
We could always beat them to death with pipes or planks of wood, if we can't get any guns.
Title: Re: The Left-Hand Path
Post by: piecewise on July 21, 2019, 05:07:02 pm

Look for nice long baggy stuff, trenchcoats and whatnot; we want to hide Piecewises' bony nature, and any armor he might be wearing. Get him a balaclava or something too, so's to keep the skull well hidden. (Can Piecewise see through blindfolds? Check, and wrap his skull up completely if he can.)

For armor: A frying pan sounds clunky; use one if necessary but keep an eye open for better options. A helmet of some kind would be good, if a low-profile one can be found. Anything we equip Piecewise with must be low-profile enough to hide under his clothing.

For weaponry: Have Piecewise keep that knife. Additionally, try to find him something useable as a cosh or sap; Piecewise might need a blunt weapon at some point. Make sure he can hide both objects within his clothing.
+1

+1.
I remove my previously stated action from the running.
+1

+1 I am eager to see how our low-profile heavily trench coated skeleton man in a balaclava goes in this heavily monitored police state.

+1 again.

Bruce finally turns around and stands up, cracking his knuckles and back as he does.  He interrupts  your action by handing you the paperwork.

"There. That should stand up to all but the most intense inspection. The Holofoil film used on that seal isn't precisely perfect but unless they go looking with a magnifying glass they won't notice."

After a quick check to see if Piecewise needs his eye sockets to see- he apparently does not- you ask Esme about finding clothing for Piecewise so he doesn't stand out. You say that the cold weather would make an ideal cover for heavy, full body clothing and face masks or similar.

"Possible" She says, looking at piecewise  and scratching her chin in thought, "Though I can see one possible problem with it.  Clothing over bones doesn't look the same as clothing over flesh, especially when its moving. Even something like a thick jacket might not be enough to disguise the unnatural thinness of it.  It might not alert people that he's a skeleton right away but it might catch their attention. I think we'll need to pad him up a bit to compensate for that.   But as per clothing itself, we can easily go a hold of stuff like that. There are plenty used clothing stores we can scrounge anonymous outfits from."

You tell her about the armor situation.

"As I see it there are a few important parts here. First there's that core right? That gets destroyed and no more skeleton. Encasing it in a metal box or something might be a good idea. But as per armor, why even bother with helmets and such? Couldn't we just glue metal plates onto his bones or something like that? It would be much more flush  than a helmet  or flak vest and probably more effective."

You finally ask Bruce if you can have the knife.

"Thats a kitchen knife you loon." He says, taking the knife from you and returning it to the drawer, "Its not designed for hacking up men and surviving the rigors of war."

He turns to Mary, "You still got that knife that good for nothing lad left here?"

"I think so," Mary says, handing Bruce the soup spoon for him to taste the broth.

"Go get it; we'll give it to these idealists. Would be bad if you were caught with it anyway." He tastes the broth and nods "Good, needs more salt though."

"We're out of our rations already." Mary says as she walks out and digs through a bag near the bed. She eventually pulls out a long wood and metal scabbard and hands it to Esme. Esme pulls the blade out and inspects it. Its a military knife, a bayonet judging by the slot on the side and the ring  attached to the guard. Its long, double edged, and made of some sort of dull blue alloy that doesn't glint or shine.  She hands it to you after putting it back in the scabbard. 

You look around for a decent blunt weapon and finally focus in on a piece of iron rod. It looks to be left over from the construction of a press that is squatting against one wall; a chunk of scrap about a foot and a half long and quite heavy. You show it to Bruce and he gestures that you can have it without speaking.
Title: Re: The Left-Hand Path
Post by: Superdorf on July 21, 2019, 05:09:59 pm
Follow Esme's lead. She seems to have a pretty good idea of how to properly gear up a skeleton.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 21, 2019, 05:33:55 pm
Follow Esme's lead. She seems to have a pretty good idea of how to properly gear up a skeleton.
+
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 21, 2019, 08:19:27 pm
I just worry that padding piecewise down will make him less effective. His main strength isn't physical power or speed, but machine precision. Gunking up his joints with heavy cloth will muck that up.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 21, 2019, 09:03:32 pm
I just worry that padding piecewise down will make him less effective. His main strength isn't physical power or speed, but machine precision. Gunking up his joints with heavy cloth will muck that up.
What if we just don’t pad the joints, but pad non joints
Title: Re: The Left-Hand Path
Post by: Superdorf on July 21, 2019, 10:16:12 pm
I just worry that padding piecewise down will make him less effective. His main strength isn't physical power or speed, but machine precision. Gunking up his joints with heavy cloth will muck that up.

Oh. That's true. Mm...

Do the armor thing. Maybe avoid the padding thing, if it encumbers Piecewise unduly.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 22, 2019, 05:51:42 am
I just worry that padding piecewise down will make him less effective. His main strength isn't physical power or speed, but machine precision. Gunking up his joints with heavy cloth will muck that up.

Oh. That's true. Mm...

Do the armor thing. Maybe avoid the padding thing, if it encumbers Piecewise unduly.
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 22, 2019, 06:22:15 am
I say keeping the clothes/armor and the skeleton in separate containers and then moving them to the place we'll ambush the patrol and putting them on Piecewise there is best. That way there'll be even less chances of it being spotted and anyone who does see him might just mistake him for a weird homeless man.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 22, 2019, 06:31:25 am
I say keeping the clothes/armor and the skeleton in separate containers and then moving them to the place we'll ambush the patrol and putting them on Piecewise there is best. That way there'll be even less chances of it being spotted and anyone who does see him might just mistake him for a weird homeless man.
+1 rescinding previous +1
Title: Re: The Left-Hand Path
Post by: King Zultan on July 22, 2019, 06:49:42 am
I say keeping the clothes/armor and the skeleton in separate containers and then moving them to the place we'll ambush the patrol and putting them on Piecewise there is best. That way there'll be even less chances of it being spotted and anyone who does see him might just mistake him for a weird homeless man.
+1 rescinding previous +1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 22, 2019, 12:19:24 pm
Any reason we can't make a core like..... literally covered in iron going forward? Like it seems that biological core components = better minions from what we've checked. Can't we like..... I don't know, cast a brain in iron and use that? Not literally on account of the melted brain matter but you understand.
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 22, 2019, 12:49:58 pm
Completely surrounding the core might introduce latency.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 22, 2019, 12:57:41 pm
Completely surrounding the core might introduce latency.

Yeah I guess that's the concern.

If it were attached to the being itself, like say, fused to the ribcage or some other less-than-mobile structure on the being itself, it shouldn't matter.
Title: Re: The Left-Hand Path
Post by: piecewise on July 27, 2019, 09:36:18 am
I say keeping the clothes/armor and the skeleton in separate containers and then moving them to the place we'll ambush the patrol and putting them on Piecewise there is best. That way there'll be even less chances of it being spotted and anyone who does see him might just mistake him for a weird homeless man.
+1 rescinding previous +1
+1

"Alright" Esme says, standing up and straightening her skirt for a moment before walking towards the door.  "You have papers now so you should be able to walk around relatively safely. Pack up that skeleton and anything else you got and we'll head out.  First we'll get some clothing, then I know a guy who might be able to handle the armor. He's a boiler maker, not an armorer but he should be able to make fitted metal sections regardless.  Maybe a theatrical supply shop too, so we can build a false face for the skeleton, unless you were set on the ski mask?

Anything else we need? You intending to have that skeleton just use a knife or did you want him to have a gun? A knife is silent so it does have its advantages."
Title: Re: The Left-Hand Path
Post by: Superdorf on July 27, 2019, 09:49:52 am
I'm not real set on the ski-mask; a false face could prove useful-- but only if it's sufficiently convincing. How good are the false faces around here?

Piecewise is pretty devastating with that knife of his, but a gun could be worth looking into.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 27, 2019, 09:58:31 am
Scarf and glasses, perhaps?

Nothing we do is going to really conceal him under close scrutiny. The goal should be to avoid close scrutiny.
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 27, 2019, 02:51:13 pm
Knife good. But, no reason we couldn't get a revolver or something as backup. Piecewise only uses what we tell him to, and a pistol hidden away in a pocket makes no noise.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 28, 2019, 04:01:06 am
Knife good. But, no reason we couldn't get a revolver or something as backup. Piecewise only uses what we tell him to, and a pistol hidden away in a pocket makes no noise.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 28, 2019, 04:10:43 am
Knife good. But, no reason we couldn't get a revolver or something as backup. Piecewise only uses what we tell him to, and a pistol hidden away in a pocket makes no noise.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on August 03, 2019, 09:23:33 am
The rest of the day passes quickly. You say your goodbyes to Bruce and Mary, de-animate the critters in their home, and then follow Esme. The first stop is the previously mentioned boiler maker in a run down old shop off a side road. The cramped single room workspace is littered with raw materials and half finished boilers that gape like iron ribcages. It takes Esme a solid hour of negotiating to convince the man to plate Piecewise's bones with iron, but he eventually concedes and, getting the skeleton's measurements, you follow her off to a second hand store. You both comb the racks, pulling out thick winter jackets, puffy sweaters, overstuffed pillows and other raw materials for the disguise. Esme pays and you carry the heaping paper bags to the next destination.

The theatrical supply shop is a wonderland of props, make up, effects, and equipment, splayed up through four floors of a converted private home squished between two apartment buildings. You and Esme browse the clown-white and false mustaches for a while until you both come to the conclusion that a simple rubber mask is a better choice than a complex mix of makeup and appliances. Neither will fully hide Piecewise's skeletal appearance so simplicity is best. You find a mask of an old man, bald and wrinkled but not overtly so. Combined with a scarf and pair of sunglasses it should prove to be perfectly adequate for anything short of a close inspection. Even then nothing should immediately scream "HIdden Skeleton" and instead will appear to simply be a disguised human.

Finally, a military revolver is procured from the trunk of a car parked in the drive behind a line of brick homes. The area all looks very quaint and far from the troubles of the world, making the brown paper package -heavy with lethal intent- all the stranger as you fish it out of the hollow where a spare tire should be. Thus outfitted and prepared, loaded with bags, you return to the boiler maker to pick up your skeleton.  The piecewise you find when you return is an odd thing; it almost resembles a comically thin knight in incomplete plate armor. For the most part the boiler maker did not plate the armor directly to the skeleton itself, presumably to preserve the structural integrity of the bones. Instead he seemed to make clam shell like structures or wrapped metal around the bone and secured it to itself.  The skull is one of the few places that is bolted, albeit with thin bolts and sparing placement, in order to lay the carefully molded plates as close to the bone as possible. The skull is a geometric patchwork of plates laid out over the rough planes of the skeletal face and the chest is an equally complex mess of overlaying plates to allow piecewise to flex and move. It strikes you how much more efficient and effective armor can be when directly bolted to the body.

Pillow stuffing goes on next, held in place by long underwear. Like the armor, you and Esme take special care to leave the joints free and unrestricted. Then comes the clothing, thick pants and sweater followed by long winter jacket, gloves and boots. Finally the mask, carefully settled into a good position and then glued in place, and topped off with hat, scarf, and sunglasses. The end result is surprisingly good; you see the imperfections as its creator but Piecewise will definitely pass for human like this. He could walk down even a busy street and draw no attention; only a close look at him would indicate something was wrong and even then nothing specific other than his odd level of concealment and waxy looking "flesh". You give him the knife and the revolver and instruct them to hide the both. He stuffs the revolver into a jacket pocket and somehow makes the knife disappear up one long sleeve.

Esme stands back from the skeleton with her arms crossed, smiling a bit and looking him over.  "That is both very effective and very creepy."

She looks out a window at the deep red of the approaching twilight and nods to herself. "Night's almost here. You ready to try this attack this evening or you do you need more time?"
Title: Re: The Left-Hand Path
Post by: Superdorf on August 03, 2019, 09:40:58 am
Woohoo!
Let's do this thing!
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 03, 2019, 09:54:47 am
Piecewise the hobo-skeleton shall do the stabbing tonight!
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 03, 2019, 11:56:23 am
Let us hunt the local constabulary!
Title: Re: The Left-Hand Path
Post by: Eschar on August 03, 2019, 01:26:45 pm
Time for piecewise to shine.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 03, 2019, 01:31:48 pm
We attack tonight
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 03, 2019, 05:35:24 pm
MURDER
Title: Re: The Left-Hand Path
Post by: King Zultan on August 04, 2019, 03:32:12 am
Its murder time!
Title: Re: The Left-Hand Path
Post by: piecewise on August 07, 2019, 08:15:44 am
You indicate that you are ready and she nods before leading you out. She doesn't say anything more until you're both back in the Library, safely behind closed doors and out of earshot. She directs you to a table and spreads a street map across it. She searches for a moment before putting one finger on the map.

"The patrol in question is one that passes through the lower dockyard areas. Lot of empty warehouses, old buildings, shipyards, the like. Its not a route prone to crime, but they do occasionally get smugglers and the like so its not a complete cakewalk either. The important part is that its basically deserted at night and makes for an ideal ambush."

She traces her finger up and down alleys, past gray boxes with street numbers marked in their centers, along the dull blue of the ocean, and  over the white fingers of docks jutting out into the ocean.

"The best time for it is, I think, right here."

She indicates a section of road that moves between a line of large square buildings.

"These are all warehouses. Empty, poorly lit, easy to disappear into if you need to, and a good place to hide bodies."

She looks up at you.

"So what was your plan for dealing with this? Just a straight up knife from behind? Or something more distracting? Snipe with that new pistol of yours? We should probably not try to play it by ear for your first time and if you need supplies now is the time to get them; we'll be heading out soon."

Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 07, 2019, 12:22:36 pm
How many are we expecting? Because if there's 3 or less I say we knife one, Piecewise gets another probably with a knife, and Esme gets the last.
Title: Re: The Left-Hand Path
Post by: Eschar on August 07, 2019, 12:38:33 pm
I forget, what are Esme's combat skills like?
Title: Re: The Left-Hand Path
Post by: piecewise on August 07, 2019, 04:34:10 pm
How many are we expecting? Because if there's 3 or less I say we knife one, Piecewise gets another probably with a knife, and Esme gets the last.
"Two or three is the normal size, but 5 is the max I'd expect."

I forget, what are Esme's combat skills like?

"I'd prefer not to fight if I don't have to. My abilities aren't really suited to it. But I'm trained in marksmanship and hand to hand combat. I am a soldier, after all."

Title: Re: The Left-Hand Path
Post by: Eschar on August 07, 2019, 05:05:33 pm
Piecewise should definitely attack at close range, so he can use his surgical-precision-incapitation skills.
Title: Re: The Left-Hand Path
Post by: Superdorf on August 07, 2019, 05:08:56 pm
"Say, are these guys worth anything to us alive? Piecewise could probably knock 'em out pretty fast if need be..."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 07, 2019, 05:13:43 pm
Let's keep Esme at distance/lookout and see if piecewise and ourselves can handle the wetwork.

"Say, are these guys worth anything to us alive? Piecewise could probably knock 'em out pretty fast if need be..."
No, probably not, unless one turns out to be unique gifted somehow. Nothing they can tell us that we can't learn from devouring their souls as it is.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 07, 2019, 06:01:24 pm
Let's keep Esme at distance/lookout and see if piecewise and ourselves can handle the wetwork.

"Say, are these guys worth anything to us alive? Piecewise could probably knock 'em out pretty fast if need be..."
No, probably not, unless one turns out to be unique gifted somehow. Nothing they can tell us that we can't learn from devouring their souls as it is.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 07, 2019, 09:05:54 pm
Hmm, taking down five quickly might be hard with our current resources. Unless...

Hmm, maybe we should get something like a stake that we can stick into a body quickly and use as the core for a puppet. Gives us another option for use in combat.

What we do should depend on how many we have to take out, so let's plan to scope that first. If it's only two or three, we can probably shiv them quickly and quietly between ourself and Piecewise. If it's more, things will probably get loud anyway so we should use the gun.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 08, 2019, 04:02:36 am
Hmm, taking down five quickly might be hard with our current resources. Unless...

Hmm, maybe we should get something like a stake that we can stick into a body quickly and use as the core for a puppet. Gives us another option for use in combat.

What we do should depend on how many we have to take out, so let's plan to scope that first. If it's only two or three, we can probably shiv them quickly and quietly between ourself and Piecewise. If it's more, things will probably get loud anyway so we should use the gun.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 08, 2019, 07:39:08 am
Hmm, taking down five quickly might be hard with our current resources. Unless...

Hmm, maybe we should get something like a stake that we can stick into a body quickly and use as the core for a puppet. Gives us another option for use in combat.

What we do should depend on how many we have to take out, so let's plan to scope that first. If it's only two or three, we can probably shiv them quickly and quietly between ourself and Piecewise. If it's more, things will probably get loud anyway so we should use the gun.
+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on August 08, 2019, 11:33:34 am
Hmm, taking down five quickly might be hard with our current resources. Unless...

Hmm, maybe we should get something like a stake that we can stick into a body quickly and use as the core for a puppet. Gives us another option for use in combat.

What we do should depend on how many we have to take out, so let's plan to scope that first. If it's only two or three, we can probably shiv them quickly and quietly between ourself and Piecewise. If it's more, things will probably get loud anyway so we should use the gun.
+1
+1


+1, also have Esme at range to reduce the risk of losing our main protector/source of information/link to Kelley
Title: Re: The Left-Hand Path
Post by: piecewise on August 10, 2019, 10:08:08 am
"Well, thats reasonable. If you like I guess we can just go stake it out and make a plan once the number of soldiers is known.  As per a melee weapon for you that you can use as a core....Not sure. Does that trick of yours work if they're still alive?"

You respond that you're not really sure.

"Hmm then probably any reasonably sized knife could work, assuming you can get it into their heart or throat or somewhere it will kill them pretty quick. But even a knife to the heart takes 20-30 seconds to kill, sometimes a lot longer depending. If that reanimation doesn't work on still living tissue then a stab and control combo might not be very practical. Anyways, I got an old bayonet, one of those triangular spike types that only works as a bayonet and not as a knife.  Would that be good enough for your purposes?"

Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 10, 2019, 10:26:59 am
Yes, that seems good
Begin the stakeout
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 10, 2019, 10:31:47 am
Doesn't have to be the same tool that kills and gets used as the core. The point is that the goal is to make corpses. If we successfully make one or two corpses but hit an obstacle before finishing the rest, it'll be worth having something on hand to quickly turn a corpse into a combat asset.
For that purpose... Just about anything we can shove into the body quickly should work.

Say that we hit three soldiers in the street. Piecewise takes down one with his knife and the other two back off into a warehouse. We know they're cornered, but they have SMGs and are ready to shoot at whatever comes in and we don't want to risk ourself or our most valuable minion in an assault. We could make a puppet of the one soldier we downed and have a somewhat expendable body to attract fire so that we can finish off the rest before backup comes.

We'll take the bayonet and keep it on our person.

Additional question: we got just one revolver, right? Do we want to carry that ourself or give it to Piecewise? The skeleton will probably be more precise with it, but maybe we want a decent weapon to protect our own squishy ass.
Title: Re: The Left-Hand Path
Post by: Superdorf on August 10, 2019, 11:21:16 am
On the subject of knife-staking... a brain-stab should kill pretty quick yes? Stab somebody through the eye, twist the knife around a bit, pull it out again, then do the heart-stake thing.

Also:
Keep the revolver. Ask Esme to help us assimilate some material on marksmanship before we go.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 10, 2019, 12:29:42 pm
I mean how dead does something need to be? You can stab em in the brain, but body itself is alive for a while after. We could always save the last guy for experiments. Stab the dude and try and turn him before he's dead-dead. Go full-on mad necromantic scientist.
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 10, 2019, 12:40:11 pm
I mean, we can animate things that were never alive, and things that used to be alive are generally more functional than those. If it works on random inanimate objects, the power isn't specific to corpses and should be possible to at least try using it on something alive. Though it's possible that the living body will be able to resist some, close enough to dead should be, well, close enough to dead. It's probably more important that the body isn't resisting the anima linkage than that the brain is all the way gone. Hell, I'd bet that someone in a coma would make a good subject over all.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 10, 2019, 03:45:52 pm
We could just reanimate their clothes while they're still alive and have them move the body around. Dunno how practical it would be, but it sounds fun.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 11, 2019, 07:07:29 am
On the subject of knife-staking... a brain-stab should kill pretty quick yes? Stab somebody through the eye, twist the knife around a bit, pull it out again, then do the heart-stake thing.

Also:
Keep the revolver. Ask Esme to help us assimilate some material on marksmanship before we go.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on August 11, 2019, 08:13:55 pm
Also, we should probably have piecewise do the killing since he can be instructed to precisely kill them in a manner compatible with them being ... en-cored? Codified?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 11, 2019, 11:28:12 pm
I believe the correct term is undeadened.
And when you kill an undeadened you redeaden them.
Title: Re: The Left-Hand Path
Post by: piecewise on August 14, 2019, 06:14:44 am
On the subject of knife-staking... a brain-stab should kill pretty quick yes? Stab somebody through the eye, twist the knife around a bit, pull it out again, then do the heart-stake thing.

Also:
Keep the revolver. Ask Esme to help us assimilate some material on marksmanship before we go.
+1
"I've got several months worth of training. I'll just give you that." She says before directing you to sit down.  You comply and she steps around to your right side and places  her left hand on your head.

"Give me a second here...there we go." 

Unlike the last time, with the crawling words and everything, this time you see phantom images scroll down her skin and leap into you with little flashes of light. You remember the training much like you remember the memories of the chicken: a disorienting layering of yourself and someone else. It s not as bad this time, your body isn't twisted into a non-human form but its still not YOU. Its shorter with different proportions and the thoughts...they're far more disorienting.  You can tell Esme is attempting to keep the memories she's giving you tightly restricted to her training- there are vast black spaces between the times at the firing range or in drills- but other things leak out none the less. Opinions that you don't hold become yours in a transitory fashion. Regret about not scoring the highest, excitement about making it into the advanced marksman section, smug satisfaction about a special commendation pinned to your...her chest. And in there deeply, buried but glimpsed, are visions of Him.   Nothing concrete, just sensory memories and the motivation to continue so that you...her...might see him again. Maybe. Maybe.  His hand is in your hair. Its warm. Open fields. Smell of pollen and wheat. His shadow, sun at his back, details obscured.

"We'll all be together again soon, Es. You'll see."

Esme slaps you on the back and you struggle groggily out of the memory.

"Come on" she says, "I have to get ready. Go get your skeleton and that bayonet you want so much. Its in a cabinet, against the far wall over there, third drawer."

She moves upstairs and you stare after her for a few moments before following her instructions.  The bayonet is where she said it was, a foot long tapering spike of solid and slightly rusted metal. You give it piecewise to hold and he again vanishes it somewhere up a coat sleeve.  As you return to the main lobby area Esme comes back down the stairs. Her clothing is different: not some exaggerated commando gear but something much more suited to potential action than a long dress. Her hair is tightly bound up and hidden under a winter hat and she has replaced the dress with a long sleeved shirt and long pants. The shoes are utilitarian snow boots and once she dawns her heavy winter coat she becomes almost perfectly visually androgynous, as long as you don't get a good look at her face.

You follow her out the door - she talks in whispers to Nicholas for a moment - and together you walk down  toward the docks. They're nearby and you take a trolley part of the way before hopping off, walking one way, doubling back and generally moving indirectly. Piecewise gets one or two odd looks but nothing huge. No one points and screams at least. By the time you reach the place the sun has fully set.

The location is just like she said it was a long road stretching  straight down a double row of warehouse buildings. Its a bit larger than you expected though: the "alley" is actually about the size of a two lane road and is clearly designed for allowing trucks to access these warehouses. There are lights on every warehouse front but they're spaced far enough apart that these become nothing but small islands of light along an otherwise dark and secluded path.  Between the warehouse buildings themselves are much smaller alleys, maybe 5 feet wide concrete strips, often crowded with discarded pallets and similar refuse. The warehouse buildings are a good 25, maybe 30 feet tall and there are ladders welded onto the sides of them that allow access to the roof; though there are sort of tube like structures at the tops of these ladders with locking hatches that prevent unwanted visitors from climbing to the top.

"We've got..." Esme checks her watch "About 30 minutes till the patrol is set to be here."
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 14, 2019, 08:11:01 am
Welp, time to wait.
Title: Re: The Left-Hand Path
Post by: piecewise on August 14, 2019, 08:13:24 am
Welp, time to wait.
Right in the center of the road here, totally in the open?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 14, 2019, 08:25:21 am
Why not? That's the last thing anyone would expect!  :P
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 14, 2019, 08:28:37 am
hide in one of the warehouses and watch for them
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 14, 2019, 01:10:59 pm
Quote
excitement about making it into the advanced marksman section

So she ought to be quite reliable with that gun, good good.

Anyway yeah park somewhere out of sight, sneak up behind em, bonk and/or shank with Piecewise. Esme can coordinate and plug one or two. It's time for some properly-directed supervillainy, but for good.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 15, 2019, 04:50:21 am
Lets just hide in the alley behind some boxes and jump the cops when they pass by.
Title: Re: The Left-Hand Path
Post by: Eschar on August 15, 2019, 08:25:39 pm
Lets just hide in the alley behind some boxes and jump the cops when they pass by.

+1

Is "Him" Kelley or someone else? Could we tell?

Don't ask her though, if it wasn't Kelley it's none of our business
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 15, 2019, 08:29:53 pm
Lets just hide in the alley behind some boxes and jump the cops when they pass by.

+1

Is "Him" Kelley or someone else? Could we tell?

Don't ask her though, if it wasn't Kelley it's none of our business
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 16, 2019, 02:00:19 am
Philosophical question: if it WAS Kelly, is it any of our business?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 16, 2019, 03:40:35 am
Sure it is. If she has an attachment to him and she thinks he is us or that we can lead her to him then we can use that as leverage to get her to do what we want.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 16, 2019, 06:43:54 am
Sure it is. If she has an attachment to him and she thinks he is us or that we can lead her to him then we can use that as leverage to get her to do what we want.
She already knows we don’t know where Kelley is, we asked about him earlier, we are trying to find him too
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 16, 2019, 08:03:08 am
We don't need to know him to lead her to him. If he is likely to e.g. return to us to check our progress or send us some message that could lead us to him, then all she has to do is stay close to us.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 16, 2019, 12:41:01 pm
At the very least she would be compromised in dealing with us. It would color her motives and her judgement.

Regardless it's not our business and we have no reason in-character to think that it was Alexander in any way, so I would probably -1 asking her.

In the meantime, we should practice Ginyu poses with piecewise.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 16, 2019, 02:27:23 pm
Why practice poses? Shouldn’t we wait quietly in an alley until they come within sliding/stabbing/shooting range?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 16, 2019, 05:25:32 pm
Why practice poses? Shouldn’t we wait quietly in an alley until they come within sliding/stabbing/shooting range?

This is wiser, but would also preclude later opportunities to be extremely silly.
Title: Re: The Left-Hand Path
Post by: piecewise on August 22, 2019, 10:18:11 am
Lets just hide in the alley behind some boxes and jump the cops when they pass by.

+1

Is "Him" Kelley or someone else? Could we tell?

Don't ask her though, if it wasn't Kelley it's none of our business
+1

You are not sure He is Kelly. But whoever He is, he's someone that has gone beyond human in her heart. Love? Admiration? Friendship? Family? Something beyond that. Something she has been chasing for years, will probably never catch, yet will continue to pursue. An impossible, perfect dream that has only grown more grand through time.

You gesture to the alley and silently order piecewise into another alley nearby. Everyone, Esme included, hunkers down and waits in the shadows. You wait in silence and it takes what seems like a lot longer than 30 minutes for the men to show up. When they do show up you are almost surprised about what they look like. You expected...you're not entirely sure what you expected. You only ever saw their boots before so you had no idea what they would look like. Their uniforms have a definite military vibe to them: they're mostly black or maybe a dark blue -hard to tell in the dark- with gold banding around the ends of the sleeves and collar. These are winter versions with fur peeking out from around the collar and an equally warm looking fur hat that slopes down and partially covers their ears and the back of their head.  They're carrying rifles on their shoulders and side arms at their hips but their hands are mostly occupied with gestures and being rubbed together for warmth. 

There are three of them, all young men, and they are talking together more like friends coming back from a party than highly trained soldiers on patrol. You guess what Esme said about this route being pretty quiet and boring must be true. These guys have probably never run into a real problem or issue in their time walking this beat; they've clearly gotten very complacent.  They're maybe 30 feet away now, walking at an easy but relatively brisk pace. They'll pass you and piecewise within a few seconds.
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 22, 2019, 10:34:14 am
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stay where we are and fire on them with the revolver only if they manage to draw weapons.
Title: Re: The Left-Hand Path
Post by: Superdorf on August 22, 2019, 10:56:24 am
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stat where we are and fire on them with the revolver only if they manage to draw weapons.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 22, 2019, 01:11:37 pm
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stat where we are and fire on them with the revolver only if they manage to draw weapons.
+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on August 22, 2019, 04:05:40 pm
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stat where we are and fire on them with the revolver only if they manage to draw weapons.
+1
+1

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on August 23, 2019, 03:52:29 am
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stat where we are and fire on them with the revolver only if they manage to draw weapons.
+1
+1

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on August 26, 2019, 09:28:17 am
Wait for them to pass. Have PW move silently up behind them and disable them with the knife. Stat where we are and fire on them with the revolver only if they manage to draw weapons.
+1
+1

+1
+1
You wait, staying absolutely still, as the men walk past.  As they pass the alley where piecewise is waiting, you order him to silently disable them. Piecewise moves from the alley in a sort of long legged lope, not quite running but not walking either.  He closes the distance within a few moments, before any of the men can react to the small amount of sound he is making.  Here, from the back, you can't quite make out exactly what happens. The skeleton moves in to the center of the group and you see metal flash. He strikes the head of the man to his left, then turns and strikes the man to the right. The man in the center, who he's directly behind, spins to see whats happening only to have a boney hand clamp onto his face and shove him to the ground. The other hand works quickly, like the needle of a sewing machine, thrusting down repeatedly, almost too rapidly to see.

After a moment Piecewise stands back up and steps a few feet away from the bodies. Despite the work he just undertook, he has a remarkably small amount of blood on him; just a few shining wet spots here and there on his coat from stray droplets. The men are all laying out on the street: the one on the left is completely still, while the one on the right is still spasmotic, the metal spike bayonet embedded in the back of his head. The one in the center though seems to be not quite dead, though clearly only seconds from it.   It all took maybe 5 or 6 seconds.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 26, 2019, 09:38:52 am
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
Title: Re: The Left-Hand Path
Post by: Superdorf on August 26, 2019, 09:39:56 am
Woohoo!
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 26, 2019, 10:27:58 am
Woohoo!
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
+1
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 26, 2019, 01:48:14 pm
Ha, easy.
Title: Re: The Left-Hand Path
Post by: Eschar on August 26, 2019, 03:11:19 pm
Woohoo!
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
+1
+1
+1

We piecewise curbstomped them. The poor sods didn't have a chance. I feel a bit queasy. I mean, they weren't really like the evil government guys who came threatening Bruce and Mary earlier, these poor mooks were just doing their relatively harmless job.

Make some sort of memorial here, something to honor the fallen patrol sods, but nothing that can be used to identify them or us. Maybe just bury them?
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 26, 2019, 06:50:47 pm
No burying bodies, we still want those.

We are a necromancer, and there's nothing wrong with a little socially sanctioned murder so we can gather spare parts. :3
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 26, 2019, 06:54:29 pm
No burying bodies, we still want those.

We are a necromancer, and there's nothing wrong with a little socially sanctioned murder so we can gather spare parts. :3
+1
We are going to use the bodies
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 27, 2019, 03:20:12 am
We can make a single memorial for all the people we kill after we finish killing people. More efficient that way.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 27, 2019, 08:30:33 am
Woohoo!
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
+1
+1
+1
No burying bodies, we still want those.

We are a necromancer, and there's nothing wrong with a little socially sanctioned murder so we can gather spare parts. :3
+1
We are going to use the bodies
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 27, 2019, 12:53:34 pm
Oh ho ho.

I said they were maybe just regular dudes, but IIRC that's not how we do.

Peruse their recent memories for useful information. Maybe a month or so each, tops. Discard the rest. Animate the bodies using the hearts and the strongest-looking anima we can find. Since we've never done this before, we do one and check the results. We should make sure we don't accidentally create something with more will than is good for it us.

Then name them with names ending in -wise.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 27, 2019, 12:59:23 pm
Oh ho ho.

I said they were maybe just regular dudes, but IIRC that's not how we do.

Peruse their recent memories for useful information. Maybe a month or so each, tops. Discard the rest. Animate the bodies using the hearts and the strongest-looking anima we can find. Since we've never done this before, we do one and check the results. We should make sure we don't accidentally create something with more will than is good for it us.

Then name them with names ending in -wise.
+1 but shouldn’t we take all of the memories so that we have extra memories to feed the phantoms?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 27, 2019, 01:02:54 pm
Oh ho ho.

I said they were maybe just regular dudes, but IIRC that's not how we do.

Peruse their recent memories for useful information. Maybe a month or so each, tops. Discard the rest. Animate the bodies using the hearts and the strongest-looking anima we can find. Since we've never done this before, we do one and check the results. We should make sure we don't accidentally create something with more will than is good for it us.

Then name them with names ending in -wise.
+1 but shouldn’t we take all of the memories so that we have extra memories to feed the phantoms?

Presumably we can sic em on other bad guys, let em get their mind snacks like that.

But yeah you're right I guess we should hang on to some.
Title: Re: The Left-Hand Path
Post by: piecewise on August 29, 2019, 11:17:56 am
Woohoo!
Piecewise is pretty awesome.

And now... It's feeding time. Feeding on those sweet sweet memories and skills.

First we should make sure nobody is watching. Then we should help Piecewise hide the bodies. Then we should feed.

Make sure we're not consumed by their memories, stop if it gets overwhelming.

Then reanimate them and give control to a ghost that looks capable enough to move their body. No sense wasting good bodies.
+1
+1
+1
No burying bodies, we still want those.

We are a necromancer, and there's nothing wrong with a little socially sanctioned murder so we can gather spare parts. :3
+1
We are going to use the bodies
+1
You slip  out of the alley and immediately order Piecewise to move the bodies into the nearest alleyway. He grabs two by the collar, one in each hand, and drags them the into the shaded confines of an alley, with you and Esme carrying the last between you.  As soon as you're out of immediate sight you order piecewise to busy himself cleaning up the scene as best as he can, hiding the blood at least for the moment.  The skeleton leans down and yanks the metal spike out of the back of the dead man's head, wiping the blood and brain matter off on the man's coat before vanishing the blade up his shirt sleeve and walking out to deal with the scene. You watch him go for a moment and then turn to the bodies. Their connection to the anima is gone and their memories are flowing out of them, gathering in great clouds of images. The fish creatures from the anima are starting to swarm down, drawn by this chum of dying consciousness. You slap your hand down over the closest man's head and feel the memories  flow into you.

Its different from when you killed the chicken, different from when Esme granted you memories of her own. Those were a shallow pool and a carefully regulated shower, but this is a fire hose. Something like 25 years of memory condensed down into a few dozen seconds. Its far too much for you to consciously comprehend, too much to parse into anything but a vivid blur of sensation and imagery. You don't even know how long it lasts, the conceptions of time from those memories shatter your own and you feel like years and seconds are passing in the same span. Its too much, too much too fast, you just can't understand, you can't see it all.

It feels amazing.

And then it ends with a jolt and you are laying on the ground, grasping at the back of your head in confusion. You felt something hit you and then...No, that was Daniel, his death. 

You blink.

Daniel?

You look at the body and you know him. You know him like you know yourself. You know his name, the name of his parents, the name of the dog he has at the little apartment he's renting above the bakery downtown. You know the mailman keeps delivering his letters to the man next door and that he was planning to see someone about it tomorrow. You know he was hungry. You know the smile of his baby brother, out in the farms hundreds of miles away. The creak of the farmhouse stairs. The sound of rattling pipes in the morning when he was young- the water heater was right next to his room. The smell of mud and blooms after the thunder storms. Family staring back at him. Money in envelopes, their names on them. Boots too tight. One more shift this week.

You rip yourself out of the cascading memories. Everything he knew, everything he was, is now in you. You feel it sitting there, abstract yet heavy.  You pick up his rifle and check it. The slide is sticky about halfway through the motion, just like he remembered. You take the important things from his pockets: wallet, keys, extra magazines, identification badge.  You hand them to Esme and then, somewhat in a daze, you move on to the next one.



*****



How much time has passed? Is it a day?  A month? A year?  You feel very old. You've lived nearly a century now, in other people's memories. It felt good every time and by the time you reached the third man...Isaac...you had accustomed yourself to holding back the tide of memories. You can pull them out a bit at a time now. Though there are still sometimes emotional implications bound to them that hit you unexpectedly, like cold water down your spine. You're sitting against the wall of the alley, staring up at slowly falling snow. Esme is standing over you, holding three rifles like someone might hold firewood. She isn't saying anything.

Piecewise steps back into the alley, clothing still wet from where he used snow to scrub the blood off his jacket.  Oh thats right...its still tonight.

You ask Esme how long all this took.

"About 10 minutes I think." she says, though she doesn't check her watch.

You take a deep breath and stand up.  If these bodies are gonna be reanimated they need a core. You need to choose what it will be and where you'll put it in the body. You still have the nails from before, along with the knife and the knives these men carried. Any of that would do. Should also probably disguise their injuries. The ones Piecewise stabbed in the brain or spike would be easy enough to hide with a hat and collar but the third one...he's a lot more bloody and obvious.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 30, 2019, 04:58:25 am
Lets use the nails as the cores and use the snow to get the blood of the one guy.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 30, 2019, 09:12:55 am
Lets use the nails as the cores and use the snow to get the blood of the one guy.
Yes, we can fit the nails deep inside the bodies and stitch them up
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 30, 2019, 01:28:23 pm
Very good writing.

Anyway are these guys going to rot after we animate them? Because that'll give em away real quick. Daniel who has a baby brother and a family he sent money to might kill other local policemen more efficiently and arouse less suspicion without flesh.

Also IIRC Piecewise is using a human heart for a core. We should use their hearts. No doubt using an organic core, much less one that came with the kit as it were, would be more effective.
Title: Re: The Left-Hand Path
Post by: Egan_BW on August 30, 2019, 01:36:21 pm
Yeah, the heart core seems to increase effectiveness. I think we might need to physically remove it, wrap the anima around it, then put it back into the body.
We could probably make all three like Piecewise, but it would take time. Time we don't want to spend in some random alley.

I'm not sure if a phantom would let us kick it out of its body so that we can change cores, so maybe it would be better to puppet these three back home, deanimate them, then make them heart skeletons with phantoms.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 30, 2019, 02:48:44 pm
If they don’t rot, we can puppet them. No one knows they are dead yet, and we have their memories. We can use them as spies if we directly puppet them
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 30, 2019, 03:37:11 pm
If they don’t rot, we can puppet them. No one knows they are dead yet, and we have their memories. We can use them as spies if we directly puppet them

Ya just depends on their state of preservation.
Title: Re: The Left-Hand Path
Post by: piecewise on August 30, 2019, 10:05:41 pm
I'll just say that you, that is the character, do not know if necromantic bodies rot. The text you read never spoke about it and no one has said anything about it yet.  Esme might know, or not.
Title: Re: The Left-Hand Path
Post by: King Zultan on August 31, 2019, 03:12:12 am
Looks like we need to ask if Esme if she knows if bodies we raise rot or not.
Title: Re: The Left-Hand Path
Post by: Eschar on August 31, 2019, 09:49:38 am
Get back to the library. Ask Esme whether the bodies will rot.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 31, 2019, 09:59:16 am
Lets use the nails as the cores and use the snow to get the blood of the one guy.
Yeah, let's do that and merely puppet them so we can move them somewhere safe. Not necessarily back to the library, maybe Esme knows of a safehouse or abandoned building that's closer.

Once there we can perform surgery to get to their hearts.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on August 31, 2019, 10:38:01 am
Bet if you just tell piecewise to nab their hearts now he'll Mortal Kombat it right on out.

Or hell, the point is to have the thing inside the object or body to use as a core. It's already in there. All we really need to do is what, be able to touch the thing? Have piecewise expose the heart real quick and just attach the ghosty fish right to it. Then we can just put the guy's shirt back on him and off we go.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on August 31, 2019, 01:39:55 pm
Well, we'd need to get them naked so that we don't get any (more) blood on their clothes, then clean them up and then... I dunno, wait for their blood to clot or rip some of their clothes to use as bandages? Easier to just take them somewhere safe and then do the work there.

Another idea would be to have Piecewise dismember them. Then we just put the pieces in watertight bags to carry them and reassemble them in another location before reanimating them. Or just reanimate the individual parts and have them join together as a Voltron-zombie.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 01, 2019, 02:53:59 am
Or just reanimate the individual parts and have them join together as a Voltron-zombie.
I'm liking the sound of the Voltron-zombie, but for that we'd probably want more than three dead guys for it, because the more bodies the bigger the monster.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 01, 2019, 05:49:39 am
Or just reanimate the individual parts and have them join together as a Voltron-zombie.
I'm liking the sound of the Voltron-zombie, but for that we'd probably want more than three dead guys for it, because the more bodies the bigger the monster.
Yes, but if we are puppeting one body using multiple puppets, it would be difficult to determine which part is doing what if we aren’t watching it
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 01, 2019, 04:47:40 pm
I don't think it works like that. From what I remember we leave a piece of our mind with the puppet so that it can carry out our commands. That's why we can't make too many of them, but we can control many at the same time. And that's why you can't only use puppets, you also need some of those creatures.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 01, 2019, 05:25:49 pm
I don't think it works like that. From what I remember we leave a piece of our mind with the puppet so that it can carry out our commands. That's why we can't make too many of them, but we can control many at the same time. And that's why you can't only use puppets, you also need some of those creatures.
Oh yes, thanks for reminding me
Title: Re: The Left-Hand Path
Post by: piecewise on September 02, 2019, 11:27:25 am
Lets use the nails as the cores and use the snow to get the blood of the one guy.
Yeah, let's do that and merely puppet them so we can move them somewhere safe. Not necessarily back to the library, maybe Esme knows of a safehouse or abandoned building that's closer.

Once there we can perform surgery to get to their hearts.


You ask Esme about necromantic bodies rotting. She knits her brows and thinks for a moment.

"I think that puppets rot, but that if they have a spirit in them they will stay mostly the same? Or at least they won't rot but they might mummify or generally change. Alexander used to keep his in a freezer when he wasn't using them, to keep them fresh."

You ask about a safe place nearby, somewhere you can take these bodies to work on them more effectively and without the fear of having someone happen upon you elbow deep in a police man's chest cavity.

"We probably shouldn't bring them to the library at all. Too much of a risk. We could hide the bodies in one of these warehouses but there's a good chance they'll be searched after the men are reported missing..."

She pulls a street map out of her pocket and holds it for a moment, eyes closed. You see things rapidly slither across her skin and up her sleeve. You start working on the bodies in the meantime. You have piecewise insert nails into each man's chest, pushing it right into the sternum until the head is flush with the skin. One by one you spill a little blood and connect the anima to the bodies. Having 3 bodies puppeted at the same time makes you feel distracted or foggy. You can feel them leeching off your mind to understand things; even as simple as they are, its still like trying to do 4 things at once. Luckily the mana drain from the reanimation is pretty slight, you only feel a bit tired.  You have piecewise finish them up by hiding their injuries while you talk with Esme.

"There's a few options" She says, putting the map away. "About four blocks away is a warehouse that we control; its one of the ways we get things into and out of the city. Its ours so we know its safe for the moment but it might be within the radius that they'll look for these guys.  Beyond that there's a meat packing plant maybe two miles that way," She indicates a direction to the east, "Not ours but it should have refrigeration and we might be able to effectively hide them. But, if anyone finds them- or us- its gonna cause a stir.  Last place is a mortuary. About 3 miles north. Good place to hide bodies, I would assume, but its not under our control and it would mean having to march these guys through city streets."

Title: Re: The Left-Hand Path
Post by: Superdorf on September 02, 2019, 11:36:05 am
Of those options, I like the warehouse we control best.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 02, 2019, 12:04:02 pm
Of those options, I like the warehouse we control best.
Yes, me too +1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 02, 2019, 12:22:59 pm
Of those options, I like the warehouse we control best.
Yes, me too +1

+1.

Quote
Alexander used to keep his in a freezer when he wasn't using them, to keep them fresh.

Wait what? Sounds like she was fairly deep in his necromantic activities.
Title: Re: The Left-Hand Path
Post by: Eschar on September 02, 2019, 03:19:09 pm
Of those options, I like the warehouse we control best.
Yes, me too +1

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on September 03, 2019, 04:38:36 am
Of those options, I like the warehouse we control best.
Yes, me too +1

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on September 06, 2019, 11:26:12 am
Of those options, I like the warehouse we control best.
Yes, me too +1

+1
+1

You command the bodies to rise and they do so, clambering up and out of the snow in a way that seems very efficient but not exactly natural. You let Esme know that the warehouse sounds best: it might be risky in the long term but at least its under friendly control and won't involve walking corpses through downtown. 

The walk to the warehouse is a quiet one; you meet no one else along the way and at most see a few people at a distance on the streets beyond the dockyards. The warehouse Esme leads you to is closer to the water than the ones before, tucked in a far corner against the rocks of the coastline. Waves lap against the concrete shore and the smell of salt hangs so heavy it stings your eyes. Esme unlocks the chains and padlock that bar the side doors and leads the way inside. Unlike the other warehouses, which have large windows near their ceiling to let in natural light during the day, this building's walls are solid metal and the only illumination comes from overhead lights. They cast what seems like particularly harsh illumination down on the metal shelves and wooden crates, creating sharp edged shadows that make everything seem subtly unreal, like an illustration.

"There are some tables over on the back wall," Esme says, gesturing to the far wall. "Is there anything else you need for this?"

Title: Re: The Left-Hand Path
Post by: Egan_BW on September 06, 2019, 08:18:56 pm
What tools, exactly, does one use to strip flesh from bone or extract an intact heart?

Hmm. Might want a plan to dispose of the bits we won't end up needing.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 07, 2019, 04:28:56 am
We could always find a manhole and drop everything we don't want down there.

As for tools I assume anything a butcher uses we could use for this.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 07, 2019, 10:13:31 am
She seems really on board with this.
Title: Re: The Left-Hand Path
Post by: piecewise on September 11, 2019, 08:07:08 am
She seems really on board with this.
Well, she is a soldier and this is what you came here to do.

Also, its been several days and I ain't seeing no actions here.
Title: Re: The Left-Hand Path
Post by: Superdorf on September 11, 2019, 08:13:34 am
We'll need some kind of cloth to wrap the organ in, and needle and thread to stitch closed the incision. Other than that... I think we're good. We have a knife already.
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 11, 2019, 08:14:54 am
Pretend that my post up above is bolded, and questions to Esme. We need something to turn fresh corpses into skeletons, and preferably a way to dispose of the leftover meaty bits.

If we can get those tools, the plan is to make these three like Piecewise was when we woke up. Down to the skeleton, with their hearts acting as cores.
We'll use Phantoms to animate these. Try to hook ones that appear to have a good balance of power and hunger.
Title: Re: The Left-Hand Path
Post by: Superdorf on September 11, 2019, 08:19:33 am
Oh, we're stripping down the entire thing? Yeah alright...

Pretend that my post up above is bolded, and questions to Esme. We need something to turn fresh corpses into skeletons, and preferably a way to dispose of the leftover meaty bits.

If we can get those tools, the plan is to make these three like Piecewise was when we woke up. Down to the skeleton, with their hearts acting as cores.
We'll use Phantoms to animate these. Try to hook ones that appear to have a good balance of power and hunger.


+1
Also maybe a fresh change of clothes. This is gonna get... really messy.

Say, do we know what holds Piecewise's bones together?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 11, 2019, 08:24:07 am
I thought we were going to keep the bodies in tact, taking out the heart to use it as the core, then reinserting the heart. If they look like humans, maybe we won’t have to hide them as much
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 11, 2019, 08:27:25 am
They'll likely rot though, making them easier to detect than a properly dressed up skeleton for anyone with a nose. I also suspect they'll be more flexible and possibly stronger as skeletons. Plus we'll be able to apply armor right to the bones like with Piecewise
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 11, 2019, 08:29:05 am
Oh, I hadn’t thought of that
Oh, we're stripping down the entire thing? Yeah alright...

Pretend that my post up above is bolded, and questions to Esme. We need something to turn fresh corpses into skeletons, and preferably a way to dispose of the leftover meaty bits.

If we can get those tools, the plan is to make these three like Piecewise was when we woke up. Down to the skeleton, with their hearts acting as cores.
We'll use Phantoms to animate these. Try to hook ones that appear to have a good balance of power and hunger.


+1
Also maybe a fresh change of clothes. This is gonna get... really messy.

Say, do we know what holds Piecewise's bones together?

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 11, 2019, 08:35:15 am
Of course, something like embalming might work if we really need an undead that someone can look in the face. Not sure how well a phantom could hold convincing conversation, though.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 11, 2019, 10:59:32 am
Oh, I hadn’t thought of that
Oh, we're stripping down the entire thing? Yeah alright...

Pretend that my post up above is bolded, and questions to Esme. We need something to turn fresh corpses into skeletons, and preferably a way to dispose of the leftover meaty bits.

If we can get those tools, the plan is to make these three like Piecewise was when we woke up. Down to the skeleton, with their hearts acting as cores.
We'll use Phantoms to animate these. Try to hook ones that appear to have a good balance of power and hunger.


+1
Also maybe a fresh change of clothes. This is gonna get... really messy.

Say, do we know what holds Piecewise's bones together?

+1
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 11, 2019, 11:04:05 am
Would it be possible to animate the mesty parts too? Effectively having 2 puppets each body?
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 11, 2019, 11:09:48 am
We can animate near anything, so animated skins should be possible, yes. Questionably useful, though. If we puppet them, we'll be splitting up our brain for the sake of having a minion that can barely walk, let alone attack someone. If we use a phantom... congrats, we now have a monster that we'll have to feed memories or else it'll quite ineffectually try to kill people.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 11, 2019, 11:13:47 am
I was just asking if it was possible, it wasn’t a suggestion
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 11, 2019, 11:57:02 am
Maybe we should just embalm them.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 11, 2019, 01:12:08 pm
Maybe we should just embalm them.


Isn't that time consuming? This is an assumption, I ain't no embalminator.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 11, 2019, 02:48:01 pm
We'd also need to get a hold of some embalming fluid, but if we do it right we could keep the corpses around forever, like they've done with Lenin.
Title: Re: The Left-Hand Path
Post by: piecewise on September 12, 2019, 11:06:44 am
Oh, I hadn’t thought of that
Oh, we're stripping down the entire thing? Yeah alright...

Pretend that my post up above is bolded, and questions to Esme. We need something to turn fresh corpses into skeletons, and preferably a way to dispose of the leftover meaty bits.

If we can get those tools, the plan is to make these three like Piecewise was when we woke up. Down to the skeleton, with their hearts acting as cores.
We'll use Phantoms to animate these. Try to hook ones that appear to have a good balance of power and hunger.


+1
Also maybe a fresh change of clothes. This is gonna get... really messy.

Say, do we know what holds Piecewise's bones together?

+1
+1

What tools, exactly, does one use to strip flesh from bone or extract an intact heart?

Hmm. Might want a plan to dispose of the bits we won't end up needing.
Esme indicates she doesn't really know the finer points of butchering like that. She does however say that she thinks they use pressure hoses to clean remaining meat off of bones in slaughterhouses.

Esme offers up some sealed metal drums from one corner of the warehouse. They're the sort of drums you'd keep oil or some other type of liquid in; about 4 feet tall with large circular openings in the top for pouring or siphoning. Not big enough to shove a body into whole, but easily large enough to jam meat through.

"These, along with some of the gasoline from other drums, should be good enough to keep the remains contained till we can have someone pick them up. Just make sure to remember which are which."

You ask Esme for a fresh set of clothing to be prepared and then rummage through the warehouse. Despite being a dummy, it has all the various goods you'd expect from a warehouse, including a crate containing various plates, metal kitchen goods, and most importantly, cooking knifes.  They're not quite the purpose built tools you'd have liked, but they'll do.  You return to the group and lay out a handful of knives on the table with a clatter.  Esme looks at them with the first sign of squeamishness you've seen in her tonight. The murder apparently didn't bother her, or at least she had steeled herself for it. The abstract talk of disposing bodies was fine too, but these very real tools and the truth of what was about to happen apparently sunk in.

"I'm going to go get that set of clothing." She says, still looking at the knives, "I'll be back before dawn. If anything happens, just a make a run for it and I'll meet you back that hotel. The one you were...born in?" She looks at you and seems to be seeing you with new clarity.

You nod to her and then help Piecewise get the first body up onto the table. You hear her close the door behind her as you cut the jacket and shirt off the first man. Daniel. He has memories of butchering cattle and sheep. You watch them in your minds eye, watch the foreign hands work with the steady confidence of a job long practiced and perfected. Its not a perfect analog of course, but it will do.  You lay the knife on Daniel's shoulder and, following his hands, begin to cut.

*****

You sit against the wall, the coldness of the correlated metal only vaguely registering. The three barrels, half filled with gasoline, half with human remnants, sit in front of you like solders standing at attention. Your sleeves are still soaked; you'd used sea water to wash the blood off the tops of the barrels and the table as best you could, stuffing the rags you'd used into the barrels afterwards. It will be dawn soon, in fact you think dawn might just be breaking now; there was a tiny sliver of gray light out on the horizon last time you were outside.

The new skeletons, clean or at least as clean as you could possibly make them, are standing  next to the table  where you left them. You had thought that you might have had to string the bones together with wire or something but an examination of piecewise and further experiments showed that all you needed to do was animate the skeleton as a singular thing and the bones would somehow stay together. It made sense in hindsight: piecewise is moving without muscle, so there's no reason the bones would necessarily need to be held together by anything. The strain from animating them, however, was far greater than you expected. Your ring, previously glowing brightly red, is now barely glowing at all. You feel very tired, not sore or sleepy like living people get, but just as though the air is thick and syrupy, making every movement slow and difficult.

Esme is in front of you all at once, with seemingly no warning or intervening time. You blink and she is there.

"Are you ok?" You hear her ask, new clothing being set on the floor in front of you. Her voice seems to be coming from far away.  She's looking at you with concern and you're not sure why.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 12, 2019, 11:26:42 am
”the air feels thicker than usual”
Title: Re: The Left-Hand Path
Post by: King Zultan on September 12, 2019, 09:51:34 pm
We should probably have spirits inhabit the new skeletons instead of us animating them.
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 12, 2019, 10:14:00 pm
If we didn't do that, why didn't we? That was the boldtext I posted.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 13, 2019, 11:01:27 am
I think that regardless of whether or not we use sprites, we expend some energy reanimating things. But the solution is easy. We just have to kill more things.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 13, 2019, 12:20:05 pm
Yeah IIRC we use the spirits but have to tether them to our own will or whatnot, which is the part that is tiring to maintain.

Anyway yeah be like wow hey I feel like this many spirits is too much and maybe I'm dying and/or about to pass into a coma, you got some v8? For real though we should ask if she has a way to recharge our spiritual batteries from without, or we need to release a skeleton or two. Minions are great but we also need to function outselves.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 13, 2019, 04:53:16 pm
Yeah IIRC we use the spirits but have to tether them to our own will or whatnot, which is the part that is tiring to maintain.

Anyway yeah be like wow hey I feel like this many spirits is too much and maybe I'm dying and/or about to pass into a coma, you got some v8? For real though we should ask if she has a way to recharge our spiritual batteries from without, or we need to release a skeleton or two. Minions are great but we also need to function outselves.
yes, we must ask about a way for recharge. If we deanimate, we can store the de animated bodies if our minions get killed
Title: Re: The Left-Hand Path
Post by: piecewise on September 14, 2019, 12:17:37 am
They are spirit animated, don't worry.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 15, 2019, 02:39:54 pm
Send Piecewise or Esme to go bring us something to kill. Or at least ask her for what she thinks the easiest way to recharge is.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 15, 2019, 02:43:08 pm
Send Piecewise or Esme to go bring us something to kill. Or at least ask her for what she thinks the easiest way to recharge is.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on September 15, 2019, 09:43:09 pm
Send Piecewise or Esme to go bring us something to kill. Or at least ask her for what she thinks the easiest way to recharge is.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on September 16, 2019, 09:25:43 am
Send Piecewise or Esme to go bring us something to kill. Or at least ask her for what she thinks the easiest way to recharge is.
+1
+1
”the air feels thicker than usual”
You somewhat groggily explain your feelings and ask Esme about a way to recharge your mana. The amount of it you have seems directly connected to your physical state in a way quite like that of the spirit bound corpses beside you. You ask her about a way to recharge, such as killing something.

"I doubt," She says, kneeling down in front of you, "that anything that skeleton or I could bring you would give you enough mana to make it worth your while, aside from another human. I'll give you some of my mana."

She takes your hand and you ask if everyone can trade mana or if its something unique to her.

"Everyone has a reserve of mana, though the size varies per person. If someone's reserve is large enough then they are said to have an 'Open Gate' and can manipulate their mana; those are the people who have abilities like  you and me.  Anyone with an open gate can give mana to anyone else with an open gate, though it does take some training to figure it out."

As she talks you feel an odd tingling sensation run into your hand and down your arm. Its as though your entire body had fallen asleep and is now waking up, all pins and needles, oddly stiff. After about a minute she lets go and stands back up, albeit with a bit of a grunt of effort.

"And your reserve seems quite large." She says, yawning.

 She looks a fair deal more tired than she did a few minutes ago.  You feel much more awake and that odd detachment from the world has vanished. You stand up and take the change of clothing she brought you, walking behind a shelf to change. As you change you ask how things are looking outside.

"They haven't caught on yet, if thats what you mean. Those men were on patrol till around this time, its gonna take them a while to be missed and for someone to go out looking for them. We've covered our tracks pretty well and any blood or resonant psychic images have decayed past being trackable, as far as I know. They'll probably sweep the route with a remote viewer but chances of them stumbling across the bodies is small."

You come back out and stuff your old clothing into one of the barrels.

"For now we should get going. I don't wanna be anywhere near here when they start looking." She looks at the skeletons all nicely lined up in a row. "What's the plan for those things? They'd look a bit out of place walking down the street, but we shouldn't leave them here in the open."

Title: Re: The Left-Hand Path
Post by: Superdorf on September 16, 2019, 09:58:47 am
Hm, this is a conundrum. I'm thinking more disguises would be best... trousers, trench-coats and ski-masks maybe? Think, form-concealing stuff. Whatever we can get our hands on in a hurry.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 16, 2019, 10:07:33 am
Hm, this is a conundrum. I'm thinking more disguises would be best... trousers, trench-coats and ski-masks maybe? Think, form-concealing stuff. Whatever we can get our hands on in a hurry.
+1
When we get back, we should advise Esme to rest. Does sleep recharge mana for her?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 16, 2019, 12:57:22 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 16, 2019, 01:22:30 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 16, 2019, 03:46:01 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1
Title: Re: The Left-Hand Path
Post by: Superdorf on September 16, 2019, 04:43:07 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 16, 2019, 06:19:28 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 16, 2019, 06:43:06 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Yes, keeping the bones separate is a good idea, and also trying to figure out what we were doing in the hotel before our death
Title: Re: The Left-Hand Path
Post by: Eschar on September 16, 2019, 07:09:38 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Yes, keeping the bones separate is a good idea, and also trying to figure out what we were doing in the hotel before our death

+1 if these are suggested actions, +1 to Parisbre's action as well
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 16, 2019, 08:11:37 pm
Eh, more trying to start a discussion on future plans :3

Slasher-film in an alley will only get us so much, after all.
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 16, 2019, 08:19:56 pm
Infinite skeleton armies powered by suffering.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 16, 2019, 11:48:03 pm
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Yes, keeping the bones separate is a good idea, and also trying to figure out what we were doing in the hotel before our death

+1 if these are suggested actions, +1 to Parisbre's action as well
+1


Infinite skeleton armies powered by suffering.
I like the sound of that.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 17, 2019, 01:34:07 am
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Yes, keeping the bones separate is a good idea, and also trying to figure out what we were doing in the hotel before our death

+1 if these are suggested actions, +1 to Parisbre's action as well
+1


Infinite skeleton armies powered by suffering.
I like the sound of that.
+1 to both plans
Title: Re: The Left-Hand Path
Post by: piecewise on September 20, 2019, 09:58:03 am
They're skeletons. Just fold em up and put them in a suitcase or two or maybe some bags. If we work together with Piecewise and Esme we should be able to carry them away from here.

If Esme doesn't have a suggestion for where to take them, then find some place near that lab Piecewise found. Better to have them nearby in case we need assistance.

If that place is too far away, then just some nearby safe spot will do for now. We can move them closer to the lab later.

+1

+1

Oh. Oh yeah! I forgot that was a thing we can do. +1

I forget, when we took Piecewise back out of his case, did he just sort of assemble himself? We should use separate containers per skeleton in case mixing up the magicked bones causes unexpected !!!FUN!!!.

Additionally, we now have a viable (and successful) proof of concept. We can decide on a higher goal. For instance, we could target some sort of official and peruse his memories in an effort to find higher priority targets and locations. Or, perhaps of higher interest to us, try and find people who know more about who we were and what we were doing making skeletons in a tub full of blood and organs. We obviously had some kind of plan here, maybe we should use our newfound intel-via-violence skills to that end.

Oh, and we should test the new skellies to see if their quality matches that of Piecewise. Toss em a coin and see if they can swat it out of the air with a knife or something.
Yes, keeping the bones separate is a good idea, and also trying to figure out what we were doing in the hotel before our death

+1 if these are suggested actions, +1 to Parisbre's action as well
+1
+1

You start searching through the warehouse. You don't find anything quite as nice as Piecewise's doctors bag, but you  find some cloth sacks holding flour. You open them and proceed to dump about 2/3rds of each into the ocean before ordering the skeletons into the sacks. Once they're inside you carefully pack the remaining flour back around them and reseal the bag as best you can.  Its about the best you think you can do with whats on hand, and you don't really wanna wait around for Esme to fetch something better. You give one bag to Esme, the next to Piecewise, and keep the last for yourself, slinging it over your shoulder. Its heavy, but not too bad once you get it settled in a comfortable position. You ask Esme where these skeletons should be deposited and she gives it some thought.

"I guess the library is a reasonable place for now, since you've removed anything that could be used to identify them. We do have a medical section with preserved specimens, a few 'anatomical skeletons' wouldn't look too out of place. But if you intend to get many more of these things, we're going to have to figure out something better. I don't want to have to explain why our medical library has more bones than books."

Together the three of you leave the warehouse and start the walk back to the library, doing your level best to look inconspicuous as you trudge through the empty streets in the dull gray of dawn. By the time you make it back the sun is peeking over the horizon and the first foot traffic is starting to appear: scattered individuals slowly shuffling towards work or perhaps home after a long night out.  Nicholas stares at the three of you as you enter but says nothing, closing the door heavily after you're inside.

"He doesn't like this." Esme says, once the three of you are up on a higher level, through a door marked "MEDICAL".  You're extracting the skeletons from their bags and carefully laying them out on counter tops, posing them as best you can to look like inert display pieces.  "Nicholas I mean. He doesn't like us bringing trouble home with us."

You hand a knife to the last skeleton and order it to slash a coin you're going to toss to it. As you step back and line things up, you tell Esme that you don't intend to bring any undue attention.

"I understand that," She says, sweeping some spilled flour into a trashcan, "But to him you're still a completely unknown variable."

The coin sails out in an easy arc and the skeleton lunges forwards, swatting it out of the air with apparent ease.  You set up piecewise for the same test.

"Things are getting more dangerous here, and if this library goes down its going to leave a lot of people without a safehouse a best and on the run at worst."

Piecewise also swats the coin down easily, though in a much more mechanical fashion. The major difference between the two seems to be that piecewise is more mechanical in his actions while the spirit animated skeletons act more like...well...living things.

"I think it would be good for us to consider not only a more permanent location for these things but a long term plan.  We can just keep collecting skeletons and intel like we did tonight but we need a plan or we'll just be treading water."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 20, 2019, 12:21:12 pm
My vote is to find out why Alexander felt the apparent need to clone himself in a bathtub and tell that clone to go meet Esme. For lack of a better description, that is.

Maybe we could go check his home, place of work, things like that? Maybe as a last resort some kind of covert search for records in whatever government facility might house the relevant ones? The main problem is that we are recognizable as the man himself.
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 20, 2019, 02:51:25 pm
...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 20, 2019, 04:52:43 pm
...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT2IIRMv9QzZg7iZD203efMPzZwYtxdVUGiQpWCbcvo_7BjTbbKRg)

......... That's a very good point. What can we do? How undead are we?

But... perhaps the best/least risky way to find out more would be to find out more about OG Alexander and his secret master necromancer goals. That way we don't have to resort to the equivalent of testing how durable we are by running in front of trains, etc etc.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 21, 2019, 01:40:03 am
We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 21, 2019, 04:48:28 am
What about investigating the hotel room we were born in?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 21, 2019, 05:51:08 am
Didn't we already do that?
Title: Re: The Left-Hand Path
Post by: King Zultan on September 21, 2019, 06:40:18 am
I think we talked about it but didn't do it.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 21, 2019, 06:50:44 am
http://www.bay12forums.com/smf/index.php?topic=173328.msg7945932#msg7945932
Title: Re: The Left-Hand Path
Post by: King Zultan on September 21, 2019, 07:09:19 am
I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 21, 2019, 08:19:45 am
I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on September 21, 2019, 11:40:49 am
...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.

+1

I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
+1

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 21, 2019, 12:59:43 pm
...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.

+1
+1
I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
+1

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on September 22, 2019, 01:21:12 am
...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.

+1
+1
I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
+1

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on September 24, 2019, 10:39:07 am
(let it be known I actually tried hitting a coin with a knife  to see how hard it was. I managed to hit it, but nearly broke a lamp in the process.)

...Have Piecewise toss a coin to us and try to bat it out of the air with a knife.

Hey, let's test all of our undead bodies, while we're at it.

+1
+1
I forgot all about that, I feel dumb now.


We should investigate that place Piecewise found. Maybe it holds info on why we exist or at least what Alex was doing for the government and where he is now. It probably also has information the resistance will find useful, like some new technology or secret weapon they've developed.
+1
+1

+1
+1


You take the knife from piecewise and set up the test again, but this time with the coin coming your way. You do this a good dozen or so times and quickly discover that you are not some sort of impossibly skilled undead superman. You miss the first few throws and then manage to hit one, but only with your hand. You continue like this, missing most attempts, before stopping to consider things. You think about how you control or otherwise manage the actions of the other undead and try to apply it to yourself. You don't strike at the coin using the instinctual and innate control you have over your body, instead you order your body to act as a conscious action, as though it was separate from yourself.  When you do this your body moves not unlike the other undead; with precision and speed beyond what you can consciously bring out. Its a very odd feeling; your body seems to move of its own accord and yet not, as though it were simply operating on its base level mechanical capacities unhindered by indecision or analytical thinking. 

Its an interesting discovery but you can already see one major flaw: while the actual act performed is very fast and precise, it requires you to sit there and consciously order your body. You can't "program" responses or string along a series of actions; like the servants it only seems to understand simple instructions and immediate actions.  Any sort of actions with it are going to require a moment to "set up" and be slower to start or react with than normal actions.

As you do this, you tell Esme that you think the first thing you should investigate is that lab that Piecewise pointed out. Its really the best clue you have right now and the fact that piecewise pointed it out might mean that Alexander himself wanted you to look into it.

"A government lab won't be easy to gain access to, especially if it was one worthy of a high ranking member like Alexander." She says, watching you fumble a swing, "Infiltration would be easier than assault, I think, but to do that we'll need to get past who knows what kind of security. They probably have arcane tools to verify entrants or something along those lines. They'd take no chances."

She looks at the ground and taps one foot, squinting and tightening her jaw as she thinks.

"There is one way we might be able to get in...but keep in mind that I really don't know anything about the situation yet so..." She shrugs, "You're dead, we might as well use that trait to our advantage. I think we Might be able to smuggle you in as cargo.  I'll have to do some recon and gather info but a lab like that probably has regular shipments of supplies; if we can get you into one of the containers then you could probably get straight past security. Even if they scan it for stowaways, you'll just look like a corpse. If we're lucky they're already using bodies and you'll just be another in the pile."

She looks up.

"Unless of course you had planned to run in there, guns blazing. I wouldn't recommend it; in fact I wouldn't be involved. But if that's your play, I can at least give you some intel."

 
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 24, 2019, 11:40:59 am
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 24, 2019, 01:03:02 pm
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 24, 2019, 01:20:57 pm
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
+1

Capturing a guard would be ideal for intel gathering purposes, but also it sounds from Esme's description like the kind of place where someone would immediately notice a missing guard. Still a good idea, but possibly risky...

I do officially vote against the idea of a frontal assault. -1 to that.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 24, 2019, 01:54:31 pm
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
+1
-1 to the assault
I was supporting the bug, to get inside the place and scout
Or +1 to Esme’s plan for us acting like cargo

Capturing a guard would be ideal for intel gathering purposes, but also it sounds from Esme's description like the kind of place where someone would immediately notice a missing guard. Still a good idea, but possibly risky...

I do officially vote against the idea of a frontal assault. -1 to that.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 24, 2019, 01:58:09 pm
Little tiny spy bugs or spy mice is a pretty good idea though!

I recommend spy mice though, bugs are teeny but also have basically no capacity to understand the world around them in a way that is meaningful to a human.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 24, 2019, 02:25:24 pm
Little tiny spy bugs or spy mice is a pretty good idea though!

I recommend spy mice though, bugs are teeny but also have basically no capacity to understand the world around them in a way that is meaningful to a human.
+1 to spy mice
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 24, 2019, 04:24:44 pm
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?
Title: Re: The Left-Hand Path
Post by: Egan_BW on September 24, 2019, 04:31:00 pm
Well, could get a smart enough spirit to just report back and tell us what it's seen. Just need to put it in a body that can talk.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 24, 2019, 04:49:51 pm
Well, Piecewise can talk, so the obvious solution is to put wings on a skull and make a servoskull.  :P

That said, it would be interesting to see if spirits can speak their mind. I'll go edit that in the previous suggestion.
Title: Re: The Left-Hand Path
Post by: King Zultan on September 25, 2019, 03:32:38 am
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 25, 2019, 03:37:29 am
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?

+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 25, 2019, 12:53:15 pm
So if we are effectively a Piecewise, able to command our own body as though it is a similar puppet, what are we? I don't mean in a physical sense, but our current understanding is that such an arrangement must be deliberately created and then constantly maintained by a necromancer.

Is our spirit/soul/consciousness even human? Is someone, somewhere maintaining our existence through their mana?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 25, 2019, 01:01:46 pm
So if we are effectively a Piecewise, able to command our own body as though it is a similar puppet, what are we? I don't mean in a physical sense, but our current understanding is that such an arrangement must be deliberately created and then constantly maintained by a necromancer.

Is our spirit/soul/consciousness even human? Is someone, somewhere maintaining our existence through their mana?
Maybe Alexander is doing this?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 25, 2019, 01:04:12 pm
The plot thickens!

Anyway I recommend some kind of animal recon so we can at least get an idea of where guards are posted and what kind of passive measures are in place. Then we infiltrate and gather as much information as possible regarding ourselves.

Hey what about a bird? Ooh, a crow? Those are great. Good eyesight and high cognition. Also, we can be a cool edgelord broody necromancer that hangs out with crows.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 25, 2019, 01:06:58 pm
Ok, so we know we are doing the right thing. If we weren’t, our controller would retake control to correct the mistakes we make. We seem to also feed on memories. Maybe we are a phantom that possessed a body that was already being puppeted?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 25, 2019, 01:07:31 pm
I could also be totally wrong! :D
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 25, 2019, 01:27:35 pm
We need to figure out how we can find out
Title: Re: The Left-Hand Path
Post by: Eschar on September 25, 2019, 02:55:37 pm
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?


+1 we should figure this stuff out before starting our infiltration plans
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 25, 2019, 02:56:33 pm
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?


+1 we should figure this stuff out before starting our infiltration plans
+1 agreed. This is important to know
Title: Re: The Left-Hand Path
Post by: piecewise on September 28, 2019, 10:54:56 am
"Would you like us to help? Maybe we can have an undead bug stick to a guard there to tell us where he goes. Then we can grab him while he's sleeping and have you read his mind. Or just kill them and absorb their memories, though I'm worried that might put them on alert."

Ask something along those lines.
From what I understand, we can't really see through their eyes though. The best we can do is know their status. Hmm... Unless there's a way to extract memories from undead. Maybe we can experiment with that.

Do only living things form memories? Experiment with the mouse. Maybe if we animate it with a spirit we can then consume the spirit to gain some of the memories. Or maybe we can order the spirit to do a certain action we can sense upon certain events?

Also, can the spirit-animated skeletons speak better than Piecewise? I mean, can they answer questions? Can you hold a conversation with them? Would they be able to report something they've seen (like Esme doing something with her hands behind our back?).

Finally, can we transfer spirits? Can we put one in a body that's good for scouting and then move it to a skull so that it can report what it saw?

"Sneaking something undead in to spy for us isn't a terrible idea." Esme says, considering it, "But it does have a risk. Undead under someone's control have a connection to the necromancer, one that other necromancers can see. If there are other necromancers in that facility, which would not be surprising considering its apparent purpose, then they would recognize the spy as at least being an unknown undead. And remember that those connections lead straight back to you so they might be able to trace it."

You consider the problem of undead memories. You know that the servants do not gain memories, at least not ones you can eat on death. You've already found that out as a result of your chicken meddling. You reanimate the mouse with a spirit and then get Esme to secretly tell it something.  You confirm that you cannot hear her or know what was said, and that at least in the mouse body the spirit cannot tell you. You attempt to eat the spirit but, unlike memories which are subsumed into you upon contact, the spirit is as solid and unassailable as any physical object.

You next repeat the experiment with the spirit animated skeletons and find that, at least in this form, they can tell you things. They are not, however, very intelligent. Conversations appear to be basically outside their capacity: They're nearly monosyllabic and will generally respond best to yes or no questions or questions with very straight forward answers. Repeating secret words goes just fine, but asking "What does Esme look like?" nets things like "female" or "weak" or the color of her skin, hair, or clothing.  However, there is one interesting point. You animated the skeletons with whatever spirit you could get hold of at the time. Two are animated with quite small fish like things, but the third is animated by a larger crab like thing which was higher up and harder to grab.  This spirit seems more capable: not as capable as a normal person but at least when asked "What does Esme look like" he responds "Adult human female"

Spirits can indeed be transferred, at least in theory. You pull the spirit from the mouse and hold it outside the body for a time before putting it back in. If this is possible, you don't see why switching two wouldn't be. It does bring up a point you hadn't thought of yet: Can multiple spirits be contained in one body? You don't remember reading about anything like that.


Esme yawns and says that if there's nothing else you'll need help with immediately, she's going to bed.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 28, 2019, 11:07:15 am
We should get better fish to put in the skeletons.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 28, 2019, 11:12:55 am
We should get better fish to put in the skeletons.
And crabs, what are some of the larger spirits nearby?
Title: Re: The Left-Hand Path
Post by: piecewise on September 28, 2019, 12:34:28 pm
We should get better fish to put in the skeletons.
And crabs, what are some of the larger spirits nearby?
There's none in the room currently, but if you went looking around, you could probably find some. From your experience, the larger ones can come in just about any shape, though still aquatic themed. On the way to last night's activities you saw what looked like a man sized bateriophage drift by about 25 feet up.  No telling what you might find elsewhere.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on September 28, 2019, 12:41:46 pm
We should get better fish to put in the skeletons.
And crabs, what are some of the larger spirits nearby?
There's none in the room currently, but if you went looking around, you could probably find some. From your experience, the larger ones can come in just about any shape, though still aquatic themed. On the way to last night's activities you saw what looked like a man sized bateriophage drift by about 25 feet up.  No telling what you might find elsewhere.

Next time we see a man sized anything we nab it and stuff it into a skelton.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 28, 2019, 12:42:47 pm
We should get better fish to put in the skeletons.
And crabs, what are some of the larger spirits nearby?
There's none in the room currently, but if you went looking around, you could probably find some. From your experience, the larger ones can come in just about any shape, though still aquatic themed. On the way to last night's activities you saw what looked like a man sized bateriophage drift by about 25 feet up.  No telling what you might find elsewhere.

Next time we see a man sized anything we nab it and stuff it into a skelton.
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 28, 2019, 02:05:54 pm
-1, we don't want anything that large until we gain more power. We don't want to end up killing ourselves.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 28, 2019, 02:08:11 pm
-1, we don't want anything that large until we gain more power. We don't want to end up killing ourselves.
Oh yeah, we probably still need something bigger than the crab
Title: Re: The Left-Hand Path
Post by: King Zultan on September 29, 2019, 06:15:54 am
Why don't we go look for more crabs to replace the fish in the skeletons with?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 29, 2019, 11:01:37 am
Yes, we have to make sure they are bigger than the fish
Title: Re: The Left-Hand Path
Post by: Parisbre56 on September 30, 2019, 04:38:11 pm
Put a mouse spirit in the same skeleton as the crab. Maybe the crab will eat it and grow stronger.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on September 30, 2019, 04:42:53 pm
Put a mouse spirit in the same skeleton as the crab. Maybe the crab will eat it and grow stronger.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on October 01, 2019, 07:06:51 am
Put a mouse spirit in the same skeleton as the crab. Maybe the crab will eat it and grow stronger.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 02, 2019, 10:39:21 am
Put a mouse spirit in the same skeleton as the crab. Maybe the crab will eat it and grow stronger.
+1
+1
You take the spirit from the mouse and place it into the skeleton with the crab spirit. As you watch the two spirits seem to grow indistinct and overlap before solidifying into something different and singular. The combined spirit still mostly resembles the crab but slightly changed. Not more fish like just a bit larger and different.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 02, 2019, 03:02:58 pm
Put a mouse spirit in the same skeleton as the crab. Maybe the crab will eat it and grow stronger.
+1
+1
You take the spirit from the mouse and place it into the skeleton with the crab spirit. As you watch the two spirits seem to grow indistinct and overlap before solidifying into something different and singular. The combined spirit still mostly resembles the crab but slightly changed. Not more fish like just a bit larger and different.

Oh geez we can meld spirits.

Ask Esme immediately if this is normal.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 02, 2019, 03:12:17 pm
Ask Esme immediately if this is normal.

Eh, let's allow Esme some rest before we start badgering her about such things. We're hyper right now off of her mana, recall.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 02, 2019, 04:01:47 pm
Ask Esme immediately if this is normal.

Eh, let's allow Esme some rest before we start badgering her about such things. We're hyper right now off of her mana, recall.

A valid point. I forgot she was resting lol.

I amend to "Ask Esme at the next convenient opportunity".
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 03, 2019, 05:06:53 am
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 03, 2019, 05:44:22 am
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 03, 2019, 08:11:01 am
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.

+1
+1, though we already know non corpses such as shoelaces and doors are much more tiring to reanimate than corpses. The one about putting the spirit in something still alive sounds good though, we are not using Esme though, let’s find a different living thing for it first
Title: Re: The Left-Hand Path
Post by: Eschar on October 03, 2019, 06:31:55 pm
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.

+1
+1, though we already know non corpses such as shoelaces and doors are much more tiring to reanimate than corpses. The one about putting the spirit in something still alive sounds good though, we are not using Esme though, let’s find a different living thing for it first

Definitely not Esme. Or Bruce or Mary. Basically no humans, preferably not even government ones (at least for our initial testing)
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 03, 2019, 07:11:28 pm
We could always try smushing phantoms into parts of ourself. Find a phantom with really good aim and stick it in our arm or something.
Or maybe graft octopus limbs to ourself and then put thinky phantoms in there to enhance our intellect and give us fresh ideas? Could become a real monster if we wanted to, I think.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 03, 2019, 07:12:19 pm
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.

+1
+1, though we already know non corpses such as shoelaces and doors are much more tiring to reanimate than corpses. The one about putting the spirit in something still alive sounds good though, we are not using Esme though, let’s find a different living thing for it first

Definitely not Esme. Or Bruce or Mary. Basically no humans, preferably not even government ones (at least for our initial testing)
Agreed, no humans yet. Let’s use a rabbit
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 04, 2019, 12:43:43 pm
We could always try smushing phantoms into parts of ourself. Find a phantom with really good aim and stick it in our arm or something.
Or maybe graft octopus limbs to ourself and then put thinky phantoms in there to enhance our intellect and give us fresh ideas? Could become a real monster if we wanted to, I think.

Ok that's really, really cool and also suuuuper dangerous until we know more about the mechanics that govern our existence.

Totally support this once we know our arm isn't going to sprout lethal claws and also gain sentience or some such.
Title: Re: The Left-Hand Path
Post by: Eschar on October 04, 2019, 12:46:28 pm
We could always try smushing phantoms into parts of ourself. Find a phantom with really good aim and stick it in our arm or something.
Or maybe graft octopus limbs to ourself and then put thinky phantoms in there to enhance our intellect and give us fresh ideas? Could become a real monster if we wanted to, I think.

Ok that's really, really cool and also suuuuper dangerous until we know more about the mechanics that govern our existence.

Totally support this once we know our arm isn't going to sprout lethal claws and also gain sentience or some such.

DERM OCTOPUS ARM CONFIRMED
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 04, 2019, 12:49:28 pm
We could always try smushing phantoms into parts of ourself. Find a phantom with really good aim and stick it in our arm or something.
Or maybe graft octopus limbs to ourself and then put thinky phantoms in there to enhance our intellect and give us fresh ideas? Could become a real monster if we wanted to, I think.

Ok that's really, really cool and also suuuuper dangerous until we know more about the mechanics that govern our existence.

Totally support this once we know our arm isn't going to sprout lethal claws and also gain sentience or some such.

DERM OCTOPUS ARM CONFIRMED
Lets wait on this until we know what phantoms will do to living bodies
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 04, 2019, 01:01:56 pm
Well, if we're in a combat situation, we could tie an animate arm on the back of our shirt, give it a gun and tell it to shoot people who aren't us. But then you have to make sure it doesn't accidentally shoot us or sometime we care about. But if things we puppet have part of ourselves in them, maybe it will be smart enough to know? Maybe we can try with something harmless, like a flashlight

Hmm... We should call it "Gun Angel".
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 04, 2019, 01:29:06 pm
If the arm is grafted to us, maybe the nerves of our arms will be connected to our brain so they might sense what we sense
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 04, 2019, 01:30:11 pm
Well, if we're in a combat situation, we could tie an animate arm on the back of our shirt, give it a gun and tell it to shoot people who aren't us. But then you have to make sure it doesn't accidentally shoot us or sometime we care about. But if things we puppet have part of ourselves in them, maybe it will be smart enough to know? Maybe we can try with something harmless, like a flashlight

Hmm... We should call it "Gun Angel".

We can animate all kinds of prosthetics and armors and such to use as weapons this is getting rad AF.

It's basically adding obedient AI to anything we want.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 04, 2019, 01:58:13 pm
Well, if we're in a combat situation, we could tie an animate arm on the back of our shirt, give it a gun and tell it to shoot people who aren't us. But then you have to make sure it doesn't accidentally shoot us or sometime we care about. But if things we puppet have part of ourselves in them, maybe it will be smart enough to know? Maybe we can try with something harmless, like a flashlight

Hmm... We should call it "Gun Angel".

We can animate all kinds of prosthetics and armors and such to use as weapons this is getting rad AF.

It's basically adding obedient AI to anything we want.
Obedient AI that will only remain obedient if we feed mana and memories to it. We mustn't forget what the spirits eat
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 04, 2019, 02:52:02 pm
Well, if we're in a combat situation, we could tie an animate arm on the back of our shirt, give it a gun and tell it to shoot people who aren't us. But then you have to make sure it doesn't accidentally shoot us or sometime we care about. But if things we puppet have part of ourselves in them, maybe it will be smart enough to know? Maybe we can try with something harmless, like a flashlight

Hmm... We should call it "Gun Angel".

We can animate all kinds of prosthetics and armors and such to use as weapons this is getting rad AF.

It's basically adding obedient AI to anything we want.
Obedient AI that will only remain obedient if we feed mana and memories to it. We mustn't forget what the spirits eat

Can we create a construct that has the ability to create additional constructs?

Obviously this is a remarkably terrible idea but also can be kept in our back pocket for if we really need to ruin everything everywhere while hiding in a bunker, etc.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 04, 2019, 03:14:56 pm
Well, it appears we are still subject to some sort of conservation of energy. We need some sort of energy to animate things. If we were able to create something that animates things, it would also need that same energy. Now luckily, we can get that energy from killing things. So in that case we could do a sort of zombie apocalypse thing: create an undead with the orders to kill living things, feed on them and use the excess energy to reanimate more of itself.
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 04, 2019, 04:04:19 pm
Though in the case of puppets that quickly runs into problems of mind-bandwidth, as the zombies will need to share part of our own brain, not having one of their own. And if the zombies are phantom powered, they'll need a way of snatching up phantoms when they create new undead.
Of course, there is presumably a way to create undead with fully independant minds, like ourself. But then they might decide they don't want to create a rolling zombie apocalypse.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 04, 2019, 05:18:32 pm
Well, we can just create a group of undead masters that rules over a world of living cattle. I'm sure nothing is or will go wrong with that.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 04, 2019, 05:24:15 pm
Well, we can just create a group of undead masters that rules over a world of living cattle. I'm sure nothing is or will go wrong with that.

Undead masters better or worse than big brother shadow government masters?

Sources say better.
Title: Re: The Left-Hand Path
Post by: piecewise on October 06, 2019, 09:39:33 am
Let's experiment with the flexibility of undead. For example, what happens if we try to stick a piece of cloth between a skeleton's lower and upper arm bones? Can we pull a bone off a skeleton and then reattach it (perhaps with the use of some of our Mana)?

Another experiment I'd like to try is how much we can use our power offensively or defensively How quickly can we reanimate something? Could we, for example, reanimate a door to force it to unlock or force it close and remain closed? What about reanimating a card so we can more easily throw it to our target? What about reanimating someone's shoelaces to make them get tied up and cause that someone to trip? What about making something hover between us and our target? Or maybe instead of hovering we can make invisible magical legs for it, like how skeletons have invisible magical joints.

Finally, it's a bit morbid, but I'd like to try finding a living thing and reanimating part of its body or sticking a spirit in it while it's still alive. Maybe it heals them. Maybe it gives them power. Maybe they end up possessed. Maybe we just can't do that. Whatever the case, it would be useful to know.

+1
+1, though we already know non corpses such as shoelaces and doors are much more tiring to reanimate than corpses. The one about putting the spirit in something still alive sounds good though, we are not using Esme though, let’s find a different living thing for it first

Definitely not Esme. Or Bruce or Mary. Basically no humans, preferably not even government ones (at least for our initial testing)
Agreed, no humans yet. Let’s use a rabbit
Attempting to place something into the joint of one of the skeletons is...rather a confusing event. The elbow, as joints go, is a pretty tight with the ulna basically cupping the end of the humerus. However, the radius doesn't perfectly fit to the joint in its current fleshless state; the connection is usually facilitated via cartilage and ligaments. This means the bone is effectively hovering in place, though is quite immovable from that configuration. Into this gap you can easily place a piece of cloth. It reminds you of a magnet; the way these two things can be strongly affixed to each other by some kind of invisible and untouchable force.  However, attempting to slip anything between the bones where they're touching proves impossible. Pulling off bones proves impossible as well; or at least as impossible as it would be for you to rip off a man's arm. You get the feeling it could be done but not with your strength.

 You don't have a massive mana surplus right now so extensive inanimate object testing is impossible. Instead you attempt a few small things. You can lock and unlock and close and open a door that has been animated, and it does seem to hold itself closed with more force than you can muster to try and bash it open. You animate a scalpel in the medical section next and find that it cannot hover or walk; it rolls about usually but can be made to balance upright and hop. When thrown, it can effect its flight but only very slightly you think. Mostly it can arrest or enhance the spin it has but not move impossibly to home in on a target. Even these two tests leave you quite tired. Animating these things can be done...relatively quickly but not instantly and not covertly. It still takes 10 or so seconds at the fastest and the motions of it are quite obvious.

You don't think you have the mana needed to grab a spirit right now, but you decide at least to search for something living to use. You check the time: probably still too early for any market to be open. You consult your pilfered memories about a place to get living creatures around here. There are shops that would sell them but the market that springs to mind is pretty far from here. Mice might be an easier prey if you could find one in the building. You decide to try that first. You spend the next hour or so tracking mice. You don't manage to catch one, but you do find a nest of them in the alley behind the library. They scatter when you try to get one but they'll be back.

Title: Re: The Left-Hand Path
Post by: King Zultan on October 06, 2019, 12:07:53 pm
Maybe we should rest for a bit to build up our mana supply.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 06, 2019, 12:49:00 pm
Maybe we should rest for a bit to build up our mana supply.
+1
Title: Re: The Left-Hand Path
Post by: Superdorf on October 06, 2019, 02:12:21 pm
Maybe we should rest for a bit to build up our mana supply.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 10, 2019, 09:44:13 am
Maybe we should rest for a bit to build up our mana supply.
+1
+1
You return to your room and lay down. This time you make sure to do two things: First you write a note to Esme to make it clear you're asleep and not dead. Actually dead. Well, you know. Second, when you lay down you don't simply tell yourself to sleep, you give yourself a time limit. Its roughly 5 am right now so you set yourself for 7 hours, so you'll wake up at about noon. That done, you close your eyes and sleep.  You seem to wake up a moment later but the bright light of the noon day sun tells you otherwise. You blink and look around before sitting up and are surprised to see Piecewise sort of looming over you, staring down at you. He isn't moving and isn't holding anything this time, he's just sort of...there.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 10, 2019, 09:45:26 am
"Piecewise, are you ok?"
Title: Re: The Left-Hand Path
Post by: Eschar on October 10, 2019, 10:38:35 am
He might just give us a yes/no answer to that question, so...

"Piecewise, is anything unusual going on; if so, lead me to it."

Remember, he can only answer questions about stuff we've seen personally.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 10, 2019, 12:16:35 pm
He might just give us a yes/no answer to that question, so...

"Piecewise, is anything unusual going on; if so, lead me to it."

Remember, he can only answer questions about stuff we've seen personally.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on October 11, 2019, 04:58:56 am
He might just give us a yes/no answer to that question, so...

"Piecewise, is anything unusual going on; if so, lead me to it."

Remember, he can only answer questions about stuff we've seen personally.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 12, 2019, 10:39:57 am
He might just give us a yes/no answer to that question, so...

"Piecewise, is anything unusual going on; if so, lead me to it."

Remember, he can only answer questions about stuff we've seen personally.
+1
+1
Piecewise doesn't move away, but instead raises his hands and knits his fingers together in what seems like an unconscious gesture of contemplation.  After a moment he speaks two words in his harsh, barely audible, whisper of a voice.

"Be Careful."

His arms drop back to his sides, limp, and he straightens up. You immediately ask him what he means and to explain but he doesn't respond. You try different tactics to try and get an answer from him but he doesn't respond to any of them the way you want. He doesn't even seem to have a memory of the words, other than the one he can replay from you.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 12, 2019, 10:47:06 am
YES
Yes yes yes YES
Sapience! Pure, unadulterated sapience!
Ahhahahaha

...Granted, probably not the sapience of Piecewise as we know him. I suspect our skeleton friend just got hijacked somehow.
Still, we learned something new. Piecewise can talk! (Maybe!)

Let's find out whether he'll talk if ordered. Ask Piecewise to speak his name.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 10:50:21 am
(https://pics.me.me/h-well-allow-me-to-retort-34229531.png)

"....O-O"

+1 to trying to get Piecewise to speak more. But I bet you a dollar he's going to say his name is piecewise.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 12, 2019, 10:52:42 am
Oh, I expect him to. I'm not really looking to determine the identity of the (presumed) hijacker... I just want to know whether Piecewise will talk at all, now the mystery-voice isn't here anymore.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 10:53:43 am
Maybe we should look outside, see if anyone came to the building?
Title: Re: The Left-Hand Path
Post by: Eschar on October 12, 2019, 10:53:49 am
(https://pics.me.me/h-well-allow-me-to-retort-34229531.png)

"....O-O"

+1 to trying to get Piecewise to speak more. But I bet you a dollar he's going to say his name is piecewise.

+1. Hey, have we asked him to lead us to information about who (originally) made him? Do that.

Maybe we should look outside, see if anyone came to the building?

+1.

Hmm. I wonder whose skeleton piecewise was, before their unfortunate death?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 10:56:44 am
So every so often Esme slips that she knew more about Alexander and his goals than she let on initially.

I would not blame her for keeping things a bit close to the vest from the sudden appearance of an undead clone with amnesia, and I recommend we still trust her at this juncture, but maybe we should be more.... I don't know, critically observant?

Also hey wait, her and the caretaker guy seem like they've been close for a while. Maybe he knows more about the relationship between Esme and Alexander?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 11:00:55 am
So every so often Esme slips that she knew more about Alexander and his goals than she let on initially.

I would not blame her for keeping things a bit close to the vest from the sudden appearance of an undead clone with amnesia, and I recommend we still trust her at this juncture, but maybe we should be more.... I don't know, critically observant?

Also hey wait, her and the caretaker guy seem like they've been close for a while. Maybe he knows more about the relationship between Esme and Alexander?
Maybe +1 to asking Bryan/Brian/Byron
Title: Re: The Left-Hand Path
Post by: Eschar on October 12, 2019, 11:02:41 am
Can we resuscitate people - not just to an undead state, but true resuscitation? If so, it opens up a new information-gathering tactic: kill the person some way that doesn't do much damage, examine the memories we take from them, put their memories back minus those of us kidnapping and killing them, return them to their previous location, resuscitate them there. Works well for important people who would be missed if we killed them permanently.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 11:05:12 am
Can we resuscitate people - not just to an undead state, but true resuscitation? If so, it opens up a new information-gathering tactic: kill the person some way that doesn't do much damage, examine the memories we take from them, put their memories back minus those of us kidnapping and killing them, return them to their previous location, resuscitate them there. We could even do this to our allies, so long as other allies don't know and we don't damage them.

So plan it out to kill them in a medical sense, extract some info, and revive them?

That's like... basically a Vulcan mind meld. You could probably do it to allies who agree in a case where they can't remember specific details. Probably exceedingly difficult to pull off but it sounds mechanically possible.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 11:06:12 am
Can we resuscitate people - not just to an undead state, but true resuscitation? If so, it opens up a new information-gathering tactic: kill the person some way that doesn't do much damage, examine the memories we take from them, put their memories back minus those of us kidnapping and killing them, return them to their previous location, resuscitate them there. Works well for important people who would be missed if we killed them permanently.
We would need to find someone willing to test this, that would be difficult
Title: Re: The Left-Hand Path
Post by: Eschar on October 12, 2019, 11:12:40 am
Can we resuscitate people - not just to an undead state, but true resuscitation? If so, it opens up a new information-gathering tactic: kill the person some way that doesn't do much damage, examine the memories we take from them, put their memories back minus those of us kidnapping and killing them, return them to their previous location, resuscitate them there. Works well for important people who would be missed if we killed them permanently.
We would need to find someone willing to test this, that would be difficult

Not necessarily. We could find another patrol and keep one member alive, take him to the warehouse, then test this (removing memories of us killing the patrol as well.)
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 11:21:27 am
Can we resuscitate people - not just to an undead state, but true resuscitation? If so, it opens up a new information-gathering tactic: kill the person some way that doesn't do much damage, examine the memories we take from them, put their memories back minus those of us kidnapping and killing them, return them to their previous location, resuscitate them there. Works well for important people who would be missed if we killed them permanently.
We would need to find someone willing to test this, that would be difficult

Not necessarily. We could find another patrol and keep one member alive, take him to the warehouse, then test this (removing memories of us killing the patrol as well.)
Yes
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 11:32:42 am
Hey so, I'm all for our gung-ho ends justify the means 'tude, but the last guys were, uh, not really bad guys. We didn't get any impression of badness from them, no memories of beatings to the townsfolk or enforcing party lines, just like, some dudes.

Once again if we vote to go full-on villian-with-a-cause mode I can play that game well, but just puttin' it out there for consideration. The guys on the lower rungs seem like just dudes with jobs.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 11:36:50 am
Right, we will need to target people of higher rank
Title: Re: The Left-Hand Path
Post by: Eschar on October 12, 2019, 11:43:32 am
Fair point (and why I suggested some sort of memorial for those guards.) Indeed, the Vulcan Murder Meld is particularly suited to higher-ranking officials, as permanent.murder of them would cause much consternation.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 12:31:51 pm
If we could employ the services of a skilled physician, we could abduct higher ranking officials and go with a "capture and release" style of intel gathering.

This way we would have more time to peruse memories. If we don't get what we want on the first dive, we can just knock the asshole out again. Also, no alarms raised due to dead generals or whatever.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 12:42:50 pm
If we could employ the services of a skilled physician, we could abduct higher ranking officials and go with a "capture and release" style of intel gathering.

This way we would have more time to peruse memories. If we don't get what we want on the first dive, we can just knock the asshole out again. Also, no alarms raised due to dead generals or whatever.
Now we need to figure out how to get a physician to work with us, or steal the memories of a physician
Title: Re: The Left-Hand Path
Post by: Eschar on October 12, 2019, 01:39:47 pm
If we could employ the services of a skilled physician, we could abduct higher ranking officials and go with a "capture and release" style of intel gathering.

This way we would have more time to peruse memories. If we don't get what we want on the first dive, we can just knock the asshole out again. Also, no alarms raised due to dead generals or whatever.
Now we need to figure out how to get a physician to work with us, or steal the memories of a physician

... assuming there is some way of killing a person that won't still cause problems when they're resuscitated.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 01:42:00 pm
If we could employ the services of a skilled physician, we could abduct higher ranking officials and go with a "capture and release" style of intel gathering.

This way we would have more time to peruse memories. If we don't get what we want on the first dive, we can just knock the asshole out again. Also, no alarms raised due to dead generals or whatever.
Now we need to figure out how to get a physician to work with us, or steal the memories of a physician

... assuming there is some way of killing a person that won't still cause problems when they're resuscitated.

I mean yeah, that is physically/medically possible.

I vote we find one. We will need to be extracting memories while our "Doctor" makes sure the subject doesn't expire permanently.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 12, 2019, 01:58:52 pm
I'm confused. When was it established that we can "resuscitate" dead people?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 12, 2019, 02:02:59 pm
it hasn't been, we need to test this
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 12, 2019, 02:09:28 pm
Regular doctor people can resuscitate dead people, provided they were made dead in a controlled manner.

Stop their heart for like 10s, etc.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 12, 2019, 02:10:00 pm
Ahh, that makes more sense.
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 12, 2019, 02:50:52 pm
It's questionable if that counts as death for our purposes. In order to hoover up memories, we need them to be soul dead, which I'm gonna say is probably not reversible. Even if a mage-doctor put the body back together perfectly, the resulting living being would be missing its Anima parts, which are now floating scattered around and being eaten by fishies.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 12, 2019, 04:05:30 pm
Also, we've already tested Piecewise. He can talk but he just repeats things or says things we know.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 13, 2019, 08:15:56 am
Also, we've already tested Piecewise. He can talk but he just repeats things or says things we know.
Yes. He told us to be careful, so maybe we should check outside to see if anyone is nearby
Title: Re: The Left-Hand Path
Post by: King Zultan on October 13, 2019, 06:57:28 pm
Also, we've already tested Piecewise. He can talk but he just repeats things or says things we know.
Yes. He told us to be careful, so maybe we should check outside to see if anyone is nearby
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 14, 2019, 09:54:21 am
So every so often Esme slips that she knew more about Alexander and his goals than she let on initially.

I would not blame her for keeping things a bit close to the vest from the sudden appearance of an undead clone with amnesia, and I recommend we still trust her at this juncture, but maybe we should be more.... I don't know, critically observant?

Also hey wait, her and the caretaker guy seem like they've been close for a while. Maybe he knows more about the relationship between Esme and Alexander?
Maybe +1 to asking Bryan/Brian/Byron
Nicholas. Old Nick, if you want a method to remember him by.

Also, we've already tested Piecewise. He can talk but he just repeats things or says things we know.
Yes. He told us to be careful, so maybe we should check outside to see if anyone is nearby
+1
From what I can see there are a lot of actions here, but they all generally just have a single +1, and generally those +1's are all from naturegirl. I'm choosing this one because its the one that is the most simple to do right now. We'll go from there.

You get up and check the window first, peering out through the wooden shutters. There are people on the street, that's for sure, but that's not surprising considering the time. There aren't any black jacketed spies looking at the library through binoculars or armored soldiers sneaking in round the back, nothing that stands out as an obvious threat. You walk back down stairs and, not seeing Esme, instead talk to Nicholas, who is still at his post by the door. You ask him if anything has happened, if anyone has come looking for you or something of the kind.  He, in very few words and a few gestures, indicates that things have been quiet. You go back upstairs and check on the new skeletons, The one with the larger crab like spirit has moved from where you put him and is now standing at one of the room's windows, staring out. You come up to his side and look out as well, trying to see what he's staring at. However, he doesn't seem to be staring at anything in particular, just looking out the window like an animal might idly stare out.  You order him back to his position on a table and he obeys without issue.



Title: Re: The Left-Hand Path
Post by: Egan_BW on October 14, 2019, 10:49:40 am
Hmm. How should we feed our new pets? Will they whine at us if they get hungry or just start hunting?

Try to find an interesting book to read. Not for research or anything, just try to find a book it seems we would enjoy.

Maybe, consider the options. We are not required to live our life around fighting or looking for answers. If we wanted to, we could leave this behind, find something different to do with our unlife. We were built to do necromancy, set to find Esme, but we have the freedom to choose. So:
What do we want?
Title: Re: The Left-Hand Path
Post by: Eschar on October 14, 2019, 02:49:23 pm
Not to disregard Egan's post, it's an excellent post, go read it, but: "not seeing Esme"? Hmm. Is Esme normally up at this time?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 14, 2019, 06:22:18 pm
Hmm. How should we feed our new pets? Will they whine at us if they get hungry or just start hunting?

Try to find an interesting book to read. Not for research or anything, just try to find a book it seems we would enjoy.

Maybe, consider the options. We are not required to live our life around fighting or looking for answers. If we wanted to, we could leave this behind, find something different to do with our unlife. We were built to do necromancy, set to find Esme, but we have the freedom to choose. So:
What do we want?
+1 to book finding, we can give our phantoms the memories from said books. We should probably make sure Esme’s ok, at least, before we leave for good. I want to help
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 14, 2019, 06:32:03 pm
+1 to finding Esme.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 15, 2019, 01:39:40 am
+1 to finding Esme.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 15, 2019, 04:40:36 am
+1 to finding Esme.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 16, 2019, 09:56:54 am
+1 to finding Esme.
+1
+1
You consider searching the library for an interesting book but then also consider that you haven't seen Esme. You decide that you can get a book after you find her. Considering the warning you just got and the fact that she's effectively been your lifeline here, you feel a slight urgency to make sure she's ok. You ask Nicholas but he says she hasn't left the building and that he hasn't seen her. You check upstairs. She's not in her room or the kitchen. You head downstairs and after a bit of wandering find her in the records section, right where she was when you first came here.

"Familiar scene, isn't it?" She says, this time just glancing at you before continuing with her work.  She's wearing similar clothing to the first time as well, not her commando gear. Looks to all the world like a normal librarian.  You suppose that, despite this being a cover, the library still needs tending to. Though...you've never seen a customer.

You tell her about Piecewise's message and she stops working, resting her elbow on a filing cabinet.

"This and that book. There's definitely something going on here. I think we can assume that whatever the influence on that skeleton is, its at least friendly to you. Still, I've never heard of anything like this before: as far as I know undead can only be animated and controlled by one person, you can't double up. Maybe they're only able to do it when you're asleep?"

Title: Re: The Left-Hand Path
Post by: piecewise on October 18, 2019, 08:55:53 am
OI!
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 18, 2019, 08:59:53 am
Search for a book about phantoms
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 18, 2019, 12:55:07 pm
Go purchase something living and experiment with extracting memories from it without killing it. Also try reanimating it or putting a ghost in it without killing it to see what happens.

See if a skeleton can understand another skeleton is linked with us and if they can see the energy linking it to us. See if they can see point towards the source of the link. If it works, then from now on, we will use a skeleton other than Piecewise as a lookout while we sleep by ordering them to point at the direction the energy controlling Piecewise is coming from, if it comes from a direction other than ourselves. Maybe it will give us a clue.

Also, order ourselves to point at the energy controlling us. Maybe we don't know it consciously, but our undead body does.

Other than that, ask Esme if she needs anything from us to prepare our covert insertion into the secret research lab.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 18, 2019, 01:02:02 pm
Go purchase something living and experiment with extracting memories from it without killing it. Also try reanimating it or putting a ghost in it without killing it to see what happens.

See if a skeleton can understand another skeleton is linked with us and if they can see the energy linking it to us. See if they can see point towards the source of the link. If it works, then from now on, we will use a skeleton other than Piecewise as a lookout while we sleep by ordering them to point at the direction the energy controlling Piecewise is coming from, if it comes from a direction other than ourselves. Maybe it will give us a clue.

Also, order ourselves to point at the energy controlling us. Maybe we don't know it consciously, but our undead body does.

Other than that, ask Esme if she needs anything from us to prepare our covert insertion into the secret research lab.

+1 Much more useful than my idea
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 18, 2019, 01:05:56 pm
Yeah I think our immediate goal is that lab and more info about ourselves.

Weren't we going to like, send some animal spies in after our nap?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 18, 2019, 01:16:24 pm
Yes
Title: Re: The Left-Hand Path
Post by: Eschar on October 18, 2019, 02:26:41 pm
Go purchase something living and experiment with extracting memories from it without killing it. Also try reanimating it or putting a ghost in it without killing it to see what happens.

See if a skeleton can understand another skeleton is linked with us and if they can see the energy linking it to us. See if they can see point towards the source of the link. If it works, then from now on, we will use a skeleton other than Piecewise as a lookout while we sleep by ordering them to point at the direction the energy controlling Piecewise is coming from, if it comes from a direction other than ourselves. Maybe it will give us a clue.

Also, order ourselves to point at the energy controlling us. Maybe we don't know it consciously, but our undead body does.

Other than that, ask Esme if she needs anything from us to prepare our covert insertion into the secret research lab.

+1 Much more useful than my idea

+1

I forget what the original link to the lab was. How did we find out about it, and how is Kelley connected to it?

Also, we should ask Esme if there are people - good and bad - still living who could recognize that we look like Kelley. Other than her.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 18, 2019, 05:35:15 pm
Wasn't it where Esme said he worked for the government doing presumably shadowy government things? Like making clones of himself and also piecewises?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 18, 2019, 10:59:37 pm
It was actually Piecewise who "told" us about the lab. It was the first time he moved during our "sleep". We woke up and he was holding a book open on a page talking about the lab.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 19, 2019, 03:29:55 am
Go purchase something living and experiment with extracting memories from it without killing it. Also try reanimating it or putting a ghost in it without killing it to see what happens.

See if a skeleton can understand another skeleton is linked with us and if they can see the energy linking it to us. See if they can see point towards the source of the link. If it works, then from now on, we will use a skeleton other than Piecewise as a lookout while we sleep by ordering them to point at the direction the energy controlling Piecewise is coming from, if it comes from a direction other than ourselves. Maybe it will give us a clue.

Also, order ourselves to point at the energy controlling us. Maybe we don't know it consciously, but our undead body does.

Other than that, ask Esme if she needs anything from us to prepare our covert insertion into the secret research lab.

+1 Much more useful than my idea

+1

I forget what the original link to the lab was. How did we find out about it, and how is Kelley connected to it?

Also, we should ask Esme if there are people - good and bad - still living who could recognize that we look like Kelley. Other than her.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 19, 2019, 05:46:48 am
This shit, because you ignored it last time:

Hmm. How should we feed our new pets? Will they whine at us if they get hungry or just start hunting?

Try to find an interesting book to read. Not for research or anything, just try to find a book it seems we would enjoy.

Maybe, consider the options. We are not required to live our life around fighting or looking for answers. If we wanted to, we could leave this behind, find something different to do with our unlife. We were built to do necromancy, set to find Esme, but we have the freedom to choose. So:
What do we want?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 19, 2019, 11:15:36 am
I mean, isn't what we want more info about the truth of our existence?

Also oh yeah that's right I forgot where that lab info came from. Anyway that seems the best way forward. Also sure let's find a book to read about phantoms for learning and memories in the meantime. +1
Title: Re: The Left-Hand Path
Post by: Eschar on October 19, 2019, 11:23:48 am
And then just one we want to read, as Egan suggested
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 19, 2019, 03:01:29 pm
I mean, isn't what we want more info about the truth of our existence?

We're free to desire as we please. Why do we need to know the truth behind our existence? We can intuit that Alexander made us to participate in some scheme of his. And learning more than that is the bait to entice us forwards. This mission will not be easy, it will be dangerous, and if we succeed we'll have gotten Alexander what he wanted. Not what we wanted. Of we fail, we will die never having lived for ourself.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 19, 2019, 03:06:29 pm
A fair point, but if he wanted us to know more, why wouldn't he have left us more information? Or told Esme literally anything, for that matter? Finding out more may not be in line with his plan, or it might be. As of now we're expected to believe that he made us and then cut us loose with nothing but a card that amounted to "go to this person who knows nothing more about you than you do yourself".

I think it's accurate to say that we need to know both more about ourselves and about Alexander's goals in order to draw any conclusions, regardless of whether it plays into anyone's hands.

Last thought, his goals may not have been detrimental to us.

TLDR: I postulate that we do not yet have enough information to decide on a personal goal, therefore more information should be the current goal.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 19, 2019, 05:01:57 pm
I mean, figuring out this mystery while fighting a guerilla war sounds like fun. Do we have anything better to do?
Title: Re: The Left-Hand Path
Post by: King Zultan on October 20, 2019, 02:20:53 am
I mean, figuring out this mystery while fighting a guerilla war sounds like fun. Do we have anything better to do?
Nope, that means it time to become war heroes.
Title: Re: The Left-Hand Path
Post by: piecewise on October 22, 2019, 10:04:57 am
Go purchase something living and experiment with extracting memories from it without killing it. Also try reanimating it or putting a ghost in it without killing it to see what happens.

See if a skeleton can understand another skeleton is linked with us and if they can see the energy linking it to us. See if they can see point towards the source of the link. If it works, then from now on, we will use a skeleton other than Piecewise as a lookout while we sleep by ordering them to point at the direction the energy controlling Piecewise is coming from, if it comes from a direction other than ourselves. Maybe it will give us a clue.

Also, order ourselves to point at the energy controlling us. Maybe we don't know it consciously, but our undead body does.

Other than that, ask Esme if she needs anything from us to prepare our covert insertion into the secret research lab.

+1 Much more useful than my idea

+1

I forget what the original link to the lab was. How did we find out about it, and how is Kelley connected to it?

Also, we should ask Esme if there are people - good and bad - still living who could recognize that we look like Kelley. Other than her.
+1
You ask Esme about preparing for a covert insertion into the lab, and if she needs anything for it.

"I need a lot of information." She says, returning to her work, "If we're sneaking you in like I suggested then we need to know where they get their bodies, the transport process, security measures, everything we can related to it. I've already got people looking into it but its apparently now what amounts to a blacksite. Information is hard to come by so it might take a bit. If you can figure out a way of getting more info on it without alerting everyone to whats going on, that would be good."

You head out and, with some money from Esme, buy several live chickens. You return them to the library, trying not to look suspicious. Bringing chickens into a library is kind of odd, after all. Attempts to extract memories from the chickens while they are alive are unsuccessful. You're not even sure how you'd do it; there aren't any coming out for you to grab. Its like trying to drink out of a closed bottle. Attempting to put a phantom into the chicken proves equally impossible; like trying to push the same poles of two magnets together. The thing just slides off or repels.  Animation proves more complex: attempting to connect the anima to a being already connected to it seems to grant them some amount of enhanced capacities; at least in the sort term. The connection, like the connection to a non-living thing, bleeds away and eventually snaps. The third time you try it on the same chicken, the creature catches fire and then bursts. Pushing too much anima into a living creature is definitely not good for it.

You ask the skeletons but they don't seem to understand. They just point at you when you ask them about energy linking them to you. Even the smarter one does this. Hmm.

You order your body to point at the one controlling you and it...just stands there. You ask it to point instead at the one empowering you and it points straight up.   
Title: Re: The Left-Hand Path
Post by: Eschar on October 22, 2019, 03:58:13 pm
We are so going to weaponize oversaturating people with anima
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 22, 2019, 05:53:06 pm
Straight up? There's only one possible conclusion. We are being controlled by space aliens!

Anyway, maybe we should just take a look at some map? Maybe we can find a place where we can stake out there place. Maybe we'll see some sort of supply truck. Maybe the truck will have a company name we can search or maybe we can add some undead bug to it to track it to its home.
Title: Re: The Left-Hand Path
Post by: Egan_BW on October 22, 2019, 09:21:31 pm
Build an anima oversaturation death ray.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 23, 2019, 05:43:34 am
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!
Title: Re: The Left-Hand Path
Post by: Eschar on October 23, 2019, 06:41:56 am
Straight up? There's only one possible conclusion. We are being controlled by space aliens!

Anyway, maybe we should just take a look at some map? Maybe we can find a place where we can stake out there place. Maybe we'll see some sort of supply truck. Maybe the truck will have a company name we can search or maybe we can add some undead bug to it to track it to its home.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 23, 2019, 08:44:43 am
Straight up? There's only one possible conclusion. We are being controlled by space aliens!

Anyway, maybe we should just take a look at some map? Maybe we can find a place where we can stake out there place. Maybe we'll see some sort of supply truck. Maybe the truck will have a company name we can search or maybe we can add some undead bug to it to track it to its home.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 26, 2019, 09:36:02 am
Straight up? There's only one possible conclusion. We are being controlled by space aliens!

Anyway, maybe we should just take a look at some map? Maybe we can find a place where we can stake out there place. Maybe we'll see some sort of supply truck. Maybe the truck will have a company name we can search or maybe we can add some undead bug to it to track it to its home.

+1
You head back up stairs and check out the location of the lab. The article that Piecewise pointed out before obviously does not list the exact address but it does list some information. You take that information and start referencing some maps along with the memories you have. None of the memories have exact knowledge of the thing's location or anything to do with it, but one of them does recognize some thing in one of the images printed with the article.  This info leads you to a town called Axminster to the northeast, still along the coast. The maps don't list anything specific about a government installation, but when you cross reference some older maps with some newer ones there is the addition of a road that seems to lead to nothing out along the sea cliffs. Possibly its just a scenic route, but possibly its the road to something they didn't want on any maps.

Its somewhere to start, at least.
Title: Re: The Left-Hand Path
Post by: Eschar on October 26, 2019, 11:25:38 am
Tell Esme, see if she knows anything about Axminster and see if her research has uncovered anything.
Ask her if anyone is still alive that might recognize us!Kelley (this was in an earlier post but didn't happen in the turn.)
Look through news archives (we're in a library after all) to find any mentions of inexplicable things happening near Axminster.
Look in the same archives for any things that happened in the recent or otherwise past at that hotel we woke up at.

Look for any disturbances in the anima for indications of where our early-morning message might have come from (although they're probably gone by now.)
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 26, 2019, 11:27:57 am
Tell Esme, see if she knows anything about Axminster and see if her research has uncovered anything.
Ask her if anyone is still alive that might recognize us!Kelley (this was in an earlier post but didn't happen in the turn.)
Look through news archives (we're in a library after all) to find any mentions of inexplicable things happening near Axminster.
Look in the same archives for any things that happened in the recent or otherwise past at that hotel we woke up at.

Look for any disturbances in the anima for indications of where our early-morning message might have come from (although they're probably gone by now.)

+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 26, 2019, 12:18:23 pm
Tell Esme, see if she knows anything about Axminster and see if her research has uncovered anything.
Ask her if anyone is still alive that might recognize us!Kelley (this was in an earlier post but didn't happen in the turn.)
Look through news archives (we're in a library after all) to find any mentions of inexplicable things happening near Axminster.
Look in the same archives for any things that happened in the recent or otherwise past at that hotel we woke up at.

Look for any disturbances in the anima for indications of where our early-morning message might have come from (although they're probably gone by now.)

+1
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on October 27, 2019, 03:16:14 am
Tell Esme, see if she knows anything about Axminster and see if her research has uncovered anything.
Ask her if anyone is still alive that might recognize us!Kelley (this was in an earlier post but didn't happen in the turn.)
Look through news archives (we're in a library after all) to find any mentions of inexplicable things happening near Axminster.
Look in the same archives for any things that happened in the recent or otherwise past at that hotel we woke up at.

Look for any disturbances in the anima for indications of where our early-morning message might have come from (although they're probably gone by now.)

+1
+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 27, 2019, 07:56:08 am
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!

How does this not have all the +1's we should practice punching people with anima until they explode like an old pinata.

Also I still recommend spy rats. Just one or two, order them to scurry about the corpse receiving area and learn things. First have one put a small watch in a drain vent or something, have it check in every hour so when we extract the memories we have a timeframe as to when things like deliveries happen. Then have them hang about the area and learn as much about day-to-day routine as possible.

I'd recommend against having them try to penetrate further, as any trained necromancer inside the facility might be able to spot our rats.

Maybe do this for a week or so, relay daily updates to Esme.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 27, 2019, 09:31:31 am
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!

How does this not have all the +1's we should practice punching people with anima until they explode like an old pinata.

Also I still recommend spy rats. Just one or two, order them to scurry about the corpse receiving area and learn things. First have one put a small watch in a drain vent or something, have it check in every hour so when we extract the memories we have a timeframe as to when things like deliveries happen. Then have them hang about the area and learn as much about day-to-day routine as possible.

I'd recommend against having them try to penetrate further, as any trained necromancer inside the facility might be able to spot our rats.

Maybe do this for a week or so, relay daily updates to Esme.
+1 to the spy rats
Title: Re: The Left-Hand Path
Post by: King Zultan on October 28, 2019, 03:01:49 am
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!

How does this not have all the +1's we should practice punching people with anima until they explode like an old pinata.

Also I still recommend spy rats. Just one or two, order them to scurry about the corpse receiving area and learn things. First have one put a small watch in a drain vent or something, have it check in every hour so when we extract the memories we have a timeframe as to when things like deliveries happen. Then have them hang about the area and learn as much about day-to-day routine as possible.

I'd recommend against having them try to penetrate further, as any trained necromancer inside the facility might be able to spot our rats.

Maybe do this for a week or so, relay daily updates to Esme.
+1 to the spy rats
+1 I'm glad someone liked my idea to punch people until they explode.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 28, 2019, 12:22:08 pm
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!

How does this not have all the +1's we should practice punching people with anima until they explode like an old pinata.

Also I still recommend spy rats. Just one or two, order them to scurry about the corpse receiving area and learn things. First have one put a small watch in a drain vent or something, have it check in every hour so when we extract the memories we have a timeframe as to when things like deliveries happen. Then have them hang about the area and learn as much about day-to-day routine as possible.

I'd recommend against having them try to penetrate further, as any trained necromancer inside the facility might be able to spot our rats.

Maybe do this for a week or so, relay daily updates to Esme.
+1 to the spy rats
+1 I'm glad someone liked my idea to punch people until they explode.

I know right??
Title: Re: The Left-Hand Path
Post by: Eschar on October 28, 2019, 03:25:07 pm
We should go find a homeless guy and see how much anima it takes to make it explode, then refine the process until we can create the ultimate Kung fu move, The Five Finger Death Punch!

How does this not have all the +1's we should practice punching people with anima until they explode like an old pinata.

Also I still recommend spy rats. Just one or two, order them to scurry about the corpse receiving area and learn things. First have one put a small watch in a drain vent or something, have it check in every hour so when we extract the memories we have a timeframe as to when things like deliveries happen. Then have them hang about the area and learn as much about day-to-day routine as possible.

I'd recommend against having them try to penetrate further, as any trained necromancer inside the facility might be able to spot our rats.

Maybe do this for a week or so, relay daily updates to Esme.
+1 to the spy rats
+1 I'm glad someone liked my idea to punch people until they explode.

-1 to homeless anima punch
It's a cool idea. It's also going to get us noticed by the wrong people.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 29, 2019, 12:41:32 am
-1 to homeless anima punch
It's a cool idea. It's also going to get us noticed by the wrong people.
That's why we learn how so we can make the "wrong people" explode!

Also I doubt they're going to care about some homeless people, like most big cities they wouldn't care if the homeless people went away.
Title: Re: The Left-Hand Path
Post by: Eschar on October 29, 2019, 06:53:26 am
-1 to homeless anima punch
It's a cool idea. It's also going to get us noticed by the wrong people.
That's why we learn how so we can make the "wrong people" explode!

Also I doubt they're going to care about some homeless people, like most big cities they wouldn't care if the homeless people went away.

People will still see a probably unauthorized magic user, possibly even recognize us as a necromancer if another is nearby.
Title: Re: The Left-Hand Path
Post by: Superdorf on October 29, 2019, 11:57:03 am
So... is anyone else here opposed to the punching of homeless people just on principle of "not punching random innocent homeless people"? Because... that'd be a pretty firm push from "hero" to "villain", ethics-wise.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 29, 2019, 12:11:26 pm
So... is anyone else here opposed to the punching of homeless people just on principle of "not punching random innocent homeless people"? Because... that'd be a pretty firm push from "hero" to "villain", ethics-wise.
Yes, I am opposed to punching innocents. We should limit the killing to our enemies
Title: Re: The Left-Hand Path
Post by: Parisbre56 on October 29, 2019, 12:40:31 pm
Well, I wouldn't say villain. But maybe pragmatist or without ethics. I mean, what did they ever do to us? We just woke up, we don't know anything, we're not even human. What are they to us?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 29, 2019, 02:09:26 pm
Oh come on, we're balking at punching the homeless now? Hey, remember those 3 dudes we murdered and skinned who turned out to have no perceptible evil motivations?

I hope the one guy's little sibling doesn't starve since he suddenly stopped getting money sent home from the city. Maybe the next check was the rent check. Hell, they probably won't ever know what happened to him, since we literally devoured everything he ever was or will be just to see if we could. We abandoned ethics long ago.

Anyway, I did mean practice punching baddies until they explode like a peep in the microwave, not homeless people. Unless homeless people turn out to be baddies. -1 to homeless murder, +1 to five-finger-death punch.
Title: Re: The Left-Hand Path
Post by: King Zultan on October 30, 2019, 12:41:57 am
If everybodies gonna get all weird about punching hobos, why don't find some drug dealers and gang members and punch them until they explode?
Title: Re: The Left-Hand Path
Post by: Superdorf on October 30, 2019, 01:04:14 am
If everybodies gonna get all weird about punching hobos, why don't find some drug dealers and gang members and punch them until they explode?

Better.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 30, 2019, 08:33:36 am
If everybodies gonna get all weird about punching hobos, why don't find some drug dealers and gang members and punch them until they explode?

Better.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on October 30, 2019, 09:58:59 am
Tell Esme, see if she knows anything about Axminster and see if her research has uncovered anything.
Ask her if anyone is still alive that might recognize us!Kelley (this was in an earlier post but didn't happen in the turn.)
Look through news archives (we're in a library after all) to find any mentions of inexplicable things happening near Axminster.
Look in the same archives for any things that happened in the recent or otherwise past at that hotel we woke up at.

Look for any disturbances in the anima for indications of where our early-morning message might have come from (although they're probably gone by now.)

+1
+1
+1
it is a bit hard to tell how much support the punch person plan has, as people seem to be backing it in part or with modification. This action on the other hand has several people backing it, so I'm gonna go with this.

You ask Esme about Axminster while also giving her the information you've found.

"Relatively small coastal town, makes most of its money through fishing. We were aware there was some government facility up there, but not what it was. That should help things because we already have some of the convoys to it mapped, so to speak. Now we just need to figure out the source and see if we can slip you in there. Otherwise we'll have to do it somewhere along the way.  The good news is I think we already  have a pretty solid lead on that; there's a prison not far from there where they put 'political prisoners' among other undesirables. Sounds like a perfect source of human subjects to me."

You then ask her if people would recognize you as being Kelley.

"Maybe. You look like him, albeit a younger version. I think someone who knew him when he was younger would see it but you don't resemble the wanted posters and propaganda that much. He has a beard in those."

You check the news archives for strange happenings around Axminster. For the most part the town doesn't really show up in the news; as you'd expect for a little coastal fishing village. However, there is one interesting article from several years ago. The headline is "Strange lights and flying creatures over Axminster!" and the article is really just repeating that sentiment with various eye witness accounts. Judging by the somewhat varied accounts, the creatures they're mentioning sound like phantoms.

The hotel only shows up a few times, for its opening and closing mostly, but the only other significant event is a raid there by government forces some time ago. No mention as to why.

If there were traces or disturbances, they're gone now.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on October 30, 2019, 01:49:41 pm
I almost want to just go visit the town and ask around, in light of the idea that we don't look enough like Alexander to trip any alarms.

Still risky. But it would be a great opportunity to explore the world around us, as well. Get some fresh perspectives.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on October 30, 2019, 02:12:32 pm
I almost want to just go visit the town and ask around, in light of the idea that we don't look enough like Alexander to trip any alarms.

Still risky. But it would be a great opportunity to explore the world around us, as well. Get some fresh perspectives.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on October 30, 2019, 04:10:01 pm
I almost want to just go visit the town and ask around, in light of the idea that we don't look enough like Alexander to trip any alarms.

Still risky. But it would be a great opportunity to explore the world around us, as well. Get some fresh perspectives.
+1

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on October 31, 2019, 02:38:02 am
I almost want to just go visit the town and ask around, in light of the idea that we don't look enough like Alexander to trip any alarms.

Still risky. But it would be a great opportunity to explore the world around us, as well. Get some fresh perspectives.
+1

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on November 03, 2019, 07:45:10 am
You search around a bit and ask Esme about going to Axminster. She tells you that a scouting mission like that would be fine but also warns you to lay low.

"Don't do anything that would cause one of the local soldiers to remember you. Last thing you need is someone recognizing your 'body' when you infiltrate. Or worse yet, sending reports around about a 'suspicious person' and getting recognized back here. Do your best to stay as anonymous as you are right now; its a very useful asset"

She gives you some cash and points you towards the train station. She starts to explain the way to get to Axminster but you tell her you know the way, thanks to your stolen memories. You set about to prepare for your trip and Esme reminds you to do something about those spirit skeletons of yours: if you're gonna be gone for more than a day or two they'll start getting hungry and won't be able to effectively feed on your mana from a distance like that. She doesn't want them going feral on the library patrons.



What are you going to bring with you? And what will be done with your minions while you are away?
Title: Re: The Left-Hand Path
Post by: King Zultan on November 03, 2019, 07:51:52 am
Lets deactivate all the minions but piecewise, as for the stuff we bring with us I say we bring a handgun, piecewise, some clothing, and whatever else will make us look like a normal train passenger.
Title: Re: The Left-Hand Path
Post by: Eschar on November 03, 2019, 08:42:46 am
Lets deactivate all the minions but piecewise, as for the stuff we bring with us I say we bring a handgun, piecewise, some clothing, and whatever else will make us look like a normal train passenger.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 03, 2019, 09:12:30 am
Im not sure we can simply deactivate the phantoms, they are not like piecewise
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 03, 2019, 07:38:58 pm
Well, we could pull their cores out simply enough. They might just protest. Should have PW do the deed, just to be safe.

That, or take them all with. Nothing wrong with a few extra pairs of eyes. Or eye sockets. Just provided we can disguise them well enough, and make sure to keep them close.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 03, 2019, 07:44:26 pm
+1 to taking them with, we can go to the armorer again, right?
Title: Re: The Left-Hand Path
Post by: Superdorf on November 03, 2019, 07:46:57 pm
Our skeletons can be folded up into their component parts, yes? Just disassemble and stuff 'em all in good tight bags, like we did with Piecewise in the briefcase that one time.

We can leave them behind, and even if they do go feral they'll hardly be in a position to wreak havoc.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 03, 2019, 08:49:51 pm
...Citation needed. They'll totally break out of those bags and murder Esme in her sleep in we do that, is what I'm saying.
Title: Re: The Left-Hand Path
Post by: Superdorf on November 03, 2019, 08:55:26 pm
So we need better bags. Could get a safe or something, even.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 04, 2019, 01:31:32 am
I don't think we should risk them going feral, and just turn them off.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 04, 2019, 08:31:05 am
I’m not sure we can just turn them off. They are not Piecewise. They are not puppets
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 04, 2019, 01:24:21 pm
I mean even if we put em in a safe, the second we open that safe after coming back they will be either dead or lunge at everyone in the room.

Oh hey, we could do that on purpose and put the safe somewhere we want to cause damage when it gets opened. Fill a safe or something with like 20 skeletons, then leave em for a week or so. It's like a bomb made out of their own friends.

Anyway we should either destroy them or bring them.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 04, 2019, 02:16:48 pm
I think we should bring them
Title: Re: The Left-Hand Path
Post by: King Zultan on November 05, 2019, 02:23:52 am
Turning them off doesn't sound that hard, because we can just pull out their souls the spirit we put in them.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 05, 2019, 12:02:15 pm
If we do that, we probably won’t get them back. Plus I feel like taking them away from their bodies is cheating them. We force them into a body that they can use, on.y to tear them out without letting them see the world in their bodies? We don’t know if they can communicate with other phantoms and they could tell others that we aren’t reliable
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 05, 2019, 01:27:53 pm
That's fair. The creatures themselves have given no indication of being anything more than basic in terms of intelligence, but we don't really know.

NOT bringing them is certainly the safest in terms of stealth, but also bringing them would provide more ability to defend ourselves in case something went down. Of course it's been made clear that we aren't breaking into this place by force, so stealth seems our only option.

Therefore, we should leave them. Since our only option under that logic is to deactivate or destroy them, I vote we attempt to deactivate them by removing the spirits.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 05, 2019, 06:44:02 pm
Actually, what we were told was that Esme wouldn't be helping us if we chose to attack. There's nothing preventing us from attacking. In fact, if that place is isolated and undefended, it could be a great place to start zombie army.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 05, 2019, 10:32:26 pm
This game's mechanics seem designed to discourage the classic zombie snowball. We get a choice between minions that will break our brain if we make too many, and minions which will go berserk if we don't feed them, and both of them will tire us out from making them.

Though it still might be viable to attack. We just want to be prepared, with fewer more powerful bodies rather than many weak ones.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 06, 2019, 04:51:38 am
I disagree. We can kill things and eat their brainz memories to recover our power and feed our minions. So really, the only limit is that we can't be an evil lich, hiding in our tower, commanding self-replicating hordes of undead, we actually have to be near the front lines. Hmmm... Unless...

Command a skeleton to kill one of those test animals we purchased and then eat its memories. Then try to extract said memories from the skeleton or have the skeleton regurgitate them or something. Is such second-hand feeding possible?

If that works, then the next step is investigating phantom reproduction to see if we can split an overfed phantom into two and have one go to a reanimated corpse. That would probably require special "Commander" zombies that have necromancy rings.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 06, 2019, 04:56:53 am
I disagree. We can kill things and eat their brainz memories to recover our power and feed our minions. So really, the only limit is that we can't be an evil lich, hiding in our tower, commanding self-replicating hordes of undead, we actually have to be near the front lines. Hmmm... Unless...

Command a skeleton to kill one of those test animals we purchased and then eat its memories. Then try to extract said memories from the skeleton or have the skeleton regurgitate them or something. Is such second-hand feeding possible?

If that works, then the next step is investigating phantom reproduction to see if we can split an overfed phantom into two and have one go to a reanimated corpse. That would probably require special "Commander" zombies that have necromancy rings.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 06, 2019, 01:32:55 pm
I disagree. We can kill things and eat their brainz memories to recover our power and feed our minions. So really, the only limit is that we can't be an evil lich, hiding in our tower, commanding self-replicating hordes of undead, we actually have to be near the front lines. Hmmm... Unless...

Command a skeleton to kill one of those test animals we purchased and then eat its memories. Then try to extract said memories from the skeleton or have the skeleton regurgitate them or something. Is such second-hand feeding possible?

If that works, then the next step is investigating phantom reproduction to see if we can split an overfed phantom into two and have one go to a reanimated corpse. That would probably require special "Commander" zombies that have necromancy rings.
+1
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 06, 2019, 01:49:19 pm
special "Commander" zombies that have necromancy rings
that's what we are
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 06, 2019, 01:53:27 pm
special "Commander" zombies that have necromancy rings
that's what we are
True statement. So if we can control our actions, then commander rings give the ability to control actions. If our commander is still able to command us or not is still a valid question. So far we haven’t done anything to make whoever is commanding us cancel an action, so we don’t know if we can cancel an unwanted action or not
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 06, 2019, 02:17:59 pm
Are we going full-on lich overlord and dominating the earth, now?

Not that I'm against that, but aren't we just trying to sneak into this lab place?
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 06, 2019, 02:42:53 pm
I mean, I say that we sneak off and spend our unlife farming corn using skeleton labor but to each their own!
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 06, 2019, 02:54:21 pm
Oh my god can we turn this into a corn magnate game?

Let's steal as much valuables as we can and then use our money to buy a large arable tract of land and begin. Hell we should do that anyway and then just leave the skeletons there to run the entire place by itself. Come back every few chapters, see how they are doing. Let the skeletons spread a bit of corn around to trap birds for memories.

Cornwise, the Maize Domination Game.
Title: Re: The Left-Hand Path
Post by: piecewise on November 07, 2019, 09:16:20 am
I disagree. We can kill things and eat their brainz memories to recover our power and feed our minions. So really, the only limit is that we can't be an evil lich, hiding in our tower, commanding self-replicating hordes of undead, we actually have to be near the front lines. Hmmm... Unless...

Command a skeleton to kill one of those test animals we purchased and then eat its memories. Then try to extract said memories from the skeleton or have the skeleton regurgitate them or something. Is such second-hand feeding possible?

If that works, then the next step is investigating phantom reproduction to see if we can split an overfed phantom into two and have one go to a reanimated corpse. That would probably require special "Commander" zombies that have necromancy rings.
+1
+1

After a few tests the end result is this:

1. Once absorbed, memories cannot be voluntarily released, though you think you might be able to get them through damaging or killing the spirit in the same way you do via killing the living. However, how you would do that is something you haven't figured out.

2. The memories can be "Captured" by the spirits and then given to you instead of being fed upon. They can only "Hold" so much and they seem to degrade over time, but it can be done. However, only the crab animated skeleton seems bright enough and controlled enough to do so. The others are rather like dogs with fresh meat: You command them to leave it alone but their stomachs tend to win out in the debate. They're too simple and animal like.


On a related note: you can deactivate the spirit infused skeletons, the only issue would be that the way to do it is releasing the animating spirit, which would mean needing to grab a new one and do the animation process over again when you want them back. Which is of course somewhat tiring and wasteful.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 07, 2019, 09:22:30 am
What if we go out and get them masks and such like we did with Piecewise? Then they would look enough like humans to be able to come with us without suspicion
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 07, 2019, 01:00:31 pm
How much money do we have? Enough to hire someone trustworthy or rent a vehicle? Alternatively, do we have any trustworthy people with nothing better to do? We can carry two skele-suitcases ourselves and get someone to carry the other two for us.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 08, 2019, 05:19:08 am
Couldn't we get picewise to carry two suitcases full of skeletons instead of getting someone else?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 08, 2019, 05:21:05 am
Couldn't we get picewise to carry two suitcases full of skeletons instead of getting someone else?
Yes,

Title: Re: The Left-Hand Path
Post by: piecewise on November 11, 2019, 12:19:37 pm
+1 something someone.
Title: Re: The Left-Hand Path
Post by: Superdorf on November 11, 2019, 12:45:29 pm
Er, ah...

Couldn't we get picewise to carry two suitcases full of skeletons instead of getting someone else?
Yes,
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 11, 2019, 01:39:00 pm
Er, ah...

Couldn't we get picewise to carry two suitcases full of skeletons instead of getting someone else?
Yes,
+1

Seems like the way to bring the least possible people along with us, and therefore the least possible chance of discovery (provided that we keep Piecewise out of close scrutiny).

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 11, 2019, 03:58:16 pm
Punch Piecewise for me.
Title: Re: The Left-Hand Path
Post by: Eschar on November 11, 2019, 04:02:30 pm
Punch Piecewise for me.

What's he ever do to you?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 11, 2019, 06:11:32 pm
Punch Piecewise for me.
-1
Why do you suggest hurting our ally?
Title: Re: The Left-Hand Path
Post by: King Zultan on November 12, 2019, 02:09:20 am
Wait, which Piecewise are we punching?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 12, 2019, 09:36:37 am
None of them. We are not punching anyone
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 12, 2019, 03:43:12 pm
Wait... the skeleton, the author, or someone else?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 12, 2019, 03:58:36 pm
Let’s outline the plan so the author isn’t confused, If I have read the suggestions, we are taking them with us in 3 suitcases, we carry one and piecewise carries two, or we carry two and piecewise carries one. We will head to the town where the lab is and ask the locals about the place
If this is incorrect please correct this
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 12, 2019, 04:01:27 pm
Wait... the skeleton, the author, or someone else?
Yes.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 12, 2019, 04:04:58 pm
Let’s outline the plan so the author isn’t confused, If I have read the suggestions, we are taking them with us in 3 suitcases, we carry one and piecewise carries two, or we carry two and piecewise carries one. We will head to the town where the lab is and ask the locals about the place
If this is incorrect please correct this

Sounds good to me.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 13, 2019, 06:20:40 am
Let’s outline the plan so the author isn’t confused, If I have read the suggestions, we are taking them with us in 3 suitcases, we carry one and piecewise carries two, or we carry two and piecewise carries one. We will head to the town where the lab is and ask the locals about the place
If this is incorrect please correct this

Sounds good to me.
Sounds like the plan.
Title: Re: The Left-Hand Path
Post by: piecewise on November 15, 2019, 10:26:31 am
Let’s outline the plan so the author isn’t confused, If I have read the suggestions, we are taking them with us in 3 suitcases, we carry one and piecewise carries two, or we carry two and piecewise carries one. We will head to the town where the lab is and ask the locals about the place
If this is incorrect please correct this

Sounds good to me.
Sounds like the plan.
You buy three suitcases from a second hand store, specifically choosing ones that are large enough to contain the skeletons, but only barely. You take a bit of time to modify them, with some help from Nicholas of all people, to be able to open rapidly, both from the inside and outside, just in case. Nick apparently has some experience with such mechanisms, though he won't say why. You gather some clothing and supplies, getting an extra knife and revolver for yourself on top of the blade and gun piecewise is carrying, and knives for each of the skeletons which you entomb with them in the suitcase. At Esme's urging you also stick a tag on the heads of each bagged skeleton marking them as museum property; a last ditch excuse if the bags get opened.  As you head out, Nick stops you and spends a few minutes showing you a trick of concealing a blade up your sleeve and rapidly producing it with a flick of the arm. Its a trick you remember Piecewise being able to do for some reason, despite you not telling him to or teaching it to him. You secret the blade away and head off.

The train station is several miles away and you find yourself tramping through a light midday snow. Despite carrying the suitcase and trudging through new snow, you don't get tired; exertion like this seems to have no effect on you. The train station is a lovely thing, almost like a green house, all bluegreen glass and metal arches rising above the surrounding buildings. Several lines cross through here, some dipping down to tunnels below while others stay on the ground level. Its a busy station and you and your slightly odd manservant are easily lost in the crowd.  You buy a ticket- almost forgetting to buy one for Piecewise as well- and head for the platform. The train is already there and waiting, so you board immediately and settle into your compartment. You stow the suit cases and commanding piecewise to sit across from you and keep an eye out through the window. There are soldiers out there, walking the platforms in their normal patrols. They look more tense than yesterday, more observant, more suspicious. You realize that by now word of that vanished patrol has gotten out and feel a bit thankful that you're leaving town.

You half expect some sort of crackdown before the train leaves, soldiers sweeping through, checking luggage and faces, demanding answers from confused passengers. But it doesn't happen. The train leaves on time; the diesel engine roaring to life and screaming up to a high whine before gliding gently out across the snow dusted tracks. You close the compartment and wait, staring out the window as the city slides past in a blur. Its early evening when the last buildings of the outskirts are drifting past in the distance, half visible clusters of lamplight over dark rolling fields. You stare out into the unbroken wilderness until it fades into total darkness and all you can see is your own face reflected on the glass. You settle yourself back against the chair and order piecewise to keep watch and protect you before putting yourself to sleep for a bit.

When you awake the sun is rising and the rolling fields have been replaced by trees and scattered meadows. You can smell the sea, the salt in the air. Its a memory not your own. You step out of your compartment and look trough one of windows on the opposite side of the train. The sea stretches out into infinity, lit pastel pinks by the sunrise.  You feel odd nostalgia, uncertain whose memories it springs from, but captivated nonetheless. Around a slow bend which traces the edge of a sea cliff you can see the town. Roofs of red and blue, whitewash and brick walls, square buildings like the tumbled rocks of the sea cliff tracing a steep path down to the water. The lights are still on, glowing in the morning haze. You look for the lab, craning your neck to scan the surroundings. You see nothing. You think back to the map, and try to place the building on the landscape. You realize you probably couldn't see it from this side and try the other side, back in your compartment. Nothing. Where you think it is there is nothing but forest; maybe underground? Or perhaps lost in the trees. It makes sense they'd want to keep it hidden.

You disembark about a half hour later, Piecewise following closely behind.  Only a few other people leave with you, and only a few get on; the town does not seem like a major attraction. As you watch the weather worn, stout fishermen and workers file out of their homes and walk ponderously towards the docks, you get the distinct feeling that a stranger asking a lot of questions around here might be seen as quite suspect. This is a quiet town, where no one wants any trouble, and where they don't much like out of towners meddling. You think this is a feeling from your captured memories, the farm boy. You'll need a place to stay first, regardless, and find an inn. You hand over some money to the old cherry cheeked woman at the front desk and take the key to a room up the stairs. She gives your companion a searching glance but says nothing as you head up. The room is a small one, a white washed wooden room with faded floral wallpaper above ancient wainscotting. A thin window looks out on the town and provides the only light. There's only one bed, a small dresser, and a water basin, nothing else. You sit on the bed and consider your options.

You could go out to ask the locals about the lab but...a nosy foreigner asking a bunch of questions about what is -after all- a secret military base might raise some pretty harsh suspicions. Especially now, during wartime. You could still ask around but you'd have to be careful how you worded it, and even then it might still go bad.  You feel the knife resting against your upper arm and consider what things going bad would look like. None of the residents here could offer you much resistance but the base is sure to have soldiers. Likely heavily armed soldiers. Maybe even ones specialized to taking down the undead, just in case the experiments ever got out of control. A dangerous gamble to go against people like that.  Piecewise stands by the window, gazing blankly out at the town.

Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 15, 2019, 04:00:38 pm
That's some fantastic writing.

Recommend we go with Operation: Ratwise. I suppose the first question is whether or not we know the physical location of the lab. Regardless, the immediate priority would be to find us some rats, and instruct them to gather intel about the lab.

We would probably need to make some show of coming or going from the inn. Locals would find us staying in the room for weeks on end equally suspicious, I expect. Perhaps a cover of a traveling historian from the museum? It would fit the contents of the suitcases if need be, and we could go out and experience the town under guise of research.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 15, 2019, 04:02:15 pm
We could also head to the forest and search there for the lab
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 15, 2019, 04:32:58 pm
We could also head to the forest and search there for the lab

Yeah that's a good idea. But what if we get caught? Let's send some birds or whatnot to do that. Be sure to be subtle (https://66.media.tumblr.com/2cfe984ad639bff0b78bdd0eec9d9ca3/tumblr_mjkcqzyW4g1qgjm1qo1_400.gifv).
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 15, 2019, 08:02:21 pm
Better find some birds than ground based vermin. They can just fly away, so they're less likely to be caught and identified as undead.
Because the base knowing there's a necromancer snooping around is much worse than the town knowing there's a foreigner snooping around.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 16, 2019, 04:54:19 am
Its spy time!
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 16, 2019, 06:51:08 am
Are there any hunters or rangers or loggers or other people that work in the woods that can be identified? We could identify them by their supplies (e.g. axes, traps, etc.) or by their association with relative industries (e.g. butchers, weaponsmiths, logging camps, etc.).

They'll be the ones who'll know the most about the area around town. Then all we need is to either kill one and eat their memories or try to get them talking by e.g. getting then drunk and trading stories.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 16, 2019, 07:13:42 am
Are there any hunters or rangers or loggers or other people that work in the woods that can be identified? We could identify them by their supplies (e.g. axes, traps, etc.) or by their association with relative industries (e.g. butchers, weaponsmiths, logging camps, etc.).

They'll be the ones who'll know the most about the area around town. Then all we need is to either kill one and eat their memories or try to get them talking by e.g. getting then drunk and trading stories.
+1 But I think eating their brains memories would be easier and less risky than trying to get them drunk.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 16, 2019, 09:48:43 am
Are there any hunters or rangers or loggers or other people that work in the woods that can be identified? We could identify them by their supplies (e.g. axes, traps, etc.) or by their association with relative industries (e.g. butchers, weaponsmiths, logging camps, etc.).

They'll be the ones who'll know the most about the area around town. Then all we need is to either kill one and eat their memories or try to get them talking by e.g. getting then drunk and trading stories.
+1 But I think eating their brains memories would be easier and less risky than trying to get them drunk.

While eating innocent civilians is certainly the most convenient for our character, I think this would actually attract a whole dang lot of attention in this case.

Step 1) Show up in small, backwoods town as a shadowy stranger with a shadowy manservant.
Step 2) The townsfolk start immediately disappearing.
Step 3) Probably drowned as a witch or something.
Step 4) Rise from the lake, declare ourselves divine, because jokes on them we're undead.
Step 5) Found our own cult, eat all the townsfolk, go back to Esme 5 years later and pretend we got lost.

I got lost there for a minute but anyway we don't want to attract attention and missing townsfolk will totally attract attention.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 16, 2019, 09:55:09 am
Are there any hunters or rangers or loggers or other people that work in the woods that can be identified? We could identify them by their supplies (e.g. axes, traps, etc.) or by their association with relative industries (e.g. butchers, weaponsmiths, logging camps, etc.).

They'll be the ones who'll know the most about the area around town. Then all we need is to either kill one and eat their memories or try to get them talking by e.g. getting then drunk and trading stories.
+1 But I think eating their brains memories would be easier and less risky than trying to get them drunk.

While eating innocent civilians is certainly the most convenient for our character, I think this would actually attract a whole dang lot of attention in this case.

Step 1) Show up in small, backwoods town as a shadowy stranger with a shadowy manservant.
Step 2) The townsfolk start immediately disappearing.
Step 3) Probably drowned as a witch or something.
Step 4) Rise from the lake, declare ourselves divine, because jokes on them we're undead.
Step 5) Found our own cult, eat all the townsfolk, go back to Esme 5 years later and pretend we got lost.

I got lost there for a minute but anyway we don't want to attract attention and missing townsfolk will totally attract attention.

Agreed, we should just ask people about the area around the town. We needn’t kill people if we can ask them
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 16, 2019, 11:03:41 am
Step 1) Show up in small, backwoods town as a shadowy stranger with a shadowy manservant.
Step 2) The townsfolk start immediately disappearing.
Step 3) Probably drowned as a witch or something.
Step 4) Rise from the lake, declare ourselves divine, because jokes on them we're undead.
Step 5) Found our own cult, eat all the townsfolk, go back to Esme 5 years later and pretend we got lost.

Sounds like a plan.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 16, 2019, 11:08:53 am
Are there any hunters or rangers or loggers or other people that work in the woods that can be identified? We could identify them by their supplies (e.g. axes, traps, etc.) or by their association with relative industries (e.g. butchers, weaponsmiths, logging camps, etc.).

They'll be the ones who'll know the most about the area around town. Then all we need is to either kill one and eat their memories or try to get them talking by e.g. getting then drunk and trading stories.
+1 But I think eating their brains memories would be easier and less risky than trying to get them drunk.

While eating innocent civilians is certainly the most convenient for our character, I think this would actually attract a whole dang lot of attention in this case.

Step 1) Show up in small, backwoods town as a shadowy stranger with a shadowy manservant.
Step 2) The townsfolk start immediately disappearing.
Step 3) Probably drowned as a witch or something.
Step 4) Rise from the lake, declare ourselves divine, because jokes on them we're undead.
Step 5) Found our own cult, eat all the townsfolk, go back to Esme 5 years later and pretend we got lost.

I got lost there for a minute but anyway we don't want to attract attention and missing townsfolk will totally attract attention.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 16, 2019, 11:55:25 am
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.


Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 16, 2019, 12:14:05 pm
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.

Sounds good, but what is meant by rat phase, is it sending rats to the lab when the birds find it, or something else?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 16, 2019, 12:17:58 pm
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.

Sounds good, but what is meant by rat phase, is it sending rats to the lab when the birds find it, or something else?

This.

Rats can sneak in and learn things like guard schedules, shipping intervals, personnel information, things like that. Make it easier to pack ourselves into a box and get inside to snoop about and learn.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 16, 2019, 01:40:05 pm
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.

Sounds good, but what is meant by rat phase, is it sending rats to the lab when the birds find it, or something else?

This.

Rats can sneak in and learn things like guard schedules, shipping intervals, personnel information, things like that. Make it easier to pack ourselves into a box and get inside to snoop about and learn.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on November 17, 2019, 02:04:03 am
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.

Sounds good, but what is meant by rat phase, is it sending rats to the lab when the birds find it, or something else?

This.

Rats can sneak in and learn things like guard schedules, shipping intervals, personnel information, things like that. Make it easier to pack ourselves into a box and get inside to snoop about and learn.
+1
+1


But I say at some point we should do that Five point plan that Dunamisdeos made.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 17, 2019, 04:51:33 am
Just remember that we can't see what our puppets see. We need a ghost with sufficient mental capacity to be able to understand things and answer questions/report findings.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 17, 2019, 09:04:34 am
Yes,
Title: Re: The Left-Hand Path
Post by: piecewise on November 19, 2019, 01:18:44 pm
I like Egan, he's silly.

Anyway my official bolded recommendations are:

Establish a cover as a museum researcher, visit nice places around town like taverns and such to ask about local history. Like how Frodo in LOTR pretended to be writing a book.

Use birds to find the lab, then rats to infiltrate. Hang around for a few weeks to a month tops during rat phase, head on back.

Sounds good, but what is meant by rat phase, is it sending rats to the lab when the birds find it, or something else?

This.

Rats can sneak in and learn things like guard schedules, shipping intervals, personnel information, things like that. Make it easier to pack ourselves into a box and get inside to snoop about and learn.
+1
+1


But I say at some point we should do that Five point plan that Dunamisdeos made.

You formulate a plan of action and then consider what steps to work on first. Rats are no issue; you're sure you can find them almost anywhere. Birds however, those might be more of a problem. They have an annoying habit of being able to fly and neither you nor your memories have much experience with hunting them. Its a job that you consider might be best left to piecewise with his exacting and inhuman skill for simple tasks. However, its something that should probably wait until after nightfall; would do no good to have the locals seeing a bundled up stranger hunting...You stop and consider this for a moment. Surely it wouldn't be TOO odd for a city dweller to come out to the wilderness to hunt? Maybe he could buy a hunting rifle or shotgun from somewhere in town; it would give him a cover for his work and explain his place here. After all, why would a professor or researcher have a silent manservant dogging his every step? Or worse yet, silently hiding away in his hotel room. Both of those would create mystery and mystery is the last thing you want.

Plan in mind, you make sure your bags are carefully stored - and locked against the snooping of busy body innkeepers- and head out. First you ask someone on the street for directions to a shop that can set your friend up with a rifle. The fisherman points you up the road to a hunting lodge on the edge of town. There, amidst a classic decor of wood and taxidermy, an old gentleman places a series of rifles on a padded countertop for you to inspect. You puppet piecewise, having him silently inspect them and show them to you as though to an eager but clueless friend.  The gentleman offers scattered snippets of conversation, generally a complement about some positive aspect of the rifle or a fragment of anecdote while pointing to one mounted head or another. You make your decision and then spend a few extra minutes reexamining things and testing actions, just to make it very clear that Piecewise is a seasoned woodsman. You select a lever action repeating shotgun that- from a combination of hijacked memories and salesman assurances- you believe will be a good choice for downing anything from birds to, well, lets just say larger targets, depending on the cartridge used. You buy birdshot, buckshot, and slugs- a box each - and a bag to carry the rifle in.  That done, you walk with piecewise to the edge of town and give him an order: Shoot some birds with the new rifle, avoid contact with any people, once you have a half dozen or so birds, return to the inn.   You watch him walk deliberately  off into the underbrush and then head back to town.

By now the day has worn on to mid morning and everyone is either out working the sea or doing what business they have to do in town. The shops are open and you take a moment to slip in and buy a notebook and a pen -both of a quality befitting a researcher- before you put on your best friendly, naive grin and start harassing the locals.  You rely heavily on the memories of your devoured farmboy for the correct rustic etiquette; you don't follow it exactly, so as to preserve your citydweller cover, but you follow it enough to put the locals at ease. You start with the housewives and shop keepers and nosy servants that are milling around in the streets or at the town square, asking for any information they can give you on the history of the town and their places in it. People, in your experience, are always willing to talk about themselves. You harvest a great bounty of gossip, questionable family history, town lore, town superstition, and backhanded complements directed at other domestic types.  Sunset comes eventually and the men return from their ships, stinking of fish, brine, sweat and seaweed, down turned faces like gnarled driftwood.  They trudge up to their homes and strip off waders and oilskins before collapsing into chairs or trudging back out to the taverns. You wander the taverns, trying your luck, but the men are often far less talkative. Until you administer a drink or two to loosen their rusted jaws, that is. From them you get histories far more focused on work, on heroic stories born from tragedy, on pride toward their humble home, and on the various much cursed actions of far removed men who make their lives difficult. Law this and law that. Ration this and ration that.

Finally, you see piecewise out the tavern window, walking with deliberate steps back towards the inn, a regular bouquet of what look mostly like seabirds- gulls, terns, and shags- slung over his shoulder. You excuse yourself and walk out to meet him. You look him over and besides some damage from walking through underbrush he seems fine. He reports no incidents of running into others, but he did come across some evidence of large scale building; specifically a refuse pile of crushed concrete and rebar, now mostly covered over by dirt, moss, and plants. You walk back with in to the Inn, give the inn keeper a friendly nod, to which she responds with the annoyed politeness of one whose snooping has discovered nothing juicy,  and head up stairs.  She calls after that if you need the birds dressed, there's a butcher down the road. You thank her and close the door.  Piecewise deposits the cluster of corpses in the washbasin and then settles into his usual position at the window. You don't order him to do it...he just seems to like it there. Hmm.

You start going over your notes, looking for connections and striking out things that seem either meaningless or fabricated. There's a lot of that. Worse yet there is lot of information you're just not sure about. Its repeated, yes, but because you have no idea of the truth of the matters it connects to, you cannot tell if it is pervasive falsehood or hidden truth. You summarize your findings on a new page.


Quote from: Initial findings
1. There is a military base here, that much is apparently an open secret.
2. It was made in the last 5 or so years, though some say a little longer. Back before the coup and revolution.
3. Before and after the revolution there were pretty consistent shipments up the old road to the base; no one knows exactly what but large military trucks that drive through town in the middle of the night. They come from the south, down the coast road, but they take a side route that bypasses the town itself. They're only visible by their headlights most times.
4. The base is still manned though seems less busy these days; the shipments still come but erratically.
5. Apparently, the traitor Kelley was somehow connected because shortly after he was denounced by the party there was a sudden influx of soldiers into the area. Some people say there was fighting, other that there wasn't, but if it did happen it was up in the woods not in town.
6. Shortly after the soldiers arrived there was a night where strange lights were seen in the sky above the woods and surrounding lands. Again, descriptions vary but many say that they saw lights "Falling" into the woods, like a slow cyclone drawn in to somewhere out there.
7. The old road up to the base is still there but there are new fences and gates,  further out from before. "Half the wood" is now fenced off they say.
Title: Re: The Left-Hand Path
Post by: Superdorf on November 19, 2019, 11:40:18 pm
Writing is lovely as always. :)

Ask Piecewise if he enjoys the window view. Maybe we can gain some insight on the nature of our skeletal friend.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 20, 2019, 08:38:02 am
Writing is lovely as always. :)

Ask Piecewise if he enjoys the window view. Maybe we can gain some insight on the nature of our skeletal friend.
+1 But also be looking for big fish spirits to bring our bird army to life.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 20, 2019, 02:06:57 pm
Mm, it might behoove us to use the small fry spirits for our birds. If we make a swarm of flying ones with the big hungry boys, things might uh, get out of hand.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 20, 2019, 02:30:55 pm
Mm, it might behoove us to use the small fry spirits for our birds. If we make a swarm of flying ones with the big hungry boys, things might uh, get out of hand.

(https://www.memesmonkey.com/images/memesmonkey/76/76ce58302334f70f9f430c0f9f09d687.jpeg)

Oh geez they'd eat all the townsfolk.

Ok so we really need to make sure we unmake all of our animal things before we leave.

I think we do need larger spirits than normal though, or they won't be able to properly interpret the things they see? Not too big.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 20, 2019, 02:46:15 pm
Okay fine, let's go for "medium". :P
Title: Re: The Left-Hand Path
Post by: King Zultan on November 21, 2019, 04:52:27 am
Let us set forth on our journey to gather medium fish ghosts for our birds!
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 21, 2019, 06:30:43 pm
I say go for quality over quantity and just use puppets, assuming we can get them to follow complex commands, like Piecewise can.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 22, 2019, 02:15:13 pm
I say go for quality over quantity and just use puppets, assuming we can get them to follow complex commands, like Piecewise can.

I think we can't control the larger ones as easily when there are many? Honestly maybe just one really good bird that we can tell to simply fly about until it finds the place might be best.

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on November 23, 2019, 03:13:59 am
I say go for quality over quantity and just use puppets, assuming we can get them to follow complex commands, like Piecewise can.

I think we can't control the larger ones as easily when there are many? Honestly maybe just one really good bird that we can tell to simply fly about until it finds the place might be best.

+1
+1 We can make a super bird!
Title: Re: The Left-Hand Path
Post by: piecewise on November 23, 2019, 11:31:55 am
Writing is lovely as always. :)

Ask Piecewise if he enjoys the window view. Maybe we can gain some insight on the nature of our skeletal friend.
You look over at Piecewise and furrow your brow. You ask him if he likes it there. He looks back at you with the same vacant expression as ever and after a few long moments replies, "I do not know."  He stares at you for a few more seconds before turning back to the window. Hmm. This isn't the first time he seemed to do things he either shouldn't know how to do or that he has no explanation for. Its odd. Very odd.

I say go for quality over quantity and just use puppets, assuming we can get them to follow complex commands, like Piecewise can.

I think we can't control the larger ones as easily when there are many? Honestly maybe just one really good bird that we can tell to simply fly about until it finds the place might be best.

+1
+1 We can make a super bird!
You walk over to the basin and start sorting through the corpses, looking for the one best suited to your spying purposes. You discard a few immediately: two have damaged wings and a third has its head blown clean off.  You eventually decide on a cormorant; its dark  plumage will offer it cover in the darkness and long neck and keen eyes will be useful in observation.  Not to mention it was killed quite cleanly; just a small hole in the breast as evidence of its passing. You take one of the cartridges of birdshot and open it up, spilling out a dozen or so of the small steel spheres onto your hand. You select one of them and use your finger to stuff it deep into the innards of the bird, wedging it into place. You use this as the core, anchoring the anima to it before tying the creature to yourself with your own blood.  You stick some more of the shot in the wound and then plug the hole up a bit with feathers and dried blood.  You want this thing to look as though it were very obviously killed by a hunter, just in case you need to abandon it. A dead bird filled with birdshot is perfectly natural while a bird with a single nail in its breast would be...curious to say the least.

The cormorant perches on piecewise's head and you're about to send him out to spy when you think of something: How is it going to tell you what it sees? You ask it to speak and it can manage nothing more than honking. You sit back and consider for a few moments. You finally put the note book in front of the bird and the pen into its beak. You tell it to draw various shapes and finally to draw a plan of the room its in. It does these things with an oddly machinelike precision, its long neck whipping about and slashing out lines with rapid ease.  The resulting plan of the room is accurate so you open the window and, after a quick check to make sure no one is looking, release the bird into the night with orders to find and observe the base before returning here. It flaps off and you lose sight of it almost immediately in the darkness; the only thing left behind is the trailing cord of your blood connection.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 23, 2019, 12:31:01 pm
And now, we play the waiting game.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 23, 2019, 12:40:28 pm
Trailing cord... necromancers can see that, can't they.
HMM
Title: Re: The Left-Hand Path
Post by: piecewise on November 23, 2019, 01:01:31 pm
Trailing cord... necromancers can see that, can't they.
HMM
If they were close to it they could, but imagine it like a piece of string tied on the bird and then back to you. From the air you really couldn't see it at a glance, its too thin. Though, if they watched the bird carefully for a while, they might notice something connected to it.

Good reason to do this at night.
Title: Re: The Left-Hand Path
Post by: Egan_BW on November 23, 2019, 02:26:32 pm
Also something something umbilical cord strands.
Title: Re: The Left-Hand Path
Post by: Eschar on November 23, 2019, 06:01:25 pm
Also, re nail cores... What if the legends of staking vampires developed from finding puppets/undead with long nails or stakes as their core?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 23, 2019, 06:03:32 pm
Can we make a vampire.
Title: Re: The Left-Hand Path
Post by: Eschar on November 23, 2019, 06:08:23 pm
Can we make a vampire.

Our undead sort of are already, except they don't feed on blood.

Perhaps that's the origin of vampire legends - puppets in areas where there were no necromancers (other than the creator) to observe or know about an anima connection, so the local folk legends morphed into them feeding on blood. And staking would knock out cores placed near the heart.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 23, 2019, 06:13:23 pm
Possible
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 23, 2019, 07:48:14 pm
Ok well I want to make a vampire and then teach it to act all posh so it can run the front desk at the museum or something but hey whatever, stretch goals.

Super eager for our new piecebird to report back.

What should we do until it reports back? Sample the local cuisine? Go fishing? What if it doesn't come back until tomorrow night?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 23, 2019, 08:07:00 pm
We can go fishing, we could bring the fish back and feed their memories to our 3 phantoms
Title: Re: The Left-Hand Path
Post by: Parisbre56 on November 23, 2019, 11:03:41 pm
It's night time, so it would probably be suspicious if we went snooping around.

I say we just get something to eat in our room (we can't eat but we don't want to make others suspicious) and go to bed. Have Piecewise wake us up if anybody comes or if we oversleep.

Or maybe just stay in bed pretending to sleep. We don't have to actually sleep, right? Do we feel better after doing so?

Would camping in the woods be suspicious? Could we pretend to be on a hunting trip? This will give us more freedom of movement and let us do things during the night. We could even hunt to feed our skeleghosts.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 24, 2019, 03:34:49 pm
It's night time, so it would probably be suspicious if we went snooping around.

I say we just get something to eat in our room (we can't eat but we don't want to make others suspicious) and go to bed. Have Piecewise wake us up if anybody comes or if we oversleep.

Or maybe just stay in bed pretending to sleep. We don't have to actually sleep, right? Do we feel better after doing so?

Would camping in the woods be suspicious? Could we pretend to be on a hunting trip? This will give us more freedom of movement and let us do things during the night. We could even hunt to feed our skeleghosts.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 24, 2019, 04:18:01 pm
It's night time, so it would probably be suspicious if we went snooping around.

I say we just get something to eat in our room (we can't eat but we don't want to make others suspicious) and go to bed. Have Piecewise wake us up if anybody comes or if we oversleep.

Or maybe just stay in bed pretending to sleep. We don't have to actually sleep, right? Do we feel better after doing so?

Would camping in the woods be suspicious? Could we pretend to be on a hunting trip? This will give us more freedom of movement and let us do things during the night. We could even hunt to feed our skeleghosts.

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on November 27, 2019, 12:30:44 pm
It's night time, so it would probably be suspicious if we went snooping around.

I say we just get something to eat in our room (we can't eat but we don't want to make others suspicious) and go to bed. Have Piecewise wake us up if anybody comes or if we oversleep.

Or maybe just stay in bed pretending to sleep. We don't have to actually sleep, right? Do we feel better after doing so?

Would camping in the woods be suspicious? Could we pretend to be on a hunting trip? This will give us more freedom of movement and let us do things during the night. We could even hunt to feed our skeleghosts.

+1
+1

You head downstairs and inquire at the desk about some food. It takes about 45 minute but a plate of grilled fish and vegetables, along with a cup of some very weak looking alcohol is presented to you, along with instructions to just leave the plate outside your room when you're done. You head back upstairs and set the uneaten food down on top of the bird corpses. You idly think that you'll need to find some way to get rid of it. You aren't hungry, but you're not sure if you could eat food. Would it just rot away inside you? This body doesn't seem to function like a normal corpse or a normal living body; injuries heal quickly,you don't rot, and you bleed but your heart doesn't beat and you don't need to breathe except for speaking. Simply put, you have no idea what eating that stuff would do.

You lay down in bed and stare at the ceiling. You don't have to sleep either. You don't get tired, at least not from remaining awake, but it is a useful way to kill time. You suppose you could just lay here, staring at the ceiling for eight hours. Not that it sounds like much fun. The smell of the food has completely pervaded the room at this point and your scavenged memories are telling you that it smells good.

You close your eyes think. Camping...would that be strange? This hunting trip thing seems to have gone over fine; no one seemed taken aback by the idea of someone hunting in the woods. But no...you can feel those memories rejecting the idea. Why go camp out in the woods when town is so close by? No reason for it. Can't shoot birds in the dark after all. Anyone sensible would shoot in the day and stay in town at night. At best you'd probably be considered an eccentric weirdo or antisocial, at worst....who knows. It would stand out, especially with the cover you've already got going as a researcher. You'd need a better reason; something that can explain why you need to be out there at night.  Something these backwater fishermen could understand and accept. Astronomy? It would explain wanting to be away from the town and its lights but...a thick canopy of trees makes that a bit unreasonable. Botanist chasing some moon flower that only bloomed at night? No, the locals would be suspicious because they never heard of it. Same with a naturalist and a nocturnal animal.

You scratch your head -it doesn't itch, its just a gesture left over from one of the devoured men- and sigh. Maybe a cover isn't the best idea. Maybe it would be better to do this all in total secrecy; sneak out at night and return before morning.  After all, "he was here all night" is a better cover than "He's some professor we've never met from a college we've never heard of out chasing some creature we don't think exists. Honest."

Piecewise rattles, awakening you from your thoughts. Its gotten quite late; near midnight maybe. Piecewise is still at the window but he's looking down at you. One finger is placed up against the glass, pointing out.  You sit up and peek out through the bottom corner of the window, towards where he's pointing. The street is almost totally dark, just one or two lights here and there, and utterly deserted. However, there is someone out on the street.  They're carrying a flashlight, sweeping it in front of them as they walk. Its a soldier, in full combat gear and uniform, and he's clearly patrolling down the street.
Title: Re: The Left-Hand Path
Post by: King Zultan on November 28, 2019, 05:26:07 am
Patrolling soldiers means sneaking out isn't a thing we can do now, lets just sit for a bit.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on November 29, 2019, 01:46:51 pm
Patrolling soldiers means sneaking out isn't a thing we can do now, lets just sit for a bit.

+1

Chillax until piecebird returns is probably wisest. Keep an eye on that soldier though, in case they've somehow got wind of you. Full combat gear seems a bit over the top for a routine patrol.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on November 29, 2019, 02:06:21 pm
Patrolling soldiers means sneaking out isn't a thing we can do now, lets just sit for a bit.

+1

Chillax until piecebird returns is probably wisest. Keep an eye on that soldier though, in case they've somehow got wind of you. Full combat gear seems a bit over the top for a routine patrol.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on December 01, 2019, 12:15:32 pm
Patrolling soldiers means sneaking out isn't a thing we can do now, lets just sit for a bit.

+1

Chillax until piecebird returns is probably wisest. Keep an eye on that soldier though, in case they've somehow got wind of you. Full combat gear seems a bit over the top for a routine patrol.
+1
You watch the soldier pass, somewhat nervous that his presence means they're on to you somehow. But he doesn't stop at the inn or even look your way, he just trundles on in the darkness until all you can see is the distant glow of his flashlight sliding back and forth in the dark. You go and sit back down on the bed and this time you wait straight through till daylight, or at least the first weak glow of dawn. The bird returns before the sun actually rises and the streets are filled with people. It lands on the window ledge and taps three times before Piecewise opens the window without being asked. You immediately set the pen and paper in front of the bird and command it to draw you a map of the compound. It gets to work, rapidly jerking its head back and forth, slashing out lines on the paper with the same distressing precision as Piecewise. You sit on the edge of the bed and watch until its finished.

The resulting map shows a sprawling complex spread across a fairly large section of fenced off woods.  There seems to be a central section, probably the original main section judging by its compact design, and then a half dozen smaller buildings or clusters  spread out in a rough half moon sort of shape, apparently following the shape of the land. The buildings are of course unmarked but you can make a few guesses. A long road loop starts at one side of the half moon, follows its curve the entire way, and then turns back and reconnects to the road that lead to the base. There's a  building built right off the road, near the main complex, that you're guessing is where they keep the bodies. Or at least where the bodies along with other supplies are unloaded before being sent off to their individual destinations.  These buildings here along the fence are probably guard towers; There aren't too many of them, luckily. The bird marked people where it saw them, but not patrols or anything, just people marked like landmarks. You can make some guesses at patrol routes using those marks but its still just a guess.

You set the map down and consider the next move. You need more detailed intel about the exact workings of that base, what each building's purpose is and the nature of the security there. A guard like the one that pasted last night would likely have that info but eating him would be dangerous. A guard disappearing in a little town like this isn't like a patrol getting attacked in the city; its gonna draw attention in a big way.  Leaving him vanished isn't the way to do it either, that will only make them stay suspicious for longer. You'd need to kill him in a way that seems plausibly accidental and then have his body be found easily to enhance that assumption.  If his route crosses near the sea cliff you could just push him off...though getting down to him before the memories drain away would be tricky. Drown him in the ocean and then leave him on the shore? Maybe; but you'd have to get him out there.
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 01, 2019, 02:34:54 pm
Could we have a puppet absorb memories on our behalf? We could dash a patrolman on the rocks and then have featherwise fly down to eat their soul, mayhaps.

Then there's always "stab him first, eat memories, then dump him off the cliff and hope the coroner is incompetent." They'd probably notice, but hey you never know~

Otherwise, could just send the bird out again with directions to map their patrol routes. Wouldn't really help with figuring out what each building does, but it will come in handy eventually.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 02, 2019, 08:33:03 am
No one in town can find out about our crimes if the isn't anyone in town.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 02, 2019, 10:42:10 am
No one in town can find out about our crimes if the isn't anyone in town.
Thst would alert the patrols
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 02, 2019, 01:32:29 pm
Recommend we begin Operation Phase: Ratwise.

Get us 5-6 rats tops (as many as we feel safe controlling), have them move about on foot and inside drainage/ventilation pipes and the like. While they are unlikely to provide additional quality of overall data (we're likely to still get people-as-landmarks), the data can be correlated between rats to get an outline of patrol routes and information on building use, as well as internal floor plans.

If possible we can put Birbwise on lookout duty at the inn or around town, unless the strain of all this proves too much. If someone starts creeping up on our position (unlikely, we seem to have been quite circumspect) they can alert Piecewise, who can alert us.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 03, 2019, 03:18:37 am
No one in town can find out about our crimes if the isn't anyone in town.
Thst would alert the patrols
Not if we get rid of them as well.


Recommend we begin Operation Phase: Ratwise.
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 04, 2019, 05:33:57 pm
Are animal attacks a thing that happens? If a lone patrolman walking through the forest was ambushed by a hungry bear or a wolf or a rabid dog, would that be suspicious? This could work well, especially if the guard manages to shoot the animal a few times, killing it (I.e. we deanimate it after the attack so we don't have to worry about hiding it). Only problem is that we would have to stay out of town late, but maybe we can give an excuse like going out for a drink.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 04, 2019, 06:22:25 pm
We would have to be very nearby in order for it to be convincing. They'd figure out pretty quick if we sent a bear after someone then had to go meet up with the bear to de-animate it.

Also i'm super surprised the idea of zombie bears hasn't come up by now. If we ever do a kind of assault on the base, that's what we should use.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 04, 2019, 06:30:39 pm
Won't we have to be nearby anyway to absorb the memories? Just have the bear drag the body to a bush.

Also, I was thinking that if a guard patrols on his own in the town, then the same should apply to the forest, meaning they'll actually be easy to ambush since we'll be less likely to be spotted. The only problem is that the gunshots will attract other guards, so we'd have to leave very soon.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 04, 2019, 06:43:00 pm
So ambush them on their way back through the forest? That would certainly arouse less suspicion. They might not make the whole trip back on foot, though.

I'm not quite sure how killing all townsfolk or guards would benefit us. They aren't really in the way of our info-gathering mission. Killing guards will absolutely put the rest of the base (and town) on alert, no matter how we do it. At the least you'd start seeing two guards on patrol at all times, even to protect against wild animal attacks.

Way I see it we'd just save a bit of time eating memories, that's about it.

I'm super sold on the idea of animated bears though, whenever applicable. If we do decide for nabbing a guard, +1 to using a piecebear.
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 04, 2019, 06:48:39 pm
Eh, let's go for shove-a-patrol plan. I want to see how it goes.
Title: Re: The Left-Hand Path
Post by: piecewise on December 05, 2019, 11:42:56 am
We've got a +1 on ratwise plan, but then the rest of the talk seems to be about other plans and other ideas. Lets go with getting the supplies for ratwise and we'll see how people's planning progresses.



You consider the best way to gather some rats without causing suspicion. Obviously you going out and hunting the alleyways yourself is a very poor idea and likely to cause a lot of curiosity in the locals. After a while you come up with the idea of using Birdwise to hunt the rats for you. Cormorants eat fish and lack the talons of a proper bird of prey, but they're still hunters and have a beak sharp enough to kill. You order birdwise and Piecewise out into the woods again, this time with instructions to find and kill rats while remaining out of sight, returning to the room with the rats hidden in a bag once they have killed 8 of them. Piecewise leaves with Birdwise smuggled in his jacket and trudges off towards the forest with his shotgun balanced on one shoulder.

Title: Re: The Left-Hand Path
Post by: King Zultan on December 06, 2019, 08:33:34 am
While we wait for rats to mess with lets go and look around the town and see if there's a library, and if there is one lets check its newspaper catalog and see if there's any info about the facility in the local papers.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 06, 2019, 02:02:00 pm
While we wait for rats to mess with lets go and look around the town and see if there's a library, and if there is one lets check its newspaper catalog and see if there's any info about the facility in the local papers.

+1 to this, be sure to be back at the inn by nightfall.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 06, 2019, 04:37:37 pm
While we wait for rats to mess with lets go and look around the town and see if there's a library, and if there is one lets check its newspaper catalog and see if there's any info about the facility in the local papers.

+1 to this, be sure to be back at the inn by nightfall.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on December 09, 2019, 12:41:02 pm
While we wait for rats to mess with lets go and look around the town and see if there's a library, and if there is one lets check its newspaper catalog and see if there's any info about the facility in the local papers.

+1 to this, be sure to be back at the inn by nightfall.
+1

You head out and check around, but it becomes rapidly obvious that this town is not of the size- or inclination - to have a library. At least not a proper one. There's a single school to handle the relatively small population of children and teach them the basic skills needed to survive in the modern world. That school has a library of a few hundred books and no archive of newspapers. The local newspaper is nothing but a weekly publication mostly devoted to things like weather forecasts, news of distant places, and the big events in the country. It has no real archive, just a collection of scattered papers which deal with important events to the community or the country. A highlights reel as it were. You check through it, just in case, but find little of interest. There are a few stories about it being built, one or two reprints of articles like the one Piecewise originally showed you, and an opinion piece about how great it is to have a military base close by in these dangerous times.  Nothing new, or at least nothing new and useful.

The other place you check is at the local church, which you are told keeps records of its own.  Indeed it does keep its own records related to the town, giant leather bound ledgers filled with numbers and names, records of births and deaths and almanacs of the years. Its a perfect collection to track something like a family tree or the progress of construction of a new dock or harbor, but it seems entirely dedicated to the town. The best you can find is some transitory information about a handful of workers who were apparently conscripted from the village to help in the construction of the base. Its not much, but it might be the best lead you have. You jot down the names and cross reference them with the deaths and departures, marking off those who are no longer around to question. You're left with only 3 names.

You leave the church around sunset and return to the inn where Piecewise and Birdwise are already waiting. Birdwise is perched on Piecewise's shoulder in an almost comical fashion, and they are both staring out the window. When you enter, they turn and present a sack of 11 dead rats.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 09, 2019, 02:16:03 pm
That is many rats! Treats for Birdwise!

I say we animate as many as we are comfortable with physically and mentally.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 09, 2019, 03:08:45 pm
Question, if Birdwise is a puppet, he doesn’t need to eat, right?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 09, 2019, 03:15:33 pm
Question, if Birdwise is a puppet, he doesn’t need to eat, right?

Nah, no eating, but maybe we can give headpats. He is a good bird and should be told.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 09, 2019, 04:07:44 pm
Yes
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 09, 2019, 04:40:49 pm
Well, guess if we want to be horrible, we could murder one or more of the people who helped build the base for their memories of it. It wouldn't be subtle, but probably would not put The Powers That Be on guard like if we took out a patrol unless they both keep excellent records and are paranoid about necromancers.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 09, 2019, 04:45:25 pm
Well, guess if we want to be horrible, we could murder one or more of the people who helped build the base for their memories of it. It wouldn't be subtle, but probably would not put The Powers That Be on guard like if we took out a patrol unless they both keep excellent records and are paranoid about necromancers.

I forgot about memory treats. I bet it ate the rat memories, now that i think about it.

It doesn't have to be a person. Everyone here is obsessed with slurping up people memories at the slightest provocation. We could be in line at the cafe and people here be like hey, I bet the person in front can see the menu better than I can. Let's eat their mind.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 09, 2019, 04:58:24 pm
I think we should stick to plan Ratwise
Title: Re: The Left-Hand Path
Post by: King Zultan on December 10, 2019, 07:05:06 am
Lets just stick to the plan for now.
Title: Re: The Left-Hand Path
Post by: piecewise on December 13, 2019, 01:20:00 pm
None of these are actions. I'll assume that just means you want to animate rats.

You take the sack of rats and sit on the floor, laying the corpses out in a row. Birdwise has done a good job; most of the bodies are not obviously corpses, at least in so far that their cause of death is not evident. You discard two of the bodies: the first has no head which is a bit of a give away and the second has been gutted, which is another rather obvious sign that something is off. The rest have been killed in ways only obvious once you pick them up and examine them. You wash any blood off their fur and then consider what the best core for such creatures would be.  A nail is an obvious choice but also a clear indication of its status as a puppet. Considering the danger the base presents and their knowledge of necromancy, such an obvious ploy

You consider the usage of these creatures, their intended purpose. They aren't a long term investment, they're disposable spies. And spies tend to have methods of suicide in case they're caught.  You think the best would be a core that could be destroyed by the rat itself, to cover your tracks, and which isn't obvious as a core. You search around the room for something that would fit the bill. Nothing immediately springs to mind and you stand there, rubbing your chin in thought an staring into the distance at the wall. And as you stare, you notice something, the roof of the little room is bare wood and some of it a bit splintered with age. You reach up and grab a long, almost toothpick like sliver of wood.  You take the wood and embed it in the mouth of a rat, such that its sort of wedged into the gums. You then use it as the core and attempt to anime the corpse.

Everything goes to plan and the rat gets up. You make sure it works as a puppet and then command it to crush the splinter between its teeth. It does so easily and flops down, dead again. You nod to yourself. Everything is coming together. You repeat the process several times, animating corpses with splinters until you have 4 animate rat corpses. You're going to move on to the 5th but you realize you're having a hard time focusing. You feel like you're in a haze, not tired like when you ran out of mana but something else. You can think as clearly as before. It feels, according to the memories, something like being distracted and drunk at the same time.

Title: Re: The Left-Hand Path
Post by: Egan_BW on December 13, 2019, 01:36:28 pm
Right, puppets are using up bandwidth. 4 should work well enough.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 13, 2019, 01:49:08 pm
+1, four it is. Let's just wait for the rats to go do their thing and report back. After that I guess we can leave town and give the info back to Esme.

We are bad at recommending actions and good at discussing minutiae.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 13, 2019, 07:42:15 pm
Have Birdwise carry the four rats to the compound and have the rats enter the buildings and figure out what’s inside them
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 13, 2019, 09:39:20 pm
Have Birdwise carry the four rats to the compound and have the rats enter the buildings and figure out what’s inside them

+1 to an actual action.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 14, 2019, 03:39:41 am
Have Birdwise carry the four rats to the compound and have the rats enter the buildings and figure out what’s inside them

+1 to an actual action.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on December 15, 2019, 05:20:39 pm
Have Birdwise carry the four rats to the compound and have the rats enter the buildings and figure out what’s inside them

+1 to an actual action.
+1

+1. Operation Ratbirdwise is a go.
Title: Re: The Left-Hand Path
Post by: piecewise on December 17, 2019, 11:42:04 am
Have Birdwise carry the four rats to the compound and have the rats enter the buildings and figure out what’s inside them

+1 to an actual action.
+1

+1. Operation Ratbirdwise is a go.
You again wait for darkness, going through the same routines with the woman downstairs, presenting a good public face. Once night has come and the streets are sufficiently empty, you begin. Birdwise isn't big enough to carry all four rats at a time so he has to go in trips, carrying one out into the woods and then returning for the next.

You're careful with your wording for the rats, making sure that each is ordered to sever its connection should anything happen. Beyond that, you order them to infiltrate different buildings and discover whats going on in each; with special consideration paid for things like guards, bodies, and any sort of experimentation. Once you think you have their programming pretty airtight, you send them off to investigate. They're prioritizing remaining unnoticed and are told to only explore during the night; hopefully when the intellectual necromancer researchers will be asleep and unable to notice the threads connecting the rats back to you. Because of their secrecy, you assume it may take a while longer for them to finish than birdwise. Maybe 2 or 3 days? They're supposed to make their way back to a meeting place in the woods when they're finished.

Once they're all gone, you let birdwise back in and check the time. Its just after 1 am, still plenty of night left if there were other sneaky things you wanted to do. No sign of the patrolling guard either, least not tonight.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 18, 2019, 12:07:04 pm
I can't think of anything we need to be doing at night besides waiting for the rats to return.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 18, 2019, 01:25:59 pm
Teach ourselves to whistle in tune
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 18, 2019, 01:54:48 pm
Murder?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 18, 2019, 02:40:59 pm
Teach ourselves to whistle in tune
Murder?

(https://us.123rf.com/450wm/haritonoff/haritonoff1802/haritonoff180200017/94919500-woman-on-a-white-background-holds-her-palms-like-a-bowls-of-scales-and-looks-thoughtfully-at-one-han.jpg?ver=6)


This exchange accurately describes our character's moral compass.
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 18, 2019, 02:46:44 pm
Can't make a shambling monstrous quiche without brutally smashing some delicious, innocent eggs.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 18, 2019, 02:59:05 pm
Teach ourselves to whistle in tune
While practicing this, practice throwing our voice too
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 18, 2019, 03:01:32 pm
Teach ourselves to whistle in tune
While practicing this, practice throwing our voice too

A very practical compromise. Just think of the hijinx we can get up to as we throw our voice to Piecewise while he commits premeditated murder at a later date!

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on December 19, 2019, 02:49:09 am
Teach ourselves to whistle in tune
While practicing this, practice throwing our voice too

A very practical compromise. Just think of the hijinx we can get up to as we throw our voice to Piecewise while he commits premeditated murder at a later date!

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on December 21, 2019, 12:07:21 pm
Teach ourselves to whistle in tune
While practicing this, practice throwing our voice too

A very practical compromise. Just think of the hijinx we can get up to as we throw our voice to Piecewise while he commits premeditated murder at a later date!

+1
+1
((I'm having flashbacks to Groundhog's day. How long before we begin using our sleepless nights to learn various questionably useful skills.))

You use your downtime this evening to attempt to learn how to throw your voice. None of your memories contain the knowledge of how to do it, though there are examples of it being done. You try your best to figure out the method using nothing but imitation combined with trial and error. This turns out to be extremely difficult and you struggle in vain for hours. The act of speaking without moving your lips is...fairly simple for most sounds, but making t come out smoothly and directing it towards another place is so far beyond you that you never even manage to come close. Even your best attempt is akin to a steetside puppet show. And not a good one.

The sun is rising and the rats are not back, as you expected. They are likely running off to hide and wait for their next chance.

Any plans for today or do you just want to wait till the rats return?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 21, 2019, 12:13:07 pm
Is the living worker in town, maybe we can ask him about the layout of the base
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on December 21, 2019, 01:42:14 pm
I say we just wait for the rats and birbwise to return. Just sort of put up the appearance of puttering about while we wait. Then go back to Esme with our new intel.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 22, 2019, 04:20:33 am
I say we just wait for the rats and birbwise to return. Just sort of put up the appearance of puttering about while we wait. Then go back to Esme with our new intel.
+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 22, 2019, 06:17:21 am
Is there any convenient drainage pipe coming out of the base? Since we and our minions don't need to breathe, it might be a good entry point.
Title: Re: The Left-Hand Path
Post by: piecewise on December 25, 2019, 02:14:01 pm
Is the living worker in town, maybe we can ask him about the layout of the base
The worker(s) are still living in town, however asking them about the project seems a tricky prospect. Or rather, asking them any specifics about it seems difficult, as your cover is that of a researcher. You could probably make a good case for talking with them about their experiences on the project and what it was like, but if you started asking for details as to how the base was laid out, they might grow wary. There is also the inherent issue that the base has probably been updated and changed since they built it.

Still, some basic questions might reveal something interesting. Maybe some hidden way in?

Is there any convenient drainage pipe coming out of the base? Since we and our minions don't need to breathe, it might be a good entry point.
I say we just wait for the rats and birbwise to return. Just sort of put up the appearance of puttering about while we wait. Then go back to Esme with our new intel.
+1
You spend two days mostly just sitting around, practicing your ventriloquism. Despite hours upon hours of work, you still cannot manage to get any better at it. You're quite frustrated, honestly, that you have gone this long and tried this hard and made no, or at at least very minor, progress.

In the early morning hours of the third day, the rats begin to show up, one at a time crawling up the wall of the building and into the room. Once they're all in attendance you again get the piece of paper with the existing map out- as well as a few extras- and start making demands. First you have them draw out patrol routes; again these are just a list of "sightings" but you can draw lines between the static sights and plan out the routes from there.  Next, you have them fill out what the purpose of each building is, as far as they can tell. Some are clear guesses but the majority are clearly marked. Storage, specimen storage, animate specimen storage, utility shed, main labs, barracks, secondary lab buildings, etc. One thing is out of place or at least unexpected: a section marked "Mass Grave".

This makes no sense for multiple reasons.  First, there's a clearly marked incinerator on the edge of the property, so why would bodies be buried when they could be burned? Second, why would a necromancy facility dispose of bodies? Surely even the smallest scraps of flesh might have their use, unless they were simply too degraded. Even then, the incinerator should be their destination. All you can think is that at some point in the past the facility had far too many bodies to handle...but why?

Also included in the intel was information about drainage and ventilation. The ventilation info is essentially worthless, at least for infiltration purposes for someone your size. The vents are about the size of a shoebox and held together with screws, the points of which fill the vents like barbed wire. The drainage is slightly more viable, pipes about 2 feet in diameter, leading to various sections of the compound. However, some of the input pipes appear to significantly smaller than others.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 26, 2019, 06:27:55 am
Before we decide the next course of action maybe we should go talk to the people that built the place and see if we can find out anything interesting.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 26, 2019, 08:41:38 am
Maybe we can frame it as an interview about the socioeconomical impact of their employment. You know, have they found any other employment besides the construction work, does the base ever call them back to do additional work, were there any work accidents and if so were the victims and their families compensated? The sort of thing someone studying the history of this place would ask.

We can also show fake interest to various insignificant details about their work and their life (e.g. what sort of material did they use? Was it a health hazard? What was their diet and work hours?) so that if they say something significant about the base we can question them about it without sounding too suspicious.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 26, 2019, 10:37:35 am
Maybe we can frame it as an interview about the socioeconomical impact of their employment. You know, have they found any other employment besides the construction work, does the base ever call them back to do additional work, were there any work accidents and if so were the victims and their families compensated? The sort of thing someone studying the history of this place would ask.

We can also show fake interest to various insignificant details about their work and their life (e.g. what sort of material did they use? Was it a health hazard? What was their diet and work hours?) so that if they say something significant about the base we can question them about it without sounding too suspicious.

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 26, 2019, 04:14:08 pm
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 26, 2019, 04:41:20 pm
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
We are not a mimic
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 26, 2019, 04:44:24 pm
Prove it.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 26, 2019, 04:50:45 pm
Hmm, you’re right, in Necromancy the character thought the body they woke up in was their own, however I don’t think a mimic would see the anima unless the mimic was also resurrected and decided to get inside of a corpse, possibly to avoid suspicion because if the mimic assumed a living person who is not a necromancer and saw the anima, and if people noticed this, there would be more suspicion than if a resurrected corpse saw the anima
Title: Re: The Left-Hand Path
Post by: King Zultan on December 27, 2019, 03:47:40 am
Maybe we can frame it as an interview about the socioeconomical impact of their employment. You know, have they found any other employment besides the construction work, does the base ever call them back to do additional work, were there any work accidents and if so were the victims and their families compensated? The sort of thing someone studying the history of this place would ask.

We can also show fake interest to various insignificant details about their work and their life (e.g. what sort of material did they use? Was it a health hazard? What was their diet and work hours?) so that if they say something significant about the base we can question them about it without sounding too suspicious.

+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on December 27, 2019, 12:25:24 pm
There's another reason a mass grave is odd. This is a facility that studies necromancy, apparently... and as we know from DF, keeping tons of revivable body parts near any source of necromancy is a Really Bad Idea.

Which we might be able to use to our advantage. We can use the grave as a corpse source, implant some with cores, put them back, then have a massive undead invasion rising inside the facility! Of course, that'd pretty much wreck any attempts at stealth, so it would be a last resort made in conjunction with our more reliable plans.

There's also the problem of getting those corpses out and in without being seen, but this grave should be less heavily guarded than the rest of the facility. Is this grave filled in with dirt or is it a landfill/pit sort of thing? If the latter, we can use wisebirds to fly corpses out and corpse-puppets in, both at night.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 27, 2019, 01:03:13 pm
Oh, also, see about buying some sort of toolbox or crowbar. Or maybe have birdwise steal some tools we could use if buying them would be too suspicious. You know, for breaking into stuff.
Title: Re: The Left-Hand Path
Post by: Egan_BW on December 27, 2019, 08:07:32 pm
That could probably come later, we're not planning on breaking into things on this trip.
Title: Re: The Left-Hand Path
Post by: piecewise on December 29, 2019, 07:59:51 am
Maybe we can frame it as an interview about the socioeconomical impact of their employment. You know, have they found any other employment besides the construction work, does the base ever call them back to do additional work, were there any work accidents and if so were the victims and their families compensated? The sort of thing someone studying the history of this place would ask.

We can also show fake interest to various insignificant details about their work and their life (e.g. what sort of material did they use? Was it a health hazard? What was their diet and work hours?) so that if they say something significant about the base we can question them about it without sounding too suspicious.

+1
+1
You go and meet with the workers under your chosen guise and interview them about their time working on the base. They are more than happy to go on long, often recursive rants about the subject and it becomes clear that they were somewhat of local celebrities during that time. They were "In the Know" about the base and its goings on, which for a gossip hungry populace made them everyone's friend. This status vanished after the project was complete and its clear they have a nostalgic fondness for that time. Your interview seems to be playing surrogate to those times.

However, even a deep dive into all of their stories reveals only a few things you didn't know; or at least only a few important or helpful things.  The first is that apparently that mass grave is the result of some sort of "Accident" that occurred at the base years ago. They were brought back in to help dig it; it is really more of a sealed concrete box than a grave and they say it must contain over a hundred men. They can offer little detail as to who these men were or what happened though; they were told nothing and any inquiries were shot down by other staff.

The second point of note is that there is an underground section to the main labs that is not readily accessible. According to the workers, it was partially  built and then walled off and left unfinished. They were told it was due to budget problems.

Finally, they say that the accident has caused a big change at the base; there used to be soldiers coming into town, particularly on weekends, to drink and relax. After the accident though, the place seems to be locked up tight and the only visitors the town gets from the base are occasional officials and odd night patrols who sweep through the town as if searching for something.
Title: Re: The Left-Hand Path
Post by: King Zultan on December 29, 2019, 09:08:52 am
Sounds like something got out and killed a bunch of people, then they lost it.
Maybe we should try looking for this thing at some point in the future.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 29, 2019, 06:42:28 pm
I say we got all the information we could hope to get, so now it's time for us to actually do the thing and investigate the lab. First of all, we need to plan the route we will take to get there as well as consider alternative escape routes. Second is to actually choose our targets. Based on what we know so far, I'd suggest going through the sewers, finding an opening or creating one with a crowbar or screwdriver or whatever and then making our way to either the lab or that secret underground section. We take piecewise with us for muscle, carry a bunch of rats on us for disposable scouts/distractions and have birdwise on standby nearby. Would something like that work?

Also, I just thought of something: if we're undead would people other necromancers be able to tell we're undead? This could be bad if they can.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on December 29, 2019, 07:06:17 pm
Yes they can tell. Necromancers can see the threads
Title: Re: The Left-Hand Path
Post by: Parisbre56 on December 29, 2019, 07:19:13 pm
Yes, but do we have (visible) threads? I mean, if we are controlling ourselves...
Title: Re: The Left-Hand Path
Post by: piecewise on January 03, 2020, 09:41:41 am
I say we got all the information we could hope to get, so now it's time for us to actually do the thing and investigate the lab. First of all, we need to plan the route we will take to get there as well as consider alternative escape routes. Second is to actually choose our targets. Based on what we know so far, I'd suggest going through the sewers, finding an opening or creating one with a crowbar or screwdriver or whatever and then making our way to either the lab or that secret underground section. We take piecewise with us for muscle, carry a bunch of rats on us for disposable scouts/distractions and have birdwise on standby nearby. Would something like that work?

Also, I just thought of something: if we're undead would people other necromancers be able to tell we're undead? This could be bad if they can.
You see no sign of being undead in the mirror. You have no circular thread, and you even have what looks to be a normal connection to the anima, just like everyone else. They could tell if they touched you though; because you're physically clearly not alive.

You start tracing paths on the map, moving the pencil tip slowly through pipes and between buildings, planning a path. Piecewise coming with you is somewhat of a detriment, at least when it comes to moving through the sewers. Unmodified he was flexible but built up as he is, he's rather bulky. You do a quick measurement of his shoulders and then scratch off any route that his girth precludes. After going through each possible route, tallying up things like possible escape routes and guard paths intersected, you believe you've come up with the best route. The one you've selected starts to the side of the base, at a drainage pipe. You'll need some way to cut off the grate that blocks its end, but from there you can crawl up it to a nexus of pipes and then climb a ladder up to a maintenence access point. From there you're just one patrol path away from either of your destinations.

Escape routes are always a bit harder; obviously the major one is the way you got in, but you also make sure to memorize secondary routes as well as "Fuck it, I'm running" ways out for if things get really out of hand. Once all this is written out on the map it is quite a mess of arrows, and scribbled routes, but you commit the entire thing to memory regardless.

The route is planned, all thats left now is to actually do it. You think you should head into the woods before sunset, so that you can get into position and then move into the base whenever you think it best. You wonder about what equipment you should bring and, looking down at yourself, how you should dress. A disguise? Armor?

Title: Re: The Left-Hand Path
Post by: Eschar on January 03, 2020, 11:13:33 am
First, there's an earlier action that we didn't try that I think we should:
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 03, 2020, 11:28:52 am
First, there's an earlier action that we didn't try that I think we should:
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
+1
Mayhsps this is because we can’t?
Title: Re: The Left-Hand Path
Post by: Eschar on January 03, 2020, 12:39:40 pm
First, there's an earlier action that we didn't try that I think we should:
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
+1
Mayhsps this is because we can’t?

We didn't try it because it didn't get enough votes, not because we're unable to.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 04, 2020, 01:55:21 am
First, there's an earlier action that we didn't try that I think we should:
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
+1
+1 I don't see why we can't try to do this.
Title: Re: The Left-Hand Path
Post by: piecewise on January 07, 2020, 10:53:01 am
First, there's an earlier action that we didn't try that I think we should:
Order body to take on a form which could maneuver the ventilation ducts.

...Hey, we don't know that we're not a fleshhorror, worth a try right :v
+1
+1 I don't see why we can't try to do this.
You command your body in this way and brace yourself for something strange. Only after this do you realize that transforming into a fleshhorror like that would likely ruin your clothing and make your life harder...Luckily it doesn't happen. You squish yourself down and lay on the ground, but thats it. You don't transform, you don't change, your body merely tries its best to get into the right position.  Its a lot like when you told the rat to fly and it just kept jumping instead of growing wings.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 08, 2020, 05:26:56 am
Well it didn't hurt to try, I guess we go with the plan we had earlier.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 08, 2020, 07:49:52 pm
Hmm... We need a way to open the grate. We could go either quietly or quickly. For quietly we'd need some sort of tool. For quickly, we can use the gun we have or something to bash it with. Alternatively we can just animate it and order it to get out of our way but that costs a lot of mana.

Is there any hint of a storm coming? A storm might make our rats less effective but it would help make us stealthier.

Is there any tool we could use to quietly open the grate? If yes, try to either buy such a tool or have birdwise steal one that is unattended if buying one would draw attention.

Based on our previous experiments with golems, can we gauge if we have the mana necessary to animate the grate long enough for us to order it to open on its own?

We should have dark clothes on for better camouflage and a second outfit stashed nearby so we can wear it if our first outfit becomes too recognizable.

Perhaps a nice backpack to put stuff in and some notepad to copy things to would be useful?
Title: Re: The Left-Hand Path
Post by: King Zultan on January 09, 2020, 08:49:03 am
Hmm... We need a way to open the grate. We could go either quietly or quickly. For quietly we'd need some sort of tool. For quickly, we can use the gun we have or something to bash it with. Alternatively we can just animate it and order it to get out of our way but that costs a lot of mana.

Is there any hint of a storm coming? A storm might make our rats less effective but it would help make us stealthier.

Is there any tool we could use to quietly open the grate? If yes, try to either buy such a tool or have birdwise steal one that is unattended if buying one would draw attention.

Based on our previous experiments with golems, can we gauge if we have the mana necessary to animate the grate long enough for us to order it to open on its own?

We should have dark clothes on for better camouflage and a second outfit stashed nearby so we can wear it if our first outfit becomes too recognizable.

Perhaps a nice backpack to put stuff in and some notepad to copy things to would be useful?

+1 But I don't think we should go into a storm drain during a storm, because the water going through it could make it impossible to get through and could cause us to get injured or damage out stuff.
Title: Re: The Left-Hand Path
Post by: Eschar on January 09, 2020, 05:59:38 pm
Hmm... We need a way to open the grate. We could go either quietly or quickly. For quietly we'd need some sort of tool. For quickly, we can use the gun we have or something to bash it with. Alternatively we can just animate it and order it to get out of our way but that costs a lot of mana.

Is there any hint of a storm coming? A storm might make our rats less effective but it would help make us stealthier.

Is there any tool we could use to quietly open the grate? If yes, try to either buy such a tool or have birdwise steal one that is unattended if buying one would draw attention.

Based on our previous experiments with golems, can we gauge if we have the mana necessary to animate the grate long enough for us to order it to open on its own?

We should have dark clothes on for better camouflage and a second outfit stashed nearby so we can wear it if our first outfit becomes too recognizable.

Perhaps a nice backpack to put stuff in and some notepad to copy things to would be useful?


+1

What should our 'wises do during infiltration?

But I don't think we should go into a storm drain during a storm, because the water going through it could make it impossible to get through and could cause us to get injured or damage out stuff.

Not to mention an encounter with Pennywise the Clown.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 10, 2020, 05:20:57 am
What should our 'wises do during infiltration?
I think we should leave most of them at the inn, and take a few of the rats with us to use as scouts.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 10, 2020, 10:15:02 am
What should our 'wises do during infiltration?
I think we should leave most of them at the inn, and take a few of the rats with us to use as scouts.
The phantoms need to come with, otherwise they will start killing townsfolk,
Title: Re: The Left-Hand Path
Post by: King Zultan on January 11, 2020, 03:40:10 am
What should our 'wises do during infiltration?
I think we should leave most of them at the inn, and take a few of the rats with us to use as scouts.
The phantoms need to come with, otherwise they will start killing townsfolk,
I'm sure the people in the town will be fine, they can handle a few people being eaten.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 11, 2020, 04:56:51 am
If we could cut them loose to hide their ties with us, they could serve as a great distraction, though I don't know if Esme would approve.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 11, 2020, 04:58:15 am
If we could cut them loose to hide their ties with us, they could serve as a great distraction, though I don't know if Esme would approve.
If they leave, we won't be able to find these phantoms again
Title: Re: The Left-Hand Path
Post by: Eschar on January 11, 2020, 12:18:50 pm
That reminds me, we should find some way to send a wisebird with a message to Esme about what we're doing, and tell it to return if she attaches a reply. Also we should ask her if anyone we know back there has attracted government suspicion. Also instruct the wisebird to scram if it seems any signs of government suspicion/monitoring of Esme and company.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 11, 2020, 12:25:55 pm
That reminds me, we should find some way to send a wisebird with a message to Esme about what we're doing, and tell it to return if she attaches a reply. Also we should ask her if anyone we know back there has attracted government suspicion. Also instruct the wisebird to scram if it seems any signs of government suspicion/monitoring of Esme and company.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 11, 2020, 02:46:11 pm
That reminds me, we should find some way to send a wisebird with a message to Esme about what we're doing, and tell it to return if she attaches a reply. Also we should ask her if anyone we know back there has attracted government suspicion. Also instruct the wisebird to scram if it seems any signs of government suspicion/monitoring of Esme and company.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on January 12, 2020, 02:47:04 am
That reminds me, we should find some way to send a wisebird with a message to Esme about what we're doing, and tell it to return if she attaches a reply. Also we should ask her if anyone we know back there has attracted government suspicion. Also instruct the wisebird to scram if it seems any signs of government suspicion/monitoring of Esme and company.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on January 12, 2020, 11:51:00 am
That reminds me, we should find some way to send a wisebird with a message to Esme about what we're doing, and tell it to return if she attaches a reply. Also we should ask her if anyone we know back there has attracted government suspicion. Also instruct the wisebird to scram if it seems any signs of government suspicion/monitoring of Esme and company.
You write out a quick note and secure it to Wisebird's leg. You give him precise instructions on how to find Esme and what to do once he does, as well as a few contingency plans. Its a long trek back to the city, so chances are you won't see him for at least a day if not a bit more. Once everything is set you release him out the window and watch him go for a few seconds before returning to more pressing matters.

What should our 'wises do during infiltration?
I think we should leave most of them at the inn, and take a few of the rats with us to use as scouts.
The phantoms need to come with, otherwise they will start killing townsfolk,
As long as you aren't gone for long, they should behave.

Hmm... We need a way to open the grate. We could go either quietly or quickly. For quietly we'd need some sort of tool. For quickly, we can use the gun we have or something to bash it with. Alternatively we can just animate it and order it to get out of our way but that costs a lot of mana.

Is there any hint of a storm coming? A storm might make our rats less effective but it would help make us stealthier.

Is there any tool we could use to quietly open the grate? If yes, try to either buy such a tool or have birdwise steal one that is unattended if buying one would draw attention.

Based on our previous experiments with golems, can we gauge if we have the mana necessary to animate the grate long enough for us to order it to open on its own?

We should have dark clothes on for better camouflage and a second outfit stashed nearby so we can wear it if our first outfit becomes too recognizable.

Perhaps a nice backpack to put stuff in and some notepad to copy things to would be useful?

You open the window again and sniff at the air, feeding your senses back through your scavenged memories. You don't think a storm is coming, but the skies are dark regardless and the smell of the sea makes it hard to pick out of if there's a definite wetness in the air. Its an informed guess and little more.

According to your intel, the grate is a large, iron or steel thing secured to the concrete by bolts. Its not made to be opened or removed, and thus will need a good amount of effort to do so. As you see it, there are two options for how to get through: Pry the bolts out or cut through the grate itself. Neither is particularly stealthy, but the bolt path is probably the fastest while also being relatively quiet, as long as its done well. You send the rats out and they return about an hour later with a prybar; its weight supported among them. It will do.

Animating the entire grate would be possible, though extremely tiring. But you're not sure it would be the best way to do it. It might be a far better idea to simply animate the bolts one at a time and have them wriggle free. Of course, even that will be tiring; inanimate things are quite difficult to force into life.

You have your clothing from the night when you killed the guards; its plenty dark and unobtrusive so you use that. You get changed and carefully fold your more casual clothing and secure it in wax paper you get from the kitchen downstairs. Or rather that the Rats get you.

You have a bag with you, and a notebook from your work in town. You remove the pages that would connect it back to your cover identity and put it in the bag.
Title: Re: The Left-Hand Path
Post by: Eschar on January 12, 2020, 04:12:42 pm
I think we should wait a day to both avoid a possible storm and so we get any reply from Esme
Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 12, 2020, 05:22:31 pm
Initiate plan "Break in"

Step 1: Reach the woods without drawing attention. If that doesn't seem likely, we can at least try to mislead them about our destination. Maybe we can start early, go to the train station and take a circuitous route to the forest from there?

Step 2: Open the grate. We're going through the pipes with piecewise and the gang. The rats will let us know when there are no guards around so we can open the grate with the least chance of them noticing us. Piecewise and the gang will help us open the grate. The gang stays there, hiding underwater or wherever in case things get violent. They'll also try to close the grate in such a way that it can open easily but it isn't immediately obvious it has been tampered with without closer examination.

Step 3: Get in the lab. While the grate is being opened, the rats will give us a final update on the guards' position and disposition. If it looks like we can make it, us and piecewise head for the lab entrance. Be sure to account for the fact that the door might be locked and that we might require some extra time to turn the lock into a golem and order it to unlock.

Step 4: Assess the situation. Are there people here? If so we need a disguise, like a spare lab coat or something. Are the lights closed? If so we need to move carefully so as not to attract attention.

Step 5: Profit. Search for anything of interest. We won't have time to read everything in depth so skim through them and take whatever looks interesting. Take notes if something can't be taken. We can read it at our leisure or have Esme transfer the knowledge to us later.

Step 5.5: Loot artifacts or visit other interesting destinations to check them out, like those secret underground sections.

Step 6: Escape.

At least that's the general idea. But, as they say, no plan survives contact with reality.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 12, 2020, 08:27:58 pm
Initiate plan "Break in"

Step 1: Reach the woods without drawing attention. If that doesn't seem likely, we can at least try to mislead them about our destination. Maybe we can start early, go to the train station and take a circuitous route to the forest from there?

Step 2: Open the grate. We're going through the pipes with piecewise and the gang. The rats will let us know when there are no guards around so we can open the grate with the least chance of them noticing us. Piecewise and the gang will help us open the grate. The gang stays there, hiding underwater or wherever in case things get violent. They'll also try to close the grate in such a way that it can open easily but it isn't immediately obvious it has been tampered with without closer examination.

Step 3: Get in the lab. While the grate is being opened, the rats will give us a final update on the guards' position and disposition. If it looks like we can make it, us and piecewise head for the lab entrance. Be sure to account for the fact that the door might be locked and that we might require some extra time to turn the lock into a golem and order it to unlock.

Step 4: Assess the situation. Are there people here? If so we need a disguise, like a spare lab coat or something. Are the lights closed? If so we need to move carefully so as not to attract attention.

Step 5: Profit. Search for anything of interest. We won't have time to read everything in depth so skim through them and take whatever looks interesting. Take notes if something can't be taken. We can read it at our leisure or have Esme transfer the knowledge to us later.

Step 5.5: Loot artifacts or visit other interesting destinations to check them out, like those secret underground sections.

Step 6: Escape.

At least that's the general idea. But, as they say, no plan survives contact with reality.

+1
Title: Re: The Left-Hand Path
Post by: Eschar on January 12, 2020, 09:10:57 pm
Wait a day since we're going through the drain and there is a slight possibility of storm, and so we can get Esme's reply - who knows, there might be something important she needs to tell us.
Then initiate Parisbre's break-in plan.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 12, 2020, 10:31:53 pm
Wait a day since we're going through the drain and there is a slight possibility of storm, and so we can get Esme's reply - who knows, there might be something important she needs to tell us.
Then initiate Parisbre's break-in plan.

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on January 13, 2020, 03:34:43 am
Wait a day since we're going through the drain and there is a slight possibility of storm, and so we can get Esme's reply - who knows, there might be something important she needs to tell us.
Then initiate Parisbre's break-in plan.

+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 13, 2020, 01:26:01 pm
Wait a day since we're going through the drain and there is a slight possibility of storm, and so we can get Esme's reply - who knows, there might be something important she needs to tell us.
Then initiate Parisbre's break-in plan.

+1
+1

+1
Title: Re: The Left-Hand Path
Post by: piecewise on January 15, 2020, 03:17:29 pm
Wait a day since we're going through the drain and there is a slight possibility of storm, and so we can get Esme's reply - who knows, there might be something important she needs to tell us.
Then initiate Parisbre's break-in plan.

+1
+1
+1
You wait another day. You check the weather forecast: it claims that tonight will be cloudy but stormless.

You wait for Birdwise to return...but he doesn't. Or at least he doesn't yet. His tether is still connected to you so he's still functional somewhere out there, but he hasn't made it back. Its possible it took more than a day to reach his destination and will thus take more than a day to make it back. It took you the better part of 24 hours on a train, and he is not as fast as a train.  You consider what you should do for a good hour as sun sets. If you wait, things could change. You could become suspicious to the locals -you've already been spending a lot of time in this room, ostensibly alone- or something about the situation at the base might change. These guard patrols might not be stable, these hours might shift, things could be moved, changed, etc.  You do a quick calculation using your approximate knowledge of the speed of Birdwise and the train. You come to the conclusion that it will take between 4-6 days for him to make the round trip.  You pace back and forth, weighing the options. Finally, you stamp your foot down and decide that you'll give it a shot. You'll at least go check out the grate, maybe pry it open, check down the tunnel a bit. Scout it out yourself and pull back when it feels right.

Initiate plan "Break in"

Step 1: Reach the woods without drawing attention. If that doesn't seem likely, we can at least try to mislead them about our destination. Maybe we can start early, go to the train station and take a circuitous route to the forest from there?

Step 2: Open the grate. We're going through the pipes with piecewise and the gang. The rats will let us know when there are no guards around so we can open the grate with the least chance of them noticing us. Piecewise and the gang will help us open the grate. The gang stays there, hiding underwater or wherever in case things get violent. They'll also try to close the grate in such a way that it can open easily but it isn't immediately obvious it has been tampered with without closer examination.

Step 3: Get in the lab. While the grate is being opened, the rats will give us a final update on the guards' position and disposition. If it looks like we can make it, us and piecewise head for the lab entrance. Be sure to account for the fact that the door might be locked and that we might require some extra time to turn the lock into a golem and order it to unlock.

Step 4: Assess the situation. Are there people here? If so we need a disguise, like a spare lab coat or something. Are the lights closed? If so we need to move carefully so as not to attract attention.

Step 5: Profit. Search for anything of interest. We won't have time to read everything in depth so skim through them and take whatever looks interesting. Take notes if something can't be taken. We can read it at our leisure or have Esme transfer the knowledge to us later.

Step 5.5: Loot artifacts or visit other interesting destinations to check them out, like those secret underground sections.

Step 6: Escape.

At least that's the general idea. But, as they say, no plan survives contact with reality.


You pack everything up and wait for it to get dark and quiet enough, then you sneak out. You actually climb out of your window and down to the ground floor to avoid the lobby and the eternally watching inn keeper woman. You slink out through the streets and into the woods as quick as you can, following the edge of the woods around until you're a straight shot to the grate and then head in. The woods are fairly clean of underbrush, with pockets of thorn bushes and such here and there, but for the most part you can scramble along through tall grass and the occasional hedge, keeping quiet.  You reach the grate about 5 minutes after you began to worry you'd gone too far and missed it somehow, loping out into the small clearing around it with prybar in hand like some kind of gazelle house burglar. The grate here is about 5 feet tall, sealing off a metal pipe that is encased in a sheath of concrete for the 5 or so feet it extends out of the earth.

You wedge the flat of the prybar under one of the bolts and push hard on it. The bolt grinds unhappily but after several minutes of shoving you manage to get it free and it shoots out into the tall grass with a thump. It takes the better part of an hour to get the rest; you get better at it over time, figuring out the best ways to wriggle and jiggle and pry the bolts free, but its still a long and tedious endeavor. About halfway through you start cursing yourself for not getting a second bar so piecewise could help. You hand the bar over to him for a while, but his mechanical, diligent methods are actually slower than your own. Once the final bolt is free you and piecewise carefully roll the grate aside and then start the trek up the pipe. The pipe is only slightly damp right now, though it smells powerfully of water and mold. You send the rats ahead to scout things out as you and Piecewise crouch walk forwards. The rats bounce back and forth between you and the area ahead, guiding you through the darkness until you reach a vertical branch in the pipe after what feels like an hour of slow progress. You have piecewise help you up onto his shoulders and then, rats swarming around you, you scramble the next two meters or so up the vertical shaft and plant yourself just below the manhole style grating it ends in.

Once your back is firmly wedged against one side of the shaft and your feet against the other, you remove the map and examine it. Tiny rodent fingers reach over your shoulder and tap on a scribbled circle, indicating a drain around back of the main lab. You check your watch against the reported guard routes, straining to see in the dim light filtering through the grate. According to the info you've got, the route past here cycles through roughly every 10-15 minutes depending on the speed of the guard. So you wait, pressing your face up against the bottom of the grate and peering out as best you can without lifting it. A few minutes pass and the light of a flashlight slowly emerges from around the edge of one of the building. You pull your face back and check your watch, silently waiting for the guard to pass. His boot lands flat on the grating and dirt scatters down over your face. You grit your teeth and stay still. A few moments later the light disappears as the man rounds the opposite corner. You double check the map.

There are three entrances listed for this lab. The first is the front door. Likely locked. The second is a vent on the roof.  12 feet of wall between you and it, but with piecewise as a living step ladder you could make it up there; the only issue is you'd then be lacking your armored body guard unless you managed to drag him up afterwards. Last entrance is another vertical pipe like this one...but its much smaller. This one is pretty wide, basically a manhole, but the other is only 2 or so feet across. Worming up it would be difficult at best, and getting caught not an impossibility. You check your watch. 1:03 am. You have until 1:13 or so until the patrol returns.


Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 15, 2020, 03:41:24 pm
Hmm. Should had taken a rope or something. Oh well, too late for that now.

Through the roof we go! Hopefully piecewise won't be necessary. If things go wrong we can just have him shoot the lock and go through the front door to come rescue us.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 16, 2020, 09:17:10 am
Hmm. Should had taken a rope or something. Oh well, too late for that now.

Through the roof we go! Hopefully piecewise won't be necessary. If things go wrong we can just have him shoot the lock and go through the front door to come rescue us.
+1 We also should have gotten masks or something in case things go wrong.
Title: Re: The Left-Hand Path
Post by: piecewise on January 20, 2020, 02:58:54 pm
Hmm. Should had taken a rope or something. Oh well, too late for that now.

Through the roof we go! Hopefully piecewise won't be necessary. If things go wrong we can just have him shoot the lock and go through the front door to come rescue us.
You take a moment, breathing deep, waiting for the man to walk a little further away. You count seconds silently to yourself, and on ten push the drain cover up and very carefully set it down, making as little sound as you can. The rats swarm up to join you, sitting on your shoulders, and maybe 30 second later piecewise lifts himself heavily out of the hole. You move to the wall and piecewise braces himself against it, boosting you up one fluid motion that tosses you halfway up to the roof. You catch the edge with your upper body and then swing a leg up, pulling yourself the rest of the way.  You command piecewise to return to the drain and replace the cover, then to wait for you to come back. You tell him to be ready to come to the rescue, if things should go badly. You can't see it, but you somehow sense him readying himself down there like the coiled spring of a bear trap.

You keep low on the roof and look around; according to the plans there's a vent up here that should lead into a boiler room of sorts.  You can't squirm through the vents like your rat friends but you should be able to break them open and get into the normal rooms. You find the vent, much bigger out here than it is further on, and carefully remove the grate on it. This grate isn't for security, just to stop birds and things from flying into the heating system, so its easy enough to unscrew and gently set aside. You send the rats down with the mission of checking things out and, if possible, making your way clear. They vanish with a gentle "clickclickclick" of claws on metal but reemerge a two or so minutes later and beckon you to come.  The vent starts horizontal on the roof but then curves vertical as it enters the building  and you have to carefully lower yourself down, trying to both prevent yourself from falling and not make too much noise. These labs should be empty now, their workers all tucked away for the night, but you never know who could be here.  After about 10 or so feet the vent curves horizontal again, but this time is far smaller and filled with screws. The individual sections of metal venting are screwed together and the points of all those screws are lining the vents like barbed wire. Luckily for you, the rats have already carefully unscrewed the first section of vent and are motioning for you to remove it.

Removing that vent section is a slow and terrifying process, each clink and clank and grind of metal forcing you to sit silently for a minute after, listening. Finally though, you get it free and set it to the side, finally getting a look at the space inside the roof of the building. Its not much more than a crawl space, about 3 feet high, wooden beams running in a regular fashion from side to side and back and forth, supporting the roof and the actual ceiling of the rooms below. Your eyes are accustom enough to the dark to see bits and pieces of the space via light leaking in here and there, but its almost totally dark. You crawl out onto a joist and scramble forwards, mostly navigating by touch and via the guiding squeaks of your rats. They lead you to a section of ceiling, through which you can hear the chugging of machinery. Again you remove a section of vent and the grill it was attached to, opening a hole in the ceiling. You lower yourself down into the dark room below, dropping the last meter or so, and almost collapse into the a cautious stoop. Nothing happens for a full minute so you stand up, bumble around in the dark a while, and find the light. You flip it on.

The room is a small one, more of an oversized closet than anything else. Its a combination maintenance room and boiler room of sorts; the wall to your left is pegboard lined with simple tools that a handy man might use, including a ladder, boxes of replacement bulbs and fittings, screw drivers, wrenches, pliers, drills, hammers, boxes of nuts and bolts and screws, a level, three hammers, and  even a metal square. The right wall is a tangled mess of copper tubes, conduits, fuse boxes, and an industrial water heater and oil furnace. First thing you do is set up the ladder so you can quickly get back into the ceiling if need be, then you check the door. Its locked, but from the inside, so you open it without issue.  You flip the lights off and then crack the door open and peek out. The hall beyond is partially lit, maybe every third light is on, giving just enough illumination to find your way through. You sit and listen for a while; trying to hear if anyone is out there. You listen for footsteps, for breathing, for rustling, for the sniffing of a man with a cold, or the whistle of a bored guard on yet another  tedious night where nothing happens.  Nothing. Nothing besides the idle chug of the heater.  You open the door just a bit and step out. Nothing. You pause for just a moment more...then then slink forward at a half jog.

The halls are institution white and barren; aesthetics reserved for government work or mental asylums. Each hall is near identical, just rows of metal doors. Some doors have windows built into them, others have no windows, still others have locks.  You assume they're locks; big metal boxes where the handles should be but no sign of a key hole or anything like it. You scramble, peeking through the doors that do have windows and moving on. Meeting rooms, break rooms, office space, storage, nothing of great value. You stop at one though, a meeting room, and slip in. On the center table are papers and you rifle them quickly. Mostly worthless, but in the stack are two important sheets: the first is a list of projects and their funding amounts, the second is a top down map of the building with the rooms labeled. There are Lab rooms that are labeled via numbers -Lab 01, Lab 03, etc - and those labeled by project name. There is no indication as to what the projects revolve around but you can tell a bit judging from just the funding numbers and the amount of space dedicated to each.  The three largest projects, judging by time and space, are: Project Puzzle-box, Project Sinker, and Project Mortar.

You backtrack through the building, rapidly double checking the map until you slide to a stop outside a room. Its a windowless room, but one without one of the metal boxes: on the map its got the name "Project Puzzle-box : Low-grade specimens". You try the handle and the door opens without a fuss; you slip in and close it behind you before turning on the light. The room within is a fairly standard lab of sorts: A series of long tables topped in non-reactive black laminate, with multi leveled shelves in their centers, stainless steel sinks and cabinets against the walls, Animal cages, and a great deal of scientific paraphernalia like beakers, test tubes, pipets, bunsens, microscopes, and glass containers of who knows what.   But the thing that stands out is not the nature of the lab, but the experiments that are taking place.  You have to build backwards from the remnants left on the tables, from the notes and images and other clues, but the lab seems entirely focused on some sort of vivisection.  There are a great number of living rats in cages along the back wall- something you didn't really expect from a necrolab - and on the tables you find what look like mini operating rooms with splayed out paper diagrams and notes. You read what you can, flipping through pages and examining diagrams.  Its seems like the goal of their research is not using the vivisections as a method; the vivisections themselves are the goal.  Specifically, they seem to be attempting to very carefully and deliberately remove tissues from the rats while keeping them alive. Their end goal seems to be to keep the rats alive as long as possible with the most tissues removed as possible. There is no indication as to why, nor any indication as to the larger goal of the project.  The best you get is a scribble in some of the notes.

"S-112: Survived for 2 hours, 22 minutes, 03 seconds. Consistent with past trials; still no advancement beyond Kell Haber line. Likely will not surpass it without significant mechanical intervention. Anima capture rough estimate 65%, still unable to isolate in either case, considered lost."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 20, 2020, 03:15:28 pm
We should see what info we can find about the other projects!

Some sort of records room would be ideal to raid for info.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 20, 2020, 03:16:17 pm
We should see what info we can find about the other projects!

Some sort of records room would be ideal to raid for info.
Agreed
Title: Re: The Left-Hand Path
Post by: Eschar on January 20, 2020, 10:48:23 pm
"Kell Haber line."

As in Kelley, perhaps?

We should see what info we can find about the other projects!

Some sort of records room would be ideal to raid for info.
Agreed

+1. Search for records and then Projects Sinker and Mortar.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 21, 2020, 08:30:14 am
"Kell Haber line."

As in Kelley, perhaps?

We should see what info we can find about the other projects!

Some sort of records room would be ideal to raid for info.
Agreed

+1. Search for records and then Project Sinker and Mortar.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on January 23, 2020, 01:43:21 pm
"Kell Haber line."

As in Kelley, perhaps?

We should see what info we can find about the other projects!

Some sort of records room would be ideal to raid for info.
Agreed

+1. Search for records and then Project Sinker and Mortar.
+1

You check the map. There is a room listed as "ARCHIVE" so you head over to it. Sadly its one of the rooms that has a big metal box instead of a handle. You hadn't touched these doors till now, so you decide to give it a shot. You grab the box and pull, but the door only moves a tiny fraction of an inch before obviously being stopped by a deadbolt.  More interestingly, as you release it, you hear something. Its a small voice that is coming from the box. You lean in to hear it; its as though there is a tiny person trapped within.

"Present your blood", it says, in a minuscule metallic voice.

You step back and look at it for a moment. A creation of some kind of magic...a lock that only opens when the right blood is presented to it.  Quite a security measure and not one you can easily bypass. You tap your foot for a few moments, thinking, and then look at the map again. The best you can think to do, assuming these doors are currently insurmountable, is go around to the doors that are available to you and check everything you can for something related to any of these projects.  You check your watch: about 2:00.  Sunrise really starts at 6:00, but it will start getting lighter out around 5:30...gotta leave time to actually make it out and erase signs of your having been here. 5:00 is probably your best bet for when to call it a night.

You check room by room, starting with any open rooms that are labeled as having to do with the projects and then moving on to unlabelled or what you assume are "open" labs.  For the most part there is nothing; no nice dossier with all the plans and information laid out. The best you get are scraps of info here and there, references, allusions, budget sheets, supply inventories, etc. From these things you can piece together the following about both projects.

Project Sinker: Doesn't seem to use bodies. No references to "Postmortem assets", but a lot of very odd supplies. Esoteric stuff like incense, chickens, rats, books ordered by weight not subject, bags of human blood, etc. Judging by the things you can find, the project is going poorly.

Project Mortar: Bodies are used here, but also living assets. Medical equipment, construction materials, Weapons, all sorts of things. Appears to be more successful than the other project but...there are three recorded incidents of fatal "incidents" related to the project.

Project Puzzle-box: Humans are being used here. Live ones. There's no outright admission, but there are "High Value" subjects and everything about the materials surrounding them scream human. At best they're large apes, like chimps, but you're almost willing to bet they're humans. They wouldn't be so damn coy with their wording otherwise.

You check your watch: 3:02.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 23, 2020, 02:40:35 pm
Hmm. We could search fridges and the like. If we're lucky some scientist might have taken a sample of their own blood. But the chances are low and we don't have much time left.

We could call it a day and instead leave some rats here hidden for surveillance, but there's always the chance one of them can detect the energy that links then to us and track us.

We could go directly to the source, so to speak, and try to raid the barracks to find a scientist to kill so we can eat their memories, but that would draw a lot of attention to us.

Or we could try to bypass the lock, either by animating the door and ordering it to open or simply brute-forcing it with the crowbar, but there's always the chance that will activate some sort of alarm.

The way I see it, there's two options that don't carry as much risk of triggering an alarm.

First of all, find a vent and send a rat through it. If we're lucky, it will be able to make its way into the lab. If we're even luckier, the security system is one way and it will be able to use some sort of emergency release to open the door from the other side. But there's always the chance that won't work. If it doesn't, have the rat find some way to kill itself if it can't make its way back to us, preferably in a way that doesn't leave much evidence. I dunno, maybe we can send it through a toilet?

Second, search for personnel reports, id cards, duty rosters, whatever might help us figure out who has access to the labs. Try to find a juicy target, someone with good permissions that wouldn't be too hard to Target. If they leave the lab to visit the town at any time, we can target them then. Or we could even target them right now, perhaps by sending our rats to get some of their flesh. Sure, it might wake them up, but if we're lucky they'll just think it's hungry rats.
Title: Re: The Left-Hand Path
Post by: Eschar on January 23, 2020, 05:38:20 pm
If we encounter a lone guard within the facility we could kill him and use his blood. Unlikely?

That reminds me, can we animate living tissue? Animate someone's upper spinal cord, order it to snap, and suddenly there is no threat and no (bloody) mess. A good way to kill someone who doesn't know we're nearby.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 23, 2020, 05:43:55 pm
If we encounter a lone guard within the facility we could kill him and use his blood. Unlikely?

That reminds me, can we animate living tissue? Animate someone's upper spinal cord, order it to snap, and suddenly there is no threat and no (bloody) mess. A good way to kill someone who doesn't know we're nearby.
We can’t, remember the tests we did? It would make the liv9ng explode
Title: Re: The Left-Hand Path
Post by: King Zultan on January 24, 2020, 09:14:09 am
Its hard to find cause of death if the person explodes, and it would be hard to figure out that we did it.

Also couldn't we get into the locked archive room by going back up into the ceiling and going in to it through a vent or something?
Title: Re: The Left-Hand Path
Post by: Eschar on January 24, 2020, 09:47:30 am
Also is our character just assuming that the blood lock device is magical and not technological or are we actually sensing that somehow?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 24, 2020, 03:07:47 pm
Put our blood up in dat box.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 24, 2020, 09:51:33 pm
Put our blood up in dat box.
Our blood might be too decayed to work, even if our live self might have worked here in the past, which I doubt
Title: Re: The Left-Hand Path
Post by: King Zultan on January 25, 2020, 03:22:32 am
Put our blood up in dat box.
Our blood might be too decayed to work, even if our live self might have worked here in the past, which I doubt
I don't think we should do it because they might be able to trace us through out blood with magic or something.
Title: Re: The Left-Hand Path
Post by: piecewise on January 27, 2020, 12:49:24 pm
There are several posts here that could be considered commands, but Paris was the only one to bold his, so we'll go with that.
Hmm. We could search fridges and the like. If we're lucky some scientist might have taken a sample of their own blood. But the chances are low and we don't have much time left.

We could call it a day and instead leave some rats here hidden for surveillance, but there's always the chance one of them can detect the energy that links then to us and track us.

We could go directly to the source, so to speak, and try to raid the barracks to find a scientist to kill so we can eat their memories, but that would draw a lot of attention to us.

Or we could try to bypass the lock, either by animating the door and ordering it to open or simply brute-forcing it with the crowbar, but there's always the chance that will activate some sort of alarm.

The way I see it, there's two options that don't carry as much risk of triggering an alarm.

First of all, find a vent and send a rat through it. If we're lucky, it will be able to make its way into the lab. If we're even luckier, the security system is one way and it will be able to use some sort of emergency release to open the door from the other side. But there's always the chance that won't work. If it doesn't, have the rat find some way to kill itself if it can't make its way back to us, preferably in a way that doesn't leave much evidence. I dunno, maybe we can send it through a toilet?

Second, search for personnel reports, id cards, duty rosters, whatever might help us figure out who has access to the labs. Try to find a juicy target, someone with good permissions that wouldn't be too hard to Target. If they leave the lab to visit the town at any time, we can target them then. Or we could even target them right now, perhaps by sending our rats to get some of their flesh. Sure, it might wake them up, but if we're lucky they'll just think it's hungry rats.

You lift a rat up to the nearest air vent and wait for it to squeeze through. You then stand by the lab door and wait, watching the tether for that rat slowly move about like some sort of necromantic compass needle. After a few long minutes you hear the door knob begin to rattle. Slowly, jerkily, the knob turns and the door clicks open a half inch. You grab the knob and open the door the rest of the way and scoop the rat up as you step through.

The archive room is almost entirely filled by a series of hand crank rolling shelves: metal shelves on tracks that are normally tightly clustered together but can be cranked to open up space between them. You walk to the end shelf, the only one that's contents are immediately accessible without moving any other shelves. Its full of cardboard boxes, each labeled with a cryptic project name, each densely packed with papers. There's enough data here that you could dig through it for days, maybe weeks, and still not read it all. Faced with such a wealth of knowledge you decide to focus on the three projects you know are currently active at this site.  The content on the shelves goes roughly alphabetically (they seem to only care about the first letter, letters after it are ignored) so you easily find what you're looking for.  You start with the first project in line: Project Mortar.

You pull out the box and sit on the floor, rapidly removing files and papers and setting them to the side as you skim through them. A lot of it is technical, and not technical in terms of necromancy, just technical. There are sheets of what look like physics formulas and calculations about shear forces and load bearing potential and so forth. However, among the dry and impenetrable theory you catch glimpses of the truth. Mortar seems to be named not after the weapon, but the building material: the project seems entirely centered around mechanical and structural improvements that can be made to animated bodies, and to living ones as well.  In the undead category they seem to have mostly been toying around with extensive replacement of organic tissue, trying to test the boundaries of when the animation will fail. Apparently they desired to overcome the inherent issues with animated inanimate objects by grafting those objects into or onto a corpse and letting the animating force of the body handle it.  They seem to come to the conclusion that there are certain ratios of replacement beyond which the corpse will just fail to animate or remain animated. Some of the example images and diagrams are of what appear to be animated plate armor, but these are in fact complex intertwinings of flesh and steel. Organs, muscle, nerves, all stretched and bolted to the armor, the living core of a pseudo-golem.   

There are also extensive tests related to the amalgamation of living and necromantic tissues as well as living and inorganic supports and structures. The theory behind it seems to be one of gentle anima infusion during the implantation process, such that the natural animating force of the living host is "Tricked" into "Accepting" the foreign material as part of itself. There are more images -necrotic muscle fused onto living, metal reinforced bones, multiple organs and missing organs-, more diagrams, survival times plotted on graphs as a slowly declining curve, notes regarding methods. They seem to have had some success, though they cannot surpass certain ratios here either: after a certain ratio of an arm or a leg is replaced, or a certain amount added, there is universal rejection and necrosis.   Both sides of the project seem to be pushing to get past these ratios, but also working within the limits they have and producing good results.

The fatal incidents seem to be related to what the notes call "Fatal Necrotic mania"; a sort of manic, violent episode that seems to overtake some patients once the fatal ratios have been crossed. The condition is apparently short and always ends in the death of the subject.

You return the papers to the box and the box to the shelf, moving on to the next one.

Project Puzzle-box is an odd one. It has about the same amount of documentation as the previous one but its spread across a great deal of time. The first documents are hand written pages instead of typed ones, undated and appear to be incomplete. There are even half burnt pages and pages with the ink badly smeared by water. The next section of pages start up years after the first set, and the third set start up still years later and appear to be the current project's papers. From what you can tell, the project has always had the same goal: The intact removal of a conscious and self sustaining "Soul" from a living host. The early papers define the "Soul" as "The interwoven mix of Anima and Memories which exists only within a functional organic vessel" and  states that trying to remove it from a living host is like "Trying to free wet tissue paper from barbed wire without tearing it."   According to the notes the Soul collapses back into the constituent parts of Anima and Memories upon the death of the vessel and that the process is irreversible; therefore the task of removing an intact soul from a living creature seems near impossible as removing it kills the creature, resulting in the soul's collapse, while killing the creature results in the same.

The method, which was first spoken of in the hand written notes and then cared on through the other sections, is to carefully separate the soul from the body like one would untangle two cords. The body is slowly "Disassembled" and the soul siphoned off during the process. The obvious difficulty is that of keeping the subject alive until the very end.  The hand written notes talk of a "Line" past which they cannot successfully proceed and the subsequent documents seem to be equally stuck. However, through them you can find hints of something. The original notes are incomplete, ending abruptly, but the other notes make reference to a "Successful case". It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

They are using humans of course; its well documented. Humans, Dogs, Rats, Apes, all manner of creature and techniques. Still nothing.

The final project, Project Sinker, is a small series of files and they are almost entirely filled with failures. Sinker appears to be more of a thinktank than anything, few experiments are listed and those that do show up seem...haphazard.  The goal of Sinker is the "Attraction of larger Phantom life forms which dwell in 'deeper' sections of the anima and are otherwise usually not accessible." They appear to have tried many things, from the release of memories as a sort of "Chum" to attract them to the straight up religious of prayer and incense. The only true success they report is a historical example of a large scale mass execution drawing a "Whale" from the depths of the Anima.  The end conclusion of the group seems to be that large phantoms are "Easier made than captured."


You check your watch: 4:15. 
Title: Re: The Left-Hand Path
Post by: Superdorf on January 27, 2020, 12:57:58 pm
It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

This. This here. That's gotta be us.

Current theory: we're somebody else's soul jammed into the body of this "Alexander" fellow. Where's Alexander? I dunno-- but it seems his soul is possessing Piecewise from time to time.

We've got the information we wanted. It's time to get out of here.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 27, 2020, 01:45:33 pm
It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

This. This here. That's gotta be us.

Current theory: we're somebody else's soul jammed into the body of this "Alexander" fellow. Where's Alexander? I dunno-- but it seems his soul is possessing Piecewise from time to time.

We've got the information we wanted. It's time to get out of here.

+1. It must be us. Also, it is Time To Scoot.

Question: How big a deal do you think it would it be if we took those notes back with us? Esme may have more insight as to the ones that seem to pertain to us. It's an archive, it's not like people are verifying it's contents daily. Someone would probably notice eventually but it's not like they'd notice tonight, or probably even this week. They might even suspect that they're stolen. They'd probably blame clerical error.
Title: Re: The Left-Hand Path
Post by: piecewise on January 27, 2020, 02:15:35 pm
It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

This. This here. That's gotta be us.

Current theory: we're somebody else's soul jammed into the body of this "Alexander" fellow. Where's Alexander? I dunno-- but it seems his soul is possessing Piecewise from time to time.

We've got the information we wanted. It's time to get out of here.

+1. It must be us. Also, it is Time To Scoot.

Question: How big a deal do you think it would it be if we took those notes back with us? Esme may have more insight as to the ones that seem to pertain to us. It's an archive, it's not like people are verifying it's contents daily. Someone would probably notice eventually but it's not like they'd notice tonight, or probably even this week. They might even suspect that they're stolen. They'd probably blame clerical error.
How big a deal it would be would depend on a variety of things, the biggest being if they know there was a break in.  If they don't realize there was a break in, then chances are that they wouldn't notice for a long time, maybe ever.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 27, 2020, 03:08:12 pm
I say we take some notes back. Specifically, the ones that pertain to us. Do not take notes for all the other projects, that breadth of missing info would point to a break in or theft.
Title: Re: The Left-Hand Path
Post by: Eschar on January 27, 2020, 03:57:26 pm
I say we take some notes back. Specifically, the ones that pertain to us. Do not take notes for all the other projects, that breadth of missing info would point to a break in or theft.

+1.

It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

This. This here. That's gotta be us.

And "Kell Faber line"? That's probably not referring to a genetic lineage as I thought. It's the ratio that can't be crossed. And we have the Kell ratio.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 27, 2020, 04:02:58 pm
I bet that mass grave was their attempt to attract a "whale" style creature.
Title: Re: The Left-Hand Path
Post by: Eschar on January 27, 2020, 04:14:08 pm
Side note: so it looks like possibly we're some random soul that got put into Kelley's body accidentally. That's got to be hard for Esme. She finds out her friend and revolutionary comrade Kelley resurrected himself and shows up looking for her, except it's just some rando who happens to be in Kelley's body and she has to deliberately not think of soul-Kelley himself when she sees this body. I bet she's miserable every time she looks at us. She could have quite understandably kicked us out as soon as she realized we were basically some imposter, but she didn't. We should really try to get Kelley back for her.

All the more reason to get some Puzzle-box notes back to her.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 27, 2020, 04:21:57 pm
He COULD actually be the bad guy here, you know. If he was as well-versed in Necromancy as Esme indicates, he could have even been the one performing the procedure, or assisting thereof.

What interests me is that the procedure's goal was ostensibly to keep the memories intact, and that it was deemed "successful". If so, where are our memories? We know nothing from before we awoke. Our soul could be anyone from a rando test subject to Alexander his actual self. Are our memories intact, but inaccessible?

What does this say about Piecewise aka The Friendliest Skeleton? Is that the skeleton of the other dude in the experiment? Is it our old Skeleton? Is it Alexander's skeleton? I am all aflutter.

Quickedit: Do we know what kind of anima is inside Piecewise Skellington? Did we check that?
Title: Re: The Left-Hand Path
Post by: King Zultan on January 28, 2020, 07:08:51 am
I say we take some notes back. Specifically, the ones that pertain to us. Do not take notes for all the other projects, that breadth of missing info would point to a break in or theft.
+1


What if it turns out we're the bad guy and we lost our memories?
Title: Re: The Left-Hand Path
Post by: Egan_BW on January 28, 2020, 07:11:41 am
...

We're a necromancer, obviously we're the bad guy.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 28, 2020, 07:29:06 am
But what if we turn out to secretly be Ultra Hitler or something, and what if that fact is so secret that its even hidden from us?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 28, 2020, 08:19:54 am
But what if we turn out to secretly be Ultra Hitler or something, and what if that fact is so secret that its even hidden from us?
Wouldn’t we know if we’re the leader of a military government? If we were the leader, they would act dufferently towards us. We know the government doesn’t like necromancy unless they are the ones doing it. We should get some notes about the 3 projects back to Esme, being sure to not be detected during or after our escape
Title: Re: The Left-Hand Path
Post by: Parisbre56 on January 28, 2020, 09:11:19 am
You forget that we woke up and someone had left Piecewise and a letter that lead us to Esme for us there. So there is obviously another party involved, most likely Kelly. Even if they other party is ourself from the past that lost their memories for some reason (see movies Paycheck and Total Recall). Maybe our memories aren't lost, maybe they're just scrambled from the transfer to another brain. Or maybe they're locked, we know there are other sorts of magic beside necromancy. Or maybe we're just a really good golem animated by a whale made as a decoy.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 28, 2020, 02:20:53 pm
I hesitate to enter the realm of paranoid conspiracy, but maybe Esme is in on it.

Maybe we are Alexander, and she knows it, and her attempts to help us are attempts to guide us back to remembrance.

All of this is pure unsupported speculation though, and we certainly shouldn't act on any of it until we get more info.
Title: Re: The Left-Hand Path
Post by: piecewise on January 29, 2020, 01:43:20 pm
It appears that- at least once- this technique was successful and everything from then on was simply trying to replicate it.

This. This here. That's gotta be us.

Current theory: we're somebody else's soul jammed into the body of this "Alexander" fellow. Where's Alexander? I dunno-- but it seems his soul is possessing Piecewise from time to time.

We've got the information we wanted. It's time to get out of here.
I say we take some notes back. Specifically, the ones that pertain to us. Do not take notes for all the other projects, that breadth of missing info would point to a break in or theft.
You look through the notes one last time and select the ones you think are the most pertinent. You carefully fold them up and hide them away in you shirt before tidying up the room and putting everything back how you found it, or at least as close as you can remember.  You close the door behind you and skedaddle back to the maintenance closet, careful to shut off any lights you've turned on along the way.  You climb back up into the ceiling and then, with some difficulty, close the ladder and shove it so it lands, propped up against the wall like before.  From there its nothing but two sections of vent work to refit and reattach before you climb back up and out of the vent.

Despite your best efforts to be as quiet as possible, when you exit the roof vent you can hear guards moving about. You immediately press yourself flat against the roof and lay utterly motionless, waiting and listening. You can tell from the bits of conversation you can pick up that they've heard noises from the building and are going to investigate. So far they don't seem to be alarmed, just cautious. They grumble about "Things in the lab" and "Break outs" and not being paid enough. You hear at least one of them open the door to this building, but there seem to be others milling about.

You listen hard. You try to place each individual guard's location via nothing but the sound of their footsteps and voice. There was at least one inside, two by the front door, and two more who seem to be walking the perimeter looking for something.  You consider your options.  You could just wait here for them to lose interest. Chances are they wouldn't check the roof; you don't see any access to it and there's a two foot tall lip running around the edge of the building that should prevent anyone from seeing you unless they're on or above the level of the roof. But waiting might take a while, and you may end up having to either risk daylight maneuvers or waiting till the next night.  You could go when the guards checking the perimeter have walked past; it would be like how you planned to get out, just with a much tighter window of opportunity. You could cause a distraction...you still have the rats with you, could send one of them off to make noises elsewhere...or you could send one out into the open to give the guards a good explanation for the noises they heard.  Of course that assumes none of them can see the threads connecting the rats to you; you remember Esme did mention there are tools that allow non-necromancers to see the anima, these guards may have access to them. Maybe.

You sneak a look at your watch.

Its 4:43. Its going to start getting brighter soon.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on January 29, 2020, 01:49:50 pm
We could legit just park ourselves in a vent and sleep until tomorrow night if we wanted to. Make a rat wake us up, etc.



.......Where is Piecewise at?
Title: Re: The Left-Hand Path
Post by: King Zultan on January 30, 2020, 07:48:57 am
I think we told Piecewise to hide near by and come to us when we got out of the lab.

Lets wait a bit longer then see if we can leave.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on January 30, 2020, 07:51:23 am
I think we told Piecewise to hide near by and come to us when we got out of the lab.

Lets wait a bit longer then see if we can leave.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on January 30, 2020, 01:45:16 pm
We could legit just park ourselves in a vent and sleep until tomorrow night if we wanted to. Make a rat wake us up, etc.



.......Where is Piecewise at?
Piecewise is hanging out in the drainage pipe that you used to get into this compound. Basically waiting to spring out of the sewer as soon as he's called for.
Title: Re: The Left-Hand Path
Post by: King Zultan on January 31, 2020, 03:13:33 am
Like a jack in the box of death.
Title: Re: The Left-Hand Path
Post by: piecewise on January 31, 2020, 02:25:49 pm
I think we told Piecewise to hide near by and come to us when we got out of the lab.

Lets wait a bit longer then see if we can leave.
You stay pressed to the ceiling and wait, one eye on your watch while you listen to the movements in the building and areas around it.

It is 5:03 and the investigation has become a half dozen guards hanging around, waiting for shift change. They seem to have given up on their suspicions but are still just hanging out here, waiting for the end of their night. The sky is starting to lighten, just a bit. You are pretty sure the guards are all in the front of the building and that none of them are still behind it, near the sewer entrance.  However, you lost track of one of them at some point and now they're so clustered you can't tell them apart by ear. Time is running out to get out of here before sunrise.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 01, 2020, 06:14:06 am
Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 01, 2020, 06:23:34 am
Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 01, 2020, 08:40:25 am
Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.
+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on February 01, 2020, 10:36:42 am
Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.
+1
+1

+1 hail the precisionmancer
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 01, 2020, 04:40:51 pm
I would recommend against killing a guard at all costs. The ideal scenario is the one in which noone ever realizes we were here.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 01, 2020, 05:47:18 pm
That can still happen if we just kill everyone.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 01, 2020, 06:39:49 pm
I would recommend against killing a guard at all costs. The ideal scenario is the one in which noone ever realizes we were here.
Hopefully there is only one guard so we could just distract and escape
Title: Re: The Left-Hand Path
Post by: King Zultan on February 02, 2020, 03:14:23 am
That can still happen if we just kill everyone.
No one can find us if they're all dead.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 02, 2020, 06:01:25 am
This would alert the town, plus didn’t Esme tell us to not attack?
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 02, 2020, 06:53:39 am
It won't matter what Esme told us to do if we kill her. *points at forehead*
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 02, 2020, 07:25:20 am
We are helping her. Let’s not kill the only friend we have
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 02, 2020, 07:48:36 am
To play the devil's advocate, is she really our friend though? I mean, she's helping us, sure, but for all we know she's just helping us because she sees us as a potential weapon in this war or a way for her to reach Alex. There's no reason to think she won't use us or betray us if it's to her advantage. Friendship implies helping someone is a goal in and of itself rather than a means to an end. So if she is our friend she will understand that it was necessary to kill someone because we had no other choice. Or if our usefulness outweighs the trouble a death will cause, I suppose.
Title: Re: The Left-Hand Path
Post by: Eschar on February 02, 2020, 10:41:40 pm
I mean, she's helping us, sure, but for all we know she's just helping us because she sees us as a potential weapon in this war or a way for her to reach Alex.

Yes, as I noted, to her we're essentially a uniquely skilled imposter in Kelley's body. But that would also mean that we have quite a bit of leverage to use on Esme if she does cross us. A pathway to Alex is something only we can provide her, whereas we can get along quite fine without her - witness this whole thing we just (mostly) pulled off. And even if she is just using us and is not in fact a friend, she could still be considered an ally or at least a neutral.

Plus, how the heck is she going to know if we kill this one guy?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 03, 2020, 06:52:04 am
I mean, she's helping us, sure, but for all we know she's just helping us because she sees us as a potential weapon in this war or a way for her to reach Alex.

Yes, as I noted, to her we're essentially a uniquely skilled imposter in Kelley's body. But that would also mean that we have quite a bit of leverage to use on Esme if she does cross us. A pathway to Alex is something only we can provide her, whereas we can get along quite fine without her - witness this whole thing we just (mostly) pulled off. And even if she is just using us and is not in fact a friend, she could still be considered an ally or at least a neutral.

Plus, how the heck is she going to know if we kill this one guy?
Good point, but the town is connected to the base, the town and base would know that the new guy came into town, some time later, a guard dies, new guy leaves, no more guards are dying
Title: Re: The Left-Hand Path
Post by: King Zultan on February 03, 2020, 07:00:02 am
They won't know he died if we take the body away and ditch it far from the base, like throwing it off that cliff we heard about earlier.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 03, 2020, 07:10:48 am
Fair point, we should probably feed his memories to our phantoms, after keeping any memories he has about the projects
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 03, 2020, 02:30:53 pm
They are going to notice a vanished guard, and unless we destroy the body completely somehow, they'll find him eventually.

The primary concern for me is that this place is filled to the brim with bleeding-edge-quality necromancers as well. They absolutely figure out how he died, and maybe who did it as well.

Killing anyone here should be our very last resort.
Title: Re: The Left-Hand Path
Post by: Eschar on February 03, 2020, 04:01:59 pm
The primary concern for me is that this place is filled to the brim with bleeding-edge-quality necromancers as well. They absolutely figure out how he died, and maybe who did it as well.

Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.

Removing my original +1, voting for this except wait instead of attacking
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 03, 2020, 04:05:40 pm
The primary concern for me is that this place is filled to the brim with bleeding-edge-quality necromancers as well. They absolutely figure out how he died, and maybe who did it as well.

Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.

Removing my original +1, voting for this except wait instead of attacking
+1 to the addemdum
Title: Re: The Left-Hand Path
Post by: piecewise on February 04, 2020, 12:41:45 pm
The primary concern for me is that this place is filled to the brim with bleeding-edge-quality necromancers as well. They absolutely figure out how he died, and maybe who did it as well.

Well, he's unlikely to be looking up at the roof unless he's taken a sudden interest at stargazing, so take a peek, if all looks clear have Piecewise do the same and if all looks clear from his end as well, then he can come catch us when we jump. Then we put the grate back in its place and get out of there ASAP.

If the area is not clear however, then this is more of a problem. We've got to move now, so we don't have time for an elaborate distraction. We can try for a simple distraction or go for a Bavarian fire drill but that might backfire and just draw more guards here. It might be easier to just take him out. Too bad we don't have birdwise available.

If there's a single guard, then if he has something that's easy for a rat to steal (like a beret) throw our most not-undead-looking rat at him, have it steal the thing and run away with it. Hopefully that will distract the guard long enough for us to get away with the help of Piecewise. If he calls for assistance, then have the rat head towards the front group of guards to stop them from reaching the back.

Else, if the above plan won't work and he's close enough to jump on, just order our body to jump on him and take him out to take advantage of our super-precision mode. Then we can just drag him in the sewer with the help of Piecewise.


If there's more than one guard... I dunno, I guess we'll have to wait and see how they're arranged to think of something.

Removing my original +1, voting for this except wait instead of attacking
+1 to the addemdum
You slowly drag yourself to the edge of the building and get up on your hands and knees so you can peek over the edge. There's no one behind the building at the moment, and you don't hear anyone moving on the sides of the building either. Now or never. You shoot an order to Piecewise and the grate lifts with great speed but complete silence and is carefully set to the side with equal precision. Piecewise, moving in a strange, almost slithering fashion, silently rises from the drain and moves to be underneath you.  You swallow some trepidation and, in as smooth and quiet a motion as you can, lift yourself up onto the lip of the roof and then roll off. There is only a second of free fall for you to consider your actions before you feel Piecewise's hands hit your back. He moves with you, absorbing the momentum of the fall and wrapping his arms around you. Instead of placing you on your feet and letting you walk to the drain, he carries you like a log, slung between both arms, and then basically dunks you straight into the hole. Like everything he does, it all happens with great speed and precision and this time with almost complete silence.

You fall a good 10 feet before you can jam your feet into the wall and wedge yourself against the opposite side of the wall. You, with the memories of the pain of others, expect it to hurt a good deal but you only experience a dull ache for a few seconds and then nothing. Hmm.  You look up above and piecewise is already in the drain, carefully settling the grate back over the hole. You listen and you hear what sounds like people confused chatter. The soldiers apparently thought they heard something and are now listening. No sounds of boots though, no alarms. You breathe a sigh of relief automatically, a remnant of the absorbed memories, and then go back to not breathing at all. After a bit you slide down the drain and Piecewise follows you. The rats, who apparently followed along on all this, are already waiting for you when you reach the main pipe down below.  By the time you reach the end of the sewage drain and replace the large grate -sort of wedging the bolts loosely back into place- its near 6 and the sun is just starting to peek into the woods, casting long hazy shadows and dancing god rays through the trees. 

You sit on a flat stone and consider what to do next. You've lost a good deal  of time here; if you leave the forest now you'll bump into those early waking fishermen and have witnesses. It would be hard to explain what a professor is doing in the woods at night, dressed in dark clothing and carrying a folder of stolen military documents. You hand that folder to piecewise and have him secrete it away somewhere on his person as you continue to think.  You could try and sneak in now...or wait till the nightfall and go. Cause a distraction? A fire? Hmmm. If you had brought everything from the inn you could have just hopped on the train and left right away...no good thinking about that now.  That bird is still coming back to the inn too...

Night seems your best option, but you'll need to find a good place to hide out till then. One preferably far from this base and unlikely to be happened upon. You start walking and notice an odd sensation on your back. Cold, and a feeling of something fluid. You touch it and find that your shirt has ripped  and that there's blood on your hand when check it. You touch your back again and despite the blood, can find no injuries; not just a lack of pain but literally no damage. You spend the next several minutes slowly walking while feeling all over yourself for what you think must be some sort of  hidden injury and find nothing. Huh....

About a mile off from the base you find a fallen and hollow log and squeeze into it with piecewise just behind you. You have the rats find sticks and leaves and random forest debris and plug either end of the log, sealing it off from the world outside. You close your eyes and order yourself to sleep for one hour, doing this again and again when you wake up until its finally nighttime. You worm your way out of the log and start heading back to town. You get in sometime around midnight and finally climb up to your second floor window sometime around 1:00, having spent a while avoiding late night drunks. You close the window and sit down on the bed, absentmindedly knocking dust and dirt off your clothing until you notice that Birbwise is sitting on the end table, staring at you.

Title: Re: The Left-Hand Path
Post by: Superdorf on February 04, 2020, 01:09:45 pm
Greet our faithful avian underling.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 04, 2020, 01:24:34 pm
Greet our faithful avian underling.

+1

Also, success!

Also also, we might have wolverine-style healing powers to some degree? That is a thing we need to explore as well.

Also also also, let's get the hell out of dodge and back to Esme.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 04, 2020, 01:25:57 pm
Yay, good job Piecewise! Also apparently we have some sort of healing ability, which means we don't have to be as careful. I was worried we would have to find some way to repair corpses to preserve ourself. Hmm. That does beg the question of if we have a core we need to protect, if we can sustain a certain amount of damage or if we're more or less immortal. Wonder if that's what they're trying to achieve with their experiments. If by transferring a soul to an undead you can make someone immortal then you could make invincible supersoldiers that could win the war with that sort of power. And then you could set yourselves up as immortal rulers of the world. Assuming there are no downsides to this sort of thing. Or maybe there are ways to defeat it through other sorts of special abilities. Or maybe regeneration requires special conditions to occur. Maybe that's why we were in a bathtub full of blood and organs when we woke up, we needed to regenerate from massive damage for some reason and we needed spare materials to do so. Speaking of which...

Check ourselves in a mirror. Do we appear to be missing something? Do we look paler? Do we feel like we've expended Mana? Or maybe like our stomach is emptier? Or maybe we're missing one of our rats? Experiment with cutting our palm, see what happens.

Pat birdwise on the beak so he will play our voicemail. See if Esme sent any sort of response to us with birdwise. Also check him for signs he's been tampered with, just in case.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 04, 2020, 01:57:51 pm
Yay, good job Piecewise! Also apparently we have some sort of healing ability, which means we don't have to be as careful. I was worried we would have to find some way to repair corpses to preserve ourself. Hmm. That does beg the question of if we have a core we need to protect, if we can sustain a certain amount of damage or if we're more or less immortal. Wonder if that's what they're trying to achieve with their experiments. If by transferring a soul to an undead you can make someone immortal then you could make invincible supersoldiers that could win the war with that sort of power. And then you could set yourselves up as immortal rulers of the world. Assuming there are no downsides to this sort of thing. Or maybe there are ways to defeat it through other sorts of special abilities. Or maybe regeneration requires special conditions to occur. Maybe that's why we were in a bathtub full of blood and organs when we woke up, we needed to regenerate from massive damage for some reason and we needed spare materials to do so. Speaking of which...

Check ourselves in a mirror. Do we appear to be missing something? Do we look paler? Do we feel like we've expended Mana? Or maybe like our stomach is emptier? Or maybe we're missing one of our rats? Experiment with cutting our palm, see what happens.

Pat birdwise on the beak so he will play our voicemail. See if Esme sent any sort of response to us with birdwise. Also check him for signs he's been tampered with, just in case.


+1 to all of this.

Also damn I want that voicemail to be a thing tho.

Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 04, 2020, 06:19:33 pm
Yay, good job Piecewise! Also apparently we have some sort of healing ability, which means we don't have to be as careful. I was worried we would have to find some way to repair corpses to preserve ourself. Hmm. That does beg the question of if we have a core we need to protect, if we can sustain a certain amount of damage or if we're more or less immortal. Wonder if that's what they're trying to achieve with their experiments. If by transferring a soul to an undead you can make someone immortal then you could make invincible supersoldiers that could win the war with that sort of power. And then you could set yourselves up as immortal rulers of the world. Assuming there are no downsides to this sort of thing. Or maybe there are ways to defeat it through other sorts of special abilities. Or maybe regeneration requires special conditions to occur. Maybe that's why we were in a bathtub full of blood and organs when we woke up, we needed to regenerate from massive damage for some reason and we needed spare materials to do so. Speaking of which...

Check ourselves in a mirror. Do we appear to be missing something? Do we look paler? Do we feel like we've expended Mana? Or maybe like our stomach is emptier? Or maybe we're missing one of our rats? Experiment with cutting our palm, see what happens.

Pat birdwise on the beak so he will play our voicemail. See if Esme sent any sort of response to us with birdwise. Also check him for signs he's been tampered with, just in case.


+1 to all of this.

Also damn I want that voicemail to be a thing tho.
+1, we need to figure out what Esme said
Title: Re: The Left-Hand Path
Post by: King Zultan on February 05, 2020, 10:21:25 am
Yay, good job Piecewise! Also apparently we have some sort of healing ability, which means we don't have to be as careful. I was worried we would have to find some way to repair corpses to preserve ourself. Hmm. That does beg the question of if we have a core we need to protect, if we can sustain a certain amount of damage or if we're more or less immortal. Wonder if that's what they're trying to achieve with their experiments. If by transferring a soul to an undead you can make someone immortal then you could make invincible supersoldiers that could win the war with that sort of power. And then you could set yourselves up as immortal rulers of the world. Assuming there are no downsides to this sort of thing. Or maybe there are ways to defeat it through other sorts of special abilities. Or maybe regeneration requires special conditions to occur. Maybe that's why we were in a bathtub full of blood and organs when we woke up, we needed to regenerate from massive damage for some reason and we needed spare materials to do so. Speaking of which...

Check ourselves in a mirror. Do we appear to be missing something? Do we look paler? Do we feel like we've expended Mana? Or maybe like our stomach is emptier? Or maybe we're missing one of our rats? Experiment with cutting our palm, see what happens.

Pat birdwise on the beak so he will play our voicemail. See if Esme sent any sort of response to us with birdwise. Also check him for signs he's been tampered with, just in case.


+1 to all of this.

Also damn I want that voicemail to be a thing tho.
+1, we need to figure out what Esme said
+1
Title: Re: The Left-Hand Path
Post by: piecewise on February 07, 2020, 11:32:55 am
Yay, good job Piecewise! Also apparently we have some sort of healing ability, which means we don't have to be as careful. I was worried we would have to find some way to repair corpses to preserve ourself. Hmm. That does beg the question of if we have a core we need to protect, if we can sustain a certain amount of damage or if we're more or less immortal. Wonder if that's what they're trying to achieve with their experiments. If by transferring a soul to an undead you can make someone immortal then you could make invincible supersoldiers that could win the war with that sort of power. And then you could set yourselves up as immortal rulers of the world. Assuming there are no downsides to this sort of thing. Or maybe there are ways to defeat it through other sorts of special abilities. Or maybe regeneration requires special conditions to occur. Maybe that's why we were in a bathtub full of blood and organs when we woke up, we needed to regenerate from massive damage for some reason and we needed spare materials to do so. Speaking of which...

Check ourselves in a mirror. Do we appear to be missing something? Do we look paler? Do we feel like we've expended Mana? Or maybe like our stomach is emptier? Or maybe we're missing one of our rats? Experiment with cutting our palm, see what happens.

Pat birdwise on the beak so he will play our voicemail. See if Esme sent any sort of response to us with birdwise. Also check him for signs he's been tampered with, just in case.


+1 to all of this.

Also damn I want that voicemail to be a thing tho.
+1, we need to figure out what Esme said
+1
(animate a parrot if you want voice mail~)

The message you retrieve from Birdwise is interesting in that it is very vague. It thanks you for your "Continued efforts" wishes you luck with "Further endeavors" and makes note of your "Odd method of communication." You're pretty sure she's trying to use a semi-coded method of speaking so that if the message is intercepted it won't blow your cover. The general gist you can get, through the haze of mundane descriptions of daily life, is that she thanks you for the info, wishes you luck, and wants you not to send such obviously seditious intel like this straight to her next time. Otherwise, things are going well at the library, no one has been caught for the murders and the bodies have -obviously- not been found. She recommends care with the infiltration and warns that they might have supernatural defenses or traps, even tracking systems. She indicates a place she would like to meet at when you return, likely a precaution in case you are somehow tainted by magic in an unknown way. You fold the letter up and give it to Piecewise for holding.

You walk over to the mirror and, by candle light, examine yourself. You  can see where your shirt tore, the blood stains on it still obvious though now dry. You look no different then before, you think, but there is a bit of mana missing you think. Not much, just a bit, but its just noticeable. You're not hungry- you never are - and your rats and such are all still present. You borrow a knife from Piecewise and try cutting your hand. You have a dull sensation of pain, or rather the knowledge that you have been hurt and where, but no real pain from it.  The cut remains open and bleeding for a second or two and then, with a faint shimmer of red, seals itself closed  and vanishes as though it were never even there. You kept an eye on your ring as this happened and indeed, the glow of it seemed to wane just a fraction as the cut healed.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 07, 2020, 12:16:23 pm
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 07, 2020, 12:22:39 pm
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Yeah. If we can't stuff birdwise and the rats in our stuff, then have them commit suicide somewhere they won't be found. If we can only carry part of them, then the bird gets priority. Hmm... Or maybe we can pretend the bird was our kill? Or would that be too weird?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 07, 2020, 01:47:12 pm
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Yeah. If we can't stuff birdwise and the rats in our stuff, then have them commit suicide somewhere they won't be found. If we can only carry part of them, then the bird gets priority. Hmm... Or maybe we can pretend the bird was our kill? Or would that be too weird?

Let's just take out the cores and have piecewise dump em in the woods or something. Without the cores they just rats. Even if someone came upon a pile o rats in the woods they'd just be like hey weird, a pile o rats in the woods. We should keep birdwise he's super useful.

We have wolverine powers! Awesome. But they run on mana, so let's definitely never find out what happens when the fuel that apparently keeps our physical form cohesive runs out.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 07, 2020, 02:29:20 pm
I forgot, how do we restore mana? I don't think we can do it by sleeping...
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 07, 2020, 03:39:46 pm
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Yeah. If we can't stuff birdwise and the rats in our stuff, then have them commit suicide somewhere they won't be found. If we can only carry part of them, then the bird gets priority. Hmm... Or maybe we can pretend the bird was our kill? Or would that be too weird?

Let's just take out the cores and have piecewise dump em in the woods or something. Without the cores they just rats. Even if someone came upon a pile o rats in the woods they'd just be like hey weird, a pile o rats in the woods. We should keep birdwise he's super useful.

We have wolverine powers! Awesome. But they run on mana, so let's definitely never find out what happens when the fuel that apparently keeps our physical form cohesive runs out.
+1

I forgot, how do we restore mana? I don't think we can do it by sleeping...
We can “eat” memories
Title: Re: The Left-Hand Path
Post by: King Zultan on February 08, 2020, 04:42:41 am
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Yeah. If we can't stuff birdwise and the rats in our stuff, then have them commit suicide somewhere they won't be found. If we can only carry part of them, then the bird gets priority. Hmm... Or maybe we can pretend the bird was our kill? Or would that be too weird?

Let's just take out the cores and have piecewise dump em in the woods or something. Without the cores they just rats. Even if someone came upon a pile o rats in the woods they'd just be like hey weird, a pile o rats in the woods. We should keep birdwise he's super useful.

We have wolverine powers! Awesome. But they run on mana, so let's definitely never find out what happens when the fuel that apparently keeps our physical form cohesive runs out.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on February 12, 2020, 01:32:33 am
Looks like all that's left to do is wait until morning and get on a train and to the meeting place.
Yeah. If we can't stuff birdwise and the rats in our stuff, then have them commit suicide somewhere they won't be found. If we can only carry part of them, then the bird gets priority. Hmm... Or maybe we can pretend the bird was our kill? Or would that be too weird?

Let's just take out the cores and have piecewise dump em in the woods or something. Without the cores they just rats. Even if someone came upon a pile o rats in the woods they'd just be like hey weird, a pile o rats in the woods. We should keep birdwise he's super useful.

We have wolverine powers! Awesome. But they run on mana, so let's definitely never find out what happens when the fuel that apparently keeps our physical form cohesive runs out.
+1
+1
You take off your sneaking clothes and pack them away, replacing them with more acceptable traveling clothing. You then look over the rats and the bird, considering what to do with them. You pull Wisebird's core and put in your pocket, stacking his body with the rest of your "Catch" from the forest; they'll all bend in well enough with your guise of professor and huntsman.  The rats, however, stand out too much. You order them to scatter into the woods and destroy their own cores. They obediently scurry off and you feel an odd pang of sentimentalism. The stolen memories conjure images of pets and dull sadness of their lost. You don't quite understand it, but as their tethers snap one by one you feel wistful despite your short time together.

You pack up everything you can, tidy up the room, make sure to leave nothing behind, and then head down stairs. The ever present innkeeper is there, asleep at the front desk. You wake her and pay your bill, thanking her and keeping in character as a kind but naive professor while Piecewise looms behind you, staring into the middle distance.  She comments about the hour of your departure- about 3am now- and you assure her you just have to catch the earliest train.  She looks at you with the same suspicious and nosy glare she has always had, but it bounces off your grin without effect. She gives you a hand written receipt and you leave, piecewise following closely behind. You move through quiet streets, gas streetlights burn with a gentle hiss and flicker and the houses stare back at you with dark windows. Everything is very still; the sky is cloudy and black, a wool blanket over the world. You walk out to the train station at a leisurely pace, taking in everything around you. It feels right, though you're not sure why. More and more these feelings are coming to you; remnants of the men you have devoured perhaps? Maybe something else.

The first train of the day is a mixed passenger and cargo train that arrives around 5am. You buy a pair of tickets from the sleepy clerk and take a seat on one of the wooden benches on the platform. Piecewise takes up position behind you, but you order him to instead sit next to you and try to look more like your companion and less like your body guard. The two of you sit and wait in silence for a while. You stare up at the ceiling of the platform, stained wooden boards like the inner hull of a ship. You have nothing to say to him, and he has nothing to say to you. The assault was successful, you got the information and got out without being seen. No one is chasing you. Everything is going well. You sink further back onto the bench, hands on your lap. You look at them, flexing the fingers. Despite it all, you feel very alone. This little island of light on the dark countryside, isolated from the village and its shimmering lamps, only serves to remind you of your situation.  Piecewise looks at you, his glass eyes staring back into your own.  You call him your companion, but under that facade of false flesh and cloth is nothing but a puppet of bone. Maybe you are no better. Maybe these feelings, this flesh, everything you are is nothing but an elaborate facade as well. The documents flash through your mind. "One successful case". Are you really in control? Are you even...you?  Piecewise stares back at you, a reflection of your uncertainty. You are afraid.



*****

It takes the entire day to get back to the city, even on this direct route. You make it in only late at night and follow the instructions Esme gave you to the meeting place. You stop outside; the building is a small, heavily run down place in a not particularly nice part of town. It looks as though it is either abandoned, or at least in very poor repair.  You wonder if Esme could have been intercepted, the letter you got a decoy set to lead you into an ambush. Wisebird wouldn't allow that, surely. Surely. You walk in, Piecewise at your side, and find what amounts to a large, empty room with a few chairs, a black bag, and a sealed envelope with "READ" written across it.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 12, 2020, 07:13:58 am
Open the envelope and read what’s inside
Title: Re: The Left-Hand Path
Post by: King Zultan on February 12, 2020, 08:36:09 am
Open the envelope and read what’s inside
+1 Also look in the bag.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 12, 2020, 12:00:58 pm
Get ye envelope and shove the cognitohazards therein into our precious vulnerable brain.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 12, 2020, 01:50:52 pm
Get ye envelope and shove the cognitohazards therein into our precious vulnerable brain.

+1, roll will save.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 12, 2020, 03:03:49 pm
Get ye envelope and shove the cognitohazards therein into our precious vulnerable brain.

+1, roll will save.
-1 this could kill us or cause brain damage, let’s read it before trying anything rash
Title: Re: The Left-Hand Path
Post by: Superdorf on February 12, 2020, 03:14:06 pm
They're just using schmancy words to say "read the envelope". Should be safe enough!
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 12, 2020, 03:19:30 pm
They're just using schmancy words to say "read the envelope". Should be safe enough!
Oh, I thought they meant literally shoving it in our skull
Get ye envelope and shove the cognitohazards therein into our precious vulnerable brain.

+1, roll will save.
+1 then
Title: Re: The Left-Hand Path
Post by: Eschar on February 12, 2020, 03:38:04 pm
They're just using schmancy words to say "read the envelope". Should be safe enough!
Oh, I thought they meant literally shoving it in our skull
Get ye envelope and shove the cognitohazards therein into our precious vulnerable brain.

+1, roll will save.
+1 then

+1... but look for anything unusual first.
Title: Re: The Left-Hand Path
Post by: piecewise on February 19, 2020, 11:19:27 pm
You walk over to the bag and, with one finger and a fair bit of what you consider to be rational trepidation, peek inside.  Inside is a set of clothing, a jacket, shoes, and even a nice new handgun. Well, there are much worse things that could have been.  You pick up the envelope and open the unsealed flap, withdrawing the single sheet of paper within.  The words within are typed, not hand written, and there are no names, no specifics, just direct instructions.

Quote from:  The Letter
Because of where you were, there is a chance that someone might be looking for you. If you left anything behind, like threads of a shirt, they might be able to trace them back.  Put any clothing or other items that might have left traces into this bag after you've taken the change of clothes out.  Get changed. I will meet you back at home. Come around the back.
Title: Re: The Left-Hand Path
Post by: Eschar on February 19, 2020, 11:35:05 pm
You walk over to the bag and, with one finger and a fair bit of what you consider to be rational trepidation, peek inside.  Inside is a set of clothing, a jacket, shoes, and even a nice new handgun. Well, there are much worse things that could have been.  You pick up the envelope and open the unsealed flap, withdrawing the single sheet of paper within.  The words within are typed, not hand written, and there are no names, no specifics, just direct instructions.

Quote from:  The Letter
Because of where you were, there is a chance that someone might be looking for you. If you left anything behind, like threads of a shirt, they might be able to trace them back.  Put any clothing or other items that might have left traces into this bag after you've taken the change of clothes out.  Get changed. I will meet you back at home. Come around the back.

Follow Esme's cleanup instructions, take the bag and its contents, make a few final observations of our surroundings, then get back to the library, making sure to remain unobserved.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 20, 2020, 03:29:33 am
Follow Esme's cleanup instructions, take the bag and its contents, make a few final observations of our surroundings, then get back to the library, making sure to remain unobserved.
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 20, 2020, 06:37:28 am
Follow Esme's cleanup instructions, take the bag and its contents, make a few final observations of our surroundings, then get back to the library, making sure to remain unobserved.
+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 21, 2020, 02:59:26 pm
Follow Esme's cleanup instructions, take the bag and its contents, make a few final observations of our surroundings, then get back to the library, making sure to remain unobserved.
+1
+1

Yeah, +1.
Title: Re: The Left-Hand Path
Post by: piecewise on February 22, 2020, 06:48:31 pm
Follow Esme's cleanup instructions, take the bag and its contents, make a few final observations of our surroundings, then get back to the library, making sure to remain unobserved.
+1
+1

Yeah, +1.

You take the clothing in the bag and replace it with your own, zipping it shut once you're done. The clothing she provided is mundane to the extreme, all gray and brown, the sort of clothing that blends into the background by being perfectly, unimaginably boring. You stow the slightly less boring pistol into an inner jacket pocket. As you change, you look around. The building looks as though it might be abandoned. Maybe a warehouse? Maybe a gutted manufacturing building. Small, cold, quiet and abandoned. There's no sign of who it belongs to or any hint of who is using it. A dead drop location and probably nothing more. You search around a bit but still find nothing of any interest. The only thing to note is that there is a thin layer of dust on the floor that has been disturbed by several pairs of shoes.

You pick up the bag and head back towards the library, walking with the same slumped, eyes on the pavement, minding your own business gait that the very few other pedestrians have. Its raining gently, a light patter against the concrete that quickly becomes a dull white noise. It makes the world somehow seem small. You pass a storefront that has apparently been looted and burnt; its windows are shattered and the brickwork charred. There are posters pasted there, warning about traitors to the state lurking everywhere. The encourage you to report your neighbors if they are acting suspiciously and to do your best for the good of the war. A woman representing the state is surrounded by vicious and ugly men wielding daggers, each labeled something different, some sin against the State. You recognize Bruce's art and now, looking at it anew, recognize the similarity of the woman to his daughter. Its in the eyes, you think.

You reach the library and go around to the back, knocking on the small metal door set into the rear of the building. After a few minutes and two more knocks the door opens to reveal Nick, with Esme behind him. His hand is on the hilt of his saber and it stays there for several seconds has his squinting eyes sweep up and down you like search lights. Finally a snorts and walks back into the library without a word, leaving you and Esme together. She stands on the threshold and you stand a few feet back, in the rain. Her breath steams the air in front of her and she looks cold. Its just above freezing and even her flannel pajamas would do little to blunt the chill. She stands there, staring at you with a strange look on her face. Happiness? Nostalgia? Sadness? Worry? Her breathing is the only sound.

"I thought you were just going there to scout things out?"

You tell her that you thought you had a good chance.

"Going in alone with limited intel was dangerous. You could have been caught. Maybe killed. Maybe worse."

You tell her that it all went fine.

"This time, sure. But what about next time? What happens when they catch you? Because if you keep doing things like that, they will."

You feel as though she has had conversations like this before. Was Alexander reckless? Had they stood together like this in the dark before? Had he told her that everything would be fine as well? You see her face, much younger, in the light of a farmhouse doorway, the same worried and disapproving frown, though framed by childish pigtails at the time. You hear yourself speak,  words from the past bleeding into the present.

"You worry too much Es."

For a moment the breathing stops and emotions flicker in rapid succession across her face. Surprise, hope, desperate longing, and then sadness before a long exhale and the frown returns. She just looks at you for what seems like a long time before she steps back into the building and gestures for you to follow.

"Come on, we're going down stairs."

She takes the bag and hands it off to Nick before You follow her down to the records room and then through the hidden pillar door, down to the secret levels beneath the library. She leads you through whitewashed concrete rooms to an individual chamber where you both sit, you on a metal chair and her on a folding cot.

"We're going to keep you down here for a while, just until we're sure no one is watching you or looking for you. Your clothing is getting stashed on a ship this evening so if they go looking for it, it will be somewhere at sea."

She rests her elbows on her knees and leans in.

"So, what did you find?"
Title: Re: The Left-Hand Path
Post by: Superdorf on February 22, 2020, 07:55:54 pm
Alexander's memories live in us somehow! Maybe we're one and the same. Maybe is a side effect of living in his corpse. Regardless, it's causing poor Esme a lot of grief...  :-\

Detail to Esme the fruits of our search, and show her the documents we nabbed.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 22, 2020, 08:24:15 pm
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
Title: Re: The Left-Hand Path
Post by: King Zultan on February 23, 2020, 08:27:42 am
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on February 23, 2020, 09:11:07 am
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
+1

+1. Also, don't make her sad
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 23, 2020, 04:44:53 pm
But it's so entertaining!
Title: Re: The Left-Hand Path
Post by: Eschar on February 23, 2020, 11:21:34 pm
But it's so entertaining!

What
No
When is that a good reason to sadden someone
...I am becoming remarkably agitated on behalf of a fictional NPC.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 24, 2020, 07:55:11 am
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
+1

+1. Also, don't make her sad
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 24, 2020, 01:17:32 pm
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
+1

+1. Also, don't make her sad
+1


+1, also

We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.
Title: Re: The Left-Hand Path
Post by: Superdorf on February 24, 2020, 01:38:45 pm
We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.

Now you mention it, we absolutely should address this somehow. +1
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 24, 2020, 01:57:00 pm
Even though it will make her sad?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 24, 2020, 01:59:52 pm
I mean it'll just be worse later. Sad now, or probably really sad later.

She at least noticed in the doorway, so she knows now if she didn't before. Best to let her know we're aware and aren't going to like, hold it over her head or anything like that.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 24, 2020, 02:43:17 pm
We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.

Now you mention it, we absolutely should address this somehow. +1
+1 she should probably know this
Title: Re: The Left-Hand Path
Post by: Olith McHuman on February 24, 2020, 11:13:26 pm
We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.

Now you mention it, we absolutely should address this somehow. +1
+1 she should probably know this

We had another one of those memory flashbacks when we saw the artist, and told his daughter another name (not Alexander) didn't we? That might mean that we have the shredded memories from several people crammed inside our head. Like, a variant of what the military base was doing, but with multiple minds? That might go towards explaining the corpse bath we started in. Wonder if there's a way to test that, we'll be down here a few days anyway.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 25, 2020, 12:23:04 am
I mean it'll just be worse later. Sad now, or probably really sad later.
Why would she be really sad later? I mean, things could turn out great. If she wants to hope, why should we crush that hope? Especially since we can use that hope to our advantage later.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 25, 2020, 03:01:10 am
We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.

Now you mention it, we absolutely should address this somehow. +1
+1 she should probably know this
+1
Title: Re: The Left-Hand Path
Post by: piecewise on February 25, 2020, 11:36:19 am
Detail to Esme the fruits of our search, and show her the documents we nabbed.
+1
+1

+1. Also, don't make her sad
We ought to tell her we apparently have fleeting access to Alexander's memories, and be like so hey, why? Also sorry, we saw enough to understand what's going on there, and also we're especially sorry since we don't mean to have things happen like what happened in the doorway.

This is only going to worse, judging by the progression of these events, and it's only going to be worse if we just ignore it.

Now you mention it, we absolutely should address this somehow. +1
+1 she should probably know this
+1
You give her the documents you've taken and then go over them together with her, filling in any details you found that aren't listed in the papers. After about two hours of this she sets the papers next to her on the cot and holds her head in her hands, thinking.

"The attraction of large Phantoms, the reinforcement of undead and living bodies, and the removal of a soul.  Three projects that are useful on their own, and even more so when combined.  The size of a phantom determines the intelligence and capacities of an undead, so if you could also physically reinforce the body -like we did with your friend there -you could make something quite terrifyingly capable. And if you could force a soul into it instead of a phantom...then you have pseudo immortal super soldiers."

She closes her eyes and shakes her head.

"There's something more going on here though...Those hand written notes are Alexander's, I'm certain of it. They're attempting to duplicate his work, the work he was doing shortly before they turned on him. Maybe they turned on him because of this work. But if so, why? Super soldiers are great and all but...it doesn't fit. The State is about survival of the fittest, a meritocracy based on power. Undead super soldiers doesn't fit with their ideals; they'd be cannon fodder and nothing more, with the glory going to their 'worthy champions'. They don't want power spread around in proxies, they want it in their own hands. Maybe his work was heretical because of that? No...He would have had to have discovered something that proved them wrong, that undermined their entire philosophy of divine right to power."

She picks up the papers and flips to a page in them.

"And then there's that." She points at the text, "The one successful subject for that soul removal thing. I'm going to bet that was Alexander's success and they're just trying to duplicate it but what was it? Why was he doing it? What happened to it?"

She looks at you for a long moment, as through trying to decipher some truth that lay within the shape of you face.

"It might be you. But that was years ago. If it was you, where have you been this whole time? And whose soul are you?"

You take this moment to tell her that you have memories that you believe are Alexander's. Memories, it seems, mostly of their time together. They're nothing but fragments that come up now and again but they're there. Like the memories of the men you ate. As you tell her this she betrays no emotion on her face, but you see her hands tightly grip her knees and her breath comes a little slower and less steady.  After you finish, she waits a moment before speaking.

"You look like him. You have bits of his memories. You were given instructions to come see me. If I were more suspicious I think I'd assume you were some sort of spy construct here to worm your way into our organization. It would be effective, considering my...our time together." She sighs. "But you're beyond what they could do. I have to assume you're Alexander's work, and that he sent you here for a reason. I don't know why you look like him, or why you remember what only he should know. Maybe you are him. Maybe you're part of some grand scheme of his." She almost laughs, a bittersweet ghost of a chuckle, "Maybe you're his revenge, a contingency he made for if he should...Well, who knows."

She rests her head against the wall, staring at the ceiling.

"I've been chasing him for years. I joined the army to find him. Came here to find him. But he was always gone, always somewhere ahead. A shadow against the sunset; I run but I can't catch up."

Her head turns slightly, just enough that you can't see her face.

"You're the only clue I have now. So I won't be letting you go until I find out exactly whats going on here."

She sniffs once and then gets up, yawning in an almost exaggerated way.

"Its late. I'm going to bed. You stay down here. If you want, you can just sleep for a few days. We should know soon enough if they followed you. I'm going to copy these papers and burn the originals, so they can't follow these either."  She takes the folders from the bed and walks to the door. She doesn't look at you, but she does stop in the doorway.

"I'll check on you tomorrow morning. Goodnight."  She lingers a moment more and then walks away.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 26, 2020, 08:47:46 am
Lets just go to sleep for a few days.
(Seems like we made it worse by mentioning the random memories.)
Title: Re: The Left-Hand Path
Post by: Eschar on February 26, 2020, 11:58:03 am
Lets just go to sleep for a few days.
(Seems like we made it worse by mentioning the random memories.)

+1.
Had I gotten here earlier, I would have said to also tell her she now has a chance of getting Alex back, if we can figure out some way to retrieve all his memories/soul. Of course, we'd need another body to house him, so we'd basically need to recreate his work on transferring souls - wait. Es Esme can transfer memories, right? If we get access to all of Alex's memories, couldn't she just siphon them into her mind, and have Original!Alex's personality/soul timeshare with her brain?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 26, 2020, 01:12:12 pm
I feel like this was a lot better than an eventual "you've known all this/remembered all this/had knowledge of all my private moments for how long as said nothing" conversation. Now she can decide what to do and how to feel about it, and plan according to this new info.

Just because it was uncomfortable doesn't mean it wasn't the right thing to do.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on February 26, 2020, 06:25:43 pm
Take one of our skeletons (not Piecewise) apart and take the time to experiment with creating some sort of skeleton backpack. The idea is to put enough bones in between the backpack's layers to allow animating it like a skeleton instead of a golem. Then, since skeletons can stay still, we just need to hide the arms and legs in pockets and such. Doesn't need a head, it would just take up space, but maybe we can get away with putting some teeth or part of the jaw in there.

Then all we need to do is to drop the backpack and we have an instant skeleton warrior distraction. Or maybe we're in the middle of a fight, so while we focus on dodging, positioning and generally staying alive the skeleton arms coming out of our backpack can take care of shooting stuff.

This sort of thing will probably not hold up to a lot of scrutiny, but it's sightly better and probably less tiring than carrying a full skeleton around.


Next step should be an exoskeleton skeleton. After that we make our combining giant robot skeleton.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 26, 2020, 07:13:57 pm
Remember, phantoms need to eat, I’d imagine the body they are possessing needs to take in memories and mana, speaking of, how long have they gone without memories? When we were in the complex, they were outside.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 27, 2020, 03:29:56 am
I'm sure they're fine, just feed them some rat and chicken memories.
Title: Re: The Left-Hand Path
Post by: piecewise on February 28, 2020, 12:26:08 pm
Lets just go to sleep for a few days.
(Seems like we made it worse by mentioning the random memories.)

+1.
Had I gotten here earlier, I would have said to also tell her she now has a chance of getting Alex back, if we can figure out some way to retrieve all his memories/soul. Of course, we'd need another body to house him, so we'd basically need to recreate his work on transferring souls - wait. Es Esme can transfer memories, right? If we get access to all of Alex's memories, couldn't she just siphon them into her mind, and have Original!Alex's personality/soul timeshare with her brain?

You lay down in the cot and have piecewise sit at your side. You order him to protect you from any sort of harm and wake you if something important happens. That done, you set your mental alarm clock for three days and pass out.










You are in darkness. Nothing around. You feel the currents ebb and flow, unseen things moving past. You float, thoughtless. Light. Distant, far above. Something huge, but far away, like a star at night. It is descending, a comet dropping to Earth. Phantoms scatter or are devoured by the light. You look down and see a great temple of concrete and steel burning. In its light you see yourself, but not yourself. You see a dozen yous in different clothing, watching the fire.










You wake up like someone flipping a switch, going from unconscious to completely awake in an instant. You sit up. Someone has placed a blanket over you. Piecewise is still sitting, though he's closer to the foot of your bed than before. You appear uninjured and the room is as clean and empty as before. It seems nothing has happened, at least to you. You're not sure if you should go upstairs or wait for Esme to come get you...
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 28, 2020, 01:28:22 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 28, 2020, 02:54:43 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
i know the in game self won’t say it, but real life me thinks this is an interesting way to ask what happened
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 28, 2020, 03:46:21 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
i know the in game self won’t say it, but real life me thinks this is an interesting way to ask what happened

Spoiler: Ah yes. (click to show/hide)
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 28, 2020, 04:29:14 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
i know the in game self won’t say it, but real life me thinks this is an interesting way to ask what happened

Spoiler: Ah yes. (click to show/hide)
usually this is shown in response to understanding a reference. Thus thread is the first time I’ve heard “what’s the haps?”
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 28, 2020, 04:34:57 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
i know the in game self won’t say it, but real life me thinks this is an interesting way to ask what happened

Spoiler: Ah yes. (click to show/hide)
usually this is shown in response to understanding a reference. Thus thread is the first time I’ve heard “what’s the haps?”

Can also be used to mean "Ah yes, I see we have the same unusual taste in [amusing phrases in this case, but any odd idiosyncrasy will do].
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 28, 2020, 04:38:26 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
i know the in game self won’t say it, but real life me thinks this is an interesting way to ask what happened
Spoiler: Ah yes. (click to show/hide)
usually this is shown in response to understanding a reference. Thus thread is the first time I’ve heard “what’s the haps?”

Can also be used to mean "Ah yes, I see we have the same unusual taste in [amusing phrases in this case, but any odd idiosyncrasy will do].
ok thanks for the clarification. As I typed this I thought of how often I say that, sorry for repetition
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 29, 2020, 04:20:18 am
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
+1 except literally say that.
Title: Re: The Left-Hand Path
Post by: King Zultan on February 29, 2020, 05:06:58 am
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
+1 except literally say that.
+1 Say it.
Title: Re: The Left-Hand Path
Post by: Egan_BW on February 29, 2020, 05:09:49 am
Clearly we should make up a new nickname so that we don't end up calling her Es again~
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on February 29, 2020, 08:01:12 am
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
+1 except literally say that.
+1 Say it.
+1
Clearly we should make up a new nickname so that we don't end up calling her Es again~
would Ezzie work? :D
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 29, 2020, 02:05:24 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
+1 except literally say that.
+1 Say it.
+1
Clearly we should make up a new nickname so that we don't end up calling her Es again~
would Ezzie work? :D

Spoiler (click to show/hide)

Anyway I can see which way the tide is going. +1 to the "What's the Haps Ezzie" train choo choo.
Title: Re: The Left-Hand Path
Post by: Superdorf on February 29, 2020, 02:21:08 pm
No. No no no no no. -1.

Head on up. For the time being, keep our mouth shut.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on February 29, 2020, 02:31:28 pm
No. No no no no no. -1.

Head on up. For the time being, keep our mouth shut.


I already tried to undo what I have wrought ,Superdorf. This then is one choice before you, before us. We may join with that Power.

Also, we should use jazz hands while speaking.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 01, 2020, 04:07:28 am
Except they're not our hands. They're just some undead hands we have sticking out of our pockets that are stuck constantly doing jazz hands. All jazz hands, all the time.
Title: Re: The Left-Hand Path
Post by: piecewise on March 02, 2020, 01:40:42 pm
Let's head on up. What's the haps, Ezzie? Did anyone come looking for us? Did you glean anything of note from the documents we recovered?
                            ^don't actually say this
+1 except literally say that.
+1 Say it.
+1
Clearly we should make up a new nickname so that we don't end up calling her Es again~
would Ezzie work? :D

Spoiler (click to show/hide)

Anyway I can see which way the tide is going. +1 to the "What's the Haps Ezzie" train choo choo.
You head up the ladder and, after a minute figuring out how the hidden door works, climb out into the records room. You leave piecewise here, just in case there's company up above that would respond poorly to him, and head up. The library is as quiet as ever but this time there are actually people here. Four people are sitting at a table over near the reference section on the first floor. The tall, thin windows show only darkness outside and the yellow halogen lights above the table cast hard shadows on its inhabitants. One is Esme, then another woman, and two men, none of whom you recognize. They are all dressed well enough but not ostentatiously; this could easily be a gossip session between clerks in a bank break room. You get a little closer and realize they either can't see you or at least haven't. The light of the table and the darkness of the area around them probably makes it hard to see anything without specifically looking for it. 

"And this information came from a reliable source?" One of the men asks.

"Straight from the Axminster labs." She responds, pointing to something on the table. Probably the papers.

"Are you sure about that?" The woman asks, leaning in closer, "We've had no word of break ins, no alerts on the local coms.  Are you sure this source of yours is good?"

"I can't be 100% certain, but if he's a spy we're screwed regardless. If they can really make make sapient undead capable of using necromancy and they know enough about us to infiltrate this place I don't know why they'd send a spy instead of a death squad."

"Find out more about the organization? Track down all our agents?"

"Maybe. But it doesn't feel right. If he's a spy- and I don't think he is -I'm convinced he doesn't know he's a spy."

"A sleeper agent?"

"Its not unheard of, there are ability users in the party that can alter memories, control minds, view remotely through the eyes of another." One of the men interjects.

"Still, if that's the case it seems odd. I haven't told him the names of any agents. The only sympathizers he's meet are Bruce and one of our workmen. Would he be permitted to murder soldiers and generally run amok for such slight info?"

"Maybe. Rank and file soldiers are fodder in their eyes. Anyone without abilities is disposable."

"I'm not certain your judgement on this is unbiased." The second man says, finally speaking up.

"Probably not." Esme says after a moment, "But is it wise to just assume he's a danger? We have no evidence of that. So far his actions have all been helpful, anything we have against him is just suspicions and missing information. Plus..."

"He's wearing Alexander's face." The woman finishes her sentence.

"Why would they make a spy like that?"

"To play on your emotions."

"Sure, I guess, but I'm just one part of this network. Even if they compromise me, there is only so much info they can get.  That, and I don't think they would do it like this. They hated Alexander in a way that goes beyond just needing a scapegoat for the masses. Besides, isn't that more of a red flag than anything? Wouldn't someone less obvious be a better choice for a spy? You wouldn't be asking questions like this of some street kid who wanted to join up."

Silence for several moments.

"What about that skeleton with him?"

Esme pauses and seems to be thinking before answering.

"I don't know. Most of the time it just seems like a puppet but...when he's asleep it sometimes seems to have more agency than it should. It found that book, it spoke to him. It stands over him and looks like its protecting him while he sleeps. He might have ordered it to do that though."

"Could it be a spy? Some sort of listening device?"

"Its under his control. It was apparently unbound when he woke up, but carrying things for him.  It was there for a reason."

The second man, the one who rarely speaks, leans back and stares up at the ceiling. "I don't like it. Best case is we have an unknown third party influencing  events around us and showing us what they want us to see. Maybe they're a sympathetic group, want to aid our cause. Maybe they just want us to take down the government so they can take over. Even if they're altruistic, we don't know anything about them or their own actions. They could screw up and lead the authorities to us or interfere in our operations accidentally.

We can't afford to stay ignorant."
Title: Re: The Left-Hand Path
Post by: Eschar on March 02, 2020, 01:45:33 pm
Get out of there - unseen and fast.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 02, 2020, 03:26:36 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

We are an asset. We've proven that by providing them with this information and showing that we're willing to attack targets like patrols for them. Our goals align. We want to find out more about ourself, they want to find out more about us. They want to topple a government that's probably liable to kill us just for how we look and liable to lock us up and vivisect us for what we are. If they kill us, they may be taking out a spy or they might be losing a valuable asset. If they try to kill us and fail, they might be turning an ally into an enemy. And with what we can see about the state the war is in, they need all the allies they can get. They lose any chance to influence or control us.

If they're afraid we'll betray them, then there's no reason for us to know anything about their organization. We can help them and they can help us and we can keep our contact to a minimum. Hell, we don't even need to help each other, we can just tell Esme what we're planning so that she can stop us if we're going to get tangled in some sort of operation they're planning. Frankly, we don't care about them at all. The only reason we're willing to go out of our way to help them is because Esme has been helping us and we want to repay her for her help. So as long as they don't do anything to hurt us or Esme, they have nothing to worry about.


I might edit that when I have some more time to think.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 02, 2020, 03:32:12 pm
Get out of there - unseen and fast.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on March 02, 2020, 03:33:25 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

We are an asset. We've proven that by providing them with this information and showing that we're willing to attack targets like patrols for them. Our goals align. We want to find out more about ourself, they want to find out more about us. They want to topple a government that's probably liable to kill us just for how we look and liable to lock us up and vivisect us for what we are. If they kill us, they may be taking out a spy or they might be losing a valuable asset. If they try to kill us and fail, they might be turning an ally into an enemy. And with what we can see about the state the war is in, they need all the allies they can get. They lose any chance to influence or control us.

If they're afraid we'll betray them, then there's no reason for us to know anything about their organization. We can help them and they can help us and we can keep our contact to a minimum. Hell, we don't even need to help each other, we can just tell Esme what we're planning so that she can stop us if we're going to get tangled in some sort of operation they're planning. Frankly, we don't care about them at all. The only reason we're willing to go out of our way to help them is because Esme has been helping us and we want to repay her for her help. So as long as they don't do anything to hurt us or Esme, they have nothing to worry about.


I might edit that when I have some more time to think.

This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 02, 2020, 03:47:02 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

We are an asset. We've proven that by providing them with this information and showing that we're willing to attack targets like patrols for them. Our goals align. We want to find out more about ourself, they want to find out more about us. They want to topple a government that's probably liable to kill us just for how we look and liable to lock us up and vivisect us for what we are. If they kill us, they may be taking out a spy or they might be losing a valuable asset. If they try to kill us and fail, they might be turning an ally into an enemy. And with what we can see about the state the war is in, they need all the allies they can get. They lose any chance to influence or control us.

If they're afraid we'll betray them, then there's no reason for us to know anything about their organization. We can help them and they can help us and we can keep our contact to a minimum. Hell, we don't even need to help each other, we can just tell Esme what we're planning so that she can stop us if we're going to get tangled in some sort of operation they're planning. Frankly, we don't care about them at all. The only reason we're willing to go out of our way to help them is because Esme has been helping us and we want to repay her for her help. So as long as they don't do anything to hurt us or Esme, they have nothing to worry about.


I might edit that when I have some more time to think.

This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?
Title: Re: The Left-Hand Path
Post by: Eschar on March 02, 2020, 04:54:42 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

We are an asset. We've proven that by providing them with this information and showing that we're willing to attack targets like patrols for them. Our goals align. We want to find out more about ourself, they want to find out more about us. They want to topple a government that's probably liable to kill us just for how we look and liable to lock us up and vivisect us for what we are. If they kill us, they may be taking out a spy or they might be losing a valuable asset. If they try to kill us and fail, they might be turning an ally into an enemy. And with what we can see about the state the war is in, they need all the allies they can get. They lose any chance to influence or control us.

If they're afraid we'll betray them, then there's no reason for us to know anything about their organization. We can help them and they can help us and we can keep our contact to a minimum. Hell, we don't even need to help each other, we can just tell Esme what we're planning so that she can stop us if we're going to get tangled in some sort of operation they're planning. Frankly, we don't care about them at all. The only reason we're willing to go out of our way to help them is because Esme has been helping us and we want to repay her for her help. So as long as they don't do anything to hurt us or Esme, they have nothing to worry about.


I might edit that when I have some more time to think.

This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?

The people Esme is talking to at the moment, and by extension the people they will eventually report to.
Title: Re: The Left-Hand Path
Post by: Superdorf on March 02, 2020, 05:28:28 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

{argument}


This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?

Gonna +1 all of this. Solid speechification, with a bit of humor worked in. :D
Title: Re: The Left-Hand Path
Post by: Eschar on March 02, 2020, 05:48:09 pm
Although we're actually the ones talking behind someone's back, since we're facing the speakers.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 02, 2020, 09:12:42 pm
Although we're actually the ones talking behind someone's back, since we're facing the speakers.
we could orient ourselves to face everyone by heading to a side
Title: Re: The Left-Hand Path
Post by: King Zultan on March 03, 2020, 04:30:00 am
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

{argument}


This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?

Gonna +1 all of this. Solid speechification, with a bit of humor worked in. :D
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 03, 2020, 02:31:46 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

{argument}


This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?

Gonna +1 all of this. Solid speechification, with a bit of humor worked in. :D
+1

+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 03, 2020, 02:56:40 pm
"You know, it's not polite to speak about someone behind their back."

Make an appearance (hands raised, friendly, smiling, non-threatening, put that charm to work) and try to convince them that even if they don't trust us, they're better off using us or at least leaving us be. Our argument could be the following:

{argument}


This is better. +1 to transparency and an opportunity to put Esme's probably somewhat powerful allies at ease
+1, who is the they?

Gonna +1 all of this. Solid speechification, with a bit of humor worked in. :D
+1

+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.
+1
Title: Re: The Left-Hand Path
Post by: Superdorf on March 03, 2020, 02:58:55 pm
+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.

Fair point. Let's revise like so:

"You know, it's not polite to speak about someone behind their back." Make an appearance: hands raised, friendly smile, keep our head down.

"Apologies, ladies and gents-- didn't intend to eavesdrop, but I just came in and I couldn't help but overhear. If I might put in my two cents?"

Speak our piece.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 03, 2020, 03:00:45 pm
+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.

Fair point. Let's revise like so:

"You know, it's not polite to speak about someone behind their back." Make an appearance: hands raised, friendly smile, keep our head down.

"Apologies, ladies and gents-- didn't intend to eavesdrop, but I just came in and I couldn't help but overhear. If I might put in my two cents?"

Speak our piece.

+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 03, 2020, 04:27:49 pm
+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.

Fair point. Let's revise like so:

"You know, it's not polite to speak about someone behind their back." Make an appearance: hands raised, friendly smile, keep our head down.

"Apologies, ladies and gents-- didn't intend to eavesdrop, but I just came in and I couldn't help but overhear. If I might put in my two cents?"

Speak our piece.

+1

+1 this seems well-rounded and non-threatening.

Frankly, their concerns are perfectly valid and we should treat them as such. Our existence is super suspicious, and we should do everything within reason to reassure them.
Title: Re: The Left-Hand Path
Post by: Eschar on March 03, 2020, 05:13:12 pm
For some reason the way we're talking in this bolded action feels like Voltaire from EGS to me. Just a random thought I had.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 03, 2020, 05:20:57 pm
No idea what EGS stands for, and isn't Voltaire a Frenchman who rigged gambling against the king or something to get lots of money? I am not a historian so please correct me if I'm wrong, which I probably am
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 03, 2020, 05:25:40 pm
From the context ([historical name] from [acronym]), I assume it's a weeby thing.
Title: Re: The Left-Hand Path
Post by: Superdorf on March 03, 2020, 05:27:46 pm
Looked it up. Stands for "El Goonish Shive", apparently.
Title: Re: The Left-Hand Path
Post by: Eschar on March 03, 2020, 05:27:52 pm
From the context ([historical name] from [acronym]), I assume it's a weeby thing.

The immortal Voltaire, from the webcomic El Goonish Shive. I have no idea what a weeby is, but I get the idea I should be feeling insulted right about now

EDIT: looked up "weeby" and I am insulted, yes indeed
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 03, 2020, 05:32:35 pm
Nah, don't be, Egan is also massively weeby[citation needed]
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 03, 2020, 05:33:21 pm
Lies and slander. <.<
Title: Re: The Left-Hand Path
Post by: King Zultan on March 04, 2020, 05:44:00 am
+1 to introducing ourselves. Recommend we apologize for eavesdropping as well, it was unintentional.

Fair point. Let's revise like so:

"You know, it's not polite to speak about someone behind their back." Make an appearance: hands raised, friendly smile, keep our head down.

"Apologies, ladies and gents-- didn't intend to eavesdrop, but I just came in and I couldn't help but overhear. If I might put in my two cents?"

Speak our piece.

+1

+1 this seems well-rounded and non-threatening.

Frankly, their concerns are perfectly valid and we should treat them as such. Our existence is super suspicious, and we should do everything within reason to reassure them.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 05, 2020, 01:36:58 pm
You begin speaking before you step from the darkness, so that when you finally emerge into the light of the table all eyes are on you. You have your hands raised and do your best to remain nonthreatening in appearance. You apologize for inadvertently listening in before explaining your views on the entire situation.  You explain that your desires and theirs coincide, that you have no issue with being kept in the dark about the organization or giving information to them unilaterally. You outline how you want to find more information about yourself as well, and will tell them when you find it. You even make note of the fact that the current government would likely kill or experiment upon you more than ally with you.  You think it is a pretty persuasive argument, maybe even more so because you honestly believe it.

The second man, who is older than the first and who clearly occupies some position of importance judging by how those at the table look to him, sighs.  He crosses his arms and stares at you for a long moment before speaking.

"Do you know about the Alibi Paradox? Its not something you'll find in any philosophy course or university, but its something that comes up a great deal in worlds such as ours.  To put it simply: The better the alibi, the more suspicious the person.  Though we like to consider ourselves a rational species, if you press the average man about the logic behind any particular actions they will often stumble over themselves. This is because, in truth, those actions are rarely driven by logic.  An innocent man, pressed about his whereabouts on a particular night at a particular time, probably won't remember or at the very least will have only a hazy and generally unhelpful response. But if you ask a killer, then they'll know exactly where they've been and who they were with.

Everything you have told us about this entire situation is perfectly reasonable. You have been an asset to us and provided useful information. You have followed our advice and killed our enemies. And you have until this point known nothing about our larger organization and seem perfectly happy working mostly alone and trying to find out about yourself.   It all fits together into an unassailable argument as to why we should extend our trust to you."

"And that," He says, pointing a finger at you, "Is why I am so suspicious."

Esme starts to speak but the man holds up his hand.

"I am sure that your comrade here could list many reasons why this entire situation is not perfect.  Your face, your lack of history, lack of identity, your occult composition so to speak.  All red flags, I'm sure.  Though they are, interestingly, the kind of red flags that draw initial worry but end up leading nowhere. We cannot say anything for sure about any of them; they are ephemeral and cannot be used to discredit you. The perfect sort of imperfections."

Esme looks strained and frustrated but stays quiet as the older man stands up. The others stand up with him, leaving Esme the only one sitting.

"But that is the paradox. You could, very well, be telling us the whole and honest truth. I could be nothing more than a paranoid old man looking a gift horse in the mouth."

He places the wide brimmed hat of priest atop his head and steps closer, placing a large hand on your shoulder.

"For now we will assume nothing and continue investigations on our own. To us you are gray and insubstantial thing drifting in the shadows, a being whose true shape has not yet coalesced. But with time, I'm sure the light of knowledge will shine down and reveal you for what you truly are."

He squeezes your shoulder meaningfully as he says this last part.

"Be well, my friend."

The old man and the other two step into the darkness and you hear their footsteps slowly fade until the front door of the library opens and they are gone.

Esme slumps forwards and places her head in her hands, hiding her eyes.

"Bastard." She mumbles, rubbing her face for a few moments before letting her arms fall to the table limply and glancing up at you.

"That could have gone better." She says tiredly, a dim and ironic smile on her lips. She doesn't seem to be angry or accusing you of anything...just exhausted.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 05, 2020, 05:41:42 pm
"It could had gone worse?" offer with a smile. "I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."
After that:
"Thanks for supporting me. I hope I didn't cause too much trouble." add more seriously.
After that:
"Any word from the lab? Any indication that they might be coming after us?'
And after that:
"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"
Title: Re: The Left-Hand Path
Post by: King Zultan on March 06, 2020, 03:37:08 am
"It could had gone worse?" offer with a smile. "I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."
After that:
"Thanks for supporting me. I hope I didn't cause too much trouble." add more seriously.
After that:
"Any word from the lab? Any indication that they might be coming after us?'
And after that:
"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 06, 2020, 06:38:09 am
"It could had gone worse?" offer with a smile. "I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."
After that:
"Thanks for supporting me. I hope I didn't cause too much trouble." add more seriously.
After that:
"Any word from the lab? Any indication that they might be coming after us?'
And after that:
"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"

+1
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 08, 2020, 06:52:57 am
"It could had gone worse?" offer with a smile. "I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."
After that:
"Thanks for supporting me. I hope I didn't cause too much trouble." add more seriously.
After that:
"Any word from the lab? Any indication that they might be coming after us?'
And after that:
"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"

+1
+1

+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 09, 2020, 11:18:41 am
"It could had gone worse?" offer with a smile. "I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."
After that:
"Thanks for supporting me. I hope I didn't cause too much trouble." add more seriously.
After that:
"Any word from the lab? Any indication that they might be coming after us?'
And after that:
"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"

"It could had gone worse? I mean, that one looks like the sort of guy who'd suspect his shadow of being a spy."

"Maybe." She says, looking out into the dark in the general direction of the way he went. "He's paranoid but he's also an old spy. You don't get to be an old spy by being bad at your job. I don't agree with him but...I can't really fault him."

"Thanks for supporting me. I hope I didn't cause too much trouble."

"Hmm. I'm bringing you in and using you as an asset. Would be pretty foolish of me to do so if I didn't think you were reliable."

"Any word from the lab? Any indication that they might be coming after us?"

"No. Nothing on any of our channels to indicate you were found out. Might have been better if you were, but they could probably have hand waved that away too."

"Did they have any insights about what we discovered? Or any suggestions about what we could look into next?"

"Well." She sits back in her chair, "There's a lot to consider. They're trying to replicate Alexander's work for some reason, so it must have resulted in something they want. Something they want badly enough that they'd openly try to recreate the work of the 'Great Deceiver'. " She makes air quotes as she says the last part.  She scratches her head and thinks for a moment.

"So we both want to know more about you, We both want to find Alexander -for different reasons-, and we both want to overthrow this current government.  These are all rather high and mighty aspirations so lets focus on something more direct. I think our best option for what to do next is to try and find someone who knows what Alexander was doing in that lab just before the country turned on him.  Someone who might be willing to talk. One of his old co-workers, if they left any of them alive.  That skeleton of yours pointed out an article listing a few of them, right?  Should we try and track them down?"

Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 09, 2020, 12:08:37 pm
A good next step would be to find out as much about Alexander and his work as possible.

It's a fairly sure bet that we are a result of his work one way or another.
Title: Re: The Left-Hand Path
Post by: Eschar on March 09, 2020, 02:42:10 pm
A good next step would be to find out as much about Alexander and his work as possible.

+1, and his co-workers as per Esme's suggestion

It's a fairly sure bet that we are a result of his work one way or another.

Definitely, considering the circumstances of our awakening, and the Kell-Faber line
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 09, 2020, 02:59:27 pm
A good next step would be to find out as much about Alexander and his work as possible.

+1, and his co-workers as per Esme's suggestion

It's a fairly sure bet that we are a result of his work one way or another.

Definitely, considering the circumstances of our awakening, and the Kell-Faber line
+1 to the plan, also yes, I agree we are likely Alexander’s work in some way
Title: Re: The Left-Hand Path
Post by: King Zultan on March 10, 2020, 04:16:47 am
A good next step would be to find out as much about Alexander and his work as possible.

+1, and his co-workers as per Esme's suggestion

It's a fairly sure bet that we are a result of his work one way or another.

Definitely, considering the circumstances of our awakening, and the Kell-Faber line
+1 to the plan, also yes, I agree we are likely Alexander’s work in some way
+1
Title: Re: The Left-Hand Path
Post by: Eschar on March 10, 2020, 04:01:17 pm
In fact, we're probably the result of his work in two different ways: the end result of his research progress, and an undead created by Kelley personally.
Title: Re: The Left-Hand Path
Post by: piecewise on March 12, 2020, 11:01:19 am
A good next step would be to find out as much about Alexander and his work as possible.

+1, and his co-workers as per Esme's suggestion

It's a fairly sure bet that we are a result of his work one way or another.

Definitely, considering the circumstances of our awakening, and the Kell-Faber line
+1 to the plan, also yes, I agree we are likely Alexander’s work in some way
+1

You make it clear your desire is to find out as much about Alexander and his work as possible.

"It won't be easy. As far as official policy goes, any of his work was destroyed and any mention of him in older works was purged. He used to be a rising star in the party so they had to get rid of all their praise to properly condemn him. Anything left about him is going to be in the hands of private owners, overlooked by censorship. Or in the minds of any of his old colleges. Approaching them will be dangerous though; its impossible to tell which ones are secretly sympathetic, which are cowards who will denounce him -and us- to survive, and which ones bought into the propaganda.

As I see it, we've got a few options to start with: First we can try to track down the pictured colleges in the book. They're the most solid leads. Second, we can kidnap some scientist currently working on that project you found out  about. I'm sure we can get information out of him...or if you can just 'eat' him. That's up to your particular morality. Third, we can try to find where they're archiving texts of his. They have to exist; his work is too important for them to wipe it out purely to spite him and carry on with their propaganda message. They'll disavow it publicly and continue to use it in private, as we have already seen.

Those are my ideas, we can use any of them you'd like or if you have a reasonable plan I'd be good with that too."
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 12, 2020, 01:30:16 pm
"Hmm. How would we go about tracking his colleagues down? Were they targets in the campaign to erase him from existence? If so, then you're right, our best hope of finding someone who is friendly to us would be to find someone who is captured or in hiding, as anyone who isn't hiding is either working with the government or trying to not attract its attention. We'll have a hard time finding someone in hiding if even the government can't find them, unless we get more help from Piecewise. So maybe our best bet is finding someone they've captured and forced to work for them. Was there any indication of that in the documents we recovered?"

Let's discuss our options for now. See what she thinks about combining 1 and 2.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 13, 2020, 12:17:49 pm
"Hmm. How would we go about tracking his colleagues down? Were they targets in the campaign to erase him from existence? If so, then you're right, our best hope of finding someone who is friendly to us would be to find someone who is captured or in hiding, as anyone who isn't hiding is either working with the government or trying to not attract its attention. We'll have a hard time finding someone in hiding if even the government can't find them, unless we get more help from Piecewise. So maybe our best bet is finding someone they've captured and forced to work for them. Was there any indication of that in the documents we recovered?"

Let's discuss our options for now. See what she thinks about combining 1 and 2.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 13, 2020, 12:28:56 pm
"Hmm. How would we go about tracking his colleagues down? Were they targets in the campaign to erase him from existence? If so, then you're right, our best hope of finding someone who is friendly to us would be to find someone who is captured or in hiding, as anyone who isn't hiding is either working with the government or trying to not attract its attention. We'll have a hard time finding someone in hiding if even the government can't find them, unless we get more help from Piecewise. So maybe our best bet is finding someone they've captured and forced to work for them. Was there any indication of that in the documents we recovered?"

Let's discuss our options for now. See what she thinks about combining 1 and 2.
+1

Unless we can find someone they've plainly forced to work under duress or is in hiding, it seems super risky to go find someone who used to work with him. By her logic they either A) Will help us B) Will not help us, or C) Will not help us. That means we have a 33% chance of success there. Presumably resistance-minded folks are still a minority, so probably less than that.

This is one instance where I'd vote for finding and eating a scientist.
Title: Re: The Left-Hand Path
Post by: piecewise on March 15, 2020, 11:16:50 am
"Hmm. How would we go about tracking his colleagues down? Were they targets in the campaign to erase him from existence? If so, then you're right, our best hope of finding someone who is friendly to us would be to find someone who is captured or in hiding, as anyone who isn't hiding is either working with the government or trying to not attract its attention. We'll have a hard time finding someone in hiding if even the government can't find them, unless we get more help from Piecewise. So maybe our best bet is finding someone they've captured and forced to work for them. Was there any indication of that in the documents we recovered?"

Let's discuss our options for now. See what she thinks about combining 1 and 2.

"I'm not sure if they were really targeted in the same way he was. Likely they'd have to publicly denounce him, but they may still harbor doubts.  Honestly we don't even know their current location or state. They may be in prison, they may be working, they may have been quietly disappeared at some point and are now in some unknown facility or a unmarked grave.

First thing I'm going to do is try to get information on the known associates. After that we'll expand the search to find anyone working at the facility at the time who might have information. Its going to take a little while to get the info though. If you want to be proactive, I do known the location of a government prison that is supposed to hold political prisoners. We've never managed to get anyone in or really do much with it, but if you want to try your hand or do recon while we gather info, I'd be fine with that. I can get you the info and supplies, like last time."

Her face changes from contemplative to annoyed

"But this time, I want you to keep in contact and not do anything crazy without telling me first. I'll teach you the cipher we use for information exchange."
Title: Re: The Left-Hand Path
Post by: Superdorf on March 15, 2020, 01:05:56 pm
"...Yes ma'am." Look demure.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 16, 2020, 03:48:31 am
"...Yes ma'am." Look demure.
+1
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 16, 2020, 12:43:14 pm
(A-Team theme plays)

Gentlemen, we are now a part of the resistance.

"...Yes ma'am." Look demure.
+1

+1 for sure though, let's follow her lead for the time being.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 16, 2020, 07:52:30 pm
(A-Team theme plays)

Gentlemen, we are now a part of the resistance.

"...Yes ma'am." Look demure.
+1

+1 for sure though, let's follow her lead for the time being.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on March 18, 2020, 11:20:54 am
Hey various players and lurkers, we're having a movie night over on my discord this saturday. Movies, cartoons, etc will be streaming for most of the day, so feel free to come hang out. Just bear in mind that apparently streaming only functions via the Discord application OR chrome; we've had people on other browsers unable to see it.  If you have suggestions for stuff you want to watch, feel free to leave them so I can set it up. 
Title: Re: The Left-Hand Path
Post by: piecewise on March 18, 2020, 12:05:52 pm
(A-Team theme plays)

Gentlemen, we are now a part of the resistance.

"...Yes ma'am." Look demure.
+1

+1 for sure though, let's follow her lead for the time being.
+1
"Alright then. The prison I was talking about is quite a distance north of here, in the mountains. I think  the closest town to it is about 30 or 40 miles away. Its a hole in the ground where they put people they don't want to see again but don't want to kill for whatever reason. I think before we go storming the place we should try and find out who is actually in there, so we can see if it will even be worth the effort.  We'll need a list of detainees or the memories of someone who knows it."

She rubs her forehead with her fingertips, thinking.

"They won't be publicly available...might be able to find it in the records of checkpoint along the route though. They'd have to record the passage of the prison transport and account for all the prisoners. If we're lucky they'll record them by name instead of by number."

She gets out a piece of paper and a pen and starts sketching.

(https://i.imgur.com/2lkCkTD.png)

"Most checkpoints are set up like this. You have a big concrete tower outside, a wall with a motorized gate, and then some buildings beyond that wall.  Some of them are single sided, like this, and some are double sided, where you have two gates and two towers, to catch people coming and going.  A checkpoint for a prison will...probably be single sided. 10-15 guards, working in shifts to keep the checkpoint active 24 hours a day. Recent logs are gonna be in the tower, but anything older than a week or so are probably in the main building, in the commander's office.

You might, with your skeletons, be able to sneak in close enough to take the entire place by force. Likely they'll only have 5 or so guards on duty at any particular time, you might be able to wipe them out and move on to their comrades before they can mount a proper response. Alternatively you could try to sneak in and avoid detection entirely, breaking into the commander's room and getting the logs without his knowledge. That will be hard though; that main building is also likely to be the barracks of the guards stationed there; it won't be a nice empty building for you to scamper around in.  You could also try to disguise yourself in some way so they willingly give you those records but...that is dangerous. If they figure you out you'll have lost any advantage of surprise or numbers."

She looks up at you. "Any ideas?"
Title: Re: The Left-Hand Path
Post by: Eschar on March 18, 2020, 01:31:28 pm
"If we want to go through the gate normally, what ID or documents will they require?

How would people inside the main building be likely to react to a mouse scampering around? Also, could we disguise a skeleton more easily than ourself?"


I'm wondering if we can use a wiserat as a scout.
I'm also thinking we couldld get us and some skeletons in through the gate normally, then sneak into the main building - it's got to have some entrance other than the main one.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 18, 2020, 01:51:06 pm
Wiserats have served us fantastically in the past.

It's possible they have necromancers holed up in there, but I'd be less worried about one them revealing us. I assume we have an enemy-if-my-enemy relationship with them, in general.
Title: Re: The Left-Hand Path
Post by: Eschar on March 18, 2020, 09:58:33 pm
It's possible they have necromancers holed up in there

Well, this is just a checkpoint, so I don't think they'd use the big guns on a common, low-risk, low-sensitivity facility.

Unless they've figured out there was a necromancer at Axeminster recently.

I assume we have an enemy-if-my-enemy relationship with them, in general.

Well necromancers don't necessarily seem to be tied to any common goals or allegiances, so I assume they could be just as loyal (or unloyal - see Original Kelley) to the government as any other citizen. So the aren't necessarily the enemy of our enemy. Nor does there seem to be a stigma against necromancers (for example Dwarf Fortress's habit of running out people who don't age) which might create a sense of solidarity.

They might regard us as a powerful potential ally or mentor/information source, though, since we are deeply connected to Alex Famous Necromancer Kelley. Or at least as someone who is very risky to antagonize.
Title: Re: The Left-Hand Path
Post by: King Zultan on March 19, 2020, 08:52:38 am
"If we want to go through the gate normally, what ID or documents will they require?

How would people inside the main building be likely to react to a mouse scampering around? Also, could we disguise a skeleton more easily than ourself?"


I'm wondering if we can use a wiserat as a scout.
I'm also thinking we couldld get us and some skeletons in through the gate normally, then sneak into the main building - it's got to have some entrance other than the main one.
+1

Just going to say that I don't think killing everyone at the gate is a good idea.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 19, 2020, 09:00:06 am
"If we want to go through the gate normally, what ID or documents will they require?

How would people inside the main building be likely to react to a mouse scampering around? Also, could we disguise a skeleton more easily than ourself?"


I'm wondering if we can use a wiserat as a scout.
I'm also thinking we couldld get us and some skeletons in through the gate normally, then sneak into the main building - it's got to have some entrance other than the main one.
+1

Just going to say that I don't think killing everyone at the gate is a good idea.
+1 Agreed, killing will draw too much attention and puts us in unnecessary danger
Title: Re: The Left-Hand Path
Post by: Eschar on March 19, 2020, 10:13:25 am
And will attract attention afterwards - investigations into checkpoint mass murder might provide evidence that a necromancer was involved. If we sneak in and out, it's just a theft - might not even be noticed for a while since I assume these are old files.
Title: Re: The Left-Hand Path
Post by: piecewise on March 22, 2020, 10:08:42 am
It's possible they have necromancers holed up in there

Well, this is just a checkpoint, so I don't think they'd use the big guns on a common, low-risk, low-sensitivity facility.

Unless they've figured out there was a necromancer at Axeminster recently.

I assume we have an enemy-if-my-enemy relationship with them, in general.

Well necromancers don't necessarily seem to be tied to any common goals or allegiances, so I assume they could be just as loyal (or unloyal - see Original Kelley) to the government as any other citizen. So the aren't necessarily the enemy of our enemy. Nor does there seem to be a stigma against necromancers (for example Dwarf Fortress's habit of running out people who don't age) which might create a sense of solidarity.

They might regard us as a powerful potential ally or mentor/information source, though, since we are deeply connected to Alex Famous Necromancer Kelley. Or at least as someone who is very risky to antagonize.

There is somewhat of a social stigma against necromancers because of their connection to Kelley. He was a necromancer so necromancers in general are somewhat looked down upon. However, thats a social stigma, not an official one, and the army still makes use of necromancers.

"If we want to go through the gate normally, what ID or documents will they require?

How would people inside the main building be likely to react to a mouse scampering around? Also, could we disguise a skeleton more easily than ourself?"


I'm wondering if we can use a wiserat as a scout.
I'm also thinking we couldld get us and some skeletons in through the gate normally, then sneak into the main building - it's got to have some entrance other than the main one.
"That gate likely doesn't lead many places other than the prison...so you'd need to impersonate someone who is going to that prison for some reason. Supplies, prisoner transport, repair, something like that. We'd need a military vehicle, unless the cover was of an official coming to inspect or something where they'd have a personal car, and the proper papers and ID. We'd need Bruce's help again, and we'd need to know what those papers would look like. Proper code numbers and such."

"They might try to kill it, since its vermin, but I don't think it would immediately raise any alarms. A bird perched on a roof or something of the kind should be fine as well. Basically, the closer to a normal occurrence something is, the more likely it is to be overlooked. Disguising a skeleton is likely easier than disguising yourself if only before you have more room to work with on that skeleton. The lack of flesh means you can guild it up however you like.  But...it might not stand up to as much scrutiny. Your skeleton works fine on the street, bundled up, with no one really looking at him closely; but if someone were to, say, have a photo ID and be staring at him closely to check if the ID matches him...it might get dicey. "

Title: Re: The Left-Hand Path
Post by: King Zultan on March 23, 2020, 02:03:16 pm
Sounds like we should send some rats in first to get a idea of the layout of the place before we go in.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on March 23, 2020, 02:17:25 pm
Oh hey guys, a light bulb just went off as to the conversation there.

I meant there could be necromancer prisoners in the place. So even after we get in with ratwises, we should keep an eye out.
Title: Re: The Left-Hand Path
Post by: Eschar on March 23, 2020, 02:35:28 pm
Ohhhh.

Yep, I definitely see your "enemy-of-my-enemy" point now.

But this particular mission, the one we're speculating about sending a wiserat to scout, is just the transportation checkpoint, right?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 24, 2020, 09:45:42 am
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.
Title: Re: The Left-Hand Path
Post by: Superdorf on March 24, 2020, 10:44:14 am
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.

That's-- brilliant. And devious. And brilliant. Yes. +1
Title: Re: The Left-Hand Path
Post by: King Zultan on March 24, 2020, 10:53:52 am
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.

That's-- brilliant. And devious. And brilliant. Yes. +1
+1
Title: Re: The Left-Hand Path
Post by: Eschar on March 24, 2020, 11:26:38 am
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.

That's-- brilliant. And devious. And brilliant. Yes. +1
+1

+1.

we have a winner
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 24, 2020, 11:37:35 am
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.

That's-- brilliant. And devious. And brilliant. Yes. +1
+1

+1.

we have a winner
+1 we need to have a way of knowing if they get to the prison or not, I imagine the sewer system is huge
Title: Re: The Left-Hand Path
Post by: Eschar on March 24, 2020, 02:18:46 pm
Send rats through the sewer system to climb/swim up to the toilets while keeping track of their location. They'll very carefully take a look around and come back. Then they'll report about the kind of restroom they arrived at. The most lavish and least dirty and most private is likely to belong to the most important person/people. And their office can't be far.

That's-- brilliant. And devious. And brilliant. Yes. +1
+1

+1.

we have a winner
+1 we need to have a way of knowing if they get to the prison or not, I imagine the sewer system is huge

I think we're just looking in a checkpoint right now. Can anyone confirm that?

On an unrelated note, NG's avatar is GLaDOS. Somebody get me a substitute core just in case, willya?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 24, 2020, 02:59:58 pm
I have a rotating avatar, GLaDOS is just one of the incarnations
Since it is a checkpoint, we ar going to need a different plan, unfortunately I can’t think of one right now
Title: Re: The Left-Hand Path
Post by: Eschar on March 24, 2020, 06:12:20 pm
I have a rotating avatar, GLaDOS is just one of the incarnations
Since it is a checkpoint, we ar going to need a different plan, unfortunately I can’t think of one right now

No, I think this plan might work for the checkpoint too, since we will need to find out what room is owned by the head honcho there to find the documents.
Title: Re: The Left-Hand Path
Post by: piecewise on March 25, 2020, 10:33:27 am
I'm in talks with Paris about the exact details of his action, will post soon.
Title: Re: The Left-Hand Path
Post by: Eschar on March 25, 2020, 10:35:07 am
Got it.

Hey, didn't Paris come up with a significant portion of the Axminster plan too? It seems they're our resident mastermind.
Title: Re: The Left-Hand Path
Post by: piecewise on March 25, 2020, 12:16:59 pm
So paris didn't understand that the checkpoint is way out in the boonies, basically just servicing that prison.  Hence a place that might not have direct sewer access.

The new plan, as he outlined, is to use an animated bird to carry an animated rat over to the checkpoint from a long distance. The bird will drop the rat onto the main building at night, and the rat will then scurry in and try to find the documents we need. If its successful, it will memorize the info we need, then scurry back to the roof and be exfiltrated by the bird. From there it will return to us and transcribe the info.  This is all assuming that everything goes well and that it can actually get into the...whatever it is that is holding that info. Its important to remember at this point that puppets are obedient but not very good at problem solving, while those creatures animated with spirits are smarter, but less obedient.

I bring this up because while we can get away with a puppet bird, that rat could be either a puppet or an actual spirit animated construct.

Thoughts? Additions?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 25, 2020, 12:37:28 pm
So paris didn't understand that the checkpoint is way out in the boonies, basically just servicing that prison.  Hence a place that might not have direct sewer access.

The new plan, as he outlined, is to use an animated bird to carry an animated rat over to the checkpoint from a long distance. The bird will drop the rat onto the main building at night, and the rat will then scurry in and try to find the documents we need. If its successful, it will memorize the info we need, then scurry back to the roof and be exfiltrated by the bird. From there it will return to us and transcribe the info.  This is all assuming that everything goes well and that it can actually get into the...whatever it is that is holding that info. Its important to remember at this point that puppets are obedient but not very good at problem solving, while those creatures animated with spirits are smarter, but less obedient.

I bring this up because while we can get away with a puppet bird, that rat could be either a puppet or an actual spirit animated construct.

Thoughts? Additions?
I’m thinking we should put a spirit into the rat
Title: Re: The Left-Hand Path
Post by: King Zultan on March 26, 2020, 05:16:20 am
A spirit in a rat sounds like a good plan.
Title: Re: The Left-Hand Path
Post by: Eschar on March 26, 2020, 08:55:32 am
Spirit rat, puppet bird, enact Parisbre Plan II. How far can this bird fly? Indefinite since it's undead and doesn't need (material) food?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 26, 2020, 05:39:18 pm
As an addition: We have a relatively high quality crab spirit in one of our skeleton that we have further enhanced by combining it with another spirit. (http://www.bay12forums.com/smf/index.php?topic=173328.msg8033295#msg8033295)  Furthermore, we have the ability to transfer spirits from one animated body to another.  (http://www.bay12forums.com/smf/index.php?topic=173328.msg8031259#msg8031259) So I suggest we remove the crab spirit (which we shall name Mr. Crab) from the skeleton and try putting it in a rat/mouse if it looks like it can contain it. That way, not only will it have a higher chance of completing its mission but when it's done we can just put it back into its skeleton and have it transcribe things or even answer some questions. Make sure it's well fed and understands that it should do its best to remain unseen while trying to find the information. Also make sure to state its objective in a way it understands.
Title: Re: The Left-Hand Path
Post by: Eschar on March 26, 2020, 06:12:07 pm
As an addition: We have a relatively high quality crab spirit in one of our skeleton that we have further enhanced by combining it with another spirit. (http://www.bay12forums.com/smf/index.php?topic=173328.msg8033295#msg8033295)  Furthermore, we have the ability to transfer spirits from one animated body to another.  (http://www.bay12forums.com/smf/index.php?topic=173328.msg8031259#msg8031259) So I suggest we remove the crab spirit (which we shall name Mr. Crab) from the skeleton and try putting it in a rat/mouse if it looks like it can contain it. That way, not only will it have a higher chance of completing its mission but when it's done we can just put it back into its skeleton and have it transcribe things or even answer some questions. Make sure it's well fed and understands that it should do its best to remain unseen while trying to find the information. Also make sure to state its objective in a way it understands.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 26, 2020, 07:46:58 pm
As an addition: We have a relatively high quality crab spirit in one of our skeleton that we have further enhanced by combining it with another spirit. (http://www.bay12forums.com/smf/index.php?topic=173328.msg8033295#msg8033295)  Furthermore, we have the ability to transfer spirits from one animated body to another.  (http://www.bay12forums.com/smf/index.php?topic=173328.msg8031259#msg8031259) So I suggest we remove the crab spirit (which we shall name Mr. Crab) from the skeleton and try putting it in a rat/mouse if it looks like it can contain it. That way, not only will it have a higher chance of completing its mission but when it's done we can just put it back into its skeleton and have it transcribe things or even answer some questions. Make sure it's well fed and understands that it should do its best to remain unseen while trying to find the information. Also make sure to state its objective in a way it understands.
+1, if the crab spirit turns out to be too big, we should put it back into the skeleton and put one of the others inside

+1
Title: Re: The Left-Hand Path
Post by: King Zultan on March 27, 2020, 03:21:52 am
As an addition: We have a relatively high quality crab spirit in one of our skeleton that we have further enhanced by combining it with another spirit. (http://www.bay12forums.com/smf/index.php?topic=173328.msg8033295#msg8033295)  Furthermore, we have the ability to transfer spirits from one animated body to another.  (http://www.bay12forums.com/smf/index.php?topic=173328.msg8031259#msg8031259) So I suggest we remove the crab spirit (which we shall name Mr. Crab) from the skeleton and try putting it in a rat/mouse if it looks like it can contain it. That way, not only will it have a higher chance of completing its mission but when it's done we can just put it back into its skeleton and have it transcribe things or even answer some questions. Make sure it's well fed and understands that it should do its best to remain unseen while trying to find the information. Also make sure to state its objective in a way it understands.
+1, if the crab spirit turns out to be too big, we should put it back into the skeleton and put one of the others inside

+1
+1 But I think we should name it Mr. Crabs instead.
Title: Re: The Left-Hand Path
Post by: Eschar on March 27, 2020, 10:28:38 am
Also, after creating Birdcrab, send him out and back once to tell us the general guard amount/layout/patrol routes of the checkpoint. Do this before sending him with Ratwise.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 27, 2020, 01:49:34 pm
Also, after creating Birdcrab, send him out and back once to tell us the general guard amount/layout/patrol routes of the checkpoint. Do this before sending him with Ratwise.
i thought we were creating Ratcrab, who would be led there by Puppetbird
Title: Re: The Left-Hand Path
Post by: Eschar on March 27, 2020, 02:05:50 pm
Also, after creating Birdcrab, send him out and back once to tell us the general guard amount/layout/patrol routes of the checkpoint. Do this before sending him with Ratwise.
i thought we were creating Ratcrab, who would be led there by Puppetbird

Whoops. Create Birdcrab first and send him to recon as detailed above, and then transfer Mr. Crabs to the rat for the actual operation, turning the bird into a puppet.
Title: Re: The Left-Hand Path
Post by: piecewise on March 29, 2020, 12:58:26 pm
As an addition: We have a relatively high quality crab spirit in one of our skeleton that we have further enhanced by combining it with another spirit. (http://www.bay12forums.com/smf/index.php?topic=173328.msg8033295#msg8033295)  Furthermore, we have the ability to transfer spirits from one animated body to another.  (http://www.bay12forums.com/smf/index.php?topic=173328.msg8031259#msg8031259) So I suggest we remove the crab spirit (which we shall name Mr. Crab) from the skeleton and try putting it in a rat/mouse if it looks like it can contain it. That way, not only will it have a higher chance of completing its mission but when it's done we can just put it back into its skeleton and have it transcribe things or even answer some questions. Make sure it's well fed and understands that it should do its best to remain unseen while trying to find the information. Also make sure to state its objective in a way it understands.
+1, if the crab spirit turns out to be too big, we should put it back into the skeleton and put one of the others inside

+1
+1 But I think we should name it Mr. Crabs instead.
You leave the table and head back up to the medical section of the library, returning to where the skeletons are waiting. You have Piecewise bring you a rat and proceed to tear the spirit from the skeleton and put it in the rat. Despite the large difference in size, it does work and the rat reanimates with the large phantom as its motive force.

You head back to Esme and tell her the new plan. She considers it for a moment and then nods.

"Its a good idea, limits our risk. You'll need a large bird for it. Hawk or something else predatory that would be able to carry a rat.  We could buy a tame one...or try to find a dead one so we don't have to kill it. Or we could just kill one in the wild."  She looks up at you "We should enact all this from somewhere in the wilderness, by the way. There are a lot of eyes in a city, and a hawk carrying a rat, both of them with necromantic tethers, could draw attention. I think we ought to head out under the guise of camping, stop as close to the checkpoint as we can, and then use that as a base for operations.  I'll go check a map, see if there are approved campsites anywhere nearby."

She returns a moment later with a large topographical map, spreading it out on the table in front of you. 
Spoiler (click to show/hide)
She then seems to trace roads you can't see until finally tapping her finger on a particular spot.

"We're in luck, the prison and the checkpoint are all on what is technically a national park here.  Its all government land, so they probably put it there so they could build it without having to attract any attention.  The road..." she traces what looks like a natural canyon with a finger tip," follows this path, with the prison in this clearing area here. We should be able to 'camp' somewhere up near this cliff here and send your spies off from there. Might even be able to watch them go and come back."

She sees you squinting at the map.

"Ah. Sorry. Maps are a controlled information, especially maps showing governmental buildings and installations. We only have topographical maps here, so we can't be in volition of censorship laws, but I have many other maps memorized. I'm just remembering where things are with this."

You nod and then bring up that the "You" has become "We" the more she talks about this. She rests her elbows on the table and sighs.

"Yeah, I wasn't up for an assault but if we're just spying then...Well I just spent a hour or two trying to defend you so being there to see what you do will at least give me a better footing to argue on. Plus I think us together is a better cover story than you and your rubber faced bodyguard."

She looks at the map again, thinking aloud.

"So a Hawk, some camping gear, and a good cover story.  Anything I'm forgetting?"

Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 29, 2020, 02:15:12 pm
"Sounds good to me"
Title: Re: The Left-Hand Path
Post by: Eschar on March 29, 2020, 03:28:35 pm
"Anything we should know about what your co-conspirators might think of this? Or are we giving them any information at all?

If we're not telling them, and you're going with us, they might notice your absence.

In fact, you might need to tell Nicolas a cover story for him to use if any mysterious strangers - government, informant, or conspirator - happen to notice your absence.

Speaking of which, if the government was so hell-bent on rooting out all traces of me Kelley, how come they haven't found you yet? Did they not keep tabs on who was associated with him?"
Title: Re: The Left-Hand Path
Post by: Parisbre56 on March 29, 2020, 04:08:56 pm
"Anything we should know about what your co-conspirators might think of this? Or are we giving them any information at all?

If we're not telling them, and you're going with us, they might notice your absence.

In fact, you might need to tell Nicolas a cover story for him to use if any mysterious strangers - government, informant, or conspirator - happen to notice your absence.

Speaking of which, if the government was so hell-bent on rooting out all traces of me Kelley, how come they haven't found you yet? Did they not keep tabs on who was associated with him?

That last part was because she was actually in another country, the country that's at war with this one. Kelley left that place to come here (probably because this country's no-ethics approach to research gave him more liberty to experiment) and then a long time later she came here as a spy for her country's government with the official goal of helping the war effort and the personal goal of finding Kelley. It was explained here: http://www.bay12forums.com/smf/index.php?topic=173328.msg7953741#msg7953741

But I agree with everything else, those are good questions. Then camping trip is a go!
It would be great if we could buy a bird, maybe with the excuse of using it somehow for the library. Otherwise we could always trap a small bird using something like a sticky stick trap and then use that to lure a bigger bird. Or we could even take that rifle we bought, assuming we wouldn't get in trouble for carrying it.
Remember to get our cover story in order, so that we know how to act when we're together. Are we brother and sister going back to where we had family camping trips together, are we  an assistant helping Esme do some field research, are we a couple going to spend our time looking at the sights?
Remember to bring things that would be useful in a camping trip. Blankets, food, etc. It would help if some of them could double as weapons (e.g. utility knife) or cores (sewing needles maybe?).
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on March 29, 2020, 05:31:19 pm
"Anything we should know about what your co-conspirators might think of this? Or are we giving them any information at all?

If we're not telling them, and you're going with us, they might notice your absence.

In fact, you might need to tell Nicolas a cover story for him to use if any mysterious strangers - government, informant, or conspirator - happen to notice your absence.

Speaking of which, if the government was so hell-bent on rooting out all traces of me Kelley, how come they haven't found you yet? Did they not keep tabs on who was associated with him?

That last part was because she was actually in another country, the country that's at war with this one. Kelley left that place to come here (probably because this country's no-ethics approach to research gave him more liberty to experiment) and then a long time later she came here as a spy for her country's government with the official goal of helping the war effort and the personal goal of finding Kelley. It was explained here: http://www.bay12forums.com/smf/index.php?topic=173328.msg7953741#msg7953741

But I agree with everything else, those are good questions. Then camping trip is a go!
It would be great if we could buy a bird, maybe with the excuse of using it somehow for the library. Otherwise we could always trap a small bird using something like a sticky stick trap and then use that to lure a bigger bird. Or we could even take that rifle we bought, assuming we wouldn't get in trouble for carrying it.
Remember to get our cover story in order, so that we know how to act when we're together. Are we brother and sister going back to where we had family camping trips together, are we  an assistant helping Esme do some field research, are we a couple going to spend our time looking at the sights?
Remember to bring things that would be useful in a camping trip. Blankets, food, etc. It would help if some of them could double as weapons (e.g. utility knife) or cores (sewing needles maybe?).

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on March 29, 2020, 08:08:40 pm
Camping with Esme!
Title: Re: The Left-Hand Path
Post by: King Zultan on March 30, 2020, 06:16:48 am
A fun family camping trip where we use dead animals as spies, just like when I went camping as a child.
Title: Re: The Left-Hand Path
Post by: piecewise on April 01, 2020, 09:16:29 am
"Anything we should know about what your co-conspirators might think of this? Or are we giving them any information at all?

If we're not telling them, and you're going with us, they might notice your absence.

In fact, you might need to tell Nicolas a cover story for him to use if any mysterious strangers - government, informant, or conspirator - happen to notice your absence.

Speaking of which, if the government was so hell-bent on rooting out all traces of me Kelley, how come they haven't found you yet? Did they not keep tabs on who was associated with him?

That last part was because she was actually in another country, the country that's at war with this one. Kelley left that place to come here (probably because this country's no-ethics approach to research gave him more liberty to experiment) and then a long time later she came here as a spy for her country's government with the official goal of helping the war effort and the personal goal of finding Kelley. It was explained here: http://www.bay12forums.com/smf/index.php?topic=173328.msg7953741#msg7953741

But I agree with everything else, those are good questions. Then camping trip is a go!
It would be great if we could buy a bird, maybe with the excuse of using it somehow for the library. Otherwise we could always trap a small bird using something like a sticky stick trap and then use that to lure a bigger bird. Or we could even take that rifle we bought, assuming we wouldn't get in trouble for carrying it.
Remember to get our cover story in order, so that we know how to act when we're together. Are we brother and sister going back to where we had family camping trips together, are we  an assistant helping Esme do some field research, are we a couple going to spend our time looking at the sights?
Remember to bring things that would be useful in a camping trip. Blankets, food, etc. It would help if some of them could double as weapons (e.g. utility knife) or cores (sewing needles maybe?).

+1

"I'll let them know what we're doing. That should be enough. And no, I won't need a cover story. This is a private library remember?  The number of people coming through is quite small, just agents of our network and some university faculty we allow in as a cover. There's a girl they always bring in to cover for me while I'm out; its all set up already. Or did you think I never went out of missions of my own?" She smirks at you.

You ask about how the government hasn't come for her yet, considering their furor for stamping out anything to do with Kelley.

"They don't know I'm here and my documents are all fake anyways. And that's even assuming they bothered to look into his life before he immigrated. I'm willing to bet they don't really care. They only care about discrediting him and erasing past praise. They're not going to wipe out everyone who has ever come in contact with him, just anyone who...makes a nuisance of themselves about it."

You ask Esme if they have any specimens of birds. Like in formaldehyde or something of the kind. You might be able to animate one of those.

"No...unfortunately we don't have any of those on hand. But its a good idea. I do know a guy who might be able to get us one though. He provides specimens for museums and universities, not to mention animals for educational dissection. We might be able to get one from him under the cover of having it as an exhibit. I can give you his address if you want to handle it while I work on getting our cover stories built up. You could get the camping supplies as well. "

She looks at you hard for a moment.

"I'm thinking cousins. A lot of the time lovers or spouses is the general cover but considering the situation...I think relations is better.  Plus your skeleton would be an odd third wheel for a romantic getaway."

She gives you a new wallet full of cash and the address and name of the guy who could provide a specimen, as well as the address for a store that would carry what you need for camping.
Title: Re: The Left-Hand Path
Post by: Eschar on April 01, 2020, 09:33:52 am
Yeah, we really need to not call her Es on this trip.

Buy specimens and supplies. Don't get noticed. Pay attention if it seems anyone is looking at us longer than usual while we're out
Title: Re: The Left-Hand Path
Post by: King Zultan on April 01, 2020, 09:53:45 am
Yeah, we really need to not call her Es on this trip.

Buy specimens and supplies. Don't get notices. Pay attention if it seems anyone is looking at us longer than usual while we're out
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 01, 2020, 03:34:33 pm
Yeah, we really need to not call her Es on this trip.

Buy specimens and supplies. Don't get notices. Pay attention if it seems anyone is looking at us longer than usual while we're out
+1
+1 what do you mean by notices? Did you mean noticed? Either way works
Title: Re: The Left-Hand Path
Post by: piecewise on April 04, 2020, 01:58:53 pm
Yeah, we really need to not call her Es on this trip.

Buy specimens and supplies. Don't get notices. Pay attention if it seems anyone is looking at us longer than usual while we're out
+1
+1 what do you mean by notices? Did you mean noticed? Either way works

The Specimen man turns out to be a nervous, skinny thing, a good foot shorter than you. His "Office" is a converted duplex, where the entire lower store has been transformed into a warehouse of sorts for all sorts of biological samples. You ask him about a hawk large enough to hold a rat and he digs in the back for a while before returning. He explains at length that birds aren't generally kept preserved like other animals since their plumage is such an important aspect of their identification. He shows examples of what amount to hollowed out birds with nothing left but skeleton, dried skin and feathers coated in some kind of glue to keep them on the flesh.  He does say you're in luck though. He has not a hawk, but a juvenile brown eagle that hasn't been processed yet, just pumped full of preservatives. He gives it to you in something that looks like an oversized flower box, tied up with string.

You take your rather odd package and head over to the store Esme recommended for camping supplies. It appears to be an outdoor store, mostly for hunting gear but with some general camping goods as well. You buy everything you think you'll need and get it packed into the new duffel bags and backpacks you bought before heading back home. On the way back you notice something. There are more of those patrols out right now, stopping random people on the street and asking them for identification. You manage to side step them, but getting back without running into one right now seems like it will be hard.  You do have your papers on you right now...so you might be able to just pass by like a normal citizen. You even have explanations for all the stuff you're carrying, and you're not armed so. There should be no problem...However you could also try and wait a while, hide out in an alley or shop or something and wait for the patrols to lighten.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 05, 2020, 04:22:00 am
Keep going. Hiding in an alley or something will make us look more suspicious. And if night falls and traffic becomes reduced we will be more suspicious or at least more likely to be stopped. Stick to crowded streets as much as possible and keep going.
Title: Re: The Left-Hand Path
Post by: King Zultan on April 05, 2020, 04:51:47 am
Keep going. Hiding in an alley or something will make us look more suspicious. And if night falls and traffic becomes reduced we will be more suspicious or at least more likely to be stopped. Stick to crowded streets as much as possible and keep going.
+1 Being suspicious is probably something we don't want right now.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 05, 2020, 12:14:29 pm
Keep going. Hiding in an alley or something will make us look more suspicious. And if night falls and traffic becomes reduced we will be more suspicious or at least more likely to be stopped. Stick to crowded streets as much as possible and keep going.
+1 Being suspicious is probably something we don't want right now.

+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 05, 2020, 02:31:55 pm
Keep going. Hiding in an alley or something will make us look more suspicious. And if night falls and traffic becomes reduced we will be more suspicious or at least more likely to be stopped. Stick to crowded streets as much as possible and keep going.
+1 Being suspicious is probably something we don't want right now.

+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on April 07, 2020, 10:38:18 am
Keep going. Hiding in an alley or something will make us look more suspicious. And if night falls and traffic becomes reduced we will be more suspicious or at least more likely to be stopped. Stick to crowded streets as much as possible and keep going.
+1 Being suspicious is probably something we don't want right now.

+1
+1
You decide to risk it and head towards the library, doing you absolute best to look as banal and utterly ordinary as possible. They still stop you. 

The soldier asks for your papers and you present them calmly, trying to project a kind of mildly inconvenienced boredom. The soldier looks the papers over quickly, glancing back and forth between them and you a few times.  He asks you about the packages and has you open them for him to see. The camping gear goes by without issue, but the hawk takes a bit more explaining. You tell him its a specimen for the Mortibund Private Library, you tell him the dealer you got it from, you even recite the species name as though it were as simple and self evident as anything. He eventually shrugs and  is just about to hand you your papers back when he stops. He stares at you for a moment, apparently confused. You can see the gears working in his head, his eyes locked on your face.  You keep your hand out, waiting for the papers and trying to remain cool.  The man doesn't give them to you, instead he steps back and looks at them again before folding them up.

"Stay here. I just need to confirm something." He says, and he walks away from you, back towards a small outpost of sorts they've set up on the sidewalk. You hear a voice within, a familiar female voice.  The guard disappears into the outpost and you can hear him talking to the unseen woman, but you can't tell about what. At this point you can tell that a normal person would probably be very afraid but you feel oddly calm. You consider the situation in a detached manner.  This man seems to have recognized you somehow. There are really only two possibilities: Either your resemblance to a younger Kelley is making him think he's seen you before, or somehow there's an image of you out among the soldiers. Maybe your heists or murders didn't go as well as you thought? Maybe some postcog or remote viewer caught your face somewhere along the line? Is there a wanted poster for you in that outpost?

You consider your options. There are...three other soldiers on the street right now, probably 5 or 6 in total if you include the one that just left and the one or multiple in the outpost. You might be able to slip away without them noticing if you move quick. You're not armed so fighting would be a big risk and quite difficult. Or you could wait and see what happens. It might be nothing at all. Of course, if you are wanted, things might escalate very fast. You already confirmed a connection to the Library, it could bring trouble for them. Then again...running might also do that.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 07, 2020, 10:48:48 am
Well crap, do we wait or run? If we aren’t wanted and we run, we will then be suspicious, however if we are wanted and stay, we will very likely either die or get captured, maybe made into a host for a phantom or simply turned into a puppet...thoughts?
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 07, 2020, 03:04:41 pm
If they know who we are, the only option which contains this from the library is if we kill everyone present. This is something we're capable of, assuming there's nobody here with magic BS. We are quite durable.
On the other hand, if it's nothing, then attacking immediately will create unnecessary heat.

Wait. If they ask about us resembling Alexander, say it's a coincidence.
If they try to arrest us, order our body to slit the throat of the nearest enemy, then move on to kill everyone else in the outpost. Afterwards, catch a large phantom, place it in a body, and order it to consume all memories present in order to deny them to the enemy.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 07, 2020, 03:10:11 pm
If they know who we are, the only option which contains this from the library is if we kill everyone present. This is something we're capable of, assuming there's nobody here with magic BS. We are quite durable.
On the other hand, if it's nothing, then attacking immediately will create unnecessary heat.

Wait. If they ask about us resembling Alexander, say it's a coincidence.
If they try to arrest us, order our body to slit the throat of the nearest enemy, then move on to kill everyone else in the outpost. Afterwards, catch a large phantom, place it in a body, and order it to consume all memories present in order to deny them to the enemy.

Ok, the ordering to deny them from the enemy bit isn’t necessary, phantoms will eat the memories regardless, +1
Title: Re: The Left-Hand Path
Post by: Eschar on April 07, 2020, 03:11:16 pm
How about "do everything Egan said but eat the memories ourselves, and make sure to use precionmancer mode when fighting"?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 07, 2020, 03:13:55 pm
How about "do everything Egan said but eat the memories ourselves, and make sure to use precionmancer mode when fighting"?
we don’t need to eat memories to live, I don’t think we are a phantom. Phantoms require memories to survive. It makes more sense to give them the memories, I would think.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 07, 2020, 03:20:05 pm
It takes time for us to consume memories ourselves, time we would be spending completely defenseless squatting in a butchered outpost. We eat one person out of 15, reinforcements arrive, we die.
If we catch a phantom, it can destroy the memories for us while we run. Depending on how fast the enemy react to the dead outpost, they might be able to send a necromancer or other Talent to absorb the memories before they're naturally eaten by ambient phantoms, which would lead them right back to us. It is imperitive that we ensure the dead soldiers' memories are destroyed quickly, before the enemy can retrieve them. The only way to do that without putting our own self in danger is to order a phantom to do so.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 07, 2020, 03:24:41 pm
Unrelated conjecture. Our face resembles a younger Alexander. But it may not be identical, as when Esme first met us, she said that we resemble someone she knew a long time ago. In addition, we have no evidence that we have the ability to freely morph our flesh like a shapeshifter. So our face is not that of old Alexander, and we don't think it's possible that Alexander changed his own face to appear younger.
So what I believe happened is that Alexander created us using the body of something with a face closely resembling his own. Thus, it's possible that this soldier recognises us from a missing person notice or similar. This could be bad for us, because the name on our papers would not be the same as the missing person's name, and we would have to explain where we've been and why we have a different identity.
Title: Re: The Left-Hand Path
Post by: Eschar on April 07, 2020, 06:15:17 pm
If he used a different but similar-looking person, couldn't we, well, just say we happen to look like Kelley? Of course, I don't think that'd convince them.

If they know who we are, the only option which contains this from the library is if we kill everyone present. This is something we're capable of, assuming there's nobody here with magic BS. We are quite durable.
On the other hand, if it's nothing, then attacking immediately will create unnecessary heat.

Wait. If they ask about us resembling Alexander, say it's a coincidence.
If they try to arrest us, order our body to slit the throat of the nearest enemy, then move on to kill everyone else in the outpost. Afterwards, catch a large phantom, place it in a body, and order it to consume all memories present in order to deny them to the enemy.

Ok, the ordering to deny them from the enemy bit isn’t necessary, phantoms will eat the memories regardless, +1

+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 07, 2020, 06:43:57 pm
If he used a different but similar-looking person, couldn't we, well, just say we happen to look like Kelley? Of course, I don't think that'd convince them.
The issue then wouldn't be our connection to Kelly, but the fact that we're supposed to be missing presumed dead by now. And the name we picked for ourself, which we put on the papers, would not match the face of the person that Kelly used.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 07, 2020, 06:45:37 pm
I’m wondering, would we have do do anything to summon phantoms or will they flock to the abundant food of memories and mana?
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 07, 2020, 07:52:31 pm
I say wait to see what he says when he comes back.

If they try to arrest us, flip the fuck out. I agree, the only way to completely isolate any trouble from the library is to kill everyone here. Hopefully it's something silly. Stay cool.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 07, 2020, 07:59:30 pm
I say wait to see what he says when he comes back.

If they try to arrest us, flip the fuck out. I agree, the only way to completely isolate any trouble from the library is to kill everyone here. Hopefully it's something silly. Stay cool.
+1
Title: Re: The Left-Hand Path
Post by: Eschar on April 07, 2020, 09:46:29 pm
I say wait to see what he says when he comes back.

If they try to arrest us, flip the fuck out.

If we get accosted for serious Kelley/necro suspicion, we need to act the most offended these people have ever, ever seen.

Before sqeulching any reports of Library connection. Violently.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 08, 2020, 05:36:22 am
I'm pretty sure they won't try to arrest us. If they had the possibility of arrest or that we were someone dangerous in their mind they'd have us follow them instead of telling us to wait there, away from the Outpost. Or they would have told another soldier to keep an eye on us. But right now we could just walk away. They're probably just going to ask us some questions.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 08, 2020, 06:40:41 am
I’m thinking if we walk away and they don’t think us suspicious, walking away will make them think we’re suspicous
Title: Re: The Left-Hand Path
Post by: King Zultan on April 08, 2020, 06:45:24 am
I say wait to see what he says when he comes back.

If they try to arrest us, flip the fuck out. I agree, the only way to completely isolate any trouble from the library is to kill everyone here. Hopefully it's something silly. Stay cool.
+1
+1
Title: Re: The Left-Hand Path
Post by: piecewise on April 10, 2020, 11:16:46 am
I say wait to see what he says when he comes back.

If they try to arrest us, flip the fuck out. I agree, the only way to completely isolate any trouble from the library is to kill everyone here. Hopefully it's something silly. Stay cool.
+1
+1

You decide to wait. About thirty second later the soldier reappears, his superior following along behind. You only ever saw her legs, but you recognize her now. Commander Ellis, the woman who raided Bruce's apartment and threatened his daughter. She looks different than you imagined; your mental image was one of an older woman with severe cheek bones and a smug expression of superiority. This woman is young, maybe mid or late 20s, with a round face, large eyes, and a haircut that frames her features oddly.  She takes the papers from her subordinate and walks over to you. She looks at the papers and then looks at you.

"Orpheus Goldstine?" She asks, an eyebrow raised.

You jokingly ask if its a crime to have whimsical parents. She doesn't react to the retort. Instead she takes a step forward and, with a leather gloved hand, grabs you buy the cheek, pinching the flesh between two fingers. She tugs it back and forth a bit, as though checking if it would fall off. You're silently grateful that she's wearing gloves and can't feel how cold your skin is. And that she hasn't noticed that the fake breathing you're doing doesn't fog up the cold air like hers does. She lets your face go after another moment and checks your papers again.

"Who are your parents exactly?" She asks, "Where are they from. What was your father's profession?"
Title: Re: The Left-Hand Path
Post by: Superdorf on April 10, 2020, 11:21:27 am
"Orpheus Goldstine?" She asks, an eyebrow raised.

snrk
I'd... forgotten we named ourself that.  :P

Anyway. Do we try and make something up, or do we flip out and kill things?
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 10, 2020, 11:53:44 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 10, 2020, 11:55:08 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.

+1

Much better than flipping out and killing things.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 10, 2020, 12:20:57 pm
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.

+1

Much better than flipping out and killing things.
+1
“My parents are Mary Goldstine and Orpheus Goldstine. I was named after my father. Mary’s maiden name was Gold. Mom and dad were farmers, mom dealt more with the plants, and dad was the one who butchered animals. As for why I left, I didn’t. Not willingly. There were 3 people who broke into our house when I was around 15. They took me and killed my parents when they tried to rescue me. The people who took me told me to never tell anyone what happened. Eventually I was able to escape when the 3 of the, were asleep, but I was never sure whether they were part of a larger group or not, and so stayed hidden”
Orpheus’s memories will serve better here
Title: Re: The Left-Hand Path
Post by: Superdorf on April 10, 2020, 12:23:48 pm
Let's let our character come up with the particulars-- he oughta know more about this world now than we do, and world knowledge is critical for this sort of thing.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 10, 2020, 12:26:19 pm
Let's let our character come up with the particulars-- he oughta know more about this world now than we do, and world knowledge is critical for this sort of thing.
fair point
Title: Re: The Left-Hand Path
Post by: Eschar on April 10, 2020, 12:51:00 pm
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.

+1

Much better than flipping out and killing things.

+1

Less fun, but I see your point

Also: "Goldstine"? Heh.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 10, 2020, 12:55:45 pm
Now hold up

You give the name of "Eligius Goldstine".

I thought our name was "Eligius"? Think I'm missing something here.
Title: Re: The Left-Hand Path
Post by: Eschar on April 10, 2020, 01:45:42 pm
I've re-read the pages near that quote,
You give the name of "Eligius Goldstine".

And
1. Apparently we (the players, not the character) talked about the name Orpheus a bit after Commander Ellis left Bruce.
2. Bruce mentioned someone named Nina Antonov, who we could help him find as a favor. Just an interesting thing we haven't thought about since.
3. If we can ever do so without being killed, found out, or drawing attention to the Library, we are so murdering Commander Ellis.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 10, 2020, 01:54:53 pm
It could have been misspelled on the papers, the papers name is what we’re going with, since both the names are fake too
Title: Re: The Left-Hand Path
Post by: piecewise on April 10, 2020, 04:43:48 pm
I've re-read the pages near that quote,
You give the name of "Eligius Goldstine".

And
1. Apparently we (the players, not the character) talked about the name Orpheus a bit after Commander Ellis left Bruce.
2. Bruce mentioned someone named Nina Antonov, who we could help him find as a favor. Just an interesting thing we haven't thought about since.
3. If we can ever do so without being killed, found out, or drawing attention to the Library, we are so murdering Commander Ellis.
The character said his name was Orpheus after crawling out of under the bed. Told it to Mary, Bruce's daughter. Bruce went with it, since he hadn't actually forged the papers at that point
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 10, 2020, 05:22:06 pm
I've re-read the pages near that quote,
You give the name of "Eligius Goldstine".

And
1. Apparently we (the players, not the character) talked about the name Orpheus a bit after Commander Ellis left Bruce.
2. Bruce mentioned someone named Nina Antonov, who we could help him find as a favor. Just an interesting thing we haven't thought about since.
3. If we can ever do so without being killed, found out, or drawing attention to the Library, we are so murdering Commander Ellis.
The character said his name was Orpheus after crawling out of under the bed. Told it to Mary, Bruce's daughter. Bruce went with it, since he hadn't actually forged the papers at that point
Understood
Title: Re: The Left-Hand Path
Post by: King Zultan on April 11, 2020, 02:18:13 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.

+1

Much better than flipping out and killing things.

+1

Less fun, but I see your point

Also: "Goldstine"? Heh.

+1

I'm pretty sure I added the Goldstine part, as for why I have no idea.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 11, 2020, 02:33:21 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Remember to make it mesh with Esme's story, just in case we're still going with the camping trip story.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 11, 2020, 02:44:55 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Remember to make it mesh with Esme's story, just in case we're still going with the camping trip story.

+1
Title: Re: The Left-Hand Path
Post by: Eschar on April 11, 2020, 08:17:12 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.

+1

Much better than flipping out and killing things.

+1

Less fun, but I see your point

Also: "Goldstine"? Heh.

+1

I'm pretty sure I added the Goldstine part, as for why I have no idea.

Emmanuel Goldstein, dissenter/enemy of the state from 1984?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 11, 2020, 08:19:11 am
Emmanuel Goldstein, dissenter/enemy of the state from 1984?
I don't think that's it as I haven't gotten around to reading that book.
Title: Re: The Left-Hand Path
Post by: Eschar on April 11, 2020, 09:23:10 am
Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Remember to make it mesh with Esme's story, just in case we're still going with the camping trip story.

+1

+1

Emmanuel Goldstein, dissenter/enemy of the state from 1984?
I don't think that's it as I haven't gotten around to reading that book.

Huh. The parallels are certainly striking.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 11, 2020, 09:31:23 am
When I saw Goldstine, it made me think of Mr. Gold AKA Rumplestiltzken
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 11, 2020, 12:58:35 pm
"Orpheus Goldstine?" She asks, an eyebrow raised.

snrk
I'd... forgotten we named ourself that.  :P

I fukkin' SNRRRRRKKKKED a mouthful of coca cola when she said our name. I'd completely forgotten that our alias name is Orpheus, aka the best fictional necromancer (https://vignette.wikia.nocookie.net/p__/images/3/3e/Orpheus.png/revision/latest/scale-to-width-down/340?cb=20140529152914&path-prefix=protagonist).

Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Remember to make it mesh with Esme's story, just in case we're still going with the camping trip story.

+1

+1

+1 to this. Make it simple, and something we can remember later.
Title: Re: The Left-Hand Path
Post by: piecewise on April 14, 2020, 11:28:11 am
"Orpheus Goldstine?" She asks, an eyebrow raised.

snrk
I'd... forgotten we named ourself that.  :P

I fukkin' SNRRRRRKKKKED a mouthful of coca cola when she said our name. I'd completely forgotten that our alias name is Orpheus, aka the best fictional necromancer (https://vignette.wikia.nocookie.net/p__/images/3/3e/Orpheus.png/revision/latest/scale-to-width-down/340?cb=20140529152914&path-prefix=protagonist).

Come up with something based on the memories we've consumed. We have so much knowledge and a seemingly superhuman ability to recall it, so it shouldn't be hard to come up with something plausible. Say we're from the country, where record keeping is looser.
Remember to make it mesh with Esme's story, just in case we're still going with the camping trip story.

+1

+1

+1 to this. Make it simple, and something we can remember later.

You concoct a story, drawing from your memories and cobbling together a life out of the lives of everyone you've eaten, along with the things they know. Parents are Elias and Mary, two brothers, grew up in small community in the mountains north of here. Lived apart, father worked an abandoned mine along with some other locals, digging up the scraps a larger mining operation left behind. Copper, sold to a local man, not sure where it went from there. No formal education. Father died in a cave in, brothers left to work and send money back to Mother. You're here, running errands for your cousin who works at the library. Off the book stuff really, not officially employed by them, paid by the job. You and her are planning a trip up to the mountains, camp out in the woods you grew up in. Looking forward to it. Get to see Ma while you're there. One of the good things about these memories technically being yours is that it makes lying with them surprisingly easy; it doesn't feel like lying, it feels like what you actually experienced. You actually have to be careful to not let them pollute the truth of who you are, if you're not careful the lies could become real to you.

Ellis watches you carefully as you speak, probably looking for signs of deception. However, after you finish your fake backstory she simply hands you your papers back. Her face as gone from intense observation to boredom. 

"You have a very unfortunate face Mr. Goldstine. My subordinate thought you might be related to someone we are after."

She waves you through and returns to her tent without any further interest directed towards you.  You scamper back to the library and quickly retell the events of the stop to Esme as you unload the camping gear.  She initially appears quite worried but by the end seems at ease.

"Well, that went about as smoothly as we could hope. Obviously I'll have t be a bit careful, my cover and your self made version don't perfectly mesh. But the discrepancies are small enough that no one would notice unless we were already under worrying scrutiny.  Also gives us a good reason for you to be here and a good excuse for you to be out prowling about.  For an excuse off the top of your head, its not bad."

She checks over the gear for a minute or two and then nods.

"With all the stuff here and that bird of yours, I think we're good to go. I'll get my replacement here set up, if you have anything else to do you have about a day to do it."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 14, 2020, 12:05:42 pm
*applause*
Title: Re: The Left-Hand Path
Post by: Eschar on April 14, 2020, 12:50:12 pm
*applause*

Indeed.

"Somebody we're after"

I forget, is the Party line that Kelley is dead or that Kelley is just missing? If the latter we know that Ellis is privy to important information
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 14, 2020, 01:03:28 pm
Nah, I think it's more that the official propaganda is he's dead but there are rumors he's alive and soldiers probably know to look out for him. Otherwise we wouldn't had been stopped by some random soldier because our face looks familiar. Unless he's part of her elite unit or something.

Edit: Maybe get in contact with Bruce to see if we can find out more about his missing fugitive daughter. It's a long shot but maybe some of the documents we recover from our raid will contain information about her. Just because the government says they don't know where she is doesn't mean it's true. But don't give him any information about what we're doing, answer vaguely if he asks, just in case something bad happens.

Other than that, ready to go.
Title: Re: The Left-Hand Path
Post by: Eschar on April 14, 2020, 01:07:31 pm
What if they're just letting us go so they can keep an eye on us and look for any concrete signs of necromancy, and see who we associate with? Who knows, we might have slipped through their net now only to thoroughly implicate the Library and ourself further down the line.

Especially since they know we're about to go on a trip away from any other contacts and with just the two of us, and they know the general area we plan to camp in...
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 14, 2020, 01:48:13 pm
What if they're just letting us go so they can keep an eye on us and look for any concrete signs of necromancy, and see who we associate with? Who knows, we might have slipped through their net now only to thoroughly implicate the Library and ourself further down the line.

Especially since they know we're about to go on a trip away from any other contacts and with just the two of us, and they know the general area we plan to camp in...

This is worth bringing up to Esme for sure.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 14, 2020, 01:52:49 pm
What if they're just letting us go so they can keep an eye on us and look for any concrete signs of necromancy, and see who we associate with? Who knows, we might have slipped through their net now only to thoroughly implicate the Library and ourself further down the line.

Especially since they know we're about to go on a trip away from any other contacts and with just the two of us, and they know the general area we plan to camp in...

This is worth bringing up to Esme for sure.

Indeed. Express our suspicion.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 14, 2020, 02:14:05 pm
What if they're just letting us go so they can keep an eye on us and look for any concrete signs of necromancy, and see who we associate with? Who knows, we might have slipped through their net now only to thoroughly implicate the Library and ourself further down the line.

Especially since they know we're about to go on a trip away from any other contacts and with just the two of us, and they know the general area we plan to camp in...

This is worth bringing up to Esme for sure.

Indeed. Express our suspicion.
+1
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 14, 2020, 03:32:59 pm
Ellis Knows Things. All in favor of eating her mind?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 14, 2020, 03:46:29 pm
Ellis Knows Things. All in favor of eating her mind?
We already killed 3 people here, no doubt killing a captain wil draw ever more attention
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 14, 2020, 03:55:22 pm
A small price to pay for power.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 14, 2020, 04:46:59 pm
I ain't against it on principle, but I'd want to wait on a good opportunity. Gotta be subtle and sneaky-like about it.
Title: Re: The Left-Hand Path
Post by: Eschar on April 14, 2020, 05:11:40 pm
I ain't against it on principle, but I'd want to wait on a good opportunity. Gotta be subtle and sneaky-like about it.

And once we get an opportunity, it'll give us a gold mine of information. Really need to make sure phantoms don't eat her memories. Maybe we'll find out where Nina Antonov is!
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 14, 2020, 05:25:09 pm
I ain't against it on principle, but I'd want to wait on a good opportunity. Gotta be subtle and sneaky-like about it.

And once we get an opportunity, it'll give us a gold mine of information. Really need to make sure phantoms don't eat her memories. Maybe we'll find out where Nina Antonov is!

Yeah but, I mean, first of all she is going to be SUPER PREPARED for anything we might try. Right now it's like we are the vampire, and she is the vampire hunter. If we somehow get a clear, non-risky chance to do it, then yeah, go for it. But if we start actively going after her at our current level of experience, she gonna get us.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 14, 2020, 05:27:01 pm
I mean... we probably could've pulled off some kind of stabby-murder thing back there? We just didn't want to draw the attention.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 14, 2020, 05:29:43 pm
Bore her for 30 minutes with random anecdotes from our extensive memory, then surprise stab.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 14, 2020, 05:57:19 pm
May I axe you a question
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 14, 2020, 06:03:57 pm
May I axe you a question
who are you asking? Also yes
Title: Re: The Left-Hand Path
Post by: Superdorf on April 14, 2020, 06:10:56 pm
no
that is not the way

acquire axe
then axe questions
we must acquire axe
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 14, 2020, 06:21:12 pm
May I axe you a question
who are you asking? Also yes
no
that is not the way

acquire axe
then axe questions
we must acquire axe

Basically this. It's a play on words (https://outsideperception.files.wordpress.com/2013/05/axe-me.jpg).
Title: Re: The Left-Hand Path
Post by: Superdorf on April 14, 2020, 06:25:37 pm
Right. Sure.
But before axeing people questions, we must acquire axe. Such is the way!
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 14, 2020, 06:29:35 pm
I actually didn’t see the axe until Superdorf pointed it out, then I reread the quote
Title: Re: The Left-Hand Path
Post by: King Zultan on April 15, 2020, 08:31:43 am
Why don't we get a hatchet, its like a axe but smaller.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 15, 2020, 08:59:28 am
Why don't we get a hatchet, its like a axe but smaller.
yep, smaller=easier to carry, easier to conceal
Title: Re: The Left-Hand Path
Post by: piecewise on April 17, 2020, 09:11:47 am
Hurt wrist, typing with left hand only Posts will be short, better in day or two.


Nah, I think it's more that the official propaganda is he's dead but there are rumors he's alive and soldiers probably know to look out for him. Otherwise we wouldn't had been stopped by some random soldier because our face looks familiar. Unless he's part of her elite unit or something.

Edit: Maybe get in contact with Bruce to see if we can find out more about his missing fugitive daughter. It's a long shot but maybe some of the documents we recover from our raid will contain information about her. Just because the government says they don't know where she is doesn't mean it's true. But don't give him any information about what we're doing, answer vaguely if he asks, just in case something bad happens.

Other than that, ready to go.


His "missing" daughter is Mary. The implication is that she's wanted but they're not coming for her as long has he continues to work for them.

What if they're just letting us go so they can keep an eye on us and look for any concrete signs of necromancy, and see who we associate with? Who knows, we might have slipped through their net now only to thoroughly implicate the Library and ourself further down the line.

Especially since they know we're about to go on a trip away from any other contacts and with just the two of us, and they know the general area we plan to camp in...

This is worth bringing up to Esme for sure.

Indeed. Express our suspicion.
She says its reasonable. But she already intended to do everything under the guise of normalcy until you're safe in the woods. May want to leave Piecewise behind; he has no papers and won't look good if stopped.




Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 17, 2020, 09:31:50 am
Oh, he never specifically said that when Ellis said "we'll start looking for that traitorous daughter of yours" she was talking about Mary. Then when we asked about what that all was about her went on to explain how some people protested and even committed "terrorist" acts and then went into hiding. And Mary was described as more of a girl than a woman, so I found it unlikely she would had joined the protests. So I always assumed he had another daughter that had joined the protests and then went into hiding.
Title: Re: The Left-Hand Path
Post by: piecewise on April 18, 2020, 12:45:22 am
Oh, he never specifically said that when Ellis said "we'll start looking for that traitorous daughter of yours" she was talking about Mary. Then when we asked about what that all was about her went on to explain how some people protested and even committed "terrorist" acts and then went into hiding. And Mary was described as more of a girl than a woman, so I found it unlikely she would had joined the protests. So I always assumed he had another daughter that had joined the protests and then went into hiding.
Ooc she was in her early teens at the time. She's now in her late teens. Girlish in action more than anything. She was involved with protests, the "kids with signs" he talks about, but got rounded up with others and associated with more extreme elements. They didn't really care to differentiate. The government is only a few years old and it is desperate to maintain control.
Title: Re: The Left-Hand Path
Post by: Superdorf on April 18, 2020, 01:06:04 am
Moving on... do we have anything we want to make happen in the coming day?
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 18, 2020, 01:12:57 am
Consume the goernment.
Title: Re: The Left-Hand Path
Post by: King Zultan on April 18, 2020, 04:21:16 am
Consume the goernment.
We should look into some kind of alcohol that'll pair nicely with it.
Title: Re: The Left-Hand Path
Post by: piecewise on April 20, 2020, 10:15:04 am
No new actions eh? Shall I take that as we're good to go?




The following day, around sunrise, you and Esme head for the train station. You make no attempt to hide your actions, in fact you might be a bit overly loud. You talk about the library, openly hold your packs on your back, pass stories about your childhood in the mountains and other such things. You do your best to look utterly carefree and completely innocent of any wrongdoing. You think you do it pretty well, because none of the guards you pass flag you down or ask you your business. One gives you a sort of annoyed glare but that's it. He must want to be on vacation as well.

Even in the train car you don't break character, though you do quiet down. Esme spends the trip reading a novel and occasionally speaking with you about plans for hiking. Its not exactly coded speech but you can pick up the meaning behind otherwise casual conversation. "We'll camp this evening and then walk that old trail we used to in the morning. Less chance of running into any bears that way". That sort of thing. You mostly nod your way through it, since you're not certain how blatant or circumspect your words should be.  You start to wonder about the exact nature of the "Watchers" you've heard about. Can one really be "sitting" here in a moving train car, listening in?  You'll have to ask her about it later.

The path to the mountains is not a straight one; the train meanders back and forth, climbing the foothills and stopping at various small towns along the way. You even cross an enormous valley at one point, spanned only by the silver spiderweb of the rail bridge. You look at the great drop to the river at its bottom and wonder about the people that built the bridge. When you filter out the memories you've taken and view things through only your eyes, the world seems strange. Roads and rails and bridges spanning hundreds of miles: they seem impossible to be the work of men. They would take too long, too much effort, too many resources. Its like saying that men made these mountains; you have a hard time believing that so many could focus such effort towards a united goal. The men in your head seem to take it for granted though. Thinking about it makes you feel solipsistic, as through you cannot trust the world to be true.

You get dragged back out of your existential malaise when Esme finally closes her book and starts picking up her luggage. You follow her without asking anything: obviously you would know this station right? Its the one near where you grew up. The hike up into the mountains takes several hours, by the time Esme finally drops her pack and begins setting up her tent in a clearing the only light is from the moon. You follow her lead, start a fire, and set up your own tent. Only after doing this and then sitting in silence for a long time does she finally start speaking normally.

"I'd think that if anyone was watching us they'd be bored by now." She pokes the fire with a stick.  "So. Our goal is about  2 miles north of here; a cliff that overlooks the road into that prison and the checkpoint. We can spend tomorrow observing their routes and such, then send in your spy on the third day.  Sound good?"
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 20, 2020, 10:22:03 am
Yes
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 20, 2020, 12:11:35 pm
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on April 20, 2020, 12:31:16 pm
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.

Sounds good, also +1
Title: Re: The Left-Hand Path
Post by: Eschar on April 20, 2020, 12:53:13 pm
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.

Sounds good, also +1

+1.

Also, "if anyone was listening they'd be bored by now" - heh, that's the same thing she said when she and Bruce were waiting.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 20, 2020, 12:58:05 pm
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.

Sounds good, also +1
+1 try coding the questions if possible
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 20, 2020, 01:24:36 pm
Oh, also ask if there's a way to protect an area from supernatural surveillance and if doing so automatically makes such areas suspicious. Also ask if there are areas that naturally repel such supernatural surveillance that we may seek out when we need a hiding place.
Title: Re: The Left-Hand Path
Post by: King Zultan on April 21, 2020, 08:16:18 am
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.

Sounds good, also +1

+1.

Also, "if anyone was listening they'd be bored by now" - heh, that's the same thing she said when she and Bruce were waiting.
Oh, also ask if there's a way to protect an area from supernatural surveillance and if doing so automatically makes such areas suspicious. Also ask if there are areas that naturally repel such supernatural surveillance that we may seek out when we need a hiding place.
+1
Title: Re: The Left-Hand Path
Post by: piecewise on April 23, 2020, 11:22:00 am
Ask about watchers, both of the mundane and the magical kind, so that we better know how to behave in these sort of situations. Where are they usually located? Do they watch areas or people? Are there ways to spot them or evade them? What sort of restrictions do they have? Stuff like that.
Oh, also ask if there's a way to protect an area from supernatural surveillance and if doing so automatically makes such areas suspicious. Also ask if there are areas that naturally repel such supernatural surveillance that we may seek out when we need a hiding place.
"Watchers is just a general name we use for anyone with senses beyond normal who are used for spying or surveillance. Their exact abilities will vary person to person: Remote viewers, Postcogs -those are people who can see into the past in one way or another-, Precogs, Trackers, Astral Projectors,  any number of things. Its one of the things that makes defense against them so difficult, what you would do to defend is different depending on the person tracking you. For example, an astral projector would have a hard time finding that bunker of ours simply because they wouldn't think to look in a false pillar. But if they could 'home in' on an individual by their picture or something, then there would be little that we could do.  Luckily really powerful and precise watchers are rare, so they only get assigned to really important things. Our best defense against them is simply remaining unimportant or not suspicious. Or at the very least mundane in our transgressions. If we get caught then we're just illegal immigrants, not spies, if you catch my drift. Still in trouble but a lot less interesting. Similarly, if you ever do a break in like you did, being discrete is a great benefit because it stops them from even realizing the crime and pulling in a Postcog to look into it.

Anyways, I'm not saying there aren't other methods. Sometimes people plant false evidence to throw Postcogs off for instance. One guy threw dirt he'd collected from all over the city's streets on his crime scenes to muddle his image, so to speak, with thousands of others. Some Astral Projectors can't penetrate certain materials, like copper or lead. Precogs often have short effective windows or certain conditions you can game if you know them. But that all relies on us knowing who is after us. Unfortunately you generally don't have that luxury."
Title: Re: The Left-Hand Path
Post by: King Zultan on April 24, 2020, 09:49:48 am
Maybe we'd be safe from the watchers if we had aluminium hats, so they couldn't uses their brain powers to mind rape us for our secrets.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on April 24, 2020, 10:03:07 am
Spend tomorrow observing routes, so do we spend today getting closer to the place we are scouting?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 25, 2020, 07:31:41 am
Spend tomorrow observing routes, so do we spend today getting closer to the place we are scouting?
+1 Probably better to do something productive than contemplate whether or not aluminium will protect our mind.
Title: Re: The Left-Hand Path
Post by: piecewise on April 27, 2020, 09:29:38 am
The hike to the ridge is uneventful and neither of you attempt to keep up a facade. Esme is pretty certain that, and she has more experience with than you after all.  The ridge is quite a thing, the edge of a massive and clearly ancient canyon that has eroded away the halves of two small mountains. Its not very deep, but it is miles wide. You both crawl to its edge and peek over into the space below. The wall of the cliff is a near vertical fall straight to the wide open plains below. From here you can see the river that carved this valley, the road leading northwest, and the checkpoint. From this distance the checkpoint is nothing but a little nodule of gray concrete on rolling yellow grassland, a metal fence like a silver thread stretching from its either side to the walls of the valley.  Esme pulls out a pair of Binoculars and checks the scene before handing them to you.

There look to be three buildings, aside from the squat gatehouse itself. There's a concrete tower which seems to hold a machinegun nest or something like it, a smaller building to the right of the road past the gate, and a large one to the left. Judging from some thin smoke rising from the right hand building, its likely the utilities or something of the kind. The large building is likely the barracks that Esme told you about; its where any info would likely be stored. You make note of all the guards; there are 7 in total that you can see.  Two are in the gate house, two in the tower, and then the other three are beyond the gate. One of those beyond the gate is sitting in a half circle of sandbags with a mounted machine gun pointed at the gate. The other two are just sort of hanging out next to the larger building.

Over the hours you watch, the two guards  that aren't in a set position kind of just wander about. If they have a set patrol its either so erratic you can't follow it or they're straight up ignoring it. Sometimes they walk together, sometimes they split up, mostly they just do laps of the compound and occasionally walk the fence. You keep watch for the rest of the day and even into the night, past when Esme has called it quits and set up camp a few hundred feet away, hidden by the woods. There look to be about 25 people at the checkpoint in total and three shifts which change out at 8 hour intervals. These intervals seem to be set up like this  First shift from 4:00 - 12:00, second from 12:00 to 20:00, and last from 20:00 to 4:00.  They take about 20-30 minutes to fully change over and the one starting at 4:00 seems to be the slowest to assemble and get into positions.

During the time you watch, there are only two vehicles that enter the area; a large truck and a bus that is likely a prison transport. The truck stops at the gate and then stops again inside the checkpoint where the soldiers unload some boxes and then move them to the smaller, right hand building. The bus does not stop inside the checkpoint, but continues up the road as soon as it is past the gate. Both of them return a few hours later and are let past with much less scrutiny.

Esme joins you again around 5:00 and asks how it looks. You tell her what you've learned.

"If we're dropping a rat spy in there, I'd think that maybe dropping it in the middle of the night shift is best. Likely the commander is asleep and no one should be wandering the halls."
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 27, 2020, 12:05:47 pm
I agree, dropping it at midnight when there's no light and the guards are more tired, more relaxed and more likely to not notice things, stay in place and avoid bothering to investigate strange noises sounds like the best idea. The only issue is, how is the rat going to see if the room with the information we need is dark? While I'm certain the rat is able to navigate fine in darkness, it probably won't be able to read so well. A light suddenly turning on might attract attention. And if we take the document instead of copying it we risk alerting then to our presence and getting a watcher on our tail. So we either hope the document is in a room without windows or a room where the light is turned on all the time or we take the document (assuming the rat can identify it in the darkness), copy it and then have the rat put it back where it took it from. What does Esme think about this? Any suggestions?

We should also decide on a way for the rat to signal that it needs a pickup. Could we detect some sort of motion it makes? Or could we give it something small like an undead bug or a small golem and have it crush it or remove its core to signal us that we should order the bird to go pick it up?

Finally, we should decide where to drop the rat. Were there any obvious every points we could see? Open windows? Unused stove chimneys? Unused regular chimneys? Ventilation system? Or maybe they open the windows during the day, so we can have the bird drop the rat during the day and have it hide until night?

Edit: Also, could we identify any high ranking officers? If yes, then following them with some sort of bug might be an easy way to discover the target room. If not, then we can wait for another transport and have the bird watch the person recording the information to see where it ends up.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 27, 2020, 12:09:25 pm
I'm not convinced that spirit senses need light per se. Piecewise doesn't even have eyes, but he can navigate and stab people just fine. Maybe rat will have darkvision. Maybe it depends on what spirit we use.
Title: Re: The Left-Hand Path
Post by: Eschar on April 27, 2020, 06:03:37 pm
Don't rats have good night vision anyway? Or am I just making that up?
Title: Re: The Left-Hand Path
Post by: King Zultan on April 28, 2020, 04:00:54 am
Do we even need the rat to be able to read, I thought this was us scouting the building for when we go inside to grab the stuff?
Title: Re: The Left-Hand Path
Post by: piecewise on April 30, 2020, 10:32:54 am
I agree, dropping it at midnight when there's no light and the guards are more tired, more relaxed and more likely to not notice things, stay in place and avoid bothering to investigate strange noises sounds like the best idea. The only issue is, how is the rat going to see if the room with the information we need is dark? While I'm certain the rat is able to navigate fine in darkness, it probably won't be able to read so well. A light suddenly turning on might attract attention. And if we take the document instead of copying it we risk alerting then to our presence and getting a watcher on our tail. So we either hope the document is in a room without windows or a room where the light is turned on all the time or we take the document (assuming the rat can identify it in the darkness), copy it and then have the rat put it back where it took it from. What does Esme think about this? Any suggestions?

We should also decide on a way for the rat to signal that it needs a pickup. Could we detect some sort of motion it makes? Or could we give it something small like an undead bug or a small golem and have it crush it or remove its core to signal us that we should order the bird to go pick it up?

Finally, we should decide where to drop the rat. Were there any obvious every points we could see? Open windows? Unused stove chimneys? Unused regular chimneys? Ventilation system? Or maybe they open the windows during the day, so we can have the bird drop the rat during the day and have it hide until night?

Edit: Also, could we identify any high ranking officers? If yes, then following them with some sort of bug might be an easy way to discover the target room. If not, then we can wait for another transport and have the bird watch the person recording the information to see where it ends up.
Esme says, and some quick tests with a reanimated rat confirms, that it does not seem to need ordinary sensory organs or environments conducive to those organs in order to function. Even blindfolded the rat could not only "see" but could memorize materials given to it. Esme recommends having the rat enter the compound, find the needed papers, memorize them, then return here and use it to copy the information.

The best entry point seems to be that of a ventilation system on the roof, similar to the one you used to enter the labs. The rat is small enough that it can not only enter the larger combined duct but also scurry around the smaller ducts, gaining access to just about anywhere in the building. As per a signal, Esme says she assumed the bird would just wait on the roof for the rat to return. A bird sitting on the roof of a building isn't exactly a rare or out of the ordinary occurrence. The chance of their being a necromancer on site to notice it is extremely low, after all.

As per high ranking officers,you did see one man who looks as though he might be one. He didn't do any work or patrols, just walked out a few times and looked around or talked to the drivers of the vehicles coming through before disappearing back into the main building.  You consider sending an insect spy after him but cannot easily apprehend a suitable creature. A fly would be ideal but catching and killing one without smashing it is a lot harder than you imagined. They're so tiny that anything you do renders them effectively unusable. 
Title: Re: The Left-Hand Path
Post by: Eschar on April 30, 2020, 10:59:34 am
Give piecewise a needle or something to stab throughout a fly or other bug's heart with his precision skills. Or use our own necroprecision to do so.
Title: Re: The Left-Hand Path
Post by: Egan_BW on April 30, 2020, 11:07:32 am
Are there dragonflies in this biome? Would probably be simpler to catch and still not very conspicuous. If it's the right season we could look for water and maybe find one.
Alternatively, this is a little base out in the boonies, so they probably have some crawling things that like to get inside. Could have a birdwise nab one intact and bring it to us.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on April 30, 2020, 11:11:41 am
Give piecewise a needle or something to stab throughout a fly or other bug's heart with his precision skills. Or use our own necroprecision to do so.
We don't have Piecewise with us, but it's a good idea.

Order ourselves to catch a fly and then drown it, to take advantage of our hyper-precision mode. That way the body should remain intact. Then we can add a small core, maybe a tiny splinter of wood or rock or even a particularly sturdy leaf and send it to act as a tracking beacon for the guard. If it's easy to do and inconspicuous we could even attach them to all of the guards of the night shift so that we can alert the rat if it's about to cross their path. There's always the chance the guards swat the annoying flies and we lose them but it shouldn't matter.

Are there dragonflies in this biome? Would probably be simpler to catch and still not very conspicuous. If it's the right season we could look for water and maybe find one.
Alternatively, this is a little base out in the boonies, so they probably have some crawling things that like to get inside. Could have a birdwise nab one intact and bring it to us.

That's also a good idea, send caterpillars or scarabs or ants or something.

Regardless of if the above works, I say we go ahead with the plan.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 01, 2020, 04:41:11 am
+1 To the following fly plan.
Title: Re: The Left-Hand Path
Post by: piecewise on May 04, 2020, 10:55:11 am
Give piecewise a needle or something to stab throughout a fly or other bug's heart with his precision skills. Or use our own necroprecision to do so.
We don't have Piecewise with us, but it's a good idea.

Order ourselves to catch a fly and then drown it, to take advantage of our hyper-precision mode. That way the body should remain intact. Then we can add a small core, maybe a tiny splinter of wood or rock or even a particularly sturdy leaf and send it to act as a tracking beacon for the guard. If it's easy to do and inconspicuous we could even attach them to all of the guards of the night shift so that we can alert the rat if it's about to cross their path. There's always the chance the guards swat the annoying flies and we lose them but it shouldn't matter.

Are there dragonflies in this biome? Would probably be simpler to catch and still not very conspicuous. If it's the right season we could look for water and maybe find one.
Alternatively, this is a little base out in the boonies, so they probably have some crawling things that like to get inside. Could have a birdwise nab one intact and bring it to us.

That's also a good idea, send caterpillars or scarabs or ants or something.

Regardless of if the above works, I say we go ahead with the plan.

Bug spy attempts begin with trying to catch a flying insect. This proves remarkably difficult as even finding a fly or similar insect is hard and when you find one, attempts to capture it are foiled as it simply flies up and out of your reach before you can even get close. There are no bodies of water nearby to hunt for pond skimming insects and though you look for a dead animal to capture flies off of, you cannot find one.  Even with your impossibly precise movement it seems there are limitations to your abilities. Next you focus on some more...accessible creatures. After turning over a few stones and checking under a fallen tree you finally find a nice beetle. You drown it in some of the water you took to camp with- a process which takes a lot longer than you expected- and reanimate it. Rather than using any foreign object as a core, you simply use the beetle's head as the core. The practice of "Organic Coring" was talked about in the necromancy text you read, but was written off as a "Inefficent" practice because organic cores are prone to degradation and easier to damage. For the sake of a disposable spy though, this will likely be fine. You use the remaining part of the day to send the spy beetle in and try to discover the location of the room in question with it. Or rather you send it in and...about 10 minutes later the connection is severed.

You ponder this turn of events while watching the base carefully. No alerts are sounded, the base doesn't go into lockdown...no sign they realized something was wrong. Chances are that someone just saw the beetle and swatted it like they would with any bug.

"That was a lot of effort for no profit eh?" Esme asks from where she's laying next to you.

You make a pained affirmative noise.

"Still going for it tonight?"

You sigh and shimmy back from the edge. You agree that its the best to try it now. Sending down more bugs might just cause people to notice an odd pattern to the insect invasion and get suspicious. Better to strike now while stealth and surprise are still both on your side.

You animate the hawk as a puppet and give it specific instructions to carry the rat down to the roof and then wait there until the rat returns before flying it back up here. The rat you give the more complex orders of finding the right documents and memorizing them. The rat seems to understand.  You wait for the right time in the middle of the night and send your twin spies down. You lose track of them almost immediately in the darkness, only sighting them again briefly as they sail in over the fence and onto the roof. You quickly check the guards reactions but find them to be quietly continuing their normal behavior. At this point all you can do is sit and wait, watching the checkpoint with growing apprehension. You have no way of recalling them or asking how its going, you can only hope things are going well. You can kind of trace their location using the thread connecting them to you, the apparently slow progress of the rat as it scurries about translated into a movement of what looks like inches from this distance. It takes over two hours but finally, the rat's thread overlaps the hawks and together they ascend and move swiftly back toward you. Again you check the site for any signs of alarm and again nothing.

Once the rat returns you get out the paper and pencil and have it start transcribing everything it read. This turns out to be a great deal, as it apparently read through a lot of paperwork before finding exactly what it was after. The rat transcribes until 10:00 or so in the morning before you finally get the pages you were after. You set the extra stuff aside to look at more closely later and check through the prisoner transport logs, looking for the names of Kelley's co-workers. Jennifer Massey, Erin Massey, Thomas Hill, and Paul Van-Horn; you mutter their names to yourself while running your finger over the list. Its not in alphabetical order, its chronological.  You flip through years and years of records until finally stopping. "MASSEY, JENNIFER", transferred to the prison and...not transferred out. You check the death logs and her name doesn't appear there either.  You check the rest of the transfer logs and can't find anyone else, but Jennifer Massey is in that prison. You set the transfer logs aside and start checking the extra paperwork, looking for...you're not sure. Maybe a reason why she's there? She was a direct college of Kelley...If anyone was to know whats going on, it would be her.  Sadly you cannot find anything more on her. At least nothing useful.

You sit back against a tree and consider what to do next. Break her out? Get in to speak with her? Just kill her somehow and eat the memories? She knows things you have to find out.


Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 04, 2020, 11:08:06 am
We could try breaking her out or trying to talk with her,  let’s not kill her
Title: Re: The Left-Hand Path
Post by: King Zultan on May 05, 2020, 06:44:08 am
Do we have any idea how many guards are at the prison itself, and what the layout of the prison is like?

Also if she dies during whatever plan we go with the should eat her memories.
Title: Re: The Left-Hand Path
Post by: piecewise on May 07, 2020, 08:17:27 am
Ahem.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 07, 2020, 08:27:31 am
lets send our bird and rat out to get an idea of how the prison itself is laid out, but don't do it if we already have a map of it.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 08, 2020, 02:14:47 pm
lets send our bird and rat out to get an idea of how the prison itself is laid out, but don't do it if we already have a map of it.

Time to gather intel for a PRISON BREAK HEIST.

+1
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 10, 2020, 04:02:15 pm
lets send our bird and rat out to get an idea of how the prison itself is laid out, but don't do it if we already have a map of it.
Yeah, let's gather some information before committing to a plan.
Don't send the rat though, no reason to risk a high level minion on blind exploration. We could send some simple puppet rats the bird hunts for us instead.

First of all discuss with Esme how likely it is that they have some sort of magical detection/protection method and how likely it is to detect us. Also ask if their network have anyone actually working in the prison or able to provide us with a way to enter it.

We should keep an eye out for any points of interest, like the office of the director of the prison, sewage/rainwater pipes, hospitals, isolation rooms, exercise yards, etc. Maybe ask Esme for ideas about what to look for.

Also, is there any way to reward the rat for a job well done? Maybe feed it some extra energy to let it know it did good.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 11, 2020, 07:24:47 am
lets send our bird and rat out to get an idea of how the prison itself is laid out, but don't do it if we already have a map of it.
Yeah, let's gather some information before committing to a plan.
Don't send the rat though, no reason to risk a high level minion on blind exploration. We could send some simple puppet rats the bird hunts for us instead.

First of all discuss with Esme how likely it is that they have some sort of magical detection/protection method and how likely it is to detect us. Also ask if their network have anyone actually working in the prison or able to provide us with a way to enter it.

We should keep an eye out for any points of interest, like the office of the director of the prison, sewage/rainwater pipes, hospitals, isolation rooms, exercise yards, etc. Maybe ask Esme for ideas about what to look for.

Also, is there any way to reward the rat for a job well done? Maybe feed it some extra energy to let it know it did good.

+1 This is more thought out than my thing.
Title: Re: The Left-Hand Path
Post by: piecewise on May 11, 2020, 11:22:33 am
lets send our bird and rat out to get an idea of how the prison itself is laid out, but don't do it if we already have a map of it.
Yeah, let's gather some information before committing to a plan.
Don't send the rat though, no reason to risk a high level minion on blind exploration. We could send some simple puppet rats the bird hunts for us instead.

First of all discuss with Esme how likely it is that they have some sort of magical detection/protection method and how likely it is to detect us. Also ask if their network have anyone actually working in the prison or able to provide us with a way to enter it.

We should keep an eye out for any points of interest, like the office of the director of the prison, sewage/rainwater pipes, hospitals, isolation rooms, exercise yards, etc. Maybe ask Esme for ideas about what to look for.

Also, is there any way to reward the rat for a job well done? Maybe feed it some extra energy to let it know it did good.

+1 This is more thought out than my thing.

You talk to Esme about the prison and potentially breaking someone out of it. She basically shoots the idea down from the start.

"A prison like that is gonna have countermeasures. They're designed to keep people with abilities from getting out or breaking in. I don't know if they'll specifically have a Necromancer on site but I bet they'll have something. All we need is one person to see one of your puppets and the entire place goes into lockdown. Maybe they even track it back to you. Place like that HAS to have a high level watcher of some kind stationed there. I think scouting it out, even with a puppet, is too dangerous. We should take the information we have and bring it back to our network. Maybe we can take a run at this from a different angle; like faking a prisoner transport or something to get her out without having to fight. At the very least I think we can get the plans for the prison without filling it with undead rats."

You ask her about people on the inside.

"None that I'm aware of. High level government positions are hard to get spies into with the checks they do. Easier to turn someone who is already in a good position to our cause than get someone into that position. Most of our agents are in inconspicuous places that give them access to important info; like secretaries or general office workers. The kind of jobs that don't get much scrutiny but let them sneak into the boss's office or overhear a conversation. If we're lucky they might have guard in there but...more than likely we'll be using indirect methods."

You ask her about her opinion on how to someone out. She considers it for a while before asking you a question in return.

"Technically, we don't need to get her out. What we need is to learn what she knows. It would be best if we could talk to her but there might be other avenues. We could set up a prison transfer officially, then speak with her in the transport between the two prisons. It would be a lot easier to impersonate some random truck guard than an actual prison guard." She taps her heels against the dirt as she thinks, "Maybe we can somehow speak with her without us physically being there? I doubt she gets mail or anything like that -probably there secretly with no conviction- but there might be something. Maybe someone in the Network has an ability we can use?  Or...Maybe there are transcripts of interrogations? If she told them anything it is probably recorded somewhere."

She pauses for a second and then gestures over the horizon, towards the unseen prison.

"I don't like it. We've tried to hit places like that before. Even if the group got out, they always got tracked down. We've lost whole groups to that sort of thing.  We can't tip them off; we have to handle this like you handled the other jobs....that or you need to figure out how they're tracking escapees and stop it."
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 11, 2020, 11:51:46 am
Cleanest way? Sneak in, kill her, make it look like an accident or suicide, take her memories.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 11, 2020, 11:58:12 am
We should return to the Network with the information we gathered
Title: Re: The Left-Hand Path
Post by: King Zultan on May 12, 2020, 03:23:45 am
We should return to the Network with the information we gathered
+1
Title: Re: The Left-Hand Path
Post by: piecewise on May 14, 2020, 03:31:39 pm
We should return to the Network with the information we gathered
+1
You somewhat reluctantly agree to return to the city with the information you've gathered; it seems a waste to leave when you're so close...but she makes a good point. You're not strong enough to get in there at the moment and risk the retribution it would bring upon you and your allies. You help Esme pack up the gear, deanimate the bird, and head back.

When you finally get on the train back to the city is somewhere in the very early morning, maybe around 2, and everything is utterly dark and quiet. As soon as you and Esme tip toe to your sleeping car she crawls into bed and passes out. You, after touching the bundle of papers tucked into your coat just to make sure its still there, settle in as well. You cross your arms over your chest, holding the papers tightly, and then tell yourself to sleep for a few hours. Everything goes black and...then you open your eyes. You feel like only seconds have passed and its still totally dark and quiet. You try to move and find yourself somewhat constrained. Something feels odd. Your arms are too long, legs too short. You struggle and burst free from whatever is restraining you; darkness giving way to the dim lights of the railroad carriage. You blink. The carriage is too large. Far too large. It must be...3 or 4 times the size it used to be....But no...Esme is there as well and she's as large as everything else. You whip your head around- further than you think you should be able to- and look for yourself.  There you are, sitting as you left yourself, apparently asleep.

You look down and bring your hands out from your sides to look at them. Feathers. You focus your eyes forward and a beak- blurry from proximity- comes partially into view.  The hawk. It was stuffed into the luggage next to you.  How are you here? Why are you here? You can't make sense of any of this. That hawk was deanimated, it shouldn't be even be able to move.
Title: Re: The Left-Hand Path
Post by: Eschar on May 14, 2020, 03:34:22 pm
Looks like we can possess creatures?

A less likely possibility is that we were noticed at the prison, a necro was there, and we've been moved into a hawk body to weaken us and get us off guard - or so the government can retrieve our body, Kelley's... experiment.


Also that first bit was terrifying. I thought we had been captured and transferred to some replica of the car so we wouldn't immediately know we were captured.

Look at the Anima to see if we notice any clues as to what's happening. Watch the strands from hawk-us and our normal body.
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 14, 2020, 03:54:28 pm
Look for an opening to leave the car before someone notices.
Title: Re: The Left-Hand Path
Post by: Eschar on May 14, 2020, 04:01:08 pm
Look for an opening to leave the car before someone notices.

-1

And leave our main body defenseless while weird(-er than usual) stuff is happening? If anyone notices a hawk flying out of our bag then Kelley!Kelley is still going to attract a lot of attention.
Title: Re: The Left-Hand Path
Post by: Superdorf on May 14, 2020, 04:03:59 pm
Look at the Anima to see if we notice any clues as to what's happening. Watch the strands from hawk-us and our normal body.

+1

Also also, see if we can still order our human body to do things.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 14, 2020, 04:11:53 pm
Look at the Anima to see if we notice any clues as to what's happening. Watch the strands from hawk-us and our normal body.

+1

Also also, see if we can still order our human body to do things.

if we do this, make it subtle, like a small nod. Hawks have good vision, a human might not notice it, p,us our human body is supposed to be asleep
Title: Re: The Left-Hand Path
Post by: Superdorf on May 14, 2020, 04:13:25 pm
Nod is fine.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 15, 2020, 04:18:06 am
Look at the Anima to see if we notice any clues as to what's happening. Watch the strands from hawk-us and our normal body.

+1

Also also, see if we can still order our human body to do things.

if we do this, make it subtle, like a small nod. Hawks have good vision, a human might not notice it, p,us our human body is supposed to be asleep
+1
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 15, 2020, 10:04:31 am
(The comma was supposed to be an l, it was supposed to be plus)
Title: Re: The Left-Hand Path
Post by: piecewise on May 18, 2020, 09:56:15 am
Look at the Anima to see if we notice any clues as to what's happening. Watch the strands from hawk-us and our normal body.

+1

Also also, see if we can still order our human body to do things.

if we do this, make it subtle, like a small nod. Hawks have good vision, a human might not notice it, p,us our human body is supposed to be asleep
+1

You look from yourself to the body that you consider your own. There is no tether back to it. You attempt to make it move, but it stays perfectly still. You try commanding it like you would a puppet and it doesn't move. You try commanding it like a servant and it doesn't move. You try moving your arm and move only your wing. You get closer and further away, and nothing happens. Several minutes have passed and no one has stormed into the room or otherwise taken action...so maybe this isn't an attack? Maybe its something else. You try to remember if you've ever gone to sleep next to a body you had previously controlled. You don't think so. Maybe its something to do with that? You look up and the connection to the anima that your human body once held is gone, but there is an anima connection to this hawk body. Hmm.
Title: Re: The Left-Hand Path
Post by: Eschar on May 18, 2020, 10:07:56 am
That is... not good news.

Go to sleep again. See whose body we wake in.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 18, 2020, 10:36:11 am
That is... not good news.

Go to sleep again. See whose body we wake in.
+1 Perch on the shoulder of our human body
Maybe proximity will help us switch back?
Title: Re: The Left-Hand Path
Post by: King Zultan on May 19, 2020, 03:59:53 am
That is... not good news.

Go to sleep again. See whose body we wake in.
+1 Perch on the shoulder of our human body
Maybe proximity will help us switch back?
+1
Title: Re: The Left-Hand Path
Post by: piecewise on May 21, 2020, 10:43:11 am
That is... not good news.

Go to sleep again. See whose body we wake in.
+1 Perch on the shoulder of our human body
Maybe proximity will help us switch back?
+1
You climb up onto your own shoulder after several awkward and ultimately failed attempts to fly. Once there you order your body to do two things: first to sleep and second to "Go back to your human body". You close your eyes and moments later reopen them. You look at your hands. Human. You reach over and pull the hawk off your shoulder. Its stiff as a board, as though in rigor mortis.  As a test, you set the bird body on the floor and once again sleep, this time ordering yourself to move into the bird.  You open your eyes and again are looking up at your human body. You transfer back and forth a half dozen times, quickly coming to the conclusion that distance doesn't seem to matter. At least as far as you can tell, the furthest you can try it is about 10 feet with the bird corpse all the way in one corner of the room and you in the other.

You scratch your chin. If distance doesn't matter, was the initial transfer just a fluke? Cause by proximity? You have to try something different. You think about the other bodies you have animated. Piecewise is still animated as a puppet and a quick test with the bird shows you can't hop into animated bodies. That rules out the other skeletons, who are still spirit animated. The rats back at the lab? You scattered them to the woods and told them to self destruct. They might still be out there.

You stuff the bird back in your luggage and close your eyes, focusing on your memories of one particular rat. That first attempt ends in failure, as you just wake up a moment later. You try again, with another rat in mind and this time you awaken somewhere else. You don't open your eyes, you don't think you have eyelids anymore. Or eyes. Your vision is odd, hazy, colorless. It must be how the creatures without eyes see the world. You see mostly outlines, dull blue outlines in black space. You can make out the shapes of trees, but the texture is so subtle you can hardly see it. Individual leaves stand out, but collections of them are just a blur. You try to move. You have no rear legs. You look down. The remaining body is mostly bones now, still being picked over by ants it seems. The lower half is gone. You can still move despite it all. You transfer back with a thought and reawaken in the passenger compartment. Esme is still sleeping. You feel...a little tired yourself and check your ring. The red glow is about half full.

This presents opportunities.
Title: Re: The Left-Hand Path
Post by: Eschar on May 21, 2020, 10:49:51 am
Dang it, could someone remind me of the ring's purpose again? It makes us into a hyperlinguist invisible Dark Lord keeps track of our mana, right?
Title: Re: The Left-Hand Path
Post by: King Zultan on May 22, 2020, 04:48:51 am
Oh shit, we've discovered a new ability, with this ability we could kill someone and take their place.

Lets just go to sleep until the train stops.
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 22, 2020, 04:51:12 am
Immediately inform Esme. Immediately.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 22, 2020, 04:57:56 am
Immediately inform Esme. Immediately.
+1 As soon as she wakes up tell her "I'm a wizard now." then what we discovered.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 22, 2020, 06:53:48 am
Immediately inform Esme. Immediately.
+1 After she wakes up, whisper to her what happened
Title: Re: The Left-Hand Path
Post by: Eschar on May 22, 2020, 12:20:35 pm
Immediately inform Esme. Immediately.
+1 After she wakes up, whisper to her what happened

+1

Would Esme's ability to copy and move knowledge around enable us to communicate with her covertly if she knew we needed to get something across? With our permission could she look at what's in the front of our mind, allowing us to silently tell her stuff and her to transfer her responses in reverse?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 22, 2020, 08:17:28 pm
One thing to try would be to check if knowledge of a dead body is enough to telerot or if we need to have previously animated it.

The form of long range telerotation would be very useful both for aiding the resistance (deliver secret messages to wherever you want) and to infiltrate and escape (someone ambushed us? Search bodies to escape. Want to change appearance? Switch to a temp body.) however I assume the ring doesn't transfer with us, which means we won't be able to use it to draw blood for animating. We don't know if we can even animate things when we're in other bodies.
Title: Re: The Left-Hand Path
Post by: Eschar on May 22, 2020, 11:05:33 pm
Oh Lord we are now the Heat Signature swapper.

Yeah, we could have a rat preserved in the Library and resistance sites, telerot in and scribble a message like our rats did with the documents, telerot back.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on May 23, 2020, 04:37:29 pm
OR.

OR.

We could CLONE ourselves, keep copies of ourselves in a GODDAM BATHTUB OF PRESERVATIVES and SWAP INTO THAT SHIT in case of emergency.

Even though it doesn't quite match, the parallels are striking and also we could basically be the Dr. Doom of necromancers, keeping an endless supply of copies/bodies to keep our real consciousness safe.
Title: Re: The Left-Hand Path
Post by: Eschar on May 23, 2020, 09:26:35 pm
Are you implying that's why we woke up in a bathtub of preservatives? Esme did note the situation was unusual. If she doesn't know this is part of the necro Talent, that could be why she thought it odd.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 24, 2020, 04:21:05 pm
Maybe it's not a necro talent. Maybe it's a special ability of our peculiar state. It might have to do with anima. If we're just a puppet master made of anima, riding one of our own puppets and if anima allows information and entities to travel near instantly... Whatever the case, it's not a free transfer, given that we were drained of Mana, but it also wasn't a costly transfer, given that we weren't charged the full cost of animating a human. So imagine using this to jump into something huge, like a whale or a T-Rex. Or even a building, if we can use this ability to create golems. Unless there's something special about this body that allows it to be animated more easily.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 24, 2020, 04:26:37 pm
We seem to only be able to travel to bodies we’ve animated, plus, right now we need to remain hidden, animating things larger than people would alert lots of people there’s a necromencer
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 24, 2020, 05:05:27 pm
That we've only traveled to bodies we've previously animated doesn't mean we can only travel to bodies we've previously animated.

Also considering watchers are mostly focused on physical things and connections between things and people, this might be an effective way to insulate our prime body from disposable ones, by making sure we find random corpses that have little to do with us, immediately jumping into one and then moving as far away from the main body as we can. Could even do something like create a chain of corpses. Start with a rat, then find a dead bird, then find a dead dog, then kill a rabbit, etc. If it's hard to control them ourselves, we could order them to behave naturally and just ride them.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 24, 2020, 06:07:46 pm
Good ideas, I still feel like we should tell Esme about the ability we have first before switching bodies
Title: Re: The Left-Hand Path
Post by: Empiricist on May 25, 2020, 01:09:13 am
A couple of thoughts occur. Nothing actionable on the train right now, but maybe something to do next time we're free for some armor penetration testing experimentation:
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 25, 2020, 08:38:44 am
Those are all good ideas. We haven't tried any of that, as far as I remember. We made some failed experimenting with trying to take memories from something living, but that's about it.
Title: Re: The Left-Hand Path
Post by: piecewise on May 25, 2020, 11:42:47 am
Immediately inform Esme. Immediately.
+1 After she wakes up, whisper to her what happened

+1

Would Esme's ability to copy and move knowledge around enable us to communicate with her covertly if she knew we needed to get something across? With our permission could she look at what's in the front of our mind, allowing us to silently tell her stuff and her to transfer her responses in reverse?
You consider shaking Esme awake and then consider against it. Though your knowledge of normal human anatomy and needs is not exactly perfect, you understand the necessity of sleep. You cross your arms and consider this new discovery. You wonder if it just requires a corpse, not a corpse you've previously controlled. You think about corpses you know the location and existence of that you haven't animated. There are preserved specimens at the library you haven't touched...those might work. You attempt to jump into a large eel you remember in a glass jar near where you left the skeletons. No luck. You try a few others and come to the conclusion that just knowing about the corpse isn't good enough.

At least not for now. In the back of your mind you have been considering whether or not this power of yours is something that has always been intrinsic to you or something you unlocked recently. You're not really sure. It could theoretically be either. But you're really not sure what the trigger for "unlocking" it could have been, if there was one at all. Hmm.

You sit and consider this for several more hours, until Esme begins to stir sometime after sunrise. As soon as she's awake enough to comprehend what you want to say, you whisper it to her.  She asks you to repeat yourself once, but after that she simply nods and says "We'll talk about this later". However, after she says this, she makes a special production of picking up your bag, checking that the hawk's body is still in it, and then sitting down  with it on her lap. She tells you that when the two of you get back, that she's going to go to the office. She pulls a book out of her bag and hands it to you.

"Take that, and that other paper work, and go deliver it to the address I've written there. The client is waiting for it. After that, give me a call."  She taps her fingers on the bag meaningfully as she says all this. You nod, folding the collection of papers and stuffing them into the book before putting it back in your jacket. Neither of you speak about anything really meaningful for the few remaining hours of the trip, and once you exit the train you both go in opposite ways after a hug and various banal farewells. You follow the directions on the inner cover of the book to a very mundane looking 3 story brick building somewhere among a sea of similar homes. An old woman answers the door and asks who you're looking for. You give the name -Mr. Pachui -that is written in the book and then wait, shuffling your feet in the snow. A man you've never seen comes to the door a minute later, takes the book, and thanks you. You try to ask him something, maybe just get a better idea what this is all about, but he closes the door and you're left standing on the stoop, staring at the brass knocker in the gray light of morning.

You walk a while after this, until you get somewhere more deserted. You find an area that looks like it was hard hit by bombing and crawl into the ruins of one of the buildings. You carefully hide yourself away where you're fairly sure no one will find you and then transfer yourself to the hawk once more. Esme is there, standing over you. You take a moment to get your bearings. You think you're in those same underground rooms that you slept in after your lab heist. You don't recognize the room itself...just concrete and hard lights with a metal door and table. Interrogation room maybe?

"Is that you?" Esme says, bringing her face down to your level and squinting at you. You nod.

"Well...thats new." She says, apparently as shocked about all this as you are.  "Can you speak?"

You give it a shot. You can make noises, but no lips or teeth, a different shaped tongue and an inhuman voice box limit you greatly when it comes to speaking intelligibility. About the very best you can do is make some noises that vaguely sound like words. Hello becomes "---EEEEOOOOooo".

"Thats not gonna work for anything but signaling.  How about writing?"

This turns out to be hard mostly because of balance. Standing on one foot and writing with the other is a very coordinated sort of action, one you don't really have practice with.  After you fall down a few times Esme just picks you up and holds you above the sheet of paper, slowly moving you to the side and then down as you write. Your handwriting is...well its hawkscratch but its legible enough.

"We can do a lot with this" Esme mutters to herself as she looks over the page you wrote together. "We can get you into that prison for one. Though...conducting an interview with that woman might be difficult as a rat or whatever....Can you animate bodies while in another body?"

You shrug. She brings a preserved animal...that eel you were thinking of before...back after a few minutes and tells you to try.  Plucking the anima is hard -you have to use your feet and end up laying on your back to do so- but manage to reanimate the eel. Linking it to yourself with blood is a different story: you don't have any in this body. Hmm.  As a test you jump into the eel and indeed, that does work, but only after you deanimated it first.

"So you can create bodies and then hop to them. Maybe what we can do is get you in there as some small animal carrying poison, kill a guard, reanimate him before people notice, and then have you use that body to talk to prisoner?" Esme says, half thinking out loud.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 26, 2020, 05:23:37 am
We should go in as snake. What better animal for tactical espionage action? :P

Seriously though, just have the bird drop off a snake and hide somewhere nearby (in case we need to extract an item or similar), then jump into the snake and have the snake bite a guard, then jump into the guard and have the guard interrogate, then jump back into our normal body safely inside the library. That could work. Maybe bring a few backup snakes/rats, so we can have a few extra lives.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 26, 2020, 07:52:12 am
Wouldn't we need to get a snake with fast acting venom for that?
Title: Re: The Left-Hand Path
Post by: Eschar on May 26, 2020, 08:24:47 am
And would the venom degrade once the snake died?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 26, 2020, 08:49:53 am
If I remember correctly, venom is a protein. If the snake dies, it would stop producing venom. Did some research while writing the post, and the amount of time it takes a protein to denature depends on the protein
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 26, 2020, 09:13:58 am
We're in a library, we could just research what sort of poisonous wildlife exists around here. Or just ask Esme to tell us what she knows or transfer the knowledge to our mind.

Maybe there are snakes we can use. Maybe there are scorpions. Maybe there is something else. Or we could have a rat put something poisonous in his food. It would raise more suspicions but it would be unlikely for it to be linked to us, assuming the poison is something we found in nature or stole while riding another body. Or we could try to arrange for some accident, but that has higher chances of damaging their body in a way that makes it harder for it to sneak around. Or we could find a sleeping guard and have a rat jump into his mouth, lodge itself in his neck and choke him. Or we could practice controlling and flying with birds and once we feel confident enough find a bird that is good at mimicry (like crows or parrots, again depends on what local fauna is available) and use it to hold an actual conversation with him.

Another test we should do: can we absorb memories in these alternate bodies if it comes down to it? It would be useful for finding the prisoner's location once we kill the guard.

Also, can we check if the ability to jump between bodies has to do with the existence of a core? Maybe we don't need to animate and then de-animate bodies, maybe we just need to define a core in them.

Also, can we order our body to move in cases where we have to use an unfamiliar body? E.g. maybe we have to transfer ourselves to a bird or a dog or an insect. Instead of wasting time learning how to move with extra/different limbs, could we just order our body to move?
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 26, 2020, 09:18:03 am
Best to kill quickly. If others see the victim dying, then we won't have cover when we take control of that body.
Title: Re: The Left-Hand Path
Post by: piecewise on May 28, 2020, 12:13:24 pm
We're in a library, we could just research what sort of poisonous wildlife exists around here. Or just ask Esme to tell us what she knows or transfer the knowledge to our mind.

Maybe there are snakes we can use. Maybe there are scorpions. Maybe there is something else. Or we could have a rat put something poisonous in his food. It would raise more suspicions but it would be unlikely for it to be linked to us, assuming the poison is something we found in nature or stole while riding another body. Or we could try to arrange for some accident, but that has higher chances of damaging their body in a way that makes it harder for it to sneak around. Or we could find a sleeping guard and have a rat jump into his mouth, lodge itself in his neck and choke him. Or we could practice controlling and flying with birds and once we feel confident enough find a bird that is good at mimicry (like crows or parrots, again depends on what local fauna is available) and use it to hold an actual conversation with him.

Another test we should do: can we absorb memories in these alternate bodies if it comes down to it? It would be useful for finding the prisoner's location once we kill the guard.

Also, can we check if the ability to jump between bodies has to do with the existence of a core? Maybe we don't need to animate and then de-animate bodies, maybe we just need to define a core in them.

Also, can we order our body to move in cases where we have to use an unfamiliar body? E.g. maybe we have to transfer ourselves to a bird or a dog or an insect. Instead of wasting time learning how to move with extra/different limbs, could we just order our body to move?


You scribble out another note, asking Esme to bring you outside. She hesitates a bit, but does so eventually. She sets you on the ground out back of the library and you tell your body to fly. It follows your commands, running and hopping and flapping until it takes off. It rises a good 60 or 70 feet, banks around the roofs of the buildings nearby and circles the oddly Gothic spires of the library.  You tell it to hunt a mouse or rat and it obediently banks right and begins searching. Its like watching a film; it all occurs without any real effort on your part. You don't even see the rat your body does, and the sudden dive takes you entirely by surprise. You almost take control again in a panic as the hawk dives into an alley, but restrain yourself. Its talons find a rat moving across the alley and in a few seconds its over.  Memories begin to pour from the dead rat and you find that you are able to absorb them. You don't take much this time; the memories of a rat are not particularly interesting or helpful to you.  While you have the body, you try to jump to it by defining its heart as a core.  This doesn't work.

Satisfied with this test, you return to the library and knock on the back door with your beak. Esme opens it for you and you waddle in on unfamiliar avian legs. She laughs at your awkward movements and you screech out your best sarcastic hawk mimicry of it in return.  Something like "AAA AAA AAA AAA".

As you find someplace to perch, Esme starts talking, apparently wondering things out loud.

"With this whole body control thing, it might be possible to keep your real body locked up and protected somewhere while you use proxies. We could put it somewhere offsite, away from the library...it would limit our interactions and make it harder to pin anything on anyone.  If we can get you a set of bodies or something to use..."  She stops and looks at you again. "I've been thinking about your body as...well yours. But if you can be in any number of bodies is it actually...necessary? If it was destroyed could you just hop into another if there was one available?"
Title: Re: The Left-Hand Path
Post by: Superdorf on May 28, 2020, 02:00:14 pm
Shrug our hawky wings.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 28, 2020, 06:28:28 pm
Hey! Just because we can change bodies doesn't mean we wanna give this one up!

For one, it's the body we woke up in, it's helped us stay "us" and define what "us" is. It would be useful as an anchor, something stable we can go back to. And maybe we've grown attached to it and think of it as part of our identity, such as it is.

Second, we've had memories Esme while in that body. We don't know if the memories are hidden in our body or if they originate from that body.

And third, this body is high quality and has not started rooting, smelling, locking up or otherwise degrading. Maybe whatever happened in that bathtub full of blood helps preserve it. Maybe it's chemically treated. Maybe there's a spell on it that helps keep it safe. Or maybe it's our presence that helps keep it fresh. Until we can do an autopsy on it or something to confirm our deny that, we should keep it.
(We should also try Empiricist's idea and see if we can order this body to restart its biological processes, or at least a mimickry of them. It would be quite useful, not to mention interesting.)

Of course, I understand that this body has some "heat" in the sense that it's been seen by others and participated in illegal activities, but we can always deal with that by hiding it in a basement or some cabin deep in the woods.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 28, 2020, 10:54:48 pm
Keeping track of our mana would still be useful, we might want to keep that ring Body 1 has
Title: Re: The Left-Hand Path
Post by: King Zultan on May 29, 2020, 05:56:43 am
Lets make a pile of extra bodies and hide them all over the place.
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 29, 2020, 06:27:46 am
Lets make a pile of extra bodies and hide them all over the place.
Let the bodies hit the floor, let the bodies hit the floor, let the bodies hit the floor, let the bodies hit the FLOOOOOOOR
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 29, 2020, 06:28:40 am
Does swap power work only on dead thing.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 29, 2020, 06:44:35 am
Does swap power work only on dead thing.
Suddenly freaky Friday
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 29, 2020, 07:54:57 am
Does swap power work only on dead thing.
swaping only works in bodies we’ve animated, so no, it doesn’t work on living things
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 29, 2020, 07:56:30 am
There is a third category beyond "living" and "dead", you know.
Title: Re: The Left-Hand Path
Post by: Eschar on May 29, 2020, 07:57:55 am
Look don't bring the vampires into this
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 29, 2020, 07:59:32 am
There is a third category beyond "living" and "dead", you know.
yes, undead, aka. Animated corpses, which our swapping works on. I doubt we can swap to things that haven’t been killed yet, which is what I meant by “living”
Title: Re: The Left-Hand Path
Post by: Parisbre56 on May 29, 2020, 08:12:13 am
No, it works on previously animated undead, not currently animate undead. We couldn't transfer ourselves to Piecewise. You could say it works on those that have been redeadened. :P
Title: Re: The Left-Hand Path
Post by: Egan_BW on May 29, 2020, 08:20:44 am
There is a third category beyond "living" and "dead", you know.
yes, undead, aka. Animated corpses, which our swapping works on. I doubt we can swap to things that haven’t been killed yet, which is what I meant by “living”
Inanimate objects are neither living nor dead, and we are fully capable of animating them. Remember the paper golem we made? We don't know if we can transfer ourself into a golem, or only corpses. If golems work, then we have a lot more freedom in how we can manifest. We could leave a gauntlet somewhere and hop into it to write down a message. We could be a paper airplane or paperwork or a trash can.
Title: Re: The Left-Hand Path
Post by: King Zultan on May 30, 2020, 01:31:15 am
I thought you were talking about someone that was asleep or in a coma when you said "There is a third category beyond living and dead".
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on May 30, 2020, 09:17:09 am
If they’re asleep/in a coma, their organs are still working, so they’d still be living
Title: Re: The Left-Hand Path
Post by: King Zultan on May 30, 2020, 09:22:42 am
Just because they're still alive doesn't mean we can't try to take their sleeping body for a walk.
Title: Re: The Left-Hand Path
Post by: piecewise on June 01, 2020, 10:43:34 am
Shrug our hawky wings.
Hey! Just because we can change bodies doesn't mean we wanna give this one up!

For one, it's the body we woke up in, it's helped us stay "us" and define what "us" is. It would be useful as an anchor, something stable we can go back to. And maybe we've grown attached to it and think of it as part of our identity, such as it is.

Second, we've had memories Esme while in that body. We don't know if the memories are hidden in our body or if they originate from that body.

And third, this body is high quality and has not started rooting, smelling, locking up or otherwise degrading. Maybe whatever happened in that bathtub full of blood helps preserve it. Maybe it's chemically treated. Maybe there's a spell on it that helps keep it safe. Or maybe it's our presence that helps keep it fresh. Until we can do an autopsy on it or something to confirm our deny that, we should keep it.
(We should also try Empiricist's idea and see if we can order this body to restart its biological processes, or at least a mimickry of them. It would be quite useful, not to mention interesting.)

Of course, I understand that this body has some "heat" in the sense that it's been seen by others and participated in illegal activities, but we can always deal with that by hiding it in a basement or some cabin deep in the woods.
You tell Esme you're not sure, but all things considered you'd like to keep that body as your "Main", only using the others as temporary vessels.  She nods.

"You'd know more about this than me, even if its just feelings. What we should do then is get you a secure location to project from. You-know-where, the place you stayed for a while earlier, is probably fine for now. You should come back, we can work on the plan to see that prisoner. Maybe start preparing you a series of bodies to use."

Title: Re: The Left-Hand Path
Post by: Egan_BW on June 01, 2020, 10:49:14 am
Any plan that involves a lot of body swapping, particularly at long range, will probably use up a lot of mana. And I'm not sure if we generate it on our own, do we? Is Esme willing to keep us charged up?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 01, 2020, 10:52:58 am
We can hop back to our human body and check our ring as we walk our human body back to the library
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 01, 2020, 02:06:38 pm
We know we can absorb memories while in another body, so we can use that to replenish Mana.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 02, 2020, 01:50:47 am
Looks like we're going to be body hopping for the rest of the game.
Title: Re: The Left-Hand Path
Post by: piecewise on June 04, 2020, 09:53:15 am
Any plan that involves a lot of body swapping, particularly at long range, will probably use up a lot of mana. And I'm not sure if we generate it on our own, do we? Is Esme willing to keep us charged up?
We can hop back to our human body and check our ring as we walk our human body back to the library
You carefully park your hawk body and then leap back into your normal vessel, awakening where you left yourself. You check your ring. Still mostly full, so it seems like mana is only drained when you leap, not to maintain the connection. Useful. 

You return to the library, heading in through the back, and find Esme arranging your hawk body in the prepared specimen area along with the three skeletons of the soldiers. You tell her that these jumps take mana and ask if she's be willing or able to keep you topped up if required.  She says she will, if its needed.

"I've been looking at the various poisons available to us for this whole prison thing. I think we might actually be better off with an anesthetic. Most poisons are not exactly subtle, but with a heavy overdose of anesthetic they have a much better chance of simply going unconscious and dying, as opposed to vomiting and convulsing and dying over minutes or hours.  If you can get one while they're sleeping, it might be effectively seamless to kill and animate them; like they went to bed one night and woke up the next day as usual. Then you get your talking done and dispose of the body. Maybe make it look like they fell off the roof or something. Just nothing immediately obvious otherwise they'll probably wonder why the body is already cold immediately after death."
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 04, 2020, 10:05:18 am
Hmm. Well, since whatever body we use is going to be undead anyway, the snake could still work. Get a dead venomous snake and inject whatever substance we're using into it. This presumably wouldn't be harmful to the body, because it's already dead anyway. Only issue is getting a snake which can carry enough venom without being too conspicuous.

Another option would be using a rodent body and just carrying the payload on its back or something. But a rat with a syringe tied to its back would be pretty noticeable, I'd think.

And then, maybe there's weirder options. Animate a moth doused in anesthetic and fly into someone's snoring mouth? That would almost certainly result in the death of that body, and I'm not sure how well our soul fits into something that small. Maybe it's workable if we're a rodent body and the moth is a puppet? It's not like we're forced to rely only on our swapping power, so puppets are on the table. Puppet hawk carrying us in the form of a rat, in turn carrying a puppet moth?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 04, 2020, 10:38:02 am
Sounds like a good plan, where to get anesthetics?
Don’t say these r act words, I worded them badly
Title: Re: The Left-Hand Path
Post by: King Zultan on June 05, 2020, 05:14:45 am
Lets go with that plan, and we can get the anesthetics from a hospital.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 06, 2020, 06:36:39 am
Test how fast we can switch bodies. Could we switch bodies if someone is about to harm us? I'm thinking, we don't know what happens if the body we're in gets harmed. We don't know if we have a core or something like that. So it might be best to leave a body the moment things get too dangerous.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 07, 2020, 02:19:24 am
That's probably a good think to know before we go out and start using it.
Title: Re: The Left-Hand Path
Post by: piecewise on June 08, 2020, 12:50:16 pm
Test how fast we can switch bodies. Could we switch bodies if someone is about to harm us? I'm thinking, we don't know what happens if the body we're in gets harmed. We don't know if we have a core or something like that. So it might be best to leave a body the moment things get too dangerous.
You test this a few times. You think you can switch bodies within maybe a second or two. Distance doesn't seem to matter in terms of how fast the switch is either.

Lets go with that plan, and we can get the anesthetics from a hospital.
Sounds like a good plan, where to get anesthetics?
Don’t say these r act words, I worded them badly

Hmm. Well, since whatever body we use is going to be undead anyway, the snake could still work. Get a dead venomous snake and inject whatever substance we're using into it. This presumably wouldn't be harmful to the body, because it's already dead anyway. Only issue is getting a snake which can carry enough venom without being too conspicuous.

Another option would be using a rodent body and just carrying the payload on its back or something. But a rat with a syringe tied to its back would be pretty noticeable, I'd think.

And then, maybe there's weirder options. Animate a moth doused in anesthetic and fly into someone's snoring mouth? That would almost certainly result in the death of that body, and I'm not sure how well our soul fits into something that small. Maybe it's workable if we're a rodent body and the moth is a puppet? It's not like we're forced to rely only on our swapping power, so puppets are on the table. Puppet hawk carrying us in the form of a rat, in turn carrying a puppet moth?

"If you want to use a snake, we should use one native to that area. I'll check out whats out there and get us a specimen.  As per the anesthetic, I think I can get hold of some from a University hospital near here...I'm not technically allowed to have it but I'll have access to where its kept and I'm pretty sure I can smuggle it out without being caught. Its not exactly high security over there."

She turns to go then returns to you for a moment.

"You might want to think about exactly what you're gonna tell her and what you want her to tell you. Even with the body of a guard, you probably don't want to spend more than maybe 5 minutes in her cell; there's really no legitimate reason a lone guard would hang out with a prisoner for long.  Maybe even just slip her a list of questions and an explanation and come back for them? She may also try to get you to break her out in exchange for those  answers.  I dunno. Point is that you gotta go in there prepared for more than just the infiltration; the quicker you get the info and get out, the better."

She turns and leaves. "I'll be back in a few hours, hopefully with everything we need. You think about how you want to handle the rest."
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 08, 2020, 07:23:16 pm
If we need to plant the body, make it somewhere out of sight, and at night (fell off the roof out of sight, or something). Maybe drink some alcohol first.

That way the body is cold because its cold at night.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 08, 2020, 07:26:20 pm
 We still need to discuss what info we are trying to get
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 08, 2020, 07:27:04 pm
My vote is let's do a prison heist.

Gather info with the express intent of busting her out.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 08, 2020, 07:27:31 pm
Eh. Why not just murder her and take ALL the information?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 08, 2020, 07:31:34 pm
Because she’s also gainer the government, which is why she’s in prison
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 08, 2020, 07:34:40 pm
Honestly, we have no idea as to her motivations at the moment. If we just absorbed her memories, we wouldn't have to bother keeping her alive, AND we would be 100% sure of whatever we learn.
Title: Re: The Left-Hand Path
Post by: Superdorf on June 08, 2020, 07:40:01 pm
I'd be concerned about arcane surveillance. Corpses are... conspicuous.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 08, 2020, 07:45:32 pm
I mean, my previous suggestion should be tempered with the idea that if she is some kind of unstable psycho that legit needs to be in prison, we should feel free to eat her mind and scoot on out of there.

But she could be a powerful ally. Depending on the amount of work she did with Alexander we could also learn more about ourselves, or conduct research thereof.

Keep in mind our memory absorption is imperfect. We would gain the technicalities, but having a trained researcher or whatever she is with expertise in the field of necromancy could be invaluable.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 08, 2020, 07:57:10 pm
We seem to have absorbed three whole lifetimes just fine. Even if we didn't gain everything in perfect detail, we would be gaining a whole lot of information, so reliable that it will feel like our own life.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 08, 2020, 08:10:55 pm
I mean, my previous suggestion should be tempered with the idea that if she is some kind of unstable psycho that legit needs to be in prison, we should feel free to eat her mind and scoot on out of there.

But she could be a powerful ally. Depending on the amount of work she did with Alexander we could also learn more about ourselves, or conduct research thereof.

Keep in mind our memory absorption is imperfect. We would gain the technicalities, but having a trained researcher or whatever she is with expertise in the field of necromancy could be invaluable.
i agree she would be a powerful ally.

We seem to have absorbed three whole lifetimes just fine. Even if we didn't gain everything in perfect detail, we would be gaining a whole lot of information, so reliable that it will feel like our own life.
and if we do that a lot, we might forget who/what we are
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 08, 2020, 08:17:38 pm
What we are? What are we? When we were born, we had no memory and no particular goal. If we are anything, we are those three guards we killed.
Title: Re: The Left-Hand Path
Post by: Superdorf on June 08, 2020, 08:20:07 pm
We are whatever we want to be.
Title: Re: The Left-Hand Path
Post by: Eschar on June 08, 2020, 08:47:18 pm
Until we have too many memories yammering at us, in which case we will be Alphira Sol.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 08, 2020, 08:54:12 pm
It doesn't seem to always be practical. We got bits and pieces of lifetimes, but I don't know if we'd be able to absorb a lifetime of study and technical expertise and then utilize it the same way the original owner would.

Unless she's some sort of danger, let's recruit her. Also, she can do research or whatevs while we do other things. More warm bodies is good.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 08, 2020, 08:54:54 pm
warm bodies bad. more cold bodies
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 08, 2020, 10:41:25 pm
I’m with the llama here, why kill her when she’s a potential ally?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 09, 2020, 02:48:05 am
Actually, our memory absorption is perfect or at least pretty good when it comes to humans. The problem you're thinking of is Esme's book knowledge transferral, where just getting dry knowledge from the book without any experience to go with it left us with the need to construct that experience for ourselves.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 09, 2020, 05:13:43 am
I say we kill her and eat he memories, and I doubt they'd look into it to hard as guards killing political prisoners is something seems like it happens a lot.
Title: Re: The Left-Hand Path
Post by: piecewise on June 11, 2020, 09:23:01 am
Bump
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 11, 2020, 10:12:04 am
I think she’ll be more useful alive than dead. Why kill her when she can help us?

We could ask her what she knows of the Projects we found info on
Title: Re: The Left-Hand Path
Post by: King Zultan on June 12, 2020, 01:16:05 am
But how would we get her out of the prison, I doubt we're that good a bullshitting to talk our asses out of there with a prisoner.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 12, 2020, 11:06:47 am
One gruesome alternative would be to poison their food supply with something slow acting and/or psychoactive. There's chaos, maybe some rioting, lots of people die, we swoop in and slurp her memories along with anything else we want, stab ourselves and make it look like a prisoner did it and then jump to another body in some safehouse. However I don't think Esme would approve of indiscriminate murder.

I don't think we should tell any lies but we shouldn't be too forward either, in case one of those people that can see the past come to investigate. We should say we're working against the state and want her for information. Promise to keep her safe and snuggle her off the country (assuming Esme can arrange for that). If she agrees to that, I think we should just go with breaking her out, along with some other prisoners to make it look like she got out in the chaos of an unrelated prison break. Maybe some of the prisoner names we got are of people belonging to some kind of Mafia-like organization that would be likely to break them out, so by letting them leave we can deflect some suspicion. Then once we get her out safely we can have a normal conversation without risking someone overhearing us. And if things go sideways we can always fall back on the "eat her memories" plan.

What kind of options do we have for breaking someone out? Could we steal a gateway vehicle from someone and get away with it? Or maybe kill a horse and keep it nearby to carry her away? How about explosives, could we use those to break a wall down like they do in westerns?

Finally, in order to avoid communication problems with Esme, could we safely leave a skull or head or something back in the library, in case we ever want to leave but also have a messenger there that can do better than screeching? I'm thinking we give her a small bone hidden in a ring or locket or sock or something like that that can be on her at all times and vibrate to let her know we want to call, maybe even give her some information about the reason we're calling depending on how it moves. Then depending on circumstances we either take over the skull and have a face to face conversation or we command it to speak. Maybe two skulls so we can have one for taking over and another for commanding.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 12, 2020, 12:51:51 pm
I think Esme and is already discussed the anesthetic plan, yes breaking her out sounds like a plan’
One gruesome alternative would be to poison their food supply with something slow acting and/or psychoactive. There's chaos, maybe some rioting, lots of people die, we swoop in and slurp her memories along with anything else we want, stab ourselves and make it look like a prisoner did it and then jump to another body in some safehouse. However I don't think Esme would approve of indiscriminate murder.

I don't think we should tell any lies but we shouldn't be too forward either, in case one of those people that can see the past come to investigate. We should say we're working against the state and want her for information. Promise to keep her safe and snuggle her off the country (assuming Esme can arrange for that). If she agrees to that, I think we should just go with breaking her out, along with some other prisoners to make it look like she got out in the chaos of an unrelated prison break. Maybe some of the prisoner names we got are of people belonging to some kind of Mafia-like organization that would be likely to break them out, so by letting them leave we can deflect some suspicion. Then once we get her out safely we can have a normal conversation without risking someone overhearing us. And if things go sideways we can always fall back on the "eat her memories" plan.

What kind of options do we have for breaking someone out? Could we steal a gateway vehicle from someone and get away with it? Or maybe kill a horse and keep it nearby to carry her away? How about explosives, could we use those to break a wall down like they do in westerns?

Finally, in order to avoid communication problems with Esme, could we safely leave a skull or head or something back in the library, in case we ever want to leave but also have a messenger there that can do better than screeching? I'm thinking we give her a small bone hidden in a ring or locket or sock or something like that that can be on her at all times and vibrate to let her know we want to call, maybe even give her some information about the reason we're calling depending on how it moves. Then depending on circumstances we either take over the skull and have a face to face conversation or we command it to speak. Maybe two skulls so we can have one for taking over and another for commanding.

+1 to the bolded plan
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 12, 2020, 04:04:56 pm
+1 to the above, but despite my vote for keeping her alive we should be ready to kill her if needed. I say we do our best to ascertain her threat to us before deciding.

If we can sneak in, we can observe. We can perhaps leave notes in her cell asking questions. If she shows any indication of being of use, we can save her. Otherwise, off her.

I feel like the overall idea is to be better than the bad guys. Killing anyone we find simply because it's more convenient sort of makes us the bad guys.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 12, 2020, 04:13:32 pm
+1 to the above, but despite my vote for keeping her alive we should be ready to kill her if needed. I say we do our best to ascertain her threat to us before deciding.

If we can sneak in, we can observe. We can perhaps leave notes in her cell asking questions. If she shows any indication of being of use, we can save her. Otherwise, off her.

I feel like the overall idea is to be better than the bad guys. Killing anyone we find simply because it's more convenient sort of makes us the bad guys.
Agreed, what questions do we ask? About the projects?
Title: Re: The Left-Hand Path
Post by: King Zultan on June 13, 2020, 04:34:38 am
+1 To the plan.

Also it was said that they could magically track anyone that tried to escape or break into the prison, so even if we can avoid that by jumping to different body what's to stop them from tracking her once we get her out?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 13, 2020, 05:10:13 am
Not much they can do if she's out of the country by then (assuming we can actually get her out of the country).
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 13, 2020, 01:52:48 pm
Besides sending assassins, you mean? Or maybe just a strategically placed bombing run.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 13, 2020, 02:16:41 pm
I'm assuming that once she's out of the country it won't be cost-effective to go after her, especially if we assume her only worth is any information she can provide. During her debriefing she'll likely be at a fortified location. Once her debriefing finishes they won't have a reason to kill her. Unless they do it only to send a message and make her an example to everyone else who might try to escape. But again, I don't think people know enough about her to make such a message effective. So the only reason to do so left is to do so out of pure spite and there's not much we can do about that, beyond working to dismantle the state. At that point it's her responsibility (and the state's, to a lesser extent) to take precautions and make herself a hard target, someone who's not worth going after.

Of course that all changes if it turns out she has more to offer than information. But if that's the case we might want to keep her here so that she'll aid us.
Title: Re: The Left-Hand Path
Post by: piecewise on June 15, 2020, 12:03:45 am
One gruesome alternative would be to poison their food supply with something slow acting and/or psychoactive. There's chaos, maybe some rioting, lots of people die, we swoop in and slurp her memories along with anything else we want, stab ourselves and make it look like a prisoner did it and then jump to another body in some safehouse. However I don't think Esme would approve of indiscriminate murder.

I don't think we should tell any lies but we shouldn't be too forward either, in case one of those people that can see the past come to investigate. We should say we're working against the state and want her for information. Promise to keep her safe and snuggle her off the country (assuming Esme can arrange for that). If she agrees to that, I think we should just go with breaking her out, along with some other prisoners to make it look like she got out in the chaos of an unrelated prison break. Maybe some of the prisoner names we got are of people belonging to some kind of Mafia-like organization that would be likely to break them out, so by letting them leave we can deflect some suspicion. Then once we get her out safely we can have a normal conversation without risking someone overhearing us. And if things go sideways we can always fall back on the "eat her memories" plan.

What kind of options do we have for breaking someone out? Could we steal a gateway vehicle from someone and get away with it? Or maybe kill a horse and keep it nearby to carry her away? How about explosives, could we use those to break a wall down like they do in westerns?

Finally, in order to avoid communication problems with Esme, could we safely leave a skull or head or something back in the library, in case we ever want to leave but also have a messenger there that can do better than screeching? I'm thinking we give her a small bone hidden in a ring or locket or sock or something like that that can be on her at all times and vibrate to let her know we want to call, maybe even give her some information about the reason we're calling depending on how it moves. Then depending on circumstances we either take over the skull and have a face to face conversation or we command it to speak. Maybe two skulls so we can have one for taking over and another for commanding.

You consider the situation until Esme returns. She puts her packages down on a table and walks over to where you're seated, staring up at the ceiling with your feet on the table as you think 

"Hows it going?" she asks, sitting on the table next to your feet.

You tell her about your idea for communicating by skull and bone first.

"Seems a good idea. Though, can you inhabit a single bone? Is there a limit to how broken up the body can be and still be a valid target for...whatever it is you're doing? And can you talk through things that shouldn't be able to? We know you can speak through things that shouldn't be able to speak normally, like skeletons, but does that mean you could 'speak' as just a small bone? If so, we could forgo the skull all together."

You tell her you're not really sure. Its something to check. You take a deep breath and tell her about your plan. Her face darkens as you go on. By the time you're done she is staring at the floor, or rather staring through, off at some distant place within her own thoughts.

"Listen." she finally says, not looking over to you, "I don't think you understand what you're asking for. Getting you in to talk to her, that we can do. Or at least we can give it a shot. If we fail that, the chances of you being found out are minimal, assuming you don't leave any huge clues for them to follow.  But breaking her out? That's...You'd basically be asking everyone involved to die for that. Even if we manage to smuggle her out -something I cannot get anywhere close to promising by the way- you think they won't come after us? Won't bomb her ship as she sails? Won't try to intercept her between the prison and that ship? She's a former -maybe current- ally of the state's number one enemy. They'd scorch the Earth.  That's the issue here. We could break her out but we'd never get away. The only possible way we could do this and it not be a damn suicide mission is by making sure she's not missed and that they don't know there even was a prison break.  The only way to escape them is by tricking them into thinking there is no reason to search for her in the first place.

Anything else, deflection or misdirection or whatever won't matter. They'll follow her, they'll read her history, they'll see us, they'll hear us, and they'll find us. Mafia or not, it doesn't matter because they'll be tracking us personally. Not the mafia or some nebulous spy organization, but you and me. "

She looks at you very hard.

"If you can think of a way to do that and convince me it will work...then I'll try to convince others. But this is NOT the sort of thing we can half ass or play by ear. Not unless you want a death squad kicking down our door.  That plan," She points to her bags which presumably contain the snake and drugs, "That I can get behind right now. Hell, I'm more behind killing her and absorbing her memories than trying to break her out. At least in that plan only she has to die, as opposed to all of us..."

You can tell Esme isn't just afraid, but angry. Frustrated. She said before that they'd tried things like this, that it had always ended in the death of everyone involved. You can imagine she's lost friends to it, lost important information, had to run and hide, hoping not to be on the receiving end of whatever a government kill squad is. You nod to her and think a moment.  You ask her if fire would work.

"What?"

Fire. If fire burning a body would prevent it from being able to be tracked.  If it could, then that might be the key to it. Same plan as before, but instead of sneaking in to talk with her, you could start a fire. Sneak her out in the chaos, making sure to leave a body behind to get burnt beyond recognition.  It would give you cover to escape, hide the fact that she's gone, and make it all seem accidental.

Esme clenches her jaw and thinks. "I don't know if fire will stop them. It depends on how their abilities work. Ideally don't want them to even think they need to look into it. Them not looking is the only way we can be positive they won't see us." She runs her hand across her hair as she thinks, unconsciously fussing with the braid and bun. "Assuming you can trick them into believing she's dead and the fire was an accident, how are you going to get her out? There will be guards everywhere, sentries, lookouts, and about 30 miles of wilderness between you and the check point, let alone civilization. If you take a vehicle, they'll know. If you run on foot they'll see you, or at least there is a good chance of it...."
Title: Re: The Left-Hand Path
Post by: King Zultan on June 15, 2020, 02:47:28 am
Sounds like we're better off getting into the prison, killing this bitch and eating her memories.
Title: Re: The Left-Hand Path
Post by: Eschar on June 15, 2020, 12:19:08 pm
Yep.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 15, 2020, 01:30:36 pm
Hey, if we broke her out, we'd be getting everyone involved killed. But does that matter, if everyone involved is a puppet or proxy body? All we have to do is orchestrate the whole thing on our own, which can't be too hard for a supergenius like us~
And probably create a skeleton secessionist state for her to seek asylum in. All we need is a huge, crushing amount of military power exclusively under our own direct control.

Hmph.

We should be ready for one eventuality, at least. Maybe she knows how to create something like us. In that case, we can help her become a lich and then escape through some untraceable bodyswapping process.
Title: Re: The Left-Hand Path
Post by: Eschar on June 15, 2020, 03:25:50 pm
This is far-fetched, but can we telerot someone else around? Get into her cell, explain what's about to happen, swap her into a guard, kill her old body the guard now inhabits. I don't think we can actually do that though.

Unless... can we telerot into someone already alive? Then go in as a disposable body with an extra one (maybe a rat) and:

1. Telerot into a guard
2. Kill our former, now guard-possessed body (actually wouldn't it just die on it's own, since it's trying to attach a soul to a corpse, and I'm assuming we don't know how to replicate the Kell-Faber Line)
3. Get to colleague's cell as a guard and tell her what's going on
4. With her permission, telerot into her, thus putting her into the guard's body
5. Telerot from colleague's old body into our rat, leaving target's body dead/empty
6. Escape with us in the rat body and colleague in the guard body, thus avoiding suspicion
7. Once we return with colleague, telerot into us!Kelley's body
8. Done.

I can foresee two problems: we don't know if we can telerot into a living body (right?), and our colleague might be reluctant to abandon her old body.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 15, 2020, 03:38:32 pm
We already know yhat we can only enter dead non animated bodies, maybe we should get in uaing Esme's plan, and ask her what she knows about the Projects Puzzle, and the two other projects that I'm blanking the names of, there are two other projects, what are they called?
Title: Re: The Left-Hand Path
Post by: Eschar on June 15, 2020, 03:39:14 pm
Mortar and Sinker, IIRC.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 15, 2020, 03:57:07 pm
Yeah, a prison break seems untenable. Fair enough.

Now the question becomes how do we do ANY of this without alerting the powers that be to our presence? It's not her own self that they're going to be worried about, it's what she knows. If we get in there, kill and absorb, and they detect this in any way, the same hammer is going to be brought down on us.

At the very least they'd bring way more resources to bear on finding us or the rest of the resistance. So we have to decide whether or not it's worth the risk. Perhaps the worst part is we don't even REALLY know how useful this person or their knowledge is.

I think the best plan of action then is to sneak in and find out what she knows, then decide. Leave no trace, including a body, unless we must. We also run the risk of her using our need for secrecy against us as leverage. We should avoid giving HER as much specific info as we possibly can, as well. She could try to trade our location or identity for her own freedom, perhaps.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 16, 2020, 04:22:26 am
What if while we're in the prison we cut a gas line and gas everyone in there, then we can eat all the memories we want.
Title: Re: The Left-Hand Path
Post by: Eschar on June 16, 2020, 09:36:09 am
Will a gas line bleed enough to kill everyone quickly enough that no one goes to fix the leak? Also natural gas isn't poison gas, though it will suffocate people.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 16, 2020, 03:04:30 pm
Apologize for being inconsiderate. Protecting Esme is more important than rescuing someone we don't know.

New plan: We'll just kill Jenifer and some other people to make our killings look random and then absorb their memories, making it look like we're praying for our victims while we absorb their memories. That way we have to share no information with her and thus there's minimal chances of any investigation leading back to us or even revealing what we're after. Once we're out of ammo we cut our wrists to make it look like we committed suicide and jump to an animal we have prepared beforehand, hide for a couple of days and then jump back to Esme's library. The small delay hopefully helping us evade pursuit just in case they manage to track us anyway.

Of course, that's assuming she'll be easy to get to. If she's in isolation/high security/whatever we might have to come up with another plan. We can decide once we have the guard's memories.

As for what we're looking for in her memories, it's these things:
*Who Kelly was as a person. We might have some of his memories, but we aren't sure. We're only certain we have fragments of Esme's memories and even those fragments might be romanticized by nostalgia. Having the full perspective of someone who worked with him and interacted with him more might help us figure out what kind of person he was and if the fragments of memory we have are real or just Esme's memories we confused for our own.
*What she did for Kelly. What Kelly was interested in. What he was researching and why. What happened to him. Why did the government go after him and his associates.
*Did Kelly kill all those people at the research facility? Was the large number of deaths the thing that attracted those huge entities and made it so that even normal people could see them? What sort of experiment was that?  What was its purpose?
*The projects the government is currently researching. What are they? What is their goal? How do they relate to Kelly's previous work?
*Does she know of the location of anyone else who was working with her? Does she know of the location of any research facility, equipment we or the resistance could use or other people/items of interest?
*Does she have any dirt on the government's leaders? Something that the resistance would find useful like plans or locations of facilities?
*Has she talked to anyone else? Has she given the information we have to anyone else? Has she been approached by the government/the resistance/other organizations?
*Does she know of any really powerful government agents or mercenaries? Who did the government send after Kelly? What was their magical ability, if any? What method did they use to attack/trap him? It's highly likely they'll be coming after us when the time comes, so we best prepare for them.
*General information about necromancy. Maybe they know of some property or ability necromancers or undead have we don't know of.

Of course, we can go through her memories more thoroughly when we have more time. Hopefully she'll be useful. But with our luck she might have brain damage or lost her memories with age or she'll simply be some insignificant assistant that got caught up in all this and doesn't really know that much.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 16, 2020, 03:24:15 pm
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 16, 2020, 04:00:37 pm
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(

This sounds legit.

Hey ykno what? Maybe we're overthinking this. Use a rat to drop her a note that says we're part of the resistance and looking for information. Give zero other information. Ask all the questions we need if she responds positively. Promise that if we achieve our goals we will either arrange her escape or release at a later date.

If she's not going to help us, we can either A) Leave her where she is B) Absorb her memories.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 16, 2020, 04:03:55 pm
Yeah, I suppose that we could just guarantee her release some time after we Destroy The Government. That way we're not lying about our ability to free her or doing a murder.

Side benefit: if she doesn't die or escape, the enemy would have no reason to magically investigate, which would almost certainly show them that a rat or other animal was passing notes with the high priority prisoner. Which would in turn tell them that they're dealing with a hard-to-trace Talent who can control or possess animals somehow. It's probably better for us if they don't know that anything happened, and keep the extent of our power unknown.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 16, 2020, 05:34:35 pm
Yeah. Zero trace or risk at the start. If she demonstrates further usefulness, we can reassess killing and absorbing or whatever else.

Frankly if she cooperates we can just pass notes. no need to risk killing her or interacting with her in any other way.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 17, 2020, 05:23:25 am
I say we get a rat and shove a piece of glass, a x-acto knife, or something like that into it, then take over that rat and sneak into the prison, slit her throat, and eat her memories.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 17, 2020, 06:04:43 am
Regardless of what the plan is, we should apologize to Esme
Title: Re: The Left-Hand Path
Post by: King Zultan on June 17, 2020, 06:16:31 am
Regardless of what the plan is, we should apologize to Esme
+1 Yeah we should probably do that.
Title: Re: The Left-Hand Path
Post by: Eschar on June 17, 2020, 11:43:11 am
Regardless of what the plan is, we should apologize to Esme
+1 Yeah we should probably do that.

+1.
Our very existence is probably difficult on her, let's not fray our relationship with basically our one ally.

Remind me again, can we possess just any old dead body? If so, could we just wait until an insect or rat in/near Jennifer's cell dies, and inhabit it?

Of course, we need to figure out where her cell is first.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 17, 2020, 12:11:07 pm
I mean, a mysteriously murdered prisoner who is in a super high security prison specifically because of her ultra-dangerous secrets would probably raise suspicion too.

Wonder if they can tell that her memories are gone?
Title: Re: The Left-Hand Path
Post by: King Zultan on June 18, 2020, 03:39:20 am
I though the sky fish eat the memories when people die.
Title: Re: The Left-Hand Path
Post by: piecewise on June 18, 2020, 11:01:07 am
Regardless of what the plan is, we should apologize to Esme
+1 Yeah we should probably do that.

+1.
Our very existence is probably difficult on her, let's not fray our relationship with basically our one ally.

Remind me again, can we possess just any old dead body? If so, could we just wait until an insect or rat in/near Jennifer's cell dies, and inhabit it?

Of course, we need to figure out where her cell is first.
(This is the only upvoted action)


You apologize to Esme for bringing up the prison break again.

"Its fine." She says, waving one hand as though shooing the idea away like a fly. "I understand the desire, believe me.  I want to know whats going on here too. And she's not the only one we'd like to get out of their prisons.  Honestly if you could figure out a way to do it it would be amazing...a miracle. They'd definitely believe in you after that."

She's quiet a moment.

"Anyway.  Have you figured out what you're gonna ask?"
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 18, 2020, 01:41:24 pm
Let’s ask her about projects Puzzle, Mortar, and Sinker
Maybe she has more information about them then the papers we grabbled
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 18, 2020, 04:55:34 pm
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(

This sounds legit.

Hey ykno what? Maybe we're overthinking this. Use a rat to drop her a note that says we're part of the resistance and looking for information. Give zero other information. Ask all the questions we need if she responds positively. Promise that if we achieve our goals we will either arrange her escape or release at a later date.

If she's not going to help us, we can either A) Leave her where she is B) Absorb her memories.
This one.
Title: Re: The Left-Hand Path
Post by: Olith McHuman on June 18, 2020, 05:08:05 pm
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(

This sounds legit.

Hey ykno what? Maybe we're overthinking this. Use a rat to drop her a note that says we're part of the resistance and looking for information. Give zero other information. Ask all the questions we need if she responds positively. Promise that if we achieve our goals we will either arrange her escape or release at a later date.

If she's not going to help us, we can either A) Leave her where she is B) Absorb her memories.
This one.

+1
Don't give any unneeded info, especially info on our unique abilities. Out greatest asset is the fact than no one knows to be on the lookout for us/someone with our abilities. We can always send a second note/eat her if we think that she has info about us specifically.
Also, have an undead rat deliver the note. If she's a necromancer, she should notice that.
Also also, consider if we might be able to get a copy of the intake procedures once we are in the guard's body. I doubt we'll ever be able to sneak her out, but maybe we can figure how they trace escaped prisoners with these + the guard's memories.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 19, 2020, 04:20:39 am
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(

This sounds legit.

Hey ykno what? Maybe we're overthinking this. Use a rat to drop her a note that says we're part of the resistance and looking for information. Give zero other information. Ask all the questions we need if she responds positively. Promise that if we achieve our goals we will either arrange her escape or release at a later date.

If she's not going to help us, we can either A) Leave her where she is B) Absorb her memories.
This one.

+1
Don't give any unneeded info, especially info on our unique abilities. Out greatest asset is the fact than no one knows to be on the lookout for us/someone with our abilities. We can always send a second note/eat her if we think that she has info about us specifically.
Also, have an undead rat deliver the note. If she's a necromancer, she should notice that.
Also also, consider if we might be able to get a copy of the intake procedures once we are in the guard's body. I doubt we'll ever be able to sneak her out, but maybe we can figure how they trace escaped prisoners with these + the guard's memories.

+1
Title: Re: The Left-Hand Path
Post by: piecewise on June 23, 2020, 12:39:36 pm
Counterproposal: give her a note which explains that we're dead and can swap bodies, and if she knows how this is accomplished we'd be willing to help her perform the procedure on herself, otherwise we have to kill her sorry :(

This sounds legit.

Hey ykno what? Maybe we're overthinking this. Use a rat to drop her a note that says we're part of the resistance and looking for information. Give zero other information. Ask all the questions we need if she responds positively. Promise that if we achieve our goals we will either arrange her escape or release at a later date.

If she's not going to help us, we can either A) Leave her where she is B) Absorb her memories.
This one.

+1
Don't give any unneeded info, especially info on our unique abilities. Out greatest asset is the fact than no one knows to be on the lookout for us/someone with our abilities. We can always send a second note/eat her if we think that she has info about us specifically.
Also, have an undead rat deliver the note. If she's a necromancer, she should notice that.
Also also, consider if we might be able to get a copy of the intake procedures once we are in the guard's body. I doubt we'll ever be able to sneak her out, but maybe we can figure how they trace escaped prisoners with these + the guard's memories.

+1
(I'm a bit confused because you guys seem to be talking crossways about this. Some talking about using reanimated rats (Despite the danger of detection they pose) others about the guard, some about notes, others about direct conversations.  I'm gonna lay out the plan as best as I can guess it from all the talking. If it seems ok, just say  so. If you wanna make changes, do so, but please make sure to be precise. If possible I'd like to take you from here to in the prison in one post so I wanna be exact. I'll update this as soon as we have an answer, as I want to get this underway. )

You lay out your plan as you currently conceive of it.

1. Pilot a rat (Or snake or other creature) into the prison, use it to drop a note to the woman explaining you are part of the resistance and looking for info. Promise to get her out later, when you can. Otherwise try to convince her to work with you.
2. If she agrees to work with you, ask her questions regarding her time at the lab, the mass grave, the three projects, and anything to do with Alexander, including where he currently is and why he is being hunted. You will do this in person as the rat if possible, through notes if not.
3. If she is unwilling or unable to act with you, kill her and devour her memories. Make it look like an accident or natural event to avoid suspicion.
4. Using the the rat body, or a human guard body acquired through poisoning with the snake body, you will attempt to discover the standard policies and procedures of the prison, including what they would do to try and track an escaped prisoner. If possible and safe, undermine these operations somehow.
5. Once proper info has been gathered, dispose of any controlled bodies in a non-suspicious way and then telerot back.


Esme nods as you run through it, seemingly in agreement.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 23, 2020, 12:44:25 pm
Sounds good
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 23, 2020, 01:43:28 pm
A fine plan
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 23, 2020, 01:49:49 pm
So, are we using the rat or the snake? I’m thinking snake
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 23, 2020, 01:50:28 pm
So, are we using the rat or the snake? I’m thinking snake

Snake is sneakier, I think? +1 to snek. Snekwise.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 23, 2020, 02:55:51 pm
If we're going with that plan, then I'd like to propose some amendments:

1. Have a puppet-bird airdrop a snake into the prison, preferably during nighttime.
2. Find an isolated guard. Inject him with the aneasthetic, killing him. Then consume his memories and reanimate his body.
3. Use the guard's memories to determine our target's location and the best way to get a message to her. If the guard doesn't know her location, then we could use the same rat-trick we used at the outpost to find and copy the information.
(We can't just go blindly searching every room hoping we come across the right one.)
4. Assume the guard's identity, doing his duties, laughing at jokes he would laugh, talking about things he usually talks about, beating up prisoners, generally act in a way that would not attract attention.
5. During that time, use the best method possible (probably some combination of rat and bird) to drop a note to the woman explaining you are part of the resistance and looking for info. Try to get her to give you the information. If she won't give you the information for free, promise to get her out later, when you can.
6. If she agrees to give you the information, ask her questions regarding her time at the lab, the mass grave, the three projects, and anything to do with Alexander, including where he currently is and why he is being hunted. You will do this through notes if possible, in person as the rat if not.
7. If she is unwilling or unable to act with you, kill her and devour her memories. Make it look like an accident or natural event to avoid suspicion.
8. Using the the rat body, or a human guard body acquired through poisoning with the snake body, you will attempt to discover the standard policies and procedures of the prison, including what they would do to try and track an escaped prisoner. If possible and safe, undermine these operations somehow.
9. Once proper info has been gathered, dispose of any controlled bodies in a non-suspicious way and then telerot back.


To each of those I will also add a general sanity check rule:
0. Consult with Esme to make sure we're not doing anything stupid. For example, maybe it's better to use a snake the bird kills, so that we don't touch the snake at all, in case they can somehow trace it back to us through some sort of residue. Once the guard's memories have been consumed, also use those to judge the feasibility of our next steps.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on June 23, 2020, 02:59:09 pm
+1 to airdrop

-1 I say skip the guard, it just adds a layer of risk we don't need.

Just drop notes via snake. We don't even need to be there, we can instruct the snake to drop off the note and then self-destruct if she refuses to respond.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 23, 2020, 02:59:19 pm
Paris' plan is better.
Title: Re: The Left-Hand Path
Post by: Olith McHuman on June 23, 2020, 09:20:57 pm
+1 Plan Paris
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 23, 2020, 10:01:40 pm
I like the Piecewise plan
Title: Re: The Left-Hand Path
Post by: King Zultan on June 24, 2020, 07:04:17 am
+1 To Paris plan!
Title: Re: The Left-Hand Path
Post by: piecewise on June 24, 2020, 02:49:27 pm
If we're going with that plan, then I'd like to propose some amendments:

1. Have a puppet-bird airdrop a snake into the prison, preferably during nighttime.
2. Find an isolated guard. Inject him with the aneasthetic, killing him. Then consume his memories and reanimate his body.
3. Use the guard's memories to determine our target's location and the best way to get a message to her. If the guard doesn't know her location, then we could use the same rat-trick we used at the outpost to find and copy the information.
(We can't just go blindly searching every room hoping we come across the right one.)
4. Assume the guard's identity, doing his duties, laughing at jokes he would laugh, talking about things he usually talks about, beating up prisoners, generally act in a way that would not attract attention.
5. During that time, use the best method possible (probably some combination of rat and bird) to drop a note to the woman explaining you are part of the resistance and looking for info. Try to get her to give you the information. If she won't give you the information for free, promise to get her out later, when you can.
6. If she agrees to give you the information, ask her questions regarding her time at the lab, the mass grave, the three projects, and anything to do with Alexander, including where he currently is and why he is being hunted. You will do this through notes if possible, in person as the rat if not.
7. If she is unwilling or unable to act with you, kill her and devour her memories. Make it look like an accident or natural event to avoid suspicion.
8. Using the the rat body, or a human guard body acquired through poisoning with the snake body, you will attempt to discover the standard policies and procedures of the prison, including what they would do to try and track an escaped prisoner. If possible and safe, undermine these operations somehow.
9. Once proper info has been gathered, dispose of any controlled bodies in a non-suspicious way and then telerot back.


To each of those I will also add a general sanity check rule:
0. Consult with Esme to make sure we're not doing anything stupid. For example, maybe it's better to use a snake the bird kills, so that we don't touch the snake at all, in case they can somehow trace it back to us through some sort of residue. Once the guard's memories have been consumed, also use those to judge the feasibility of our next steps.

You consult with Esme about the plan. When you bring up having the bird kill the snake to limit any "residue" she actually seems somewhat taken aback that she didn't think of that.  She glances over at the snake she had bought  with a look of mild annoyance an shrugs. "Guess I'll throw that in the herpetology section. Killing one on your own is a good idea. I don't know if it will actually work, since regardless of the number of steps you use it always has to lead back to us eventually, but better to at least make it harder for them."

After a few more minutes of working things out, she nods a final time.

"Alright, this seems like a plan. I suggest you leave tonight; when the bird won't be noticed. Follow the train tracks north..." She lays out the path you need to take to make it back to the prison. You spend the remaining time before you leave getting some things set up. You make sure one of the currently unoccupied skeletons in the library responds to your telerot for the purposes of communication with Esme. Then, the both of you head to a different building. Its an abandoned building near the dockyards, a disused warehouse that has been partially destroyed by a bomb blast. Esme tells you it is occasionally used for dead drops. Together you both find an empty metal barrel and roll it over into the partially destroyed section of the building. You jam it into the wreckage in a place where its hidden and then crawl inside and have Esme seal the lid after she hands you a pistol. This location, she decided, is the best place to keep you on short notice.  No trace would lead back to the library, and it is highly unlikely that the "enemy" would bomb the same building twice, at least not on purpose.  Its imperfect and she says she'll work on getting you a better location for later use of the technique, but for now it will work.

You settle in as best you can, folded into a steel barrel, and project back out to your hawk body, which Esme has deposited away from the Library as well.  Around midnight you take flight and follow the tracks as she suggested. You actually stop flying relatively quickly and instead land atop the same train that you and Esme took before, letting its superior speed shuttle you where you need to go in a fraction of the time. Its morning, maybe 6 or 7, when the train arrives and you spend the next hour or so flying out to the checkpoint and then on again, until the prison comes into view.

The prison itself is clearly an older thing; not made by the current regime just taken over by it.  It resembles, at first glance, some kind of old castle; A tall stone wall complete with towers and crenelations in the form of an octagon, though not perfectly even as the eastern half slopes partially up the foothils of the mountains around the prison. Beyond that anachronistic wall is the prison itself: it looks almost like a military barracks, with 16 long wards branching off from a central building like the spokes of a wheel. Each ward extends nearly to the outer wall but stops just before reaching it. There are yards between each spoke, with running tracks and other amenities for prisoners on their yard time. You sweep over over the place several times and quickly indentify the central building as not only the guard barracks but also the heart of the prison in general. Its the largest, and tallest of the buildings, a octangular tower rising even higher than the outer walls and bedecked with guard platforms and search lights. For the moment it seems quiet. You pull away and back out to the woods to hunt the snake you need. It takes you a while, but you eventually discover one that suits your needs. You let it bite you a few times as you restrain it, just to make sure it has the all important fangs and then kill it with a careful stab of a talon.  The next steps prove maddeningly difficult with your current body, to the point that you actually hunt down a racoon and animate it to get a better pair of hands. Using tools strapped to your hawk body, you carefully cut the snake's head open, inject the deadly concentrated drug cocktail into its venom sacs just as Esme taught you, and then sew it up. Imperfect, but functional. You make a mental note to try and dispose of the snake body somewhere where it won't be found and draw suspicion with its clearly augmented head.

You wait for the next night to come, keeping an eye on the prison and making mental notes about things like guard paths and yard times. As soon as it gets dark and the current shift has ended, you take control of the snake and order the hawk to take you in before coming to perch back in the forest. It drops you off on the roof and you slither down the metal domed roof and into the upper most lookout post. From there you avoid contact with any guards and make your way about until you manage to locate the guard barracks. You squirm silently under beds and about the room, looking for a good candidate; someone sleeping heavily who wouldn't awaken from the bite and who didn't look particularly sociable. You find one in the corner of the room, several beds away from anyone else and snoring loudly. You carefully search for an exposed artery and decide on the neck as it seems most expedient. You line yourself up and bite down as smoothly and quickly as you can manage, sliding the long hollow teeth into the flesh until you feel the throb of the artery against their tips. You then dump your entire supply of anesthetic in a constant stream, making sure not to push enough in at once to be uncomfortable. The man stirs a bit, hand swatting at your head in that half hearted way a sleeping person might shoo a fly. As soon as the drug is dumped you release your grip and slither down under the bed, hiding yourself in case of trouble.  You wait for several minutes as the man's breathing grows steadily shallower until it stops all together.

You immediately squirm back up, climb onto his still chest, and begin to devour the memories streaming out of him.  You let them wash over you blindly, focusing on none of them for the moment, and then set about animating the body.  You use your teeth to drag down a anima connection and tie it all to a ring on his left hand. You have the body swallow the ring and then deanimate it before telerotting into it. You pick the snake up off your new chest and stuff it into your clothing, intent on hiding it away somewhere later. You then close your eyes and begin to go over the memories you stole in detail as you pretend to be asleep. As soon as you give them some attention, the rush up to meet you, like a geyser and nearly sweep you away. This man is older than those young men you killed before; his memories of the past are more hazy in the middle, with childhood and current events standing out the most. You accept the past memories with as much detachment as you can, but you still feel them as though they were you own. You try to pull the important information. What his parents looked like, though they're both now dead, his brothers and sisters, his home town, things that people might ask him about, or that they might know about and bring up. You feel more guilt this time, more melancholy, more sadness at your actions. Are these the feelings those boys you killed would have? Your own? This man's own feelings? You're not sure. You sit on a stump outside your childhood home, arm broken from a trip down the stairs at the school. The sun is setting, its light hidden behind the horizon by a lines of trees on the edge of your property, orange and yellow fall leaves blazing with the backlight. It smells like dust and and you feel some kind of distant nostalgia you cannot place. Its getting chilly but you don't want to go in, not to those stacked boxes and empty rooms. Tomorrow you and your family are leaving this home. You are worried what the future will bring, what you are leaving behind. You don't understand it at all. So you sit there till the sun is gone and you shiver as the starts wink into view. Your mother calls you for dinner and you want to cry, but you just walk sulkily towards the square of lamplight that is the doorway and the half seen shadow silhouette of your mother.  You tear yourself away and the scene melts like oil paints in turpentine, softening and flowing away.

Recent events are easier to accept. Banal compared to halcyon memories of the past. You discover his schedule, his routes, the people he talks to and what about. You search his mind for your target but find nothing; she must be in a different ward. You...he knows that political prisoners are kept in A ward, along with the high level offenders, but he doesn't work there. He's on F ward and has only been to A ward a few times as back up for riots or fights that spring up over there. You don't have the clearance to enter the main offices either, not without being summoned there by the warden. You'll need to find a way to do both.

Daylight streams through the windows and you raise yourself up into a sitting position on the bed as the shift change approaches. Most are still asleep right now, but a few men are stirring. You stuff the snake in the steamer chest at the foot of the bed and start getting dressed for the day.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 25, 2020, 03:38:06 am
I guess we go about this guys daily activities, and maybe see if he knows how they track people escape.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 25, 2020, 10:37:04 am
I guess we go about this guys daily activities, and maybe see if he knows how they track people escape.
Yes, consider that. We need to know what we should watch out for. Even if we don't know exactly how they do it, knowing small things like who we're supposed to report to about things like that or how such things were detected/handled in the past might help.

Also, is there any way we could legally gain access to the main offices? You know, to lodge a complaint or to report something or to make a phone call or to visit the infirmary?
The infirmary will probably be dangerous since we run a risk of someone checking our pulse, but it's nice to know our options.

Who handles the cleaning/maintenance of the main offices and sector A? If it's prisoners we might be able to get them to smuggle something.

Order the bird to find us a mouse or other small animal, just in case we need one later. Also make sure the bird is well hidden or maybe give it a command to fly away and find another hiding spot if something approaches it, we don't want it getting eaten by a cat or something.

What are our options in terms of ways to get our minions around the place without attracting attention? Could mice or other small animals move around on the outside without attracting too much attention? Are there vents or sewers or dungeons? Are the windows/doors usually open and could small animals pass through them?

Do prisoners of block A get to use the yard like everyone else?

What about windows? Do prisoner rooms have windows? Do their doors have windows a small animal could pass through?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on June 25, 2020, 10:44:38 am
The bird isn’t a puppet, we can’t have entered its body if it was a puppet
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 25, 2020, 10:55:04 am
Sure it was. How else could we had used it to carry our snake body or ordered it to fly away? I'm assuming we just turned it into a puppet after we teleroted into the shake. Piecewise probably just skipped the details since they weren't that important.
Title: Re: The Left-Hand Path
Post by: Eschar on June 25, 2020, 12:13:05 pm
Speaking of which, have we tried telerotting into our own piecewise?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 25, 2020, 12:15:37 pm
Probably can't do that unless we deanimate him, same as everything else.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 26, 2020, 04:09:59 am
+1 To all the bolded questions.
Title: Re: The Left-Hand Path
Post by: piecewise on June 26, 2020, 10:25:03 am
I guess we go about this guys daily activities, and maybe see if he knows how they track people escape.
Yes, consider that. We need to know what we should watch out for. Even if we don't know exactly how they do it, knowing small things like who we're supposed to report to about things like that or how such things were detected/handled in the past might help.

Also, is there any way we could legally gain access to the main offices? You know, to lodge a complaint or to report something or to make a phone call or to visit the infirmary?
The infirmary will probably be dangerous since we run a risk of someone checking our pulse, but it's nice to know our options.

Who handles the cleaning/maintenance of the main offices and sector A? If it's prisoners we might be able to get them to smuggle something.

Order the bird to find us a mouse or other small animal, just in case we need one later. Also make sure the bird is well hidden or maybe give it a command to fly away and find another hiding spot if something approaches it, we don't want it getting eaten by a cat or something.

What are our options in terms of ways to get our minions around the place without attracting attention? Could mice or other small animals move around on the outside without attracting too much attention? Are there vents or sewers or dungeons? Are the windows/doors usually open and could small animals pass through them?

Do prisoners of block A get to use the yard like everyone else?

What about windows? Do prisoner rooms have windows? Do their doors have windows a small animal could pass through?

You lace up your boots, sitting on the edge of the bed, and consider further questions.

You -he- doesn't really know how they track escaped prisoners. Its only happened once in his time here and that was a prison break from the inside. They just tracked the guy down with dogs that time. Only took a few hours after the guy was discovered missing.  As per who to report it to, you -he- would report it to the ward boss, who would then report it to the warden.

The main building here has several levels, with the bottom two being the normal guard barracks, lunch room, storage, infirmary etc. The third and fourth floors are administration and a few high value prisoner cells for those that the bosses want to keep very close. Further up, 5 and 6th floors, are basically the main "Guard tower", all the lights, observation walkways, shooting positions, etc. Its where you came in through. As a guard your presence anywhere in this building wouldn't be completely out of the ordinary but on the 3rd and 4th floors you'd have no real excuse to be hanging around, let alone digging through offices. You could definitely get in with paper work or some excuse- actually you could probably just walk in and act like you were there for a reason -but you would be limited in what you could do in front of prying eyes without people getting suspicious.

The janitorial staff is made up of "Good Behavior" prisoners with the lead being a non-prisoner janitor. The non-prisoner handles the admin building, the prisoners their own wards.

You order the bird to do get you a mouse. You stick it with the racoon.

The only underground works are septic tanks and the like, nothing useful to infiltrate through...least nothing He knew about. However, this prison is out in the middle nowhere wilderness; a mouse scrambling over the wall and into the yards wouldn't be any kind of strange....though if it had a necromantic tether to it, that could be highly suspicious if the wrong person saw it. You check yourself and find there is already a tether connecting you to your bird puppet. You quickly search your memory for "watchers" that this man knew about and find that there's an anima lens up on the 6th floor; something that would let someone see not only the anima but any necromantic tethers. It is apparently checked once a day, though you're not sure when...

You think. Block A's regs aren't something you're super versed on but....you think that they use the yard in a staggered schedule, a few at a time.

Prisoners do have windows, except in the high value cells up in the admin building. Those are solid stone and steel. The wards are basically long halls, single storied, with the cells arranged on either side, so the rows of windows to the cells look out into the yards. These windows have both a latices of bars and reinforced glass to stop anything getting into or out of them.



You start your shift, running basically on auto pilot using the man's memories. Its easy...boring even. You get some food then you walk the ward in shifts, checking to make sure everything is ok with the prisoners. You're in a group with 3 others, and you take turns walking in pairs every half an hour, doing a full cycle of the ward and then back to the guard room. You honestly spend most of your time just sitting around.  This ward is quiet: white collar criminals, embezzlers, forgers, etc. Not the violent type.
Title: Re: The Left-Hand Path
Post by: King Zultan on June 27, 2020, 04:29:31 am
We should sever the tether to the bird quickly before anyone notices it.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on June 27, 2020, 06:27:34 am
But leave it near the raccoon so we can reactivate it later, if needed.
Title: Re: The Left-Hand Path
Post by: Egan_BW on June 27, 2020, 06:30:48 am
Shouldn't lose too many options by severing the tie. If we need it again we can pretend to go to sleep and then telerot.

Think it would be worth trying to subtly sabotage that anima lens? I presume that it's fragile e as equipment and maybe it could look like accidental damage. But it's probably also risky to mess with.
Title: Re: The Left-Hand Path
Post by: piecewise on June 30, 2020, 09:35:37 am
You sever the connection to the hawk. If all else fails you can now just telerot straight to it.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 01, 2020, 06:18:13 am
We should look through this guys memories and see if he ever leaves the prison.


Also see if he knows how close we can get to the magic anima lens thing with out suspicion.
Title: Re: The Left-Hand Path
Post by: piecewise on July 03, 2020, 09:42:28 am
We should look through this guys memories and see if he ever leaves the prison.


Also see if he knows how close we can get to the magic anima lens thing with out suspicion.
According to his memories he works here for about 6 months of the year and lives the rest of it in a nearby city. He doesn't really leave the prison during his working time. Nothing around here to do and nowhere to go in the great open wilderness.

The anima lens is on the top level of the admin building. He could go up there basically unmolested  and even get right up to the lens without issue. But that level is always occupied by guards keeping watch, especially during the day when the yard time is rotating round the various wards. At night its less occupied but there's still at least one person always up there.

Yard time for these prisoners is in about an hour and you're supposed to head out with them and keep watch over their activities.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 04, 2020, 05:47:56 am
Lets keep doing this guys job, then once his shift is over we can figure out what we might be able to get away with.
Title: Re: The Left-Hand Path
Post by: piecewise on July 07, 2020, 07:29:56 am
Lets keep doing this guys job, then once his shift is over we can figure out what we might be able to get away with.
You go through a whole day from this point on. Watch the prisoners file out into the yard and stand guard over them as they mill about. You bring them back in and feed them lunch. And then you watch over them until sometime after dinner when the next shift relieves you.

From here you have a few options: There's the barracks again, the break room thats also in the admin tower, and the cafeteria. You could also just wander about; you don't think anyone will stop you so long as you don't walk anywhere you're clearly not supposed to be.

You begin to wonder if you can just kill a guard that looks over the right ward and use them. But what to do with this bucket of bones then?
Title: Re: The Left-Hand Path
Post by: King Zultan on July 07, 2020, 08:08:09 am
Do we have enough stuff to even kill another person?

Also where did everybody else go?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 07, 2020, 11:03:12 am
We’re here
Cafeterias tend to involve conversations, is it normal for guards to talk about their work? Maybe we can learn who works at Ward A
Title: Re: The Left-Hand Path
Post by: King Zultan on July 08, 2020, 03:21:25 am
I don't see why guards wouldn't be able to talk to each other, so yeah lets go talk to people there.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 08, 2020, 04:54:13 pm
Go spend some time near the anima lens. Maybe we can figure who operates it and when and if there's any part of it that could be used to disable it without making it obvious that it's disabled. Then again, if it lets them see the little anima creatures it might not be possible to do so. But either way we'll need to find a way to disable it or know the times when it's safe to operate. Maybe we can animate something nearby to cause an accident? Maybe we can unplug something? Maybe we can send a bug to cause a short circuit?

Oh, idea! Maybe we can animate a part of the lens itself or put a small undead creature in/near it and then deanimate it? That way when we want to disable it we just telerot there and do the deed.

Also, do non-puppet undead (the ones controlled by the little creatures) also have an anima link to us?
Title: Re: The Left-Hand Path
Post by: King Zultan on July 09, 2020, 04:32:11 am
+1 To the above.

Also what weapons do we have access to?
Title: Re: The Left-Hand Path
Post by: piecewise on July 10, 2020, 10:50:22 am
Go spend some time near the anima lens. Maybe we can figure who operates it and when and if there's any part of it that could be used to disable it without making it obvious that it's disabled. Then again, if it lets them see the little anima creatures it might not be possible to do so. But either way we'll need to find a way to disable it or know the times when it's safe to operate. Maybe we can animate something nearby to cause an accident? Maybe we can unplug something? Maybe we can send a bug to cause a short circuit?

Oh, idea! Maybe we can animate a part of the lens itself or put a small undead creature in/near it and then deanimate it? That way when we want to disable it we just telerot there and do the deed.

Also, do non-puppet undead (the ones controlled by the little creatures) also have an anima link to us?

You check your duty belt before continuing. You've got...a baton and a handgun as weapons. The guards up on the catwalks of the admin building and the outer walls have rifles and the armory has rifles as well.

Non-puppet undead, as well as the puppet undead, do not HAVE to have a link to you. But that link is how you control them, so without it they would either just go comatose or begin behaving however they desired.

You head up to the roof of the admin building, moving as though you have a definite purpose and drawing no suspicion as far as you can tell. Its near sunset by the time you reach the lens and there's no one around in this very top section of the building; though there are guards on duty directly below. The lens  and its housing area remind you of a lighthouse; the lens is a large thing, a metal tube maybe a foot and a half long held in a roof mounted frame. The outer casing has handles on it and it seems like it can be pointed up or down as well as rotated in place. Inside the tube itself is what appears to be a long piece of glass cut to fit the frame. Its so thick that the view through it is highly distorted and foggy, though not impossible to understand. Like looking at the world through murky, moving water.  From one side you can't see anything special, but when you move to the other side the anima is visible through the lens. You had wondered what you would see, since the anima is always visible to you, but through the lens it is something else entirely.

The anima you see is somewhat hazy and translucent, almost as though made of condensed and solidified steam. The anima through this lens is living neon fire; vibrantly bright and multicolored in a way you never saw. Every creature that swims above has its own colors and patterns, all of them almost blindingly brilliant. The anima itself is like a flowing sea of blue-purple silk, nearby creatures like living jewels, polished metal, carved stone, and even ghostly light. Its very beautiful.  And unlike the hazy mundane world, the anima is perfectly clear and sharply defined. You can even see straight through the buildings and walls, the projections of the anima that mark living things standing out through concrete and steel like sunlight through cheese cloth.

You look for a clue as to how it works, and perhaps a way to sabotage it, but both remain completely beyond your gasp. To you this nothing but a large glass lens in a metal casing; there are no obvious mechanisms by which it works. And as such no obvious way to sabotage it without...well...getting extremely blunt about it. As you crouch to look at the underside of the casing, hoping to find the secret down there, someone steps up onto the platform with you. You both freeze for a moment as you notice each other. You note quickly that he's got a pack of cigarettes and lighter in his right hand and was digging through the pack.

"Whatcha doing there?" He asks. Its not accusatory, not yet at least, more just curious or confused.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 10, 2020, 11:29:08 am
Hmm. That's very interesting. I wonder if we can trigger that sort of vision mode. If not, it would be nice to see if we can get some sort of anima monocle. Also makes me wonder if a normal human would see the same thing or if this is caused by the anima lens amplifying our regular anime vision. Has the guy whose body we're currently in ever looked through the lens before? Does he remember what he saw? Is it like what we saw? Or is what we saw a result of the lens augmenting our natural sight?

Did we see anything that looked necromantic or otherwise weird while looking around? Maybe there's a way to determine if someone has mana or magical ability by looking at the anima?

Anyway, I think it might be best to just be truthful and say that we're curious. I'm pretty sure that regular people don't have regular contact with magic, so being curious about it and wanting to see it once in their life wouldn't be that absurd. From what I understand there isn't any rule that prohibits us from coming up here. Maybe if we strike up a conversation with this guy he can tell us more about it.

EDIT: We could also reverse the question to get him talking, something like "Oh, I was just curious about this thing. You come here often?" The more he talks the better. Maybe we could even try to bum a smoke, assuming our lungs work.
Title: Re: The Left-Hand Path
Post by: Eschar on July 10, 2020, 11:34:05 am
"anime vision"

If this guy looks like a guard or other mundane worker, +1 to saying we were just curious, as it looks like he had that same motive (cigarettes and lighter seem casual, perhaps he comes up here to relax and sneak a glimpse of the anima.) Take a moment to see what he looks like first.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 10, 2020, 12:17:23 pm
“I was just curious what anima looks like.”
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 10, 2020, 04:36:40 pm
"It's beautiful, isn't it?"
Title: Re: The Left-Hand Path
Post by: King Zultan on July 11, 2020, 04:39:01 am
+1 Telling the guy we were curious and talking to him.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 11, 2020, 05:40:20 am
As for the "bugging the lens" plan, we could easily place two bugs beneath it and nobody would be able to notice them (unless they looked under the lens, of course, but they'd probably think they're just bugs attracted by the light and kill em). But from what I understand that would only help us detect when someone is using the thing, I don't see how we can use them to disable it. We could turn the lens' base into a golem but golems deanimate quickly, so that would only be useful once we have a plan.
Title: Re: The Left-Hand Path
Post by: Dunamisdeos on July 11, 2020, 11:16:07 am
Yo doesn't every single thing we create have some kind of detectable tether?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 11, 2020, 11:40:16 am
A. Not necessarily, the tether is just there to allow us to know their status and control them. If we cut their tether they'll be left without commands, meaning they'll either go comatose in case of puppets or start acting out their base instincts in case of ghosts (killing people for sustenance, essentially zombies).
B. The lens can only see what's in front of it. By placing the bugs under it or behind it we can ensure they won't be immediately detectable. Furthermore, if there two bugs are dead but ready to be animated, we can telerot into one and animate the other. Since both are attached to the bottom of the lens, even if the lens is in use and the time, the user won't be able to detect us since we'll always be below the lens. Then, once the lens is no longer in use, we can just telerot to our bird and have it do whatever we want it to do. The moment we detect movement through our bug we can deanimate it and choose what to do next.

Of course, now that I think about it, that's too complicated for too little gain. If we can figure out when the lens is operated, we can just schedule our puppets' actions accordingly. The only reason to keep something up there is to break it or steal it as part of an escape plan.

Hmm. Unless we have it pointing straight down and leave a puppet in it. If puppets can see and understand what they're seeing through the lens we could have one alert us when something is approaching us while we're snaking around the administrative wing.
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 11, 2020, 04:52:24 pm
Hmm. If we were still alone, I'd make a single puppet and have it look through the lens at us, and then ask it to indicate yes/no if we look any different through it than a human, discounting the visible tether. Probably not a good idea to do that test right this second.
Casually, try not to walk past the viewing side of the lens while he's here. We're not sure if we look weird to close inspection.

Hey, while we're boldtexting, try to think of ways to murder important people using only this body while making the death look like an accident. We could also discard this body and steal theirs, so long as we make this body's death look like an accident.
Also also, estimate how long we have in this body before decay will become obvious.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 11, 2020, 05:45:41 pm
We are not alone yet
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 11, 2020, 06:07:28 pm
Nature, did you read my post?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on July 11, 2020, 10:28:34 pm
Nature, did you read my post?
When I posted, I skimmed it first. I read it now and I support the idea. I won’t skim again. Sorry.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 12, 2020, 03:48:08 am
+1 to Egan's idea.
Title: Re: The Left-Hand Path
Post by: piecewise on July 14, 2020, 09:55:54 am
Hmm. If we were still alone, I'd make a single puppet and have it look through the lens at us, and then ask it to indicate yes/no if we look any different through it than a human, discounting the visible tether. Probably not a good idea to do that test right this second.
Casually, try not to walk past the viewing side of the lens while he's here. We're not sure if we look weird to close inspection.

Hey, while we're boldtexting, try to think of ways to murder important people using only this body while making the death look like an accident. We could also discard this body and steal theirs, so long as we make this body's death look like an accident.
Also also, estimate how long we have in this body before decay will become obvious.



You tell the man you're off duty, just coming up here because you're bored. He finishes digging a cigarette out of the pack and lights it as he talks to you. He seems to believe you, as far as the explanation of why you're there goes, but also tells you in no uncertain terms that ya shouldn't be up here. If his boss found you here, he'd kick both of your asses and report you to the warden, etc. You apologize in a half hearted "Yeah yeah" sort of fashion and head back down and into the unrestricted areas.

You check yourself over in the bathroom, waiting for it to be empty and then looking yourself over in the mirror. No breathing, no heart beat, cold flesh, but in terms of what can be easily seen, so far you're just pale. No obvious smell, no bloating, no rot, no flies, no rigor, you just look kind of sick, what with the pale and oddly dry looking skin. At this rate you're not really sure when it will become obvious you're a corpse...maybe never? It didn't happen to your other body so maybe it won't happen here? You'll keep an eye on it.

You return to your bed and pretend to be asleep while thinking. You consider the best course of action for killing another man and taking his place while also making this guy's death look accidental. The thing you come up with, and you think its a pretty good idea, is to make it look as though this body was killed by a prisoner in the jail, and that the new body found it. Its not an accident in the classical sense but it wouldn't be out of place as a cause of death in a prison. It would be difficult to wrangle your "killer" and the "Witness" together, but if you could do it then you'd have the perfect explanation of the corpse, a fall guy for them to focus on, and access to the new body.

Title: Re: The Left-Hand Path
Post by: King Zultan on July 15, 2020, 07:14:42 am
It might be hard to get a prisoner to "kill" us and another guard so we can take him over, it seems like to risky of a move to try.

Also can we make the heart beat if we tell it to?
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 15, 2020, 05:47:08 pm
We don't need to actually have the prisoner kill us, we just have to pin it on them. If the only surviving witnesses are the prisoner and us (in the body of someone high-ranking), then they're going to believe whatever we said happened.
Though it might be best not to do anything super-weird in front of the fallguy, and we'll probably want to select someone powerful to body-steal, like the warden or something.

Well, let's plan on killing and impersonating the warden, then. Search our memories for a good person to frame for the murder of this body. If we don't know of anyone in particular, maybe quietly ask around for information and rumors about prisoners.

(Thinking of taking the warden's body both because they'll have access to everything and lots of information, and also because their death should harm this place a good deal...)
Title: Re: The Left-Hand Path
Post by: King Zultan on July 16, 2020, 03:42:30 am
How are going to do this if there are cameras, and do we even know were we could get the warden in a place where he could get attacked by a prisoner?
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 16, 2020, 04:27:19 pm
That sounds like a good idea. It would give us a lot of info and a lot of power. Though it would probably attract a lot of attention once it's time to leave, since we'll have to leave a corpse behind. Plus it would probably be hard to get ourselves alone with the warden.
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 16, 2020, 04:52:40 pm
Eh, write a convincing suicide note using the memories absorbed and then jump off the roof. Two or three deaths in a short period is anomalous, sure, but not entirely unexpected in a place like this.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 17, 2020, 03:22:57 am
I mean if we can find a way to do this I say we go for it.
Title: Re: The Left-Hand Path
Post by: piecewise on July 17, 2020, 08:35:14 am
We don't need to actually have the prisoner kill us, we just have to pin it on them. If the only surviving witnesses are the prisoner and us (in the body of someone high-ranking), then they're going to believe whatever we said happened.
Though it might be best not to do anything super-weird in front of the fallguy, and we'll probably want to select someone powerful to body-steal, like the warden or something.

Well, let's plan on killing and impersonating the warden, then. Search our memories for a good person to frame for the murder of this body. If we don't know of anyone in particular, maybe quietly ask around for information and rumors about prisoners.

(Thinking of taking the warden's body both because they'll have access to everything and lots of information, and also because their death should harm this place a good deal...)

no +1s but we'll think on this for the moment.

Going by the memories you have access to...the best idea would be to frame one of the high value prisoners they keep up in the main building. There are only two in there right now, and those cells are isolated and not directly watched in the same way the normal cells are. They have steel doors instead of the barred doors the other cells have, so the prisoners can't see out if the doors are closed, and the whole section is closed off. If you could get the warden in there, it should be easy enough to kill him, and then frame one of the two prisoners.  The key would be getting him, and only him, in there with you.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 18, 2020, 06:31:54 am
Do we have or know where keys to this area and the doors within are, as that will be the first step in this plan is getting keys, then figuring out how to get the warden in there.
Title: Re: The Left-Hand Path
Post by: Parisbre56 on July 18, 2020, 07:18:08 am
We don't really need to get the warden in there though, do we? All we need to do is get our current body in there. We can just puppet it there and use the Warden to give it the authority to be there. And with the Warden's knowledge we'll also know when the Anima lens is operated, so we know when we can use our puppets So our biggest issue would be to find a way to kill the warden quickly and without anybody noticing us.

Do we know where the Warden (or perhaps the highest ranking officer of the night shift) sleep? Do we know if he has any windows or any other ways to enter his room (chimney, vents, etc.)? And do we have any leftover poison we can use for a second poisoning? Or something else that could be used by a relatively small creature (e.g. raccoon) to quietly kill someone? Like a scalpel or something poisonous? Do we know if the warden have any habits that would render him susceptible to poisoning, e.g. drinking a glass of alcohol before bed?

I'm thinking, we pretend to go to sleep, we telerot to the bird, we scout the rooms to find our target, we telerot to the snake, we slither out to a window, we telerot to the bird, have the bird pickup the snake and bring it back to the forest to supply it with the rest of the poison, then we fly it back to the target's room. Hmm. Then again it's winter so a window being open is not as likely. Maybe a chimney? I bet officers have fireplaces in their rooms.

Also, now that I think about we don't have to leave the body in a pristine condition. A stab wound through the heart could be bandaged and concealed beneath clothing. We just have to be careful to leave the face unharmed (or no more harmed than something that can be justified as "I cut myself shaving"). Maybe that raccoon could come in handy, what with the ability to wield tools. Maybe we can fly it up to a window, have it quietly open the window and then get in and... I dunno, inject the Warden with some dangerous detergent or something. Or cut an important artery, supposedly one falls unconscious almost immediately and dies within a minute or so of these arteries being severed and we can target one that can be covered by clothes (e.g. the legs). Or just stab him through the heart.
Title: Re: The Left-Hand Path
Post by: King Zultan on July 18, 2020, 07:43:31 am
+1 To all that and it has the added bonus of us not having to release dangerous criminals.
Title: Re: The Left-Hand Path
Post by: Egan_BW on July 18, 2020, 03:44:52 pm
We're a dangerous criminal. :p
If birb can retrieve a good knife, then raccoon body can wield it and do a perfect order-stab through the heart, I think.
We should try to limit how many telerots we do. They do use mana, and I think if we run all the way out we're, heh, boned.
Title: Re: The Left-Hand Path
Post by: piecewise on July 21, 2020, 11:15:52 am
We don't really need to get the warden in there though, do we? All we need to do is get our current body in there. We can just puppet it there and use the Warden to give it the authority to be there. And with the Warden's knowledge we'll also know when the Anima lens is operated, so we know when we can use our puppets So our biggest issue would be to find a way to kill the warden quickly and without anybody noticing us.

Do we know where the Warden (or perhaps the highest ranking officer of the night shift) sleep? Do we know if he has any windows or any other ways to enter his room (chimney, vents, etc.)? And do we have any leftover poison we can use for a second poisoning? Or something else that could be used by a relatively small creature (e.g. raccoon) to quietly kill someone? Like a scalpel or something poisonous? Do we know if the warden have any habits that would render him susceptible to poisoning, e.g. drinking a glass of alcohol before bed?

I'm thinking, we pretend to go to sleep, we telerot to the bird, we scout the rooms to find our target, we telerot to the snake, we slither out to a window, we telerot to the bird, have the bird pickup the snake and bring it back to the forest to supply it with the rest of the poison, then we fly it back to the target's room. Hmm. Then again it's winter so a window being open is not as likely. Maybe a chimney? I bet officers have fireplaces in their rooms.

Also, now that I think about we don't have to leave the body in a pristine condition. A stab wound through the heart could be bandaged and concealed beneath clothing. We just have to be careful to leave the face unharmed (or no more harmed than something that can be justified as "I cut myself shaving"). Maybe that raccoon could come in handy, what with the ability to wield tools. Maybe we can fly it up to a window, have it quietly open the window and then get in and... I dunno, inject the Warden with some dangerous detergent or something. Or cut an important artery, supposedly one falls unconscious almost immediately and dies within a minute or so of these arteries being severed and we can target one that can be covered by clothes (e.g. the legs). Or just stab him through the heart.

The warden has his quarters up in the admin tower, near his office. It would be difficult to reach it while he's in that office, since it would require walking directly past that office.

There's a window, but its up on the third floor if memory serves, and you're not entirely sure which window it is. You've only seen the quarters once, from the hall outside the warden's office. Even then it was just glimpsed through a partially open door.

You used the full dose of poison on this body, just to be sure it died before alerting anyone. You don't have any scalpels or poisons prepared...but the infirmary might have some.

As per the warden's habits...you're not sure. You know he has a bottle of whiskey he keeps on one corner of his desk, so he clearly drinks every so often, but you're uncertain if its a ritualistic action or an occasional sort of thing. You know he often gets his meals delivered to him in his office, though generally by his secretary, a young man named Evans. It might be possible to poison that meal, though the exact methods are still vague in your mind. You don't think he gets his food specially made so poisoning it during prep would basically poison everyone else too.



Title: Re: The Left-Hand Path
Post by: King Zultan on July 22, 2020, 04:28:20 am
Do we know how much security there is around the infirmary and its supplies, so we can gauge how hard it will be to get in there to steel stuff.
Title: Re: The Left-Hand Path
Post by: piecewise on August 07, 2020, 10:32:00 am
After a lot of dead time with no responses, I'm gonna bump this once more. If you guys are tired of playing, feel free to let it die.
Title: Re: The Left-Hand Path
Post by: Eschar on August 07, 2020, 11:57:42 am
I would... like it to continue, but I'm about to be very busy.
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 07, 2020, 12:00:09 pm
Do we know how much security there is around the infirmary and its supplies, so we can gauge how hard it will be to get in there to steel stuff.
+1 to looking through his memories to figure this out.
Title: Re: The Left-Hand Path
Post by: Olith McHuman on August 07, 2020, 12:13:41 pm
Do we know how much security there is around the infirmary and its supplies, so we can gauge how hard it will be to get in there to steel stuff.
+1 to looking through his memories to figure this out.

We probably should have eaten that smoker at the anima lens. He might even have been the one that checks it.
Additionally, consider the possibility of setting up an ambush at the anima lens, like, with a wire or something. Or is it too exposed for something like that?
Title: Re: The Left-Hand Path
Post by: Naturegirl1999 on August 07, 2020, 12:23:57 pm
Didn’t said smoker mention he was just guarding it? And if people go missing, there’ll be an investigation