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Messages - Parisbre56

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241
Forum Games and Roleplaying / Re: The Left-Hand Path
« 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.

242
No leaving we are a dragon and we need shiny loot so we must search the break room for loot, we can get a new tail later.
Well, you've seen Eiwhyl treat people with prosthetic arms, so getting a new tail is certainly a possibility (though probably a very expensive possibility) but you'd very much like to avoid losing your nice fleshy tail, if at all possible. The idea of replacing part of your beautiful body with a machine sounds somehow wrong. Not to mention you have no idea how such a prosthetic would react to your magic. Hmm... Maybe if you could get them to put a giant blaster pistol or three in it. And maybe a vibroblade at the tip, for stabbing. And make it out of gold or maybe silver. Yeah, that would almost make up for the loss.

Well... Scoop of some of the shiny stuff, even if it did hurt us. Still a shiny.
I say we press on. Still need to find a shower, right? ;P

You fly up to the ceiling and attempt to collect some of the strange substance. It's not easy, but you know what you have to watch out for and you're very careful. In the end you manage to fill almost an entire bottle with the stuff. When you land, you spend some time examining the bottle, both to make sure it's safe and out of pure fascination. It's entirely weightless, as if the bottle is completely empty and yet you can see the black thing and the distorted air around it, the distortion somehow making it through the walls of the container. Looking at the substance sloshing up and down in response to your movements elicits a great feeling of accomplishment.

Item Gained: Bottle of black distortion fluid
Item Lost: Bottle of water


With the pretty thing now in your possession, you start making your way back towards the front of the ship. Now that you don't have to fight gravity to move around, it's actually pretty easy... which probably means it's also easier for that blind droid that attacked you to move around.

When you reach the intersection leading to the Workshop, you start hearing sounds coming from inside it. Sounds like someone is banging on the other side of a door. Did something in Droid Maintenance wake up and is now trying to get out? If it's another killer Droid, then you probably shouldn't let it out. Not to mention that even if you wanted to open the door, it's melted shut, it would require a lot of effort or some sort of tool to open. You decide to leave it be for now and keep going.

You keep going, moving more silently now so as to not attract the killer droid. You eventually reach another intersection. The door marked "Missile Bay" is locked but the "Break Room" is open. It has some vending machines and even a small kitchen. It's bulky, old, dusty, everything is strewn about randomly. But there's water here, assuming those faucets in the kitchen still work. There's even signs pointing to a refresher, if you're lucky there might be a shower in there. The only problem is what all that noise might attract.

A bit further up ahead you can see some sort of small waiting area. In it, standing right in front of a large elevator, is the Droid. It's just standing there, occasionally taking a few steps or moving its head as if looking around. Next to the Droid there's what's left of a skeletal corpse, a fragile thing that must have broken apart recently. On the left and right of the elevator you can see small maintenance doors.

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243
Roll To Dodge / Re: DIG: Everybody was kung fu fighting
« on: April 28, 2020, 06:38:55 am »
"Would I be able to use some of the materials stockpiled on the ship? I was thinking of turning some of the dynamos and ethral rifles into a gatling gun of some kind."
"Certainly. We could use some more firepower. You can go ahead and use the workshop. We've also got some junk if you need extra material, though you can probably get what you need by destroying the parts of the rifles you aren't going to use."

244
ouch

medpack.
You open up the medpack and take out the last remaining syringe. You lie on your back, stick the needle between two scales close to the base of your tail and press the button that releases the syringe's contents into your bloodstream. There's an immediate sense of relief as the intense pain dulls to a mild annoyance. The miraculous fluid is enough to stop the pain and repair any wounded flesh there might be, however actually healing the broken bone is beyond it. You need more expensive stuff for that.

Item Lost: half-used medpack

You can feel the broken pieces flopping about in a most unsettling way. You use the remaining regeneration bandages along with a piece of scrap and some plastoid tape to make a simple splint for it. It should be good enough as long as you don't push yourself too hard. At least, you think so, based on what Eiwhyl has told you. You should have her take a look at it when you get back to her clinic, just in case. Though she probably won't be happy you got hurt. Again.

Wait a second. There was a piece of scrap next to you. It wasn't falling up. You look around and find that loose container crumpled on the ground behind some pipes. So that means the ship really did turn upside down! It must have happened when you were unconscious. You must have fallen and hurt your tail when it happened. Too bad you were unconscious, you could had used your wings to land softly. But at least you didn't land on something worse, like your wings or your head.

Did the ship start moving on its own? Was it some attempt to position itself with the right side up?Is some droid or some automated system controlling it? Or is there someone here doing this? One thing is certain. Something is changing things ever since you turned the power on. First there were the lights, then there were the vents and after you woke up you found the machines in this room rumbling, more lights turned on and the ship upside down. You wonder what else might have changed in other rooms and what might happen in the future. Is the ship going to start flying on its own? (Can this old damaged thing even fly without tearing itself apart?) Or is it simply preparing itself, simply doing what it would normally do when the power is turned on? But if it's what always happens when the power is on, why didn't it happen when whoever modified that panel turned the power on?

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245
Roll To Dodge / Re: MOOK: THY FLESH CONSUMED
« on: April 27, 2020, 12:20:13 pm »
"Pssh. Don't make this all about you. Those demons hate everyone's guts equally. Must be some sort of gut envy thing. That's probably why they have such huge guts. I'd rather have them spread around the place and run into whatever traps or troops our quarry has prepared for us, instead of fighting them all at once. I'd also rather you fight them somewhere where I'm in a position to actually do something about it rather than have to sit around hearing you all die."

"Or, if you feel like the 'capture' part of this mission is getting too hard, you can stand ready to reconnect that power cable and I can go reconfigure the phase gate for some nearby star while the rest of the team gets ready to run as fast as they can."

246
Forum Games and Roleplaying / Re: The Left-Hand Path
« 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.

247
Roll To Dodge / Re: MOOK: THY FLESH CONSUMED
« on: April 26, 2020, 01:27:04 pm »
"We can always just move on and let the demons be someone else's problem. The door to the next sector is right here. I can open it and let the rest of the water drain out when you're ready."

248
I don't think we should mess with weird floating blobs who knows what they're made of, lets just go to the break room and try to find water in there.

Don't you dare try to resist our draconic nature. It's a shiny, so we must attempt to add it to the treasure pile.



I like the idea of trying to sell that hyperdrive, but we will need a better plan than just dragging a large and valuable machine around the tower. We need to figure out who we can sell it to. Maybe ask that bartender later. He seems like he knows things.

Approach the floating liquid very carefully. Poke our snout through the distorted air. If that's not painful. Poke the blob with the tip of our tongue.
If it doesn't seem super dangerous to touch, empty a water bottle and scoop some up.

After that, head to the break room to find a refresher. But be quiet about it. Maybe... toss something, or do something with a terminal, make a noise in a different part of the ship so that the droid goes that way and we can relax a little.

For a moment you hesitate. What if this is dangerous? Maybe you should leave it- No. You can't leave it, you need to have it. You can barely resist just grabbing it as it is. In the end you decide to at least smell it first to see if there's anything else you can determine about it without touching it.

As you move your snout into the field of distortion you pause. This feeling... It's neither hot nor cold but it's still... something. It's causing your entire snout to tingle. It has no smell (or at least no smell you can discern) but it still feels like something is under your scales, running across and beneath your skin, tickling every part of your nose. Your breath is not disturbing the orb, the small movement of air probably not strong enough to affect it. Curious, you extend your tongue into the field and the effect spreads to it, the feeling somehow even more intense on the sensitive flesh, weird but not painful. The field has no taste though. Maybe because of that, maybe for some other reason, you end up extending your tongue further. The blob is reacting to you now, the distortions shuddering like water in a cup. You realize then there's something missing. You no longer feel the wind at the tip of your tongue. Later, when you will have time to think about what happened, you'll come to the conclusion that absence of feeling is much harder to detect than its sudden appearance. But right now you just look down and notice your tongue has entered the blob. It has no taste. It doesn't even feel like anything. There's no friction, no pressure, it's like it's not even there. A bit disconcerting but at least now you know it's not dangerous.

You pull your tongue in and reach to your pack to grab a water bottle, only to suddenly feel the tingling spreading down your throat. Though you can't feel it, a strand of the blob has become stuck on your tongue, drawing the rest of the thing in. You raise your hands to push it away but that just breaks the thing apart and spreads it all over the place, splattering it on your face. You try to spit it out but that doesn't work either. It keeps clinging to you, both inside and outside, like it's trying to get inside you. The tingling keeps spreading. You shake your head violently. That gets some of it away from you, but the one inside you is still there. You can feel it spreading to your guts, your veins, racing towards your heart. You don't know what to do. You need a way to solve this. You need help.

You feel the fire inside you stir. It consumes you to burn, spreading across your body. When the wave of fire crashes against the wave of darkness there's an eruption of pain. You black out.

...

You regain consciousness.

When you try to move the pain in your tail causes you to hiss. It hurts every time you try to move it. You open your eyes and look around. You're... on the ceiling. You're lying with your back against the ceiling. How did you get here? You're not stuck here. It's like someone took the ship and flipped it upside down while you were unconscious. Or like you're falling up instead of down now. Did the black blob do this to you? Is it some kind of substance that makes you fall up if you drink it? That would explain the various things stuck on ceilings you saw. If everyone in the ship drank this, they'd all be walking on the ceiling, so it would be normal to keep their furniture stuck there.

Status gained: tired
Status lost: satiated


You take a deep breath, prepare for a moment and then twist around and get on your feet. It hurts. A lot. You won't be able to move very quickly like this.You should probably use a medpack. The only mercy is that now you don't have to climb around everywhere since the floor is no longer inclined.

More lights have turned on while you were unconscious, allowing you to see even better, making the area look much cleaner, almost like you're somewhere else. You can see the black blobs still floating above you. You still feel the need to acquire more of them, though now this need is restrained somewhat by pain and memory.

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249
We're itchy!  Poke around all the new rooms, and quickly, looking for a shower.

(OOC, rooms with the potential for spills seem most likely.  Not sure which that is.  From experience, emergency showers are often rusty stagnant water, but are going to be far cleaner than the oily muck we swam through.)

(I do suggest trying to burn off some of that food for magic to clean up if we can't find a shower.  Being dirty probably won't kill us, but it'd be more magic practice and I'm amused using awesome dragon magic just so we don't have dirty scales.  Plus I really think Ali and Eiwhyl will be angry if we become some kinda dirty sludge dragon.)
You decide to take a look around, exploring the newly accessible rooms.

The room labeled "Hyperdrive" is a simple room. The only features in it are a few consoles (currently inactive) and a monolithic pillar about twice your size, maybe smaller, its smooth black metal surface reflecting the few lights around it. Through an open maintenance hatch you can see thick power cables connected to that metal thing. You assume that big metal thing is the hyperdrive, the machine that lets the people of this world travel to other stars.

Hyperdrives are supposed to be very expensive, so if you got that thing out of here and to someone who'd be interested in buying it you could make tons of credits. You could probably disconnect it with an hours work. Dragging it down to the airlock you came in through would be much harder but maybe you could take that rope from outside and use that to lower it more smoothly. Then you'd have to find an elevator to the upper levels, since the tunnels you use to get to these levels would be hard to traverse while carrying it. Hmm. Maybe if you followed some of the humans that work on this level you'd find one.

You continue on and climb up to the room labeled "Engine Maintenance Access". This area's aesthetic is different. Instead of mostly smooth surfaces hiding things behind panels and hatches, the corridors here are full of pipes and wires, with lights occasionally sticking out of the mess. There's a small control room to the side. There's also a small droid, a short thing on four wheels. It's dangling from some sort of wall socket, a strand of wire connecting a hole in its center of mass to it. The droid looks severely damaged, its head lying on the floor some distance away. A twisty passage continues further back, presumably going even closer to the engines. You don't think you'll find what you're looking for here, so you turn around and go for another room.

As you slide down to the next pair of rooms, the hallway fills with the sound of metal squeaking and rotors buzzing, the noise escaping from some of the grates covering the floor and ceiling. The stale air of the ship begins to stir, somehow making the stench of this place even worse. Must be some sort of automated system that turned on in response to you activating the power. You hope the smell will improve as the air keeps circulating.

The "Fuel Bunkering" room is composed of a few catwalks, simple things with a grated floor and ceiling and a flimsy-looking railing. The catwalks are overlooking a labyrinth of pipes, most of them disappearing through small passages either towards the front of the ship or towards the engines. There are a few consoles spread around the corridors, probably meant for controlling the various pumps and other machines in the area. Some of the pipes have small transparent windows in them. By shining your flashlight in them, you can see small pools of a light brown fluid in them, which you assume is the fuel. Many of the pipes converge to a large pipe surrounded by a great machine.

You shine your flashlight through a window on the large pipe and try to see what's inside. Inside there's a slightly smaller pipe surrounded by motors meant to push it towards the wall, presumably through that hatch you saw on the outside of the ship. However, parts of the mechanism appear to have been melted or otherwise damaged. Lying down on the bottom of the pipe is a spacesuit, probably occupied by a corpse. It might have something interesting on it, you could try to find a way to get inside the large pipe, but it's not what you're looking for right now. You leave the room and get back to the hallway.

You jump on the opposite side, entering the room labeled "Inertial Compensator Control". It is a control room overlooking what looks very much like the water pumping station you occasionally encounter in the maintenance tunnels near your home, full of storage tanks and pipes (as well as other machines you don't recognize), giving you hope that you might find some water here. You get down from the control room, turn on your flashlight and start exploring the area.

It takes a while until you find what you were looking for. Some sort of storage container must have broken free of its restraints when the ship crashed and has struck one of the pipes, causing it to come loose, creating a tiny gap in its connection. But there's no pool of water below it, nothing dripping from the crack. Instead the break is surrounded by blobs of darkness, floating in the air as if they are weightless, very slowly moving under the effect of the gust of wind your landing caused. Each blob is surrounded by a halo of distorted light, as if each of them is incredibly hot, but... No, that's not it, it can't be heat. For one, if they were that hot, you'd be able to feel it. Instead the air is somewhat cold, same as everywhere else on this ship. Furthermore, distortions caused by heat are constantly shifting, moving upwards, following the movement of the air. But these distortions only depend on the blobs, on their shape and their proximity to other blobs.

This might not be water, you may have to try to go down towards the break room and hope you encounter a refresher before you encounter that horrible blind droid, but you don't really care that much about that. What you really care about right now is right here. This thing is wonderful. You don't care if it's valuable or not, you must have some of it, even if it is only for your pleasure, even if it ends up being just a beautiful decoration.

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250
Pull ye switch
+1 Pull the lever!
The lever flips easily. The control panel lights up. Something in the bundle of wires sends a shower of sparks flying. There's a distant clang that echoes for a while. Then lights start lighting up, one after the other, illuminating the area. Not all of them turn on, only about one in 5, but it's still much better than before. You walk outside, into the long hallway, just in time to catch the last of the lights inside it lighting up. It's the same here, not all of the lights have turned on, creating islands of light between areas of darkness. Still, the light is enough to see clearly. The hallway feels so much smaller now that you can see the entire thing.

You turn off your flashlight, no longer needing it to see. On the other side of the hallway, you notice the control panel next to the door labeled "Hyperdrive" is lit with a green light. Looking up, the same is true for the door labeled "Engine Maintenance Access". You assume that other closed doors you've encountered can be opened now too.

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Spoiler: Known Locations (click to show/hide)

251
Forum Games and Roleplaying / Re: The Left-Hand Path
« 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.

252
Forum Games and Roleplaying / Re: The Left-Hand Path
« 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.

253
Roll To Dodge / Re: DIG: Everybody was kung fu fighting
« on: April 19, 2020, 05:18:46 am »
"Thanks. And thank you for your help in protecting us. I guess I feel a bit guilty for not being there when you got attacked. If I had been there I could had helped. Then maybe Alex wouldn't be this hurt."

"Is there anything you need that would help you work better? We got a lot of Crystal materials now so Clate could shape you some weapons or armor."
Kara says gesturing towards his Crystal sword.

254
I guess I'll go with this one.
Since there was someone living here, there has to be clean(er) water around somewhere.  Go do some more exploring.
I think we should go towards the generators, because if they were living in here they'd probably have tried to get power back on.
You reason that if anyone was living here, they would have tried to get the power back on, so that should be the first place you should look for any signs of life and supplies you can use. Even if you don't find anything of the sort, turning the power back on would make your exploration a lot easier. You'd have light instead of having to rely on your flashlight, doors would open automatically instead of you having to force them open, you could try using computer consoles for information...

Your start climbing up the hallway towards the back of the ship. Your claws give you a good enough grip to allow you to climb while the various seams, nooks, lights and grates you occasionally encounter give you places where you can rest and catch your breath (and scratch yourself). The few doors you encounter along the way are small things that remind you of the maintenance hatches that can be found in the tunnels near your home. They're all closed, all labeled only with a combination of a letter and a number.

It takes several minutes to reach an intersection. One side leads to a closed door that says "Inertial Compensator Control" while the other leads to an open door labeled "Fuel Bunkering". Hmm. You don't know what either of those mean. You know fuel is what engines burn but that's it. It's probably not what you're looking for right now, but it might be an interesting place to explore.

You keep going. The next intersection has signs for "Hyperdrive" and "Generator". Looking up, you see that the hallway keeps going for a while longer until it reaches another door. You can't make out the sign but it probably leads to the engines.

You climb up to the door that says "Generator". It's been left open. You walk through it and take a look around. It's a circular room, built around what looks like a transparent tube. The room extends both above and below your current location, with ladders leading to small platforms spread around the walls, most of them holding machines pointing towards the central tube or thick bundles of cables. The wide open space makes it easy for you to navigate, you can easily get from place to place with a flap of your wings, though it would probably be very dangerous for humans, a fall from here would be deadly. Then again, maybe falling wasn't a problem for them, since many of the platforms look like they're upside down, including the one you're standing on.

You're currently on the largest platform, this one being some sort of enclosed control room for the generator, full of consoles, gauges and switches. You notice that one of the control panels has been opened, its wires spilling out of it. Though at first it looks damaged, closer examination shows that whatever happened here is deliberate. Someone has rearranged the wiring and inserted more machines into the panel, making it so that it can't close properly, leaving its surface dangling from a bundle of wires. Checking the panel, you notice someone has scratched "THIS ONE" next to a lever. The label reads "Auxiliary Power".

So that must mean you were right. Someone did try to get the power back on. Might even be they succeeded and simply turned it off again to conserve power. Judging from the dust that has accumulated, they haven't been here in a while. Sniffing around reveals nothing but stale air, no trace of anything living.

You fly around for a while, exploring the platforms, but don't find anything interesting. You find a dented toolbox down at the bottom of the shaft, probably dropped by someone working here, some of the tools spilled around it broken from the fall. You also find a couple of broken droids, large ball-shaped things similar to the floating gardening droid you encountered in the past. They also look like they fell, their shells cracked and dented, their fluids, their wires and their internal components spilled all around them. No food or water though.

Spoiler: Status (click to show/hide)
Spoiler: Magic (click to show/hide)
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Spoiler: Inventory (click to show/hide)
Spoiler: Known Locations (click to show/hide)

255
Roll To Dodge / Re: DIG: Everybody was kung fu fighting
« on: April 18, 2020, 01:05:41 pm »
"Umm... OK. Are you sure you're going to be fine on your own? Maybe you should take Clate or Adam with you as backup, in case you encounter more divers or ranged combatants. Or maybe you can escort me to the bank and then I can escort you to the police station. Or I can always go and cash the money out later, it's not like we really need them right now. We could even take the crawler."

Lock the 3000 fathom check in the Nomad's storage area and then go follow Nyw. Or drive him there with the crawler, whatever works best.

Irrelevant, how good is the banking system in the underground? Could we open an account here and then withdraw the money in Empyrean, for example?




Spoiler: "Kara" the Corven (click to show/hide)

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