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Author Topic: The Left-Hand Path  (Read 111696 times)

Dunamisdeos

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Re: The Left-Hand Path
« Reply #885 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
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FACT I: Post note art is best art.
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FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Naturegirl1999

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Re: The Left-Hand Path
« Reply #886 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
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King Zultan

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Re: The Left-Hand Path
« Reply #887 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
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

piecewise

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Re: The Left-Hand Path
« Reply #888 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.

Eschar

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Re: The Left-Hand Path
« Reply #889 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
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Parisbre56

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Re: The Left-Hand Path
« Reply #890 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.

Naturegirl1999

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Re: The Left-Hand Path
« Reply #891 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
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Eschar

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Re: The Left-Hand Path
« Reply #892 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.
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Naturegirl1999

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Re: The Left-Hand Path
« Reply #893 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
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King Zultan

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Re: The Left-Hand Path
« Reply #894 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
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Dunamisdeos

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Re: The Left-Hand Path
« Reply #895 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
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

piecewise

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Re: The Left-Hand Path
« Reply #896 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.


Parisbre56

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Re: The Left-Hand Path
« Reply #897 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.

King Zultan

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Re: The Left-Hand Path
« Reply #898 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.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

piecewise

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Re: The Left-Hand Path
« Reply #899 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."
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