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Author Topic: Extinction  (Read 289906 times)

King Zultan

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Re: Extinction
« Reply #4965 on: February 11, 2025, 02:56:48 am »

We should ask Willis if he wants to visit his dad before we go over there.
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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?

NJW2000

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Re: Extinction
« Reply #4966 on: February 11, 2025, 04:11:28 am »

We should ask Willis if he wants to visit his dad before we go over there.
+1

Can't really justify going all the way to Aethrem but not letting Willis see his family.
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Devastator

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Re: Extinction
« Reply #4967 on: February 17, 2025, 02:47:41 am »

"Well, I don't know his address."

"Really?"

"Yeah.. he kinda moved here to be away from it all.  Internationally renown assassins aren't really set out for the quiet life."

"So he doesn't know about all this?"

"Only a little.  Letters, but I haven't gone into the whole Concordat thing.  Or the dragon thing."

"That's been pretty much everything for the past six months or so, right?"

"Well, mostly.  He knows who you are, but yeah, not the dragon thing.  Earlier I didn't want to tip them off that he was here, for a hostage or something, but at this point..  well.."

"I guess we're off looking, then."

It doesn't take too long to meet up.  Irinos is a pretty calm guy, mundane, broad shouldered, and quite chill for receiving unexpected visitors.  And cake, as Alice recommends bringing baked goods.  It was a good idea.

There's a game involving pegs and dice, a fine supper of rice and chicken, and a few long conversations about the past year and the world of madness.  Astoundingly, Irinos does not ask to see Trence turn into a dragon.

So you do so anyway.  This just produces a raised eyebrow and a request to not put your feet on the table.

It's not the most exotic of visits, but you're glad you found the time.

To be Continued.
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Devastator

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Re: Extinction
« Reply #4968 on: March 14, 2025, 03:31:24 am »

The next few weeks you're heading up into the hills, towards the jump-off point for the Dungeon of Despair.  Sorry, the Pit of Plague.  No, the Pits of Borlia.  Nobody knows why they're called that, not even Uncle, so you make up a couple stories with Willis.

By the time you get to Donto, winter is coming on heavily.  There are many people coming back down towards the city, and the tents are gone, leaving the permanent buildings only.  Snow is on the ground, although not yet deep, and you haven't had enough encounters to cash in.  Too many people on these well-travelled paths for you to earn money on your scale.  A few goblins and miscellaneous low-level trash only, and you already got paid for your last big encounter on the coast coming down.

Spoiler: Inventory (click to show/hide)

You have one upgrade worth of cash, and decide to keep it in case you need recovery time.  The inn here is not cheap, and although not enough for you to really spend an upgrade worth of money, if you end up snowed in for a few weeks of blizzard..

..well, it'd be better to have the cash on hand.  Sure, you're level 12, and you have cold resistance, but you would really want to have much heavier tents and snowshoes if you're going to go through a blizzard.  The road down to Temoris should be okay..

There's two big questions before you go down.  Well, three, but Uncle thinks he can handle the necessary breadcrumb issue for you, saying that he's got a method sorted out.

Do you want to go with another group?
Do you want to burn a mana potion to take the old elevator down to the middle ruins.?

There is nobody around of your caliber, but there are two groups here who are level 10.  If you go with them, you'll likely be expected to share loot, and will be expected to wait at the elevator to go back up together.  Getting back up if you're ditched is possible, but a pain, as is getting attacked while waiting.  On the other hand, you'd save a mana potion and it would be of less risk, as most of the time both teams will get back and split up the loot.
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King Zultan

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Re: Extinction
« Reply #4969 on: March 15, 2025, 05:51:01 am »

We're a big strong group, I say we go down by ourselves.
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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?

NJW2000

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Re: Extinction
« Reply #4970 on: March 15, 2025, 04:25:17 pm »

We're a big strong group, I say we go down by ourselves.
+1

Sharing loot with level 10 adventurers is not particularly appealing.

Use the mana potion to go down to the middle ruins.
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Devastator

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Re: Extinction
« Reply #4971 on: March 25, 2025, 12:24:29 pm »

The entrance to the Pits is a bit of a way out of town, along about two kilometers of hard packed road, which eventually starts having tiles and cobbles studding the inside of the road as it goes further.  Crazy tiles, really, with them of many different colours.  Smooth and deeply worn, well rounded, and the colours are darkened with age.  Uncle is with you.  He could stay behind, but he's been in high-level dungeons before, albeit not alone, but he won't be alone today either.

The main passage down into the pits cuts away from the road at one point, with a very intimidating sign on it, with two skull and crossbones flanking the word 'Pits' above "Top level entrance" "Pits" and "Borlia Dungeon/Cave Complex."  There is no receptionist or classification marker like in the last cultivated dungeon you went to, but there is a closed compartment labeled "Pits Information, read before entry", followed by another "This means you."

You can't see far down the path.  It goes downhill, and then it takes a steep left turn.  Sessha grabs one, and sits the five of you down on a bench, obviously here for this exact purpose.


"..I think i could poison them for that reflected damage.  That should get around that problem.  If not, we can run."

This goes on for a good while, but the remaining salient points is to be careful, tread lightly before knowing what the effects of a particular room is, and only camp in rooms that seem to have benign effects.  And monsters get much more dangerous as you go down, but there are low odds of getting 'out of depth' monsters which are much more difficult than standard ones.

Floors are decorated with statues and themed artwork.  First floor are plants.  Second floor is weapons.  Third floor is mammals.  Fourth floor are squids and tentacles and sea monsters.  Fifth floor uses sun and solar themes.  Sixth floor is humans, cities, and farms.  Seventh floor is geometric patterns.  Eighth floor is reptiles and fish.  Ninth floor and lower are unknown.

Recommended levels for monsters are 1-4 on floor 1, 3-8 on floor 2, 5-9 on floor 3, and 'to expect enemies of tenth-level or higher on floor 4 and below, with power ratings not standardized below that.'

Interesting.

"How do you think they got down to the eighth level, then?  For the list?"

"Big groups, and maybe some scrying spells?  There's probably some way to magically see what the next rooms down are, then.  And if they get a few close staircases, they could probe, retreat, probe, retreat, until they get a downstairs close to the upstairs, and then just punch their way through an encounter or two, leaving a few people behind to keep the path in place.  Still.. I don't think we should go down nearly that far.

You follow the main path along to the elevator.  It's a flat and round platform, made of metal, but the controls are the white trisamorian material, under a retrofitted wooden rooftop.  There's another one of those danger signs, mentioning this as the 'Elevator Entrance to the Second Floor', and having another box full of the information packets.  There is also two very long walls, with a fairly large number of notes and scraps of paper on them, names of people who failed to return to retrieve their notes.  The five of you take your own slips, write your names on them, and post them up.

Willis then casts Battle aura, and the party uses their magic to fill the elevator's power orbs, as they slowly come to life.  Before you're all out, the elevator hums to life, and Willis drinks a mana potion to top you all off, as the elevator ticks softly on its way down into the fog.

After a minute of travelling, it reaches the bottom, an open clearing of barren earth, with a number of pieces of random trash and debris.  There are three entrances into the fog, none of which have lights visible through the gray mist.
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NJW2000

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Re: Extinction
« Reply #4972 on: March 25, 2025, 03:33:42 pm »

Leave Uncle in the elevator room, take the leftmost path. If Uncle has any mapping ideas, he can try them.
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Egan_BW

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Re: Extinction
« Reply #4973 on: March 25, 2025, 04:06:01 pm »

I don't think there's any point in leaving someone in the elevator room? We can go one room in any direction and always turn around into the elevator, or leave someone in a room next to the elevator and go one room further, and so on.

I'd also prefer not to leave alone our one party member who doesn't fight. Even if MOST encounters at this level come from entering a room, best not to risk it.
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toastercultist

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Re: Extinction
« Reply #4974 on: March 25, 2025, 10:24:07 pm »

I don't think there's any point in leaving someone in the elevator room? We can go one room in any direction and always turn around into the elevator, or leave someone in a room next to the elevator and go one room further, and so on.

I'd also prefer not to leave alone our one party member who doesn't fight. Even if MOST encounters at this level come from entering a room, best not to risk it.
+1
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