RE: REFUGEVILLE
07-23-2017, 01:52 PM
(07-16-2017, 02:55 PM)Wessolf27 Wrote: »>Investigate the area, don't take anything yet as this is a scouting mission, and we don't have anything that we can use to carry things. Get as close as possible to the God Box, but the moment something feels off or strange, take flight. Do not trust what is beyond the borders of Refugeville.
The explorers spend an hour searching through the town. They find a library, some old houses, and a small forge of some kind.
The library has over a hundred books and a moss-covered skeleton of its deceased librarian. The old houses are uninhabited and sparsely-furnished, with only moss residing within. The small forge contains a creaking pinwheel, left to turn in the wind. There are a lot of tools and iron ingots lying about. There’s also oil in one of the forge’s pots.
The explorers dub this town ‘Mosstown’, for fairly obvious reasons.
They then approach the God Box… and stop. They don’t smell or hear anything, and yet they can sense…
Movement.
The two explorers focus their eyes, and they realize that something is making footprints in the moss. Invisible. Odorless. And utterly silent.
It has to be a monster created by the Signet. From its steps, it’s some sort of three-legged being. The duo decide to continue observing, and they soon discover that the moss is what feeds this invisible guard. They also realize that there a LOT of dead bodies almost completely covered in the moss, all of them with large puncture wounds. None of them manage to even touch the God Box.
With knowledge of this frightening creature, the two explorers head back to Refugeville.
They reach the village, thankfully still standing. The people there welcome the two explorers, and listen to their report. After they finish, the villagers discuss amongst themselves about what to do. They ultimately choose to sleep on it first, and make a decision in the morning. It is past midnight, after all.
They also informed the two wolf-scouts that their winged friend was able to draw the Sigil of Courage:
Nobody knows why this image makes the Signet angry. Anyone who is seen drawing or bearing this symbol is immediately attacked by the Signet’s agents. It is not unusual for an entire family under the Signet’s rule to be destroyed just for having a tiny copy of the sigil in their house.
As your people retire for the night, you stay vigilant, but even a ghost can lose focus. For the first time since your sacrifice, you dream.
You dream of meeting someone. You can’t see who it is. They speak to you, in an unnervingly polite tone:
???: “We regret to inform you that the God Box is not open to the public.”
A feminine voice.
You ask: Who are you?
???: “Please forward any complaints or inquiries to the Signet and we will reply as soon as we are able.”
Is this… an agent of the Signet? How is she able to talk to you like this?
???: “Any trespassers will be executed immediately, in accordance to the law. Death, injury or loss of property may occur. We thank you for your diligence and obedience. Now please enjoy this new day, courtesy of the Signet.”
The sun rises, and you awaken from your strange dream, confused. What was that all about?
Your people awaken, and a new refugee arrives.
He comes bearing dried meats. The meat is more than a week old, but still edible. He says they’re called ‘beef jerky’. Your people welcome the man into the village.
The people enjoy their breakfast. 5 pieces of fish meat and 5 pieces of rabbit meat are consumed.
The morning market, which right now consists of Kori and Ogot, begins. Ogot reminds your people of his prices:
10 clay bricks = 2 crumbits
30 branches = 1 crumbit
10 stones = 1 crumbit
He also tells the people what they can build with his material, performing his rehearsed pitch:
Quote:Stake Trap = 1 branch
A trap that can be hidden in the ground, it will seriously ruin the leg of anyone unfortunate enough to step on it.
Stone Wall = 300 stones
An eight-foot stone wall surrounding the settlement, with stairs.
Brick Wall = 300 clay bricks
An eight-foot brick wall surrounding the stone house, with stairs. Stronger than the stone wall.
Watch Tower = 50 branches
A ten-foot tower with a roof, helpful for seeing incoming threats.
(Underground)
Defensible Tunnel Door = 40 branches
Tunnel Trap = 1 branch
A sharp stick pointing straight up. Stepping on this will ruin someone’s foot.
(Furniture)
Table = 20 branches
Chair = 10 branches
Torch = 2 branches
(Tools)
Stone Hammer = 1 stone, 1 branch
Stone Shovel = 1 stone, 1 branch
Stone Axe = 1 stone, 1 branch
Kori also offers a few items for sale:
Fishing Trap (10 crumbits): Requires a piece of meat as bait, but can catch up to 10 fish every day in the river.
Construction Manual (5 crumbits): Has detailed plans and instructions on how to make buildings, like laboratories, forges, and stone towers. Even includes a chapter on building a ballista using easily-found materials.
Leather Bag (8 crumbits): Allows explorers to bring items with them, as well as bring items home. It’s designed to let even wolves carry it comfortably. Kori made this herself.
4 Treated Bandages (1 crumbit each): Bandages that have been soaked with medicine to speed up heals from cuts.
Acid Jar (7 crumbits): A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.
What should the settlers buy and sell?
>_
Population: 10 out of 18 shelter spaces
Wealth: 14 crumbits
Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
Plants:
12 tapioca (sapling)
10 mangould (sapling)
Weapons:
Iron Knife x 1 (4 crumbits)
Stone Axe x 3 (2 crumbits)
Stone Shovel x 1 (2 crumbits)
Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each)
Guards:
Two Chain-Hook Users
Merchants:
Kori (Miscellaneous Goods)
Ogot (Building Materials)
Stockpile:
323 branches (1 crumbit for 4 branches)
8 beef jerky (5 crumbits each)
1 deer meat (7 crumbits each)
3 rabbit meat (2 crumbits each)
2 fish meat (2 crumbits each)
3 jar of milk (4 crumbits each)
4 loincloths (1 crumbit each)
191 stone
Buildings:
1 stone house (with basement)
1 shrine
1 palisade
Blessings:
Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength.
Arara’s Shade: Your people can endure heat that would normally cause heatstrokes. A common blessing for desert-dwellers and those who wish to endure drought.
Curses:
Marked By The Signet: The Signet will never stop sending scouts.