RE: REFUGEVILLE
03-04-2018, 10:14 AM
(02-17-2018, 01:43 AM)smuchmuch’' Wrote: »THE PLAN
Nevis is in hot pursuit of your explorers, running almost as fast as a horse. The two explorers manage to reach the pond of rotten chicken blood and make Comet run through the awful-smelling pool, even taking a couple of dead chickens with them.
You wish Rimewulf’s Devoted Wolfpack blessing, the one that allows his followers to transform into wolves, would work during the day. At least as wolves they’d be more of a threat.
However, Nevis isn’t stupid enough to just wade through rotten blood just because her prey did. She runs around the pool and continues her pursuit. In a desperate bid, your explorers throw a chicken at her. Luck smiles upon you as the carcass slams into her face. She’s stunned, and crucially, wastes several seconds just retching.
Your riders keep going for The Twins, and intentionally attract its attention. When Nevis catches up, the stench firmly stuck on her is enough to distract the giant monster. As she deals with this abomination, the two riders flee towards the graveyard.
There, they find no sign of Nevis chasing after them. After spending time waiting just to be absolutely sure she’s stopped following, they return to Refugeville.
You and your people are relieved to know that at least for now, the Dermilians do not know where your home is. The Preeray definitely had a valid point in keeping their settlement hidden. Knowing the history of the Dermilians, they will not even bother to send a messenger before conquering your tribe.
Back home, your explorers put into the stockpile what they’ve found at Moss Town.
- 1 pot of crude oil
- 9 iron ingots
- 2 steel hammers
- 2 steel pliers
- 2 boxes of matches
- 1 steel chain
There is a new visitor sitting in the river.
It’s an enormous freshwater lobster, whiter than any lobster you’ve ever seen. The creature has been talking to your eldest citizen, proposing some sort of deal.
The lobster identifies himself as Wally-Two-Four-Two, or just Wally for short. He is an escaped Signet experiment, with the Sigil of Courage carved onto his claws. They called him a ‘Pearl Lobster’. He escaped after seeing the other lobsters killed just for the sake of amusement.
Wally is offering supplies from another settlement along the river. According to him, there are three other villages, and one of them is wealthy and generous enough to share resources. He can run fast on the bottom of the river, so he can make daily deliveries.
The wealthy village is Padabon, inhabited by very small but very smart people called the Zalugi. Wally came into contact with them after getting caught in one of their traps. Wally says that it would take an entire day to reach it on horseback, but he can run much faster than that. Whatever the Signet did to him, they made him able to move through water swiftly.
Padabon decided to make use of Wally, delivering ‘care packages’ to other people trying to escape or fight the Signet.
Wally also mentions that the care packages will come with these things called ‘news notes’, pieces of paper with news the Zalugi deem important such as Signet patrols, weddings between leaders, monster sightings, things like that. Occasionally, the news note might have a prayer dedicated to the praise and well-being of Arara, the God of Fire, attached. Seems he was their favorite deity before the Signet ruined everything.
Whoever these Zalugi are, they most certainly warrant a visit from your people someday. Not right now, though.
Which one of these care packages should Wally bring to Refugeville?
Wally can send one of the following tomorrow afternoon:
- Weapon pack: Contains 2 steel-tipped spears, light enough to be thrown.
- Medicine pack: Contains a bandage and a healing poultice for bleeding wounds.
- Money pack: Contains 20 crumbits.
- Fungal pack: Contains edible mushroom spores, can be grown underground.
After that delivery’s done, you can tell him what to bring the day after. It seems these packages were meant to respond to changing circumstances.
Your explorers take this opportunity tell Wally to warn the Zalugi about the Dermilians, the giant conquerors taking position up north at the God Box.
>_
Population: 12 out of 24 shelter spaces
Allies: Preeray Village
Wealth: 1 crumbit
Animals:
1 Dog (Relief)
2 Cows (Bilin, Daina)
1 Horse (Comet)
Plants:
12 tapioca (sapling, 18 days left)
10 mangould (sapling, 14 days left)
Weapons:
Iron Knife x 1 (4 crumbits)
Stone Axe x 5 (2 crumbits)
Stone Shovel x 1 (2 crumbits)
Steel Hooked Chains x 2 (Equipped by Guards, 8 crumbits each)
Vehicles:
Crude Wooden Raft (Kori won’t buy it)
Guards:
Two Chain-Hook Users
Merchants:
Kori (Miscellaneous Goods)
Ogot (Building Materials)
Stockpile:
290 branches (1 crumbit for 4 branches)
5 beef jerky (5 crumbits each)
18 rabbit meat (2 crumbits each)
30 fish meat (2 crumbits each)
6 jar of milk (4 crumbits each)
5 loincloths (1 crumbit each)
30 pieces of clay (2 crumbits each)
188 stones
Buildings:
1 stone house (with basement)
1 shrine
1 palisade
1 fishpond
1 rabbit hutch
Items:
2 Steel Hammers
Leather Bag
4 Treated Bandages
Construction Manual
Yaranga Phrasebook
2 Steel Pliers
2 Boxes of matches
1 Steel Chain
Fishblood Lantern - A lantern that uses fish blood as fuel. Provides light and warmth. One adult fish from the river should be enough for one night. Easy to carry, even for a dog or a wolf.
Copy of Hildevert’s Journal: Hate Box - The Signet have been hunting a man named Hildevert for the past month, and he continues to elude capture. This book is about what he saw in a place called the Hate Box, a place where powerful prisoners are tortured for amusement.
Mycah Wizard Robe - Doesn’t grant magical powers, but Mycah spells are woven into it that protect the wearer from undeath. The spells repel teeth and rotten meat, so it’s perfect for fighting ghouls.
Acid Jar - A jar full of liquid that will melt anything metal. Extremely useful against armored opponents and locks.
Divine Artifacts:
Shrunken Head of Asimuth - Screams when an agent of the Signet sees Refugeville.
Blessings:
Devoted Wolfpack: Rimewulf’s followers can transform into wolves at night, granting faster movement, enhanced senses and combat strength.
Call of the Wild: Once per day, you may summon one animal to appear in the village. The animal will always obey your people and never harm them.
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.
Guarded Thoughts: Your people are protected from mind-altering poisons and curses. They cannot be brainwashed or mind controlled, not even by the Signet.
Curses:
Marked By The Signet: The Signet will never stop sending scouts.