niss and waltana go upstairs
« Previous Post
Permalink

Belmarniss needs a lot of money, spread out over a fairly long time, before she's ready to call it the hour of their expedition to the surface. Strawberries, potatoes, herbs, peanuts, spinach, rhubarb, all the things drow grow in heavily guarded densely green caves with each cave needing a dozen Lights to let the plants get enough.

She has to buy fancy defensive gear, first, and let it be known to everybody who might be watching them that she's doing that, and then she can start loading up on useful things that will help on a journey and would be tempting to steal, only after they have enough obvious firepower between them that nobody would be stupid enough to try to steal it who can't afford to get their loot from a softer target. It's mostly in the form of scrolls, leaving it ambiguous which ones she's scribing into her book and which ones she's keeping in her beaten-copper scroll case to pull out on an assailant. (Share Language is one she puts in her spellbook; Waltana's done a good job of learning to speak Drow the hard way, and just a couple of castings of Share Language will polish off the remaining confusions, at least about grammar and common homophones even if she doesn't come out of it with a first-class vocabulary, and sharpen her accent. Then they can start in on Taldane, because Waltana's going to need to be the one to do most of the talking, in Taldor.) She also gets them adventurer clothes, busy visual messes of silk suitable for stowing wands and components and weapons in, a deep anti-sunshine hood on a cloak of resistance for Belmarniss, magic gloves that let Waltana cast mage hand and prestidigitation herself, all of it making them look like serious business to anybody who's assessing that by sight. Healing potions, because they don't have a cleric and probably don't want one given the selection available. A bag of holding, because they want to take most of the equipment except for the non-Shroomy plant growing objects, which they can sell for last-minute purchases before they leave and allow to deteriorate once they're long gone. Bedrolls and camping gear. Tents aren't really a thing, downstairs, they'll be sleeping rough for a while when they first break out onto the surface, but Belmarniss breaks through to third circle with all this skulking and studying, learns Tiny Hut.

She doesn't really talk to Waltana about how her negotiations with her family about her decision to pick up and go adventuring with her alchemical barbarian pal are going. It seems like it's probably mixed.

Total: 329
Posts Per Page:
Permalink

It's not like she talks that much about her family, either. (Dad's a fucking jerk who barely talks to mom. Mom's a hothouse farmer who tries her best. No siblings. She misses some of her crafting-assistants from home though, they were almost like friends.)

For travel, she builds, with the affordance to purchase materials actually fit for purpose, a small bevy of travelling gear- A cold box and camp stove, a powered rope spool and hook, several additional lights, motion detectors...

And weapons. She has a launcher that will throw hand-sized bombs with options designed for shrapnel, acid, sticky goo, smoke, and fire. (The ammunition is expensive to make.) She has another power saw and has been practicing with it. She makes a single shot pistol as a holdout weapon, if Belmarniss wants it. She has light chainmail and a sort of wire shroud that will zap hostiles that touch her. She upgrades Shroomy several times, mostly to improve the battery and armor him up a bit.

Permalink

They can do a test camp, just barely past the farm belt, to make sure they don't realize they've forgotten something as soon as they've moved out of the workshop cave.

Then they can sell off the strawberry (etcetera) machinery to a farmer in exchange for a lot of dried mushrooms and some cash, though Belmarniss does manage to find a farmer she likes well enough that she feels obliged to mention that they'll break down without alchemical-barbarian maintenance and Waltana might not ever come back to the area.

And they can start going up.

 

The city is probably not more than a mile or two underground. But there isn't exactly a staircase. There are routes, but they're not widely distributed in map form. Belmarniss has a loose idea of what direction to start from and from there their main guide is gravity, stymied at every turn by inconvenient walls.

Permalink

She gives the growzaps a two years, maybe three or four, as long as you carefully follow these cleaning instructions and use this handful of spares for the delicate forking prongs when they inevitably corrode.

Well, she has a rock-capable saw and a rope launcher if those come in handy? It's not like they have any particular deadline. Waltana still spends much of their limited downtime writing out the principles of engineering and industry as best she can remember, even a few days difference in the big spool up could matter a lot. Chemical science is going to be the biggest hurdle, most likely.

Permalink

The thing is, there has to be a traversible route to the surface (or several), because the raiders get there and back; throwing a grappling hook across an impassable gap or cutting a hole in a wall might find them a shortcut but it might also not, and bearing patiently up-when-possible through walkable caves will eventually work. Belmarniss considers it a few times but usually doesn't judge it worthwhile, though sometimes she'll cast Light on a spare crossbow bolt and shoot it beyond the range of her darkvision to get a look at whatever they're passing up.

There are monsters. Belmarniss just about solos a rust monster, yelping at Waltana to get their metal things to safety; Belmarniss is wearing much less of the stuff. They have to dispatch a pack of slurks and it takes a while to Prestidigitate all the goop off afterwards, but they can eat one afterwards for variety. They find an injured and slowly starving cave fisher; they can put it out of its misery and collect the loot from its lair off all its prior prey, though none of it's that interesting, mostly just clothes and a few coins.

Permalink

The slurk goo and cave fisher glands will make very good sticky grenades, actually! If it doesn't make sense to sell them later instead. Her tolerance for grossness goes way up when there is something useful to be gotten.

--These guys could have been her. But they weren't, and now she's armed, and- Well, that's the past.

Permalink

It's cheering that the monster goop can be rendered useful! Belmarniss will help put things together if that's useful.

It takes them three weeks to find sunlight.

Permalink

Sun!!!

-Don't let your guard down, not at the moment of triumph, nope. Launcher remains at the ready as she checks out the surface terrain.

Permalink

"Oh gods, I hate it, how do you live like this," says Belmarniss, burrowing into her hood. "Penumbra. Oh that's better. I guess at least it's colorful??"

They have emerged onto a hillside. It's not even that bright, the sun is at a reasonable morning or possibly afternoon angle and there's trees.

Permalink

"Oh, it's much worse when there's snow about. Endless white glare in all directions. This is pretty!"

She wouldn't know an oak from an aspen, the trees won't be much help... Any water visible, or roads?

Permalink

Nothing obvious! Just woods and birds and such. Some of the trees are stumps, so somebody cuts wood here.

Permalink

"Remind me to make you tinted glasses," she says, sketching the shape of several nearby hills so they can find the cave again if they ever want to. "If we go downhill we'll find a river, probably, and civilization's all about their rivers."

Permalink

"Downhill it is."

Down down down. There's not actually a stream or anything right at the bottom of this particular hill.

Permalink

Most plains aren't perfectly level. She'll make an untrained Navigate check choose the most verdant-looking or most stump'd direction?

"I'm not really an expert surface navigator, I should mention. But someone's around," she indicates a stump.

Permalink

"This close to the aperture that could be drow, there are occasionally fancy things made of wood down there and they don't have to steal everything if that's not actually easier."

Permalink

"...Other option if looking for water doesn't pan out in a couple hours, I did make a compass, we just go in one specific direction and find something eventually."

Permalink

"I'd had the idea that you could just follow the sky fireball, does that not work?"

Permalink

She waves a hand wafflingly. "It does. Compass is more reliable and precise... If Golarion has the same kind of magnetic poles as I'm used to, which isn't a given. Let's check both."

What direction is the sun in right now, she checks, westish or eastish?

Permalink

According to her compass, westish.

Permalink

"Sun's heading down right now, and west is over that way, unless I missed something big. Probably we want to clear the immediate surrounds of the cave."

Permalink

"Clear them? You don't think we should strike out in some direction and go till we're tired?"

Permalink

"-Sorry, weird turn of phrase, I meant get away from them. As in 'clearance of a part from its neighbors'."

Permalink

"Oh, gotcha, sure. - if I recall correctly, Taldor has its coasts to the... southwest, and if we wind up going west enough to hit the next country we get Andoran, which is probably also fine. Does southwest look good to you from here?"

Permalink

She examines that direction for mountains on the horizon.

"...Looks good to me, and sooner started sooner finished."

Permalink

Off they go southwest. Belmarniss is casting her surefootedness cantrip and her anti-sunshine cantrip nigh-constantly.

Permalink

She leads to pick the smoothest and flattest path and keep them on the correct general direction, in her slightly-more-familiar-with-the-surface way, and smushes down any grass or brush to make it easier on Belmarniss. And tries to remember to also glance around once in a while.

Total: 329
Posts Per Page: