Shadows of the Past

Sadly no update today. I really need to catch some sleep.

So the question if such sleep would fix Yaxkin will be answered tomorrow.
 
[X] Plan TNE (Half)
-[X] [Loot] Pick parts of the Fleshweaver to take (maximum 15 points of weight):
--[X] [Loot] Legs (can take up to 8, weighing 4 units per leg) x3
--[X] [Loot] Armor Plates (can take up to 5, weighing 2 units per plate) X1
--[X] [Loot] Fangs (can take only 1, weighing 1 unit, Low Risk of Poisoning)
[X] [Xochi] Keep her in the dark and pretend all is fine.
[X] [Travel] Make camp in the cave.
 
Glad to see we somehow managed to survive the giant spider.

Now to deal with aftermath.

What does anyone think about finding water to try to clear the toxin out? It only affects mental stats, so heading outside isn't as dangerous as it seems. Plus, sleeping with an unknown toxin may or may not exceberate the symptoms.
 
Chapter 33: Restless Sleep
[X] [Loot] Pick parts of the Fleshweaver to take (maximum 15 points of weight):
-[X] [Loot] Legs (can take up to 8, weighing 4 units per leg) x3
-[X] [Loot] Armor Plates (can take up to 5, weighing 2 units per plate) X1
-[X] [Loot] Fangs (can take only 1, weighing 1 unit, Low Risk of Poisoning)

[x] [Xochi] Keep her in the dark and pretend all is fine.

[x] [Travel] Make camp in the cave.

1.6.17.10.9.17 - 17th of the Green Storm

It is not an easy choice to make. While your current state is worrying, it seems you are at least stable. Xochis life hangs on this. When you come back to her, she has awkwardly lain down on the dirt again, probably because standing strains her wounds, but you doubt she would admit any discomfort if you asked. In the little time you have known her, she always seemed so easygoing, if a bit headstrong. During the fight though? Her manic expression when she dropped on top of a spirit, armed with nothing more than an arrow? Unbidden you remember her admonishment about you not going all out in the training. By which she meant not actually trying to gut her with a knife. She isn't doing things by half measures and seems blissfully unconcerned of her own mortality. Maybe it is better to not confront her with your worries. The reminder that her actions, however well meaning they were, might yet claim her life might shake her more than the ravenous beast she faced.

So you keep quite, lest she become restless or panic. Neither would improve her chances if your state doesn't improve. A night of sleep might be all it takes, yet this is only a guess in the end. You simply don't know what the Fleshweaver did to you, and while it would be vexing to not know under different circumstances, there is still the horrible worry that your state is permanent. However, the numbness makes it easy for you to hide your thoughts from Xochi, not that she seems terribly inclined or well enough to see through your mask anyway. The choice to make camp in the cave for at least one night is easily accepted and so you bring down the equipment left above and a bit of wood to light a fire beneath one of the shafts. With the campsite prepared, it is with slight trepidation that you ask Xochi to lay down on her mat so that you can properly bandage her.

Healing Xochi

Medicine (DC 210):
34 + 30 (Intelligence) + 30 (Intelligence) + 20 (Medicine) = 114
Failure

Lost 1 Wound Dressing.



Looting

Surgery (DC 150):
54 + 30 (Intelligence) + 80 (Dexterity) + 20 (Surgery) = 184
4 degrees of Success

Safely harvested Fangs.

Gained:
3x Fleshweaver Leg
1x Fleshweaver Armor Plate
1x Fleshweaver Fangs

Despite giving it your best, you can't quite get a bandage to sit properly on her back. The wound is too large and too deep. It would need cleaning first and foremost, but you don't trust yourself to prod her spine in your state. You leave the slapdash bindings on her back regardless, both to keep up appearances and to not have any more dirt enter her wounds. Afterwards you busy yourself with the carcass of your foe. Not your fine set of healers tools, but the dagger it is that carefully cuts flesh and sinew to separate some useful parts from the spirit. Three legs you take, in the hope of finding someone to make you a new bow from them and maybe a dagger. The fangs would make fine arrowheads, the long and thin fingers just needing to be cut apart and sharpened. At last you take a plate of armor, which hopefully will be enough to pay for the work all of this will take.

By the time you are done, the light shining from the ceiling has already dimmed and the dull ache of your bones manages to pierce through the haze of your mind. So you lay yourself to rest, hoping for your problems to become smaller in the meantime.

Xochi:
3 + 7 (Constitution) - 3 (Wound Penalty) = 7
No wound healed.
14 / 35 Wounds

Infection progress:
9 + 7 - 3 (Wound Penalty) - 11 (Undressed Wounds, halved) = 2
No infection.

QM notices error.
No infection roll for Xochi tomorrow.


Yaxkin: ???
???
No change. Malus remains at -2 for all mental attributes and skills.



1.6.17.10.9.18 - 18th of the Green Storm

You startle awake as a cold shiver runs down your spine. Around you, the cave is dark, except for a few embers from the fireplace and the bit of light from the waning moon. Getting any rest at all was hard enough and you couldn't even manage to fall asleep properly. A part of you seemed to be still awake the whole night and you recall clearly the feeling of your body resting while your mind was not. A few times it seemed as if you where not alone in this cave and desperately tried to wake up properly, but your body wouldn't obey. Maybe you just panicked. Maybe it was just a strange nightmare. Yet the nagging fear remains, just as the numbness does. You glance over to Xochi, who sleeps on her belly and wince when seeing the shoddy work you left on her back. This won't help. You won't help her at all in your state. Cold dread seeps into your bones as you watch her sleep.

Almost of its own accord, the small talisman Matlal gave you finds its way into your hand. Your time with him was dreadfully short, but he clearly knew more about spirits than even the Wise Men. Maybe he could tell you more about your state and how to treat it. Though even if he has a solution, will you have the tools and wits to enact it? Another solution comes forward again. You briefly entertained the notion of brewing an antidote from the remains of the spirit. Your master had taught you that Alchemy was the art of concepts, and while he was adamant to never experiment on your own, you have preciously few other options right now. Perhaps it is just the lingering effect of poison and you could cure it by creating an antidote, but the numbness feels still odd. It is not a feeling like any narcotic you ever tested, despite being so very similar. It seems as if something is missing from you, taken by the spiteful monster. Could you try to regain whatever it is? The vessel does not need to be clay jar after all.


The last spiteful act of the Fleshweaver still lingers and keeps clouding your mind. Something must be done, but what?

[] Set out to Tlamaca. You both need healers. (Takes roughly 8 days)

[] Contact Matlal. He might know what happened to you and how to fix it.
-[] Write-In message (Can be at least 26 words long. Message might be cut off if longer.)

[] Try to use Alchemy to brew an antidote.
-[] Write-In what organs and parts of the Fleshweaver to use.

[] Try to use Alchemy to draw from the Fleshweavers body what he took from you.
-[] Write-In what organs and parts of the Fleshweaver to use.



AN: First and foremost, I would like to apologize for messing up the wound calculations last update. Due do a typo with Xochi's CON, I messed up the DCs for her healing checks, which depend on wounds taken, which I assumed to be 16, not the actual 21. Nothing bad happened in this night, so you are pretty much where you started and no damage was done, but I'm giving Xochi a free pass on Infection tomorrow due to sending you guys off with wrong information.
Should double-check my calculations when writing tired.

Skill gain and other frontpage updates will be done when you get home to Tlamaca by the way.
 
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I want to try the alchemy option.

Let's see, we were poisoned this way:
It still obey you, though. Even if it feel strange to spur a body into motion that seems no longer your own, the movements are just as fluid as before. And you are close. At the price of being hit by the Fleshweaver's latest trick, you came close to it. You are nearly face to face with it and can see even the smallest details in its misshapen face. The eight sunken eyes, shining with malice like pure red gemstones, arranged to give the monster an oddly human face. The claws around its maw, that remind you even more of fingers now that you are close, red poison still dripping from them. The metallic stench of blood fills your nostrils from all the vileness spilled and spat upon you.
Right from the face, so the source has to be the poison glad.
[] [Loot] Pick parts of the Fleshweaver to take (maximum 15 points of weight):
-[] [Loot] Legs (can take up to 8, weighing 4 units per leg)
-[] [Loot] Armor Plates (can take up to 5, weighing 2 units per plate)
-[] [Loot] Fangs (can take only 1, weighing 1 unit, Low Risk of Poisoning)
-[] [Loot] Organs (can take up to 10, weighing 1 unit per organ, Low Risk of Poisoning)
-[] [Loot] Poison Gland (can take only 1, weighing 2 units, High Risk of Poisoning)
-[] [Loot] Webbing Gland (can take only 1, weighing 5 units, High RIsk of Poisoning)
-[] [Loot] Globs of Webbing (can as many as you want, weighing 1 unit each)
I guess using that to make the antidote is our best bet? But the problem there is I don't know how fucked up our attempts at alchemy are going to be right now. :/
 
Hmm...

I don't think we know enough about the Fleshweaver and alchemy to figure out what is wrong and how to fix it. I think contacting Matal is our best bet.

Something like
"Fleshweaver attacked, I'm alive. Body slow to respond, mind cloudy. Suggestions?"

This tells him what attacked us, and what the symptoms appear to be. If he knows anything he will be of massive help to fixing it.
 
I want to try the alchemy option.

Let's see, we were poisoned this way:

Right from the face, so the source has to be the poison glad.

I guess using that to make the antidote is our best bet? But the problem there is I don't know how fucked up our attempts at alchemy are going to be right now. :/
Tomorrow is a good date for Alchemy at least and you can stack the deck somewhat by using more parts of the corpse and adding other things to the recipe.

This is basically a ritual. Sympathetic connection is a thing and help, likewise adding things that are connected to your goal directly or by association.
 
I don't know, and that's why I want to do it.

My concern is that another gribbly might move in and then it will take another fight to solve the mystery,

Or maybe there are Fleshweaver eggs in need of smashing or something.

Anyway, I think we should dial good ol Matlal. How might we describe our location, as in, how to reach it?
 
Well, I don't want to brave the jungle even if we have an infection free day.

Alchemy sounds good, we could try to make something to heal Xochi or to remove our own malus. Sadly I do not see anything around that might represent the concept of "healing"

Maybe add one of the glands, some of our blood and spiteful spit to Alchemy? You don't get to ruin our after boss battle cooldown and training you bastard spider :l
 
"Killed a Fleshweaver. Camping at its nest. Not wounded, but hit by red glowing mist. Mind numb, distant. How to treat? Have body, know basic alchemy."

Do articles count towards the word limit?

Anything else, guys?

I wonder if Matlal will choke on his afternoon tea after hearing "killed a Fleshweaver".
 
"Killed a Fleshweaver. Camping at its nest. Not wounded, but hit by red glowing mist. Mind numb, distant. How to treat? Have body, know basic alchemy."

Do articles count towards the word limit?

Anything else, guys?

I wonder if Matlal will choke on his afternoon tea after hearing "killed a Fleshweaver".
Works for me.

As a side note, I eventually want our own spirit wolf so we can use it as a distraction for fights against other spirits.
 
Works for me.

As a side note, I eventually want our own spirit wolf so we can use it as a distraction for fights against other spirits.
The wolfs are nice, but I'd go for something a little more hard hitting. A spirit jaguar? Spirit smilodon? Oh, spirit brown bear!

Something that can tangle with demons. Or at least maul fleshy. It seemed we had some decent odds of taking the younger wolf ourselves.

[X] Contact Matlal. He might know what happened to you and how to fix it.
-[X] Killed a Fleshweaver. Camping at its nest. Not wounded, but hit by red glowing mist. Mind numb, distant. How to treat? Have body, know basic alchemy."
 
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Personally I'd want a spirit Ground sloth or spirit glyptodon. Both are big, tough, armor-plated, and hit really hard.
 
We have at least one more day before infection kicks in.

[X]Plan Physician Heal, Thyself
-[] Try to use Alchemy to brew an antidote.
-[] Poison Gland (can take only 1, weighing 2 units, High Risk of Poisoning)
-[] Organs (can take up to 10, weighing 1 unit per organ, Low Risk of Poisoning)

Poison gland for obvious reasons and the organs-hoping the heart is included-to try and boost the symphatic connection.

Might just be RPG elixir mindset because I know we should contact Matal but I don't want to contact him yet; even though we should as that poison is totally screwing us over.

Speaking of which, @Azel, what was the roll for dodging the venom because the update had this as the roll check before we get hit by the poison
Fleshweaver: Attack Yaxkin with Legs
Auto-Fail
Fleshweaver gathers Webbing.

Yaxkin can't attack due to Full Defense.
which just shows him missing with his legs.
 
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[X]Plan Physician Heal, Thyself

Yeah we got plenty of parts we can''t carry anyway and theres a sympathetic connection. Mash it all in.
 
We have at least one more day before infection kicks in.

[X]Plan Physician Heal, Thyself
-[] Try to use Alchemy to brew an antidote.
-[] Poison Gland (can take only 1, weighing 2 units, High Risk of Poisoning)
-[] Organs (can take up to 10, weighing 1 unit per organ, Low Risk of Poisoning)

Poison gland for obvious reasons and the organs-hoping the heart is included-to try and boost the symphatic connection.

Might just be RPG elixir mindset because I know we should contact Matal but I don't want to contact him yet; even though we should as that poison is totally screwing us over.

Speaking of which, @Arthellion, what was the roll for dodging the venom because the update had this as the roll check before we get hit by the poison

which just shows him missing with his legs.
It's more complex than that, we have to get into sympathetic connections and careful wording of intent and all that Wish-rated, wibbly wobbly, timey wimey stuff.

Hell, there's at least two effects we know nothing about.
 
It's more complex than that, we have to get into sympathetic connections and careful wording of intent and all that Wish-rated, wibbly wobbly, timey wimey stuff.

Hell, there's at least two effects we know nothing about.

Azel was the once who mentioned being able to up our chances by forming a sympathetic connection, so I don't think he would screw us over by then having it be too complex to form one.
 
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Who the hell is Arthellion?

And I dare not mix it up completely blind, especially with our skills shot to shit, especially when the test subject would ourselves.

We don't really know a thing about how to structure things correctly, and overall, it's a tremendously bad idea when we have another option.
 
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