Voting is open
[X] Major Assistance: You've come to Shelldrop to raise hell, and you ask for a commensurate commitment of force. Olga sees the opportunity this presents, but such an expenditure of manpower could leave her family's neighborhood precariously out of sorts if certain things aren't attended to. Eliminate one of her primary obstacles, and she'll give what you ask for. (Gain a major favor from the Blinchik crime family to use in the future, requiring a serious threat to be dealt with.)

[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
 
[X] Major Assistance: You've come to Shelldrop to raise hell, and you ask for a commensurate commitment of force. Olga sees the opportunity this presents, but such an expenditure of manpower could leave her family's neighborhood precariously out of sorts if certain things aren't attended to. Eliminate one of her primary obstacles, and she'll give what you ask for. (Gain a major favor from the Blinchik crime family to use in the future, requiring a serious threat to be dealt with.)

[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
 
[X] Major Assistance: You've come to Shelldrop to raise hell, and you ask for a commensurate commitment of force. Olga sees the opportunity this presents, but such an expenditure of manpower could leave her family's neighborhood precariously out of sorts if certain things aren't attended to. Eliminate one of her primary obstacles, and she'll give what you ask for. (Gain a major favor from the Blinchik crime family to use in the future, requiring a serious threat to be dealt with.)
[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
 
[X] Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)

[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
 
[X] Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)

[X] Trouble in the Mines: There's been word from the cousins down in the shell-ore vein recently - they've unearthed something, and whatever it is needs to be attended to. (Some variety of artifact, entombed being, or other subterranean thing)
 
[X] Trouble in the Mines: There's been word from the cousins down in the shell-ore vein recently - they've unearthed something, and whatever it is needs to be attended to. (Some variety of artifact, entombed being, or other subterranean thing)

do we need to fight scorpions again? I mean we've done it before and will in all likelihood do it again before our business here is done
 
[X] Trouble in the Mines: There's been word from the cousins down in the shell-ore vein recently - they've unearthed something, and whatever it is needs to be attended to. (Some variety of artifact, entombed being, or other subterranean thing)

do we need to fight scorpions again? I mean we've done it before and will in all likelihood do it again before our business here is done
Yeah, I want to read something different.
 
[X] Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)

[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
It's what we're in the city for anyway
 
[X] Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)

[X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
 
Gonna close the vote in about ... let's call it 16 hours or so if things stay as mostly-balanced as they are.
So that was a little longer than expected. Let's see what we have…
Adhoc vote count started by Xantalos on Feb 21, 2023 at 12:09 AM, finished with 17 posts and 14 votes.

  • [X] Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)
    [X] Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)
    [X] Major Assistance: You've come to Shelldrop to raise hell, and you ask for a commensurate commitment of force. Olga sees the opportunity this presents, but such an expenditure of manpower could leave her family's neighborhood precariously out of sorts if certain things aren't attended to. Eliminate one of her primary obstacles, and she'll give what you ask for. (Gain a major favor from the Blinchik crime family to use in the future, requiring a serious threat to be dealt with.)
    [X] Trouble in the Mines: There's been word from the cousins down in the shell-ore vein recently - they've unearthed something, and whatever it is needs to be attended to. (Some variety of artifact, entombed being, or other subterranean thing)

Right-o!
 
Origins of Flaming Venom Palm Kung Fu

The mastery of suffering lies in endurance. Accustom yourself to pain, and you will hurt others without thought. Endure great anguish, and your heart will become indestructible. Reduce yourself to ash, and you cannot be burned."

  • Precepts of Self-Annihilation, Book 4:23

Flaming Venom Palm is part of a diverse family of martial arts that trace themselves back to the teachings of Iqbal Marduk-Durrandon, the Saint of Agony. Iqbal, who is purported to have lived for over four hundred years and whose words have found themselves into the hearts of millions through the proselytizing of the Marabakian Church of Strife that grew to prominence in his wake, began life as a rich dilettante who was doted on by his father, a merchant-lord who traded in oils and paints. By his own admission, he possessed a frail body and indolent mind, and was incapable of accomplishing much of anything. He spent his days lounging in idyllic gardens, feasting upon grapes and discussing passing matters of fashion and art with the company of equally useless fellow heirs to wealth. Life seemed to Iqbal like an endless stream of increasingly dull pleasantries and trivialities, and a part of him longed for something to challenge him to force him to grow.

Tragedy is a harsh teacher, and it arrived quite suddenly in the young fop's life, imparting its lessons with brutal clarity. His father was exposed as an embezzler who had been selling sub-standard paints with false dyes, and many important customers had died or been crippled by desert fey after using his products in warding rituals. Iqbal's father was brought before his sheik and forced to sell off many of his assets in compensation, but was dismissive of such a paltry punishment, boasting that he would earn that and more back in but a year. The sheik, in response, knowing of the father's love for his son, had Iqbal bound to a stake, coated in the same paints his father had been selling, and set aflame. Witnessing his son writhing in unspeakable agony, Iqbal's father died on the spot, the sight too much for his weak heart.

Iqbal, miraculously, survived, and was released into the care of an uncle, where he remained bedridden for a year. He was a charred, withered remnant of himself, his smooth, supple skin rendered into ash and blisters, but he still drew breath. He received no visitors, those who had called themselves devoted friends soon forgetting him entirely.

Where Iqbal's father had doted on him to a fatal degree, his uncle was a businessman through and through, with an enamel-plated heart and blood colder than ice. He saw Iqbal as the inconvenient reminder of a foolish brother, and took him in only for the sake of fulfilling the obligations of kin. As soon as he was assured that Iqbal was no longer on the brink of death, he cast his nephew out of his house with nothing but a shift to cover his frail body and a small metal pendant around his neck, and took grim satisfaction in erasing the cost of the boy's medical care from his ongoing expenses.

Iqbal subsisted as a beggar for some time, where he was given scant charity by those who had also been touched by misfortune. When he spoke, it was with a raspy, wheezing voice, for the fire and paint fumes had damaged his lungs, and his limbs were shriveled and weak, for he could not often eat. Most people who saw him either remembered his punishment or assumed him to be a leper, and spat upon him as they passed. Over time he slowly learned to attract less attention to himself, intuiting the posture needed to make himself seem so pathetic that the mind refused to acknowledge his presence as any kind of a threat.

Marabak was graced by an exceedingly harsh winter that year, and its citizens huddled inside their sandstone halls and lit great fires to keep themselves warm. Iqbal nearly froze to death many times on the streets, and spent many days huddling in archways to keep out of the biting wind. Seeking warmth, he found his way to a paint processing facility, one that had been owned by his father, and sought employment in exchange for shelter. He was fitted with an iron collar and branded upon his face as was the custom for slaves in Marabak, and made to carry pots of boiling dye to and fro and stoke the flames underneath gargantuan cauldrons. He soon became a burned husk of skin, stained a patchwork of colors by the dye. His voice rattled and croaked even more than before, and his breath came in wet, hacking gasps.

Iqbal suffered thusly for seven years, and when he had been broken in full by the labor, he was carried out of the city and left on a nearby mountainside for the scavengers to have him. However, the toxins infused into his body made his flesh so repugnant that not even the vultures would touch him, and he laid untouched for a further seven days. There the elements had their way with him - he was doused with sheets of cold rain, which froze upon his skin and hair. The wind dried him back out and cracked his skin like old parchment. The sun dried his carcass out until it was nearly desiccated, and the rock he lay upon dug sharply into his naked flesh, leeching whatever heat remained out of him.

On the seventh day, on the brink of death, Iqbal had a revelation on the nature of life. Since the day he was birthed, he had done everything he could to avoid suffering - he had dined on fine foods, swathed himself in luxurious clothing, ensconced himself in artfully-built mansions. Even when his wealth had been taken away, it was his drive to avoid suffering that had commanded him - each moment as a beggar had been one that he had bemoaned and gnashed his teeth over, wondering why so much suffering was meted out to him, and not those more deserving. Was the point of this world not to experience as much joy as possible? Why, then, did misery make up so much of existence?

As death began to slip its quiet fingers over him at last, a thought crossed Iqbal's mind - I have suffered so much that even the prospect of a quiet death seems to me like an incandescent radiance. He realized something in that moment - he had lived his life in a backwards manner, not recognizing what was in front of him. Joy was not to be found in the absence of suffering; rather, joy was only recognized through suffering itself. The more one suffered, the more that life's pleasures would make themselves apparent. The two were, in truth, one and the same.

Iqbal was seized by a feverish strength upon having this realization, and sprang up at once from the ground, moving lightly and with ease despite having not eaten or drank for close to a month. He ran up the mountainside, eyes fixed upon its snow-capped peak, where a mighty storm was brewing, and did not halt or slow his pace until he stood upon the summit with blackened, frost-bitten feet. There he held his metal pendant, the one keepsake he had of his old life, aloft, presenting it to the heavens in invitation. He was struck by lightning, and it is said that he screamed in joy as the bolt ran through him.

Iqbal stayed on the mountaintop for a further year, contemplating his new perspective, and came down from the frozen peak an untouchable master of great spiritual power. He returned to Marabak, which had churned on largely unchanged in his absence, and preached of the virtue of suffering to anyone who would listen. His words found fertile ground in the slaves and undesirables of the city, for Marabak was a shining altar built upon uncounted cruelties, and there soon came a revolution as those who cringed away from the whip of their masters began to find such indignities eminently tolerable. The underclass rose up and devoured the painted lords of the city, and the revelations Iqbal granted to the laborers granted them the ability to fight back against the cruel pikes of the city guards without fear. Iqbal himself was functionally invincible, his withered hide able to turn aside sharpened axes with nary a scratch, and the lightest of touches from the mystic could cripple a man with paroxysms of pain.

In the end, Marabak fell but was not destroyed. Iqbal's aim was not to wreak destruction upon the unenlightened, but to show them the error of their ways and bring unto them the means to seize true happiness. To that end, he and his followers tore down every building in the city, save for the paint factory in which he had been made to labor. There he spent the next decade educating every last dilettante and noble fop and greedy, unsatisfied businessman on the virtue of suffering, and charged them with spreading these teachings as far and wide as they could. His uncle, ironically enough, was the most fervent of his converts, becoming entirely transformed from the efficiency-obsessed, perpetually unsatisfied man he had been before.

Iqbal preached out of the factory in Marabak for the next three centuries, staying largely unchanged even as what had been an improvised altar of pain in a ruined city grew into an elaborate temple with thousands of acolytes living and working within. The Church of Strife, as it came to be called, grew up around him like a vine growing over and around a wall, and Iqbal involved himself little in the menial affairs of the organization.

One day, however, Iqbal awoke from his daily meditations and found himself displeased with what he saw. In the pursuit of spreading his gospel as far as possible, a bureaucracy had sprung up around him, filled with men and women who professed to follow the path of suffering but whose flesh remained scrupulously unmarked. Their spirits had become soft and pale things, and there was no fire in their eyes. Then and there, Iqbal knew that he had strayed off of his destined path once more, and savored the squirming eels of discontent that coiled inside of his spirit. "Perhaps I have put too much trust that those who require suffering will come to it willingly," he is reported to have mused.

"I will bring it to them, and remove peace from the world where I walk."

It is said that he shattered the great temple with a single blow, bringing it crumbling down around him, and that he said nothing to anyone as he walked unharmed out of the ruins. He walked out of Marabak, and proceeded to wander for the next seventy years, teaching all he came across how best to rend and maim the flesh of others. The arts of agony he had accumulated were manifold, and each of the methods he passed on exhibited a single quality of suffering, making it the strength of its practitioners. Flaming Venom Palm descends from one such method, and requires its practitioners to accustom themselves intimately with the searing touch of flame.

No one knows what came of Iqbal Marduk-Durrandon, for he simply stopped being seen some time after he began his wanderings. The Church of Strife holds steadfastly that he is still alive, and has devoted considerable resources to the search for their founder. Most historians consider him to be dead and gone, while folk tales in the region command the unwary traveler to be wary of decrepit hermits they come across on the side of the road.

A/N: I've had this sitting partially completed for several months now, and I never actually got to describing the martial art itself somehow. The work got away from me, I guess. I just like meaningless worldbuilding too damn much.
 
Oh that's fucked up in the most delightful way.

Feed me that impeccable vibe of a monstrous engine of suffering. The continued theme of martial arts saints as the antecedents of certain styles is a fascinating one.
 
Oh that's fucked up in the most delightful way.

Feed me that impeccable vibe of a monstrous engine of suffering. The continued theme of martial arts saints as the antecedents of certain styles is a fascinating one.
I'm glad it's not seeming like a repetitive trend, especially because all their saintly revelations have tended to revolve around the same theme of 'it's good to promote violence in the world'. Intentional, sure, but I don't want it to be drab or anything.
 
10. How to Breach A Fortress
Moderate Assistance: You need some muscle, enough to cause a proper ruckus without your assistance, and Olga is willing to provide, if you show her some consideration - there's been an inconvenience that's come up,and if you resolve it for her, you'll have your men. (Gain a medium favor from the Blinchik crime family to use in the future, requiring an average threat to be dealt with.)

Scuttering Scorpions: The Powder Scorpions have expanded since last Alya remembers, and have set themselves up an outpost on the border of Olga's space. Needless to say, that won't do. (Beating up various concentrations of gangsters)

It's many hours later, and you and Olga are sitting in fur-covered rocking chairs on opposite sides of a table in her private office, nursing mugs of mulled apple wine and playing zashchita, a board game from her home country. It's similar to many you saw on the road in your youth - two players (or more, though that quickly grows complex), each with a fortress and a contingent of soldiers. Turn by turn, each player advances their army towards the fortress of the other, aiming to break through their opponent's army and destroy the stronghold and commander within. It's a game of strategy, patience, and adapting to the circumstances of fate - every set number of rounds, a card is drawn from a pile set to the side of the playing board, which imposes a condition across the playing field. These vary - most players develop their own set over time - but are usually representative of weather conditions, monsters emerging from hidden lairs and attacking anyone nearby, or other such things. Depending on the patience of the players and their tolerance for minutiae, the game can last years, or be over in as little as a half hour.

As is befitting two women of your stature and skill, the board you two have is quite complex indeed. Narrow forest tracks restrict the movements of your men, flurries of snow obscure your vision of the field, and packs of frost trolls pick off scouts and isolated groups of soldiers. It's a back-and-forth that has as much to do with chance's vagary as it does with your opponent's movements. In effect, a contest to see who can take more advantage of their good fortune - or their opponent's poor luck.

The two of you talk as you play, exchanging stories of grandchildren, business ventures, and the adventures you had in your youth. It turns out the two of you are remarkably similar in more than just appearance - where you grew up a street urchin, she was a child of the northern woods, abandoned at birth by an unknown mother and brought up by a pack of wolf-squirrels, of all things. As she grew, so did her appetite, and one day she pushed her luck too far by thieving pies from a bakery owned by a particularly sharp-eyed crone. "Caught me good with her rolling pin," Olga chuckles, parting her hair to show a patch of well-healed scar tissue. "Took me a day to wake, and there was no getting away from her once I did."

After luring, trapping, and forcibly domesticating Olga's pack of wolf-squirrels, the crone raised her, and taught her the art of baking and brawling before she passed on. Olga took those lessons and over the years, built a small trading empire across the web of isolated villages in her home region. She took many spouses, outliving them all, and before long her children were in every village, all working as she dictated - like you, Olga has no patience for those who think they know better than her. She paved trails, hired guards that eventually turned into militias, and found herself effectively administrating entire towns. She was on the verge of consolidating all her ventures and forming a nation-state to ease the administrative burden when the Krenkazzar arrived on his mission of holy conquest. She was forced to flee, taking her family with her as her life's work burned behind her.

"I had nothing but my knowledge and my kin when I came to Shelldrop, and the ambitions I had before leaving the old country seemed like flights of fancy," she muses as she toys with a game piece, lost in reminiscence. "So I kept things small. Established a business, pushed out a few competitors, made sure my sons and grandsons had something to keep them busy. I wasn't intending it to be more than that, to tell you the truth - an idle occupation to give my family a respectable foundation before I'm done with the world." She plays her piece, locking in a solid formation that encloses the bulk of your army.

"I sense a 'however'," you comment, making a move under the cover of a flurry of snow.

She locks eyes with you, and does not blink. "...however. These scorpions from the sea…" She flicks her fingers, her expression distasteful. "Pushing, crawling, gnawing. Won't leave well enough alone. Always underfoot as of late. They've pushed our business back to this one district where we used to span across the city. Their eyes followed you as you made your way here, and even now they scuttle back and forth in their newest den, readying themselves to encroach further." Her army closes in around yours, implacably marching forth as the snow piles up around them, preventing any escape. "I'd intended to live out my old age quietly, and yet it seems as if this embroilment will outlive me."

"As do we all," you quip, making your own play. Your army bunches together and charges, aiming to break through the encirclement. "There always seems to be one more mess to attend to, one more errand to complete. We both have reason to want this infestation resolved, I wager. Our combined efforts would go a long way to ensuring success."

Olga draws up her flanking elements and stops your charge, clearly having anticipated your move. "Your reasons for coming here ring true in my heart," she admits. "But I cannot cast caution to the wind so readily as you, Violet - nor do I hold so much death in my own hands. My strength is in my kin, and I cannot throw them to the mercies of the Scorpions without assurances that what I have built here will not crumble."

You regard Olga closely as your army crumbles against her superior formation, falling back momentarily to buy time. It won't be enough, you haven't escaped her encirclement, but it does let you contemplate the woman before you. You despise cowardice, but you cannot find any contempt for her within yourself, for you understand her perspective. You were like her just a few weeks ago, after all - ruthless and pragmatic when it came to your clan, and largely uncaring of everything outside of that. You had no reason to be otherwise, and were it not for the death of Blue Blossom you may have stayed that way for the rest of your days.

"And if those assurances were given?" You gaze meaningfully at Olga as the last of your army is cut down, and her forces march upon your undefended stronghold. The furious blizzard that had covered the board is beginning to clear, and the game nears its end.

Olga arrays her troops before your fortress and places a flag down in front of the gate - an offer of truce, extended in generosity from the victor. "As I said, the Scorpions have encroached upon my territory in recent days. They took an ore processing house I owned, seizing supplies my miners worked to extract, processing it into their pistols and powders. Take it back without destroying it, and I will know you don't simply mean to tear the city down regardless of who is in your way."

The last of the snow flurries clear and you make one final move. An assassin, one you'd snuck over the walls of Olga's stronghold during the storm, approaches her vulnerable leader - and extends a flag of your own. A decisive tie, rather rare for a game of zashchita with this many moving parts, and you see a glimmer of respect enter Olga's face as you both reach across the table and shake each other's wrinkled hands. "I'm not so far gone as to wholly ignore the needs of others," you assure her. A fiction, but a polite one. "Just show me the way and we'll get that infestation sorted out."

<<<---<>--->>>​

The facility is a grand, ugly thing, a squat building of soot-stained white stone crouching like a frog over the mouth of a mine shaft at the edge of the city's chasm. Scaffolding trails over and down the chasm wall like a cloak of vines, and pulleys lower miners down upon harnesses so that they can get at the shell-ore that pokes through the bare rock. It's ringed by a stone wall you reckon you could scamper up and over, but you'd be in plain sight the entire way over, and a steady flow of tarp-covered carts flows in and out of a dual-sided gate at the front, so unless you were quick, you'd be spotted and an alarm would be raised - you've no doubt your description has been disseminated across the gang by now, if only a vague one. You haven't let any of them that got a close look leave with their eyes, after all.

"Must have a hundred people inside it at least," someone mutters from behind you, their voice low. "Workers, guards, the whole lot. How are you going to do this?"

You turn to regard…

Article:
[] Alya (The girl will face some danger, and her capabilities don't measure up to yours, but you will be able to delegate some responsibility to her, allowing her to pursue one objective)

[] The Blinchik who showed you the way (Alya will not be in danger, and certain strategies will become more viable without having to account for her. You will not be able to pursue a secondary objective)


… and sniff. "You have to understand what people want in order to succeed in life," you lecture. "The people in that building have a reason to want to stay there. All I must do is provide a more compelling reason to leave, and they will depart. There really isn't anything more to it than that."

You leave them to consider that nugget of wisdom, and run over the plan you decided upon once you'd considered all the facts. There are three main choices to make when assaulting any kind of stronghold - how you get inside, how you deal with its occupants, and what you intend to get from it.

Article:
Strategy of Entry:
[] [Entry] Over the Wall: Make your way over the barrier and drop within. Allows you undetected entry into the compound, if you're quick enough.
[] [Entry] Break the Gate: The direct route. Smash the gate open and kill your way inside. Guaranteed to attract plenty of attention.
[] [Entry] Under a Sheet: Sneak into one of the carts being brought into the complex, and have your enemies smuggle you inside. You risk being discovered if your cargo is inspected.
[] [Entry] Write-in: Get creative!

Dealing with the Scorpions:
[] [Scorpions] Kill Them All: You came here to inflict restitution, and your price will be extracted in their lives. Aim to kill as many of them as possible, even if you have to prevent them from fleeing.
[] [Scorpions] Scutter Away: Your time is, frankly speaking, more valuable than their lives. Demoralize them, make them flee, and be done with this errand.
[] [Scorpions] Remove The Head: There's always someone in charge, and without them, coordination vanishes. Find and kill the highest ranking Scorpions within and it will be child's play to do what you will with the rest of them.
[] [Scorpions] Write-in: Perhaps there's another way?

Your Goal:
[] [Goal] Seize Their Weapons: If you are able to secure enough of their 'pistols', the Blinchiks will find themselves strengthened, and able to aid you to a greater degree later on.
[] [Goal] Find A Target: This is only an expansion, but there will undoubtedly be information you can seek out to find something you can actually use against the Scorpions.
[] [Goal] Devise Countermeasures: You've honed your reflexes enough to dodge the shots of the Scorpions fairly reliably, but you could always go further. Perfect your timing and learn to strategically deflect their bullets back into them.
[] [Goal] Write-in: Is there anything else that occurs to you?

Secondary Goal: Pick one of the above and vote for it in the following manner:
[] [Goal2] Write-in

This will be pursued to a lesser extent only if you bring Alya along with you.


A/N: Do note that the overall combination of votes will determine what the upcoming conflict looks like. Barring anything unexpected, you will succeed at the primary objective of evicting the Scorpions - what you're choosing between is the narrative effects of how you do it. Sending the Scorpions fleeing will spread word of your presence, but it may make other goons more likely to flee in the future, for instance. Some options may also be made more or less difficult by Alya's presence - ask me if you have any needed clarifications.
 
Scheduled vote count started by Xantalos on Mar 10, 2023 at 5:57 PM, finished with 17 posts and 10 votes.
  • 10

    [X] Alya (The girl will face some danger, and her capabilities don't measure up to yours, but you will be able to delegate some responsibility to her, allowing her to pursue one objective)
  • 10

    [X] [Entry] Write-in: Down and Up. Your fingers and toes are well trained, and your body light - climb down the chasm wall and then climb back up the miner's lines to emerge in the belly of the facility.
    [X] [Entry] Break the Gate
    [X] [Entry] Over the Wall: Make your way over the barrier and drop within. Allows you undetected entry into the compound, if you're quick enough.
  • 10

    [X] [Scorpions] Kill Them All: You came here to inflict restitution, and your price will be extracted in their lives. Aim to kill as many of them as possible, even if you have to prevent them from fleeing.
    [X] [Scorpions] Remove The Head
    [X] [Scorpions] Remove The Head: There's always someone in charge, and without them, coordination vanishes. Find and kill the highest ranking Scorpions within and it will be child's play to do what you will with the rest of them.
    [X] [Scorpions] Scutter Away: Your time is, frankly speaking, more valuable than their lives. Demoralize them, make them flee, and be done with this errand.
  • 10

    [X] [Goal] Devise Countermeasures: You've honed your reflexes enough to dodge the shots of the Scorpions fairly reliably, but you could always go further. Perfect your timing and learn to strategically deflect their bullets back into them.
    [X] [Goal] Seize Their Weapons
  • 9

    [X] [Goal2] Seize Their Weapons: If you are able to secure enough of their 'pistols', the Blinchiks will find themselves strengthened, and able to aid you to a greater degree later on.
    [X] [Goal2] Find A Target: This is only an expansion, but there will undoubtedly be information you can seek out to find something you can actually use against the Scorpions.
    [X] [Goal2] Find A Target

I'm pretty sure I've configured this correctly...
 
@Xantalos a question.

-[] [Entry] Write-in: Down and Up. Your fingers and toes are well trained, and your body light - climb down the chasm wall and then climb back up the miner's lines to emerge in the belly of the facility.

What sort of risks etc are we looking at for the above idea of climbing in via the miner's own ropes?
 
Hmmmm. Well first off I'm definitely gonna vote to bring Alya, that'd let us have Murder Granny Devise Countermeasures, while Alya goes for either Find A Target or Seize Their Weapons. Leaning towards our method being Kill Them All to make the secondary target easier for Alya. Not sure on our entry route though, I'll leave that up for discussion.
 
Hmmmm. Well first off I'm definitely gonna vote to bring Alya, that'd let us have Murder Granny Devise Countermeasures, while Alya goes for either Find A Target or Seize Their Weapons. Leaning towards our method being Kill Them All to make the secondary target easier for Alya. Not sure on our entry route though, I'll leave that up for discussion.
Kill them all would also temper the Devise Countermeasures in ULTRAVIOLENCE. Makes it very straightforward. Which seems to make sense with the complete lack of chill Murder Granny enjoys.
 
@Xantalos a question.

-[] [Entry] Write-in: Down and Up. Your fingers and toes are well trained, and your body light - climb down the chasm wall and then climb back up the miner's lines to emerge in the belly of the facility.

What sort of risks etc are we looking at for the above idea of climbing in via the miner's own ropes?
Let's see - you don't have any risk of slipping and falling or anything, but Alya isn't quite as nimble and would need your help, so bringing her would increase your chances of being spotted - though you can always specify that she should try to enter via some other way. Other than that, it's mostly the same as going over the walls as far as strategy goes, with slightly increased risk and reward - they definitely wouldn't be anticipating this, so you could use it to sneak past them and grab info/take out their leader/throw them into disarray more suddenly and violently, but if you happen to run into a large amount of them in the mines and get stuck fighting them there, they could potentially pour reinforcements onto you, and you'd only have back into the chasm or through them as your options of egress.

Also, hella style points.
 
Let's see - you don't have any risk of slipping and falling or anything, but Alya isn't quite as nimble and would need your help, so bringing her would increase your chances of being spotted - though you can always specify that she should try to enter via some other way. Other than that, it's mostly the same as going over the walls as far as strategy goes, with slightly increased risk and reward - they definitely wouldn't be anticipating this, so you could use it to sneak past them and grab info/take out their leader/throw them into disarray more suddenly and violently, but if you happen to run into a large amount of them in the mines and get stuck fighting them there, they could potentially pour reinforcements onto you, and you'd only have back into the chasm or through them as your options of egress.

Also, hella style points.
Spicier version of over the walls then, okay.

Hmmmmm. I will think.

Is there a "Go through the maintenance and sewer/water tunnels of the city" option available to us and if so what are we looking at there? Feels like more of the same, but easier for Alya to follow - if much less dignified or stylish.
 
Spicier version of over the walls then, okay.

Hmmmmm. I will think.

Is there a "Go through the maintenance and sewer/water tunnels of the city" option available to us and if so what are we looking at there? Feels like more of the same, but easier for Alya to follow - if much less dignified or stylish.
I'd say yes - the main challenge there would be effectively navigating the pipes and making sure you actually get inside the facility in a timely manner, rather than the approach itself being dangerous.

Also yes, the danger of staining one's outfit does potentially detract from the dignity of the thing.
 
[X] Alya (The girl will face some danger, and her capabilities don't measure up to yours, but you will be able to delegate some responsibility to her, allowing her to pursue one objective)
[X] [Entry] Break the Gate
[X] [Scorpions] Remove The Head
[X] [Goal] Seize Their Weapons
[X] [Goal2] Find A Target
 
[X] Alya (The girl will face some danger, and her capabilities don't measure up to yours, but you will be able to delegate some responsibility to her, allowing her to pursue one objective)
[X] [Entry] Write-in: Down and Up. Your fingers and toes are well trained, and your body light - climb down the chasm wall and then climb back up the miner's lines to emerge in the belly of the facility.
[X] [Scorpions] Kill Them All: You came here to inflict restitution, and your price will be extracted in their lives. Aim to kill as many of them as possible, even if you have to prevent them from fleeing.
[X] [Goal] Devise Countermeasures: You've honed your reflexes enough to dodge the shots of the Scorpions fairly reliably, but you could always go further. Perfect your timing and learn to strategically deflect their bullets back into them.
[X] [Goal2] Seize Their Weapons: If you are able to secure enough of their 'pistols', the Blinchiks will find themselves strengthened, and able to aid you to a greater degree later on.

Have some fun rockclimbing adventures and give the Hobbits some small help.

Also murder. Lots and lots of Murder.
 
Voting is open
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