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Jvie
Aug 10, 2012




You have a secret name. The most prestigous kind of name. None of the others know. You do like it that way.

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ADBOT LOVES YOU

Jvie
Aug 10, 2012





The Heart of the Forest.
An object, or possibly not. Spoken of not in history but creation myth.


Cash


A coin of small denomination. Worth 0.5 Cash.


A coin of basic denomination. Worth 1 Cash.



A Three of Crabs. Worth 3 Cash.



A gold coin. Worth 10 Cash.

You can freely exchange coins for different denominations.



Crayon
Worth 0.5 Cash


Misc


Commemorative Pin
Awarded for great deeds! Or maybe you just grabbed one from the bowl in the lobby, back before they had collectible value. Worth 1 Cash.


Friend Rock
Its a pet you don't need to clean after. When you hold it near, and believe really hard, you can hear it speaking...


Fruit
May be consumed to change your die into a [1d30-10] for that day, or sold for 0.5 Cash.

Jvie fucked around with this message at 13:56 on Oct 3, 2022

Jvie
Aug 10, 2012

reserved

Jvie
Aug 10, 2012

Its cold. Here you may be a gubbin again. If you desire that, you need to post:


- Your name, what others know you by

- A roll of 1d1000


More will be asked, and revealed. Have a little patience.

Don't reapply your gubbin from the previous thread.

Being a gubbin is more complicated than last time. Having prior experience is recommended.

You should expect to be a gubbin every two or three days. Some leeway reserved depending on how much time the updates end up taking to write.

Being a gubbin should last about two weeks, or thereabouts.

The next post will appear within 24 hours.

Jvie
Aug 10, 2012






You have probably never known the sun. Nor it's ant-sized cousins, the stars. Ants however, those you know very well, having lived like them much of your life. You wake up in the fortress town of Burrough, smoky and crowded. You work your little nubby limbs off. You do your best to keep the town running, and you hope that today you won't hear the noises of Things knocking on the stone walls.

Burrough, your home. A fortress of rock and mortar. A speck of warmth in the middle of the snowy woods of Hornwood Deeps. Imagine, a town that could not afford to have a single alley of wasted space, so all the houses are built right into each other, and down into the ground. Its a hive. Its urban planning as practiced by ants. And most importantly it is warm. Remember now. Remember your free time spent in the dim communal hall. Side to side with your fellow people, air thick with smoke and folk song. The stew is hot and the laughter sweet, enough so that for a brief moment you can forget the biting cold outside. You raise a toast and make your own summer in this eternal winter.

The outside is harsh and dark. Nobody ventures there for any longer than necessary, and so it has always been, as far as you know. Indeed. You have probably never known the sun. Hatched in some sheltered hole, wandered by guess alone. Found by some kind person, and then brought here. Or maybe you do remember the before times. The time of light. Of warmth, of birdsong and flowing streams. Of Bough, before it burned down. Maybe you are old enough to remember. But even if you are - you can't help but to wonder. As after a dark night's slumber you wake to a dark night of work, it gets hard not to doubt yourself. Was there ever such a thing as sun, or did you dream it? The others say that it did indeed exist, but maybe they are just humoring you. Either way, today's chores aren't going to do themselves. You are a gubbin and you are ready.

-~X~-

Welcome to gubbin 2. By posting here you consent to being a gubbin.
To get started you need to finalize your application by telling the Gubbmeister a little about yourself. In particular you need to pick 3 skills that you are notably good at. However its not quite the time for that just yet. To know who you are you first need to know where you live. Burrough is a chaotic, sprawling structure, but it is clearly divided into 3 districts each run by a particular group. Each of which harbors different kind of know-how...



BURROUGH






Boilers

Your society used to have a different home. A town built into the hollow of a giant tree. Bough. But one day it caught fire. On that fateful evening as those gubbins lost their home, they could do little but stare at the inferno. To stand in stupor and look as everything they had known was consumed before their eyes. Everything. The tragedy was intractable, but even as the fire took everything from the gubbins, so did it scare off the ravenous beasts of the forest. Cold weathers did come, but the survivors could mourn in comfort, warmed by the flame. They had lost everything to the fire, and so the fire had become their everything. After the forest fire died down, the stump of Bough still burned. The gubbins closed in around it. Eventually even that pyre began to die down, so they threw more fuel into the flames. Anything they could get their appendages on. Wood taken from the forest, flammable rocks torn from the Urth, dead gubbins. Anything it took to keep the warmth alive in that hopeless time. So did they feed the flame, and they have never stopped.
The Cauldron is that furnace at the center of Burrough. It is the heart that the settlement sprung from, and it is still what keeps you warm and alive. The gubbins that go by Boilers are the architects of all this. The stokers. The builders. The go-getters. The miners digging holes in the ground, and the loggers pushing into the ever more hostile forest to find new things to eat and/or burn. They're the most industrious gubbins around, at least on those occasions when they aren't getting drunk and playing cards instead.





The Sprout of Hope ("Sprouters" never caught on)

Once upon a time there was no cold and misery. Once upon a time, there was Bough. And once upon a time there will be Bough once more. So they say here at the Sprout of Hope. A well sheltered and maintained corner of the Burrough, that hides within it shelves full of scrolls and meadowglobes where plant life still flourishes. A sweet reminder of the sun-kissed world, but the assorted vegetables are not the true purpose of this laboratory. That would be a particular sprout. A sprout from a seed of the giant tree of old! A sprout, that by magjestic means can be grown into a new haven for gubbinkind! This green wonder is cared for by the wisest of plant scholars and the most mystical of tree-whisperers. Those, yes, as well as a bunch of academics of unrelated fields, who are desperately trying to appear useful so they don't have to get a job working outdoors.
Indeed, it is in these bookshelf-lined halls that you find the most prestigous and wealthy of gubbins. Or, well, of the ones that are still left at least. Many of the high society fled the day Bough went up in flames, leaving only the ones who are really attached to this corner of the woods. They are a particular lot. The ones chasing a dream. Chasing the Heart of the Forest.





Venturers

The Venturers are probably insane but the rest of you appreciate their sacrifice. Wrapped in thick furs, they push into the blizzard-ravaged wilderness on grueling, days long expeditions. The ones that return do so sporting dead-eyed stares, and precious treasures.

-


As a gubbin, your skills may in principle be anything. From Snow Shoveling to Causing Mineshaft Collapses On Purpose, and beyond. However, when choosing them keep in mind that you were trained by one of the above groups. Whether as a card-carrying member or an one time acquintance. Don't take this as a limitation, but pick one group as your primary source for one of your skills. Not a strict constraint but meaningful, for reasons...



-~X~-

That's the big players of Burrough. Outside there's a snow plain surrounding the town, and then the forest. Shoreline is some ways to the west.
Going out is unpleasant at the best of times. So rather than doing that, now you are going in. You need to post, and follow up your name with:

  • One visible quirk of yours.

  • Three things you are good at. They can be just about anything, but they should all be different. One of them should have been learned from one of the major organizations of Burrough. Note which one.

Jvie
Aug 10, 2012

The Wandering Mage posted:

Whimsy is of the Sprout of Hope, a gentle and bookish gubbin.

Quirk: A flower perched on her head as a bonnet.

Skills: Can open a book to the right page almost every time, tap dancer, green thumb (SoH)

Roll to play: 1d1000 21

Hey there, fun to see you here too. I don't think you've posted in the dragon threads before? You're welcome to join in, though you'll want some context, given this being the sequel to the first "gubbin", and the parent game, Bee Bonk's SYMWYRM.
I should've added this disclaimer up above, my bad.

If you are still interested please do join us on the SA CYOA Discord Server, on the #getrekt channel.

Jvie
Aug 10, 2012

Castaign posted:

Would observing this game be sufficient experience for participating in the next? I'm definitely interested, but I don't want to drag things down due to inexperience.

(Background: tons of TTRPG experience as both a player and gamekeeper since the early 80s, continuous lurking in numerous SA CYOA threads)

Hey there. Gubbin is a very sporadic thing, I've no idea if there'll be a third one, so if you have interest, then do join in to this one.
Just read the first gubbin, only three pages long, and the first few updates of SYMWYRM, and you honestly know all there is to know.

Jvie
Aug 10, 2012



Gubbing 102


:siren: Attention Gubbins! :siren:

You are an advanced gubbin now. Read this rules post even if you aced gubbing 101. Some things have changed, some have not. In particular, to prevail in your quest, you'll need to complete Tasks. Dealing with any outstanding obligations is recommended. However you can pick any Tasks you want. You can even invent your own Tasks! Completing, or failing, tasks drives change in the world. See enough change done and you might even find the Heart of the Forest...


CASH posted:

Do note that in addition to dealing with problems, you will want Cash.
Cold (often literally so) hard coin. Cash can be spent during various opportunities along the way. It may also be used to Splurge on necessities to raise your die roll. Even after the roll has been made! If you want to Splurge, spend 1 Cash and roll 1d4 that gets added to your roll. You can Splurge up to twice per round. Its that simple!


In addition, Cash will be used to determine the winner. At the end of the game the gubbin with most Cash will Win, and be crowned the Grand Gubbin. A position that is unimaginably prestigous and beneficial even by default, and now it is even more than that. Verily. Fates are smiling this time. All the gubbins that fail to reach the rewards that this title brings will be left wishing they hadn't. Yes. All of them, but one. There will be one more winner of sorts. The Watcher to the Grand Gubbin's Matron. Ever just a step behind. The Shadow Gubbin.
The one to achieve this mysterious position will be chosen by capricious fate. Every unit of Cash that you possess will raise your odds of winning!


YOUR PORTRAIT posted:

That's you! You should be visible in the posts you make.


HOARD posted:


Your Cash and other noteworthy possessions make up your Hoard. The images of these things should be kept visible around your portrait.
Displaying your Hoard in creative manner is recommended but not required.

:siren: Check the Catalog at the beginning of the thread for the images and explanations of Hoard items!

Acquiring Cash normally means acquiring coins.

All items that have a listed Cash value can be used as money, and will count towards your score at the end.

Items from Tasks meant for fulfilling collective objectives generally don't go into any gubbin's personal Hoard.




TASKS posted:

To pursue your goals, select a Zone of Engagement that you are present in, and one Task there that you will be working on.
Then, roll 1d10 to see how many points you contribute to the Task. After that post and let the whole world know!

Tasks show in brackets how many points they need to be completed, like so:

Do thing[25]

If gubbins contribute at least that many points to the task, it will be completed.


Do other thing[25]?

If the task is suffixed with a question mark, then even point totals less than the goal can succeed. The dice will decide!

:siren:
The Tasks listed are only suggestions. You can always make up your own, the default difficulty is 25. Your task will probably have that.



ROLLING posted:

You roll 1d10

If a Task succeeds, the person who rolled the highest result on it gains 1 Cash! Roll a tiebreaker if you are tied.

If you roll a natural 10 you gain a custom Hoard item of your desires. The item is worth 1 Cash and may be represented on your portrait. Lucky!


SKILLS posted:

You have several skills but not always does the opportunity arise where you could make use of them. You generally have one skill that can help you each day. You may make use of it to be better at a Task.

When you use a skill that is suited for your Task, you get +5 to the roll. If your skill is only sort of barely plausibly useful gain only +2.

At the end of the day, your active skill is exhausted, use it or not.

When you describe your skill use gaining advantage from the skill use of another gubbin in the same Zone, both of you gain an additional +2 to your rolls.
For simplicity's sake, don't sum up the +2 into the number you post, the Gubbmeister will factor them in when collecting the data.
Any skill combination is fine, I just want to hear how it happens.
Each gubbin can only be part of one such team-up at a time.

Jvie fucked around with this message at 16:55 on Jan 26, 2022

Jvie
Aug 10, 2012

This is what you look like, and your starting Hoards. The item you start with is a...


Commemorative Pin
Awarded for great deeds! Or maybe you just grabbed one from the bowl in the lobby, back before they had collectible value. Worth 1 Cash.
----















Jvie
Aug 10, 2012




"You know how to silvicize the sprout? Excellent!!"




The Boiler Boss Bun is ecstatic. They clap their hands together merrily. "Oh excellent oh excellent-" they chitter.

Meanwhile the Senior Venturer Tuubs is silent, staring into the distance. They don't seem aware of your presence. Despite the meeting hall being full of you.

The leader of the Sprout of Hope meanwhile, whose name nobody quite knows, shares Bun's glee. They are cackling so hard that bits of the moss growing on their skin are falling off. "This is the breakthrough we've been waiting for! The sprout is so close to being ready to fight the winter! No more domes, no more warming! With the silvicization done it'll thrive without any protection!" The Creepy-Tree-Gubbin is cackling with delight. "It'll thrive. FWOOOOMPH!!! Right through the ceiling!!" They gesture overenthusiastically, scattering the papers from their desk up in the air.


"So good to have you, so good." Bun is speaking again. "Here's your down payment." A bag of money.


Each of you has acquired 2 Cash!


"As you surely know, the window for silvicization is three days, starting now. The fate of this grand venture rests in your hands."



You do not know how to silvicize the sprout.




-~X~-


Whatever the sequence of events that led each of you to this point, the Three now consider your group responsible for silvicizing the sprout. The job promises to pay well, and the general populance is already treating you with respect. Your great venture is a common topic of conversation. You have fans. They know your names. They know your faces. That is to say you absolutely can't afford to mess this up. Completely unrelated to that, there's been an avalanche in the east, destroying the only route to the town of Gubton, the only other settlement within reach. Any gubbins that had intended to travel there or beyond have had their plans upended and are no doubt quite disappointed.

Time grows short and your hours charged. There is something over the horizon, past the dark and the red. Something you can feel coming.
You have three days to silvicize the sprout. Burrough, and the Zones of Engagement await.



-~X~-











Notes:

A secluded hall serves as the assigned headquarters of the silvicization operation. Information related to the process is very limited. However, a particular scroll of forestry does contain an account of such a thing being performed. The details are sparse, but the story does reveal the list of materials needed for the process.


-The silvicization requires 3 barrels of purest alcohol.

-The silvicization requires a winter artifact.
-The silvicization requires a vial of molemure blood.
-The silvicization requires a compressed block of magic herbs.


-You do not know how to perform a silvicization.


Misc:
The other pet issue here at the SoH is HotF, the Heart of the Forest. The thing's potential applications for silvicization purposes seem very likely. The researchers are knowledgeable but each of them has their own pet theory as to what exactly the heart is and where it may be found. You might have to come up with you own angle of approach to this mystery...

-~X~-


Produce Magic Herb Block[25]
There's plenty to do. From harvesting the tricky things from the domes, to the drying to the compacting.


Harvest Hallucogenic Plants[25]?
They're in the restricted dome. The one you aren't supposed to go in.











Acquire Alcohol[25]
The Boilers have been setting up a new kind of burner, one fueled with pure alcohol. Rumor is that a dwarven contractor was involved. Again.
The people working on the project are stubborn, but maybe they can be made to part with the fuel they've prepared.



Molemure Hunt - Dig Trap Tunnels[??]
The molemure doesn't want to be found. You'll need to dig deep to set a trap for it.
Digging will get the attention of the molemure. :siren:
Every 10 points is a degree of success. Leftover points each give a 10% chance for one more success.
Every degree of success here will reduce the horrors of the molemure encounter.


Notes:
-Mineshaft integrity is at 100%.

-Access to the core and the Cauldron is restricted.








Acquire Booze From Burrough Inhabitants[25]
Booze has been running low. Not much trade lately. What little remains will be tricky to barter for, or seek by other ways.
The equipment at the SoH can be used to purify assorted drinks into clean alcohol, but you are going to need tons to fill a barrel.


Winter Artifact Hunt[25]
Get some Venturers and head out. Most of you will probably return with nothing but bits and pieces of Glowing Ice, usable as well, but particularly good explorers might find something major.
In this task, say what kind of Winter Artifact you are searching for, and pick a point of interest that you focus your search in.

Notes:

-Current known points of interest are:
  • Snowy Shoreline of Safety
  • Creepy Icicle Vale
  • Cave of Death, the cave where gubbins die



-~X~-

SKILLS posted:

As it happens, while going on your way, you notice an opportunity to make use of your skill of...

Mulff: Identity theft
Schlub: Finding ‘useful’ things
Rubble: Stonesense
J’Bongus: Half-Remembered Snippets
Jubbin Jack: Outdoors Survival
Gruufus: Scroungin'
Captain Horatio: Dirtmeister
Scrubbin: Card Games
Schlubb: Burning It All Down
Gubbefeller: drilling
Stöbin: Bartering
Gubbemalde: Sick Shovel Techniques
Wubs: Foightin' Against Great Odds!
Jakgub: Memories of the sun
Frobenius B. Gub: Poison Absorption



Other: A merchant is holding a special sale!



An opportunity to buy!


Friend Rock- Costs 1 Cash each
Its a pet you don't need to clean after. When you hold it near, and believe really hard, you can hear it speaking...
You get to choose your model.

Jvie
Aug 10, 2012



...All alone? Yes? Goodie.

You probably do know already, but let me remind you.

Your day is not done after your post.

You must also make a choice, in secret. (That means private messaging the Gubbmeister(Jvie), in case you didn't realize)

You may either stay in your bed, and Go Clean, or...






You may Skim Off The Top.

If you do you gain +1 Secret Cash, and tempt Catastrophe in your wake.

Secret Cash is simply that. Its Cash, but you don't need to reveal that you have it until you use it. The Gubbmeister will keep track of your total.

Jvie
Aug 10, 2012





Recap: In the town of Burrough, buried under eternal sunless winter, you were hired to tend to a magical sprout. Here's how you fared so far:













Produce Magic Herb Block[25]
-Horatio[7]
=[18] NOT COMPLETE



The botano-anomalogists and other assorted experts watch in horror as Captain Horatio dumps dirt onto and into their equipment, but they stay their words. The captain surely knows what they are doing.


(Captain Horatio acquires a Cube of Dirt for their Hoard, worth zero Cash)

---

Harvest Hallucogenic Plants[25]?
-Mulff[8]
-Schlubb[9]
-J'Bongo[14]
=[0] COMPLETE


Meanwhile at the other end of the hallway, nobody is really buying that the weirdo covered in leaves could actually be their boss. Neither do they believe that the strange gubbin has any legitimate reason to be going into the dome containing the most dangerous plants housed in Burrough. The guards grow tired of questioning the stranger, and move in to unmask Mulff. "Ha ha, very funny, but no way. Let you in? Do you even realize what kind of a mess there would be if we-" And just then flames erupt behind their backs. Cursing and hissing, the guards run over to join the bucket brigade, leaving a shaken Mulff, a sooty Schlubb and a clueless J'Bongo free to tiptoe into the restricted dome.
Inside is a land of glass, water, wonder and light. There are all sorts of important and beautiful plants growing all over. Thankfully the group has J'Bongo with them to lead them past those and onto the ones that will get you hosed up. And so the harvest begins. At first everything goes swimmingly, but soon enough the trio start having troubles placing the fruits into their baskets. Its like somebody keeps moving the darn things around to mess with your aim. And what's that weird smell? Its the smell of burning hallucogenic bushes it turns out. Oh. The flames have spread into the dome, and from the approaching yelling you can conclude that the firefighters will be here soon too. The trio flee the dome and run for their lives, only bonking into a few walls in the process.


(J'Bongo gains 1 Cash for their Hoard!)

(J'Bongo, Schlubb and Mulff are feeling a bit off. For tomorrow the die they roll is [1d15-5])


(J'Bongo, Schlubb and Mulff each acquire a Fruit for their Hoard. It may be consumed to change your die into a [1d30-10] for that day, or sold for 0.5 Cash. (Check the catalog for the new 0.5 Cash coin.) )









Acquire Alcohol[25]
-Frobenius[13]
-Scrubbin[10]
-Gruufus[8]
=[0] COMPLETE


The Boilers do in fact object to Frobenius B. Gub chugging their fuel supply, but too late. However before pitchforks get applied, they get saved by Scrubbin's offer of cards. Perfect, the Boilers are all irredeemable gamblers, they are going to forget all about Frobenius until the thirsty gubbin has finished the mission!

Two minutes later...

"And looks like I win this one!" The burly Boiler laughs. Oh no. Scrubbin got robbed. Thankfully just then the Booze Cops break in and terrify the Boilers into fleeing. The gubbins and a rock wipe their brows in relief, no more problems, no more complications! There are no more Boilers in the heating control room.

(Frobenius gains 1 Cash for their Hoard!)

(A barrel of alcohol acquired for the Silvicisation!)



---


Molemure Hunt - Dig Trap Tunnels[??]
+Rubble[16]
+Gubbemalde[11]
+Gubblefeller[6]
=[33] ... No bonus



Rubble circles over a spot on the map of the tunnels. There, the last of the spike traps is in place. Now the only problem that remains in this section is a stubborn patch of stone messing up the plans, this tunnel will have to be dug elsewhere... The miner tastes the air, wondering what other routes are available. They get awakened from their rock-reverie by the sounds of someone shoveling like a gubbin possessed. Gubbemalde is attacking the obstruction, and is now joined by Gubblefeller bringing in advanced excavation equipment. The speed of mining increases twofold. Would you look at that, maybe the project will actually get finished on time. Then, finally and without warning, the drill pierces through, into something.

There is a sound, faint and wheezing. There is a chill, in your soul. Rubble might have been born into the mining life, practically spent their whole existence down here, but even so, now the tunnels no longer feel like home.
The miners are evacuating in droves, abandoning the half finished, unsupported tunnels as they be. Its time to go.


(Rubble gains 1 Cash for their Hoard!)

(Molemure traps reached three degrees of success!)

(The Molemure is coming!)








Winter Artifact Hunt[25]
-Wubs[12]
-Stöbin[20]
-Jakgub[11]
-Schlub[10]
-Jubbin[7]
=[0] COMPLETE



Past the lily patch, past the river bend, lies the good venturer's rest. So sayeth the wisdom of old. Looking upon the cavern, more like an icicle toothed maw of a beast than a geographical formation, the expeditioners can't help but to feel that their intel is out of date. But Jakgub's memories is all they have to go on, the other guide that the Venturers sent died along the way. The group weight their options, but then without a warning, the fierce and loud Wubs runs in, revealing at least one frosty route which won't collapse under a gubbin's weight, and remaining unassailed despite their battlecries surely reaching every corner of the cavern. Others follow, and soon enough everybody is inside. In the cold, dark confines of the Verdant Hollow.

Careful hands chisel away the ice, and raise a lantern, revealing not a Winter Artifact but yet another stony inner remnant of some forest beast. Schlub taps their foot in frustration. Its not that they lack patience, but time is running out. In this horrible windswept hollow all of them are slowly but surely freezing to death. If something doesn't happen soon the whole venture will have been a- *CRUNCH* The thunderous noise of breaking ice echoes over even the wailing of the wind. Everybody snaps to attention, expecting to find some monstrosity finally reveal itself, but what they see instead is Stöbin, looking quite dumbfounded at the shore of an once-frozen pool of water, now quite liquid. The gubbin reaches into the whirpool and lifts out an otherwordly lantern, covering the cave in a green glow. Without a delay a terrible roar can be heard from the depths of the cavern. Its time to go. To survive you don't need to be the fastest gubbin around, you simply need to be faster than Jubbin.




(Winter Lantern acquired for the Silvicisation!)

(Wubs, Stöbin and Jakgub each gain 1 Cash for their Hoard!)

(Schlub loses 1 Gubb Point)

(Jubbin Jack has died, their Hoard lost. Arcanuse may make a new gubbin at the cost of having one of their skills decided by the gubbmeister. That skill is Interpreting.)


---

By all reason, the journey back should be the more grueling half of the expedition. You've lost members and supplies run low. But somehow everything is alright. The wind doesn't bite, the beasts don't lunge. You face not adversary but good fortune, as an avalanche ahead of you uncovers a new and shorter route home. One of the scouts exclaims in disbelief of your luck, and hums out a familiar melody. Another person joins in with the words. Three is a crowd and four is a song. The snow glows green and not red. With the Winter Lantern held high you are safe, and you will reach your destination. Burrough is already in view.
What an unpleasant surprise it is then, to see an explosion blow off the roof of a building.



---




Its no use, the fire keeps spreading! The scholars cry out as they try to smother the flames with irreplaceable books and their tears, but its no use. The seals have failed, somehow, allowing the flames to feed upon the light that sustains the summer domes. Yet another adherent of the Sprout of Hope makes their way for the innermost sanctum, in effort to save at least the heart of the facility, but they never make it there, as a heating pipe on the wall bursts, spraying hot steam over everything.







A Boiler overseer returns from their nap to find the heating control room devoid of personnel. They read the gauges in panic, what has happened here?! They bark out orders to workers who are too far away to respond, and rack their brain for what kind of breach of protocol could have led to such a situation. Pressure is dropping in sector A, has the ground collapsed again? There's no time to check with the excavators. The valves, they have not been operated in hours! If this goes on the whole-








You look down upon Burrough from a hill. Explosions rock the town, all the while a widening chasm swallows more of it into the collapsing earth. You can feel the searing heat on your faces as the cloud of gas ignites. For a moment you are reminded of what the sun looks like.

This is a catastrophe.


Jvie
Aug 10, 2012




You are a gubbin with a secret name. There are others like you. Or so they think. You have a power, and you have a Fated Foe. Such is the way of the gubbins. Perhaps you were aware of this before, perhaps you were not. But you are aware now.
Your Foe possesses a sweet treasure. A prize whose value only you understand. You want it. You need it. But you don't know the identity of your Foe, and your Foe is also searching for you...

Power
As a gubbin with a secret name you possess a secret power. No two powers are identical, but all of them can save you effort, and more importantly, money. When you make use of your power, you gain 1 Secret Cash from just how much time and effort you're saving over doing things the usual way. But be aware that your Foe will know you by your power, and should they find you out, you might have an unpleasant night. Details will be delivered discreetly.


Night
After a day's work, it is time for gubbins to sleep. The night. In this sunless era none can see the difference between daytime and nighttime. But that divide still holds a power very true. When the time of rest does come, you are left with a choice you must make.
After making your post in the thread for the turn, you must pick from ONE of the following options what you really do. In the night. The choice must be submitted to the Gubbmeister(Jvie) - through private messaging. IT MAY NOT BE IN YOUR GAME POST.

Options:
1. Go Clean
1. Skim Off The Top - Gain 1 Secret Cash, tempt Catastrophe.

or, should you have nerves of steel, you may...

3. Attempt the Fated Rip-Off - Wager 1 Cash, Secret or not, and select a gubbin as your target. If that gubbin is your Fated Foe, you've fulfilled your Fate. You keep your wager, gain 3 Secret Cash and your Foe loses 1 Gubb Point.
If your chosen target was not your Foe, you will instead lose your wager. Such are the expenses of the failed heist. You can only succeed at fulfilling your Fate once.

Jvie
Aug 10, 2012




Its been difficult, the last few days.

The people that survived the explosion and the collapse have set up camp on the beachfront, putting up what improvized shelters they can. Living there is rough, but its better than in the ruins of Burrough, where at any moment the roof could come down on your head. There are more injured than there are healthy to care for them, and nobody quite knows what to do next. Morale is somewhat low. But then, a miracle.



A seaboard scout has returned from the lake. Their mission, long since presumed lost, has discovered an uninhabited island, untouched by the winter and cold! In this precarious moment, one gubbin, Bun, the once boss of the Boilers, seizes the reins. With a impassionate speech they talk up the luxuries of island life, and how nice it will be out there. Soon enough the crowd are throwing their hats in the air and chanting "island, island!" Somebody professess to know how to build ships, and Bun starts giving out orders to do so. Well now. Wonder how that turns out. Just as you think that the commotion is dying down, you realize that Bun is coming for you. Yes, you in particular! "There's plenty of grueling work to be done hacking the timber in shape. Of course I wouldn't waste you on that, no! As my highly paid specialists, you have an important mission." The gubbin swings their arm towards the work site. "Entertainment! Low morale is the killer of long expeditions. We need people carousing hard on our ship! People expect much from you!" Well now. Chew on this revelation as you gaze upon the Zones of Engagement, and the Tasks therein.






Its the camp where you live nowadays. Tents, shacks, that kind of stuff. People squabbling over who exactly is in charge nowadays. The construction of a ship to carry you all to this marvelous island is keeping everybody occupied. Its a massive undertaking, but by cutting enough corners it can be completed in three days. For your own sake you'd better finish your own responsibilities by then. Of course, for that to matter, the ship needs to get built, and that's not happening if most of the workers are bedridden.

So many people got hurt in the catastrophe, so many. If anything is to get done they need to be helped first, but there's so many, and you have so little supplies... It seems impossible, but then you notice something, a light. A winged, glowing thing that you can't quite focus your eyes on. A fairy. No, two of them, one red, one orange, and they bear medicine.




Treat the Injured[25]

I saw you were in trouble. So I help out.
Poor goobens, take this salve.

In this task, specify which fairy's medicine you use to treat people.



Notes:

-The carousing requires there to be a boat in the first place, which requires the injured workers to get treated.

-The carousing requires entertainment.
-The carousing requires 2 1 more barrel of purest alcohol.
-The carousing requires meat.
-The carousing requires spices to make the dry food palatable. (Anything with a strong flavor is a spice.)







What remains of Burrough. You shouldn't touch anything, its going to collapse. Even so, tons of people are here, touching and digging through the rubble, collecting supplies that you need for survival. Ever vigilant for crumbling masonry, and the beast. The ground rumbles, speak of the devil. "Raise your spears! Keep it away from the camp at any cost!" From the vast chasm it reaches out. The creature's vile blood still oozes from the wounds it has taken from the traps, but its not giving up yet.


https://i.imgur.com/WoXAeRr.mp4


Molemure Fight [ -> -> -> -> :h: ]
The molemure will Schromfle 5 4 randomly picked gubbins before being driven off.
Schromfled gubbins will die.

Every 30 15 points in this task is a hit and will prevent one Schromfling. Enough hits will kill the molemure.


-----

Scrounge Supplies[18]
Just about anything can still be found here, under the bricks and the snow, competed for by other scavengers, gubbin and otherwise. Specify what you are looking for.






On the outskirts of the encampment, there lies the stretch of wilderness that people still dare to roam. A plain littered by spires of ice and chunks of stone scattered by Burrough's explosion. Here, under the protecting glow of the Winter Lantern, people labor, drafting up frantic plans to fell enough trees for the ship. And a weird humish stranger approaches, ranting and raving.



"Why do you have the diffuser!? Don't just stand there you grubs! Let me see, before it comes to reclaim it's treasure!" The hairy intruder shoves gubbins aside and knocks over the pole holding the Winter Lantern, which they then obsess over. "Almost out, its almost out!" The hume grabs a rock and starts banging the lantern with it. By now people have had enough of the creep and remove them quite forcibly from the premises. Clearly insane, the hume won't stop screaming nonsense even as they get dragged further and further away. "It needs air you fools! The equation! No gradient!"


Make Moonshine[25]
Somebody has left behind their still, but it is covered in ice and snow.



Break Open the Lantern[100]
Easier said than done, but you do think you heard the weirdo mention a treasure inside. One wonders what it is...


---


You've had a few days of "rest" since your last major venture. Your skills are no longer exhausted.


SKILLS posted:

As it happens, while going on your way, you notice an opportunity to make use of your skill of...

Mulff: Pushing heavy carts
Schlub: Finding ‘useful’ things
Rubble: Simple Honesty
J’Bongus: Half-Remembered Snippets
???: Interpreting
Gruufus: Bravado
Captain Horatio: Reckless Bravado
Scrubbin: Scouring
Schlubb: Burning It All Down
Gubbefeller: drilling
Stöbin: Singing
Gubbemalde: Sick Shovel Techniques
Wubs: Foightin' Against Great Odds!
Jakgub: Identify by Touch
Frobenius B. Gub: Sense of Taste


The temperature is dropping. You have three days.

Jvie
Aug 10, 2012


(Gruufus has acquired a Crayon for their Hoard.)


Crayon
Worth 0.5 Cash

Jvie
Aug 10, 2012

Arcanuse posted:

Stumbling in from the icicle zone, it's the Venturer Gubbin Gibs, covered in bandages and really looking worse for wear!

Jvie
Aug 10, 2012






Treat the Injured[25]
-Scrubbin[12] Red
-Schlub[13] Orange
-Rubble[7] Orange
=[0] COMPLETE

Schlub passes by the lines of the injured with an amphora of orange mystery medicine in his grip. From what words Rubble had managed to extract from the fairies before their disappearance, its an ointment for cuts and burns. And oint it did. Every gubbin that he treats immediately professes to feel a lot better already, with a few individuals even offering trinkets in thanks. Healing proceeds apace, one by one the people start getting off their bunks and on their feet. Memories of yesterday do still hang heavy in the atmosphere, but the window is open, letting in fresh air. Life goes on. Schlub, on a break from changing bandages, focuses on sorting through the gifts he has received. Quite the turn of fortunes, this day had been. There had always been plenty of grudges between Burrough and the fae, it was a pleasant surprise to see them actually help out a neighbour in need- "GET THEM OFF! GETEMOFF!!!"

Heads turn to the other end of the sick tent. One of the injured there is having a freakout, not the first one today. Its a peculiar thing, in one end of the tent the patients are happy and calm, in the other they are screaming and wrestling with imaginary ants. Scrubbin shrugs their shoulders, and goes on lotioning more people with red fairy goo. Sadly, the next would be patient is having none of it, and slaps the tub of lotion out of Scrubbin's hands, spilling it all over him. What a mess. "Get them off me!" "This is it... We're cursed... The day after tomorrow..." The patients are being quite disrespectful, and setting an unconstructive mood. Then, the medics sigh in disappointment upon seeing one of their own number join the doomsayers, as Scrubbin too starts moaning about impossible threats. The more level headed do their best to calm down and reason with the panicking patients. Its all right. Just because you're having feelings of impending doom doesn't mean you've fallen under a fae curse, there's a poison that causes that too.


(Most of the injured are back on their feet! Society is running more or less normal!)

Some of them seem quite unnerved, and keep mumbling about everything ending in two more days. Only a minority though, should be no problem! Catastrophe averted.


(Scrubbin has acquired a sense of impending doom for their psyche!)

(Schlub has acquired 1 Cash for their Hoard!)






(For artwork, Schlub has acquired a Crayon for their Hoard!)








Scrounge Supplies[18]
-Mulff[3]
=[15] NOT COMPLETE

From a crushed filing cabinet pour out unsent letters and other documents. Ah, but this one has no address, and that one is missing a postage stamp, can't take those. Mulff sighs, its not easy being a postal worker. Moving on, onto the next pile of rubble.

---


https://i.imgur.com/WoXAeRr.mp4

Molemure Fight [ -> -> -> -> :h: ]
+Wubs[15]
+Schlubb[4]
+Gubblefeller[17] 10!
+Horatio[10]
+Gubbemalde[13]
+J'Bongo[3]
=[62] 4 HITS

Despair rears it's head amidst the ruins of home. All scavengers and rescuers flee for their lives as soon as they hear the faint wheezing from below. To their bafflement one gubbin is running against the tide. Wubs rushes to the maw of the chasm and leaps in, landing on top of the surfacing molemure, hanging onto the beast and buying time for more defenders to show up. They come, and pull out all stops. The beast is met with a flurry of sharp objects and gubbins hurling themselves at it. It lashes out with it's thorny limbs, but a web is deployed to halt it's movements. Finally, a support pillar from a broken oil drilling rig comes tumbling down, and hits the molemure, shattering both it's spine and it's pus filled nodules in a gory mess.


Time stands still as everybody waits holding their breath. Is it over? Is it dead? No. With a gruesome spasm of muscles the molemure heaves the pillar off it's back and throws it's eyeless, mouthless bulk at you. But the precautions hold. The web stops the beast from reaching you, the spikes embedded in the ground punish it dearly for every attempt it makes to attack, and then, just like that, it slinks away, back into the dark tunnels. By some miracle you've repelled a molemure attack without a single life being lost. Catastrophe averted.


(Gubblefeller has acquired 1 Cash for their Hoard!)



(Gubblefeller has acquired a Derrick, worth 1 Cash for their Hoard!)




-----






Make Moonshine[25]
-Stöbin[13]
=[12] NOT COMPLETE

Wandering the freezing outskirts for no particular reason, Stöbin comes across a ramshackle shack at the edge of the woods. There is no sign of it's builder anywhere, but whoever they were, they left a half finished batch of moonshine waiting. Stöbin is pretty sure they've heard how this works, you boil this vat of goop and then something something, alcohol comes out. It can't take too many days of blind experimentation to figure it out.


Break Open the Lantern[100]
-Gibs[6]
-Gruufus[9]
=[85] NOT COMPLETE

The hume is being held as a "high security prisoner" but in these chaotic times its not hard to simply say that you have the authority to walk past the guards and then do so. Nobody objects to Gibbs questioning the prisoner, but its hard to say what benefit might have been gained from doing so. Its all variations on the lantern "having served it's purpose" in it's current form, and that "The one you stole it from will be coming for it soon!" Afterwards Gibs goes to check on the artifact, finding Gruufus there, seemingly suffering a headache, and lo & behold, there's a crack marring the lantern's glossy surface. The day is calm and quiet, no sight of any assailant. Yet the agitated ramblings of the hume still haunt people. What if somebody will in fact come to steal the lantern? Oh no! Did it actually already have an owner? If so, that would make you thieves! You shouldn't have left it visible, now everybody can see that you took it! You should hide it, but that's going to take time! If somebody shows up today you're in trouble!


But nobody shows up. Catastrophe averted.

Jvie
Aug 10, 2012






The bell is rung, marking the start of a new day. Once the bell was sounded upon the sight of the sun. Now the sun no longer rises, but the bell still rings, and at it's call gubbins rise. The first few early birds wander the camp, grabbing breakfast and relieving the night watch of duty. But among the day watch there is one other person already awake.



https://www.youtube.com/watch?v=nC5bROLg5IU



Rubble gubbin stumbles around the settlement in a daze. They reach around with a haunted look on their face, feeling at the air and the ground as if looking for something. Others ask if theÿ́'re alright, but for several more hours Rubble remains too confused to give coherent answers. It is only much later, after a warm cup of soup that they regain their voice and profess that they remember nothing from after going to bed last night.

(Rubble has lost 1 Gubb Point!)

(A gubbin has fulfilled their Fate!)










The camp is abuzz with excitement. Fortunes are finally turning! Work on the ship is progressing faster than any had dared to hope, and the recent victory against the molemure has left everybody in high spirits. Everywhere one looks one sees people daring the cold, laughing out loud, and also exchanging rumours. Reports of unusual occurrences circle the settlement like waves. Huddling groups give hushed retellings of a coveted secret, and of strange powers, seen by a glimpse. The land rumbles with anticipation, and the stirrings of strange numen.


Notes:

-The carousing requires entertainment.
-The carousing requires 2 1 more barrel of purest alcohol.
-The carousing requires meat.
-The carousing requires spices to make the dry food palatable. (Anything with a strong flavor is a spice.)

-The injured have been treated!



Prepare Entertainment for the Trip[25]
Its going to be a long trip in unpleasant conditions, anything to keep the spirits up. But no sea shanties. The dock workers are already absolutely sick of those.




Scrounge Supplies[15]
Some of the choicest postage has been cleaned out, but much of Burrough still remains to be taken. Specify what you are looking for.


Finish Off the Molemure[15]
Not a glorious task. Follow the trail of blood underground, and return with as much meat as you can carry.





Make Moonshine[12]
Packets of grain have been spilled on the floor and the pots have been dirtied, but there's probably still something more you're supposed to do to this still.



---






A guard's fire signals an approaching threat! Patrols rush in to intercept, but its too late. A beast has broken through the perimeter.






You've little time to process what's going on. The camp is surrounded by traps to keep animals away, but all those defenses have been swatted aside. This was not the doing of a simple beast.



"Its here." The pointy capped hume mumbles to the guards keeping them captive. Guards, who by now are quite sick of cryptic nonsense. "Enough smug allusions, what is here, exactly?"


"...You call them changing ones."



"But the name I use is..."





















The changing one asks in an agitated but still polite tone if you've seen a Winter Lantern around here, a green one in particular? They're on a mission to kill the thieves and get it back.

Where the guest touches the ground, snow hardens into solid ice.


Tell them you've never seen no Winter Lantern[25]
Progress here also applies towards breaking the lantern[85]



---


The weather is still getting colder, but over the horizon, something stirs. You have two days.






SKILLS posted:

As it happens, while going on your way, you notice an opportunity to make use of your skill of...

Mulff: Identity theft
Schlub: Always the right-ish tool for the job
Rubble: Stonesense
J’Bongus: Too Stubborn To Die
Gibs: Playing Dead
Gruufus: Brewin'
Captain Horatio: "Rapier" "Wit"
Scrubbin: Chimney Sweeping
Schlubb: Eschatological Prophecy
Gubbefeller: strike-breaking
Stöbin: Running away from problems
Gubbemalde: loving with the Requisitions Department
Wubs: Stealin' Everything Not Nailed Down!
Jakgub: Memories of the sun
Frobenius B. Gub: Poison Absorption

Jvie fucked around with this message at 04:53 on Oct 8, 2022

Jvie
Aug 10, 2012







All thorough the day, work on the ship continues.

Prepare Entertainment for the Trip[25]
-Gibs[8]
-Schlub[7]
=[10] NOT COMPLETE

Seeing Gibs seize up and convulse as if dying gets a hearty laugh out of the shipbuilders, as does Schlub's comedy routine. Its looking good and their hats are collecting coins, but neither is quite sure if they can keep their act fresh for however many days you are going to spent crammed onto that boat. Could use a third number... Schlub pondered the options, until they suddenly realized that Gibs was nowhere to be seen. An undertaker wandered by, and answered. "Oh, right, we keep the camp clear of corpses, and your friend was looking dead..."


"...dead tired, that is! They're resting over there." Phew. Catastrophe averted.






Scrounge Supplies[15]
-Wubs[13]
-Gubbemalde[13]
=[0] COMPLETE

The dock workers dig through the rubble, grumbling and wondering out aloud how is this helping to get the boat completed. Gubbemalde snaps at them to stop wasting time talking, and waves the official work orders in the air. Soon enough the ruined corridor has been cleared of masonry, opening up the way to what Wubs swears is food storage and not just another dead end. Torchlight reflects off something, glass. Bottles. Its slow work moving the refuse aside without breaking the fragile things, but at the end of the day you've liberated a big stack of spiced liqueur. ...And mattress filled with the cook's savings. For two gubbins its a decent haul, but if all those shovelers you roped in notice this they are also going to demand their share. You quickly give them orders to dig a hole, over... there, right now!

(Spiced Liqueur acquired for the carousing!)

(Tie! Wubs has acquired 1 Cash for their Hoard!)
(Tie! Gubbemalde has acquired 1 Cash for their Hoard!)




Finish Off the Molemure[15]
-Rubble[12]
-Gubblefeller[11]
=[0] COMPLETE



The collapse has made a mess off the tunnel network, but the hunting party makes steady progress towards their quarry, thanks to Rubble's impressively keen sense of direction. Not long after, you find the dried bloodstains you've been following replaced with fresh yellow ichor. Its close. Not giving the molemure any time to prepare, the group rushes into it's den, with Gubblefeller's gang of thugs bludgeoning it with batons and iron pipes. The creature wheezes and spasms, but doesn't have the strength to fight. Victory is certain. At least until the moment that the ceiling collapses on you. Dust floods the cavern, and a group of shovel-wielding gubbins tumble down, followed by Wubs and Gubbemalde. Another collapse? Maybe the hunting party knocked over a support while clearing a way through the damaged tunnels? Impossible to say who's to blame, but the end result is that you are all deep undeground, and the whole place is collapsing, about to bury you under tons of urth. This is a catastrophe! You've got to get out, now! No time to confirm your kill, grab the molemure, rip off a piece, and then run like hell!


Ruination Cave-In (1=hurt): 4#1d2 2 1 1 2


(Gubbemalde has lost 1 Gubb Point!)
(Rubble has lost 1 Gubb Point!)

(Rubble has acquired 1 Cash for their Hoard!)

(Living Molemure Chunks acquired for the carousing!)










Make Moonshine[12]
-Scrubbin[9]
-Schlubb[13]
=[0] COMPLETE




Drink and song, that's all you need for a party. All you need.
Aching Scrubbin picks themselves off the floor to find Schlubb sacrificing blood to the still, though the chimneysweep probably has also made such a contribution in the process of falling onto it's sharp metal angles. Almost complete now.

Under a broken roof, the liquid in the vat glistens red in the moonlight. The brewers close the lid to trap the reflection within.

(Sweet Lunacy acquired for the carousing!)

(Schlubb has acquired 1 Cash for their Hoard!)


---


Tell them you've never seen no Winter Lantern[25]
-Stöbin[12]
-Mulff[7]
=[6] (66) NOT COMPLETE


The lantern was green, maybe a bit yellowish shade, or no, maybe a bit more blueish... Mulff writes everything down, slowly. Any additional details that could help with the investigation? The green stranger scoffs. The object got stolen while they slept, what more is there to explain? The dragon is clearly getting impatient, this could turn ugly soon... But then, Stöbin barges in, claims to know where the stolen lantern is, and then runs off. Surely that won't fool the changing one? But fool it does, Catastrophe averted. The dragon scampers in hasty pursuit after Stöbin, leaving Mulff to watch both of them disappear into the darkness. One wouldn't expect Stöbin to return alive from that kind of gambit, but they've bought precious time. As they turn to leave, Mulff takes notice of something. Now that the dragon is gone, the air here feels noticeably warmer.

Is that the way things are going?

Jvie fucked around with this message at 05:32 on Oct 12, 2022

Jvie
Aug 10, 2012







The morning bell tolls. The ship is complete. With the Winter Lantern mounted at it's prow, it glows.


https://www.youtube.com/watch?v=nC5bROLg5IU



Among the crowd gathered in awe of the vessel, there is Wubs, seeming quite lost. Someone taps their shoulder. A real nice ship, yes, makes you go wide-eyed doesn't it?

(Wubs has lost 1 Gubb Point!)

(A gubbin has fulfilled their Fate!)





Your day has scarse even begun before the blizzard is upon you. Invisible hail from the lightless sky scours at you and chills you to the core. "Our shelters won't hold!" Your self appointed leader, Bun, screams over the wind. "Get on the ship, we leave now!"






All aboard, all aboard! The ship departs now! Take your final inventory of the situation, and take your place.

REPORT posted:

• The ship construction finished on time!
The injured people were treated with no issues, ensuring smooth operations all the way through.

(This is fine!)

---------------------------------------------------------------------

• Spices were acquired for the journey!
With spiced liqueur to sweeten the deal, the hardtack should go down.

(This is fine!)

---------------------------------------------------------------------

• Enough drinks were acquired for the carousing!
Pure ethanol meant for the fires, and moonlight harvested from the skies. Red.

(This is fine!)


---------------------------------------------------------------------


• Meat was acquired for the journey!
You will feast. Although, these pieces of the cthonic tunnel creature are still wiggling...

(Its probably safe to eat?)



---------------------------------------------------------------------


• The entertainment routine was not completed!
People grumble. With no distractions, they have time to think. To have ideas.

(This is bad.)






Will you truly find a new beginning at the end of this journey, is there a prize to be had? Nobody knows. You set your course as guided by the moons, and celebrate.

Jvie
Aug 10, 2012





Your first day at sea is one of joyous celebration.




You face the unexpected, as an armed group rises in mutiny, throwing your leader, Bun, overboard, and sending people panicking. Looks like they've new ideas about who should be in charge, and others have their own ideas. Who's a friend? Who's an enemy?




You stand divided, as those who ate the pallid flesh of the molemure declare that salvation is not found ahead, but below. You need to go below the water, below the ground. They bring their axes to the hull, seeking to make the ship go in that proper direction.




You look down from the rear of the boat, where out of the sea, an icy arm grabs onto the railing, and a bestial face drags itself upwards. ULKU's breath of Winter brings back the cold you thought you left behind. The dragon will not allow you to leave.





You are assaulted. In the few moments you can spare in the chaos and revelry, you spot your destination. A lifeless, windswept rock jutting out of the sea. A dead end. You see nothing else ahead, save for the light leaking from the cracks in the Winter Lantern. You can smell the forest.




---


(There's a mutiny about! Make a wrong move, and somebody will think you an enemy! Two strikes!)
(Those who partaked of the molemure seek to sink the ship! One strike!)
(Three strikes total! If you roll a 4, 5 or a 6, you lose a Gubb Point!)



---

Your destination awaits.


Laugh at Death[1]
And live long


Drink to the Moon[1]
Choose the wisdom of blood


Join in the Song[1]
Not alone



And most of all


Leave Behind the Cold<66>
Get the dragon off the boat
Not choosable. All three options contribute to this.



Its do or die, you may choose which one of your three skills you use.

Jvie
Aug 10, 2012







Gubbins tumble and shove each other, some go overboard, or face other misfortunes.



(Scrubbin has lost 1 Gubb Point!)
(A gubbin has fulfilled their Destiny!)



Mulff has claimed their prize today! But the attempts of Rubble and Gubbemalde were in vain. Such is the way of gubbins.


Arcanuse posted:

"There once was a ship that put to sea
The name of the ship was the Lantern Green
The winds blew up, her bow dipped down
Oh blow, my bully boys, blow (huh)"




Laugh at Death[1]
And live long
+Wubs[13] -2 cash
+Schlub[12]
+Schlubb[11] -GP
+J'Bongo[11] -Fruit -GP
+Gubbemalde[16]
+Horatio[16]


Chaos abound, there's water on the boat. But the party doesn't stop, even as the abyss-maddened grubs tear bulkheads down on your heads.

(Tie! Gubbemalde has acquired 1 Cash for their Hoard!)
(Tie! Captain Horatio has acquired 1 Cash for their Hoard!)



(J'Bongo has lost 1 Gubb Point!)
(Schlubb has lost 1 Gubb Point!)



---

Arcanuse posted:

"...Soon may the Weatherman come
To bring us greens and coin and rum
One day, when the griftin's done
We'll take our leave and go"




Drink to the Moon[1]
Choose the wisdom of blood
-Rubble[9]
-Scrubbin[10]
-Mulff[13]


Sweet Lunacy, sweet oblivion.


(Mulff has acquired 1 Cash for their Hoard!)


---

Arcanuse posted:

"She'd not been two weeks from shore
When down on her a right drake bore
The captain called all hands and swore
He'd take that drake in tow (huh)"



Join in the Song[1]
Not alone
-Gibs[8]
-Stöbin[17] 10!

(Stöbin has acquired 1 Cash for their Hoard!)
(Stöbin has acquired 1 Cash for their Hoard!)





Leave Behind the Cold<66>
-Everyone[136]
=[0] COMPLETE


The grip is broken.





The beast falls, the sharks gather. It is over.

Catastrophe averted.

Jvie
Aug 10, 2012




Welcome.


Four days of toils and trials are done, and you've arrived here. It is time to find out who is the Grand Gubbin, and who the Shadow Gubbin. First, lets have a look at what each of you has accrued.



LEADERBOARD posted:



Mulff: 4.5
Schlub: 4.5
Rubble: 5
J’Bongo: 3
Gibs: 0
Gruufus: 2.5
Captain Horatio: 4
Scrubbin: 3
Schlubb: 4.5
Gubbefeller: 5
Stöbin: 6
Gubbemalde: 5
Wubs: 5


But as you know, that is not the whole truth. The true scores are yet to be revealed, as are the secret names you were bestowed.


NAMES posted:

Mulff: IOTA
The Iota Gubbin is a chunky bastard, and possesses Gubbin Muscles. To make use of this power, mention two distinct physical activites in your post.


Schlub: XI
The Xi Gubbin possesses the power of Gastronomical Might. To make use of this power, mention food or weakness in your post.


Rubble: SIGMA
The Sigma Gubbin possesses the power of Sonar Mapping. To make use of this power, mention hearing or sound in your post.


J’Bongo: KAPPA
The Kappa Gubbin possesses the power of Turbo Thermoregulation. To make use of this power, mention the weather, or the temperature of something in your post.


Gibs: EPSILON
The Epsilon Gubbin possesses the power of Super Fast Gubbin Feet. To make use of this power, mention two distinct places in your post.


Gruufus: ZELDA
The Zelda Gubbin possesses the power of Ghostliness. To make use of this power, mention something dead or unwell in your post.


Captain Horatio: PIU
The Piu Gubbin possesses the power of Lasers. To make use of this power, mention color in your post.


Scrubbin: MU
The Mu Gubbin possesses the power of Trinket Synthesis. To make use of this power, in your post mention a tool or construct you haven't mentioned before.


Schlubb: DELTA
The Delta Gubbin possesses the power of Summoning Fruit Flies. To make use of this power, mention uncleanliness in your post.


Gubbefeller: ALPHA
The Alpha Gubbin possesses the power of Friend Collecting. To make use of this power, in your post mention a gubbin you haven't mentioned before.


Stöbin: PSI
The Psi gubbin possesses amazing (for a gubbin) Telekinetic Powers. To make use of this power, write your post with no mention of ever touching anything.


Gubbemalde: PEPSILON
The Pepsilon Gubbin possesses the power of Hypnotic Suggestion. To make use of this power, mention something done by another being.


Wubs: RHOGMA
The Rhogma Gubbin possesses the power of Snowgubbins. To make use of this power, mention snow or ice in your post.


Some of you caught your Fated Foe, some did not. Who amassed the most Cash in the end? That will be revealed soon. First, shall be awarded the Moon Pearl to the Shadow Gubbin.
In all of your pockets combined, aside from the Grand Gubbin, there are a total of 97.5 Cash. Any one of those might be the winning ticket, but only one. The one who has it in their possession is...


RUBBLE





Rubble is the Shadow Gubbin, the holder of the Moon Pearl.
May it's swirling shadows not unnerve you too much.


And finally, the wealthiest one is...


TRUE LEADERBOARD posted:



Mulff: 8.5
Schlub: 8.5
Rubble: 9
J’Bongo: 6
Gibs: 6
Gruufus: 6.5
Captain Horatio: 5
Scrubbin: 6
Schlubb: 9
Gubbefeller: 10
Stöbin: 10
Gubbemalde: 9
Wubs: 7





STÖBIN: 1d2 2





Stöbin is the Grand Gubbin, the holder of the Sun Pearl.
May it's shine make your afternoon reading more convenient.


You reached your prize, but what became of the mission of the gubbins? They're doing fine. With the assailant shaken off, you reached the island, and you went on, a long ago. Now its been a long time since that seaboard adventure, and the days spent ashore. In a way, your journey is done, but should you be interested, you could have a look at what came afterward. After the banishment of the darkness choking the skies and Urth, after the return of the sun. What came with the passing of seasons, the turn of the moons. Should you so desire, have a look at...





























With the return of daylight creatures big and small cautiously emerge from their hideouts. Bog dwellers slump in relief at the return of the days of old, and high in the skies birds take flight once more. Dragons too wake in their lairs, smelling in air the coming of the molt.


It won't be for long, but there's dragons to be had. If you wish to chase that one last molt, then choose for yourself:


Name: Two syllables long
Phenotype: From the options below
Location of lair: Preferably habitable for your form
Bloodline Element: May be classical, literal, or abstract


You might also want to look here for a reminder on how things work.

Baseline Broods






Applications Close at Sunday, 23.10, from there the schedule is

Update Schedule:
Monday: Begin Exploration Phase
Tuesday: Resolve Exploration Phase
Thursday: Event Phase.
Monday: Molt Phase



It will be a short game. Probably only one round, in memoriam of SYMWYRM. Your dragon could be a future of your gubbin or not, up to you.

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Jvie
Aug 10, 2012








1 – ESCHA, Rank 1 Apocalypse Dragonet

ESCHA bears the gift of vitality.

Symbols of danger have been painted at the entrance of ESCHA's lair while the dragon slept. The humes grow ever more aware of ESCHA's presence. A great commotion can be heard from the northeast.



2 – WUBWUB, Rank 1 Sound Dragonet

WUBWUB bears the gift of vitality.

The wetland residents lumber along, in blissful silence. Aside from the occasional rhytmic rumble emanating from the mountain north.


3 – GIBGUB, Rank 1 Grift Dragonet

GIBGUB bears the gift of friendship.

They might have shut down your casino but they'll never take your mansion! Actually, the debtors took that too. At least GIBGUB still has their "employees".



4 – AO, Rank 1 Persuasion Dragonet

AO bears the gift of vitality.

The waters stretch on to infinity, only broken up by a single patch of green. All of the world is within AO's reach. But, closer still, is the gold mine. Its been a while since there were any news, or shipments arriving from there...


5 – E-MUL, Rank 1 Lunar Dragonet

E-MUL bears the gift of bloodwisdom.

Strange weeds glisten, the moons shine on.


6 – J'BONG, Rank 1 Density Dragonet

J'BONG bears the gift of vitality.

One might wonder what kind of route J'BONG took to get to this point, but one thing is certain. The direction from here on, is down.



7 – HEYLIS, Rank 1 Annoyance Dragonet

HEYLIS bears the gift of vitality.

Nobody in the town has slept well, and they are taking it out on each other, snapping over imagined offenses, and being all around in a bad mood.



8 – LEI-TZE, Rank 1 Philosophy Dragonet

LEI-TZE bears the gift of friendship.

It has been a while since any of the beastfolk of the west have come to ask for LEI-TZE's guidance. Surely they weren't serious when they said that the dragon's mountaintop dwelling was "difficult to reach"?


9 – BÜN-BÜN, Rank 1 Shadow Dragonet

BÜN-BÜN bears the gift of bloodwisdom.

Another pleasant night, grim and dark. Although, cold wind still wafts from the old domain of the late dragonet of east.



---


• It is time to move (or stay put in your lair). You can move 2 hexes.

• Skulls on the map mean bad news.

• No dragon on dragon violence unless both want it.

• You have molt sheets but ordering off the menu is honestly fine. If you manage to scrounge up the Hoard for molting.

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