Thread: The Metagame for The Kavetseki Incident Board: Oblivion / Ship of Fools.


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Posted by Doublethink (# 1984) on :
 
Metagame: The Kavetseki Incident

You have been shipwrecked ! And you are changed by your experience of the magical storm.

I will open the story & meta threads once I have sent you all your shipwrecked Character sheets. Please read these before you post.

GM time is GMT +1, new day every midnight.

Full rules for mechanics etc, and campaign brief, can be found here.


[ 01. June 2014, 20:48: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Shipwrecked Characters

Player: Curiosity Killed & Curious Kitten

Er Maker
A gaunt, weathered, nut brown face peers out from wild hair and salt-stained cloaks. Er Maker is small, grubby, of indeterminately aged, species and sex but oddly beguiling.

Writes

OK Wit
OK Readiness
Useless Inspiration
Weak Toughness
Good Elan
Good Spryness

Skills

Tinkering (Wit) - reasonable proficiency at making any mechanism work.
Light fingered (Spry) - Quick to divest any mug from their money and valuables.
Silver Tongued (Élan) - dedicated to fleecing the deserving and talking ones way out of trouble.
Well travelled (Wit) - a good memory for the politics and environs of anywhere previously visited.
Living off the land (Readiness) good at both finding food to eat and liberating food from farms and dwellings along the route.
Sleight of hand / Illusion (Elan) - good at the sort of tricks that earn a crust like the three cup game and/or card tricks - tricks to mislead the eye and distract.

Gift Morals of a cat, in every port or town previously visited is at least one person with whom convivial or conjugal relationships maybe resumed.
Gift Immune to magical persuasion
Gift My hempen hand, if you aim fling out your left hand and blink, you feel a painful sensation and a small object you targetted is at your feet. You don't think about why, it hurts if you do that.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item / Transform
A trickster sorcerer gave Er the ability to change form not into a fierce wolf when threatened but a mangy Lady's lapdog at the least opportune time. Available x1 per week, if you turn into a lapdog, your elan and toughness will swap.

Remaining Equipment
Set of handcrafted lock picks, +1 when picking locks
Small knife set attached to belt.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)


Player: Net Spinster + Kelly Alves

Mary Drake

Brief Physical Description: An older woman, middling height and weight, gray hair, brown eyes. Her hands show callouses and her arms a few scars Clothes are a salt stained worn off-white sleeved (to elbow) tunic stretching to just above the knee and belted with three yards of thin line, loose torn pale blue pantaloons below and a thread bare bonnet.

Background: A fisherman's daughter and a ship captain's widow, she always travelled with her husband because her ability to know where north is is important on a ship. To use that ability most effectively she learned to pilot as well as some other ship related skills. In port she helped handle the disposal and acquisition of merchandise and supplies. Because of this she is familiar with the languages of her regular ports (though not necessarily the languages of the interiors or rural folk) and has connections with the various merchant guilds. However her most recent voyage ended in a shipwreck which killed her husband and most of the crew and left her almost destitute and a long way from her original home.

Writes

Good Wits
OK Readiness
Weak Inspiration
Weak Toughness
OK Elan
OK Spryness

Skills

Pilot (Readiness)
Rope use (Spryness)
Ship handling (Spryness)
Swimming (Toughness)
Double entry book-keeping (Wits)
Barter (Elan)

Gift Can almost always tell true north (as opposed to magnetic north)
Gift Immune to magical persuasion
Gift Jael, although you have no skill with weapons, if you come upon a sleeping enemy, you find a spike to hand and can drive it through their head to kill

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: a curiously decorated leather pouch that can hold more than is apparent and is watertight and unopenable unless opened by owner. (A bag of holding, mouth can pull open to 2ft diameter, and you can put any non-animate thing in it to retrieve later - currently holds your writing kit.)

Remaining Equipment
Eight inch knife with sheath
Wooden boxed writing kit (in waist pouch) +1 to book-keeping

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player name: Yorick

John Goode

Physical description: appears somewhat passed middle aged, 5’10’ tall, slim and wiry with a slightly stooped posture, deep brown eyes and an easy oblique smile, grey short-cropped hair, what were once fine, now salt stained, practical travel clothes, faintly smelling of the sea. His voice is surprisingly deep and smooth, and speech highly articulate. With a weary smile about his eyes, he holds his correspondent by looking deeply and steadily into theirs.

Background: John is a self-assured and attractive man who can effortlessly talk his way out of (and into) the most compromising positions. A true genius of the physic, he has gained fame and fortune as surgeon to the highest and mightiest in the kingdom. His name carries a half-feared reputation for bringing back those from the very doors of death. Urbane and charming he has taken many lovers, and can as easily befriend a beggar as a king, but John is bored of court life with all its sycophancy and treachery and he seeks the honest danger of the wild road. John sleeps for only two or three hours per day, though often takes naps in the afternoon. After dull years of study in the Ancient Languages and Practice of Physic he absconded for three winters to the perpetual dimness and stench of the great Souq of Kashlaan, where he was tutored in illusion and trickery by a grand Mokhta. On his return to civilisation, he began a secret double life- in daytime rising to become the most illustrious medic of his age, and in disguise during the small hours of the night amongst the murderous backstreets and filthy taverns, seeking thrills and spills in the gambling dens. With a flawless sleight of hand, he dispossesses gangs of thieves of their ill-gained silver, the addictive snag being to escape with his life by his charm and wits. With disdain, he then dumps his illicit winnings in a grimy corner of some pauper’s hovel before the first cockerel crows.

Writes

Wits Good
Readiness Weak
Inspiration Useless
Toughness Useless
Elan Excellent
Spryness Good

Skills

Conjuring tricks and illusions (Spryness)
Vast knowledge of the medicinal properties of botanic life (Wits)
The gab (ability to convince) (Elan)
Surgery (Spryness)
Disguise (Elan)
Use Scalpel as Weapon (Toughness)

Gift Empathic sense, the ability to read the thoughts of others - on a roll of 17 or above.
Gift Immune to magical persuasion
Gift Project memory, ability to implant a false memory into the mind of another - on a roll of 17 or above.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: Trick coin. When John tosses the coin it always lands his called side up - either heads or tails.

Remaining Equipment
Fine leather wallet of surgical instruments +1 to surgery
A Hakhdi Instrument of Light. This small plain cylinder of fine steel with a glass sphere on the end can emit a powerful focussed beam of white light. John paid half his fortune to a travelling Alchemist of the North for this most valuable of all his possessions.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: IngoB

Character Name: Jack Gallows

Brief Physical Description
Jack appears to be in middle age, somewhat shorter than average height for a man and is of slight but wiry build. His most striking feature is his thick shock of red hair, which however is usually covered by a stylish black felt tricorne. He has a fine, long face with green eyes and a slightly broad nose, and seems friendly with a smile playing around his lips. His skin is pale, and his hand are thin but with long fingers. He wears salt stained black breeches with torn gray stockings and cracked black leather shoes with simple buckles, a torn white linen shirt barely visible under a dark purple waistcoat, as well as a knee-length black coat. His clothes are of were of good make and well fitted, but have taken alot of punishment.

Writes

Useless Wits
Good Readiness
Useless Inspiration
OK Toughness
Good Elan
Good Spryness

Skills

Light Weapons (Toughness): Can use all kinds of light weapons, in particular knives.
Burgle / pick locks (Spryness): Knows how to break and enter, including detecting and disarming traps/alarms and picking locks.
Ambush (Readiness): Can hide very well, in particular with the intent to jump someone from the shadows.
Gauge (Readiness): Can weigh up people and social situations. Who is the boss? Who is a sucker? Are they friendly? Who is bluffing? Etc.
Gamble (Elan): Knows many games of skill and chance, and is adept at winning them - helping luck along if need be.
Dance (Elan): Is an excellent pair and group dancer, both in following standard patterns and improvising.

Gift Backstab, if hidden (usually via a prior ambush throw, though possibly by circumstance), can carry out a surprise attack that will end either in an instant kill of opponent or in a successful flight out of reach (binary outcome, throw threshold set by GM).
Gift Immune to magical persuasion
Gift Writhe, can escape any physical bonds within thirty minutes if unattended

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item Magic "three shells and a pea" set: Unless countered by other magic before starting to play, people will get sucked into this game and wager something valuable they own/have control over. No matter how perceptive they may be naturally, they will loose and hand over their stake - if grudgingly. (Can be used once a week. Player characters can not be forced to play or wager, *secret*. NPCs can negotiate stake, but must wager something of value / importance.)

Remaining Equipment
A reed stem pipe with a glazed brown clay bowl.
Several sets of cards and dice, in various cost pockets (If people agree to play with his cards or dice, +2 on his throws since they are marked/loaded.)

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Antisocial Alto

Mother Aethelreda

Physical Description: Aethelreda (plain ol' European human female) is a nun who appears to be in early middle age. She's stocky, dark-haired and dull-looking, but fairly bright - though blunt and graceless - to talk to. Currently wearing a ragged salt stained habit.

Background: The daughter of a shrewd, social-climbing wool merchant, Aethelreda was sent to the convent in her teens when it became clear that no one of rank would take her off her father's hands for a bride-price he was willing to pay. Although she wasn't a particularly good nun either- not being naturally pious or charitable- she did pick up useful knowledge while in the convent. She was tried out in several areas as a novice and eventually settled in as apprentice to the convent's beekeeper.

Why did she leave the convent suddenly, by night, after ten years in residence? Why does her pack contain several items which can't possibly belong to her? Is she even a real nun anymore? None of your business, she snaps.

Writes:

Good Wits
OK Readiness
Good Inspiration
OK Toughness
Useless Elan
Weak Spryness

Skills:

Beekeeping (Wits)
Mercer's knowledge (Wits) – Thanks to her family's background in commerce, Aethelreda knows both how to evaluate and manage the group's resources and how to cook the books.
Forgery (Spryness) - Not great at this but can do it
Prophecy (Inspiration) – She is very convincing, and sometimes right
Hidden Weapon (Toughness) - meat knife & rosary
Find Hidden (Readiness)

Gift Time Sense, always knows what time of the day or night it is, even if awakened suddenly, because of being drilled through the Daily Office every day of her adult life.
Gift Immune to magical persuasion
Gift Miracle, can perform any miracle of no practical use - e.g can cause a saints statue to weep, or turn water into wine - but could not produce food in a famine of heal a sickness

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: a Book of Hours, can ask the saints for advice and can increase her Inspiration or her Wits by one rank x1 per week.

Remaining Equipment
A set of Communion vessels, (she saved them from the wreck tying them to her belt in a sack)
A rosary which can be used as a garrotte +1 when used as a weapon

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Autenrieth Road

Frithwynne

Physical Description: Frithwynne is somewhat muddy and scuffed, with a drawn gaunt face and a slight build.

Background: Frithwynne is the only child of a shepherd. She grew up herding sheep, training sheep dogs, and escaping to explore a shallow system of caves whenever she felt she could leave the sheep dog alone to mind the sheep (which was often). Her parents died when Frithwynne was 17, leaving a mountain of debts which resulted in the loss of their holding, leaving Frithwynne with no social place except what she could cobble together by her wits.

Writes

Good Wits
Good Readiness
Good Inspiration
Weak Toughness
Useless Elan
Weak Spryness

Skills

Navigation (Wits)
Improvised weapons (Wits) - this will allow you to use any plausible non-weapon thing you find as a weapon, or clubs as weapons but not swords, axes or bows etc
Find Hidden (Readiness)
Intuition (Inspiration)
Animal command (Inspiration)
Climb (Spryness)

Gift Frithwynne can navigate mazes
Gift Immune to magical persuasion
Gift Hear through walls, if she concentrates she can follow a conversation in another room - provided there is only one intervening wall

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Silver chalice of Inspiration (when gazed into, increases Inspiration to Excellent, x1 per week)

Remaining Equipment

A red ribbon (when worn, +1 to roll for Elan)
Waterskin on a belt

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player Name: Hart

Dorainen

Physical Description: Dorainen is a young male water elf, though most humans have a hard time telling different types of elves apart (a phenomenon that baffles elves to whom it's entirely obvious). Most humans would peg him at around 18 by his looks, but he is actually considerably older. He is tall with a slender yet athletic build by human standards, but is actually rather short and stocky by his own race's. His pale blue robes appear light and insubstantial, but are in fact made of an advanced magical fabric. His appearance is the least changed of all the survivors, by the tribulations he has undergone.

Background: Dorainen has lived his whole life in a small teyv (or commune) of water elves, rather segregated even from other elves, yet alone other races. As he turns of age, he is required to live a full year outside of the teyv. While most water elves go only a small social distance from their upbringing (often living with elves of the mountains), Dorainen has long been fascinated by the humans he has read about in books and desires to spend his year living among them. Who knows, it may even be longer? Dorainen is well-trained in survival skills both natural and magical, but is very socially naive.

Writes

Weak Wits
OK Readiness
Good Inspiration
OK Toughness
Useless Elan
Good Spryness

Skills

Healing magic (Inspiration)
Water navigation (Spryness): swimming, rowing, sailing; if it involves moving through water, Dorainen's mastered it
Tool repair (Spryness)
Light weapons (toughness)
Longbow (toughness)
Tracking (readiness): Dorainen can identify the tracks of various creatures, make guesses as to what kind of person would have left what kind of footprints and when and how, etc.

Gift Dorainen can breathe underwater
Gift Immune to magical persuasion
Gift Sense evil

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special Item: Sown by elven seamstresses, while his robes appear flimsy, they automatically adapt to provide comfort in any climate. They also function as light armor. If Dorainen while wearing them rolls "lose" in combat, he can roll another D20 and, with more than 10, spawns instead of losing.

Remaining Equipment

Long-bow. Gives the ability to make one distance attack when narratively plausible. This has no chance of spawning or losing, but will either win (with the same probability as if it were a normal attack) or miss (and have no effect).
Studia Humana. A classic elven textbook on humans. While helpful on important questions, it is often amusingly out dated and quaint on basic social mores.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Ariston

Guardian Jetse Vos, formerly of the Mystery, Fellowship, and Company of Merchant Adventurers in the Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate.

Brief Physical Description: While not especially tall, Jetse is still an absolute bear of a man, seemingly occupying the whole of any room he walks into. His hair and moustache are grey, and his face, hands, and arm show the signs of long exposure to the elements, as well as a few fights that could have perhaps gone better for him. The stump of his left arm is supperating, without help it will poison his blood. Already, his face is clammy and drawn.

Jetse is generally gruff and curt, sometimes bordering on rude. Being around him is slightly frightening—it's clear that he's watching you, judging your actions, determining how likely you are to attack him, and, if you are fool enough to try, how he's going to make you very much regret it. Something about being around a gruff, heavily armed, hypervigilant, and not especially friendly looking (ex?) mercenary who seems to be quite capable of landing a blow exactly where it would hurt the most tends to make people shy away

His arms and equipment are as unusual for these parts; perhaps, in the fjords, cold, and darkness of the far south, they might be more common, but here, their strange design stands out, especially the sun emblem on his breastplate. Why would a soldier from Joux wear that device? Isn't the Duchy supposed to be underground?

Writes

OK Wits
Good Readiness
Useless Inspiration
Good Toughness
Useless Elan
Good Spryness

Skills

Intimidate (Toughness)
Ride (Wits)
Climb (Spryness)
Melee Weapon Proficiency (Toughness, background skill)
Tactics (Wits, background skill)
Spot Trouble (Readiness)

Gift: The Human Wall—Sometimes, it's good to be an imposing, hulking presence. In any fight, you can choose that all opponents attack you - but the first wound you are dealt has no effect.
Gift Immune to magical persuasion
Gift My phantom limb, if you blink and punch with your left arm you feel a painful sensation and you knock out your target. This only works unexpectedly, (i.e. can not be used in the three combat phases). You don't think about why this works, it hurts if you do that.

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Finely Crafted Breastplate. Though battered and repaired, a coat of arms depicting a three-peaked mountain over a field (a plain, or perhaps a lake?), with a sunburst design in the chief of the shield, is still visible, etched above the front of his right shoulder (-1 to opponents’ attack rolls).

Remaining Equipment

Short sword (bladed weapon, slashing). Jetse's sidearm, rather than being straight, has a series of waves in the blade and a figure eight for a crossguard, and, like his halberd, is also black (+1 to combat roll).
Small sun charm—some kind of holy symbol, or just a good luck token.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Banner Lady

Crazy Clawdine

Physical Description. A troll of a woman of indeterminable size, thanks to the many layers of tattered shawls that hang from her large frame. Her wild black matted hair has a life of its own, owing to the insect life that lives in it. She may look crazy, but her beady black eyes rarely miss much of what is going on around her, and she has a number of hidden and surprisingly useful talents.

Writes

Weak Wits
Good Readiness
Excellent Inspiration
OK Toughness
Weak Elan
Useless Spryness

Skills
Able to use crone lore in six specific ways

Find hidden (Readiness)
Spot deception (Readiness)
Understand nature (Inspiration)
Hypnotise (Inspiration)
Use a divining rod as a weapon (Toughness)
Cook (Wits)

Gift Call Water, Clawdine senses water at all times and can cause something withered to grow.
Gift Immune to magical persuasion
Gift Call storm, can call up a small thunder storm

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transform: A compliment turns Clawdine into a tall, leggy, well endowed and fast young woman, with blonde hair and a desire to run naked through water. Spryness and Readiness ranks swap and Clawdine turns into a young naked woman. This is triggered x1 per week in a situation where she has received a compliment - but she can choose to compliment herself, provided there is a convincing reason.

Remaining Equipment
Divining Rod (+1 to a roll when used as a weapon)
King, oldish carthorse

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Dafyd

Daniel Van Adescant

Physical Description Van Adescant is tall and thin, with a thing for wide-brimmed hats and long black coats. He has blondish grey hair with pale lined skin, and a slightly unfocused stooping gaze. He keeps a scarf about his neck at all times.

Writes

Good Wits
Weak Readiness
OK Inspiration
Weak Toughness
Weak Elan
Good Spryness

Skills

Occult (Wits) - Van Adescant knows a lot about undead, lycanthropes, dark magic, etc. He can probably rustle up rituals or so given time; whether it is wise to do so is another matter.
Crossbow (Spryness) - useful for stakes.
Investigation (Wits)
Interrogation (Elan)
Staff / Spear Fighting (Spryness) - also, flaming torches.
Etiquette (Elan)

Gift Uncorrupted, you can sense evil and you are immune to the first non-physical attempt any evil source makes to harm you x1 per week.
Gift Immune to magical persuasion
Gift Lighten the darkness, you can cause a flame by snapping your fingers, it lasts about five minutes at the tips of your fingers

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special item / Transformation: Van Adescant has a curious contraption made of wire and two pieces of glass. If he puts it over his eyes (resting on his ears and nose) his Readiness, for the purposes of looking at items close by, rises to Good.

Remaining Equipment
Crossbow & quiver (+1 to combat roll when used as a weapon), silver arrows, ordinary arrows, Pocket Breviary

Note: silver weapons will give +2 when used against appropriate enemies.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you gifts ...)

Player: Eliab

Gunriana De Vanes

Physical Description: A middle aged lady, usually dressed either in an ornate and expensive dress not quite on the cutting edge of fashion, which suits her reasonably or, when travelling, dressed in rather more practical fur-lined leggings, short-ish shirt and stout jerkin in which she seems much more at ease. Her left hand is always gloved, and the observant will note that she uses that hand as little as possible, though she shows no sign of any disability. Her speech is careful and polished, though not quite polished enough to pass for true-born aristocracy. Her eyes are intelligent and intense – enough to make many people a little uncomfortable in prolonged conversation. Currently, she looks wan and tired, and is dressed in salt stained jerkin, leggings and boots.

Background Gunriana De Vanes is a young commoner from an exceptionally rich merchant family. She has been pushed into high society by her father's ambition to improve the standing of their House and is betrothed to a younger son of powerful (though heavily indebted) Duke. As her future husband is currently eight years old, she has some time on her hands before settling down to a life of elevated tedium. She has in the past accompanied His Royal Highness Prince Testwe on his travels, and continues to undertake errands for members of the royal court. Her father has pulled more than a few strings to place her in society, and has given her instructions to (1) preserve her virginity; (2) learn how to behave as a lady; (3) keep an eye open for opportunities for profit; and (4) enjoy seeing something of the world. Gunriana does not exactly demur from any of those instructions, though it should be said that she precisely reverses their order of priority.

In truth Gunriana was born about two generations too late. Had she lived in the days when the Vanes clan spent six months a year raiding up and down the coast, and was more concerned with looting and burning trade-ships than investing in them at high rates of interest, a sharp-minded girl born with the hagall rune marked vividly on her left palm would have had but one destiny. She would been put into service of some embittered old crone, and settled with aplomb into the role of barbarian witch, to become the servant and symbol of the dark ladies to be feared and appeased by men of a race that fears nothing and bows to no one. Gunriana's life in these more civilised days is more ambiguous - to be marked so unmistakeably as a daughter of the Fates, and yet also to be obliged to take the part of a refined consort for a civilised aristocrat is perhaps asking too much of anyone. It remains to be seen which path she will ultimately choose.

Gunriana believes that runes cut or cast with her fate-marked left hand are especially strong, but destined to bring at least some measure of grief as the price of their power. She conceals her mark with a glove, and tries to avoid touching anyone with that hand, not only to avoid superstitious hostility, but also because she is more than a little afraid of fully using the darker side of her talents.

Writes

Good Wits
OK Readiness
Good Inspiration
Useless Toughness
OK Elan
Weak Spryness

Skills

Stealth (Spryness)
Bluff (Wits)
Seamanship (Readiness)
Rune Magic (Inspiration)
Healing (Inspiration)
Light Weapons (Spryness)

Gift: Rune Magic (bonus/penalty for runes cut with the left hand) - such runes gain critical success on rolls above 17, but all her and the spell target's failed rolls for the next week will be ridiculous fails.
[b]Gift
Immune to magical persuasion

Binding: if you try to tell anyone about the Kavetseki you find yourself choking, if you continue to try you black out. The most you can say without disturbance, is that you were wrecked ashore once, or that you were in a terrible disaster.

Special items: Wolf’s Tooth pendant - An heirloom from Gunriana’s similarly gifted great aunt - a very old wolf-tooth strung on a twisted leather thong. It has the virtue that if a dead body is marked with it, it will hasten their passage to their final reward, and entirely frustrate any subsequent magical or necromantic attempt to enchant the body or call back the soul. Obviously those who died in the act of cowardice or treason are ineligible for such protection.

Remaing Equipment
Demoslant’s Principles of Rhetoric – A non-descript old book, which is nonetheless beautifully written, and which blesses the attentive reader with unnatural eloquence. Once per week it will boost Elan by one rank for any task principally involving speech. A formal oration prepared in advance with the aid of this book will be at +1.
Scramasax in a plain leather sheath, hung openly across her front when travelling, concealed in a sleeve (or left at home) when finely dressed (+1 to combat rolls)
An old and dirty human skull, missing the lower jawbone, hung on a leather thong passed through the eye-sockets completes Gunriana’s travelling outfit. She occasionally talks to it in a disturbing fashion. She will (reluctantly) leave it out of her formal attire.

(Dark magic, danger, exhaustion and shipwreck have taken their toll - you have lost a skill, a rank of potential and all but two pieces of your mundane equipment. But you have been touched by raw magic, and it has given you a gift. The most resistant to the dark magic, Gunriana is only endowed with one gift - but she did manage to bring her book of rhetoric with her.)

[ 02. June 2014, 13:17: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Frithwynne

Please roll for find hidden, this is ***easy*** difficulty for you. Please post your result here - this hidden information, so I will need to tell you what you find.

[ 02. June 2014, 07:21: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
John Goode, please make a surgery roll it is at ***easy*** difficulty (don't forget to add the bonus for your surgical instruments). If you are successful, please write your own outcome post on the story thread. If you fail, please post on this thread and I will tell you what happens.

[ 02. June 2014, 09:01: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Er Maker, please roll for well-travelled, this will be at ***easy*** difficulty. If you fail, you can't work it out and go ahead and do your outcome post on the story thread. If you succeed please post here and I will tell you what you find out.

[ 02. June 2014, 09:06: Message edited by: Doublethink ]
 
Posted by IngoB (# 8700) on :
 
DT, I'm intending to do a "gauge" throw on Gurianna, Dorainen and Daniel, in particular Dorainen. But I'm not sure if that would be too constraining on them for playing out their tableau. Let me know if I should wait for one of them to spring into action first, or give me some throwing odds, please.
 
Posted by Doublethink (# 1984) on :
 
Given the difficulties of the situation, you can do that at ***OK*** difficulty - you had some contact with them on board - but obviously the situation is very different now.
 
Posted by Yorick (# 12169) on :
 
I rolled a 15, and will shortly write up on the story thread...
 
Posted by Curious Kitten (# 11953) on :
 
Ear Maker rolled a 6 so just succeeded.
 
Posted by Yorick (# 12169) on :
 
Oh fuck. Was I supposed to have lost my bag (containing herbs, etc)?

Don't tell me I've broken the bloody game already.
 
Posted by Eliab (# 9153) on :
 
Gunriana is using ***healing*** to diagnose and treat Daniel (and, in a small way, to take out a little of her frustration on someone).

It strikes me as being highly probable that she would have used her left-handed rune casting in the contest with the storm, so she may well be under the all-fails-become-critical-failures curse at present.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Yorick:
Oh fuck. Was I supposed to have lost my bag (containing herbs, etc)?

Don't tell me I've broken the bloody game already.

Let us assume that you "lost" it in the sense of it and the majority of its contents being mushified by sea water. The herbs you used were cosmetic, did nothing cos they were ruined by seawater. Please do a reflective story post cursing this misfortune, and being thankful you surgical tools survived.

Ideally, your bag disintegrates whilst you examine it.

[ 02. June 2014, 11:15: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana is using ***healing*** to diagnose and treat Daniel (and, in a small way, to take out a little of her frustration on someone).

It strikes me as being highly probable that she would have used her left-handed rune casting in the contest with the storm, so she may well be under the all-fails-become-critical-failures curse at present.

That seems fair, healing Daniel will be at ***OK*** difficulty, as he is very badly affected - the void having reached into him. His issues are primarily mental, only waterlogged, scuffed and scratched physically. If you succeed please write your outcome post. If you fail, please post here and I will do your critical fail outcome.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curious Kitten:
Ear Maker rolled a 6 so just succeeded.

You are on the western coast of the Maturin peninsula, if you head inland to the east you should hit the main trade route between Barvick and Cimenster. The Kavetseki was supposed to dock at Cimenster.

You may outcome post for this, it up to you whether you share this information with anyone else.

(There are low hills behind the pebbled beach you are on, if you're right there should be scrubland and bits of forest beyond.)

[ 02. June 2014, 11:21: Message edited by: Doublethink ]
 
Posted by IngoB (# 8700) on :
 
quote:
Originally posted by Doublethink:
Given the difficulties of the situation, you can do that at ***OK*** difficulty - you had some contact with them on board - but obviously the situation is very different now.

Rolled a 5, so I've failed the attempt to gauge. Will post outcome to story.
 
Posted by IngoB (# 8700) on :
 
And my apologies for misspelling Eliab's characters name... I copy & pasted an earlier mistake there.
 
Posted by Doublethink (# 1984) on :
 
Probably mine, I find it immensely difficult to spell for some reason.
 
Posted by Doublethink (# 1984) on :
 
Ta muchly, Yorick.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
That seems fair, healing Daniel will be at ***OK*** difficulty, as he is very badly affected - the void having reached into him. His issues are primarily mental, only waterlogged, scuffed and scratched physically. If you succeed please write your outcome post. If you fail, please post here and I will do your critical fail outcome.

15. Will do outcome post.
 
Posted by Doublethink (# 1984) on :
 
Clawdine Please roll your find hidden, if you fail you find nothing. If you succeed please post here and I will tell you what you find.

(Easy difficulty.)

[ 02. June 2014, 13:12: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
DT, in the character sheets, would you be willing to put Jetse's Potentials in WRITES order? That will make it easier to read them correctly.
 
Posted by Doublethink (# 1984) on :
 
Sure.
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne rolls a 9.
 
Posted by Doublethink (# 1984) on :
 
You find a series of longish lumps of rust, when you drop one it splits in half and you see the cross section of a hilt. It looks as if the wood handle has rotted away.

Just before everything went wrong at the steading and your parents died, you found something like this in a cave pool. When you brought it home, your father told you the story of your uncle losing his good knife in the caves when you were tiny. He told you rust bound to the metal like this, as the wood rots, when it has been under the water for years. There was more left of the knife within the rustburr that you found in the caves though.

Please do an outcome post to the story thread.
 
Posted by Doublethink (# 1984) on :
 
Please could all players re-read their shupwrecked character sheets carefully, especially the background and physical descriptions.

Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

[ 02. June 2014, 16:59: Message edited by: Doublethink ]
 
Posted by Dafyd (# 5549) on :
 
In between moaning, Daniel rolls a ***15***.
 
Posted by Curious Kitten (# 11953) on :
 
Er rolls a 19 and looks at his hands.
 
Posted by Doublethink (# 1984) on :
 
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
In between moaning, Daniel rolls a ***15***.

You have been healed, you may free yourself from Gunriana's slightly scary embrace anytime you choose.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, before I make my story post for my ***find hidden*** result: how many blades does Frithwynne find?

Also, I'm going to have Frithwynne discover her chalice as she's looking along the beach, because in describing her capsize and loss of her pack, I forgot that she still has her chalice which was in the pack... but I don't think that's a ***find hidden***, because it's just making story to match what you gave me for my shipwrecked character. (Correct me if I'm wrong.)
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?

[ 02. June 2014, 18:31: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Mary Drake rolled a 14 for readiness
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

Do we also feel older, that is in terms of the aches and pains which mortal flesh is heir to?
 
Posted by Doublethink (# 1984) on :
 
Yup, though you might not realise that is age rather than being battered by the storm.
 
Posted by Ariston (# 10894) on :
 
Jetse rolls 16
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
DT, before I make my story post for my ***find hidden*** result: how many blades does Frithwynne find?

Also, I'm going to have Frithwynne discover her chalice as she's looking along the beach, because in describing her capsize and loss of her pack, I forgot that she still has her chalice which was in the pack... but I don't think that's a ***find hidden***, because it's just making story to match what you gave me for my shipwrecked character. (Correct me if I'm wrong.)

OK, 7 knifeish rust lumps.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

All characters passing the readiness roll realise the above, feel free to outcome post on the story thread.

You may also now find this out if other characters tell you.

[ 02. June 2014, 18:56: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Doublethink:
Anyone who wishes to may make an additional non-combat roll for Readiness at OK difficulty to see if they notice something. Please post any results on the meta thread.

Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?
Yes, and you may also realise the lump in the small of your back is where the chalice is tied into your belt.
 
Posted by Autenrieth Road (# 10509) on :
 
My goodness! Tying my chalice to my belt for safe-keeping. What ***Excellent*** Readiness that reveals, back when I had such before this, uh, Incident which I can barely talk about. [Biased] .

Thanks, DT, I love the story you have set up for us.
 
Posted by Doublethink (# 1984) on :
 
Mwahahaha ... Tis only beginning ....

Wanders off cackling gleefully
 
Posted by Autenrieth Road (# 10509) on :
 
Unnerved by the GM's laughter, AR imagines a diabolical Kavetseki campaign in which Potentials are whittled down until we are all Useless at Everything, and players congregate on the Meta thread telling jokes and playing Everlasting Sentences as they wait for the rare natural 20 that permits anyone to accomplish anything... Realises that other Circus Hosts might stage a coup to escape this reading nightmare... Realizes that if they didn't stage a coup over the totally insane game of Mafia, maybe they never will... Looks around worriedly hoping she hasn't given any Circus hosts any ideas...

[ETA: realizses that not only can't she spell consistently, she has absolutely no idea which is the normal way to spell realiszes in her own country.]

[ 02. June 2014, 20:38: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Forgets the GM *is* a circus host ...

[ 02. June 2014, 20:45: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Uh-oh... [Ultra confused]

Runs away and returns with a large chocolate bar as an offering.

 
Posted by Net Spinster (# 16058) on :
 
Obviously real life potentials are also being whittled down.

I'm actually a bit unsure how Mary Drake can hunt for bodies or survivors. Can she roll on ***find*** as she looks up and down the beach from high point?
 
Posted by Doublethink (# 1984) on :
 
Mary doesn't have a find skill. You can look out to sea, roleplay what she is doing, but she will see no sign of the wreck or additional survivors.

At this point your character, apart from being in shock, doesn't have many applicable abilities - but that will change as the story moves on and you get away from the shoreline.

You have the option of rolling a non-combat skill per GM day, but you don't have to do this if your character has no cause to.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Autenrieth Road:
Realizes that if they didn't stage a coup over the totally insane game of Mafia, maybe they never will... Looks around worriedly hoping she hasn't given any Circus hosts any ideas...

Any guesses as to why the host who was keeping an eye on that one is now in Hell?
 
Posted by Autenrieth Road (# 10509) on :
 
Herding Hellions is easier than wrangling the increasingly crazed victims of a diabolical set of Mafiosi? Yikes.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Antisocial Alto (# 13810) on :
 
I rolled an 11 for the additional readiness roll. Is it too late?
 
Posted by Doublethink (# 1984) on :
 
No its not too late, you can realise the information as well, please do a story post.
 
Posted by Eliab (# 9153) on :
 
8 for Readiness (critical fail, I think, given Gunriana's curse), so she's completely oblivious to the change at the moment.
 
Posted by IngoB (# 8700) on :
 
quote:
Originally posted by Doublethink:
You realise that all the survivors look *a lot* older than you remember from the Kavetseki - perhaps a good twenty years or so older - you look down at your own hands and see them changed by age. Please could the two of you make story outcome posts, up to you if you share this observation with others.

I don't like this much at all...

Yeah, fine, I could have read the updated character sheet really carefully, and then would have spotted that you changed "mid twenties" to "middle aged" in my character description. But that word change is so easy to overlook, in particular with so many other more obvious, drastic changes - and apparently everybody else did overlook this as well.

Such ageing was not clear from the GM introduction posts, in spite of being a major game changer. And it is simply incongruous in character now. It is hard to believe that somebody in his mid twenties would not notice earlier being in their mid forties. Perhaps if they are wandering around solo. But I've been talking to five players already, and seeing at close distance seven players. I don't need a readiness throw to see two decades of ageing in the faces and bodies of so many people that I know!

I think this should have been stated clearly in meta, perhaps with instructions for us to roleplay this as dawning on us in story. Now this needs to be fudged a posteriori.

And more generally speaking, I am a bit astonished at the sheer level of setup interference with the characters here, which is out of player control and simply imposed. And I can't even complain, I've merely lost gear that I had spent quite some time designing for my character, traded a point on my key enabling potential for a skill that I didn't want, and now apparently need to play a different age range than I intended to do. If I had been playing Jetse and lost an arm on a fighter character willy-nilly, I would have simply quit.
 
Posted by Antisocial Alto (# 13810) on :
 
(Whoops, I posted on the story thread without noticing that Mary's situation had changed. Updated post coming soon!)
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by IngoB:
If I had been playing Jetse and lost an arm on a fighter character willy-nilly, I would have simply quit.

Which is odd, since I see this as a chance to make my otherwise kinda boring meat shield (oh my, an old grizzled soldier with Secrets who doesn't talk much but can kill any bad guy, how original) into a more dynamic character. How does he react to being disabled? Does he even think of himself that way, and why or why not? How has this changed his perception of himself and his role in life? What does it mean that he lost his "bad" arm, the one with the really nasty scar, rather than his (presumably dominant) one? How does a soldier who used to have a trademark two-handed weapon cope with life now that he's only able to use his emergency sidearm; does this make everything an emergency? For that matter, how does he deal with the loss of his weapons, which might be slightly important to him? Does he even mind missing out on 20 years of his life? Does he even think he really did?

There are a lot of questions I'm playing with now, and, the more I do, the more I'm coming to the conclusion that Jetse got off too easily.

Not that our esteemed GM should take that as a hint, mind you.
 
Posted by Banner Lady (# 10505) on :
 
oops, sorry GM. I rolled a 7 for the ***find hidden***, but forgot to ask you what I'd found as I was looking particularly for my cooking pot. My bad. I wasn't sure how many items I was allowed to find, either, as you posted that finding items (plural) would be easy for me. I was kind of hoping that if I rolled a 4 I could find 4 things, if a 6 then 6 things. A 7 might give me 3 more if the pot, lid, ladle & crab are counted as 4?

[ 03. June 2014, 05:20: Message edited by: Banner Lady ]
 
Posted by Banner Lady (# 10505) on :
 
Readiness roll for Clawdine = 2.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
oops, sorry GM. I rolled a 7 for the ***find hidden***, but forgot to ask you what I'd found as I was looking particularly for my cooking pot. My bad. I wasn't sure how many items I was allowed to find, either, as you posted that finding items (plural) would be easy for me. I was kind of hoping that if I rolled a 4 I could find 4 things, if a 6 then 6 things. A 7 might give me 3 more if the pot, lid, ladle & crab are counted as 4?

When you examine what you have found in more detail, you will find them badly damaged by sea water. The cauldron is discoloured, pitted, and in some places rotted through.

[ 03. June 2014, 06:37: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Clawdine's Readiness roll - you are still somewhat mazed, and you do not notice how you are changed - unless another character points this out.

[ 03. June 2014, 06:15: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
IngoB, Iam sorry you do not like the set-up.

The fact that you feel/look/are 20 yrs older, does not mean your attitudes and sense of yourself are necessarily those of an older man. From a story perspective, the effects of shock, and the lingering effects of your exposure to the dark magic are seriously dulling/mazing some aspects of your perception.

If/when your character gets to somewhere with traders he will presumably attempt to resupply himself. What you lost was mundane equipment, so that should not be too hard.

However, if you really do not want to play in this scenario, I can take over Jack as an NPC.

[ 03. June 2014, 07:11: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
8 for Readiness (critical fail, I think, given Gunriana's curse), so she's completely oblivious to the change at the moment.

Oh dear, see story thread for outcome.
 
Posted by Doublethink (# 1984) on :
 
Anti-social alto, roll to find hidden at easy difficulty - if you succeed you find enough driftwood for a fire. If you fail, the wood you find is too waterlogged to use.

You can write your outcome post on the story thread (unless you roll a 1 - if you roll 1 post here and I will tell you what happens.)
 
Posted by Doublethink (# 1984) on :
 
Banner Lady, please make an understand nature roll at easy difficulty - and tell me the result here.
 
Posted by Yorick (# 12169) on :
 
I feel very conscious that I've caused a degree of mess in the game with my clumsy role-playing. Would it be alright to post my prospective contributions on this thread first, so someone (DT or any other player who knows what they're doing) can check it before I post it to the story thread?

BTW, I really like the whole ageing thing. It's quite intriguing as there will obviously be all kinds of implications, and, let's face it, its the drama and intrigue that makes this fun.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by IngoB:
Yeah, fine, I could have read the updated character sheet really carefully, and then would have spotted that you changed "mid twenties" to "middle aged" in my character description. But that word change is so easy to overlook, in particular with so many other more obvious, drastic changes - and apparently everybody else did overlook this as well.

Such ageing was not clear from the GM introduction posts, in spite of being a major game changer. And it is simply incongruous in character now. It is hard to believe that somebody in his mid twenties would not notice earlier being in their mid forties. Perhaps if they are wandering around solo. But I've been talking to five players already, and seeing at close distance seven players. I don't need a readiness throw to see two decades of ageing in the faces and bodies of so many people that I know!

I had noticed. I didn’t (and don’t) think it particularly implausible that after a severe physical and emotional battering, the aging effect was not immediately obvious to our characters. They have no reason to expect to see it, and the explanation that would most immediately come to mind for their companions looking different is that they have all narrowly escaped drowning extremely recently. My IC posts were shaped by the character changes: Gunriana has lost a rank of Inspiration, so my first post opened on a note of dejection and failure. As she is physically older, I had intended her healing embrace of Daniel to be slightly maternal as well as slightly scary.

TBH, I think it was quite a bold GMing decision to change all the characters significantly. If I were GMing, I would have hesitated to do something like that in a heroic fantasy game (though I’d have done it without qualm in a horror game like Call of Cthulhu, and in a dystopian game like SLA, I’d have tried harder to make sure every character lost something they really cared about). That said, a good story justifies all, in my opinion, and I like it that we have a GM willing to make bold calls. I’m happy to see where we all go with this.
 
Posted by IngoB (# 8700) on :
 
quote:
Originally posted by Ariston:
Which is odd, since I see this as a chance to make my otherwise kinda boring meat shield (oh my, an old grizzled soldier with Secrets who doesn't talk much but can kill any bad guy, how original) into a more dynamic character.

Presumably you could have enjoyed all these changes to your character as well if you had been asked first (on meta or by PM) whether you were OK with having your character fundamentally altered. I create characters that I like to play the way I designed them.

quote:
Originally posted by Ariston:
There are a lot of questions I'm playing with now, and, the more I do, the more I'm coming to the conclusion that Jetse got off too easily.

If a character is overpowered for a campaign, then that should be fixed in the pre-game discussions.

quote:
Originally posted by Doublethink:
IngoB, Iam sorry you do not like the set-up.

What I actually was complaining about was a lack of communication.
  1. Pre-game negotiations of the characters are there to make both sides happy. For significant changes I would like being asked first OOC, or being able to influence outcomes IC by my own play.
  2. I think something as obvious as two decades of age change at least should have been hinted at on meta ("Something is different about your characters that is visible, but you may not notice it at first.") I need clear info OOC to roleplay IC sensibly.

quote:
Originally posted by Doublethink:
However, if you really do not want to play in this scenario, I can take over Jack as an NPC.

Hmm, you keep on pressing the wrong buttons for me. Jack is my character, my "intellectual property". If I stop playing, then so does Jack - unless I give permission for it to be otherwise.

Anyway, I rolled an 8 vs. readiness, so I guess Jack will stay oblivious to the age change until people around him make sufficient noise about it. I think I will simply wait till that happens, and then make an outcome post expressing my surprise.

quote:
Originally posted by Eliab:
I didn’t (and don’t) think it particularly implausible that after a severe physical and emotional battering, the aging effect was not immediately obvious to our characters.

Jack was sufficiently in shape in the set-up mentally and physically to search the beach together with Er. I hence exactly assumed that he had rebounded quickly as appropriate for his character and his youth. Jack knows Er reasonably well, but still missed his greying. Jack then talked to four more people and observed three others, and he still has no clue so far. It's a stretch...

quote:
Originally posted by Eliab:
That said, a good story justifies all, in my opinion, and I like it that we have a GM willing to make bold calls.

Touching my character is like touching my underwear. There's a difference between boldly asking and boldly doing.
 
Posted by Yorick (# 12169) on :
 
quote:
Originally posted by IngoB:
It's a stretch...

But it's not real. It's a story. A fantasy.

That's the whole point, isn't it? I mean, how much fun would it be to role-play the story of a group of office workers in a council department in Droitwich on a Tuesday morning?
 
Posted by Banner Lady (# 10505) on :
 
quote:
Originally posted by Doublethink:
Banner Lady, please make an understand nature roll at easy difficulty - and tell me the result here.

rolled a 5
 
Posted by Doublethink (# 1984) on :
 
IngoB, it is impossible to surprise characters (or players) if I tell them what is happening in advance. Nor can they then use their skills and roleplay to discover for themselves what is going on.

Any enemy you encounter, and any environment you experience potentially changes your character - as I am devising these it is inevitable that I will change and impact your character at times - (but for the rest of the game that will happen in meta and story not in the direct alteration of character sheets). It is part of the continuous experience of the roleplay.

I can't soak you in salt-water and make you experience the grief of loss - making changes in advance is the nearest analogue to that I can manage. Your charaacters need adversity to overcome and some sense of a shared goal to bring them together - the shipwreck provides that in this instance.

(If at some point you withdraw from the game and don't want your character NPCd then you can either kill him off or post about him striking out on his own - this applies to all players.)

[ 03. June 2014, 11:12: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
quote:
Originally posted by Doublethink:
Banner Lady, please make an understand nature roll at easy difficulty - and tell me the result here.

rolled a 5
Thanks, that's a fail so nothing happens.
 
Posted by Hart (# 4991) on :
 
I'm not going to do a readiness roll for two reasons:

1) I'm about to go use healing on Gunriana;

2) It's entirely plausible for my character (who has hardly aged at all) to not notice human aging, as he's pretty unfamiliar with it and very shell-shocked.
 
Posted by Antisocial Alto (# 13810) on :
 
Rolled a 6. I will go find some driftwood...
 
Posted by Doublethink (# 1984) on :
 
Hart, please roll for healing at easy difficulty - please do an outcome post on the story thread (unless you roll a 1 in which case please post here and I will tell you what happens.)
 
Posted by JFH (# 14794) on :
 
quote:
Originally posted by Doublethink:
Any enemy you encounter, and any environment you experience potentially changes your character - as I am devising these it is inevitable that I will change and impact your character at times - (but for the rest of the game that will happen in meta and story not in the direct alteration of character sheets). It is part of the continuous experience of the roleplay.

I can't soak you in salt-water and make you experience the grief of loss - making changes in advance is the nearest analogue to that I can manage. Your charaacters need adversity to overcome and some sense of a shared goal to bring them together - the shipwreck provides that in this instance.

Whereas I was not the most motivated or driving participant from the set-off, I'll throw in that I do think this was a bit far down the railroad (already laid-out tracks) for my taste and, to me, quite a turn-off. I'll stay in the game and might post later, but I'm rather unenthusiastic at this stage. This could probably also be explained with personality and/or generation, but yeah, I think this was a bit too different from what was implicitly signed on for, even if one can choose to see the upside of what it turned out to be, like Ariston does.
quote:
Originally posted by Yorick:
quote:
Originally posted by IngoB:
It's a stretch...

But it's not real. It's a story. A fantasy.

That's the whole point, isn't it? I mean, how much fun would it be to role-play the story of a group of office workers in a council department in Droitwich on a Tuesday morning?

Well, suspension of disbelief only goes so far before it breaks into a different genre. Hamlet can juggle a skull sidelined with gravedigger Cockney comedians, but he doesn't waltz with the skeleton to the music of some wandering chamber orchestra passing by. Even a GM's nylons can have its limits, and hiding 20 years of aging on 5 different faces is a little bit much even for the best of stockings IMO. (I so wish I could truthfully write IME instead of IMO there.)

Still, these are minor issues in the long run, and more of a note for future games and challenges on where the balance should be struck with regards to disbelief suspenders and railreeling. Most importantly, I deeply appreciate the great effort the GM has put in to running this and the previous game. Thank you, Doublethink! (Please don't turn Frithwynne into a newt!)
 
Posted by Dafyd (# 5549) on :
 
I know I ok-ed it, but can I please swap some other skill for Etiquette on Daniel's character sheet? The more I think about it, the more inappropriate for Daniel's character it is.
Daniel acquired Navigation, based on Readiness, on his last adventure. Would that do instead?

[ 03. June 2014, 13:33: Message edited by: Dafyd ]
 
Posted by Dafyd (# 5549) on :
 
Daniel uses ***Occult*** to work out:
a) whether we've just been unconscious for twenty years, or whether we've been aged twenty years over a shorter period of time;
b) if the second, whether the curse can be lifted by some method (whether or not the means to do so are immediately on hand).
He rolls 9, and 12, if those are two separate questions. Obviously b) is what he really wants to know.

[ETA Duplicate post deleted, DT, Circus Host]

[ 03. June 2014, 17:01: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
DT, was your description of the blades Frithwynne finds supposed to tell me that they're too deteriorated for use? Or is it possible that they are usable? And/or is that something we have to work out IC?

~~~~~~~~~

Frithwynne would like to use the water-soaked wool bales to make some useful felted objects such as boots and blankets, quick before they congeal into unusable blocks useful only for building igloos or forts. (Unless fellow characters would like a fort?) Does this require a die roll, and if so, can Frithwynne use a Potential, or is Frithwynne blocked from doing this because she doesn't have a specific ***Making Felt*** Skill?

I don't quite understand when we can use Potentials and when we have to have a specific Skill to do something.

Ironically, even though I was so doubtful about Backgrounds, the reason the felting occurred to Frithwynne is because of her background with sheep... (or it occurred to me because I have sheep on the mind, on Frithwynne's behalf...)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel uses ***Occult*** to work out:
a) whether we've just been unconscious for twenty years, or whether we've been aged twenty years over a shorter period of time;
b) if the second, whether the curse can be lifted by some method (whether or not the means to do so are immediately on hand).
He rolls 9, and 12, if those are two separate questions. Obviously b) is what he really wants to know.


I would treat that as one train of thought, you role would be at ***easy*** difficulty because you are good at this. Therefore your roll of 9 succeeds.

You realise that you have somehow been caught in the storms dark void this twenty years past. The Kavetseki went down two decades ago.

Time is not reversible.

Please make an appropriate outcome post on the story thread.

(Also note to other players, this is why the flotsam on the shoreline, bar driftwood, is not usable - it has been in the sea for twenty years.)

[ 03. June 2014, 17:13: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
I know I ok-ed it, but can I please swap some other skill for Etiquette on Daniel's character sheet? The more I think about it, the more inappropriate for Daniel's character it is.
Daniel acquired Navigation, based on Readiness, on his last adventure. Would that do instead?

Well, I thought it was due to your knowledge and experience re religious status etc. I suggest you hang on in there with your current skillset, etiquette will come in useful, and there will be opportunities to learn another skill later in the game.

[ 03. June 2014, 17:16: Message edited by: Doublethink ]
 
Posted by Curious Kitten (# 11953) on :
 
I rolled a natural 20.
 
Posted by Doublethink (# 1984) on :
 
Er, please roll for your horse butchery, at ***OK*** difficulty. If you pass, you make an excellent job of it (and not too distressing to witness), if you fail you hack it to pieces making a disgusting mess in the process ending up with only just enough meat for the eleven of you to have a small meal. Ridiculous fail, you accidentally puncture the guts, fouling the carcass and making it unusable. Ridiculous success (natural twenty) and you will be able to make jerky overnight using the sea water for salting - and gain skill *preserve meat*.

[Crosspost: Yay ! Please do a story outcome post.]

[ 03. June 2014, 17:31: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
(Also note to other players, this is why the flotsam on the shoreline, bar driftwood, is not usable - it has been in the sea for twenty years.)

Thanks, DT. I take it this means Frithwynne's painstakingly cleaned blades are unusable.

Ariston/Jetse, can you announce this to a crestfallen Frithwynne, since she's already thought they could be good and presented them to you for evaluation?

Doublethink, I think I'll have Frithwynne examine the bales, and discover they're already too hard to be pulled apart for felting. Is that OK?
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Autenrieth Road:
Thanks, DT. I take it this means Frithwynne's painstakingly cleaned blades are unusable.

Ariston/Jetse, can you announce this to a crestfallen Frithwynne, since she's already thought they could be good and presented them to you for evaluation?

Unless, of course, someone else wants to wander along and point this out to Frithwynne. Or I'll think of some other way for this realization to come to Frithwynne. I don't want to be inappropriately saying what other characters should do (I'm still unsure of the proper boundaries here, but I'm trying to be careful while I learn).
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Doublethink:
(Also note to other players, this is why the flotsam on the shoreline, bar driftwood, is not usable - it has been in the sea for twenty years.)

Thanks, DT. I take it this means Frithwynne's painstakingly cleaned blades are unusable.

Ariston/Jetse, can you announce this to a crestfallen Frithwynne, since she's already thought they could be good and presented them to you for evaluation?

Doublethink, I think I'll have Frithwynne examine the bales, and discover they're already too hard to be pulled apart for felting. Is that OK?

Thats fine yes.
 
Posted by Smudgie (# 2716) on :
 
*[Hopping onto the hosting rock, kipper in hand]

It seems to me that this thread is getting a little confusing as it's being used for two purposes. As I understand it, this metagame thread is for posting rolls, outcome posts etc. So could I suggest (with a wave of the hostly kipper) that those people who feel the need to discuss the running of the game or make some sort of commentary on the game play create another (I hesitate to say "yet another" [Biased] ) thread to do so.

This is especially important for the poor non-RPG hosts who have to read through every thread and work out what on earth you lot are on about.

So to clarify - this thread is for keeping track of progress in the game. Any discussion or commentary on the game itself needs its own thread.

Thank you kindly

*[Hops off hosting rock and waddles off into the distance]
 
Posted by Banner Lady (# 10505) on :
 
Clawdine wants to ***find freshwater***

I rolled a 7
 
Posted by Doublethink (# 1984) on :
 
You have a gift that allows you to do that without a roll, please write a story post.
 
Posted by Doublethink (# 1984) on :
 
New GM day in half an hour, if anyone wants to get their rolled action before the deadline.
 
Posted by Doublethink (# 1984) on :
 
New GM day
 
Posted by Doublethink (# 1984) on :
 
Frythwynne please roll you intuition at ***OK*** difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
Woot, Frithwynne rolls 11 on her ***OK*** ***Intuition*** task!

Will this count on the old GM day or the new GM day? For rolls close to the deadline, what is the determiner for which GM day it counts for -- when the request to use the Skill happens, when the roll happens, something else?

[ 03. June 2014, 23:05: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Well apart from when I tell you to do an extra roll, you only get one non-combat roll per GM day. You did find hidden yesterday, so I was assuming that your roll was for this new GM day.

(Unless you want to change your mind and save it for something else ?)

[ 03. June 2014, 23:27: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
Well apart from when I tell you to do an extra roll, you only get one non-combat roll per GM day. You did find hidden yesterday, so I was assuming that your roll was for this new GM day.

(Unless you want to change your mind and save it for something else ?)

You passed your roll - do you want me to do your outcome or would you like to change your mind ?
 
Posted by Autenrieth Road (# 10509) on :
 
Whoops, I got confused about days. Yesterday seemed like at least 2 days worth of fun [Smile] . I'm happy to still use my Intuition roll of 11, on this new GM day. In for a penny, in for a pound.

[ 04. June 2014, 00:25: Message edited by: Autenrieth Road ]
 
Posted by Banner Lady (# 10505) on :
 
I'm happy to use my unneeded roll from before for this new GM day, too.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Whoops, I got confused about days. Yesterday seemed like at least 2 days worth of fun [Smile] . I'm happy to still use my Intuition roll of 11, on this new GM day. In for a penny, in for a pound.



[ 04. June 2014, 07:22: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
I'm happy to use my unneeded roll from before for this new GM day, too.

I apologise if it is not clear here, but unless the GM asks you to use a skill and do an extra roll (like the invitation for party members to roll readiness) you only get one non-combat roll per GM day - you can't save them up.
 
Posted by Eliab (# 9153) on :
 
What does the 'binding' we are all under prevent us from discussing?

Gunriana wants to ask Clawdine (and thereafter, everyone else) whether she agrees that the storm was both enchanted and directed specifically against Kavetseki, and that therefore someone or something on board had provoked a powerful enemy, and to find out by talking to people want or who that might be. Can she do that?

I take from the OP that she didn't witness the handover of the chest, but it's completely unclear whether she knew that Dorainen had gone diving for something, or that someone left the ship on the cutter just after that, and before the storm. Again, if she did see any of those things, does the binding stop her mentioning them?
 
Posted by Net Spinster (# 16058) on :
 
I think 'saying' anything about the wreck or the events leading up to it to another person is out. Not sure of the limits of other forms of communication, but, we should probably role play the testing of the limits and see what the GM does. Is something like ***draw ship in sand*** allowed?

The opening scenario btw only has "Jetse, the sheperd lass and Dorainen" and Mary Drake of the survivors on deck when they exchanged chest for money to the agent.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Net Spinster:
The opening scenario btw only has "Jetse, the sheperd lass and Dorainen" and Mary Drake of the survivors on deck when they exchanged chest for money to the agent.

Yes, I get that, but it seems to me that it would be difficult (though not impossible) to anchor a sailing ship out of sight of land to conduct diving operations without passengers noticing, or indeed to launch the cutter and keep it secret from most of the people aboard. We have also just been ship-wrecked - it seems reasonable to assume that as the ship was going down, we weren't all playing our ukuleles, and someone looked to see where the ship's boat had got to.

But obviously I don't want to post anything implying knowledge that Gunriana doesn't have.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Eliab:
Yes, I get that, but it seems to me that it would be difficult (though not impossible) to anchor a sailing ship out of sight of land to conduct diving operations without passengers noticing, or indeed to launch the cutter and keep it secret from most of the people aboard. We have also just been ship-wrecked - it seems reasonable to assume that as the ship was going down, we weren't all playing our ukuleles, and someone looked to see where the ship's boat had got to.

But obviously I don't want to post anything implying knowledge that Gunriana doesn't have.

The cutter was not the ship's boat but a separate fast boat (cutters are fast boats) that met the K. presumably at a pre-arranged point and time (so probably just off-shore at a particular deserted landmark [no other witnesses]) and exchanged money (or the rest of the money) for chest. The captain wouldn't have been able to hide the other passengers if the mercer's agent had been on board the whole time. The diving operation should have been noticed but the details of the transaction were probably always vague except to a couple of people among the survivors.

[ 04. June 2014, 15:27: Message edited by: Net Spinster ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
quote:
Originally posted by Eliab:
Yes, I get that, but it seems to me that it would be difficult (though not impossible) to anchor a sailing ship out of sight of land to conduct diving operations without passengers noticing, or indeed to launch the cutter and keep it secret from most of the people aboard. We have also just been ship-wrecked - it seems reasonable to assume that as the ship was going down, we weren't all playing our ukuleles, and someone looked to see where the ship's boat had got to.

But obviously I don't want to post anything implying knowledge that Gunriana doesn't have.

The cutter was not the ship's boat but a separate fast boat (cutters are fast boats) that met the K. presumably at a pre-arranged point and time (so probably just off-shore at a particular deserted landmark [no other witnesses]) and exchanged money (or the rest of the money) for chest. The captain wouldn't have been able to hide the other passengers if the mercer's agent had been on board the whole time. The diving operation should have been noticed but the details of the transaction were probably always vague except to a couple of people among the survivors.
Net spinster is correct re the above.

Re discussing the Kavetski, you can't discuss anything *after* the onset of the storm with other players. (Likewise diagrams etc.)

So you could say something like "the storm started after the agent left the vessel", but not "the vessel sank".

[ 04. June 2014, 15:34: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Ah. Frithwynne has spoken too much about the storm. I'll be more careful in the future.
 
Posted by Doublethink (# 1984) on :
 
No probs.

Important to remember you can not tell non-player characters you meet that you were on the Kavetseki.

Er, You can do the fire lighting without a roll. Cooking the meat at ***ridiculously easy*** difficulty. Ridiculous fail and you burn it and it tastes foul.
 
Posted by Doublethink (# 1984) on :
 
Net Spinster - you don't need to roll for drawing a ship in the sand - but nothing happens in particular.

You can't draw the sinking of the Kavetseki though.

The binding stops you communicating about that - there is no work around that.
 
Posted by Doublethink (# 1984) on :
 
Meta-context summary

All characters have now either directly found out themselves, or had the opportunity to overhear or observe the following key information:

Out of character instruction, once you meet Non-player characters, the binding prevents you telling them you were on the Kavetseki.

[ 04. June 2014, 18:54: Message edited by: Doublethink ]
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Doublethink:
Er, You can do the fire lighting without a roll. Cooking the meat at ***ridiculously easy*** difficulty. Ridiculous fail and you burn it and it tastes foul.

15 I've done an outcome post.
 
Posted by Antisocial Alto (# 13810) on :
 
quote:
Originally posted by Doublethink:
Meta-context summary

All characters have now either directly found out themselves, or had the opportunity to overhear or observe the following key information:


Does this mean we should stop trying? I was considering using ***find hidden*** again today since my character doesn't really have any other helpful skills at the moment.
 
Posted by Doublethink (# 1984) on :
 
Well its upto you - but what usable flotsam do you feel you would be able to retrieve from a wooden ship wrecked out to sea twenty years ago ?

(You could always wait for a suitable moment during the meal to prophesy.....)

[ 04. June 2014, 20:44: Message edited by: Doublethink ]
 
Posted by Antisocial Alto (# 13810) on :
 
Oh good point. [Hot and Hormonal]
 
Posted by Doublethink (# 1984) on :
 
Please see edited extra suggestion.
 
Posted by Dafyd (# 5549) on :
 
Daniel takes out his opticals and ***Investigates*** the sand. He wants to find out what traces there are of our activities over the past twenty years (or of anybody visiting us). Roll a 7.
 
Posted by Antisocial Alto (# 13810) on :
 
OK- I will try ***prophesying***.

Rolled a 16.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine would like some ***inspiration*** please, if that's allowable. I rolled a 4.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel takes out his opticals and ***Investigates*** the sand. He wants to find out what traces there are of our activities over the past twenty years (or of anybody visiting us). Roll a 7.

Your roll is successful.

You are on a pebbled shore, leading up to scrubby low hills. There is some seaweed, occasional pieces of driftwood, one or two lumps of rotten fleece. Aside from the wood gathered for a fire and King's carcass, the only trace of the survivors are the people themselves.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
Clawdine would like some ***inspiration*** please, if that's allowable. I rolled a 4.

At ***easy*** difficulty, that roll is a fail.

(In general it is better to say what you are trying to do, together with which skill or potential you think you'll need to use.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Antisocial Alto:
OK- I will try ***prophesying***.

Rolled a 16.

Success !

You have a vision, a sequence images::

Please do an outcome post including how you declaim your prophecy to the others. (It is up to you how your character interprets the images.)

[ 05. June 2014, 06:01: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
For clarity, new GM day started after Daniel's investigation roll.

(Sorry, I didn't post at midnight, I fell asleep [Hot and Hormonal] )
 
Posted by IngoB (# 8700) on :
 
Having taken a bit of a break from posting, I realise that I am not looking forward to playing on.

I see three options for Jack here. Either he basically shrugs the time capture off, and I play this simply as an initial handicap to his abilities and equipment and pretty much ignore the set-up otherwise. This is far too "unrealistic" for my liking, I like to keep my character "coherent" within the story framework. Or I am playing him as a severely depressed character for the rest of the game, who struggles to find some way to cope. Or I play him as full of hateful rage, seeking to destroy whoever or whatever stole his youth from him. Neither of the latter two options is at all attractive to me.

Just to make this clear, I'm not opposed to dramatic situations or indeed "in story" damage to the characters, all the way to mutilation and death. But there is a big difference between losing your health, arm or even life to a dragon, and being ground down by time. I want to have fun with heroics and puzzles, I want to have an adventure time. That I enjoy, that takes my mind off reality. I heart this kind of escapism in a game, it's what I thought I signed up for. Facing your own mortality and deep psychological questions about life? Thanks, but no thanks. I prefer shallow fun. I would also like to point out that this is not about lack of fighting. I had designed Jack very much with a "not so much fighting" campaign in mind. I actually made an overview list of all the various skills of the characters that had already been posted, and decided that a thief/trickster would probably be really useful in a more "social" game setting. So this is not about the lack of action in a Schwarzenegger sense, it is about the overall story mood.

I hope I do not offend anybody by suiciding Jack. In real life I am as opposed to suicide as any, and I realise that this may evoke bad memories for some (indeed, suicide has struck my immediate family hard in the past). But again trying to be in-story coherent, I think this is a realistic response from Jack. Furthermore, it has the added convenience of getting Jack beyond the reach of quite a number of powerful skills / magic abilities of the other characters and the requirements of social ties or friendships to use them. And it ends things right now, rather than having to play along until everybody gets their act together and we finally move to some place where it makes in story sense for me to part ways.

Anyway, I hope you all enjoy this further, as it sure seems you do. There's no reason for you getting distracted by my departure. My apologies to DT in particular, this is not intended as any sort of negative comment. Keep up the good work. This is simply not something I think I will enjoy much taking further, and so I will stop it here.

Perhaps until some other time, in some other RPG setting. Good luck.

P.S.: As should be clear from the story post, Goode has my special magic item already, and the rest of what I had will be easy enough to find on the beach. So I think the campaign will not be lacking my equipment as far as it is needed.

[ 05. June 2014, 10:18: Message edited by: IngoB ]
 
Posted by Eliab (# 9153) on :
 
IngoB, I'm sorry to see you depart, but I thought it was an excellent IC post on which to make an exit.
 
Posted by Eliab (# 9153) on :
 
One procedural weakness of autonomous individual posts is that decisive group action is slow. Obviously a lot of the PCs are now ready to head off from the beach, but none of them want to say "I start walking" and leave alone (or splitting the party).

Can I ask that any remaining hold-outs who aren't leaving say so (here or in the story), so that if we are all leaving DT can set the next scene.
 
Posted by Doublethink (# 1984) on :
 
Thanks for your exit post IngoB.

I will post a more detailed response to the concerns raised by you and others regarding the opening of the game later this evening, on the construction thread.
 
Posted by Dafyd (# 5549) on :
 
Daniel uses ***Occult*** to see whether he's heard of anything that could be the source of the magic cast upon us. e.g. is more likely to be an ancient curse, or something some modern magician cast upon us to keep us silent?
(This would be a good chance for the GM to give us a definite lead please.)
He rolls 17.
 
Posted by Doublethink (# 1984) on :
 
Reminder: Both Er & Clawdine have mentioned cooking /cooked food - you need to clarify if you are snatching a hasty meal and leaving, abandoning the food cos you have lost your appetite, taking it with you to eat cold later or whatever. Obviously, not everyone has to do the same thing, but your characters are aware of the cooking fire on the beach.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel uses ***Occult*** to see whether he's heard of anything that could be the source of the magic cast upon us. e.g. is more likely to be an ancient curse, or something some modern magician cast upon us to keep us silent?
(This would be a good chance for the GM to give us a definite lead please.)
He rolls 17.

The mercer's agent and the prophecy aren't definite leads ?!?!

Are you sure this is how you want to use today's roll ?
 
Posted by Doublethink (# 1984) on :
 
(It would be Ridiculously Hard to know without further information, if you want to reroll and try for a natural 20 you may do so. Or you can choose not to use your roll for this.)

Basically, sometime soon, you folks need to leave the shore in order to find and interact with people and the wider game world. This will give you all far more opportunities to use your skills, and choices, and information.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er was debating how irritated to be that he's slaving over a hot fire cooking supplies and the party are all rushing off without collecting anything to eat now or later - and whether there was enough driftwood and fabric to make a travois.
 
Posted by Doublethink (# 1984) on :
 
There is wood, I suppose horse hide could be used instead of fabric ?
 
Posted by Autenrieth Road (# 10509) on :
 
And use the horse sinews as laces.

Frithwynne can try to use her ***Wits*** to help if Er doesn't succeed, or can use her ***Wits*** first to preserve Er's roll today for something else. If this is OK with DT -- I'm still not sure when I can use a plain potential, e.g. ***wits***, and when I would need something more specific, like Er's ***living off the land***.
 
Posted by Doublethink (# 1984) on :
 
I'd suggest saving your roll AR.

Er, I think you should roll that as Tinkering, at *** OK*** difficulty.
 
Posted by Curiosity killed ... (# 11770) on :
 
Curious Kitten rolled a 14 for Er (she's got a dice) I guess he succeeds.
 
Posted by Doublethink (# 1984) on :
 
Yup, go for an outcome post please.
 
Posted by Doublethink (# 1984) on :
 
Meta-context Post

You ***all*** left the shore. You all regain your lost potential rank.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Reminder: Both Er & Clawdine have mentioned cooking /cooked food - you need to clarify if you are snatching a hasty meal and leaving, abandoning the food cos you have lost your appetite, taking it with you to eat cold later or whatever. Obviously, not everyone has to do the same thing, but your characters are aware of the cooking fire on the beach.

Gunriana will help to carry anything we're taking, including bits of horse. She'll eat when hungry.

As a matter of general game-play, do you want us to story-post 'mundane' stuff (like eating when food is available)? I'd be inclined to post when my character is declining to eat, or wandering around at night not sleeping, or refusing to help with group activities, and have it assumed that otherwise she's doing the normal thing. I don't think that the IC posts model every second of her life.
 
Posted by Dafyd (# 5549) on :
 
quote:
Originally posted by Doublethink:
The mercer's agent and the prophecy aren't definite leads ?!?!

Are you sure this is how you want to use today's roll ?

I don't have any better ideas for today's roll.
Daniel would like some knowledge that's a bit more academic to complement the prophecy.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
quote:
Originally posted by Doublethink:
Reminder: Both Er & Clawdine have mentioned cooking /cooked food - you need to clarify if you are snatching a hasty meal and leaving, abandoning the food cos you have lost your appetite, taking it with you to eat cold later or whatever. Obviously, not everyone has to do the same thing, but your characters are aware of the cooking fire on the beach.

Gunriana will help to carry anything we're taking, including bits of horse. She'll eat when hungry.

As a matter of general game-play, do you want us to story-post 'mundane' stuff (like eating when food is available)? I'd be inclined to post when my character is declining to eat, or wandering around at night not sleeping, or refusing to help with group activities, and have it assumed that otherwise she's doing the normal thing. I don't think that the IC posts model every second of her life.

Not unless its significant really.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
quote:
Originally posted by Doublethink:
The mercer's agent and the prophecy aren't definite leads ?!?!

Are you sure this is how you want to use today's roll ?

I don't have any better ideas for today's roll.
Daniel would like some knowledge that's a bit more academic to complement the prophecy.

Give it go then - you never know your luck ...
 
Posted by Dafyd (# 5549) on :
 
quote:
Originally posted by Doublethink:
I thought it was due to your knowledge and experience re religious status etc. I suggest you hang on in there with your current skillset, etiquette will come in useful, and there will be opportunities to learn another skill later in the game.

Would it be possible to take instead:
Harmless Eccentric (Elan): Daniel can get by in social situations while violating rules of etiquette with impunity.
I'd hope that was equivalent, but think that suits Daniel's character better (Daniel being the sort of person who thinks 'were your parents also killed by vampires when you were ten?' qualifies as light small talk.)
 
Posted by Doublethink (# 1984) on :
 
OK, I'm cool with that.
 
Posted by Dafyd (# 5549) on :
 
2. I imagine that fails. Will narrate.
 
Posted by Doublethink (# 1984) on :
 
Yup, thanks.
 
Posted by IngoB (# 8700) on :
 
Eliab and Banner Lady, just tuning in to say that the idea of having King's death ending the spell is gold. I'm might curious if that was just emergent play, or if there was some long term planning by someone involved there...
 
Posted by Banner Lady (# 10505) on :
 
IngoB, when I finally twigged we were all 20 years older, I re-read the set up story by DT, to find that Mother, Frithwynne and I were huddled on the beach against King's flank. Whether King was alive or not was not stated, but to add twenty years to a horse is pretty much a fatal sentence. I posted accordingly hoping it would be a catalyst for something to happen. Eliab picked up on this and ran with it, for which I'm very grateful. I am also hoping the idea of us being held as hostages in time might provide some interesting leads. As to what that might be, I have no idea.

But I'm glad you liked something about the storyline. I have also left it open as to whether you do in fact die out at sea. A rainbow, after all, is a sign of promise, and rescue is possible if you want it. I expect the real action is about to begin...
 
Posted by Doublethink (# 1984) on :
 
New GM day
 
Posted by Net Spinster (# 16058) on :
 
Being a novice, do I have to roll to find north?

Mary Drake
 
Posted by Hart (# 4991) on :
 
Sorry, I didn't look at your character sheet before I made my story post. You appear to have an always-on find North gift (so no roll required). In the story world, it's perfectly plausible that Dorainen doesn't know this, so this might be a good time to let him (and other of the travelers) know!
 
Posted by Doublethink (# 1984) on :
 
All Players

quote:
Originally posted by Doublethink:
Meta-context Post

You ***all*** left the shore. You all regain your lost potential rank.

I am pleased you have all left the shore, however, I did post on the story thread that you left the shore and had already got to the edge of the wood. Please refresh and read the threads before posting, for the sake of coherence.

(I am not asking you to change / fix your posts, but for future reference please check before you post.)

[ 06. June 2014, 07:06: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
Sorry,DT, I thought we were travelling through the wood, rather than gathered at the edge of it. Were we supposed to have stopped? Also unclear if the doctor's "light focuser" works as a torch in the dark or only during the daytime.
 
Posted by Doublethink (# 1984) on :
 
Not sure if you'd stopped just htat you had reached the wood. Re the doctor's device, I would see that as working off sunlight, phospherence and moonlight. (Basically if there is any kind of light source at all it will work - so it is fine for you to have seen it.)
 
Posted by Yorick (# 12169) on :
 
I had rather hoped to keep my light device concealed until an appropriate time, and that it would work (for a short time, expensively) in total darkness, but I can go with the flow.
 
Posted by Hart (# 4991) on :
 
Not sure how to answer Gunriana's question. Does Dorainen remember anything about the chest, or how he got recruited as diver?
 
Posted by Eliab (# 9153) on :
 
Gunriana has no skill in commerce, but is from a trading family. Does the name Arnulf de Nemo mean anything to her?

(And is John pitying Gunriana's betrothed for missing out on life with so astute and desireable a companion, or for being in danger of marrying such a creature in the first place?)
 
Posted by Antisocial Alto (# 13810) on :
 
I don't think I have any knowledge of the diving incident or the business deal around it, but would my ***mercer's knowledge*** be of any help here?
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana has no skill in commerce, but is from a trading family. Does the name Arnulf de Nemo mean anything to her?

(And is John pitying Gunriana's betrothed for missing out on life with so astute and desireable a companion, or for being in danger of marrying such a creature in the first place?)

Afraid not, Mary is probably right that it is a fake name - you've never heard anyone in your family mention it.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Antisocial Alto:
I don't think I have any knowledge of the diving incident or the business deal around it, but would my ***mercer's knowledge*** be of any help here?

Yes, please roll at ***easy*** difficulty, then post your result here and I will do you an outcome post.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
Not sure how to answer Gunriana's question. Does Dorainen remember anything about the chest, or how he got recruited as diver?

You remember being recruited for the dive and bringing up the chest, you did not open it. Feel free to describe however your character would most naturally tell his experiences, but please be consistent with what the previous characters have said (sand colour, de Nemo etc).

[ 06. June 2014, 17:17: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
So, what does Jetse remember of the transaction, given that he was on deck? While I can see him making a point of not asking questions to keep himself out of trouble, I'm pretty sure he would have been watching everything very carefully.

And related to that: how much of what he remembers can he actually tell anyone?
 
Posted by Doublethink (# 1984) on :
 
Its all pre-storm so he can tell other party members whatever he remembers (not NPCs though cos he can't tell them he was on the Kavetseki) -so long as it does not contradict what has been said before on the story thread, I am happy for you to devise that.

(Its like the Orthodox attitude to tradition, you can add but not takeaway or factually contradict - with GM statements as creedal [Big Grin] )

[ 06. June 2014, 17:32: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana has no skill in commerce, but is from a trading family. Does the name Arnulf de Nemo mean anything to her?

(And is John pitying Gunriana's betrothed for missing out on life with so astute and desireable a companion, or for being in danger of marrying such a creature in the first place?)

Clarification - you don't need to roll - so you still have today's roll.
 
Posted by Antisocial Alto (# 13810) on :
 
Rolled an 8.
 
Posted by Doublethink (# 1984) on :
 
Success, Yay !

You know that De Nemo has sometimes been used as a cover name by the Gaslough smuggling gang, a sort of fall back identity for guard's enquiries at town gates etc. They have a couple of these, and retire these identities if they attract too much attention from the authorities.

Reputable merchants houses, such as the De Vanes, would not have anything to do with smuggling gangs (or rather the owners wouldn't, the odd one of their warehousemen might have had dealings) - those lower down the tree, are not so choosy.

Please do an outcome post. (You may reveal as much or as little as you like.)
 
Posted by Doublethink (# 1984) on :
 
New GM Day

Tis a weekend so about more over the next two days
 
Posted by Doublethink (# 1984) on :
 
Er can roll if he wants, or save his roll.
 
Posted by Curiosity killed ... (# 11770) on :
 
Pause for consultation - we'll save the roll as it seems the GM would prefer that.

I guess the other option is to look for a place to sleep?
 
Posted by Curious Kitten (# 11953) on :
 
Can I do a ***well travelled*** role to workout how many days travel it is to the road?
 
Posted by Doublethink (# 1984) on :
 
OK - easy difficulty. Let me know your result.
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Doublethink:
OK - easy difficulty. Let me know your result.

14
 
Posted by Doublethink (# 1984) on :
 
Nice one, you think that in most places the main route is about 5 miles inland, your party has now been on the move for about an hour - so it should not be more than two hours maximum, depending on your speed.

Please do an outcome post.

[ 07. June 2014, 21:57: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM day.
 
Posted by Autenrieth Road (# 10509) on :
 
Fellow players, Frithwynne has a Navigation skill which might get us somewhere, and an Intuition skill that might get us some sense of what we should do. Let me know if you want her to use one of them.

The beach made sense to me as a player, but I have no idea what to do in the woods. Keep wandering around and wait for something to happen? Do we know where we're going? Do the characters need to reach agreement on where we're going?
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Autenrieth Road:
Do we know where we're going? Do the characters need to reach agreement on where we're going?

AFAIK, no one has yet spoken against the idea of going north to Cimenster - the question is whether to go north directly (cross-country) or east to the main road, then north.

The consensus appears to be to make for the road. There's disagreement about how close to approach it in the dark: Jetse, remembering his training, is thinking that there might be brigands stealing from people; Gunriana, remembering her heritage, is thinking that if it comes to it, there may be people to steal from.

As players I think we need to be aware that this is the sort of decision that is hard to make in this medium. If the group needs to do something involving everybody, and must make a choice about it, working out that enough people are going with the plan is problematic. To a certain extent this is unavoidable, but players need to be quick to state disagreement with a plan in story or meta, so it is clear if there is NOT a consensus.

Some tabletop games recommended that a party have an IC leader (or OOC caller) to say definitively what the group as a whole is doing. Mary Drake would be the obvious IC choice, I think, if we want someone who can tell DT that she thinks we've reached a consensus (and then anyone in disagreement who's not prepared to go along complaining about whatever bad idea the rest of us have made has the responsibility to post that they are not cooperating with that. Otherwise, DT can take it that it's happening).
 
Posted by Doublethink (# 1984) on :
 
The other option is for me to context post more often, assuming that if no disagreement is posted the party are going with some variant of what has already been said. This would move the story on a bit quicker, but would mean I take away a bit of the characters' choice - do you want me to do that ?

I could commit to context post a minimum of once per GM day.

(I am less keen on a caller, because it makes the party dependent on that persons availability - which is a bigger ask for the player - and also has the potential for problematic in group dynamics.)

[ 08. June 2014, 08:39: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
I'm not unhappy with the current pace, to be honest. I just think all of us (as players) need to be aware that group decisions are harder in an RPG like this than in a face to face game.

In a table top game, this would have happened:

"Someone: I think we should go to Cimenster. That's north, right?

Someone else: Yeah. We'll go north.

Yet someone else: Hang on - the main road's east. We should find the road and THEN go north.

Someone: OK, we do that.

Everyone else: (no comment)

GM: OK, two hours walking brings you to the road. What you see is..."

The difference here is that there's no equivalent of the "Everyone else: (no comment)" that allows a tabletop GM to discern that the players have a consensus. If I don't post here to object to a trek east, it might be that Gunriana agrees and has nothing to add to the plan, or it might be that she strongly disagrees, but I've not been at a keyboard for 12 hours. To a large extent, this is unavoidable, and inevitably means that group decisions will be far slower than individual ones. As long as we all are aware of this, and post accordingly (especially when we disagree with a proposed course of action), we should be OK.
 
Posted by Doublethink (# 1984) on :
 
It certainly will take longer I agree.

Also, there will be situations where a context post could say, "and a few days later the party reach castle greyskull" - we don't need to model all mundane actions.

If your character goes to the loo, we don't need to know, if they decide to leave a guarded camp at 3 am and go to the dark wooded area over there to do preserve their modesty when they go to the loo - then we probably do need to know.

Anything described by player or GM pulls story focus and becomes important to a certain extent, by virtue of the fact you have bothered to mention it. I am not sure that, adventuring the in new medium, all the players always realise how powerful this narrative effect is.

At the moment I am not jumping time much because I want everyone to get the hang of things before dropping you into more complex situations - especially as we have new players finding their feet.

[ 08. June 2014, 09:32: Message edited by: Doublethink ]
 
Posted by Net Spinster (# 16058) on :
 
Not sure who is around but Mary's stumble can either be temporary and she continues or an opportunity for the party to stop and discuss. Play it as you will.

BTW I'm not sure of time of year though Clawdine's mention of berries and sugar apples assumes summer unless they have an unusual growing season.

[ 08. June 2014, 12:40: Message edited by: Net Spinster ]
 
Posted by Banner Lady (# 10505) on :
 
A couple of observations. Moving the players suddenly from one scene to another will be harder for those of us who are 'inhabiting' our characters in a practical rather than magical way. The lack of continuity will probably bother a few of us, but if the GM does not do this, we could end up taking a week to walk two miles with the only activity being our small talk about the scenery.

The GM days are passing quickly, and with hardly any rolling of dice needed, it seems. I would much prefer some obstacles or booby traps awaiting some of us each day, so that about half of us are challenged one GM day and the others the next.

Premature aging, falls, blood loss, fainting, disorientation, lack of sleep/food/booze etc could make survival a little more interesting, IMHO. A bit like life points in a simple video game.

Just my two bits worth.
 
Posted by Curious Kitten (# 11953) on :
 
We're after the road rather than making our way to Cimenster by stumbling through the forest because Er has skills that means a likely hook of making money in taverns. Neither Curiousity Killed... nor I have any preference about sleeping in the woods or trying to make our way to the road first.
 
Posted by Doublethink (# 1984) on :
 
That and the contents of the nun's vision presumably.

Bannerlady, I take your point about incident but I can not guarantee that regularity due to player posting intervals.
 
Posted by Dafyd (# 5549) on :
 
quote:
Originally posted by Doublethink:
The other option is for me to context post more often, assuming that if no disagreement is posted the party are going with some variant of what has already been said.

I think perhaps if you give notice that unless someone objects you'll move things on? Say perhaps half a day?

[ 08. June 2014, 17:13: Message edited by: Dafyd ]
 
Posted by Doublethink (# 1984) on :
 
Sounds like a plan - I will context post at the new GM day unless we have become in the midst of something.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Sounds like a plan - I will context post at the new GM day unless we have become in the midst of something.

Sounds good to me. I think as players we're kind of spinning our wheels now until we get some new stimulus. FWIW, Dorainen suggested spending the night in the woods, but his lack of charm means his voice doesn't carry much weight when he's not speaking about something he's a particular expert on. He'll keep walking as long as the party does.
 
Posted by Banner Lady (# 10505) on :
 
The difficulty of irregular player posting intervals in a global RPG is an interesting thing for a host to have to juggle.

I really like the fact that our characters now have some gifts they can call on at anytime, anywhere and don't have to wait to roll for them. But as we've been roaming around on a beach, and now through a wood, I find myself thinking of other possibilities for interaction without waiting for a roll. Like every GM day choosing players to comment on something from the world they inhabit, in accordance with the skills they possess.

EG: Clawdine's turn, and she is able to *find a hidden object* today. She, Gunriana, Jetse, & Er are able to comment on it.

I might therefore post: Clawdine sees Mary stumble and realizes she's tripped over a smokestone. What is a smokestone? Gunriana states that it is only found where a dragon has lain a place waste in the past. Jetse says it is the best stuff to sharpen a blade on. Er says he's heard they are worth quite a bit in certain market places. Clawdine says if you touch it with your bare hands it turns your bones to charcoal.

None or some of these may be true (the GM could roll four times to tell us the outcome of each comment), but it would be a way of interacting, gaining knowledge, sharing loot etc while we are moving through a GM day.

[ 08. June 2014, 20:52: Message edited by: Banner Lady ]
 
Posted by Doublethink (# 1984) on :
 
Rolless interactions that are not key decisions are fine. But we can't have multiple rolls per player I just can't process that many a day.

One o the reasons not so many things are happening at the moment us because you are not yet interacting with other characters in the world.

That will change soon.
 
Posted by Doublethink (# 1984) on :
 
Roll at ***easy*** difficulty please Autnreith Road.

[ 08. June 2014, 22:33: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
9, hooray!
 
Posted by Doublethink (# 1984) on :
 
Woot, you realise that if you keep going, you might reach the road in time to join the caravan Mother Aethelreda saw in her vision - the caravan will likely have guards and offer some protection from brigands etc - but you will need to approach in a way designed not to cause alarm.

(Might need to agree how to persuade them to let you join too, but then you all have many skills ...)

[ 08. June 2014, 22:45: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Awesome!
 
Posted by Doublethink (# 1984) on :
 
Looks around in mild surprise at the dents in the floor from previously dropped hints. Smiles benignly as AR carries off the shiny new hint.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Awesome!

Forgot to say please outcome post !
 
Posted by Autenrieth Road (# 10509) on :
 
Yes, indeed, I'm working on the outcome post.
 
Posted by Doublethink (# 1984) on :
 
Fab thanks.

New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Outcome post finished.
 
Posted by Doublethink (# 1984) on :
 
I have done a context post, party is about a half hour from the lights.
 
Posted by Autenrieth Road (# 10509) on :
 
AR spots a hint lodged in a deep dent in the floor, picks it up and lobs it to Frithwynne.
 
Posted by Net Spinster (# 16058) on :
 
Mary lobs back.
 
Posted by Hart (# 4991) on :
 
I won't have much time to post tomorrow, but I will check in. Dorainen is shy around humans he doesn't know after having made one too many cultural faux-pas, so will be pretty silent once we meet the party. He has just offered his services as a bargaining tool if needed, though.

Would someone with high-ranking elan be able to use this to make a persuasion roll?
 
Posted by Doublethink (# 1984) on :
 
Well, we have much discussion but no actions yet ...
 
Posted by Autenrieth Road (# 10509) on :
 
I think we're waiting for the rest of the crew to show up on the Story thread. Unless Er wants to just charge ahead and make the ***silver-tongued*** approach. But I'm fine with waiting a full day to see who shows up and weighs in.

You had suggested making a context post each GM day, but I think that might hurry us a little too much, chivvying us from scene to scene without giving us time to figure out as players what's going on and figure out what (individual) character actions might make sense.
 
Posted by Doublethink (# 1984) on :
 
I am happy to give it a day.
 
Posted by Autenrieth Road (# 10509) on :
 
Everyone except Daniel and Jetse has spoken, (I hadn't realized so many of us had already posted), and everyone so far has spoken in a way that agrees to Mary's plan.

Interesting to think about the IC leadership dynamics.

Someone somewhere mentioned a band of 12 characters, now 11 with Jack gone. But by my count we started out with 11 characters, and are now 10. I mention this in case anyone else is like me, trying to keep track by counting up characters from time to time. Unless Frithwynne missed someone when she thought through the group's members in the woods?

[ 09. June 2014, 19:13: Message edited by: Autenrieth Road ]
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Well, we have much discussion but no actions yet ...

I can't speak for others, but I think the discussion was all planning for what we do when the caravan gets within earshot. Maybe I'm misunderstanding how the world is meant to be controlled, but I didn't think it was really within our (PC) remit to post something like, "and then the caravan got close enough to hear us, we waived frantically and I shouted out, 'blah blah blah.'" I'd been more waiting for you to do something like that. Let me know if I'm getting this wrong.
 
Posted by Curiosity killed ... (# 11770) on :
 
We, Curious Kitten and I, were debating suggesting lighting a fire for food and to make ourselves more obvious to the caravan when it arrives. We, party, have reached the road, haven't we?

Then we were rather waiting for you to tell us the caravan was there.
 
Posted by Doublethink (# 1984) on :
 
So that would mean not crossing the half mile to get to the road ? They might come and investigate a fire I suppose.

The main message I am getting here is, more context posts, which can happen.
 
Posted by Hart (# 4991) on :
 
I had assumed we were at the road, as we never seem to have stopped walking.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
quote:
Originally posted by Doublethink:
Well, we have much discussion but no actions yet ...

I can't speak for others, but I think the discussion was all planning for what we do when the caravan gets within earshot. Maybe I'm misunderstanding how the world is meant to be controlled, but I didn't think it was really within our (PC) remit to post something like, "and then the caravan got close enough to hear us, we waived frantically and I shouted out, 'blah blah blah.'" I'd been more waiting for you to do something like that. Let me know if I'm getting this wrong.
Well you could, but preferably after at least some meta agreement from others.

As in "I think I will walk up to the road try to signal - everyone OK with that ?"
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
I had assumed we were at the road, as we never seem to have stopped walking.

Ahhh - goes to re-read story posts.
 
Posted by Doublethink (# 1984) on :
 
I thought you'd stopped at the edge of the woods for a chat.

^#%^%##*ing text based mediums.

I shall go brew a context post.
 
Posted by Doublethink (# 1984) on :
 
CK you saw lights from the edge of the wood.
 
Posted by Curiosity killed ... (# 11770) on :
 
Lights in the intuition check from Frithwynne? not actually seen yet? That's what I thought, but I also thought we'd reached the road.

And it's too late to edit that post - sorry
 
Posted by Doublethink (# 1984) on :
 
Don't worry, perhaps Er is watching where he is putting his feet (it was actually in the context post where you reached the end of the woods.)

Anyway, you have new contextyness - make of it what you will.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
I thought you'd stopped at the edge of the woods for a chat.

^#%^%##*ing text based mediums.

That's what I thought too (about the edge of the woods, not necessarily the... uh, how do you pronounce that word [Biased] ... text based mediums.

How would this sort of confusion have been sorted out in a face-to-face game? Because I can imagine exactly the same conversation, and sorting-out back-and-forth, happening face-to-face. But I have no RPG face-to-face experience, so maybe I'm quite wrong about that.
 
Posted by Dafyd (# 5549) on :
 
Quick rules question: if Daniel uses his 'interrogation' skill to surreptitiously ask questions and fails, does that mean that the people he's talking to cotton on to the fact that he's pumping them for information, or does it just mean that he doesn't get any useful answers?
 
Posted by Dafyd (# 5549) on :
 
Also, Daniel would like to see if he can ***sense evil***. Not so much because he thinks there's any reason for suspicion, as because the one time you're not paranoid is the time it turns out the little girl was the vampire queen all along.
 
Posted by Eliab (# 9153) on :
 
As noted in my story post, Gunriana is taking a back seat to Er, as he seems to be handling the introduction well.

If called on to make a meaningful contribution she will use her Elan and/or Bluff to influence the dwarves.
 
Posted by Ariston (# 10894) on :
 
I'd like to have Jetse make a *spot* check to see if he notices anything unusual, threatening, or otherwise out-of-place to his paranoid self.

Roll result: dangit. A 3.

[ 10. June 2014, 05:09: Message edited by: Ariston ]
 
Posted by Doublethink (# 1984) on :
 
Ariston, please do an outcome post for the failed skill roll - you spot nothing and are confident you haven't missed anything.

[ 10. June 2014, 06:24: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Quick rules question: if Daniel uses his 'interrogation' skill to surreptitiously ask questions and fails, does that mean that the people he's talking to cotton on to the fact that he's pumping them for information, or does it just mean that he doesn't get any useful answers?

Interrogation is not subtle, so they'd know. Investigation might be a better bet.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Also, Daniel would like to see if he can ***sense evil***. Not so much because he thinks there's any reason for suspicion, as because the one time you're not paranoid is the time it turns out the little girl was the vampire queen all along.

Your attention is drawn not to any of the dwarves, but to Trepik. You sense a subtle evil, not the slashing viciousness of the storm, but a soul turned in on itself and concerned only for itself. This man would do literally anything to his own advantage. Such men are mercenaries, slavers, politicians - sometimes mages.

(Please outcome post, bearing in mind that you are standing close to him within earshot.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
How would this sort of confusion have been sorted out in a face-to-face game? Because I can imagine exactly the same conversation, and sorting-out back-and-forth, happening face-to-face. But I have no RPG face-to-face experience, so maybe I'm quite wrong about that.

We'd essentially have this out of character conversation, but it would just be a lot quicker.
 
Posted by Dafyd (# 5549) on :
 
quote:
Originally posted by Doublethink:
Interrogation is not subtle, so they'd know. Investigation might be a better bet.

Back when I first created Daniel I defined Interrogation as:
He knows ways of asking questions without the people he's talking to realising what he's asking for.
But I see that sentence hasn't been on his character sheet for a long time.
 
Posted by Doublethink (# 1984) on :
 
It isn't on the recruitment thread, and it is a stretch for the natural language meaning of the word. Plus, you have investigation anyway.
 
Posted by Doublethink (# 1984) on :
 
Your character has apparently walked around two dwarf guards and is now gesturing at the back of their employers head !?!

Do you not think that might attract their attention ?

[ 10. June 2014, 07:22: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Nice save there, party members [Smile] .
 
Posted by Dafyd (# 5549) on :
 
quote:
Originally posted by Doublethink:
Do you not think that might attract their attention ?

Daniel does his ***Harmless Eccentric*** thing. 16.
 
Posted by Doublethink (# 1984) on :
 
Well, your elan is weak, which would make an uncontested roll at ***hard*** difficulty (i.e. 15 or above -which you would pass.)

Is this an uncontested roll I ask myself ? If it is you would be looking at ***ridiculously hard*** difficulty (requiring a 20, which you would fail.)

It is dusk, you have walked up to a guarded wagon train looking like vagrants, and now you have dodged round two guards to make antic gestures at the back of the employer of the guards' head.

You have also, because you have already posted your roll result, effectively left the pass / fail decision to me.

On this occasion, cos I am nice, and because Er knows Hewer - I will take that as an uncontested roll. And you pass.

I will write the outcome post.
 
Posted by Doublethink (# 1984) on :
 
Clawdine, are you trying to use your hypnotise skill ? If so, please roll at **hard** difficulty - and post result here.
 
Posted by Banner Lady (# 10505) on :
 
Rolled a 5
 
Posted by Doublethink (# 1984) on :
 
That's a fail, so you do your thang, but no one is hypnotised.
 
Posted by Eliab (# 9153) on :
 
Gunriana is using her book to boost her Elan to persuade Trepik to accept them.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
A bit confusingly, your most applicable skill fir this is bluff (which is based on wits).

(We might need to slightly re-engineer that book - sorry I had missed that.)

Anyway, you have good wits and you are persuading at trepik's invitation - so we'll treat this an unopposed check - please roll at easy dofficulty - then write your own outcome post unless you roll a 1.
 
Posted by Curiosity killed ... (# 11770) on :
 
We (sorry, we are chatting as we post) framed Er's last response in that way because we thought we couldn't post in such a way that forced other characters into actions and that we'd be irritated if another character put us into a more difficult position by revealing something we wanted to keep for later.

The other alternative was use his roll for his skills, but we weren't sure that was the best use of that roll at this moment.

And anyway it gave everyone else a chance to play.
 
Posted by Doublethink (# 1984) on :
 
I think we are now waiting on Guriana's roll.
 
Posted by Eliab (# 9153) on :
 
17 (I originally tied Gunriana's Bluff to Wits rather than Charm (as it then was) as I conceived her method of persuasion to be primarily giving reasons for the subject to believe her rather than necessarily by being a likeable or comfortable person to listen to).
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Anyway, you have good wits and you are persuading at trepik's invitation - so we'll treat this an unopposed check - please roll at easy dofficulty - then write your own outcome post unless you roll a 1.

Outcome post written - I described Gunriana's words having a positive effect, but obviously not Trepik's final decision.
 
Posted by Doublethink (# 1984) on :
 
So trepik is persuaded.

You now have all sorts of interesting opportunities.
 
Posted by Hart (# 4991) on :
 
On Dorainen's original character sheet, he had the ability to see through walls. After the shipwreck, this was gone. Did he regain it with his lost potential when the party left the beach?
 
Posted by Doublethink (# 1984) on :
 
No, I am afraid not.

These are your current gifts and skills:

Healing magic (Inspiration)
Water navigation (Spryness)
Tool repair (Spryness)
Light weapons (toughness)
Longbow (toughness)
Tracking (readiness

Gift Dorainen can breathe underwater
Gift Immune to magical persuasion
Gift Sense evil
 
Posted by Doublethink (# 1984) on :
 
[NB I have to attend a funeral tomorrow and am spending the day with the family - then on holiday till 22nd June. So there will definitely be a GM day off tomorrow.

After that will continue to GM, providing wifi is available, if I see upcoming unavailability I will let you know - but apologies for any upcoming interruptions of service.]
 
Posted by Banner Lady (# 10505) on :
 
That's okay. I've pretty much given up on rolling for anything anyway, there seems little point in doing so if the result is always negative for most of us.

I suspect, to keep things interesting for myself, you are all going to see just how crazy Clawdine can be.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, my condolences for the death that has you going to a funeral. I hope you will have a blessed time with your family

BL, where do you see evidence that most of our rolls have been negative?

[ 11. June 2014, 22:15: Message edited by: Autenrieth Road ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Hope the funeral isn't too sad an occasion, Doublethink and that you get a decent break. Thank you for the GM work you are doing.
 
Posted by Doublethink (# 1984) on :
 
CK - Roll at ***easy*** difficulty please
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
That's okay. I've pretty much given up on rolling for anything anyway, there seems little point in doing so if the result is always negative for most of us.

I suspect, to keep things interesting for myself, you are all going to see just how crazy Clawdine can be.

?
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Doublethink:
CK - Roll at ***easy*** difficulty please

14
 
Posted by Doublethink (# 1984) on :
 
You succeed, Hewer drops hints that they are carrying a cargo for a bank, she doesn't know exactly what it is but the chests were heavy ....

Please do yourself an outcome post ...
 
Posted by Doublethink (# 1984) on :
 
GM Day Off
 
Posted by Autenrieth Road (# 10509) on :
 
BL, are you sure you're rolling a D20? All of your rolls have been under 10, so I wonder if you've accidentally been rolling a D10. Or it may just be a run of bad luck.

I've just reviewed this meta thread, because I was curious about your comment. It turns out that most players are succeeding at most of their rolls. The exception is that you have had the bad luck to fail at all but one of your rolls, if I've read correctly.

The roll you succeeded at resulted in finding your destroyed pot, so it may not have felt very gratifying. However, in terms of story, it was part of us all collectively figuring out what happened, and played a similar part as my "find hidden" roll which resulted in finding blades rusted beyond usefulness. But the blades turned out to be useful to the story as props, engendering interesting conversation with Jetse (well, I enjoyed it). So I think even failures, or successes that yield nothing of obvious value, can be interesting.

The amount of times a successful roll matches up with a gold mine of information or treasure from the GM will, I think, partly be governed by the pace and content of the story ideas that DT has designed.

What makes an RPG interesting for you? What can make it interesting for you given that we are proceeding at a slower pace than a live game would proceed?
 
Posted by Curiosity killed ... (# 11770) on :
 
I am going to assume that it is going to take a while for Er to extract that information from Hewer, so that the other members of the party can post and settle into the caravan.

@Banner Lady: I'm learning this as I go along, but I do have the advantage of my rpg* playing daughter living at home temporarily. As I understand it, the way we are getting roll results is that we were are choosing things that fit well within our skill set and gifts and that are fitting within the story line. We do keep checking back to the character sheet(s) and try to pick up on hints in the GM context posts. It seems that if we pick up on the hints it tends to make all the rolls easy.

There have been a couple of times when we've consulted on the meta-thread and had an answer that suggested that the GM didn't want us to go in that direction so have not pursued that idea.

* she had a local club and played regularly
 
Posted by Banner Lady (# 10505) on :
 
AR, I am rolling an on-line D20. Once it came up as 17, before I realized I didn't need to roll for the action I wanted to take. But if you want to look at stats, how many GM days have we had, and how many actions on average are rolled for in a GM day? What would the GM expect to be the norm?

I have no idea. Maybe the pace will pick up now we have some other characters to mess with. We'll see.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, Frithwynne is using her shipwreck-gained gift of ***listening*** to whatever might be going on inside the big cart. I know that it's a Gift so I don't have to roll for it, but I assume that the content of what I find out is determined by the GM. So let me know what I find out (I accept that I might find out there seems to be nobody inside, or they're discussing trivialities, or some such). Or let me know if I can make up what I want, or something (and if so, if it can touch on our quest, or if I can only make it up ***because*** it has no bearing on our quest...).

So many lovely possibilities to explore during our next three (Story) days on the caravan.
 
Posted by Curious Kitten (# 11953) on :
 
You'll have heard Er's conversation with Hewer so know what Er knows about the contents.
 
Posted by Hart (# 4991) on :
 
I'm in a similar situation to AR, I think. Narratively, it makes sense for Dorainen to not gain too much information from Johnson, but I'm guessing I'll need the GM to tell me quite what he finds out.
 
Posted by Net Spinster (# 16058) on :
 
On a metagame query. Who knows that Gunriana de Vades is a member of the de Vades family? The OP has her as a sea witch as far as the captain knows but not as a member of a wealthy merchant family. In particular does Mary Drake know?
 
Posted by Doublethink (# 1984) on :
 
I am happy for Eliab to decide that.

[ 13. June 2014, 07:17: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
Gunriana would certainly have given her full name on Kavetseki, though she would have sought passage as a rune-shaper and daughter of the fates, and neither advertised nor concealed her family connections.

Mary is easily alert enough to have seen that her travelling clothes were expensive, and to have guessed that she is from the wealthy trading family.

House De Vanés are traders in their own right, with a fleet of fast, well-crewed ships for valuable cargos, but make their money increasingly by loans and investment, ideally taking valuable collateral so as to make the lender take all the risk. On genuinely speculative investments they relentlessly demand high rates of return. They are also aggressive social climbers, with many associates but few true friends.

If Mary knows anything of history, she'll also know that two generations ago (Gunriana's grandparents), the House was more a barbarian raiding clan, burning and looting ships and villages up and down the coast, and taking money from city states and petty lords for 'protection'. As they acquired wealth and influence, they found themselves playing the games of commerce and politics more and more, and took to it with the same ruthlessness as they had to piracy. These days House De Vanés is (or, twenty years ago, was) wholly reputable, with only legitimate business interests. Mary might have had some dealings with them, but it's unlikely unless she had capital to put up for a loan, or once had an investment opportunity she couldn't quite afford, and needed a business partner willing to provide a small share of the funds in return for most of the profit.

Volsungs trying to be Medici is how I put it on the Dungeonmaster thread - that pretty much sums it up.
 
Posted by Doublethink (# 1984) on :
 
Access still flakey but should be able to put in a useful appearance tomorrow.

Sorry about the delay guys.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
DT, Frithwynne is using her shipwreck-gained gift of ***listening*** to whatever might be going on inside the big cart. I know that it's a Gift so I don't have to roll for it, but I assume that the content of what I find out is determined by the GM. So let me know what I find out (I accept that I might find out there seems to be nobody inside, or they're discussing trivialities, or some such). Or let me know if I can make up what I want, or something (and if so, if it can touch on our quest, or if I can only make it up ***because*** it has no bearing on our quest...).

So many lovely possibilities to explore during our next three (Story) days on the caravan.

You hear clinking and someone/something snoring ...

Please write your own outcome post.
 
Posted by Doublethink (# 1984) on :
 
All of those conversing with caravan members learn this is a trade caravan, the cargo in the strengthened wagon is valuable and heavy - and there are various rumours about what it maybe but no definite information.

Tepik goes to the wagon at dusk everyday and fiddles around - but no one knows exactly what he does.
 
Posted by Doublethink (# 1984) on :
 
New GM Day

Good internet access for the next three days, then I am on the isle of Lewis for three days - I have no idea what will be available there.

[ 14. June 2014, 09:38: Message edited by: Doublethink ]
 
Posted by Net Spinster (# 16058) on :
 
Can we assume the train stops at some time (say mid-morning till dusk) to water, feed, and rest the oxen, humans, and dwarves?
 
Posted by Doublethink (# 1984) on :
 
Yup
 
Posted by Doublethink (# 1984) on :
 
Hart, if you wish to heal Foret that will be a roll at ***ridiculously easy*** difficulty. You have excellent skill, these are optimal conditions and there is no active disease process (basically he has cerebral palsy).

If you choose to try, and succeed, please do your own outcome post - if you fail please post here.
 
Posted by Hart (# 4991) on :
 
Tried, got a 17, about to write up outcome post.
 
Posted by Doublethink (# 1984) on :
 
Er can offer to fix a damaged yoke if he likes - if so please roll at ***OK*** difficulty - write your own outcome post if successful, if not post here.
 
Posted by Curiosity killed ... (# 11770) on :
 
Hmmph - 10

(we are avoiding using the obvious piece of kit because we don't think this an opportune or safe moment)
 
Posted by Curious Kitten (# 11953) on :
 
Would it be possible to modify Er's transformation from a lady's lapdog as stated on the character sheet.

quote:
Originally posted by Doublethink
Special Item / Transform
A trickster sorcerer gave Er the ability to change form not into a fierce wolf when threatened but a mangy Lady's lapdog at the least opportune time. Available x1 per week, if you turn into a lapdog, your elan and toughness will swap.

To a mangy alley cat it seems more in character.
 
Posted by Doublethink (# 1984) on :
 
OK
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Yorick (# 12169) on :
 
I'm wondering how I can contribute to the story with something more productive than descriptive observation of the scene. It seems like people are treading water with the plot somewhat, and I can't think how to help it move along without sending things on the wrong tangent, so I've been standing by. If anyone could suggest an appropriate action for John Goode, I'd be grateful.
 
Posted by Doublethink (# 1984) on :
 
Well, you could try to win some money or gear off Trepik's people - or get info on the fortified wagon, or see how its guarded at the moment, or meet up with the others and plan what to do when you get to cimenster, or try to get yourself looking more respectable ....

Posting description even when you are not rolling for anything is helpful because it lets other characters know where you are if they want to interact with you and it lets me know whether you are away from keyboard and I need to leave time for you to respond, or whether I should go ahead and context post. It also helps because your descriptions build the world too.

If nothing else it would help if people posted on the meta thread once a day so I know if your character is inactive by choice or chance.
 
Posted by Yorick (# 12169) on :
 
Thank you- that makes good sense and gives me some ideas. I admit to feeling a bit like an extra who doesn't want to walk onto centre stage and screw up the plot. I'll post later with some scenery for the set, and maybe a little side show that shouldn't cause any bother.

But I have a feeling we're ALL more or less doing that...
 
Posted by Ariston (# 10894) on :
 
Still here—but only so much a supposedly gruff and silent character working with supposedly gruff and silent dwarves can really say.
 
Posted by Doublethink (# 1984) on :
 
Your working with the dwarves ? When did that happen ? And what exactly are you doing ?

Perhaps you could do a physical description, are you patrolling through the wagons ? Speculatively eyeing up the elf and wondering if he can grow your arm back, standing by the fortified wagon, asleep ? Have you spent time practicing one armed fighting techniques ? Have you discovered your new gifts yet, if so how ...
 
Posted by Hart (# 4991) on :
 
Given the dice in the prophecy, I was also hoping someone with dice would start looking for dwarf that might be interested in a game.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is, at this moment, only young and blonde in her own mind. She has used her once per weekly transformation already, so she is actually a great naked troll of a woman splashing about in the stream. Even the fish are chuckling.

She's a little bit crazy, you know...
 
Posted by Curiosity killed ... (# 11770) on :
 
We have hinted that we want to meet John Goode for a game, as well as meet with the others because one of the tools Er holds is lock picks, but without support from other team members distracting and supporting it's not going to be safe to look at that bonded wagon.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm exploring what I've discovered about Frithwynne, which is that being of quite low status in this world, she is therefore quite insecure about her place in the group, and shy about simply striking up conversation with those she sees as of higher status than herself. It's fun figuring out. As a meta point of principle for story development, I'm hoping to have her start to figure out conversational gambits with various of the characters.

For now she's off to wash John Goode's coat and voluminous pocket-contents...
 
Posted by Yorick (# 12169) on :
 
I should have been more explicit that John piled the contents of his pockets on the floor. I didn't intend that they should be taken by Frythwynne and washed- only his jacket. To my mind, he would certainly not part with the stuff, as it is far to precious to him, and in the case of his instruments, very delicate (I actually cringed IRL when she washed them in the dirt of the river).

That said, it's great to have these sorts of unintended things happen as it opens up the possibility of new strands to the story, and makes the interaction with others much more dynamic, and therefore more real in a way. I'm very glad to go with the flow.
 
Posted by Doublethink (# 1984) on :
 
You could always go seek out the shepherdess and find out what has happened, in character ...
 
Posted by Autenrieth Road (# 10509) on :
 
Heh heh heh. [Big Grin] . At least Frithwynne didn't electrocute herself by putting your torch in the river.
 
Posted by Yorick (# 12169) on :
 
Well I'm sort of waiting to see if the game of dice (that was hinted I should try to arrange) will kick off.
 
Posted by Yorick (# 12169) on :
 
Haha. It's a very primitive nuclear-powered torch, AR. She would have had a proper jolt! [Smile]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Yorick:
Well I'm sort of waiting to see if the game of dice (that was hinted I should try to arrange) will kick off.

You need to make that happen, or rather, first you need to get your stuff back - then approach someone and ask - though having declared you're real lucky today, you might need to use your inherited special item to get them to participate.

It doesn't have to be someone already mentioned, you could make someone up as other players have done.
 
Posted by Doublethink (# 1984) on :
 
Frithwynne, please roll at easy difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
Groan, 4.
 
Posted by Doublethink (# 1984) on :
 
Unaccountably, the riverbank is without whetstones, please do yourself an outcome post.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine wants to ***find hidden*** on the streambed.
 
Posted by Doublethink (# 1984) on :
 
What are you trying to find ?

[ 16. June 2014, 22:53: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Will process Clawdine's action as from yesterday - so you have another roll opportunity today - once I am clear what you are trying to do.)
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is splashing about with absolutely no finesse, but I am conscious she has good vision. She is not trying to find anything in particular, but there is a possibility she might find a whetstone (old or new), an unlucky fish, a dropped jewel, a rusty key or even some alluvial gold. You choose.

I rolled a 15.
 
Posted by Doublethink (# 1984) on :
 
Absolutely incredibly massive play hint:

It would help you a lot to meet up on the meta thread and plan some kind of co-ordinated approach. You are mostly approaching this as individuals and not as a team.

You need to decide what your priorities are, and what you want / need / hope to get out of the caravan before you reach Cimenster (assuming you intend to get to Cimenster, and intend to do so with the caravan - if you are not intending this you need to have at least some idea of what to do instead.)

Various dangling plot hooks exist, some from me and some from you, this list is not exhaustive:


[ 16. June 2014, 23:38: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
Clawdine is splashing about with absolutely no finesse, but I am conscious she has good vision. She is not trying to find anything in particular, but there is a possibility she might find a whetstone (old or new), an unlucky fish, a dropped jewel, a rusty key or even some alluvial gold. You choose.

I rolled a 15.

So this is a random trawl then. You have an excellent rank, and I would assess this as ***easy*** (not ridiculously so because you son't know what you are trying to find).

There is no in character reason for Clawdine to look for a whetstone.

You find two old gold coins, the design is badly rubbed and difficult to decipher, but they are rust free, solid and therefore clearly valuable.

Please do an outcome post.
 
Posted by Banner Lady (# 10505) on :
 
OK, will post accordingly. And for todays roll, as Clawdine has skills in ***understanding nature*** and ***spotting deception***, with what degree of accuracy does she understand how the horsemeat has been altered by dark magic? It makes a difference if she is very accurate in this statement or just plain crazy.
 
Posted by Doublethink (# 1984) on :
 
You'd have to pick one and roll, I'd suggest understanding nature at *** easy*** difficulty - but you might want to hold onto your roll for a bit and see,what else happens.
 
Posted by Net Spinster (# 16058) on :
 
Meta thread Mary's underlying aim is justice on who or what is responsible for the destruction of the Kavetseki so she can at least face the relatives of the crew killed (the ship had about 20 crew) in this life or the next. Short term goal in the caravan is gain news, gain some stuff to barter (she has an idea that she may shortly broach with Clawdine), get safely to the city, see that the passengers (especially those she considers a bit naive) and her one remaining employee (Jetse) are safe though she doesn't feel any are obligated to join her on her quest (though she thinks Gunriana is with her). She has no real interest in the fortified wagon though she may do something if she sees Trebik mistreating Foret or anyone else or discovers clear evidence that anyone in the train is a slave (in which case she may discover her new gift).

I also need to let a certain axe wielding bunny play Mary for a bit.
 
Posted by Autenrieth Road (# 10509) on :
 
It feels odd to expect to plan out things OOC that to me feel like they should emerge from conversations IC. But maybe it takes too long to rely solely on IC, so we need OOC discussions to determine what to make our IC characters do?

If anyone wants me to expand here OOC on what motivates Frithwynne, let me know.
 
Posted by Yorick (# 12169) on :
 
I'm happy to have another try at setting up a game of rigged gambling games with the dwarves if others agree and would facilitate that IC. We could perhaps hatch a sting, in which I appear to be losing to Er or another of our party in order to lure them in.
 
Posted by Autenrieth Road (# 10509) on :
 
First, is John Goode going to find Frithwynne?

I think it would be useful for us to carry out Mary Drake's suggestion of meeting up in Story at the river (minus, apparently, Clawdine) and IC share what we know, what we suspect, what our immediate goals are, and what we can contribute to achieving those goals -- to whatever extent is plausible IC of course.

In Prince Testwe's Peregrination coordinated group action eventually arose spontaneously as we prepared to confront the vampire. But there we faced a very specific threat and goal. Things are much more diffuse so far here in the Kavetseki Incident.
 
Posted by Doublethink (# 1984) on :
 
(It appears the Hebrides has good wifi - so advertised hiatus may not happen - unless weather comes into play. But then, I have paddled in the sea at Port Niss this morning, so we should be OK.)
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:

What season / date is it currently

A fuller post to follow later, but I believe this has been settled in the story: Mary mentioned it was late summer when she was discussing whether or not Clawdine would have enough time to prepare for winter if she stayed.
 
Posted by Autenrieth Road (# 10509) on :
 
Reading DT's massive hint, I think our immediate goal should be DT's last point: getting, winning, finagling, or outright stealing gold and goods from the caravan to support our further journeys.

The major quest seems to be finding out about the Kavetseki incident and everything related.

Finding out more about Trepik and his caravan seems like a good intermediate goal. So far the drivers and dwarves have been uninformative, but perhaps hypnosis, élan, intuition, or some other particular player skill I can't remember might help us find more.
 
Posted by Doublethink (# 1984) on :
 
Please roll at easy difficulty for the find hidden ar - to succeed or fail at finding a whetstone - post your outcome unless you roll 1 or 20, in which case post here.
 
Posted by Autenrieth Road (# 10509) on :
 
4 again. Rats. Frithwynne gives up. AR decides to find a different dice-rolling site for future rolls. And also to test whether this site is just starting its rolls with the same seed each time. Grrrrrrr.

I'll go post outcome post.
 
Posted by Hart (# 4991) on :
 
Not sure if I have time for an in-story post, but here's what I'm thinking right now.

Firstly, Dorainen's motivation: he is very unused to life outside of a tight community (the teyv), so will be fiercely loyal to the K crew for now. He's along for the ride wherever that takes us. Secondly, after his conversation with Er, he's convinced (rightly or wrongly) that the charm (/curse) is leading them somewhere, and that the prophecy is important.

Secondly, he's pretty shocked to have encountered slavery and is now very negatively disposed against Trepik. He realizes that we'll need to restock equipment (he hasn't said anything, but he doesn't like being without a close range weapon in particular). He'd be pretty amenable to stealing from Trepik (as punishment for having slaves), and is somewhat intrigued by the closely guarded wagon.
 
Posted by Ariston (# 10894) on :
 
I think there are supplies enough in this wagon train. If we could just bully the headman, I'm pretty sure we could find a thing or two.

Jetse tries to ***intimidate*** Trepik.

Roll…20. Well Then! I think that might have worked.
 
Posted by Doublethink (# 1984) on :
 
Excellent my man - you will recieve, one item of mundane equipment for every party member + a weapon if they use one (I suggest they pick a replacement for something they lost in the storm), a change of clothing for every party member who wants one (inc new shoes/boots and / or some kind of bag) 5 silver pieces each (equivalent to the average working man's weekly wage), and Foret.

I will do you an outcome post shortly.

You regain the skill ranged weapon proficiency - provided you don't look at your phantom draw arm whilst loading & shooting (you must keep your eyes fixed on target). You get a bow and arrows in addition to your extra item of mundane equipment.
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Doublethink:

We had intended for Er to be changeling/half goblin/goblin child/that kind of grubby fae creature but not to be entirely sure himself. His parents didn't know or say and he escaped their home and village early avoiding slavery.

In light of Jetse's intimidate roll Er would like to take advatage of the distraction and use his ***light fingered*** skill and lock picks to break in to the bonded wagon.
 
Posted by Doublethink (# 1984) on :
 
Go for it, you will be operating at ***OK*** difficulty.
 
Posted by Curious Kitten (# 11953) on :
 
18 plus the 1 from the lock picks gives Er a total of 19
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Autenrieth Road:
AR decides to find a different dice-rolling site for future rolls.

My normal site when I've forgotten my dice is This DnD one .
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curious Kitten:
18 plus the 1 from the lock picks gives Er a total of 19

Neat, you open it unobserved !n and slip in, a snake is asleep in the corner & there are six locked chests. Also a bench which presumably the night guard sits on, and a basket, with a hinged lid open, that can be buckled closed. you see thru shafts of daylight coming I. thru the shutter slats.

Please outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
Curious Kitten, Frithwynne would like to try to tame one of the ponies that Mary Drake has so kindly materialized on this GM day, and then I'll come up and Er can ask me to distract the viper on the next GM day. OK?

Thumbnail sketch of Frithwynne and her motivations (I can't remember if I've said this before): Frithwynne is concerned about survival. If the group will keep her on, she'll be fiercely loyal, doing what she can to help them. With no discussion of this in Story yet, her backup plan so far is to find work in Cimenster or in the surrounding countryside. She's very curious about the ship buried in rock salt. It wouldn't occur to her to go chasing after gangs, try to fathom the mysterious ways of wizards and magical storms, or steal gold from the caravan, but if others in the group come up with these ideas, she will follow and help.

As a Meta concept to invite interaction and developments, I'm trying to get her to go around and talk to each person in the group, but me, AR, is slow at absorbing the situation and working out what to do next (and also how to have plausible ways for Frithwynne to approach people she sees as her superiors), so it's taking me a while.
 
Posted by Curiosity killed ... (# 11770) on :
 
as an aside, you do realise you got someone who has a phobia of snakes posting there? She really does freeze when she sees them or hears, thinks, dreams about them - me, I'd have been a bit more willing to investigate further, snake or no snake, but I was at work

How about as a plan we wait until we're a bit nearer Cimester, particularly now Dorainen has acquired a map, organise Dr Goode, now he has clothes and money to be a bit more credible to create a diversion with the dice game and Dorainen, Er, Frithwynne and maybe Jetse as back stop / guard, nip into the wagon and lift a chest - we need to be somewhere where we've got a chance of escaping if we do this.

eta it's bb code not html code [brick wall]

[ 18. June 2014, 15:25: Message edited by: Curiosity killed ... ]
 
Posted by Autenrieth Road (# 10509) on :
 
Sounds good to me. Do you still have your travois, Er? If all goes well we'll have a pony to hitch it to and carry the chest.

We'll have to leave the caravan in any case after getting the chest, I think. Trepik may be intimidated now, but I hardly think he'll let us stroll along carrying one of his heavily guarded chests.
 
Posted by Doublethink (# 1984) on :
 
AR, please roll for animal command at ***easy*** difficulty. You may post your own outcome unless you get a 1 or a 20, in which case please post here.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curious Kitten:
quote:
Originally posted by Doublethink:
  • What species is Er

We had intended for Er to be changeling/half goblin/goblin child/that kind of grubby fae creature but not to be entirely sure himself. His parents didn't know or say and he escaped their home and village early avoiding slavery.

No one knows this in character yet, I was assuming you had backstory, I was just including it in the list of things characters could potentially endeavour to find out about and / or do.

Sorry about the snake, originally it was going to be a tiger, but someone had a day guard walk out the wagon attributing my snoring clue to the dwarf - so had to replot (and it had to be small enough to fit in with day guard somehow without killing him, but also threatening on discovery.)

I am interested you are all plotting to steal a chest of unknowness, it is a big commitment, you need to get the views of the whole party.
 
Posted by Curious Kitten (# 11953) on :
 
quote:
Originally posted by Autenrieth Road:
Sounds good to me. Do you still have your travois, Er? If all goes well we'll have a pony to hitch it to and carry the chest.

We've not done anything with it so I would assume so.
 
Posted by Curiosity killed ... (# 11770) on :
 
Problem with being the only person with lock picks is that to get into the cart means one day's roll, and to get into the chest means another day's roll, so unless we plan this action around midnight to get two rolls in, the only way of investigating is to remove a chest and run away. Or to plant another member of the group in the cart who can let others in to try picking the locks on the chests. And the other player wasn't staying in a cart with a snake to hide.

Er doesn't really know what he is, and he's not that bothered about it.
 
Posted by Autenrieth Road (# 10509) on :
 
The GM days aren't the same as Story days, so if people are willing to let Story time move slowly while we get all the pieces done, it will work even if we don't do it near DT's GM midnight.

I'm on the US east coast, so DT's GM midnight is 7 pm my time, plus I stay up late, plus I usually check in frequently during (my) day, so I think I can accomodate any timing.

Looks like no pony today after all and you'll still be pulling the travois, though.
 
Posted by Yorick (# 12169) on :
 
I don't think John Goode would be interested in stealing a chest or anything else, and if it comes to it he will refuse to get involved IC.

I'd like to understand why the other members of the party are so keen to be robbers.
 
Posted by Banner Lady (# 10505) on :
 
Well, it depends what you are trying to do.

a) Steal the caravaners stuff and run away - probably meaning the players will split up to do different things.

b) Stay with the caravan until it gets to Cimester (Cimenster? I've never been able to work out which it is) but use that scenario as much to our advantage as possible.

DT is probably the one who can say if both are possible ie: some stay and some go - unless the caravan is about to be destroyed in a GM narration, in which case the question is redundant.
 
Posted by Autenrieth Road (# 10509) on :
 
At this rate the caravan will up-stakes and leave while we're rescuing Clawdine.
 
Posted by Dafyd (# 5549) on :
 
Daniel tries to stab the arm grabbing Clawdine with a silver arrow. He rolls 18.
 
Posted by Autenrieth Road (# 10509) on :
 
Regarding Banner Lady's (a), I don't think we can split up. What I mean is, I thought that leaving the main body of the party would be taken as quitting the game.

DT, can you clarify?

[ 18. June 2014, 19:06: Message edited by: Autenrieth Road ]
 
Posted by Yorick (# 12169) on :
 
i know the whole game is all fantasy anyway, but how plausible is it that these characters would want to rob the caravan? Reasonable plausibility seems to be an important component of this RPG thing, and I just don't think these particular characters at this point in the storyline would be interested in robbery.

That said, I'm fascinated to see how it all pans out.
 
Posted by Net Spinster (# 16058) on :
 
Well Mary would be opposed to robbing the wagon unless there is a direct connection to illegality or evil; she might be willing to go over the train's books. First I guess we best rescue Clawdine.
 
Posted by Eliab (# 9153) on :
 
Sorry for not posting for a while - I haven't had much free time recently.

Gunriana is being intentionally inconspicuous, because while she knows that Trepik and the caravan are in some way important, probably up to no good, and possibly connected with the Enemy, she takes seriously her obligation to work with Trepik in exchange for safe passage to Cimenster. So while she disapproves of the others spying/stealing/stirring, and is unwilling to join in, she's not exactly unhappy to watch it happen.


Her primary goal is to find out who hired Kavetseki and do them ill. Her immediate task on the way there is to get to Cimenster, catch up on changes in the world in general and follow up on the Gaslough lead. She is not especially worried about getting money - having never had any lack of it in the past, she tends to take that sort of thing for granted.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er is not that keen on stealing the chest either - but it was the only way we could think of dealing with these hints:

quote:
Originally posted by Doublethink:
Absolutely incredibly massive play hint:

Er is more concerned about the aspects that will cramp his style in whatever is left of his life so this bit of the list:

quote:

You need to decide what your priorities are, and what you want / need / hope to get out of the caravan before you reach Cimenster (assuming you intend to get to Cimenster, and intend to do so with the caravan - if you are not intending this you need to have at least some idea of what to do instead.)

Various dangling plot hooks exist, some from me and some from you, this list is not exhaustive:

Having removed a few hints that don't interest Er at all.

And I must admit that if I'd had time before going to Guides, I'd have responded to Clawdine as if she'd unwisely partaken of a hallucinatory drink from the dwarves and was reacting badly to some tree roots.
 
Posted by Eliab (# 9153) on :
 
I think there are enough people around Clawdine trying to grab her that a weakling like Gunriana would just get in the way. She's using *** Rune Magic *** to hinder whatever the grasping creature is trying to do.
 
Posted by Doublethink (# 1984) on :
 
For future reference: I can not run this game if players do things like that.

Specifically, creating descriptive detail in the world is ok - eg this tree, the name of that wagoneer etc. - creating random hostile combat encounters is not.

Dafyd, your post on the story thread is not really narratively coherent and would have been better on the metagame thread.

As I believe I stated on the thread, I am currently in the Outer Hebrides and therefore my wifi access is intermittent. I will try to resolve this interaction appropriately - but please be patient.

Please DO NOT post again on the story thread until all outstanding story actions are resolved.

 
Posted by Doublethink (# 1984) on :
 
Will you all please go and read the combat rules. Meanwhile, I shall go and sort out a combat encounter.

Whilst this is going on I have locked the story thread.
 
Posted by Autenrieth Road (# 10509) on :
 
Combat rules here?
 
Posted by Banner Lady (# 10505) on :
 
So intimidating someone the GM has created is acceptable, creating ponies and blackberries is acceptable, but this kind of thing is not?

Sorry. I wrote it so that it could be read as a magical encounter by those who like magic, but for those who like a more literal world, as if crazy Clawdine was just off her face. Vision is one of Clawdine's skills, and so there is always a possibility that she might have vision through time or spirit occasionally. This would certainly account for her being labelled as 'crazy'.

The primary purpose for this scene was actually to gather everyone together so we could choose where to go from here as a group.

[ 18. June 2014, 22:19: Message edited by: Banner Lady ]
 
Posted by Doublethink (# 1984) on :
 
OK for the purposes of the plan phase:


All these actions are hapoening in parallel.

Can all party members post here what equipment and weapon they selected from Tepik's supply wagon. And what weapon they intend to use in combat, if they choose to participate in combat.

Combat phase will not start until weapons information is complete for players, and all players have been informed a combat phase is starting.

Would anyone currently active like to volunteer to pm all the players ? Preferably someone with a reliable internet connection - it will take about 30 minutes to do.
 
Posted by Autenrieth Road (# 10509) on :
 
I will PM the players, DT.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
So intimidating someone the GM has created is acceptable, creating ponies and blackberries is acceptable, but this kind of thing is not?

Essentially, that is a fair summary. It is to do with the mechanics of how the game works - which maybe clearer from the posts following yours on the story and meta threads.
quote:

Sorry. I wrote it so that it could be read as a magical encounter by those who like magic, but for those who like a more literal world, as if crazy Clawdine was just off her face. Vision is one of Clawdine's skills, and so there is always a possibility that she might have vision through time or spirit occasionally. This would certainly account for her being labelled as 'crazy'.

The primary purpose for this scene was actually to gather everyone together so we could choose where to go from here as a group.

Crossed wires are inevitable occasionally, I see what you were trying to do. But once other characters have responded that they see the hand too etc - it can't effectively be passed off as a delusion anymore. Not without ditching a lot of posted material - I am reluctant to do that on principle.
 
Posted by Curiosity killed ... (# 11770) on :
 
We've got a draft post that I was in the middle of writing when you locked the thread saying what we'd picked up from the store wagon.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
I will PM the players, DT.

Thanks.
 
Posted by Dafyd (# 5549) on :
 
Sorry about the story thread.
Rolled an 18 as reported earlier - 20 with the arrow.
I won't be able to take part in combat unless it's at a roll a day level.

Daniel has been asleep, and has not picked up any weapons. He will pick up a spear as soon as he gets a chance.

[ 18. June 2014, 22:38: Message edited by: Dafyd ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
We've got a draft post that I was in the middle of writing when you locked the thread saying what we'd picked up from the store wagon.

If you could post that here that would be fab.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Sorry about the story thread.
Rolled an 18 as reported earlier - 20 with the arrow.
I won't be able to take part in combat unless it's at a roll a day level.

It will be minion combat.
 
Posted by Eliab (# 9153) on :
 
Rolled 6 for Gunriana's magic (success on easy).


Gunriana was going to have a conversation with a dwarf whose hobby was stone carving, and persuade him to part with his third-best mason's chisel as her item selection, but rushing over to help Clawdine seemed more urgent when I did the story post.

If Gunriana gets into a stand-up fight she'll slash wildly with her scramasax, but if she can stay out and let more martial characters kick skeletal arse, she'll let them take care of it.
 
Posted by Doublethink (# 1984) on :
 
Plan phase for this combat will last untill 20:00 gmt +1 tomorrow.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Rolled 6 for Gunriana's magic (success on easy).


Gunriana was going to have a conversation with a dwarf whose hobby was stone carving, and persuade him to part with his third-best mason's chisel as her item selection, but rushing over to help Clawdine seemed more urgent when I did the story post.

If Gunriana gets into a stand-up fight she'll slash wildly with her scramasax, but if she can stay out and let more martial characters kick skeletal arse, she'll let them take care of it.

You can also fight with spells.
 
Posted by Curiosity killed ... (# 11770) on :
 
What I was going to post was:
quote:
Er bumped into Dorainen and Jetse on the way to the store wagon. As he passed Dorainen, he muttered out of the corner of his mouth that the bonded cart contained six locked chests and a snake, with a bench for a guard to keep watch. Finding out more would be a challenge that could be their undoing.

He helped himself to some new clothes, a new knife and whetstone and a pack to replace the one he lost. At least with something on his back again, even empty, he felt more himself again.

As he walked back across the camp he saw a kerfuffle at the stream centred around Clawdine. He wondered quite how much of the dwarves' brew she had drunk and how that would have affected her. It was difficult to judge for a troll, but he'd seen humans do the most peculiar things after a smaller tankard than the one Clawdine had drunk. Ah well, she seemed to have plenty of help from the rest of the shipwrecked party, and their busyness and noise was attracting lot of attention from the rest of the train.

Time to blend in and ensure he gets to Cimenster. Er is feeling more comfortable now he has money in his pocket, clean clothes, a whetstone and a pack. What he wants to know is how free he is from whatever happened on that beach.


 
Posted by Doublethink (# 1984) on :
 
Anyone without a currently listed action in the plan phase, may use upto one none-combat action roll in the plan phase to do something they consider maybe helpful.

(I am now going to bed, please post the results of any rolls on this thread.)

[ 18. June 2014, 22:47: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
I rolled a 15.
 
Posted by Hart (# 4991) on :
 
I'm also very time limited right now, traveling for a wedding this weekend and trying to get a week's worth of work done in three days before I leave... I also think it makes sense for Dorainen to stay back, coming in to heal someone only. I don't think it makes narrative sense for him to use his longbow given the high chance of hitting on of the party rather than the hand. If everyone else fails, he can go in last with his knife (+1). I'll let someone else roll for me.
 
Posted by Net Spinster (# 16058) on :
 
Mary rolled a 15.

She hasn't had a chance to pick up any thing from the wagon.

(btw I was thinking of having those ponies as man-eating (or at least skeleton eating) once I saw Clawdine's post).
 
Posted by Autenrieth Road (# 10509) on :
 
PMs have now all been sent.

SENT Curiosity killed...
SENT Curious Kitten
SENT Net Spinster
SENT Kelly Alves
SENT Yorick
SENT Antisocial Alto
(Autenrieth Road)
SENT JFH
SENT Hart
SENT Ariston
SENT Banner Lady
SENT Dafyd
SENT Eliab
SENT Doublethink
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:

I rolled a 6.

quote:
Originally posted by Doublethink:
Can all party members post here what equipment and weapon they selected from Tepik's supply wagon. And what weapon they intend to use in combat, if they choose to participate in combat.

Frithwynne has been down at the river, and has not yet picked up anything from the supply wagon. She also doesn't know yet that this is on offer, hint hint to any characters who could volunteer to fill her in after this combat is over, if the caravan hasn't left already.

Can Frithwynne Run Away when the combat phase starts, or, since she's on the scene already, does she need to do at least one round of Minion combat? I'm undecided right now, but if Frithwynne does join the combat (whether by choice or necessity), can she grab a fallen tree branch and use her Improvised Weapon skill? I'm not sure how, when, or if Improvised Weapons works with Combat.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is not engaging in combat, being somewhat occupied by unconsciousness. I could roll to see if she survives the fracas, if you like.

If you do want her to continue, then awaiting her in the covered wagon where she has paid Quartzbearer for sleeping space, is a harvest basket (complete with leather carrying strap); a metal pot with handle that fits neatly inside the basket, a large wooden spoon and a small sharp knife.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, what are the consequences of Being Left For Dead in combat?
 
Posted by Ariston (# 10894) on :
 
Jetse will be using his sword in this combat. If Foret is allowed to join (possibly for scenery/an auxiliary to Jetse, rather than a separate character with combat rolls), he'll be using the axe Jetse used in his intimidation attempt.

Roll: 19.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
Excellent my man - you will recieve, one item of mundane equipment for every party member + a weapon if they use one (I suggest they pick a replacement for something they lost in the storm), a change of clothing for every party member who wants one (inc new shoes/boots and / or some kind of bag) 5 silver pieces each (equivalent to the average working man's weekly wage), and Foret.

I will do you an outcome post shortly.

You regain the skill ranged weapon proficiency - provided you don't look at your phantom draw arm whilst loading & shooting (you must keep your eyes fixed on target). You get a bow and arrows in addition to your extra item of mundane equipment.

Regardless of whether you did a specific post about going to the supply wagon or not, this event happened. (In some cases you went and got stuff, then went back to sleep, or across the way to charm ponies or whatever.)

Please post what you acquired, including weapon, on this thread if you have not already done so.

So far, at the beginning of combat, as I understand it, the elf will do nothing, Clawdine will be unconscious, the shepherdess will run away, Jetse will attack with Foret in support, Guriana will intervene with magic from a distance, Daniel may or may not participate dependent on time.

*The ponies eat grass, and will not be participating in combat.*
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
DT, what are the consequences of Being Left For Dead in combat?

That is a decision I will make depending on narrative context, but your character will not die unless you wish that to happen.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Regarding Banner Lady's (a), I don't think we can split up. What I mean is, I thought that leaving the main body of the party would be taken as quitting the game.

DT, can you clarify?

I'd rather you didn't split up. If you wished to leave the game, I am assuming you'd tell me on the meta thread.
 
Posted by Yorick (# 12169) on :
 
The windfall item John Goode took was a leather shoulder bag. I did not take any weapon as I’m not a fighter. If I’m attacked in the combat, I will attempt to defend myself with my scalpel- with which I have some skill. That is assuming I received my kit back at some non-described moment from Frythwynne, who took it without my IC participation. Otherwise, I intend to keep out of any fighting and provide services as a surgeon as required.
 
Posted by Dafyd (# 5549) on :
 
Daniel will pull Clawdine safely out of the way. He has / will have picked up a spear. He stays out of the fight. He will however roll ***Occult*** to see if he can give any advice that will make these creatures easier to fight.
Just to be helpful he rolled a 1.

[ 19. June 2014, 08:56: Message edited by: Dafyd ]
 
Posted by Autenrieth Road (# 10509) on :
 
Let us say that Frithwynne met John Goode when she went up to the caravan to get supper. She took his jacket and things with her, not wanting to leave them alone, and gave them to John. He gave her a searching look as he took them; she doesn't understand why he looked so pale. [Yorick, add if there's any more you wish to write of the encounter.]

At the caravan Frithwynne met Dorainen in his fabulous hat and he told her about their good fortune. For supplies she took:
And of course the five silver pieces.

She then returned to the stream with her booty, at which point the ponies came to the stream and the rest you know.
 
Posted by Net Spinster (# 16058) on :
 
Mary picked up a marlinspike which oddly enough was in the stores.

She will also like to get some string, soap, and a comb if that is permitted. Clothes will be good boots and a respectable dress but she'll continue to wear her old stuff for the time being. She accompanied Frithwynne and both returned to the riverbank before the ponies.

She won't try to directly engage in battle but will try to pull Clawdine away.

[ 19. June 2014, 13:29: Message edited by: Net Spinster ]
 
Posted by Autenrieth Road (# 10509) on :
 
Yes, Frithwynne isn't wearing her lovely new clothes yet. She's folded them carefully in the knapsack waiting for a special occasion.
 
Posted by Antisocial Alto (# 13810) on :
 
Aethelreda takes

 
Posted by Antisocial Alto (# 13810) on :
 
Oh and also I think I had better sit this combat out unless more skeletons get unearthed. There are several people helping already and I don't know if a small knife will do much against a skeleton.

(I am new at this, so if it is bad strategy to stand back, let me know to lend a hand and I will do that.)
 
Posted by Doublethink (# 1984) on :
 
Narrate Battle Phase

Context post

Hearing Clawdine's cries her companions rush to help, her efforts to break free having been in vain Clawdine falls against the riverbank unconcious - her outflung hand a foot away from the loop of rope Mary threw to her.

Daniel dives forward, stabbing through the skeletal hand with a silver arrow, it disintegrates, and Dorianen & John Goode succeed in pulling Clawdine fully out of the river.

Meanwhile, Guriana carves a rune, and the river surges, washing away the rest of the skeleton as it emerges from the riverbank.

Jeste, Foret and Hewer are charging forward as a second skeleton starts to claw its way out of the bank ...

Daniel shouts to the running fighters, "go for the back of the knees, the back of knees !"


[ 19. June 2014, 21:39: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Combat Post

Fight begins:
Jetse: your combat is ***Easy***
Any other player participating will fight at ***OK*** difficulty - this is due to a combination of Daniel disposing of the first assailant and yelling out "go for the back of the knees" in what he believes is a helpful tip.

Your party is fighting one kind of minion: skeletons. They have surprise on their side, if you Readiness is OK or less, you get -1 to your first combat roll in this encounter.

You have until 21:00 hrs GMT + 1 to defeat them.


[ 19. June 2014, 21:40: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Players please post your minion roll sequence posts here, then the story outcome post describing your combat. When combat is complete I will transfer them to the story thread - as we did in the test game.
 
Posted by Net Spinster (# 16058) on :
 
I'm a bit confused about whether I should roll or not.

Mary will try helping Dorianen & John Goode pull/carry Clawdine further away from the combat but not be involved in the combat directly.

(btw did the hand or the arrow disintegrate?)
 
Posted by Ariston (# 10894) on :
 
5 rolls, IIRC?
10; 18; 13; 3; 10
***
As for gear: Jetse gives Foret the axe and a wooden shield; Jetse takes a dwarven longbow (about average size for him, if rather stout) and arrows; a traveling cloak, a pair of leather boots, a pair of riding breeches, a shirt to go under his armor, a sturdy leather belt, and a broad-brimmed (and rather fancy) hat.
 
Posted by Yorick (# 12169) on :
 
Would anybody like to take over the character of John Goode? I'd like to retire from the game, and if nobody will take over from me, perhaps this battle scene might be a suitable opportunity to kill off the venerable doctor.

I've enjoyed discovering a bit about RPG and I feel hugely grateful for the ride (especially to DT, whose effort to make the game for us has been astonishing) but real life isn't being kind enough to allow me time for the commitment required. I really hope I'm not letting anybody down, and sincerely apologise if I am.
 
Posted by Autenrieth Road (# 10509) on :
 
Aw, we'll miss you, Yorick. It's been fun having Dr. John Goode along for the ride.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
I'm a bit confused about whether I should roll or not.

Mary will try helping Dorianen & John Goode pull/carry Clawdine further away from the combat but not be involved in the combat directly.

(btw did the hand or the arrow disintegrate?)

You don'nt need to roll, unless you decide to fight the skeletons alongside Jetse and the other fighters.

I'll be around later (at parents atm, guests arriving fairly shortly) and can do resolving then.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Ariston:
5 rolls, IIRC?
10; 18; 13; 3; 10
***
As for gear: Jetse gives Foret the axe and a wooden shield; Jetse takes a dwarven longbow (about average size for him, if rather stout) and arrows; a traveling cloak, a pair of leather boots, a pair of riding breeches, a shirt to go under his armor, a sturdy leather belt, and a broad-brimmed (and rather fancy) hat.

You killed it on your first attack. Please do an outcome post here.

Then I will transfer everything over (inc npc actions) - then I will re-open the story thread.
 
Posted by Eliab (# 9153) on :
 
Since no one else seems to be fighting skeletons, Gunriana is bound to fight in the caravan's defence.

Modified rolls:

Fight - 6
Spawn - 18
Run away - 2
Fight - 19
Fight - 7

Story post to follow.
 
Posted by Doublethink (# 1984) on :
 
Thanx
 
Posted by Eliab (# 9153) on :
 
Gunriana edges away from the emerging skeleton as Jetse moves in to engage it. The dead thing's movements are clumsy in comparison to the practised steps of the warrior, and, provided ordinary weapons can harm the thing, she is in iittle doubt as to the fight's outcome. But, in case the skeleton requires more than cold steel, she stands by ready to add her rune-lore to aid Jetse's blows.

A sudden feeling of dread fillsher and she spins on her heel - another skeleton has already pulled itself up through the bank, and has Gunriana fumbles with her blade it's hooked fingers lash out, bruising her arms, trying to catch her in its bony grasp. She stumbles, dropping the weapon as she tries to get away.

Fortunately, the skeleton's pursuit is hindered as it drags it's feet clear of the last few inches of clammy earth, but as Gunriana tries to flee, something catches her ankle. Another skeletal hand, slender, and missing two fingers, is poking through the ground, and as she pulls away, it's grip tightens and she falls heavily on the bank. The first skeleton advances, and Gunriana looks up helplessly into its hollow eyes.


"Faith, Gunri..." she recalls her great-aunt's words "...what is written is written, but we are daughters of the fates, and we do not fear."

Hastily, she scratches Fe, the wealth-bringer, on the bank, to bring her lost possession to her. The skeleton's foot brushes against against the scramasax, which slides down the bank towards the witch's hand. As the monster stoops reaching for her neck, gripping her flesh and preparing to strangle the hated life out of her, she lifts her arm, and, remembering Daniel's words, slams the heavy blade into the back of the skeleton's knee. The shock of the blow causes its leg to buckle, and the untidy tumble of bones collapses, falling into the river.

Gunriana tries to stand, but the hand at her ankle holds firm, and she falls heavily, losing her grip on the blade once more. Twisting back to fact it, she rolls over the skull at her belt.


"Help me, sister" she whispers, lifting the skull and driving it down at the hand. The finger bones prove the more brittle, snapping sharply on the first blow, and the maimed hand sinks back into the dirt. Gunriana scrambles to her feet and snatching up her weapon, flees from the cursed bank, and turns to take her stand on firmer ground.
 
Posted by Autenrieth Road (# 10509) on :
 
Oh, heck, not feeling at all confident in the results of my dice rolls, I might as well find out what "Being Left For Dead" is like.

I'm working on a Statistics quiz that's due in 2 hours; I'll be back after that to roll some dice and figure out what they mean for minion combat.

[ETA: decided to roll my Minion combat 2D20 before starting my quiz. Came up with 15, 5. Does that mean I win, from the 15 on an OK difficulty battle?]

[ 20. June 2014, 21:49: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Yup.

Do a story post here please [Smile]
 
Posted by Autenrieth Road (# 10509) on :
 
This is a long math-y logic-y post, so if you don't like that kind of stuff, feel free to skip over it.

Statistics quiz finished. (It was multiple-choice with answers that in most cases were trivially easy to guess given only the most rudimentary knowledge of our statistics package... Which is good, because that's about all I have on this week's topic. [Smile] )

Back to combat. I'm going to test my understanding of the combat system by trying to understand Eliab's series of rolls and how they match to Gunriana's Story.

Someone else who feels more secure in their understanding of Minion Combat, can you check that I have this right?


Gunriana is fighting an ***OK*** combat, which has thresholds like this:
quote:
OK, win = >10, lose = < 5, spawn = 6-10
Gunriana is fighting with her scramasax which gives her a +1 on combat Fight rolls. The +1 is not added to Spawn rolls or Run Away rolls.


Eliab gave the rolls like this:
quote:
Modified rolls:

Fight - 6
Spawn - 18
Run away - 2
Fight - 19
Fight - 7

This is what happened:


Fight!

What happens when Gunriana first confronts the skeleton?

Eliab rolled 5, then added +1 for the scramasax to get 6. That meant the outcome of Gunriana's fight against the skeleton was Spawn. (Good thing Gunriana had her scramasax, otherwise she would have Lost immediately and been Left For Dead.)


Spawn!

How many skeletons were spawned? Combat rules say:
quote:
Easy & OK minion fights spawn one creature fight, and hard minion fights spawn two creature fights.
Gunriana was in an ***OK*** minion fight, so one skeleton is spawned.

How hard is the fight against the spawn? Combat rules say:
quote:
The second dice roll - Spawn level - decides whether the fights this player spawns are to be:

A spawn level roll of 20 also removes a fight.

Eliab rolled to find out how hard Gunriana's spawned skeleton combat would be. He rolled 18. That means the spawned combat is one rank easier than ***OK***, i.e. it is ***Easy***. These are the thresholds:
quote:
Easy, win = >5, lose = < 3, spawn = 3-5
.


Fight the Original Skeleton Plus Its Spawn or Run Away?

Combat rules say:
quote:
After each pair of Combat+Spawn rolls, you may choose to attempt to run away - to succeed you must roll 7 or more.
Having completed a pair of Combat+Spawn rolls, Eliab chose this opportunity to try the Run Away option. He rolled 2, which is less than 7 which is required to succeed in running away. So now Gunriana must fight the spawned skeleton.

(Run Away, requiring >=7 to succeed, is the prudent choice here vs. staying and trying to defeat both skeletons, one skeleton at ***OK*** requiring >= 11 to Win outright, and one skeleton at ***Easy*** requiring >= 6 to Win outright. One would like to avoid the risk of Spawning even more skeletons, if possible. 14/20 = 0.7 probability to succeed at Run Away vs. (11/20)*(16/20) = 0.44 probability to win both battles. Normally that would be (10/20)*(15/20) = 0.375, but there's the +1 for the Scramasax.)


Continue to Fight the Original Skeleton!

Eliab rolled 18, then added +1 for the scramasax to get 19. That meant Gunriana won her second round of fighting against the Original skeleton.


Fight against the Spawned Skeleton!

Eliab rolled 6, then added +1 for the scramasax to get 7. That meant Gunriana won her fight against the Spawned Skeleton.


Result

Gunriana emerges victorious, having defeated 2 skeletons.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm glad I went through that. I discovered I had originally made a mistake about Spawn. I thought the Original Minion went away, leaving only the Spawned Minion(s). But that's apparently not true: the Original remains, and is joined by the Spawn.

Is there a rule for the order of fights after the Spawn emerge? Do you have to fight the Original first, and only fight Spawn after you've defeated the Original? I assume you should at least choose which one you're fighting before you make your next dice roll.

It's a lucky (*) thing Eliab chose to try Run Away. If Gunriana had started her second round of fighting immediately, the rolled 2 (even bumped up to 3 for the scramasax) would have meant a Lost second round of fighting against the Original Skeleton and Left For Dead for Gunriana.

(*) Or maybe Eliab planned for that contingency...
 
Posted by Eliab (# 9153) on :
 
That's all correct, except that the very first roll was a 6, not a 5, and got modified by -1 for Gunriana's Readiness being only OK when surprised by skeletons.
 
Posted by Eliab (# 9153) on :
 
I should say that I counted the +1 for the scramasax when doing the rolls, and then, when I constructed the narrative, I completely forgot about that and had Gunriana smash the skeleton hand with her friendly skull rather than an actual weapon, as that seemed to fit the chaotic scrabble of a fight that I ended up describing.

A RPG rules-purist would probably say that having taken the bonus for a weapon, I ought to have put in the narrative that I was using the weapon, but (a) I'm not a rules-purist, and (b) I forgot.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, Eliab.

I'm glad, in a completely OOC way, that you had a complicated fight. It gave me a worked-out example to develop and test my understanding against. Sort of like my multiple-choice statistics quiz, in a way [Smile] .

Now to work on Frithwynne's far simpler combat narrative.
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne tried to pull Clawdine out, or at least keep her from being pulled further in, but a sudden spasm in her back causes her to lose her grip on Clawdine's wrists and fall backwards. A second pain in her back reminds her that she forgot to transfer her chalice to her new knapsack.

She sees Jetse running to the rescue, but her relief is short-lived as a skeleton emerges from right next to Clawdine. Frithwynne scrambles backwards but the skeleton keeps advancing. Frithwynne's right hand strikes a fallen branch. Desperate, she grabs it and swings it in an awkward one-handed blow at the skeleton. The blow hits the skeleton no higher than its knees, but Daniel was right that the knees were the weak point. The skeleton implodes as it falls straight down, first the thighs, then the pelvis, then the rib cage, and finally the skull which teeters on top of the pile of bones and then rolls into the river.

 
Posted by Banner Lady (# 10505) on :
 
Clawdine may be unconscious, but still perfectly able to have a dream or *** vision***that explains something about the situation.

In my sleep, I have rolled a 4.
 
Posted by Doublethink (# 1984) on :
 
Not really in the middle of a combat sequence. Anyway the roll is too low to succeed so that is a moot point.

Now just waiting for Jetse's description to finish up.

Narrate Battle Phase is complete.
 
Posted by Curiosity killed ... (# 11770) on :
 
Thank you for explaining that, Autenrieth Road. I really wasn't confident getting into combat (although the other half of this pairing does know what she's doing)
 
Posted by Hart (# 4991) on :
 
So, the skeletons are defeated, right? I don't have wifi on this trip, so I'm posting this from my phone. Does clawdine need healing? If so, dorainen can try.
 
Posted by Doublethink (# 1984) on :
 
No healing required at this time.
 
Posted by Ariston (# 10894) on :
 
"Come. Let me see your arm."

Jetse looked over the burn on Foret's skin. The skin was charred and blistered, but the burn was not deep; Trepik hadn't let the coal set long enough for that.

"Keep it clean. You'll heal soon. You are strong. Brave. Do not fear pain. Use it."

"Now, be my Hand. Come with me."

The boy followed after Jetse as he walked to one of the guard wagons. The old soldier was impressed with his fortitude; to take blows and burns like that without flinching, without crying out, was no small feat. Perhaps his strength could be used…

"Take this." Jetse handed Foret the axe. "It set you free. It will keep you free. Swing it hard. With conviction. Keep it sharp. The rest can be taught later."

The Guardian nodded at the dwarf guarding the wagon, and climbed into it. After his little feat of dramatics, the dwarves seemed to respect him—or, at the very least, to have lost respect for Trepik. The trader had been bested by a one-armed old man, his cowardice proven to all. If Jetse or his companions wanted something, the dwarves weren't going to stop them.

Looking through the wagon, Jetse found a stout dwarven recurve longbow, much like the one he used to carry. He turned it over in his hand, watching the light play on its polished surface, before taking the quiver next to it. Even if he had only a vague hope of being able to figure out how to use a bow one-handed, somehow holding the weapon in his hand felt right, as if it was meant for him—and if he could hold an axe without noticing it, perhaps an arrow could work just as well. Further in was a tall wooden shield; Hand Foret could use that, protecting the both of them. It was how Jetse had first learned the ways of war, after all…

What else? A set of clothes for the boy—he was about the same size as a thin dwarf, after all—and some new ones for himself. Oh, and that hat in the corner—why something that striking was going unworn was beyond Jetse. Must belong to Trepik, who wouldn't appreciate it anyway. Jetse stepped out of the wagon, gave Foret his shield, thew on his cloak (finally, that breastplate emblem covered…surprised nobody mentioned it), and had just time enough to put on his hat when he heard screams from the riverbank.

Oh no. Dolgarkin. Not here too.

"Foret! Come. Be ready."

Jetse ran to the riverbank with Foret, as Clawdine was pulled free. Suddenly, the river rose—the sea-witch seemed to have control of the waters.

"Stay back from the flood. Hit them hard. Break them."

"Go for the back of the knees!" yelled Daniel.

"Fool. No weak parts. Hit anywhere. Watch me, Hand. Destroy it if it moves."

Jetse drew his black blade as he and Foret charged at the nearest creature. He dodged the creature's attempt to grab him, then swung hard with the blade, snapping the ribs and spine of the skeleton. The creature stumbled; Foret swung his axe at the creature's head with a spray of bone fragments.

"Use your shield too. Hit it," yelled Jetse to his apprentice as he took another slash at the snapping skeleton.

It didn't take them long. Soon, the creature was dismembered, unable to move.

Jetse found Dorainen. "The crone will recover? Good. We should burn the bones. Release the enchantment. Do it before we move out for the night."
 
Posted by Doublethink (# 1984) on :
 
New GM Day, Story thread now open.
 
Posted by Doublethink (# 1984) on :
 
The skeletons you encountered have been destroyed. Hewer has observed this, including the use of magic and effective fighting skills - she is impressed but worried. Other dwarf guards will feel similarly.

Sorry to see you go Yorick, I will write your character out shortly.

Players, please read the story thread carefully before posting, in order to maintain narrative coherence.

Combat sequences are always announced, as per the rules, so please don't write your character as charging into combat without checking with me first.
 
Posted by Autenrieth Road (# 10509) on :
 
I didn't know it would be a combat sequence, when I wrote Frithwynne's initial reaction.

Sorry I didn't think of Curiosity killed...'s solution that it was a tree root.

When you initiate combat sequences DT, will they come with more explanation from the outset so we know it's a combat sequence? Obviously this one didn't necessarily start off the way you might normally do it, since you didn't initiate it. I'm trying to figure out how I'll know what situations will turn out to be a combat sequence, and what situations will be something else, where we just interact with it normally.
 
Posted by Autenrieth Road (# 10509) on :
 
Anyone have any ideas for how we might find out any answers, or even simply clues, for solving any of the puzzles facing us?

And I'm sort of confused now about how much we make up and how much we don't make up but leave DT to make up for us.

Also I think it's difficult to coordinate anything because we're all on at such different times, and at such different rates, so I wonder if anyone has any ideas about that. But I'm not even sure what we could try to coordinate. DT gave the strong suggestion that we should work together, but I don't understand how, or at what.

All I can think of is to try to create as much interaction as possible in Story between Frithwynne (since she's the only part I can narrate) and everyone else, both PC and NPC.

Also Frithwynne has this Skill of Intuition, but it feels manipulative to just roll every GM day for "What will the GM tell me if Frithwynne uses her Intuition"? So I've been sort of waiting for times when it can make sense IC to use it, and also when OOC I get antsy enough that I want another dose of information or clues, whatever DT chooses to dispense. But I don't know. Does anyone have other ideas on how to handle this?

I had been expecting that we would travel along with the caravan to Cimester where the real answers would be, and that DT would send us some NPC or event or something that would sort of obviously tell us "look here for more information". But I'm totally inexperienced at this, so I have no idea what to expect, or whether we should be working the caravan harder to extract information and supplies, or what.

It seems to me that the wooden wagon just contains gold, but I could be wrong, and IC we don't seem to generally want to break in and steal it, so even if it contains something else that OOC we should want to find out about, is there anyway for us IC to find out?

[ 22. June 2014, 03:26: Message edited by: Autenrieth Road ]
 
Posted by Curiosity killed ... (# 11770) on :
 
We've found 6 chests and a snake inside the locked cart, plus a bench for a guard - and told Dorainen. What's inside the chests we don't know.

We've still got the prophecy to enact. We were trying to get Dr John Goode to start a dice game as he has Jack's loaded dice to see if that triggered anything.

We also need to get together to plan - Mary's memorial meeting would have been good, but not sure that's possible now.
 
Posted by Autenrieth Road (# 10509) on :
 
I'd forgotten about the dwarf and the dice part of the prophecy.

If Er and Dorainen had picked up on Mary's request to tell the others about the memorial meeting, do you think we (as players) would have managed to get our characters down to the river?

All the characters, or almost all, seem to be at the river now.

[ 22. June 2014, 04:27: Message edited by: Autenrieth Road ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I did wonder about Er wandering over to find Hewer - under instruction from Trepik as the wagon train is about to leave, which would get him to the river, but I'd need to consult.
 
Posted by Doublethink (# 1984) on :
 
Combat has plan, narrate and resolution phases which are normally announced on the meta-thread, (certainly at least the first two are announced.)

Combat is when you are fighting something. Not really sure what else I can say to clarify that.
 
Posted by Doublethink (# 1984) on :
 
Regarding co-ordinating action as a group, the problem the party seems to have (apart from the logistics of the time difference), is that party members tend to post on the story thread and then afterwards on meta. Whereas it makes more sense to plan on meta then post on the story thread.

For example Bannerlady's idea of having an intoxicated Clawdine draw the party to her, was not a bad idea. It would have worked much better, and without a random combat encounter, if she had posted first on meta about what she was going to do. (Or added a tagline to the story post saying something like, others can see Clawdine kicking out at thin air.)

Likewise, when I asked people to post about priorities and motivations, folk posted about their own individual characters - rather than discussing *with each other* what the priorities and goals for the party should be at any length. Then we have people not posting at all on meta when they are not contemplating in-story action. But this means we don't know what the party wants *as a whole* re robbing chests, going to Cimenster etc.

So then one or two folk start to do something about a goal, at which point other folk pop up and say - actually, not sure we want to do that.

---

Essentially, the caravan was a set-up to allow you to get more information and resupply. But this seems to have been very hard for people to get to, and I am unsure why. Instead, characters seemed to spend a lot of time simulating very minor activities. It seems as if you are wanting me to give you multiple choice options:

"You get to a caravan, you can either rob it, con it, seduce the guards or ignore and hide - choose ? OK now plan who's going to do what to achieve that. Everybody clear, right, please roll. You succeeded, here is the outcome post, two days later you reach Cimnester."

We can do it like that, if you want, but it is much more restrictive for characters.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK - I have a few questions.
  1. How many people are still playing? We haven't seen much of a few people on either thread.
  2. What is the priority now? We could all muster by the stream and let the caravan go on its way now we've restocked, but we're signed up to work on the caravan and that might cause problems with Trepik. The fire would suggest we're staying, but the bones attack means we're not in a good place to stay. So do we work out how to move fast to get back to the caravan that is leaving?
  3. What is the party's aim? Do we want to get to Cimenster? because a few people have suggested that they want to do other things?
  4. There are more parts of the prophecy to follow through - how do we get dwarves to play dice when the two people (Jack and Dr Goode) who had the dice are no longer a part of the party?
  5. We've been talking about the spell that held s on the beach and the likelihood that we could still be trapped: how do we find out?

Er could come over at Trepik's behest to collect Hewer, and tell the rest of the party that the caravan is leaving. Which would mean the rest of the party has to choose what they want to do.

Or Er could come over to the river to collect Hewer and decide to remain with the party.
 
Posted by Doublethink (# 1984) on :
 
To the best of my knowledge the players & characters are:


That is nine/ten characters, and twelve players.

Does anyone want to pick up John Goode before he gets written out - basically need to know if anyone wants to take him today.

[ 22. June 2014, 14:09: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
If absolutely need be, I can play him as a silent character—making rolls and the like—but not as an active one. People can still talk with him, fill in his lines, but he'll be kind of quiet. I'm having trouble keeping up with one character's dialogue (it's hard to write a character that doesn't talk much!), so two might be too much for me to do "well."
 
Posted by Ariston (# 10894) on :
 
So, the current situation as I read it:

—Treppik is probably very scared of us right now. I've just robbed him at axepoint, his guards might be shifting their loyalties to us as we gain the upper hand and show our strength, we've broken in to his special wagon, we've been nosing around about that cargo, and we've just taken away his slave and given him weapons. If he wants to maintain control of this caravan, he's going to have to do something about us very soon.

—The dwarves could shift their loyalty to us, rather than Treppik, if we play things correctly. Besides Er having prior, uh, contacts with Hewer, we've pretty well shown that we're the stronger party after the incident with the Dolgarkin and that overkill intimidation attempt. One good bit of diplomacy, to show they don't have to fear us if they help us, and we can safely take the upper hand in the caravan.

—We haven't heard much from any non-dwarven teamsters and the like. Are there any?

—Jetse, despite trying to be quiet, has pretty much leaked his backstory to anyone who knew what to look for…which at least one of the dwarves would. Being utterly uncharming does this. It may have consequences for him, it may help him. Depends on how other things play out.

So, what to do with this? Is there any reason why we shouldn't take the Poetic Justice option of using the initiative we've built up with the dwarves to get them on our side before Trepik tries to get rid of us, staging a coup, stuffing him in one of his own secret locked chests, and selling him to the first galley we find in Cimenster before we split the profits from the caravan with the dwarves (more or less—more to us, less to them)?
 
Posted by Net Spinster (# 16058) on :
 
In character, we could get together at the bone fire to discuss what to do.

I think we need to stay with the caravan since (a) Trebik has now paid us so we are under contract as far as Cimenster (we could break contract but that would not be in character for some) and (b) we have no other obvious way of getting information. Some may choose to break into the fortified wagon but probably on the rest period of the last day before getting to Cimenster. All should try to gain information though I'm not completely sure on how to do that in Mary's case (at least until she can start bartering).

Timeline as it stands

day 1 - on the beach, leave
night 1 - cross woods, join Trepik's caravan (I see this in the early night so at the beginning of a march)
day 2 - march (first march?) with Trepik's caravan until mid-morning then rest, wagon looked into, late afternoon attack by skeleton.
TO COME
night 2 - march (second march?)
day 3 - rest again
night 3 - march (third march?)
day 4 - arrive Cimenster

If my calculations are right and people are planning a breakin, day 3 is the day (if the first march isn't one of the marches, then day 4 is the day). However if it goes wrong we may find ourselves being pursued by the law and Trepik in Cimenster and perhaps a few of us caught. On the other hand it is the gun DoubleThink has put on the mantlepiece. Frithwynne's skill with animals can get around the snake though I'm not sure how you'll get her to join; she might even be able to take the snake with her. Or perhaps someone can get Trepik to be a bit more forthcoming (does he gamble?).

We also each have some money and better clothes (i.e., we don't need to look so much like beggars) so at Cimenster we can seek information in more places such as the docks and the inns serving ship captains, the guild headquarters (merchant), possible acquaintances (can Hewer link Er up with other people he use to know; does Gunriana or Mary still have any trade connections around?), the theater (perhaps some play is based on events of relevance), the market while we barter for goods (Mary can try rolling there).
 
Posted by Doublethink (# 1984) on :
 
If noone pick's up Goode's character, I'll write him out in such a way that his special items are available to the party - it would probably most suit Er to keep the gambly stuff, the rest might be divied up as you think right.

Timeline looks right to me.

Will post more context later.

Each wagon has a human wagon driver, Mary has named a few of them. The dwarves are a band hired to protect the caravan, rather than directly working for Tepik. In theory they could, as you suggest, change sides - though that would require work on the party's behalf. It would make other employers wary of hiring them in the future, if people found out they had turned their coats ...

[ 22. June 2014, 15:35: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks DT for explaining that any time you're fighting something, it's combat. It may seem stupid, but I really hadn't thought of it that way.

I guess I really have no idea how this works. I'm slow at feeling my way into a situation, and I'm happy with just storytelling, so both those combined probably conspire to make me spend time on what gets classed as minor actions. I don't really know what constitutes major actions. Getting stuff, I guess, whether things or information.

Not sure what to make of Gunriana ignoring a direct question from Frithwynne. Not sure what to make of Banner Lady having Clawdine disturb Frithwynne's pony-taming, right after DT had said it needed to be undisturbed to succeed.

Mary asked Er and Dorainen to gather people at the river, but that also got ignored.

[ 22. June 2014, 16:05: Message edited by: Autenrieth Road ]
 
Posted by Eliab (# 9153) on :
 
Gunriana has, at the moment, absolutely no interest in working against Trepik or subverting his employees. If it were shown that he was actively working for the Enemy, she'd consider the obligation to him broken. In the case of overt hostility breaking out between him and her friends, she would stand with her friends. Otherwise, she'll give no support or encouragement to any action directed against him. If a witch can't be trusted to fulfil her obligations, her reputation is finished, and Gunriana cares more about that than about any general villainy* Trepik might be engaged in.

(*necromancy is an exception, of course, for the reasons given IC).
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Autenrieth Road:
Not sure what to make of Gunriana ignoring a direct question from Frithwynne.

The last paragraph of Gunriana's most recent speech on the story thread is to Frithwynne. Sorry if that wasn't clear.
 
Posted by Autenrieth Road (# 10509) on :
 
Oh, I see now. Thanks.

The same thing has now happened twice, with both Mary and Gunriana. Frithwynne asks a question which includes a part which I, AR, am trying to pose to create an opening for characters to talk IC about what they want to do as part of what we OOC understand might be a quest -- follow the prophecy, find out who attacked the Kavetseki, whatever -- and that part doesn't get any IC answer.

quote:
Originally posted by Doublethink:
Likewise, when I asked people to post about priorities and motivations, folk posted about their own individual characters - rather than discussing *with each other* what the priorities and goals for the party should be at any length.

I think the priorities and the goals for the party, to be arrived at IC, have to start from the priorities and goals of the individual characters. So OOC it makes sense to me to have started with identifying what our individual characters would naturally IC be interested in. It seems like what we now need is a lot more OOC Meta discussion about what we're going to agree, OOC, to move our characters, IC, towards.

I have some more nascent ideas on plot and metaplot, but I need to think about this some more.
 
Posted by Doublethink (# 1984) on :
 
I think sometimes people don't read the story & meta threads before posting, or maybe read too fast.

It might help if we made it a convention to bold the character name of the person you are addressing IC ?
 
Posted by Autenrieth Road (# 10509) on :
 
Perhaps. I don't mind bolding names.

For the conversations Frithwynne had with Mary and Gunriana, I know Net Spinster and Eliab read them, because they had Mary and Gunriana reply to part of what Frithwynne/AR was inviting them to talk about.

[ 22. June 2014, 17:57: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Just to be clear, I don't mean this as anything negative about either Net Spinster or Eliab. I'm trying to understand how to make the in-game interactions work to further our gaming goals as players.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Curiosity killed ...:
  1. What is the priority now? We could all muster by the stream and let the caravan go on its way now we've restocked, but we're signed up to work on the caravan and that might cause problems with Trepik. The fire would suggest we're staying, but the bones attack means we're not in a good place to stay. So do we work out how to move fast to get back to the caravan that is leaving?

I took the fire to be solely a temporary measure to burn the bones, not a sign that we're staying. OOC, I would like us to stay with the caravan, because there's more opportunity for interaction and discoveries with the caravan than on our own.

quote:

I would really really like to see us go to Cimenster as a group. At a plot level, it seems sensible that ***some things*** will happen to us while we're with the caravan, and then ***some more things*** will happen once we reach a city/town (whichever Cimenster is).

At a purely Meta level, I assume what we're doing is roleplaying engaging in some sort of quest as a group. So it would seem to me that we need to find a way for our characters to want to stay as a group.

Characters ruminating that they might want to do other things apart from the group might make sense strictly IC, but I don't think it helps us as a group of gamers if characters actually act on those ruminations and split off. So to me it makes sense, in support of the metagame objective of roleplaying engaging in a quest as a group, for us as players to find ways for our characters to agree to act together as a group.

quote:

Er has the highest Charisma of anyone else, so I think Er should get the dice, and we can figure out on Meta how we're going to get Er into a game.

quote:
Er could come over at Trepik's behest to collect Hewer, and tell the rest of the party that the caravan is leaving. Which would mean the rest of the party has to choose what they want to do.

Or Er could come over to the river to collect Hewer and decide to remain with the party.

Here is what I would like to see:

Er could come over to the river to collect Hewer and tell the rest of the party that the caravan is leaving. Er wants to remain with the party. Fortunately (for our metagame objectives as gamers wanting to roleplay a quest as a group), the party decides to go back to the caravan and continue on with the caravan.

It's an easy decision to go back to the caravan: they have all our food.

[ 22. June 2014, 18:36: Message edited by: Autenrieth Road ]
 
Posted by Antisocial Alto (# 13810) on :
 
OOC I agree that it would be best to stay with the caravan until it reaches the city, and then see what our options are.

IC, Aethelreda definitely doesn't want to overthrow Trepik while we're on the road. She's not a criminally-minded person but can see, from a practical point of view, that out here our party will naturally take the blame for any thefts. If we robbed him in the city, it wouldn't be immediately obvious that it was us.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er wouldn't want to overthrow the caravan either. He might be a little edgy with his dealings, some *helping* his prowess in gambling, the occasional bit of playing with the wife while the husband's away, maybe not being so careful about the provenance of the goods he sells, but nothing that will get him into serious trouble.

If twenty years had not passed he might know someone who would pay for information about this caravan. Should they raid the caravan, he would not be averse to some of the contents of the chests falling into his hands, so long as those goods would not implicate him in the robbery. But his little boundary issues with moral values are only enough for him to need to move on until tempers have cooled, and are carefully judged so that any ill effects have dissipated the next time he comes to call. And he's far too cautious to set up a deal such as selling information without being sure that he is not implicated in the deal.

Is everyone agreed that we rejoin the caravan and work out how to meet up and move on from there?
 
Posted by Dafyd (# 5549) on :
 
Daniel has had some sleep and recovered from the long walk. He will use ***Investigation*** to do a Sherlock scan on Trepik to see if he can pick up any clues about whether this individual has been up to anything relevant to our predicament.
(I see by the scarring round your ankle that you were once a galley slave and by the salt splash on your lapel that you've been trading with smugglers three nights ago - that kind of thing.)
Roll 9.
 
Posted by Dafyd (# 5549) on :
 
With regards to caravan, I can't see any reason at the moment for the party to want to take it over. I'd be happy to move to Cimenster at full speed and follow whatever leads we know about there.
 
Posted by Banner Lady (# 10505) on :
 
OK - you now have a much more docile Clawdine, who will need some recovery time, and will therefore be staying with the wagons, once she is helped into one.

You have a special service going on for the bones, so we can all participate in that, and perhaps even a few curious dwarves and Trepik might put in an appearance at that. I doubt whether the whole caravan would be ignoring what would be going on, even if they are a little preoccupied with getting the animals hitched and the wagons back on the road and safely out of harm's way. It might even give an opportunity for conversation with Trepik.

I need to explain something about Clawdine. I am basing her on a much loved but quite exasperating (at times) bi-polar member of my family. At times she will be generosity itself, loving, helpful and hospitable. At other times completely in her own world, oblivious to anything except what pleases herself, and without a care as to what anyone thinks of her. Her ability to transform suggested this to me - I am not trying to torpedo everyone elses ideas.

The comment from Mary about setting Clawdine up as a business partner if Clawdine would stay in the countryside collecting things to barter was an option I didn't really want to take, as I understood we were to stay with the caravan. Likewise with the ponies, which would have given us options to ride off on our own.

If that's not what you intended, AR, then I regret scaring them off, and I will therefore post all Clawdine's intended actions in a Metapost here first. Thanks DT for the clarifications.
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, no I did not intend one single pony as an option for riding off on one's own. Going off on my own is not on my mind, although it seems to be on Clawdine's mind a lot. I thought a pony could be useful to carry things, or to trade, or for any of a variety of things. (For example, pulling an incapacitated Clawdine at this point on the travois.)

Even a herd of tamed ponies would to me just be an option for the group to ride instead of walking. And speaking of walking, characters are just as free to walk off on their own as ride off on a pony. So I don't understand the hostility to a tamed pony.

I will say that in Story Frithwynne doesn't yet see any reason or indication that the group will stay together once they reach Cimenster, nor that if they do stay together they will have any place for Frithwynne in the group. So I've been trying to have Frithwynne engage in interactions where she can show she's useful, find out other characters' intentions, and so on. So far it seems to be a massive useless minor-action failure.

But that's the giant part of narrative coherence that I think this story needs at some point before we reach Cimenster: the characters discovering shared reasons and goals and agreeing to stay together, and having all the characters know about this. Once Frithwynne knows IC that other characters have certain goals, she can help to achieve them. For example Frithwynne wouldn't think on her own of trying to figure out who targeted the Kavetseki, but once she knows Mary wants to do that, she will very willingly help Mary.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel has had some sleep and recovered from the long walk. He will use ***Investigation*** to do a Sherlock scan on Trepik to see if he can pick up any clues about whether this individual has been up to anything relevant to our predicament.
(I see by the scarring round your ankle that you were once a galley slave and by the salt splash on your lapel that you've been trading with smugglers three nights ago - that kind of thing.)
Roll 9.

OK, that was ridiculously easy, so you succeed, finding that:

Please include a feasible paragraph of how you get from the Clawdine rescue to meeting up with Trepik in your outcome post.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
I'm not so sure we need to have a formal, in-game, group meeting; we could probably get by with the narrative equivalent of passing notes, or whispering in ears. I also don't think being too obvious about talking among ourselves and plotting would be the best idea, given the fact that we've attracted the notice of both the head of this caravan and his dwarven guard.

Truth be told, I'd rather take a few steps to make sure the dwarves stay on our side if their employer orders them against us. If you all are opposed to an armed coup on our own part, then I'd just as soon make sure we're not on the receiving end. Could someone with some actual elan chat up a dwarf or two and make sure they stay on our side (or at least out of the way) if things get nasty? It might look bad for them if they turn on an employer, but not participating in a massacre ordered against us probably wouldn't.

I'm also looking out for the rest of you as well, of course, even though I'm the one who stuck an axe in somebody's face, shamed him in front of his hired guards, and may have just nicked his bow.

I suspect the bone fire will be dying down shortly, and we'll be back on the road soon. Those of us who stay up late (well, late in game) and aren't Jetse might want to use this chance to do some sweettalking of useful NPC's.
 
Posted by Curiosity killed ... (# 11770) on :
 
Yes conversation here overnight decided that the party didn't need to overthrow the caravan but could do a bit of ingratiating with dwarves, not enough for insurrection but enough to keep Trepik off balance. And yes, passing messages on as we walk past each other would be more effective.
 
Posted by Autenrieth Road (# 10509) on :
 
So we've arrived at: return to the caravan, ingratiate selves with dwarves, find out information.

Anything else we've found some agreement on that I've overlooked?
 
Posted by Eliab (# 9153) on :
 
Gunriana's rune magic is being used to benefit the caravan as a whole, if that's possible. If that takes more time to do than one GM day's action, then she'll carry on with it for as long as it takes or until we reach Cimenster or some new danger.
 
Posted by Dafyd (# 5549) on :
 
The snake eating its tail is a symbol of renewal, recurrence and the eternal return. Does Daniel's ***Occult*** knowledge reveal anything more specific about Trepik's amulet?
He rolls 20.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er is wondering if he can look at Dorainen's map and use his ***well travelled*** skill to see if he can spot any changes on the route or in Cimenster - but we need to negotiate that with Dorainen ...

The other thought is using the ***silver tongue*** to smarm with the dwarves and maybe get into gaming - however that really needs the next stop and the dice.
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne is thinking of using her ***intuition*** to find out if there's any particular person in the caravan who would be useful to approach for information, and what the useful approach might be (what to ask, who to send to do the asking, that sort of thing).

[ 23. June 2014, 22:08: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
The snake eating its tail is a symbol of renewal, recurrence and the eternal return. Does Daniel's ***Occult*** knowledge reveal anything more specific about Trepik's amulet?
He rolls 20.

I am assuming that's a natural 20.

In which case, you gain the skill ***semiotics***


The Alchark are found in desert lands, sharing their faith maybe an important asset for one who travels the deep desert regularly.

Please do yourself an outcome post.

[ 23. June 2014, 22:33: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana's rune magic is being used to benefit the caravan as a whole, if that's possible. If that takes more time to do than one GM day's action, then she'll carry on with it for as long as it takes or until we reach Cimenster or some new danger.

Could you give me a roll at easy difficulty please.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Could you give me a roll at easy difficulty please.

7.
 
Posted by Doublethink (# 1984) on :
 
John Goode has now left the party, his special items are with Jetse, who has been asked to give the cantrips to Er. Jetse will give the light to whomever he sees fit, or keep it himself.

These are:


John had not wanted to keep anything remotely magical, not even his light - but he kept his scalpels, mundane as they are and the tools of his trade.


[ 23. June 2014, 22:51: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
quote:
Originally posted by Doublethink:
Could you give me a roll at easy difficulty please.

7.
Success ! Your magic will knock a day off the journey, explain this however you like in your outcome post - also the caravan will look much newer and in better repair.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Autenrieth Road:
Frithwynne is thinking of using her ***intuition*** to find out if there's any particular person in the caravan who would be useful to approach for information, and what the useful approach might be (what to ask, who to send to do the asking, that sort of thing).

DT did you see this? Or did I miss your reply?
 
Posted by Doublethink (# 1984) on :
 
Sorry, I thought you were still discussing with CK.

Roll at ***OK*** difficulty please.
 
Posted by Autenrieth Road (# 10509) on :
 
9.
 
Posted by Doublethink (# 1984) on :
 
Sorry, not high enough - nothing happens.
 
Posted by Antisocial Alto (# 13810) on :
 
Can one of us with the ***find hidden*** skill use it to find any hidden poison in our food? Or is that only meant for solid, unmixed objects?
 
Posted by Doublethink (# 1984) on :
 
No, I don't think that would work.
 
Posted by Doublethink (# 1984) on :
 
You might look for vials of poison, in a specific location I suppose.
 
Posted by Curiosity killed ... (# 11770) on :
 
As Hart is otherwise engaged is there any way we could borrow Dorainen's map to check the changes to Cimenster and surroundings - that would be using ***geographical skills***?

Or would it be a good use of skills to find safe food using ***living off the land*** abilities?

Until Jetse gives Er the dice and other bits we can't try using ***silver tongue*** to earn money and try for the other bit of the prophecy.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine would like to ***find hidden*** in one of the sacks she is lying on.

Rolled a 15.
 
Posted by Doublethink (# 1984) on :
 
That succeeds, what specifically were you looking for ?

(Then I'll tell you what you find.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
As Hart is otherwise engaged is there any way we could borrow Dorainen's map to check the changes to Cimenster and surroundings - that would be using ***geographical skills***?

Or would it be a good use of skills to find safe food using ***living off the land*** abilities?

Until Jetse gives Er the dice and other bits we can't try using ***silver tongue*** to earn money and try for the other bit of the prophecy.

Well, you have all already eaten today - would make more sense to look for food at the next stop I would have thought.

If you want to raise money you could try putting on a magic show, or have another attempt at tinkering in the meanwhile. Or you could transform, wander a bout as a mangy cat and see what you can learn.
 
Posted by Banner Lady (# 10505) on :
 
Well, these sacks are very hard and lumpy. Clawdine is hoping to find something to eat. She does not intend to steal, but if she can find some withered fruit or root or nut, she can do something with it for the common good. After all, everyone was very kind in rescuing her, and she now has a knife and a cooking pot.

[ 24. June 2014, 22:18: Message edited by: Banner Lady ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I didn't think Er had any choice for transforming, it was inopportune.

Personally, priorities are for getting safely to Cimenster and being prepared for what might be there 20 years on, not so much earning money, although that would be useful.
 
Posted by Doublethink (# 1984) on :
 
Well, you could describe an inopportune moment if you wish to transform - next to a dog, or standing in a river for example.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
Well, these sacks are very hard and lumpy. Clawdine is hoping to find something to eat. She does not intend to steal, but if she can find some withered fruit or root or nut, she can do something with it for the common good. After all, everyone was very kind in rescuing her, and she now has a knife and a cooking pot.

You find a surprisingly large array of vegetables and a large smoked sausage, the makings of a fine stew. There is a small pouch of withered mixed up bits and pieces. (Describe how you like if you cause them to grow.)
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
Sorry for my absence: I didn't realize how hard it would be for me to post during this past trip. I've caught up on both threads now.

I'd be happy to look over my map with Er.

I also have a more general question for the party: is this caravan just being viewed as a convenient way to restock (done) and get to Cimenster (coming soon, right?) and find out a little about general events over the last twenty years (in progress)? Or, are we interested in investigating what's going on with the caravan? It seems that Foret has been released to us. Is he going to come along as an NPC? If we do want to figure out what Trepik's up to, asking Foret how he got his tan would seem like a sensible next step. Dorainen could do this as Foret feels indebted to him for the healing, but he also seems to have warmed to Jetse.

Also, could someone remind me... what is our interest in Cimenster? Is it just that it's the nearest town, or do we have particular history there?
 
Posted by Autenrieth Road (# 10509) on :
 
Caravan:

I (AR) would love to find the answer to the mystery of why it's travelling at night, and whether it's just gold in the big wooden cart, or something stranger, and also whether Trepik or anyone else is connected with the reasons the Kavetseki sunk (either with the person who wanted the chest, or with the spell on the chest, or...). I just don't know how we're going to find out.

Thinking quite Meta, I don't know if DT created the mysterious large wagon and the mysterious night travel (1) just for colour, or (2) if they're something we could find out something interesting about (whether or not connected to the Kavetseki) that DT has in mind, or (3) if they're provided as an opportunity for us as players to root around and create some interesting possibilities that DT will then fill in.


Cimenster:

AFAIK we're only going there because it's the town the caravan is heading too: Er provided (Curiosity/Curious made up) that detail. I think we've all been assuming that there will be more clues to the mystery of the Kavetseki there, and I certainly (Meta again) hope that DT has decided to put some there, once Er named Cimenster! (Unless all the clues are in the caravan, and we better solve it now before reaching Cimenster? [Paranoid] )

That's probably too much meta-thinking.


TLDR:

Caravan: find out what we can, we don't know what may be here. Cimenster: hopefully there's also more to find out there, but DT hasn't said in so many words (IIRC).

[ 25. June 2014, 17:03: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Please could you roll at ***easy*** difficulty.

Likewise Eliab.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Please could you roll at ***easy*** difficulty.

Likewise Eliab.

Who's "you"?

[Not "who's you?" I know the answer is DT.]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
quote:
Originally posted by Doublethink:
Please could you roll at ***easy*** difficulty.

Likewise Eliab.

Who's "you"?

[Not "who's you?" I know the answer is DT.]

Autenreith Road
 
Posted by Autenrieth Road (# 10509) on :
 
18.
 
Posted by Curiosity killed ... (# 11770) on :
 
The journey to Cimenster came from this post
quote:
You are on the western coast of the Maturin peninsula, if you head inland to the east you should hit the main trade route between Barvick and Cimenster. The Kavetseki was supposed to dock at Cimenster.
And the prophecy here

I rolled for well travelled and got a 19.
 
Posted by Doublethink (# 1984) on :
 
AR Success, you work out that:


 
Posted by Doublethink (# 1984) on :
 
Er success, you find out that:

 
Posted by Doublethink (# 1984) on :
 
Still need an elan roll at ***easy*** for Eliab.
 
Posted by Doublethink (# 1984) on :
 
AR & Er - please do story outcome posts - you can share as little or as much as you like with your companions.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, DT. So the only way we can possibly find out anything useful seems to be by talking to Trepik and/or breaking into the big wagon and lock picking the chests. Hmmmmm.

Perhaps the dwarves and the guards are both right and each chest contains a golden ship half-sunk in rock salt. [Smile]

I'll post outcome post in a while. Thinking about how to state it (for artistic purposes) and how to share it (for practical purposes).
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Fellow refugees from the Ka-- uh, that ship, -- perhaps we might consider following Trepik when gets to Cimenster and seeing where he goes and what he does with his chests.

Unless a few people think we can make a non-larcenous investigative sally upon the chests in Story tomorrow when we stop to rest without Gunriana, Mary, Aethelreda or anyone else who had declared against such (have I left anyone out?) knowing.

[ 25. June 2014, 23:24: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Although, rats, the protective runes Gunriana has been carving might shriek out in alarm at even a non-larcenous lock-picking. Bother.

Curious/Curiosity have corrected something I said earlier, but I wanted to underline it explicitly: I was wrong when I said Cimenster came from CK/CK-Er. In Story it came from Er, but it originated in Meta from DT, as the answer to a Skill use by Er.

I can't think of anything else useful for Frithwynne to do in terms of trying to get any further in solving any of our multiple mysteries until we get to Cimenster, unless something unexpected happens on the remaining part of our caravan journey. If anything thinks of something you'd like Frithwynne to try or help with, let me know either here or in Story.

Still need to write my outcome post and share my information.
 
Posted by Hart (# 4991) on :
 
I think that, given all this, we do need to figure out something about our cargo. If we enter Cimenster with the caravan, the Cimensters impression of us will be colored by it. Trepik is certainly planning to make use of that association (and we know this from the initial observations). The possibility that they're carrying salt intersects intriguingly with the prophecy. I vote that if we can't figure it out by interview and intuition, we may need to break in simply to recce, no stealing. Do you think we might have a broader consensus behind that? It would be beneficial to our safety in Cimenster.
 
Posted by Net Spinster (# 16058) on :
 
BTW is Cimenster near the tip of the Maturin peninsula or near the base or vice versa? I'll assume near the tip with Barvik nearer the base or on the mainland as otherwise Trepik's journey doesn't make much sense
code:
 
p m
pCp m
p p m
S p m
p p m
p p m
p mmm --> Apar Desert ..-->
p
B
m

C - Cimenster
S - shipwreck
B - Barvik
ppp - outlines Maturin peninsula
Places mentioned include
Monhaut - Where Dorainen boarded the K.
Duggar Bank, Manacles - just off the peninsula
Canton of Ijzerhaven, Duchy of Joux and Mørkborg Palatinate to the far south
(note we seem to be in the southern hemisphere)
Dunwich where the K regularly stopped
great Souq of Kashlaan where John Goode studied
...
 
Posted by Ariston (# 10894) on :
 
Not sure if we're in the southern hemisphere, or if this planet even has hemispheres—Jetse is from very, very far away, at any rate. I do agree with your assessment that we're closer to Cimenster than further, though. So the peninsula is probably more the length of the Delmarva or Cornwall, rather than some short local thing.

A question for the GM, just in advance: would Jetse be able to use his skill in *tactics* to analyze the fortifications and troop dispositions of Cimenster when we get there, or is that stretching things a bit too far?
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Still need an elan roll at ***easy*** for Eliab.

15
 
Posted by Curiosity killed ... (# 11770) on :
 
We could plan a discreet investigation of the cargo - Er using his lock picks twice - which I guess is two rolls and two GM days? And it would take a lot of planning to be in and out unseen.

But Er is not going to be that keen now he knows there's place of execution outside the town boundaries. What are the chances that theft is a capital offence? There's a difference between liberating a chest while the caravan is under attack from others and outright stealing.

Was salt that valuable 20 years ago, do we know? Is this a new thing or has it always been the case? Or is this special salt? And how does the Katseveki tie into this?

There are still two parts of the prophecy to fulfil - the dwarves looking at the dice and the ship half buried in salt.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is trying to ***spot deception*** and rolls a 15.
 
Posted by Curiosity killed ... (# 11770) on :
 
What celebration is this?

Do we know we are on a toll road? Or where are we on this journey? I thought we had another day to travel to Cimenster?
 
Posted by Banner Lady (# 10505) on :
 
Actually I said it "looks like a tollgate". It might not be. It might be an old odd bit of architecture. It might be a boundary line. Or a simple fence gate. I am just conjecturing that if the city has grown so much, and is now fortified that the roads might also be monitored. They might not be.

It's a city we are going to. Cities have ceremonies for all sorts of things. What the dwarf says may or may not be true. Clawdine is fishing. It might all be of no account whatever, and just a game they are playing with each other. DT can tell us if the dice roll confirms any or none of it.
 
Posted by Net Spinster (# 16058) on :
 
Salt was valuable but I'm not sure how much would be necessary to import in a city on a peninsula surrounded by salt water. Government monopoly would make it expensive but still local smuggling from adjacent coastal regions would be a lot cheaper than transportation and smuggling from an interior desert, I would think.
 
Posted by Dafyd (# 5549) on :
 
Daniel wanders past the wagon looking innocent. When nobody is looking, he puts his ***opticals*** on and pokes his nose in. He's using ***investigation*** to see if he can deduce anything about the nature of the cargo from the weight on the boards, traces of dust in the wagon (when and where was it loaded), etc.
Roll 10.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
quote:
Originally posted by Doublethink:
Still need an elan roll at ***easy*** for Eliab.

15
Oops, that should have been at OK difficulty, but you pass anyway. You find out the following:

Please outcome post as you wish

[ 26. June 2014, 21:32: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
Clawdine is trying to ***spot deception*** and rolls a 15.

Your roll is successful, your dwarven conversationalist is being entirely honest with you.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel wanders past the wagon looking innocent. When nobody is looking, he puts his ***opticals*** on and pokes his nose in. He's using ***investigation*** to see if he can deduce anything about the nature of the cargo from the weight on the boards, traces of dust in the wagon (when and where was it loaded), etc.
Roll 10.

The fortified wagon is secured, how are you looking inside it ? (Remember Er had to pick a lock to get inside.)
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, please don't narrate Frithwynne. Clawdine can invite her up on the wagon, but let me decide what Fritheynne will say and do in response.

[ 26. June 2014, 22:05: Message edited by: Autenrieth Road ]
 
Posted by Banner Lady (# 10505) on :
 
Point taken AR.
 
Posted by Curiosity killed ... (# 11770) on :
 
Daniel, why should Er risk getting into the locked wagon again? He knows what's inside and if he can get Daniel aside that's what he'll tell him, but he got his look under cover of Jetse intimidating Trepik and it will take that level of distraction and a good throw to get that far again - what with guards and a snake. Daniel so far has been really flaky and called attention to himself in worrying ways, as far as Er is concerned. Er's immediate thought is that Daniel will want to see inside the locked chests and that's not possible as that's another dice throw to get a second chance at lock picking. So Er is going to say it is too dangerous to look again. Especially with an execution ground just outside Cimenster, Trepik's plans being unknown and a few more worrying aspects of what is going on.
 
Posted by Net Spinster (# 16058) on :
 
Daniel/Daffyd, One thing to consider is where Trepik sleeps since I doubt it is on the ground or in the fortified cart (I don't think Er saw a bed did he?) and/or keeps his personal but not secret stuff. I suspect it is in one of the other carts (possible a nice comfortable bed, stock of favorite food, etc.). Might tell where he has been and what might be significant to him.

Or if investigating the fortified cart, can you tell where it was built (or where/when any repairs on it were done) and how old is it.

Also where did Trepik get Foret? What is Foret's background (where born, where his parents, when/how did he come into Trepik's hands). Besides asking Foret there is also his accent and any languages he might know (other than whatever common dialect everyone is speaking).
 
Posted by Hart (# 4991) on :
 
quote:

"Foret," he'd say, "it's very important to us to figure out quite what this caravan is transporting. What can you tell us of your travels with Trepik before the caravan formed?"

Just wondering if I'm going to find out anything back here about this conversation. I don't really have anything to roll for, but Foret is very positively disposed to Dorainen (or at least acted that way after the healing) so would probably be ready to share whatever he knows with it being elan-coaxed out of him.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is now in a position to set up something of mutual benefit with the dwarves. If anyone else from the ship (particularly Jetse or Mary) is interested enough to wander past Morbring's cart while Morbring and Clawdine are talking, I am happy to include them in the conversation.
 
Posted by Autenrieth Road (# 10509) on :
 
Is that for the benefit of the whole group, or just Clawdine and whoever happens by?
 
Posted by Banner Lady (# 10505) on :
 
It is not clear yet who is working for who in this caravan. Wagonmaster Trepik is human, but is he working for a human, a dwarf, a sharklord or himself?

Clawdine has created an opportunity for ingratiating herself with the dwarf community. I have yet to find out if this will be encouraged by the other players, prevented by DT or other players, or simply ignored.

I am offering the opportunity to engage in whatever way you wish, even if it is an actively hostile way.
 
Posted by Net Spinster (# 16058) on :
 
Well if we can find shelter in Cimenster with the dwarves perhaps by Mary ***bartering*** (we have a couple of people with healing skills and perhaps some other stuff) or Jetse finding some sort of alliance, we will then have a base in the city and some local guides. Perhaps bartering for shelter first and then Jetse finding an alliance once we meet them.
 
Posted by Ariston (# 10894) on :
 
Minor problem with having Jetse doing anything diplomatic: besides the useless elan (and seriously, it's useless), there's a good chance nobody's going to buy the "I've been out of my mind for the last twenty years, of course I didn't kill your family, I got exiled after a botched regime change attempt and power grab, it couldn't possibly have been me that did that" line. For whatever reason, I'm guessing "I'm not a bad guy, I just overthrew a few costal trading villages and installed puppet governments favorable to the trade guilds running my home city" isn't going to go over well in a costal trading village.

Jetse is basically a CIA or special forces operative walking into Tabriz without enough tact or people skills to not wear his uniform in public. It might be wise for someone else to do the talking.
 
Posted by Net Spinster (# 16058) on :
 
I sort of had a suspicion about that. I don't know enough about Jetse's back story to know whether seeking shelter with the Palatinate refugee dwarves is possible for him even as a non-negotiating member of our group.
 
Posted by Banner Lady (# 10505) on :
 
Yes, but Jetse has "worked" with dwarves before. He understands something of tactics. He is formidable - a giant among them. Clawdine might be able to create a deal, but without the protection and brains of her fellow travellers she would probably quickly become prey. She is a simple soul at heart and not at all a political animal.

As with her production of the corn and blackberries, Clawdine enjoys being able to distribute the bounty of the earth. This gives her great pleasure, as does cooking for others. She would never have the intelligence to get rich on this gift, though, so it is up to the rest of you to suggest ways that are of benefit both to Clawdine and the rest of you. She won't think of them by herself.
 
Posted by Net Spinster (# 16058) on :
 
I have not much longer this evening, Banner Lady/Clawdine, if you want to introduce the dwarf and the situation to Mary.
 
Posted by Dafyd (# 5549) on :
 
I may be away from internet for until Sunday evening. Not sure.
Daniel's already got about as much information as I think he can get from Trepik himself. The inside of the wagon is the only other place he can usefully look.
By the way, I'm assuming that people mill about a bit and so we can reasonably assume there are opportunities to talk to each other without NPCs being party to the conversation?
 
Posted by Curiosity killed ... (# 11770) on :
 
Then you need to say so! Because I'm envisaging us either walking alongside a caravan with dwarf guards and wagon drivers all around or riding on a wagon squidged on the driving seat, or with others on the back step. So if someone wants to say something privately they need to ensure they've taken them aside. And a character just arriving and saying that they need Er to get them into a locked wagon when he has been incredibly careful and discreet and his lock picks aren't known about is going to make Er start looking for Mother Aethelreda who has been caring for Daniel who is obviously mazed in his wits. For his own and the rest of the party's protection.

Er has had a thought - is there any significance about Trepik's scale master tattoo and the snake in the caravan with the chests? Any magic connected. And I missed this earlier - salt is valuable, even if we are in a coastal area.

Er is going to try and make contact with Jetse to get those dice.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
quote:

"Foret," he'd say, "it's very important to us to figure out quite what this caravan is transporting. What can you tell us of your travels with Trepik before the caravan formed?"

Just wondering if I'm going to find out anything back here about this conversation. I don't really have anything to roll for, but Foret is very positively disposed to Dorainen (or at least acted that way after the healing) so would probably be ready to share whatever he knows with it being elan-coaxed out of him.
Sorry, I lost track of this. When you try to talk to Foret he is at first very wary and finds distractions and excuses to evade both the conversation and you. But later he comes upto you when there are less people around and says, "Your hat, take it off, its a jester's hat you know - a fool's - that's why they all keep staring at you ! "

Having delivered his warning Foret slips off.

Later on - hatless - you manage to speak with Foret privately. You learn that:

Please outcome post.
 
Posted by Doublethink (# 1984) on :
 
New GM Day - sorry about the delay fell asleep
 
Posted by Autenrieth Road (# 10509) on :
 
And I envisioned us, from the way Eliab phrased the leadin to Gunriana's comment, as apparently having formed into a loose group walking behind the caravan. I don't think this looks suspicious because we came as a group to the caravan, of course we're going to sometimes walk together. That's why all the recent talk was addressed to and heard by most of the party.
 
Posted by Autenrieth Road (# 10509) on :
 
Three chests of salt... so does that suggest the other three chests are gold, and both guards and drivers are correct?

I don't get the significance though. Trepik is transporting a load of salt and gold. So what? Why the secrecy? Why the night travel? Maybe it's all a red herring. Maybe it's a peace offering between two people who want to surprise the world with their alliance. Maybe, maybe, maybe...
 
Posted by Net Spinster (# 16058) on :
 
Mary is considering ***barter*** with a dwarf, Ironfoot, who seems to be a resident of Cimenster. Is this possible? Assuming Clawdine is agreeable she can offer food (assuming there is a place to grow it) and possibly healing skill from Dorainen and Gunriana, again if they are agreeable.

BTW I assume the dwarf is one of the day guard not the driver who have been described as humans (not sure what species Hewer and Trepik are suppose to be) and that Clawdine, Ironfoot, and Mary are seated on the back of a wagon and might be able to see some of the others in the distance.

BTW I envisaging that the party is walking between the wagons except when trying to talk to someone on a wagon and that the dwarf guards are walking on the margin of a fairly wide road (a margin kept clear to try to lessen the surprise of attacks or maybe is abandoned farmland from some of the deserted villages).
code:
 d     d    d      d      d    d      d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d

with P being the party other than those elsewhere (the party may also be behind the fortified wagon). : are a pair of oxen, == a wagon (+++ is the fortified wagon).
 
Posted by Ariston (# 10894) on :
 
Alright, so here's what we know about the secure wagon:

1. There are six chests. Three of them contain salt. Three of them might not. The dwarves, on very scant evidence, think they contain gold. Given the paucity of the evidence, I'm guessing they might contain something else. Is there anything banned in Cimenster? Something worth smuggling? Weapons, drugs, dangerous magical items, political material, that sort of thing? I can't imagine that a caravan carrying only gold and salt (again, why is salt valuable in a seaside town? Scrape it off of things before you wash them!) would have to travel at night, but I can think of lots of reasons why one carrying something banned into a paranoid town with a new, harsh, and controlling government might want to.

2. We're a party of superpowered adventurers, some of whom are strange and unsettling. Between the two witches (one of whom can become wet and naked at a moment's notice), the scary dude, the elf in the jester's hat, and the being that's slept with everything, I think we can create a pretty good distraction to get into the cart.

3. So, inside the fortified cart is a snake. It's probably poisonous. Tepik is known for his poison skills, but is called "Scalemaster" and wears snake-related insignia? I think it's less poison he uses, than poisonous snakes. That open basket in the corner with the hinged lid that can be closed? Might be where you keep the guard snake when you want it out of the way. Dealing with the snake, though: Mary can kill a sleeping enemies, including, I presume, deadly snakes. Frithwynne can command animals. Clawdine could hypnotize the snake, or charm it, really. Gunriana could carve a rune to keep it asleep. Jetse could just kick in the door, hack the snake to bits, and pry open the chests, subtlety be damned.

…we might want a really good distraction if we go with the Jetse route.

Sending in Mary might also be useful because of her bag of holding; chances are, if there's anything we need from the chests (or, because we're adventurers and rogues, anything we need more than the present owners, which is everything), we could slip it into her pouch and carry it off unnoticed. If we decide Trepik, awful slaver and Scalemaster that he is, really doesn't need six chests, we even have people with skills in bookkeeping and forgery to cook the books and cover our tracks. Why, if it suits our purposes, we could even instigate a payment dispute between Trepik, his teamsters, and the dwarven guards! Who knows, a good riot in the merchant quarter upon reaching Cimenster might be just the kind of distraction we need to arrive without attracting too much notice ourselves.

4. Weren't we on board the ship to recover a chest? A chest cloaked in secrecy? One not even we could know about? Might something from it, or even the chest itself, be on the wagon?
 
Posted by Hart (# 4991) on :
 
Smuggling salt to Cimenster does indeed sound like trying to take coal to Newcastle. Most likely explanation would seem to be that Trepik was recovering something else from the mines, which may well be stored in the chests, hidden in the salt. (A model ship, anyone? Though, the prophecy said we'd find that after we passed the gates).

There's also the intriguing possibility that the 'thing' being smuggled is in fact Foret, and the covered wagon is elaborate distraction. That does make it a little odd that he'd just give him to us, but maybe that's part of a ruse of some sort? Maybe we're unwitting Foret-mules?
 
Posted by Ariston (# 10894) on :
 
There are more inconspicuous ways of hiding a boy than traveling by night. For starters, plopping him on a wagon and telling him to stay put. Foret might be part of the cargo, but he's ancillary, not the main object.

I'm also wondering what else is in this caravan. We've seen supply wagons and mobile homes, but are there any other goods being transported besides what's in the fortified wagon? Something more mundane, or seemingly mundane? What does Cimenster demand? Food? Lumber? Iron? Silks? Slaves? What they pay enough to have imported might tell us what's happening inside the city—and if it's slaves, we have to wonder if we're the cargo. We were allowed to join awfully easily, and to plunder Trepik's wagons with a good deal more sangfroid than I'd expect from a man of business. Somehow or other, either we're not causing him any losses, or he's planning on recouping them in the end. A city that stages large public executions has something to fear. Piracy from the Shark Lord might explain that, as well as the lack of small, unfortified villages in the outskirts; an unrestive slave population needing to be controlled might also explain it.

All else being equal, I'd rather Jetse not be sold into slavery, thankyouverymuch.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
Mary is considering ***barter*** with a dwarf, Ironfoot, who seems to be a resident of Cimenster. Is this possible? Assuming Clawdine is agreeable she can offer food (assuming there is a place to grow it) and possibly healing skill from Dorainen and Gunriana, again if they are agreeable.

BTW I assume the dwarf is one of the day guard not the driver who have been described as humans (not sure what species Hewer and Trepik are suppose to be) and that Clawdine, Ironfoot, and Mary are seated on the back of a wagon and might be able to see some of the others in the distance.

BTW I envisaging that the party is walking between the wagons except when trying to talk to someone on a wagon and that the dwarf guards are walking on the margin of a fairly wide road (a margin kept clear to try to lessen the surprise of attacks or maybe is abandoned farmland from some of the deserted villages).
code:
 d     d    d      d      d    d      d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d

with P being the party other than those elsewhere (the party may also be behind the fortified wagon). : are a pair of oxen, == a wagon (+++ is the fortified wagon).
As stated earlier in the story, Hewer is a female dwarf and Trepik is a male human.

You can certainly barter with Ironfoot - but what are you bartering for ?
 
Posted by Doublethink (# 1984) on :
 
You have now passed through the gate the caravan briefly stopped at, you have carried a bit, but it will be time to stop for the day's rest soon.

[ 27. June 2014, 19:26: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Mildly interesting salt facts.

And more.

[ 27. June 2014, 19:43: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
Was the gate occupied by people that some of the caravan (not us, we assume) interacted with, or were we just waived on, or was it empty?
 
Posted by Doublethink (# 1984) on :
 
Gate was unattended, the caravan stopped to check that essentially.
 
Posted by Banner Lady (# 10505) on :
 
quote:
Originally posted by Net Spinster:
Mary is considering ***barter*** with a dwarf, Ironfoot, who seems to be a resident of Cimenster. Is this possible? Assuming Clawdine is agreeable she can offer food (assuming there is a place to grow it) and possibly healing skill from Dorainen and Gunriana, again if they are agreeable.

BTW I assume the dwarf is one of the day guard not the driver who have been described as humans (not sure what species Hewer and Trepik are suppose to be) and that Clawdine, Ironfoot, and Mary are seated on the back of a wagon and might be able to see some of the others in the distance.

BTW I envisaging that the party is walking between the wagons except when trying to talk to someone on a wagon and that the dwarf guards are walking on the margin of a fairly wide road (a margin kept clear to try to lessen the surprise of attacks or maybe is abandoned farmland from some of the deserted villages).
code:
 d     d    d      d      d    d      d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d

with P being the party other than those elsewhere (the party may also be behind the fortified wagon). : are a pair of oxen, == a wagon (+++ is the fortified wagon).
Interesting how we imagine things differently, isn't it? I had the dwarf driving the cart, with the three of us up the front, as I thought every SECOND cart was being driven by humans. The dwarf now has two names, rather confusingly, as you didn't read my earlier posts too closely.
 
Posted by Hart (# 4991) on :
 
I'm pretty sure it's been stated that every wagoneer is human and every guard is a dwarf, though there are other dwarves (including some that may be hanging out on wagons). I also thought we'd sort of (in a less clear way) established that every dwarf had two names: their dwarven name, and the common human translation of their name (like Cephas and Peter).
 
Posted by Curiosity killed ... (# 11770) on :
 
quote:
Originally posted by Doublethink:
Mildly interesting salt facts.

And more.

Our problem with salt being traded in coastal areas is that sea salt is readily available through saltings and panns - Panns Bank in Sunderland was the local salt extraction site (in iron panns) and there are saltings all over the south coast - so we can't see why rock salt is being traded unless it's some other salt with more value for some reason - eg saltpetre
 
Posted by Banner Lady (# 10505) on :
 
Well, however we are seated, and whatever the dwarf is called, Mary probably needs to know that Clawdine can grow mushrooms pretty much anywhere (in a barrel, in a bathhouse, in a cellar, in a brick attic or secret passageway.) Trees are different. She would require a plot of land for that. A field, a common, an open courtyard or suchlike.
 
Posted by Curiosity killed ... (# 11770) on :
 
quote:
Originally posted by Ariston:
Alright, so here's what we know about the secure wagon:

1. There are six chests. Three of them contain salt. Three of them might not. The dwarves, on very scant evidence, think they contain gold. Given the paucity of the evidence, I'm guessing they might contain something else. Is there anything banned in Cimenster? Something worth smuggling? Weapons, drugs, dangerous magical items, political material, that sort of thing? I can't imagine that a caravan carrying only gold and salt (again, why is salt valuable in a seaside town? Scrape it off of things before you wash them!) would have to travel at night, but I can think of lots of reasons why one carrying something banned into a paranoid town with a new, harsh, and controlling government might want to.

I'm going to suggest that it's really saltpetre, which can be mined and is an ingredient of gunpowder - which would tie into the story so far.

quote:
2. We're a party of superpowered adventurers, some of whom are strange and unsettling. Between the two witches (one of whom can become wet and naked at a moment's notice), the scary dude, the elf in the jester's hat, and the being that's slept with everything, I think we can create a pretty good distraction to get into the cart.
Just because Jetse doesn't do friendliness there's no need for him to cast aspersions on those that do. Life is so much nicer when it can be enjoyed in company.

And how about Jetse hands over the dice, cards and cups when Er comes near?
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
quote:
Originally posted by Doublethink:
Mildly interesting salt facts.

And more.

Our problem with salt being traded in coastal areas is that sea salt is readily available through saltings and panns - Panns Bank in Sunderland was the local salt extraction site (in iron panns) and there are saltings all over the south coast - so we can't see why rock salt is being traded unless it's some other salt with more value for some reason - eg saltpetre
Of course you are not actually in Sunderland, it would be fair to say that in normal circumstances you would expect a coastal town to be self-sufficient in salt.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Of course you are not actually in Sunderland, it would be fair to say that in normal circumstances you would expect a coastal town to be self-sufficient in salt.

And these, of course, are far from normal circumstances. Could it be that the sharklord is somehow depriving Cimenster of its access to salt, whether through simple paramilitary muscle, or some kind of magical means?

Sometimes, as Freud didn't say, salt is just salt.
 
Posted by Net Spinster (# 16058) on :
 
I took a look for the dwarf's name but couldn't find it quickly.

As for why the salt is valuable.
1. It isn't sodium chloride but a different salt (though I don't quite see saltpeter coming from a desert)
2. It is symbolic in some way
3. It has magical significance. Perhaps since it doesn't come from the sea it can be used in spells against the shark lord or other powers of the sea.
4. People can't produce the sea salt. Poisoned/cursed, government restrictions (but in which case I would expect the government to manage a monopoly, not import), the sea is off-limits (in which case fishing and ships should be missing also), conditions not good for producing sufficient quantities of salt (I live fairly close to some commercial salt ponds but they exist because the area has a long dry summer and relatively little rain year round, areas without that might require wood for boiling the salt water down to produce reasonable quantities).
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Curiosity killed ...:
Just because Jetse doesn't do friendliness there's no need for him to cast aspersions on those that do. Life is so much nicer when it can be enjoyed in company.

And how about Jetse hands over the dice, cards and cups when Er comes near?

I believe the description of Er involves the term "morals of a cat." If that doesn't imply "rakish rogue with ample daring-do who looks for opportunities to ignore anything that looks like a scruple," I don't know what does.
 
Posted by Curiosity killed ... (# 11770) on :
 
Ariston/Jetse - Er has come to find you - you need to interact with him on the story thread. Pretty please. Rather than casting aspersions on the meta thread.
 
Posted by Curiosity killed ... (# 11770) on :
 
You know, the alternative is that Er realises Jetse is asleep or otherwise unconscious and picks his pockets.
 
Posted by Doublethink (# 1984) on :
 
Caravan has halted, when it travels after leaving in the evening - it will reach Cimenster (barring accidents etc ...)
 
Posted by Ariston (# 10894) on :
 
Aspersions? Those were compliments!

Go ahead and pick Jetse's pockets.
 
Posted by Net Spinster (# 16058) on :
 
quote:
You can certainly barter with Ironfoot - but what are you bartering for ?
I would say shelter for the group in the city for one or more nights.
 
Posted by Doublethink (# 1984) on :
 
OK roll is ***easy*** difficulty - 6-10 gets you one day, 10-15 gets you two days, 15-19 gets you three days.

Please outcome post.

(If you get 1 or 20, please post here and I will give you am outcome.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Ariston:
Aspersions? Those were compliments!

Go ahead and pick Jetse's pockets.

No combat if you notice ! Other outcomes are discretionary.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er doesn't want to get into combat, but an unresponsive protagonist makes it damn difficult to negotiate. And there's only this stop to see if he can do anything with the dice and the prophecy - unless Jetse is planning to use them?
 
Posted by Curiosity killed ... (# 11770) on :
 
Can I roll for sleight of hand? (I'd rather save the roll for something useful, like gaming with the dwarves but don't have anything to game with, yet)
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
OK roll is ***easy*** difficulty - 6-10 gets you one day, 10-15 gets you two days, 15-19 gets you three days.

Please outcome post.

(If you get 1 or 20, please post here and I will give you am outcome.)

Rolled 14 so two days. BTW if I rolled 10 or 15 which way should I have gone?
 
Posted by Doublethink (# 1984) on :
 
You should have noticed I cocked up the numbers and told me [Biased]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Can I roll for sleight of hand? (I'd rather save the roll for something useful, like gaming with the dwarves but don't have anything to game with, yet)

Yes, but you need to give me a story post with a description of how you're approaching Jetse, so I can decide difficulty level.
 
Posted by Doublethink (# 1984) on :
 
Also, I have slightly lost track - when did Er find out Jetse had Dr Goode's things ?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
You should have noticed I cocked up the numbers and told me [Biased]

Or I got 1.5 or 2.5 nights and we all had to leave at midnight. [Smile]
 
Posted by Hart (# 4991) on :
 
Dorainen is using ***tracking*** to find out something about what other travelers have used this road recently. The fact that we've met none on the journey suggests it's infrequently used, but maybe we can get something more precise than that.

This also adds to the sense that our meeting this caravan was in some way 'fated.'

[ 28. June 2014, 18:47: Message edited by: Hart ]
 
Posted by Doublethink (# 1984) on :
 
Roll at OK difficulty please.
 
Posted by Hart (# 4991) on :
 
2.
 
Posted by Doublethink (# 1984) on :
 
Fail, sorry dude (actually that would be a fail even at easy.)
 
Posted by Curiosity killed ... (# 11770) on :
 
I've done two story posts approaching Jetse - one coming up chatting and a second saying he is totally unresponsive - after he told me to pick his pockets in the meta game.

Er doesn't know that Jetse has the stuff from Dr Goode, but Er saw Jetse talking to Dr Goode before the doctor left and something passing between them. Er did ask Jetse, in character, if Jetse had seen Dr Goode in the first approach post.

Apparently I need ***light fingered*** skill for this, sorry.
 
Posted by Doublethink (# 1984) on :
 
Yes, but as you make your attempt, are you both walking - are you in front, behind, hidden by a crowd etc ?
 
Posted by Curiosity killed ... (# 11770) on :
 
I have assumed Jetse is sitting on a wagon bench somewhere as he was riding with dwarves - I nearly described him as slumped, as I think it would be hard for him not to respond to any approach while walking along. Unless he's in a catatonic trance. (I'm trying very hard not to write another character's actions, but if they are opting out of writing them, I'm not sure what I can and can't do)
 
Posted by Doublethink (# 1984) on :
 
You can roll at ***hard difficulty*** it is a contested roll your skill is good and his readiness is good, so equally matched, but you are at a height disadvantage, as he is on the wagon and you're not.
 
Posted by Curiosity killed ... (# 11770) on :
 
17
 
Posted by Doublethink (# 1984) on :
 
You succeed ! So you get, everything except the light, without Jetse noticing. Please outcome post.

[ 28. June 2014, 20:46: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day

[ 28. June 2014, 22:58: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I guess I need to find Dorainen to heal Jetse? As Jetse has remained unresponsive throughout Er's approach and relieving him of the gambling stuff? Could Dorainen heal Jetse's arm (picking up on this post from Doublethink where it was suggested)?

The gambling stuff was in response to this post where Doublethink said:
quote:
If noone pick's up Goode's character, I'll write him out in such a way that his special items are available to the party - it would probably most suit Er to keep the gambly stuff, the rest might be divied up as you think right.
and this post where Doublethink says:
quote:
John Goode has now left the party, his special items are with Jetse, who has been asked to give the cantrips to Er. Jetse will give the light to whomever he sees fit, or keep it himself. The story post is here, but Er had been looking out for Dr Goode for some time in the hope of getting hold of those dice and gaming bits.

These are:


and the prophecy of "Dwarf looking at dice on the ground in the bemusement".

And Er picked Jetse's pockets because Jetse's response to this
quote:
You know, the alternative is that Er realises Jetse is asleep or otherwise unconscious and picks his pockets.
two posts later was:
quote:
Go ahead and pick Jetse's pockets.

 
Posted by Curiosity killed ... (# 11770) on :
 
Hmmph mucked up the quotes in the above, the midde bit should be:

this post where Doublethink says:
quote:
John Goode has now left the party, his special items are with Jetse, who has been asked to give the cantrips to Er. Jetse will give the light to whomever he sees fit, or keep it himself.

These are:


The story post is here, but Er had been looking out for Dr Goode for some time in the hope of getting hold of those dice and gaming bits.
 
Posted by Doublethink (# 1984) on :
 
I am not sure we have any evidence Jetse needs healing, there may be other reasons he is not responding to Er.

More broadly, I would advise trying to avoid OOC group dynamics driving IC interactions. Either that needs to be sorted out by pm, in meta or just lived with.

[ 29. June 2014, 10:11: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
Sorry, busy weekend, this one. Jetse's fine; I don't know why he'd need healing, and I think it takes more than your average doctor to regrow missing limbs.
 
Posted by Curiosity killed ... (# 11770) on :
 
Do you want to edit out the last paragraph of the story thread?
 
Posted by Doublethink (# 1984) on :
 
I am happy to leave it as if Er was just being sarcastic about Jetse's silence.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
Mary is attempting to ***barter*** for information. Story line set up.
 
Posted by Autenrieth Road (# 10509) on :
 
Hart, I forgot to bold Master Elf where Frithwynne has gone over to talk to Dorainen. Highlighting it here in case it's not apparent on Story.
 
Posted by Doublethink (# 1984) on :
 
Give us a roll at OK difficulty Net Spinster.
 
Posted by Doublethink (# 1984) on :
 
Is Er using his magic item, or going for a skill use ?
 
Posted by Curiosity killed ... (# 11770) on :
 
Was trying to find out if could make one of the prophecies happen - but when I checked the dice and cards they were +2 for use so I thought I had to throw to use them
 
Posted by Doublethink (# 1984) on :
 
Yes you would for those, but Jack Gallows shell game would work without. Which would leave you a roll for something else if you wanted.
 
Posted by Curiosity killed ... (# 11770) on :
 
The prophecy had dice and was trying to get that to happen before the caravan arrived in Cimenster
 
Posted by Doublethink (# 1984) on :
 
(Why ?)

Go ahead and roll, sleight at ridiculously easy ....
 
Posted by Curiosity killed ... (# 11770) on :
 
13 +2 = 15 assuming I get the +2 too
(Er would like some more money before Cimenster if that's an option)
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
I will do a an outcome post in the morning.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Autenrieth Road:
Hart, I forgot to bold Master Elf where Frithwynne has gone over to talk to Dorainen. Highlighting it here in case it's not apparent on Story.

Sorry, not ignoring you, AR. I can go do a story post now.

I spent most of today at the clinic, and then at various medical testing places and pharmacies picking up scripts. I'm not dying, but I have finally accepted my NP-C's offer of a bed while I go through the treatment, and they figure out exactly what I've got going on. I don't know if I'll have wifi there (hope so!), but I should be able to check in on my phone. At least w*rk won't be getting the way of me posting!
 
Posted by Autenrieth Road (# 10509) on :
 
No, no, I didn't think you were ignoring me. I just didn't know how much players are depending on the bolding. Hope you get the care and rest you need.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Give us a roll at OK difficulty Net Spinster.

7
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
quote:
Originally posted by Doublethink:
Give us a roll at OK difficulty Net Spinster.

7
That's a fail, pls do an outcome post.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
13 +2 = 15 assuming I get the +2 too
(Er would like some more money before Cimenster if that's an option)

You make a total of 10 silver pieces, though the other dwarves are not so sure they want to play you now.

Pls outcome post.
 
Posted by Doublethink (# 1984) on :
 
Following outcome posts: 48hrs break
 
Posted by Curiosity killed ... (# 11770) on :
 
OK outcome posted - was I not supposed to play dice with the dwarves?

<tangent>I've got a seriously mad week - guy I took to Hell a few times for being an incompetent prat walked out on Friday and I'm covering as much as I can around my own student because the kid doesn't deserve this, so 48 hours break is welcome.

Hart - does this mean you're not in Kenilworth on Sunday?</tangent>
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry Hart ~ Knebworth not Kenilworth.
 
Posted by Hart (# 4991) on :
 
Yes, that's a good point, I should update the all saints thread now I've had to cancel my England trip.
 
Posted by Banner Lady (# 10505) on :
 
Sorry to hear you are so unwell, Hart, and for others under duress: prayers ascending. BL.
 
Posted by Doublethink (# 1984) on :
 
I am inclined to wait till Hart is feeling well enough to participate before continuing, so may be not restarting till the 7th.
 
Posted by Hart (# 4991) on :
 
I'm still in the infirmary, but I'm not super "sickly." I'm out of isolation now, so I can go downstairs and use the internet on the computers. I should be fine to post at least daily.
 
Posted by Doublethink (# 1984) on :
 
Full disclosure: am a little distracted by this weekends world cup matches, and the tour de France - which is going through my city ...
 
Posted by Curiosity killed ... (# 11770) on :
 
It's going through here on Monday as well, which is distracting me too. Not that I will be able to see it.
 
Posted by Net Spinster (# 16058) on :
 
Mary heard a noise in the distance and turned in time to see a moving horde sweep along the road at great speed each on some strange two wheeled contraption. What race had such strange skins in different colors and patterns? Were they enchanted never to stop or were they fleeing some menace still to come? Was this the wild hunt? She wondered how they would fare when they hit the ford.
 
Posted by Doublethink (# 1984) on :
 
[Big Grin]
 
Posted by Doublethink (# 1984) on :
 
We will reopen tomorrow morning.
 
Posted by Hart (# 4991) on :
 
This is as good a time as any to review where we are and what we're up to. If I remember right, we're currently on our final rest day with the caravan. During the night, we will hit Cimenster. Once we get there, we have some accommodation sorted. As I understand, the party lacks the will to do anything further with the covered wagon.

We know (as players) that there is to be some sort of ceremony in the city after our arrival. Some kind of apotropaic sacrificial ceremony? If so, sacrifice of people, animals, grain, symbolic offering of salt? We have no idea.

We also know that Trepik's plans for us are not over. He plans to use knowledge of his association with us to his advantage, making him appear more trustworthy.

We should also expect Cimenster to have a very 'circling the wagons' feel to it, possibly very militarized.
 
Posted by Doublethink (# 1984) on :
 
*tips hat* Good summary.
 
Posted by Curiosity killed ... (# 11770) on :
 
(I've got limited availability for the next week. We're on Guide camp from Friday night until Sunday night, offspring, Curious Kitten, is about to disappear travelling for a month.)
 
Posted by Net Spinster (# 16058) on :
 
We've also the execution place to pass and the party may have a place to stay in the city assuming we get in safely. Anyone for ravens?

BTW I doubt we will reach Cimenster after dark. Most wary cities probably close the gates at dusk except to those with close ties to the ruling power. But who knows.
 
Posted by Doublethink (# 1984) on :
 
Please would you roll readiness, at OK difficulty.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
Not sure who was to roll but 13.
 
Posted by Ariston (# 10894) on :
 
3

I'm assuming you want all of us to roll—if not, ignore that.
 
Posted by Doublethink (# 1984) on :
 
It was for Net Spinster -who passed !

I will do an outcome post.
 
Posted by Doublethink (# 1984) on :
 
BTW who is still playing the game ?

Net Spinster, Hart, Ariston & Autenreith Road have been very recently active.

JFH & Kelly are not posting and I assume are not playing - from CK's post I take it Curious Kitten is no longer playing.

Bannerlady was regular pre break.

Anti-social alto, are you still in ? Curiosity Killed - disappearing for a week may need to be NPC'd for a bit. Dafyd and Eliab are you still in ?

[ 10. July 2014, 07:27: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Yes, Curious Kitten is out - she hasn't quite gone but it's in the next few days.

I'll know by tonight if I am going on camp. I think I'm already too knackered to be safe in charge of 20 girls and I've got another week of teaching to go afterwards after an exhausting weekend.
 
Posted by Banner Lady (# 10505) on :
 
Have been away for a few days, back just now for the next 36 hours, then away for 36 hours then back again. Carry on; I'll just lapse into snoring like a good little cyber pet when the owner is not around. Travelling obviously makes Clawdine quite sleepy.
 
Posted by Antisocial Alto (# 13810) on :
 
I am still in but I am kind of struggling to know what to do at the moment. None of my skills seem very relevant to a wagon train. Hoping I can be more useful when we reach the city!
 
Posted by Dafyd (# 5549) on :
 
I think I'm going to drop out. I think the story would work slightly better with fewer characters.
I think Daniel is going to hear a rumour about a vampire when we get to the city.
 
Posted by Doublethink (# 1984) on :
 
If you want, I can give you an out in the next development ?
 
Posted by Dafyd (# 5549) on :
 
OK.
 
Posted by Banner Lady (# 10505) on :
 
Rolled a 5 on seeking more information. I guess that's a fail, then.
 
Posted by Doublethink (# 1984) on :
 
Fraid so.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Dafyd, you and Daniel will be missed. Hope you'll be back if there's a next one (whether with the same or another character).
 
Posted by Curiosity killed ... (# 11770) on :
 
OK - cough too evil to be sensible spending two nights sleeping in tent in field in rain, so I'm around.

I was saving use of the magic cups for going through the gate into Cimenster or dealing with the festival in whatever form that might be.

Was I supposed to roll for readiness? If so 15.
 
Posted by Doublethink (# 1984) on :
 
I have pm'd Eliab to see if he's still playing - after I know that I will bring in some detailed context posts.
 
Posted by Autenrieth Road (# 10509) on :
 
Antisocial Alto, I don't know of anything directly useful for Frithwynne to do either. So Frithwynne and I are amusing ourselves, and hopefully contributing to atmosphere and camaraderie, by wandering around talking to people.

I keep having the feeling that there's something significant about the caravan, why it's traveling at night, and what's in the fortified wagon, that we're supposed to find out and have been completely unable to discover. But I can't think of any other way to get at it that's consistent with our party's natures. As a result of not finding out, I'm expecting some horrible catastrophe to occur in Cimenster (and now we've created an execution ground, an ominous ceremony, and threats from the Sea Lord to add to the possible catastrophes) but even if a catastrophe that will give us more challenges to actively tackle.

I wonder if it's useful to think of things we can do with our Potentials, not limit ourselves to looking to apply just our more narrowly defined Skills.

[ 12. July 2014, 06:14: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Dafyd, you sense evil.
 
Posted by Doublethink (# 1984) on :
 
Everybody roll readiness please at OK difficulty. Post your results here please.

[ 12. July 2014, 19:19: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
10.
 
Posted by Doublethink (# 1984) on :
 
Darn, you need to exceed 10 unless you have any buffs to boost it.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Autenrieth Road:
I keep having the feeling that there's something significant about the caravan, why it's traveling at night, and what's in the fortified wagon, that we're supposed to find out and have been completely unable to discover. But I can't think of any other way to get at it that's consistent with our party's natures. As a result of not finding out, I'm expecting some horrible catastrophe to occur in Cimenster (and now we've created an execution ground, an ominous ceremony, and threats from the Sea Lord to add to the possible catastrophes) but even if a catastrophe that will give us more challenges to actively tackle.

And I'm pretty sure at least a few of our characters are picking this up as well. One the one hand, you're right—the character most likely to take the direct "kick in the door" approach would be Jetse; unfortunately, I think his skill set would lead to some very literal kicking in of doors and a fair bit of chaos. Could be fun, though. Almost better than sitting around waiting for something to happen. Could also get us all killed, but hey!

…okay, getting all of us killed is probably not the best course of action.

Instead, we might want to consider who has an appropriate skill set, or whose skill sets we can combine, and would be most likely to act out of character when the pressure's on. For instance, like half the Ship, I'm a horrid introvert. I hate interrupting people. I also like to have a paper trail, a record of every conversation, for backup when I have to deal with the accounting department. So, when I'm at work, I tend to do everything by email and avoid the phone. However, when a reviewer has blown a deadline and two extensions, I'll suck it up and call them. That's out of character for me, but it's still something I'll do.

So, now that things are getting a bit tense, and pretty much everything we've seen is telling us "find out what's really in those chests," maybe we should figure out who cracks under the pressure first and does something heroic.

ETA: even better example than me and the phone—Bilbo Baggins. Would plundering a dragon's horde be in character for Bilbo? Of course not! That's a point of the story—someone who was completely mild-mannered and ordinary did something that surprised even them!

[ 12. July 2014, 19:34: Message edited by: Ariston ]
 
Posted by Hart (# 4991) on :
 
16.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink:
Darn, you need to exceed 10 unless you have any buffs to boost it.

There's not a chance Jetse could use his spot skill here, is there?
 
Posted by Doublethink (# 1984) on :
 
Rolling for that sounds like a good idea [Smile]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
16.

You notice Trepik putting something in each ear, and arranging the flaps of his hat in an odd way. You notice all the wagoners have fiddled with their hats. They seem to have tied up the ear flaps in a way that makes it harder to look sideways - a bit like horses's blinkers.

Please outcome post.

[ 12. July 2014, 19:42: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I did a readiness roll yesterday and got a 15 - do I need to do it again?

If the wagon team are blinkering themselves, would that be enough of a distraction to get into that wagon?
 
Posted by Doublethink (# 1984) on :
 
Yes, you would roll again, this is a totally different action. Yes, you could try to get in the wagon if yu wish.
 
Posted by Curiosity killed ... (# 11770) on :
 
Roll for readiness was 2 !
 
Posted by Doublethink (# 1984) on :
 
Bugger.
 
Posted by Net Spinster (# 16058) on :
 
Ain't good, 4.
 
Posted by Doublethink (# 1984) on :
 
Nope not good enough I am afraid.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink:
Rolling for that sounds like a good idea [Smile]

Whew. Okay, 13.
 
Posted by Doublethink (# 1984) on :
 
Nice one, you notice the same things as Hart - and that the dwarves are fearful. They are are also winding their off hands (non-dominant) into the lead reins by the heads of the oxen. In the distance, very faintly, you think you hear choral singing.

Some of the caravan people have begun talking to themselves, repeating something soundlessly.

The guards are not looking out into the darkness where the singing is coming from, but looking fixedly ahead.

Please outcome post.
 
Posted by Doublethink (# 1984) on :
 
I would suggest everyone takes a look over their skills and gifts lists, it is easy to end up only thinking of a few familiar possibilities.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
I would suggest everyone takes a look over their skills and gifts lists, it is easy to end up only thinking of a few familiar possibilities.

Am I correct in thinking we are all immune to magical persuasion though we might not be aware of it yet? Given what appears to be coming that might be useful.
 
Posted by Dafyd (# 5549) on :
 
Daniel gets a 1.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
quote:
Originally posted by Doublethink:
I would suggest everyone takes a look over their skills and gifts lists, it is easy to end up only thinking of a few familiar possibilities.

Am I correct in thinking we are all immune to magical persuasion though we might not be aware of it yet? Given what appears to be coming that might be useful.
You are indeed.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Dafyd:
Daniel gets a 1.

Oh dear, you think you spot a familiar shape flitting from tree to tree at the edge of the wood to your left, having seen no sign of real danger - you decide to go and investigate, the others don't notice you leave.

Please outcome post.

(This is your out, I am taking this opportunity to have Daniel do a Captain Oats - so you can write it leaving your ultimate fate ambiguous, or die horribly - tis upto you what you would like to write for Daniel.)

[ 12. July 2014, 21:14: Message edited by: Doublethink ]
 
Posted by Antisocial Alto (# 13810) on :
 
17.
 
Posted by Doublethink (# 1984) on :
 
You notice what Hart noticed, but now you see a dwarf straining to get away from the ox she tied her wrist to, blindly, mindlessly - her struggles remind you of a landed fish.

Please outcome post.

[ 12. July 2014, 21:54: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne rolls a 6.

Help, we're walking past land sirens and half our group isn't noticing anything.

DT, are those who notice something allowed to point it out to those of us who haven't, especially since we seem to all be walking together (except for Banner Lady who's in a wagon)?
 
Posted by Doublethink (# 1984) on :
 
I don't see why not. (Sadly 6 is a fail.)

[ 12. July 2014, 22:11: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
I think we've built up a bit of a queue for outcome posts - perhaps someone will choose to share the information in their outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
Ariston, Frithwynne has Good Wits, Excellent Readiness, and Good Inspiration which can be bumped up to Excellent by a once-per-GM-weekly use of her chalice.

Perhaps use her chalice-buffed Inspiration to try to think of something? If DT is going to allow us to think of anything...

Or just wait and see what happens and spy on Trepik and where he delivers the gold when we get to Cimenster.

I'm not sure how much of this specific worry Frithwynne herself senses. But if someone else asks her for something she'll likely follow their lead.

Will knowing what's in the chests tell us anything? Or do we really need information, from Trepik about what he's doing and who he's doing it for?
 
Posted by Eliab (# 9153) on :
 
Gunriana also rolls a 1.
 
Posted by Doublethink (# 1984) on :
 
£)(£(£) -//:}^%~^%#^) !!!!

Well, you don't notice anything strange initially, but when you go over to talk to one of the dwarf guards who seems to have got stuck in an oxbridle you manage to get your rune scarred hand trapped in the tangle between the dwarf, the ox, the rein and the yoke.

You are having to walk alongside the ox trying to get ot free without doing yourself an injury.

Please do an outcome post.

[ 12. July 2014, 22:33: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
I forgot, one member of the party is vulnerable to magical persuasion, Foret.
 
Posted by Autenrieth Road (# 10509) on :
 
Since we're immune to magical persuasion, that means we (except for Foret) are immune to the land sirens. So I think although we have been warned and are initially taking preventive action, I think it would be useful for us to inadvertently hear the strange singing, and realize that it is not affecting us the same way it's affecting the dwarves and oxen.
 
Posted by Net Spinster (# 16058) on :
 
Why sirens on land though? Actions by the shark lord? And are they singing anything we (or some of us) can understand (Dorainen might be the best bet on that)? They might explain the vanishing hamlets though. Was Trepik planning to throw Foret to them so they would leave the rest of the train alone? And us (or at least those of us he couldn't make a profit off of otherwise). He is in for a bit of a shock if we are immune (I'm not sure whether we have to roll at easy or something).
 
Posted by Ariston (# 10894) on :
 
1. We still haven't proven that it's magical persuasion. Could be something like a gorgon or basilisk—a sonic or visual attack, rather than enchantment.

2. We're all looking after Foret, no? I know Jetse looks at him as his protege (yes, looking for new talent to train is kind of a Jetse thing), but I doubt he's the only one. Keep the boy out of too much trouble, ya hear?

3. Is there any way we could find out what's actually in those chests? Not to use out of game knowledge, but I get the hint that they're kind of important, and assuming that they're full of gold or salt isn't the right answer.
 
Posted by Banner Lady (# 10505) on :
 
Readiness roll is a 7. Clawdine is going to snore this one through, because she is not able to be of any help at all.

[ 13. July 2014, 06:18: Message edited by: Banner Lady ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Jetse/Ariston - I've sort of wondered about the bonded wagon in character. Always looking for opportunities Er. However, Er is unlikely to approach Jetse after the last encounter when Jetse was unresponsive. I started writing Er going to see what Jetse was doing in my game post and then thought why should Er go near Jetse when he had no response last time?

Of the gifts and skills that Er has there's the hempen hand - could that rescue Foret if he gets in danger? Or isn't Foret small enough. He hasn't found out he has that skill yet. And there are the cups that haven't been used yet that were Jack's.
 
Posted by Hart (# 4991) on :
 
So, I'm kind of intrigued by the suggestion that Dorainen might be able to understand something from the song as it gets closer, given his established expertise in watery chanting. Would I need to roll something for this?
 
Posted by Doublethink (# 1984) on :
 
(I forgot to tell you, you sense evil.)

Wellllll, try rolling inspiration at OK difficulty.
 
Posted by Antisocial Alto (# 13810) on :
 
I would like to use my singing skill to distract the dwarves & humans who are not immune.

I roll a 15.
 
Posted by Doublethink (# 1984) on :
 
You don't have a singing skill ?

You could maybe distract with somekind of miracle ?
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
(I forgot to tell you, you sense evil.)

Wellllll, try rolling inspiration at OK difficulty.

10.
 
Posted by Doublethink (# 1984) on :
 
Gaaah !! You are one short, please do a try and fail outcome post.
 
Posted by Banner Lady (# 10505) on :
 
Tried rolling for inspiration in Clawdine's sleep (like a prophetic dream). Rolled a 4 and failed. Sorry 'bout that. Clawdine continues to be entirely unhelpful to the crew.
 
Posted by Antisocial Alto (# 13810) on :
 
Damn, I forgot- I was going to have a singing skill but I lost it in the curse. Let me think on useless miracles for a minute.
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, how do you know your inspiration roll failed when DT hasn't yet told you at what difficulty level to roll? Granted, it's unlikely DT will tell you inspiration is Ridiculously Easy in this case, but who knows?

What I usually do is say what I want to do, wait for DT to tell me the difficulty level, and then either roll or decide I don't want to try it after all at those odds and save my roll for something else.

[ 14. July 2014, 01:29: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Land sirens could also be rusalkas which would fit oddly with Daniel's skills. To quote Wikipedia they lived in rivers and

"In the middle of the night, they would walk out to the bank and dance in meadows. If they saw handsome men, they would fascinate them with songs and dancing, mesmerize them, then lead them away to the river floor to their death."

Their origin varied but were frequently described as the souls of young women who died untimely (suicide, murder).

Admittedly if them, Trepik going through in the middle of the night seems the height of foolhardiness.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
quote:
Originally posted by Autenrieth Road:
Banner Lady, how do you know your inspiration roll failed when DT hasn't yet told you at what difficulty level to roll? Granted, it's unlikely DT will tell you inspiration is Ridiculously Easy in this case, but who knows?

What I usually do is say what I want to do, wait for DT to tell me the difficulty level, and then either roll or decide I don't want to try it after all at those odds and save my roll for something else.

Being time poor over the last couple of days, I rolled, discovered it was very low, and decided to forego the "appropriate processes" in favour of keeping the story moving. Please forgive, if it has annoyed you all.
BL

[ 14. July 2014, 07:01: Message edited by: Banner Lady ]
 
Posted by Doublethink (# 1984) on :
 
Wonders vaguely who is in what time zone.
 
Posted by Banner Lady (# 10505) on :
 
Rolling for *** inspiraton*** again in my dreams. Rolled a 14 this time.
 
Posted by Doublethink (# 1984) on :
 
OKayyy, not entirely sure what you are trying to do here but, you dream of ...

Please do an outcome post.

[ 14. July 2014, 22:51: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Wonders vaguely who is in what time zone.

US (Eastern).
 
Posted by Hart (# 4991) on :
 
OK, your last story post is very exciting writing, but I've no idea how to respond to it. Are we in combat now? What is the "it" "he" is clawing at in the last sentence? "He" being a shark, I take it? As for his children, who are they frenzying at? Us? Dwarves? How much of this can our characters see? Does it make any sense for me to try to shoot someone with my longbow? Or are there frenzy victims I could try to heal? Not really understanding what's going on right now. (I get that the shark is more than a little surprised to see us).
 
Posted by Autenrieth Road (# 10509) on :
 
I don't think the shark is where we are. I think the Shark Lord is having farsight via the shark, though what the mechanism is I don't know. I don't see any response needed at all.

DT, like Hart, I'm US east coast, 5 hours different from you. When it's 5 pm for you, it's noon for me.

[ 15. July 2014, 01:08: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
US Pacific time.

Strange bit. Selkies, Shark lord, but who is the thing with claws?
 
Posted by Doublethink (# 1984) on :
 
You are not in combat. You can not see the individual scrying you, they are nowhere near you.

Let us suppose, that the elf caught some psychic echo of Clawdine's dream.

I would remind you, that combat has three phases, each taking 24 hours, and if we were in combat I would have pm'd you and locked the story thread.

[ 15. July 2014, 04:55: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Curiosity killed..., I think Er, Frithwynne and Jetse would make a good team to investigate the chests. Er to pick the locks, Frithwynne to tame the snake, and Jetse to ***intimidate*** anyone who comes investigating. If Er comes and asks Frithwynne to help, Frithwynne can think of getting Jetse (this will cover for Er's reluctance to approach Jetse himself after the previous non-response of Jetse). Do you think others would be helpful too?

Regarding the two rolls / two GM days required to lock pick the cart and then the chests, I think this is OK as far as time duration because in Story not very much time has to pass on a given GM day.

Hopefully if anyone else in the party notices what we're doing and has scruples In Story, we can persuade them that we need information, and we're looking, not stealing, and not to obstruct us or raise the alarm.
 
Posted by Curiosity killed ... (# 11770) on :
 
While everyone is distracted by the singing?

Do we need to worry about the sacrifice comments in the post on the game thread? And do we need to protect Foret?
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
You are not in combat. You can not see the individual scrying you, they are nowhere near you.

Let us suppose, that the elf caught some psychic echo of Clawdine's dream.

I would remind you, that combat has three phases, each taking 24 hours, and if we were in combat I would have pm'd you and locked the story thread.

Sorry for jumping the gun, I'll do a story post making this clear.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Curiosity killed..., I think Er, Frithwynne and Jetse would make a good team to investigate the chests. Er to pick the locks, Frithwynne to tame the snake, and Jetse to ***intimidate*** anyone who comes investigating. If Er comes and asks Frithwynne to help, Frithwynne can think of getting Jetse (this will cover for Er's reluctance to approach Jetse himself after the previous non-response of Jetse). Do you think others would be helpful too?

Regarding the two rolls / two GM days required to lock pick the cart and then the chests, I think this is OK as far as time duration because in Story not very much time has to pass on a given GM day.

Hopefully if anyone else in the party notices what we're doing and has scruples In Story, we can persuade them that we need information, and we're looking, not stealing, and not to obstruct us or raise the alarm.

OK - is this happening - or do I move the story on ? Essentially, plotwise, if you want into the wagon before Cimenster - its now or never.

You don't have to do it but I need to know one way or another.
 
Posted by Autenrieth Road (# 10509) on :
 
Curiosity killed..., I thought Er looking speculatively at the wagon suggested that you wanted to make another try. I figure nothing ventured, nothing gained. But I'll leave it up to you to decide if you want to try it it not.

[DT: cross posted with you. I think CK needs to make the call. I'm willing if CK is, and I figure we can try with or without Jetse, although (Ariston are you around?) I'd prefer it with Jetse for protection.]

[ 15. July 2014, 18:20: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Curiosity killed ...:
If the wagon team are blinkering themselves, would that be enough of a distraction to get into that wagon?

quote:
Originally posted by Doublethink:
Yes, you could try to get in the wagon if yu wish.

CK, this exchange in particular is why I think it would be a good idea for us to try to get into the wagon now.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK - what do I have to roll for ***light-fingered (spry) *** to get into the wagon using the lock picks? I'll post an assessing post and if the odds are horrific I'll decide against rolling.
 
Posted by Autenrieth Road (# 10509) on :
 
Great! If you do decide to roll, can you come round up Frithwynne In Story before you start attempting to pick the locks?
 
Posted by Doublethink (# 1984) on :
 
Its ***easy*** so you need to roll more than 5 and the lockpicks give you +1 to your roll.

(Note Clawdine - presuming she woke- and Net Spinster both have gifts that would allow them to create a distraction should the need arise, plus Er could turn into a cat to make an unobtrusive get away if needed - in addition to Jetse's skills. Guriaina is entangled in an ox at the moment though, so she can't help.)
 
Posted by Curiosity killed ... (# 11770) on :
 
Have done so
 
Posted by Curiosity killed ... (# 11770) on :
 
Oh yeah, oh yeah - 18 +1
 
Posted by Doublethink (# 1984) on :
 
Woohoo - gimme a minute and I'll do you an outcome post.
 
Posted by Doublethink (# 1984) on :
 
Its up.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, what difficulty to exercise ***animal command*** (linked to ***inspiration***) to charm the snake? Frithwynne will use silver chalice to bump her ***inspiration*** up to Excellent for this.
 
Posted by Doublethink (# 1984) on :
 
FYI: This is what Er saw last time - and will be what Frithwynne sees:

quote:

In the corner a snake snoozes, Er thinks it's rather poisonous., and six locked chests. There is a empty bench presumably for the night guard and an open basket that maybe buckled shut.

But there is no guard in the wagon.
 
Posted by Doublethink (# 1984) on :
 
With the assistance of the chalice this is ***ridiculously easy*** - you need to roll more than 1.

[ 15. July 2014, 19:11: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Drum roll ....
 
Posted by Autenrieth Road (# 10509) on :
 
8!!!!! Woo hoo!!!!! (AR restrains Frithwynne from doing a delighted happy dance all around the wagon.)
 
Posted by Doublethink (# 1984) on :
 
Do yourself an outcome post [Smile]
 
Posted by Doublethink (# 1984) on :
 
Nice, you can put it in the basket if you want.
 
Posted by Autenrieth Road (# 10509) on :
 
Awesome!
 
Posted by Curiosity killed ... (# 11770) on :
 
Am I allowed to lock pick again without rolling? Or can we just lift those lids?
 
Posted by Net Spinster (# 16058) on :
 
So is Frithwynne going to take the snake with her?
 
Posted by Doublethink (# 1984) on :
 
You'd need to roll to lockpick the chests, but I would let you do all of them.

Is this a good time to remind you that Mary Drake has a bag of holding ?
 
Posted by Doublethink (# 1984) on :
 
Or you could try and break the locks off, would be noisy though ...

[ 15. July 2014, 20:55: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Mary could come and see what Er and Frithwynne are up to - or we could wait until midnight and roll again for lock picking!

<tangent>I have a couple of proposals to write that will keep me up that long.</tangent>
 
Posted by Net Spinster (# 16058) on :
 
Well there is the slight problem of Mary disapproving of stealing (sharp bargaining is a different matter). BTW the holding bag has an opening diameter of 2ft. How big are the boxes?
 
Posted by Autenrieth Road (# 10509) on :
 
I think we want to open the chests, and not plan to take anything that will be immediately detectable, and maybe not even then.

Frithwynne doesn't want a snake, and plans to open the basket when she and Er leave so the night guard won't notice anything amiss upon returning.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink:
Or you could try and break the locks off, would be noisy though ...

Noisy, yes—but everybody has their ears plugged, eyes blindered, and is actively trying not to notice things. We've got a pretty good distraction already; might as well use it.

So long as we dealt with that snake (stuff it in the bag of holding, maybe? A deadly viper might come in handy later, especially if we have to dispatch an Egyptian queen or something), we could basically have gotten away with the Jetse option right now. I think something a bit more subtle might at least let us cover our tracks once…whatever it is…is done trying to kill us again.

[ 16. July 2014, 01:07: Message edited by: Ariston ]
 
Posted by Net Spinster (# 16058) on :
 
I see poor Foret has to stumble through the underbrush since we are all moving.:-) He might be better off on the wagon just behind the fortified wagon so as to distract that driver if he happens to noticed unauthorized people going in and out of the wagon ahead.

My current understanding of everyone's location is

Several wagons ahead of the fortified wagon, Dorainen is standing on the front board and looking around ready for action. In either that wagon or an adjacent one Clawdine is sleeping. Daniel has gone off into the woods on the left side of the road, but, no one seems to know this. Frithwynne and Er are pilfering the fortified wagon. Jetse is walking beside the fortified wagon on the left side; Foret is in the brush beside (left or right side?). Mary has gone past the fortified wagon and may be aiding Gunriana who is caught in the oxen harness. Not sure where Aethelreda is.

One hopes that Jack isn't still being devoured (there is that blood in the water) and that Goode is making it safely to Barvik.

BTW getting Gunriana loose might cause a bit of a distraction and it might need Frithwynne to stop the oxen temporarily (or require Mary to use her knife to cut the leather straps).
 
Posted by Doublethink (# 1984) on :
 
New GM Day
(Fell asleep)

[ 16. July 2014, 03:53: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Can you wait till we're done with the wagon before trying to involve Frithwynne in freeing Gunriana? One, as a team effort I really want us to succeed at finding out what's in these chests without distractions; two, Frithwynne is preoccupied with Er and the chests and helping there if she can; and three, if Gunriana finds us in the wagon we'll have put her in the incredibly awkward situation of choosing between any loyalty to her shipmates vs. loyalty to her oath of protection to Trepik.

Antisocial Alto, if Aethelreda could be available to create a distracting miracle, that may be needed at some point to distract attention from the wagon-pilferers. Hopefully we'll be able to get out as unnoticed as we went in, but you never know.

Ariston, if Jetse has seen Frithwynne putting the snake in the basket and wants it, if he makes this known to Frithwynne she will pass the basket out to him (she thinks it's unwise, but she's willing to trust others' instincts and desires on this) and Jetse can have charge of it.
 
Posted by Net Spinster (# 16058) on :
 
I was actually thinking if Frithwynne got caught while pilfering that Mary demanding she come right away (or perhaps dragging her) to help get Gunriana out of trouble would be the distraction. So no interference from Mary who doesn't even know that you and Er are pilfering unless you get caught or she sees you about to get caught (admittedly Mary might insist you return the stolen property).
 
Posted by Autenrieth Road (# 10509) on :
 
Oh, OK, I see.
 
Posted by Curiosity killed ... (# 11770) on :
 
Do I need to roll for ***light fingered*** and lock picking again to see inside the chests? (I did a speculative story post)
 
Posted by Curiosity killed ... (# 11770) on :
 
Er wasn't intending to pilfer, necessarily - more find out what is in those chests if they are so important. And the other danger surrounding the wagon train suggests that the chests may be important. And Er is trying to lock pick to be as discreet as possible.

However, it does depend on what is in the chests as to what happens next, doesn't it? If there is a model of the Kavetseki half buried in salt in one chest, won't the party be very, very interested in that?
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
You'd need to roll to lockpick the chests, but I would let you do all of them.

Does this answer your question, CK?

The one thing we don't know (I think) is the difficulty level for Er to light-fingeredly pick the chest locks.

[cross-posted: I totally agree with you, CK. I've been calling the Er/Frithwynne team pilferers. But really we're investigators. The other thing I've thought of is that even if it's just raw salt and gold, maybe they're being delivered to be made into the ship in rock salt. But wouldn't it be fun to discover the ship in rock salt right away, here in the wagon!]

[ 16. July 2014, 06:33: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Do I need to roll for ***light fingered*** and lock picking again to see inside the chests? (I did a speculative story post)

Yes please, at ***easy*** difficulty.
 
Posted by Curiosity killed ... (# 11770) on :
 
8 + 1!
 
Posted by Doublethink (# 1984) on :
 
Woot - gonna take me a little time to do the outcome post.
 
Posted by Doublethink (# 1984) on :
 
Frithwynne should roll for find hidden at ***easy*** difficulty.
 
Posted by Doublethink (# 1984) on :
 
Other people not in the wagon can do things in parallel - proving their coherent with in character knowledge.
 
Posted by Net Spinster (# 16058) on :
 
Should I roll to see whether I can stop the oxen or shall I assume I can slow/stop them and free Gunriana?
 
Posted by Doublethink (# 1984) on :
 
Roll toughness at ***hard*** please ?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Roll toughness at ***hard*** please ?

13 so I don't think good enough.
 
Posted by Doublethink (# 1984) on :
 
Sorry no, please do an outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne rolls 16 for ***find hidden*** at ***easy difficulty***! Hooray!
 
Posted by Hart (# 4991) on :
 
Dorainen has a knife. Can he just cut Gunriana free?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Hart:
Dorainen has a knife. Can he just cut Gunriana free?

Mary has a knife also but cutting the harness on a moving vehicle may be (a) difficult and (b) have interesting repercussions. She may try cutting next.
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Sorry fell alseep again.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Frithwynne rolls 16 for ***find hidden*** at ***easy difficulty***! Hooray!

[Smile] will do outcome post.
 
Posted by Doublethink (# 1984) on :
 
Frithwynne has noticed a clue ...
 
Posted by Doublethink (# 1984) on :
 
Course, out of character speculation is encouraged on the meta thread [Cool]
 
Posted by Banner Lady (# 10505) on :
 
A fine mesh - something designed to be lifted so the salt falls through it leaving the precious object cradled free in the mesh?
 
Posted by Doublethink (# 1984) on :
 
*wiggles eyebrows speculatively*
 
Posted by Autenrieth Road (# 10509) on :
 
I like that, Banner Lady!
 
Posted by Doublethink (# 1984) on :
 
*cough*storypost*cough*
 
Posted by Doublethink (# 1984) on :
 
Roll your your intuition at ***easy*** please.

[ 17. July 2014, 07:05: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
14 !
 
Posted by Doublethink (# 1984) on :
 
I have done you an outcome post [Smile]
 
Posted by Curiosity killed ... (# 11770) on :
 
Ah well, cross post! Sorry
 
Posted by Autenrieth Road (# 10509) on :
 
It works fine, CK, since Frithwynne has had her mental inspiration, but hasn't said anything yet.
 
Posted by Curiosity killed ... (# 11770) on :
 
I think Er's instinct would be to take a handful or so of the salt and whatever is in there to look at at leisure and lock the chests - as that's going to look as if it's Trepik who pilfered, not the party. What does the rest of the party think?
 
Posted by Net Spinster (# 16058) on :
 
Well that sort of depends on whether Trepik owns the items (in which case he has no need to pilfer) or is transporting for another. In either case Trepik will know he didn't do it. He might suspect us or he might suspect and punish some innocent.
 
Posted by Doublethink (# 1984) on :
 
I am about for approx one hour, not sure what time I am back, so if you want to me to do stuff - post soon.
 
Posted by Banner Lady (# 10505) on :
 
Well, the logical thing to do would be to lift the mesh to ***find hidden*** and then decide what to do with it. Is it diamonds? Or the golden ship? Much easier to "relocate" a few diamonds than a large ornamental object. Knowledge is power.
 
Posted by Curiosity killed ... (# 11770) on :
 
Isn't the mesh the "find hidden"? A clue to something like diamonds being hidden in the salt?
 
Posted by Doublethink (# 1984) on :
 
The hidden thing that was found, was the mesh.
 
Posted by Banner Lady (# 10505) on :
 
So can Er or Frithwynne lift it without having to roll again?
 
Posted by Doublethink (# 1984) on :
 
Yup.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
Hm…now, this is just a thought, but, if we were sitting around a table drinking beers (or Fernet Branca), I'd mention it…

There was a really shitty movie I once saw with an ex, in which the plot "twist" you could see coming from a mile away was that the chests holding the contraband counterfeit bills were filled with salt to weigh them down; the chests were tossed overboard from a ship before customs could come and search the vessel, but, when the salt dissolved, the chests floated to the surface.

Perhaps, given that Cimenster has ample water nearby, this might be the plan. A bit of water seeps in through the mesh, dissolves the salt, leaves behind…whatever…

Of course, why you would bother with the mesh rather than just let the water seep in through the cracks between pieces of wood should probably be explained. That's why I think it's not a good hypothesis, just a hypothesis.
 
Posted by Eliab (# 9153) on :
 
I'm on holiday for a week from today - I might have some internet access but I don't know how much or when.

DT - please feel free to decide what Gunriana is doing as appropriate. Her thinking at the moment is:

We are beholden to Trepik until he gets to Cimenster, and she also agreed to assist him once there in finding things out, spreading rumours, and helping him do any deal. Gunriana intends to honour that. She doesn't mind if Trepik's business is criminal, but would care if he were working for the enemy. She'll take no action against Trepik, and will try to assist him, but won't grass on other party members if she sees them spying or stealing. Ultimately, the Kavetseki group comes first.


Or you can decide that when she's finally freed on the wagon reins, she wrenches her arm and needs time to recover.
 
Posted by Doublethink (# 1984) on :
 
The puppet mistress is consumed with evil laughter
 
Posted by Doublethink (# 1984) on :
 
It would be helpful if Frith and Er were to leave the wagon soonish in realtime.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK - will do (just got in, sorry)
 
Posted by Doublethink (# 1984) on :
 
Ta muchly [Smile]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Is there anybody out there ?
 
Posted by Hart (# 4991) on :
 
Yeah, I've been waiting for the business with the covered wagon to either get done, or create something Dorainen might see and respond to.
 
Posted by Curiosity killed ... (# 11770) on :
 
Did that solve the problem, Hart?

Would it be an idea for Er and/or Frithwynne and/or Dorainen to observe Gunriana trapped and attempt a rescue attempt with Frithwynne? Their combined skills and gifts might be able to do something?
 
Posted by Banner Lady (# 10505) on :
 
Yawn. [Snore]

As far as I can make out, Er and Frithwynne have gathered six handfuls of salt. They saw the mesh in the last box but didnt lift it.

Gunriana is still stumbling alongside the oxen waiting for her hand to be freed. Mary, Aethelreda, Dorainen, Jetse, Er and Frithwynne are able to interact as they walk but some of them have stopped up their ears. I presume a lot of pantomime will therefore be involved in their communications. Foret is under Jetse's command, shadowing the wagons. Clawdine is still snoring and we are "fast" approaching Cimenster.

Just in case you want to wake Clawdine, she will respond to water being dripped on her feet or face, or some grains of salt being dropped into her open mouth.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:
Did that solve the problem, Hart?

Would it be an idea for Er and/or Frithwynne and/or Dorainen to observe Gunriana trapped and attempt a rescue attempt with Frithwynne? Their combined skills and gifts might be able to do something?

Wasn't a problem; I was enjoying it watching it play out even if my character wasn't.

But yes, Dorainen's now approached Er, so if Er was to lead him to Gunriana (or just suggest a walk to survey what was going on that would lead them to her anyway), he'd go along with that. I'll be away from the computer for a bit, but you can narrate me as going along with that.
 
Posted by Curiosity killed ... (# 11770) on :
 
I'd want to give others the chance to suggest things too before doing anything ...

... but Frithwynne's skill with animals, Dorainen's healing and Er's skills with mechanical objects might be able to do something - and if Jetse is in reserve, there's always the nuclear option.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:
I'd want to give others the chance to suggest things too before doing anything ...

... but Frithwynne's skill with animals, Dorainen's healing and Er's skills with mechanical objects might be able to do something - and if Jetse is in reserve, there's always the nuclear option.

I'm not sure if the skill with animals would be too helpful. We can't bring the ox to a standstill. If we did, given that all the wagoneers are keeping their heads down, we'd cause a pile up in the midst of a siren-like attack, which doesn't sound like a good idea. I'd suggest we just go with your mechanics skill, and then find a quiet place for Dorainen to do some healing. I'm sure we can find a wagon to do this in. (I think the way the narrative's been written so far, it would be odd for Dorainen to be able to heal while marching).
 
Posted by Curiosity killed ... (# 11770) on :
 
I was thinking more calming the ox, which might allow it to be moved away enough, not stopping or disrupting the caravan.

Er hadn't realised going towards Dorainen he was moving away from Gunriana. He's been focussed on the chests and lost track of time. He was aiming for the member of his party that he could see other than those he is with - Jetse and Frithwynne. And Dorainen is up high so may well have a vantage point that lets him see where everyone else is now.

Er has grabbed handfuls of the contents of those boxes, but he would have aimed for anything unusual too. So he may well have diamonds or whatever included. He was trying to take samples of what is in the chests to check later, but not endanger the party.

[ 20. July 2014, 07:11: Message edited by: Curiosity killed ... ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Argh - I was hoping Frithwynne / Autenrieth Road would be along and could get involved - the more of us involved the more likely that we can throw enough rolls that get something solved.

But I'll post and ask about throwing for tinkering skills.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:
Argh - I was hoping Frithwynne / Autenrieth Road would be along and could get involved - the more of us involved the more likely that we can throw enough rolls that get something solved.

But I'll post and ask about throwing for tinkering skills.

My story post was meant to invite you to share the Frithwynne idea in character if you wanted to. I'm fine with waiting till AR comes online to act, especially as Dorainen will be the last to do anything. It would be good to have Gunriana free before whatever happens next happens though!
 
Posted by Curiosity killed ... (# 11770) on :
 
I wasn't disagreeing, which is why I went with it, the sooner we get Gunriana free the better.

Hopefully we will have Jetse and Foret to help too.

Do we know where Mother Aethelreda is?
 
Posted by Doublethink (# 1984) on :
 
Er if you roll for tinkering it will be at ***OK*** difficulty, but if the oxen are successfully calmed - then it will be at ***easy*** difficulty. The same applies if Mary Drake succeeds at ***OK*** difficulty to use rope use to control the oxen, prior to a tinkering attempt.

Frithwynne, if you try animal command on the oxen - you can roll at ***easy*** difficulty.

Cutting Guriana free would require someone with light weapons or hidden weapons use, anyone trying that would do so at ***easy*** difficulty.

Guriania is unable to do this herself.

[ 20. July 2014, 21:47: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I rolled and got a 13

Does anyone else want to join in with a rescue attempt?
 
Posted by Net Spinster (# 16058) on :
 
I can join but since you've rolled ok should I try for rope use? In any case I rolled a 18.
 
Posted by Ariston (# 10894) on :
 
Things have gotten out of out of hand now?
 
Posted by Doublethink (# 1984) on :
 
So mary has succeded in controlling the oxen using her roping skills, then Er has successfully tinkered and freed Guriana.

Mary please make an outcome post, then Er please make an outcome post.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
Dorainen's using *healing* to try to restore Gunriana to full health.
 
Posted by Doublethink (# 1984) on :
 
Please roll your healing, it is ***ridiculously easy*** - then do an outcome post unless you get a 1 or a 20. For those post on meta and I will give you an outcome.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Please roll your healing, it is ***ridiculously easy*** - then do an outcome post unless you get a 1 or a 20. For those post on meta and I will give you an outcome.

Rolled a 7, about to write up outcome post.
 
Posted by Doublethink (# 1984) on :
 
Woot - success !
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
So do I take it you are all hiding in a supply wagon ?
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Curiosity killed ... (# 11770) on :
 
As far as I know, Er and Gunriana are in the supply wagon, with I think Mary. Is Jetse outside with Foret? Unless Jetse has sent Foret into the supply wagon. Not sure if Frithwynne joined Gunriana in the supply wagon.

Dorainen went looking to see what he could see and maybe to find Athelreda and the missing Daniel.

Clawdine is asleep in another wagon.

Is that right?
 
Posted by Banner Lady (# 10505) on :
 
[Snore]
 
Posted by Net Spinster (# 16058) on :
 
I think that is more or less correct. BTW any ideas what those things are in the woods? Something is definitely out of kilter but one would think that traveling at night with those out there is more dangerous than day. Or are the daylight dangers worst? Are any of us capable of producing a great deal of light; is it wise to try?
 
Posted by Curiosity killed ... (# 11770) on :
 
Jetse has the Doctor's magic light wand.
 
Posted by Hart (# 4991) on :
 
I does seem they knew about this danger (and, notable, didn't warn us). Maybe it would have been just as much a danger by day or by night.

Right now, Dorainen is with Jetse and Foret. Daniel has gone off, but I don't think most our characters know this. Quite where Aethelraeda is I have know idea, and I don't think Dorainen does either.

One interesting possibility: what if this is the 'place of execution' on the map? I don't think the map literally had a picture of a gallows or anything, if selkie attacks are predictable, it would function perfectly well as an execution site, even saving an executioneer from literally bloodying their hands.
 
Posted by Net Spinster (# 16058) on :
 
Perhaps we should be rescuing someone condemned to be on the execution ground.
 
Posted by Doublethink (# 1984) on :
 
It would be helpful to know:

This list is neither exhaustive, nor mandatory.

But please communicate on the meta thread about where you (out & in character) are, what you are doing, possibly why you are doing/not doing it - preferably daily.
 
Posted by Curiosity killed ... (# 11770) on :
 
I haven't wanted to post while I didn't know where people were and who was around to post.

I can start a conversation with Gunriana and Mary about what we do next - but is Frithwynne there too? Because we could chat about what we found and what we do with it next. But I suspect we need water to do that, and that's not likely to be an option.

I could go and join Jetse and Dorainen and find Mother Aethelreda and we could ask about Daniel, and that could lead us into what the Selkies are and what they are doing?

Is attacking the Selkies and saving the dwarf something we should do?
 
Posted by Doublethink (# 1984) on :
 
Don't forget Clawdine can call water.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is still asleep, and, being impervious to magic helps her to stay that way. She has not had any dreams that would be helpful to anyone if she did wake. She has no idea what's going on, and no subtlety to discover it even if she were awake.

One possibility would be for Er to go to wake her, drop a few grains of salt into her mouth and then show her what is happening outside. Clawdine could call up a thunderstorm to see if it melts the Selkies away. Maybe they are somehow related to the salt? Er could then take Clawdine's pot, fill it with water and throw the salt he has collected into it, to see if anything remains afterwards.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er was thinking more looking at what he and Frithwynne found in safety at Cimenster when the party wasn't beholden to Trepik. Up until now he's been very careful to do this investigation discreetly, and would prefer to keep it that way.

However, Er is concerned about what is happening outside and what this means, so he's more likely to go and investigate than stay in the wagon, once he's got over his first shock. He's also going to be concerned about Hewer and the other members of the party. Less so about Clawdine, who he's not going to want to disturb if she's safely out of the way, because his previous experiences with her have not been good from his point of view. He thinks that someone who can conjure fighting skeletons out of a quiet campsite is not someone to have around when dealing with other scary characters.

Are these creatures intimidate-able? Are they something that Jetse could fight?
 
Posted by Doublethink (# 1984) on :
 
Unless you have some in character reason for foreknowledge, you won't know the outcome of particular approaches to your situation unless you try them.

As a playing team - even if your character is currently incapacitated, asleep etc, - it helps if everyone contributes to the discussions team strategies.
 
Posted by Banner Lady (# 10505) on :
 
Well, you could chuck the sleeping Clawdine overboard to see what happens when a troll of a woman meets the selkies. I'd be interested to find out, too!
[Smile]
 
Posted by Ariston (# 10894) on :
 
The list of things Jetse would be willing to kill isn't short. It's much longer than the list of things he should be allowed to.

I'm wondering if a tactics roll here wouldn't be advisable, especially if we're contemplating throwing subtlety to the wind and taking the Jetse option.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne is plodding along trying to ignore everything that's happening. She and I have no idea whatsoever about anything at this point. CK, Frithwynne is near the wagon with Dorainen and Gunriana, but not in it. If anyone wants to bring her in on In Story conversations, go ahead. Or not. I (AR) can't make any sense out of anything right now.
 
Posted by Autenrieth Road (# 10509) on :
 
I feel like we keep on making no headway whatsoever. We've tried inspiration, we've tried talking to the dwarfs, we've tried breaking into the fortified wagon, we've tried playing dice with the dwarves, we've looked at a mysterious map filled with beastly things, and all we know is: the situation might be dangerous, in ways that we might not be able to identify. Maybe someone else has a different interpretation? Maybe this kind of slow progress by inches, not even really being sure of what we're trying to do, is part of the attractive puzzle of RPGs? I feel like my creative juices are out of sync with the Story. Perhaps someone can reframe this for me?

The only thing I can think of to get any information seems to be for Jetse to intimidate Trepik again, this time to cough up information instead of goods.

Or Frithwynne could unheedingly let her shawl fall from her ears and we could see if DT sends a selkie to drag her away and devour her. I'm guessing DT would allow the group some kind of way to save Frithwynne (this isn't a veiled proposal to quit), at least I'm hoping so, but it could leave us all badly wounded. But maybe we'd find out something. On the other hand maybe in the end it would only add up to more of the "something's going on but we don't really know what" that it seems to me we've had so far.

Probably safer to have Jetse intimidate Trepik.
 
Posted by Doublethink (# 1984) on :
 
Synopsis:

I think that is all the main features of the situation.

Eliab is away, so I have control of his character, which is why she is not doing much. I believe Banner lady is travelling, which is why Clawdine is mostly asleep. Ariston is crazy busy, which is why he is on meta only fleetingly. I don't know what is going on with our nun.

Hope that is a bit clearer.
 
Posted by Doublethink (# 1984) on :
 
Autenteith Road, there has been a steady stream of information - what is it you think you are not finding out ?

If you were to post your best guess - at the moment - as to who sank the Kavetseki, why, and what other shares primary responsibility - what would you say ? And what might that lead you to think about doing when you get to Cimenster ?

[ 25. July 2014, 01:08: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
That dream of Dorainen's, the scrying, would make Er think the Shark Lord sank the Kavetseki because of the box that was found and taken.

Er would want to go find that box and return it to the Shark Lord so he gets his life back to normal.

Are the Selkies part of the Shark Lord's search for that box?

Not sure how the smuggling of diamonds or whatever in that salt fits in though.

[tangent]And I should stop playing and go to sleep so I can do the job interview tomorrow.[/tangent]

[ 25. July 2014, 01:16: Message edited by: Curiosity killed ... ]
 
Posted by Doublethink (# 1984) on :
 
And your starter for 10, who do you think has the contents of the box ?

And who in the city do you think might want diamonds ?
 
Posted by Hart (# 4991) on :
 
Here's the vision, if people are interested. I've only just realized that I haven't shared this in character. If there's a moment when things settle down a bit, he'll be happy to share it with whoever's around.

As to who would have the contents of the box, presumably one of the newly risen merchant families who have control of Cimenster.

I don't think it makes any sense to approach the selkies, better to take advantage of the fact that they can't tempt us to avoid them killing us! Using the flashlight to confirm what they are might be useful to us, and maybe even help the dwarves and wagoneers avoid them if they can see what they really are.
 
Posted by Autenrieth Road (# 10509) on :
 
[cross-posted: in reply to DT]

The steady stream of information all adds up to sand through my fingers, and I find it hard to put my finger on why. Let me try to talk through some of this and see if I can figure out why I'm in this state of mind.

The caravan seemed to be set up as if there's something important, but we still don't really know what, and no better plan that I can see than following and spying on Trepik when we get to Cimenster, which I've been thinking for quite a while now and nothing we've found out changes or adds to that idea.

Cimenster seemed to be set up as a place where more things would happen suggesting what to do next, and perhaps we know a little more - the name "shark lord". But what does that add? I expected from early on that there would be someone powerful in Cimenster and we would need to interact with them. OOC, we've got the connection that the someone powerful in Cimenster is also behind the shipwreck and the spell, but I don't see any way to do anything with that until we get to Cimenster, which seems to be getting further away the more we travel.

We've got some mysterious ceremony, an execution ground, and siren-like selkies contributing to an atmosphere of danger, but what does that do for us? Keep walking along on this caravan trip and wait to see if you turn them into combat, or perhaps some other type of challenge that we have to solve to evade Trepik's evil plans. But we haven't been able to find out anything about what those evil plans might be, and I don't see any prospect that we can find out (unless Jetse can intimidate it out of Trepik, but that depends on you letting Trepik say something, instead of perhaps being more intimidated by the shark lord and refusing to say anything, unless maybe we get lucky and Jetse rolls another 20).

I liked being on the beach and wandering through the wood and interacting and slowly getting to know the other characters and explore this world, but then it was suggested that we weren't getting down to the proper RPG business of important problem solving, and I've felt as if I don't understand what to be doing ever since.

I feel like in the Prince Testwe Peregrination that I learned that under no circumstances was I an experienced enough player for it to be appropriate for me to try to affect or create the story in any longterm or major sense, as opposed to simply reacting to events one vignette at a time.

I don't know if any of this will make sense to you. Maybe I'll spend some time doing that dangerous thing: mentally writing more of the story for myself. I'm not sure I'll share any grand overarching vision I might get from that exercise, because I'm afraid it will be as out of place as it was in Prince Testwe's Peregrination, but maybe it will give me some ideas for little pieces I can add to Frithwynne's vignettes.

I appreciate all the work you're putting into this, and watching what all the players think up to do. I think it's my inexperience with RPG's that's showing: I don't know what to expect about how it unfolds, and I'm not sure I know how to recognize what is unfolding and how it's being created. I feel like we have lots of scraps of information, none of which add up to anything certain, or change the fact that we're still walking along, waiting to get to Cimenster. Maybe what I should see is that we have lots of scraps of information which open up all sorts of (as yet undefined) possibilities.

[ 25. July 2014, 02:08: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Well attempting to bargain might gain some information, but, I wouldn't want to do it without strong protection. I think there are at least two major parties involved neither of which have much care for our group. If the selkies represent the shark lord or the party the box was stolen from, they might be willing to help a group like us retrieve the box and return it to them (this is assuming they are the less bad guys). Selkies also have a skin coat which allows them to change from human form to seal form. Hold the skin coat and one has a great deal of power over them since they then can't return to the sea. BTW I haven't the faintest idea where Trepik fits in or whether he is coincidence. Diamonds are rare, they can cut very hard items (perhaps someone needs to get inside something).

We know too little yet of what has happened (and I also am a novice at rpg). We can use Jetse to intimidate, we can barter, gamble, ask (before or after making them slightly tipsy), look for visions from those in our group who can get them, or hit the public library (except Cimenster probably doesn't have a public library but it may have a school of some sort).
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne is used to working as a barmaid. Maybe she can find work in a tavern if we ever get to Cimenster and pick up some local gossip.

Frithwynne returned from her nightly shift at the Dancing Donkey.

"What did you find out?" asked Mary.

"Oh my," said Frithwynne, "I've confirmed everything we already knew! Cimenster is controlled by the shark lord; Trepik isn't to be trusted but regularly comes to Cimenster with a load of salt, gold, and hidden diamonds; selkies tryst nightly near the execution grounds but Trepik insists on traveling through there at night and none of the dwarfs know why; there's a ceremony coming up in which strangers to the city are rounded up and face a lottery to be sacrificed; the dwarfs are spreading news of a demon dicer who joined Trepik's last caravan midway who on no account is to diced with. Oh, and Dr. Goode got a message through from Barvik addressed to 'sundry strangers in Cimenster who arrived with Trepik's latest caravan' in which he says things are going great and he included this drawing of himself on the beach with... well, I don't know what he's drinking, but why do you think it has that tiny umbrella in the glass? And somebody found a pair of oculars near the execution ground where the selkies tryst and for some reason they reminded me of Seigneur van Adescant."

"My goodness, you're a gold mine of information," cried Mary, absent-mindedly plaiting her rope into a five-way macrame picture of the Ka- the ship in her excitement. "Now I know exactly what we must do!" And she proceeded to tell Frithwynne her plan.


Over to you, Net Spinster. [Two face]

[ 25. July 2014, 05:36: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
DT, I'm feeling better about things now. Thinking of the situation as a novel where I've been handed the draft so far and what would I put the characters through next is improving my mood immensely with lovely meta thoughts about authorship.
 
Posted by Doublethink (# 1984) on :
 
If I don't know what the party's decision is, I can't move the story on.

You could fight the unknown number of magical creatures in the darkness - ie move toward them and see what happens..
You could hide and see if they come closer.
You could leap on the oxen/wagons and whip them into speed racing the caravan across the isthmus to get away.
You could restrain a caravan member and get information from them - though that would be extreme difficult.
You could do something I haven't thought of.

But you need to do stuff, take risks, rather than just asking for information and to know the exact parameters of any given situation.

(That is generic you the party.)

[ 25. July 2014, 08:49: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
It seems to me there are two questions: what do we want to do; how (in the story world) do we make a group decision?

The second question seems simple enough to answer. Er, who is wandering the caravan, comes across Dorainen, Jetse and Foret. They all go back to the wagon Gunriana is recovering in. Dorainen shares his vision and all decide something. While doing that, I think we could all notice that we aren't being affected by their song in the way the others are.

My vote would be for getting us through the isthmus as quickly as possible. We have no way of knowing how many selkies there are. If this is a whole army of them, we're screwed. If we care about saving the lives of the people in the caravan, we can do that just as well by speeding up their passage. Essentially, this means taking over from the wagoneers. Now, there are fewer of us than wagons, I think. Maybe, we could just suppose that if we speed up the front wagons, this rear ones would follow as the oxen are trained to stay in caravan.
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry, I wasn't trying to ask you what to do next, Doublethink, but what the rest of the party want to do next - because we've been more successful as a group working together.

Er's movements were going to be check Hewer is not the dwarf taken by the Selkies, then find the others to plan.

Don't we want to get to Cimenster safely as a priority? as that's where the answers to the questions are to be found?

So yes, gather with Gunriana and Mary in the wagon to ride to Cimenster.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm still thinking. I'll try to post some thoughts later tonight for ideas for the party to consider.

Thanks for your most recent post, DT. It made me realize that I have been thinking about this whole thing backwards.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK story post leaving it open ended for others to act - either get us all back to the wagon with the others, or to get involved with the selkies to rescue the dwarf.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
Okay, I'm going to do a ***tactics*** roll to see what the best way to deal with the selkies is.

16.
 
Posted by Doublethink (# 1984) on :
 
Success at ***OK*** difficulty.

Don't attack them, you don't know how many there are, or their combat potential. It would be easy for the party to be separated and mobbed in the darkness.

You need to get off the isthmus as fast as possible, where the land broadens out they will not be able to get far enough inland from the sea to continue their attacks.

The darkness helps the caravans members, because if the were to see the selkies's faces they would be immediately lured towards them.

If you get the lead animals going fast the others will follow.

If you throw any individual to the selkies it will distract and slow them down - it is probably why Trepik brought Foret, and accepted your party into the caravan. He didn't know you would be unaffected by their magic. Foret would have been his sacrifice, though he would have expected some of the dwarfs to be taken too - he couldn't just give them to the selkies because the rest would turn on him. If the party had been successfully lured - the caravan would have had plenty of time to get clear.

As it is, if enough people are not lured the Selkie will risk close approach. The situation is currently much more dangerous than Trepik anticipated.

[ 26. July 2014, 11:48: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
If we each jump on a wagon (or ox) and try to whip it into speed, what kind of roll would we need to succeed? The results of the tactics roll confirms my idea that that's our best bet.

Alternatively, if there is any way for Jetse to toss Trepik to the selkies, Dorainen wouldn't exactly object. The dwarves might though. I still like the hurry up offense idea much more.
 
Posted by Doublethink (# 1984) on :
 
We have either six or seven charhacters left (not sure what has happened to Mother Athelreda).


I have higlghted potentially relevant skills - your best bet maybe to pair up the unskilled with the skilled.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK, Er is up to trying to speed us out of here - using ***tinkering*** skills - I can write an in-game post to say that the selkies look frightening? Or does Mary want to join us and tell us what she knows and suggests we try to get out of where we are.

Er could also use his ***well-travelled*** knowledge to say that we are on an isthmus and near to the sea - from knowledge and Dorainen's map? But that will use that throw and lose Er's throw for the day which could be used for pushing the wagon train on.
 
Posted by Doublethink (# 1984) on :
 
Its dark, you can't see them clearly, unless you shine a light on you. You can see low black shapes.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
I'm thinking:

—Throw Treppik to the selkies, everybody else gets out.

—Commandeer the fortified wagon, slip off under cover of darkness and distraction with the dwarves before making a break for it; when we show up in Cimenster, the Palatine refugees might be grateful to us for saving their kin.

—Blindfold and earplug Foret and toss him in a wagon until we get free; abscond with as many dwarves as possible, as well as the cargo. Tell folks in Cimenster either that we were beset by selkies on the way and barely escaped with our lives (not exactly untrue) or maybe even that we were attacked by the Shark Lord's minions (hey, we can't prove that we weren't) if it might get us sympathy points. From what I can tell, Cimenster is a fortified bastion against raids by the Shark Lord and his minions(would explain the lack of villages, public executions, etc.), so saying that we were his enemies might get us points.

At any rate, let's get out of here, take Foret and as many dwarves as we can with us, and, if possible, leave Treppik to his fate. Treppik's teamsters are on their own as far as I care; if any catch wind of us moving out, I don't see why we should stop them, but I think escaping with the dwarves should be our first priority. I suppose I/Jetse could use my riding ability to get these oxen moving, if somebody else with a meaningful elan wants to do some dwarfwrangling...
 
Posted by Net Spinster (# 16058) on :
 
Frithwynne at the front moving the first wagon faster is likely to speed up all the wagons. Gunriana could try the same trick she did the previous night to move everything faster. Mary could try using her rope to lead the oxen faster but I suspect that would be tricky.
 
Posted by Doublethink (# 1984) on :
 
I don't mind what you all do, but for the love of God, please do something.
 
Posted by Hart (# 4991) on :
 
I've tried to set us into action. Other people are free to respond to "Dorainen's" plan (it is in the story world now, despite it not at all being my plan in the real world) however they like, but I think we should all be able to agree it's a lot better than the "sit here and wait to get eaten by selkies" option we're currently following.
 
Posted by Net Spinster (# 16058) on :
 
Ok trying rope though I suspect this should be very hard. Shall I roll or is this an automatic failure?
 
Posted by Doublethink (# 1984) on :
 
Roll at *** OK*** difficulty please, that means you need to roll more than 10.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Roll at *** OK*** difficulty please, that means you need to roll more than 10.

18
 
Posted by Doublethink (# 1984) on :
 
Success !

So you manage to lassoo the leading pair of oxen, and you can use the tail of the rope as a coach whip. You will probably need to clamber onto some part of their wagon.

Feel free to write a dramatic outcome post [Smile]
 
Posted by Doublethink (# 1984) on :
 
It is half past one in the morning here, so I am now going to sleep - I will look at any other folks actions when I wake.
 
Posted by Curiosity killed ... (# 11770) on :
 
Blinkered and deafened dwarves don't need wrangling, not if we just take over the wagons ad get them moving. In my story post I've suggested Trepik's wagon is conveniently in the rearguard which means we can lose it, but if he's in either of the rear wagons, we just go for the first few wagons, so we get the one with Gunriana and Foret and the fortified wagon, and as many lead wagons as we need so we don't have to overtake any wagons on the road.

I've written Frithwynne as hopefully there and following what is happening, but leaving it for her to post later, because Autenrieth Road tends not to be around so much at the weekends

Sudden thought, do we know which wagon contains who? We have 6 wagons, don't we. Do we know the order in which they are travelling? Common sense would suggest that the wagons travel with:
First wagon - guards - protection
Second wagon - stores, where we've stashed Foret and Gunriana?
Third the fortified wagon?
Fourth guards?
Fifth - cooking wagon and other services
Sixth - guard wagon with Trepik taking up the rear?
Where is Clawdine asleep?

We only have four active players able to take over wagons ...

[Sorry - I went to sleep well before midnight here.]
 
Posted by Banner Lady (# 10505) on :
 
Clawdine has woken up, and taken over from the mazed dwarf driving her wagon. She has called up a thunderstorm. DT can decide the level of difficulty for it to have any effect. Then I will roll for a result.
 
Posted by Doublethink (# 1984) on :
 
The wagon train is thirty carts long - so its definitely a question of making the front ones go fast.
 
Posted by Doublethink (# 1984) on :
 
Banner Lady you have used a gift - gifts do not require a roll - I will write an outcome post shortly.

Er please roll tinkering skills at ***OK*** difficulty and post the result here.

Frithwynne please roll animal command at ***easy*** difficulty and post your result here.

Then I m going to do a context post incorporating Clawdine's outcome and what you two achieve, and that changes Mary situation.

Remember, you trying to get things moving - fast - I am going to use Guriana (and narrating Jetse) to help achieve this.

[ 27. July 2014, 08:57: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Roll = 4

Help - which wagon is Er now failing to drive? I wrote the second one in my story post.
 
Posted by Doublethink (# 1984) on :
 
You can fail to drive the second one - please don't do an outcome post I am going to collect them together.

[ 27. July 2014, 09:09: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
I have temporarily closed the story thread whilst we get ourselves sorted in meta.
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne rolls a 5, and I'm a little unsure about the boundaries but I think that's just barely a ***fail*** even at *** easy*** difficulty. DT, can you confirm?
 
Posted by Autenrieth Road (# 10509) on :
 
There's a mistake in my story post: it's Er at the second wagon, not Clawdine. Drat. Blame it on Frithwynne's aged-by-20-years eyesight, I guess.
 
Posted by Doublethink (# 1984) on :
 
Yes, that is a fail I'm afraid - unless you can boost it somehow - how many gm days since you last used your chalice ?
 
Posted by Doublethink (# 1984) on :
 
Hmm, I think you last used your chalice on the 15th of July, thats about 12 days ago, so if you want to boost your attempt with it you can. (Unless you have used it since then and I haven't spotted it.)

With chalice, you would be attempting at ridiculously easy difficulty, requiring a roll more than 1.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Hmm, I think you last used your chalice on the 15th of July,

Doing a search in printer friendly view (a good trick for searching the whole of a long thread at once for those who haven't found this yet) confirms that's right.

So, right now we have the first wagon speeding away, which we've been told will lead to the others speeding up, but I'm guessing that the acceleration would be much faster if we could boost the speed of a couple more front wagons. I'm also guessing the rear-most wagons are in the most danger. Are all of our party moving forwards, or is anyone moving back to Trepik's wagon? I'm kind of torn between climbing on top of the front wagon and trying to protect the party from possible attack with longbow, or moving back to use my hunting knife to free Trepik from his restraints and let him occupy the selkies by succumbing to his passions.

IC, I think Dorainen would be conflicted too. OOC, I think the second idea is much more narratively interesting, so I'm going with that.

Here are some assumptions I'm operating under:

- everyone knows which is Trepik's wagon, and it is near the back (as has been asserted in story). It's not locked. It normally would probably have some extra guards, but they're pretty oblivious right now.
- Dorainen has a hunting knife and light weapons skill. Given this, unrestraining Trepik shouldn't be too hard as his instinctive impulses actually want this to happen, so it's not really a contested action.
 
Posted by Net Spinster (# 16058) on :
 
I should point out that if the city powers that be are expecting Trepik, they may not be too happy if he is missing and that his wagon would also have a driver and guards who probably bear no malice towards the party (remember for all we know Trepik told them he had warned us and/or hadn't told them how severe the danger was [admittedly at least the Dockers, father and son, have been through before but maybe the danger is more recent or has gotten worst]).
 
Posted by Hart (# 4991) on :
 
Given that you chose to make your success only increase the front wagon speed to "gentle jog" and then we unfortunately had two failed rolls, I think desperate times call for desperate measures.

The guards are looking at the ground, and the wagoneer will be at the front of the wagon, whereas we've generally been narrating wagon entrances at the rear.

Once we get to Cimenster we'll have to tell a suitably tall tale about Trepik's disappearance. A rousing rehearsal of his brave and selfless defense of his caravan in the face of a selkie attack would seem a propos.

In general, and this is maybe just me, we do need to remember that we're meant to be telling a dramatic story here, an adventure. We've chosen for that not to involve too much combat, but that doesn't mean we have to avoid any risks. The GM wants (I think) to help us tell an exciting story, not to let us die if we make a slight misstep. We do have to maintain character identity and avoid doing really stupid things, but in general, good stories involve people doing things, not not doing things. I'm not here to write Waiting for Godot.
 
Posted by Curiosity killed ... (# 11770) on :
 
I'm not sure how we can save Trepik if we're now in dire straits. We're going to take all of us to save ourselves and get Gunriana and Foret out of here in one piece. The rest of the wagon train may not be possible. And if the selkies haunting this patch of road is normal, then surely Cimenster is used to people / dwarves disappearing en route? so partial or complete losses of wagon trains?
 
Posted by Hart (# 4991) on :
 
If we can speed up the front few wagons, the rest will follow. The question is, will it be quick enough? We just don't know the answer to that. One thing that could tip the odds in our favor is the exact trick Trepik was trying to use us for: introducing a wandering "willing victim" to occupy the selkies (and maybe even satiate them) so they don't attack others.
 
Posted by Net Spinster (# 16058) on :
 
Well we have already lost one dwarf and Daniel (though we don't know about him yet and given his skills he may have escaped and made them angrier/hungrier). I wonder if the selkies would go for oxen.

BTW which side if any are the selkies on? Are they serving the current holder of the box or the shark lord or themselves (perhaps the box being where is was kept them under control).
 
Posted by Doublethink (# 1984) on :
 
OK I have put a context post up resolving the last couple of rolls and waking up Guriana.

Let us clarify the situation:

There are seven of you - roughly 30 human wagoneers and about 20 dwarves. If you jampack a feed wagon or supply wagon you could probably squeeze in about ten humans and dwarves - possibly more if sufficiently desperate. The sleep wagons are covered which would keep the occupants from seeing Selkie.

Any communication with caravan members will require a lot of gesture, they are muffled, frightened, and a little disorientated. (Or alternatively getting them into a fireman's lift and slinging them where you want them to go.)

Guriana may be able to increase the oxen speed. Or Jetse maybe to achieve more with his ride skill.

[ 27. July 2014, 16:38: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
FYI wiki informs me that cattle can make 35 miles an hour at full pelt wagonless - so in an emergency with a load, in this world, they would max out at about 10 miles an hour.
 
Posted by Autenrieth Road (# 10509) on :
 
I didn't realize it had been that long ago since Frithwynne used the chalice. If we're still struggling to get oxen to speed up and haven't been eaten by selkies before the next GM day, I'd like to have Frithwynne realize her mistake about Er/Clawdine, see that Er is struggling, run up to the second wagon and try ***animal command*** there, chalice assisted.

Frithwynne would oppose sacrificing Trepik, but she's probably not going to be in a position to even notice anyone else's action in that regard, and I do take Dorainen's point about not writing Waiting For Godot, and sacrificing Trepik (and then explaining his absence) would certainly add drama. So if someone else feels it's the right thing to do, I as AR say: go for it.
 
Posted by Curiosity killed ... (# 11770) on :
 
Can Er's magic hand work in this situation? Grab a whip or something to whip the oxen on? It's a gift, so Er doesn't have to throw to do it.
 
Posted by Doublethink (# 1984) on :
 
That action would be fine for Er, but remember he needs to do it without realising it till afterwards.

Hart you don't need to roll, you are totalled uncontested. Feel free to write and what happens to Trepik.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
I didn't realize it had been that long ago since Frithwynne used the chalice. If we're still struggling to get oxen to speed up and haven't been eaten by selkies before the next GM day, I'd like to have Frithwynne realize her mistake about Er/Clawdine, see that Er is struggling, run up to the second wagon and try ***animal command*** there, chalice assisted.

Frithwynne would oppose sacrificing Trepik, but she's probably not going to be in a position to even notice anyone else's action in that regard, and I do take Dorainen's point about not writing Waiting For Godot, and sacrificing Trepik (and then explaining his absence) would certainly add drama. So if someone else feels it's the right thing to do, I as AR say: go for it.

You can try again if needed in the next gm day, but it is possible the caravan will be sped up by then.
 
Posted by Autenrieth Road (# 10509) on :
 
Hart, did Dorainen climb onto the back of the wagon, or onto the driver's bench? If the latter, Frithwynne can notice that he's there.
 
Posted by Hart (# 4991) on :
 
He was pretty keen on getting as far forward as possible, and wants a good view, so driver's bench makes sense. I'm going to cook dinner in a few minutes though, and won't be back online for a few hours.
 
Posted by Net Spinster (# 16058) on :
 
Oxen may do 35mph but only for a very short time (a lot shorter than an hour). Normal speed of an ox wagon is 1-2 mph. I did find one reference to 5.5 mph while covering 1 mile burdened with one rider. Hence my gentle jog for full speed oxen.

Link

[ETA Code, DT, Circus Host]

[ 27. July 2014, 21:05: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
I appreciate that, but this is a fantasy setting, and we can go for a bit of dramatic licence - plus they are enchanted cattle.
 
Posted by Curiosity killed ... (# 11770) on :
 
I've seen cattle bolt and they do move very fast for a while - not fun being the dog owner being chased. Fast enough for long enough to get us off the isthmus - however, not sure how stable the wagons will be if we get them bolting.
 
Posted by Doublethink (# 1984) on :
 
That might be a matter of chance .... rattles dice
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
I am having a rather stressful week, that is going to result in me being home late every night - so, reluctantly, I need to declare a five day break.

Sorry guys.
 
Posted by Hart (# 4991) on :
 
No problem; hope all turns out for the best.
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry to hear that, Doublethink. Hope the week turns out better than expected.
 
Posted by Eliab (# 9153) on :
 
I'm back, for when we re-start.

Hart's last story post seems to have condemned Trepik as a sacrifice to the selkies. Obviously Gunriana is going to want to do something about that, if she is able, what with being oathbound to him, and all.

When we re-open the story thread, can we please have a GM ruling on Trepik's situation?

Gunriana obviously can't fight all of the bastards on her own, so will probably try some sort of negotiation or bluff, ideally backed up by a few dwarven crossbows and axes, but the plan will depend on what (if anything) she has time for before the selkies get to the caravan master.
 
Posted by Doublethink (# 1984) on :
 
Is her oathsworness affected by his clear betrayal of the party ?
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Is her oathsworness affected by his clear betrayal of the party ?

You mean by taking precautions against the Selkies' song and not warning us? Gunriana totally screwed up that roll, and then got injured. I was assuming that she remains completely oblivious of Trepik's duplicity. If she's now noticed that the dwarves have earplugs and blinkers, she'd naturally assume that these were put on while she was trapped or hurt.

So from what I think she knows IC, she'll still be loyal to Trepik.
 
Posted by Doublethink (# 1984) on :
 
OK.

Trepik is already dead. It is not clear in the story, whether or not your character saw the elf make his way to Trepik's wagon - she definitely saw the human torn apart by selkies.
 
Posted by Curiosity killed ... (# 11770) on :
 
IC I'm not sure Er knows about Trepik either. While Dorainen was off doing the dirty deed Er was trying to drive the second ox cart off the isthmus at speed and had his hands full. Mind you, he's likely to shrug his shoulders and wonder how they're going to tell that tale so they don't get attacked by the owners of the goods being carried, rather than worry overmuch about Trepik.

Does this mean the 5 days break is up?
 
Posted by Doublethink (# 1984) on :
 
We'll reopen tomorrow. I'll pm folk so everyone knows.

[ 02. August 2014, 13:13: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
From this post, Er, Jetse and Foret know that Dorainen suggested a sacrifice of Trepik. Mary may or may not have overheard. I doubt if in the darkness and confusion, with none of us knowing what wagon Trepik was in, that anyone else who saw him moving around would have guessed that that's what he was doing.

For our characters, it would probably be useful if we could all gather for a meeting to fill each other in on things before we reach Cimenster, though it might be more dramatic if we didn't get a chance for that. It has been mentioned (can't find the story post right now) that the gates of Cimenster are only an hour from the execution place, so they'll probably be coming reasonably soon.

Er is our best elan player left, so Dorainen might make it a priority to try to get to his wagon (which might not be too easy) and explain things to him so as he can do the talking once we get to the gates.
 
Posted by Net Spinster (# 16058) on :
 
Mary isn't likely to be too happy either unless there is proven duplicity otherwise it is a bit like a mutiny. Note that housing of a sort has been arranged for in the city (assuming Clawdine provides the mushrooms).

We do not know (from the players point of view, the characters would have seen evidence) who Trepik had as his second(s) in command or whether any knew all of what Trepik had arranged.
 
Posted by Curiosity killed ... (# 11770) on :
 
Not sure how clear that would have been, Hart. Dorainen's message was he was going to try and get Mary to help him. Er at the time was trying to find Mother Aethelreda and Daniel and wondering what was attacking the dwarf.

The message Er and Mary acted on was the need for speed off the isthmus and getting the wagons moving. They both had their hands full of doing that - Mary jumping for the first wagon and Er for the second - and having to work quite hard to get those wagons moving at a lick.
 
Posted by Eliab (# 9153) on :
 
OOC discussion on strategy.

I think the important question now is whether Dorainen's murder of Trepik will slow the selkies so that:

a) all the wagons have a fair chance of escaping; OR

b) one or two wagons might escape if we somehow speed them up or sacrifice the rest; OR

c) we might make some distance, but they'll still catch us all.

Gunriana's plan is to make her guess about that, ask Mary and Jetse (probably the two most used to making tactical assessment of that sort) for their views. If the consensus is that we can all get away, the choice is easy - we run. If we can't, then Gunriana's plan is to bluff the selkies into withdrawing, while the caravan circles the wagons, gets any archers and crossbowmen on top of them, and melee fighters in defensive positions if the bluff fails.

However if we could get away by sacrificing most of the caravan, we have a dilemma. If it turns out that we're not all cold-hearted bastards, then we can use the bluff-and-defend strategy, unless anyone has a better idea. If we are, then we can run.

Gunriana will want the decision made quickly, because a lone approach to the selkie pack might surprise them enough to make them stop and listen if it communicates "I'm not afraid", but is likely to be suicidal if it looks more like "you've run us into the ground and we're desperate".
 
Posted by Curiosity killed ... (# 11770) on :
 
But we have the front two wagons being driven as fast as Mary and Er can to get them off the isthmus. Clawdine has taken over the reins of the wagon where she is somewhere in the train of 30 wagons, and she started a storm so we have lightning, thunder and torrential rain. Frithwynne was going to try her animal skills on another wagon, probably the third. Not sure what Jetse was going to do. Dorainen is trying to catch up with the front wagons having untied Trepik and watching Trepik run to the Selkies.

Foret and Gunriana are in a wagon - hopefully the second one, but nothing is being said.

What conference?

[ 02. August 2014, 23:40: Message edited by: Curiosity killed ... ]
 
Posted by Autenrieth Road (# 10509) on :
 
I think Dorainen is on the seat of the third wagon, and Frithwynne is beside the oxen of the third wagon, and is going to try again to speed it up.

[ 03. August 2014, 08:06: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Guriana is not in a wagon, only Foret is in a wagon.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Guriana is not in a wagon, only Foret is in a wagon.

Really? In this post, Mary leaves her in a wagon. The next time she's mentioned (by Er), she's still in a wagon (or, at least, Er thinks she is). The only subsequent mention of her is by Dorainen, but doesn't assume anything about where she is.

I thought she was trying to rest in the wagon she'd been healed in. I'd find it pretty unlikely she'd have seen anything of Trepik's demise. That said, "among the possible, the piquant is preferable to the plausible" is a good RPG principle, so if you want to concoct some reason why she did, I'd have no objection.
 
Posted by Curiosity killed ... (# 11770) on :
 
It was Doublethink's post that got Gunriana out of the wagon - the one in bold italics - Gunriana is last seen surveying the wagon train grimly. I missed it too.
 
Posted by Doublethink (# 1984) on :
 
PMs sent to those who haven't posted in the last 24hrs
 
Posted by Doublethink (# 1984) on :
 
Please see context post on the story thread.
 
Posted by Eliab (# 9153) on :
 
Gunriana is trying to gauge the risk of the selkies catching the wagons. If we can escape by flight (or nearly so, such that we need only delay pursuit a little) that would be nice. If not, we need to do something more desperate, and soon.
 
Posted by Banner Lady (# 10505) on :
 
quote:
Originally posted by Eliab:
OOC discussion on strategy.

I think the important question now is whether Dorainen's murder of Trepik will slow the selkies so that:

a) all the wagons have a fair chance of escaping; OR

b) one or two wagons might escape if we somehow speed them up or sacrifice the rest; OR

c) we might make some distance, but they'll still catch us all.

Gunriana's plan is to make her guess about that, ask Mary and Jetse (probably the two most used to making tactical assessment of that sort) for their views. If the consensus is that we can all get away, the choice is easy - we run. If we can't, then Gunriana's plan is to bluff the selkies into withdrawing, while the caravan circles the wagons, gets any archers and crossbowmen on top of them, and melee fighters in defensive positions if the bluff fails.

However if we could get away by sacrificing most of the caravan, we have a dilemma. If it turns out that we're not all cold-hearted bastards, then we can use the bluff-and-defend strategy, unless anyone has a better idea. If we are, then we can run.

Gunriana will want the decision made quickly, because a lone approach to the selkie pack might surprise them enough to make them stop and listen if it communicates "I'm not afraid", but is likely to be suicidal if it looks more like "you've run us into the ground and we're desperate".


 
Posted by Banner Lady (# 10505) on :
 
Dang. What I meant to write was:

Given that Clawdine can call water and Gunriana could manipulate it or the terrain using her rune magic, I would go for option (b) in this way: Clawdine calls for a great dump of water from the skies behind the treasure wagon and Gunriana helps create a channel or ravine for it to flow in. This would separate the first 16 wagons from the last 14, leaving the selkies to do whatever selkies do to the last half of the wagon train.

Then those in the first half of the train would be travelling into dry terrain, and with whomever has been heroically rescued by Jetse, Foret, & Dorainen from the rear.

What say you?
 
Posted by Net Spinster (# 16058) on :
 
Well other than being cold blooded there is also the problem that the selkies are certainly very good swimmers, well able to handle tricky currents and rocks. I doubt a channel of water would stop them. Might be better to take the treasure wagon which has the most oxen out of the procession, free its oxen and panic them towards the selkies. Don't forget to free the snake.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Eliab please roll wits at ***easy***
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Eliab please roll wits at ***easy***

15.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Banner Lady:
Given that Clawdine can call water and Gunriana could manipulate it or the terrain using her rune magic, I would go for option (b) in this way: Clawdine calls for a great dump of water from the skies behind the treasure wagon and Gunriana helps create a channel or ravine for it to flow in.

The practical and theoretical limits of Gunriana's rune magic haven't really been defined (which I like - I'm in no hurry to invent a clunky in-game magic system to replace a more freeform one that's working perfectly well) but so far I've avoided the obviously pyrotechnic deployment of magic. Gunriana sees herself as a servant of a power which is theoretically limitless, since the runes control everything, but constrained in how she shapes that power, because mortals are weak and fate is capricious.

Everything she's done with magic so far is within the limits of what might be coincidental. That's her usual way of operating. To get the caravan to move faster for her means enchanting the oxen to be less tired, the wagons to move around the muddy bits of road without getting bogged down, the wheels and axles to break rather less frequently than might be expected ... not by getting the feet of the oxen to sprout little wings and the like.

I don't see her as using her power to split open a ravine in the earth. Maybe if there were earthquakes going on at the time, she'd shape fate to open a ravine here rather than there, but otherwise she'd see that as working against the fates, rather than for them (and therefore, asking for trouble).

With the current storm, Gunriana could try to shape matters so that lightning blasts trees over to block the road, or a mudslide obliterates a hillside behind us, or something else that might have happened anyone but is particularly convenient if it happens here and now, but would need the raw material to work with.

I'm not especially inviting DT to say what magic can and can't do - in fact, I'm more happy not knowing, and taking the chance that if Gunriana tries something impossible it will simply fail.

[ 04. August 2014, 15:41: Message edited by: Eliab ]
 
Posted by Autenrieth Road (# 10509) on :
 
DT, do Frithwynne and/or Dorainen need to roll to get Frithwynne onto the wagon?
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
quote:
Originally posted by Doublethink:
Eliab please roll wits at ***easy***

15.
You pass, you can get away at speed.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
DT, do Frithwynne and/or Dorainen need to roll to get Frithwynne onto the wagon?

One or other of you needs to pass an ***easy*** toughness roll - easy it is a combined effort.
 
Posted by Hart (# 4991) on :
 
19.
 
Posted by Autenrieth Road (# 10509) on :
 
Thank you, Hart! I would have been sure to roll something pathetic.

Do you want to write the out come or shall I?
 
Posted by Hart (# 4991) on :
 
Just did it.

[lots of xposting]
 
Posted by Autenrieth Road (# 10509) on :
 
Great! Xxxxxxx (for xposts)
 
Posted by Eliab (# 9153) on :
 
Gunriana is using rune magic to augment to the effect of the burning wagon on the selkie pack.
 
Posted by Doublethink (# 1984) on :
 
Roll please at ***easy*** difficulty.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Roll please at ***easy*** difficulty.

14
 
Posted by Doublethink (# 1984) on :
 
Success, please outcome post.

[ 05. August 2014, 07:26: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Fell asleep.)

[ 05. August 2014, 07:27: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
You have escaped the isthmus.
 
Posted by Curiosity killed ... (# 11770) on :
 
Do we have to do anything before we arrive at the gates of Cimenster?

What is the plan when we get there? Because without Trepik we don't know what the wagon train was going to do. Do we get there and try to talk ourselves in? Who is waiting for this shipment of goods do we have any way of finding out?
 
Posted by Doublethink (# 1984) on :
 
I imagine you will have some explaining to do to the members of the caravan ...
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
Old man Docker as apparently the chief cook is probably fairly important among the remaining members. We should look for who goes to the front and who stays by the fortified wagon. I agree that we should keep quiet and play sweet innocents. BTW about this time we should probably discover that Daniel is missing.

It is almost certainly still night and the gates aren't likely to open until dawn.
 
Posted by Doublethink (# 1984) on :
 
If I may remind everyone: further to earlier discussion on the meta thread, I am requesting you to post daily on the meta thread even if you are not doing anything on the story thread - so I know who is available to play and don't hold off doing stuff to give people, who turn out not be here, time to respond.

AFAIK Anti-social alto has probably dropped out, its been a couple of days since I pm'd her, and I have had no response - and it has been a while (14th July I think) since she posted on either rpg thread.

[ 06. August 2014, 18:47: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry cross posted with Gunriana - and suggested throwing for extracting information about destinations within the town from the driver before Trepik's disappearance is noticed. Was thinking Er could use his elan.


(And sorry - wasn't making sense yesterday)
 
Posted by Eliab (# 9153) on :
 
Gunriana is trying to get people to report on our losses. I'm assuming we'll notice Daniel's and Trepik's disappearances (those of us who don't already know, that is) pretty quickly, and most of us saw the first dwarf get killed, but can we tell whether we lost anyone else? The fate of any driver and guards in the last wagon (the one Clawdine burned) wasn't described on the story thread, as far as I'm aware - did they get away, or do we have more companions to mourn?
 
Posted by Doublethink (# 1984) on :
 
Just a reminder, you were travelling at *night* and it is still dark (prolly about 2 or 3 am.)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana is trying to get people to report on our losses. I'm assuming we'll notice Daniel's and Trepik's disappearances (those of us who don't already know, that is) pretty quickly, and most of us saw the first dwarf get killed, but can we tell whether we lost anyone else? The fate of any driver and guards in the last wagon (the one Clawdine burned) wasn't described on the story thread, as far as I'm aware - did they get away, or do we have more companions to mourn?

I would suggest the party count itself and then ask for a report from the caravan.
 
Posted by Ariston (# 10894) on :
 
Just to clarify with the GM, no dwarves were harmed in the making of this escape? I'm assuming most/many of the humans were selkied in the night, including Treppik.

Given that it's the dead of night and we're not making it into a fortified city until the gates open in the morning, I think a bit of skulking around and assessing the city's defenses might be in order for Jetse, once he assesses the "who made it" situation (which can be handled in the narrative, once I get confirmation from the GM). I think Jetse's skill in **tactics,** based on his wits, should let him assess the nature of the city's defenses and what sort of threats (e.g., naval, raiders, aerial, large armies, small strike teams with dwarven allies, etc.) the inhabitants are expecting.

Roll: 11
 
Posted by Doublethink (# 1984) on :
 
One dwarf has been observed to die + Trepik.

Your tactics roll succeeds, I am not sure from CK's earlier post if she was wanting to go ahead with Er's silver tongued roll.

What sort of information would you like specifically from your tactics roll - let me know and I'll do you bullet points [Smile]
 
Posted by Ariston (# 10894) on :
 
Hmmm…obviously, I don't have Jetse's training in scouting fortifications, so he might look for something else; however, after glancing through a few military manuals (and a dodgy survivalist website), I think the following would be some of the things he might want to know:

 
Posted by Net Spinster (# 16058) on :
 
If the city has grown larger in size recently which I think has been stated then people will be living outside the walls. How do their dwellings look (well built or shacks or a mix)? Are there many homeless people (I doubt they will be begging at 3am though if wagons normally arrive in the middle of the night, they might) and if so are they starving or surviving. What about places of business (e.g., smiths, taverns, ship chandlers, butchers)? What about any unusual places of worship?
 
Posted by Curiosity killed ... (# 11770) on :
 
I was asking to roll to pump the driver of information about where the train normally went when it arrived in the city. In character, Er knows Trepik is lost because he's been told so by Dorainen and is hoping to find out what he can before that panic sets in. And I reckoned I could get that one in yesterday's GM day so have another roll for today
 
Posted by Hart (# 4991) on :
 
We've all been assuming that we'll have to wait till dawn to be let into Cimenster, but if Trepik was expected, there may well be someone come to meet us, or there may be a night watch that's not going to let a caravan just camp out right by their gate. So, we should be ready for something to happen soon, and in the dark.

Also, in the story thread I've narrated that Dorainen is going around the caravan telling our party basically what he just told Mary. I'm hoping I don't have to separately narrate each of those. If someone wants to narrate a response / conversation with Dorainen in light of that news, they should feel free to narrate Dorainen as having approached them and told them what he told Mary. If he can get Jetse on his own, he'll tell him more like what he told Er. I hope that we can soon assume that this news is spreading and start narrating NPCs as knowing of Trepik's disappearance as soon as we want too. There will probably also emerge various versions of the tale of how he got lost.
 
Posted by Ariston (# 10894) on :
 
Should mention, as I look over that big honkin' list there, that I don't expect answers to *all* those questions (my roll wasn't that good, and finding out all of that would be precluded by the narrative), but that those would probably be the things Jetse would, in an ideal situation, want to know. "Seriously, you expect to find out about that? It's three in the morning, not going to happen!" is something I'd expect to hear for at least a few of those.
 
Posted by Net Spinster (# 16058) on :
 
Trepik may well have been expected but Gunriana's ministrations chopped a day off the travel time. Though his stop at the ?gatehouse earlier may have been to send a message (how?) that he was to arrive now. I wonder if Frithwynne's skill with animals applies to birds such as homing pigeons.

I'll also note that most of the oxen and wagons would likely remain outside the gates anyway. The oxen need to graze and there probably isn't much space for 29 wagons with oxen inside the city. The fortified wagon might be the exception and only if Trepik was delivering it to someone in particular or was working with someone in the city he trusted.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
I was asking to roll to pump the driver of information about where the train normally went when it arrived in the city. In character, Er knows Trepik is lost because he's been told so by Dorainen and is hoping to find out what he can before that panic sets in. And I reckoned I could get that one in yesterday's GM day so have another roll for today

OK, you can have an extra roll today. So please roll for silver tongued at ***easy***difficulty.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK, rolled a 7
 
Posted by Doublethink (# 1984) on :
 
Oh my lord ...

quote:
Originally posted by Ariston:

Please do yourself an outcome post.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
OK, rolled a 7

Ok, pass, I will do an outcome post shortly.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
Trepik may well have been expected but Gunriana's ministrations chopped a day off the travel time. Though his stop at the ?gatehouse earlier may have been to send a message (how?) that he was to arrive now. I wonder if Frithwynne's skill with animals applies to birds such as homing pigeons.

I'll also note that most of the oxen and wagons would likely remain outside the gates anyway. The oxen need to graze and there probably isn't much space for 29 wagons with oxen inside the city. The fortified wagon might be the exception and only if Trepik was delivering it to someone in particular or was working with someone in the city he trusted.

Er's outcome post will address some of these issues.
 
Posted by Hart (# 4991) on :
 
Are we actually at the gates yet? Once we are, I'll try to use my tracking skill to fill in a little of the information Jetse couldn't get.
 
Posted by Doublethink (# 1984) on :
 
You are in sight of the gates, but more than 500 yards away - until or unless you change your position.
 
Posted by Doublethink (# 1984) on :
 
Er's outcome post is up.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine is available for finding anything hidden or spotting deception as we attempt to get through the gates of the city.
 
Posted by Doublethink (# 1984) on :
 
Okey dokey
 
Posted by Curiosity killed ... (# 11770) on :
 
Who is near enough to hear what Er has been told? Or does Er need to go around and round them up to help? Because my IC post depends on what you guys are doing. I think what Er probably needs to do is collect the party together to work out who is there or not and tell everyone what I've been told.

What can we do about the haunting? Could Gunriana or Dorainen help with neutralising that?

And is this where we find no Mother Aethelreda or Daniel?
 
Posted by Banner Lady (# 10505) on :
 
If Mother Aethelreda is missing, has she been taken by the selkies or the ghosts?

[ 07. August 2014, 22:20: Message edited by: Banner Lady ]
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:
Or does Er need to go around and round them up to help?

At some point we need to be rounded up to discuss what our losses and work out what we're going to do. Given that none of us are really trying to hide, maybe you could just include "Er rounded everyone from the K party he could find up. No-one seemed to have seen M.A. or Daniel" or somesuch? In keeping with his character, maybe rounding up might include bringing everyone to where Jetse is standing looking imposing. I'm not sure if he does 'getting rounded up.'
 
Posted by Net Spinster (# 16058) on :
 
I think we need to survive the night. Haunts may not like fire and they might not like Elf song or we can try figuring out why the haunting. Mary certainly doesn't have the appropriate skills to investigate the gibbet safely.

Cimenster is definitely a city under siege of a sort so Trepik was probably expecting a big payoff just for the ox meat. I note Milady Yaris of the council has shown up again and was a partner of Trepik and presumably now the sole owner of the wagon train. Given Trepik's attempts to sacrifice us, I don't think she can be trusted. I'm also wondering whether the fortified wagon was in part a decoy and whether Trepik kept some valuable objects elsewhere.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink:
Oh my lord ...

…Yeah, I know. If it weren't for the fact that Jetse, being Jetse, would want to know those things before he decided to do what he does best…
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Hart:
quote:
Originally posted by Curiosity killed ...:
Or does Er need to go around and round them up to help?

In keeping with his character, maybe rounding up might include bringing everyone to where Jetse is standing looking imposing. I'm not sure if he does 'getting rounded up.'
Jetse always does the rounding. Then…well, depends on the circumstances.

In this case, I think he'll be wanting a head count (take stock of forces available, morale, etc.). We can discuss things on the story thread, I suppose.
 
Posted by Hart (# 4991) on :
 
Wondering if there's anything in Dorainen's Studia Humana that might advise us on how to deal with ghosts.

Once we get through / to the gates, I think we need to make sure we somehow get to meet up with Milady Yaris, who is presumably Wherist Yaris (or a relative of hers), the chair of the guild council and therefore, the most powerful individual in Cimenster and, indeed, the entire Maturin peninsula.
 
Posted by Doublethink (# 1984) on :
 
It took me 3 hours to get home tonight, so I'm afraid I am good for little.

Re Studia Humana, you can choose which is your favourite ghost myth and outcome post with that as the information the book gives you.

You don't know if its right ....
 
Posted by Eliab (# 9153) on :
 
Gunriana is preparing a rite to protect us from the ghosts. The most potent raw material at hand to feed her enchantment would seem to be the shared bond of having faced danger together, so her ritual is going to focus on that, but she needs the commitment of as many of the drivers and guards as possible.

It seems pretty likely to Gunriana, from what she knows, that Yaris will 'disappear' the caravan personnel if she's destroying everything else, but she doesn't actually know that, so if the drivers and guards appear to doubt, and think that they might be better off not being on our side, she'll try to ***bluff*** them into believing her.
 
Posted by Doublethink (# 1984) on :
 
No roll required, you are their best hope to make morning.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
Clawdine will stay by the fire unless otherwise instructed.
 
Posted by Eliab (# 9153) on :
 
Gunriana's magic is intended to protect anyone who will make an oath of loyalty and vengeance from attacks by the ghosts.

Anyone who isn't committed can sod off and die, as far as she's concerned.

She's going to feel a little bit sorry about breaking Mistress Drake's knife, but that's the way the ritual took her, and the sacrifice of something precious can only help with this sort of thing.
 
Posted by Autenrieth Road (# 10509) on :
 
Been away from convenient internet for a few days; I'm catching up reading both threads.
 
Posted by Banner Lady (# 10505) on :
 
So we are rounded up. Anyone left alive will be somewhere in the circle of wagons. The circle of wagons is now smaller than the last time we camped, as one has been burned and several broken up.

If the oxen are to be butchered, the meat put on the carts and drawn into the city by the dwarves, then I fail to see how this could happen to all the oxen. If each cart is drawn by two oxen, and the treasure cart by six of them, the carts would have to be extraordinarily large and strong, and the dwarves superhuman in strength. Butchering around sixty oxen would take a great deal of time.

I cannot imagine that the remaining oxen are inside the circle of wagons with all the humans and dwarves. The fires alone would alarm them. In my mind they are outside the circle but perhaps lightly tethered to the wagons by ropes. What might happen to them if spooked by ghosts?
 
Posted by Doublethink (# 1984) on :
 
I think the idea was to do it in shifts over the day, reusing the wagons till everything had been moved. Dwarves are very strong.

The oxen are still yoked if nothing specific is happening to them, this makes them stay in the same place and easier to find.

I am slightly surprised that the caravan would start slaughtering the cattle at 2am in a defensive position in fear of being assailed by ghosts.

However, its happened now, so we'll need to have a think about how that works.
 
Posted by Doublethink (# 1984) on :
 
Trying to make sense of the sequence of story posts, I think the situation is currently as follows:



[ 09. August 2014, 22:32: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
All FYI, I am intending to finish this game by the end of the month.
 
Posted by Banner Lady (# 10505) on :
 
If butchered meat is expected to be on the wagons once the gates are opened, then surely this work will need to be under way in the few hours before dawn. It is easy to write "that firewood was cut" or "the bullock was prepared" but unless magic is at work, there are hours of preparation in both those statements.

At least the five fires gives enough light by which to work. And what time is dawn? If it is currently 2am-3am in the story, then it might be light by 4.30am. Or not until 7. An evil miasma might delay the dawn. Gunriana's enchantments might hasten it.

I assume the trading party will know more about what to expect than the ship's company, so we will only learn these things through interaction with them or DT's posts.
 
Posted by Doublethink (# 1984) on :
 
The wagoneer's original plan was to get to the city at dawn, then do butchery - completing before nightfall of that day. Events have meant they arrived at the haunted area many hours early.

Their key goal is to survive till dawn.

This information was given by Partick on the story thread:

quote:
Posted 07 August, 2014 21:21

"We've definitely lost a wagon, Bersark Flintson, And Master Trepik. Hewer is mustering the dwarves to be certain, and I have asked Goodman Docker to circle the wagons.

Our timing is all to cock, we should have been arriving at dawn, as the gates open. We're past the isthmus, but everyone knows the execution grounds are haunted. See that gibbet yonder ?"

He points west about 300 yards to the front of the main gate there is an empty iron gibbet.

"If it is ever empty the ghosts will want it filled for their company.

Come the dawn we'd to slaughter the oxen, and butcher them - put them in the empty feed carts. The dwarves have drag ropes to pull them in. You know Cimenster needs the meat, for they can not fish the waters.

We take it all to the Trepik and Yaris warehouse, and then break up most of the wagons for wood. And let us hope Milady Yaris will be satisfied by our accounting of our tribulations.

We must make it safe through to the dawn, your people MUST help us."



[ 09. August 2014, 23:22: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
The wagoneer's original plan was to get to the city at dawn, then do butchery - completing before nightfall of that day. Events have meant they arrived at the haunted area many hours early.

We need to make a collective decision whether to keep to Trepik's rendezvous (Gunriana is far too cynical to think it's a good idea to meet up with someone whose stated intention pretty much screams "destroy the evidence - leave no witnesses" but there may be other views). We should therefore find out what Trepik was carrying before forming a plan, and there are characters who know more IC about that, and should probably take the lead there.

Subject to finding out what we actually have that Yaris (presumably) wants, Gunriana's plan would be to send a small group into the city, sell off any extraneous stuff and get in any supplies, and find out stuff about Yaris, Poratis, the Gasloughs, the Shark Lord and whether there is any new force-to-be-reckoned-with that could plausibly have come to power because of whatever it was that Kavetseki was used to steal from the sea. Then we pick a target from that list, and hurt them. What's life without malice?


DT - do you want a roll for Gunriana's anti-ghost ritual (and do you generally want to announce difficulty levels before we make rolls)?
 
Posted by Curiosity killed ... (# 11770) on :
 
Is now a good moment to investigate the samples Er collected? If so how do we do so safely and discreetly considering that we've started slaughtering oxen and dismantling wagons somewhat precipitately and there isn't a whole lot of light. And when daylight comes we'll have our hands full.

The wagon train has dwarves and men who have done the trip before, so not all evidence is cleaned up - how does that happen normally?

(Sorry I thought we might have to round up other members of the party as it was dark and we would not necessarily be able to see each other. I then went to sleep to wake up and find all sorts had happened overnight)
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
quote:
Originally posted by Doublethink:
The wagoneer's original plan was to get to the city at dawn, then do butchery - completing before nightfall of that day. Events have meant they arrived at the haunted area many hours early.

We need to make a collective decision whether to keep to Trepik's rendezvous (Gunriana is far too cynical to think it's a good idea to meet up with someone whose stated intention pretty much screams "destroy the evidence - leave no witnesses" but there may be other views). We should therefore find out what Trepik was carrying before forming a plan, and there are characters who know more IC about that, and should probably take the lead there.

Subject to finding out what we actually have that Yaris (presumably) wants, Gunriana's plan would be to send a small group into the city, sell off any extraneous stuff and get in any supplies, and find out stuff about Yaris, Poratis, the Gasloughs, the Shark Lord and whether there is any new force-to-be-reckoned-with that could plausibly have come to power because of whatever it was that Kavetseki was used to steal from the sea. Then we pick a target from that list, and hurt them. What's life without malice?


DT - do you want a roll for Gunriana's anti-ghost ritual (and do you generally want to announce difficulty levels before we make rolls)?

Roll at ***OK*** difficulty, or apply the additional effect of your rune marked hand if you wish.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
The wagon train has dwarves and men who have done the trip before, so not all evidence is cleaned up - how does that happen normally?

Your character may assume this, but I don't think you actually know this - both the dwarves and the wagon drivers were hired at Barvik, they are not part of some regular set of people Trepik used. You gained this information in the course of conversations with caravan members, about what might be in the fortified wagon.
 
Posted by Hart (# 4991) on :
 
Some of the caravan staff have made comments claiming familiarity with the route, but I don't think any of them specifically claimed to have traveled it with Trepik before (something that it's quite possible our characters might have missed).
 
Posted by Doublethink (# 1984) on :
 
I have to precede on the assumption that all players read all parts of the story and meta threads - and that they do so before posting their next contribution. I am also aware that post content suggests that this is not true.

However, I can't guess in advance which bits individuals will forget or ignore, so to is difficult to know what to re-emphasise at key moments.

I will venture to guess that this would be a good time for all players to re-read the combat rules, paying special attention to the phases of combat - if Gunriana turns out to be ridiculously successful we may not need them, but that is a one in 20 chance.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
all players to re-read the combat rules, paying special attention to the phases of combat -

link. Do a ctrl-f search for "standard:" (you will need the colon) and that will bring you to the relevant part of the post.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK I've read through both threads checking key words like Cimenster and all the suggestions that the dwarves or men know about the route to Cimenster with Trepik have come from us in our story posts, not from the GM. The only post saying what would happen at Cimenster that's come from the GM is the one with Partick telling Er what was expected.

I got confused by some of the player posts that suggested more than we'd been told.
 
Posted by Doublethink (# 1984) on :
 
Just to be clear, unless there is direct contradiction between story posts, what is said on the story thread is what has happened / been said etc.

As far as I know, and I may have missed something, no one has said they are part of Trepik's regular crew.
 
Posted by Doublethink (# 1984) on :
 
Have read back; specifically, the Docker father and son have been to Cimenster fairly recently - but don't live there - and the dwarf Ironfoot has family in Cimenster.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
I will venture to guess that this would be a good time for all players to re-read the combat rules, paying special attention to the phases of combat - if Gunriana turns out to be ridiculously successful we may not need them, but that is a one in 20 chance.

18, so not quite.

(It would have been ridiculously successful, if Gunriana had used her left-handed shtick, but she didn't. A week of bad luck for the whole party and all of our allies would have been a high price to pay).
 
Posted by Doublethink (# 1984) on :
 
Hmm, that it a *very* good roll.

I think I may write you a near miss ....
 
Posted by Curiosity killed ... (# 11770) on :
 
Depending on how wet we got in that storm and how waterproof Er's pack is, is it likely that the salt may have at least partially dissolved in his pack revealing anything in the samples he took?

We haven't been chatting about how wet we were after coming through a storm.
 
Posted by Doublethink (# 1984) on :
 
I am happy for you to make a decision on that either way. If the salt has. Dissolved, your examination would involve passing an ***easy*** readiness roll.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
So, I think we'd all forgotten about the supply wagon that we restocked from after Ariston's 20 intimidation roll*. But, I wouldn't want this to become some deus ex machina way of us all suddenly becoming a well-armed militia with a complete infirmary and enough money to bribe hired help, etc. What's it reasonable to assume we could scrounge from there?

--
* Not that surprising, given we wrote about it in mid-June! This is an issue I hadn't previously thought of with ship-based RPG, that the natural speed of play means that a few days takes almost two months to narrate and we naturally forget things our characters would remember.
 
Posted by Doublethink (# 1984) on :
 
Well bear in mind none of you have two handed fighting, so it won't make a huuuge difference.
 
Posted by Curiosity killed ... (# 11770) on :
 
quote:
I am happy for you to make a decision on that either way. If the salt has. Dissolved, your examination would involve passing an ***easy*** readiness roll.
Readiness roll of 19
 
Posted by Doublethink (# 1984) on :
 
Oooooh so close to megaration.

You find diamonds in the seams of your pockets, a good half a handful.

Imagine how many might be left in the chests ....

Please outcome post.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
Are the diamonds cut or uncut?
 
Posted by Curiosity killed ... (# 11770) on :
 
I've assumed cut to hide in salt - uncut are pretty gritty lumps and salt in that state doesn't dissolve so well, because it's rock salt and full of impurities
 
Posted by Curiosity killed ... (# 11770) on :
 
Do we need to roll to get stuff from the stores?
 
Posted by Doublethink (# 1984) on :
 
***hard*** readiness roll if you are looking for something of especially high quality. Otherwise not.
 
Posted by Curiosity killed ... (# 11770) on :
 
I got a 16

(I was thinking that a knife in a pack with salt would not be well and a new knife was needed).
 
Posted by Hart (# 4991) on :
 
I'm not really expecting any mechanics change from getting new arrows, it's more for narrative color.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
I got a 16

(I was thinking that a knife in a pack with salt would not be well and a new knife was needed).

So that's a success, what sort of specially good thing would you like (ie will give +2 to combat instead of +1)


Give me an idea and I will give you a description.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
I'm not really expecting any mechanics change from getting new arrows, it's more for narrative color.

Thats fine then, no roll needed.
 
Posted by Curiosity killed ... (# 11770) on :
 
A useful handaxe that he can fit in his pack, use tinkering and helping on his travels but also use destructively if it comes to fighting, with a bit more heft and swing than a knife?

And a replacement knife - but that wouldn't change anything.
 
Posted by Doublethink (# 1984) on :
 
You find an unremarkable knife and this , which is similar in style to the decoration on Trepiks scalemaster pendant.

Please outcome post with a suitably lavish description - ER can't believe his luck. Especially finding a silvered weapon in these circumstances. It had escaped other's attention because it was dirty and obscured with a bit of sacking.
 
Posted by Autenrieth Road (# 10509) on :
 
I suppose Frithwynne should look for a weapon, although her combat buff is for improvised weapons so nothing taken from the stores wagon with prior intent to use it as a weapon will really do. I'm trying to think of what would be in character for Frithwynne to want. Perhaps a slightly longer knife? Any ideas?
 
Posted by Net Spinster (# 16058) on :
 
Frithwynne might go for a wood axe (the wagons probably have a few for cutting firewood), a cleaver (check the cook wagons), or a staff.

BTW I wondering about whether the diamonds were cut or uncut because it is possible that Cimenster has diamond cutters (note that diamond cutting didn't happen in our world until the late Middle Ages, before that diamonds were used straight with people looking for good natural stones but they would have no fire).
 
Posted by Doublethink (# 1984) on :
 
Rollcall please, who is currently playing - who is planning to go look in the supply wagon, if so please do so asap.

Then stuff will happen.
 
Posted by Ariston (# 10894) on :
 
Here, fully equipped, ready.
 
Posted by Autenrieth Road (# 10509) on :
 
Here, I'll send Frithwynne to the supply wagon in the next 2 hours.
 
Posted by Autenrieth Road (# 10509) on :
 
I tried rolling at ***hard*** for an especially effective weapon, and came up with 4.

[Waterworks]

Any penalties to pay, or can Frithwynne just select a not-so-especially effective weapon?
 
Posted by Doublethink (# 1984) on :
 
Yup, no penalties, just pick your own bog standard weapon. In your case, given your skill in improvised weapons, write a story post in which you try to find some specific thing ( club, knife ?) can't find anything suitable so pick up some odds and ends and bodge something together. (Something attached to the end of a broom handle for example.)

[ 13. August 2014, 20:36: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
Here for the next hour or so. As equipped as I think makes sense for me.
 
Posted by Doublethink (# 1984) on :
 
We'll enter the plan phase for combat when we enter the next GM day.

I will do a context post at that point, so you know what you're planning about. Please re-read the rules if you need to know what you can / can't do in the plan phase.
 
Posted by Curiosity killed ... (# 11770) on :
 
Here and paying attention
 
Posted by Banner Lady (# 10505) on :
 
Still watching the fire...
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, DT. I've bollixed up the time and am rushing out to a choir rehearsal but should be able to post this evening (it's 5:30 pm here and I think we'll have a choir break by 8:00 pm). If you need to go ahead before I can post, then do so and I'll have Frithwynne improvise something lying around the campground after battle starts.
 
Posted by Autenrieth Road (# 10509) on :
 
OK, Frithwynne is all set.
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Fell alseep, really drowsy, will context post in the morning my time.)
 
Posted by Doublethink (# 1984) on :
 
Combat Plan Phase

This is your opportunity to do anything you can reason to improve your chances of success in combat. Thus far you have Gunriana's magic, and weapons.
 
Posted by Eliab (# 9153) on :
 
Gunriana intends to hold up her skull with the silver rune, both as a symbol of the unity and commitment of the caravan and as a ward against the undead, and use whatever rune-magic she can to drive back the enemy or strengthen the line. If someone is seriously hurt (that is, point-of-death hurt - there's no time for malingers in the heat of battle) she'll be ready to try to heal them.

Otherwise, she intends to advance on the enemy screaming like a lunatic (or like a barbarian witch, which is much the same), encourage the brave, shame the cowardly, and generally make a nuisance of herself. If something nasty gets too close, she'll hack at it with her blade, but that's not really her strong suit.

This assumes that the enemy have bodies that can be hurt. If there are any incorporeal foes, she'll need a radical re-think of strategy.

[ 14. August 2014, 13:14: Message edited by: Eliab ]
 
Posted by Hart (# 4991) on :
 
Dorainen will use his one longbow attack and then, if necessary, proceed to knife combat in the minion phase.
 
Posted by Hart (# 4991) on :
 
I should add, he will try and be sensible about withdrawal if his skills as a healer would be useful than continuing to fight.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er knows he's going to have to fight, and will use the axe and his knife. He'll follow Gunriana supporting her if possible.
 
Posted by Net Spinster (# 16058) on :
 
Mary will gather the wagoners led by the Dockers around the central fire. She is not a fighter (she has the Jael skill but (a) doesn't know it and (b) I don't think the enemy will be asleep). If attacked she has torch, knife, and a rather nasty looking marlinspike. She can also tie up an enemy taken alive.
 
Posted by Ariston (# 10894) on :
 
Jetse would like to make a **tactics** roll before committing to a plan of action.

18.
 
Posted by Autenrieth Road (# 10509) on :
 
Might anti-vampire techniques work against dolgarkin? Can we find any garlic?

Build up the fire to have flaming brands at hand?

Have a place to fall back to if necessary -- e.g. retreat into a cluster fighting back-to-back facing outwards? Gather a wagon or wagons to make a shelter or mini-fort?

Does anyone think their character might have ideas for knotting or looping Frithwynne's chain to make it a more effective weapon? She will use it to hit at enemies, the stones doing damage.

Probably not enough time to sharpen the edges of the rubies in the chain so they will cut as well as bruise, if that's even feasible to do with a gemstone. But speak up if you think we can try that. Fritheynne may IC ask someone about that, as an IC thing to do, even if we decide here we don't think it's possible.

Do any of the players IC have suggestions for effective fighting -- especially against dolgarkin or selkies -- that they want to advise others of IC?

Do we expect only minions this time around? I'm expecting us to face a nemesis battle with the shark lord and/ or Yaris at some point (depending on just who Yaris is, and how powerful she is). I *think* we get alerted by the GM as to which type of battle we're planning for, which would mean, I think, that this battle will be just minions, but I'm not entirely sure.

Would music (think battle bagpipes) or shrieking (think battle cries) be of use as we go into battle? Not that I know where we would find bagpipes or who could play them... (I'm taking an online music course from the University of Edinburgh that's filmed in a room with a display of bagpipes, so I have bagpipes on the mind...)

[ 14. August 2014, 14:38: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Ariston:
Jetse would like to make a **tactics** roll before committing to a plan of action.

18.

Success ! Dolgarkin will probably attack inside the protective circle if no attempt is made to drive them off, but, if you fight them just outside the protective circle they almost certainly won't pursue you across the protective circle if you retreat.

If you charge them with your basic toughness, and knock them into the fire, they will be immediately destroyed - this may be easier than a weapons based fight in this situation, as Gunriana's magic has already weakened them. (Mechanically, anyone making a basic attack on toughness to push Dolgarkin into the fire will do so at ***easy*** difficulty', except for Jetse who will do so at ***ridiculously easy*** difficulty).

Dolgarkin may well not be alone, that is all you have seen so far, but they may be accompanied ghoul ravens. You have seen these on battlefields in your homeland. These are mortal birds possessed and driven mad by the souls of the unquiet slain, they tend to go for the eyes - kill the bird and the spirit has no way to act in the physical world.

Feel free to make a story post here, I will transfer them onto the story thread after combat is fully resolved.

[ 14. August 2014, 19:33: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Narrate phase will begin in the morning my time.
 
Posted by Autenrieth Road (# 10509) on :
 
In case it squeezes in under the wire of the planning phase, Frithwynne would like to look into her silver chalice and roll for ***inspiration*** about any aspect of the imminent battle.

On the other hand, I have just rolled a 4, so this may be a hopeless attempt.

(I think I'm going to write my own d**n dice roller, and forbid it to ever roll a 4 -- I have had far more than my share of them this game!)
 
Posted by Net Spinster (# 16058) on :
 
I don't think you will be able to cut the stones given the time and that no one here has the skill or the tools. However certain gems may have innate magical properties in this world; however, given that this is an ordinary chain I doubt you will be allowed to have it have any special powers in this combat round (later with a good roll perhaps rubies with fire and sapphires with the sea or sky though more likely spinels of some sort). We do have diamonds, adamant, unbreakable and, if cut, with fire at their heart when illuminated. One reason for the smuggling in would be if they can be used against whatever is besieging Cimenster (and we are just about to see another agent of the besieging).

Jetse will presumably tell the group what tactics he proposes and besides our group we do have about 90+ members of the train (30 wagons each with 1 driver, 2 guards, and the day guards who are guarding when everyone else is asleep and sleeping while the wagons are moving though a few were lost during the selkie attack). Over two thirds are likely to be dwarves (the guards) while the rest are human. If we assume the wagons are some 15 feet long and we have a circle of 26 of them (so a perimeter of about (* 15 26) which leads to a radius of a about 12 ft from center to inner circle of wagons at a minimum, add 4 feet or so for the width of the wagons and then 20 paces (a quite vague unit, let us say 2.5 ft so 50 ft) for a distance of 66 ft from the central fire to one of the corner fires so each side of the square (I'm going to assume the blood channel is a square not a circle) will be about 93 ft or a total perimeter of about 370 feet (if we go for the circle it is about 414 feet). With about 100 people that means we have one person for about every 4 feet. Given that the wagons are probably a bit further away than 12 feet, I would say we are talking more like one person for every 5 feet along the outer perimeter. Thoughts on the calculations?
 
Posted by Banner Lady (# 10505) on :
 
As Clawdine's only weapon is water, and it would be stupid to deploy it here, given that fire and blood are the ring of defence, she will stay by the first and largest fire stoking it and passing blazing arrows, lances etc to whoever needs them. Her skills are with the natural, not the un-natural. If attacked she has her cook's knife. If the dolgarkin get as far as the biggest fire then it's all over anyway.

In my mind, there is a ring of 26 wagons, a ring slightly father out of blood, unwanted bits of butchered oxen scattered even further out. There are four fires at the north, south, east and west compass points.
 
Posted by Ariston (# 10894) on :
 
"Jetse. They are coming. Dolgarin—just at the edge of vision, watching us."

"Then ready yourselves! We have fire. Let them come to us. We will wait. Face them from strength. Feed them to the fire. Go!"

Jetse turned towards the assembled caravan. "Dolgarin approach! Do not fear. They will come to us. Push them hard into the flames. The fire will destroy them. We will preva—"

"CRAW!"

"What is that, Dorainen?"

"Just a bird in the trees—a…robin, I think?"

"Raven, more like it. Can be possessed. The unquiet dead need form. Destroy a shambler, they take a beast. Pests of old battlefields, the skyggeravne. Southern taiga full of them. Kill the bird, the spirit flies. They go for the eyes. Keep your bow handy. Don't let them get close."
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
As Clawdine's only weapon is water, and it would be stupid to deploy it here, given that fire and blood are the ring of defence, she will stay by the first and largest fire stoking it and passing blazing arrows, lances etc to whoever needs them. Her skills are with the natural, not the un-natural. If attacked she has her cook's knife. If the dolgarkin get as far as the biggest fire then it's all over anyway.

In my mind, there is a ring of 26 wagons, a ring slightly father out of blood, unwanted bits of butchered oxen scattered even further out. There are four fires at the north, south, east and west compass points.

Your mental image is accurate. However, should you want to do anything differentky, water is not your only weapon. You are able to use your dowsing rod as a weapon and also I stated this:

quote:
(Mechanically, anyone making a basic attack on toughness to push Dolgarkin into the fire will do so at ***easy*** difficulty', except for Jetse who will do so at ***ridiculously easy*** difficulty).
In response to Jetse's tactics roll. You know Dolgarkin are vulnerable to fire from your last encounter w ith them.
 
Posted by Doublethink (# 1984) on :
 
quote:


Jetse will presumably tell the group what tactics he proposes and besides our group we do have about 90+ members of the train (30 wagons each with 1 driver, 2 guards, and the day guards who are guarding when everyone else is asleep and sleeping while the wagons are moving though a few were lost during the selkie attack).

FYI I stated here , that there are 30 humans (29 now minus Trepik) and about 20 dwarves. The mercenaries escorting the wagons were fairly spread out. Only one dwarf was lost during the Selkie attack. Total casualties were, x1 dwarf, Trepik, Daniel, and Mother Athelreda.

[ 15. August 2014, 07:39: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Narrate Battle Phase
 
Posted by Doublethink (# 1984) on :
 
Meta-Context Combat

Fight begins:

Unless you are using your toughness to push Dolgarkin into a fire your combat is:

Er: ***ridiculously hard*** (using new axe)
Mary: ***ridiculously hard*** (using knife)
Jetse: ***easy*** (using your standard weapons)
Gunriana: ***ridiculously hard*** (using knife / ***Easy***if using rune magic)
Frithwynne: ***OK*** (using chain as improvised weapon)
Dorainen: ***hard*** (using your bow)
Clawdine: ***Hard*** (using divining rod as weapon)

Anyone making a basic attack on toughness to push Dolgarkin into the fire will do so at ***easy*** difficulty, except for Jetse who will do so at ***ridiculously easy*** difficulty.

Your party is fighting two kinds of minion: Dolgarkin and ghoul ravens. The first thing you fight is a Dolgarkin, if it spawns, it will spawn ghoul ravens.

You have until 08:00hrs GMT to defeat them.

(Don't forget to apply all relevant bonuses to your rolls, and use any relevant gifts and special abilities.)

[ 15. August 2014, 08:10: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Story Context Post

Exhorted by Jetse, the companions steel themselves and those most gifted run to the edge of the circle of protection ...

Lit by the dancing flames, with the iron smell of blood inhaled with every breath, they face the crazed and insensate remnants of life destroyed.


[ 15. August 2014, 08:09: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Rolls 8, 14

OK, I'm really not sure about this. If I read that right Er can't kill the Dolgarkin with his axe but can keep ploughing on and shove it in the fire, which kills it at easy.
quote:
Easy, win = >5, lose = < 3, spawn = 3-5


And also no spawn?

And in story - that's what Er would do, swing the axe but keep aiming to push the thing into the fire, because that's what the instructions are.
 
Posted by Doublethink (# 1984) on :
 
If you barge it into the fire your threshold is easy, and that is a spawn free success. (You can shove it whilst holding the axe)

If you attack with the axe, aiming to hit it with it - then that is an axe attack and the difficulty is as stated.

(You should decide what you are attacking with before rolling.)

[ 15. August 2014, 08:54: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Please do a suitably dramatic story post on this thread - I will transfer everything to the story thread post combat.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er looks worriedly around. He is stationed out beyond the wagons and is guarding the circle near the fire on the north side of the camp. He is holding the axe in his hands but as he stands and shivers in anticipation he doubts the strength of the blade. Is it silver and decorative? Because if so it will bend and flex uselessly if he uses it against anything. Could it be silver plate on something with a bit more strength and power? Better not to use it in battle, better not find out the hard way failing spectacularly, especially as Jetse has said to push the ... the ... Dolgarkin into the fire.

Nervously he looks about him. There! over there! A shadow, moving, coming towards him. Ulp, now what? That awful feeling of butterflies in his stomach and wobbly knees, then ... suddenly, on an adrenaline surge Er swings the axe around his head and shouts as he charges at the creature. His momentum carries him forward and helps him push the dolgarkin into the fire, with Er nearly following it in, but the heat of the fire warns him. He sways off balance but he is still swinging the axe and that helps him turn his path sideways, to veer clear of the fire and stumble out beyond. He almost overbalances into the darkness, but Er is still full of fight and turns back towards the fire to check for ravens. Nothing.

Er suddenly finds himself shaky with relief as he moves back towards his station, knees wobbling again, but differently. He hopes that the awful smell of burning dolgarkin will act as a deterrent to others nearby.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Your party is fighting two kinds of minion: Dolgarkin and ghoul ravens. The first thing you fight is a Dolgarkin, if it spawns, it will spawn ghoul ravens.

Are ghoul ravens the same difficulty to fight, or does the easier/same/harder roll apply?

Do ghoul ravens spawn more ghoul ravens, or more dolgarkin?
 
Posted by Doublethink (# 1984) on :
 
All fights are the same difficulty (exception is shoving Dolgarkin into a fire) - ravens spawn ravens.
 
Posted by Curiosity killed ... (# 11770) on :
 
(With ridiculously hard for using the axe there was no way Er was going to use the axe before throwing the dice, particularly when pushing the Dolgarkin into the fire was easy and that's what the intimidating Jetse has instructed the party to do - but I did reason that IC.)

Why did I think we needed to throw 5 throws?
I actually got 8, 14, 18, 3, 14
 
Posted by Doublethink (# 1984) on :
 
I think that was to try to speed through spawn rolls at some point in the past.
 
Posted by Net Spinster (# 16058) on :
 
Mary is going to try pushing using her torch (lit) as an aid.

18, 15

Mary stations herself as first on the right of the east fire, safest to be near a fire given she was no fighter and safer for the party if all that could should try to defend the perimeter. To her right about seven feet away stood Milt Docker, armed with a quarter staff. A skeleton ran from the surrounding scrub, jumped the blood line, and attacked Milt with outstretch bony arms. Milt swung his staff and pushed it, worm eaten scum, towards her. She grabbed with her left hand one arm of the off-kilter skeleton to pull it further off kilter and jabbed with the torch in her right hand to force it into the fire where the dolgarkin collapsed and burst into blue and green flames.
 
Posted by Doublethink (# 1984) on :
 
I suspect our brave heroes will prevail [Smile]
 
Posted by Hart (# 4991) on :
 
Longbow attack: 19. Job done.

Dorainen took an arrow from his quiver and set it in his bow. The fletchings were marked with Trepik's symbol, but it was a fine arrow. It felt good to dispose of it and dispatch a foe at the same time. He took aim, draw back his arm, feeling that familiar tension in his right bicep, set his feet, held his breath and fired. The dolgarkin didn't stand a chance. He'd say it went straight through the heart if he knew they had them. Regardless it went straight down, finally dead.
 
Posted by Ariston (# 10894) on :
 
Grapple/push into fire: 6

Jetse skirted to the back of an approaching dolgar, then, before the construct could turn to face him, bull rushed it towards the fire, slamming his shoulder into its back. The aberration fell under the force.

"Hand! Pull!"

Jetse grabbed one bony hand, Foret the other. The two of them dragged the writhing, bony construct towards the fire, fighting off its attempts to squirm free. One particularly hard tug broke off the arm Jetse was holding; a quick toss and it was burning green, and the Guardian had taken hold of the creature's leg before it could break loose and attack Foret.

"Quickly!"

Jetse was taking some hard kicks to his breastplate. Fragments of bone were breaking off with each blow against the steel.

"Throw!"

The two of them tossed the dolgar lengthwise into the edge of the fire. For a moment, it looked as if it might escape the flames, but, as Jetse reached for his sword, it collapsed the logs on top of it with its writhing. The flames leapt green as the wild magic and unquiet spirits were freed from the bones.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by DT:
You have until 08:00hrs GMT to defeat them.

Is that 08:00 GMT on Sat., Aug. 16?

And is that actual current time in the UK, or are you on summertime, so 08:00 GMT isn't DT's actual current time, but rather DT's clock reads an hour different at the time this closes?

I'm trying to work out if I have until 2:00 am, 3:00 am, or 4:00 am EDT (US east coast daylight time) to post for Frithwynne.

~~~~~~~~~~~~
When I roll for the battle with my stupid online dice roller that always starts off with a 4, I'm going to burn the first roll whatever it is (even if it's a 20! watch it be a 20 now), and start my real rolls after the first roll. I may be wrong about this, but it sure feels like its first roll is not at all random, and is a 4 way more often than chance would expect. Hope this is OK as a plan. Maybe I just have a "4" aura... I've tried two different dice rollers and they both feel this way to me: 4 4 4 4 4, hey AR, would you like a FOUR?!

[ 15. August 2014, 19:41: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Have you considered using a physical die ? It is currently 20:47 my time (which is gmt + 1), so just over 12 hours from now. Though frankly, chances of my being online that early on a Saturday morning may be a little limited so you might get a bit longer.

Or if you doing this now, I could roll for you ?

[ 15. August 2014, 19:53: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
Clawdine watched as the dolgarkin crept forward out of the darkness. The gutter of blood drew them like ants to honey. Soon there were so many drinking that the ones behind could not get to it. But the smell of the freshly butchered meat in the wagons hung in the air. Using the first row of dolgarkin as a bridge, the ones in the rear launched themselves over and into the circle of wagons.

Some paused on top of the wagons, ripping through the coverings with their teeth and nails, hungry for flesh. She saw one fall as Dorainen's arrow found it's mark. Jetse and Foret were flinging them into the fire as fast as they appeared past the wagons, and all around her men and dwarves swayed and pushed at the ravenous foe.

Puffs of green and putrid smoke sputtered from the flames like a poisonous fireworks show. Clawdine stood her ground, flaming brand in hand as one leapt towards her.

***rolled a 20, WOOHOO!*** Toasted.
 
Posted by Doublethink (# 1984) on :
 
Ooooooh ***ridiculous success*** I shall have to do you a special effect - I shall go and have a little think.
 
Posted by Banner Lady (# 10505) on :
 
DT I will be leaving in 3 hours time, and will have no internet access for 30 hours after that.

I am happy for you to continue the story - if Clawdine needs to do anything more I have just done 3 rolls - 14, 9 & 8 (Obviously she is feeling her age and getting tired as the fight progresses!)

Does the number of Dolgarkin reflect how busy the gibbet has been over the last 20 years?
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, DT. 4 a.m. my time, then.

I've got my dice rolls done. Now to work out what they mean IC.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
DT I will be leaving in 3 hours time, and will have no internet access for 30 hours after that.

I am happy for you to continue the story - if Clawdine needs to do anything more I have just done 3 rolls - 14, 9 & 8 (Obviously she is feeling her age and getting tired as the fight progresses!)

Does the number of Dolgarkin reflect how busy the gibbet has been over the last 20 years?

No probs, I shall make Clawdine additionally fabulous.
 
Posted by Eliab (# 9153) on :
 
Gunriana's combat:

Fight Dolgarkin with scramasax (IC: because Gunriana's advancing recklessly into combat and taking risks, OOC: because I'd like to fight a ghoul raven and there's not much chance of that with the push-into-fire or rune magic options). Roll 12, +1 for weapon becomes 13. Spawns two fights.

Fight Dolgarkin - push into fire: roll 19. Success.

Fight ghoul raven 1 with rune magic: roll 6. Success.

Fight ghoul raven 1 with rune magic: roll 7. Success.

Will do story post.
 
Posted by Eliab (# 9153) on :
 
Gunriana looks left and right as the dead things close on the caravan. Already missiles are flying, but the creatures stumble on through the erratic smattering of rocks and crossbow bolts as they reach the fires. She sees one go down with Dorainen's arrow through its chest, and then blows are being struck on all sides.

Her left hand is raised, bearing the skull, a symbol of death marked with a rune of life, for both the living and the dead despise these twisted things whose very existence is a betrayal of mortal nature. They must be destroyed. Nothing else matters.

Gunriana walks on in a trance, dimly aware that as she advances she is screaming something to her companions, but barely conscious of her words she shrieks to drive them onward. The dolgarkin on either side are fighting, and being pushed back, but another is limping directly towards her, dragging a leg transfixed with a broken quarrel, baring its gravestone-grey teeth in a hungry leer. She looks down at her right hand, and sees it empty, and time slows as she draws her scramasax. As the creature lurches forward she swings the blade, which crashes into its shoulder, but fails to bite.

Suddenly the air is full of fluttering black wings, and two ravens crash together, vying for the pleasure of tearing at the witch's face. Gunriana flinches away, and falls heavily to her knees. The dolgarkin's clawed hands sweep the air just above her hair, as the ravens circle for another attack.

Gunriana thrusts the blade wildly, and her arm hits something with a jarring thud, sending the blade spinning away into darkness. Screaming in desperation, she hurls herself forward and upward, striking the ghoul just below the ribs, and slamming it forward towards the fire. Sensing the danger, it tries to turn, but loses balance, hitting the flames and rolling away, burning fiercely.

The ghoul ravens swoop again, but the witch is ready.


"Only light and fire for you here!" she yells, shaping Sol in the air, and stepping aside as the dazzled bird crashes into the fire. The second raven tears at her with its claws, cawing loudly as it draws blood, while it looks for an opening to stab its beak at her eyes.

"Help me, sister!" she cries, flailing at the air with the skull, and succeeding only in making the bird take wing for a moment.

Gunriana looks up at the dark lustre of the raven's wings, and on an impulse traces
Ar, rune of plenty, over the skull.

"Food, brother..." she whispers, as the bird screeches with delighted greed, and plunges its head into the skull's left eye socket. With a savage twist, the witch jerks her wrist downwards, and snaps the raven's neck.

Dropping to one knee, she gently smoothes the feathers of the little corpse, straightening its head back into place, and feeling its warmth fade into the air and the earth.


"I am sorry, little friend. You were prey to a spirit you could not fight. Fly free now, brother. Fly free."

Gunriana stands and walks back towards the fight, the skull raised once more as a banner of triumph.

 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne's dice rolls:

Fight dolgarkin with chain: 6. Result: spawn.
Spawn level: 6. Result: same level (OK difficulty)

Fight dolgarkin with chain: 9. Result: spawn
Spawn level: 10. Result: same level (OK difficulty)

Fight dolgarkin push into fire: 8. Result: success

Fight ghoul raven: 14. Result: success

Fight ghoul raven: 18. Result: success

[ 16. August 2014, 06:29: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne felt the claustrophobic sense of danger ringing the camp. She got up to look for Mary or Gunriana for advice on how to fight whatever it was that was coming. But too late. Jetse was shouting, and bone-things were howling as they came in between the wagons.

Frithwynne found herself directly in the path of one. Nauseated, she lashed out at it with her triple-folded chain, but it was still out of reach and kept advancing. A raven flew from its mouth and flapped in tight circles, shrieking.

Frithwynne swallowed against the rancid taste of bile and lashed with the chain again. This time she connected with the thing's forearm, but it didn't pause. A raven flew out of its left eye socket and unfolded impossibly wide wings as it joined the first raven, flying widdershins above the battle.

Frithwynne's blow had not affected the creature, but the jerk as chain met undead flesh threw her off-balance and she fell to the side. The creature shambled past her and turned, shaking its head in short arcs as if trying to pick up her scent again.

Jetse's shouted words finally made their way into Frithwynne's consciousness. "The fire!", that's what he had said. The chain was never going to work. Sobbing in terror, Frithwynne rushed straight at the bone-thing's rib cage. Her momentum took them both into the fire. Frithwynne rolled away, burning her hands as she scrambled backwards. The bone-thing lay on its back, threshing its limbs, as if unable to comprehend what had happened to it. Tendrils of smoke rose from its joints, and suddenly it was consumed by a blot of green and black flame.

The ravens swept towards Frithwynne. She could see their unblinking red eyes and their black tongues ululating in triumph. "No!" she screamed. She grabbed a brand from the fire, and swept it at the ghoul birds. She connected with one and it fell to the ground, one wing broken. It dragged itself towards Frithwynne, its good wing beating a frenzy. Frithwynne raised the brand and brought it down on the raven. The fright and rage propelling her blow smashed the bird, and it was nothing but a bloody heap.

The other raven had pulled away to safety at Frithwynne's blow that had brought down its kin. Now it stooped and landed on the dead bird, clawing the flesh with its talons and pecking with its sharp bill. Frithwynne stared, horrified at the raw cannibal greed. Such a thing mustn't exist. She advanced with her brand. The raven raised its head and stared sideways at her, bloody flesh clinging to its beak. Frithwynne circled, staring back warily. The raven turned, watching her, sensing danger but unwilling to leave such rich food.

Frithwynne brought the brand down in a great overhead arc, but the raven took off just before the brand crashed, and flew straight into Frithwynne's face. "Ahhhh!" cried Frithwynne, and fell to her hands and knees. Her right hand connected with the chain she had dropped as she rushed the bone-thing into the fire. She grabbed it and rolled onto one hip, desperately swinging the chain. The raven snatched at one of the glimmering stones, and the sweep of the chain smashed the bird into the earth, where it lay, unmoving.

Frithwynne unsteadily pushed her way back to her feet. The bird's open eye was already clouding from red to ashy grey. Frithwynne's burned hands sent waves of pain as they clenched the chain, but she couldn't bring herself to loosen her grip. She stood frozen, staring at the dead bird.
 
Posted by Doublethink (# 1984) on :
 
Crisis / Resolution Phase

(I will now resolve any outstanding issues and post to the story thread. There will be no nemesis phase this combat, as the rune magic worked making your enemies weaker, and you had very successful individual fights.)
 
Posted by Doublethink (# 1984) on :
 
New GM Day

It is dawn, the attack is over - there are no dead though some people may need treatment for burns - the caravan members are now even more in awe of you than they were previously.

Shortly the gates of the city will open.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
I wonder whether we should have a short scene of Dorainen healing a dwarf given the mutual antagonism of the two races. Would Dorainen be willing; would the dwarves be willing even if it meant saving one of their lives? Could he do it indirectly by changing the water?

In any case we should probably plot out what to do when the gates open.
 
Posted by Autenrieth Road (# 10509) on :
 
I suppose our choices are: seek out Yaris, or seek out information. I'm not much of a tactical thinker in this, so I'd propose we seek out Yaris.

That is, if someone or something doesn't come out of the opening gates and confront us first.
 
Posted by Curiosity killed ... (# 11770) on :
 
We've got a lot of talking to do to get taken to Yaris, don't we? Because she will be expecting Trepik. And her smuggled diamonds, and the meat and whatever else she is hoping for from the wagon train.

We suspect that whatever was in the box Dorainen fished out of the deeps is now with Yaris and the Shark Lord wants it back. And Er would like the Shark Lord to have it back if that means he can return to his life of wandering without commitment, because now it feels as if he's marked and unlikely to be able to move freely anywhere.

So don't we need to plan a bit to work out how we handle Yaris, rather than just barge in regardless?

In game terms Er has the best abilities to talk the party in, from the story Gunriana almost certainly has links she can investigate as does Mary.

Will Jetse have to be careful in the city? from the story? or will the way the party has conducted itself mean that he is going to be respected rather than in danger?

Don't we need to consult with the others to create a game plan?
 
Posted by Autenrieth Road (# 10509) on :
 
CK, all the points you make are why I say I'm not a tactical thinker.

On your last point: I was starting the process of consulting with others to make a game plan by setting out my thoughts, minimal as they might be. They're obviously not our final decision, and I wouldn't act IC until we've discussed things here.

Hart, since Banner Lady has set the gates creaking open, Dorainen may have even less time to heal than we expected.
 
Posted by Autenrieth Road (# 10509) on :
 
As AR, I'd rather defeat the Shark Lord and keep the chest. As Frithwynne, she's hasn't thought about the chest in terms of thinking the group has any control over it. She'd like to find the golden ship half buried in salt.

For Yaris, I was thinking a straightforward "we're all innocents here" approach: "we're here with Trepik's caravan, Trepik unfortunately died in the selkie attack, we knew this caravan was to be delivered to Yaris, including the slaughtered meat and the fortified wagon, so here it all is." And then see what happens. The most we'd have to do is ask inside the city where to find Yaris, and I expect everyone in the city knows where she stays.

That is, if Yaris herself doesn't come out of the opening gates yelling "what the hell is going on with my caravan."

But as I say, I'm not a tactical thinker.

[ 17. August 2014, 16:07: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
I think it is important to point out that prophetic visions may be symbolic as well as literal in their content.
 
Posted by Autenrieth Road (# 10509) on :
 
What, no golden ship half buried in salt? Frithwynne is going to be very disappointed.

For my own amusement, I'm going to start my own mental fanfic version of the Kavetseki incident, where the party sweep into Yaris' hall and find her seated on a golden throne studded with rubies, with two chests in front of her: an open chest displaying the golden ship half buried in salt, and a closed chest that Dorainen recognizes as the chest he brought up from the sea -- or if not, then its identical twin.

Now I wonder (in the fanfic) what connection there is between Yaris' throne and Frithwynne's matching chain.

Returning to the actual Kavetseki incident at hand, I wonder if the party would find Yaris to be an ally with them against the shark lord? (This idea came from the fanfic: if Yaris has the chest, that would explain why Cimenster is under siege from the shark lord.)
 
Posted by Doublethink (# 1984) on :
 
I can neither confirm nor deny the existence of a golden ship buried in salt ...
 
Posted by Hart (# 4991) on :
 
Dorainen's trying generalized healing. I can do a roll for that in the next few hours (of RL time) once I know the thresholds.

As for strategy, if Yaris isn't immediately apparent, I like the playing dumb strategy. We're part of Trepik's caravan, he died bravely defending us, we'd like to complete his mission, etc. I also think someone (or a couple of people) who's good at finding hidden should be in the covered wagon, trying to get a better sense of what's actually in the salt.
 
Posted by Curiosity killed ... (# 11770) on :
 
You mean Er and Frithwynne risked life and limb* to collect samples of the salt and show we have diamonds smuggled in it for you to want someone else to check hidden? We did get samples from every chest.

* nasty poisonous snake
 
Posted by Hart (# 4991) on :
 
But are we sure it's just diamonds, nothing else? Are we thinking that the golden ship's already in Yaris' possession, or that we might have it?
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
Dorainen's trying generalized healing. I can do a roll for that in the next few hours (of RL time) once I know the thresholds.

As for strategy, if Yaris isn't immediately apparent, I like the playing dumb strategy. We're part of Trepik's caravan, he died bravely defending us, we'd like to complete his mission, etc. I also think someone (or a couple of people) who's good at finding hidden should be in the covered wagon, trying to get a better sense of what's actually in the salt.

Wellll, you do have excellent healing skills, and the injuries are not severe - so it would normally be ridiculously easy. However, you are trying mass healing, not healing a single individual. So that adds at least a ranke of difficulty.

I think you can do it at ***easy*** difficulty, but in character you will be exhausted by the effort for the rest of the day - and you will need to roleplay that. Mechanically, any task requiring a toughness roll before dusk in game time will have an extra rank of difficulty.

Have at it !
 
Posted by Hart (# 4991) on :
 
16. Off to do a story post.
 
Posted by Doublethink (# 1984) on :
 
Nice one [Smile]

[ 17. August 2014, 19:51: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Autenrieth Road:
For Yaris, I was thinking a straightforward "we're all innocents here" approach: "we're here with Trepik's caravan, Trepik unfortunately died in the selkie attack, we knew this caravan was to be delivered to Yaris, including the slaughtered meat and the fortified wagon, so here it all is." And then see what happens.

The problem with that is that Yaris was almost certainly planning to have all the wagoners murdered as well. The whole 'slaughter the oxen and dismantle the wagons' thing only makes sense if the caravan is being made to vanish without a trace. If that's the plan, we're all dead if Yaris has her way.

Or at least, Gunriana's convinced that must be the plan. She's cynical like that. But even OOC, it seems not unlikely to me.


Besides, if the conjecture that someone used us to nick something from an aquatic power (the Sharklord), that someone, quite plausibly Yaris or some person on her side, is our real enemy. We might still want to talk to her, but placing ourselves in her power is a bad idea.
 
Posted by Eliab (# 9153) on :
 
Gunriana's using her special item to prevent any of the ravens' bodies being animated by any further necromancy.

On our (IC and OOC) understanding of the last fight, the spirits were possessing living birds, and were powerless to keep using them when the birds were dead, so she's not especially worried that the raven might be reused, but feels that she owes this service to creatures who were abused in this way. The raven is a harbinger of death, after all, and thus a sacred bird as far as Gunriana is concerned.
 
Posted by Doublethink (# 1984) on :
 
I was about to post, and then realised it was basically a paragraph fullo spoilers !
 
Posted by Net Spinster (# 16058) on :
 
I'll note there is no guarantee that any of the local powers are on the Kavetseki survivors' side. Note Yaris might not be involved in the actual theft but one who has taken advantage of what has happened in the last 20 years to build her own power base.

Mary and Gunriana may have connections but both have been missing for the last 20 years and we can't tell the truth about why we were missing (though if Yaris is involved she has a good idea). Mary can probably give a more plausible explanation at least at Cimenster in that her ship hasn't traveled this way in the last 20 years (perfectly true but leaves out that it hasn't traveled any where in the last 20 years). Mary will have to drop her current alias to use her connections. Gunriana comes from an important family and was engaged to an important person; her disappearance was a bit more obvious and her reappearance a bit more odd.

What Mary wonders is if Cimenster still has any sea shipping arriving or if the conditions in delivering supplies that way is even worst than the land route.

BTW if Yaris was planning to make away with the caravan crew drugging the food/drink seems the safest bet.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Eliab, I think I (AR) am too naive and trusting to be of any tactical use RPGing in a city filled with powerful factions.

[ 18. August 2014, 04:53: Message edited by: Autenrieth Road ]
 
Posted by Banner Lady (# 10505) on :
 
quote:
Originally posted by Doublethink:
The wagoneer's original plan was to get to the city at dawn, then do butchery - completing before nightfall of that day. Events have meant they arrived at the haunted area many hours early.

Their key goal is to survive till dawn.

This information was given by Partick on the story thread:

quote:
Posted 07 August, 2014 21:21

"We've definitely lost a wagon, Bersark Flintson, And Master Trepik. Hewer is mustering the dwarves to be certain, and I have asked Goodman Docker to circle the wagons.

Our timing is all to cock, we should have been arriving at dawn, as the gates open. We're past the isthmus, but everyone knows the execution grounds are haunted. See that gibbet yonder ?"

He points west about 300 yards to the front of the main gate there is an empty iron gibbet.

"If it is ever empty the ghosts will want it filled for their company.

Come the dawn we'd to slaughter the oxen, and butcher them - put them in the empty feed carts. The dwarves have drag ropes to pull them in. You know Cimenster needs the meat, for they can not fish the waters.

We take it all to the Trepik and Yaris warehouse, and then break up most of the wagons for wood. And let us hope Milady Yaris will be satisfied by our accounting of our tribulations.

We must make it safe through to the dawn, your people MUST help us."


Yes, I have narrated the gates creaking open, but only because of the above post which indicated they opened at dawn. What you all choose to do now, and whether you choose to include Clawdine is up to you. If Clawdine is of absolutely no use to the party, then feel free to invite her to leave.
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, I don't understand your post. If you want to play, play. If you don't want to play, let DT know so she can set up a story out for you. Why ask the other players to make your decision for you?

In the spirit of the RPG, I assume that one of the goals for all of us as players is that we find a way to bring all characters along. That is, it would be completely outside the expectations of what we're doing as RPG for us to narrate our characters as excluding Clawdine, or any other character, from our continued advdentures.

[ 18. August 2014, 14:52: Message edited by: Autenrieth Road ]
 
Posted by Curiosity killed ... (# 11770) on :
 
What options do we have?

Er has got the cups game which might work to get something, the gift of the gab and the ability to turn into an alley cat, all of which are gentle, subtle things. He's not going to be the most prepossessing character to ask to see Yaris without maybe Jetse and Gunriana, but maybe he is able to inveigle his way in with guile.

What else can we use?
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Curiosity killed...:
Do we want to resolve the problem of the chest and the Kavetseki? How do we go about that?

This! Yes, yes, yes! (Except I have no idea how to go about it, beyond simply going straight to Yaris first, which seems to be quite unpopular on the grounds of being ridiculously naive and dangerous... that's OK, I'm in awe of all the clever sensible considerations everyone else thinks of, but that doesn't seem to be the way my mind is working this game. I think I need a game of Mafia to get my mind thinking of evil deceptive schemes [Smile] )

Frithwynne could find work in a tavern and find out what she learns by overhearing and/or use her Skill of Intuition/Inspiration.

Frithwynne also has a skill of finding her way in Mazes -- can we imagine a reason for a maze to be in this story, and nudge DT to let us get to it? Or manufacture it for ourselves in our story narration? Perhaps the streets of the city are maze-like, and we're trying to get somewhere?

[AR hurries off to add a maze to the AR Kavetseki fanfic... now where to put it? Is Yaris holding the shark lord prisoner in the heart of a maze, and wants the Kavetseki bunch to go kill the shark lord for her, but would be just as pleased if we were all killed in the attempt? The nice thing about fanfic is that it can be as ridiculous as I like [Yipee] ]

[ 18. August 2014, 16:17: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
I note the party has done and decided pretty much SFA post combat.

Bear in mind there are just under two weeks left.

[ 18. August 2014, 17:46: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
SFA? What's that?

"Just under two weeks left" is another reason why I would want to go straight to Yaris. Force the issue and fetching action.

[ 18. August 2014, 17:49: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Sweet Fuck All?

I thought we were doing what we were supposed to be doing: talking among ourselves to plan what to do next.

Every time I think I understand how RPG works, I discover another area in which apparently I have no clue.
 
Posted by Autenrieth Road (# 10509) on :
 
Penultimate post: *force* action, not *fetching* action.

[ 18. August 2014, 18:14: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
We are lacking decisions. (We posted at identical times ! That has never happened to me before [Yipee] )

[ 18. August 2014, 18:14: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Autenrieth Road:
"Just under two weeks left" is another reason why I would want to go straight to Yaris. Force the issue and fetching action.

Since we seem to be doing this discussion back here, rather than in character…

When was the last time you were able to just walk right up to a major political figure—say, the governor of a state—and demand an audience? If I wanted to talk to the mayor of Washington or my senator, I'd have to make an appointment (which wouldn't be until next month, seeing as the government is in recess), which would mean justifying to a secretary or intern or staffer why I was important enough to be talked to for fifteen minutes. It could all be canceled, of course, if someone or something more important came up.

Right now, given that the city is under siege, I'd say there's something pretty important going on. Our chances of getting a direct "oh, how nice of you to drop in, would you like some tea?" audience with the (presumably autocratic?) ruler of the local canton is about nil. If we were granted an audience, or even invited for one, I'd say it's probably a trap. Highly suspicious, to be sure. I mean, there is the Jetse option for arranging meetings—instigate a riot in the markets to tie up the local militia, break down the door, take out the guards, lead a small army made up of local dissidents into her office, mention her schedule's been changed—or the Way of Er—sneak past the guards, climb in the back window of her privy chamber and charm the lady into giving us the key to the city—but I think, on the whole, any appointments we make with the Lady Yaris should be made on our terms, not hers.

We've been given a few nice hints on a good way to proceed: find the dwarven refugees, hope Jetse's new-found reputation and admirers can overcome his lousy elan (and that whole "massacre" thing he says he had absolutely no part in, of course, wasn't anywhere near the place, couldn't have been me), gather information and allies, and then proceed to pay a visit to Yaris once we're in a position of power in her city.

This is probably me speaking half in character, but it shouldn't be too hard for us to gather a few dissidents to our side. We've gained ourselves a bit of a reputation among the teamsters and dwarves, both of whom will have contacts among the merchants and Palatine refugees. There are people who respect us, who can be used to influence opinion in the city towards us. We can even promise to eliminate the threat from the Shark Lord—I don't know exactly what a good sea rover would want as tribute or a bribe to leave the city alone, but I'm guessing "a cartload of diamonds" might be as good a guess as any. While I'm guessing Yaris is the one who can tell us what we need to know, I'm thinking she'd be more likely to talk if we pose a very credible threat to her, or could even depose her.

For that matter, why exactly are we delivering a cartload of diamonds and other cargo to Yaris, no questions asked? Correct me if I'm wrong, but the impression I've gotten of her (execution grounds, anyone?) is not one that makes her sound like a paragon of enlightened democracy. Is there a reason why we should just calmly hand over a shipment of valuable goods to a potential tyrant who might just have it in for us, rather than keeping them ourselves and using them to get what we want? I'd say exchanging them only for answers, our safety, and/or the city might be a reasonable trade.
 
Posted by Ariston (# 10894) on :
 
Okay, after posting that: if we don't reach a decision here in the next few hours (shortly before the next GM day, at the latest), I'm going to grab Foret, a couple dwarves, the old halberd blade, some food and supplies from the stores, and some diamonds and head into the city to exercise a mild Jetse option. While he'll only diverge from recon and try to overthrow the city if he thinks he can get away with it (spoiler alert: in case it isn't abundantly clear by now, overthrowing regimes in city-states whose interests could better match his own is kind of what Jetse does), there's a nonzero chance that he could make things Interesting.

If that happens, he'd really appreciate it if you all would quickly organize a rescue mission.
 
Posted by Autenrieth Road (# 10509) on :
 
[cross-posted... hmmm, if Jetse is going to go into the city unilaterally, maybe I will send Frithwynne to go find Yaris. Although at the moment that seems out of character for Frithwynne; she's normally going to prefer to stay with the party.]

quote:
Originally posted by Ariston:
When was the last time you were able to just walk right up to a major political figure—say, the governor of a state—and demand an audience?

It's a heroic fantasy, of course we'll be able to walk right up. Or if we can't, the act of trying to find out how to do so will cause action to happen.

Not heroic fantasy, but in the same general idea of drama, My Name Is Khan would have been a much less interesting movie if Khan had stayed home writing letters through the correct heirarchical channels trying to get an audience with the president, instead of doing what the moviemakers had him do, which is set off on a quixotic cross-country journey expecting to be able to get to the president directly.

I don't expect anyone else to go along with this idea, but what the hell, I'm going to keep on harping on this until we decide on some alternative OOC, or until someone else takes decisive action IC that sends us down some other path.

Frithwynne's about to argue for this too, but of course there's no reason the other characters have to go along with her. And she's unlikely to take off on her own to seek out Yaris, so you're probably safe from Frithwynne forcing your hands towards Yaris unilaterally.

Do we have any mechanism for making a decision?

[ 18. August 2014, 18:40: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Remember that Frithwynne has the old halberd blade.

quote:
Originally posted by Ariston:
For that matter, why exactly are we delivering a cartload of diamonds and other cargo to Yaris, no questions asked?

Because it's hers. Have we as a party decided to be outlaws instead (or freedom fighters, if you prefer)? Or are we OOC agreed that each of us IC will act in a completely IC way, in which case why are we bothering to try to agree on a course of action by OOC discussion?

[ 18. August 2014, 18:44: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Ariston:
We've been given a few nice hints on a good way to proceed: [...]

I am completely incompetent at reading DT's hints.

And almost everything I really hung my hat on during this game as implying a definite way to proceed, has turned to be based on a complete misunderstanding on my part, and produced no good result. (The one thing that I think turned out well was my conviction that we should find out what was in the wagon. Of course some don't think we've found out what's really in the wagon, c'est la vie.)

So I don't really care about hints at this point. Except for what I'm reading as the big hint right now, which is: "Do something, don't dither around." Although I'm sure that whatever I decide to do will be wrong once again. Oh well.

In the heroic fantasy that I'm still hopeful for, here is what I am hoping for, in descending order of priority:


 
Posted by Doublethink (# 1984) on :
 
On what basis are characters assuming Yaris knows about the diamonds ?

[ 18. August 2014, 19:39: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Well, she'll certainly know about them once we march up to her house (in my apparently never-going-to-happen version) and tell her "here's your caravan, including the hidden diamonds."

Except it would be better if we don't let on that we broke into and searched the fortified wagon. So better just to say "here's your caravan", and who knows what will happen about the diamonds; maybe they'll just pass out of the story and Yaris' cook will discover them a year from now as she's chipping out a bit more rock salt to season the nightly stew.

That would be disappointing: an episode out of "Godot accompanies a caravan of hidden diamonds." So how could we make something happen? All we know is that Trepik was to deliver the wagon to Yaris, so we'll have to think OOC about if there's a narrative way for us to find out something else IC about where Trepik was taking the diamonds. Or, as long as we're indulging in "how do we know anyone knew about anything?", perhaps even Trepik didn't even know about them, and was just transporting a fortified wagon he'd been told to guard closely.

Perhaps if we boldly go into the city and start making ourselves obvious, whoever was supposed to get the diamonds from Trepik will seek us out and try to get the fortified wagon without making it obvious what they're doing. Or maybe they'll attack us to steal the fortified wagon. That would be exciting.

Or we could just steal the diamonds for ourselves and spend them on whatever we want to spend them on, whether it's settling down, making a getaway, or bribing the palace guards to help us in a resurrection. Have the characters decided that this caravan is now their own, to do with as they wish? Or are we just going to drift that way?

But since we might be about to spend the next two weeks carefully doing recons and building support from the dwarfs and making covert inquiries that are as likely to turn up no information as anything useful, just in time for the two week deadline to set on our intrepid heroes before they've done anything intrepid in the city, maybe we'll never know.
 
Posted by Doublethink (# 1984) on :
 
I am getting the impression you are annoyed with me ?
 
Posted by Banner Lady (# 10505) on :
 
I am getting the impression that AR is annoyed with absolutely anything Clawdine does.
 
Posted by Autenrieth Road (# 10509) on :
 
[crossposted with Banner Lady. This is to Doublethink.]

No, no, not at all. You've been a rock throughout. My last post was written more in amusement at the situation than annoyance.

I get frustrated because whatever I expect about how the RPG will work, it never ever ever turns out that way, with the one exception of there in fact turning out for there to be something to discover in the fortified wagon.

I'm trying to learn to have no expectations whatsoever.

It's hard to have no expectations though, because all the indications I get are that we're supposed to be figuring things out and deciding on proper action (instead of, say, enjoying ourselves by writing narration for the post-battle recovery), and what I enjoy writing about mostly turns out, it seems to me, to be judged as useless as far as moving the story forwards, so then I feel stupid and that I've missed the RPG point once again.

My current expectation (sure to be frustrated and proved to be wrong) is that we should be doing bold things to provoke a nemesis battle as soon as possible, which will allow us to be dramatically victorious and hopefully we'll be showered with gifts and an answer to all the mysteries by the GM as a result.

[ 18. August 2014, 20:36: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Clawdine

Strictly speaking the fortified wagon would need unlocking, but let us assume that the lock had been damaged by the bumpy night's ride.

You can roll find hidden at *** easy***

[ 18. August 2014, 20:47: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Jetse IC:
Frythwynne looked shocked.

Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Jetse IC:
Frythwynne looked shocked.

Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
Is it altogether unreasonable to presume, especially for the sake of a throwaway line, that having a person who kills people for a living, is extremely good at what he does, and doesn't seem to have any qualms about any of that loosing his cool might just get a reaction from someone?
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, I think that what makes the game enjoyable for you is completely different from what makes the game enjoyable for me, so I don't understand how to interact with either Clawdine or with you.

I will try to be a better teammate.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Ariston:
quote:
Originally posted by Autenrieth Road:
quote:
Originally posted by Jetse IC:
Frythwynne looked shocked.

Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
Is it altogether unreasonable to presume, especially for the sake of a throwaway line, that having a person who kills people for a living, is extremely good at what he does, and doesn't seem to have any qualms about any of that loosing his cool might just get a reaction from someone?
It's not a throwaway line. Frithwynne's emotions are for me to narrate. You're wrong in your assumption, after the battle, what Frithwynne's reactions would be.

In order for me to make In Story sense of your statement of Frithwynne's reaction, you've closed off the path I would have taken of having Frithwynne argue back to Jetse, to show something new about how the battle has changed her. Incidentally, she's not shocked by the force of Jetse's reaction as it seems you are thinking, she's shocked (since I have to make narrative sense of the shocked expression you have narrated for her, and I'm doing that in light of what I know about her state after the battle) by his complete dismissal of what seems to her to be the moral thing to do.

I'm going to take a 24-hour break. Frithwynne will follow along if the party as a whole goes into the city, and it's OK for that to be narrated by someone else.

[ 18. August 2014, 21:14: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
I'll narrate Frithwynne whilst you are not about. Please post on meta when you are back.
 
Posted by Banner Lady (# 10505) on :
 
Thanks DT. Rolled a 16. I assume I cannot attempt to hypnotise the snake on the same GM day?
 
Posted by Doublethink (# 1984) on :
 
No, but, in 90 minutes it will be a new gm day ....

I shall do you an outcome post shortly.
 
Posted by Banner Lady (# 10505) on :
 
Hmmm -might there be some tantalizing possibilities for a beautiful and naked young woman adorned with a deadly snake servant in Cimenster?
 
Posted by Doublethink (# 1984) on :
 
*Has a sudden vision of somone gyrating around a pole at Spearmint Selkies*
 
Posted by Banner Lady (# 10505) on :
 
[Killing me]

So, I'm thinking I'm going to do an all or nothing roll. Australians pride themselves nationally on being risk-takers, and on being inventive. Let's see if Clawdine is killed by the snake (complete fail when the die is rolled) or if she can exert some influence over the snake (I am imagining here that a 20 might be that the snake accepts her as its new keeper) - or something along those lines according to DT's fancy.
 
Posted by Doublethink (# 1984) on :
 
OK at the next GM day (20 min), roll your hypnosis skill.

I will not give you a threshold but I will interpret your result.
 
Posted by Ariston (# 10894) on :
 
Alright, Jetse's going in. I'll narrate the details later, but for now, I'd like to roll to **spot** as I enter the city, looking for trouble or threats.

13.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
Hottdamn!!!!! It's a 19. Was preparing myself for a 1 just then, dramatic death scene 'n all...
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Ariston:
Alright, Jetse's going in. I'll narrate the details later, but for now, I'd like to roll to **spot** as I enter the city, looking for trouble or threats.

13.

You pass at ***OK*** difficulty.

Gate guard seems effective an professional, small squad, two out front and four in a guard room - one officer.

Lots of guards visible on the streets, but no one doing anything obviously nefarious. Most of the guards are human, one or two wood elves. You don't see any dwarfs in the city guard.

People look thin. And there is little food or fuel for sale.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
Hottdamn!!!!! It's a 19. Was preparing myself for a 1 just then, dramatic death scene 'n all...

Mwahaha - you bond with snake - feel free to narrate.

Note the snAke is about 6ft long, slim, with golden eyes, blood red fangs and irridescent jewel coloured scales.
 
Posted by Banner Lady (# 10505) on :
 
The fortified wagon is now unlocked and unguarded. Clawdine might well indicate as much to whoever she happens to bump into next from the ship's party, should anyone wish to put themselves in her way.
 
Posted by Net Spinster (# 16058) on :
 
So who wants to join me in entering the city? If Frithwynne, we can see where she can lead us. If Clawdine, find the dwarves we've bargained with for a few nights stay. Otherwise hunt for the merchant guild hall which, if it hasn't moved, Mary should be able to find.[1]

I'm not sure what rolls we can do at this time.

[1] I imagine it is near the center of the city, high on the hill (but not the top and on a relatively wide flat spot) but next to a market square. On the exterior it is windowless but it has an interior courtyard and windows overlook that. Things may have changed in the well over 20 years since Mary was last here but then the square and the hall were bustling with local and foreign merchants, banking houses representatives, ship captains looking for cargos and insurance, coffee houses, and upscale hostels.
 
Posted by Banner Lady (# 10505) on :
 
The snake, though glimpsed by Jetse as it slithered around her, is now safely tucked away inside Clawdine's back-basket with her cooking pot.

Clawdine has definitely had enough of loitering under the walls of Cimenster, and is keen to go in, but is happy to be taken by the dwarves or Mary to a place where she can put to use her talent for producing and/or cooking mushrooms.
 
Posted by Doublethink (# 1984) on :
 
Mary, Frithwynne and Clawdine please see story context post.

Gunriana, Dorainen & Er please to post to clarify whether you are with Mary et al, with Jetse or moving off on your own.

[ 19. August 2014, 07:08: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Er would like to stay with those chests and the diamonds and is going to try and attach himself to that party - by helping. (He's not going to fit into Jetse's party, and he's not going to go and hide in the dwarves quarters, although he may make contact with Hewer to find his way there later.)
 
Posted by Curiosity killed ... (# 11770) on :
 
Also, doesn't someone have to stay and keep an eye on Dorainen who has exhausted himself healing people and dwarves? If he wants I could ask the working party to stash him in one of the wagons safely - as thanks for healing their ills.
 
Posted by Net Spinster (# 16058) on :
 
Actually the group going with Ironfoot should take Dorainen so he has a place to rest.
 
Posted by Curiosity killed ... (# 11770) on :
 
Water elf into dwarf quarter?
 
Posted by Hart (# 4991) on :
 
Dorainen will stay with Er. I don't think he needs to be stashed in a wagon, but probably won't be much use with manual labor. I'm guessing that wherever the diamonds are, there will be action (and diamonds), so there's also some strategy in having some of us stay with them, while others explore the city.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Mary, Frithwynne and Clawdine please see story context post.

Gunriana, Dorainen & Er please to post to clarify whether you are with Mary et al, with Jetse or moving off on your own.

If we're splitting the party in hostile territory, then we should at lease put a healer in each group.

If Jetse might be seeing dwarves we don't know, from the Palatinate, and Mary is looking for the dwarves with whom our allies have a connection, Dorainen is probably better placed with Mary, so Gunriana will go with Jetse.
 
Posted by Doublethink (# 1984) on :
 
I am hoping the party won't stay split very long, but it seemed narratively unavoidable. If you can recoalesce by nightfall character time (within a couple of GM days) it would be helpful. Certainly all of the caravan will be going into the city by nightfall, for obvious reasons.
 
Posted by Net Spinster (# 16058) on :
 
Well a water elf that was also curing some dwarves.

We seem to have

Er and Dorainen
Jetse and Gunriana (with Foret)
Mary, Frithwynne, and Clawdine (assuming Frithwynne is ok with this).
 
Posted by Doublethink (# 1984) on :
 
I am narrating Frithwynne until AR returns, so she will be going along with that.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm back. Thanks, DT, for narrating Frithwynne.
 
Posted by Banner Lady (# 10505) on :
 
It is good to see you back AR. At the moment Clawdine is carrying around a large and possibly valuable reptile. I am not quite sure whether Clawdine hypnotized the snake or the snake hypnotized Clawdine. It is quite possible we may need Frithwynne's animal skills if Clawdine is not quite as in control of the situation as she thinks she is.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm sure after that admirable hypnotization routine, the snake is Clawdine's adoring and obedient slave forever!

Who knew that while Er and Frithwynne were digging for hidden diamonds, they had already put the most valuable contents of the fortified wagon in a basket and were ignoring it?!
 
Posted by Banner Lady (# 10505) on :
 
As close to a pole dance as I could make it - just for DT. [Big Grin]
 
Posted by Ariston (# 10894) on :
 
"Just" for DT?

Anyway, late GM day roll: **tactics** check to see 1) what it would take to get the fleet in Cimenster harbor back into action, and 2) whether that fleet, once seaworthy and armed, could defeat (or at least discourage) a threat from the sea.

10.
 
Posted by Doublethink (# 1984) on :
 
Fleet is a non-starter. Even if you could get it seaworthy, you have no submarines.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne would like to roll for ***find hidden***. Not to take from our hosts, just to observe. So also it should be something that she can find by careful observation, not by rummaging around in things.

Is that possible to roll for? What would be the ***difficulty***?

[Edited: I've written my very own dice roller and I'm very happy. Now I know that if I get a 4 it will be true randomness, and not a malevolent broken non-random dice roller with a bad seed routine.

ceiling(runif(1, min=0, max=20))

in the programming/statistics language R.]

[ 20. August 2014, 00:00: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, in case it's not clear, Frithwynne is only applying "staying = selfish" to herself.
 
Posted by Banner Lady (# 10505) on :
 
AR, Clawdine is quite happy to be selfish, and have some time to herself on the rooftop.

And I hope I didn't offend you by narrating that Frithwynne seemed mazed. It seemed somehow that the chain had a significant effect on you - and I wasn't sure if you had dropped it into your knapsack after the battle, or just on the ground.
 
Posted by Autenrieth Road (# 10509) on :
 
No, no problem at all interpreting how Frithwynne appears to be, given the information I've given. She has the chain in her knapsack; it's actually quite a long chain, 10 feet or so, not a necklace chain. I have no idea what its real purpose is. Conspicuous consumption for displaying 30 rubies, perhaps? But I can go with the touch of the invisible necklace chain being part of Frithwynne's post-battle state.
 
Posted by Curiosity killed ... (# 11770) on :
 
Where are the wagons going? Do I need to roll to find out? Er has ***well-travelled*** he could use to work out where he's going?

(I have the thought if I get into a position I don't like there is always the cat option as a last resort.)
 
Posted by Net Spinster (# 16058) on :
 
I might be wary of the cat option if people in the city are really hungry.:-)
 
Posted by Curiosity killed ... (# 11770) on :
 
[Ultra confused]

Scrawny alleycat with teeth and claws!
 
Posted by Ariston (# 10894) on :
 
Paging Campbellite...
 
Posted by Autenrieth Road (# 10509) on :
 
Maybe Er will get to meet the person the diamonds were intended to be delivered to! Say Hi to Yaris from Frithwynne [Biased] oops, I mean, Turn into a cat and scratch her eyes out!

What if they're not going to Yaris? What if they're going to the Duke? What if they're going to the Duke's son, Gunriana's erstwhile fiancée? What if Yaris is the milk of innocent human kindness and it's really the Duke's family causing all the problems?

This is fun, thinking of alternatives, while at the same time acknowledging I have no idea AT ALL of where DT will have them go. Maybe they'll go to a warehouse for storage, like the crate at the end of Raiders Of The Lost Ark.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:
Where are the wagons going? Do I need to roll to find out? Er has ***well-travelled*** he could use to work out where he's going?

(I have the thought if I get into a position I don't like there is always the cat option as a last resort.)

If we get to some streets that don't seem well-traveled, Dorainen could also *tracking* get some information too.

--

Sorry I haven't been around too much recently. Today's the first day of school for our parish school, and we're in the middle of a bunch of financial meetings at my parish at the same time, and I'm doing vacation cover for another priest...
 
Posted by Curiosity killed ... (# 11770) on :
 
quote:
Originally posted by Ariston:
Paging Campbellite...

Now that's just mean! [Big Grin] Don't you want to know where the diamonds go? And if they get a special pick up?
 
Posted by Autenrieth Road (# 10509) on :
 
Ooo, ooo! An elf guard has fallen in love with Dorainen! Will she help us, or will she feel a terrible sense of conflict about helping Dorainen vs. keeping true to her sworn duties as a guard? Can wood elf and water elf become soulmates? What challenges await them?

I'm a little giddy. Don't mind me. I have no idea what the significance of the following elf guard will turn out to be, but oh my, so many ideas for my alternative reality Kavetseki fanfic [Smile] .
 
Posted by Hart (# 4991) on :
 
Interesting. I deliberately wrote that open-ended, envisioning a wide variety of things that could result (including nothing; our route just happens to be coincident with her beat), but I had never considered romance.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Where are the wagons going? Do I need to roll to find out? Er has ***well-travelled*** he could use to work out where he's going?

(I have the thought if I get into a position I don't like there is always the cat option as a last resort.)

As far as you know, to the Trepik & Yaris Warehouse.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
I had never considered romance.

Hold that absence of thought ...
 
Posted by Net Spinster (# 16058) on :
 
Shall I role play what happens at the guild hall or shall I discover it empty and disused? Or should I roll?

If someone is there, I plan if possible to pretend to be a distant relative of the Drakes looking for information on their disappearance some 20 years ago. Or would the curse forbid that?
 
Posted by Curiosity killed ... (# 11770) on :
 
Is the Trepik and Yaris warehouse down by the docks? Do I write that in? So I get Er and Dorainen down to meet up with the others?
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
Shall I role play what happens at the guild hall or shall I discover it empty and disused? Or should I roll?

If someone is there, I plan if possible to pretend to be a distant relative of the Drakes looking for information on their disappearance some 20 years ago. Or would the curse forbid that?

Give me half an hour and I will write a response - am somewhat distracted by Great British Bake Off
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Is the Trepik and Yaris warehouse down by the docks? Do I write that in? So I get Er and Dorainen down to meet up with the others?

That seems eminently sensible, after all, at one time they would have been getting shipments via sea. Please go ahead and narrate that.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Net Spinster:
Shall I role play what happens at the guild hall or shall I discover it empty and disused? Or should I roll?

If someone is there, I plan if possible to pretend to be a distant relative of the Drakes looking for information on their disappearance some 20 years ago. Or would the curse forbid that?

Give me half an hour and I will write a response - am somewhat distracted by Great British Bake Off
Its up - your move ...
 
Posted by Banner Lady (# 10505) on :
 
BL has been wondering what might happen if the snake turns out to be Yaris. [Paranoid]
 
Posted by Doublethink (# 1984) on :
 
Well you could always have a Boston marriage [Razz]
 
Posted by Banner Lady (# 10505) on :
 
How far is it from Cimenster to Boston then? [Smile]

[ 20. August 2014, 20:52: Message edited by: Banner Lady ]
 
Posted by Doublethink (# 1984) on :
 
I don't think you actually have to get to Boston.
 
Posted by Banner Lady (# 10505) on :
 
Exactly.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
I wonder whether the dwarves have been mining beneath their house and into the citadel hill. Not sure who the best one in our party is to investigate. Clawdine because she is there or Jetse perhaps.
 
Posted by Autenrieth Road (# 10509) on :
 
Having hurried out of the dwarfs' house before getting a chance, Frithwynne would like to ***find hidden*** while out walking through the city. Now that we're outside of our hosts' house, some discreet rummaging and taking might be considered fair tactics by Frithwynne in her finding.
 
Posted by Doublethink (# 1984) on :
 
What sort of thing are you looking for ?
 
Posted by Banner Lady (# 10505) on :
 
I would think that if a household was starving and then a "magic mushroom grower" miraculously appeared out of nowhere and asked for lodging, they would do everything in their power to keep the miracle-worker there.

And to hide the mushrooms from other prying eyes - hence the building of some doors across the ground floor entrance to the stairwell. They are possibly also thinking that if they can keep Clawdine captive, they will all become very rich indeed.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, I'm not sure I had anything in mind. Never mind.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine does not need anyone to come to her aid - she is quite capable of exiting the house if she wishes to - but I am waiting to see if everyone will be returning to the lodging later or not. And whether there will be a time of feasting & confab with the dwarf factions or not.

I am rather wondering what the effect might be if Clawdine was to wander down the stairs, or the street, with the snake wrapped around her.
 
Posted by Curiosity killed ... (# 11770) on :
 
This warehouse - is it going to be stuffed to the gunnels with stuff? As the Guildmaster is fat and healthy and we have troops maintaining order in the town?

The wagon is going to be unloaded, wood is going to be stacked in one area, meat in another, so the chests are going to be taken off to another area. Are they going to be taken to another place, or stashed safely to one side?

Er can either turn himself into a cat and hide in the warehouse to watch, or can go outside to find the others and watch from outside. But what happens to Dorainen?
 
Posted by Doublethink (# 1984) on :
 
Are you going into the warehouse ?
 
Posted by Curiosity killed ... (# 11770) on :
 
Well, yes. Er has a perfectly good excuse for going in, to help unload. He's wearing his pack with the axe stashed in it and has his knife and lock picks secreted about his person. He's also got a good excuse to leave with the wagons too as they go back for a second load of wood and meat (because 56 or 58 oxen carcases is a too big for one load). He hasn't quite decided whether he will leave or hide. If he does leave the warehouse he's likely to hide and watch if that's possible.

I've written in guards for the warehouse, but there's always the possibility of overpowering the guards with the help of his friends, or distracting them with gaming, and picking those locks to get back in.
 
Posted by Hart (# 4991) on :
 
I must have posted on the story thread as you were posting on this, CK. Dorainen is in, and looking around. Is there any point trying tracking here?

[ETA: He's also armed if it comes to that, but weakened from the healing.]

[ 21. August 2014, 21:55: Message edited by: Hart ]
 
Posted by Doublethink (# 1984) on :
 
You are provided with plenty of places to hide [Big Grin]

(Tracking would indeed be pointless.)

[ 21. August 2014, 22:21: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
Er wants to stay in the warehouse, so he's asking if he can cure the meat (using the skill from the 20 earlier in the game) he'd like to use his silver tongue to find out what he can too.

[ 21. August 2014, 22:47: Message edited by: Curiosity killed ... ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Er wants to stay in the warehouse, so he's asking if he can cure the meat (using the skill from the 20 earlier in the game) he'd like to use his silver tongue to find out what he can too.

I will process this the morning, It take it you are using yesterdays and todays roll in quick succession for these two skill checks ?
 
Posted by Curiosity killed ... (# 11770) on :
 
yes, I guess so
 
Posted by Net Spinster (# 16058) on :
 
Actually we don't know whether the guild master is fat. The porter at the Guild Hall is but Yaris is more likely to be at the warehouse she owns.

BTW 10 acres is quite big. About 40,468 square meters or well over 5 football pitches in size (or by one calculation the area of Edinburgh Castle)
 
Posted by Autenrieth Road (# 10509) on :
 
So about the size of a big box store, or maybe even slightly less.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Autenrieth Road:
So about the size of a big box store, or maybe even slightly less.

Actually according to Wikipedia the largest big box stores in the US are about 18,000 square meters so this warehouse is considerably bigger.
 
Posted by Autenrieth Road (# 10509) on :
 
Oh drat, completely foiled by basic geometry. I was thinking "oh, that will be easy, a square metre is approximately a square yard, I'll just look up some U.S. sizes." And then I completely failed to notice that the references I found to big box store sizes were given in square feet.

Thanks for the correction. So this is a big huge monster size warehouse. I wonder how big the playing fields are at my local college, I wonder if that would give me a good comparison?


[ETA: It turns out that I have no idea how big castles are, so although I tried to compare Edinburgh Castle to my local Walmart for a check, I really had no clue. Now I know: castles are also really big.]

[ 22. August 2014, 03:04: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Castles also tend to have a lot of open area enclosed by walls; the actual buildings aren't as big.

However the covered Grand Bazaar in Istanbul is apparently about 307,000 square meters (75 acres, with 3,000 plus stores and some 60 or so streets). Cimenster isn't as big as Istanbul but I could imagine it having a similar smaller area at one time (now mostly abandoned) and a perfect place now for Frithwynne's maze skills.
 
Posted by Autenrieth Road (# 10509) on :
 
Nice prayer! What about Jack Gallows?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Autenrieth Road:
Nice prayer! What about Jack Gallows?

Look at the list of those who died at sea, last name.
 
Posted by Autenrieth Road (# 10509) on :
 
Ah! Was expecting just those dead in the shipwreck in that list, but now I understand.

[ 22. August 2014, 06:04: Message edited by: Autenrieth Road ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I know how big 10 acres is. I grew up in the country where you occasionally come across a field known as the Ten Acre Field and they are massive, the biggest field on a farm in traditional farms. It usually takes several days to harvest them unless several machines are put on them.
 
Posted by Doublethink (# 1984) on :
 
Data. Hmm, I may have overstated the size. I have edited to say two furlongs in length.

[ 22. August 2014, 07:26: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
I am away for the weekend (LARPing with my kids, so getting my RPG fix) and won't be online.

DT, please feel free to narrate Gunriana.

Her (rather vague) plan is to let Jetse do his recon, then (assuming no objections from the rest of the party) make contact with Bortacles, her betrothed, and see whether he is willing to give info and assistance to the group. If necessary she was planning to guilt/threaten him into cooperating, so as to avoid the dire consequences attendant on a broken vow.
 
Posted by Doublethink (# 1984) on :
 
Hmmm, that rather puts a spanner in the works. Can only go so far.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Curiosity killed ...:
Er wants to stay in the warehouse, so he's asking if he can cure the meat (using the skill from the 20 earlier in the game) he'd like to use his silver tongue to find out what he can too.

I will process this the morning, It take it you are using yesterdays and todays roll in quick succession for these two skill checks ?
Please roll to cure meat at ***OK*** difficulty. Roll for silver-tongued at ***ridiculously easy***.
 
Posted by Curiosity killed ... (# 11770) on :
 
Roll 1 = 14
Roll 2 = 20
 
Posted by Doublethink (# 1984) on :
 
So is that 1 for the meat and 2 for the silver-tongued ? If so, please write your curing meat outcome post, and then I'll do your silver-tongued outcome (I take it that was a natural twenty ?)
 
Posted by Curiosity killed ... (# 11770) on :
 
That was a natural 20 - first time I've thrown one. I also have a witness, Curious Kitten - I collected the dice, found a solid surface for it to land on, threw it twice. That's what I got.
 
Posted by Doublethink (# 1984) on :
 
New GM Day

8:00am my time we will start a two day break owing to various players being unavailable.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
That was a natural 20 - first time I've thrown one. I also have a witness, Curious Kitten - I collected the dice, found a solid surface for it to land on, threw it twice. That's what I got.

Cool, I'll devise an extra skill - I'll have a think and post it tomorrow.
 
Posted by Net Spinster (# 16058) on :
 
Thoughts on what we can do in the remaining time once we can play again? We have the choice of Citadel, Warehouse, see whether the dwarves have dug any tunnels (either those down here by the docks or those in the house where Clawdine is) or other. For that matter we can't even be sure (in character) the solution is in Cimenster; it might be in Barvik or somewhere else entirely.
 
Posted by Curiosity killed ... (# 11770) on :
 
It's got to be in Cimenster as that's the city under siege.

Er is trying to investigate the warehouse. Dorainen is in there too, is Foret?
 
Posted by Banner Lady (# 10505) on :
 
It would seem to make sense for everyone to settle in for the night at the house overlooking the dock where Clawdine is busy growing produce. I am imagining Jetse (by sheer force of personality) could bring the dwarf factions together for a chinwag over the evening meal. It may be that there are things to learn at the house that could launch some kind of seige-ending plan the next day.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Curiosity killed ...:


Er is trying to investigate the warehouse. Dorainen is in there too...

Indeed he is. I'm not sure what he should be doing there, though, and I'm open to suggestions. I'm also a little confused by the geography. If we exited the warehouse, we would easily see the people who are at the docks?

We do need to recombine the party somehow. The question for me is: can we make something happen now at the docks, while we have access to the warehouse? If not, going back to the house where Clawdine is would seem the best bet for regrouping (and rest).
 
Posted by Doublethink (# 1984) on :
 
Given the time constraints etc - would it be helpful for me to sketch a set of scenarios and you pick which one you wish to work towards ?
 
Posted by Autenrieth Road (# 10509) on :
 
Given that the diamonds have been delivered to Yaris, which Jetse thought would lead to terrible outcomes for us, we should attack the warehouse and get them back?

Mostly just kidding. I have no idea what to do next. Ship in rock salt #1, and find and recapture the chest and defeat the shark lord #2 are my fond hopes, but I have no idea how we could move towards making those happen.

[ 26. August 2014, 14:48: Message edited by: Autenrieth Road ]
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Given the time constraints etc - would it be helpful for me to sketch a set of scenarios and you pick which one you wish to work towards ?

I think that would be very helpful.
 
Posted by Doublethink (# 1984) on :
 
Possible courses of action / scenarios:

Please all state your preferred course of action - when you have all responded, I will reopen the story thread stating which path we are following.

[ 26. August 2014, 19:12: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Also, please don't do that terribly polite thing of waiting for someone else to post first - have at it !
 
Posted by Curiosity killed ... (# 11770) on :
 
I'd quite like a mix of Eavesplot and Jetse's plan - so we get what knowledge we can from the warehouse (that natural 20?), reconvene with the others and foment.

I think we'd struggle to have food wars because they've just taken a large delivery of meat and that's going to be difficult to redistribute without some force.
 
Posted by Ariston (# 10894) on :
 
I'm in favor of overthrow, obviously, but also eavesdropping/intrigue/plotting
 
Posted by Banner Lady (# 10505) on :
 
I'm in favour of eavesplot followed by mystery freeform. We are in an oppressed city - whether we escape it and the shark lord, foment rebellion, overthrow the existing regime, feed the people or simply grab the treasure and run, I have no idea.

But gathering information and faction heads and getting them around the dinner table, then plying them with miraculous food in order to plan SOMETHING sounds like a good use of many of our combined talents.

Jetse's military leadership, Mary's ability to barter, Er, Dorainen & Frithwynne's snippets of overheard info, Gunriana's family connections and Clawdine's provisions might make this a significant feast for the travellers.
 
Posted by Eliab (# 9153) on :
 
Are we stating IC or OOC preferences?

OOC: Jetse's Crusade looks fun.

IC: I can't see Gunriana being all that keen - her family is at least trying to get into the establishment, and violent revolution isn't all that good for trade. She's also into targeted malice: so for her Eavesplot (Guild, 'society', the Gaslough clan if we can find them, the Duke's household, the dwarves...) to ensure that Yaris is indeed the power behind the hiring of Kavetseki, followed (if she is) by a raid on her establishment to nab whatever it was the Sharklord is after and return it to him to end the siege would be the priority. Then, if Yaris' regime falls either to revolution or to Guild politics, that will be justice.

On limited time, I'd be happy to resolve all the (otherwise interesting) investigative role-play as a sort of spy-montage, and then jump straight to the finale. Or do the opposite - run the investigation and then after the intrigue wrap up the epic violence in an epilogue.
 
Posted by Hart (# 4991) on :
 
I'd be in favor of eavesplot, probably leading into some form of Jetse's crusade.
 
Posted by Doublethink (# 1984) on :
 
I am reading this so far as: primarily Eavesplot (possibly including rapid ally search and feast-as-venue-for-plotting) followed by some sort of finale (possibly with supporting cast of dwarven refugees). However, feel free to keep posting your thoughts.

(I have not forgotten Er's roll result, will tailor it to whichever scenario we go for.)

Given the time, and timezones - I guess I will open the story thread in the morning (should have heard from everybody by then) with a scenario statement on meta and a goal for each character.
 
Posted by Banner Lady (# 10505) on :
 
Well, I was writing this when you closed the thread: it's a lead up to the feasting...

Clawdine picked up the snake and draped it across her shoulders. Together they went down the ladder and two flights of stairs to confront the dwarven doormakers. When she appeared in front of them they stopped and stepped back nervously. Honed Blade, alerted by the cessation of hammering, appeared behind them.

Clawdine stood with her hands on her hips and looked down at the three rugged faces. “Wotz all this about, then?” she asked, indicating the unfinished carpentry.

Honed Blade stepped forward. “Mistress, we don’t want to upset you. Ironfoot asked us to look after you, and we are trying to do that. We simply want you and the mushrooms to be safe.”

“From wot?” Clawdine demanded. The snake raised it’s head questioningly too, so that Honed Blade was looking at two sets of eyes.

“From…others… who might try to take you away from us…” he faltered a little, for the snake was inching forwards towards him.

Clawdine snorted. “Do yer be wanting more mushrooms from me?”

Honed Blade spread his hands. “But of course. We have been half starved for so long now, your mushrooms are worth more than diamonds.”

“Then make yer door ter keep ‘em safe from prying eyes, but yer gotta give keys fer it to me and ter each of me feller travellers. No keys, no more mushrooms. And I have a few things I want brang ter ther roof, startin’ with containers of earth mixed w’ nightsoil.”

Clawdine turned on her heel and went back up the stairs, trailing one hand along the crevices in the damp brick wall as she went. Wherever her hand touched spore, a mushroom popped out and continued to grow behind her.

Downstairs three voices began talking at once, and then the hammering recommenced.
 
Posted by Autenrieth Road (# 10509) on :
 
Do I have to have an opinion?

BL, I like Clawdine's approach to the dwarves [Smile] . Overtaken at their own game.

[ 26. August 2014, 22:42: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
I want us to do whatever has the highest chances of (1) finding a gold ship in rock salt and (2) finding the chest for ourselves and overthrowing the shark lord. I don't want to knuckle under to the shark lord's terrorism by just meekly giving back the chest.
 
Posted by Net Spinster (# 16058) on :
 
I should note that I'm unable to play after the 31st so someone will have to take over Mary (Kelly who I said I would share with and never really did?) or she will have to leave in some fashion.

In the meantime I favor eavesplot.
 
Posted by Doublethink (# 1984) on :
 
Eavesplot with Extra

Character goals:


You should all return to Ironfoot's place, goal's completed, before nightfall storytime.

In the course of story posts, please avoid single line questions that stall you until another character replies, eg "x discused dragon eggs with y" is better than "y, what do you think of these dragon eggs ? Will you help me carry them ?" Because in the second, x now can't do anything till they know if y is carrying dragon eggs. Whereas in the first version, you can do other stuff, and y may comment later about what they did or didn't do about the eggs.

[ 27. August 2014, 06:08: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
If dwarves are an industrious lot, and the warehouse is stacked with food, surely there would have been attempts to tunnel into the place? No telling what you might find, and where the tunnels take you to allies.
 
Posted by Doublethink (# 1984) on :
 
Er, you gain the skill Turncoat - for a short period you are able to persuade someone to change their allegiance, it is rarely easy, and will usually last no more than a day at least. After a good night's sleep they realise they've been bamboozled, but may not be brave enough to tell their allies what they have done in that time.

Whilst curing meat you learn that:


[ 27. August 2014, 06:27: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Banner Lady:
If dwarves are an industrious lot, and the warehouse is stacked with food, surely there would have been attempts to tunnel into the place? No telling what you might find, and where the tunnels take you to allies.

You could try asking them about that at the feast.
 
Posted by Doublethink (# 1984) on :
 
New GM Day, story thread is now open
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Banner Lady:
If dwarves are an industrious lot, and the warehouse is stacked with food, surely there would have been attempts to tunnel into the place? No telling what you might find, and where the tunnels take you to allies.

You could try asking them about that at the feast.
Or before ...
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
Er, you gain the skill Turncoat - for a short period you are able to persuade someone to change their allegiance, it is rarely easy, and will usually last no more than a day at least. After a good night's sleep they realise they've been bamboozled, but may not be brave enough to tell their allies what they have done in that time.

Whilst curing meat you learn that:

Forgot to say, please write your outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
DT, do we narrate (create) what we find out as we're searching, or do you narrate it? Or do we wait till we get back together, and then, same question: do we get to create what we heard, or do you tell us what we heard?
 
Posted by Net Spinster (# 16058) on :
 
I think Mary has to wait for Jetse's reply and they'll arrange to next meet at Ironfoot's place for dinner. Plotwise I think the Dockers and perhaps a couple of others from the train will show up (or she'll run into them).
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
DT, do we narrate (create) what we find out as we're searching, or do you narrate it? Or do we wait till we get back together, and then, same question: do we get to create what we heard, or do you tell us what we heard?

You describe the search - and when you are going to roll I will tell you the difficulty - if you succeed I'll tell you what you find. (This is because you will be using 'find hidden')
 
Posted by Autenrieth Road (# 10509) on :
 
Oh I'm using find hidden! I didn't realize that. Thanks. I'll have to rethink what I'll have Frithwynne do; I thought I was sending her off in search of words and information.
 
Posted by Curiosity killed ... (# 11770) on :
 
Really sorry - took off for day's training, late, as this went up and have only just arrived home. I did ask offspring to post as I left ...
 
Posted by Doublethink (# 1984) on :
 
No probs
 
Posted by Doublethink (# 1984) on :
 
Gunriana, what skills do you want to bring to this encounter - what is it you will try to do ?
 
Posted by Doublethink (# 1984) on :
 
Eliab, are you wanting to roll for rune magic or bluff ?
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Gunriana, what skills do you want to bring to this encounter - what is it you will try to do ?

Basically, Gunriana wants to inflict a total emotional overload on the unfortunate Bortacles, hammer him with guilt, both for his inadvertent oathbreaking and for the poverty he sees every day, and make him think that the natural emotional response to that is the harbinger of some dreadful curse than will rob him of strength, life and dignity, so that she can then offer him a way to redeem himself, his family and his city, and so that he'll then do exactly as she says.

Bluff, I suppose is the skill closest to that, since much (though not quite all) of the guilt is for things he can't do much about, but she's also prepped the speeches from Demoslant's Principles, so is using boosted Elan if that helps (I know that Gunriana's Bluff is usually Wits-based, but on this occasion she's attacking the heart not the head, so Elan is probably more appropriate this time). The use of rune magic in the conversation is also being employed to improve the chance of a successful Bluff, if that's permitted.
 
Posted by Doublethink (# 1984) on :
 
Well conveniently, you are straddling a GM day (tis 3 min past midnight - so you may roll boosted bluff and rune magic - in that order.

Both rolls at ***easy*** difficulty.

Post your results here and I will discuss the outcomes.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
Bluff: 13
Rune Magic: 10
 
Posted by Ariston (# 10894) on :
 
Given that Jetse's charisma/elan is shit and that his next logical (and given) goal involves diplomacy, I'm wondering if his intimidate skill ("I'm a tough and skilled soldier who will kill you if you don't give me what I want") couldn't also be used to impress ("I'm a tough and skilled soldier who will kill your enemies if you give me what I want")?
 
Posted by Hart (# 4991) on :
 
Sorry I wasn't around yesterday, another crazy day at the parish. I'm about to go and story post about the eaves-dropping. I'm guessing I should wait to find out here what I hear?
 
Posted by Net Spinster (# 16058) on :
 
Does Mary need to roll to get the Hawser brothers and their wives to come? If so she rolled a 10 (unless you want to set the difficulty before I roll).
 
Posted by Doublethink (# 1984) on :
 
My internet access is currently limited by being at the side of the road waiting for the RAC - so there maybe a GMing hiatus this evening depending on how long it all takes. And my level of stress on returning home. Sorry guys.
 
Posted by Ariston (# 10894) on :
 
Roadside Assistant (Humanoid, medium, N):
13 Str, 15 Dex, 9 Wis, 7 Int, 11 Con, 3 Cha

Equipment: Tire iron, lockpicks (standard), radio of calling, two bottles of motor oil. Standard treasure.

Mount: truck of towing, (240 ft/rd, 120 ft/rd encumbered)

ETA: Rolled a 7. You may be a while, but could be worse.

[ 28. August 2014, 18:20: Message edited by: Ariston ]
 
Posted by Doublethink (# 1984) on :
 
[Big Grin] it would appear my clutch accentuator arm snapped [Frown]
 
Posted by Banner Lady (# 10505) on :
 
Ouch.
 
Posted by Ariston (# 10894) on :
 
Which I read as

quote:
Originally posted by Doublethink:
it would appear my arm snapped

…which would be considerably worse.
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry you've had car problems Doublethink.

I will be back tonight, but it's going to be late, and I'm doing the sort of training that means I won't be near computers today. I'll catch up when I can, and definitely when I get back.

Er and Denvil, the foreman of the meat packing group, are heading to Ironfoot's. Hoping Denvil can be my turncoat.
 
Posted by Doublethink (# 1984) on :
 
Right random day off owing to car embuggerance *rolls up gming sleeves*
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Bluff: 13
Rune Magic: 10

This is successful, with no special effects. Please outcome post, Boracles will head off with you but will also be trying to retrospectively get your agreement that it is OK that he is now married to someone else. He is too preoccupied by this, and in awe of you, to query what happened to you.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Net Spinster:
Does Mary need to roll to get the Hawser brothers and their wives to come? If so she rolled a 10 (unless you want to set the difficulty before I roll).

That is a success at ***easy*** difficulty, please outcome post narrating your return to Ironfoot's.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Ariston:
Given that Jetse's charisma/elan is shit and that his next logical (and given) goal involves diplomacy, I'm wondering if his intimidate skill ("I'm a tough and skilled soldier who will kill you if you don't give me what I want") couldn't also be used to impress ("I'm a tough and skilled soldier who will kill your enemies if you give me what I want")?

You could try intimidating some Gaslough toughs in front of the dwarves in order to impress them ? Convincing them of your ability to get things done.

[ 29. August 2014, 10:34: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
Sorry I wasn't around yesterday, another crazy day at the parish. I'm about to go and story post about the eaves-dropping. I'm guessing I should wait to find out here what I hear?

Please give me a tracking roll at ***OK*** difficulty.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Oh I'm using find hidden! I didn't realize that. Thanks. I'll have to rethink what I'll have Frithwynne do; I thought I was sending her off in search of words and information.

Please roll for find hidden at ***ridiculously easy*** difficulty - post your result here.

[ 29. August 2014, 10:49: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
Er and Denvil, the foreman of the meat packing group, are heading to Ironfoot's. Hoping Denvil can be my turncoat.

Please roll turncoat at ***easy*** difficulty, (based off elan - turncoat is always one rank harder than a basic elan roll). I am not treating this an opposed roll - as Denvil is a civilian and has no blood tie to Yaris.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
Please roll for find hidden at ***ridiculously easy*** difficulty - post your result here.

Rolled 14.

[ 29. August 2014, 12:31: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
Woot ! You succeed:

You find a series of sharks teeth pushed into crevices in the sea wall, and into the shrine's base. And the occasional one embedded into crevices in house walls as you walk back to Ironfoot's.

When you clean them off and examine them closely, you can see they are intricately carved with strange symbols.

Please write yourself an outcome post, that takes you back to the Ironfoot dwelling.

[ 29. August 2014, 13:57: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Hart:
Sorry I wasn't around yesterday, another crazy day at the parish. I'm about to go and story post about the eaves-dropping. I'm guessing I should wait to find out here what I hear?

Please give me a tracking roll at ***OK*** difficulty.
12.
 
Posted by Doublethink (# 1984) on :
 
Wooohoooooo !!

Success.

Now you'll have to give me a little time to give you the info for your outcome ppst.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Hart:
quote:
Originally posted by Doublethink:
quote:
Originally posted by Hart:
Sorry I wasn't around yesterday, another crazy day at the parish. I'm about to go and story post about the eaves-dropping. I'm guessing I should wait to find out here what I hear?

Please give me a tracking roll at ***OK*** difficulty.
12.
Eavesdrop


Please do yourself an outcome post that includes this info and your return to Ironfoot's.

[ 29. August 2014, 16:10: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
I would expect that Ironfoot & Honed Blade's important relatives and connections will turn up for the feast if food has been so hard to come by for so long.
 
Posted by Doublethink (# 1984) on :
 
Yup, I'd buy that.

But we do need to get everyone in the party back to Ironfoot's before starting the feast narrative.

[ 29. August 2014, 21:36: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
rolled a 12 for turncoating
 
Posted by Doublethink (# 1984) on :
 
You succeed, please outcome post including your return to ironfoot's.
 
Posted by Eliab (# 9153) on :
 
Gunriana is using rune magic to bless the conspiracy being hatched at Ironfoot's with wisdom, resolution and luck.
 
Posted by Doublethink (# 1984) on :
 
I think you'll just have to roleplay that - too indiscriminate to operationalise.
 
Posted by Autenrieth Road (# 10509) on :
 
Yaris whispering to the sharks -- something I had thought of for the dwarf to tell Frithwynne, before finding out here OOC that there's a mysterious understanding. I don't know what DT has in mind for this understanding, but if it is between Yaris and the shark lord, I claim +1 for prescience [Smile] .
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Please check with me if you want to narrate actions for story critical non-player characters, before doing so.

Cos if I wasn't plotting Yaris as allied to the sharklord, I am going to have to do some rapid creative rearrangement.

That said, nicely described finding of the shark's teeth.
 
Posted by Autenrieth Road (# 10509) on :
 
Sorry, DT, I thought it would be a minor detail that could be brushed aside or explained in other ways.
 
Posted by Banner Lady (# 10505) on :
 
Ok - so the snake appears to be a critical non-player. Do you need Clawdine and the snake go to the feast?

Clawdine is quite happy to stay in the kitchen, perhaps keeping the supply lines going. She has already made her host very nervous, so could simply fall asleep somewhere after all her exertions. Do you want me to leave you to narrate what the snake gets up to during the evening?
 
Posted by Doublethink (# 1984) on :
 
You should come to the feast, with the snake. But we need to everyone back to the feast together with their allies where relevant.

Snakewise, just ensure you narrate it for flavour rather than function - and it isn't seen outside Ironfoot's house. If it does anything dramatic I'll let you know.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink:
quote:
Originally posted by Ariston:
Given that Jetse's charisma/elan is shit and that his next logical (and given) goal involves diplomacy, I'm wondering if his intimidate skill ("I'm a tough and skilled soldier who will kill you if you don't give me what I want") couldn't also be used to impress ("I'm a tough and skilled soldier who will kill your enemies if you give me what I want")?

You could try intimidating some Gaslough toughs in front of the dwarves in order to impress them ? Convincing them of your ability to get things done.
Sounds like a good option—and I assume it would have some effect on the smugglers.

Roll to intimidate enforcer: 18
 
Posted by Doublethink (# 1984) on :
 
That is a sucess, please write an outcome post that brings you back to Ironfoot's with your new ally.
 
Posted by Doublethink (# 1984) on :
 
All

To make your feast based plotting feasible, you are going to need to make the main decisions via discussions on meta - and then post on the story thread.

So after you return to Ironfoot's please stick to flavour posts on the story thread until the party has made its decisions in meta.
 
Posted by Net Spinster (# 16058) on :
 
Mary is there in a party from the rope maker guild

Boetius Hawser and Mawd Hauser (born Docker from Barvik) both about Mary's age. I imagine Boetius as guild master but not an ally of Yaris and not a powerful guild (especially with a lack of ships needing rope). Mawd is the power in the family.
Rafe Hawser in his 40s and his wife Amfi de Morgan Hawser (which gives them a connection to the de Morgan family, now otherwise gone in Cimenster [OOC] possibly due to Yaris's work).
Gunni Hawser daughter of Rafe and Amfi, about 15, learning to be a rich merchant's wife (btw I imagine Gunni as a nickname of her real name Gunriana).
Milt Docker and his father.
two unnamed rope maker journeymen

If we want to wait for the petitioners day Boetius can probably ensure a hearing. But what would we want to petition for? And what do we want to do ahead of time? Gather a group that will force Yaris to answer some questions?
 
Posted by Hart (# 4991) on :
 
I think Jetse's the only one we're waiting for, right? CK's last post has Gunriana missing, but Eliab's last post gets her in the door at least.

I would have thought first order of business for the characters would be to explain to each other who the people they've brought to the table are, and why they can be trusted. Next, we share information. Hopefully, Gunriana can shed some light on the inscriptions on the sharks' teeth.

Then, we plan.
 
Posted by Curiosity killed ... (# 11770) on :
 
Sorry - was trying to get there and sneak in before Gunriana so she could sweep in with a certain elan.

Denvil, who Er has persuaded along is the foreman of the warehouse, or certainly in charge of what was happening while Er was there.
 
Posted by Doublethink (# 1984) on :
 
Net Spinster, are you off tomorrow ? Or playing tomorrow and then gone the next day ?
 
Posted by Autenrieth Road (# 10509) on :
 
I agree with what Hart says, but what are we going to plan for?

Side question: are the diamonds going to turn out to be irrelevant? Something Trepik was smuggling in for his own benefit?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Net Spinster, are you off tomorrow ? Or playing tomorrow and then gone the next day ?

I'll be here tomorrow (Sunday) and possibly Monday.
 
Posted by Curiosity killed ... (# 11770) on :
 
Yes, I wondered about the diamonds too.

Is the aim for Gunriana to put some spine back into the Duke and son so they stand up to Yaris?

I suspect Jetse will want to lead any fomenting and organise any guards for the city / army.

Mary to use her contacts to bring people into the conspiracy

Er to use/make contacts to bring others into the conspiracy?

We are trying to overthrow Yaris and the Guild, but I have a few questions.

If Yaris is in league with the Shark Lord, why is Cimenster beleaguered?

What has happened to the box Dorainen collected from the depths? Is Yaris holding it? Or someone else? And is finding that box and returning it to the Shark Lord going to release Cimenster and the Kavetseki party?
 
Posted by Autenrieth Road (# 10509) on :
 
I don't know what we're trying to achieve.

Some kind of confrontation where we free Cimenster, free ourselves from the shark lord (either by defeating him as I'd like to see, or by returning the chest as others would like to see), and walk away with glory and riches? That seems most narratively satisfying.

Or is that one of those "3 choices, choose 2" ("good, fast, cheap, choose 2" being the mantra in IT for projects)? Or maybe we only get "3 choices, choose 1"?

I feel completely unable to affect whether we achieve anything from any OOC thinking I do (let alone IC thinking for poor bemused Frithwynne). I can propose ideas of what to do next that might make some story logic, but I fear that we're just going to run out of time and only get indecisively halfway through any plan we might make. So I'm not sure if we should be metagaming and trying to figure out what we can achieve in the short time left, or just gaming and doing whatever makes sense purely within the story.

IC, Frithwynne will share the information about the teeth at the feast, ask Mary if she has any ideas about their particular density at the shrine and the Guildhall, and give them to Gunriana. Maybe everyone in the party would like to look at them; it hasn't occurred to Frithwynne but it occurs to me that all the PCs might turn out to be able to read something in them, or even your associated NPCs.

Frithwynne could use her ***intuition*** to try to figure something out about our situation, if people would like me to try.

If someone else has some plan, Frithwynne will most likely go along with it as part of her oath, but IC I don't think she has any goals right now beyond surviving from moment to moment.

[ 30. August 2014, 20:21: Message edited by: Autenrieth Road ]
 
Posted by Banner Lady (# 10505) on :
 
Clawdine has no plans at all apart from feeding those who are providing her with lodging.

She has no idea about politics, factions etc and would never think of herself as a trump card to be used in the breaking of the siege of Cimenster. She has no idea what significance the snake may have either. She does not "own" the snake. They simply rather like each other, and the snake has been watching and learning about Clawdine. The snake also gives Clawdine a certain 'cachet', though Clawdine has not yet witnessed what talents the snake may have.

Should someone try to separate them, I suspect things might get ugly. The snake may have an agenda of its own, but for now provides a bit of protection for Clawdine. The dwarves are in some awe of her, and Clawdine likes that. She will be relying on the strategists in the shipwreck party to make the most of her usefulness in breaking the food cartel.

There is probably a physical limit to how much she can help. She cannot grow enough food to feed a city. But she could grow enough to strengthen a small faction.
 
Posted by Ariston (# 10894) on :
 
Rough sketch of the metagame effects of Jetse's next actions:

There's going to be a bit of in-game narrative (I've set a few plot hooks for Jetse—time to close those holes), but, just so we can move forward, Jetse's going to be coming back with the other dwarf leader (the first is already there—they both suspected who he was from the beginning), and the allegiance of the smuggling guild.

ETA: if it comes down to Jetse options, well, neither myself nor my character would be opposed to leading those. He'd be in favor of them, actually.

[ 30. August 2014, 22:33: Message edited by: Ariston ]
 
Posted by Doublethink (# 1984) on :
 
Sorry I've not been around this evening - I had guests. The party goals as I understand them are:


The party have returned with information, specifically, a deadline - they have two days to act (midnight of the day of the petitioners hearing.). They have learned Yaris may have magical powers. They know she wanted the snake for something. They know there is food in the city but it is being hoarded.

They have also learnt that the Sharklord may have ways of acting in the city.

They know there is some kind of 'understanding' between Yaris and someone, but they don't know who.

They also have allies: a prominent trader, the duke's son, one of Yaris's foremen, and the leaders of the dwarven refugee community.

-----

A functional plan would involve a key action for each faction / ally, and a key action for each character that will plausibly combine to meet the party and character goals.

E.g. If you planned to storm the keep, you might want the traders to get you information on the layout, the duke's son to arrange for inexperienced soldiers to be on guard, Yaris's foreman to know / find out something about Yaris's movements and the dwarves to start the attack so the party can get in whilst the soldiers are engaged with that fight.

Likewise you could have interlocking actions for the party characters.

(I am not suggesting storming the keep is necessarilly the best way to go, just illustrating what I mean.)

[ 30. August 2014, 23:35: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Do you want me to answers questions about the diamonds and the Sharklord even if this will involve plot spoilers ?
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
No, we've come this far without knowing, I imagine we can wait until Sept. xxx or whatever day is our gaming deadline, if we can't figure it out in-game. At least that's (perhaps unexpectedly) my thought on the matter of spoilers.
 
Posted by Autenrieth Road (# 10509) on :
 
I am not a strategic thinker by any means. I tend to think in blunt straightforward terms. For example, in The Lord Of The Rings, it might have occurred to me to storm the main gates of Mordor. But it would never have occurred to me to do that as a diversionary tactic to distract Sauron from noticing Frodo until too late. But here is what I can think of, to toss something out there that we could work together on, or to put it out there as something to reject and have a better plan emerge, more clearly defined by having this presumably crap plan to contrast to.

What if we plan to go to the petitioners' day and confront Yaris? Spend the two days between now and then mustering forces in secret and spreading word of our alliances and abilities. (Fill in with information-gathering and scouting errands for ourselves or our allied NPCs as desired. For example, what's the layout of the petitioning place? What usually happens on petition day? Has anyone heard of a well-guarded chest? Who is Yaris' most-trusted advisor: maybe there's a link there to the agent who hired the Kavetseki? Etc. Does Boracles know anything, or can he find things out, given his inside and high-up position? Or is he clueless and powerless? What of the other NPCs: what networks of information and rumor do they have? What about the mysterious elf guard following Dorainen, can we bring her back in to the story, maybe find out something about the guards?)

On petition day, we all go there, and all our allies go there too. Lots of the allies will wait outside, where Yaris and the guards may notice an unnaturally large crowd but won't be alarmed by too many people trying to crowd into the petitioning hall yet.

Confront Yaris with our questions, announced in loud commanding voices. Try to shock her with the fact that we have survived. Hopefully DT will oblige us with some conversation and answers (or obvious lies by deceitful Yaris), but if Yaris stonewalls, we present our evidence of the hoarded food which is evidence enough of Yaris' bad leadership, and call on our allies to join us in revolt.

That way Gunriana can be happy we tried diplomacy, and Jetse can be happy we're having a revolution. Others grab for their individual goals within the interstices of this plan, as possible.
 
Posted by Autenrieth Road (# 10509) on :
 
Something for Frithwynne to try: use her ***maze*** ability to reconnoiter the passages and secret rooms of the petitioning place in advance (or whatever other building or complex the group wants to send her to.) She can use her coincidentally bandana-blue kirtle to claim she's with the powerful blue mafia if she's confronted. (Can we find out any information about the blue bandana mafia, to arm her for this bluff if needed? And which WRITES ability would ***bluff*** work off of?)

Or, if she can't sneak in a side door to do the reconnoitering in advance, send her to try to sneak into the back passages on petition day. Maybe while those with élan, diplomacy, and intimidation are occupying Yaris, Frithwynne might discover some hidden secret. Oh yeah, add ***find hidden*** to the things she'll try back there. Argggh, this is going to take at least three GM days. But I like it.

It's the first thing I've thought of for weeks that didn't seem to just be waiting to react to events. So now that I've thought of it, I'm OOC rather enthusiastic to try it. But ideally it should somehow fit in with what the others are planning, for it to fit smoothly IC for Frithwynne.
 
Posted by Autenrieth Road (# 10509) on :
 
A meta question about our OOC goals:

IC our characters may or may not care about the primary and secondary goals that DT suggested.

What about OOC? As a gamer, do you care about trying to find out any of those answers in-game? Or not? Or are there other OOC goals that some or all of us share?

For example, it's not going to occur to Frithwynne to independently think of pursuing those goals (but she'll follow if others think of them). But because I, OOC as AR, am curious about finding the solution to those puzzles, and would like to do so in-game if possible, I'm trying to think of strategies for our characters to achieve them.

So have at it: as a gamer and OOC, what do you hope for in this game?
 
Posted by Net Spinster (# 16058) on :
 
I would say Boetius et al. are guild connected to former traders.

I would say first pool information.

I would suggest infiltration of the citadel. Gunriana can demand to be admitted and stay and of course can have her servants (Frithwynne with her skill at finding hidden things and working around mazes) and Er. Perhaps give her a couple of NPC characters so she has a proper escort (e.g., Gunni and one of the journeymen).

Also where is Yaris's stronghold? I doubt it is the citadel proper since she presumably doesn't directly command the duke's soldiers and might fear if the duke turns on her. However most of the Cimenster residents probably know (or at least know the obvious location).

And the guildhall may need to be checked out.

And have the dwarves been tunneling? Can those tunnels be used?
 
Posted by Banner Lady (# 10505) on :
 
Clawdine and/or Mary might be the obvious choice to ***find hidden*** tunnels here. If the dwarves want Clawdine to grow more food, then she needs more earth. If they take her to where the earth has been removed from their tunnels, then questions about the tunnels could be asked.
 
Posted by Doublethink (# 1984) on :
 
Tunnels could be a way into a given strategic location, potentionally. You also have the hypnotise ability which might be another way of accessing a location.
 
Posted by Doublethink (# 1984) on :
 
All

I think I need you all to make a worked through concrete suggestion - with actions for each faction and character - then we'll pick the best (or combine elements) and then you can work to the chosen scenario.

So Frithwynne, & Bannerlady, please can you specify the goal / actiion for each character and faction in your scenarios - in the form of a list.
 
Posted by Autenrieth Road (# 10509) on :
 
OK. It will take me a while. Sometime in the next 12 hours probably.
 
Posted by Banner Lady (# 10505) on :
 
If we are simply tossing ideas and scenarios about, here are a few that may be inline with the characters we have, and the goals DT has outlined.

The dinner begins with much amazement at the food, and many questions by the dwarves. Mary convinces them that thanks to Clawdine & Er's skills with greengrocery and meat, they can quickly become a fighting force to be reckoned with once more. Clawdine is shown the tunnel soil.

Jetse persuades the dwarf factions that now is the time for action. The siege can be broken if the various factions work together. Jetse offers to gather and strengthen the fishdump dwarves to take on the blue bannermen.

This would tie up the forces of the present powers that be, so that a raid can be launched through the tunnels by the other dwarf factions, perhaps led by Er and Dorainen. The guildhall and the warehouse are breached. Meat is distributed. Diamonds are repossessed. Under the guildhall a maze is discovered, and at the end of it Frithwynne finds her gold painted ship in a secret dock.

Gunriana uses her power over the Duke to get into the citadel, leading to a showdown with the elusive Yaris.

As a confrontation with the shark lord will be necessary at some point if Mary is to resurrect her merchant career, then the final battle may happen aboard the golden ship. Only this time we have a larger array of magical powers on our side, including the chain and teeth that Frithwynne has acquired, the snake, and maybe some other items Jetse, Dorainen and Gunriana liberate from the city establishments.

[ 31. August 2014, 12:26: Message edited by: Banner Lady ]
 
Posted by Autenrieth Road (# 10509) on :
 
Banner Lady, very impressive! I'm struggling with trying to make what I proposed more concrete. I put it out there hoping others would join in in filling in the concrete details. I'll keep trying to figure out how to make it more concrete, but it's an uncomfortable task to try it on my own. I'm going to see if I can fill it in with details from what the rest of you have posted so far.

[ 31. August 2014, 17:33: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
It might help to read through the other player's character sheets, it will give you an idea of what they might be able to do.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er still has the magic cups for a persuasion route with someone if the party needs them, they were in Jack's kit, and he's gained turncoat and meat curing skills in addition to the initial skills. The other thing he hasn't used is the ability to turn into an alley cat (changed from dog).
 
Posted by Doublethink (# 1984) on :
 
Remember, I want suggestions from everyone ...
 
Posted by Doublethink (# 1984) on :
 
Stares distractedly at the tumbleweed.
 
Posted by Autenrieth Road (# 10509) on :
 
AR wrestles her way past a tumbleweed to lay her small partial offering at the feet of the imperial G.M.D.T. (tm)

It's taking me longer than I expected. Will finish tonight. In the meantime, for my own edification on what I'm planning with, here's who I think we have for main party plus acquired NPCs:


Ironfoot, our host
Honed Blade and other residents of the house

Clawdine and snake

Dorainen and elf guard

Gunriana and Bortacles Poratis

Er and Denvil (from the warehouse)

Jetse and Foret
also Dvalinn and Silverjoy from the caravan
also connecting with some more dwarfs?

Mary Drake and Milt Docker
also
Old Docker
Trader Rafe Hawser
Amfi de Morgan Hawser
Boetius Hawser
Mawd Docker Hawser
Gunni Hawser

Frithwynne
 
Posted by Banner Lady (# 10505) on :
 
If the only way to placate the shark lord is to return the contents of the singing chest to the sea, then whoever/whatever that is may also have to be located within the citadel. If the Duke is under some kind of enchantment, then Yaris could be the the one doing the singing, controlling the selkies, etc.

If Yaris has to be captured and released back into the sea, then Jetse and Dorainen would probably have significant roles to play.

If the city is to become a merchant city once more, then presumably Er will need to interact with humans hungry for adventure and lucre - maybe his turncoat friend has other friends? The sort who might throw dice to determine whether they join the rebellion or not? An alley cat strolling through tunnels and restricted areas would not evince as much comment as a man, if the warehouse is to be raided.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Stares distractedly at the tumbleweed.

I'm off after early tomorrow (Monday, pacific time) so either Mary dies, made inactive, or someone plays her after that time. I'll leave that to Doublethink.
 
Posted by Doublethink (# 1984) on :
 
Please feel free to make plan suggestions before that if you have time - I trust you are not leaving SOF permanently ?
 
Posted by Doublethink (# 1984) on :
 
I don't think Dorainen has an elf guard, and the hawser clan can be considered as one unitary faction.

[ 31. August 2014, 21:56: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
What Jetse wants:

—Revolution: arm and equip the dwarves, smugglers, nobility, and populace, throw off the yoke of Yaris, and break the siege of Cimenster. If the "other" Yaris has reached an understanding with is the Shark Lord, end it. The newly liberated city will, IC, serve as the base of operation for overthrowing the Duchy and restoring IJzerhaven and the Palatinate. With the arms in the supply wagons, along with improvised weapons (tools, rocks, etc), the city should fall to the united factions within it. A good **tactics** check on his part should, especially when coupled with information from other characters, show a good way forward; having the smugglers on board with the conspiracy might give us information as to how food and supplies are entering the city, where they're being squirreled away, and what secret routes there might be that we could exploit.

—Revenge: ultimately, against the forces in Joux and IJzerhaven that exiled him and destroyed the Palatinate. More locally, against whoever sent the storm against him, maimed him, and left him twenty years older. This will mean that the characters who can spy/negotiate will have to find out who is behind the Kavetseki Incident; Jetse and his allies will provide the muscle.

—Return: Jetse just wants to return home. This can't happen unless the harbor is opened and the dwarven/smuggling factions are united behind him. Over twenty years of wanderings, with home occupied by those who think themselves safe from his return, is too many. Once the city is united, the forces that attacked him are defeated, and the siege ended, this should be possible for him.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
I don't think Dorainen has an elf guard

Not recruited yet, no.

I was thinking of the elf guard following Dorainen. Maybe she's still following him and is keeping watch outside the house. Dorainen can go out and speak to her and discover she's been set to keep watch on this unusual visitor to Cimenster, a river elf. The guards (in my imagining) nominally report to Poratis, not Yaris, even though Yaris has been calling the shots, and now that Boracles has been roused, or is about to rouse the Duke, reminding him of his true loyalty to Cimenster and also what is owed to Gunriana in the way of cooperation, the guards can be reminded of their loyalty, and Dorainen's contact with the elf guard can along with that be turned to some account. Maybe introduce Dorainen into the guards, whence he can safely explore or openly carry his bow and arrows or something?

Hart, any ideas for the elf guard?
 
Posted by Banner Lady (# 10505) on :
 
If time is against us, then how could we bring everything to a head on the night of the dinner party?

Perhaps.... Yaris arrives with force (her blue bannermen?) to suppress the rebellion brewing at Honed Blade's house. Jetse leads the dwarves (more arriving through the tunnels to the house) then goes on to liberate the city.

Yaris is captured, the Duke is freed from her enthrallment once she is returned to the Shark Lord (I dunno - catapult her back into the sea?)

The golden ship is discovered and a golden age begins for Cimenster with each member of the ship's party given responsibility for some part of the now promising future?
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Autenrieth Road:

I was thinking of the elf guard following Dorainen. Maybe she's still following him and is keeping watch outside the house. Dorainen can go out and speak to her and discover she's been set to keep watch on this unusual visitor to Cimenster, a river elf. The guards (in my imagining) nominally report to Poratis, not Yaris, even though Yaris has been calling the shots, and now that Boracles has been roused, or is about to rouse the Duke, reminding him of his true loyalty to Cimenster and also what is owed to Gunriana in the way of cooperation, the guards can be reminded of their loyalty, and Dorainen's contact with the elf guard can along with that be turned to some account. Maybe introduce Dorainen into the guards, whence he can safely explore or openly carry his bow and arrows or something?

Hart, any ideas for the elf guard?

Ah, I see. I almost forgot about her and at first thought you meant 'guard' as in a cohort of defenders.

I think we do need to force a confrontation with Yaris, and it seems that waiting until the petitioners' day at the guildhall might be too late to stop whatever she's planning. We do now seem to have a good array of people supporting us, but Dorainen could certainly try infiltrating the elven guard, with some help from Boracles.

Once we've done that, some of us could probably get surreptitious access to Yaris' inner sanctum (in 'borrowed' guard uniforms), especially if Jetse and the dwarves create a distraction. We already have the snake she needed and Dorainen might be the best placed to recognize the chest she probably has hidden somewhere.

Somehow, we confront her with the fact that we now have everything she needs for whatever she was planning, and a weight of muscle. She then explains what's going on and how to break the shark lord seige and re-open the port.

To do this, we'd basically be breaking into two factions: one would have Dorainen and some find-hidden people; the other would be headed by Jetse. Gunriana should be kept somewhere safe (probably with Clawdine and the snake) so as she can make a forceful case to Yaris that she's overpowered and should save herself by doing what she wants.
 
Posted by Autenrieth Road (# 10509) on :
 
[I wrote this whole thing before seeing Hart's post. This is long. If we need a shorter plan as Banner Lady and Hart have suggested, then scrap this or retrieve any workable pieces if they're useful. I can go back to the drawing board for a shorter plan if wanted. But now that I've imagined this whole thing, I'm going to go ahead and post it. I'm really really really bad at editing myself, in all circumstances, so I hope others can provide any editing this needs if we're going to use any part of it and make it workable. And if we don't use any of it, well, I've got another chapter for my Kavetseki fanfic.]

OK, this is trying to answer DT's request to write something very specific with actions for everyone.

I've tried to write this inspired by all the ideas everyone has contributed. It is just a draft to provide something very specific to talk about with suggested actions for everyone, both PCs and NPCs, as requested by Doublethink.

I have no attachment to us doing anything on this list.

I don't know if it's too long for the real-time time we have remaining. Banner Lady's idea of ways to bring everything to a head at the feast is a good idea if we're too limited to do enough to get to and through Petitioner's Day.

There are four phases to the plan: before feast (this should be done QUICKLY), feast, before petition day, petition day.


****** Before feast ******

Clawdine says she will need more earth. Dwarfs show her entrances to tunnels with stacked up earth. When questioned, they say they haven't used the tunnels for almost 20 years as too dangerous, but that they used to go up into the palace/citadel and also into the petitioning place in the guildhall, which is attached to Yaris' complex of buildings.

Dorainen goes out and talks to elf guard watching house. There is nothing sinister or malicious in her observation, she has simply been sent to keep an eye on the river elf; a river elf has not been seen in Cimenster for 20 years. Dorainen finds out something interesting from her about the guards (perhaps: the Duke lets Yaris boss them about, but their real loyalty is to the Duke and to Bortacles and if Duke & Bortacles would wake up and take charge again, the guards would gladly follow them).

Is there any further conversation Gunriana is going to have with Bortacles?


****** Feast ******

Everyone shares information, including the recently acquired information from Clawdine about the tunnels and Dorainen about the guards (and Gunriana about Bortacles if any is acquired). Attendees speak openly about their goals (the PCs should open this dangerous subject). Upon discovering they have some common interests and can help each other, a plan is agreed to.

Gunriana and Jetse are at odds because Jetse wants revolt and Gunriana wants diplomacy. They agree that diplomacy backed by force is more effective, so Jetse will recruit a force to back the diplomacy, and Gunriana will lead off with diplomacy. If the diplomacy fails, the force is ready. (If Ariston and Eliab can't bring their characters to agree on something like this, then ISTM we're pretty much dead in the water and we should be planning for Irredeemable split in the party, Jetse proceeds with revolution anyway, Gunriana curses Jetse as an oath-breaker, no-one finds out anything, Cimenster devolves into chaos and armageddon.)


****** Plan ******


****** Before petition day ******


Find out as much as possible about the Kavetseki, chest, Shark Lord.
Recruit allies.



Ironfoot, Honed Blade and other residents of the house: keep doing whatever helpful or obstructive things Banner Lady invents for them to do


Clawdine, snake: continue with unusal or unusual Clawdine-type activities. Clawdine pumps house-dwarfs for information about significance of snakes to Yaris.


Dorainen, elf guard, Gunriana, Bortacles Poratis: go to palace and rouse Old Duke to reassert himself. Word goes out to guards to recall their fealty to the Duke. Eliab and Hart to manufacture whatever else they want for this scene. Perhaps: what happened 20 years ago and how did the Duke fall under Yaris' spell? What happened when in the early days the Shark Lord's siege was challenged (I assume they did challenge it at first, but eventually fell into despair and are now just trying to avoid total defeat)? What does the Duke know of Yaris' plans... she must have boasted or gloated about something-or-other in his hearing over the past 20 years of pretending to serve him while really controlling him. Oh and: Gunriana and Dorainen perform witchcraft and healing to free Duke and Bortacles from Yaris' spell. This will be important for how things are going to play out later on Petition Day.


Er: wanders the city as an alleycat and spies on the blue bandannamen, finding out how they're in contact with the Shark Lord, and what their connection is to Yaris (if any)

Denvil (from the warehouse): puts out contacts among warehouse workers for descriptions of what happens at petition day and what they have overheard about the upcoming petition day. Rallies warehouse workers to show up at petition day with whatever innocuous tools can be converted to weapons at a moment's notice.


Jetse: recruit dwarfs for uprising, convince them it's possible,

Jetse's dwarf allies: assist in recruitment and convincement. Get dwarfs retrieving and repairing arms that have been hidden and neglected these last 20 years.


Mary Drake: since Net Spinster will be leaving us, we need some less active role for Mary. Perhaps she stays at Ironfoot's and listens to and collates all the information brought back. She's proven herself to be a very practical thinker so this kind of organizational task seems well-suited to her character as Net Spinster has created her. (If Net Spinster were still going to be with us, I'd think of a more active thing for Mary to do.)

Hawser clan: what have they heard over the years about a chest? Go out and talk to their contacts and assemble the whisps of information.


Frithwynne: goes into the tunnels using her ***maze*** skill to find her way to wherever the party has decided the chest is most likely to be. Yaris' complex, I guess. If she has to ***find hidden*** to find it at the end of her maze-solving, so be it. Since she's proceeding in tunnels, she probably won't meet anyone while in the maze whom she'll have to ***bluff*** (or ***intuit*** how to deceive) with the evidence of her bandanna-blue kirtle. But she might be surprised by someone who comes in after she emerges into the final room where she finds the chest or the golden ship or both.


****** Petition day ******


Everyone goes to Petition Day. The allies remain outside the hall, except for a small group who accompany the Kavetseki group inside.

Gunriana leads the challenge and petition to Yaris. We now know Yaris has the chest (thanks to Frithwynne), so we can be bold in challenging her. Why did she trick the ship, and why did she steal the chest? Why has she kept it, to the detriment of Cimenster lo these 20 years?

DT gulps and has Yaris reply and we finally find out some answers, even if they're delivered scornfully.

More bandying of words proceeds, with anyone joining in who has an idea. Eventually Yaris is going to have to reveal her scheme for this Petitioner's Day, probably by acting against the Kavetseki party.

Kavetseki party responds by going into defensive posture and calling out the prearranged shout for the outside allies to come in and help. Duke and Bortacles reveal themselves to be restored to their proper commanding selves. Everyone present except the Blue Bandannas and the smooth-skinned Shark Mafia goes over to the Duke.

Grand battle ensues, first Minion battle with Yaris' supporters and then Nemesis battle with Shark Lord possessing Yaris. Doublethink to provide details (if time is short, cut Minion battle and go straight to Nemesis battle). Defeating Yaris defeats Shark Lord through Yaris (this isn't always how defeating a possessed person works in other worlds and adventures, but for the sake of resolution, that's how I want it to work here), and, AT LAST we are free of the Shark Lord (cue rejoicing by Er, Jetse, Gunriana, Mary, Dorainen, and Clawdine) and we get to keep the chest (cue rejoicing by Frithwynne).

[ 01. September 2014, 00:25: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Ariston, I wrote the above before seeing your last post on the Story thread. I have no idea if any of the above kinds of ideas can fit with the Jetse-story you're developing.
 
Posted by Autenrieth Road (# 10509) on :
 
I totally forgot: narratively I think Clawdine should come with the snake to the Petition Day with everyone else, and there ought to be some incident revolving around the snake, but since I have no idea what Doublethink and Yaris have in mind about the snake, I can't think of any plan for it, except to put Clawdine+snake in the action arena and then Doublethink can let us know what happens when Petition Day arrives.

I don't know if we're any closer to a plan. We seem to be circling around ideas, but we have no decision mechanism if no obvious consensus emerges quickly. And DT seems to be asking for something more complex than "each of us goes off on our own and does what seems good to us, both OOC and IC", which makes it complex enough that I think it needs a Clerk Of The Meeting (DT will recognize this term from Friends) who can sum up and declare the will of the group. Maybe that's what DT will do as GM? I'm still really unclear (have been all game) on how we plan and which parts we initiate and which parts the GM initiates.

Maybe there's a consensus already in what people have posted? I'm having a hard time getting the pieces of what everyone has suggested to make a coherent whole, which isn't to say that they don't, it's just beyond my thinking powers right now.
 
Posted by Autenrieth Road (# 10509) on :
 
One more thought: I suggested a series of actions for Frithwynne, but mostly information-gathering or rallying-of-allies for other characters. Sorry for that; I know Frithwynne intimately but I can't get inside your PCs enough to think about their skills and more active sequences for them. So I hope if you want to do something more active you'll propose it, if you haven't already, so that in Story everyone ends up narrating something they're happy with.

[ 01. September 2014, 00:55: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink:
Please feel free to make plan suggestions before that if you have time - I trust you are not leaving SOF permanently ?

Just some vacation in British Columbia. I'll be back presumably after this story is over (admittedly it looks like Ariston is setting the ground for another story).

BTW allowing Mary a chance to go over Yaris's accounting books might yield info on who is involved with who. Also I have a black humored thought of Clawdine's snake going after Er as cat (Er is suppose to become one at the most inopportune time).
 
Posted by Autenrieth Road (# 10509) on :
 
Have a great time in BC, Net Spinster. I've loved the wealth of practical knowledge you have brought to Mary, and her kind and capable nature.

Perhaps Mary can go with Frithwynne through the tunnel maze, and Frithwynne can find her way to Yaris' office (I know, in this time period it should be called something else but I totally forget what.) While Mary is examining the books, Frithwynne examines the large chest-shaped object that is not very well concealed beneath a large Persian rug (does Persia exist in this world?) woven with a glowing jewel-colored snake with hypnotic green eyes.
 
Posted by Doublethink (# 1984) on :
 
Tips hat to Frithwynne as the only player who did what the GM asked.

I shall do you all a scenario choice to pick from and work to.
 
Posted by Doublethink (# 1984) on :
 
Scenario list:


All, please state you preference and then I will set character goals.

[ 01. September 2014, 07:11: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
By Stealth and Guile

I want to find out what Yaris has planned for Petitioner's Day, and I don't want to bargain with the Shark Lord (as per one of the other scenarios), I want to defeat the Shark Lord.
 
Posted by Hart (# 4991) on :
 
I agree. I'd be fine with Duke it out too though.
 
Posted by Ariston (# 10894) on :
 
I think deception & guile should be our main thrust—best chance at finding out what we need to know, as well as suiting small "strike force" tactics the best. It may be that we gather our allies and, under Jetse, lead a revolt in the city, while everyone else sneaks through the tunnels and actually accomplishes the hard work of finding out what we need to know to resolve what happened twenty years ago and free the town from the siege.

D&G is my main vote, with some good "kick in the door" ultraviolence to keep otherwise interested parties from noticing the small group sneaking around.
 
Posted by Doublethink (# 1984) on :
 
I take it you mean By Stealth & Guile rather than Dangerous Magic ?

[ 01. September 2014, 19:10: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
I think I do too—I was thinking it was called Deception and Guile, rather than S&G.
 
Posted by Doublethink (# 1984) on :
 

 
Posted by Eliab (# 9153) on :
 
Sorry: I've been busy with work and stuff.

Gunriana's definitely voting for stealth and guile.

She's not actually opposed to violent revolution, but would like to make sure Yaris is actually our enemy, not just a general bad egg, before encouraging violence.
 
Posted by Curiosity killed ... (# 11770) on :
 
Er's voting for stealth and guile - sorry, I'm back at work and it's proving to require writing training materials as well as everything else.
 
Posted by Doublethink (# 1984) on :
 
I am sensing an overwhelming majority for Stealth & Guile, I will await Bannerlady's comments and post character goals in the morning.

[ 01. September 2014, 22:32: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
Banner Lady (and Clawdine) don't care, as long as something happens to progress things. Mind you, I can't imagine we have gone unnoticed by the powers that be, but maybe they are wary of us so are choosing not to round us up yet. I will adapt myself to whatever would give my fellow shippies the most enjoyment.
 
Posted by Doublethink (# 1984) on :
 
By Stealth & Guile: Feast Character Goals

OK so you start the feast. Clawdine needs to have the tunnel conversation. Frithwynne needs to discuss the shark's teeth. You all need to have in character discussion that arrives at the idea of infiltrating the mansion to search for the chest, the ship, and clues.

Once you decide on this, each character who brought an ally needs to discuss with them how they can help ensure that the mansion is as near empty as possible. This will result in each faction having an action.

I will give any npc replies you are not able to generate, and sort Mary/Hawsers.

After the feast I will meta-context post the actions you need to attempt.
 
Posted by Doublethink (# 1984) on :
 
*Thinks*
 
Posted by Curiosity killed ... (# 11770) on :
 
not brilliantly out there this week, sorry - only just got home and starting the next lot of work.

I'll look when I get a minute
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
?
 
Posted by Autenrieth Road (# 10509) on :
 
I've been tied up. I'll be able to post "Frithwynne at the feast" tonight. Where's everyone else, or are people waiting for Frithwynne's shark teeth and maze idea? (Someone else could have the maze idea, too.)

[ 03. September 2014, 21:00: Message edited by: Autenrieth Road ]
 
Posted by Hart (# 4991) on :
 
Dorainen's introduced the idea that the tunnels might lead somewhere interesting and is kind of waiting for someone else to expand on that with information he doesn't have.
 
Posted by Banner Lady (# 10505) on :
 
I don't think Jetse's even arrived at the feast yet....
 
Posted by Doublethink (# 1984) on :
 
If we finish this game before Christmas it going to be a bloody miracle.

If I ever do this again, we are going to stick to one timezone.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Banner Lady:
I don't think Jetse's even arrived at the feast yet....

quote:
Originally posted by Ariston:
As darkness fell, Jetse, Foret, and the dwarf who lead them to the temple found themselves back at Ironfoot's Lodge. An older woman, well into middle age, the signs of a hard life written on her face and hands, met them at the door.

Jetse isn't the ringleader of all this skulking about; it wouldn't make sense to have him lead off discussions of what we're going to do, given that he's essentially just leading the distraction that clears out the mansion for everyone else. If the other factions we're assembling can contribute extra rabble or supplies to his mob (so far, the dwarves and the smugglers), great—but the nuts and bolts hard planning and coordination are probably best left to those who will be having a part in it.
 
Posted by Autenrieth Road (# 10509) on :
 
Oy, I'll have a think for how Frithwynne can jump start the plan. Unless someone else shows up to get us plotting IC? (Looks around hopefully for Eliab and CK. Mary would be helpful too, but I don't think we should make DT-as-Mary get our plan going for us; in any case I don't know how active DT is going to make Mary as we continue.)

Frithwynne, Twenty Years Trapped On A Beach, or How I Went From Shepherd Lass To Machiavelli In One Caravan Trip From North-of-Barvik To Cimenster, coming to a screen near you this fall, or at least before Christmas.
 
Posted by Autenrieth Road (# 10509) on :
 
Hart, has Dorainen shared yet with the group what he overheard in the warehouse? That could happen now (unless it's happened already and I missed it.)
 
Posted by Doublethink (# 1984) on :
 
The idea of giving you (generic you) all character goals was to make this process easier. I don't think my character would speak yet, is really not a very viable gameplay strategy. We do need everybody to be contributing everyday.

If players are simply unable to do this, we need to think about ending the game. I would then write an epilogue completing the story.

Please use the poll.

[ 04. September 2014, 07:37: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
Well, this is why I suggested Yaris and her cohorts storming into the dwarf house for a final confrontation. Better a strong ending (one way or another) than petering out with a yawn.

Clawdine is up for anything, really.
 
Posted by Hart (# 4991) on :
 
I've just posted on the story thread in a way that can hopefully moves the plot along and allows others to respond.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
If we go with Gunriana's plan the "insurrection headquarters" is a massive physical ***Bluff***, and the ***Rune Magic*** charms will be the charms aimed at preserving and at bringing misfortune on enemies. Hopefully this will provoke any rival sorcerer to waste time and energies in breaking curses that aren't there, and doing wards that protect nothing, while we are busy elsewhere.

(Also, if it's feasible to lift a fuck-off great ballista from one of the abandoned ships and stick it in a Guild Scroll Repository somewhere, Gunriana's ***Stealth*** and ***Seamanship*** might be useful).
 
Posted by Doublethink (# 1984) on :
 
Please could you roll for Rune Magic examining the shark's teeth Frithwynne has shown you - ***easy*** difficulty.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Please could you roll for Rune Magic examining the shark's teeth Frithwynne has shown you - ***easy*** difficulty.

9.
 
Posted by Doublethink (# 1984) on :
 
Success !

These are the talismens of the sharklord, the more of them in the fabric of the town, the greater his influence. They act in much the way that a rune carved by a seawitch would.

Removing them would weaken his power - possibly they could be used to direct magic at him - though that would be extremely difficult.

Please outcome post.
 
Posted by Hart (# 4991) on :
 
OK, so who has any ideas... what does this actually mean for our strategy? Do we just start pulling teeth and collecting them somewhere safe? Where would somewhere safe be, given that wherever we store them, the sharklord will have some control there? Maybe the tunnels?
 
Posted by Autenrieth Road (# 10509) on :
 
I'm around, but juggling a bunch of things at work and in an online course. Thinking...
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Fell asleep)
 
Posted by Doublethink (# 1984) on :
 
My cunning plan was going to be that Mary's allies could scour the city to find and remove shark teeth. But in story we need Gunriana's analysis first.
 
Posted by Banner Lady (# 10505) on :
 
Clawdine (looking for the snake) might ***find hidden*** some accessway long covered or some implement for multiple teeth extraction....shall I roll for this?
 
Posted by Doublethink (# 1984) on :
 
Sounds good go for it, ***easy*** difficulty.
 
Posted by Doublethink (# 1984) on :
 
Any outcome can not be posted until **after** Gunriana has told the party about the significance of the teeth.
 
Posted by Banner Lady (# 10505) on :
 
Hmmm. 6

Possibly a not very helpful roll.
 
Posted by Doublethink (# 1984) on :
 
That's a success, feel free to outcome post [Smile]
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Hart:
OK, so who has any ideas... what does this actually mean for our strategy? Do we just start pulling teeth and collecting them somewhere safe? Where would somewhere safe be, given that wherever we store them, the sharklord will have some control there? Maybe the tunnels?

Or in a chest marked "tribute," given to Yaris as we kick her out of town.

Ideally, I'm going to guess we want them gone. Even more ideally, we're going to want them stuck with/on one of our enemies. Most ideally, we'd find someone who can use rune magic and use them against the SL—though, for whatever reason, I'm guessing such a counterspell would work best if we had more teeth.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
So that we are all working to the same end -

Clawdine's idea was to somehow extract the teeth and put them in Mary's magical bag of holding. Presumably Gunriana could take the bag in her rune hand and make something happen to the teeth.

Clawdine is following the snake. The snake is leading her back down to the cellar and to something that will help us achieve our purposes.

I am imagining most of the tunnels have been long since filled in. But perhaps some of them have only been blocked up a short way at the dwarves end in order to protect their household. Perhaps the reopening of these, at the same time as the diversion from Jetse, could aid in our stealthy infiltration of key targets. Such stealth may not be needed if Gunriana can bluff her way to where she wants to go.

Are we having a three pronged approach to ending the siege?
1 Jetse's diversion
2 Mary's gathering of teeth
3 Gunriana's push to replace Yaris
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
By Stealth & Guile: Feast Character Goals

OK so you start the feast. Clawdine needs to have the tunnel conversation. Frithwynne needs to discuss the shark's teeth. You all need to have in character discussion that arrives at the idea of infiltrating the mansion to search for the chest, the ship, and clues.

Once you decide on this, each character who brought an ally needs to discuss with them how they can help ensure that the mansion is as near empty as possible. This will result in each faction having an action.

I will give any npc replies you are not able to generate, and sort Mary/Hawsers.

After the feast I will meta-context post the actions you need to attempt.

Have all our allies got action yet ? If I read the story posts right, Ironfoot's folk suggested the tunnels are incomplete - some one / thing will need to complete a way to the mansion grounds. Jetse may need to plan the timing of his crowd attacks if that is to happen - or are they going to mass outside the petition hearing two days hence ?

Has Bortacles action been agreed ?

The Hawsers will collect teeth.

What will Denvil be doing in your cause ?

[ 07. September 2014, 18:06: Message edited by: Doublethink ]
 
Posted by Banner Lady (# 10505) on :
 
Though there may never have been a tunnel from Honed Blade's cellar to Yaris's mansion, it may be that one ran quite close to it. I am imagining that with the help of some newly fed dwarves, one of the bricked up archways might be opened, and a task force despatched to open a shaft into the mansion's kitchen cold room or something similar.

A clutchbucket, if anyone is wondering, is a bucket with blades at the bottom that open to release the contents of the bucket, or, by sitting the bucket over an object, or pile, can pick it up without having to use a shovel. They might also be used to deadly effect if someone with a little imagination was to show them so. Same with the knabbler, which, I am imagining might be a quite intimidating object if pointed at the right place on an enemy...
 
Posted by Curiosity killed ... (# 11770) on :
 
Why is Er planning a tunnel? I would have thought he would have been better employed searching the city and making contacts there if that's what he's doing
 
Posted by Hart (# 4991) on :
 
It makes sense to me: Er has proved himself generally handy, even if he has no tunnel specific knowledge.

I know Dorainen has mentioned two skills. My idea was that he could use tool repair this GM-day (either on tunneling tools or the tooth-extraction tools) and when we actually get to journeying to Yaris' mansion use his water navigation.
 
Posted by Autenrieth Road (# 10509) on :
 
If Er wants to do something else, ISTM it's easy enough for him to say "OK, Ironfoot and Honed Blade, you've got it well under control, keep it up, I'm going to go off and do X instead."
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
Er's ability to be stealthy means he could be useful in any number of ways. I was simply trying to keep the narrative going, not try to tie people into roles.

I'm still trying to work out why on earth Clawdine would want to get to the mansion, which is what I think DT desires us all to have as our goal - is that right?

Maybe the snake will take off again, and she'll have to follow.
 
Posted by Hart (# 4991) on :
 
My thinking is this: we don't want Yaris to capture the snake; we're about to drag Yaris out of her mansion with the warehouse rune ruse, and keep her out with an armed rebellion. Hence, the safest place to keep the snake away from Yaris is her own mansion.

In the morning,* I'm thinking Dorainen, Frithwyne and Clawdine (+ snake) set out into the tunnels, using Dorainen and Frithwynne's navigation skills. Maybe tonight, the duke plan already sets in motion. (I'm envisioning a dramatic conversation in a banquet room of fading glory lit entirely by flaming torches). As DFC+s do their tunnel thing, Jetse + amass forces for the rebellion. All who are above ground collect teeth as they go about their business.

--
* I'm guessing people want to sleep, it's been a very long day in character. I'm imagining us singing a rousing chorus of "One Day More" and then getting some shut-eye
 
Posted by Autenrieth Road (# 10509) on :
 
I like that plan for protecting the snake.

Also somebody or somebody(s) needs to set up the rune magic ruse scene. Are Gunriana, Jetse, Er and +s enough to do that, or are Clawdine, Frithwynne and also Dorainen needed?

I was thinking we wouldn't go into the tunnels until after the ruse scene was set up. Although I suppose if we get to Yaris' mansion early, we can spy through a peephole (there's got to be a peephole, right? [Smile] ) and when we see everyone rush out of the mansion, out we pop.

So:

Setting up rune scene: Gunriana and (rest of Kavetseki company?) and ...

Fomenting rebellion: Jetse and (Er? Gunriana?) and ...

Tunnels: Dorainen, Frithwynne, Clawdine+snake and (Gunriana? Er? Mary?) and ...


I'm not quite getting all the moving parts and the sequence. Which of these things happen at the same time? Which are linearly sequential? Which overlap?

I'll try this again later with my list of PCs and their associated NPCs, to try to match everyone up and see if I can figure out the explicit sequence we're aiming for. If in fact we're aiming for an explicit sequence?
 
Posted by Curiosity killed ... (# 11770) on :
 
The problem is that I don't have a huge amount of time at the moment, and it's not going to improve much until the end of the month, if then. If I come back to the threads to find someone has written in actions for Er that aren't where I was planning to go, it's going to take me more time than I've got to work out what to do next. Which will mean I just don't do anything because I don't have time to work out how to sort out whatever someone else has written in for me. And it annoys me and does not make me inclined to continue playing.

So what is happening to the turncoat, Denvil? I was thinking that Er and the turncoat could subvert the warehouse men and their families, to bring them in to whatever is going on, and support any rebellion, and was going to offer services to search for teeth as a way of searching the town and meeting more people.
 
Posted by Doublethink (# 1984) on :
 
Do you need someone else to run your character ?
 
Posted by Curiosity killed ... (# 11770) on :
 
No, I'd rather run him myself, and not have to backtrack and rethink when someone else writes in actions for him.
 
Posted by Curiosity killed ... (# 11770) on :
 
In my head, Er is an outdoors person, doesn't do indoors much, really doesn't do tunnels or enclosed spaces, and there's no way, no how he'd be going near any suggestion of going down tunnels if he can think of ways to avoid it. And searching the town for teeth is outside and not down tunnels
 
Posted by Banner Lady (# 10505) on :
 
So he only does stealth outside, then? Well, maybe he can finally turn into that cat and walk into wherever he wants to go, then turn back into Er and open the door to the mansion for us. That way we won't have to bother with tunnels at all.
 
Posted by Doublethink (# 1984) on :
 
I am sorry if this was ambiguous, the idea is for the allies to each go off and do something - different - useful contributing to the parties success - whilst the players go off to the mansion and subsequently the petitioners hall where they may use their skills and abilities to good effect.

If we are to finish this game, ever, I need people to be posting contributions daily. If you can't do that for a day or so I need to know, and if it is for more than a day or so I need to know so I or someone else can write your character until you are free to play again.

[ 08. September 2014, 18:47: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
I am sorry if this was ambiguous, the idea is for the allies to each go off and do something - different - useful contributing to the parties success - whilst the players go off to the mansion and subsequently the petitioners hall where they may use their skills and abilities to good effect.

AIUI, then, in light of this post by Doublethink, our plan is to enter Yaris' house. DT has asked us to have a plan that has helping actions for all our allies. I've written up the following culled from players' posts.


SETTING UP



ENTERING YARIS' HOUSE



PCs ER, JETSE, GUNRIANA are needed for the Setup, along with all the NPCs.

After the Setup, most PCs (plus SNAKE) travel to Yaris' house by tunnel, except ER (based on CK's statement that Er would hate to go in a tunnel) and JETSE (based on Ariston's statements about Jetse and fighting). I expect that DT would like it if the party doesn't stay separated, so I've proposed that CK and Ariston find a way to get Er and Jetse to Yaris' house overland.

Dorainen's ELF GUARD turns out to have just been randomly going the same way Dorainen was going, and vanishes from the narrative.
 
Posted by Autenrieth Road (# 10509) on :
 
It seems to me this is part of a larger plan:

STORY DAY 1: FEAST DAY. Feast and make plans. Hopefully we're done with that phase, and someone can just make a wrapping up "hey let's do it this way" speech for narrative continuity, assuming we as players agree with what I proposed above. Frithwynne will do it this evening (RT) if no-one else does. And then if you as a player don't agree with it, your PC can present an alternative.

STORY DAY 2: YARIS' HOUSE DAY. Setup to infiltrate Yaris' house. Infiltrate Yaris' house. Collect information. Maybe other stuff will happen (depends on what DT throws our way). Return undetected to Ironfoot's house. Make any more plans that are needed for what to do with what we found out.

STORY DAY 3: PETITIONERS' DAY. All PCs go to Petitioners' Day and confront Yaris for grand showdown. Details, if needed, to be worked out once we know results from Yaris' house, and also from whatever DT describes that we encounter at Petitioners' Day.
 
Posted by Autenrieth Road (# 10509) on :
 
I didn't say it explicitly in my longer post above with the plans for all the NPCs and PCs: I'm not trying to dictate what we do by putting together that list. What I am trying to do is:

organize what we've been discussing to make sense of it for myself,

present it in a way that DT can see we have plans for all our allies and are ready to move on,

present it in a way so that we as players can also see and agree if that's what we're planning (or object if not). I guess that only works if you're like me and like looking at organized lists in bullet-point format.
 
Posted by Eliab (# 9153) on :
 
Gunriana is going to put her fake insurrection HQ plan into effect now, and have Bortacles' men "discover" it three or four hours before we start the mansion raid (enough time to get Yaris or her henchmen to be told about it and investigate).

As the idea has already been described in Story, do I need to post anything before I make any required rolls?
 
Posted by Hart (# 4991) on :
 
Catching up on these threads. Nothing much to say except expressing approval of ar's proposal.
 
Posted by Autenrieth Road (# 10509) on :
 
It's all of our plan. All I've done is try to collect up what everyone has said, and fill in a few chinks with roles for all our allies. I'm unsure if I've captured all of what people have said they're aiming at. But I'm glad you like how I've gathered it up.

[ 09. September 2014, 01:10: Message edited by: Autenrieth Road ]
 
Posted by Ariston (# 10894) on :
 
I'm guessing Jetse's Rebellion happens on Day 2/3 during the night and into the morning of the petitioner's meeting? In my mind (and assuming all goes our way), I'm imagining the angry mob in control of the town before the meeting starts, with the meeting itself basically being a negotiation of terms.
 
Posted by Autenrieth Road (# 10509) on :
 
That makes sense to me. Or some other timing if you think it comes to seem more sensible.

So will Jetse come through the tunnels to Yaris' house? Or will Jetse be out recruiting?

[ 09. September 2014, 02:43: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Fell asleep)
 
Posted by Doublethink (# 1984) on :
 
Thank you AR, that's very useful.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Gunriana is going to put her fake insurrection HQ plan into effect now, and have Bortacles' men "discover" it three or four hours before we start the mansion raid (enough time to get Yaris or her henchmen to be told about it and investigate).

As the idea has already been described in Story, do I need to post anything before I make any required rolls?

It would be helpful to respond to Frithwynne on the story thread re this.

Plotting with Bortacles requires no roll, but if you are going to use magic at this stag you'll need to roll for that.

(You may specify Bortacles answer on the Duke's military resources.)

[ 09. September 2014, 06:06: Message edited by: Doublethink ]
 
Posted by Curiosity killed ... (# 11770) on :
 
I was wondering about Er and Denvil liberating meat from the warehouse to townspeople to build insurrection there and bring them to the petitioners' day. Would that work?
 
Posted by Autenrieth Road (# 10509) on :
 
Sounds good to me, CK, FWIW.
 
Posted by Hart (# 4991) on :
 
I've made Dorainen sleep while some of this is going on because after the mass healing, he's suffering a heightened difficulty level on any roll until he sleeps.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
I was wondering about Er and Denvil liberating meat from the warehouse to townspeople to build insurrection there and bring them to the petitioners' day. Would that work?

That is a great ally move for Denvil - but it would be better for Er to stick with the party whilst Denvil goes and does this. Or go overland to the mansion and meet up withe party there.
 
Posted by Doublethink (# 1984) on :
 
New GM Day

(Fell asleep ridiculously early.)
 
Posted by Doublethink (# 1984) on :
 
Please can we have the final posts for the feast scene within the next 24 hrs - otherwise I am just going to have puppet some of the player characters to move us on.
 
Posted by Curiosity killed ... (# 11770) on :
 
OK, I really don't have time - and won't have until Sunday at the earliest. And although I'd work out a way of getting Er to the mansion with his turncoat and other characters from the town, I'm being told that's not allowed, which means it's going to take me longer to read and work out what I should be posting.
 
Posted by Doublethink (# 1984) on :
 
I would suggest something along the lines of:

quote:
After some discussion with Denvil, Er turns to the company and explains that Denvil has agreed he will smuggle food out to Jetse's dwarf contacts. Denvil decides to leave at this point so that his return home is not so late as to be remarked upon.
And later on at an appropriate juncture:

quote:
Er was adamant he was not going down some tunnel into the bowels of the earth - "I'll meet you there" he stated, and before the others could question how that would be possible, he was out of the door. No-one noticed a mangy cat slinking around the corner of the main street a few minutes later.


[ 10. September 2014, 22:31: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
Still here, still asleep. Will be doing another all or nothing throw when we get to the tunnels.
 
Posted by Doublethink (# 1984) on :
 
All, the feast is now over ...

The allies are off to their appointed tasks - and we enter day two.

Bannerlady, you may wish to narrate the beginning of the dwarves tunnelling - please also roll for soul at ***OK*** difficulty (if you make it you will get snake related outcomes from me).
 
Posted by Banner Lady (# 10505) on :
 
Rolled a 3.

Actually, I think I'm done. I'm off tomorrow to talk at various far-flung places about prison ministry, so I will be writing Clawdine out.

She can be the last one into the tunnel after the snake, and I will leave her buried there, where she can push up daisy apples for the new inhabitants of Cimenster.

Doublethink, you've gone above and beyond what any of us could expect from a GM. I dips me lid.
 
Posted by Doublethink (# 1984) on :
 
Sad to see you go, but have a fascinating time [Smile]
 
Posted by Autenrieth Road (# 10509) on :
 
I thought we were playing an RPG, but we appear to be running a tontine instead [Biased] ! Banner Lady, blessings on your prison ministry talks and travels.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Jetse ? Frithwynne ? Gunriana ? Dorainen ?

[ 12. September 2014, 06:58: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
Still here, and catching up.

I've posted on the story thread with the details of the Poratis complement of soldiers.

On the basis of background posts so far, I've tried to pitch it as giving the Duke a pretty hefty number of household troops, but nothing like an actual army. There's enough variables in Gunriana's description for the actual number deployed to be flexible: he might have lots of places to guard, and therefore fewer to be sent out to do stuff, or he might have the resources and connections to put together a large mob of assorted scum.
 
Posted by Hart (# 4991) on :
 
Dorainen is attempting ***tool repair,*** with the aim of speeding up the dwarves' work. I'm thinking that pretty soon we can enter these tunnels. Maybe if Clawdine went last, the entryway could fall on her, committing us to moving forward and removing the safety net of returning to the dwarves' house?
 
Posted by Doublethink (# 1984) on :
 
You can roleplay that, no roll needed.
 
Posted by Doublethink (# 1984) on :
 
Doff's hat at Clawdine's passing.

And then there were five ...
 
Posted by Doublethink (# 1984) on :
 
All: status update - Er is preceding overland to the mansion in the form of a cat, I believe all other player characters are in the tunnels and Clawdine is buried.

(Mary left with the Hawsers.)
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Do Dorainen and/or Frithwynne need to roll for any of the guiding through the tunnels?
 
Posted by Doublethink (# 1984) on :
 
I think so, yes.
 
Posted by Hart (# 4991) on :
 
I got a 6. Hopefully Frithwynne will do better! Also, tomorrow is crazy; I probably won't be able to post until Sunday afternoon, at least not anything involved.
 
Posted by Autenrieth Road (# 10509) on :
 
I think we deserve a synchronicity prize: I rolled a 6 too. But wait, Frithwynne's navigation of mazes is a Gift: does that mean I don't have to roll for it?
 
Posted by Doublethink (# 1984) on :
 
Yes - gifts don't need a roll.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, DT. I'm here, just thinking through creatively how to describe Frithwynne's maze-finding. I'll try to post tonight.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Hart:
I got a 6. Hopefully Frithwynne will do better! Also, tomorrow is crazy; I probably won't be able to post until Sunday afternoon, at least not anything involved.

I'm not clear. Was 6 a pass or a fail? If it was a fail, should I do Dorainen getting lost and then leave it for AR to find a way? If it was a pass, I wouldn't object to AR simply including a short Dorainen-led watery passage in her narration, or I could write something.
 
Posted by Doublethink (# 1984) on :
 
Sorry ! That's a pass at ***easy*** difficulty. It might be worth waiting for Frithwynne's narration to come to watery bit, then do your outcome.
 
Posted by Autenrieth Road (# 10509) on :
 
I'll lead the crew to a watery bit, and then Dorainen can do his thing.
 
Posted by Doublethink (# 1984) on :
 
Fab [Smile]
 
Posted by Autenrieth Road (# 10509) on :
 
Your turn, Hart: we've reached an underground lake.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
I didn't finish getting every across the lake. Maybe the next person to post could narrate their crossing, and then continue with whatever happens next (presumably, we arrive at some entrance to the mansion).
 
Posted by Doublethink (# 1984) on :
 
You will get to a cellar wall marked with a magical lock.
 
Posted by Ariston (# 10894) on :
 
How sturdy is the door? I'm guessing that if it has a magical lock on it it's probably too sturdy to be broken down or kicked in, but...
 
Posted by Doublethink (# 1984) on :
 
There is no door ....
 
Posted by Ariston (# 10894) on :
 
…duly noted. Now that's interesting.
 
Posted by Autenrieth Road (# 10509) on :
 
I assume none of the dwarfs swim?

Frithwynne would propose that those from the Ka- the ship go across, plus Honed Blade, with Dorainen pushing the boat. But (if none of the dwarfs can swim), then we don't have any dwarfs to swim the boat back to the first side and pick up more dwarfs. So then Frithwynne would propose that the rest of the dwarfs go back (there weren't any backward-facing forks, and no side-tunnels on this sidespur so this should be easy enough for them: walk back to a T, turn left, walk till you get back to the cellar).

But Frithwynne doesn't know that the tunnel entrance has collapsed. And I, as AR, don't want to narrate the dwarfs getting eternally trapped. Could we (thinking about this OOC) assume they'll be able to dig their way back out to the cellar through the cave-in? Or do us omniscient narrators need to figure out something different? Or is there some way for the dwarves to improvise oars? (Perhaps Frithwynne could ***find hidden*** and find some oars?)

Or do we want Dorainen to swim-ferry the whole lot over with the boat? And does anyone else in the Kavetseki party swim who could help Dorainen with the swimming? I don't think Frithwynne swims.

What think you, players?

I imagine that on the other side of the lake the tunnel goes sharply upwards, with steps, until reaching the cellar wall with the magic lock.

DT, when we get there, can we see the lock? That is, will we know the lock is there? or do we need to figure out its presence In Story?
 
Posted by Doublethink (# 1984) on :
 
When you all assemble on the other side, you'll move into a tunnel ending in a stone wall, effectively the dwarves have dug to the mansion cellar wall.

The cellar is not designed to be entered from the side. And magical seals have been melted into the stone to stop folk simply digging through. (As a security measure, otherwise stockpiling here or at the warehouse would have failed llong ago with so many dwarves about. The dwarves dug many tunnels looking for unprotected sections, they were desperate, but they laboured in vain - or in vein if you prefer ...)

You will need a magic user to help you ...

Please narrate your way across as you choose, I imagine you may need the elf to swim the boat back and forth.

When you get to the wall Ironfoot / Gunriana can explain the situation.

[ 15. September 2014, 22:04: Message edited by: Doublethink ]
 
Posted by Net Spinster (# 16058) on :
 
BTW I'm back from Desolation Sound, but, I'll need some time for Mary to catch up assuming she can catch up. I assume I'm helping to gather shark teeth.
 
Posted by Doublethink (# 1984) on :
 
You are indeed currently collecting teeth, but I'll work you back in at the earliest opportunity (possibly via Er if C K is still playing).
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Autenrieth Road:

Or do we want Dorainen to swim-ferry the whole lot over with the boat?

That was my idea. It certainly wasn't my intention to eliminate the dwarves.
 
Posted by Autenrieth Road (# 10509) on :
 
OK. I hadn't been thinking of the dwarfs as particularly central, but I can see that it will help us search Yaris' place to have a band of dwarfs with us. Plus extra fighters in case we're surprised. Plus stretch our narrative muscles to figure out things for the dwarfs to do, not just for us to do.
 
Posted by Doublethink (# 1984) on :
 
Eliab & CK are you still playing ? Requiring your characters to be narrated for a bit, or dropping out ?

(Er, being currently above ground in transit, can probably stay in stasis for another few days - but once the party get into the mansion will need to do a bit of interaction. Gunriana is needed at this juncture and during the internal mansion search.)

[ 16. September 2014, 20:35: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Curiosity killed ... (# 11770) on :
 
I am around, but madly, frantically busy - combination of promotion at work so a lot more to do, plus daughter home for another week and a bit and wanting to do things cultural while she can - and am I'm also hosting 8D at the moment, so when I'm short of time, that's where I look first and often don't get beyond there.
 
Posted by Doublethink (# 1984) on :
 
I'll post for Er if needed then.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
AR please roll find hidden at ***easy*** difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
[cross-posted with our speedy GM! Allright, roll I shall!]

Frithwynne is trying to ***find a hidden*** way in. Not that I expect that there is anything she can find; I assume we're waiting for Gunriana to use her magic powers.

But maybe DT will surprise us [Smile] .

Or maybe Frithwynne will just find an uncommonly large amount of dust bunnies. (Dust pussies, we called them in my family, but that makes all my American friends laugh hysterically. What do you call them elsewhere?)

[ 17. September 2014, 23:20: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Woot, 11 !

[Yipee]
 
Posted by Doublethink (# 1984) on :
 
Dust pussies !!! That would be mucky pudendas ....
 
Posted by Doublethink (# 1984) on :
 
You find something - but I need to think, and it is half past midnight, so I will post in the morning.
 
Posted by Autenrieth Road (# 10509) on :
 
OK, thanks.

quote:
Originally posted by Doublethink:
Dust pussies !!! That would be mucky pudendas ....

Well, yes, that's why all my friends laugh at me. Although to me muck is wet, and dust is dry... hmmm, better not pursue that imagery too far.

What do you call them? The wads of dust, not the mucky pudenda, that is.
 
Posted by Ariston (# 10894) on :
 
Dustbunnies. Just…dustbunnies.

…I swear I've stopped laughing/swilling Fernet.
 
Posted by Autenrieth Road (# 10509) on :
 
Just as long as I haven't caused Fernet to come out your nose [Biased] .
 
Posted by Doublethink (# 1984) on :
 
And we will be closing for the duration of H&A day.
 
Posted by Doublethink (# 1984) on :
 
We will restart tomorrow - Net Spinster has kindly agreed to co-gm and we are just sorting the details out. This will give us a gm in a significantly different timezone - which should help resolve actions quicker and stop me becoming shattered shadow of my former being.

I realise people are busy, but we need to know if you are not able to post because we will have to act for your characters if you are away - in order to finish in a reasonable timescale. This especially true with the smaller party as many of you will have skills that are not interchangeable.

[ 21. September 2014, 15:51: Message edited by: Doublethink ]
 
Posted by Hart (# 4991) on :
 
Another busy week for me, but I should be able to read and post each day, except for maybe Wednesday.
 
Posted by Autenrieth Road (# 10509) on :
 
I expect to be here every day.
 
Posted by Curiosity killed ... (# 11770) on :
 
I should be around most of the week, but busy. Not sure how much time I'll have on Tuesday and I'm away next weekend, not sure of internet access, although I'll have a laptop with me.
 
Posted by Ariston (# 10894) on :
 
Ready.
 
Posted by Doublethink (# 1984) on :
 
Sorry bad case of life - it will be tomorrow.
 
Posted by Doublethink (# 1984) on :
 
We are go, with an early start to the New GM Day
 
Posted by Doublethink (# 1984) on :
 
Eliab, please roll for runemagic at ***easy*** difficulty.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Eliab, please roll for runemagic at ***easy*** difficulty.

17.
 
Posted by Doublethink (# 1984) on :
 
Success [Smile]

AR please roll at ***ridiculously easy*** for finding the hidden catch.
 
Posted by Autenrieth Road (# 10509) on :
 
8.
 
Posted by Doublethink (# 1984) on :
 
Success ! Please narrate [Smile]

(You see a dank cellar on the other side.)

[ 23. September 2014, 18:07: Message edited by: Doublethink ]
 
Posted by Net Spinster (# 16058) on :
 
I think DT forgot the new GM day

AR for ***intuit*** of what is in the room or house roll at easy.
 
Posted by Autenrieth Road (# 10509) on :
 
Grrrr, 4.

It's nice to have you back, Net Spinster.
 
Posted by Doublethink (# 1984) on :
 
DT fell asleep - New GM Day
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Autenrieth Road:
Grrrr, 4.

It's nice to have you back, Net Spinster.

Alas a fail. You sense nothing special except it is dark, drank, and your feet are crunching on something.
 
Posted by Autenrieth Road (# 10509) on :
 
GMs, do I have to roll to find out what's crunching underfoot?

Fellow players, I'm going to be in full-on explore mode trying for some action every day, unless we get to something that requires someone else's skills to proceed. This is to try to find out information for the group as fast and as much as possible, at least information that's accessible with Frithwynne's skills.

Let me know if you'd like me to slow up and wait for others of you to post so that we explore in more rotating, turn-by-turn manner. Here is a place where the online game seems to diverge from what I understand about the RL game, but if you'd prefer discoveries to rotate more like a RL game (at least a RL game AIUI, remembering that I've never played RL RPG so my understanding could be wrong), just let me know.
 
Posted by Doublethink (# 1984) on :
 
I can't remember, who ended up with the torch ?

(Read back, Jetse has John Goode's torch - might be worth using ....)

[ 24. September 2014, 20:15: Message edited by: Doublethink ]
 
Posted by Autenrieth Road (# 10509) on :
 
Excellent, thanks. Jetse, are you out there? Can you turn on the torch? Or would you like to proceed some other way?
 
Posted by Eliab (# 9153) on :
 
Gunriana's ***rune magic*** is a charm against natural and enchanted fear.
 
Posted by Doublethink (# 1984) on :
 
We'll stick with that as roleplayed rather than rolled.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
Ah, light on the situation—if you're the one who can find hidden things, though, perhaps you should have it for the time being—especially since you have two hands.

I'll have him hand it to you. Gruffly, of course.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks. Although I think Jetse might have seen Dr. Goode use it and realize that it can be pointed at things, which Frithwynne doesn't yet understand about it, instead simply holding it, flame-up, like an ordinary torch of her world.

GMs, can we describe what we see, or do you have some specific description of anything we see initially, by electric torchlight, in this cellar?
 
Posted by Net Spinster (# 16058) on :
 
The room is hexagon in shape with walls, uneven floor, and high ceiling all black. On the walls and ceiling are obscure drawings which perhaps the more learned can interpret. None of the walls have doors (except the hole they entered by). On the floor are many fragments of bone looking like they came from snake skeletons (but only small ones, nothing like the size of the one in the train). A few rats flee from the light down small holes in the corners.

Integrate as you wish into the story line.

[ 25. September 2014, 03:05: Message edited by: Net Spinster ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne is trying ***intuition*** again this GM day (now that she can see the room and has more to go on), and will likely try ***find hidden*** on the next GM day.

Net Spinster, I cribbed your whole description. I wasn't sure how much I could embroider it without painting the GMs into a corner, so I left out any embroidery. Players who might feel more able to do so, please embroider to taste!

[ 26. September 2014, 00:45: Message edited by: Autenrieth Road ]
 
Posted by Hart (# 4991) on :
 
And Dorainen is trying ***tracking***.
 
Posted by Net Spinster (# 16058) on :
 
Frithwynne roll ***intuit*** at ***easy*** and Dorainen ***tracking*** at ***ok***
 
Posted by Hart (# 4991) on :
 
12.
 
Posted by Net Spinster (# 16058) on :
 
Success, the rats have obviously gnawed any flesh off the skeletons and broken them up into small pieces but the footprints of a person (you think only one) can be discerned here and there. By one wall two indentations in the bone fragments, perhaps made by a ladder, and looking up you see the faint outline of a trap door in the ceiling some 10 feet above.

Feel free to state where the footsteps are.
 
Posted by Autenrieth Road (# 10509) on :
 
7
 
Posted by Net Spinster (# 16058) on :
 
Also success.

You might not be able to read or identify what is drawn on the walls but you can see that some are older than others and the more recent ones feel like they were done by someone who was frustrated and worried.

Note you can speculate from this just as long as you give the GMs an out. Feel free to elaborate on color, size, medium, location, etc.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, Net Spinster.

Hart, will Dorainen describe the footsteps and the ladder mark? Everyone can see the trapdoor now the torch is shining on it, but the rest of us probably don't notice the markings on the floor on our own.

Frithwynne to use ***find hidden*** to find the catch to the trap door on the next GM day, does that seem sensible to people? Or do you want me to try ***find hidden*** around the walls or floor of the cellar first?
 
Posted by Eliab (# 9153) on :
 
Can Gunriana make any sense of the carvings?

Rune magic is the obvious skill, if they are at all related to the runes she knows and uses. Otherwise, I would conceive Gunriana's background as including an alert general interest in signs and symbols, but not a scholarly knowledge of them.

Also, are they similar (in shape, artistic style or age) to the (presumed) dwarven carvings on the outer door which Gunriana has so recently vandalised?

And while I'm looking around the cellar, does "snake bones" include skulls? fangs? venom sacs?
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Autenrieth Road:

Hart, will Dorainen describe the footsteps and the ladder mark? Everyone can see the trapdoor now the torch is shining on it, but the rest of us probably don't notice the markings on the floor on our own.

If anyone asks him how he noticed the trapdoor, he will explain all (and can be narrated as having done so by whoever narrates the asking). Thus, if any player wants their character to know, they can now make that happen themselves.
 
Posted by Hart (# 4991) on :
 
Also, I had been hoping that once we get one person through the trap door, they'll be able to let down a ladder for the rest of us. But, we should probably investigate this room some more first.

I lost track: did the snake come with us, or did it die with Clawdine?
 
Posted by Doublethink (# 1984) on :
 
It is probably with you, but you may not be able to see it.
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Eliab:
Can Gunriana make any sense of the carvings?

Rune magic is the obvious skill, if they are at all related to the runes she knows and uses. Otherwise, I would conceive Gunriana's background as including an alert general interest in signs and symbols, but not a scholarly knowledge of them.

Also, are they similar (in shape, artistic style or age) to the (presumed) dwarven carvings on the outer door which Gunriana has so recently vandalised?

And while I'm looking around the cellar, does "snake bones" include skulls? fangs? venom sacs?

Yes do roll but at ***Hard*** difficulty.
 
Posted by Eliab (# 9153) on :
 
I'm guessing that this is not the time to roll a 1.

Sucks to be me.
 
Posted by Doublethink (# 1984) on :
 
Oh dear, I will have to think of a consequence.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Gunriana can only pick up fear and dread from the strange markings, they feel as if they are crawling into her fingertips - she develops a (temporary) phobia of snakes, snake like or snake related objects. This will fade once she is out of sight of the runes. Please roleplay this effect - mechanical effect, you can not perform runemagic in this room.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Gunriana can only pick up fear and dread from the strange markings, they feel as if they are crawling into her fingertips - she develops a (temporary) phobia of snakes, snake like or snake related objects. This will fade once she is out of sight of the runes. Please roleplay this effect - mechanical effect, you can not perform runemagic in this room.

Done.

I've written the story post to have her charm against fear being just enough to keep her from fleeing in terror.
 
Posted by Autenrieth Road (# 10509) on :
 
Do I need to post for ***find hidden*** attempt here as well as on the Story thread?

Eliab, I'm waiting for Frithwynne's find hidden to be resolved so that I can fold that into how Frithwynne responds to Gunriana.

[ 27. September 2014, 17:12: Message edited by: Autenrieth Road ]
 
Posted by Doublethink (# 1984) on :
 
What are you trying to find ?
 
Posted by Autenrieth Road (# 10509) on :
 
Any further indications of what the room has been used for.
 
Posted by Doublethink (# 1984) on :
 
Roll at *** easy*** please.
 
Posted by Autenrieth Road (# 10509) on :
 
14 ! (That's "fourteen, hooray" not "fourteen factorial" [Smile] )
 
Posted by Autenrieth Road (# 10509) on :
 
The new, improved d20 roller written in R:

set.seed(as.double(Sys.time()))
ceiling(runif(1, 0, 20))
 
Posted by Doublethink (# 1984) on :
 
Very nice, but sadly you do not find anything additional to:


 
Posted by Doublethink (# 1984) on :
 
Outcome post as you wish.
 
Posted by Autenrieth Road (# 10509) on :
 
OK, thanks.

Nice Story post: I love it when separate strands come together in a story, and we see the same thing from different viewpoints. Unless Er is at some other trapdoor with scuffling sounds? [Ultra confused] [Smile]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
AR the trapdoor catch is not hidden, you do not need to roll for that. If you can reach it, you can try to push up, - then you need to roll for ***toughness***, which will be at *** hard*** difficulty. Give it a go but you may find you need a physically stronger party member.
 
Posted by Autenrieth Road (# 10509) on :
 
Rats, missed it: 14 again.
 
Posted by Doublethink (# 1984) on :
 
OK, please narrate your outcome.

[ 28. September 2014, 18:03: Message edited by: Doublethink ]
 
Posted by Ariston (# 10894) on :
 
Physically tougher party member? Alright, I'll give it a go: 15
 
Posted by Doublethink (# 1984) on :
 
That's a pass at ***ridiculously easy*** difficulty.

You will emerge, behind some boxes in a dimly lit cellar, about a foot from the face of a rather surprised Er.

It is lit by moon rocks - these stones glow at night if they catch the light in daytime, it seems they must be lit by sunlight from a hatch on the far side of the room in the day. (This is a common arrangement for the wealthy in their wine cellars.)

Please outcome post.

Note - please don't narrate direct questions to Er, CK is not available at the moment and it will stall the story. "Jetse quickly explained the situation in the room below" is fine, "Er, have you seen a ladder round here ?" Is not.

If you choose to converse with Er he will tell you about the dog.


[ 28. September 2014, 20:06: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
Trying to use ***tracking*** to get a sense of whether or not this is a cellar that gets a lot of traffic, where the main points of access and egress are, if this trapdoor is used much, etc.
 
Posted by Doublethink (# 1984) on :
 
Roll at ***easy*** please.
 
Posted by Autenrieth Road (# 10509) on :
 
On the principal of "the game's afoot Watson, don't miss the chance to roll on a GM day" Frithwynne is trying to use her ***intuition***.
 
Posted by Doublethink (# 1984) on :
 
May I suggest a little explore, first, so you have something to intuit about.
 
Posted by Hart (# 4991) on :
 
quote:
Originally posted by Doublethink:
Roll at ***easy*** please.

2, I'm afraid! Dorainen doesn't have a great track record of actually getting any traction out of his tracking...
 
Posted by Doublethink (# 1984) on :
 
You can't work out anything other than you are in a wine cellar, and there are stairs.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink:
May I suggest a little explore, first, so you have something to intuit about.

Is that explore as in: narrate wandering about? Or explore as in: narrate wandering about and try to use ***find hidden***? Or something else?
 
Posted by Doublethink (# 1984) on :
 
Well currently you are standing behind some boxes. OOC you know there are some stairs and barrels and its probably a wine cellar.

You could walk into the middle and inuit, or you could - say - walk up the stairs and peer cautiously round the door, or something else.

Remember the plan is to search a really quite large mansiony house.
 
Posted by Autenrieth Road (# 10509) on :
 
Ok, thanks. For story continuity, I'll wait and see if Frithwynne gets a reply from Gunriana before wandering about.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
If Frithwynne walks around, can I narrate her finding the stairs which I now know about OOC (in case Dorainen doesn't say out loud what he has found)? Or do I have to do some kind of dice roll for that?

I'm not real clear on how this mansion-crawl works, so I'll probably be asking questions along the way.

If I narrate Frithwynne going up the stairs and peeking around the door, do I then wait for you (DT or NS) to narrate what Frithwynne sees? I'm guessing that's the case, but I don't feel like I have very good instincts for how RPG works, so I want to check my understanding.
 
Posted by Net Spinster (# 16058) on :
 
You can assume finding the stairs. We'll narrate what you find or hear if you go to the top and listen or peep. Remember you can hear through a single wall if you choose just to listen.
 
Posted by Doublethink (# 1984) on :
 
AR roll please.
 
Posted by Autenrieth Road (# 10509) on :
 
I claim another dice roll synchronicity award with Hart! As measly recompense for the fact that I rolled:

2
 
Posted by Doublethink (# 1984) on :
 
Its still a wine cellar ...
 
Posted by Autenrieth Road (# 10509) on :
 
I think we need Jetse to use his toughness to knock everything over and search among the shards. Or Gunriana to threaten the whole thing with a major curse unless it reveals its secrets.

/jk

Or maybe it's only been a wine cellar all along.

AR cranes her neck and tries to see behind the GMs' screen to get a glimpse of the mansion. DT guards one flank, NS guards the other flank, and AR can't see anything. AR gives up and goes to send Frithwynne up the stairs.
 
Posted by Doublethink (# 1984) on :
 
Speaking generally. There is a whole mansion, we have no particular need to hide vitalness in the wine cellar.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
AR, Frithwynne can hear the sound of pots and plates being washed and dried by several people. One voice, female, "Hurry up, we still have the clothes washing to do this morning. Mavis, Jan go to the wash house and get the water heated. Ivy collect the linen and don't forget to check and mend the holes before washing and check again after this time. The mistress was quite upset to put her foot through a hole last week." The sounds die down.

Weave into the story as you wish. Feel free to add other sounds and conversations that seem appropriate.
 
Posted by Ariston (# 10894) on :
 
And here I was hoping you'd need Jetse's toughness to drink all the good wine and find out what secrets lay at the bottom of the bottle…
 
Posted by Autenrieth Road (# 10509) on :
 
That too [Smile] .
 
Posted by Autenrieth Road (# 10509) on :
 
Trying the door handle. Is it locked or unlocked?
 
Posted by Doublethink (# 1984) on :
 
Unlocked.
 
Posted by Net Spinster (# 16058) on :
 
Ar, Frithwynne sees part of a well kept large kitchen with wood burning stove, sinks, drying rack, preparation table the room is apparently L shape and she can't see the part around the corner. No door is visible.

Compose post.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
A door is visible around the corner.
 
Posted by Net Spinster (# 16058) on :
 
Frithwynne hears nothing.
 
Posted by Hart (# 4991) on :
 
Any kitchen utensils we might "borrow" on our way through?
 
Posted by Net Spinster (# 16058) on :
 
Well there are certainly pots, plates, cutting knives, some wooden buckets, skewers, other items that a well stocked kitchen might have. The spices are kept locked away.
 
Posted by Doublethink (# 1984) on :
 
Much as I love AR & Hart, we do need other members of the party to engage with the game as well.

You are searching the mansion looking for evidence for the petitioners hearing, you have carefully arranged for most of the household to be busy - but not for ever, lets get a wiggle on guys.

[ 02. October 2014, 19:30: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
Gunriana is trying to cover ground quickly to find our way to Yaris's secrets - up would be a good place to start.

She is using ***stealth*** to sneak through the servants/working areas as soon as possible without being seen or heard.
 
Posted by Doublethink (# 1984) on :
 
Daring, please roll at ***hard*** difficulty ...
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink:
Daring, please roll at ***hard*** difficulty ...

17.
 
Posted by Doublethink (# 1984) on :
 
Success !!

You exit the kitchen into an empty dining hall, from the fittings, you think it is the servants dining hall. From there you enter a fairly grand reception hall. There are four doors out of this room. Two to your left, one straight ahead, and one to your right. You know it is likely that sensitive material will not be in the public areas in the house, you probably need to find a way up stairs.

[ 03. October 2014, 07:19: Message edited by: Doublethink ]
 
Posted by Eliab (# 9153) on :
 
Gunriana trusts the piratical instincts of her forbears. She's picked a door. Assuming she can get through, she'll look for stairs and follow her nose.
 
Posted by Doublethink (# 1984) on :
 
You find the stairs. (Not a fix, honest, we are working to a ground plan.)
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
Are we all accompanying her unless otherwise stated? I'm cool with that. Sorry, today was pretty crazy and the weekend won't be much better. Probably safest to just say I'll be back Monday.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Doublethink (# 1984) on :
 
Idly watches the tumbleweed roll past ...
 
Posted by Curiosity killed ... (# 11770) on :
 
I could play today, but I'd be out again for the next week, Monday, Tuesday, Wednesday are all crazy busy as is next weekend, so it's better I stay out.
 
Posted by Doublethink (# 1984) on :
 
Well, not really, you could do something that moves the action on a bit. You are currently in a reception hall and Gunriana has opened a door and found some stairs.
 
Posted by Ariston (# 10894) on :
 
Okay, not the best character to do this, but…

Jetse leads the charge upstairs, sword drawn, at the ready. What do we find?
 
Posted by Doublethink (# 1984) on :
 
An empty landing with a door to your left.
 
Posted by Doublethink (# 1984) on :
 
Roll readiness at ***OK*** difficulty please Hart.
 
Posted by Hart (# 4991) on :
 
7.
 
Posted by Doublethink (# 1984) on :
 
The door is too thick for you to hear through, do you risk opening it. Or get that astute little Frithwynne to help you ...
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Astute little Frirhwynne is listening at the door...
 
Posted by Net Spinster (# 16058) on :
 
Astute little Frithwynne hears nothing through the door except a single quiet thump about 10 seconds after she started listing.
 
Posted by Ariston (# 10894) on :
 
I'm thinking we should open the door—or break it open if it's locked. Any takers?
 
Posted by Hart (# 4991) on :
 
I'm thinking Jetse's the most likely candidate for that, but I'll come back in 8 hours and, if no-one else has entered, Dorainen will.
 
Posted by Doublethink (# 1984) on :
 
Why would it be locked ?
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Hart (# 4991) on :
 
Less than eight hours, but I'm at my computer now and might not be later. Dorainen's going to ready his knife and try to open the door. Should I roll for something?
 
Posted by Net Spinster (# 16058) on :
 
Nope, the door opens easily. You find yourself in a widening of the hall way. On the floor looking up at you with blue eyes is a small black cat. On one side is a table with some folded sheets upon which is napping another small black cat. To your right is another door; in front and to the right, a second door, in front and to the left the hall way is visible until it goes around a bend to the left.
 
Posted by Doublethink (# 1984) on :
 
And 19 hours later ...
 
Posted by Doublethink (# 1984) on :
 
You hear nothing ....
 
Posted by Autenrieth Road (# 10509) on :
 
Are they unlocked? Or do we need to narrate trying the door(s) first to find out?
 
Posted by Doublethink (# 1984) on :
 
You'll need to try them.
 
Posted by Net Spinster (# 16058) on :
 
The first door to the right opens easily and inside the seven sided room is a large rectangular table surrounded by chairs, sideboards are present with silver and gilt serving dishes on them. There are windows on three sides to your right and facing you and a small unlit fireplace. The first two sides to your left each have a closed door.

The cat will try to follow you in.

Narrate.
 
Posted by Doublethink (# 1984) on :
 
Frithwynne hears nothing behind the doors.
 
Posted by Hart (# 4991) on :
 
Did the cat walk up to either of the doors?
 
Posted by Doublethink (# 1984) on :
 
Nope !
 
Posted by Doublethink (# 1984) on :
 
Will ya'll please open some doors - possibly acting in parallel, because if it is going to be one every 48 hours we may never leave this building.

And I would remind you we have asked for checkins and actions for everyone not on declared shoreleave every day.

As far as I know the only person who has told us they are not here is CK.

[ 08. October 2014, 22:05: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
Frithwynne finds herself in a room without furniture, the walls are hung with maps, some annotated. There is a door to the left, that probably leads back to the hallway and a door to the right.
 
Posted by Doublethink (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
Dorainen finds a large but fairly dark room lit only with two narrow windows. It has chairs and a narrow table with nothing on it against one wall and various paintings on the walls. It doesn't look much used, two of the chairs have dust covers over them. There is a door to his right and another at the far end to the left. The cat follows him in.
 
Posted by Ariston (# 10894) on :
 
I'm more than a little suspicious of these cats—is there any way we in the game world might know how common Er's trick of skinchanging is?

In the meantime, Jetse is going to draw his bow, stand ready, and cover any doors being opened, ready to shoot anything that comes out. Being the absolutely worst person to search rooms, he can at least help deal with Unwelcome Surprises.
 
Posted by Doublethink (# 1984) on :
 
Its rare and somewhat freaky, if you hadn't discovered you had an invisible hand you would probably have wanted to have nothing to do with a wereform.

But needs must.

[ 09. October 2014, 07:13: Message edited by: Doublethink ]
 
Posted by Doublethink (# 1984) on :
 
quote:
Originally posted by Doublethink:
Frithwynne finds herself in a room without furniture, the walls are hung with maps, some annotated. There is a door to the left, that probably leads back to the hallway and a door to the right.

Needs outcoming on the story thread please.
 
Posted by Ariston (# 10894) on :
 
That kitty wrapping itself around D.'s leg seems to be a bit of a nuisance. What happens if I try to knock it out using my invisible hand?
 
Posted by Doublethink (# 1984) on :
 
Well, you'll never know unless you try.
 
Posted by Hart (# 4991) on :
 
If you're still online, or get online before Ariston, can you not read that post as him having tried it? It seems more than reasonable to read that as his intention to me, and waiting for him to come back, read your post, make a post to story, and wait for you to come and post an outcome, just seems like game-delaying pedantry to me.
 
Posted by Monsterful Jargogle (# 1984) on :
 
I am not clear if it was a serious suggestion or not - and finding out does not stop any other players acting.
 
Posted by Ariston (# 10894) on :
 
It's serious. If I need a roll to knock out a cat, the result is:

10.
 
Posted by Double Entendre (# 1984) on :
 
You succeed in knocking out a cat, please outcome post.

Note, your GM is a cat lover, be afraid, be very afraid ...
 
Posted by Double Entendre (# 1984) on :
 
Frithwynne is engulfed in a wave of wave of white crystals As she staggers and recovers she is standing in a drift up to her knees looking into an 8 sided room. There is a door on the sloping wall on the left and the right. Curtains are drawn across on the opposite wall.

Please narrate.
 
Posted by Double Entendre (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Can Frithwynne get across the white crystals to the doors or curtain just through narration, or do I need to roll, and/or we find a way to deal with the white crystals in some way before we can get into the room?
 
Posted by Doublethink. (# 1984) on :
 
You may want to search the room ....
 
Posted by Doublethink. (# 1984) on :
 
AR roll at ***easy*** difficulty please.
 
Posted by Autenrieth Road (# 10509) on :
 
11. Again. It seems like almost all I roll is 11 or 4, wierdly.
 
Posted by Doublethink. (# 1984) on :
 
Success !

You find a three foot by two foot model of a ship buried in the crystals made from, what appears to be, solid gold. It is intricately detailed.

Please outcome post, feel free to describe the ship in as much detail as you wish ...
 
Posted by Autenrieth Road (# 10509) on :
 
OMG! OMG! OMFG! I found the ship, I found the ship, I found the ship!

You sure you're working to plan and it's just coincidence Frithwynne got there first?!

OMG! OMG! OMFG!
 
Posted by Doublethink. (# 1984) on :
 
[Big Grin]

There are only so many suitable rooms in the mansion for such a treasure - and the central eight-sided room seemed appropriate.
 
Posted by Autenrieth Road (# 10509) on :
 
I'll post a little later this evening. I want to think up a worthy description (I-am-not-worthy) for this treasure.

Am I allowed to describe it looking like the Kavetseki, or does that constrain the GMs in unwanted ways?

[ 10. October 2014, 20:41: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
No that's fine if you wish - but if so, please make sure its consistent with previous information about the Kavetseki on the story thread.
 
Posted by Net Spinster (# 16058) on :
 
Feel free to describe it as you wish.
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Curiosity killed ...:
I could play today, but I'd be out again for the next week, Monday, Tuesday, Wednesday are all crazy busy as is next weekend, so it's better I stay out.

Are you leaving the game ? Because if so I will arrange a dramatic exit for Er.
 
Posted by Autenrieth Road (# 10509) on :
 
OOC, maybe it's supposed to be obvious, but I don't know if the crystals are supposed to be rocksalt or something else, so I don't know what Frithwynne tastes.
 
Posted by Doublethink. (# 1984) on :
 
Sea salt
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
AR please roll for that at ***hard*** difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
Is that including the influence of the chalice which bumps Frithwynne's intuition up to excellent?
 
Posted by Adam. (# 4991) on :
 
So, last I left Dorainen he was trying to head to the curtains to open them. He may well have been distracted by Frithwynne's discovery, but what's behind the curtains?
 
Posted by Doublethink. (# 1984) on :
 
Bay window looking out onto the courtyard.
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Autenrieth Road:
Is that including the influence of the chalice which bumps Frithwynne's intuition up to excellent?

Yup, you are trying to do something extremely difficult that would otherwise be nigh impossible.
 
Posted by Autenrieth Road (# 10509) on :
 
OK.

19
 
Posted by Net Spinster (# 16058) on :
 
AR,

You have a feeling that a storm, perhaps more than one, is approaching and one that cannot be avoided by you and your companions. No where is safe but perhaps a way or part of a way can be found against the gnashing of that storm, not here in this room but near and up.

In the background of your intuition seemingly far off, a potent female voice, unrelated to feeling of the storm, chants:

Shall not his worth a poem fill,
Who never thought, nor uttered ill;
Who by his manner when caressed
Warmly his gratitude expressed;
And never failed his thanks to purr
Whene'er he stroked his sable fur?
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Does Frithwynne's maze-finding work for finding the place near and up?

I'm not sure we should, because perhaps there are things to find as we seek the near and up place. But I'm wondering if we could use her maze-finding.
 
Posted by Net Spinster (# 16058) on :
 
I would just try doors and halls.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Net Spinster:
AR,

You have a feeling that a storm, perhaps more than one, is approaching

Really, There's a storm coming? (NSFW).

You don't know how long I've been waiting to use that link. Off to make a more purposeful post now.
 
Posted by Net Spinster (# 16058) on :
 
Dorainen, when you find the cat (assuming you are looking), it is out cold.
 
Posted by Autenrieth Road (# 10509) on :
 
And the other cat is sleeping in the corridor on the laundry. If we can only take one, let's take the knocked-out one that was following Dorainen. But for insurance Frithwynne would like us to take both. Maybe the golden ship has a working hatch and they can be put inside.

[ 13. October 2014, 02:16: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
Trying to keep track of all the rooms. Not sure if this will be helpful:

Tunnels and lake
--Dwarf-runes door


Subcellar

6-sided rock-hewn black cellar with drawings on walls (older ones controlled, newer ones anxious), snake skeletons on floor, crates around trapdoor in floor
--Door/hole we came in by
--Trapdoor in roof in corner. Leave by trapdoor.


Cellar

Wine cellar lit by moonrocks.
--Trapdoor we came in by in floor in corner
--Stairs in another corner. Take stairs.


Ground floor

L-shaped kitchen with large windows
--Kitchen0. Door we came in by in one arm
--Kitchen1. Door at end of other arm. Go through this door.

Short passage
--ShortPassage0. Door we came in by
--ShortPassage1. Plain-looking wooden door at end. Go through this door.

Servants' dining hall
--ServantsDining0. Door we came in by.
--ServantsDining2. Door we leave by.

4-sided paneled grand reception room
--Reception0. Door came in by: the door is ornately panelled, painted carvings showing the fleets of the peninsula bringing the riches of the world to the rejoicing harbour of Cimenster.
--Reception1. First door on left with a ship loading its cargo in a foreign port
--Reception2. Second door on left with a storm on the sea
--Reception3. Door straight across with a trader carefully weighing out spices
--Reception4. Door on right with the sun setting over the ocean, painting the waves with a sheen of gold.

--Leave by door "center door" to stairs. Is this door straight across (???) (Reception3)


1st floor

Landing
--Landing0. Stairs we came up
--Landing1. Door on left. Hear a thump. Go through this door.

Corridor. Two blue-eyed black cats: one on floor, one on laundry.
--Corridor0. Door we came in by.
--Corridor1. First door on right. No sounds.
--Corridor2. Second door on right. No sounds.
--Corridor3. Corridor continues ahead and bends left.

Through first door on right: Corridor1

7-sided room with table, chairs, sideboards, expensive-looking dishes. 3 windows looking out.
--Dining0. Door we came in by.
--Dining1. First door on left. No sounds.
--Dining2. Second door on left. No sounds.

Frithwynne goes through first door on left: Dining1

Room with maps, no furniture.
--Map0. Door we came in by.
--Map1. Door on left. To corridor?
--Map2. Door on right.

Frithwynne goes through door on right: Map2

8-sided room filled with sea salt and golden ship.
--Seasalt0. Door we came in by.
--Seasalt1. Door on left in sloping wall.
--Seasalt2. Curtain on opposite wall, drawn across bay window looking onto courtyard.
--Seasalt3. Door on right.


Dorainen, Gunriana, Jetse go through second door on left: Dining2

4-sided room. Empty table, dust-covered chairs, paintings.
--Plain0. Door we came in by.
--Plain1. Door on left.
--Plain2. Door on right.
 
Posted by Doublethink. (# 1984) on :
 
You enter a large room, the floor is tiled with what looks like marble. Against a short sloping wall to your left stand two copper buckets. Further to your left there is a short straight wall, against which is a wooden water closet.

There is a long wooden side board against the opposite wall, and a door toward the end of the wall. In the middle of the sideboard is a large inset copper bowl with a copper pitcher standing next to it. There is also a mirror standing on the side board.

As you walk into the room you notice a fire place in the wall to your right. There are fire irons on one side of it and a large kettle, to hang over it, on the other.

There are wooden valet stands a safe distance from the fire place, and two bales of towels stacked nearby. In the centre there is a magnificent, large, free standing copper bathtub - that has been polished to a high sheen

If you stand in the middle of the room and face the opposite way from the water closet, you can see a door in the far wall. You think it must lead back into the dining room.

All the doors have copper bolts fitted to them, but none are currently drawn closed.

Over all, the room is rectangular in shape, with just a dented corner from the two sloping walls of the ship room.

[ 13. October 2014, 07:24: Message edited by: Doublethink. ]
 
Posted by Net Spinster (# 16058) on :
 
Dorainen after going around the bend sees two doors to his right and one door to his left. The corridor turns left in the distance.
 
Posted by Net Spinster (# 16058) on :
 
At a quick glance the two doors to the right open into bedrooms, the door to the left into a study or library. No sign of stairs. Around the bend is another door but this one is locked.
 
Posted by Ariston (# 10894) on :
 
Jetse tries to kick in the locked door.

Roll: 2. Ouch.
 
Posted by Autenrieth Road (# 10509) on :
 
Eliab, where is Gunriana? Hopefully Frithwynne is about to emerge in the room where everyone used to be, and I am wondering if she will find anyone there, or no-one there -- Jetse having apparently followed Dorainen, and Er I guess I'll just make up an assumption about.

[ 13. October 2014, 16:02: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
It does lead back into the dining room. Er will still be in the dining room (still a little disorientated).

[ 13. October 2014, 19:54: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Ariston:
Jetse tries to kick in the locked door.

Roll: 2. Ouch.

What is your toughness, my computer is playing up, if it is good you fail, if it is excellent you manage to kick the lock out and the door opens.
 
Posted by Autenrieth Road (# 10509) on :
 
Thanks, DT. If it leads to the dining room, where is the room with the empty table and the dust-covered chairs? It seems as if there have been three rooms described off the dining room, but only two doors that we saw in the dining room (besides the door we came in by, which connects to the corridor). Unless there's an invisible door? Or am I completely disoriented?
 
Posted by Doublethink. (# 1984) on :
 
Hmm, it appears a room has been double described. Let us assume the room with dust covered chairs and little furniture is also the room with maps in. (Rather than the bathroom.)

[ 13. October 2014, 20:23: Message edited by: Doublethink. ]
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Doublethink.:
quote:
Originally posted by Ariston:
Jetse tries to kick in the locked door.

Roll: 2. Ouch.

What is your toughness, my computer is playing up, if it is good you fail, if it is excellent you manage to kick the lock out and the door opens.
Did anyone save the character development thread? The OP of metagame lists his toughness as good, but that's with one WRITES point deducted because of the shipwreck and that point was restored when we left the shore. But, I can't see an easy way of finding out where that missing point should go.

Just to see if it helps, Dorainen tries too...

...and gets a 15...

...which with OK toughness should render this question moot, right?
 
Posted by Doublethink. (# 1984) on :
 
Yup, do it together. Successfully !

Please outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
If a character had an Excellent WRITES quality, that's where the point was deducted and later restored.
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink.:
quote:
Originally posted by Ariston:
Jetse tries to kick in the locked door.

Roll: 2. Ouch.

What is your toughness, my computer is playing up, if it is good you fail, if it is excellent you manage to kick the lock out and the door opens.
It's excellent, which means success…on a roll of two.

Wow.

Okay, the door's open. I'm putting away my bow, drawing the sword, and going in. What do I see?
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink.:
Hmm, it appears a room has been double described. Let us assume the room with dust covered chairs and little furniture is also the room with maps in. (Rather than the bathroom.)

So then Dorainen et al went in the first door on the left, by accident, thinking they were going in the second door.

I can live with it.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Autenrieth Road:
Eliab, where is Gunriana?

Gunriana is following everyone else (and sticking with Jetse is people split up).

Sorry I've been too busy to post - hopefully I'll have more time in a day or two. Feel free to narrate any routine assistance Gunriana can give to others if I haven't posted her doing anything to the contrary.
 
Posted by Doublethink. (# 1984) on :
 
The elf and the guardian discover spiral stairs, may want to check you have everyone with you (in story) before going upstairs.
 
Posted by Net Spinster (# 16058) on :
 
The shepherdess finds the door to the left opens into a good size bedroom. Simple, lived in, but she can note that the red rug on the floor is made of good quality wool and a fine mirror is above the dresser. Various items (feel free to describe) indicate this is a woman's bedroom. Another door on the far side is slightly ajar and she can hear beyond it the sound of someone kicking a door.
 
Posted by Autenrieth Road (# 10509) on :
 
I assume the door that's ajar leads to the corridor, but I'll wait for GM confirmation.
 
Posted by Net Spinster (# 16058) on :
 
It does. It is one of the doors Dorainen opened.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
So everyone's going up the stairs. What's at the top?
 
Posted by Doublethink. (# 1984) on :
 
Ornate locked door.
 
Posted by Ariston (# 10894) on :
 
Anything any of us—Gunriana, for instance—would recognize as magical or trapped, or does it just look like decoration?
 
Posted by Doublethink. (# 1984) on :
 
Nothing obviously magical but you all ***sense evil***
 
Posted by Doublethink. (# 1984) on :
 
Owing to unforeseen circumstances - 48 hour break.
 
Posted by Autenrieth Road (# 10509) on :
 
Hope the unforeseen circumstances go OK.

While we're waiting, any door ideas? Kick it down? Rune it open? Search for a hidden key (Frithwynne's nomination is Yaris' bedroom)? Something else?

Turning back and Ignoring. It. seems like definitely the Wrong. Choice. [Biased]
 
Posted by Ariston (# 10894) on :
 
Well, the foot worked last time…
 
Posted by Net Spinster (# 16058) on :
 
Well just imagine what your GMs may be thinking of. You might want to look over your possessions and skills.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm hopeless at reverse-engineering the GMs thoughts. Maybe some of the others are better at this.

Thinking of Frithwynne's skills: Maybe there's a ***hidden*** ***maze*** which leads around the door?

I guess the one thing I might guess about the GMs is that they may well like puzzles which require several PCs to cooperate for the solution.
 
Posted by Net Spinster (# 16058) on :
 
I'm still learning GMing myself so I'm not quite sure what we are going to be doing to you (or to the one dog, two cats, and a large snake).

BTW the stairs go down as well as up.
 
Posted by Ariston (# 10894) on :
 
And if we go down, citing a bad feeling about this, we find…

[ 16. October 2014, 04:22: Message edited by: Ariston ]
 
Posted by Autenrieth Road (# 10509) on :
 
We came to the mansion to find out about Yaris. The evil-feeling place seems like the most likely place where Yaris' secrets are. A storm is coming no matter what we do. Let's face the evil.

Or maybe it's a ward of fake-feeling, like the wards on the door into the sub-cellar.

Do you think there might be another place "near and up" in the mansion?
 
Posted by Autenrieth Road (# 10509) on :
 
How about: the shark lord has been captured by Yaris and is living in a tank behind the locked door. The room full of salt is to put in the tank to keep it properly salinated.

Not sure how the gold ship fits in.
 
Posted by Autenrieth Road (# 10509) on :
 
Looked through character sheets. Feel as if I must be missing something because I don't see anything that makes me think "oh that's what the GMs are thinking". Some ideas:

Maybe there's a transom and those of us with some spryness or Climb abilities can work together to hoist someone through the transom.

Or maybe we can send Er through the hypothetical transom as a cat to open the door as a person on the other side.

Or maybe Dorainen and/or Er can use their tinkering/fixing-type skills to pick the lock. A knife-tip might do, or a hairpin can probably be found in Yaris' bedroom.

Or maybe Jetse can punch the door open with his invisible hand.

Perhaps we should have Frithwynne listen first, just so we're forewarned of anything noisy on the other side.

Maybe we pet the cat and when its purr reaches a certain sympathetic vibration, the lock pops open.

Maybe the cat is enchanted and Gunriana can unenchant it (surely there's an entry in Demoslant's for Cats, The Unenchanting Thereof [Smile] ) and it can help us somehow.

[ 17. October 2014, 00:22: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
I have to point out that the cat is still out cold.
 
Posted by Autenrieth Road (# 10509) on :
 
Well then let's keep it enchanted. Much easier to lug around a comatose cat than a comatose person-of-currently-unknown-sex-but-surely-noble-rank that the cat would turn into.

[ 17. October 2014, 01:27: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Great White Sharks are reputed to reach 8m in size; I think the tower might be a bit cramped barring shape change (not to mention the weight of the water and its effect on the structure).

BTW the bit of poetry I had you hear was from An Elegy on The Death of Dr Johnson's Favourite Cat by Percival Stockdale.
 
Posted by Autenrieth Road (# 10509) on :
 
I hope that doesn't mean our poor comatose cat is actually dead, or going to die [Ultra confused] .
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Hope everything went OK, DT.


Frithwynne is listening at the door. Anything to be heard?


Rereading, I see that Net Spinster advised us to look over not only our skills but also our possessions.

I'm not sure how they can help but Frithwynne has:

Magic torch
Long gold chain studded with garnets
Jack's hat
Shawl
Clean silk shift
Red ribbon
Tin cup (I think, I've lost track)
Silver chalice of inspiration (bent)
Knapsack containing all of the above

Knife
Gold ship
Towel wrapping gold ship


No idea how to use any of those here.

What has anyone else got?

[ 17. October 2014, 12:01: Message edited by: Autenrieth Road ]
 
Posted by Adam. (# 4991) on :
 
All I have equipment-wise is a knife, a longbow and my copy of Studia Humana. Unless something Frithwynne hears obviously counter-indicates this, Dorainen can try using his knife to force the lock.
 
Posted by Autenrieth Road (# 10509) on :
 
If Frithwynne hears a deep bass voice saying "Do not force the lock, keep away from the lock, forget the lock" I'll take that as confirmation that we should force the lock [Biased] . Or pick it, so much more finesse.
 
Posted by Doublethink. (# 1984) on :
 
Try it Adam, ***hard*** difficulty.
 
Posted by Adam. (# 4991) on :
 
12. Close, but no cigar, right?
 
Posted by Doublethink. (# 1984) on :
 
'Fraid so, please outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
Does Frithwynne hear anything?
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Autenrieth Road:
Does Frithwynne hear anything?

You hear the sound of something like a piece of cloth flapping.
 
Posted by Doublethink. (# 1984) on :
 
Roll find hidden at ***OK*** difficulty please AR.
 
Posted by Autenrieth Road (# 10509) on :
 
15.
 
Posted by Doublethink. (# 1984) on :
 
Oooh cuspage, you notice the snake has slid from beneath your feet, and is insuating itself into the carvings of the door. You hear a faint click.

Please outcome post - but don't open the door Foret is going to do that ...
 
Posted by Autenrieth Road (# 10509) on :
 
Outcome posted.

Foret?!?
 
Posted by Doublethink. (# 1984) on :
 
Yup, he has been trailing along with the party for aaages.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day

[ 18. October 2014, 23:02: Message edited by: Doublethink. ]
 
Posted by Autenrieth Road (# 10509) on :
 
Oh I see, he opens it from the outside, in order to be a red-shirt. I thought he was going to open it from the inside, which might completely upend everything we think we know about Cimenster.
 
Posted by Doublethink. (# 1984) on :
 
The smoking slightly oozy body of one of your companions lies at your feet. I assume the total silence is because you are all in shock ?
 
Posted by Kelly Alves (# 2522) on :
 
[Quotes file.]
 
Posted by Adam. (# 4991) on :
 
Well, that plus weekends being kind of busy times in my line of work. Also, not really knowing what to do. I'm guessing that smoking slightly oozy bodies are beyond Dorainen's powers of healing. Let's see what this does...
 
Posted by Doublethink. (# 1984) on :
 
You could try healing the cat, you never know what it might do if it were fully strong ...

[ 19. October 2014, 20:09: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
Roll healing at ***ridiculously easy*** please - now would be a bad time to roll a 1 ...
 
Posted by Autenrieth Road (# 10509) on :
 
Perhaps Frithwynne could try ***animal command*** on the snake in case an unfortunate elven roll occurs.

Crossing my fingers for an elven not-a-1 -- I don't want anything bad to happen to our sweet kitty. (Although maybe it will turn into a panther when healed and be more fearsome than sweet [Eek!] .)
 
Posted by Doublethink. (# 1984) on :
 
Perhaps after we have Adam's outcome.
 
Posted by Adam. (# 4991) on :
 
So, you know how you said this would be a bad time to roll a 1...
.
.
.
.
.
.
.
.
.
.
.
.
.
Don't worry: I got a 17.
 
Posted by Doublethink. (# 1984) on :
 
[Big Grin]

The cat leaps to its feet. Then turns places one front paw on your shoulder, then turns again and faces the snake.

Please do a brief outcome, hen I will narrate the animal's fight.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink.:
Perhaps after we have Adam's outcome.

Yes, I meant for after Hart's outcome in case it was bad.

Hart/Adam your name change is taking me a while to get used to. I keep thinking of it as "Hart, who for some reason wants to go by the pseudonym Adam".
 
Posted by Doublethink. (# 1984) on :
 
New GM Day

[ 20. October 2014, 07:17: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
So anyone reacting to Foret's death ? Expressions of shock, grief, oaths of vengeance ?

Anyone going through the door ?
 
Posted by Net Spinster (# 16058) on :
 
For those who've entered.

You exit onto the top of a round tower, perhaps 20 feet in diameter. White, almost all is white. White marble parapets, white marble the small gatehouse you just left, white marble the paving. In the center though is a raised circular platform, perhaps a handspan above the floor and a man length in diameter made of white alabaster; It doesn't look completely white. Above the gatehouse flies a large pennant flapping in a stiff breeze though the streamers look a bit odd. on each side of the gatehouse are large white boxes with what looks like silver work.. On the far side is a large white block

Decide how you want to describe and what you want to look at more closely
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Adam. (# 4991) on :
 
Missed the edit window. ***Healing*** should be starred in the last paragraph of my last story post.
 
Posted by Doublethink. (# 1984) on :
 
You are unable to heal Foret. (He is dead, you do not have the power to give life.)

[ 21. October 2014, 13:41: Message edited by: Doublethink. ]
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink.:
The smoking slightly oozy body of one of your companions lies at your feet. I assume the total silence is because you are all in shock ?

(Actually, yes. I forgot to mention that I thought he was out with the rabble in the streets—so besides being shocked he's dead, I'm shocked he was here. I'm trying not to think too much about how to write this one, in the interest of time—but Jetse isn't me, and he wouldn't react to his minion's death like I would)
 
Posted by Ariston (# 10894) on :
 
Okay, looking around.

1. What's odd about the banners? Would a military commander like Jetse recognize the significance?

2. Jetse walks over to the edge of the parapet and looks out over the town. What does he see? Can he tell how the uprising is proceeding?
 
Posted by Doublethink. (# 1984) on :
 
The chest is locked Adam, you do remember that Er has tinkering skills ...
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Ariston:
Okay, looking around.

1. What's odd about the banners? Would a military commander like Jetse recognize the significance?

2. Jetse walks over to the edge of the parapet and looks out over the town. What does he see? Can he tell how the uprising is proceeding?

Can I ask you all to have a look at page 27 of this thread.

Adam has jumped us forward to nightime of day two.

You need to find your evidence for the petitioner's hearing.

Gunriana needs to carry out the magical ritual with the sharksteeth and snakescales to defeat the sharklord - to do that you have to get back to Ironfoot's to meet up with the dockers who have been collecting them. Or get to meet the dockers without being spotted, at some other location. (Tunnel collapse may stop you getting back to Ironfoot's house, but you have a group of dwarves waiting for you underground who maybe able to get you elsewhere.).

You need to get away from the mansion before Yaris gets back, from the fake insurrection.

The real insurrection needs to happen after the defeat of the Sharklord I would think.

[ 21. October 2014, 18:23: Message edited by: Doublethink. ]
 
Posted by Net Spinster (# 16058) on :
 
Ariston, the flags don't look they are made of silk or linen or wool; they flap wrong for those sorts of material.
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Ariston:
quote:
Originally posted by Doublethink.:
The smoking slightly oozy body of one of your companions lies at your feet. I assume the total silence is because you are all in shock ?

(Actually, yes. I forgot to mention that I thought he was out with the rabble in the streets—so besides being shocked he's dead, I'm shocked he was here. I'm trying not to think too much about how to write this one, in the interest of time—but Jetse isn't me, and he wouldn't react to his minion's death like I would)
Went back and checked the storyline, he definitely wasn't sent off anywhere *phew*
 
Posted by Autenrieth Road (# 10509) on :
 
Sharkskin for the banners? Anyone want to shinny up a flagpole and check?

GMs, do we learn anything by just examining or do we first need to use a ***skill***?
 
Posted by Net Spinster (# 16058) on :
 
Any of you getting a close look at the flag could figure it out (this would be common knowledge); though being night makes it a bit trickier (Dorainen's eyesight might be able to distinguish or someone going up the pole).

AR: The block has grooves carved in it that lead to a spout at one corner. You sense a great deal of evil from it. Also as you go around the alabaster center you'll note there seems to be a botchy pattern on it in a white metal.
 
Posted by Net Spinster (# 16058) on :
 
AR, roll at hard to ***find hidden***
 
Posted by Autenrieth Road (# 10509) on :
 
15
 
Posted by Net Spinster (# 16058) on :
 
just made it. Hmm, you look at the base of the alabaster platform (remember it is only a handspan high) and notice under the overhang that it is carved in a pattern of scales, following around you find the carving of a snake's head grasping a snake's tail.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Net Spinster:
Any of you getting a close look at the flag could figure it out (this would be common knowledge); though being night makes it a bit trickier (Dorainen's eyesight might be able to distinguish or someone going up the pole).

OK, let's tie up this loose end, before we turn our attention to Er's demise.
 
Posted by Net Spinster (# 16058) on :
 
The flags are made of snake skins, the streamers are the tails.
 
Posted by Doublethink. (# 1984) on :
 
You guys maybe need to talk to each other in meta and decide what you are doing.
 
Posted by Autenrieth Road (# 10509) on :
 
Well, gang, what do you think? I haven't got a clue.

We have a nice snakeskin here if Gunriana needs scales for magic, a cat for whatever purpose we might think to put a cat, a golden ship, a large fluffy towel, snakeskin banners in case anyone wants to shinny up and bring one down (presuming they're not imbued with evil in some way), apparent evidence of sacrifices, blotches of unknown meaning, and some mysterious boxes we can't get into. A strong sense of evil and the sacrifice block suggest Yaris is Up To No Good.

No idea what all of that adds up to.

[ 22. October 2014, 21:56: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
And two dead people.

[ 22. October 2014, 22:13: Message edited by: Doublethink. ]
 
Posted by Autenrieth Road (# 10509) on :
 
Well, yes, that. Another decision to make: do we take the bodies with us or leave them here?

I wonder if the platform is for a pyre where the body of the sacrificed victim is burnt. Could that have anything to do with the blotchy markings on the platform? The flames from the pyre would be what the residents of Cimenster see to mark the Ceremony (if this is the Ceremony), since they can't all fit up on top of the tower to watch.
 
Posted by Adam. (# 4991) on :
 
Well, I vote we just take out our smart phones, snap some pictures and then forward them to the authorities. Oh, wait... wrong time period.

My main question is: what could we take from here that would be clear evidence at the petitioners' hearing? Could we take the killer chests (being careful not to open them)? How about the flags?

Another question: do we really understand what Yaris is doing? She's clearly mixed up in some kind of snake magic, and almost certainly in human sacrifice. We also know (from 23-JUN), that Trepik had contact with a scale-master, who is immune to snake bites. This is rare but not unknown amongst humans, so it could be Yaris, or could also be some goblin associate of hers we haven't met (maybe based in the desert where Foret is from).
 
Posted by Autenrieth Road (# 10509) on :
 
No ideas, and I don't expect the GMs to give us any gifts via Frithwynne's ***intuition*** either, but it's worth a shot.

Would it be worth Frithwynne trying ***find hidden*** specifically around the chests? Or is there some other way we could get into them? A rune from Gunriana (although I don't know when Eliab will next be around)? Some kind of force from Jetse? Just pick them up and drop them over the parapet, then run downstairs and see if they've broken open?

I'd like to solve the puzzle of the blotchy marks on the platform too, assuming there is a puzzle there and it's not simply a descriptive detail. But again, no ideas how to do that.

I wonder how big the boxes are. Maybe they're open on the top, but too tall for us to see into unless we hoist someone up, similar to what we did to tackle the trapdoor.

[ 23. October 2014, 14:52: Message edited by: Autenrieth Road ]
 
Posted by Ariston (# 10894) on :
 
I'm thinking that getting involved in dodgy cults like the Scalemasters might be a little unpopular with the townspeople. If we took down the banners and had evidence Yaris was up to No Good—perhaps bringing Foret's body as evidence—it might sway things to our favor.

What I'd want to find is a smoking and portable gun that would prove that Yaris is holding the town under an enchanted sway. Dark alters aren't portable, but dead snakes and humans are, as are cult banners, magical equipment, and chests. Anything we have that could connect Yaris to the Shark Lord, the Scalemasters, or other dark enchantments would be good for us to find.
 
Posted by Doublethink. (# 1984) on :
 
AR, please roll for intuition at ***easy*** difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
19.
 
Posted by Doublethink. (# 1984) on :
 
Er was injured running his hands over the carvings, trying to interfere with the lock.

Yaris is a woman of subtle thought and powerful magic, perhaps she doesn't notice the basic vulnerabilities...

If you could tip the chests over the edge without touching them ? They are only the size of a large sheep. You would have to be fast, you don't want run into the servants coming to investigate.

Please outcome post.

[ 23. October 2014, 19:59: Message edited by: Doublethink. ]
 
Posted by Ariston (# 10894) on :
 
Magic carvings? Might those be runes, or rune-like?
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
I am going to let Net Spinster answer that question.
 
Posted by Net Spinster (# 16058) on :
 
Not runes on the boxes. Think something like this pattern except in white enamel.

However I think Dorainen and Gunrianna and perhaps Jetse have enough knowledge to recognize the pattern amongst the blotches on the alabaster.
 
Posted by Net Spinster (# 16058) on :
 
Dorainen should look at (or recall that) his book has a map of the known world in it. The orientation could be different from where he is looking.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Doublethink.:
New GM Day


 
Posted by Autenrieth Road (# 10509) on :
 
Does Frithwynne have to roll to be able to push the boxes over the edge (using her knapsack to push them, so she doesn't touch them)? Or can she do it without rolling?

Is there anyone else around who would like to try pushing them?

[ 26. October 2014, 00:49: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
If you are doing it by main force alone, you'd need to roll toughness.

Please roll for animal command at ***OK*** difficulty.
 
Posted by Autenrieth Road (# 10509) on :
 
Well that was pathetic: 3. No kitty for Frithwynne [Frown] .

I'll think if there's a cleverer way to tip the boxes over. Ariston, if you're around, could Jetse be persuaded to tip them over the edge?
 
Posted by Doublethink. (# 1984) on :
 
Please outcome post.
 
Posted by Autenrieth Road (# 10509) on :
 
For pushing the boxes by toughness alone:

Gunriana has Useless toughness.
Frithwynne has Weak toughness.
Dorainen has OK toughness.
Jetse has Good or Excellent toughness (I'm not sure if this was the skill reduced and then restored after the shipwreck)

GMs, can the flagpoles be taken down (to use as levers on the boxes)?
 
Posted by Doublethink. (# 1984) on :
 
Yup, you'd need to cut through it or break with something I'd think.
 
Posted by Autenrieth Road (# 10509) on :
 
If Frithwynne could stand outside the tower she could use her chain to pull the boxes over...

I wonder if there's anyway to rig up leverage with the chain from somewhere on the tower.
 
Posted by Doublethink. (# 1984) on :
 
IOS is giving me linking issues, but if you look up the William E Ward House on wikipedia - the tower is that sort of shape at the top / exterior.

(Though it is built of traditional materials rather than reinforced concrete.)

[ 26. October 2014, 20:58: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
If nothing happens during this GM Day, I'm going to have Frithwynne quit stalling for time, and try to push the boxes over.
 
Posted by Doublethink. (# 1984) on :
 
That sounds like a plan.
 
Posted by Adam. (# 4991) on :
 
So, let me make sure I'm clear... once we push the boxes off, we're going to need to high-tail it down to the courtyard (which I think we saw from a window). I'm assuming we can get there quickly and without getting lost, using Frithwynne's always on maze skill. We then hope that there's something in it which is a smoking gun, and then get back to the cellar to reconnect with the dwarves?

Given Dorainen has OK toughness, he's going to try just pushing them, using his cloak to shield him from their lethal effect.

Rolled a... 13.

Success, right?

I'll post up to the pushing, and outcome post the drop once I get GM confirmation of the success.
 
Posted by Net Spinster (# 16058) on :
 
Success, go.
 
Posted by Doublethink. (# 1984) on :
 
Fellasleep

New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Regarding the grand reception room, here's what I've gleaned that we found when we first came through it:

4-sided paneled grand reception room
--Reception0. Door came in by: the door is ornately panelled, painted carvings showing the fleets of the peninsula bringing the riches of the world to the rejoicing harbour of Cimenster.
--Reception1. First door on left with a ship loading its cargo in a foreign port
--Reception2. Second door on left with a storm on the sea
--Reception3. Door straight across with a trader carefully weighing out spices
--Reception4. Door on right with the sun setting over the ocean, painting the waves with a sheen of gold.

--Leave by door "center door" to stairs. Is this door straight across (???) (Reception3)


Which is the door through which we found the stairs? Door #3, with the trader and spices?

[ 28. October 2014, 17:15: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
Is Reception 0 the one you are just passing through, or the one you came through after you exited the kitchen ?
 
Posted by Autenrieth Road (# 10509) on :
 
I was reproducing what I wrote from earlier in the thread, written from the point of view of when we first came in to the reception room from the kitchen. So Reciption0 is the door we came in from the kitchen, and one of the other doors is the one we left by to go up the stairs.

At the time I think the only description I could find is that we left by "the center door". I wasn't sure which door that meant. I've been guessing it meant Reception3 -- the door on the wall across from the wall with the kitchen door -- , but it hasn't entered explicitly into any description in the Story yet.

Now that I'm going to redescribe the reception room as we come back into it (by the same door we previously left it by), I want to be sure I have the description right of what we see, and also of which doors we haven't been through yet.
 
Posted by Doublethink. (# 1984) on :
 
Well, given you have been through the whole house, here is the map.

But ignore the bits at the edge, we're using the first and second floors - the wine cellar and sub-basement are not mapped, nor is the tower top.

Youhave come down the tower on the left to the first floor.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
DT, I'm confused about where you think we are. This is what I narrated on Story for coming downstairs:

quote:
Originally posted by Autenrieth Road:
Down the spiral stairs, pounding around the bends in the corridor, onto the landing and down the main stairs, back into the panelled reception room.

This is what you've said here on Meta for where we are:

quote:
Originally posted by Doublethink.:
You have come down the tower on the left to the first floor.

Which isn't quite the same thing, when I look at the map you linked to.

[ 29. October 2014, 18:20: Message edited by: Autenrieth Road ]
 
Posted by Autenrieth Road (# 10509) on :
 
What I mean is, my described way has us coming back into the paneled reception room through the same door we left it by, leaving 3 untried doors.

Your described way seems to me to put us in the little unfurnished room between the tower and then panel room, or, if we've rushed through both doors into the paneled room, then we've come through by a new door, leaving only 2 untried doors -- the 2 that are together on the opposite wall from where we just came in.
 
Posted by Doublethink. (# 1984) on :
 
You are in the room with the long red rug on the map.
The door behind you is the one you have just come through.
The door to your right is the stairs you ascended to get to the first floor earlier.
 
Posted by Adam. (# 4991) on :
 
So, we just need to go through the North-East door into the small room, and then out through the North exit (is that a door, or a window?), and then we can circle counter-clockwise round the building and examine the remnants of the chests, right? Is there any problem with me just saying I did all that on story? If you tell me what we'd find, I can outcome post that too all at the same time.
 
Posted by Doublethink. (# 1984) on :
 
That's fine, it takes you out the front door.
 
Posted by Doublethink. (# 1984) on :
 
You will find assorted arcane ingredients, some smashed glassware, a black leather bound book, and three brown leather bound journals.

You'll then need to leg it as fast as possible to Ironfoot''s dodging patrols.

At Ironfoot's you'll need to send back up dwarves to get through the cave in to the others waiting at your entry point underground.
 
Posted by Doublethink. (# 1984) on :
 
Paging Ariston & Eliab, gonna need you in the next day or so - there is a possibility we may complete by the end of next week.
 
Posted by Autenrieth Road (# 10509) on :
 
The books should fit in Frithwynne's knapsack (filling it up); she can't carry any more stuff by hand because her arms are full of the golden ship. I'm guessing we should bring the arcana too. Frithwynne can offer her purloined towel to make an easy-to-carry wrapped package for the arcana. Others might have other ways to carry things. I just offer these as some possibilities.
 
Posted by Ariston (# 10894) on :
 
Got it.
 
Posted by Doublethink. (# 1984) on :
 
We are waiting on some outcome posts.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Doublethink.:
Paging Ariston & Eliab, gonna need you in the next day or so - there is a possibility we may complete by the end of next week.

I am so sorry I've not been posting here - a combination of work and personal busy-ness over the last month.

I think I'm back to normal scheduling now. Thinking about what to do...
 
Posted by Doublethink. (# 1984) on :
 
It would be helpful if you have picked up the dead snake on your way out.

Then you need to get back to Ironfoot's.
 
Posted by Eliab (# 9153) on :
 
Gunriana is using **rune magic*** to detect whatever it is in the chests that was important enough to protect in so gruesome a way.

And having lost two (more) friends getting into this place, making sure we don't leave whatever it is we need behind is sufficiently important that she's using her gift and trying for a critical...
 
Posted by Doublethink. (# 1984) on :
 
Okey Dokey, please roll at ***ridiculously easy*** difficulty.
 
Posted by Eliab (# 9153) on :
 
16 (missed the critical by 1).
 
Posted by Adam. (# 4991) on :
 
I'm going to try to check in as I can, but things are going to be really crazy until Tuesday. If it feels like you're waiting too long for me to do something, feel free to do it for me.
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Eliab:
16 (missed the critical by 1).

Well Doranien has already taken a black grimoire and two journals you'll need to look at back at Ironfoot's.

You find a small thick-walled crystal flask containing a glutinous liquid you can not see properly in the darkness - it may be blood, or some derivative of blood.

You need to leave fast the noise of smashing chests may attract servants once they sort out torches and clothes.

Please outcome post.

[ 01. November 2014, 19:34: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
Aha, the remnants of the party have made it back to Ironfoot's.

So you need to examine your finds, wreak magics, and prepare for the petitioner's hearing.

[ 03. November 2014, 17:19: Message edited by: Doublethink. ]
 
Posted by Adam. (# 4991) on :
 
Dorainen's flicking through the books. What does he find out?
 
Posted by Doublethink. (# 1984) on :
 
The black book is written in runes you can't read.

The brown leather journals are another matter ...

Roll to see what you find, the better your making sense of Yari's handwriting, abbreviations, cryptic allusions and lists, the more you will understand of her plans. (And the reason she has written them down !)
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Perhaps Gunriana can read the runes.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Doublethink.:
Roll to see what you find, the better your making sense of Yari's handwriting, abbreviations, cryptic allusions and lists, the more you will understand of her plans. (And the reason she has written them down !)

May not be much: got a 3.
 
Posted by Doublethink. (# 1984) on :
 
Oh dear [Frown] I think you are seriously struggling with the handwriting - you can make out something about Yaris feeling trapped by not being able to grieve for Trepik openly, but that's about all you can decipher.

Please outcome post - you'll need to get someone else to try.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Net Spinster (# 16058) on :
 
AR roll at ***easy*** for find hidden.
 
Posted by Autenrieth Road (# 10509) on :
 
19
 
Posted by Eliab (# 9153) on :
 
Gunriana is using rune magic (and her own knowledge of rune lore and general awareness of symbols) to decipher the books.
 
Posted by Doublethink. (# 1984) on :
 
AR - Net Spinster will give you your outcome.

Eliab please roll at easy difficulty.
 
Posted by Eliab (# 9153) on :
 
12
 
Posted by Net Spinster (# 16058) on :
 
AR - As you look closely at the ship you realize that it isn't completely gold but that some work has been done with silver and copper, now tarnished. Some damage exists to the foredeck, perhaps a broom handle had been pounded on it, and that this was recent, no more than a week or two at most, as the broken silver there is not yet tarnished. On the waterline of the ship is etched a delicate thin serpent encircling the entire ship with the head biting the tail at the stern.
 
Posted by Net Spinster (# 16058) on :
 
Eliab, Doublethink will be giving you your outcome.
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Eliab:
12

Fab you have succeeded, the grimoire tells you how to use the sacrificial blood, snake scales, shark teeth and rune magic to channel the spirit of the world serpent to cripple the sharklord and reduce his power to be limited only to the actions and fury of sharks.

This your big scene, if you want I can sketch out the magic in more detail - but I think you will have more fun if you do the description.

Please outcome post.
 
Posted by Eliab (# 9153) on :
 
OK, so Gunriana's a bit over-enthusiastic.

Anyone going to suggest that we do something over than work this really cool, exciting, and totally safe magic right away, as soon as possible, without really thinking it through?

If not, she's going ahead as soon as she gets her stuff together.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Eliab:
Anyone going to suggest that we do something over than work this really cool, exciting, and totally safe magic right away, as soon as possible, without really thinking it through?

Nope, I vote do it.
 
Posted by Ariston (# 10894) on :
 
Of course, we could save it for (game day) tomorrow, when everybody's watching us—if there's one thing angry mobs like, it's a bunch of heroes putting on a good show. If we're going to save the town, we might as well get the credit for it...
 
Posted by Doublethink. (# 1984) on :
 
Successfully performed magic may leave somekind of wrought object that can be waved about as proof it occurred.

(To be designed by GM)

As I note the witch's description precludes performing the magically publically above ground. If you want to go with that let me know and I will include it in the outcome from the roll.
 
Posted by Eliab (# 9153) on :
 
I'm definitely going with dark and dangerous for this sort of magic, but I was also going to suggest that while Gunriana is at work, the others make a propitiatory sacrifice to the world serpent by beheading an ox and throwing the head into the sea. Gunriana remembers her classics - he likes that sort of thing.

She can be persuaded to wait for a good tactical moment to perform the magic, much as a six year old might be persuaded to wait until Christmas morning to open a present, (and if anyone suggests this IC, you may post her response accordingly). In the meantime, she's bouncing around like a child with a new chainsaw.
 
Posted by Doublethink. (# 1984) on :
 
I await the decision of the party - when you do it, roll, and the roll will determine the spectacularity of the spell.
 
Posted by Net Spinster (# 16058) on :
 
AR roll at OK
 
Posted by Autenrieth Road (# 10509) on :
 
A completely pathetic 2.

Regarding timing of Gunriana casting the spell, I have no strong opinion.
 
Posted by Net Spinster (# 16058) on :
 
Not much we can do with that. At least it wasn't a 1.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Eliab:
I'm definitely going with dark and dangerous for this sort of magic, but I was also going to suggest that while Gunriana is at work, the others make a propitiatory sacrifice to the world serpent by beheading an ox and throwing the head into the sea. Gunriana remembers her classics - he likes that sort of thing.

Is there an ox easily to hand when the city's been under siege for so long? Maybe we should each throw something we value into the sea while Gunriana does the spell, to enhance its power? For Dorainen, that would probably be his cloak, his last physical tie to the teyv.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Adam.:
Is there an ox easily to hand when the city's been under siege for so long?

Almost certainly not. But an ox head just is the appropriate offering to Jormangandur, and Gunriana isn't in any sort of mood to care that finding one will be difficult. She's yet to suggest it IC, of course, but the decapitation of an ox on the harbour could serve as the public face of the ritual.

Is anyone going to propose IC that we wait to do the rite? If not, I'll carry on with the preparations on the story thread.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Banner Lady (# 10505) on :
 
You dug me up?

And there I was, happily buried, thinking at least Clawdine's body would provide nutrients for all the seeds she was carrying on her so that some time in the future Cimenster would be famous for the most magnificent grove of blood orange trees ever known.

Foiled again. Sigh.
 
Posted by Eliab (# 9153) on :
 
Timing issues:

It's current night-time IC, it'll take a while for the ritual to be set up, so if the rest of the group have anything to prepare for whatever plans will be in place for the public-above ground impact of the ritual, that can happen before Gunriana starts her casting.

I've written the start of the ritual, and can't post it in Story at any point, but if anyone has anything to do before I move time on one tick, say so. Otherwise I'll post it tomorrow.

Then when the ritual starts, I can post Gunriana's story in parallel to what everyone else is doing above ground, and we can make all required rolls and post results.

If no one has anything to do before the ritual starts, say so and I'll kick it off.

(IC, I'd like all active players in the tunnels when Gunriana starts the rite, because that's how I've written the starting post, but obviously you all get a say in that too.)
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Banner Lady:
You dug me up?

And there I was, happily buried, thinking at least Clawdine's body would provide nutrients for all the seeds she was carrying on her so that some time in the future Cimenster would be famous for the most magnificent grove of blood orange trees ever known.

Foiled again. Sigh.

Don't worry I think you'll get a ceremonous dwarven burial, and then there will be trees ...
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Eliab:

If no one has anything to do before the ritual starts, say so and I'll kick it off.

(IC, I'd like all active players in the tunnels when Gunriana starts the rite, because that's how I've written the starting post, but obviously you all get a say in that too.)

Just to check, the plan is: G. goes into the hole, we fill in the door, then we go find our ox, throw its head in the water and hussle back. Dorainen has nothing to do that prevents you from just starting that.
 
Posted by Eliab (# 9153) on :
 
The spell has begun...
 
Posted by Doublethink. (# 1984) on :
 
Adam and Eliab rolls please - don't post outcomes just yet though, we need to co-ordinate - I am assuming Gunriana will be using her fate marked hand.
 
Posted by Adam. (# 4991) on :
 
2.

I hope someone else has an idea for where to get an ox!
 
Posted by Doublethink. (# 1984) on :
 
Oh dear
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne could use her chalice to bump Inspiration to Excellent, and then try to use her Animal Command (linked to Inspiration) to call an ox to her. Any special location where that might be most likely to work? Perhaps near the work yards of the Duke's palace?
 
Posted by Doublethink. (# 1984) on :
 
Yup, I'd buy that as a plan.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Adam, will you narrate not finding an ox before Frithwynne proposes her idea? Or shall I go ahead?

Ariston, any thoughts? We may need Jetse to manhandle the ox down to the harbor, depending how long Frithwynne's Animal Command lasts. And certainly to strike off its head.
What else are you thinking of in what's coming?
 
Posted by Net Spinster (# 16058) on :
 
AR, roll at easy.
 
Posted by Autenrieth Road (# 10509) on :
 
14.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Autenrieth Road:
14.

You succeed thought what you find is not exactly your ordinary ox but rather the duke's prize bull kept against slaughter in hopes of restoring his herds one day. You should be able to get it to the harbor with little trouble. Once at the shore you will need help.
 
Posted by Adam. (# 4991) on :
 
I'm assuming D.'s knife isn't ideal for the slaughter, but is it passable? Does Jetse or anyone else have something better?
 
Posted by Ariston (# 10894) on :
 
Much, much better—and more impressive looking. I think an all-black rune-etched wave blade would be appropriate for the occasion, no?

Do I do the slaughter, or should someone else?
 
Posted by Net Spinster (# 16058) on :
 
Ariston, if you want you can role play Mary Drake offering the loan of Gunriana's Scramasax for the deed.
 
Posted by Autenrieth Road (# 10509) on :
 
Ariston, where is Jetse? Back at the dwarves' house? With Dorainen and Frithwynne ox-hunting? Somewhere else?

Net Spinster, ditto: where is Mary?

I had thought Jetse was with D and F, and we would go straight down to the harbor for the sacrifice and then return to the dwarves' house. Do we instead need to return to the dwarves' house to pick up either Jetse and/or scramasax?
 
Posted by Net Spinster (# 16058) on :
 
Mary is at the dwarves' house where you can assume she is working to organize defenses with the dwarf leaders and the guild leaders. Yaris might after all figure out what is going on and attack.

Not sure where Jetse is, but, you could role create some messengers (e.g., apprentices, dwarves). There may after all be several groups out looking for an ox.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
Are y'all ready to go with the ox sacrifice ?
 
Posted by Eliab (# 9153) on :
 
I reckon I have two more story posts to conclude Gunriana's ritual - which I haven't written yet. I'll hold for a bit to let the narrative focus go above ground, and then we can bring the threads together.
 
Posted by Autenrieth Road (# 10509) on :
 
quote:
Originally posted by Doublethink.:
Are y'all ready to go with the ox sacrifice ?

I was hoping Ariston would weigh in with Jetse's whereabouts so I'd have a clue for how to narrate our route to the harbour. Failing that, I'll go ahead and get us down to the harbour now.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Ariston (# 10894) on :
 
Jetse is soon to emerge from the shadows in which he lives. Worry not, the bull shall die.

(His avatar has been having an Interesting Week, filled with time in courtrooms. Keeper Ræven has suggested taking a sword to the lot of them, filling the rest with arrows. The avatar thinks this might get himself put in a rather unpleasant place once the Secret Service catches up with him; Jetse the Black does not see the downside. Oh Jetse...)
 
Posted by Net Spinster (# 16058) on :
 
Perhaps the GMs will provide some stand ins. We still have the petitioning assuming both sides survive until them.
 
Posted by Doublethink. (# 1984) on :
 
IRRC someone needs to make sure the ox's head is tossed into the sea.
 
Posted by Eliab (# 9153) on :
 
I have one more narrative post to finish the account of Gunriana's experience underground. I'll try to time that with the party's return to the tunnels. (Assuming you do return, of course).

That's unless DT wants to do some or all of the outcome before the chamber is unsealed - in which case please say.
 
Posted by Doublethink. (# 1984) on :
 
You'll need to roll Rune magic before we decide on outcome (ie whether you survive for example).
 
Posted by Ariston (# 10894) on :
 
quote:
Originally posted by Doublethink.:
IRRC someone needs to make sure the ox's head is tossed into the sea.

On it.
 
Posted by Doublethink. (# 1984) on :
 
We are assuming Gunriana's incantations are heard at the site of the sacrifice through the power of magic, as she is sealed in an earthen chamber more than a mile away.

Can I just congratulate everyone on the quality of the story posts around the this ritual - loving Gunriana's wild abandon, the ox emerging from the gates like smoke, and the soldier battling the waves.

Somewhat dependent on Gunriana's outcome, I am hoping Adam will get to strut his stuff in the healing phase after the rune magic is complete.
 
Posted by Eliab (# 9153) on :
 
The rite's over.

And something of the witchery must have carried over into real life because...

...I rolled a 20!
 
Posted by Doublethink. (# 1984) on :
 
Wooohooooo !!!

Everything works, go wild with your outcome description - at base you defeat the sharklord, but feel free to do exuberant description.

As a bonus for critical success, x1 per week, Gunriana can channel the voice of the world serpent, giving the target a single sentence instruction, They can only resist with an exceptional act of will (roll of 20). She will gain insight to fact she can do this in the course of your outcome post.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Doublethink.:
New GM Day


 
Posted by Adam. (# 4991) on :
 
Do you want me to narrate the beginnings of D.'s attempt to heal G., and then roll for success; or roll and then do the whole thing in one post?
 
Posted by Autenrieth Road (# 10509) on :
 
Are we skipping narrating the part where Eliab had Gunriana say all must agree to open the wall? We're missing Jetse's and Mary's IC agreement.
 
Posted by Adam. (# 4991) on :
 
Good point; I'd forgotten that. I don't know how often I'll be able to look in on Sunday or Monday, though.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
Paging Jetse
 
Posted by Doublethink. (# 1984) on :
 
It would be nice to have the dig described from Frithwynne's perspective - no roll is required at this stage.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Autenrieth Road (# 10509) on :
 
Why Frithwynne, out of curiosity? Happy to comply; it will take me a few hours to envision it.
 
Posted by Net Spinster (# 16058) on :
 
Because Gunriana put you in charge of it.

You can role play Mary who has a lot of the necessary tools beside her and there are plenty of npcs (dwarves and men and at least one cat) to rely on.
 
Posted by Adam. (# 4991) on :
 
OK. I'll be back in the morning to try the healing (in 12 hours ish). Do you want me to roll before I post anything?
 
Posted by Doublethink. (# 1984) on :
 
Yes, please, a healing roll - don't roll a 1 !
 
Posted by Eliab (# 9153) on :
 
If you've ever done a first aid course and had a manual with illustrations of all the different sorts of wound - abrasion, incision, contusion, laceration, ... - that's pretty much what Gunriana will look like when you get to her. Plus a few chemical burns, and asphixiation.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Doublethink.:
Yes, please, a healing roll - don't roll a 1 !

4.

[Well, it's not a 1!]
 
Posted by Doublethink. (# 1984) on :
 
K, you succeed but be sure to narrate it as a real struggle - you manage, but only just.
 
Posted by Adam. (# 4991) on :
 
Will do. I have a meeting a 10 minute drive away that I'm going to leave for now (50 minutes early), as there's the possibility of a big snow coming. If it hits, I might be stuck there and unable to get back to my computer till quite a bit later.
 
Posted by Doublethink. (# 1984) on :
 
Nice post Adam [Smile]

Also liked the birthing metaphor AR, v clever.

[ 18. November 2014, 19:52: Message edited by: Doublethink. ]
 
Posted by Doublethink. (# 1984) on :
 
New GM Day

(You need to gather yourselves, consider reburying Clawdine and plan for the petitioners hearing - may need some liasion re timing of proto-revolution. Last push guys, lets finish before Christmas.)
 
Posted by Doublethink. (# 1984) on :
 
?
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
Do we need Gunriana to recover before planning for the petition day? IC she's too damaged to come up with much in the way of new ideas, and OOC after she was the focus of the ritual, I think it's time to switch to another character taking the lead on the political end-game.
 
Posted by Adam. (# 4991) on :
 
I think we maybe need to plan here quite what we're going to do at the petitioners' hearing. Do we just show up and say, "Oh, you know that Shark Lord? We dealt with him for you. No biggie. And Yaris, she's a crook. K. Thx. Bye."

I'm going to go with not doing that. But I'm not sure I have a better idea.
 
Posted by Adam. (# 4991) on :
 
OK, thinking about this some more. What do our characters actually *want*? Ultimately, Dorainen wants a home and fulfilling work. He'd be perfectly happy to stay in Cimenster in a kind of Surgeon General kind of role.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Adam.:
OK, thinking about this some more. What do our characters actually *want*? Ultimately, Dorainen wants a home and fulfilling work. He'd be perfectly happy to stay in Cimenster in a kind of Surgeon General kind of role.

Gunriana was looking for revenge.

Currently, she is an emotional wreck and could be persuaded to go along with practically anything. Petitioning the guilds with an indictment against Yaris for betraying the city is the sort of thing she was thinking the party would do.
 
Posted by Adam. (# 4991) on :
 
How about using her snake power to get a public confession out of Yaris?
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Adam.:
How about using her snake power to get a public confession out of Yaris?

Well, she could, but the thing about the snake power is that it's evil. It scares her.

Dorainen could probably talk her into it (if he's earwigging her conversation with Frithwynne, or if Frithwynne tells him about it, then he will know that she can do the command thing), if he thinks that's the best plan.
 
Posted by Adam. (# 4991) on :
 
OK, here's my idea. We want the whole truth to out at the petitioners' hearing. We want this for a few reasons: it will lead to the town turning on Yaris; it will lead to the town rewarding us (which both constitute revenge); we still don't really know the whole story of why we were magically trapped for 20 years and would quite like to.

However, we can't do all this truth telling ourselves, again for a few reasons: the people might not believe us; we don't know all the details behind Yaris' plot, particularly her involvement in our captivity; we can't speak of the Kavetseki without choking.

One question I'd like to check with a GM before I post in story: do we know we can't speak of the K. without choking?

If so, it seems to me that we need to get Yaris to publicly confess. While there might be more humane ways to do it, magic would seem the most obvious (and dramatic). We can still go, present our evidence and hold the magic as an ace in the hole.

Also, looking back at the first post in story, the mercer (and, hence, Yaris, presumably) didn't know of Gunriana or Jetse's presence on board. They had put Dorainen there and consented to Frithwynne's presence. Simply the sight of a witch and a soldier of repute in this company should shock Yaris, which might produce an excited utterance of some value, or at least give us the advantage of surprise..
 
Posted by Doublethink. (# 1984) on :
 
Experentially, you knew about the choke binding - but that was before Frithwynne obtained the ship ....
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Eliab (# 9153) on :
 
One possible hook we have for the petition is to get the Duke to bring a complaint about the loss of his prize bull - an innocuous, rather trivial petition in a city besieged and on the edge of rebellion, but likely to get attention, because who doesn't like to see a social superior make a bit of a fool of themselves?

We can then turn up and explain why we killed the bull, why we did the ritual, where we found out about it, Yaris's smuggling of wealth into the city, her association with Trepik, the fact that she was using the Sharklord's blockade to tighten her hold on Cimenster, and then, if we can, the Kavetseki story.
 
Posted by Autenrieth Road (# 10509) on :
 
I like the "Duke complains about his bull" idea because I like stories that bring together multiple strands from different points of view.

Frithwynne thinks we should attempt to break whatever remaining hold Yaris has on the city. Challenging Yaris at peritioner's day was our plan, and I think that's what we should go ahead with, one way or another.

Frithwynne doesn't have words yet for what she wants. She's been too changed by events. She's content to continue battling on until the fight is won, and afterwards wonder about what comes next.
 
Posted by Doublethink. (# 1984) on :
 
New GM Day
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Doublethink.:
New GM Day


 
Posted by Adam. (# 4991) on :
 
Gunriana is our Duke liaison, right? I'd be fine with that.

I suppose our characters will have to discover 'accidentally' what effect the ship will have on the choke binding, but it'll be hard for us to write that if we players don't know. Is the ship kind of like a Kavetseki 'conch shell' -- we can talk about it if we're holding it? Or is Frithwynne completely free of it? Or are we all?
 
Posted by Doublethink. (# 1984) on :
 
I'm liking the conch shell effect idea.
 
Posted by Doublethink. (# 1984) on :
 
?
 
Posted by Doublethink. (# 1984) on :
 
quote:
Originally posted by Doublethink.:
quote:
Originally posted by Doublethink.:
New GM Day



 
Posted by Doublethink. (# 1984) on :
 
Am GMing lite owing to work issues, so Net Spinster is taking a lead at the moment.

[ 27. November 2014, 19:21: Message edited by: Doublethink. ]
 
Posted by Net Spinster (# 16058) on :
 
GM Day

AR you can role play Mary Drake agreeing to using the holding bag.
 
Posted by Net Spinster (# 16058) on :
 
GM Day
 
Posted by Adam. (# 4991) on :
 
I'll admit that I've lost track of the timescale. How long do we have (game time) until the petitioners' hearing? It seems that the next thing on our to do list needs to be ingratiating ourselves with Janu somehow. What are the chances he has a sick child at home, or chronic pain in his ankle or something like that?
 
Posted by Net Spinster (# 16058) on :
 
If my calculations are right, noon today is the time for petitions.
 
Posted by Net Spinster (# 16058) on :
 
new GM day
 
Posted by Net Spinster (# 16058) on :
 
New GM Day
 
Posted by Adam. (# 4991) on :
 
Sorry, but things are crazy busy at work right now. I can check in once and day and have Dorainen make basic actions to keep the story moving, but it's not going to be possible for me to do anything that requires more thought / creativity / initiative until next week.
 
Posted by Net Spinster (# 16058) on :
 
Doublethink is busy also.
Perhaps throw out some ideas in the meta thread.

You've hidden the ship, but, are you dressed for petitioning after crawling through tunnels, sacrificing a bull, etc.. Who should make up the party (including NPC) and who should perhaps be elsewhere?
 
Posted by Net Spinster (# 16058) on :
 
new GM day
 
Posted by Eliab (# 9153) on :
 
Gunriana is kicking off the Duke's petition idea, as no one has argued against it.

(She isn't dressed for petitioning at all - in borrowed clothes and with hair hacked short she looks like a fugitive, a beggar or a lunatic. She doesn't care.)
 
Posted by Net Spinster (# 16058) on :
 
New GM day.

Note that Yaris's people as well as the Duke's are out looking for their respective set of thieves.
 
Posted by Eliab (# 9153) on :
 
***Stealth*** to get through the streets to the Poratis villa.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Eliab:
***Stealth*** to get through the streets to the Poratis villa.

Roll at OK.
 
Posted by Eliab (# 9153) on :
 
quote:
Originally posted by Net Spinster:
quote:
Originally posted by Eliab:
***Stealth*** to get through the streets to the Poratis villa.

Roll at OK.
19
 
Posted by Net Spinster (# 16058) on :
 
Amazing, you get through the streets with no one seeing you and as you reach the gates the guards are temporarily distracted so you walk in with a group of washerwomen.

Narrate; you can choose what distraction and how the washerwomen react.
 
Posted by Net Spinster (# 16058) on :
 
New GM day
 
Posted by Net Spinster (# 16058) on :
 
Nice spin, Eliab.
 
Posted by Net Spinster (# 16058) on :
 
New GM day
 
Posted by Net Spinster (# 16058) on :
 
New GM day

Another small earthquake hits the city.
 
Posted by Net Spinster (# 16058) on :
 
New GM day.

Could everyone just check in with their status.
 
Posted by Doublethink. (# 1984) on :
 
I should be functional again tby approx Wednesday.
 
Posted by Adam. (# 4991) on :
 
To be honest, I'm finding it hard to find time/energy to do anything outside of work that takes a lot of imagination or initiative right now, and that's going to last through Christmas. I can look in and do what Dorainen needs to do to move things along but I'm not going to be able to do much more than that.
 
Posted by Doublethink. (# 1984) on :
 
The other option is to do the rest of the story as an epilogue.
 
Posted by Autenrieth Road (# 10509) on :
 
As far as I can see, Frithwynne is waiting for Gunriana or Dorainen to do something -- Gunriana to return with word that arrangements are set, or Dorainen to lead the guarded group to the petitioning place. Or Ariston or Mary to do something unexpected.

Without everyone involved, I don't see much story that can be constructed. I don't know if that means we should cut straight to epilog, or if we proceed very slowly until the new year (which would rely on Doublethink being able to stand having this carry on that long, which I'm not assuming, and would also rely on people being more available in the new year, which I'm also not assuming).

[ 15. December 2014, 19:30: Message edited by: Autenrieth Road ]
 
Posted by Ariston (# 10894) on :
 
Frankly, I'm a bit burned out—not just on the game, granted, but I think that's been taken with the rest. Narrating the epilogue would be just fine with me; I think I've developed a nice character arc and can run with it to the end.
 
Posted by Eliab (# 9153) on :
 
I'm busy at the moment (I have a half-written post for G. leaving the Poratis villa that I need to finish), but I'd like to play out the conclusion. Mostly because I like the slightly darker, serpent-tainted version of Gunriana who's going into the end game.

If that means taking a Christmas break and picking up the thread in New Year, I'd be happy with that, otherwise I'll try to find time to play it out now.

Gunriana is almost certainly not going to head back to Ironfoot's given the dangers on the street, but will go to the petition hall directly.
 
Posted by Adam. (# 4991) on :
 
OK, I should be able to get a post in over the next 24 hours or so. It seems we're ready to leave Ironfoot's with D. and J. as fake guards and Mary and F. as prisoners, or are there some dwarves too? Should I just narrate us showing up at the guildhall, or should I roll to see what happens of the way?
 
Posted by Autenrieth Road (# 10509) on :
 
Eliab, if you make Frithwynne kill the dark serpent-tainted Gunriana, I'm going to kick you in the shins. In all Christian love, of course. Although, wow, would that be an ending. Here we are thinking we're on some redemptive and ultimately cheerful quest to win riches and renown and instead we discover that we're in fantasy noir.

Ariston, I'm sorry to hear you're burned out. I hope that you can start to find some ideas for relieving burnout to start you on the recovery path.

Adam., I think it can never hurt to have an extra posse of dwarves around.

[ 17. December 2014, 15:31: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Decide here who will go with the party and perhaps have the dwarves and the guildsmen make up separate parties also heading that way. The guildmasters have a right to be in the audience even if they have to deal with the gatekeeper to actually present a petition.

Why don't each (Frithwyne, Jetse, Dorainen) roll at easy difficulty for how well the guise of prisoner or guard works. Jetse can decide whether to be prisoner or guard.
 
Posted by Autenrieth Road (# 10509) on :
 
My usual pathetic luck: 4.
 
Posted by Adam. (# 4991) on :
 
Maybe just bring one dwarf with us for local knowledge purposes and have the rest go separately so as the party doesn't get too big.

I rolled an 18.
 
Posted by Doublethink. (# 1984) on :
 
Sorry still out for the count, laid low with filthy cold, whilst also dealing with various work crises.
 
Posted by Autenrieth Road (# 10509) on :
 
Hope you get over the cold soon, and the work crises come to good resolutions.

[ 18. December 2014, 20:39: Message edited by: Autenrieth Road ]
 
Posted by Net Spinster (# 16058) on :
 
Hope you are feeling better soon Doublethink.

For the narration, the party gets challenged on the way by a real guard on the grounds that a small obviously foreign woman like Frithwynne couldn't possibly have stolen the Duke's bull; he's suspicious. He accepts that Dorainen is a guard (he can't tell elves apart) but insists on joining the group. Weave as you will. What he feels about Jetse depends on Jetse's roll. Weave the narration (hammer out here first possibly).
 
Posted by Ariston (# 10894) on :
 
Roll: 4.

I think Jetse would have an easier time of it playing guard than prisoner.
 
Posted by Net Spinster (# 16058) on :
 
Ok the suspicious guard will also be suspicious of Jetse (he can tell men apart) and will wonder whether Jetse and Frithwyne have pulled a fast one on what he considers a real guard even if an elf, Dorainen. Mary will also fall under suspicion but she is saying nothing but keeps her bag well hidden. How do you wish to narrate to the guildhall door? Perhaps each should lay out a what their character does here from deciding who is going, leaving the dwarf house, meeting the suspicious guard, and arriving at the guildhall and then Doublethink or I will weave together to put on the main thread.
 
Posted by Net Spinster (# 16058) on :
 
GM day
 
Posted by Autenrieth Road (# 10509) on :
 
I don't really have anything to say for Frithwynne's actions. She follows Dorainen through the streets. She tries to look inconspicuous when the suspicious guard shows up. She let's Dorainen and Jetse do the talking. She follows Dorainen and the suspicious guard to the gathering place.
 
Posted by Net Spinster (# 16058) on :
 
In case anyone is around the GMs are taking a break over the Christmas/Boxing day holidays.
 
Posted by Doublethink. (# 1984) on :
 
Okey dokey - how are folks fixed for next week ?
 
Posted by Net Spinster (# 16058) on :
 
I'm ok.
 
Posted by Autenrieth Road (# 10509) on :
 
I'm here.
 
Posted by Adam. (# 4991) on :
 
OK, I'm around. As I understand it, D., F., M. and J. are going to make it to the guildhall, but along the way we'll pick up one of the Duke's guards. This guard believes that D. is genuine (as he can't tell elves apart; a nice touch from the GMs with how we've developed elf-human relations), but thinks he's being duped by the prisoners and his fellow 'guard,' so accompanies us. AR and NS have given guidance for how their characters will act. I'm guessing Jetse will play it strong and silent unless otherwise told.

I can narrate us getting to the guild house door if people are OK with that. I'll leave this up here for a little while for people to register objections or nuances. I think if we're going to move forward on this story, we've gotten to the point where we probably need to just take turns narrating, after whatever backstage discussion is desired rather than trying to coordinate everything in the way that worked in the summer when people were fresher at this.

[x-post w/ AR]

[ 05. January 2015, 13:42: Message edited by: Adam. ]
 
Posted by Doublethink. (# 1984) on :
 
I'm cool with that.
 
Posted by Adam. (# 4991) on :
 
OK, we're at the guildhall. I think there's some room for people to fill in their POV on some of the happenings if desired. Now, we need to deal with Sgt. Briggs and reconnect with Gunriana (and the Duke? Who would surely deal with Briggs for us?)
 
Posted by Doublethink. (# 1984) on :
 
Sit rep:

You are all out of disguise, in a side room at the guildhall. You have this opportunity to do anything else you need before going in to the main chamber to confront Yaris. As far as you know, she is not yet aware you are here. Her power is diminished but unlikely to be entirely spent. You can only mention the Kavetseki if you are holding the ship.

There has been rioting in the city, people know something has happen - and it is connected with the ox sacrifice (which Yaris will definitely have heard about) - and they can feel they breaking power. It is calmer now, but there are crowds on the streets and the guildhall is at the eye of the storm - folk know Yaris would normally be there, that things are afoot, they are expecting a reckoning.

Her remaining supporters expect her to show the skill and power she has always had, but they are a touch uncertain, if her position was as secure as ever - how could she have been robbed ! And why is she obsessed about some flask and a golden ship ?

 
Posted by Adam. (# 4991) on :
 
So, six days after an attempt to resurrect this, the attempt has basically generated 1 story post. Is this a sign that we should just epilogue this thing? Our characters go in, we confront Yaris, she spills the beans, we reap the rewards of said beans (which, in keeping with the mood that has emerged, aren't entirely fluffy happiness-making rewards)?
 
Posted by Doublethink. (# 1984) on :
 
I would be happy to epilogue if that is what players wish to do.
 
Posted by Autenrieth Road (# 10509) on :
 
I can't say I have any enthusiasm for the plot requirements standing in our way before we can confront Yaris.

I mean, I guess, that's what an RPG is all about, obstacles that we work to solve. But I want to hear what Yaris has to say, and the plot requirements at this point seem like afterthoughts compared to: We have the ship so we can speak. We have a lot of information. Let's get there and just blurt out what we want to ask!

I don't have a preference for whether that's done through epilog, or by all of us moving on to the confrontation right away in narration. I think other players could narrate very interesting things in confronting Yaris, so I'd be happy to hear what they write if they're up for it. But I don't want to (even if I could, which I can't) force anyone to do anything.

However, I don't know if I have anything interesting left that I can narrate for Frithwynne or not; it depends on the situation that arises. Much earlier on in the game I could think of something to narrate no matter what happened, but I don't seem to have those creative juices flowing this month. For example, I have absolutely no creative ideas for what to do about the suspicious guard, except ignore him, trot out in front of Yaris and start asking her inconvenient questions.
 
Posted by Autenrieth Road (# 10509) on :
 
We may also be below critical mass for progress to be made in the narration. With a lot of people, people can have a long gap between when they post, and the average amount of posting will still add up to progress in the narration. With only a few people left, even if we were all posting at exactly the same rate as before, the overall average amount of posting will be way down and narration will stall.
 
Posted by Doublethink. (# 1984) on :
 
You are now in the position of being able to just go in and confront Yaris. However, if no-one has narrated that by the weekend I will write a closing scene.
 
Posted by Autenrieth Road (# 10509) on :
 
OK, thanks.

Frithwynne (reflecting her creator) is apt to go in and just do that bluntly. My narrative expectation that we will eventually get relief and some answers is probably completely wrong, and I can imagine that Frithwynne's/my blunt approach will result in DT saying "well, that was a failure, Yaris smirks, crooks a finger, and her guards shoot you all full of arrows". But I have no creativity to anticipate or think of something more proper for whatever it is we're supposed to be doing for success in the RPG at this point.

Eliab, Dorainen, Ariston, if you think we need some well-thought-out nuanced approach that will produce better results than getting shot full of arrows, please post!

I'll wait until later in the week before barging in, in the hopes that some of you cleverer and more experienced RPG players will have a better approach. But I would like to try to do something in narrative, so given the opening DT has given us, I'd prefer not to just leave things slide into epilog, at least not this week.
 
Posted by Adam. (# 4991) on :
 
quote:
Originally posted by Autenrieth Road:
... will result in DT saying "well, that was a failure, Yaris smirks, crooks a finger, and her guards shoot you all full of arrows". ...

So, I really don't think we need to worry about that. Not that we want to give up all responsibility for our characters' safety, but ultimately the GM wants to help us tell a good story, and what you've just described really isn't one.

Here's my proposal, which I won't act on till tomorrow in case anyone wants to object. Our characters are waiting, and there is a collective feeling that the time for detailed planning is over. They're as eager as we are for answers. So, we barge in. Dorainen presents the party, summarizes the various ways we have demonstrated power over her already, hints that they may be more about to be unleashed, and demands answers. Other players have the opportunity to write their own confrontation speeches over this week if they want. At the weekend, DT wraps everything up as she sees fit.
 
Posted by Autenrieth Road (# 10509) on :
 
Sounds good to me!

(ETA: And I see that I have gotten completely confused and am thinking of your real name as Dorainen! "Eliab, Dorainen, Ariston").

[ 13. January 2015, 16:15: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
Yup, sounds good [Smile]

(I do here solemnly promise no one will get shot full of arrows.)
 
Posted by Autenrieth Road (# 10509) on :
 
Frithwynne blurted out her accusation. Yaris smirked, crooked a finger, and Frithwynne found herself shot half-full of arrows.

[Smile]

Looking forward to finding out what happens... [Smile]
 
Posted by Adam. (# 4991) on :
 
I've written my last words as Dorainen. I've tried to leave it reasonably open for others to add speeches of their own before Yaris's reveal. I look forward to reading the conclusion!
 
Posted by Doublethink. (# 1984) on :
 
Thanks Adam [Smile]
 
Posted by Eliab (# 9153) on :
 
Work, health issues and general busyness have got in the way of imaginative endeavours in the last few weeks, but I'm around now.

I'm planning to narrate Gunriana's take on the confrontation, and see what response we get.
 
Posted by Eliab (# 9153) on :
 
Gunriana is ***bluffing***.

At least, she hopes she's bluffing. The idea is to crush Yaris's confidence and make her believe that the serpent-god that Yaris (presumably) follows is on our side, so that she'll talk and not fight.

Gunriana's also setting up to use the serpent-tongue thing if she needs to, but so far she has employed only her natural arts to support her bluff, because she doesn't need any more darkness in her soul than she already has.
 
Posted by Doublethink. (# 1984) on :
 
AR where did the suspicious guard come from ?
 
Posted by Autenrieth Road (# 10509) on :
 
It was the suspicious guard who was following us before, who was suspicious when he met us as supposed prisoners of Dorainen the supposed elf-guard. He's not going to manage to get the elf-leader to pay any attention to him.

[ 17. January 2015, 16:58: Message edited by: Autenrieth Road ]
 
Posted by Doublethink. (# 1984) on :
 
Bortacles sent him away when he took you all into a sideroom ?

Nevermind, I am just clarifying with Ariston about his final post and then we will be ready to do the final epilogue scene.
 
Posted by Autenrieth Road (# 10509) on :
 
In my view, he left off bothering the group but didn't leave the larger environs of the great hall. Maybe I misread the exact instructions Bortacles gave him. I was just trying to pick up a thread and add some narrative embroidery.
 
Posted by Doublethink. (# 1984) on :
 
No probs
 
Posted by Doublethink. (# 1984) on :
 
Will take a couple o days to epilogue - I will give you heads up when its posted.
 
Posted by Net Spinster (# 16058) on :
 
Yaris smiled at the success of her reach into the meta and the laying of a spell of acedia on all who had wrecked her life. Who were they to play gods with a scion of the house of the Naga. Now who here could she win to her cause? Someone roasting in Hell who would join her in a venomous revenge against a hell host whose avatar had been one of her chief foes? Or a sophist in Purgatory to wind her hostly foe there in coils of rhetoric? Let them roll the dice now.
 
Posted by Doublethink. (# 1984) on :
 
Sorry, siginificant case of shitty work life.

Will try and pm you tonight.
 
Posted by Net Spinster (# 16058) on :
 
quote:
Originally posted by Doublethink.:
Sorry, siginificant case of shitty work life.

Will try and pm you tonight.

Apologies since you took this as a jab at you; I haven't exactly helped and you have the bigger job. I think all of us got hit with the spell :-) so I decided to play with what Yaris might do.
 
Posted by Eliab (# 9153) on :
 
I've been torn for a while between the common courtesy that says its bad manners to nag a volunteer, and the curiosity of wanting to see how the story ends.

Please take this bumping of the thread as a comment on how much I enjoyed the story and want to see the conclusion, whenever that happens to be convenient, rather than impatience or ingratitude for the time that the GMs have already put into the game.
 


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