quote: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.
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.
quote: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.
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.
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.
Originally posted by Curious Kitten:
Ear Maker rolled a 6 so just succeeded.
quote:Rolled a 5, so I've failed the attempt to gauge. Will post outcome to story.
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.
quote:15. Will do outcome post.
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.
quote:You have been healed, you may free yourself from Gunriana's slightly scary embrace anytime you choose.
Originally posted by Dafyd:
In between moaning, Daniel rolls a ***15***.
quote:Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?
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.
quote:Do we also feel older, that is in terms of the aches and pains which mortal flesh is heir to?
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.
quote:OK, 7 knifeish rust lumps.
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.)
quote:All characters passing the readiness roll realise the above, feel free to outcome post on the story thread.
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.
quote:Yes, and you may also realise the lump in the small of your back is where the chalice is tied into your belt.
Originally posted by Autenrieth Road:
quote:Alas! I rolled a 5. Can I make a post on Story about NOT noticing anything yet?
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.
quote:Any guesses as to why the host who was keeping an eye on that one is now in Hell?
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...
quote:I don't like this much at all...
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.
quote: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?
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.
quote: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.
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?
quote:Oh dear, see story thread for outcome.
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.
quote: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.
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!
quote: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.
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.
quote:If a character is overpowered for a campaign, then that should be fixed in the pre-game discussions.
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.
quote:What I actually was complaining about was a lack of communication.
Originally posted by Doublethink:
IngoB, Iam sorry you do not like the set-up.
quote: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.
Originally posted by Doublethink:
However, if you really do not want to play in this scenario, I can take over Jack as an NPC.
quote: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...
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.
quote:Touching my character is like touching my underwear. There's a difference between boldly asking and boldly doing.
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.
quote:But it's not real. It's a story. A fantasy.
Originally posted by IngoB:
It's a stretch...
quote:rolled a 5
Originally posted by Doublethink:
Banner Lady, please make an understand nature roll at easy difficulty - and tell me the result here.
quote:Thanks, that's a fail so nothing happens.
Originally posted by Banner Lady:
quote:rolled a 5
Originally posted by Doublethink:
Banner Lady, please make an understand nature roll at easy difficulty - and tell me the result here.
quote: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.
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.
quote: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.)
Originally posted by Yorick:
quote:But it's not real. It's a story. A fantasy.
Originally posted by IngoB:
It's a stretch...
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?
quote: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.
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.
quote: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.
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?
quote:Thanks, DT. I take it this means Frithwynne's painstakingly cleaned blades are unusable.
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.)
quote: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).
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?
quote:Thats fine yes.
Originally posted by Autenrieth Road:
quote:Thanks, DT. I take it this means Frithwynne's painstakingly cleaned blades are unusable.
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.)
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?
quote:You passed your roll - do you want me to do your outcome or would you like to change your mind ?
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 ?)
quote:
Originally posted by Autenrieth Road:
Whoops, I got confused about days. Yesterday seemed like at least 2 days worth of fun . I'm happy to still use my Intuition roll of 11, on this new GM day. In for a penny, in for a pound.
quote: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.
Originally posted by Banner Lady:
I'm happy to use my unneeded roll from before for this new GM day, too.
quote: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.
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.
quote: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.
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.
quote:Net spinster is correct re the above.
Originally posted by Net Spinster:
quote: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.
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.
quote:15 I've done an outcome post.
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.
quote: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.
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:
- No one has succeeded in getting usable salvage from the sea
quote:Your roll is successful.
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.
quote:At ***easy*** difficulty, that roll is a fail.
Originally posted by Banner Lady:
Clawdine would like some ***inspiration*** please, if that's allowable. I rolled a 4.
quote:Success !
Originally posted by Antisocial Alto:
OK- I will try ***prophesying***.
Rolled a 16.
quote:The mercer's agent and the prophecy aren't definite leads ?!?!
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.
quote:Gunriana will help to carry anything we're taking, including bits of horse. She'll eat when hungry.
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.
quote:I don't have any better ideas for today's roll.
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 ?
quote:Not unless its significant really.
Originally posted by Eliab:
quote:Gunriana will help to carry anything we're taking, including bits of horse. She'll eat when hungry.
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.
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.
quote:Give it go then - you never know your luck ...
Originally posted by Dafyd:
quote:I don't have any better ideas for today's roll.
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 ?
Daniel would like some knowledge that's a bit more academic to complement the prophecy.
quote:Would it be possible to take instead:
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.
quote: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.
Originally posted by Doublethink:
Meta-context Post
You ***all*** left the shore. You all regain your lost potential rank.
quote:Afraid not, Mary is probably right that it is a fake name - you've never heard anyone in your family mention it.
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?)
quote:Yes, please roll at ***easy*** difficulty, then post your result here and I will do you an outcome post.
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?
quote: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).
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?
quote:Clarification - you don't need to roll - so you still have today's roll.
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?)
quote:14
Originally posted by Doublethink:
OK - easy difficulty. Let me know your result.
quote: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.
Originally posted by Autenrieth Road:
Do we know where we're going? Do the characters need to reach agreement on where we're going?
quote:I think perhaps if you give notice that unless someone objects you'll move things on? Say perhaps half a day?
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.
quote: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.
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.
quote:Forgot to say please outcome post !
Originally posted by Autenrieth Road:
Awesome!
quote: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.
Originally posted by Doublethink:
Well, we have much discussion but no actions yet ...
quote:Well you could, but preferably after at least some meta agreement from others.
Originally posted by Hart:
quote: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.
Originally posted by Doublethink:
Well, we have much discussion but no actions yet ...
quote:Ahhh - goes to re-read story posts.
Originally posted by Hart:
I had assumed we were at the road, as we never seem to have stopped walking.
quote:That's what I thought too (about the edge of the woods, not necessarily the... uh, how do you pronounce that word ... text based mediums.
Originally posted by Doublethink:
I thought you'd stopped at the edge of the woods for a chat.
^#%^%##*ing text based mediums.
quote:Interrogation is not subtle, so they'd know. Investigation might be a better bet.
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?
quote: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.
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.
quote:We'd essentially have this out of character conversation, but it would just be a lot quicker.
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.
quote:Back when I first created Daniel I defined Interrogation as:
Originally posted by Doublethink:
Interrogation is not subtle, so they'd know. Investigation might be a better bet.
quote:Daniel does his ***Harmless Eccentric*** thing. 16.
Originally posted by Doublethink:
Do you not think that might attract their attention ?
quote:Outcome post written - I described Gunriana's words having a positive effect, but obviously not Trepik's final decision.
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.
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.
quote:14
Originally posted by Doublethink:
CK - Roll at ***easy*** difficulty please
quote:You hear clinking and someone/something snoring ...
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.
quote:To a mangy alley cat it seems more in character.
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.
quote: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.
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.
quote: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).
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.
quote: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.
Originally posted by Doublethink:
What season / date is it currently
quote: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.
Originally posted by Doublethink:
- What species is Er
quote:My normal site when I've forgotten my dice is This DnD one .
Originally posted by Autenrieth Road:
AR decides to find a different dice-rolling site for future rolls.
quote: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.
Originally posted by Curious Kitten:
18 plus the 1 from the lock picks gives Er a total of 19
quote: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.
Originally posted by Curious Kitten:
quote: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.
Originally posted by Doublethink:
- What species is Er
quote:We've not done anything with it so I would assume so.
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.
quote: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:
Originally posted by Doublethink:
Absolutely incredibly massive play hint:
- Why is Trepik's caravan travelling at night
- What is the fortified wagon for, what is in it
- How can you obtain the money and goods you need to re-equip, ***whilst travelling with a trade caravan, with sleight of hand, persuasive, magical and thief-like characters***
quote:Having removed a few hints that don't interest Er at all.
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:
- Who really hired the Kavetseki - only insofar as this bears on why they were trapped for 20 years
- Who / what destroyed it & why
- How did you get trapped for 20 years
- Have the characters discovered their gifts, and how well, really only finding a way to discover his gift
- What significant changes have happened locally in the past 20 years
- How many men and dwarves are actually in the caravan in total, as opposed to just visible
- Who / what are the shark lords mentioned by Mary
- What season / date is it currently
- How can you obtain the money and goods you need to re-equip, ***whilst travelling with a trade caravan, with sleight of hand, persuasive, magical and thief-like characters***
quote: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.
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?
quote: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.
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.
quote:Thanks.
Originally posted by Autenrieth Road:
I will PM the players, DT.
quote:If you could post that here that would be fab.
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.
quote:It will be minion combat.
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.
quote:You can also fight with spells.
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.
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.
quote:I rolled a 6.
Originally posted by Doublethink:
- *Frithwynne, is trying to pull Clawdine clear using her basic toughness, this is ***hard*** please roll and report your result on this meta thread
quote: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.
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.
quote: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.)
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.
quote:That is a decision I will make depending on narrative context, but your character will not die unless you wish that to happen.
Originally posted by Autenrieth Road:
DT, what are the consequences of Being Left For Dead in combat?
quote: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.
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?
quote:You don'nt need to roll, unless you decide to fight the skeletons alongside Jetse and the other fighters.
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?)
quote:You killed it on your first attack. Please do an outcome post here.
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.
quote: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.
OK, win = >10, lose = < 5, spawn = 6-10
quote:This is what happened:
Modified rolls:
Fight - 6
Spawn - 18
Run away - 2
Fight - 19
Fight - 7
quote:Gunriana was in an ***OK*** minion fight, so one skeleton is spawned.
Easy & OK minion fights spawn one creature fight, and hard minion fights spawn two creature fights.
quote: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:
The second dice roll - Spawn level - decides whether the fights this player spawns are to be:
- One rank harder (1-5)
- Same difficulty rank (6-15)
- One rank easier (16-20)
A spawn level roll of 20 also removes a fight.
quote:.
Easy, win = >5, lose = < 3, spawn = 3-5
quote: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.
After each pair of Combat+Spawn rolls, you may choose to attempt to run away - to succeed you must roll 7 or more.
quote:The last paragraph of Gunriana's most recent speech on the story thread is to Frithwynne. Sorry if that wasn't clear.
Originally posted by Autenrieth Road:
Not sure what to make of Gunriana ignoring a direct question from Frithwynne.
quote: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.
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.
quote: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.
Originally posted by Curiosity killed ...:
- 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?
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).
- 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?
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.
- 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?
quote:Here is what I would like to see:
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.
quote:OK, that was ridiculously easy, so you succeed, finding that:
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.
quote:I am assuming that's a natural 20.
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.
quote:Could you give me a roll at easy difficulty please.
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.
quote:7.
Originally posted by Doublethink:
Could you give me a roll at easy difficulty please.
quote: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.
Originally posted by Eliab:
quote:7.
Originally posted by Doublethink:
Could you give me a roll at easy difficulty please.
quote:DT did you see this? Or did I miss your reply?
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).
quote:Well, you have all already eaten today - would make more sense to look for food at the next stop I would have thought.
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.
quote: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.)
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.
quote:Who's "you"?
Originally posted by Doublethink:
Please could you roll at ***easy*** difficulty.
Likewise Eliab.
quote:Autenreith Road
Originally posted by Hart:
quote:Who's "you"?
Originally posted by Doublethink:
Please could you roll at ***easy*** difficulty.
Likewise Eliab.
[Not "who's you?" I know the answer is DT.]
quote:And the prophecy here
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.
code:C - Cimenster
p m
pCp m
p p m
S p m
p p m
p p m
p mmm --> Apar Desert ..-->
p
B
m
quote:15
Originally posted by Doublethink:
Still need an elan roll at ***easy*** for Eliab.
quote:Oops, that should have been at OK difficulty, but you pass anyway. You find out the following:
Originally posted by Eliab:
quote:15
Originally posted by Doublethink:
Still need an elan roll at ***easy*** for Eliab.
quote:Your roll is successful, your dwarven conversationalist is being entirely honest with you.
Originally posted by Banner Lady:
Clawdine is trying to ***spot deception*** and rolls a 15.
quote:The fortified wagon is secured, how are you looking inside it ? (Remember Er had to pick a lock to get inside.)
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.
quote: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.
"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?"
quote: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 ! "
Originally posted by Hart:
quote: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.
"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?"
code: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).d d d d d d d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d
quote:As stated earlier in the story, Hewer is a female dwarf and Trepik is a male human.
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: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).d d d d d d d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d
quote: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.
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: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).d d d d d d d
==:: ==:: ==:: +++::: ==:: ==:: P ==:: ...
d d d d d d d
quote: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
Originally posted by Doublethink:
Mildly interesting salt facts.
And more.
quote: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.
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.
quote: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.
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.
quote: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.
Originally posted by Curiosity killed ...:
quote: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
Originally posted by Doublethink:
Mildly interesting salt facts.
And more.
quote: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?
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.
quote: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.
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?
quote:I would say shelter for the group in the city for one or more nights.
You can certainly barter with Ironfoot - but what are you bartering for ?
quote:No combat if you notice ! Other outcomes are discretionary.
Originally posted by Ariston:
Aspersions? Those were compliments!
Go ahead and pick Jetse's pockets.
quote:Rolled 14 so two days. BTW if I rolled 10 or 15 which way should I have gone?
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.)
quote: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.
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)
quote:Or I got 1.5 or 2.5 nights and we all had to leave at midnight.
Originally posted by Doublethink:
You should have noticed I cocked up the numbers and told me
quote:and this post where Doublethink says:
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.
quote:and the prophecy of "Dwarf looking at dice on the ground in the bemusement".
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:
- Trick coin. When John tosses the coin it always lands his called side up - either heads or tails.
- 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. NPCs can negotiate stake, but must wager something of value / importance.)
quote:two posts later was:
You know, the alternative is that Er realises Jetse is asleep or otherwise unconscious and picks his pockets.
quote:
Go ahead and pick Jetse's pockets.
quote: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.
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:
- Trick coin. When John tosses the coin it always lands his called side up - either heads or tails.
- 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. NPCs can negotiate stake, but must wager something of value / importance.)
quote:Sorry, not ignoring you, AR. I can go do a story post now.
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.
quote:7
Originally posted by Doublethink:
Give us a roll at OK difficulty Net Spinster.
quote:That's a fail, pls do an outcome post.
Originally posted by Net Spinster:
quote:7
Originally posted by Doublethink:
Give us a roll at OK difficulty Net Spinster.
quote:You make a total of 10 silver pieces, though the other dwarves are not so sure they want to play you now.
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)
quote: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!
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.
quote:There's not a chance Jetse could use his spot skill here, is there?
Originally posted by Doublethink:
Darn, you need to exceed 10 unless you have any buffs to boost it.
quote: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.
Originally posted by Hart:
16.
quote:Whew. Okay, 13.
Originally posted by Doublethink:
Rolling for that sounds like a good idea
quote: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.
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.
quote:You are indeed.
Originally posted by Net Spinster:
quote: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.
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.
quote: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.
Originally posted by Dafyd:
Daniel gets a 1.
quote:10.
Originally posted by Doublethink:
(I forgot to tell you, you sense evil.)
Wellllll, try rolling inspiration at OK difficulty.
quote: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.
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.
quote:US (Eastern).
Originally posted by Doublethink:
Wonders vaguely who is in what time zone.
quote:Sorry for jumping the gun, I'll do a story post making this clear.
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.
quote: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.
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.
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: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.
Originally posted by Doublethink:
Yes, you could try to get in the wagon if yu wish.
quote:But there is no guard in the wagon.
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.
quote: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.
Originally posted by Doublethink:
Or you could try and break the locks off, would be noisy though ...
quote:Does this answer your question, CK?
Originally posted by Doublethink:
You'd need to roll to lockpick the chests, but I would let you do all of them.
quote:Yes please, at ***easy*** difficulty.
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)
quote:13 so I don't think good enough.
Originally posted by Doublethink:
Roll toughness at ***hard*** please ?
quote: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.
Originally posted by Hart:
Dorainen has a knife. Can he just cut Gunriana free?
quote:will do outcome post.
Originally posted by Autenrieth Road:
Frithwynne rolls 16 for ***find hidden*** at ***easy difficulty***! Hooray!
quote:Wasn't a problem; I was enjoying it watching it play out even if my character wasn't.
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?
quote: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).
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.
quote: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!
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.
quote:Rolled a 7, about to write up outcome post.
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.
quote:18
Originally posted by Doublethink:
Roll at *** OK*** difficulty please, that means you need to roll more than 10.
quote: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.
Originally posted by Doublethink:
Hmm, I think you last used your chalice on the 15th of July,
quote:You can try again if needed in the next gm day, but it is possible the caravan will be sped up by then.
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.
quote: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.
Originally posted by Doublethink:
Is her oathsworness affected by his clear betrayal of the party ?
quote: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.
Originally posted by Doublethink:
Guriana is not in a wagon, only Foret is in a wagon.
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".
quote:15.
Originally posted by Doublethink:
Eliab please roll wits at ***easy***
quote: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.
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.
quote:You pass, you can get away at speed.
Originally posted by Eliab:
quote:15.
Originally posted by Doublethink:
Eliab please roll wits at ***easy***
quote:One or other of you needs to pass an ***easy*** toughness roll - easy it is a combined effort.
Originally posted by Autenrieth Road:
DT, do Frithwynne and/or Dorainen need to roll to get Frithwynne onto the wagon?
quote:14
Originally posted by Doublethink:
Roll please at ***easy*** difficulty.
quote:I would suggest the party count itself and then ask for a report from the caravan.
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?
quote:OK, you can have an extra roll today. So please roll for silver tongued at ***easy***difficulty.
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
quote:Please do yourself an outcome post.
Originally posted by Ariston:
- Do the descriptions of Cimenster we've been getting match up with the reality I can see? How or how not? - yes, as far as you can tell - it is a big fortified town, and the outerwork you can see are recent stockade-like wooden fortifications - you think there are probably inner, older, stone walls
- Is there anybody else with us outside of the gates? - no, the gates are shut
- Can I see anything inside of the city, especially the harbor or other strategically important buildings? - no
- What is the nature and disposition of the fortifications of Cimenster? Are they well-maintained? Stronger or weaker than I'd expect for a city of its size and importance? - see description above, they are stronger than you would expect them to need in ordinary circumstancesWhat are they made out of? Anything not readily available in the area? Are there any noticeable weaknesses? Any particular strengths? Anything of recent construction or repair, especially if done hastily? the wooden defences look newish, they are of good quality. Does the disposition of the city's defenses suggest that they expect to be attacked regularly, or from a certain direction, or by an enemy that attacks in a certain way? you can't see any of the city guard, if they are on the city walls they are not showing above the parapet - there might be firing slits in the ramparts.
- What is the strength of the guard defending the city? - you can't see them
- What ways are there into and out of the city that I can see? Obviously, there's the harbor, and the road we took in - you can see the main gate, unless you scout round the outside of the town you can't see more
- What is the surrounding terrain near the city? Obviously there's the isthmus we just ran over nearby; that's a good choke point that could possibly be defended against an enemy. What about open fields, woods, or hills? - the town is surrounded by open scrubby land you can see a cluster of burnt, abandoned buildings to the east (well you assume from the silhouette they are burnt) and an area near the town that is obviously cleared forest. The ground rises slightly as you approach the town.
- Looking at tracks in the road, and those (potentially) camped outside of the city, how many people are coming into and out of Cimenster? Can I tell what they are carrying? What does the city need? - you can not tell
- Overall, what would it take to put the city under siege? - at least a battalion, depending on whether they have wells and seige supplies. Probably a fleet blockade in tandem. Would a strike team aided by a pack of dwarf guards and a few human teamsters of dubious loyalty be able to attack the city, have a chance of overthrowing it, and/or hold it against an attacker? - not by brute force, maybe by guile Would they be able to do this if they had allies of the sort that available information tells me might plausibly be available, such as the Palatinate refugees or an alliance with the Shark Lord? - it is not possible to tell without further information about the groups involved
quote:Ok, pass, I will do an outcome post shortly.
Originally posted by Curiosity killed ...:
OK, rolled a 7
quote:Er's outcome post will address some of these issues.
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.
quote: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.'
Originally posted by Curiosity killed ...:
Or does Er need to go around and round them up to help?
quote:…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…
Originally posted by Doublethink:
Oh my lord ...
quote:Jetse always does the rounding. Then…well, depends on the circumstances.
Originally posted by Hart:
quote: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.'
Originally posted by Curiosity killed ...:
Or does Er need to go around and round them up to help?
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."
quote: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.
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.
quote:Roll at ***OK*** difficulty, or apply the additional effect of your rune marked hand if you wish.
Originally posted by Eliab:
quote: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.
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.
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)?
quote: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.
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?
quote: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.
Originally posted by Doublethink:
all players to re-read the combat rules, paying special attention to the phases of combat -
quote:18, so not quite.
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.
quote:Readiness roll of 19
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.
quote:So that's a success, what sort of specially good thing would you like (ie will give +2 to combat instead of +1)
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).
quote:Thats fine then, no roll needed.
Originally posted by Hart:
I'm not really expecting any mechanics change from getting new arrows, it's more for narrative color.
quote: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.
Originally posted by Ariston:
Jetse would like to make a **tactics** roll before committing to a plan of action.
18.
quote: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:
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.
quote:In response to Jetse's tactics roll. You know Dolgarkin are vulnerable to fire from your last encounter w ith 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).
quote: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.
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).
quote:
Easy, win = >5, lose = < 3, spawn = 3-5
quote:Are ghoul ravens the same difficulty to fight, or does the easier/same/harder roll apply?
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.
quote:Is that 08:00 GMT on Sat., Aug. 16?
Originally posted by DT:
You have until 08:00hrs GMT to defeat them.
quote:No probs, I shall make Clawdine additionally fabulous.
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?
quote: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.
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.
quote: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.
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.
quote: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.
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."
quote: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 )
Originally posted by Curiosity killed...:
Do we want to resolve the problem of the chest and the Kavetseki? How do we go about that?
quote:Since we seem to be doing this discussion back here, rather than in character…
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.
quote: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.
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?
quote: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?
Originally posted by Ariston:
For that matter, why exactly are we delivering a cartload of diamonds and other cargo to Yaris, no questions asked?
quote:I am completely incompetent at reading DT's hints.
Originally posted by Ariston:
We've been given a few nice hints on a good way to proceed: [...]
quote:Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
Originally posted by Jetse IC:
Frythwynne looked shocked.
quote: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?
Originally posted by Autenrieth Road:
quote:Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
Originally posted by Jetse IC:
Frythwynne looked shocked.
quote: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.
Originally posted by Ariston:
quote: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?
Originally posted by Autenrieth Road:
quote:Jetse, please don't narrate Frithwynne. You have no idea if she would be shocked or not.
Originally posted by Jetse IC:
Frythwynne looked shocked.
quote:You pass at ***OK*** difficulty.
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.
quote:Mwahaha - you bond with snake - feel free to narrate.
Originally posted by Banner Lady:
Hottdamn!!!!! It's a 19. Was preparing myself for a 1 just then, dramatic death scene 'n all...
quote:If we're splitting the party in hostile territory, then we should at lease put a healer in each group.
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.
quote:If we get to some streets that don't seem well-traveled, Dorainen could also *tracking* get some information too.
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.)
quote:Now that's just mean! Don't you want to know where the diamonds go? And if they get a special pick up?
Originally posted by Ariston:
Paging Campbellite...
quote:As far as you know, to the Trepik & Yaris Warehouse.
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.)
quote:Hold that absence of thought ...
Originally posted by Hart:
I had never considered romance.
quote:Give me half an hour and I will write a response - am somewhat distracted by Great British Bake Off
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?
quote:That seems eminently sensible, after all, at one time they would have been getting shipments via sea. Please go ahead and narrate that.
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?
quote:Its up - your move ...
Originally posted by Doublethink:
quote:Give me half an hour and I will write a response - am somewhat distracted by Great British Bake Off
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?
quote:I will process this the morning, It take it you are using yesterdays and todays roll in quick succession for these two skill checks ?
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.
quote:Actually according to Wikipedia the largest big box stores in the US are about 18,000 square meters so this warehouse is considerably bigger.
Originally posted by Autenrieth Road:
So about the size of a big box store, or maybe even slightly less.
quote:Look at the list of those who died at sea, last name.
Originally posted by Autenrieth Road:
Nice prayer! What about Jack Gallows?
quote:Please roll to cure meat at ***OK*** difficulty. Roll for silver-tongued at ***ridiculously easy***.
Originally posted by Doublethink:
quote:I will process this the morning, It take it you are using yesterdays and todays roll in quick succession for these two skill checks ?
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.
quote:Cool, I'll devise an extra skill - I'll have a think and post it tomorrow.
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.
quote: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?
Originally posted by Curiosity killed ...:
Er is trying to investigate the warehouse. Dorainen is in there too...
quote:I think that would be very helpful.
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 ?
quote:You could try asking them about that at the feast.
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.
quote:Or before ...
Originally posted by Doublethink:
quote:You could try asking them about that at the feast.
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.
quote:Forgot to say, please write your outcome post.
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:
- It is well known there is rivalry between the guild council and the noble families in the city (with the exception of Duke Poratis), but the nobles are weakened and they are carefully polite in public
- Many think Wherist Yaris has bewitched Duke Poratis
- Working for Trepik and Yaris, or the mercer's guild ensures your food supply
- The Sharklord may have agents in Cimenster
- The siege of Cimenster has grown steadily worse over the last ten years, but it has been twenty since the port was fully functionally
- The Gaslough smuggling company has mainly been destroyed through their losses from the compromised sea routes, and running the gauntlet of the isthmus. The remnant run protection in Cimenster, to which the authorities turn a blind eye - their enforcers wear blue bandanas.
- Yaris has been informed of Trepik's death
quote: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')
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?
quote: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.
Originally posted by Doublethink:
Gunriana, what skills do you want to bring to this encounter - what is it you will try to do ?
quote:…which would be considerably worse.
Originally posted by Doublethink:
it would appear my arm snapped
quote: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.
Originally posted by Eliab:
Bluff: 13
Rune Magic: 10
quote:That is a success at ***easy*** difficulty, please outcome post narrating your return to Ironfoot's.
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).
quote: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.
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")?
quote:Please give me a tracking roll at ***OK*** difficulty.
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?
quote:Please roll for find hidden at ***ridiculously easy*** difficulty - post your result here.
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.
quote: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.
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.
quote:Rolled 14.
Originally posted by Doublethink:
Please roll for find hidden at ***ridiculously easy*** difficulty - post your result here.
quote:12.
Originally posted by Doublethink:
quote:Please give me a tracking roll at ***OK*** difficulty.
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?
quote:Eavesdrop
Originally posted by Hart:
quote:12.
Originally posted by Doublethink:
quote:Please give me a tracking roll at ***OK*** difficulty.
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?
quote:Sounds like a good option—and I assume it would have some effect on the smugglers.
Originally posted by Doublethink:
quote: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.
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")?
quote:I'll be here tomorrow (Sunday) and possibly Monday.
Originally posted by Doublethink:
Net Spinster, are you off tomorrow ? Or playing tomorrow and then gone the next day ?
quote: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.
Originally posted by Doublethink:
Stares distractedly at the tumbleweed.
quote:Not recruited yet, no.
Originally posted by Doublethink:
I don't think Dorainen has an elf guard
quote:Ah, I see. I almost forgot about her and at first thought you meant 'guard' as in a cohort of defenders.
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?
quote: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).
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 ?
quote:
Originally posted by Banner Lady:
I don't think Jetse's even arrived at the feast yet....
quote: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.
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.
quote:9.
Originally posted by Doublethink:
Please could you roll for Rune Magic examining the shark's teeth Frithwynne has shown you - ***easy*** difficulty.
quote:Or in a chest marked "tribute," given to Yaris as we kick her out of town.
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?
quote: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 ?
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.
quote: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.
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.
quote:It would be helpful to respond to Frithwynne on the story thread re this.
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?
quote: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.
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?
quote:And later on at an appropriate juncture:
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.
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.
quote: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.
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.
quote:That was my idea. It certainly wasn't my intention to eliminate the dwarves.
Originally posted by Autenrieth Road:
Or do we want Dorainen to swim-ferry the whole lot over with the boat?
quote: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.
Originally posted by Doublethink:
Dust pussies !!! That would be mucky pudendas ....
quote:17.
Originally posted by Doublethink:
Eliab, please roll for runemagic at ***easy*** difficulty.
quote:Alas a fail. You sense nothing special except it is dark, drank, and your feet are crunching on something.
Originally posted by Autenrieth Road:
Grrrr, 4.
It's nice to have you back, Net Spinster.
quote: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.
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.
quote:Yes do roll but at ***Hard*** difficulty.
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?
quote:Done.
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.
quote:2, I'm afraid! Dorainen doesn't have a great track record of actually getting any traction out of his tracking...
Originally posted by Doublethink:
Roll at ***easy*** please.
quote:Is that explore as in: narrate wandering about? Or explore as in: narrate wandering about and try to use ***find hidden***? Or something else?
Originally posted by Doublethink:
May I suggest a little explore, first, so you have something to intuit about.
quote:17.
Originally posted by Doublethink:
Daring, please roll at ***hard*** difficulty ...
quote:Needs outcoming on the story thread please.
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.
quote:Are you leaving the game ? Because if so I will arrange a dramatic exit for Er.
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.
quote:Yup, you are trying to do something extremely difficult that would otherwise be nigh impossible.
Originally posted by Autenrieth Road:
Is that including the influence of the chalice which bumps Frithwynne's intuition up to excellent?
quote:Really, There's a storm coming? (NSFW).
Originally posted by Net Spinster:
AR,
You have a feeling that a storm, perhaps more than one, is approaching
quote: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.
Originally posted by Ariston:
Jetse tries to kick in the locked door.
Roll: 2. Ouch.
quote: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.
Originally posted by Doublethink.:
quote: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.
Originally posted by Ariston:
Jetse tries to kick in the locked door.
Roll: 2. Ouch.
quote:It's excellent, which means success…on a roll of two.
Originally posted by Doublethink.:
quote: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.
Originally posted by Ariston:
Jetse tries to kick in the locked door.
Roll: 2. Ouch.
quote:So then Dorainen et al went in the first door on the left, by accident, thinking they were going in the second door.
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.)
quote:Gunriana is following everyone else (and sticking with Jetse is people split up).
Originally posted by Autenrieth Road:
Eliab, where is Gunriana?
quote:You hear the sound of something like a piece of cloth flapping.
Originally posted by Autenrieth Road:
Does Frithwynne hear anything?
quote:Yes, I meant for after Hart's outcome in case it was bad.
Originally posted by Doublethink.:
Perhaps after we have Adam's outcome.
quote:(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)
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 ?
quote:Can I ask you all to have a look at page 27 of this thread.
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?
quote:Went back and checked the storyline, he definitely wasn't sent off anywhere *phew*
Originally posted by Ariston:
quote:(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)
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 ?
quote:OK, let's tie up this loose end, before we turn our attention to Er's demise.
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).
quote:
Originally posted by Doublethink.:
New GM Day
quote:This is what you've said here on Meta for where we are:
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.
quote:Which isn't quite the same thing, when I look at the map you linked to.
Originally posted by Doublethink.:
You have come down the tower on the left to the first floor.
quote:I am so sorry I've not been posting here - a combination of work and personal busy-ness over the last month.
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.
quote:Well Doranien has already taken a black grimoire and two journals you'll need to look at back at Ironfoot's.
Originally posted by Eliab:
16 (missed the critical by 1).
quote:May not be much: got a 3.
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 !)
quote: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.
Originally posted by Eliab:
12
quote:Nope, I vote do it.
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?
quote: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.
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.
quote: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.
Originally posted by Adam.:
Is there an ox easily to hand when the city's been under siege for so long?
quote:Don't worry I think you'll get a ceremonous dwarven burial, and then there will be trees ...
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.
quote: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.
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.)
quote: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.
Originally posted by Autenrieth Road:
14.
quote: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.
Originally posted by Doublethink.:
Are y'all ready to go with the ox sacrifice ?
quote:On it.
Originally posted by Doublethink.:
IRRC someone needs to make sure the ox's head is tossed into the sea.
quote:
Originally posted by Doublethink.:
New GM Day
quote:4.
Originally posted by Doublethink.:
Yes, please, a healing roll - don't roll a 1 !
quote:Gunriana was looking for revenge.
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.
quote:Well, she could, but the thing about the snake power is that it's evil. It scares her.
Originally posted by Adam.:
How about using her snake power to get a public confession out of Yaris?
quote:
Originally posted by Doublethink.:
New GM Day
quote:
Originally posted by Doublethink.:
quote:
Originally posted by Doublethink.:
New GM Day
quote:Roll at OK.
Originally posted by Eliab:
***Stealth*** to get through the streets to the Poratis villa.
quote:19
Originally posted by Net Spinster:
quote:Roll at OK.
Originally posted by Eliab:
***Stealth*** to get through the streets to the Poratis villa.
quote: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.
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". ...
quote: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.
Originally posted by Doublethink.:
Sorry, siginificant case of shitty work life.
Will try and pm you tonight.