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Finally... => Forum Games and Roleplaying => Topic started by: AoshimaMichio on January 17, 2015, 10:09:19 am

Title: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on January 17, 2015, 10:09:19 am
You are Rec, member of slave species known as eeklost. Like everyone else of your species, you were born in slavery for your sole master, lived in slavery for your master and finally died in slavery, together with your master.

The master species has no name you know of, as neither species ever communicate with each other. They are soft jelly-like parasites who control you with their magics, covering your entire body for whatever their purpose is. You have never taken single step on your own, their magic and mind control every single motion you make. It's a nightmare to live, watching you own hand move as they will it, moving as master desires. Only time when eeklost can fight against master is when they are young. You have seen infants fighting for control with their disgusting spawns, but ultimately larvae of master grows stronger and takes complete control.

Magic of masters is strong. They raise their houses from bones of earth, with a flick of wrist they launch hundreds through air to the lands far away, and with mere movement of finger their magic tools take lives of others. They move the very land where ever it suits their desire. They control land, air, water and fire as they will.

It is a life of nightmares. And yours is finally about to end, as well as life of your master. Their magic ties your lives together, yours bound into eternal servitude, and when master dies, so does its slave. Your master was killed by another master. They do that sometimes, killing each other. Horrible. All its slave could do was sobbing "Sorry, sorry, sorry...". He knew you would die, and he could do nothing about it.
"Ah, it is forgiven. All is forgiven. After all, our life is not ours." You answer as he leaves with his master.

And death comes, like you have seen it coming so many times for others. It takes black and twisted soul of your master and reaches for yours, but is stopped by something. Death looks up. It seems like it is having an argument with someone. Then it gives you a dissapointed glance and leaves.

You are confused. Why did it leave you alive? Why did it only take soul of your master?

Then you hear unmistaken voice of God.

"YOU ARE FREE."



Eeklost
Spoiler: Abilities (click to show/hide)

Spoiler: History (click to show/hide)

Masters
Spoiler: Physiology (click to show/hide)

Spoiler: Society (click to show/hide)


Magic
Master's magic is based on motion rituals and enchanting items.

Spoiler: Enchanted items (click to show/hide)

Spoiler: Rituals (click to show/hide)
Title: Re: [SG] Arise, ye slaves!
Post by: Remuthra on January 17, 2015, 10:12:09 am
Spoiler: Us? (click to show/hide)
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 17, 2015, 10:17:59 am
Heh, not Ur-Quan Masters, no.  :)
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 17, 2015, 10:26:25 am
Is the master still atached to us in a way where we could still pass as a mind slave?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 17, 2015, 10:39:16 am
Yes, the master is still attached. Covering you from head to toe as usual.
Title: Re: [SG] Arise, ye slaves!
Post by: Remuthra on January 17, 2015, 10:42:16 am
What does the master taste like?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 17, 2015, 10:51:14 am
Ask God for three wishes!
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 17, 2015, 12:08:22 pm
Go to the master's house and lock yourself in a room.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 17, 2015, 01:42:52 pm
What does the master taste like?

Taste? What is taste?

Ask God for three wishes!

[DC 17: 19]
"KNOW THIS: WE MADE TWO CONTRACTS WITH DEATH. FIRST TO LET YOU STAY ALIVE DESPITE OF YOUR MASTER DYING. SECOND TO LET EEKLOST STAY ALIVE WHEN ANOTHER EEKLOST KILLS HIS OR HER MASTER.
THESE ARE MAJOR DEALINGS SO DON'T BE GREEDY.

One small wish might not get attention from other gods, so be quick about it."

Go to the master's house and lock yourself in a room.

That's a long trip back. Your master and his killer rode a carriage here, outside of the city, where he was killed. And the master lives in a tower near center.
But better make a wish while you still can.
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 17, 2015, 01:48:58 pm
Wish for knowledge of our race and their abilities, history ect.
Title: Re: [SG] Arise, ye slaves!
Post by: Remuthra on January 17, 2015, 01:49:24 pm
Wish for luck.
Title: Re: [SG] Arise, ye slaves!
Post by: Nunzillor on January 17, 2015, 01:59:11 pm
Wish for knowledge of our race and their abilities, history ect.
+1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 17, 2015, 03:47:31 pm
Wish for knowledge of our race and their abilities, history ect.

"Granted. Now go and save your brothers and sisters."

As God speaks bunch of information suddenly enters into your head.

Abilities:

History:
In beginning of time gods created their favourite species. Your species stood above others due all benefits your god had granted, so other gods grew jealous. So they forced ultimatum to your god, forced slavery for 250 000 years or complete destruction. It is easy to tell which option he chose. Gods agreed that weakest of all creatures should be masters over eeklost. There aren't really history beyond that, rest is history of the masters.

You also know it is still 50 000 years short of the time limit. Your god is playing dangerous game here.

You stand up and fall down. Dang, moving on your own is something you haven't used to. You carefully recall series of movement required for standing up and manage to do so. Walking is equally difficult, very tottery, not unlike how your master walked for last hour before his death. It wasn't his usual style of walking, but sometimes he did so. You just might be able to blend in with masters if you keep wearing him.

It strikes to you as quite odd idea, wearing body of your master... It used to be other way around, master wearing you.
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 17, 2015, 04:29:46 pm
Try to get home.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 18, 2015, 03:15:25 am
Forgot to mention these:
Pain is but inconvience. Eeklost know when pain is there but it doesn't hinder them.
Amount of light is irrelevant to your ability to see. And it is near midnight.

Try to get home.

You totter back towards the city. By time you reach it you have learned to walk normal enough. Buildings here on edge of city aren't very tall, only 3-4 times taller than you. You see two masters along their slaves leaning against one building [DC 5: 16] and it doesn't seem like they have noticed you yet. One of them is holding a thick wooden stick.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 18, 2015, 03:24:33 am
We should free them!

Look for a rock or something. If no rock, grab the stick from the master and yank it from him. Beat them both in the head till the masters die.
Title: Re: [SG] Arise, ye slaves!
Post by: Generally me on January 18, 2015, 04:07:11 am
No we should find some sort of cutting weapon first

Also can ask for duels
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 18, 2015, 04:32:27 am
Why was master killed and how did he die? How did the other Eeklost say sorry to us when he has no control over his mouth? How long does it take for an Eeklost to reach adulthood?
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 18, 2015, 05:03:01 am
Why was master killed and how did he die? How did the other Eeklost say sorry to us when he has no control over his mouth? How long does it take for an Eeklost to reach adulthood?

Another master wanted to kill our master, and us as an extension. What if we constantly hurt ourselves to make us incredibly strong? Later on, that is.

((GM: What is the general level of intelligence for Eeklost? And for the masters?))
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 18, 2015, 05:14:00 am
Why was master killed and how did he die? How did the other Eeklost say sorry to us when he has no control over his mouth? How long does it take for an Eeklost to reach adulthood?
You don't know why. His core was stabbed with a sharp blade. Eeklost and masters have different methods of cummunicating. Eeklost don't use mouth but something along open telepathy. Masters seem to use mouth for communication, but there must be more to it because you can't understand them. 16 to 17 years.


Why was master killed and how did he die? How did the other Eeklost say sorry to us when he has no control over his mouth? How long does it take for an Eeklost to reach adulthood?

Another master wanted to kill our master, and us as an extension. What if we constantly hurt ourselves to make us incredibly strong? Later on, that is.

((GM: What is the general level of intelligence for Eeklost? And for the masters?))
Eeklost are just a little below humans by avarage. Masters are a grade or two above eeklost, evident by their powerful magics.
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 18, 2015, 09:38:53 am
((Can we get our abilities edited into the OP?))
Continue home. Take stock of supplies.
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 18, 2015, 10:46:23 am
((Can we get our abilities edited into the OP?))
Continue home. Take stock of supplies.
+1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 18, 2015, 11:54:39 am
Tie breaker.
((Can we get our abilities edited into the OP?))
Continue home. Take stock of supplies.
((Done.))

You continue walking as if those masters weren't here [DC 10: 11] and they ignore you as well.

You keep walking by side of the road and come to a large bridge over deep canyon. Here's a warrior-caste masters on the bridge, two of them. Oh, you recognize this one's slave. Kar is his name. You master was of warrior-caste as well and often rode with this one. The other warrior master is unknow to you.

[DC 12: 8] They notice and wave their arms to you. Damn, looks like they recognized your master as well. They both have their kill-wands but you don't...


E: Right, the supplies... Err, you have your body and your dead master. It has its usual cloth covers, in its pockets is a small bag where master keeps his rectangular objects. Nothing else at moment.

Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Companions: None
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 18, 2015, 12:30:13 pm
Wave your arms at them. If there is another bridge use it to get home, but if that is the only bridge, then walk past them without talking to them.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 18, 2015, 02:10:19 pm
((Updated OP with information about masters and previous post with inventory and skills.))
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 19, 2015, 01:32:36 pm
Wave your arms at them. If there is another bridge use it to get home, but if that is the only bridge, then walk past them without talking to them.

You imitate their hand waving and turn on your heels. Of course there's other bridges, otherwise it wouldn't be very big city.
[DC 12: 16] Those warrior masters don't chase after you. They seem to be too busy with beating a casteless master.

The closest bridge to this one is in south. It is actually a double bridge, reaching to a large pillar in middle of canyon and to other side. [DC 7: 15] The trip to master's tower is pleasantly quiet, only few casteless masters wandering around, and those are easy enough to avoid.

You reach the tower. Here's only one problem; the gates are sealed shut with magic. It is impossible to force gates open with raw strength, and you are still not accustomed to your freedom enough to even try it. Well, magic can be countered with another magic. [DC 5: 8] You recall the Ritual of Opening used to open this gate and go through it in your mind many times to ensure you can do correct motions in correct order. You step into place for ritual, in front of small box next to the gate. It's moment of truth, can an eeklost use magic of masters? Time to find out!

You perform the Ritual of Opening with your best skill, exactly as you remember your master doing it. The gate shakes and slides apart revealing a large hall. You step inside and the gate closes behind you. There's two ways up; a smal room which teleports you various locations inside the tower and the stairs. Your master used almost always stairs so you are not taking a risk with teleporter room. You count the steps while climbing up until you reach the correct door. With confidence you use Ritual of Opening into the door, and step inside. Finally you are here, in your master's house. Is it safe here? Probably not for long.

((OP updated with info about casteless masters and rituals.))

Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Companions: None
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 19, 2015, 02:11:20 pm
Explore the house
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 19, 2015, 02:30:13 pm
Take stock of resources. If we used the kill wand on a master would it penetrait through the eeklost too?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 19, 2015, 03:18:38 pm
Take stock of resources. If we used the kill wand on a master would it penetrait through the eeklost too?

Masters are usually four times as heavy as eeklost, some are even 10 times heavier, so they take lots of space. And eeklost are very thin folks, so your chances to hit them while using kill wand is quite small, unless you are aiming to the head. Then you probably end up killing both.



The master's house consists of 5 rooms. The first one, where you are, is not very big, it is about as wide and long as you are tall, one side being covered with clothes. His armor and helmet are also here. Good thing he left both behind tonight...

Second room is much larger. It has chairs, tables and a glowbox. The glowbox is a mystery to everyone. It never does anything else besides glowing, yet masters spend lot of time in front of it.
On the table rests a beat stick. Unsuprisingly it is used to beat others. It is as thick as your forearm and as long. The material it is made of isn't natural one, but some conjured one.

Third room is where master rests. Central figure here is the bed. Walls are covered with cabinets, most of them contains more clothes, but there's two small kill-wands and 10 chargers hidden in one. Both kill-wands are fully charged, master always took care of that, checking them every night before resting. Under the bed you find third, much bigger kill-wand; it's length is from your shoulder to finger tips. You find also 3 chargers for it.

Fourth room is where master prepares creatures for absorption. You find many different sized knives here, all very sharp, suitable for stabbing and slashing.

Last room is called a prayer room among eeklost. Every house have one, some even more. Masters spend every day a little time there sitting, often also spitting out things they cannot absorb.

Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 19, 2015, 07:59:20 pm
Pretend to fight with the knives and beat stick to get a feel for them.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 20, 2015, 06:19:14 am
How long does it take for our wounds to heal and grow stronger?
Title: Re: [SG] Arise, ye slaves!
Post by: Gamerlord on January 20, 2015, 08:56:15 am
Pretend to fight with the knives and beat stick to get a feel for them.
+1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 20, 2015, 11:38:28 am
How long does it take for our wounds to heal and grow stronger?

It depends much about size and type of wound and how well it is tended. Small cuts would take few hours at most. If your arm is shattered into hundred pieces and you can't find all of them, then it might take four weeks to completely heal at worst and a little over two weeks at best.
Lost limbs do not grow back by itself.


Pretend to fight with the knives and beat stick to get a feel for them.

[DC 10: 20!] You take the beat stick and hold it for a moment. It was your master's favourite tool and he used it often. You take few careful and slow practice swings recalling he used it, then faster and faster until you are sure you got it down. Master trained with it so often that even your body remembers it.

You repeat your practice with heaviest knife you can find, although they are all rather light in your hands. The knife slices easily through air, and it feels like it was meant to be in your hand. You can't wait to stab it into a twisted core of master!


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)
Title: Re: [SG] Arise, ye slaves!
Post by: ~Neri on January 20, 2015, 02:00:49 pm
((As a note, melee combat varies heavily in terms of skillset needed per weapon. Even similar weapons, they won't be balanced the same. A coverall "Melee" skill might not be the best option.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 20, 2015, 02:28:11 pm
((I know. Just saving myself from a headache that follows if I go too deep in realism. And if I start going into realism I have to ask the question "How realistic I should make this?", so this is my pre-emptive answer: realism can go where sun doesn't shine. This game already quite far from reality.))
Title: Re: [SG] Arise, ye slaves!
Post by: ~Neri on January 20, 2015, 03:43:02 pm
((Heh, makes sense.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 20, 2015, 04:19:03 pm
Ok, see if you can recall how to use the magic death stick things. Then, see what time it is...

Edit:((Also, do we know if the masters can hear us speak telepathically?))
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 20, 2015, 10:52:50 pm
Do kill wands make noise? Do we have neighbors living close by?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 21, 2015, 01:26:17 am
Do kill wands make noise? Do we have neighbors living close by?

Noise? What is noise?
Many other masters live in this particular tower.

...
Edit:((Also, do we know if the masters can hear us speak telepathically?))

Most accepted opinion is that they cannot. Some claim they can hear you, but don't care at all.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 21, 2015, 01:53:46 am
Ok, grab the stick and the knife. Then head out of the tower and go for a stroll. The first clasteless guy you see, stab him in the core when he isnt expecting. Only if he is alone that is...
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 21, 2015, 01:22:28 pm
Ok, see if you can recall how to use the magic death stick things. Then, see what time it is...

Edit:((Also, do we know if the masters can hear us speak telepathically?))

Yeah, you remember how to use kill wands. Ritual for activating them is very simple. Recharging them is a bit more complicated, but you are fairly certain you can do it.

You can't see the sky from here, but it should be after midnight.


Ok, grab the stick and the knife. Then head out of the tower and go for a stroll. The first clasteless guy you see, stab him in the core when he isnt expecting. Only if he is alone that is...

You go out hunting like warrior masters do. They don't normally hunt this late so you are free to roam around.

[DC 7: 14] Casteless avoid the area near towers, so you have to wander for a while before you find one. Luckily the one you find is alone and resting in between buildings. It is very easy to slide knife into its core and very satisfying to watch as it twitches few times.

"Ah, so this is my end." Says his slave wearily as Death comes. He's left very confused when it only takes his master's soul.
"What? Why he didn't take me? What's going on?"



Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Slaves freed: 1
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 21, 2015, 02:42:14 pm
Tell the Casteless slave that god has chosen to break the laws of old, and give us slaves a chance to take back our lives. Tell him to keep his master on him, so that the other master's dont suspect anything. Then, help him learn to walk and quickly return to the tower.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 21, 2015, 05:09:59 pm
Tell the Casteless slave that god has chosen to break the laws of old, and give us slaves a chance to take back our lives. Tell him to keep his master on him, so that the other master's dont suspect anything. Then, help him learn to walk and quickly return to the tower.
+1

Train with him in using knives and kill wands after he rests.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 21, 2015, 05:13:09 pm
Hey, we dont need to rest, remember? So just train immediately!
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 21, 2015, 09:01:34 pm
Do master bodies rot?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 22, 2015, 11:07:37 am
Do master bodies rot?

All Rec has heard is that masters tend to get more stiff after death and after varying amount of time they are dumped into holes in ground together with their slaves. Or burned.


Tell the Casteless slave that god has chosen to break the laws of old, and give us slaves a chance to take back our lives. Tell him to keep his master on him, so that the other master's dont suspect anything. Then, help him learn to walk and quickly return to the tower.

"Behold might of our God, brother, for He has chosen to break the laws of old and grant His children chance to take back of our lives!"
"We have a god..?"
"So it seems. Anyway, keep wearing your master's corpse, it keeps other masters from suspecting anything."

He readily accepts your help and learns walking remarkably fast, even faster than you did. You two make it back to the tower without troubles.

He introduces himself as Ral.


Train with him in using knives and kill wands after he rests.

[DC 10: 15] Knife training goes well and neither of you end up having too many new holes in the carcass you wear.

[DC 14: 19] Ral learns to use kill wands under your supervision. During your training you also discover that some of square panels on outer walls completely shatter when damaged with kill wand, revealing open view to outside. You also make few holes on walls.

Looks like you have some skill in teaching.

"So how does this 'not dying when master dies' business exactly works?" Ral asks. It seems he's eager to kill masters.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Companions: Ral
Slaves freed: 1
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 22, 2015, 12:22:39 pm
Hmmm. Well, looks like we may have to get out of the city, seeing as how the masters bodies will get stiff, so it will blow our cover.

Anyway, tell him that you can pretty much just stab'em anywhere but the head. The core is a good bet.

Also, see if we can find some better clothes for Ral. It would look wierd for a master to be walking around witha casteless guy, so getting him better clothes would be best. After that, grab all the weapons, stuff them in a sack and start heading out of town.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 22, 2015, 04:13:23 pm
We should set ourselves up as a Prophet.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 22, 2015, 04:42:10 pm
We should set ourselves up as a Prophet.
No, as the general of the new army we are creating!
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 22, 2015, 05:06:17 pm
Why not both?
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 22, 2015, 05:06:29 pm
We should set ourselves up as a Prophet.
No, as the general of the new army we are creating!
Why not both? Our Crusade starts now!
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 22, 2015, 05:09:52 pm
We should set ourselves up as a Prophet.
No, as the general of the new army we are creating!
Why not both? Our Crusade starts now!
+1 To Holy War on the worms!

Pray to God for strength, We need those buffs...
Title: Re: [SG] Arise, ye slaves!
Post by: Gamerlord on January 23, 2015, 12:47:11 am
We should set ourselves up as a Prophet.
No, as the general of the new army we are creating!
Why not both? Our Crusade starts now!
+1 To Holy War on the worms!

Pray to God for strength, We need those buffs...
+1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 23, 2015, 01:42:17 am
We should set ourselves up as a Prophet.
No, as the general of the new army we are creating!
Why not both? Our Crusade starts now!
+1 To Holy War on the worms!

Pray to God for strength, We need those buffs...

[Autofail] Your prayer goes unanswered, so the plan of being a prophet has a little roadbump on it. Looks like you are on your own in this. God did mention about making big deals to permit this whole freedom fighting thing, so His assistance might be limited to avoid attention of other gods.

General Rec. It has a nice sound. Prophet-General would be even better but you kinda lack credentials for it. Two people doesn't make an army.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Companions: Ral
Slaves freed: 1
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 23, 2015, 02:10:39 am
Hmmm. Well, looks like we may have to get out of the city, seeing as how the masters bodies will get stiff, so it will blow our cover.

Anyway, tell him that you can pretty much just stab'em anywhere but the head. The core is a good bet.

Also, see if we can find some better clothes for Ral. It would look wierd for a master to be walking around witha casteless guy, so getting him better clothes would be best. After that, grab all the weapons, stuff them in a sack and start heading out of town.
Title: Re: [SG] Arise, ye slaves!
Post by: Tombsice on January 23, 2015, 09:39:16 am
In order to start the liberation efforts the Master's power structure should be considerd as a target. The disguises being merely visual will hinder this but none should be able to fathom the truth. Striking down higher casted and using the then liberated to strike progressively higher would hopefully result in a civil war amoung the Masters as a trail of disapprences leaves the ruling structure missing key parts.

Tell us: who rules this town?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 23, 2015, 11:39:59 am
Hmmm. Well, looks like we may have to get out of the city, seeing as how the masters bodies will get stiff, so it will blow our cover.

Anyway, tell him that you can pretty much just stab'em anywhere but the head. The core is a good bet.

Also, see if we can find some better clothes for Ral. It would look wierd for a master to be walking around witha casteless guy, so getting him better clothes would be best. After that, grab all the weapons, stuff them in a sack and start heading out of town.

This
In order to start the liberation efforts the Master's power structure should be considerd as a target. The disguises being merely visual will hinder this but none should be able to fathom the truth. Striking down higher casted and using the then liberated to strike progressively higher would hopefully result in a civil war amoung the Masters as a trail of disapprences leaves the ruling structure missing key parts.

Tell us: who rules this town?


Also this but first wait until we have more rebels. It's to soon.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 23, 2015, 01:26:53 pm
In order to start the liberation efforts the Master's power structure should be considerd as a target. The disguises being merely visual will hinder this but none should be able to fathom the truth. Striking down higher casted and using the then liberated to strike progressively higher would hopefully result in a civil war amoung the Masters as a trail of disapprences leaves the ruling structure missing key parts.

Tell us: who rules this town?

That's a good question. You have heard that long before your birth there used to be a single master in the city who others seemed to obey. But then arrived new magic and with it a new caste called 'sitters' due lack of any better name. Because that's what they do, sit all day long in front of glowing panels constantly doing obscure rituals. Since then ruling structure has become rather unclear.

It seems there is a sub caste within sitters who often meet in specific building and communicate with each other, but nobody stays in that group for long.


Hmmm. Well, looks like we may have to get out of the city, seeing as how the masters bodies will get stiff, so it will blow our cover.

Anyway, tell him that you can pretty much just stab'em anywhere but the head. The core is a good bet.

Also, see if we can find some better clothes for Ral. It would look wierd for a master to be walking around witha casteless guy, so getting him better clothes would be best. After that, grab all the weapons, stuff them in a sack and start heading out of town.

Casteless are masters as well, they just happen to be most worthless. Anyway, you get him new set of clothes, ruining few sets in progress.

You two then head out. [DC 14: 9 + 1] You barely get out of the tower when two masters of warrior caste arrive riding their carriage. They stand out of it and approach you. Looks like you aren't walking out of this one.

Oh, it's Kar and his master and the other one you saw earlier at the bridge. What coincidence.
"Hey Rec, fancy meeting you again. What was your master doing out there before?"


Spoiler: Rec's inventory (click to show/hide)

Spoiler: Rec's skills (click to show/hide)

Companions: Ral
Spoiler: Ral's inventory (click to show/hide)

Slaves freed: 1
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 23, 2015, 01:37:07 pm
Ok too freed slaves

Too masters -controling there slaves-

Stab them in the core.
Do it fast,

If there are others around or a chance we can be seen lure them away first.

Wait. Can we use the kill wands fast enough? If so use those instead.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 23, 2015, 08:22:25 pm
Telepathically tell Ral to take the guy on the left, while you take the guy on the right. Act as quick as possible. Hopefully they wont suspect anything and it will be a quick one sided fight.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 23, 2015, 08:35:26 pm
Telepathically tell Ral to take the guy on the left, while you take the guy on the right. Act as quick as possible. Hopefully they wont suspect anything and it will be a quick one sided fight.

This but first go to hi five the more skilled one so that we'll be more likely to surprise him.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 23, 2015, 08:56:14 pm
Afterwards, Stealth kill homeless masters.
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 23, 2015, 09:08:26 pm
Telepathically tell Ral to take the guy on the left, while you take the guy on the right. Act as quick as possible. Hopefully they wont suspect anything and it will be a quick one sided fight.

This but first go to hi five the more skilled one so that we'll be more likely to surprise him.
+1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 24, 2015, 05:13:16 am
Telepathically tell Ral to take the guy on the left, while you take the guy on the right. Act as quick as possible. Hopefully they wont suspect anything and it will be a quick one sided fight.

This but first go to hi five the more skilled one so that we'll be more likely to surprise him.

"Ral, I take Kar's master, you handle the other one."
"Sure thing." Ral answers with happy tone.
"What?" Kar sounds confused.

You rise your knife hand into greeting like you have seen masters sometimes doing. Both warrior masters stop their approach and take a step backwards, pulling out something from their belt. Kar's master pulls out small cylinderic item, which you recognize as an enchanted torture device. Of course it does nothing against eeklost, but is apparently painful for masters it used on.

[DC 10: 11] You jump forward and stab the master with the knife. Resistance from its body armor doesn't hinder your strike much [DC 13: 15] and despite of not seeing its core (body armor isn't see-through) your blade finds it and he falls down.

The master Ral is facing pulls out another enchanted torture device. It is similar to kill wands in shape but instead of making holes it throws out thread like a spider. Somehow it too hurts masters, even more than the cylinder thing.

[DC 10: 15][DC 13: 20] Ral doesn't have any troubles plunging his knife into master's core either. Once it falls on ground he stabs core of his own master few times and even proceeds to slice its throat open.

"What you are doing?" you ask.
"Just ensuring he's dead. That thing made him alive again, I felt him weakly tugging me, trying to control me! I should rip him off as soon as we get out of the city."


Again, you are left with two confused eeklost who keep asking why they are still alive. You sense a pattern developing here.


Spoiler: Rec's inventory (click to show/hide)

Spoiler: Rec's skills (click to show/hide)

Companions: Ral
Slaves freed: 3
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 24, 2015, 05:39:25 am
Repeat what we said with the first eeklost. We should probably get our master's off when we're alone too
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 05:53:04 am
We can't get out of town. The casteless can because they're casteless and no one will miss them but we're warriors - they'll investigate what happened to us. While they go out and free people in rural areas and such we'll work on taking back the world from the inside.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 24, 2015, 06:02:37 am
We can't get out of town. The casteless can because they're casteless and no one will miss them but we're warriors - they'll investigate what happened to us. While they go out and free people in rural areas and such we'll work on taking back the world from the inside.

Good plan. Since Ral had a casteless master he won't be as good as these two warriors we just got. The warriors and us should go patrol the streets and free small groups of eeklost. Ral should scout around and learn about the masters' daily life habits and patterns.
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 06:06:18 am
We already know about the masters' daily life habits and patterns - we've lived with them long enough. What we need to do is kill as many casteless as we can and send them out of the city to free eeklost outside. Trying to do this one city at a time is suicide. Have you read You Are Patient Zero? Going with that method led to way too attention being brought on the players themselves instead of the wider zombie outbreak.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 08:55:12 am
We already know about the masters' daily life habits and patterns - we've lived with them long enough. What we need to do is kill as many casteless as we can and send them out of the city to free eeklost outside. Trying to do this one city at a time is suicide. Have you read You Are Patient Zero? Going with that method led to way too attention being brought on the players themselves instead of the wider zombie outbreak.

Yeah, I read that and it was quite the blunder, But oh what an attempted comeback.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 24, 2015, 11:33:17 am
So basically Ral leaves the city like a apostle, traveling from town to town while stabbing casteless and other easy targets on the way? And Rec & Co. kill all other casteless in this city?
Do you want to give Ral any tools before sending him away?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 12:21:18 pm
Give him the kill wand with less ammo.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 12:25:43 pm
No no no.... Recharge the kill wand, teach him how, give him wand and charger.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 12:59:06 pm
That's a better idea, Also tell the others a very long winded not quite so truthful story about how God appointed him as his grand high prophet and how we are destined to rule over the masters.

Religious Fanaticism + Desire For Freedom + Obscene Numbers= World Domination!
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 01:02:55 pm
Bad idea.

If we set up a lie and can't deliver we're going to lose followers. Just tell the truth.

That our God pulled some big strings for this to happen and we are on our on for now becasue  he can't risk helping us any more.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 01:07:36 pm
Yes, But we should still give ourselves the Title of Prophet, because after all God *did* talk to us.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 01:12:23 pm
Main problem is he has stopped talking and listening, prophet seems to imply we can still make contact. Or at least was given much more information.

All he said was you are free, and then a bit of info about our race.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 01:14:17 pm
So, We dub ourselves the Grand Double-High Pope of the Slope!
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 24, 2015, 01:25:33 pm
It's actually quite good plan. Casteless masters are used to being hunted so they have learned how to hide, a skill their slaves inherit.
Ral already knows how to handle kill wands since you trained with him a little earlier.

Ninja count: 4



"Ral. I'll give you an important mission. Leave this city, travel all over the world and sow seeds of rebellion where ever you go. Tell people you free to do the same, to send few apostles forth to spread freedom far and wide. This world will be ours!"
"Wandering apostle, eh? Sure, I can do that."
"Here, take these and use them well." you say while giving him a kill wand and a charger. He takes them and leaves.

Then you turn your attention to the two guys who have stood up on their own. You give them quick explanation of the situation, how you were freed by God himself to be a seed of rebellion and how He cannot afford to give us any more help. They listen your explanation and merely nod, clearly they aren't extremely impressed.
"It's about time He did something." the unknown one says. He introduces himself as Hector, apparently his master was just recently admitted into warrior caste. It explains why you hadn't met him before.

You also give them both a knife, ensuring they remember safe ways to kill masters.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Companions: Kar, Hector
Slaves freed: 3
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 24, 2015, 02:38:17 pm
Ok, good. Now we need to go to Hectors place and use that as our hideout. We cant stay is one place too long. Also, stab any casteless we see along the way...
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 24, 2015, 07:07:26 pm
Ok, good. Now we need to go to Hectors place and use that as our hideout. We cant stay is one place too long. Also, stab any casteless we see along the way...

I think we should alternate houses so we keep moving around. Since warrior masters hunt in pairs, it'll draw suspicion if we move in threes. Hector and Kar should hunt together as they've already been doing, and we should act as a casteless, drawing hunters to us and allowing us to kill them. Doing so will reduce the number of armed masters and give us armed eeklost. Once we have enough hunters we should focus solely on getting casteless and sending them out like we did with Ral.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 24, 2015, 09:05:42 pm
I think we should alternate houses so we keep moving around. Since warrior masters hunt in pairs, it'll draw suspicion if we move in threes. Hector and Kar should hunt together as they've already been doing, and we should act as a casteless, drawing hunters to us and allowing us to kill them. Doing so will reduce the number of armed masters and give us armed eeklost. Once we have enough hunters we should focus solely on getting casteless and sending them out like we did with Ral.

+ 1
Title: Re: [SG] Arise, ye slaves!
Post by: Pencil_Art on January 24, 2015, 09:19:37 pm
I think we should alternate houses so we keep moving around. Since warrior masters hunt in pairs, it'll draw suspicion if we move in threes. Hector and Kar should hunt together as they've already been doing, and we should act as a casteless, drawing hunters to us and allowing us to kill them. Doing so will reduce the number of armed masters and give us armed eeklost. Once we have enough hunters we should focus solely on getting casteless and sending them out like we did with Ral.

+ 1
+1
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 24, 2015, 09:26:12 pm
I think we should alternate houses so we keep moving around. Since warrior masters hunt in pairs, it'll draw suspicion if we move in threes. Hector and Kar should hunt together as they've already been doing, and we should act as a casteless, drawing hunters to us and allowing us to kill them. Doing so will reduce the number of armed masters and give us armed eeklost. Once we have enough hunters we should focus solely on getting casteless and sending them out like we did with Ral.

+ 1
+1
+1 Vampiring in the city should work for a while.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:28:42 pm
Will fire kill the slaves or the masters?

If it only kills the masters we could try arson.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 24, 2015, 09:30:54 pm
Like a citywide fire? Wouldn't that bring about unwanted attention?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:32:33 pm
Yes...but if the masters are the only ones harmed then anyone investigating is suddenly dealing with a ton of freed slaves.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:33:13 pm
Like a citywide fire? Wouldn't that bring about unwanted attention?

Not until we have the troops to back it up, Besides the City will have weapons and tools we can't make or get otherwise. Anyways we should get ourselves a Title of some sort, Besides General, that's Cliched.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:34:04 pm
Yes...but if the masters are the only ones harmed then anyone investigating is suddenly dealing with a ton of freed slaves.

And then slaves will be dealing with Tanks and Aircraft that outnumber them 100-1, Subtlety is key.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 24, 2015, 09:35:02 pm
Yes...but if the masters are the only ones harmed then anyone investigating is suddenly dealing with a ton of freed slaves.

They also rule the entirety of our species, and there's bound to be thousands of towns and cities. When a whole town burns down, the masters will definitely investigate in number, probably armed as well. 
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:37:26 pm
Yes, We need to spread to everywhere so that we'll be near impossible to stomp out. We should call ourselves the Grand High Lord Supreme Commander Of The Freedom Revolution, Or Yo' Boss for short.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:39:04 pm
Yes...but if the masters are the only ones harmed then anyone investigating is suddenly dealing with a ton of freed slaves.

They also rule the entirety of our species, and there's bound to be thousands of towns and cities. When a whole town burns down, the masters will definitely investigate in number, probably armed as well. 
Yes...but if the masters are the only ones harmed then anyone investigating is suddenly dealing with a ton of freed slaves.

And then slaves will be dealing with Tanks and Aircraft that outnumber them 100-1, Subtlety is key.

Yha you guys are right...but one of these days....


As for our title, may I sugest "liberator"
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:40:22 pm
Oh yes indeed one of these days... For now though, Ninja...

Liberator is a good name for our troops but we need something more inspiring.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:45:16 pm
Bringer of justice?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:46:31 pm
Bringer of justice?

Maybe? What about The Lord Of Freedom?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:47:12 pm
Ohhh I like that.
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 09:48:25 pm
A bit oxymoronic though. A lord of freedom? Lords restrict things by nature. What about Herald of Freedom?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:50:21 pm
Later on we should totally string up high ranking master corpses in a necklace, Along with a cloak and scrapmetal walking staff with Magical(Technological) Enhancements.

How about Harbinger Of Freedom?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:51:06 pm
So many good names!
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 09:53:18 pm
I really like the Harbinger idea, Sounds ominous to Masters but hopeful to Slaves. How about we vandalize one of the Town Walls with the Words, FREEDOM IS HERE, AND FREEDOM SHALL CONQUER CORRUPTION. That could be our slogan.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 09:57:29 pm
I really like the Harbinger idea, Sounds ominous to Masters but hopeful to Slaves. How about we vandalize one of the Town Walls with the Words, FREEDOM IS HERE, AND FREEDOM SHALL CONQUER CORRUPTION. That could be our slogan.

+all the ones
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 09:58:10 pm
I really like the Harbinger idea, Sounds ominous to Masters but hopeful to Slaves. How about we vandalize one of the Town Walls with the Words, FREEDOM IS HERE, AND FREEDOM SHALL CONQUER CORRUPTION. That could be our slogan.
-1 to the name and the slogan. 'Harbinger' inspires fear. We want to inspire hope. Corruption is not and never has been an issue.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 24, 2015, 09:58:40 pm
I like Herald of Liberty..
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 10:01:01 pm
There should be a poll...

Hay GM put all our subjested names in a poll please!
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 24, 2015, 10:13:09 pm
No name, names mean more when given by someone else, self-appointed names sounds...egotistical.

Although, I do like "Herald of Liberty".  :P
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 10:26:21 pm
Yeah, let people give us a name.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 10:30:30 pm
Come on? Can't we be even have a tiny bit of ego? All the great Herod have a little bit of ego.
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 10:40:07 pm
Jesus didn't.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 10:44:21 pm
Exception

Every rule has an exception......

Let's see......let's look at TV....mmm....

Well in full metal alchemist Edward has a bit of ego ,trying to revive his mother (goes horribly wrong of course) ummm....anyone got other examples it's late and I can't think straight,

All I'm saying is we should at least be able to take up a title.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 10:47:51 pm
Jesus didn't.

Fair Point, But most had a big ego, And why should we be different? Will we implement the Master Corpse Necklace?
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 24, 2015, 10:48:42 pm
Exception

Every rule has an exception......

Let's see......let's look at TV....mmm....

Well in full metal alchemist Edward has a bit of ego ,trying to revive his mother (goes horribly wrong of course) ummm....anyone got other examples it's late and I can't think straight,

All I'm saying is we should at least be able to take up a title.
Alphonse tried the same thing, he was a hero, and he didn't have an ego.

Jesus didn't.

Fair Point, But most had a big ego, And why should we be different? Will we implement the Master Corpse Necklace?
NO CORPSE NECKLACE THAT IS CREEPY AS FUCK!
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 24, 2015, 10:49:11 pm
I see nothing wrong with the necklace... 8)
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 10:50:26 pm
I say yes. But later. Right now we must build our forces...bide are time.....and get a cool title.

I was ninjad twice.....

And al was mostly just  doing what Ed told him to do. But yes al is also an exception.

There can be many exeptions.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:01:07 pm
The Necklace would certainly inspire fear...  :P

But seriously +1 to guerrilla warfare for now... We must hide.

Why don't we tell our followers to pray whenever they free a slave and to tell them how we started the freedom movement.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:08:02 pm
Prayer is insta-fail  but yes to telling noobs how this started.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:15:08 pm
Yeah just tell them about the freedom movement and having them follow our commands as we started their freedom. We also need to figure out where the nearest Arsenal is.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:22:27 pm
And we need to find a girl to. We need someone to take our place if we die, in other words, we need kids.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 24, 2015, 11:25:22 pm
Do we even know how they procreate? I mean they could just eat a ton of food and split into two...
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:26:40 pm
Either way more bodyguards is always good.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:28:55 pm
Kids make great meat shields.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:31:07 pm
Kids make great meat shields.

I nominate endlessblaze as our chief military executive!
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:36:39 pm
I'm sigging that.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:37:25 pm
Yus!
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:45:19 pm
I think I did that wrong, how am I meant to link to the thread with the sig?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 24, 2015, 11:47:26 pm
I dunno, I just used parentheses and a hyperlink for my sig, Personally.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 24, 2015, 11:49:20 pm
Eh I guess this will do till someone helps me out.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 25, 2015, 12:00:15 am
["quote"]

[/"quote"]

Do that without the quotes...

Edit: I just realised that may not be helpfull....

[1quote1]

[/1quote1]

Try without the ones....
Title: Re: [SG] Arise, ye slaves!
Post by: ~Neri on January 25, 2015, 12:00:36 am
Quote the sig you want, copypaste it into the Signature thingy.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 25, 2015, 12:05:50 am
thanks
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 25, 2015, 12:07:36 am
It's like Gold, Without the Gold...
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 25, 2015, 06:08:01 am
Wow, this thread really exploded while I was sleeping. Anyway, here's some answers and comments.

Will fire kill the slaves or the masters?

If it only kills the masters we could try arson.

Fire kills both, but masters die much faster, so setting city ablaze is not the worst idea around. However it brings us into a grey area. Does burning master to death count as being killed by eeklost? Because that is what really matters here. Burning occupants of one house would count, but if fire spreads into other houses then it doesn't count for subsequent kills. Death is strict about the deal.

And most of buildings are made of stone.

I really like the Harbinger idea, Sounds ominous to Masters but hopeful to Slaves. How about we vandalize one of the Town Walls with the Words, FREEDOM IS HERE, AND FREEDOM SHALL CONQUER CORRUPTION. That could be our slogan.

Slaves are all illiterates, mind you. They have never received of any kind of education besides what is passed verbally by other slaves. All your skills come basically from muscle memory.

Jesus didn't.

Fair Point, But most had a big ego, And why should we be different? Will we implement the Master Corpse Necklace?

Heh, good luck for making neclace form jelly. 8)


Prayer is insta-fail  but yes to telling noobs how this started.

Praying is auto-fail if you are begging for boons. Your God will listen but doesn't necessarily respond.



I think we should alternate houses so we keep moving around. Since warrior masters hunt in pairs, it'll draw suspicion if we move in threes. Hector and Kar should hunt together as they've already been doing, and we should act as a casteless, drawing hunters to us and allowing us to kill them. Doing so will reduce the number of armed masters and give us armed eeklost. Once we have enough hunters we should focus solely on getting casteless and sending them out like we did with Ral.

Three warriors together is not unheard of but certainly not common. If there's a big fight happening in the city more warriors quickly gravitate in and join the fray.


You formulate quickly a plan: Hector and Kar continue hunting casteless while you pretend to be casteless and hunt warriors who come hunting you. You agree to meet in house of Hector's master. It's near ocean, one of the last houses before last bridge over the deep river. It's quite far, so you figure it is better to start walking if you want to get there before masters stop their resting period.

Kar decides it is best to try ride warrior's carriage, expecially since he has the channeling ritual in fresh memory and he succeeds! His control is nowhere as good as of masters, but definitely passable. Hector hops on the carriage and they leave.

You turn and start heading towards ocean. Quick glance to the stars informs you that three quarters of night is already passed. Most of masters start moving around a bit before sunrise.
It should be easy to get some casteless in night since they are almost all certainly resting, but you can't find any in this area. You don't even have luck with finding warriors...

The area you are currently is a road bordering a small forest. On other side of the road is many stone houses. You are guaranteed to find more than one master in houses like this.
Travel progress to Hector's house: 33%


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Slaves freed: 3?
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 25, 2015, 06:31:32 am
Breaking and entering is a ninja's middle name! Sneak in and kill the masters! Just two or three houses for tonight.
Title: Re: [SG] Arise, ye slaves!
Post by: Andres on January 25, 2015, 08:01:45 am
How do eeklost and masters reproduce?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 25, 2015, 08:33:34 am
How do eeklost and masters reproduce?
...
You just had to ask that, didn't you?

When daddy eeklost loves mommy eeklost very much they hug each other and baby starts growing inside mommy. Few months later baby pops out of mommy's belly. Masters simply eject enough material to cover baby eeklost when it is born.

Now I'm sure you realize what's happening here, considering what pieces of information I have dropped around. The math is very easy. To make it less unpleasant eeklost have no emotional attachment of any kind towards reproduction. If they ever had, it was quickly lost during first few millenia.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 25, 2015, 09:10:52 am
Breaking and entering is a ninja's middle name! Sneak in and kill the masters! Just two or three houses for tonight.
+1 And seeing as how we are going to be in the houses, look for more kill wands/chargers/weapons.
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 25, 2015, 02:16:54 pm
We should at some point kidnap a master whole. Try to get it to teach us to at least read so we can learn magic.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 25, 2015, 03:03:03 pm
We should at some point kidnap a master whole. Try to get it to teach us to at least read so we can learn magic.

+1, Also is magic just future Technology>
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 26, 2015, 01:22:18 pm
+1, Also is magic just future Technology>
Magic, technology... It's all same thing once it is sufficiently advanced and analyzed.



It's a nice opportunity to make more followers, so you figure you should break into one of the buildings. But front door becomes a problem since you don't have key for it and you don't know exact ritual to open it either. You walk around the building but can't find any other way in.  This is a problem.

After thinking a while you remember how one of those smooth alcoves in a wall broke easily at your home. And you notice here is many of those. You choose one randomly and give it a punch. It shatters into countless pieces and makes cuts into master's flesh. You shatter more of the panel and crawl in.

Inside you are greeted by a master with a thick wooden bat which it introduces to your head. You roll out of the way and kick the bat out of its hands when it staggers from missing you. You hit it with beat strick into knees and bring it down to your knife's reach and it finds its way into master's core. He falls down.

"Rise brother, you now free by power granted us by God. Stand, and free others. Speaking about others, is here any?"
"Only my child and his mother upstairs. I would say 'Be careful, their masters are awake' but seeing how skillfully you handled mine you won't have problem with theirs." he answers.
You nod. "No problems, I'll deliver freedom for them as well. Though I kinda want to let one alive so we can learn their magics..."
"And leave them into slavery? No, I beg you, please free them both!"

You hesitate a moment. While learning master's magic would certainly be useful it also important to release as many slaves as possible. Your power base is still nothing more than handfull of men. Maybe it should wait until you have stable and strong group of followers? Or until you have a safe place where to keep hostages? You think all this while you head to upstairs.

You find your remaining targets in last room you check, both covering in farthest corner. They... are scared? Scared of free slave? This realization makes you feel oddly good...

Now, should you free them both? Or leave adult one alive?


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Slaves freed: 3?
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 26, 2015, 03:19:19 pm
Both. I meant it as a long-term goal.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 26, 2015, 03:32:29 pm
Free them. Use a kill wand just encase they are handing a wepon in that corner.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 26, 2015, 03:42:01 pm
I don't think we have any kill wands.
Title: Re: [SG] Arise, ye slaves!
Post by: Cheesecake on January 26, 2015, 05:05:59 pm
I don't think we have any kill wands.

We have one, and a bunch of chargers for it too. Kill the masters and loot the home, then move on to the next house.
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 26, 2015, 08:24:18 pm
Fight the two masters
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 27, 2015, 12:57:18 am
I don't think we have any kill wands.

We have one, and a bunch of chargers for it too. Kill the masters and loot the home, then move on to the next house.

Oh, my bad, I was on my phone when I posted that. I was looking under skills...   ::)

Kill the two masters, maintain safety by being prepared with a kill wand.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 27, 2015, 01:50:15 pm
You put the beat stick into bag and take out a kill wand. The adult master seems to realise what is going to happen, it grabs an odd item from nearby table and jumps at you! It hits you on your arms before you can dodge or even point the kill wand at it. The strike is suprisingly strong, you can feel pain in your arm.

It doesn't continue assaulting you but rather opts to run past you with the child and straight into the freshly released slave, who somehow managed to stagger up here. You can never tell what it tried to do because the man digs his fingers deep into master's throat and rips it out. The master tries to hold its throat in vain as its internal liquids gush out. It is guaranteed to die so you point kill wand into core of the child master and activate it. A hole appears into it, passing directly through the core and continuing into wall behind.

Both masters die quickly and once again you fully explain the situation for them both.

Noteworthy loot in the house amounts to this:
* 2 Wooden bats.
* 7 short and thin knives. These apprears to be quite common weapons.
* 1 very long blade. As long as your hand.
* lots of random crap you don't know what they are used for.

Are you gonna take everything or do you rather leave some weapons for newly released slaves? And talking about them; what they should do now?


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Slaves freed: 6?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 27, 2015, 02:27:08 pm
If they join with us take every last item in the house.

If they don't then ask if there is anything we can have.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 27, 2015, 03:37:24 pm
That's what I'm asking. Do you want them to raid buildings with you? Do you want to send them out of the city, wandering around? Or perhaps you want them to go rampage on their own? It's up to you people. Being senior freedom fighter gives you this privilege.
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 27, 2015, 04:10:16 pm
Why don't we take half and give the other half for them to go about the city freeing people?
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on January 27, 2015, 04:23:50 pm
Send the child to school. Children can kind of fight the masters so it will be harder to notice plus they can steal books.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on January 27, 2015, 04:41:10 pm
Let them come with you. Also, inspect your arm.
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 27, 2015, 07:53:05 pm
Let them come with you. Also, inspect your arm.
+1
It will be too hard to act like normal masters since we can't speak vocally.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 28, 2015, 12:02:53 pm
Your arm is fine. You can't see any cracks, but then again the jelly master is made of is hindering your sight little. Pain is still there, but it is small so its gonna be fine. It feels much like how your master used to abuse you.

You head to the next house and enter into it exactly same way as you did with last one. This time nobody greets you. A quick search reveals there's nobody in.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: 2 adults. 1 child.
Slaves freed: 6
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 28, 2015, 07:38:50 pm
I guess we should call it a day and continue traveling to Hector's house.
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 28, 2015, 07:39:50 pm
Burn down the house first, To Prove our Loyalty to Armok!
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 28, 2015, 07:55:51 pm
Burn down the house first, To Prove our Loyalty to Armok!

No no no no....if we do that we draw to much attention, besides this good be a good place to come if we need a place to rest, a alternate hideout if our current one is compromised
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 29, 2015, 10:15:15 am
Oh alright...
Title: Re: [SG] Arise, ye slaves!
Post by: ZalkozDestbro on January 29, 2015, 11:31:39 am
PTW
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 29, 2015, 11:49:17 am
I guess we should call it a day and continue traveling to Hector's house.

Do we ever sleep? +1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 29, 2015, 12:06:58 pm
I guess we should call it a day and continue traveling to Hector's house.

Do we ever sleep? +1

Read the spoiler in first post. Eeklost doesn't need rest.



Lack of masters to kill dissappoints you so much you figure it is best to head to Hector's house.

The released people follows you as you walk to west. Eventually you spot the river in south and wide road passing by it. Hector's house is along this road, so you opt to walk aside it.

Roads are suprisingly empty allowing your group the reach the house Hector described. And the door is locked. Without sign of Hector or Kar you have no way to enter the house other than break through those alcoves, but it leaves rather noticeable hole into wall. You are not sure if you should mark your hideout like that.

Sky in east is slowly getting brighter, Sky will soon open its Eye and masters will start coming out.

What to do? Will you break in or wait for Hector & Co?


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: 2 adults. 1 child.
Slaves freed: 6
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 29, 2015, 01:41:22 pm
Explore the area around the house and have one of the adult Eeklost stand watch for Hector and Co.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 29, 2015, 02:07:07 pm
Explore the area around the house and have one of the adult Eeklost stand watch for Hector and Co.

No exploring just sit or stand around, wait and act natural
Title: Re: [SG] Arise, ye slaves!
Post by: ZalkozDestbro on January 29, 2015, 03:03:19 pm
Act "natural"
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 29, 2015, 05:37:23 pm
Why can't we go exploring?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 29, 2015, 05:38:51 pm
 if we wander around snooping and exploring we will look suspicious, a few people waiting outside someone's house looks a bit less suspicious, sit and wait,
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on January 29, 2015, 05:40:34 pm
Okay, I gotcha. +1 on chilling.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 30, 2015, 11:53:39 am
I may have bitten here more than I can chew. This has potential to bloat into massive pile if I keep simulating and tracking things with precision I have done up to now...
Eh, I'm sure you get Rec killed eventually due some stupid decision.



There's one chair on outside so you sit on it try to look all natural. You command your followers to do same. It is hard for the female since her master is missing large chunk from its neck so she just hides into bushes.

Time goes without sight of Kar and Hector. You grow worried. Did they already got caught by masters? Talking about masters, few pass by the house in their carriages, but nobody seem to pay attention to you. (Lucky rolls)

Sky's Eye is about to open when Kar and Hector finally arrive with group of four others. By walking.

"Controlling those carriages is difficult. It finally broke badly enough so we gave up." Kar explains while Hector opens the door into house. The group quickly gets in and he closes door behind. Finally safe!

"I see your route went well enough." you say.
"Yes. Including these guys we freed eleven others and told them to kill as many masters as they can find and hide before day comes. They all belonged to casteless so they can find places to hide." Kar reports.


You are now safely hiding in Hector's house. He tells his master lived alone so nobody should come bother you.
Now what?


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 6 adults. 1 child.
Slaves freed: 21?
Title: Re: [SG] Arise, ye slaves!
Post by: LuckyKobold on January 30, 2015, 12:13:18 pm
Continue stealth killing masters and participate in it ourselves until we have several hundred thousand freed slaves and can start and hold out in a war.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 30, 2015, 04:07:38 pm
Wait for a carriage to pass by then kill wand the occupants, this will let us get small and not to noticeable increases in freed slaves, and they might have some controlling skill, maybe some combat if they are wariors.
Title: Re: [SG] Arise, ye slaves!
Post by: StrawBarrel on January 30, 2015, 05:21:16 pm
I think in the morning the masters are probably more active and it would be too dangerous to attack them now. Kar and Rec should go out and scout the area around us, and try to covertly try to see if they can learn more about masters and the state of the city. Everyone else should begin training with the looted weapons.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 31, 2015, 03:48:51 am
1 vote for killing openly, another for stealth kills and one for observing.

Can we have a tie breaker?
Title: Re: [SG] Arise, ye slaves!
Post by: Generally me on January 31, 2015, 04:25:33 am
stealth kills and a bit of scouting
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on January 31, 2015, 05:43:30 am
Stealth kills it is.


You tell your people to start practicing with weapons and they agree. You, Hector and Kar go to the next house due being most experienced people around here.

You three climb stairs up to the building and smash through alcove in the wall and jump inside. This wall smashing is starting to leave marks into your arms, your master's flesh has many deep cuts in it.

Looks like master of this house were just eating when you got in. All four escape into another room and pull door shut behind them. Their efforts to keep door shut fails in front of you unbound strength; you basically tear the door off! The two who were trying to keep it shut run out to yet another room leaving one behind. Fourth one is nowhere seen. Kar and Hector run after escaping masters.

You notice this room has large table in middle. On walls there is few very large blades and axes. Here is also one odd statue made from smooth rock pieces into approximate shape of master.

Remaining master in the room takes a large blade that was hanging on a wall and turns towards you. They way he's holding it makes you wary, he's clearly skilled with the blade. You point kill wand towards the master and activate it, but he jumps aside and charges at you! You manage to squeeze another activation and hit him on left leg before he's on you. It doesn't stop him from swinging his blade at your head once!

He hits you quite hard! You can feel bones cracking in your head. Your vision disorts a bit as you stumble away from him. The master falls on its undamaged leg. You make use of this chance and use kill wand on him again, but nothing happens! Curses! (Rolled 1 twice.)

You hear Hector yelling from upstairs: "Another free!".




Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 1 ???
Slaves freed: 22?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on January 31, 2015, 08:02:43 am
Use knife to stab him, kill wand not working at close range, also we might need help from our pal, bring him down.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on February 01, 2015, 02:09:13 pm
"This one is dangerous!" you yell. "Little help might be in order!"

You drop the useless piece of failed magic onto floor and pull out a knife from your bag. You lunge forward and the master cannot dodge your fast swing across its throat. Its liquids burst out of the wound and it falls down.

"No need of assistance any more, I got it."
"Ok, we got the third one." Hector yells down.

Only one master left. However you can't find it anywhere. Either it is hiding somewhere very good place or it left the building.

What now?



Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 3 adults
Slaves freed: 25?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 01, 2015, 02:16:43 pm
Kar and hector search outside

The rest (including ourselves) search the rest of the house 
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on February 01, 2015, 09:21:21 pm
Agreed. If that one escapes we will be discovered.
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 02, 2015, 07:26:26 am
Hopefully if we are discovered they won't know that we are free, they might just think we are masters hunting.
Title: Re: [SG] Arise, ye slaves!
Post by: The Froggy Ninja on February 02, 2015, 01:18:47 pm
Ask the freed guys if they know where he went.
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on February 02, 2015, 01:46:38 pm
"Hey, you." You say at the guy whose master almost crushed your skull. "Did you see where the last one went?"
"Probably at same hiding spot where it always went after my master finished beating it." he answers.
"Show me."

He leads you into another room and points at a cabinet. You open it and sure enough, here it is, holding a small glowbox. You slash a deep gash on its chest and almost miss its core as it tries to dodge. The last one down and one more in your ranks.

"Warriors are here! Three carriages!" Hector shouts from your entrance hole.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 4 adults
Slaves freed: 26?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 02, 2015, 02:16:13 pm
Ambush them,

I recommend use of kill wands at distance, followed by our followers thread devices,

When/if they get close go for large blade and knives
Title: Re: [SG] Arise, ye slaves!
Post by: Generally me on February 02, 2015, 04:56:54 pm
I dunno if even one gets away then everyone will know it would probably be better to just run

But fightings more fun so ambush and give weapons to are followers
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on February 02, 2015, 11:24:21 pm
Ambush. +1
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on February 03, 2015, 12:59:21 pm
I gotta come up with better system simulating fights. This one took way too long.


You give your knives to the new recruits, put beat stick on your bag and pull out the bigger kill wand. Hector and two recruits go to the broken wall and hide there. You, Kar and other two go to actual door and set up ambush there. Then waiting starts.

Hector's team occasionally peek out and reports any changes. Two more carriages arrives and warriors are mostly just standing behind those and pointing their kill wands at the house. They are wearing an armor, heavier than one that was at your master's house. There's one warrior who seems to be standing front of others. One of the higher ranking warriors, as Hector identifies its slave.

Waiting continues. They don't seem very eager to come in. Sun is about one quarter up from horizon when warriors finally do something. One sprints closer and throws in a small item through broken wall. The item doesn't do anything beyond just swirling on floor. Hector shouts that two are coming up with a gate breaker. You remember your master training with those few times. Arm long cylinders, capable of crushing gates down with few good hits. They are definitely coming through main doors.

And so they do! You aim your wand at the doors and prepare carefully. The door opens and you activate the wand, hitting the first one at chest and killing it instantly. You completely miss the second one, who uses its kill wand at Kar, but thankfully misses. Next one warrior hits your recruit into arm. It mostly just harms flesh of dead master but one hole clips his arm. Not that it bothers recruit too much.
Fourth warrior attacks your big ass blade recruit at legs, the very same leg you attacked his master. This warrior however hits eeklost as well, sharrering his leg. He tries to retaliate but losing his balance makes him miss his swing.
Fifth warrior and your another recruit attack each other but both dodge in synchronized movement.
Kar tries to use thread torture device on master but misses. And at this point it becomes messy battle royale, everyone attacking nearest enemy, switching opponets and finally your side just swarming over few remaining warriors.

Result this fight was messy, but your side won overhelmingly. However it did cost you one life, one of the recruits from this house died while fighting.
Your left leg was shattered completely, but you got your revenge right away. Flesh of your dead master is is still holding together your leg, but it needs supported if you want to walk anywhere.
You gained 10 slaves of warriors and their equipment. You know few of these guys. One of them got his arm completely cut off by that recruit with big ass blade.
One recruit got hurt very bad. His left arm was shattered as well as his spine, and few of his ribs are broken. Master's flesh is handy in cases like this since it manages to keep everything still together.
Recruit with big blade got his left leg shattered.
Hector's left leg is in slight pain, but otherwise he's good.

Over all this is quite powerup in your fighting capability. With amount of torn throats and holes in chest you can't hope to disguise these guys as normal masters. Well, except Kar and two of new warrior recruits whose masters were killed relatively cleanly.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 2 adults, 1 blade master, 10 warrior slaves
Slaves freed: 37
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 03, 2015, 03:39:18 pm
Messy......


So who thinks it was worth it?

Let's reattach that guys arm, also give broken bones some casts or something of the like. Cloth might work if tied right.
Title: Re: [SG] Arise, ye slaves!
Post by: Generally me on February 03, 2015, 05:02:42 pm
Me cause they will heal and become stronger
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on February 04, 2015, 12:21:36 am
10 - 1 = 9 more than we originally had, totally worth it. If we're not willing to risk our life why should our followers? It was worth it.

Let's create a make shift hospital on the second floor for those injured. Set the two normal looking masters as sentries outside the house for guards and have Kar scout the area to make sure no more are coming.
Title: Re: [SG] Arise, ye slaves!
Post by: Peradon on February 04, 2015, 12:53:30 am
No, more will come. We need to get out of here!
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 04, 2015, 06:15:18 am
No, more will come. We need to get out of here!

Agreed. We should evacuate right a way.

Take everything in the house and then snag  a carriage or too....we can't go back to our tower with them....leave the city. (For now)
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on February 04, 2015, 12:32:59 pm
"More might come. We need to leave and hide as soon as possible! Look the house for more weapons and try to set bones of wounded. Once that is done we will leave the city temporarily."

Your people nod and start working. They break some tables and chairs for casts and tie them on broken limbs with transparent pieces of cloth. The one guy with broken spine is a challence to help because nobody really knows how to handle it. Two guys will carry him around until someone gets a good idea.

Looting the house yields two more of those very large blades and three axes and handful of small blades. No kill wands though. Nobody can get those carriages working, not even Kar who has most experience with them. Well, it's not like you need need those anyway. You yell at the people in Hector's house to come along.

Getting out of the town is a bit of problem. Majority of the city is in east and north, so that way is out. On south is a valley and river going to north-west. On west is a bridge over the valley (going north east), but it also goes over the land so you have no way to get up there. You can't even see how far it goes because number of builings blocking your sight. And further on west there's a ocean.
Angle of the slope into the valley is low enough that you can descend it with assistance. You don't really have good options here. Descending and ascending the valley is doable, but the river on its bottom is a major problem.
The forest where your master died is in south east on other side of valley and there's two bridges over it, but those are rather far away.

In hindsight using Hector's house might have not been so good idea.

So, is it down into river? Or can you see other options here? Something unorthodox maybe?



Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 8 adults, 1 blade master, 10 ex-warriors, 1 child.
Slaves freed: 37?
Title: Re: [SG] Arise, ye slaves!
Post by: endlessblaze on February 04, 2015, 01:26:55 pm
What's our curent location? How close are we to well...everything else?
Title: Re: [SG] Arise, ye slaves!
Post by: AoshimaMichio on February 04, 2015, 03:20:50 pm
Here's a map. Walk from "first break in" to current location took about hour of no so fast walking. One and half from tower.

Spoiler (click to show/hide)
Title: Re: [SG] Arise, ye slaves!
Post by: Terra162 on February 04, 2015, 05:12:16 pm
Why don't we go to the first break in house, then the tower, and afterwards see what's around us from the height advantage?
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 06, 2015, 12:10:08 pm
You change your mind about getting out of the city. Instead you decide to go back into heart of the city.

Your posse of free slaves follows you as you lead them. It's a bit odd here. Normally by this time roads would be filled with carriages and masters going on their business, but streets are completely empty, devoid of all signs of life. It worries you deeply. Perhaps... perhaps masters have noticed? Regardless, you continue.

When you reach the house where you discovered the art of breaking walls Kar questions if it is wise to continue deeper into city.
"Don't question me! I was chosen by god to lead us into freedom, and I'm following divine inspiration here."
"I don't care about god who sold us into slavery in first place! This is obviously very dangerous path we are treading. We should have gone south to the forests!"

You stop to discuss about place of divine call in grand strategy. Discussion doesn't go for long before you are interrupted by large number masters. They are coming from every direction, except the forest in north. Mostly heavily armored and armed warriors on foot, some on bigger carriages and "Water mages!"

You remember those. Your master once participated in big hunt together with water mages. They control water, obviously, and launch it at their opponents with great power. No master could stand front their power, they were sent tumbling backwards when directed burst of water hit them.

This isn't good. They outnumber you by 1 to 10 and are wearing better armor than those you fought not long ago.



Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: Kar, Hector, 8 adults, 1 blade master, 10 ex-warriors, 1 child.
Slaves freed: 37
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 06, 2015, 12:16:32 pm
And this is why we should have left the city, I should have objected to going back sooner.... :-\ to late now, fight carefully, slowly move back in a retreat while useing kill wands and thread launchers. also can we see that map again with our current location?
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 06, 2015, 12:27:11 pm
It wouldn't really mattered at this point which direction you went. Bad decisions were already made.

Previous map updated with current location.
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 06, 2015, 01:18:38 pm
But we're are we? I see locations. Not us. Can we get a... Let's go with purple dot showing our location?
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 06, 2015, 02:25:46 pm
I did put thick red circle with text "You are here" just below northmost green patch(forest) and next to "First break in".

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Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 06, 2015, 03:12:57 pm
What's the terrain in that green area look like? Hill? Forest? Flat land? Uneven slopes? Rocks? 
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 06, 2015, 03:16:02 pm
What's the terrain in that green area look like? Hill? Forest? Flat land? Uneven slopes? Rocks?
Forest.
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 06, 2015, 03:45:01 pm
Ok let's make a tactical retreat, if we can do so fast enough walk backwards while fireing kill wands and threads, those without ranged weps can keep there knifes and blades at ready, when we get into the forest we can use the trees as cover
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: Terra162 on February 07, 2015, 01:19:56 pm
Ok let's make a tactical retreat, if we can do so fast enough walk backwards while fireing kill wands and threads, those without ranged weps can keep there knifes and blades at ready, when we get into the forest we can use the trees as cover

+1

PS, Sorry about screwing us over. DX
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 08, 2015, 02:25:56 pm
"Controlled retreat to the forest! Those with kill wands, use them!"

Free slaves do as ordered and everyone starts using kill wands, both warriors and slaves. Situation is bad. For some reason warriors know to aim at head, and many dies in first few seconds. Kar, six adults, blade master and four of your warriors go down instantly.
Your counter attack counted merely two kills. Next water mages launch their magic and knock over all but you and your warriors, and masters easily pick those! With only your warriors left you manage to take another 5 down but unfortunately their slaves get quickly killed before they get a change to act.

You and your remaining forces finally manage to retreat into the forest. Trees shield you from kill wands, but masters are not giving up! They follow your group with large shields, but at least water mages can't follow. Their machines are too big.



Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: 8 ex-warriors
Slaves freed: 44
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: Urist Mc Dwarf on February 08, 2015, 03:33:16 pm
Continue to retreat, using kill-wands all the while to deal as much damage as possible. If possible, split up.
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 08, 2015, 03:47:35 pm
NO NO  NO NO NO NO NO NO!

DO NOT SPLIT UP!
AND DONT FORGET TO USE THE THREAD DEVICES TOO!
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: Terra162 on February 08, 2015, 04:10:52 pm
Continue to retreat, using kill-wands all the while to deal as much damage as possible. If possible, split up.

+1

Maybe this can be used to our advantage.. If most of us die and we kill a few of them maybe we can fake our death so we arn't hunted?
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: ~Neri on February 08, 2015, 06:39:29 pm
No splitting up.
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 09, 2015, 12:30:18 pm
Fight in the forest does not go terribly well. You kill four warriors, whose slaves promptly get killed by masters and lose one of yours. Your kill wand stops making holes after 30 uses. It is such a nice round number that you believe it is a limit of single charge. You quickly recharge it and continue fighting, sprinting from tree to tree and trying to kill masters in progress. Your men kill more masters and masters kill newly released slaves right away.

And to make it worse forest ends into open field. Grass on the field is trimmed short. 50 meters to north east is bunch of buildings. The forest starts again in about 180 meters north. The field continues about 50 meters to west and quite long way to east.

If you go to east you can use few lonely trees as a shield and get to the buildings and possibly into better shield.
If you go to west you can keep running away and using forest as a shield, perhaps even hide into some hole if you get lucky.
As always, feel free to come up with other creative options.


Spoiler: Inventory (click to show/hide)

Spoiler: Skills (click to show/hide)

Spoiler: Followers equipment (click to show/hide)

Companions: 7 ex-warriors
Slaves freed: 51
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: endlessblaze on February 09, 2015, 01:14:49 pm
It's to dangerous to go back to the buildings,

Go west,

And one question....WHY ARE OUR TROOPS NOT USEING THE THREAD DEVICES?
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: AoshimaMichio on February 09, 2015, 02:16:48 pm
It's to dangerous to go back to the buildings,

Go west,

And one question....WHY ARE OUR TROOPS NOT USEING THE THREAD DEVICES?

Because they don't have any. Kar and Hector had, but they died.
Title: Re: [SG] Arise, ye slaves! Bad decisions
Post by: Terra162 on February 09, 2015, 03:22:27 pm
Continue west and kill as many as we can.
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 11:10:47 am
The escape continues first west and then to north as open field ends. Your group starts to make distance to warriors, killing four them and losing two of yours, bringing numbers down to five. Warriors stop to finish rebels rising in their lines. They continue chasing after you, but not so annoyingly close any more. You focus now solely on running away. Your followers yell behind you how they lost two more and then you...

...then you find yourself being somewhere else... You are in incomprehensibly large room. It's making you feel very insignificant. On far end of the room is incomprehensibly large throne, and on it sits equally large being. You can't see details of its appearance, but it looks kinda like a mix of eeklost and solidified master.

"I was honestly hoping better performance from you."
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: The Froggy Ninja on February 11, 2015, 11:42:15 am
"Really? You were expecting more from a random slave turned revolutionary with little to no knowledge of practical combat or how the society he is revolutionizing or their technology actually works? That seems illogical. We are escaping with likely several other freed slaves. They are attacking us so they have no way of knowing how much damage was caused by them and it is unlikely they would draw the correct conclusion about what's happening. From here we can attack smaller settlements to bolster our forces before taking on the cities."
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 12:12:55 pm
"Really? You were expecting more from a random slave turned revolutionary with little to no knowledge of practical combat or how the society he is revolutionizing or their technology actually works? That seems illogical. We are escaping with likely several other freed slaves. They are attacking us so they have no way of knowing how much damage was caused by them and it is unlikely they would draw the correct conclusion about what's happening. From here we can attack smaller settlements to bolster our forces before taking on the cities."

"Yes. I was expecting you to be smarter, but instead you made mistakes. Like breaking into house when you knew its inhabitants were most likely awake. What exactly drove you into such insanity? And then instead running out of town you figured it was best to delve deeper into it. I knew transplanted memories would cloud your judgement, but not this much... But I applaud for your early decision of sending seeds out of the city. It will save some of my efforts.

You are not escaping anywhere. You are dead. Again."
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: LuckyKobold on February 11, 2015, 12:19:33 pm
"Can We Become Like A Saint, Or Something? I mean, We did die for you, After all."
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 12:47:45 pm
"Can We Become Like A Saint, Or Something? I mean, We did die for you, After all."

"Saint? HAH!" god laughs. "Not even He would allow undead saints!
And you didn't die for me. First time you died because you were drunk and got fooled into forest. This time your died because your own mistakes. But I can make you martyr for those who you turned. Yes, martyrs will be very good sources of motivation. I'll tamper with their memories."
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: LuckyKobold on February 11, 2015, 01:19:24 pm
"That's pretty much what I meant, Do you think that Religious Fanaticism would work as an even more Motivational Force?"
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: endlessblaze on February 11, 2015, 01:32:30 pm
"May I ask what now?"

(This question is both to God and the gm, what dose do in universe and what do we do in meta)
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 01:59:13 pm
"That's pretty much what I meant, Do you think that Religious Fanaticism would work as an even more Motivational Force?"

"Oh, it will. I already have one martyr. More will follow."


"May I ask what now?"

(This question is both to God and the gm, what dose do in universe and what do we do in meta)

"Now? Now I continue my fun and you go to where ever human souls go. I bet Scales will heavily point to hell, though. You did murder a lot of your fellow humans. Admittedly you did so because I told you to do so and because I replaced most of your memories, but that doesn't matter."

As a GM I say the game ends here. The comic in spoiler served as an inspiration for the game.

Spoiler: eeklost+n = skeleton (click to show/hide)

Rec was a police officer who got stabbed when he was too drunk. As a skeleton you could see through soft matters, but could not see light. What you did perceive as light was illusion generated by god of death. And naturally skeleton cannot hear anything, so when you started shooting with Glock 17 in "tower", your neighbours alerted police.

Location of game. (https://www.google.fi/maps/@51.490936,-2.6688196,5853m/data=!3m1!1e3)



Wanna hear how other freed slave groups did?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: endlessblaze on February 11, 2015, 02:05:13 pm
So we were actualy humans given fake memory's and illusions by the God of death in order to murder things?

Clever plot twist.
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: LuckyKobold on February 11, 2015, 02:07:09 pm
OH. THAT MAKES. SO. MUCH. SENSE. But Yes, I do want to know how the other freed slaves did.

Also, Will there be a Sequel?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: LuckyKobold on February 11, 2015, 02:18:41 pm
And Did we go to Hell?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 02:50:43 pm
And Did we go to Hell?

Probably. Definitely not to Heaven.

OH. THAT MAKES. SO. MUCH. SENSE. But Yes, I do want to know how the other freed slaves did.

Also, Will there be a Sequel?

I'm not planning sequel at this point. Maybe in far future if I come up proper system to handle army movements.


Ok, so Kar and Hector killed group of three homeless. Two were sent to hunt with instructions to hide when sun rises while third one came along with K & H. They didn't score anyone, but managed to hide into sewers.

Afterwards K&H killed group of 9 homeless. They scored four more. By 5:30AM they were discovered by a early morning jogger. He got away and alerted police. Police didn't have any time to deal with bloody homemess, because there were police killer loose. They found some alley to hide in, but would probably discovered soon.

K&H crashed their car thrice to unoperable condition, which helped police to track you down.

Ral scored one quite soon after he left. A dog bite off piece of his leg. At this point he figured to tear off all flesh on him, so he is wandering bloody skeleton now. Near edge of city they killed family of four and they all split up different directions. Each group got one or two more by time you were ambushing police in sword master's house.

At this point I stopped tracking them because it become obvious things were going to hell.


I also kept notes how situation were seen from side of living.
Spoiler: Copy&Paste (click to show/hide)


Anything else I can spoil?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: endlessblaze on February 11, 2015, 02:55:47 pm
Why would we go to hell though? This is all because the God of death changed our memories and gave us illusions.

Also....killwands are guns....
So thread devices are what? Tazers?
The glowing box? Was it a cellphone?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 03:27:04 pm
Why would we go to hell though? This is all because the God of death changed our memories and gave us illusions.

Also....killwands are guns....
So thread devices are what? Tazers?
The glowing box? Was it a cellphone?

Dunno. Because you murdered a lot of people? I didn't set final destination to be anything specific, just wrote what came into mind.

Small killwand is Glock 17. Medium is Heckler & Koch G36.
Thread device is indeed standard tazer.
Cylinder torture thing is pepper spray, or similar.
Glowing box is TV. Small one the hiding human held was a cellphone.

There also was an unorthodox option to pray other gods. One would have helped.
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: LuckyKobold on February 11, 2015, 04:14:37 pm
Aw, So we weren't justified in murdering so many Masters?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: Terra162 on February 11, 2015, 09:44:20 pm
I really liked the idea now that I understand.
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: endlessblaze on February 11, 2015, 09:48:50 pm
Why would we pray to a God that "according to the death God" that sent us to live as slaves for so long....

Can you clarify something? We're the skeletons actual liveing things that the humans were unknowingly controlling? Or was that just a memory trick?
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: Terra162 on February 11, 2015, 09:55:38 pm
I believe we are the skellys. From his description of birth/reproduction, you know the masters and eeklost are born together.
Title: Re: [SG] Arise, ye slaves! Meet your god
Post by: AoshimaMichio on February 11, 2015, 11:57:34 pm
Why would we pray to a God that "according to the death God" that sent us to live as slaves for so long....

Can you clarify something? We're the skeletons actual liveing things that the humans were unknowingly controlling? Or was that just a memory trick?
Lies, everything is lies.

The scenario you mentioned was how I originally planned it to be. But quite soon current explanation started to make far more sense.

Gods. There were many gods. One of them was neutral enough. You know how sun shines for good and evil alike, how moon and stars do not judge? When I mentioned Sky or sun (Sky's Eye) I used capital letters to deliver very subtle hint.