-
Dominic Dunnely, Baron of Tradebridge, has had trouble with his peasants after a harsh winter. In his rage burnt both village and field, leaving an entire population destitute, and with nothing to lose. This rabble took up arms, such as were available, and started a rebellion so clumsy, it could only be described as a Rabbellion.
This game is inspired in part by a game that used to be on here, Defense of Valorand by Nirur Torir, but I plan to take it in different directions. Basic concept: losing individual encounters makes you grow quickly.
+1 max HP every time you lose your maximum (or +10%, whichever is more favorable)
You can survive to -(2 + 20% max) below zero, but you will be unable to fight, and will be exceeding vulnerable to attacks
You can take a turn to rest and regain 1 HP or 20% max, whichever is more favorable
Fighting uses opposed attack rolls. The winner deals the difference in damage, minus armor soak, to the defender's HP.
Losing a round against an opponent of equal skill gives a 50% chance of a skill increase. Winning has a 16.67% chance of a skill increase.
Losing a round against an opponent of double skill gives two 50% chances of a skill increase. Winning has a 50% chance of a skill increase.
Losing a round against an opponent of half skill gives a 10% chance of a skill increase. Winning gives nothing.
Sparring gives half skill gain
Killing an opponent will earn you valor and honor. For now valor is what matters, and it is used to 'purchase' skills. Skill cost will be dependent upon GM judgement. Just ask about a skill you're interested in, and I'll let you know.
All noncombat skill rolls operate on a d6 scale (typical RTD rating), but you start off rolling 1d4. Rolling a 1 will give two 20% chances at skill gain, rolling your highest value will give one 20% chance
The first six sheets will start. There will be a waitlist. Dead players can reapply to be on the waitlist the turn after their death.
[b]Name[/b]:
[b]HP[/b]: [color=green]2/2[/color] [-2]
[b]Skills&Stats[/b]:
Attacks at 1d4
Blocks 0
[b]Inventory[/b]:
Peasant clothes
No money
[b]Valor[/b]: [color=purple]0[/color]
[b]Honor[/b]: [color=orange]0[/color]
A scullery maid has promised to open the bridge to the castle during worship today. You have 2 turns time to prepare. First six character sheets, and first action, are in.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Waitlist:
-Empty?-
Hugo Novenaught (Stage I: Turn -1 (http://www.bay12forums.com/smf/index.php?topic=148473.msg6033224#msg6033224)) - Killed by cow
Urist McWoodcutter (Stage I: Turn 7 (http://www.bay12forums.com/smf/index.php?topic=148473.msg6048257#msg6048257)) - Eviscerated by Nobleman
Orlo Talbus (Stage I: Turn 14 (http://www.bay12forums.com/smf/index.php?topic=148473.msg6065316#msg6065316)) - Baron Dunnely in the cellar with the candlestick
-
Name:Hugo Novenaught
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Find myself a weapon!
-
This game is inspired in part by a game that used to be on here, Defense of Valorand by Nirur Torir
It's all cyclical. I stole the idea from another game that happened a few years back.
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Take a club.
-
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Action: Find myself a weapon.
-
Name: Urist McWoodcutter
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Find woodcutting axe.
-
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
((Needs a first action.))
-
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
find some sticks and a string, make a bow
-
Name:Jongo
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Kill a cow, use its leather for armor, and horns for daggers. Meat for food.
-
I think only the first 6 get in.
-
I think only the first 6 get in.
((Actually, it was first six sheets with first action, so I'll waitlist Andres for now. Though that may be a mere formality...))
Turn -2: A Champion Emerges: The Cow!
Find myself a weapon!
[1d4=3] You find a green glass bottle that presumably held alcohol in it. It’ll shatter after a single hit of course.
Take a club.
[1d4=2] You take a club from the brutish looking fellow to your left, who promptly pushes you into his friend, the ogre, to your right. A brief game of pong ensues before the two men walk off. With the club.
Action: Find myself a weapon.
[1d4=4] You find the hammer of some sort of craftsman. [10] Scavenging +1
Find woodcutting axe.
[1d4=3] You find a hatchet, but the head appears to be loose.
find some sticks and a string, make a bow
[1d4=4] You make something akin to a bow. You wouldn’t brag about it to a bowyer though. [3] No skill gain.
Kill a cow, use its leather for armor, and horns for daggers. Meat for food.
[1d4=2] vs. [1d5=5] You throw a punch at a cow, which only incites it to kick at you, winding you and breaking more than a few ribs. You now recognize an openhanded slap is not the pinnacle of martial achievement.
-3 HP (at -1)
+1 max HP
+1 attack skill
Name:Hugo Novenaught
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Inventory:
1x Glass Bottle [Shatter] [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Scavenging I
Inventory:
Craftsman’s Hammer [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Urist McWoodcutter
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Inventory:
Flimsy Hatchet [Flimsy] [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Bow +0 [Ranged] [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: -1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
-
Find more sticks to make arrows, begin moving towards the castle
-
Apply buisness end of axe to nearby herbivorous wildlife
-
A bottle!
Break the end off to make it sharp. Then go stab that cow in the head!
-
Get a bit of cloth or something, for later use as a bandage.
-
Find some paracute pants. Or armor.
-
Turn -1: First Blood!
Break the end off to make it sharp. Then go stab that cow in the head!
[1d4=3] You manage to turn your bottle into a stabby-stab. [1d4 + 1 = 2] vs [1d5 vs 5] Unfortunately you take a blow to the head from the hoof of the cow, and your brains do a great imitation of confetti.
Deceased
Get a bit of cloth or something, for later use as a bandage.
[1d4=3] You find some grimy looking cloth that you suppose could be used to patch up a wound.
Find some paracute pants. Or armor.
[1d5=5] You find a leather jerkin of reasonable quality outside a hunstman’s hut. [8] No skill increase.
Apply buisness end of axe to nearby herbivorous wildlife
[1d4 + 1 = 3] vs [1d5=1] You manage to land the first solid hit on the bovine enemy, cutting into it’s flank. No skill gain.
Find more sticks to make arrows, begin moving towards the castle
[1d4 = 2] You have sticks, but they aren’t exactly sharp.
-Nidilap-
[-] You reorient yourself and stand up.
+1 HP
Orlo Talbus joins the peasant uprising.
The gate opens to a young woman leaving, very slowly, with a basket in her hands. Two guards are posted right now, and both appear shocked to see a crowd of peasants rushing towards the castle. Worship is still taking place, and until then, provided no alarm is raised, these two men are the only ones aware anything is wrong.
You have 4 turns until worship ends.
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Scavenging I
Inventory:
Craftsman’s Hammer [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Urist McWoodcutter
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Inventory:
Flimsy Hatchet [Flimsy] [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 -1
Blocks 0
Inventory:
Bow +0 [Ranged] [equipped]
5 x Dull Arrows -1 [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 0/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
-
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Find a weapon........
((Also, you should have a spoiler showing how people have died....))
-
Shoot one of the guard's from a distance
-
Apply axe to guard face
-
I'm
Name: Xaver Dunik
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
Bite the first guard.
-
Smash guards with hammer.
-
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Find a weapon........
((Also, you should have a spoiler showing how people have died....))
((Your shame shall be recorded. :) ))
-
Find a one-handed weapon and attack a guard while it's distracted by another peasant.
-
Please waitlist me as:
Name: Averus Darkcast
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
Turn 1: Armed to the Teeth
Bite the first guard.
[1d4=2] vs. [1d4+1=2] You grab the guards arm and try biting him, though you only serve to distract him. Fortunately, your vicious attack caught him off guard, and he can’t respond properly.
Smash guards with hammer.
[1d4+1=4] vs [1d4+1=2] You bring your hammer towards the guard’s head, but only manage to strike his shoulder.
Guard B at 2 HP
Apply axe to guard face
[1d4 + 1 = 4] vs [1d4+1=3] Your axe scrapes off the guard’s armor, and as it strikes the stone next to him the head falls off.
Shoot one of the guard's from a distance
[1d4-1=1] vs [1d4+1=5] Your arrow misses its target, gliding past the guard, but you think you have a better handle on aiming now.
Attack skill increase
-Nidilap-
[-] You continue to rest as the cow runs away.
+1 HP
Find a one-handed weapon and attack a guard while it's distracted by another peasant.
[1d4=1] You can’t even find a stone before the crowd jostles you up against a guard. [1d4=4] vs [1d4+1=2] You embrace the momentum you have and slam yourself into a guard which appears to have another peasant gnawing on its arm. Taking your cue from him, you bite the guard's ear off. It seemed like the most accessible piece...
Guard A at 2HP
The throng of peasants seems to be overwhelming the two solitary guards, despite a lack of equipment and ability. There is urgency to the situation despite this upper hand, however.
You have 3 turns until worship ends.
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Scavenging I
Inventory:
Craftsman’s Hammer [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Urist McWoodcutter
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Inventory:
Bow +0 [Ranged] [equipped]
4 x Dull Arrows -1 [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
-
Steal one of the guard's weapons while they're being held down by the crowd and use it on the same guard.
-
Put on the leather jerkin I found earlier, then attack the other living guard, unless that would risk attacking other peasants.
-
beat the guard with the wooden handle that is left of the axe! for the rabbellion!
-
((Bumpity bump. Also, putting up a poll to ask how to deal with turn rate/people not posting.))
-
I've already gone.
Shoot one of the guard's from a distance
-
I've already gone.
Shoot one of the guard's from a distance
That action was taken last turn.
Turn 1: Armed to the Teeth
-
Shoot one of the guard's from a distance
[1d4-1=1] vs [1d4+1=5] Your arrow misses its target, gliding past the guard, but you think you have a better handle on aiming now.
Attack skill increase
-
-
I auto'ed the remaining players for the sake of keeping momentum.
Turn 2: Overcoming Guards
-Nirur Torir-
[1d4=4] vs. [1d4+1=2] You continue to scratch, bite, and claw the guard, and actually manage to leave marks.
Guard A at 1 HP
Put on the leather jerkin I found earlier, then attack the other living guard, unless that would risk attacking other peasants.
[1d4+1=5] vs [1d4+1=2] This time your hammer connects, knocking the guard unconscious.
Guard B at 0 HP (Unconscious)
beat the guard with the wooden handle that is left of the axe! for the rabbellion!
[1d4 = 3] vs [1d4+1=2] The guard catches your swing and hits you with the butt of his weapon.
-1 HP
Attack up
Shoot one of the guard's from a distance
[1d5-1=4] vs [1d4+1=3] Your arrow ineffectively strikes the guard.
-Nidilap-
[-] Your continued rest threatens to turn to sleep.
+1 HP
Steal one of the guard's weapons while they're being held down by the crowd and use it on the same guard.
[1d4=3] You wrench the shoddy short sword from the guard’s hand... [1d4+1=4] vs [1d4=1] and drive it into his gut
Guard A at -1HP (Bleeding)
The guards were falling, but the peasant's hadn't won yet...
You have 2 turns until worship ends.
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Scavenging I
Inventory:
Craftsman’s Hammer [equipped]
Leather Jerkin [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Urist McWoodcutter
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
No money
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Inventory:
Bow +0 [Ranged] [equipped]
4 x Dull Arrows -1 [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Inventory:
Shoddy Short Sword (equipped)
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
-
Do a sprint and flip-kick the guard in the face.
-
Pick up broken bottle and sneak up on that damned cow!
-
Finish off the guard, grab his helmet, and run to the door of the place with all the unarmed sheep where I'll wait for the rest of the peasants.
-
((Suggestion: Barricade all the exits and set the church on fire.))
-
Drag the guard I just knocked out into some sort of cover and begin striping him of his belongings. If there's any rope near me, tie him up with it.
-
((Didn't realize this updated. Either update the first post's subject, or just drop the "turn 1" from it.))
Finish off the guard.
-
((Didn't realize this updated. Either update the first post's subject, or just drop the "turn 1" from it.))
Finish off the guard.
((Sorry, that was my bad. Fixed that now. Just so you know, four people are currently taking down two guards, and a coup de grace can be initiated against either of them (for being at/below 0 HP, so one person is guaranteed to be successful. darkpaladin has priority on the one he knocked out, and Andres has priority on the one he's run through.))
-
take guard A's helmet. then continue beating with wooden handle.
-
Name: Eliza Reed
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
As per the poll results, I’m going to attempt to update this daily. If you don’t post, you’ll be given a reasonable idle that won’t threaten your character’s wellbeing. Nobody will die while idle, and if you are the only player involved in a battle that battle will be frozen until you return
Turn 3: Inside the Walls
Finish off the guard.
With the guard having been brought down by Orlo (see Andres’ turn), you decide to search his corpse for anything the other looters might have missed… [1d4=1] but end up rifling through viscera.
+1 Looting
Drag the guard I just knocked out into some sort of cover and begin striping him of his belongings. If there's any rope near me, tie him up with it.
[1d4=4] You grab nearby rope and tie the guard quite securely, taking a helmet and his tunic, which was substantially cleaner than yours. You delay putting it on, for fear the other peasants might take you for a guard. Sadly, he did not have a coin pouch on him.
Guard B neutralized (Unconscious and Bound)
+1 Honor and Valor
Knot Tying +1
take guard A's helmet. then continue beating with wooden handle.
[1d4=4] You join Rabble Rall (see Nirur Torir’s turn) in looting the corpse, but you find a purse of coins in his boot.
+1 HP
+5 Coppers
Do a sprint and flip-kick the guard in the face.
You see little value in flip-kicking a man who has just been tied up… [1d4=4] but your attempts at cartwheels prove wildly successful.
+1 Acrobatics
Pick up broken bottle and sneak up on that damned cow!
[1d5+1=3] vs [1d5=1] With a couple quick slashes you manage to leave the cow bleeding from a number of shallow but not insignificant cuts.
Cow at 2/4 HP
Finish off the guard, grab his helmet, and run to the door of the place with all the unarmed sheep where I'll wait for the rest of the peasants.
[Coup de grace] You tear your sword free in an arc, tearing more of the guard’s midsection as you do so, before grabbing his helmet and moving to the temple.
Guard A Dead
+1 Honor and Valor
From his position outside the door Orlo could hear the service drawing to a close, with the sacrificial offering (a quail in this case) being brought to the altar. There were only moments left in which to act. With both guards at the gate dealt with, the peasants had easy access to the temple and the stables, but to get into the keep would likely mean overcoming more men loyal to the Baron.
You have 1 turns until worship ends.
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
Dirty Cloth
No money
Looting I
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 1
Honor: 1
Name: Urist McWoodcutter
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
Cloth Coinpurse (5 coppers)
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Inventory:
Bow +0 [Ranged] [equipped]
3 x Dull Arrows -1 [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
-
HEAVY HEADBUTT
-
I assume that since there is a gate, there is a palisade of some kind. And that height advantage is a thing.
Rabble Rall, (Nirur Torir) may I have that cloth you found earlier?
after he gives (or doesn't give) me his cloth,
Climb to the top of the palisade either by ladders, stairs or my new found acrobatic skills. (whichever one has the highest chance of success)
-
"Why? I want to use it to stop someone from dying."
-
Leave guard there, go and assist people in attacking or whatever.
-
2 words: Flaming Arrows.
-
Give cloth to Cortis McGornly and then steal a horse from the stable.
-
Thanks, I'll put it to good use.
-
When the rest of the rabble arrives, storm the service and murder the men. Women and children will make good hostages.
(Now that I have 1 Valor, can I just spend it on a skill now or something?)
Give cloth to Cortis McGornly and then steal a horse from the stable.
Can't you steal a horse later? Worship is about to end.
-
Give cloth to Cortis McGornly and then steal a horse from the stable.
Can't you steal a horse later? Worship is about to end.
That's why I need that class upgrade from peasant to mounted peasant.
-
Urist Arrhenius, can I have my skills listed on my dtatus sheet? I have a skill in archery and acrobatics.
-
Drop wooden handle left from the axe, find better weapon inside
-
(Now that I have 1 Valor, can I just spend it on a skill now or something?)
((Yes, although 1 Valor will only earn you a minor skill, generally noncombat. Let me know what you want (pretty much anything) and I’ll give you a cost estimate for it. For example, you could ask for magical abilities, but it’d cost a lot. Or you could ask for swordsmanship, and it’d cost a reasonable amount. Bartering or scavenging would cost very little amounts. It’s basically based off of how hard they would be to obtain.))
Urist Arrhenius, can I have my skills listed on my dtatus sheet? I have a skill in archery and acrobatics.
((Your archery was general attack skill, which is why you roll d5 for attack now. I fixed the acrobatics issue.))
Turn 4: Massacre
Give cloth to Cortis McGornly and then steal a horse from the stable.
[1d4=4] You dash to the stable and find four horses present. You take what looks like a young charger, and are able to calm him enough to be led out of the stables.
+1 Horsemanship
Leave guard there, go and assist people in attacking or whatever.
[1d4+1=3][Surprise attack] You barge through the open door, following Orlo, and find yourself facing an Initiate carrying the quail, recessing behind the Priest. You immediately run him through and let him drop to the ground, his blood mixing with the small bird’s on the front of his robe.
1 Initiate Neutralized
Drop wooden handle left from the axe, find better weapon inside
[1d4=2] You can’t find any available weaponry nearby, and suspect it’s all stored in an armory somewhere. Somewhere guarded.
Climb to the top of the palisade either by ladders, stairs or my new found acrobatic skills. (whichever one has the highest chance of success)
[1d5=5] You scurry hand over hand straight up the wall. Those bearing witness to this feat wonder why you couldn’t have done that sooner…
HEAVY HEADBUTT
[1d5+1=5] vs [1d5=2] You charge the cow and tipping it over, leaving it defenseless
Cow at -1/4 HP (Defenseless)
When the rest of the rabble arrives, storm the service and murder the men. Women and children will make good hostages.
[1d4+1=3][Surprise Attack] You hear the recession beginning and wait until the group is just in front of the doors before throwing them open and cutting down the leading priest with a wild slash.
Priest neutralized
The scene inside the temple is the very image of chaos. The suddenness of the intrusion combined with the slaughter of religious figures in a church led to a few fainting spells, and some of the men clearly less suited to combat immediately sought walls to cower next to. A few men began drawing long knives, and another found a candlestick. Beyond this the rebels could not see anything clearly, and could not identify the baron, who must have been sitting towards the front of the service. It looked like there might be movement towards the cellar of the building.
Priest (Bleeding)
2 Initiate (1 Bleeding)
4 Armed Men (Bleeding)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Looting I
Horsemanship I
Inventory:
Peasant clothes
Dirty Cloth
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 1
Honor: 1
Name: Urist McWoodcutter
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
Cloth Coinpurse (5 coppers)
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
3 x Dull Arrows -1 [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
-
Should I burn the church down?
-
Should I burn the church down?
No! There are women and children inside we can ransom! We are also inside the church!
Attack the armed men.
How much will these cost:
Disarm I: +1 to disarming actions and 1/10 chance of disarming enemy on being attacked)
Counter-attack I: 1/4 chance of counter-attacking enemy on being attacked)
Swordsman I: +1 when using a sword
-
Sharpen my arrows
-
Continue searching for a new weapon that isn't in the armory, like a pitchfork.
-
How much will these cost:
Disarm I: +1 to disarming actions and 1/10 chance of disarming enemy on being attacked)
Counter-attack I: 1/4 chance of counter-attacking enemy on being attacked)
Swordsman I: +1 when using a sword
Disarm I: 5
Counter-attack I: 5
Swordsman I: 4
-
Attack the armed men too.
How much would a Hammerman skill cost?
-
Does killing anyone give you valor, or just guards?
-
How much would a Hammerman skill cost?
4, same as Swordsman
Does killing anyone give you valor, or just guards?
Killing in a fight. or with the potential for a fight. It's not valorous to run through an unarmed priest. Similarly, you can't farm women and children for valor. On the otherhand, if you ambush an armed opponent and overcome them before they can react that still counts. Essentially, think whether or not somebody watching would think it was brave. I was tempted to give you 1 valor for leading the charge, but I need more time to think about how that will effect balance.
-
What about sniping armed men from a distance? does that give valor?
-
What about sniping armed men from a distance? does that give valor?
Yup, archery is just as valid. It's perhaps not as direct a link, but it's important for balance.
-
Ok, thanks.
-
Mount up and prepare to charge! (Or just charge into the church and into an armed man, if possible.)
-
Murderkill the cow and butcher its remains into food, armor, and arms.
-
Turn 5: Massacre (Cont.)
Mount up and prepare to charge! (Or just charge into the church and into an armed man, if possible.)
[1d5=3] You mount up, and the horse immediately begins to charge. [1d4+1=2]vs[1d4+1=3] Your mounted status disrupts the church and keeps the defenders off balance, merely reacting to the peasant onslaught, but you don’t manage to score a blow and only your elevated status keeps you out of reach of a desperate attempt at self defence.
Attack the armed men too.
[1d4+1=2] vs [1d4+1=5] Before you can even orient yourself a particularly agile man slashes a dagger across your face. Your armor intervenes on your behalf and while you feel a large trickle of blood flow down your cheek, you suspect you’re lucky to be feeling.
-1 HP
Attack Skill up
Continue searching for a new weapon that isn't in the armory, like a pitchfork.
[1d4=2] Pitchforks are for peasants, not lords and the like. You don’t even find a sturdy stick.
Sharpen my arrows
[1d4=3] Your remaining arrows are now sharp enough to reliably break flesh.
Murderkill the cow and butcher its remains into food, armor, and arms.
[1d4=2] You slit the cows throat and let it bleed out, but all you harvest from it is a number of poorly cut steaks. You suspect a broken bottle is far from the ideal butchering tool. Still, you carry your meat pile proudly. You have food.
Attack the armed men.
[1d4+1=2]vs[1d4+1=4] You turn your attention to the nearest noble to have drawn a weapon, and fight yourself faced with a merchant’s son, not trained in combat but not a fat slouch. He manages to strike first, and leaves a cut along your arm.
-1 HP
Attack Skill up
The arrival of a mounted peasant was sufficient to keep the defenders off balance (and to elicit some sort of complaint about the indignity of being attacked his own horse), but it was clear this task was not as easy as the peasants had expected. Even men with barely any arms were enough to hold the peasants, and injure a few amongst their number.
Priest (Bleeding)
2 Initiate (1 Bleeding)
4 Armed Men
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Looting I
Horsemanship I
Inventory:
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 0
Honor: 0
Name: Orcus Pocus
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 1
Honor: 1
Name: Urist McWoodcutter
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
Cloth Coinpurse (5 coppers)
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
3 x Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
From the top of the palisade, (can I have a height advantage please? It is why I came up here.) Snipe one of the armed men
Also, I got an attack skill increase a while back. What does that do?
-
Grab the nearest woman/child and threaten to kill it if the armed men don't drop their weapons.
If someone else grabs another woman/child, then either I or you can kill the hostage if they think we're bluffing, at which point they'll drop their weapons or they'll KNOW we'll kill the other one.
-
From the top of the palisade, (can I have a height advantage please? It is why I came up here.) Snipe one of the armed men
Also, I got an attack skill increase a while back. What does that do?
Yeah, I'll give you an elevation bonus. BTW, in general if you ever want a bonus that you think I won't account for otherwise, just let me know. If it's reasonable (especially if it required previous action), then I'll grant it. You can't retro bonuses though.
Attack skill increases the dice pool for attack rolls, in this case from d4 to d5. It's generic, and effects any weapon/attack. After people are rolling d6 I'll split levels between attack skill and specific weapon skills.
-
I see. If the dice expanded, would all the numbers still be the same, just with an extra chance of success being added?
-
Charge an armed guy again!
-
I see. If the dice expanded, would all the numbers still be the same, just with an extra chance of success being added?
Yeah, for for noncombat. In combat its a direct subtraction [winner's roll]-[loser's roll]-[loser's block]. In noncombat, it's the typical 1-6 scale, so right now you are playing on the low end of that scale, and later you'll be playing with the full scale. If somebody gets to rolling d7, then 7 will be overshoot instead of six, and six will just be extra good. It'll continue to expand in that way, so your highest roll, if greater than six, will be the overshoot. I don't expect to get higher than d7 or d8, but we'll see.
-
Please give an example of an overshoot. If I want to punch someones head off, what would happen?
-
Please give an example of an overshoot. If I want to punch someones head off, what would happen?
That'd be combat, so you'd be good. But if you were looking for a horse, for example, you might find a Hell Charger, or something similarly aggressive. What you want, but more than you can handle.
-
Okay, I see now.
-
Smash a armed guy.
-
oh f**k it. pick up wooden handle again, and CHARGE!
-
Changing action to flanking an armed man while he's engaged with another peasant. (Do I get a bonus for flanking?)
-
Turn 6: Massacre (Cont.)
Charge an armed guy again!
[1d4+1=4] vs [1d4+1=2] You run down a nearby noble, and leave him sprawled on the ground. He appears to be unconscious. From your vantage point you can see that the Baron isn’t in the temple.
1 Nobleman incapacitated
+1 Valor and Honor
Smash a armed guy.
[1d5+1=6] vs [1d4+1=2] You are getting the hang of smashing people with hammers, and these men are unused to defending themselves. You crush the skull of a noble too slow to avoid your hammer.
1 Nobleman killed
+1 Valor and Honor
oh f**k it. pick up wooden handle again, and CHARGE!
[1d5=2] vs [1d4+1=4] You charge towards a noble, and while he is far from fearsome he holds his dagger out and you run on to it.
-2 HP (at -1/2), Bleeding
+1 max HP
Attack Skill up
From the top of the palisade, (can I have a height advantage please? It is why I came up here.) Snipe one of the armed men
[1d5+1=4] vs [1d4+1=5] The noble you set your sights on dodged your arrow.
-Nidilap-
You contemplate the nature of meat quite successfully.
Changing action to flanking an armed man while he's engaged with another peasant. (Do I get a bonus for flanking?)
[1d4=4 (flanking success)] [1d5+2=7] vs [1d4+1=5] You see Urist McWoodcutter being stabbed and you rush the assailant. He turns quickly towards you, but not quickly enough and you manage to hamstring him and kick his dagger away.
1 Nobleman Incapacitated
+1 Valor and Honor
+1 Tactics
In a sudden surge forward, the peasants cut down the majority of the defenders, leaving only a single man defending the entire temple (noblemen, once wounded in any significant fashion, quickly become much less noble and lay down arms). This imminent victory is tempered somewhat by the absence of the most important target, the Baron himself. He should have been at the service, but he is nowhere to be seen.
Priest (Bleeding)
2 Initiate (1 Bleeding)
4 Armed Men (1 Unconscious, 1 Dead, 1 Bleeding)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Looting I
Horsemanship I
Inventory:
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Urist McWoodcutter
HP: -1/3 [-2]
Skills&Stats:
Attacks at 1d6
Blocks 0
Inventory:
Broken Hatchet [Broken]
Peasant clothes
Cloth Coinpurse (5 coppers)
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
3 x Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 2
Honor: 2
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
Pick up one of the long knives/daggers and throw it at the last guy. While he's distracted either by batting it away or watching it miss, charge him. (Tactics bonus?)
-
Keep Urist from bleeding out!
-
Try my luck at shooting again
-
Nirur, do you want me to throw you the cloth again?
Out of curiosity, how does bleeding work?
-
Nirur, do you want me to throw you the cloth again?
That might help.
-
I want to figure out how bleeding works first.
-
Sneak around the fray of the battle into a building. Look for a suitable weapon.
-
I want to figure out how bleeding works first.
Bleeding will result in 1 HP per turn loss, unless it is staunched by another player or the bleeding player, in which case the player can regain health. In NPC's, it is a form of incapacitation that may kill them, but not necessarily immediately. Bleeding can be cured by applying a bandage, or by staunching the bleeding until the player has positive health. While bleeding the character cannot take combat actions.
-
Okay, Toss Nirur the cloth again
-
Charge the last armed man.
-
It looked like there might be movement towards the cellar of the building.
Is someone going to investigate this?
-
STOP BLEEDING
-
Turn 7: Temple Taken
Keep Urist from bleeding out!
[1d4=2] You try your best, but the cut is too large and the bleeding persists.
Charge the last armed man.
[1d5+1=5] vs [1d4+1=4] Your hammer contacts the hand of the remaining opponent, but he switches grip to the other hand and maintains his stance.
Opponent at 1 HP
-1 HP, see origamiscienceguy’s turn
+1 max HP
0/3 HP (Staggered, cannot participate in combat till healed)
STOP BLEEDING
[1d4=1] You are desperately holding your stomach, trying to stop the bleeding, when your vision begins to fade. Rabble Rall stands above you, placing pressure on the cut, but precious blood continues to flow…
Urist McWoodcutter has bled to death
Try my luck at shooting again
Okay, Toss Nirur the cloth again
The cloth lands at Rabble Rall’s feet as he stands over the fallen friend. [1d5=1] vs[1d4+1=5] Your shot flies wild and strikes Orcus in the leg.
Sneak around the fray of the battle into a building. Look for a suitable weapon.
[1d4=1] You don’t find anything more effective than your bottle.
+1 Scavenging
Pick up one of the long knives/daggers and throw it at the last guy. While he's distracted either by batting it away or watching it miss, charge him. (Tactics bonus?)
[1d5=2, tactics fail][1d5+1=4] vs [1d4+1=3] You attempt to distract the remaining opponent by whipping a dagger at him, but it goes far enough off course that he ignores it. He even has the audacity to give you a smug smile, for which you charge into him and slam your pummel into his head.
Final enemy unconscious
Lork Pedelbum has joined the uprising
As Urist lay bleeding on the floor the peasants celebrated a small victory as the noblemen were beat back. But as they looked around the temple they wondered how much of a victory they had won.
Priest (Bleeding)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 1 Dead, 1 Bleeding)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 1
Looting I
Horsemanship I
Inventory:
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
2 x Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
I didn't get any valor or honor for knocking out that guy. Do I need to finish him off? If so,
I finish the guy I just KO'd off. I then do a headcount of who's inside the church and check the cellar.
EDIT: I also grab one of the knives to use in my off-hand.
-
I didn't get any valor or honor for knocking out that guy. Do I need to finish him off? If so, I finish the guy I just KO'd off. I then do a headcount of who is inside the church and check the cellar.
EDIT: I also grab one of the knives to use in my off-hand.
((You do, sorry. Bookkeeping error. The individual responsible will be flogged. No need to do anything more to the poor fellow. ))
-
I grab a knife to use in my off-hand, count the people inside the church, and rest for the turn.
EDIT: I also order the initiate and the women to bandage the priest, the other initiate, and the bleeding noble.
EDIT2: You also forget to update darkpaladin109 and Nidilap's character sheets. Orcus Pocus should be at 0/3 HP (it's at 1/2 right now) and Jongo should have Scavenging I.
-
I grab a knife to use in my off-hand, count the people inside the church, and rest for the turn.
EDIT: I also order the initiate and the women to bandage the priest, the other initiate, and the bleeding noble.
EDIT2: You also forget to update darkpaladin109 and Nidilap's character sheets. Orcus Pocus should be at 0/3 HP (it's at 1/2 right now) and Jongo should have Scavenging I.
((Yeah, I copied the wrong character sheets. I'll edit and fix it in around two hours, I'm on my phone atm.))
-
Sneak along the top of the palisade towards the keep.
Someone might want to pick up the cloth. And after you guys have subdued the people, you should explore the cellar.
-
Why do we care about the cloth?
-
To stop someone from bleeding if this happens again.
-
Well we could just cut up Urist's clothes and make cloths for everyone.
-
I suppose, but that would take a turn. I don't think picking up a cloth will take a whole turn.
-
I'm back!
Find a sword or knife...
-
One of the dead guards has a sword and there are three spare knives in the church. Take your pick.
-
Name:Jongo
Attacks at 1d5 +1
Broken Bottle [equipped]
Name:Orlo Talbus
Attacks at 1d5 +1
Shoddy Short Sword [equipped]
So a broken bottle is just as good as a melee weapon as a shoddy short sword? That's seems a bit iffy me. I suggest either making the sword better or giving the bottle a chance of breaking when it's used, if not just making it a 1-use thing.
-
Try healing my wounds, or ask for someone to help do so.
Rest to regain health.
-
You regain health by resting at a rate of 1HP or 10% HP (whichever is favourable) per turn. See OP.
-
We are allowed to make a new character if our old one dies, right? if so, get me back in there!
Name: Bomrek McCheesemaker
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
Name:Jongo
Attacks at 1d5 +1
Broken Bottle [equipped]
Name:Orlo Talbus
Attacks at 1d5 +1
Shoddy Short Sword [equipped]
So a broken bottle is just as good as a melee weapon as a shoddy short sword? That's seems a bit iffy me. I suggest either making the sword better or giving the bottle a chance of breaking when it's used, if not just making it a 1-use thing.
((I've been thinking for a while about how to resolve this. I want you all to be pretty crappy swordsman until you know more than just which end is pointy. So I think it'll be that swords offer a larger bonus, but that bonus is unattainable until you have at least one level Swordsman or Martial Proficiency. The difference is Swordsman will grant a bonus +1, and Martial proficiency will be nonspecific but grant no bonus. Sounds like a good system?))
We are allowed to make a new character if our old one dies, right? if so, get me back in there!
Name: Bomrek McCheesemaker
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Adding you to the waitlist.
-
In that case, grab a sword!
-
((I've been thinking for a while about how to resolve this. I want you all to be pretty crappy swordsman until you know more than just which end is pointy. So I think it'll be that swords offer a larger bonus, but that bonus is unattainable until you have at least one level Swordsman or Martial Proficiency. The difference is Swordsman will grant a bonus +1, and Martial proficiency will be nonspecific but grant no bonus. Sounds like a good system?))
((Not really. We don't know what weapons are covered under Martial Proficiency. Hunting bows? Boar spears? Broken bottles? There's still the problem of broken bottles being crappy weapons that break easily which isn't well-reflected in the game. Maybe have them break on a 2 or lower.))
-
Someone might want to pick up the cloth. And after you guys have subdued the people, you should explore the cellar.
((It's in my inventory; it's mine. Mineeee.))
Loot a knife.
-
Someone might want to pick up the cloth. And after you guys have subdued the people, you should explore the cellar.
((It's in my inventory; it's mine. Mineeee.))
((Go for it. Put that Dirty Cloth right up against your bleeding wound. I'm sure you won't get an infection out of it.))
-
((I've been thinking for a while about how to resolve this. I want you all to be pretty crappy swordsman until you know more than just which end is pointy. So I think it'll be that swords offer a larger bonus, but that bonus is unattainable until you have at least one level Swordsman or Martial Proficiency. The difference is Swordsman will grant a bonus +1, and Martial proficiency will be nonspecific but grant no bonus. Sounds like a good system?))
((Not really. We don't know what weapons are covered under Martial Proficiency. Hunting bows? Boar spears? Broken bottles? There's still the problem of broken bottles being crappy weapons that break easily which isn't well-reflected in the game. Maybe have them break on a 2 or lower.))
((Peasants are crappy with all weapons. So that explains why everything seems creepy right now. Also, this is pretty much a spontaneous brawl. If you guys take the barony, and live long enough to get real skills, you'll notice equipment making a larger difference. I was going to define skills more precisely as you gain access to them, but I can write up a good start on some combat and non combat skills. I'll get that done today. ))
-
Keep in mind that we voted on 1 turn a day. That doesn't mean waiting 1 day for everyone to post and then posting the next day if we're still waiting for someone, it means 1 turn per day regardless of whether everyone's posted. Just thought I'd mention it considering what happened two turns ago. (Assuming that that's what happened.)
-
((Go for it. Put that Dirty Cloth right up against your bleeding wound. I'm sure you won't get an infection out of it.))
((Living long enough to die by infection is a favorable outcome.))
-
Keep in mind that we voted on 1 turn a day. That doesn't mean waiting 1 day for everyone to post and then posting the next day if we're still waiting for someone, it means 1 turn per day regardless of whether everyone's posted. Just thought I'd mention it considering what happened two turns ago. (Assuming that that's what happened.)
((Patience young padawan. We voted for ~1 turn per day. The squiggle means the GM is always in charge. I reserve the right to delay or post as I see fit, though it will be very near at least once a day. ~~~~~~~~~~))
((Go for it. Put that Dirty Cloth right up against your bleeding wound. I'm sure you won't get an infection out of it.))
((Living long enough to die by infection is a favorable outcome.))
((Yeah, you guys are rebelling against your liege with pretty much no equipment. Infection is an awfully long term consideration given the circumstances.))
Here's the start of the skill lists (https://docs.google.com/spreadsheets/d/1AYE1CHs-wDrBsKQSiL47wGgT6-aU2vuGbBtvLM041dw/edit?usp=sharing). They will be continually fleshed out.
-
A few more skills I foresee being used in the future:
Looting:
Butchering
Miscellaneous:
Stealth
Lock picking
-
((Patience young padawan. We voted for ~1 turn per day. The squiggle means the GM is always in charge. I reserve the right to delay or post as I see fit, though it will be very near at least once a day. ~~~~~~~~~~))
((Of course, of course. I just wanted to clear up what might me a difference of opinion of what might be called "standard" turn time. GM is God, after all.))
Here's the start of the skill lists (https://docs.google.com/spreadsheets/d/1AYE1CHs-wDrBsKQSiL47wGgT6-aU2vuGbBtvLM041dw/edit?usp=sharing). They will be continually fleshed out.
Could you please expand the tabs where the text exceeds them? It makes it more convenient to read.
-
This is more of a PTW rather than a sign up but put me on the wait-list anyway
Name:Rickward Salivar
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
This is more of a PTW rather than a sign up but put me on the wait-list anyway
((Added to the waitlist. Expect to play at some point, I hope to keep the waitlist fairly fluid.))
Turn 8: A Brief Respite
Loot a knife.
[-] You arm yourself with a long knife.
Try healing my wounds, or ask for someone to help do so.
[-] You pull the arrow out of your leg, and apply pressure to the small hole till it stops bleeding. You aren’t 100%, but you can fight on.
+1 HP, no longer staggered
Sneak along the top of the palisade towards the keep.
[1d4=3] You approach the keep quietly and see two men talking energetically and gesturing towards the temple. One of them sets off towards it, and the other looks worriedly after him. The one moving towards the temple will soon be out of sight of the other. You suspect both are armed guards.
-Nidilap-
You join the others inside the church.
I grab a knife to use in my off-hand, count the people inside the church, and rest for the turn.
EDIT: I also order the initiate and the women to bandage the priest, the other initiate, and the bleeding noble.
[1d4=2] You can’t quite count high enough, but there are many women and children, a few men cowering, and another few in various states of incapacitation. [1d4=1] When you order the women to help bandage the fallen you earn yourself a slap, and the priest dies of his wounds. Thankfully the lack of combat has given you some time to catch your breath, and grab a secondary weapon.
+1 HP
In that case, grab a sword!
[-] You join those in the church, and find a long knife that had been used by a nobleman.
The peasants took a brief moment to recover and reorganize, arming themselves for the coming battle. The keep was controlled by the guards, the Baron was nowhere to be seen, and the peasants would soon lose the element of surprise gained by attacking during the service.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 1 Dead, 1 Bleeding)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
2 x Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +1
Blocks 0
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
Quickly! Get to the rooftops and check out what's going on outside! I'll be the alarm!
-
I mostly did the headcount to get rid of this:
? Others
What others are there?
Check the cellar. Keep an eye out for ambush.
-
I mostly did the headcount to get rid of this:
? Others
What others are there?
Check the cellar. Keep an eye out for ambush.
((It's referencing those which were seen going into the cellar, that's why the headcount didn't fix it.))
-
Close the door of the church, open the cellar, and tell everyone inside the cellar to drop their weapons/surrender if they want to live. Go inside the cellar if another peasant joins me.
-
Practice my first aid skills on one of the bleeding NPCs. Do not use my precious rag for this.
-
Ok, follow Nidilap to the rooftop and kill any guards I see!
-
A few more skills I foresee being used in the future:
Looting:
Butchering
Miscellaneous:
Stealth
Lock picking
Could you please expand the tabs where the text exceeds them? It makes it more convenient to read.
I've updated the look and content. It should now be pretty readable, as well as include descriptions for the first two levels of every skill anyone possesses or has expressed interest in. Here it is again (https://docs.google.com/spreadsheets/d/1AYE1CHs-wDrBsKQSiL47wGgT6-aU2vuGbBtvLM041dw/edit?usp=sharing). Let me know what you think, and whether there are other skills you are imminently interested in.
-
So what does having the knife in my off-hand actually do?
-
So what does having the knife in my off-hand actually do?
I think the DnD/Pathfinder method of dealing with this overemphasizes the separateness of the weapons, and neglects the fact that dual wielding in reality often unifies the movements of two separate objects to form single, more deadly, attacks. I think I'll allow styles that range between the two extremes of 2 attacks with 2 separate weapons and 1 attack with 1 doubly powerful weapon. For example, there might be three styles:
Separate Style: After a first attack roll with one weapon, a second is rolled with the second weapon. There is a penalty to each attack. i.e. rapid attack with two short swords
Mixed Style: You roll a skill roll to make use of one weapon to give a substantial bonus to your attack. i.e. a successful feint with a rapier allows you to slip a stiletto into the opponents armor
Unified Style: You attack with two weapons simultaneously, hoping to overwhelm your opponent. i.e. you bring both of your hammer down at your opponent.
I'm on the fence about whether these should just be different types of attack, which you can switch between instantaneously, or if they should be styles, and you adopt one and use it consistently. Any thoughts?
Oh, and for now you'll roll a d4 skill roll with every attack to check if you use your offhand successfully. 1 might be very hazardous to your health. On the other hand, a 4 would let you utilize it to your advantage. I'll take my cue off of your attack description as to whether or not you want to attempt utilizing it, and it what way.
-
Maybe this might help https://www.youtube.com/watch?v=gJBEDxh0RQw (https://www.youtube.com/watch?v=gJBEDxh0RQw)
Still, remember balance and fun are more important than realism
-
I want to use the dagger either for melee defence or ranged offence. For melee attacks, I'll just use my sword.
-
Crouch and break some of the palisade sticks for more arrows while I wait for the soldiers to be out of line of sight from each other.
-
Continue resting.
-
I kinda need some help in the cellar. Can I enlist the help of peasants who haven't posted their actions at least?
-
Turn 9: At the Cellar Door
Practice my first aid skills on one of the bleeding NPCs. Do not use my precious rag for this.
[1d4=2] You lose the nobleman bleeding on the floor to his wounds, despite your best efforts.
Continue resting.
[-] You feel some strength coming back into your leg.
+1 HP
Crouch and break some of the palisade sticks for more arrows while I wait for the soldiers to be out of line of sight from each other.
[1d4=3] You fashion yourself some more arrows, but these are not as sharp as the ones you made previously. As you are doing so, you see the guard headed for the temple being attacked by one of your comrades, with another nearby. The guard outside the keep is getting fidgety, and keeps glancing in the direction of the temple.
Quickly! Get to the rooftops and check out what's going on outside! I'll be the alarm!
[1d4=3] You manage get onto a small roof, and you see a guard coming towards the temple.
Close the door of the church, open the cellar, and tell everyone inside the cellar to drop their weapons/surrender if they want to live. Go inside the cellar if another peasant joins me.
[1d5=4] You walk down a dank staircase and find yourself faced with a heavy wooden door, which appears to be barred or blocked from the inside. You throw your weight into it, and you hear wood creaking but it doesn’t throw open.
Cellar door at 21/25 HP
Ok, follow Nidilap to the rooftop and kill any guards I see!
As you follow Jongo, you see a guard approaching and decide to engage him. [1d4+1=4] vs [1d4+1=2] You rush the guard and cut at him with your knife, leaving a dark red streak on his upper arm.
Attack skill up
Guard at 2/3 HP
The peasants now found themselves facing a stout door, and the threat of discovery.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
2x Wooden Arrows [equipped]
5x Dull Wooden Arrows
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
Go help Pedelbum AGRESS the guard.
-
Help wreck the gaurd
-
Can I ride down into the cellar? I'm willing to help down there, but I rather want to stay on my horse.
-
Can I ride down into the cellar? I'm willing to help down there, but I rather want to stay on my horse.
If you successfully walk your horse down stairs, which may be a challenge.
-
shoot the fidgety guard with a sharp arrow (still have my height advantage)
-
Search the church for secret hiding places.
-
Keep attacking the door.
-
Stab stab stab stab....
-
Turn 10: Rallying of the Guards
Search the church for secret hiding places.
[1d4=2] You check under all of the seats, behind every drape, behind the altar, and find nothing. Well, there was a kid hiding behind the altar, but he looked so tiny and afraid that you let him be.
Go help Pedelbum AGRESS the guard.
[1d5+1=3] vs [1d4+1=2] You are unable to score a solid hit on the guard.
shoot the fidgety guard with a sharp arrow (still have my height advantage)
[1d5+1=5] vs [1d4+1=4] Your arrow scrapes the guard but does not appear to injure him in any real way. It did alarm him in a very real way, however, and he has brought out a number of guards. That number is 7. They’re coming.
Help wreck the gaurd
[1d5+1=4] vs [1d4+1=4] The guard parries every strike, but is unable to return any of them.
Keep attacking the door.
[1d5=5] Dropping your shoulder, you slam as hard as you can into the door. It creaks and groans, and you hear sound of wood beginning to splinter. As you step back, you can see that it is beginning to warp.
Cellar door at 16/25 HP
Stab stab stab stab....
[1d5+1=3] vs [1d4+1=2] Your attack glances off the guard’s helmet.
With the cellar door holding strong and a sizeable group of guards bearing down on the temple, whatever element of surprise the peasants had once possessed disappeared without a trace.
7 guards will arrive at the temple next turn
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
1x Wooden Arrows [equipped]
5x Dull Wooden Arrows
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
Shoot the rope connecting the porticullis to the counterweight, and have the portcullis crush them and/or block their way.
-
Keep slamming the cellar door. While I make an escape route, I suggest you guys barricade the church door and hold the prisoners hostage. We can force the surrender of the guards that way but ONLY if we stop attacking them.
-
Kick him in the groin, then stab!
-
We're doomed.
-
Yeah, we are....
-
We're doomed.
Yeah, we are....
((Where there's a will, and a waitlist, there's a way.))
-
Name: Kurn
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
-
SMACK THAT GAURD WITH A STEAK TO SURPRISE HIM, THAN GASH HIS THROAT!
-
Barricade the church door!
-
Turn 11: Last Stand
Barricade the church door!
[1d4=1] The door actually falls off of it’s hinges as you attempt to close it.
+1 Fortification
-darkpaladin-
[1d4=4] You help Rabble try to barricade the church. You take the door he so carelessly dislodged and prop it back up before pulling a bench behind it to secure it.
Shoot the rope connecting the porticullis to the counterweight, and have the portcullis crush them and/or block their way.
[1d5+1=5] Your arrow flies through the air with remarkable accuracy and frays the rope, but it doesn’t quite snap.
Rope at 1/6 HP
[SMACK THAT GAURD WITH A STEAK TO SURPRISE HIM, THAN GASH HIS THROAT!
[1d4=3, meatsmack ineffective] [1d5+1=5] vs [1d4+1=2] Despite your ineffectual attempts to use your steaks as a weapon, your subsequent attack does land true, and you cut the guards throat. It isn’t terribly deep, but it is bleeding profusely.
Guard HP 0/2 (Bleeding)
Attack Skill Increase
Keep slamming the cellar door.
[1d5=3] You feel yourself tiring as you repeatedly throw your body against the door, but yo u are making progress...
Cellar door at 13/25 HP
Kick him in the groin, then stab!
[1d5+1=3] vs [1d4+1=3] Your kick and subsequent attack are deflected by the guard.
Three peasants, and their horse, are barricaded inside of the temple, while outside another three are attempting to hold of seven incoming guards. The situation was becoming more dire for those attempting the coup, and it looked like this would turn into a final stand that would determine the fate of the rebellion.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
? Others
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
1x Wooden Arrows [equipped]
5x Dull Wooden Arrows
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
-
Ok then....
KUNG FU KICK HIM OFF THE CHURCH ROOFTOP!
-
Really? a rope is harder to cut than a man is to kill?
-
Really? a rope is harder to cut than a man is to kill?
((Think of it this way: a shot with a wooden arrow no bigger than a finger can still easily open a vein or artery and cause severe bleeding, or cripple a muscle. But it is very difficult for that same arrow to sever an entire rope, thicker than a man's arm, as would be necessary to hold a portcullis off. You would need a perfect shot, or an arrow with a real arrow head, to cut enough of the rope.))
-
Are the guards standing under the portcullis?
-
Are the guards standing under the portcullis?
((They're pretty much upon the group standing below.))
-
SHOOT THE ROPE AGAIN!!!!!!
-
SHOOT THE ROPE AGAIN!!!!!!
((I meant below you, although this will effectively prevent new guards from coming out, so it will help. And look super badass.))
-
Grab a child to use as a hostage to force the subdued men to break through the cellar door for me.
-
I'll show you badass.
Jump from the palisade and do a front flip while shooting a guard in midair and land on another guard to soften my fall.
-
If Nirur Torir
or darkpaladin 109 don't get their turns in, I'll have Rabble Rall barricade the door more and Orcus Porcus help in coercing the prisoners to break down the cellar door.
(Why did Rabble Rall get Fortification I? That's not a combat skill and he failed in that task.)
-
Use CRAFTSMAN'S HAMMER on CELLAR DOOR.
-
(Why did Rabble Rall get Fortification I? That's not a combat skill and he failed in that task.)
You are more likely to level up from failing a task than from succeeding at it.
-
(Why did Rabble Rall get Fortification I? That's not a combat skill and he failed in that task.)
You are more likely to level up from failing a task than from succeeding at it.
Tactics, Horsemanship, Acrobatics, Knot Tying, and Scavenging are going to disagree with you. All were the products of 4's. Looting and Fortification were the only skills to increase on any other roll and they were both 1's.
-
"Remember what you saw here. The revolution is coming. Tell your superiors so."
Return to the church with the gaurd's weapon and helmet.
-
If Nirur Torir or darkpaladin 109 don't get their turns in, I'll have Rabble Rall barricade the door more and Orcus Porcus help in coercing the prisoners to break down the cellar door.
(Why did Rabble Rall get Fortification I? That's not a combat skill and he failed in that task.)
((I'd prefer you not post suggested actions unless it is very late into the turn time. It's a little disrespectful to try and control another player's character before they've had a reasonable amount of time to post.))
(Why did Rabble Rall get Fortification I? That's not a combat skill and he failed in that task.)
You are more likely to level up from failing a task than from succeeding at it.
Tactics, Horsemanship, Acrobatics, Knot Tying, and Scavenging are going to disagree with you. All were the products of 4's. Looting and Fortification were the only skills to increase on any other roll and they were both 1's.
All noncombat skill rolls operate on a d6 scale (typical RTD rating), but you start off rolling 1d4. Rolling a 1 will give two 20% chances at skill gain, rolling your highest value will give one 20% chance
((You are more likely to gain skills on absolute failure, it just so happens that so far people's luck has led to skill gain on successes.))
-
Tear the door of its hinges again!!! Wheee!
Or I guess I could just barricade the door more.
-
Is there a window in the church I could possibly climb through?
-
Is there a window in the church I could possibly climb through?
Sadly no. If you want a place that you can minimize the number of guards that can reach you you could go to the stables or stay on the wall where you are. Either of those would offer a space where a single peasant could engage a guard one at a time. This would, however, free up extra guards to attack the temple. Essentially you have to decide whether you want to protect yourself or protect the peasants who seem to be closest to successfully taking the Baron. It looks like everyone has posted, but I'll give you a bit to change your action if you'd like.
-
I shot an arrow through a window earlier though. And I have amazing acrobatic skills.
-
I shot an arrow through a window earlier though. And I have amazing acrobatic skills.
I suppose you could take an acrobatics roll to dive through a window. The windows of the temple are high up, more meant to let light in with the rising sun than to be at eye level. Best of luck!
-
That would just be a backup plan if it all goes to crap. After my temporary badassness ends 8)
-
Turn 12: Last Stand (Cont.)
Or I guess I could just barricade the door more.
[1d5=5] You start piling up benches, candlesticks, and pretty much everything in the church that can be moved. You even enlist the help of your horse in dragging large objects. Before long you have a pile of objects, all supporting eachother, and everything bracing the door.
Door HP increased to 30/30
Crude Barricade HP 10/10
Use CRAFTSMAN'S HAMMER on CELLAR DOOR.
[1d5+1=6] You take a mighty swing with your hammer and punch a hole straight through the door to the cellar, leaving relatively little to hold it together.
Cellar door at 7/25 HP
Jump from the palisade and do a front flip while shooting a guard in midair and land on another guard to soften my fall.
[1d5=3, acrobatics][1d5=5] vs [1d4+1=2] You flip off of the wall and over the heads of the incoming guards. For a brief moment you seems suspended above them as you draw back an arrow and release it directly towards the guard below you. It enters his shoulder just as you complete your flip, landing on your feet directly in front of another guard. [1d5=2] vs [1d4+1=4] He stabs at you, cutting open your side and putting an end to your antics. You are bleeding heavily, and require attention quickly.
Guard A at 1/3 HP
-2 HP, 0/2 (Bleeding)
+1 Max HP
"Remember what you saw here. The revolution is coming. Tell your superiors so."
Return to the church with the gaurd's weapon and helmet.
[1d4=1] Your threat rings hollow as the 7 guards come upon you. Two are distracted by your comrade’s acrobatic antics, but the force is still threatening. [1d6+1=4] vs [1d4+1=2] One tries to lunge at you, but you sidestep and slash his exposed arm with your bottle. [1d6+1=6] vs [1d4+1=5] Another one tries to attack while you are off balance, and you just have time to bat his thrust away before it would have caught you.
Guard B at 2/3 HP
force the subdued men to break through the cellar door for me.
[1d4=4] You strike your most intimidating pose and demand that the three most cowardly looking men get to work on opening that door. They glance at eachother and seem on the verge of rebelling against you when you take a step forward, and their courage quickly evaporates. [3d3=7] Their strikes seem half-hearted, but the door had been so battered by your previous attempts that even the most casual of efforts by the three men was capable of knocking the door off it’s hinges. Inside you see a candlelit cellar with boxes of candles, barrels of drink, and one Baron attempting his best to look brave. He appears to have taken the lid of a barrel as his shield of choice, and a candlestick as his weapon. Not fearsome arms, all things told, but the man had years of training that the peasants lacked, as well as the benefits of a rich diet.
Cellar door at -1/25 HP
KUNG FU KICK HIM OFF THE CHURCH ROOFTOP!
[1d4=4 tactics][1d5+2=7] vs [1d4+1=2] In a grisly scene you kick one of the guards so hard in the jaw that his head whips back until it is facing backwards, and the man falls with a crashing sound. [1d5+1=2] vs [1d4+1=5] Sadly, in the moments during which you are on the ground following your kick you are knocked unconscious by the club of a guardsman.
1 Guard killed
-3 HP (Unconscious)
+1 max HP
+1 Valor and Honor
Outside of the temple, the peasants put up a fearsome initial fight but quickly crumpled under the numbers of guardsmen. Only one peasant remained in fighting condition after the initial fight, to face down the remaining 6 guards.
Inside the temple a barricade was constructed in short order, and the cellar door was brought down. With six guards outside, though, the barricade could also fall quickly, and the Baron was not yet in hand.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar)
Name: Rabble Rall
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 0
Scavenging I
Inventory:
Broken Bottle [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 0
Honor: 0
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: -1/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
No martial arts skills...? Ok...
Dream I'm a king fu fighter. Then wake up, and retreat.
-
Charge my horse down the stairs and into the baron.
-
No martial arts skills...? Ok...
Dream I'm a king fu fighter. Then wake up, and retreat.
((Ah, could have gone for that. I went for height advantage over that as the skill in use. I rolled for a skill gain but you didn't get it.))
-
Throw my knife at the baron.
-
If you manage to weaken the baron enough, might I suggest holding him hostage to slow down the large magnitude of guards coming our way?
-
That's the plan.
-
Attack the baron with my hammer.
-
If you manage to weaken the baron enough, might I suggest holding him hostage to slow down the large magnitude of guards coming our way?
((Just so you know, you still get to take an action while bleeding, it just can't be a combat action.))
-
You forgot to give Peradon 1 Honor and 1 Valor for killing that guard.
-
You forgot to give Peradon 1 Honor and 1 Valor for killing that guard.
((Fixed, thanks))
-
Continue with taking sword and helm from slit gaurd.
-
Turn 13: Last Stand (Cont.)
Charge my horse down the stairs and into the baron.
[1d5=4] [1d4+2=5] vs [1d7+1=7] You charge your horse down into the cellar, but the Baron sees you coming and delivers a solid strike to your gut.
-1 HP
Attack the baron with my hammer.
[1d5+1=6] vs [1d7+1=8] The baron dodges your strike and retaliates, but you barely feel the strike through your leather jerkin.
Attack skill increase
-origamiscienceguy-
[1d4=2] You try your best to staunch the bleeding, but you can’t quite. You feel yourself losing focus. Fortunately the guards seem content to leave you alone.
-1 HP
Continue with taking sword and helm from slit gaurd.
[-] You quickly don the guard’s skullcap and pick up his sword before two guards fall upon you again. [1d6+1=7] vs [1d4+1=3] You whip around from your crouched position and sever the femoral artery of the first fool to attack you, and he drops like a rock. [1d6+1=2] vs [1d4+1=2] The second one brings his sword down towards your shoulder, and you are just able to bring your sword up in time to rise to your feet slowly as he presses down on you.
1 Guard killed
+1 Honor and Valor
Throw my knife at the baron.
[1d5+1=4] vs [1d7+1=2] You whip your knife at the Baron and manage to draw blood, leaving a gash along his side.
Baron at 7/8 HP
No martial arts skills...? Ok...
Dream I'm a king fu fighter. Then wake up, and retreat.
[1d4=1] You try to execute incredible kicks and punches against faceless aggressors in your dreams, but you seem unable to connect. Your frustration builds until suddenly you yell out and fly away. As you come to you realize how remarkable it is that you had that much control over your dream, if not the ability to do martial arts. You realize the guards are exclusively interested in the sword swinging peasant and the temple, and you take an opportunity to hide around the corner of the building. You notice a comrade bleeding out nearby though...
+1 Lucid Dreaming
+1 HP, at 0/3, Dazed
One guard fell quickly to Jongo, and another was occupied with the increasingly skilled peasant. The remaining four redirected their efforts to the barricaded church [4d4=7] but barely moved the pile behind its doors.
Door HP 23/30
The Baron was standing strong, and had only sustained a minor wound from three attacking peasants. Yet by the same token he had only retaliated effectively against one of them, and it seemed clear the peasants would prevail if only the temple could be held for long enough.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar)
Name: Rabble Rall
HP: 1/2 [-2]
Skills&Stats:
Attacks at 1d4 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: -1/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Broken Bottle
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
rip a piece of cloth from the dead soldier and use that to staunch my bleeding.
(I didn't realize that you had posted a turn on the page before. Sorry.)
-
Time for tactics. Roll a barrel towards the baron and follow through with a charge.
EDIT: Lucid Dreaming could actually be pretty useful. Now while unconscious or resting, he has a chance of improving a skill. At least that's what I think it does. Does it actually do that?
-
EDIT: Lucid Dreaming could actually be pretty useful. Now while unconscious or resting, he has a chance of improving a skill. At least that's what I think it does. Does it actually do that?
((It certainly could! It will likely find other creative uses in addition. :) ))
-
Help Origami staunch the bleeding. Take the belt from the guard and make a
tounique tourtineque tourtique thing-that-staunches-bleeding-with-a-belt-when-you-put-it-on-really-tight-above-the-wound. Yeah. That thing.
I hate spelling...
PPE:Aww yeah, lucid dreaming!
-
I'm too young to die. My wife would *cough cough* kill me if she found out I died and *cough* left her with my wee lad and my two beautiful lasses.
-
You wont die today! Not if I can help it....
-
Father... Is that really you? You came back to me!? I knew *cough* you promised, but I doubted. I am sorry. *sob* I will never doubt again. Please tell me *sob* I did well.
-
You fought well... Son.... You fought well...
-
Let a clean sweep at the head. DECAPITATION!
-
ATTACK! ATTACK! ATTACK!
-
"Because of you my family starved to death! Here you stand, cowering in a church, as if your god will protect you from the fruit of your sins? You're an inhuman monster!"
Stab Baron McBurnyFields.
-
((Turns may be suspended/delayed this weekend. But they may not. We’ll just have to see. :) ))
Turn 14: Last Stand (Cont.)
"Because of you my family starved to death! Here you stand, cowering in a church, as if your god will protect you from the fruit of your sins? You're an inhuman monster!"
Stab Baron McBurnyFields.
[1d4+2=6] vs [1d7+1=8] In an epic showdown you circle the Baron and lash out frequently, your horse whinnying and stamping at the ground. He deflects every lunge, and seems to be on the defensive when suddenly he spots an opening, dives below your horse, and strikes you on the other side. Feeling bruised and tired, you are forced to withdraw from combat.
-1 HP (0/2, Winded)
+1 max HP
Attack Skill Increase
ATTACK! ATTACK! ATTACK!
[1d6+1=5] vs [1d7+1=3] Following the epic showdown between the Baron and the mounted peasant you unceremoniously smack him in the side with your hammer.
Baron at 6/8 HP
rip a piece of cloth from the dead soldier and use that to staunch my bleeding.
[1d4=3] You tie cloth tightly around the wound, and you feel the blood loss begin to slow, then stop. You still feel weak, and don’t think you could manage much movement.
Let a clean sweep at the head. DECAPITATION!
[1d6+1=2] vs [1d4+1=5] The guard ducks your swing and slams hard into you, knocking you off of your feet and throwing you against the temple wall. You are severely winded, and your chest hurts as you breathe.
-2 HP (0/3, Dazed)
Time for tactics. Roll a barrel towards the baron and follow through with a charge.
[1d5=5, tactics success][1d5+3=8] vs [1d7+1=4] Your barrel barrels through the Baron, leaving him briefly sprawled on the floor. You pounce on this opportunity, and the Baron, and leave a deep gash along one of his arms. The Baron is beginning to look nervous.
Baron at 3/8 HP
Help Origami staunch the bleeding. Take the belt from the guard and make a tounique tourtineque tourtique thing-that-staunches-bleeding-with-a-belt-when-you-put-it-on-really-tight-above-the-wound. Yeah. That thing.
[1d4=1] You spend a while feeling the guard up without finding a belt, but when you turn back to Cortis it seems he has everything under control.
Jongo fell, and with no peasants remaining outside the temple the guards did their best to bring down the door, [4d4=12] and their earnest effort began to show.
Door HP 11/30
Despite winning a showdown against Rabble, the Baron quickly paid for fighting three opponents at once.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar)
Name: Rabble Rall
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: -1/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Broken Bottle
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Orlo Talbus:
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 1
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Shoddy Dagger [off-hand]
Iron Skullcap [equipped]
Peasant clothes
No money
Valor: 3
Honor: 3
Name: Lork Pedelbum
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
Wait until one of my comrades attacks him and attack from the side or rear while he's distracted.
-
crawl towards the church Do I still heal while doing so?
-
Stab the Baron in the back from behind!
-
Stab the Baron in the back from behind!
How? You're outside the church, aren't you? The only way in is through the door which is barricaded and it's currently under attack by guards.
-
Rest up a bit while booing at the baron.
-
Oh, I thought I crawled inside...
So I'm on top of the church then?
-
Roar loudly and attack the baron again!
-
Roar loudly and attack the baron again!
Roaring! That will make an excellent distraction!
-
Do I still heal while doing so?
((I'll count movement, such as you are doing, as resting. So long as you aren't engaging in combat, or making active skill rolls, i.e. acrobatics, scavenging, or anything else that would require time/attention.))
Oh, I thought I crawled inside...
So I'm on top of the church then?
((You are in fact around the corner of the church, just barely out of sight of the guards. I'm not terribly good at maps, but maybe at some point I'll figure something out to help visualize combat zones.))
-
Ok then.
Stay where I am and rest a bit...
-
Feign death. Let em feel safe, until I regain my breath. Then I'll show me what for!
-
Turn 15: Last Stand (Cont.)
Rest up a bit while booing at the baron.
[1d4=3] Your taunting is not overly effective, but at least you have a chance to catch your breath.
+1 HP
Roar loudly and attack the baron again!
[1d4=2, roar][1d6+1=5] vs [1d7+1=3] Your roar is weak, but as the Baron looks at you in confusion you score a light blow to his leg, and he looks unsteady.
Baron at 2/8 HP
crawl towards the church
[-] You crawl over to Lork lies resting and slump up against the wall. The color is beginning to come back into your face.
+1 HP
Feign death. Let em feel safe, until I regain my breath. Then I'll show me what for!
[-] The guard quickly rushes to the door, apparently content you will not trouble them further.
+1 HP
Wait until one of my comrades attacks him and attack from the side or rear while he's distracted.
[1d5=1, tactics][1d5+1-1=1] vs [1d7+1=6] You try to ambush the Baron while he distracted, but instead you wait too long and he is turning towards you just in time. With the entire force of his not-insubstantial body behind the strike, he hits you in the head with the candlestick. Everything goes dark as you crumple to the floor.
Orlo Talbus has fallen to a blow to the head[/b]
Stay where I am and rest a bit...
[-] You rest briefly, and Cortis comes up alongside you. You see another man approach you (see below).
+1 HP
Xaver Dunik enters the battlefield near two resting peasants.
All five guardsmen pounded and threw their bodies against the door, [5d4=14] and managed to tear it down. Only a very rough barricade stood between them and the temple.
Door broken
Barricade HP 10/10
The Baron was clearly showing signs of the combat, but he had also just taken down one of his opponents with a single swift and sure blow.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar)
Name: Rabble Rall
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 1
Honor: 1
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Broken Bottle
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Name: Xaver Dunik
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
Grab a sword from one of the fallen guards, if any are still on the ground, and charge the guards.
-
Knifey-stab at baron.
-
Is my health high enough to do actions now?
-
((Ok, I might be grasping at straws here but did my attack on one of his arms impair the use of that arm?))
-
Is my health high enough to do actions now?
((Afraid not.))
((Ok, I might be grasping at straws here but did my attack on one of his arms impair the use of that arm?))
((1d4=2, the straws elude your grasp. Sorry there's not much in a way of a system for that.))
-
Crawl, slither, and roll towards the door in the least threatening way possible. While I'm doing that, say: The light! I can see the light now!
-
Hey! Get back here Cortis! Dont you see the guys breaking in the door!
Stay where I am, resting some more
-
Attack baron again, roaring even more fiercely!
-
(just get closer to the door. Don't get in the guards way or anything.)
-
Throw my bottle over the gaurds. When it hits the wall, the shards will rain over them, giving a distraction, and maybe a lost eye!
-
Turn 16: The Baron has Fallen
Knifey-stab at baron.
[1d5+2=6] vs [1d7+1=2] You stab down at the Baron and catch him at the base of his neck, opening a few sizable arteries. He clearly cannot fight on, and crumples to the ground.
Baron at -1/8 (-3) HP, Bleeding
+2 Valor and 3 Honor
Attack baron again, roaring even more fiercely!
The Baron has fallen (see Nirur’s turn).
Crawl, slither, and roll towards the door in the least threatening way possible. While I'm doing that, say: The light! I can see the light now!
[-] You slowly approach the church, and gradually begin to realize your weakness is primarily imagined, and you are in fact feeling quite fresh.
+1 HP
Throw my bottle over the gaurds. When it hits the wall, the shards will rain over them, giving a distraction, and maybe a lost eye!
[1d4=4, tactics success] You rain glass down on the guards, distracting two from their task, and injuring one of those.
Guard A’ at 2/3 HP
+1 Tactics
Hey! Get back here Cortis! Dont you see the guys breaking in the door!
Stay where I am, resting some more
[-] Quite content to leave the guard’s to their task, you lay slumped against the wall and catch your breath.
+1 HP
Grab a sword from one of the fallen guards, if any are still on the ground, and charge the guards.
[1d4+1=4] vs [1d4+1=2] You pick up sword and take a wild swing at one guards trying to break into the temple.
Guard B’ at 2/3 HP
Two of the guardsmen were taken from their task by a well-aimed bottle, and a third was under assault by the new arrival to the battle. The remaining two did their best, [2d4=5] but couldn’t completely clear the rubble in their path.
Barricade HP 5/10
The valiant stand of the Baron came to its natural end as he was overwhelmed by the assault of the peasants. Now those in the temple were faced with decisions as to how to deal with those they had captured and injured.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar, Bleeding)
Name: Rabble Rall
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 3
Honor: 4
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 2
Honor: 2
Name: Cortis McGornly
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Broken Bottle
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Name: Xaver Dunik
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
SURPRISE ATTACK! Go in stabing and slashing and kicking and biting!
-
Climb through the high window too much light. Less light in here.
-
Approach the door, ready to attack any guards that break through.
-
((Whoever gets the disable shot, even on boss-level enemies, gets all the reward? That's not very fair.))
Bandage baron with dirty cloth. Someone else should steal his armor.
-
Back up so the other peasants can cover my flanks, and attack the same guard again!
-
((Whoever gets the disable shot, even on boss-level enemies, gets all the reward? That's not very fair.))
Bandage baron with dirty cloth. Someone else should steal his armor.
((Okay, I'll post a poll in a moment about how to handle this sort of stuff, but for now you'll give 1 honor and 1 valor to darkpaladin, to balance it out.))
-
Can I get back on the waitlist? I'm done mourning.
-
Can I get back on the waitlist? I'm done mourning.
((Absolutely! Just make a new sheet and I'll toss you on.))
-
Try to see if I can stand. Try to stay out of the gaurds' view. I'll attack once I have some energy.
-
((For all the reward is equal to damage voters, I'd like to point out that that is disincentive for playing support.))
-
That's actually a good point, sadly though, it's too late to revote
-
((I'm setting up a new poll, which will hopefully be more informative.))
Turn 17: Mopping Up
Bandage baron with dirty cloth. Someone else should steal his armor.
[1d4=3] You think you’ve stabilized the Baron, but he looks awfully pale and you aren’t sure how long he’ll last in this state.
Baron at -1/8 (-3) HP, no longer Bleeding
Approach the door, ready to attack any guards that break through.
[1d6+1=3] vs [1d4+1=2] You swing at one of the guards over the barricade but your reach isn’t far enough to connect effectively. It serves to distract him though.
Climb through the high window too much light. Less light in here.
[1d5=1] You climb partially up the wall, but just as you reach the window your grip slips, and as you hit the ground you briefly black out.
-1 HP, Unconscious (0/3)
Try to see if I can stand. Try to stay out of the gaurds' view. I'll attack once I have some energy.
[-] You feel healthy enough to risk combat.
+1 HP
SURPRISE ATTACK! Go in stabing and slashing and kicking and biting!
[1d5+1=5] vs [1d4+1=4] You fight your opponent, but not effectively.
Back up so the other peasants can cover my flanks, and attack the same guard again!
[1d4+1=2] vs [1d4+1=2] Both of you drop your weapons as you swing at each other, and with embarrassed expressions you each reach down to pick up your swords, and reach a mutual understanding to reengage combat as though that hadn’t just happened.
Guard B’ at 2/3 HP
Three of the guardsmen were able to continue breaking down the barricade, [3d4=5] and just manage to do so.
Barricade broken
The Baron was being patched up by Rabble, but the guards had broken through the barricade and pushed into the temple.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar, Bleeding)
Name: Rabble Rall
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 1
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Peasant clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 2
Honor: 3
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 3
Honor: 3
Name: Cortis McGornly
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Broken Bottle
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Name: Xaver Dunik
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
Attack again!
-
Attack again!
Flank
-
Attack guards.
-
Laugh.
"That was awk-"
As he's listening to me talk, surprise him and attack!
-
Loot/equip the baron's armor and disarm him. If that's a free action, rest afterwards.
-
Rest by the wall some more
-
Turn 18: Mopping Up (Cont.)
Loot/equip the baron's armor and disarm him. If that's a free action, rest afterwards.
[1d5=4] You grab the Baron’s shield, and take the most valuable of his clothing. You also take a brief moment to catch your breath.
+1 HP
Attack guards.
[1d6+1=5] vs [1d4+1=3] You continue to engage the guard, and score a solid hit on him.
Guard C’ at 2/3 HP
Rest by the wall some more
[-] You come to again, feeling a bit groggy.
+1 HP
Flank
[1d6+1=7] vs [1d4+1=2] You leap at one of the guards, before Lork can even reach them, and knock him to the ground as you run your sword into him. You hack wildly, and when you look up you’re covered in blood and many of those nearby are casting frightened looks your direction.
Guard killed (valor and honor distributed later)
Attack again!
Before you can engage the first enemy you approach, one of your allies leaps on to him and cuts into him with such savagery that you worry about your safety. [1d5+1=3] vs [1d4+1=2] However, you soon turn to another guard and you exchange ineffective lunges and easy parries with him.
Laugh.
"That was awk-"
As he's listening to me talk, surprise him and attack!
[1d4+1=3] vs [1d4+1=5] The guard across from you looks sheepish as you speak, but catches on to your ruse as you lunge at him. His club catches you in the side as you pass, and knocks the wind out of you.
-2 HP (0/2 Winded)
+1 Max HP
+1 Attack
One of the guardsmen rushed into the temple and began looking around for the Baron, but hasn’t yet thought to look in the cellar.
Priest (Dead)
2 Initiate (1 Bleeding)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar, Bleeding)
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 2
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Barrel-Cap Shield (equipped)
Peasant clothes
Fine clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 2
Honor: 3
Name: Orcus Pocus
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 3
Honor: 3
Name: Cortis McGornly
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 0
Honor: 0
Name:Jongo
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Name: Xaver Dunik
HP: 0/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 0
Inventory:
Shoddy Short Sword (equipped)
Peasant clothes
No money
Valor: 0
Honor: 0
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
Recover some more
-
Gah...
Leap on and kill another guard, all the while crying "Die Rebel Scum!"
-
bolded red words and scum. You sir, have caught the infections disease known as mafiafever
-
bolded red words and scum. You sir, have caught the infections disease known as mafiafever
That was completely coincidental.........
Or was it?
-
Sprint into the temple and stab the gaurd who entered before he realizes I'm behind him.
-
Continue my attack.
-
Dismount. Walk the baron up the stairs, my knife at his neck. Kill him if he tries to escape. Demand that the guards surrender if they value his life.
-
Back off and recover.
-
((Seeing as we are one "stage 1", what are the other stages? Stage 2: Rabbelution? Where it's larger scale? Do we ever get to rule? And get rebelled? I'm kinda excited for late game if so!))
-
((Seeing as we are one "stage 1", what are the other stages? Stage 2: Rabbelution? Where it's larger scale? Do we ever get to rule? And get rebelled? I'm kinda excited for late game if so!))
((I have big plans. We'll see how it pans out. ;) Regardless, you are finishing up Stage I. If there is a drawn out contest over leadership I'll call that Stage II. Otherwise Stage II begins when stuff is settled. :) ))
Turn 19: Victory!
Dismount. Walk the baron up the stairs, my knife at his neck. Kill him if he tries to escape. Demand that the guards surrender if they value his life.
[1d4=4] You march the Baron out of the cellar and shout at the guards to lay down their weapons. The one nearest makes a move towards you, but tightening your grip on the Baron convinces him that there is not a way to get the Baron away from you. After he puts down his sword the others all follow suit, bringing a halt to the combat. For a moment you enjoy a position of absolute power, and everyone is looking at you with a healthy measure of fear in their eyes.
+1 HP to all who were ‘inactive’ due to combat ending
+1 Valor and Honor to each player (equal shares)
The peasants watched the guards with suspicion as they surrendered. While this was essentially all according to plan, it felt to them as though success hadn’t really been a part of the plan. They had a captive baron, five guards of suspicious allegiance, and a temple full of various men women and children. And no clue what to do with them. Or who should make those decisions. None of them had planned for who would take leadership after the Baron fell…
The control over the barony has to be decided in some fashion before the game can progress much farther. This can look like whatever you like, though obviously some governments are more effective than others. The barony consists of the castle and keep and three nearby villages.
You have also gained the ability to spend Honor to draw peasants to your side. This could be useful if you need to fight another player for control, or if you need peasants to do pretty much anything. You can get 5 unarmed (and unnamed) peasants for 1 honor.
There is not set number of turns during which leadership must be determined, but as soon as it is clear who is leading the plot, such as it is, will progress.
Priest (Dead)
2 Initiate (1 Dead)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron
5 Guards
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 2
Looting I
Horsemanship I
Fortification I
Inventory:
Long Knife (equipped)
Barrel-Cap Shield (equipped)
Peasant clothes
Fine clothes
Dirty Cloth
Young Charger (mounted) (+1 Att, block)
No money
Valor: 3
Honor: 4
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Knot Tying I
Inventory:
Craftsman’s Hammer [equipped]
Iron Skullcap [equipped]
Leather Jerkin [equipped]
Peasant clothes [equipped]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Ranged] [equipped]
5x Dull Wooden Arrows [equipped]
Peasant clothes
No money
Valor: 1
Honor: 1
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 1
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [equipped]
Iron Skullcap [equipped]
Peasant clothes
No money
Rough Steaks
Valor: 2
Honor: 2
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [equipped]
Peasant clothes
No money
Valor: 2
Honor: 2
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 0
Inventory:
Shoddy Short Sword (equipped)
Peasant clothes
No money
Valor: 1
Honor: 1
Cow
1d5 attack
4 HP + 0 block
Leaves Carcass
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
The Baron
1d7+1 attack
8HP +1 block
Bounty of 2 Valor and 3 Honor
-
Find something to tie the guards up with. Then hog-tie them up somewhere.
After searching them of course...
-
((There are four management slots. If two of us would rather be free agents, focusing on their own improvement, that would work well. Any volunteers? [I'd like a village.]
I vote we be a council for our overall strategic planning, rather than have one person in charge.))
-
Go find if there's an armory in this castle, and catalog the contents. Set aside part of that for myself. But first, talk with the others.
"Well, we have no quarrel with the guards, do we? I mean, they were just doing their jobs. I say we keep them under house arrest for a while, and then let them go. As for the Baron, you choose."
"Otherwise, we've got some things to handle. There must be some weapons, armor, and riches in this castle that we can divide up between ourselves."
((I volunteer as free agent for now. How about the two free agents focus on defending us from foreign threats, working like army consuls, while the others focus on improving our land?))
-
Point my bow at the guards and threaten to shoot if any of them try something funny.
We took over this barony, but this kingdom is much bigger, hear hear! I suggest we raise an army and defeat the king and take over all of the land!
-
((I'll be a free agent I guess.))
-
((I'd rather be a free agent, but I wouldn't mind leading a village.))
-
PTW
-
((If you go forward with this plan, the trade-off between free agent and council member will be direct access to resources vs. freedom to travel, and focus on personal development. But the trade-off will not be so steep that you cannot do pretty much whatever you like. For example, a mayor could lead troops abroad, though might face trouble at home, and a freelancer could similarly lead troops, but would have difficulty getting many men to follow them.))
-
Get another sword. And some mail armor.
-
Well. I guess an alliance with the servants will be needed for a clean takeover.
Hand the baron over to my compatriots. Look for castle staff. Make it clear (Nicely!) that we're now in charge, and are here to improve things. Get a general feel for how they've been treated and what it would take to earn their loyalty.
I don't know what to do about the baron. I just used the his life as a bargaining chip to get them to surrender, but it's dangerous to let him live. If we can avoid an immediate counter-coup, we should be able to get the guards on our side easily enough. Someone should try diplomacy (In a different room from the baron) to see what the price of their loyalty is.
-
Well. I guess an alliance with the servants will be needed for a clean takeover.
Hand the baron over to my compatriots. Look for castle staff. Make it clear (Nicely!) that we're now in charge, and are here to improve things. Get a general feel for how they've been treated and what it would take to earn their loyalty.
I don't know what to do about the baron. I just used the his life as a bargaining chip to get them to surrender, but it's dangerous to let him live. If we can avoid an immediate counter-coup, we should be able to get the guards on our side easily enough. Someone should try diplomacy (In a different room from the baron) to see what the price of their loyalty is.
May I suggest tying up the baron? But let the gaurds leave with their lives, to show we are honorable!
-
Im already in the process of tying up the guards though. I dont trust them...
-
((New honor and valor distribution system is as follows: equal shares go to all participants in a normal battle, and the honor and valor of all enemies will be summed and distributed; for a boss battle each participant will receive one share, with an additional going to the individual who delivers the final blow. I'm currently working on elucidating further systems as well. I expect to have things pretty well ironed out by the time leadership is determined. The village names are as follows: Barkamsted, Herfordshire, and Waybridge. No details of their populations or resources are known to the peasants, and they are all approximately equidistant to the castle. The castle's resources consist of the mill; a market; a barracks, training ground, and armory (which the peasants know to be poorly stocked); and a small temple with nearby housing for it's staff. The castle has a small population of relatively wealthy and important individuals.))
Turn 20: Looting/Hostages
Hand the baron over to my compatriots. Look for castle staff. Make it clear (Nicely!) that we're now in charge, and are here to improve things. Get a general feel for how they've been treated and what it would take to earn their loyalty.
[1d4=2] Upon hearing of the Baron’s capture the majority of the staff flee, taking with them whatever valuables were nearby. One of them tells you that life was actually quite good for those who lived within the castle walls, because the mill tax collected by the Baron gave the castle plenty of food, and the market brought in wealth. You recall that the only mill in the area is within the castle walls, and that 1 in 10 bags of flour milled were kept as payment by the Baron. Those that remain all appear to be staff who did not live within the walls: the scullery maid, two boys serving under the steward, and an irritated mason. The loyalty of the first seems rather obvious, the two boys come from backgrounds much like your own, and it seems the mason just wants to continue his work repairing the castle. And continue getting paid. It seems, however, that most of the staff would have to be rebuilt from the ground up.
Point my bow at the guards and threaten to shoot if any of them try something funny.
We took over this barony, but this kingdom is much bigger, hear hear! I suggest we raise an army and defeat the king and take over all of the land!
[1d4=2] You do your best to strike an intimidating pose, but seeing as your arrows more closely resemble sticks children would play with than anything likely to pierce flesh, the guards ignore you. Fortunately, Lork does a decent job of tying people up, so the guards are fairly inactive.
Get another sword. And some mail armor.
[-] You wander around briefly before finding an armory. Its not terribly well equipped, but you find another sword similar to your original, and a hard leather jerkin that should be decent protection. It appears the armory completely lacks metal armor
Find something to tie the guards up with. Then hog-tie them up somewhere.
After searching them of course...
[1d4=3] You spend as much time running your hands over pockets and checking boots as you do tieing them up, but the end results leaves you quite happy. You successfully confiscate two purses, as well as a nice pair of boots! You aren’t sure about the strength of your knots, but you are sure of the quality of your loot!
Go find if there's an armory in this castle, and catalog the contents. Set aside part of that for myself. But first, talk with the others.
[-] You join Jongo in the armory and equip yourself with some of it’s meagre contents. You’re far from battle ready, but it appears to be all that’s on hand at the moment.
The flight of the castle staff has left only those few that remained behind, the individuals inside of the church, and the bound guards. The peasants not dealing with the captives began to loot, though they found the armory to be a pathetic source of arms and armor. They had physical control over the castle, but authority remained nebulous.
Priest (Dead)
2 Initiate (1 Dead)
4 Armed Men (2 Unconscious, 2 Dead)
10 Women and Children
3 Subdued Men
The Baron (In the Cellar, Bleeding)
-
Take some food and ransack the keep for coins, then go to waybridge
Does anybody want to come with me and help me subdue my town? I'll make sure the inn has a free drink for you!
-
((Dibs on village Barkamsted.))
Take a sword and leather jerkin from the armory, leaving my knife behind.
Take stock of the castle's food storage, as I plan to use a gift of food to get my village's initial loyalty.
-
Put on them boots. And take the money too...
((I'll be a Free agent. Maybe a martial artist... eventually...))
-
Peradon, would you mind coming with me to help me subdue whatever resistance I might find in Waybridge?
-
Put on them boots. And take the money too...
((I'll be a Free agent. Maybe a martial artist... eventually...))
((You have them, just didn't post updated char sheets.
-
Peradon, would you mind coming with me to help me subdue whatever resistance I might find in Waybridge?
Who's Peradon? But I'll go, if nothing else for that drink...
Follow that guy.
-
((I'll take Herfordshire, then.))
Take a leather jerkin, and a better sword if one presents itself. Then, check if there's anything of value in the market.
-
((Come to think of it, I wouldn't really mind managing the castle and training the troops, if nobody else wants it. Going to need recruits from the villages, of course.))
-
Take some armor and a more proper hammer-like weapon from the armory, if there are any in there.
-
Stage 2: Steaking Claims; Turn 21: Setting Out
This marks the beginning of Stage 2: Steaking Claims, in which our heroic peasants attempt to win the loyalty of their less heroic brethren, at least in part by supplying much needed food and booze.
~Tradebridge Castle~
Rabble stopped by the armory shortly to reequip himself with arms and armor more suited to a peasant with aspirations towards a position of authority before going through the inventory of the castle’s warehouse, and miscellaneous stocks in the kitchen. In the warehouse he was faced with promising piles of boxes and barrels, and clusters of sacks, but upon inspection found the sacks contained some grain fit for horses, but would not readily provide nutrition to hungry peasants, and the boxes were entirely empty. The only relief was finding that around half of the barrels still contained beer. In fact, despite the perceptions of the former staff, the entire castle was only weeks away from feeling the effects of starvation. Rabble didn’t see anything of value besides coarse grains and empty boxes.
Orcus found himself a standard issue leather jerkin before searching around for anything that could replace his hammer, and found one more obviously meant for combat. It has a short haft and a broad square head of substantial weight, but the balance feels off. +1 Looting
Xaver grabbed himself a leather jerkin, but all the swords appeared to be of the same quality as his own on his way to the market. The clearing was primarily empty at the moment, with some permanent stands set up but lacking goods. It seemed if anyone had been selling anything they had run off. But, searching the stalls carefully, he found a small, mud-covered book laying discarded underneath a stand. It looked badly damaged, likely having been left on the ground since the last market. Brushing off some mud revealed a title:
A Student’s Introduction to
The Forms
of Magick
In Our World
Loyalty: None
Occupants: 4 Castle Staff
Hostages/Prisoners: The Baron, 5 Guards, 1 Initiate, 5 Men, 10 Women and Children.
Food Stores: 20 Barrels of Beer, 10 Sacks of Coarse Grain (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 4
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
~To Waybridge~
Cortis roamed around the keep with Lork in tow, but even with their combined efforts they could find little food other than the grain, unfit as a gift, and beer, too heavy to carry, found by Rabble and the steaks held by Jongo, ending up with a wheel of cheese and some hardtack. The search for money turned up better results, and Lork’s purses began to feel fuller. With their meagre finds they set out towards Waybridge, the road affording them time to determine what they would do when they arrived.
Loyalty: Unknown
Occupants: Unknown
Food Stores: Unknown
Assets: Unknown
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
I’m trying out a new format for turns. Give it a couple of posts, and then I’ll give you a chance to let me know what you think.
I’m going to start hiding some rolls, both for aesthetic purposes and so you don’t know if your looting as a success, and there just wasn’t anything available, or a failure and further searching might reveal more.
-
Playergamer you lucky dog... You got magic...
"So, whats the plan when we get there? We just going to waltz in and claim our stake?"
-
Spend all of my honor to get the loyalty of the women & children, the initiate, the men, and then as many guards as possible.
Search the barracks, particularly for food.
If possible, have my new civilians begin milling the coarse grain, keeping four bags in reserve. Bad flour is better than starvation.
((Someone should check for any horses in the stables. Also, I'd really like to read that magic book at some point.))
-
We will say to all the peasants that the harsh barony is over, and we will institute a free market system where everybody is responcible to care for themselves and only pay taxes for what the town votes for as a fair system (like a police force)
Or we could just, you know, take our claim.
-
((I wish to lodge an objection to instituting democracies.))
-
Democratic Republic of Freedom! That is what we shall name our province!
-
((Name it the People's Democratic Republic of freedom and I shall rescind my objection.))
-
Make that "The People's Democratic Republic of Freedom"!
-
Head to Herfordshire. Do I know how to read?
-
Head to Herfordshire. Do I know how to read?
((You do, mostly because I'm unwilling to try and simulate difficulty reading for a variety of reasons, and I don't want you to sit and learn to read for a ton of turns before being able to look at the book. Literacy in other languages, should I introduce them, should not be assumed.))
-
The Peoples Democratic Republic of Freedom, eh? It has a nice ring to it. But, you know, if I had a choice, I would choose no taxes at all. We need a way to get them to make pay some tax.
While on the road, practice some karate chops and such. I need to get this martial arts thing down...
-
Well, we could start with no taxes, and as problems arise, they would probably agree to let us tax them and deal with those problems.
While on the road, Practice public speaking, talking, etc.
-
What kind of problems will arise, do you think? Really, the only thing that may arise, that I see, is invasion. And if we dont have an army by that time, we're not gunna win that fight. No, we need another way to raise tax. We might just be able to convince them...
-
You know: bandits: we create a garrison. Famine: We create a grannery. I am also fairly certain that these people will be smart enough to recognise the value of these commodities and allow us to tax them. If an invasion were to occur, we wouldn't be able to stop it anyways.
-
Yeah, ok, I see your point. We will need representatives for the towns. How many should be have? 1? 2? 5?
-
I say in the minor cities, we have one yearly elected mayor and in the capital, we put a mayor as usual, but there are also 3 yearly elected officials who all of them have to agree on a national decision for it to be passed. one can be elected by the aristocrats, one can be elected by the peasants, and one can be elected by the military personnel. That way, the people would represent their demographic and make sure that any national decisions would be beneficial to all! The mayors would be responsible for improving their own towns, and the 3 officials are in charge for the nation as a whole!
-
I say in the minor cities, we have one yearly elected mayor and in the capital, we put a mayor as usual, but there are also 3 yearly elected officials who all of them have to agree on a national decision for it to be passed. one can be elected by the aristocrats, one can be elected by the peasants, and one can be elected by the military personnel. That way, the people would represent their demographic and make sure that any national decisions would be beneficial to all! The mayors would be responsible for improving their own towns, and the 3 officials are in charge for the nation as a whole!
((You guys know you're talking about a single village at this point...))
-
Well, we are dreamers!
But that is for the future. I think we shall start with one town with one monthly elected mayor.
-
What if there is a national emergency? We wont have time to deliberate decisions. We will need to act quickly. I propose another elected official that is only active when national emergency is declared. When active, the official will have the power to do anything. Then the 3 elected officials will decide when the emergency is over and deactivate the executive. What do you think?
Gosh darn ninja's....
But yeah, we need to think in the near term for now. I think the mayor should be elected yearly, not monthly...
-
Splendid idea! Perhaps the military elected official could be in charge during times of war, the peasant official could be in charge during a national famine, and the aristocratic official could be in charge in times of high national debt.
Yes, yearly makes more sense than monthly.
-
((Hey, Um, sorry about being a bother, but had Strep Throat for like three days, so I'm a tad behind. What is goin on, and where am I? Have we left the castle?))
-
((Hey, Um, sorry about being a bother, but had Strep Throat for like three days, so I'm a tad behind. What is goin on, and where am I? Have we left the castle?))
((Two people have left to claim a village. Rooms still unlooted in the castle: The barracks and the stables. There is still an unclaimed village, or you could take the castle if you really want it. Just please do so before I spend all my honor recruiting the prisoners, if you're going to.))
-
((Hey, Um, sorry about being a bother, but had Strep Throat for like three days, so I'm a tad behind. What is goin on, and where am I? Have we left the castle?))
((Two people have left to claim a village. Rooms still unlooted in the castle: The barracks and the stables. There is still an unclaimed village, or you could take the castle if you really want it. Just please do so before I spend all my honor recruiting the prisoners, if you're going to.))
((What'll happen if I get the castle?))
-
((What'll happen if I get the castle?))
((You won't have to worry about taking it, but will probably need to use honor to attract people to work and guard the place. It currently has 4 staff, one of which is a mason.
There have been no agreements about village owners paying taxes to the castle person, but you'd have the region's only mill [currently with a 10% tax rate], and a small market.))
-
((What'll happen if I get the castle?))
((You won't have to worry about taking it, but will probably need to use honor to attract people to work and guard the place. It currently has 4 staff, one of which is a mason.
There have been no agreements about village owners paying taxes to the castle person, but you'd have the region's only mill [currently with a 10% tax rate], and a small market.))
Well, Rule is for the competent anyway. I'm gonna train with my swords.
-
Turn 22: Woosh
~Tradebridge Castle~
Rabble found many drawn to his cause. The women promised him what help they could give, and the children went along quickly. The men agreed as well, seeing no value in arguing. Four of the guards promised loyalty, but the final guard held out that while the Baron was alive he would protect the rightful claim on the barony. Three of the men set to work milling grain and quickly worked through the meagre grain available, yielding a coarse but serviceable flour. Meanwhile Rabble himself scoured the barracks, and found a crate of hardtack which he swore was even staler than was usual. -4 Honor
Orcus wandered the grounds aimlessly before deciding to watch Jongo practicing forms in the marketplace. [1d4=2] Sadly Jongo didn’t really know any forms, and so much of the training session was spent making woosh sounds and swinging his sword in wild, and undoubtedly ineffective, arcs.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 20 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
No money
Rough Steaks
Valor: 2
Honor: 2
~To Herfordshire~
Xaver set out towards Herfordshire with his newly acquired book in hand. The more he examined it the more pervasive he realized the damage was. Sections of the book had been torn out, probably by a careless merchant’s feet. Other portions were so damaged by water and mud he doubted anything could be learned from them. But it appeared the first couple of pages had been well protected by the cover.
Loyalty: Unknown
Food Stores: Unknown
Assets: Unknown
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
~Waybridge~
Cortis began to talk to himself, [1d4=4] and was quite compelling if he did say so himself. And he did. But he was unsure he could replicate his speech, and Waybridge was approaching quickly! It didn’t help that Lork [1d4=2] kept making wooshing sounds as he punched at the air. Suddenly the village stood before them, and it was time to earn the loyalty of the villagers.
Loyalty: Unknown
Food Stores: Unknown
Assets: Unknown
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
RL is busy, but I'm going to keep updating. If I get terse in my updates, its because of this not a reaction to anything related to the game.
-
Continue walking to Herfordshire. Browse the first few pages of the magick book.
-
Carefully enter Waybridge. Check to see what the situation in town is like.
-
HEY WAIT A MINUTE. SHITSHITSHITSHITSHIT QUICK I NEED TO GO SEE SOMETHING
Sprint to the Baron's quarters and see if there are any maps. We need to find out when tax collectors will come and find something suspicious!
-
Enter waybridge with lork and find the marketplace.
-
((If someone currently in the castle isn't sure what to do with their honor, I would appreciate having another 5 peasants for guards.))
I will take the mason and assess the damage done during the battle, and how much repair-work is required.
The initiate will take two men and deal with the dead and injured.
The other civilians should make sure the marketplace is presentable.
Guard rotation:
1 guard on the gate.
1 guard, 1 man watching the prisoners.
1 guard, 2 men guarding the market, or resting when that's not in session.
1 guard, 2 men resting.
-
Turn 23: Learning the Lay of the Land
~Tradebridge Castle~
Rabble walked around the outer wall and the keep wall both, with the mason in tow pointing out this crack or that flaw. The problem was Rabble just couldn’t see them. The mason reassured him that they existed, and got indignant when Rabble suggested that one section of wall “looked exactly how a wall should look.” Regardless of the structural integrity of the castle, the people in it began to be work effectively under the restored authority. The injured were held in the temple to be examined and cared for, while the dead were promptly buried. The initiate kept muttering about how this wasn’t his job though, and the boy looked quite pale. The marketplace also got nice and clean, or as clean as a patch of dirt exposed to the elements can get. This didn’t affect the fact that nobody seemed keen on using it, but there had been a large enough fair recently that it was possible few people had wares to sell.
Orcus helped the guards oversee the prisoners. It was an uneventful way to pass the time, but he got to chat with the other guards.
Jongo was struck by inspiration and ran to the Baron’s quarters to find anything that could tell him when taxes would be collected. He found, fairly quickly, a well-worn map of the barony, which provided little new information, and a ledger which seemed to suggest taxes may come in a different form.
(http://i300.photobucket.com/albums/nn36/Inorganic4life/Map%20of%20Tradebridge%20Barony_zpsxsf78l7f.png)
~Taxes on the Tradebrige Barony~
1085 – 50 copper
1086 – 50 copper
1087 – 38 copper, equivalent of 12 copper in possessions
1088 – 2 horses
1089 – A knight and footman
1090 – A knight and footman
1091 – A knight and footman
1092 – A knight and footman
1093 – A knight and footman
1094 – A knight and footman
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 20 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 2
Honor: 2
~Herfordshire~
Xaver began reading the first section of his new book. By the time he had finished, Herfordshire was upon him.
What follows here is a brief description of the forms of magick, such that a student with a particular interest or question may direct themselves to the appropriate section of this book. The student would do well to remember that this is the meanest of introductions, and should not be confused for a complete description. For the purposes of this book Ravenley’s definition of magick, “willful manipulation of nature without the consumption of natural materials,” will be used. This definition directs the inclusion and exclusion of certain practices which the reader may or may not associate with magick, but is useful in shaping the discussion of its forms. Each chapter herein thoroughly discusses the common properties of a Form, including topics such as identification, negation and counter-magicks, amplifying circumstances, and the evidence by which we have arrived at these classifications and descriptions. The student is reminded that magick, while seemingly chaotic, can be productively described only with a methodical approach.
The most accessible and least understood of all forms is that of Arcane Objects. These consist of many items which effect changes if properly activated, and were crafted in the Arcane Age. They can appear entirely mundane, such as with Molzar’s Iron Ring of Binding, or clearly magickal, as with King Romar’s Crown. Some of them are destroyed upon discharge, as is common with scrolls and wands, while others are retained. They are divided in Lesser and Greater Arcana, a classification which is far from essential but can aid in understanding the scope of the effect of an object. Identification of arcana is among the most important skill a scholar can have, and students interested are encouraged to undertake further reading on the subject. Note: Those objects effecting changes due to bound entities do not properly belong in this category.
A wide variety of magicks fall under the category of Inspirational Magicks. This form is united by the necessity of a state of mind called Flow, and the change originating from the magick user. This common form takes many different shapes, from the subtle spell singing Bards of Mernoth to the dramatic displays of the Earthmovers of Ern. This will be the practiced form most commonly understood to be magick. Many classification systems have been promoted, but none are featured in this work due to a general inability to identify traits essential to one subclass while absent in others.
Implorative Magick relies on an external entity to actually perform the act of will. It is commonly divided into Divine and Daemonic Magicks, but while we will present this division briefly, we will ultimately forgo its use. A wide variety of entities may be implored, and the variety will be explored only insofar as it relates to our discussion of the general forms. Those seeking a more encyclopedic tome on the subject are encouraged to read an appropriate compendium, of which a few are listed at the end of this introduction.
Despite Lesser Alchemy being treated as mundane by Ravenley’s definition, Greater Alchemy is considered magickal by virtue of the fact that the ingredients alone, when utilized by one untrained in alchemy, do not seem to instigate the desired effect. That is to say, it is not in the consumption of the resultant potion at which magick takes place, but in its preparation. This is indeed the very distinction between Lesser and Greater Alchemies.
Finally, mixed and unclassified magicks are introduced to whatever degree discussion of the topic can be productive. Rituals, bound entities, planewalking, and runic magick are the primary examples, though other notable cases will be mentioned.
The hope is that through study of this book a student will become proficient in the identification of magickal objects, creatures, and practices. However, proficiency in that ability demands more than the mere reading of a book. To that end a challenge is provided.
Further reading
Nature of magick-
Ravenley’s Essays on the Nature of Magick – The reader should note Ravenley uses the word essay here in the ancient sense of attempt. Not all of these essays are of equal merit to the scholar.
Magick Entities -
Herma’s The Greatest Pantheon – An attempt to unify divine and daemonic beings into a limited number of archetypes. Similarly limited success, but thorough in the number of beings considered.
Ermoth’s Beings of Natural Magicks – A summary of entities not normally classified as divine or daemonic. Chapter on natural worship is particularly interesting, as it is instructive not only on the creatures involved but also the natures of those engaged in the worship.
Author Unknown The Black Brood – Identification of many daemons. Questionable ethics.
Loyalty: Unknown
Food Stores: Unknown
Assets: Unknown
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
~Waybridge~
Cortis scoured the village for anything that looked like a marketplace, but the best he could find was a village green, which surely must be used for gatherings of any sort. He did see a blacksmith at work nearby though.
Lork casually walked in to a nearby tavern and began listening for any indication of the state of the town, and picked up a few useful tidbits.
Man 1: “I don’t know how my wife and I are gon’ make it this winter. Foods been scarce, what with the Baron taking all we’ve got.”
Man 2: “We’ve had rough’uns before, this ain’t different. Just different cause.”
Man 1: “Yeah well, to top it off, my wife’s been saying she’s preganant. Don’t know if I’m certain, she doesn’t seem to be gettin bigger ‘round, but women know these things.
Man 3: “I heard there was a man run through here complaining the barony was under attack. By peasants.”
Man 4: “I hate hangings. The way the men jerk as they die. Mighty creepy if you ask me. And that’s all that’ll come of that.”
Man 3: “Naw, they could do it. Baron has been short on guards. Things could change.”
Man 4: “Bah. There ain’t food. Changing who sits in the castle ain’t gonna bring food. And that’s that.”
Loyalty: Unknown
Food Stores: Unknown
Assets: Blacksmith, Unknown?
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 1
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
I'm travelling right now, so the map isn't necessarily the permanent format. Just the easiest one for me to through together. It has good parts and bad parts to it.
-
Hmmm... We have a lot of trees in this realm... Maybe... Nah that's stupid. But hey, it's not like we've got options.
Make a group of people to follow me into the forests, and collect a bunch of Honey. Food, ingredient, preservative, AND Mead!
-
Go into the tavern and start my speech
My friend lork and I have just arrived from Tradebridge and give you good news! The harsh baron has been overthrown by his own peasants whom he has neglected to take care of! I, Lork, and several other companions have been sent to free the barony of its tyranny! I am here to instate a new governing system run with the people, for the people, and by the people! Instead of a evil tyrant as our leader, all citizens and laborers of this town will elect a mayor by majority vote. This mayor will make decisions concerning the town, but these decisions can be overturned by the citizens if they feel it is unjust. No more unjust ruling, no more evil tyrannts, this town is now free! And with this freedom, I do think that this town should henceforth be known as The People's Democratic Republic of Freedom!!!!! who will join the already victorious revolution and be free to make your own decisions once and for all!!!! All in favor say Aye!!!
-
See what horses are in the stables, then check
the baron's my quarters.
Everyone who's not doing something should probably clean up the church.
-
Enter Herfordshire, and head to the tavern. Listen to what people are saying.
-
((Can honor be spent as general political capital, say, to convince a tavern of people that they should submit to artfully renamed tyrannical despotism?))
-
((Can honor be spent as general political capital, say, to convince a tavern of people that they should submit to artfully renamed tyrannical despotism?))
((Yeah, I don't see why not.))
-
In that case, spend my one honor to make my speech truly moving
-
Show off my muscles and stuff. We want to give these guys a good impression.
((Man... I dont know what to do...))
-
You are here in case a fight happens.
-
Turn 24: And We Shall Call It DRPF
~Tradebridge Castle~
Rabble checked over the stables, and found there were two horses besides his own. One was an old nag, and the other a workhorse, broad in the shoulders and slow to move. He had the only horse suited to any combat amongst the group. He found his quarters to be meaner than he would have expected. The Baron had maintained a few sets of nice clothes, a writing desk that looked to be infrequently used, a tattered looking bed, and a wash basin. The only documents in the quarters had been taken by Jongo previously. As he went around cataloguing his new belongings, any idlers set about cleaning the church, and successfully cleared away the old barricade.
Orcus began to fade into the background, acting as little more than another body.
Jongo found people working on cleaning up the church and tried to convince them to follow him into the forest to look for honey, but most of them seemed more content to clear rubble and tend the wounded than wander around and look for bees. The children, however, seemed to think it a great idea, and soon gathered around Jongo, pleading to be taken into the forest. He had a following of 3 young boys and a young girl, all of whom were more than willing to climb trees and poke around where they shouldn’t.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 20 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 2
Honor: 2
~Herfordshire~
Xaver made his way to the tavern and was surprised to see men were already gathered there. A large man stood in front and was delivering an impassioned speech about the fact that the peasants owned the contents of the castle. He seemed to imagine plentiful gold and food, all ripe for the taking. Apparently news of the Baron’s downfall had made it here, and these men were looking to capitalize on it by moving out of the village and taking the castle.
Loyalty: Unknown
Food Stores: Unknown
Assets: Unknown
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
~Waybridge~
Cortis immediately launched into a speech extolling the virtues of democracy, and promising a more permanent freedom from the likes of the tyrannical Baron. Over the shouts for cautious action by some, a loud roar of approval went up in the crowd, and Cortis found himself with quite the following. A small group formed around a local, David Herlon, a man who seemed mostly peeved about the proposed name change, stating loudly that it was silly nonsense and would get them nowhere. Of the men in the tavern Cortis seemed to hold 9 in sway, while David held a group of 4. Lork eyed this group suspiciously and did his best to appear intimidating, and the bluster was taken out of the man nearest to him, who actually appeared quite cowed. +1 Intimidation
Loyalty: Unknown
Food Stores: Unknown
Assets: Blacksmith, Unknown?
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 0
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Intimidation I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
Always feel free to let me know if you'd prefer I changed anything. I'm very open to suggestions.
-
Just a suggestion: I think that if we do an action specifically to gain skill, there should only be a roll for skill gain, not whether the action succeeds or not.
Ask for information about the town. Learn their loyalties, assets, and leader
Who is the leader of this town? Do you think that he is a just ruler? How many working men are among you? How many children? etc.
-
Go up to David with my big muscles. Then give him a bear hug, look at him and say:
"We're free, man. Lighten up!
-
Now we go get Honey! We decide to bring the workhorse to carry out honey!
-
Just a suggestion: I think that if we do an action specifically to gain skill, there should only be a roll for skill gain, not whether the action succeeds or not.
((Yeah, I'll make it so intentionally practicing just rolls for a 20% chance to increase the skill, which is the current chance upon a successful action.))
-
((Playergamer, use the power of your injuries to stave off rebellion! You can do it!))
Now we go get Honey! We decide to bring the workhorse to carry out honey!
((Oi, don't leave the children out in the forest alone to retrieve the horse. I'll send someone out with it...))
I will rest.
The men should arm themselves from the armory.
The women should find some containers for honey, then take them and the workhorse out to keep anything bad from happening to the children, alongside a pair of guards.
-
Politely explain that I am from the group that took the castle, and, yes, the castle has been taken. And, no, there are no riches or food there. Give a speech to sway the villagers to join me.
-
Turn 25: And We Shall Call It DRPF (Cont.)
~Tradebridge Castle~
Rabble took some time to enjoy the trappings of his new position while his men armed themselves. Fortunately, there seemed to be enough for each guard and man. Unfortunately, there weren’t many more sets left. Meanwhile the women took the slow workhorse out with Jongo and the children, bringing with them some ceramic pots for honey. Unfortunately, Jongo couldn’t find any signs of bee activity. There should have been a beehive in nearly every oak in the savanna near the castle, but the trees seemed oddly barren. +1 Tracking
Orcus dozed off briefly before coming to, and realizing there were newcomers arriving at the castle. Four ragged looking men arrived from Barkamsted, claiming the town had been taken by bandits who had come down from the hills. A large portion of the town was being held hostage in the clay pits, and there was talk the bandits were going to use them as slave labor.
*Averus Darkcast was among their number
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 20 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Tracking I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 2
Honor: 2
Name: Averus Darkcast
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
~Herfordshire~
Xaver spoke up from the back of the group that he had been at the castle. This simple statement turned heads very quickly, and he found himself the center of the mob’s attention. Swallowing back his nerves, he described how the Baron had left the castle itself positively barren. Xaver then described how he could lead them to lives of plenty in their very own village. Not having a concrete plan on how to go about this, his speech was not as convincing as it might have been, but a good third of the mob seemed convinced that little would come of taking the castle, and certainly others were beginning to doubt.
*Eliza Reed decided she should get involved
Loyalty: Unknown
Of the Mob: 5 men for Xaver, 4 uncertain, 7 men for taking the castle
Food Stores: Unknown
Assets: Unknown
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
Name: Eliza Reed
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
~Waybridge~
Cortis questioned his followers about their village. They seemed to think there wasn’t anyone really in charge, except to the Baron of course. The only real assets of the village were its blacksmith, the only one in the barony, and their strong forest. A number of the men made their way as lumberjacks. There was no substantial centralization within the village. Lork puffed himself up as large as he could and gave David a crushing hug and he did appear to lighten up. Or at least pale. This converted most of the rest of the tavern to Cortis’ dream of the DPRF.
Loyalty: In dispute
Contenders: Cortis (~1/2), David (~1/10)
Food Stores: Unknown
Assets: Blacksmith, Timber
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 0
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Intimidation I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
I'm throwing in more players because I think I have enough time to handle them, and it'll keep the game moving. Also, I'm in a really good mood because of some RL success. So yeah.
The two new players are not obliged to support any particular side.
-
Awesome. I propose that we elect David to power. Someone with caution is what a newborn country needs.
You alright with that Origami?
-
Emerge from the crowd, saying we want a concrete plan.
-
Then the first order of business is to elect a mayor to rule this town. Now, this mayor will not be like the baron, in fact, they will almost certainly be as hard working as everybody else. The only difference is that they would be responsible for the well-being of this town. For example, if they feel that this town needs a granary to store food for winter, they will bring this matter up in a town meeting and the rest of the town will vote whether they want to be taxed for this asset.
With that taken care of, are there any nominations for this position? I need a nomination and a second.
-
"Drat. Well, deeper into the woods we go. But first..."
Slash several trees with "X"'s to track back from the woods. No sense in gettin honey if we get lost.
-
By the way, it is called the People's Democratic Republic of Freedom. Not the Democratic Republic of the People's Freedom or whatever you called it.
-
((Obviously, Drunk People Rebelliously Feast.))
Plan: Rally spot is on one of the last tall hills between Waybridge and Herfordshire, along the path between them.
Send out two of my men, one each to Waybridge and Herfordshire. They are to take any volunteers for the fight against the bandits to the rally point. After the battle, we will celebrate with the former baron's beer. Those who take part in the battle will have first pick, before the rest is divided amongst the villages.
A third man is to meet up with Jongo's group. The women and children are to return to the castle with the horse. The two guards are to head for the rally point.
My remaining two men (plus Orcus, I guess?) are to help me locate a horsecart. It is to be loaded with hardtack and beer (no more than 5 barrels), and attached to the nag.
The new men (and Averus) are to be given what food we have. The last of my armaments are to be given to any that wish to join in fighting off the bandits.
My remaining two guards will stay and protect the castle, women, children, and prisoners. If someone hasn't already done so, the last guard is to have his equipment removed. ((Keeping the baron and his loyal guard around in the barely defended castle for no reason is a Good Idea, I just know it! ... Or someone could kill him while I'm not there to supervise, I guess.))
-
My remaining two men (plus Orcus, I guess?) are to help me locate a horsecart. It is to be loaded with hardtack and beer (no more than 5 barrels), and attached to the nag.
Help him with this, I guess.
-
Uh....I can't think of what to say...say something convincing!
-
By the way, it is called the People's Democratic Republic of Freedom. Not the Democratic Republic of the People's Freedom or whatever you called it.
From now on I'll call it FDRP. :P
-
Franklin Delano Roosevelt's Poop. I like it. :P
-
"Good day. I am an agent representing the Federal Don't-Reply Post."
-
Then the first order of business is to elect a mayor to rule this town. Now, this mayor will not be like the baron, in fact, they will almost certainly be as hard working as everybody else. The only difference is that they would be responsible for the well-being of this town. For example, if they feel that this town needs a granary to store food for winter, they will bring this matter up in a town meeting and the rest of the town will vote whether they want to be taxed for this asset.
With that taken care of, are there any nominations for this position? I need a nomination and a second.
((So you'll call for nominations, but you could also make a nomination yourself, or take some other congruent action.))
-
From the few minutes I have been here, I noticed that Dave here seems to be a good leader who will care for the town. I nominate him
Point at Dave
(If I roll a 1, will I "accidentally" point my middle finger instead or something?)
-
Lol....
Seconded!
Also, for the rest of the meeting, do push-ups or something....
-
Make sure the women and children get back safely.
-
I am going to be gone for ~4 days. So I'll queue some actions.
1. After the nominations, tell dave to say what he'll try to do as mayor. If I get nominated, say that I'll try to make a town watch and a mill.
2. once the messenger arrives, say that anybody who wants to join me is welcome, then follow the messenger.
3. If a fight starts, do logical fight stuff.
-
Turn 26: And We Shall Call It PRDFRPD
~Tradebridge Castle~
Rabble sent messengers immediately to rally people to address the bandit threat. As they ran off he gathered some celebratory hardtack and beer in a cart, with the help of Orcus (I guess) and set off, leaving the castle in the hands of the two guards he hoped were the most honest.
Jongo began marking trees and travelling further from the castle when he heard shouting and a man ran up behind the group. Something about bandits, getting the women and children to safety, and meeting at a hill midway between Waybridge and Herfordshire. He looked with regret towards trees he could see had hives in them, but they would be waiting.
*Averus Darkcast wandered off, but Bomrek McCheesemaker appeared eager for adventure
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 20 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
Name: Rabble Rall
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Tracking I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 2
Honor: 2
Name: Bomrek McCheesemaker
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
~Herfordshire~
Eliza stepped forward and demanded a concrete plan, which was met by murmurs that characterized her behavior as quite hostile and pushy. After all, this new man had just arrived, who was she to demand a plan so immediately. This made it slightly less dreadful when Xaver began to sort of sputter and flail frantically. One man swore he was spit on, and another was definitively slapped by a gesture gone awry. This all served to make everyone less certain of anything. It was into this mire of confusion that a messenger entered and exclaimed that bandits had taken Barkamsted, and those willing to fight were to rally between Waybridge and Herfordshire.
Loyalty: Unknown
Of the Mob: 3 men for Xaver, 8 uncertain, 5 men for taking the castle
Food Stores: Unknown
Assets: Unknown
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
Name: Eliza Reed
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
~Waybridge~
Cortis got nominations started by nominating Dave, a motion Lork quickly seconded. This confused the hell out of the entire tavern. There were those, of course, who nominated Cortis, but after a brief speech by each candidate Dave won the election. It seemed the obvious approval Cortis had given him had pushed him in front of Cortis himself. He made promises to improve shared farming utilities, as well as a promise to construct a palisade around the village to offer it better security. As this was wrapping up a messenger arrived to rally men to fight bandits in Barkamsted.
Loyalty: David (NPC)
Food Stores: Unknown
Assets: Blacksmith, Timber
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 0
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Intimidation I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
Sorry for the missed day, I’m in a good patch now though. Two of the four areas have defined leadership now, with Barkamsted and Herfordshire needing to be determined. Also: I'm fine autoing actions, just do what origami did and it'll work out.
-
Still push for a plan.
-
Take this opportunity to ask for volunteers to come with me to fight. Say that they will be rewarded in whatever goods the bandits have.
-
Bandits?! I gotta get back to the fort! Get to the gaurds and tell them to keep an eye on any ambushes, I draw my second sword.
-
While we walk, plan out an inspiring speech to give just before the battle.
-
While walking with Rabble Rall and the others, try out my hammer-like weapon on things. Gotta get a feel for the weapon, after all.
EDIT: Prefferably, don't try out my weapon on any people, but wild animals or rocks and such.
-
"Awesome! Looks like my job here is done!
How much is a beer?
-
Turn 27: Rallying at Rabble Rall’s Request
~A Hill outside Barkamsted~
Rabble mentally composed a speech, but he just couldn’t get the right closing line. His current plan was to end with “You may die, but if you live we have beer.” Inspiring to those who were confident they would live, at least. Bomrek walked nearby, following the apparent leader.
Orcus began testing his hammer out on trees and the like, just to get a feel for the heft. He decided the weapon suited him well, but he wasn’t quite graceful with it. He missed a tree twice. Out of five attempts.
Jongo sent the guards back and rushed to the rally point, sword at the ready.
Eliza was calling for a definite plan when Xaver said the plan right now was to take back Barkamsted from the bandits. At the mention of bandits most of the men dispersed; it turned out the easiest way to clear the mob was to tell them they’d actually have to fight. Nonetheless, Xaver brought with him four men, and Eliza.
Cortis dragged as many men as he could, but most seemed interested in helping Dave begin to build the palisade, which appeared to be his first task. Three men followed him though, including the barkeep, which brought a thirsty Jongo with.
From atop the hill the group could see Barkamsted looked like a ghost town. Nobody was obviously moving. The clay pits would be on the other side of the village, merely a cluster of houses in a slightly swampy valley, and the villagers would be held there.
Loyal to Rabble: 2 Guards, 6 men (armed), 7 men (unarmed)
Bandits: ?
Name: Rabble Rall
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +2
Blocks 3
Looting I
Horsemanship I
Fortification I
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Leather Jerkin [E]
Peasant clothes [E]
Fine clothes
Dirty Cloth
Young Charger [M]
No money
Valor: 3
Honor: 0
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 4
Honor: 4
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Tracking I
Inventory:
Shoddy Short Sword [E]
Shoddy Short Sword
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 2
Honor: 2
Name: Bomrek McCheesemaker
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Xaver Dunik
HP: 1/3 [-2]
Skills&Stats:
Attacks at 1d5+1
Blocks 1
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
The Forms of Magick
No money
Valor: 1
Honor: 1
Name: Eliza Reed
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5 -1
Blocks 0
Acrobatics I
Inventory:
Bow +0 [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
No money
Valor: 1
Honor: 0
Name: Lork Pedelbum
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d5 +1
Blocks 0
Lucid Dreaming I
Intimidation I
Inventory:
Shoddy Long Knife [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 2
Honor: 2
I’m keeping track, within Rabble’s group, of who has how many followers, so if Xaver wants to order his group around, they will prioritize following him, but will follow Rabble if no contrary orders are given.
-
((I should have two swords equipped for this. I already had a sword out and my previous turn had me get out my other))
Just before the last of the non fighters disperse, tell them about how Honorable It would be to fight off bandits.
-
Rest, and get in position.
-
Should it be superior to my current leather jerkin, equip the guard's tunic. Otherwise, see if I can spot any bandits. If I see any, roar at them, then move forward with Xaver.
-
((We're way farther forward than I'd wanted to be. Oh well, I guess it'll work.))
Bring everyone (including Orcus) back behind the hill, out of sight. Give the troops a light meal and a drink each of the beer before the battle.
Give my speech.
-
Buy Dave a beer.
Then head outside to the blacksmith and look at his wares.
-
Turn 28: Rallying at Rabble Rall’s Request (Cont.)
~A Hill outside Barkamsted~
Rabble pulled everyone behind the hill, much to the disappointment of Orcus, though he still couldn’t see the bandits. They must either be hiding or in the pits.
Jongo grabbed for himself five more men who had been hanging back, and Xaver rested and tended to his wounds. Lork looked about for Dave but couldn’t find him.
Everyone was given hardtack and beer to prepare them for the battle, at which point Rabble delivered his speech. He scrapped bits of his prepared speech as he moved through, and kept the crowd in by promises of freedom. Barkamsted was the last refuge of tyranny in their barony, and driving off the bandits would give the people more control over their lives. And food.
Loyal to Rabble: 2 Guards, 6 men (armed), 12 men (unarmed)
Mood: Inspired
Bandits: ?
Sorry for the mixup Peradon, the second Jongo of the above post was supposed to be Lork. You followed along. I’m railroading you guys a bit here, but I promise after the town is taken everything will get much more open. I'm also changing the way I do character sheets, for the sake of decreasing copypasta.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
-
Character Sheets
Simple Folk of Erioth
Name: Rabble Rall
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +2
Blocks 4
Looting I
Horsemanship I
Fortification I
Meditation I
Petty Magic I
Light (Illusory)
Inventory:
Shoddy Short Sword [E]
Barrel-Cap Shield [E]
Shoddy Chain Mail [E]
Leather Jerkin
Peasant clothes [E]
Fine clothes
Young Charger [M]
The Forms of Magick
No money
Valor: 1
Honor: 3
Name: Lork Pedelbum
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +2
Blocks 1
Lucid Dreaming I
Intimidation I
Tsa-Qaik (Martial Art) I
Inventory:
Shoddy Long Knife
Leather Jerkin [E]
Peasant clothes [E]
Nice Boots [E]
Cloth Coinpurse (18 copper)
Cloth Coinpurse (20 coppers)
Valor: 4
Honor: 4
Name: Eliza Reed
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d5 +3
Blocks 1
Swordswoman I
Inventory:
Shoddy Short Sword [E]
Leather Jerkin [E]
Peasant clothes [E]
No money
Valor: 3
Honor: 2
Name: Orcus Pocus
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d7 +1
Blocks 2
Scavenging I
Looting I
Knot Tying I
Persuasion I
Inventory:
Craftsman’s Hammer
Shoddy Maul [E]
Iron Skullcap [E]
Leather Jerkin [E]
Peasant clothes [E]
Guard’s Tunic
No money
Valor: 7
Honor: 6
Name: Bomrek McCheesemaker
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Averus Darkcast
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Kurn
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Scavenging I
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Jase
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Name: Zane Marne
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes [E]
No money
Valor: 0
Honor: 0
Soldiers of Erioth
Name:Jongo
HP: 3/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 2
Scavenging I
Tactics I
Tracking I
Dual Wielding I
Inventory:
2x Fine Short Sword (SB) [E]
Leather Jerkin [E]
Iron Skullcap [E]
Peasant clothes [E]
Map of Tradebridge
Tradebridge Ledger
No money
Rough Steaks
Valor: 5
Honor: 4
Name: Xaver Dunik
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d5+3
Blocks 2
Swordsman I
Teacher I
Inventory:
Shoddy Short Sword [E]
Shoddy Chain Mail [E]
Leather Jerkin
Peasant clothes [E]
No money
Valor: 3
Honor: 4
Name: Cortis McGornly
HP: 2/3 [-2]
Skills&Stats:
Attacks at 1d6 +1
Blocks 0
Acrobatics I
Persuasion I
Fletching I
Inventory:
Strong Hunting Bow [Range] [E]
5x Dull Wooden Arrows [E]
Peasant clothes [E]
8x Iron Arrows
2x Iron Arrow Heads
Iron Ring
No money
Valor: 3
Honor: 3
-
Once more, unto the breech; venture forth into glorious battle!
-
Attack, attack, attack!
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Im confused about whats going on, but Kung Fu Kick a bandit to the groin!
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Im confused about whats going on, but Kung Fu Kick a bandit to the groin!
((Yeah, sorry. If you look at the previous turn, that second Jongo was supposed to be Lork. You got dragged along because you wanted to order beer but the bartender wanted to kill bandits.))
-
Hold Fast! We must counter the bandits!
-
Attack, attack, attack!
Do this!
-
Fight the bandits!
-
Turn 29: Unto the Breech!
~Barkamsted~
The entire group charged forward, down the hill and past the houses until they came upon the pit. All of the villagers were in chains in the pit, working to mine the clay. Surrounding the pit were seven bandits, dressed in leather armor and wielding fearsome looking swords. Standing towards the center was a particularly mean looking one in chain mail. As Rabble and his men rushed to meet them bandits began to pour out of the houses. Jongo and his five were met by three bandits out of one house, again one in chain. Xaver was met with another three, and Cortis kept another two in a third house.
[1d5+2=7] vs [1d5+2=6] Rabble charged down the central bandit, but his blow was deflected by the man’s sword. Attack skill increase His two guards quickly followed through, and one was left with a deep cut while the other barely made contact, which was absorbed by the bandits armor. Rabble’s men traded equal blows with the other bandits, neither side having the upper hand until Orcus joined in, [1d6+1=7] vs [1d4+1=2] and slammed his hammer hard enough into the chest of the opposing bandit to send him into the pit, from where he did not move.
[1d6+1=6] vs [1d5+2=3] Jongo fought hard against the armored bandit in front of him and scored a solid strike. His men left another bandit unconscious, overwhelming him quickly, but one of their own was bleeding heavily. Armored bandit at 4/5 HP
[1d5+1=3] vs [1d4+1=4] Xaver couldn’t keep back the bandit attacking him, but his armor protected him long enough for Eliza to step in [1d4=4] vs [1d4+1=2] and deliver a solid punch to the bandit. Attack skill increase, Bandit at 3/4 HP Xaver’s loyal four traded blows and managed to incapacitate one of the bandits without taking any major hits.
[1d5-1=3] vs [1d4+1=3] Cortis couldn’t score a solid hit on the bandit in front of him, and [1d5+1=3] vs [1d4+1=4] Lork took a hit from the bandit that left his ears ringing. -1 HP, both Attack Skill Increase Two of Cortis’ men took hits as well, though nobody was forced back.
Loyal to Rabble: 2 Guards (1 bleeding), 6 men (armed), 12 men (unarmed) (1 bleeding)
Mood: Inspired
Bandits: 13 Bandits (3 Unconscious), 2 Bandits (Armored)
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Unarmed Noble/Citizen
1d4 + 0 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Bandit
1d4 + 1 attack
4 HP + 1 block
Bounty of 1 Valor and 1 Honor
Bandit (Armored)
1d5 + 2 attack
5 HP + 2 block
Bounty of 2 Valor and 2 Honor
Moods affect NPCs but not player characters right now. So all NPCs are operating at +1 attack from Rabble’s speech.
-
Use one sword to parry, another to CounterStrike at his Source. Globally, be offensive.
-
Continue attacking the armored bandit.
The bleeding guard should back off long enough to bandage himself.
-
Stab, then punch to the face!
-
Attack the bandit Eliza wounded.
-
Attack the bandit Xaver's attacking.
-
Attack armor bandit. If dead, attack other bandits.
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Turn 30: Unto the Breech! (Cont.)
~Barkamsted~
[1d6+2=5] vs [1d5+2=6] Rabble traded blow after blow with the bandit, and while he was hit more often than he scored hits neither individual came away worse for wear. His healthy guard similarly lashed out at the bandit to little effect, while the injured one backed off. [1d6+1=5] vs [1d5+2=6] Orcus took the man’s place, but the armored bandit was too fast for his hammer to make contact. Attack skill increase One of Rabble’s men took a blow but was able to fight on, and one of the bandits felt the bite of a sword, but held his ground. It looked as though one bandit was trying to run for the mountains.
[1d6+1=5] vs [1d5+2=3] Jongo rushed fiercely at the bandit and threw him off balance, scoring a hit that was absorbed by his chainmail. [1d4=2] He tried to bring his second sword to bear, but it merely struck his own sword. Armored bandit at 4/5 HP His men quickly overwhelmed the remaining bandit and, in their fearsome rage, beat him to a pulp. Two of his men equipped themselves with the arms and armor of the fallen bandits, and they turned to face Jongo and his armored foe.
[1d5+1=5] vs [1d4+1=5] Xaver unleashed a flurry of blows against the bandit, all of which were parried, barely, and [1d4=2] vs [1d4+1=2] Eliza’s attempt to help merely contributed one more blow to the mix. Three of Xaver’s men overwhelmed the other bandit, and one turned to Xaver’s foe and scored a kick on him. Bandit at 2/4 HP
[1d6-1=4] vs [1d4+1=4] Cortis loosed another arrow, which the bandit just barely dodged, and [1d6+1=4] vs [1d4+1=4] Lork continued to press to no avail. The other bandit was taken by his men, leaving the three of them free.
Loyal to Rabble: 2 Guards (1 bleeding), 8 men (armed), 10 men (unarmed) (1 bleeding)
Mood: Hopeful (No bonus)
Bandits: 13 Bandits (5 Unconscious, 1 Dead), 2 Bandits (Armored)
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Unarmed Noble/Citizen
1d4 + 0 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Bandit
1d4 + 1 attack
4 HP + 1 block
Bounty of 1 Valor and 1 Honor
Bandit (Armored)
1d5 + 2 attack
5 HP + 2 block
Bounty of 2 Valor and 2 Honor
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
In case you’re wondering how the enemy collapsed so quickly, after Rabble’s NPC group, every single roll against an NPC was a 1. Every. Last. One. So your citizens slaughtered them.
-
Hit the same bandit again.
-
DO EVERYTHING IN MY POWER TO HIT A BANDIT.
Kung Fu!
-
Jam both swords in the Bandit's head.
-
Continue to focus on the armored bandit, confident that our overwhelming numerical supremacy will make it difficult for any bandits to escape.
-
Attack armor man again
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Turn 31: Unto the Breech! (Cont.)
~Barkamsted~
[1d6+2=5] vs [1d5+2=4] Rabble and [1d7+1=7] vs [1d5+2=3] Orcus continued to attack the bandit, and Orcus smashed one of his shoulders hard enough to shatter bone. One of Rabble’s guards seized this opportunity to slash at the bandit, cutting into his leg. Armored Bandit at 2/5 HP One of the armed citizen’s fell under a bandit’s blade, leaving five citizens facing down four bandits.
[1d6+1=7] vs [1d5+2=4] Jongo left a shallow cut in the bandit’s cheek, but was again unable to bring his other sword into the fray. Armored bandit at 3/5 HP His unarmed men chased down a fleeing bandit and tore into him with as much ferocity as they had shown their previous foe. Meanwhile his armed men joined him against the armored bandit, each taking a small wound for their efforts.
[1d5+1=2] vs [1d4+1=3] Xaver and [1d5=2] vs [1d4+1=2] Eliza’s continued to press the bandit, who was taken down by sheer numbers when they were joined by Xaver’s four followers. Surveying the battlefield, they could see that Jongo and his men still fought a mail clad bandit, Rabble and his five fought four bandits, while Rabble himself engaged another armored one with the help of Orcus, and Cortis and Lork had just finished
[1d6-1=2] vs [1d4+1=3] Cortis continued to be thwarted, and [1d6+1=6] vs [1d4+1=5] Lork had little more luck. But the aid of the three civilians was enough to quickly overwhelm the enemy.
Loyal to Rabble: 2 Guards (1 bleeding), 8 men (armed) (1 dead), 10 men (unarmed) (1 bleeding)
Mood: Hopeful (No bonus)
Bandits: 13 Bandits (1 Bleeding, 7 Unconscious, 1 Dead), 2 Bandits (Armored)
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Unarmed Noble/Citizen
1d4 + 0 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Bandit
1d4 + 1 attack
4 HP + 1 block
Bounty of 1 Valor and 1 Honor
Bandit (Armored)
1d5 + 2 attack
5 HP + 2 block
Bounty of 2 Valor and 2 Honor
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
I may change slightly the combat mechanics for multiple people facing down a single foe. Right now numbers are less of an asset than they should be.
-
Continue the stabbing, use the two swords, dammit!
-
Aim my arrow at the eye slit of an armored bandit.
Also. Yay! I'm back!
-
Stab a Bandit!
-
Continue previous actions.
-
Execute armored bandit.
-
Punch a bandit!
-
Charge into the flank of the bandits attacking Rabble's force with my men!
-
((PTW. That is all I have to say, because I'm curious just how totalitarian this government will become. Plus, the game is great fun.))
-
Just because it is called the People's Democratic Republic of Freedom doesn't mean that it is totalitarian. In fact, I am trying to make it an actual democracy.
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Just because it is called the People's Democratic Republic of Freedom doesn't mean that it is totalitarian. In fact, I am trying to make it an actual democracy.
((I noticed, and It'll be fun either way. Much kudos to you for that, by the way.))
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Turn 32: Surrender
~Barkamsted~
[1d6+2=8] vs [1d5+2=5] Rabble and [1d7+1=7] vs [1d5+2=6] Orcus continued to attack the bandit, and this time it was Rabble who slipped past his defenses. The pair was confident that they would overpower the bandit soon, and it could be seen in his eyes that he knew he was cornered. He was not aware of quite how dire his situation was, however. [1d6-1=5] vs [1d5+2=3] Seemingly out of nowhere Cortis’s arrow flew, streaking past the bandit’s cheek and leaving a trail of red. Rabble’s guard seized this opportunity and cut deep into the bandit’s shoulder, leaving him bleeding on the ground. The bandits and civilians around Rabble continued to stalemate until Xaver brought his men into the bandits’ flank. The outer two fell quickly, and facing over a dozen angry men the final two lay down their arms.
[1d6+1=5] vs [1d5+2=4] Jongo continued to press the bandit with one sword while waving the other about quite ineffectually. Armored bandit at 3/5 HP His four men untied against the armored foe, however, and quickly pinned him down and beat him until Jongo was forced to pull them off of him. The recent surrender of the remaining bandits left many free to witness this spectacle, and whispers began to circulate of Jongo and his berserkers. Their fellows gave their bloodstained forms a wide berth as they approached the pit.
The Barkamstedian villagers were quickly freed of the pit and given back their homes. They treated their saviors as precisely that, and one woman was even so grateful she was willing to embrace one of Jongo’s men. The loyalty of Barkamsted had been ensured, but to whom?
Valor and Honor allocated, see Note
Loyal to Rabble: 2 Guards (1 bleeding), 8 men (armed) (1 dead), 10 men (unarmed) (1 bleeding)
Mood: Hopeful (No bonus)
Bandits: 13 Bandits (1 Bleeding, 9 Unconscious, 1 Dead, 2 Surrendered), 2 Bandits (Armored) (1 Bleeding, 1 Unconsciuos)
Guard
1d4 + 1 attack
3 HP + 1 block
Bounty of 1 Valor and 1 Honor
Armed Noble/Citizen
1d4 + 1 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Unarmed Noble/Citizen
1d4 + 0 attack
2 HP + 0 block
Bounty of 1 Valor and 1 Honor
Bandit
1d4 + 1 attack
4 HP + 1 block
Bounty of 1 Valor and 1 Honor
Bandit (Armored)
1d5 + 2 attack
5 HP + 2 block
Bounty of 2 Valor and 2 Honor
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
The honor and valor did not divide themselves evenly (17/7 ~ 2), so extra honor was given to Rabble, Xaver, and Cortis, for their leadership, and extra valor was given to Jongo and Orcus, for their roles in bringing down armored bandits, and Eliza, for possessing more bravery than sense and punching an armed bandit, unarmed and unarmored.
((PTW. That is all I have to say, because I'm curious just how totalitarian this government will become. Plus, the game is great fun.))
Feel free to get on the waitlist. Soon some spots will open up.
-
Search the battleground for some armor that is better than what I have.
I didnt even hit a guard once....
-
((Does anybody want to rule this village? If not, we may need to set up more democracy NPCs D:))
My armed troops will stabilize the bleeding and check for injured villagers.
I will search the nearest armed bandit for money or other valuables.
My unarmed people will arm themselves from the bandits.
-
Where's the booze?!
Find some metal to take back to the blacksmith at waybridge.
-
Search for a weapon, to defend myself.
-
My unarmed men will arm themselves from the bandits, while I will take the armor and weapon from one of the armored bandits.
-
I'm not sure if this has been mentioned yet, but the correct spelling would be "Staking Claims" not "Steaking Claims" unless it's a play on words referring to cows or meat or something.
-
I'm not sure if this has been mentioned yet, but the correct spelling would be "Staking Claims" not "Steaking Claims" unless it's a play on words referring to cows or meat or something.
This marks the beginning of Stage 2: Steaking Claims, in which our heroic peasants attempt to win the loyalty of their less heroic brethren, at least in part by supplying much needed food and booze.
Rough Steaks
See also:
This rabble took up arms, such as were available, and started a rebellion so clumsy, it could only be described as a Rabbellion.
-
We did it men! You were all absolutely violent, aggressive, brutal, heroic, and other adjectives for battle! From this day forth, we are Jongonauts! Err, we may find a better name later, but for now, we are brothers in arms! Let's get some more recruits, and see what we can make some Jongonauts out of peasants!
After some well-deserved celebration, get some more men. We then begin to train with great concentration on aerobic exercise (heart and lung conditioning). Try to find some sadistic, or at least violent peasants for the Jongonauts.
-
Turn 33: Surrender (Cont.)
~Barkamsted~
Rabble’s men set to work patching up those who had been injured, regardless of their role in the battle. When Rabble himself approached the armored bandit that fell against him, his own man was so busy patching the bandit up that Rabble was given a curt response to his attempt at looting, and simply handed mail the man had worn. Jongo’s injured man and the armored bandit both looked better, but there were still two bleeding men after the men’s ministrations. Fortunately, when Jongo looked over the rescued villagers they all seemed untouched. In fact, they all said they had been treated well, quickly placed into the clay pits and guarded. That is, except for a family of two that had been taken into the mountain.
Jongo recruited from the Barkamstedians five more men who seemed as bloodthirsty his own, as his own men quenched a more mundane thirst with the beer Rabble had brought. Their celebration seemed to consist mostly of loud and gruesome boasts about the role each man had played in the battle. After they had finished, Jongo set his nine healthy men to running around the village. His tenth man lay to the side, freshly bandaged by one of Rabble’s men and already beginning to regain color.
Xaver and his men, Lork and Eliza armed themselves from the battlefield, and Cortis searched over the village but only found two swords and a ring to bring back to the blacksmith.
Loyal to Rabble: 2 Guards (1 bleeding), 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (1 Bleeding, 9 Unconscious, 1 Dead, 2 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
So, I’ve thought some about the direction of the game and I have a couple of ideas in mind. But I don’t intend to railroad at all, so I’m pretty much gonna throw stuff at you guys, and whatever bait you take will determine the short term direction of the game. Long term has a specific direction, but I think it’ll evolve pretty naturally.
-
Search the battlefield for moneys
-
Question the villagers about the Family that was taken to the mountains.
-
Talk to my men, and rest. Ask them how they feel about fighting, home, etc.
-
Question the villagers about the Family that was taken to the mountains.
Help with this.
-
Search the battlefield for some armor.
-
speak with the injured Jongonaut. Give him some comfort by talking about fun, casual things.
-
I'll introduce myself to whoever the mayor is. If they've been killed, find a well-liked and responsible-looking replacement from the village.
Three of my men will continue bandaging, while the rest help me.
-
I was bored, I needed to use my caffiene in a fun way, so I made a flag for the glorious FDRP!
(http://i.imgur.com/dO4YjVG.jpg)
-
IT'S THE PEOPLE'S DEMOCRATIC REPUBLIC OF FREEDOM!!!!
PDRF
-
IT'S THE PEOPLE'S DEMOCRATIC REPUBLIC OF FREEDOM!!!!
PDRF
That's not what it says on our flag.
-
Turn 34: Surrender (Cont.)
~Barkamsted~
Rabble couldn’t find anyone willing to identify themselves as mayor, but Bryce was recommended as a candidate, and he seemed amiable enough. The remaining two bleeding individuals were patched up by Rabble’s men, leaving everyone stable.
Orcus looked for better armor than his own, but sadly the two well armored bandits had been looted, leaving behind only leather jerkins. Cortis similarly searched to no avail. None of the bandits had purses. Or anything at all. Every pocket and shoe was empty as could be. Arms and armor were all they had born.
As his regiment continued their regimen Jongo sat next to his wounded soldier. The pair talked quietly, the topic ranging from the man’s, Gerald’s, family to the most recent market festival, at which Gerald had bought his wife a nice ribbon and ‘earned himself something nice too.’ Jongo noticed the man’s eyelids drooping, and Gerald must have picked up on his concern. “S’alright Sarge, I’ve been patched up real good. Just need my sleep, and tomorrow I’ll run rounds with the rest of the men.” He closed his eyes and, much to Jongo’s relief, his breathing deepened and it was clear he was in a good sleep.
Xaver’s men had many complaints. It wasn’t so much that food was impossible to find, though harvests had been bad for a few years. It was just that the Baron kept taking more and more. He was living like a king while they starved. And it wasn’t just the milling tax. He had taken everything. His taxation got so imaginative, he’d tax their harvest, the milling, and then the bread after it’d been baked. And with grain becoming scarce meat had become nonexistent. There were hardly any livestock left, and it would take years before meat could be served again. But if fighting could bring back the meat, the men would do it.
Lork and Eliza gathered those who knew the most about the family, which wasn’t much, and got them talking. It seemed the family was a recent arrival, and nobody was sure from where. One rumor had it they had bribed the Baron to be allow to claim a new house, but others pointed out there was no need, so long as they would have paid his taxes the Baron would happily have allowed another family to settle. They had kept to themselves, but that wasn’t odd for new arrivals. Barkamsted was a tight knit community, and it often took some time before newcomers were accepted. Not that the current company was cruel to them, they were quick to add. It seemed they had been taken because the man put up a small fight and the woman rushed to his side.
Meanwhile, the citizens of FDRP took quite quickly to a new flag, despite the protests of some that the letters were out of order.
Loyal to Rabble: 2 Guards, 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (9 Unconscious, 1 Dead, 3 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
All hail the glorious flag of FDPRDFPRD
-
Begin to practice with my sword (far away from everyone else), and promise that I will lead my men as well as I can. Tell them they can search any bandits who haven't been looted, and take whatever they find.
((Could someone remind me which village the dead guy is from?))
-
Head back to Waybrodge and see what has happened since I left.
edit: Grab some booze to bring along
-
Ask if they know any specifics about the location they were taken to. If so, go there. If not, sleep(using my lucid dreaming to practice Kung Fu). When I wake up, start a journey into the mountains. On the way, practice Kung Fu!
-
Try to find clues relating to their disappearance, and where they went.
-
Playergamer: Do you not want your magic book? I'd happily trade something for it.
GM: I'm pretty sure I used my dirt cloth earlier. (To keep the baron from bleeding out, maybe?)
-
I'd be willing to trade the book for food and beer.
-
I'd be willing to trade the book for food and beer.
((Thanks! Anyone who wants to study it with me will have access back at the castle. I'll be heading back there rather than join in the mountain hunt. Things to manage, magic to study, competent underlings to leave in charge.))
Hand-out hardtack and beer to the hungry and/or thirsty. Xavier gets a bit extra in trade for the book.
Use the opportunity to recruit for my armed forces.
-
Practice swordplay with Playergamer, learn to use two swords.
-
Turn 35: The Search Begins
~Barkamsted~
Rabble began to distribute his drink and food, slipping some extra to Xaver for his flame-licked book. The charred paper didn’t look like much, but it promised magic. His men began careful sparring, but some of them grumbled that the bandits were gone, and they didn’t need to fight anymore.
Xaver handed off his muddied tome in exchange for an extra ration of refreshing beer before meeting Jongo out in a clear portion of the field. Each practiced their own forms. Xaver was just going through motions, and didn’t feel much different afterwards, but Jongo, reflecting on his earlier troubles, managed to work out ways to move the swords around each other without too much difficulty. Xaver’s men, however, finished equipping themselves, though they knew not for what. +1 Dual Wielding
Lork pressed the villagers further, and found out that the bandits always came out of the mountains directly to the east. Their caves were supposedly easy to find; wide gaping mouths sparkling with torches from within. Eliza joined him, not having found any definitive tracks. Before long the pair found the caves, exactly as described. They looked up a short path towards the caves, and couldn’t see any movement.
Loyal to Rabble: 2 Guards, 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (9 Unconscious, 1 Dead, 3 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
~FDRP~
Cortis enjoyed his beer as he made the short trip to the Free-Democratic Republic of People, or at least that was how they were currently decoding their strange acronymic name. David had naturally slipped into his role as mayor, and the palisade was under construction. He reported a near complete lack of centralized food stores, but if the taxes were suspended, or at least minimized, then every family could feed itself.
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Peasants recruited to fight bandits aren’t going to stick around forever. Much of this game is going to be played as an independent agent, not an army (with notable exceptions which will become apparent in a few turns). Standing armies are something of a luxury, not one supported by a small barony. You need a cause.
GM: I'm pretty sure I used my dirt cloth earlier. (To keep the baron from bleeding out, maybe?)
Ah yeah, I think you might have. Not terribly important right now anyway, you have plenty of better cloth you could tear up and use.
((Could someone remind me which village the dead guy is from?))
He was one of Rabble’s, died in Turn 31 (http://www.bay12forums.com/smf/index.php?topic=148473.msg6107588#msg6107588). Likely a Barkamstedian that escaped the bandits.
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Sell my iron swords and ring to the blacksmith in return for some iron arrowheads.
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Draw my sword and begin sneaking into the cave!
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Follow Lork into the cave.
Also, Can i use my valor to buy skill points in Swordfighting?
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Practice my hammerswings on some sort of tree again.
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Draw my sword and begin sneaking into the cave!
Join the two to the caves with Jongonauts.
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They left already? Follow them to the cave!
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Just wondering, what are the people working on the palisade getting paid?
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((I can't get more guards? That'll make it hard to defend the castle, and only having a few guards will make the castle market a dangerous place.))
My temporary troops from this town are to return their borrowed weaponry to the cart, and may then return home.
Leave Bryce in charge.
Use 1 honor and hire some peasants as guards. If possible, then set out back for the castle.
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((I can't get more guards? That'll make it hard to defend the castle, and only having a few guards will make the castle market a dangerous place.))
My temporary troops from this town are to return their borrowed weaponry to the cart, and may then return home.
Leave Bryce in charge and return to the castle with the cart and my remaining troops.
((You can recruit them as guards, especially for stuff like watching over the market. The issue is when there's no apparent purpose, such as with a standing army just waiting for trouble. If you try to convince peasants to sign on to your guard, they certainly will. But these peasants did not, by and large, sign up for an extended service, they came to drive out bandits.
Nobody's peasants will disperse immediately, unless told to, because there's stuff coming up, but after that is resolved most people will be incapable of holding a large following of militia.))
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((I'll spend an honor to hire some guards before I set out, then.
Do skill costs take recent events into account? If I spend three turns studying the magic book but get nothing, can I then spend valor on magic more cheaply than I could now?))
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((I'll spend an honor to hire some guards before I set out, then.
Do skill costs take recent events into account? If I spend three turns studying the magic book but get nothing, can I then spend valor on magic more cheaply than I could now?))
((Yeah, I think I'll reduce costs if a situation like that happens.))
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Turn 36: The Search Ends
~Tradebridge Castle~
After dismissing those unwilling to serve in his guard, Rabble and his men returned to the castle. Everything seemed peaceful as he entered. The Baron was still under wraps, along with the too-loyal guard. The scullery maid was talking to some man next to the mill and sent him away when Rabble caught her eye. With a substantial blush. Other than that, all was well. His five new guardsmen would need some training, or at least orientation, but he was pleased to have more men to keep watch.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~Barkamsted~
Lork was greeted with a far different sight than he expected. There were 15 bandits in the cave, all stripped to their small clothes, and all dead. As he looked at the mess before him, Eliza bumped into him and, in her shock tripped over him and nearly landed in a pool of blood. Jongo and Xaver caught up with the pair, and while Jongo joined the others in staring in shock, Xaver began looking over the corpses more carefully. A full ten of them had been killed by a single wound, either to the neck or chest. The other five had more substantial wounds, one of them having had his head cut off. All looked to have been dead for a while, but none smelled.
Bomrek resumed punishing trees for crimes unknown, but his hammer was no less unwieldy.
Loyal to Rabble: 2 Guards, 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (9 Unconscious, 1 Dead, 3 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
~FDRP~
Cortis made the blacksmith very happy. Two swords of little martial value would become two invaluable plows, plus metal to spare. The ring was of so little consequence, though, that Cortis was told to keep it. In exchange fifteen arrowheads were promised. The actual delivery would take some time, though not terribly much. He suggested talking to David to see if anything needed to be done.
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
wipeout1024: I’ll set the cost for first level in a martial art to 7 valor (yes peradon, this can include Kung Fu, though I’m liable to rearrange the letters to meet my fancy). So you’re a little bit off, but you could get there after a little more fighting. Or failed practicing, as per my conversation w/ Nirur.
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Inspect the bodies further.
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HEYY! ANYONE STILL ALIVE?! IF SO, AND YOU ARE WILLING TO NOT FIGHT, WE COME IN PEACE. IF YOU ARE ALL DEAD, SAY NOTHING.
Ready weapons if things go awry.
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Ask dave what the people working on the palisade are getting paid. If it is money or food, start to work on the wall.
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((I just accepted a graduate school offer, and was accepted into my first choice group. In light of this, I'm in a fantastic mood. Pick something you really want, and you can have it. A skill, an item, anything reasonable. I trust you guys not to ask for anything absurd.))
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May I please have a proper 50 pound longbow. (I've been using a string attached to a stick this whole time. he he
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((I just accepted a graduate school offer, and was accepted into my first choice group. In light of this, I'm in a fantastic mood. Pick something you really want, and you can have it. A skill, an item, anything reasonable. I trust you guys not to ask for anything absurd.))
((Grats!))
Desired gift: For the magic book to have a ritual spell that makes farms more fertile, preferably a Inspirational class spell.
Hole myself up in a study. Skim the (already-posted) intro a bit, then check to see if it still has a section on Inspirational Magic.
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Continue into the cave carefully, with my sword drawn.
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((I just accepted a graduate school offer, and was accepted into my first choice group. In light of this, I'm in a fantastic mood. Pick something you really want, and you can have it. A skill, an item, anything reasonable. I trust you guys not to ask for anything absurd.))
((Congrats, yeah. Also, I'm pretty sure Bomrek's player didn't post my action, and doesn't even have a hammer. Not that it matters much.))
Desired gift: A bigger hammer!
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((I just accepted a graduate school offer, and was accepted into my first choice group. In light of this, I'm in a fantastic mood. Pick something you really want, and you can have it. A skill, an item, anything reasonable. I trust you guys not to ask for anything absurd.))
Oh my.....
I wish to be a master of Kung Fu!
If I cant have that...
I wish for a suit of armor!
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((I just accepted a graduate school offer, and was accepted into my first choice group. In light of this, I'm in a fantastic mood. Pick something you really want, and you can have it. A skill, an item, anything reasonable. I trust you guys not to ask for anything absurd.))
Fantastic, man! You earned it from all the hard work!
Jongo wants two not shoddy swords. Maybe average, or above average. Nothing crazy.
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Search the rest of the cave for any signs of what happened.
Gift: Basic Sword Skill
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GIFT: Swordsmanship.
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Turn 37: Let there be Gifts!
~Tradebridge Castle~
With everything in the castle appearing to be running as planned, Rabble locked himself in his quarters with his newly acquired book. Paging through the blackened pages, he found a section that captured his interest. Some of the text had been lost, but much had also been preserved.
Flow
Common to Inspirational Magick, and central to any scholar’s ability to identify its many shapes in practice, is the idea of Flow. Flow has been described by different scholars in different ways, often reflecting the leanings of the author as much as or more so than the actual reality of its practice. For example, the Bloodmage Namon Shade the definition of Flow as “a state of being in which the caster connects to the vital forces flowing through him and his subject, allowing himself to be consumed in its swirls and eddies. In this state, the caster achieves concentration sufficient to disturb these currents, leading to the manifestation of his will.” On the other hand, the Knight Scholar Maerwynn of the Summer suggested Flow consists of “a commitment of the will to the justness of the cause at hand.” Religiously inclined individuals, such as Mehmonar of Xaria, of write of Flow as involving submission the higher will which they worship. All of these definitions contain elements of truth, though it can easily be seen that the writers overcommit to their own practices. These definitions all hint at the commitment of will and feeling of surrender which come along with practicing magick. The individuals own will seems to transcend them. This element of transcendence is particularly common in spells that require multiple participants. Individuality temporarily dissolves, and a common will predominates the process.
Interactions (This section is missing more than half of its text, due to fire)
Besides the state achieved by practicing individuals, Inspirational magick can also be identified by the way in which it interacts with other magicks. Arcane objects often… primarily detected through Magifluid… utilized as coinitiators… Divine beings occasionally susceptible… Imps, Oaorchs, and Situebroa disrupt… Lesser alchemy enhance… individual responses… runes and ancient languages… disputed effect.
(Several pages are missing here, and the few words on the final page suggests it is discussing the Earthmovers of Ern)
Group Magicks (Some text missing)
Groups inspirational magick can often be particularly powerful, if difficult to manage. Every individual involved must be completely committed to the spell, or it is doomed to fail. Additionally, disruption may be… though it may be reversible. For this reason, care must be taken.
Finding individuals genuinely committed to the form of magick being practiced often makes the practice of spells prohibitive, and makes them difficult to study. In addition, many of the societies which form around these practices are hostile towards outsiders. Often for justified reasons. Persecution… dwindling numbers… disappearing societies…
Fortunately, a relatively easily replicated ritual has been identified. In the Tamap swamp there resides group who have spiritually devoted themselves to a pure life. Their mandates demand that they forgo meat, as well as a number of “lower” plants. This is problematic for their diet because the swamp offers up relatively little in the way of edible plants, and is poorly suited to cultivation. The Tamapian people found, at some point, a ritual which allows them to cultivate much more from the land. Flow is induced in participating individuals by drinking water laced with Lady’s Bell root, a swamp plant with red conical flowers and a distinctive, and poisonous, red/purple root. When boiled over the course of a day the root loses its color, and becomes edible. The liquid is then diluted until nearly clear. The participants, seven in number, form a circle and each sip from the liquid while chanting to direct their focus. It has been demonstrated the content of the chant is of little importance, and it seems to be a device to help bring the participants together. The effects of the drink will soon become apparent… planewalking… focus maintained… linger… purpose apparent… Even successful attempts often result in some discomfort.
Rabble was considering the possibility promised by the text when he heard a knock at the door. The scullery maid called ”Lord, I’m sorry to disturb you but a messenger is here. He says he was sent by Count Bryce. Dressed up real pretty, he is.”
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~Barkamsted~
Lork walked further, alert for any danger. He was met with empty rooms, most laid out for sleeping. Cave walls were blackened by smoke, and meagre bedding was laid to keep the sleeper off of the floor, but otherwise there was little sign of inhabitance. Lork was given time to reflect on his earlier attempts at using his fists and feet as weapons. As he came back to where the bandits lay he came to the realization that the men did not merely use weapons, they were weapons. At least, in a vague sense. They simply didn’t realize it. But Lork did; he could be a weapon himself. And so he stumbled on to the central tenant of Tsa-Qaik. +1 Tsa-Qaik (Martial Art)
Eliza looked over the bodies again, and noticed most of the cuts on those who had only one were delivered by very small blades. When the blood was cleared away enough to see the wound itself, what was left was a thin and short cut which was clean, and looked to be very deep. Her own sword would have left a much thicker and longer line, and no doubt a more jagged cut. She wondered if she could thrust straight enough to perform such an attack, and with a small amount of practice she found her sword was much more natural coming off the end of her arm. +1 Swordswoman
Jongo kept himself ready for a threat which never materialized. Soon he grew bored and walked through the cave, following Lork’s path. He was staring down at the straw that made up one of the beds, wishing it would do something, and kicked out at is. He heard a clang of metal and pulled out two swords. Strong and true iron, they were far from ornate, but would serve their purpose well. At the base of each blade were the letters SB in a circle.
Xaver noticed faint bruising on those individuals with multiple wounds, both around some of the wounds as well as in other spots around their torso’s. Turning the bandits over, many of them had small cuts on their heads or backs, but nothing deep, and there was not clear pattern as to who had these marks. Xaver tried to replicate what could have happened to all of these men by imagining situations in which he was attacked and how he would block. He reasoned his way both to a number of a useful blocks with his sword and the fact that these men did relatively little to defend themselves, and were killed quite suddenly. +1 Swordsman
Orcus wandered through the swamp, looking for more vegetation to punish, when he heard a light giggling. The noise drifted from near to far and back again in a way that thoroughly disoriented him, but also drew him in. He followed the sound until he heard a cracking sound, and roots twining around each other burst from the ground, growing to nearly the height of a man. The earth atop them crubbled off slowly, revealing a block of stone which was secured by thin tendrils of root growing through it and around it. As he watched the roots broke off of whatever structure lay beneath the surface, and the massive hammer fell over onto the soft murk of the swamp. ((You’re going to have to name this thing, because I can’t describe it everytime you hit something. :P ))
Loyal to Rabble: 2 Guards, 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (9 Unconscious, 1 Dead, 3 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
~FDRP~
Cortis inquired after Dave and his workers. ”No, these men work for themselves. You showed us being in charge doesn’t mean dictating every man’s action. This village, it has nothing to give them for their work. But they are earning their own security, and so we have plenty of volunteers. You on the other hand. What you have done, for me and for the people of FDRP, cannot go unrequited. Take this bow as a gift. I used to be a hunter, but there’s little time for that now, nor game to hunt.”
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
All gifts have been given.
((Congrats, yeah. Also, I'm pretty sure Bomrek's player didn't post my action, and doesn't even have a hammer. Not that it matters much.))
Yeah, totally my bad. Was flipping back and forth between character sheets and the post, and my brain grabbed the wrong name.
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Very good. If you will let me, I think that organizing a night watch is a very good idea. After all, there is no point in building this wall if enemies will just sneak over it. Two men at a time should be plenty, and others can rotate to make sure everybody gets enough sleep. They don't have to be armed, they just have to raise the alarm if they see enemies approaching. Obviously, the guardsmen would have to be paid. Perhaps this can be the first vote of this town? Shall I ask the town members to come to a town meeting later tonight to discuss this issue?
If Dave allows it, ask the town to come to the meeting. if not, then check on the blacksmith's progress.
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"I shall call it...the Great Stone Hammer of Grogrog, lord of the swamp!
Pick up hammer.
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Awesome...
Explore the cave further, fists at the ready, whispering to myself: "Be the weapon..."
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Fortunately, a relatively easily replicated ritual has been identified. In the Tamap swamp there resides group who have spiritually devoted themselves to a pure life. Their mandates demand that they forgo meat, as well as a number of “lower” plants. This is problematic for their diet because the swamp offers up relatively little in the way of edible plants, and is poorly suited to cultivation. The Tamapian people found, at some point, a ritual which allows them to cultivate much more from the land. Flow is induced in participating individuals by drinking water laced with Lady’s Bell root, a swamp plant with red conical flowers and a distinctive, and poisonous, red/purple root. When boiled over the course of a day the root loses its color, and becomes edible. The liquid is then diluted until nearly clear. The participants, seven in number, form a circle and each sip from the liquid while chanting to direct their focus. It has been demonstrated the content of the chant is of little importance, and it seems to be a device to help bring the participants together. The effects of the drink will soon become apparent. Participants may experience spontaneous headaches, joint aches, nasal bleeding, planewalking to R'lyeh, death, drastic alteration of physical form with a lack of focus maintained , or visions from a forgotten god. Thoughts should not linger on any visions received. This is vitally important. Their purpose apparently does not involve plant growth. Even successful attempts often result in some discomfort.
((A quest hook! Successfully getting the roots from some distant place and some desperate people willing to learn unsafe group-mind merging magics from a book with sections missing will get us non-starving peasantry. Yay!))
Go meet the messenger, dressed as I am. Tell him that the -former- baron started burning his own fields, and that the populace rather needs food before hungry peasants all kill each over while scrabbling over the last scraps of food. Ask if there's an excess elsewhere in the county that can be traded for.
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Fortunately, a relatively easily replicated ritual has been identified. In the Tamap swamp there resides group who have spiritually devoted themselves to a pure life. Their mandates demand that they forgo meat, as well as a number of “lower” plants. This is problematic for their diet because the swamp offers up relatively little in the way of edible plants, and is poorly suited to cultivation. The Tamapian people found, at some point, a ritual which allows them to cultivate much more from the land. Flow is induced in participating individuals by drinking water laced with Lady’s Bell root, a swamp plant with red conical flowers and a distinctive, and poisonous, red/purple root. When boiled over the course of a day the root loses its color, and becomes edible. The liquid is then diluted until nearly clear. The participants, seven in number, form a circle and each sip from the liquid while chanting to direct their focus. It has been demonstrated the content of the chant is of little importance, and it seems to be a device to help bring the participants together. The effects of the drink will soon become apparent. Participants may experience spontaneous headaches, joint aches, nasal bleeding, planewalking to R'lyeh, death, drastic alteration of physical form with a lack of focus maintained , or visions from a forgotten god. Thoughts should not linger on any visions received. This is vitally important. Their purpose apparently does not involve plant growth. Even successful attempts often result in some discomfort.
((A quest hook! Successfully getting the roots from some distant place and some desperate people willing to learn unsafe group-mind merging magics from a book with sections missing will get us non-starving peasantry. Yay!))
((Lol. Some of it surprisingly close. Though I bet if you had somebody else read the book they'd come to different conclusions. :P As to it being a quest hook, there are many of those floating around for those that care to look :) ))
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Continue on, in the cave, but be wary.
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Hmm. Perhaps the bandits were taken by beasts. It would explain the cuts, although not, perhaps, the straightness. Maybe the men with only one cut were sleeping when they were killed, whereas the ones with multiple cuts fought back. Check for signs as to whether the men died lying still, or died while fighting back against the attackers.
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Wonderful! New swords! Give my old Shoddy blades to two unarmed Jongonauts. Equip the scabbards and swords onto my body. Now, any torches around?
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Turn 38: Call to Arms
~Tradebridge Castle~
The man seemed affronted by Rabble’s appearance at first, but quickly regained his composure. He barely even blinked as the overthrow of the Baron was described.
”Sir Rabble, if that is the title you prefer, the situation is quite simple. This barony is obligated to provide either monetary tax, payment in kind of equal value, or military service. Neither of the first two is an option. Surely there are able bodied men here, if nothing else. Fortunately for you, those are at a premium elsewhere. A neighboring Count is preparing to attack, trying to take advantage of a number of rebellions, much like your own, which have been met with varied success. The troops would be expected in one month’s time, though I’ve been instructed to remain until it is clear preparations were sufficiently under way. So, who will be leading your men, and how will you outfit them?”
The military part of this game is going to spin off into its own thread, Soldiers of Erioth, so I can take care of things like slightly altered mechanics, a different time scale, as well as being able to keep better track of who has posted in each thread. Right now a minimum of three and a maximum of four players may migrate to that thread. If three are not interested, we will recruit from the waitlist/population at large.
Your character will be maintained entirely, no need for different sheets, and will be able to return to a Simple Life (relatively speaking) whenever they choose, though not without consequences appropriate to the desertion/retiring with dignity.
I encourage the players to either choose distinct roles in the military (quartermaster, medic, knight-commander, master of scouts, etc.), control separate squads, or both. Four people in charge of a single mass of units will be confusing because neither I nor your soldiers will be confident in the orders given.
Note: This will likely minimize, at least for a time, your ability to pursue goals of personal natures.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~Barkamsted~
Lork and Eliza went deeper, till the came upon a dark area devoid of torches. Fortunately Jongo brought with him a torch, after having handed off his weapons, and by its light they could see a small wooden barricade, beyond which the cave extended back into darkness. The walls looked to have been hewn by picks at some point in the distant past, but the barricade looked clean. Could have been the bandits were superstitious about the cave.
Xaver could find no other signs on the bandits bodies, but one of the bodies with a single cut and a head wound was near a bloody rock which protruded from the floor, suggesting they had fallen on the rock, perhaps after having been stabbed. None of the bedding was bloodied, so it was unlikely the group had been sleeping.
Orcus was inspired to call the hammer the Great Stone Hammer of Grogrog, for reasons beyond his, or anyone else’s, grasp. He picked it up and held it in both hands, giving it a few experimental swings. It was quite impressive, but he felt his lack of skill showing through. The hammer almost certainly had more to give.
Loyal to Rabble: 2 Guards, 17 men (armed), 1 man (unarmed, dead)
Mood: Triumphant
Bandits: 13 Bandits (9 Unconscious, 1 Dead, 3 Surrendered), 2 Bandits (Armored) (1 Surrendered, 1 Unconscious)
~FDRP~
Cortis’ attempts to convince Dave to authorize a night watch were far from successful. His arguments had mostly just convinced Dave that the wall needed to be built sooner, and if men joined the watch they would likely be unable to help with the wall. But in the process Cortis gained a better understanding of basic persuasion: you’re argument had to suggest your plan was uniquely the best. +1 Persuasion
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Please read the spoiler which says its important. Feel free to ask questions.
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"Whatya think, guys? Should we go on? Or head back. We got some nice stuff, and there may be supplies we can take. But, then again, there may be some cool stuff. Or fun stuff..."
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I meant after the wall was completed. I agree that it is unnecessary while work is being done.
Head into the woods and find some sturdy, straight sticks to use as new shafts for my arrows
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"How many men will be needed? I'm sure we will be able to rally men willing to seek their fortunes in war. The former baron only had a small selection of swords stored, so if we need more than that, then spears and pikes will have to do. I am sure my friends will be fine leaders, but I will stay here to try to improve the situation.
I will send out messengers, but it will take some time for the men to gather. While you're here .. I am looking to learn magic. Do you know anything that might help?"
Send out messengers to the village for men who would prefer to help the county as warriors while food is limited here, and to see if the blacksmith will use bandit-weapon-iron for spears and pikes.
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Go deeper, find the others.
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Carefully check beyond the barricade.
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Hop over the barricade and kill the first thing that moves with my bare hands.
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Turn 39: Call to Arms (Cont.)
~Tradebridge Castle~
Rabble immediately sent out messengers to seek recruits and to instruct the blacksmith to begin preparations, while he continued to speak the newcomer, who was urgent about the need for men, though less so for weapons.
”20 to 30 men should be enough to appease the Count. But I warn you, this is not a battle for honor or some such nonsense. This neighboring count, he has gone mad. Villages slaughtered. You would do best to provide as many men as possible. We have no arms remaining, whatever you can provide will have to do.”
He was less receptive towards the topic of magic, however. ”Magic. Pah. And I had hoped you might have some sense. At court there’s always talk about the superstitions of peasants, but I had presumed it was exaggeration. You want help learning magic? Maybe you should dance in the forests with fairies! Or ask the goblins that haunt the mines! Oh, no wait, demons! That’s how you guys learn magic, right? Throw a bunch of syllables together and hope some red-skinned beast comes to show you the true nature of the world? Moluzoidohn Xeroebla Aeliaxohn!... No? Nothing. Huh. What a surprise. Now, I am obligated to stay here until preparations are well under way, so I’ll need to see more than men running off with a message. I want to see some training. In the meantime, could you please provide me with a place to stay? Far from wherever you perform your ritual sacrifices, if you would.”
The military part of this game is going to spin off into its own thread, Soldiers of Erioth, so I can take care of things like slightly altered mechanics, a different time scale, as well as being able to keep better track of who has posted in each thread. Right now a minimum of three and a maximum of four players may migrate to that thread. If three are not interested, we will recruit from the waitlist/population at large.
Your character will be maintained entirely, no need for different sheets, and will be able to return to a Simple Life (relatively speaking) whenever they choose, though not without consequences appropriate to the desertion/retiring with dignity.
I encourage the players to either choose distinct roles in the military (quartermaster, medic, knight-commander, master of scouts, etc.), control separate squads, or both. Four people in charge of a single mass of units will be confusing because neither I nor your soldiers will be confident in the orders given.
Note: This will likely minimize, at least for a time, your ability to pursue goals of personal natures.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~Barkamsted~
Lork vaulted over the wooden structure and continued inwards. He wound down into the tunnel, searching for anything to fight. The walls began to contain ores with blue and red lusters, but though they glowed they also seemed to suck in some of the light. He was marveling at these ores when out of the corner of his eye he saw a stooped figure dash by. [1d6+2=5] vs [1d5+1=2] Lork swung a foot high behind him, predicting the path of the creature, and caught it squarely in the gut. It was thrown against the opposite wall of the cave, and looked up at him with fearful eyes before it pulled itself against the wall and disappeared into it, a shimmer spreading quickly through the ore. Eliza and Xaver caught up to see Lork staring in disbelief at the wall, still dropped into a crouch and ready for combat.
Jongo was near the entrance to the cave when a messenger arrived from Rabble, asking for recruits for a war being fought by the count. Jongo’s men seemed excited about the prospect, and the messenger sounded hopeful that the others who had arranged the rebellion would be willing to consider the offer as well, though didn’t like the idea of walking into the cave to deliver the message. Orcus was given a similar message, once he was tracked down.
~FDRP~
Cortis found himself a few straight and true sticks, which would make great arrowshafts. As he returned he heard Rabble’s messenger recruiting for the war. Dave stood to the side, looking vaguely annoyed, but remained silent while the message was delivered.
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Sorry for the spotty posting, will be more regular now.
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I think that I am going to join the military as the master of scouts.
Dave, I'll join the force so you can keep your men here working. Wish me luck.
Go to the blacksmith and pick up the arrowheads.
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Show the messenger to the baron's room, then find somewhere quiet and practice meditation.
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I think that I am going to join the military as the master of scouts.
Dave, I'll join the force so you can keep your men here working. Wish me luck.
Go to the blacksmith and pick up the arrowheads.
((Awesome, I'm happy to have some interest in the other gameplay mode!))
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"Well, lads. We are needed in battle. It's where we belong. So let's raise our violet lions for WAR!! JONGONAUTS HO!!"
We shall defeat this count!
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"Well, lads. We are needed in battle. It's where we belong. So let's raise our violet lions for WAR!! JONGONAUTS HO!!"
((Just to clarify, are you guys interested in that flag representing the entire region, which would involving renaming the barony? I've posted a poll.))
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Continue forward.
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"What happened, Lork?"
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I think that FDRP is curently one village, but it may expand to include the entire barony at some point.
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Waitlist time!
Name: Zane Marne
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
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"What happened, Lork?"
"Something was here... and it just melted into the wall! I... I dont understand it..."
Continue into the cave, and proceed to pin down and trap anything like that again.
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Depending on the result of the poll, you may have to rename this thread: "Simple Folk of THE FREEDOM DEMOCRATIC REPUBLIC OF PEOPLE!!!! Stage II: Steaking Claims: Turn 40
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Depending on the result of the poll, you may have to rename this thread: "Simple Folk of THE FREEDOM DEMOCRATIC REPUBLIC OF PEOPLE!!!! Stage II: Steaking Claims: Turn 40
((Erioth is the name of the world. Your puny little barony is les important than you seem to imagine. And potentially much more important. :-) Although the poll may determine the title of stage IV, which could be the first stage not to be an incredibly overstretched pun.))
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Oh. I think I know what stage 4 will be then.
WORLD DOMINATION!!
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I want my character to eventually turn into a Rangers Apprentice guy.
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((I'm going to eventually set up an army of martial artists, complete with the skills to catch arrows...))
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Are you going to join the army? Once your character finds out about it?
UA, is there any chance you could make a map of the region with borders of the counties and baronys?
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((I dont think so. I'm just going to go solo))
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Turn 40: Call to Arms (Cont.)
~Tradebridge Castle~
Rabble showed the messenger to his own quarters before wandering off into the nearby oak savanna, a place which would guarantee him quiet. He of course left instructions with the scullery maid to fetch him if something truly pressing occurred. Nestled under a strong oak which dominated the grasses around him, Rabble had hoped meditation would come quickly, but it proved elusive. The harder he tried to calm his mind the further from calm it seemed to be. The very thought that he ought to be calm began racing through his mind like a madman, consuming his thoughts, and time slipped excruciatingly slowly through his fingers with no meditative trances to show for it.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~Barkamsted~
Lork, Eliza, and Xaver marched further, but despite catching sight of shapes flitting in and out of existence on their peripheries they couldn’t spot another of the.. well whatever it was that Lork had attacked. Soon their torch began to sputter and die down, and just as their visibility was being reduced to the point where the search would be futile a messenger arrived, bearing a fresh torch. He told them of the coming war, and Rabble’s call to arms. He offered to leave them the new torch, since the way out was not too treacherous, but hoped they would come with him.
Jongo gathered his men quickly, and they were eager indeed. The prospect of war for a just cause, the defense of their new land, made their spirits soar. He marched them back to the castle to see if anyone else was mustering.
~FDRP~
Dave was pleased by Cortis’ plans. Anything which could keep the majority of the men there. And the messenger seemed pleased to be bringing back any news of success. On the way Cortis picked up ten arrowheads from the blacksmith. Not pristine work, but they would do better than blunt sticks or rocks.
Loyalty: Mayor David (NPC)
Food Stores: Nonexistent (decentralized)
Assets: Blacksmith, Timber
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
I want my character to eventually turn into a Rangers Apprentice guy.
Could I get some details on what this means? Just curiosity.
UA, is there any chance you could make a map of the region with borders of the counties and baronys?
There will (hopefully) be maps once the soldiers are sent off. Otherwise you can search for your own maps. They actually weren't all that common to have laying around.
Waitlist time!
Name: Zane Marne
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
Awesome, I'll put you on the list.
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"I have unfinished business with this cave. Give me your torch, I shall have need of it. Unfortunatly, I will not be able to become a soldier."
Onward ho!
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"I think I will join our glorious army, and lead my own squad of glorious heroes!"
Go with the messenger, and find if the peasants I led into battle are willing to join me.
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Meditate *harder!*
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I want my character to eventually turn into a Rangers Apprentice guy.
Could I get some details on what this means? Just curiosity.
It is from a series of books called the Ranger's Apprentice by John Flannagan.
The Rangers were masters at bows, tactics, and stealth among other things. They were the kings advisers and general peace-keepers in the country.
Tie the arrowheads to the sticks I found earlier.
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Go further into the cave.
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Is the branch-off thread going up soon? I'd like to see the different mechanics involved.
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Turn 41: Call to Arms (Cont.)
~Tradebridge Castle~
Rabble kept getting himself more and more worked up over the fact that he couldn’t calm himself down. Spiraling out of control, he gave up. And while giving up didn’t get him to a meditative state, he felt a lot of his anxiety dissipate as he did so. It seemed a part of meditation was letting go of thoughts, even thoughts about needing to let go. +1 Meditation
Jongo arrived with ten men in tow, and was joined by Cortis, who had broken two of his sticks but gained a better understanding of fletching, and Xaver, who had convinced all four of his previous followers to join him. The set were short on men, having only seventeen able bodied men when the Count expected twenty or more, but soon they would be able to set off. +1 Fletching (Cortis)
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A cave near Barkamsted~
Lork and Eliza journeyed deeper, guided by the light of the fresh torch. [1d5+3=5] vs [1d5+1=5] Eliza was the first to spot another one of the things, but she couldn’t get her hands on it. [1d6+2=8] vs [1d5+1=3] Fortunately Lork’s reflexed kicked in, and so did his foot. This time he caught the thing on the head and it was down for the count. Whatever it was. It had grey green skin that peeked intermittently through rags which were weathered well beyond repair. It’s eyes were long and narrow, pale grey bordering on white. If it had stood up fully it might have been four feet in height, but as it was it stood at a mere three. Or rather laid; it was still breathing but it wasn’t moving.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Is the branch-off thread going up soon? I'd like to see the different mechanics involved.
I’ll put up the thread tomorrow morning sometime so you can look at mechanics and comment on them, and the three who are signing up for the army will be moved over as soon as there are enough soldiers.
-
((Use honor, get big army, save county from rebels.))
Using my magic book, try to figure out inspirational magic now that I know a bit about meditation.
-
Try again (why did I lose 5 arrowheads?)
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Finish the creature off.
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"No, dont kill him yet! We can question him. Help me restrain him, and carry it back up."
Restrain and carry the thing out of the light.
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Begin training my men in swordcraft. Assuming they have swords.
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((Hey hey, that thing in the cave is a goblin! You can learn magic from it. The skeptical messenger said so.))
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((Yeah, I figured it was a goblin. Thats why I want it alive!))
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Is the branch-off thread going up soon? I'd like to see the different mechanics involved.
((The thread is up over here (http://www.bay12forums.com/smf/index.php?topic=149974.0). Let me know what you think of the mechanics. It'll stay locked until we get the army ready, which will hopefully be soon. I'm also not sure if Nidilap has been seeing what's going on or not.))
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Is the branch-off thread going up soon? I'd like to see the different mechanics involved.
((The thread is up over here (http://www.bay12forums.com/smf/index.php?topic=149816.0). Let me know what you think of the mechanics. It'll stay locked until we get the army ready, which will hopefully be soon. I'm also not sure if Nidilap has been seeing what's going on or not.))
noice.
-
Turn 42: Call to Arms (Cont.)
~Tradebridge Castle~
From what Rabble could gather from the book there were two schools of thought on inspirational magic. The first, the Gnostic scholars, suggest that Flow is a state of mind which theoretically enables an infinite number of possibilities, and that the key to magic is simply keeping a focused mind and believing that what is being willed is both possible and ‘immediately real.’ They posit that the problem is forcing ourselves to accept the ‘immediate reality’ of the magic being performed, such that the caster isn’t actually manipulating anything but rather realizes what already is. The Ritualist scholars argue that, while Flow has commonalities across magics and is present in all inspirational magic, it does not enable arbitrary effects. Rather, there are still precise rituals which must be followed for the desired effect. In this sense, Flow is simply one among many aspects of inspirational magic, which contains practices which are only loosely unified. Rabble took this to mean there was little consensus on whether or not meditating would be enough for him to change the world around him, or if he would need to find specific spells.
Cortis still struggled to get the arrowheads onto his shafts, but thankfully didn’t break any this time. Xaver got the men doing drills, paired off against each other practices high and low guards and strikes. The sound of metal ringing to Xaver’s cadence filled the marketplace, but while the men fell into their practice quite readily Xaver was still unsure of their combat readiness. They looked better at least, though that was a low bar to reach for.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A cave near Barkamsted~
Eliza stepped forward to kill whatever it was that they had found, but Lork stepped between them and picked the thing up. Unsure of what means it might have of escaping, he tied both is hands and feet using some of the rags it wore. He lifted it gently and carried it up and out of the mine, back to the room where the dead men lay, with Eliza following at a slight distance, still not sure it was worth trusting the thing.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Nirur, let me know if you want me to type that section of the book now. I have it all planned out, but I didn’t have time to throw it into a document. I think I gave you all of the relevant pieces from it. The other information in that section relates to how the different schools of thought perceive other magic forms.
(why did I lose 5 arrowheads?)
I’m fairly positive you were only given 10. But if you can find the spot I made a mistake I’ll happily correct it. I have been known to be wrong on occasion.
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Spit on the arrowheads to get them to stick before tying them on.
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Continue training. Watch the men carefully to see what mistakes they're making.
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Nirur, let me know if you want me to type that section of the book now. I have it all planned out, but I didn’t have time to throw it into a document. I think I gave you all of the relevant pieces from it. The other information in that section relates to how the different schools of thought perceive other magic forms.
((The summery was enough.))
See if the book has any easy to cast inspirational spells.
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Search it, then tie it to a chair and then slap it to wake it up. If it speaks common, then interrogate it about what is down in the cave, and what killed the people.
-
Help with the interrogation.
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Just wanted to make sure everything is okay, Urist. Are you doing something for Easter?
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Turn 43: Call to Arms (Cont.)
~Tradebridge Castle~
Rabble couldn’t find any other complete description of spells, but he did find a passage suggestive of one he could manage.
Autoillusion spells are generally considered the easiest both maintain and disrupt. These spells show the caster, and only the caster, something other than the reality before their eyes, and ears. This can be done for personal reasons, to see a lost love, or even just make a friend’s cooking bearable, or for more practical reasons. Among the practical autoillusions, producing light is among the simplest and most common used. It requires little to no preparation and minimal sustained concentration. Autoillusions such as scrying, which shows the caster a distant reality, are much more challenging. Autoillusions can also be extended to those near the caster in many cases, though the resulting spell is always more difficult.
The book went on to describe how different illusions could interact with each other, a problem that didn’t not seem immediately relevant to Rabble.
Cortis finally got his arrows put together, yielding 8 arrows which would be far more effective than the crude sticks he had previously been using. Xaver continued pushing his men harder. He walked through the ranks and corrected his men where he could. He was working with one pair when, as he walked up to correct the stance of the defending one, the other continued the cadence and struck prematurely. The cut was shallow and would heal quickly, but the men didn’t seem keen on continuing to work with such a real potential for injury. +1 Teacher
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A cave near Barkamsted~
Eliza and Lork could find nothing on the thing’s body, except the rags it wore. Eliza took a chair from one of the rooms nearby meant for sleeping and Lork tied it down before shocking it awake with a slap. It made a kind of shrieking sound and whipped its head around, looking for escape. Lork started shouting at it in common, and it seemed to perk up. It made a variety of different sounds before finally settling into what sounded like common. It had a strange accent, and it faltered over many words, but it seemed to know common passably well.
”The cave is us, goblins you call us… pretty shining veins, meant for us. We wouldn’t kill, not enough metal. Men kill men, neither much metal. Ack, bad metal. Used metal.” The goblin shot Lork an accusatory look. ”You have no metal. What kind of men has no metal?”
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Just wanted to make sure everything is okay, Urist. Are you doing something for Easter?
Yeah, Family devoured Time.
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Forget the battlefield, guys. We are gonna stay, cuz FDRP NEEDS AN ELITE SQUAD
((I feel like I should explain myself. I was expecting Soldiers to be like Simple folk exactly, just in a seperate setting. Like Jon Snow in GoT for example, same world, whole nother ballpark. If I wanted to play Warhammer, I'd not be on this thread. Sorry for wasting your time, Urist.))
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Find something soft to use as a target (a pile of hay or something) and practice my accuracy. (This is a skill-increasing action)
-
Try to cast an autoillusory light spell. Meditate and convince myself that my hand is creating green light.
-
Continue the interrogation.
-
Forget the battlefield, guys. We are gonna stay, cuz FDRP NEEDS AN ELITE SQUAD
((I feel like I should explain myself. I was expecting Soldiers to be like Simple folk exactly, just in a seperate setting. Like Jon Snow in GoT for example, same world, whole nother ballpark. If I wanted to play Warhammer, I'd not be on this thread. Sorry for wasting your time, Urist.))
((That makes sense, but combat here isn't really built for large groups. Would you rather the other thread reduced focus on the map, but kept some of that combat style?))
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Forget the battlefield, guys. We are gonna stay, cuz FDRP NEEDS AN ELITE SQUAD
((I feel like I should explain myself. I was expecting Soldiers to be like Simple folk exactly, just in a seperate setting. Like Jon Snow in GoT for example, same world, whole nother ballpark. If I wanted to play Warhammer, I'd not be on this thread. Sorry for wasting your time, Urist.))
((That makes sense, but combat here isn't really built for large groups. Would you rather the other thread reduced focus on the map, but kept some of that combat style?))
The point isn't really combat pushing me away; My guys are essentially bots, and interactions between players, Roleplay, doesn't seem to be on the top priority of Soldiers as Simple Folk does. This just suits my type of fun more.
I kinda imagined my guy was kinda like the mountain and his men. Not physically or by characteristics, just by how the group is an extension of him. If that isn't okay, I guess I'd have to join Soldiers. If that is the case, I'd like to see Roleplay be introduced too.
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The point isn't really combat pushing me away; My guys are essentially bots, and interactions between players, Roleplay, doesn't seem to be on the top priority of Soldiers as Simple Folk does. This just suits my type of fun more.
I kinda imagined my guy was kinda like the mountain and his men. Not physically or by characteristics, just by how the group is an extension of him. If that isn't okay, I guess I'd have to join Soldiers. If that is the case, I'd like to see Roleplay be introduced too.
((Ah. There will be plenty of roleplay, though more with NPCs and less with player characters by sheer force of there being less players, at least initially. The real point of the different thread is to let me treat combat and movement on a different scale. The map is a part of that scale, not a statement of all of the types of play which will take place.
To lay out for you my plans for the thread, you will start by addressing the threat to the county, which will involve several skirmishes with brief rest periods. After that, depending on your success, you may be offered opportunities by people at different political levels. You could hire your band out as mercenaries, take up a crusade which will become available, retire your men, or become a standing army which is garrisoned at a strategic point. How these activities pan out will depend as much on how you treat NPCs and other players outside of combat as inside of it.
tl;dr It will be this thread, just with combat unfolding between groups instead of individuals.))
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"A man who doesnt need weapons. Anyway, who was their leader? Did he have anything on him that would make him recognizable?"
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"A man who doesnt need weapons. Anyway, who was their leader? Did he have anything on him that would make him recognizable?"
The goblin seemed to consider this for a moment. "No weapons, peace. But no metal? No... value? You call, money? Cannot trade for metal?" The goblin shook its head vigorously as if to throw away the idea of a man without metal.
"Man in charge, he no different. Shake hands, and all dead. But no different. Then leave cave with metal sticks."
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Let the men rest. Head back to the village, and try to recruit more men.
-
Let the men rest. What are we even supposed to do?
If you don't know what else to do, recruit more people for the army.
-
"Could you point him out to me if you saw him again?"
((Preparing to name him Smeagol...))
-
Let the men rest. What are we even supposed to do?
If you don't know what else to do, recruit more people for the army.
((Yeah, we just need to see if Nidilap is willing to switch, and then we need a few more recruits.))
"Could you point him out to me if you saw him again?"
((Preparing to name him Smeagol...))
The goblin looked confused. "He was no different than any other man. What would be different?"
((Give him a break, it's been a long time since he's spoken common. :-P And yeah, he's obsessed with metal, but it should be pretty apparent why.))
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Let the men rest. What are we even supposed to do?
If you don't know what else to do, recruit more people for the army.
((Yeah, we just need to see if Nidilap is willing to switch, and then we need a few more recruits.))
"Could you point him out to me if you saw him again?"
((Preparing to name him Smeagol...))
The goblin looked confused. "He was no different than any other man. What would be different?"
((Give him a break, it's been a long time since he's spoken common. :-P And yeah, he's obsessed with metal, but it should be pretty apparent why.))
I'll do it. I'll try it out, play a campaign, and we'll take it from there.
-
"Hmm. Well then, you aint that useful. What can you tell me about these men?"
-
Turn 44: Seeing the men Off
~Tradebridge Castle~
Rabble entered a meditative trance before focusing on a green light emanating from his hand. It was hard work, and he could frequently feel himself slipping, his thoughts drifting to other places. The most common place consisted of asking himself if it made any sense to expect a green light to appear just because he willed it, but he silenced those thoughts as they arose. He finally caught a flicker of green light, his hand glowing softly, but just as quickly as it appeared it disappeared, his reverie having been interrupted by his own excitement at having been successful. He looked up to see the men marching north to join the fight to stave off the neighboring count.
Another six men joined up, having been recruited by Rabble’s messengers, and divided themselves evenly between Jongo and Xaver. With Cortis in tow, looking disappointed at his wild attempts to hit a target, and the messenger leading the way, the warband set off to the north. (http://www.bay12forums.com/smf/index.php?topic=149974.0)
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A cave near Barkamsted~
Lork and Eliza continued their interrogation of the goblin, who appeared to be getting anxious about his captivity.
”They had metal sticks and none else! This is all! Why do you hold me here if the men you want?”
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
New thread is active! Yay!
-
Practice some more
Do I still post actions here?
-
"Ok, how about you tell me about this cave. How many of you are down there?"
-
"Are the others hostile?"
-
Practice some more
Do I still post actions here?
((You're over in the new thread, talking to the messenger and walking to meet up with the Count's army.))
"Ok, how about you tell me about this cave. How many of you are down there?"
"Are the others hostile?"
"There... are few. Fewer than once, but we are. We don't mean to hurt, but there is little metal left, and it is poor. Drained. We are hungry. Shouldn't we be able to take some?"
-
Continue my light spell practice.
-
"I dont think this goblin can help us much. What do you think Eliza?"
-
"I dont think this goblin can help us much. What do you think Eliza?"
"I think so too. Should we just release him then?"
-
"I dont think this goblin can help us much. What do you think Eliza?"
"I think so too. Should we just release him then?"
"Might as well..."
Cut the goblin free, then exit the cave. Search for tracks outside the cave.
-
Turn 45: Tracks
~Tradebridge Castle~
Rabble brought back his light, this time with a little more ease. He was happy to see that it was not merely contained to the point it emanated from, but actually lit nearby objects with an eerie green glow. Disappointingly, he had to sit and concentrate hard on the light, so whenever he looked away from it to see the world by its glow it would wink out of existence.
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A cave near Barkamsted~
Lork and Eliza released the goblin, which looked at them with suspicion and curiosity before dashing back into the cave. As they walked outside, Lork noticed that there were tracks both to the east, into the mountains, and west down into the village. The tracks from the mountains were light, and all seemed to be coming towards the cave, while the tracks towards the town formed a path which was heavily traversed both ways. Lork couldn’t identify the freshness of any of the tracks he saw.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Next turn I’ll be bringing in waitlisters, in a fashion. I’m hoping to fill the game out with some more characters.
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Follow the eastern track.
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((Soon I shall have the magical ability to see in the dark! Then I'll eventually pick up illusion-hostile and have a FoF flash-bang spell. I'll then be able to show that messenger what laughed at me what's-what.))
Once again! I will learn this light spell. And then I can go find some way to raise money for the barony.
-
Follow the tracks into the mountains! Be on alert, watching for anything out of the ordinary.
-
Turn 46: Tracks (Cont)
~Tradebridge Castle~
Rabble regained his focus once more, steadying the light. Carefully, he looked away from his glowing hand and towards his surroundings. He found he actually could look away, and even examine other things, but he had to convince himself that he didn’t care, in a strange way. Like he was casting careless glances, eyes wandering randomly, even as he gave them subtle direction. He made himself feel like all he was doing was meditating on the light in his hand, even as he allowed his body to take him close to a nearby wall so he could watch the flickering light dance along its cracks and imperfections. Had anybody been present they would have seen Rabble calmly walking along the wall, his right hand raised and curved towards him oddly and his eyes seeming to drift aimlessly; a sight which no doubt would have made any peasant think he was mad or possessed. But to Rabble, he was finally free to walk amongst a world bathed in green light. +1 Petty Magic, Light (Autoillusory)
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A Mountain Path to the East of Barkamsted~
Lork and Eliza walked into the mountain, and the way was peaceful. It appeared they’d found a trail, and it managed to avoid the cold heights, and there were even a few trees to slow the wind. But as they walked it’s path the sun advanced on its own, and before long they were losing the light necessary to follow the trail. There were trees nearby they could find shelter under, or they could likely find a cave, but if they continued on they’d be doing so without the ability to reliably follow the tracks.
~In the Mountains in the South-West of Brisland~
Bomrek McCheesemaker, Averus Darkcast, Zane Marne, Jase, and Kurn found themselves at the base of a mountain trail. They had been chased off for refusing to join their mad count’s army. The fool had only just taken over office from the old count, and he was already trying to muster an army to invade. The exiles had nothing but the clothes on their backs, but they would need to escape the county soon if they wanted to keep their lives. To make matters worse, night was falling.
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
Sorry guys, my chemistry went all pear-shaped. Every day I told myself that I’d solve the reaction and isolation conditions and I’d be able to move on, but it wasn’t until today that I did. Luckily, I made my deadline, so no more of that nonsense.
Not all of the newly introduced characters will survive.
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Find a cave to camp in for the night.....
While sleeping, practice the skill of Lucid Dreaming, using Lucid Dreaming.
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Help Lork find a cave, and try practicing Prophetic Dreaming.
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Could we safely follow the trail out of the country during the night? If so, move onwards, checking both ahead and behind for trouble.
If we wouldn't be able to follow the trail safely, we need to find somewhere to hide. Involve my fellow refugees to find safe, covert shelter. Don't split up, though.
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I hope it isn't too late to get on the waitlist for this.
Name: Jase
HP: 2/2 [-2]
Skills&Stats:
Attacks at 1d4
Blocks 0
Inventory:
Peasant clothes
No money
Valor: 0
Honor: 0
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Hey Beirus, you want to swap characters. I just got off the waitlist and but I went on a long time ago, My opinion has changed and I had lost interest in that time. Sorry.
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Hey Beirus, you want to swap characters. I just got off the waitlist and but I went on a long time ago, My opinion has changed and I had lost interest in that time. Sorry.
((If you're no longer interested, and if Beirus is interested in doing so, I can swap his character in.))
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Sure, I can do that.
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((A spell! A spell! I know a spell; all bow down before my greatness.))
Return to the castle. Hold a meeting to discuss possible ways to gain economic productivity from the castle. Logging? Fishing? Beekeeping? Guard training for the surrounding villages? Horse husbandry? Holding another market day?
Edit: During my walk back to the castle, spend 4 valor to figure out a light spell that others can see.
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Sure, I can do that.
((You have been retconned in, so you can go ahead an post actions.))
((A spell! A spell! I know a spell; all bow down before my greatness.))
((Indeed! You now have a 2/5 chance of making yourself believe there's a green light emanating from your hand!))
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((A spell! A spell! I know a spell; all bow down before my greatness.))
((Indeed! You now have a 2/5 chance of making yourself believe there's a green light emanating from your hand!))
((Hey, sometimes a self-only light cantrip has more utility than a "HERE I AM!" light cantrip.
How much valor would it cost to upgrade straight to being able to cast the "Others can see this light" variant? I'm a bit too shy to stand in the dark in front of the baron for several turns until he realizes that my hand is a torch and he can see me.))
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Move along the trail looking for threats and places to hide near the road, or anything interesting lying around. If we can't get too far, help the others find a hidden place to hide for the night.
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((A spell! A spell! I know a spell; all bow down before my greatness.))
((Indeed! You now have a 2/5 chance of making yourself believe there's a green light emanating from your hand!))
((Hey, sometimes a self-only light cantrip has more utility than a "HERE I AM!" light cantrip.
How much valor would it cost to upgrade straight to being able to cast the "Others can see this light" variant? I'm a bit too shy to stand in the dark in front of the baron for several turns until he realizes that my hand is a torch and he can see me.))
((I'll give it to you for 4.))
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(How cold does it get overnight? Ignore the firemaking action if night-time temperatures are comfortably warm, but still try to gather a few sturdy, durable sticks.)
Collect any easily carriable wood I can see from the path. Bundle it up in my shirt it it helps carry more. Try to gather twigs as well as sticks. Once the group has found a site to camp in overnight, search the area around it for more wood and bring it to the campsite.
Once I've gathered all the wood I can find, if any, separate the straighter, sturdier junks and twigs from the rest and attempt to light a fire with the others. Start with twigs and bark rinds, they burn easier.
If I don't find enough wood for an overnight fire, try to knap a large-ish rock into something resembling a stone "knife".
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Stage III: Improving the Barreny; Turn 47: Seeking Council
This marks the beginning of Stage III: Improving the Barreny, in which our heroic peasants try to turn the barony into something other than a lost collection of starving peasants with minimal skills and resources.
~Tradebridge Castle~
Rabble walked back to the castle, giving off green light from his hand. He was concentrating on making others see it, and was unsure if it was working until a flash of his light scared away some birds nesting in the tall grass nearby. It was the best evidence he could get without demonstrating it in front of people, so it would have to do for now. When he arrived he gathered those remaining in the castle to discuss the pressing matter of not having anything of economic value, and their various ideas to change that. The report of the state of the castle was thus:
The castle has survived off of taxes from the barony, and has made no money off of it but rather has just barely found enough to eat. There are hives rich in honey in some of the trees in the oak savanna around the castle, but that is the sum total of the resources immediately available. The grassy rolling hills could be farmed or turned into a forest which could be used for lumber, though either project would take substantial cultivation. It could be used to graze animals, should any become available, and in fact wool was a product of fair demand. The river could yield enough fish to feed the castle, but economic gain was unlikely. It was unclear what another market day could do for the castle, because it wasn’t clear what would draw anyone to their market.
All of this was related to Rabble by the young scullery maid, who looked vaguely embarrassed for having known anything at all about the state of the castle, and was corroborated by the guardsmen present. Light (Autoillusory) --> Light (Illusory), -4 Valor
Loyalty: Rabble Rall (Content)
Occupants: 3 Castle Staff, 1 Mason, 4 Guards, 5 Guard Recruits, 1 Initiate, 5 Men, 10 Women and Children
Hostages/Prisoners: The Baron, 1 Guard
Food Stores: 16 Barrels of Beer, 4 Sacks of Coarse Grain, 8 Sacks of Coarse Flour, Three Quarters a Crate of Hardtack (Ration length: Unknown)
Assets: Marketplace, Armory, Guard Barracks, Small Temple
~A Mountain Path to the East of Barkamsted~
Lork walked off looking for a cave, with Eliza close behind, but was quickly losing the ability to spot anything that wasn’t immediately in front of him. He was to the point of nearly running into trees when Eliza spotted a large tree that was partially torn up, it’s dense weave of roots offering a roof under which two could sleep. She rolled a large rock under it, vaguely worried about it tipping back, but it had that look of a tree which had been in that position for a long time, and was unlikely to move anytime soon. Lork found himself in control of his dream, but he couldn’t push his abilities much farther than before. He could control his body, and influence his surroundings to a great degree, but wasn’t able to bring about radical changes. Eliza, on the other hand, had a dream which entirely recapped the previous day’s events. She awoke hoping it wasn’t prophetic, because if so it would be an uninteresting day.
~In the Mountains in the South-West of Brisland~
Zane, Jase, and Kurn pushed ahead in the waning light, and the others followed passively, still in shock over their condition. They were able to make some distance into the mountain before it became dangerous to continue forwards; the trail held mundane dangers of steep drops and loose rocks which could catch a traveler unaware in dim light, and Zane lost confidence that he would be able spot any of the more exotic threats which might lie in wait. He did, however, find a small outcropping. Not a cave quite; it was hardly a man’s height deep. But it would keep them out of the elements for the night and it was empty. Meanwhile Jase found, worryingly close, scratches in the bark of the trees, longer than his hand and deep into the bark. Kurn found for the group two sticks which were sizable and solid, and a collection of tinder which consisted of twigs and dry bits from larger rotting logs. The problem lay in lighting the fire, which proved elusive. The group had shelter, of a sort, but lacked the comfort of a fire. +1 Scavenging (Kurn)
Character Sheets (http://www.bay12forums.com/smf/index.php?topic=148473.msg6101956#msg6101956)
I’m not sure I like my system for non-combat rolls. I don’t know that rolling a d4 is really that good for every action, since there’s a limited possibility of succeeding at anything unless your character has devoted all of their time so far to developing that skill. What do you think?
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Feel out the weather and try to see if it will get dangerously cold. If so, see to making a fire. Maybe try friction, or sparking stones into the tinder.
((As for the noncombat rolls, I dunno. I know that rolling a d4 probably has about the same pass/fail rate as a d6. If you want to keep it d4 based, I'm not totally sure, but you could always go with a gradient of success along the same general idea as a d6. For example, one would be a true fail, with some loss (energy, resources, etc.), two would just be a failure to do anything productive, three would be a partial success, where progress has been made, and four is a simple success. Perhaps some number of threes could add up to make a success, like two or three, probably depending on the action.
Mind you, this would only really be for partially skilled. Without any skill, I would maybe reduce the three to a "minimum progress" roll, but keep the rest. If you want to keep it realisticish, that is. Otherwise, the prior scale might work. Keep in mind I don't know what your system is.))
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Is your current d4 setup with 1-2=fail and 3-4=sucess?
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((You could up it to 1d6 for most rolls most of the time - Assume we either ask an NPC for advice, or can take extra time to make a fire or unskilled-scavange. If it's time critical or a more difficult task (Making a fire while freezing, learning magic from a partially destroyed book), then we take the bigger penalty for being unskilled.))
Look for information on bee-keeping and artificial hives.
Send out messengers to the villages. I'm looking for beekeepers, or any who are interested in learning the trade.
Send out 12 barrels of beer to the villages, to celebrate our independence. ((Also because I promised as part of the anti-bandit force.))
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((You could up it to 1d6 for most rolls most of the time - Assume we either ask an NPC for advice, or can take extra time to make a fire or unskilled-scavange. If it's time critical or a more difficult task (Making a fire while freezing, learning magic from a partially destroyed book), then we take the bigger penalty for being unskilled.))
((Thing is, upgrading to 1d6 and keeping a half/half split keeps the same success rate, it just allows for more gradient. Now, if you shift the success/failure distribution around, then that's a different story.))
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All noncombat skill rolls operate on a d6 scale (typical RTD rating), but you start off rolling 1d4. Rolling a 1 will give two 20% chances at skill gain, rolling your highest value will give one 20% chance
From the OP, it's not a half/half split.
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All noncombat skill rolls operate on a d6 scale (typical RTD rating), but you start off rolling 1d4. Rolling a 1 will give two 20% chances at skill gain, rolling your highest value will give one 20% chance
From the OP, it's not a half/half split.
((That's the sum of it. Our new recruits did a wonderful job of all rolling 4's, leading to what is at best a mild success of their overall goals.
Problem is, that was a 1/64 chance, and getting the best of 64 possibilities doesn't seem that it should result in meager shelter, some firewood, and the knowledge that trouble is afoot.))
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Start on the path again.
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(Did I get any firewood, or just tinder and those two clubs? Also, it isn't morning yet, right?)
Search the vicinity of our camp for fresh water and berries, nuts, and the like. Also keep an eye out for any firewood I might have missed in my quick combover.
Don't wander too far off, stay within sight/earshot.
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Practice martial arts to prepare for whatever thing could have made those claw marks.
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Start on the path again.
Follow.
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Sorry guys, I think this and the other Erioth game are both dead. I've lost a lot of motivation to run them recently.
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Noooo.
I understand, having done the same thing before (but without announcement). I wish you luck in your future GMing ventures and might just take interest in your future games!
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Please post in here the next time you mod a game.
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I've got an arena game I'm starting, Chroma Arcana (http://www.bay12forums.com/smf/index.php?topic=150427.0). It will be much more combat oriented, with a greater focus on the mechanics and balancing than on roleplaying.