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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: _DivideByZero_ on June 29, 2015, 03:45:31 pm

Title: Mistbusters - On the Shores of Time - Turn 3 (Page 3)
Post by: _DivideByZero_ on June 29, 2015, 03:45:31 pm
Roll to Pirate Antimatter didn't work out as expected. So I decided to experiment a bit. And yes, this means that the other RtD won't be starting.

(http://www.ckiiwiki.com/images/thumb/9/96/Medium.png/24px-Medium.png) The Setting (http://www.ckiiwiki.com/images/thumb/9/96/Medium.png/24px-Medium.png)

(http://img01.deviantart.net/4d0b/i/2012/344/6/e/triton_s_past_by_justv23-d5nncds.jpg) (http://justv23.deviantart.com/art/Triton-s-past-342051184)

Kashi is a frigid, shadowy world swaddled in ice. Its sole life-bearing regions can be found at the equatorial regions, where the bubbling rapids bring life-giving warmth to the people of the land. Here flows the River of Life, the home of mankind.
Overhead looms Heaven, a grand celestial sphere cloaked in azure clouds and brilliant blooms of light that dot the surface periodically. It is said that each flash is the birth of a celestial being, as they are born in the skies before they are found and nursed in the castles among the clouds.

Heaven is not humanity's place, however. Our world is a frigid husk, and our people live only in the shadow of Heaven. Here on the near side of our world, the River gives life to the surrounding rocky wastes and icy plains. Life grows feebly under the eternal mellow sun, but it is enough, for we who are few can survive and prosper. Despite the sun, the sky is always black as night, clothing the world in the shining fabric of the stars.
On the far side, where Heaven is no longer visible, lie the Farlands where horrors await in the eternal dark sky. Here plants do not survive and the land is frozen over. The creatures of the night twist the life of the River into something terrible, hideous, and macabre.

(http://www.ckiiwiki.com/images/thumb/b/bf/Important_character.png/24px-Important_character.png) The Agewalker (http://www.ckiiwiki.com/images/thumb/b/bf/Important_character.png/24px-Important_character.png)

It is nearing the end of the week in the small fishing village of Sanzou. As the sun crawls toward the horizon, the villagers realize that this is only the beginning as the fish follow the sun, and the catch will be great.

An old man has recently visited the town and started preaching a strange message. He speaks of a mist that will come and engulf the town in darkness when the sun sets, and claims that the only way to escape it is to retreat into the Farlands. He carries with him a golden spear that radiates with light whenever he swings it, and a golden harp that plays on its own. His message has been met with rejection so far by most of the village, but some are genuinely interested, if only because he carries such exotic equipment.
He calls himself the Agewalker, as one who has fled the mist through countless ages. You have heard this man speak and, though his tale is improbable, he speaks with some kind of desperate authority imploring you to consider it.

(http://www.ckiiwiki.com/images/thumb/9/96/Medium.png/24px-Medium.png) Mechanics (http://www.ckiiwiki.com/images/thumb/9/96/Medium.png/24px-Medium.png)

Mechanics are the usual, with a d6 for actions:
[1]: Bad overshoot (You fail, along with an unintended effect)
[2]: Failure
[3]: Slightly Success
[4]: Mostly Success
[5]: Success
[6]: Good Overshoot (You succeed, but have an unintended effect)

You may queue as many actions as you like, but I'll stop in the middle of them if further input is required.

(http://www.ckiiwiki.com/images/thumb/a/a5/Character_button.png/24px-Character_button.png) Characters (http://www.ckiiwiki.com/images/thumb/a/a5/Character_button.png/24px-Character_button.png)

Spoiler: Lore Guidelines (click to show/hide)

To sign up, just make a character with the sheet below. I'm not expecting unique ideas at the start, although like most of my games this will probably involve some roleplaying and dialogue.
Earlier sign-ups will have priority, although I'll choose between characters that are similar so we have some variety.

Spoiler: Charsheet (click to show/hide)

Players (5/5):
Shaporia
Generally me
Kevak
HighEndNoob
Pencil_Art

Waitlist:
Spiderking50
Title: Re: Mistbusters - On the Shores of Time - Open (0/5 players)
Post by: Shaporia on June 29, 2015, 04:55:14 pm
Ooh, looks interesting,
Spoiler (click to show/hide)
Title: Re: Mistbusters - On the Shores of Time - Open (0/5 players)
Post by: Generally me on June 29, 2015, 05:23:37 pm
Name: Rob Blackfrost
Apperance: Wiry and strong with every part of him defined. Greyish green eyes and a angular face with a bent nose and a sharp chin.
Background: was a fisherman, then got married but his Wife died a year after they married. Started spending more time in the wild alone until he basically just started living there, hunting, fishing and trying to do what it takes to survive. So when the stranger came along he had nothing to lose.
Profession: doesn't have one but if he did it would be Survivalist.
Title: Re: Mistbusters - On the Shores of Time - Open (0/5 players)
Post by: ~Neri on June 29, 2015, 05:36:38 pm
Spoiler (click to show/hide)
Title: Re: Mistbusters - On the Shores of Time - Open (3/5 players)
Post by: HighEndNoob on June 29, 2015, 10:39:34 pm
Name: Eudes Reimont
Appearance: A mildly bulky build with messy blond hair with bandanna.
Background: One of the most renowned blacksmiths in the village, he often sells his ware civilians and guardsmen alike. He often comes up with outlandish names and equally outlandish properties for each weapon he crafts.
Profession: Blacksmith
Title: Re: Mistbusters - On the Shores of Time - Open (3/5 players)
Post by: Pencil_Art on June 30, 2015, 12:33:03 am
Name: Reg Fenion
Appearance: A man of average height, Reg has tanned skin, a knowledgeable look in his hazel eyes, and walks among the wild as one who belongs there.
Background: Reg was born on the outskirts of the village, where he was made to gather plenty of wood from the ages of his youth. He learnt how to deal with the cold, often being hit by frostbite, and was made to bring back herbs that only grew in these parts of the world, used for herbal remedies (no they're not narcotics). After a while he took up the job completely of brewing the teas and making medicines, thus becoming quite proficient in this field. He often took to the wild though, and has a habit of talking to animals he comes across.
Profession: Herbalist
Title: Re: Mistbusters - On the Shores of Time - Open (5/5 players)
Post by: ATHATH on June 30, 2015, 01:18:32 am
I hope that at least one of these characters will learn dark-binding or dark magic, so that I can advise them.
Title: Re: Mistbusters - On the Shores of Time - Open (5/5 players)
Post by: ~Neri on June 30, 2015, 01:26:31 am
The Librarian is sorta built to be a wizard~
Title: Re: Mistbusters - On the Shores of Time - Open (5/5 players)
Post by: ATHATH on June 30, 2015, 01:33:52 am
The Librarian is sorta built to be a wizard~
Then, if you do not fear the dark and the eldritch, and are willing to bend and break your moral code, you will rule the world.
Title: Re: Mistbusters - On the Shores of Time - Open (5/5 players)
Post by: _DivideByZero_ on June 30, 2015, 01:48:14 am
Don't expect dark magic to serve anyone well. Although it could be !!fun!!, depending on who you ask.
Title: Turn 0
Post by: _DivideByZero_ on June 30, 2015, 02:34:08 am
Here we go! GM note: The sun rises and falls in one month. Weeks are phases of the sun, AKA quarters of the month. There are no days. Months are normal in length (~30 days).

Hover over italicized text to read a description. Apologies to phone users, I'm not sure how the {abbr} tag works on those.
+1/-1 means that if you get a 6 you go down to a 5. You can mention "Allow Overshoots" in your action to negate the effect of the /-1 temporarily.

On how the skills work: they round DOWN. The decimal value is simply a percentage telling you the level of the skill. Plot-related events and [5]'s will increase your skills by a certain amount based on the difficulty of the action.



Name: Reg Fenion
Appearance: A man of average height, Reg has tanned skin, a knowledgeable look in his hazel eyes, and walks among the wild as one who belongs there.
Background: Reg was born on the outskirts of the village, where he was made to gather plenty of wood from the ages of his youth. He learnt how to deal with the cold, often being hit by frostbite, and was made to bring back herbs that only grew in these parts of the world, used for herbal remedies (no they're not narcotics). After a while he took up the job completely of brewing the teas and making medicines, thus becoming quite proficient in this field. He often took to the wild though, and has a habit of talking to animals he comes across.
Profession: Herbalist

You recline on a wooden stool next to your work desk, slowly sipping down a cup of your latest tea. Tea keeps you alert and helps you stay awake during the long, quiet hours nearing the end of the week. The sun is low and the farmhands are spraying the plants outside to make them ready for morning. As the sun disappears over the edge, it will rise again just over the rolling hills to the east.

You've been reading the local paper, blotted out crudely on coarse paper by some novice printer. The prose is dull and subjects mundane, but still it is a semblance of civilization. The only stories worth remembering are of course the visit from "the Agewalker," as well as a recent accident at a pigtail gin: the steam-powered mechanism had turned brittle due to the reheating of the metal, and when the machine was overloaded yesterday it broke. This second story was notable because you yourself had been there during the incident, and a piece of reinforcement had been blown in your direction, but it hit a man named Riccolo instead and paralyzed him from the waist down. But that was history by now. The man was sent to High Daevzig, the nearest city, where a skilled surgeon would stitch his torso back together.

The Agewalker is another ordeal altogether. Lacking enthused followers, he recently spoke to the village elders and tried to convince them to lend him a boat. When they asked him why he needed a boat, the man said he planned to cross the Farlands in one month. Impressed, but doubtful, the village elders politely declined.
At the moment, the Agewalker can be heard outside shouting to the villagers in the town square, standing next to a well. Your office is fairly close to the heart of the village, which is clustered on the bank of the river. Actually, there are two halves of the village, one half clustered on the fertile plain just south of the river, while the other half resides on three islands separated by narrow channels, several meters of stagnant, bubbling water.
The village center is on a wooden platform clustered around a well which lowers a bucket deep into a bubbling spring, the source of warm water for the otherwise chilly village. Around the platform are administrative buildings and dockyard facilities: hand-powered cranes for handling large loads, warehouses for the storage of goods, and broker's offices which lay mostly unattended as their owners are always outside talking or at home sleeping.
Though largely a commercial center, all citizens of the village come here to retrieve warm water from the well. This makes it a meeting-ground of sorts--in other words, ripe ground for demonstrators and beggars.

Condition: Perfect, Sharpened Wit
Items:
A spot of tea (located on table)
Local Newspaper
Abilities:
[2] Brewer (+2/-1)
[1.5] Herbalist (+1/-1)



Name: Eudes Reimont
Appearance: A mildly bulky build with messy blond hair with bandanna.
Background: One of the most renowned blacksmiths in the village, he often sells his ware civilians and guardsmen alike. He often comes up with outlandish names and equally outlandish properties for each weapon he crafts.
Profession: Blacksmith

You sit back in a large, comfy chair reading a book on smithing technique, although not so much reading it as looking at the artwork and mentally criticizing the designs.
Weapons of all names and forms surround you. To your right lies Yaroslavig, Durendir, Agurashi, Mythos, and Pointy-Demon-Spanker, the legendary quintet of swords fabricated by your hand and brought to bear upon human flesh by only yours truly.
To your right lies a bin containing Agathabig, Ornato, Valentin, Zoroaster, and Split Spine the Gruesome Divine. These are the spears that pierce through all hides and plate.
Hung from the ceiling above the anvil to your front float Mjolag, Dra Bolg, and Iron Beaty Thing, the hammers of justice.

And just outside the door which you inconveniently left open and never felt the motivation to close, stands the Agewalker with his radiant spear over his shoulder and his harp singing in his elbow.
"The mist has already come to the western lands! You must come with me, and end the stagnation of time's flow! There is little time, for we must set sail before dark." he wails, apparently to you.

Condition: Perfect
Items:
Shoulder-Bag
-Portable Anvil
-Smithing Hammer
-Charcoal Pot
Abilities:
Supernatural Smith



Name: The Librarian. Nobody in his town can remember his actual name. He has stated he has one. He simply never uses it.
Appearance: A somewhat pale, wizened old man. Usually wearing an offcolor, bluishgrey hooded robe. Oddly he's a bit more physically fit then most people his age.
Background: The Librarian is the Librarian. He was the Librarian's Assistant after he was adopted as an orphaned child and became The Librarian upon the death of the first one. He caretakes for the town's rather large library. The only library in quite a ways actually. The Librarian's Apprentice has already been trained. Lore of old, found in dusty tombs deep within the archives hints that the stranger speaks the truth. He will be leaving shortly. Someone after all has to record this chapter of history.
Profession: Librarian

This library happens to be so large it's quite easy to get lost in no matter how long you've spent inside. In fact, this just happened to you. The shelves deep in the history section have been organized only according to immediate convenience and not long-term ease-of-access. It's quite literally a labyrinth.

You wonder if this mist the Agewalker speaks of can get indoors. Wouldn't an underground bunker be sufficient? Digging a hole sounds a lot simpler than crossing the far side of the world in a month. Still, the man speaks with confidence. It would be foolish not to investigate.

Condition: Perfect
Items:
On the History of Cartography
Abilities:
[1] Meta-Knowledge (Currently: doubles)



Name: Rob Blackfrost
Apperance: Wiry and strong with every part of him defined. Greyish green eyes and a angular face with a bent nose and a sharp chin.
Background: was a fisherman, then got married but his Wife died a year after they married. Started spending more time in the wild alone until he basically just started living there, hunting, fishing and trying to do what it takes to survive.
Profession: doesn't have one but if he did it would be Survivalist.

Word has it that a stranger from upriver has visited the town and started preaching about some kind of dark mist that comes after sundown when the sun is supposed to rise again. Some rumors say he is a Celestial, coming to warn us of the apocalypse. Others say he is an old crazy sage, wielding great power but having no wit left to make use of it.

You are currently located on a large, flat, green plain just outside the border of the village. It is a communal orchard, planted with a single ancient tree every several dozen meters. Each tree has a trunk thick as a whale and an impressively complicated root network that reaches so far that the borders between each tree's "zone" is apparent--there is a small ridge where the roots of the two trees push up against each other and raise the ground.
The smooth, bubbly grass acts almost like a cushion, so walking barefoot is quite comfortable. It's not tasty, but it does feel unnaturally succulent for something that covers the ground. You spot a rare sight grazing the fields: An Elefphant Strider. These animals are twice as tall as a man and have large mouths on both their feet. Their armless trunks are covered in many eyes as black as igneous riverstone, and the sharkfin-like crest on their head contains some kind of homing beacon for their batlike young, which follow the solitary creature as a large roaming flock, swarming like locusts, although once they land on a patch of grass it usually takes a while for them to squeeze it dry and make it hard as rock.

Condition: Perfect
Items:
Hunting Bag
-Emergency Ointment {numbing}
-Brass Binoculars
-A small, hand-drawn map
Abilities:
[1] Fisher (+1/-1)
[1] Hunter (+1/-1)



Name: Sir John
Appearance: An averagely built man with brown hair and blue eyes.
Background: He comes from a family of guards, which they basically forced him to become a guard. As well as making his first name 'Sir'. His family has some weird obsession with guarding things, which he never felt, but oh well.
Profession: Guard!

As a guard, you don't really have a very interesting life. You stand in front of the Mayor's office even though he isn't inside. It's rather cold as the wind blows into the east, and the uniform you are wearing isn't adequately prepared for the cold. Which is strange, because it's cold almost every day in this village. And in this world. The least they could do is let you wear a coat, but that's unprofessional.

And then an old man walks by. He has a radiant spear on his back, glowing with the heat of a hundred suns. You feel inclined to follow him if only for the fact that you are freezing. He seems to be talking about some kind of apocalypse, though, like some kind of evil mist that will come when the sun goes down.

Condition: Freezing
Items:
Tall Feathered Hat
Abilities:
[1] The Reluctant Guardsman (+1/-1)
Ceremonial Combatant

Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: Generally me on June 30, 2015, 04:18:34 pm
((I should probably have a weapon of some kind. I mean how did I hunt otherwise... With my hands. If so that's incredibly badass.))

Hurry past the creature and find this "Agewalker" And ask him if I may join him.
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: _DivideByZero_ on June 30, 2015, 04:47:52 pm
((I should probably have a weapon of some kind. I mean how did I hunt otherwise... With my hands. If so that's incredibly badass.))

Hurry past the creature and find this "Agewalker" And ask him if I may join him.

((I didn't want to start you off with an axe in an orchard because, well... that would draw suspicion, no? :)

I'll assume you live in this village or at least have someplace to store a weapon, so you can retrieve one if needed, like a spear or a bow))
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: HighEndNoob on June 30, 2015, 05:03:32 pm
Eudes takes a look at the display of his craftsmanship. If the Agewalker needs assistance, then there will likely be materials to make weapons. As he always says, the best weapons are the ones forged in adventure.

Gather my supplies and charcoal and head out to meet the wizened elder.
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: Generally me on June 30, 2015, 05:04:30 pm
((Yeah I was thinking I would have a bow(hunting) and a spear(spear fishing) but if I had to choose it would be bow.))

Afterwards collect my things. include that on my action as well then.
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: ~Neri on June 30, 2015, 05:06:12 pm
Locate the exit to the library. Didn't the last Librarian make little notches in the bookcases?
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: Spiderking50 on June 30, 2015, 05:54:57 pm
Is it too late to get in on this game?
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: _DivideByZero_ on June 30, 2015, 06:14:35 pm
((Yeah I was thinking I would have a bow(hunting) and a spear(spear fishing) but if I had to choose it would be bow.))

Afterwards collect my things. include that on my action as well then.

((You could carry both, it's just that carrying arrows, a bow, a spear, and a bag at the same time might be problematic. All the items would slow you down, although there's no strict "inventory limit" system in place. Simply put, [3]'s will be worse if you get one while attempting to move or dodge, for example.))

Is it too late to get in on this game?

((Pretty much. I could put you on a standby list in case someone disappears.))
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: Spiderking50 on June 30, 2015, 06:18:07 pm
Ah lame, I've been trying to get into one of your games. Ok, put me on the waitlist.
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: _DivideByZero_ on June 30, 2015, 08:05:34 pm
Waiting on Shaporia and Pencil_Art. Will skip both if it takes too long (sorry).
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: Shaporia on June 30, 2015, 11:31:50 pm
(Whoops, sorry.)
"Eh? Whaz this?" He glanced around to see if anyone was watching him, and hurried after the Agewalker. "'Scuse me sir, do ya need somethin'?" He asked the man.

Edit: (Question, the reluctant guarding means I get a bonus for guarding things that aren't very valuable, or for things that are of value?)
Title: Re: Mistbusters - On the Shores of Time - Turn 0 (Page 1)
Post by: _DivideByZero_ on July 01, 2015, 12:27:52 am
(Whoops, sorry.)
"Eh? Whaz this?" He glanced around to see if anyone was watching him, and hurried after the Agewalker. "'Scuse me sir, do ya need somethin'?" He asked the man.

Edit: (Question, the reluctant guarding means I get a bonus for guarding things that aren't very valuable, or for things that are of value?)

((Things that don't benefit you personally.

So guarding worthless things gives you a bonus. Also, guarding some expensive artifact that you will never get your hands on will also give a bonus.))
Title: Turn 1
Post by: _DivideByZero_ on July 01, 2015, 02:54:50 am
Quote from: Pencil_Art

((Sorry, I'm trying to get this off the ground asap. Turn 0 can be found here (http://www.bay12forums.com/smf/index.php?topic=151661.msg6340714#msg6340714)))

You continue drinking tea, and enjoy the view of the sun as it nears the horizon and acquires shining tails. This is due to ice particles in the air, if your physical knowledge is correct.

Reg Fenion's Condition: Perfect, Sharpened Wit
Items:
A spot of tea (located on table)
Local Newspaper
Abilities:
[2] Brewer (+2/-1)
[1.5] Herbalist (+1/-1)



Eudes takes a look at the display of his craftsmanship. If the Agewalker needs assistance, then there will likely be materials to make weapons. As he always says, the best weapons are the ones forged in adventure.

Gather my supplies and charcoal and head out to meet the wizened elder.

[3] Aye, you don't have charcoal with you, although you do have some wood waiting to be baked. The problem is that getting the wood is the easy part. A bonfire outside will take 3 hours to bake a large amount of charcoal, while your mini-drum method will allow you to bake a small amount (enough for one item) in 7-8 hours. The sun is almost down, and it looks like all you have is a few hours before the next month starts.

You go outside.

...

The Agewalker has already passed to nag the next building over, the office of a warehouse owner. Somehow you get the feeling that a warehouse owner won't be too thrilled to leave.
A hunter shows up, apparently all ready to go with the old man. So this guy already has followers, it seems.

Eudes Reimont's Condition: Perfect
Items:
Shoulder-Bag
-Portable Anvil
-Smithing Hammer
-Charcoal Pot
Abilities:
Supernatural Smith



Locate the exit to the library. Didn't the last Librarian make little notches in the bookcases?

[2] He did... but as you follow the notches you realize that the bookcases have been moved yet. The notches seem to lead you in a circle.
[1] Blimey, it's almost as if some of the paths you saw before have disappeared...
[5] Ah ha! You bump into your Apprentice, who was apparently moving the bookcases to try and prevent this whole ordeal from happening. He was sure to be extra-quiet since it is a library after all.

Now free from the maze, you have access to the center lobby. Outside, the sun is dim as ever and a soft mist of snow falls from the drifts lingering on the roof.

The village square is just ahead. As a platform surrounded by docking utilities and trade offices, it seems an unlikely place for ordinary villagers to frequent. But in the middle there is a well which is the only hot water source. As such, there's always a line throughout the sleep-shifts.

You recognize the Agewalker's characteristic glowing spear even from this distance.

The Librarian's Condition: Perfect
Items:
On the History of Cartography
Abilities:
[1] Meta-Knowledge (Currently: doubles)



Hurry past the creature and find this "Agewalker" And ask him if I may join him.

Sneaking over to your little "hideout" on the border of the orchard (it's a hammock and a locked chest under a tree), you acquire your tools of the trade: a light spear used for fishing in the shallows, and a slim bow used for hunting moderate game. You count your arrows and place them in your sack, then take off.

...

You enter the city square, encountering the "Agewalker" in the process of him knocking on a warehouse owner's office door. You interrupt him and ask if you can join him.
"Good, I thought I would fail my mission this month. I am looking for a boat so that we may be off as soon as feasible."

Rob Blackfrost's Condition: Perfect
Items:
Hunting Bow (can inflict Pierce effects, needs ammo)
Light Spear (-1 to attack rolls, can inflict Pierce effects)
Hunting Bag
-Emergency Ointment {numbing}
-Brass Binoculars
-A small, hand-drawn map
-Hunting arrows x13
Abilities:
[1] Fisher (+1/-1)
[1] Hunter (+1/-1)



"Eh? Whaz this?" He glanced around to see if anyone was watching him, and hurried after the Agewalker. "'Scuse me sir, do ya need somethin'?" He asked the man.

You are out in the public square, surrounded by dockyard and lifting cranes on the edges of a large platform. In the center of the platform there is a single well with a line of city-folk taking turns to get hot water. They will see your every move.
The "Agewalker" replies, after responding to some hunter that just popped out of an alleyway and asked to join the guy.
"I seek nothing I do not have. I must only protect what is mine, and I ask others to do the same. But I will need a boat to do that. So you could say I need something."

Sir John's Condition: Freezing
Items:
Tall Feathered Hat
Abilities:
[1] The Reluctant Guardsman (+1/-1)
Ceremonial Combatant
Title: Re: Mistbusters - On the Shores of Time - Turn 1 (Page 2)
Post by: ~Neri on July 01, 2015, 02:59:13 am
That spear.. Glowing spears are abnormal. Research!
Title: Re: Mistbusters - On the Shores of Time - Turn 1 (Page 2)
Post by: Pencil_Art on July 01, 2015, 04:41:59 am
Listening to the Agewalker's premonitions, Reg begins to grow interested, albeit only to know if the man has really traveled that far. Reg turns and finishes his tea, set's the cup on the table, and picks up his rucksack (I certainly hope it exists) and starts walking to find the Agewalker.
Title: Re: Mistbusters - On the Shores of Time - Turn 1 (Page 2)
Post by: Generally me on July 01, 2015, 12:23:43 pm
Rob asks why we can't just walk around?

What ever the answer go inquire about boats and their cost.
Title: Re: Mistbusters - On the Shores of Time - Turn 1 (Page 2)
Post by: Shaporia on July 01, 2015, 05:15:29 pm
"A'ight, yer protectin' somethin'? 'Could help wif' that." He adjusted his ridiculous guard hat a bit, as subtly as possible.
Title: Re: Mistbusters - On the Shores of Time - Turn 1 (Page 2)
Post by: HighEndNoob on July 01, 2015, 07:42:52 pm
Eudes decides to make the charcoal later, and takes the un-burned wood.

Take the wood. Catch up to the Agewalker and ask to join him in his quest.
Title: Turn 2
Post by: _DivideByZero_ on July 02, 2015, 02:47:36 am
Info on the River:

The River is wider than most on Earth, in fact it is so wide that you cannot see the other side. It's basically a moving sea. You have all sorts of ships that ride it, ranging from canoes and smallcraft that sail the coasts, to full-sized carracks and cargo vessels that travel the stormy center (the rocky coasts tend to absorb the waves, the inner regions do not have such luxuries).

Listening to the Agewalker's premonitions, Reg begins to grow interested, albeit only to know if the man has really traveled that far. Reg turns and finishes his tea, set's the cup on the table, and picks up his rucksack (I certainly hope it exists) and starts walking to find the Agewalker.

You find the Agewalker brooding around the docks, having already built up a small following. You observe a smith, a local guard, and a scruffy-looking hunter. In addition, the visitor is attracting a lot of attention from nearby townsfolk, in part because he keeps asking for a boat. It seems the Librarian is also here, along with a notebook he is scribbling on.

He will definitely be willing to take you along should you choose to follow. However, his plan is to go into the Farlands. Who knows what kind of horrors await? Still, he's confident.

Reg Fenion's Condition: Perfect, Sharpened Wit
Items:
Rucksack
-Lantern
-Firestarter
-Brewing Pot
Abilities:
[2] Brewer (+2/-1)
[1.5] Herbalist (+1/-1)



Eudes decides to make the charcoal later, and takes the un-burned wood.

Take the wood. Catch up to the Agewalker and ask to join him in his quest.

You stuff the wood in the bag (not too much, or you'll weight yourself down) and take off.

It appears the Agewalker has begun to find a following already. A cluster of folk from all across the social spectrum--a guard, a citizen, and a hunter--have taken an interest in this man's tale. Of course, this makes the prospect of following him less attractive. Why embark on a prestigious journey when you have to share that prestige?

He is looking for a boat. You spy plenty of canoes in the piers, but something tells you those won't be enough for the Farlands.

Eudes Reimont's Condition: Perfect
Items:
Shoulder-Bag
-Portable Anvil
-Smithing Hammer
-Charcoal Pot
-Firewood x2
Abilities:
Supernatural Smith



That spear.. Glowing spears are abnormal. Research!

The spear is of ornate design, as if it came from one of the upper kingdoms. Such a piece of work surely couldn't be the craft of a wizened old man that doesn't tend a library.
The weapon glows brighter when it nears the water. As the Agewalker steps on land, its brightness diminishes, though it remains striking. When he steps over the edge of the water, it becomes so bright as to actually hurt your eyes, although it doesn't seem to be doing the same to the townspeople. You probably spend too much time indoors.

The Librarian's Condition: Perfect
Items:
On the History of Cartography
Abilities:
[1] Meta-Knowledge (Currently: doubles)



Rob asks why we can't just walk around?

What ever the answer go inquire about boats and their cost.


"Walk? Hah! Even I, a walker of history, have never heard such tales as a man walking the globe in less than a month. We must reach the other side before the sun goes down in the Farlands, for it is safest to pass when the Hunters have taken refuge in their nests."

Most of the boats in the dockyard are privately owned, and would require a hefty sum to convince their owners to part ways. A hefty sum which neither you nor the Agewalker is likely to possess (though he has shining weapons, they seem to be artifacts rather than purchased accessories, otherwise the man would wear more adequate garb).

Rob Blackfrost's Condition: Perfect
Items:
Hunting Bow (can inflict Pierce effects, needs ammo)
Light Spear (-1 to attack rolls, can inflict Pierce effects)
Hunting Bag
-Emergency Ointment {numbing}
-Brass Binoculars
-A small, hand-drawn map
-Hunting arrows x13
Abilities:
[1] Fisher (+1/-1)
[1] Hunter (+1/-1)



"A'ight, yer protectin' somethin'? 'Could help wif' that." He adjusted his ridiculous guard hat a bit, as subtly as possible.

"You too will shall see the truth. To protect the world, one must leave it. That said... do you happen to know someone willing to lend us a small boat? I swear on my honor that it shall be returned."

Sir John's Condition: Perfect
Items:
Tall Feathered Hat
Abilities:
[1] The Reluctant Guardsman (+1/-1)
Ceremonial Combatant
[/quote]
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: ~Neri on July 02, 2015, 02:59:38 am
Ask him! "Question. Why does your spear get brighter over water and dimmer over land?" The librarian is jotting down notes in general about what he sees the spear do during the whole conversation.
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: _DivideByZero_ on July 02, 2015, 03:15:42 am
Ask him! "Question. Why does your spear get brighter over water and dimmer over land?" The librarian is jotting down notes in general about what he sees the spear do during the whole conversation.

"A most typical question you ask! I will be frank, I am a simple man of this world, and I do not know the energies that flow through this point. But I know that whatever powers that be, their energy comes from the sea and not from the land, for the land is mostly barren waste, while the sea teems with life under every inch."
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: ~Neri on July 02, 2015, 03:38:21 am
"And your spear apparently channels that?"
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: Generally me on July 02, 2015, 10:35:04 am
Can we not just steal a boat if we can't find or buy one?
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: Shaporia on July 02, 2015, 08:26:55 pm
The guardsman looked over at Rob. "..Y'know I'm right here, yeah?" He looked back to the Agewalker, keeping an eye on the hunter. "I, might be able ta get ya' a boat, lemme go see." He strode off to go find somebody who would be willing to sell a boat! Then attempt to use his station as a guard to hopefully borrow the boat for their journey, on the promise it will be returned.
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: Generally me on July 03, 2015, 04:01:30 am
((Away for a week))
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: _DivideByZero_ on July 03, 2015, 02:12:01 pm
((Waiting on Pencil_Art and the HEN))

((Away for a week))

Alright, however it would probably be prudent to let Spiderking50 play instead since this game hasn't even started a week ago. I can manage 6 players, I just limit the starting amount to 5 so we have that bit of leeway.
Title: Re: Mistbusters - On the Shores of Time - Turn 2 (Page 2)
Post by: HighEndNoob on July 04, 2015, 02:27:03 am
Hmm, perhaps I could preform the task of vital importance, and find a worthy vessel for the adventure.

Look around for a salvage yard and try to fix a boat there if there is one.
Title: Turn 3
Post by: _DivideByZero_ on July 04, 2015, 02:40:00 am
((Whoops. Well, I'll assume you plan to join him unless otherwise stated, but I'm not 100% sure.))

Reg Fenion's Condition: Perfect, Sharpened Wit
Items:
Rucksack
-Lantern
-Firestarter
-Brewing Pot
Abilities:
[2] Brewer (+2/-1)
[1.5] Herbalist (+1/-1)



Hmm, perhaps I could preform the task of vital importance, and find a worthy vessel for the adventure.

Look around for a salvage yard and try to fix a boat there if there is one.

[6] There is indeed a salvage yard, though located far downstream. It takes your precious legs five minutes to walk there.

You find countless boat parts all in near pristine condition. Turbines, paddles, smokestacks, hulls, you name it. The problem... is that to assemble them you need a drydock. Such might be even more difficult to procure than a boat.

Eudes Reimont's Condition: Perfect
Items:
Shoulder-Bag
-Portable Anvil
-Smithing Hammer
-Charcoal Pot
-Firewood x2
Abilities:
Supernatural Smith



"And your spear apparently channels that?"
Can we not just steal a boat if we can't find or buy one?

The old man, backed into two different conversations, responds to both at once.
"Yes, I channel energy that makes us very powerful indeed. We could steal a boat at once. The question is if we could ge away with it in time."
He looks on at the oncoming sunset.
"They do not know what lies beyond. They might chase us into the Farlands and attempt to go back, and by the time they see the mist it will be over for them. I do not wish to kill anyone once we enter the Farlands."



Can we not just steal a boat if we can't find or buy one?
"And your spear apparently channels that?"

The old man, backed into two different conversations, responds to both at once.
"Yes, I channel energy that makes us very powerful indeed. We could steal a boat at once. The question is if we could ge away with it in time."
He looks on at the oncoming sunset.
"They do not know what lies beyond. They might chase us into the Farlands and attempt to go back, and by the time they see the mist it will be over for them. I do not wish to kill anyone once we enter the Farlands."

Rob Blackfrost's Condition: Perfect
Items:
Hunting Bow (can inflict Pierce effects, needs ammo)
Light Spear (-1 to attack rolls, can inflict Pierce effects)
Hunting Bag
-Emergency Ointment {numbing}
-Brass Binoculars
-A small, hand-drawn map
-Hunting arrows x13
Abilities:
[1] Fisher (+1/-1)
[1] Hunter (+1/-1)



The guardsman looked over at Rob. "..Y'know I'm right here, yeah?" He looked back to the Agewalker, keeping an eye on the hunter. "I, might be able ta get ya' a boat, lemme go see." He strode off to go find somebody who would be willing to sell a boat! Then attempt to use his station as a guard to hopefully borrow the boat for their journey, on the promise it will be returned.

[6] You scrounge about the dockyards in search of a boat large enough to carry the lot of your party on a trip round the globe. Of course, there aren't very many boats which honestly fit the bill.

The most likely candidate is a now-nameless steamboat, an old paddleship once used to ferry the town's diplomates up and down the River for all sorts of missions. It has since been replaced by the 30-man ex-military cruiser Blunder, which was recently acquired as part of a noble's will, left for the mayor's family.

The ship can be crewed with a minimum of four, one Captain to take the helm, two Firemen to keep the boilers running, and an Engineer to control the engine throttle. It has quarters for a maximum of ten and if a few are resettled with iceboxes, should be able to store supplies for a round trip.
The problem, however, is that the ship is in terrible condition. The hull is secure, but one of the boilers is ruptured and the steam motor has since rusted away. There is a scrapyard downstream which could hold parts, however, and you have a blacksmith in your group. Speaking of whom, he actually went east (downstream) a while ago.

Once repaired, all she will need is a name.

Sir John's Condition: Perfect
Items:
Tall Feathered Hat
Abilities:
[1] The Reluctant Guardsman (+1/-1)
Ceremonial Combatant
Title: Re: Mistbusters - On the Shores of Time - Turn 3 (Page 3)
Post by: H4zardZ1 on July 04, 2015, 03:49:33 am
[6] There is indeed a salvage yard, though located far away from the
though located far away from the
far away from the
From the what?
Title: Re: Mistbusters - On the Shores of Time - Turn 3 (Page 3)
Post by: _DivideByZero_ on July 04, 2015, 02:08:09 pm
[6] There is indeed a salvage yard, though located far away from the
though located far away from the
far away from the
From the what?

((Whoops.))
Title: Re: Mistbusters - On the Shores of Time - Turn 3 (Page 3)
Post by: Shaporia on July 04, 2015, 08:41:50 pm
The guard walks back to the group. "A'ight, we've got ah steam boat up steam, need ah four person crew and it need ta be fix'd up. We got ah blacksmith yeh?"