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Author Topic: Roll to Go Mad: Turn 44 - The Markets  (Read 132220 times)

GreatWyrmGold

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #150 on: November 25, 2013, 09:58:27 pm »

"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #151 on: November 25, 2013, 09:59:16 pm »

"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
Dreameth sequence.
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He knows how to fix River's tiredness.
Alan help.
Quote
IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Niccolo

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #152 on: November 26, 2013, 01:24:47 am »

"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))

None of it happened. None at all. The whole thing was all an elaborate dream.

You might still be dreaming! Who knows?
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Execute/Dumbo.exe

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #153 on: November 26, 2013, 02:02:35 am »

I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?
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He knows how to fix River's tiredness.
Alan help.
Quote
IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
15:52   IronyOwl   Whereas Dungbeetle is closer to "Fuck you."

Harry Baldman

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #154 on: November 26, 2013, 02:18:16 am »

I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?

((Priest. Not mage.))
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Niccolo

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #155 on: November 26, 2013, 03:08:31 am »

I forgot to mention that, it still says in the status that the Mage is dreaming, is that because the statuses are pt on at the beginning, or is it something far bigger?

It's because I make up the statuses based on the major action taken that turn. His was having psychopathic dreams. And if it was for something far bigger, I certainly wouldn't tell anyone because that would ruin the surprise of them reaching the end of chapter three and waking up, still in the bar.

And yes, Lyu is a priest. Not a mage. Strangely, he's also the only one with a staff. I suppose Ekoka's shillelagh comes pretty close, but that's more of a walkin'/beatin' stick than a full-on quarterstaff.

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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

Niccolo

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #156 on: November 26, 2013, 06:32:38 am »

It’s a talky-talky turn! Nothing much happens except the Baron does some yelling. Next turn will be much the same. You don’t have to post actions for the next turn if you don’t want. I decided to split it into two so as to not dump walls of text. I promise that next turn is the last talky turn for a long time!

- Turn 9: Shriekwind Bastion -

The mayor has decided to pawn his problems off to the Baron of the district, who makes his home in the fortress overlooking the town. You have decided to peacefully accompany the Guard to meet with the Baron.

"Guess we better go, then," Lyu said, smiling widely. From where he comes from, they often wondered where the good priest got his honest smile and boundless cheer from.

Oh, if only they knew.

Go where I'm supposed to go. Happily beam as a result of my wonderful dream.
"Oh, he's awake now."

Smack Lyu.
"Idiot."
Then head out and follow the guards.
Cheerfully get out of those cuffs and away from the town of overreacting whiny bumpkins.
Then follow the group.

"Mountains....always mountains...why can't these things ever be build near the sea..."

Follow the group
Baldur chuckles at Lyu and Ekoka and follows the guards. "So what does the Baron want with the likes of us?"

After some slapstick, the five of you decide to follow the Guardsman to find out what the baron of this accursedly cold place wants. You decide by unspoken agreement that one of the Cylenians in your party should speak to the Cylenian nobleman; he is not known for his love of ‘outsiders’. Further unspoken agreements decide that the cause of the trouble, Lao, should stand well at the back.

You are led into the courtyard. The wide road passes through the middle of the fortress courtyard; there are a few small wagons waiting at the customs station. Trade has been slow to resume since the Ten Day Night, but capitalism will always find a way. A small hostel on the Eastern side of the fortress complex provides lodging for merchants and their teams of oxen, but the Guardsman leads you across to the western side.

The main entrance to Shriekwind is nothing short of ‘massive’. The door looks to be nearly a foot thick, made of some dark wood and strapped together with bands of brass and rivets the size of your fist. The Guardsman leads you into the fortress. The interior is lit by large braziers mounted along the wall every six or eight feet; the glowing coals keep the passageways warm and comfortable. The main entrance hall is quite large. Twin rows of pillars run the length of it. Along the walls on either side you can see wooden doors that presumably lead to other sections of the fortress. He leads you to the back of the main hall and into a spiral staircase. As you wind upwards, he begins to talk. “Be careful what you say to the Baron, lads. He’s been a mite testy of late. If you annoy him he might just throw you in the dungeon.”

Finally the five of you pass into a hallway. It runs back towards the east. At the end of the carpeted passageway is an oak door about ten feet tall guarded by two men armed with spears and swords. Your escort snaps a salute to the guards. “Here they are, the men Captain Regnis sent word about.”

The rightmost guard nods. “The Baron’s waiting inside.” With a grunt he shoulders the door open and stands aside. “In you go, then.” You walk into the the Baron’s office. A wide oak desk dominates the centre of the room, the legs covered in ornate carvings. The similarly ornate chair is empty, however. Behind it all you can see a tall man standing at the eastern floor-to-ceiling window. The glass must have been prohibitively expensive, but there it was. He was watching something out in the courtyard.

Presently he turns to face you. He has a well-kept beard and moustache and the rugged face of someone used to living in the mountains.
Baron: So, you are the troublemakers. An itinerant priest, a Southlander mage, a sailor, a Solvarion acolyte and a mercenary, by the looks of you. I heard about the chaos you five caused thanks to some… creative methods.
Baldur: What? No, we-
Baron: I don’t like chaos. It’s noisy, time-consuming and messy. Ordinarily I wouldn’t even deal with you lot and leave it all up to Mayor Neshalt’s discretion. He’d just toss you all into jail until everything was sorted out.
Baldur: Just let me-
Baron: But he doesn’t have the facilities to deal with errant mages, and right now if you lot were thrown into the town jail there would be a riot. Gods damn the blasted spineless, quivering populace!
His voice has risen into a roar. It’s quite uncomfortable on your ears.
Baldur: EXCUSE ME!
The baron looks like he’s about to speak, but says nothing. Instead he raises one bushy eyebrow.
Baldur: We didn’t do anything wrong! Eight patrons got into a brawl. We simply did our jobs and removed them from the damn tavern. 'Swhat we were hired to do!
Baron: As I understand it from this report… (He taps a thick finger onto a sheet of paper on his desk) You were ineffective in preventing the breakage of… three tables, six chairs, four mugs and two windows. One patron suffered broken legs, another dislocated his arm and a third was magically altered into some kind of monstrosity. Thankfully he has gotten his mind back.
Lao shifts his feet guiltily.
Baron: Well. I have no desire to deal with any of you and I don’t have the resources to spare at the moment. So here’s what is going to happen. You five are going to go on a little ‘quest’ for me.
Oh yes. You just know this is going to go well.

Spoiler: The Players (click to show/hide)
« Last Edit: November 26, 2013, 10:26:27 am by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

BFEL

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #157 on: November 26, 2013, 07:42:41 am »

Thuun thinks to himself that whatever this "quest" is, its certainly better then dealing with more overreacting bumpkins and barons.

((Also since its apparently not clear, Lao is technically his family name, while Thuun is his given name. I went with the Chinese naming convention of putting the names backwards. The priests he was raised by were from the Chinese-y race, I believe they are also the really good sailor people.))
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Indeed, I do this.

Niccolo

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #158 on: November 26, 2013, 07:58:55 am »

The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.

But okie dokie, I'll remember that for future reference!


I was THIS CLOSE to making the baron into an expy of Ned Stark.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

USEC_OFFICER

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #159 on: November 26, 2013, 10:09:49 am »

Baldur chuckles. "Alright, fair enough. What's this quest, and what's the danger pay like?"
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Niccolo

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #160 on: November 26, 2013, 10:12:13 am »

USEC, I hope you don't mind me putting words in your character's mouth like that. The baron's a bit of a xenophobe (Which makes me wonder WHY he's guarding the trade route south) and the only other Cylenian is Lao Thuun, who'd probably accidentally turn the baron into a pigeon or something.
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

USEC_OFFICER

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #161 on: November 26, 2013, 10:18:30 am »

USEC, I hope you don't mind me putting words in your character's mouth like that. The baron's a bit of a xenophobe (Which makes me wonder WHY he's guarding the trade route south) and the only other Cylenian is Lao Thuun, who'd probably accidentally turn the baron into a pigeon or something.

((I'm more annoyed that you put the wrong words into his mouth than any at all. He's got a pair of lungs like bellows and no concept of an indoor voice. Not really the kind of guy who asks for permission to speak.))
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Niccolo

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #162 on: November 26, 2013, 10:21:37 am »

Yeah, I might do a tad retcon-y business. I just assumed your character would at least attempt to be polite to the guy with the authority to have them tossed off of his damn mountain.

EDIT: I changed your words a tad. But I'm not switching to the impact font 'cause it hurts my eyes.
« Last Edit: November 26, 2013, 10:25:21 am by Niccolo »
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

USEC_OFFICER

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #163 on: November 26, 2013, 10:30:34 am »

Yeah, I might do a tad retcon-y business. I just assumed your character would at least attempt to be polite to the guy with the authority to have them tossed off of his damn mountain.

((In this case Baldur would be polite and wait until the Baron had finished his rant before talking. Though he would be very pissed if the baron tried to silence him while he was speaking.))
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #164 on: November 26, 2013, 10:58:36 am »

"Oh, he's awake now."

Smack Lyu.
"Idiot."
"You should not put your hands on a holy man, good fellow. Particularly without provocation."
((Before I answer: Did that bit where Lyu beat up the guards actually happen?))
None of it happened. None at all. The whole thing was all an elaborate dream.
You might still be dreaming! Who knows?
If it's still the same dream sequence, the smack happened. If not, it didn't, because the smack was a result of Mr. Priest being an idiot.

The Limeretes? They're really more Indonesian than Chinese... There's a dash of Imperial China in there I guess, but mostly bits of Singapore, Bali, Jakarta and a couple of others. And their language is based on Japanese just to really fuck with things.
The Japanese use the same system, IIRC.



"Alright. Let's hear it, sir."
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