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Author Topic: Roll to Go Mad: Turn 44 - The Markets  (Read 132399 times)

Niccolo

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #165 on: November 26, 2013, 11:03:56 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.
The Japanese use the same system, IIRC.

The Japanese language is designed explicitly to fuck shit up?
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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.
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #166 on: November 26, 2013, 11:05:30 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.
The Japanese use the same system, IIRC.
The Japanese language is designed explicitly to fuck shit up?
No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
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Niccolo

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #167 on: November 26, 2013, 11:22:48 am »

No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
Ooohhhh, I follow where you're going now. Okay. Yeah. Well, I hadn't gotten round to naming conventions at all and truth be told hadn't even considered them.

And the first tentacle porn appeared in a woodcut ages ago - it's about two hundred years old, give or take, and features a woman and two octopi. By all accounts it was favourably received and thoroughly confused the hell out of the Europeans who rocked up to trade.

I'm absolutely not going to link it because I'm at work, one of the players is underage and this is the exact wrong place for that stuff.
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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!

GreatWyrmGold

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #168 on: November 26, 2013, 12:35:23 pm »

I recall hearing that, actually.
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BFEL

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Re: Roll to Go Mad: Turn 8 - Blood and Ice
« Reply #169 on: November 26, 2013, 12:38:11 pm »

No, the "Surname Givename" system.
You're thinking of Japanese tentacles.
(The Japanese probably wish they'd executed whoever made the first tentacle manga, for all the jokes made at their expense on the subject.)
Ooohhhh, I follow where you're going now. Okay. Yeah. Well, I hadn't gotten round to naming conventions at all and truth be told hadn't even considered them.

And the first tentacle porn appeared in a woodcut ages ago - it's about two hundred years old, give or take, and features a woman and two octopi. By all accounts it was favourably received and thoroughly confused the hell out of the Europeans who rocked up to trade.

I'm absolutely not going to link it because I'm at work, one of the players is underage and this is the exact wrong place for that stuff.
This is why I love history.
Theres just so much crazy shit that came out of left field and turned into a big thing.
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GreatWyrmGold

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #170 on: November 26, 2013, 03:37:25 pm »

I know! There's this one torture device, you see it everywhere. It's on books, on buttons, on stickers; people get it tatooed on themselves, facsimiles are even found in churches! All because the right guy got executed on one a couple thousand years ago. (And, I suspect, because they're easy to draw.)
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Niccolo

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Re: Roll to Go Mad: Turn 9 - Shriekwind Bastion
« Reply #171 on: November 26, 2013, 04:15:31 pm »

That one took me a second. Yeesh, and to think I call myself a Christian :P

Yeah, history is funny like that. The right little thing comes along and BAM the world changes. Not always for the better, mind. We could probably do without tentacle porn.

Anyway, I'm going to go ahead and post turn 10 now. It's just a talky-turn, so the missing actions wouldn't really add too much.
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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 10 - The Quest
« Reply #172 on: November 26, 2013, 04:29:14 pm »

Normally I'm rather adverse to railroading, but I thought I would just to get the plot moving. Sorry if I make someone act out of character! I don't really know your characters yet.

And I know that everyone's actions aren't included, but hey. Moving for this turn was optional, since it's just another talky-talky turn.


- Turn 10: The Quest -

The mayor can't hold you and the baron doesn't want you. Instead, he's going to send you on an 'errand'. Right. Well, this should be easy.

Thuun thinks to himself that whatever this "quest" is, its certainly better then dealing with more overreacting bumpkins and barons.
Baldur chuckles. "Alright, fair enough. What's this quest, and what's the danger pay like?"
"Alright. Let's hear it, sir."

Ekoka nods, Baldur chuckles and Thuun just shrugs. Seems like they're all in agreement.

Ekoka: alright. Let's hear it, sir.

Baldur: Yeah, fair enough. What's this quest, and what's the danger pay like?

Baron: Well. There is regular correspondence between Shas Ria and the outlying cities. Twice a week, couriers ferry this correspondence; both to the citizens of Shas Isa and to me.

The baron waves towards his window.

Baron: Yet, since before the Ten Day Night no courier has graced my courtyard and the mayor tells me that no mail has arrived in town either. Yesterday, I received a report from my lowland troops that they had found... Well. See for yourself.

He picks up a satchel from his desk. You can see the familiar crest of Cylenia, a stylised gemstone backed by crossed picks. He tosses it to land in front of Lao Thuun's feet. The healer bends over and picks the bag up, very carefully avoiding a conspicuously red patch.

Thuun: Blood. And...

He opens the bag.

Thuun: Fantastic. It's a heart... Looks human. It's, uh, it's in pieces. It looks like it was torn apart, not cut.

Thuun mutters in what sounds like Liminari. Felice raises an eyebrow and snorts.

Thuun: I have never seen a creature that has this strength. What did this?

The baron shrugs.

Baron: You five are going to find out. Find out who - or what - has been shredding the messengers. Destroy it, or them, or whatever. Do so and the entire tavern debacle will be forgotten, provided you stay the hell out of town for a couple of years. You go free, I get my communications and hopefully the town will be quiet for a good long while. Everybody wins.

Your group look slightly nonplussed that they will essentially be working for free. There's a cough at the door. A tall, thin Cylenian enters.

??: Milord, you sent for me?

Baron: Cyrus, there you are. Gentlemen, this is Cyrus, my advisory mage. He will be accompanying you to ensure there aren't any shenanigans. He will also report back to me once your task is completed.

Cyrus: My lord, must I? Surely someone else can-

Baron: No, Cyrus. You need to get out of Barony Waterstone for a few days anyway. You know you do.

Baldur growls under his breath, but doesn't yell. He takes a moment to compose himself... A little. Bartering his skills is familiar territory to him; he knows how the game is played.

Baldur: Baron, I'm a mercenary. I don't get food in my belly by doin' community service.

Baron: Well I'm sure as hell not paying you. If you prefer I can have you thrown off the tower.

Baldur: You're welcome to try. But it seems to me that we'd be doin' the country a huge favour by restoring her communications. I'm sure we would deserve some compensation for time given.

Lyu Brak: (Muttering) Especially since three of us aren't even Cylenian...

Cyrus: Uncouth as he may be, he does have a point sire. The messengers are Crown personnel. The Duke will pay for the bounty if you issue it.

The baron sighs.

Baron: Very well. In return for your freedom and a bounty of ten thousand gold, you five will fix this problem and not bother me for a very long time.

The baron writes out a letter. It looks short and terse, but you do see him distinctly write down plenty of zeroes. It looks to be an actual bounty. He signs it and stamps the letter with his signet ring before handing the letter to Cyrus.

Baron: Now go. There is a carriage waiting. Cyrus, give them the bounty letter once the job is completed.

Cyrus sighs and bows.

Cyrus: As my Lord commands.



This carriage is much nicer than the first one. The seats are padded and everything! The baron's seal is placed prominently upon the door, warning most potential ne'er-do-wells to leave well enough alone. The small windows are curtained and the inside is spacious enough for six people to sit in somewhat comfort.

Cyrus sighs heavily as the carriage begins to trundle along the road. The driver, bundled head to toe in furs, expertly controls the sure-footed oxen from a sheltered cabin. Nobody says much as the carriage moves down the mountains or into Shas Isa. All of you, newcomers to Shas Isa, get a proper look at the town that was your home for the ten days of darkness.

It is not a particularly large town, nestled in a valley between what would count as mountains anywhere else. A gently-sloping road runs from the southern gate to the northern gate and is wide enough for four wagons to drive abreast. Even so, the road is fairly crowded. Market stalls stud the roadside, selling hot food to the weary wagoneers. Inns beckon to them as well, offering a warm bed and cheap ale. Your time up to the bastion and back has taken up nearly two hours. As it is, there's only an hour or two of sunlight left. But your carriage doesn't stop, instead heading for the northern gate.

Disturbingly, you hear the thudding of stones being thrown at the carriage. Cyrus sighs again. You get the sense that he does that a lot. "The plebeians know I'm in here," he mutters in his cultured voice. "Damnable fools. It's not like I'm the one who cut--is that the mayor? Whatever happened to him?"

You look out the window. The mayor is indeed there, dressed in a cloak that looks to have been hastily made from a horse's blanket. He sees who is in the carriage and smiles. You get the sense that he is quite pleased to not be troubled with you anymore.

On the other side, you see whispers running through the crowd. One of them gestures in the vague direction of the enlarged mayor. By pure chance, you catch the words on their lips: three mages?

"Oh dear, they've spotted you two as well," Cyrus murmurs. He knocks on the wall behind his head twice. "Driver, the crowd is getting uglier. May we pick up the pace?" The worrisome mage is right. The crowd appears to be trying to hem the carriage in, but nobody is brave enough to confront two oxen that weigh in at half a tonne each. Which is just as well because the crowd seems one step away from the torches-and-pitchforks routine.

The carriage safely makes it through the gate, now only occasionally being rattled by showers of rocks. Stretching out before you is the widening valley that leads into the low, flat hills of the lowlands. Somewhere within those hills was the remains of several messengers, apparently torn apart by something insanely strong. And here you were, off to confront it.

Awesome.

At least you're getting paid.

Rightio, and we're off! The next turn will be a travel turn. The journey is quite long, so the carriage will make a stop. So write up some things that you'd like your character to do in the half an hour or so that the stop will last for. Some light reading, some napping, maybe tend to your weapons (Which I'd advise at least one of you to do!).

By the way, from here on out, the kid gloves are off.


The Tines of Madness are Ringing


Spoiler: The Players (click to show/hide)
« Last Edit: November 27, 2013, 07:16:21 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!

BFEL

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #173 on: November 26, 2013, 05:58:27 pm »

Thuun strikes up a conversation with this Cyrus fellow. He asks about why the town seems so adverse to magic users, afterward he asks if Cyrus has had trouble with his own magic after the Ten-day-night, and informs him that the mayors hulkifying was because of miscast healing.
Once that is over he steers conversation toward Cyrus himself, asking about where he's from, how he became the barons advisory mage and generally gets to know the man, reciprocating his own origins if pressed.
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Pancaek

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #174 on: November 26, 2013, 06:41:13 pm »

Felice stays quiet, not feeling all that comfortable this far away from the sea. He checks his bow, and sees if he it's possible to do something about the "cracked" part, If it is possible and the repairs cannot possibly fuck the bow up more, do the repairs. Then he will try to fletch some more arrows and sharpen his dirk when they take a stop. 
« Last Edit: November 27, 2013, 07:22:51 am by Pancaek »
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Niccolo

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #175 on: November 27, 2013, 01:30:23 am »

BFEL, where does one action end and the next begin? Or is that only one? @_@

Could you guys do me a favour and number the action you want done at each stop? That would be awesome.
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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!

Pancaek

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #176 on: November 27, 2013, 07:00:34 am »

((So do you want us to give you the actions for all three stops at once? because I thought we'd have three turns, each being a different stop. giving all actions at once might be difficult if one actions needs to follow a previous one))
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Niccolo

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #177 on: November 27, 2013, 07:12:12 am »

((So do you want us to give you the actions for all three stops at once? because I thought we'd have three turns, each being a different stop. giving all actions at once might be difficult if one actions needs to follow a previous one))


Hmm. Y'know, I've been thinking... Just make it one long action. I'll shorten the journey to just one stop. Your action can be a few things to do, but I'll get it all done at once. Go on the theory that the stop lasts about half an hour.
« Last Edit: November 27, 2013, 07:17:28 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!

Harry Baldman

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #178 on: November 27, 2013, 07:26:04 am »

Polish my staff proudly. It has served me well. Inspect it for dents and whatnot.

Then see if there is any good reading material around. If there is, read it. Do this the whole way along. Also, make conversation.


"So, Cyrus... what do you know about monsters? Or demons?"
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USEC_OFFICER

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Re: Roll to Go Mad: Turn 10 - The Quest
« Reply #179 on: November 27, 2013, 08:14:15 am »

Baldur wraps his bear fur cloak around him and tries to catch some sleep.

Greatsword is broken and I can't exactly fix it, so no point trying to tend to the thing.
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