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Author Topic: Inquisition - IC thread  (Read 6826 times)

Terenos

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Re: Inquisition - IC thread
« Reply #135 on: July 17, 2014, 04:35:46 pm »

Lead some workers and a few guards higher up the mountains in search of fine timber. Send a runner to the Earl letting him know that we intend to set up a woodworking industry in order to restore the castle to full use.
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Shootandrun

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Re: Inquisition - IC thread
« Reply #136 on: July 18, 2014, 05:54:23 pm »

Act I, Part Fifteen: Wrath and Smoke

Gustav

You send a runner to the Earl, before taking workers and ten good men with you up into the mountains. The travel's long and uneventful, as it often is in those parts, and your progress is slowed down by the forest that grows on the mountainsides. It takes you several days to reach the altitude where the oaks the locals spoke of grow; but once you get there, you can't miss them.

About halfway up the mountains, great trees begin to be seen in the forest. Dark-wooded, with great trunks and wide, far-reaching branches, they always stand alone - nothing but grass grows under their shadow, which extends some ten to fifteen meters in all directions. [4] Your carpenters examine the trees and give you an odd report: those are no oaks. They look vaguely similar, which explains the confusion, but they're much too big, and growing at the wrong altitude and in the wrong grounds. Solidity tests on a few branches, however, reveal that the wood is extremely solid; it would make fine construction lumber.

[?] In the afternoon of the same day, you see over the mountains a great column of smoke rising. It is thin, but it rises high - you don't think that's a natural fire, or there'd be a lot more than that. [?] Nothing else comes of it - you lose sight of the smoke when the sky grows dark, and the next morning only a few fumes still rise.

-----

Friedrich

You visit the Spring Caravan, interested in hearing about what they have to offer and what they know. [?] A wide variety of strange goods are put forward for sale once the caravan members open up shop. You see several furs of various animals, some known to you (wolves, bears, elks, and the like) and some you've never seen before, which the traders say come from Direwolves and stranger beasts which they have never seen themselves (which makes you wonder if these beasts truly exist or if the traders got cheated into buy tinted boars' skins).

A few other traders put forward trophies collected by the natives: one man offers orcs' tusks (though those almost certainly come from boars) and another sells beastmen's horns and hooves (you're less certain about those). The head of a petrified troll is presented on a table, truly genuine, and one man even claims to have a drake's tooth.

Apart from all these oddities, which you have no doubt will make the traders a fortune once they reach a city, they sell few practical goods. There's a lot of meat from game, a few mantles of fur which cost a fortune, and little else.

[2] As for what they know, the traders don't say much. They tell you that they only speak with a few of the natives, because they're not trusted to go far inland, and they whisper that not much has changed - in the spring the savages make trade gatherings, and in the summer they prepare themselves to go raiding. The traders always make sure to be gone before the warring seasons, so they claim not to have any useful information for you.

-----

Davian

[4] You go through a few inns and listen to a few conversations here and there, and a baron of small importance comes to your attention. He is lord over a few lands under the Duke close to the border, but he spends a small part of his time in a manor just outside the city - and, importantly for you, he is said to go to the temples twice a week and to take the priests' advice (on what, the gods only know - the man doesn't have much to manage) very seriously. You might be able to approach him, should you wish to try.

[2] The local priests are not particularly enthusiastic when you make your plans known to them. Looking relatively competent, the three men in charge of the temple agree reluctantly to let you use a part of the building for your doings if it is necessary, but they make it clear that they are otherwise busy with their own affairs and would prefer if you kept your operations discreet, so as not to disturb their business.

-----

Faran

You go to the library [2] and don't find a lot of interesting information. There are entire books related to the Prophet - strong, brave, wise, charitable, chaste, kind, diligent, charismatic, and humble as he was - and a few related to local historical figures, but there isn't much on saints or their deeds. It is very rare for men of the faith to be made into  saints, anyway, so that might explain that.

Whatever the case, you note down your findings into a few pages, including the characteristics mentioned above, as well as the symbols that you found or already know of - the number three, the triangle, the common representations of the gods, their assigned tools (the hammer, the sword, the crown), and several other minor ones.

[1] When you arrive to observe the building of the shrine, the construction is already completed. Arkran was productive while you were gone, it seems.

Your wounds are healing. You now only have a -1 on physical rolls.

-----

Oscia

[2] There's little progress that gets made over the course of the next few days when you take out the militiamen to train them to "move in rough terrain" - that is, a muddy but small wood close to town. The imbeciles are slogged down by the mud, rip their clothes on branches, seemingly slip down every single slope they can find, and generally make the noise of a cavalry charge. You end the next few days feeling annoyed with them and weary.

-----

Geldryn

[2] You are made to wait for a long, long time. All told, you spend three days expecting an audience - the King takes his time with receiving you.

[7+3] You make good use of the time spent waiting, however, by avidly reading Arkran's notes. You finish reading most of the books you have on you, and when you are finally summoned in you believe you have gained enough knowledge to qualify as an engineer, though you are still quite the novice.

You come as soon as you are summoned, and you introduce yourself to the King - Anthos Dalamar the Third of his Name, King of Endorac and all its holdings, Watcher over the Passes, Summer-Guard and Winter-Sentinel, ruler of the Ivory Throne. After some formalities, you receive his authorization to found a chapterhouse in the capital and to place an official representative of yours at court. You then do a report of your actions - in public, at his demand. The court is quite moved by your dark news.

Halfway through the meeting, a young man steps forward, and - with the king's authorization - asks you a few questions, to know how heretics would undermine the realm. You soon find out that this man is a son of the Duke Theram, but not before, for better or for worse, he has lead you into effectively implying the Earl Sandos could be a heretic - or at least that heretics might profit from Sandos's actions.

You then make a show of your capacities and the threats you face, speaking of the archmage under the tower at the lake, and after blessing a man [5] successfully, you convince [d10: 5] five Knights to pledge their swords to your cause. However, by then, the King is obviously annoyed - you have dealt a serious blow to the legitimacy of Sandos while he apparently wished to keep these affairs out of his court, and now you have also recruited Knights out of his household guard. He all-but-dismisses you, maintaining only minimal politeness.

Before you leave, however, the son of the Duke, who seems extremely amused by the entire affair (and does not hide his amusement from the increasingly annoyed ruler), promises to lend you three more knights from his own guard to strengthen your ranks.

You have become a novice engineer.
Eight knights have joined the Inquisition.
The King now feels Insulted by the Inquisition.


-----

[6+1] The shrine is completed after a very productive day - three statues are put up against the three pillars that support the roof, and the building is complete. All that remains now is for it to be blessed.
« Last Edit: July 18, 2014, 08:41:36 pm by Shootandrun »
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adwarf

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Re: Inquisition - IC thread
« Reply #137 on: July 18, 2014, 06:36:29 pm »

Bless the Shrine in the name of the Holy Trinity.
After the Shrine is blessed go before the statues of the Trinity and pray for guidance on the path I must take to destroy this great foe of theirs.
Once I'm finished at the Shrine head down to the Spring Caravan to sell my spare swords and look for any books or oddities that I might wish to buy.
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Azthor

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Re: Inquisition - IC thread
« Reply #138 on: July 19, 2014, 11:03:28 am »

((On a minor note, for those confused, though I did speak of the archmage sealed beneath the lake, I have not mentioned his location, nor the lake itself)).
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Ghazkull

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Re: Inquisition - IC thread
« Reply #139 on: July 20, 2014, 06:35:22 pm »

Gentlemen now let me make one thing clear. Friedrich starts walking around the few Traders of the Caravan.

I know and you know, that you know more than you currently tell me that you know. Now if you tell me what i really want to know that you know i can be quite generous. On the other hand, a variety of things are at my disposal to make sure i get what i want to know from you, with or without your cooperation. And I am not talking about taking you into my lovely cellar but about shutting down your businesses for being Accomplices of the Dark Hordes, have you branded as Heretics and make sure that you'll never ever get someone to Trade with you again this side of the mountains. Now that we have set down these simple facts let me ask again and politely: What can you tell me about the other Side of the Mountain, how much can you tell me about the Strength of the Summer Raids? How many will roughly be coming and how good are they armed and trained? Do they have any specific targets? How great is the chance that they want to do more than raiding? IS there still an ongoing resistance against them on the other side of the mountains? Would there be a possibility to turn some of the tribes against each other to prevent the raids and instead cause them to turn on each other?

With a mix of Bribery and Intimidation Friedrich tries to make the Traders a bit more cooperative.
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Ardas

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Re: Inquisition - IC thread
« Reply #140 on: July 22, 2014, 02:17:25 pm »

Request an official meeting with the baron. The request is positive, reinforced by the notion that baron was chosen for his piety.

Davian walked in front of the temple, observing the people moving about their business. Redhall was a busy place, but it felt soulless. There was no zeal here, no desire for change. The problems of the border apparently did not penetrate here and if not roused to action in time, these people will suffer. But he could not be overt, lest he caused panic. A third way was needed.

Firebrand preacher mode - rally support for the temple and for the Inquisition among the townsfolk, encouraging piety and service/gifts for the temple, giving sermons in front of the temple.
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Azthor

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Re: Inquisition - IC thread
« Reply #141 on: July 25, 2014, 12:28:48 pm »

Arrange for a meeting with the Capital's foremist religious authority, bringing the knights along.
Continue the work on cracking the tomes.
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Terenos

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Re: Inquisition - IC thread
« Reply #142 on: July 25, 2014, 05:37:47 pm »

Study one of the trees while the workers fell a few others. Remain at high alert.
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Taricus

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Re: Inquisition - IC thread
« Reply #143 on: July 26, 2014, 05:07:35 am »

Keep drilling the current trainees into scouts.
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Shootandrun

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Re: Inquisition - IC thread
« Reply #144 on: July 31, 2014, 01:26:17 pm »

Act I, Part Sixteen: Veil

Gustav

[2+1] As the workers start doing what they do best, you choose a tree at random and start studying it, hoping to learn more about its species. You come to the conclusion that the wood is about as hard as an oak's, [1+1] though you don't know why, or how you might use that beyond the obvious possibilities. The sap of the tree you choose is red; however, when you take a sample from another, that one's sap has a greenish tint. Perhaps it takes its coloration from minerals in the ground? Finally, you note that the trees are more spaced out than they should be normally - there's a few meters of space between the closest branches of any two individuals, at least. [1+1] You don't know why - perhaps they have wide roots? Is the soil too dry to support a higher density?

[5] Your workers cut several trees during the day and set to work on processing them, cutting of the branches, removing wood too small to use, and cleaning the logs. After a few days, they've carved a large clearing out of the forest, where they erect their camp.

Two days after the first column of smoke, a second one appears, much further north. As far as you can tell, there were no others in between.

[4] At the end of a long afternoon of work, a soldier runs back to the camp after having left to drink some water from a nearby spring. He claims to have seen someone spying on the camp form higher up. When you go to the spot where he claims he was, you don't see anyone, however. [?] When you ask the soldier to describe the person, he claims the man was wearing furs and had a bow and some arrows with him.

-----

Friedrich

[4+1] Almost as soon as you start putting pressure on them, the traders crack and give you a lot more details about the East. Up to fifty marauders at a time can be participants in a summer raid, though they generally aren't that numerous, going from their experiences of past years. The raiders are all armed, with axes and spears and bows, though they generally lack the metal to have swords or anything better than leather armor. Raids generally target isolated farmsteads or harass hamlets; in the past, bold ones have tried to bypass the line of defense formed by Hadvard and the hamlets to go into the richer lands of the west.

As far as the traders and the locals know, the raids are always for the sole purpose of killing and looting;  the raiders are little more than brutes and savages, after all, and it's unlikely there is much strategic thought behind their actions.

This year, a few of the tribes appear to be fighting a force further to the east, which the traders say might dissuade them from sending out raids. What this force might be, however, they don't know - the Trinity is virtually unheard of across the passes in this region, and yet the tribes appear to be battling something that isn't them.

-----

Davian

[3+1] You ask for an audience with the baron, who after a day's wait organizes a meeting. Going by the name of Greydale, he has a pleasant discussion with you, during which you learn about him and his holdings. He possesses a small parcel of land to the north, on the border of the Archduchy; his position there serves mainly as a border guard, tasked with defending the duchy should war break out. He complains loudly and frequently of dwarven refugees filling his land, but apart from that things seem to be fairly quiet around his holdings.

He seems fairly loyal to the Duke when you approach the subject, although he doesn't much speak of his opinion on realm politics - these don't really affect a nobleman removed from even the smallest of courts at most times.

After a short discussion, the baron agrees to let you use his manor as a base of operations for the Inquisition in the duchy. When you survey the place, [1] it is completely lacking in defenses, being a normal residence, [3] but there's enough space that twenty to fifty men could reside there if they were willing to be cramped up, [6] and the property itself is quite large; there's plenty of space to construct new buildings or erect defenses, although that might make the perimeter hard to patrol.

Afterwards, you go into the streets before the temple and rally the populace to give a sermon and encourage generosity and support towards the temple and your order. [4+1] You make for a splendid figure in your armor and white cloak, standing above the crowd on the temple's stairs, and your voice calls out, strong and warm, with charisma any Paladin ought to envy; you charm the crowd with ease, and they are quite generous.

[d100: 60] About three fifths of all the donations go to you, and the rest is sent to the temple. The populace's opinion of the order is increased, which will make it easier, amongst other things, to recruit or gain information here.

The Order's reputation within the town of Redhall is now Appreciated.
As long as the town's opinion is at Appreciated or higher, a small but steady stream of donations should support the Order's men and constructions within the city and around it.


-----

Faran

You bless the Shrine in the name of the gods, kneeling in turn before each of the three statues and casting in three parts a spell that will ward the grounds against the intrusion of evil creatures.

[?] For the first time since you arrived in Hadvard, you feel like an answer comes from your prayers. When you kneel before the Patriarch, you sense something like a shroud before your eyes as you ask for guidance, masking your sight. The sensation seems to be indicating that something lies just ahead, something that you feel is important, but a force is veiling it behind a screen of smoke.

-----

Oscia

[4] This time you make good progress, teaching the militiamen to walk silently in rough terrain. They still sound like a bunch of teenagers trying to hunt boars to you, but now at least they make an effort to avoid cracking branches and ruffling bushes. Still, it'll take quite a while to form them completely - they're under a third of the way there, you'd say.

-----

Geldryn

[6+6] You crack the codes barring you from reading the books, at last, and delve right into them. You learn a lot about Sorcery, and through this confirm that the mages you killed were Sorcerers, and come to the conclusion that they were trained by someone vastly more skilled than they. The books also contain information on a few complex rituals and simple spells; notably, you learn that the beasts you faced in the caves were not demons, but transformed cabal members.

Sadly, or perhaps thankfully, these books were not meant to train non-mages into being sorcerers from scratch; a basic level of skill is assumed to be present in the readers. Still, you make note of your findings and send a letter telling, in a carefully worded way so as not to alarm any other reader, to the High Inquisitor about your findings.

The lore entry on Sorcerers has been updated.
Three rituals of sorcery are now known to the Inquisition: Mass teleportation, a sleeping ritual, and greater transformation. All these require higher skill to employ.


You then go to speak with the religious authority of the kingdom, a Godshear going by the name of Markus Thetros. Old - nay, ancient - and kind, he is a soft-spoken man who is pleased to discuss with you and willingly offers to let you use his cathedral as a base of operations for the Inquisition within the city. He tells you a little about the realm's history after being asked, talking of a war in which the previous king died and of the following regency, during which the duke Theram was Regent and Lord Protector. He speaks highly of the duke, and complains that the King ignores his advice on non-religious matters. Finally, he whispers that he has heard worrisome reports coming out of the earldom of Sandos about the Earl, and suspects him of heresy.

[5+1] [Godshear Thetros is a poor liar, hence the bonus] After considering his words carefully, you come to the conclusion that the man is lying through and through concerning that last matter, and that he is - for one reason or another - the duke's creature. This casts in doubt his previous praise, although you don't think he was lying, then; he might simply be biased.

-----

[6+1] Having finished with the shrine, Arkran brings the workforce back to repairing the castle. He has less men than he started with, since some are gone to cut down wood in the mountains, but he does get a fair amount of progress done. Castle repairs are at 50%.

[5] Ramsay comes to inform the Inquisitors that he has drilled the recruits brought by the priest into passable soldiers, noting that they were both eager to learn and that their small numbers allowed him to train them more quickly. The six recruits now have acceptable fighting training, though they are probably still below the men-at-arms in terms of skill.
« Last Edit: July 31, 2014, 02:25:15 pm by Shootandrun »
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Terenos

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Re: Inquisition - IC thread
« Reply #145 on: August 06, 2014, 07:55:59 pm »

Double the patrols around the camp, when we get enough wood to transport(easily) back to the castle, do so. Continue studying the wood.
Exit the game, Pass the Mandate on to whoever. Good luck to you all!
« Last Edit: August 10, 2014, 12:11:02 am by Terenos »
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adwarf

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Re: Inquisition - IC thread
« Reply #146 on: August 06, 2014, 08:22:41 pm »

Once I'm finished at the Shrine head down to the Spring Caravan to sell my spare swords and look for any books or oddities that I might wish to buy.
Go to the temple and request a meeting with the local priest.
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Azthor

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Re: Inquisition - IC thread
« Reply #147 on: August 09, 2014, 09:27:13 pm »

Visit the Capital's sole library and evaluate, however summarily, its contents.
Try and discretely arrange for a private audience with the King via his foremost adviser, under the pretext of delivering a high profile message ordered to reach no hands but his own by the High Inquisitor; pinpoint who said adviser would be by conferring with the former royal retainers.
« Last Edit: August 11, 2014, 06:05:57 am by Azthor »
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