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Author Topic: You are a Lord of the Wastes  (Read 26154 times)

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #105 on: May 17, 2012, 03:43:29 pm »

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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #106 on: May 18, 2012, 09:17:57 am »

You finally get around to inspecting the damage to the walls from the recent raider attack. Its concentrated around the main gate and is mostly minor. However, there is a large part of the parapet missing where Luchano de Meridi was killed. You also get around to checking up on the militia who were hurt in the attack. The one with the broken legs is fine, just annoyed that he'll be spending the next six months in bed. The two with internal injuries are more serious. You find out that one of them has slipped into a coma but that the other has been awake and talking.

You try to recall all the stories you can about the Maker's ship, the HMS Olympia. This treasure trove of Ancient technology has haunted you since your youth. You remember being perhaps five or six years old and a trading ship attempting to dock next to the Olympia. The ash covered everything for days. Occasional gulls and the like flyover it from the wrong direction and disappear in a flash. Only two years ago a pair of young lovers seeking privacy disappeared late one night; the last play they were seen was heading for the Intake Bowl. You also have an idea: The datapad you found held an account of the fall of the Great Dish from the Control Tower. Perhaps it might hold information on the Olympia.

You order the HE-3 canister stored safely, such a precious resource must be protected in case something happened to the fuel stored in the reactor. You also have another long talk with your Tinkerers in the communal workspace. You bring up three main points. You spend some time discussing the primitive rockets you have salvaged, talking about the ideas of making your own launchers and more generally about making your own basic artillery, likely starting with mortars. There is general excitement about this idea, with the main problem being a lack of a steady supply of chemicals or explosives for warheads and propellant.

You also ask about the creation of glass domes for the gardens of Sala-Zione and explain that you are convinced that they will increase food production. They explain that they could set up machines to mass-produce more glass hexagons but that they would need a steady supply of flux and some dedicated workers.

Finally, you ask if there's anything you can do to attract more people to the communal workspace. They answer that there's not much more you could really do at the moment but once they finish some projects of clear benefit to the town then maybe more people will be tempted to join. Or that's what they reckon. You have a few ideas on the subject yourself. Basically, you think that more Tinkerers will join once you get some more impressive machines in the workspace, the kind they would really want to use. If only in the travels of your youth you had found text on group psychology instead of nuclear fusion and mechanical engineering.

You consider the high efficiency computer unit. It's obvious that it could be used to control the Solar Forge, so you spend some time messing around with it, trying to come up with a program that could control the boosters. The OS is surprisingly easy to use and like many ancient programs when you first start it up it thanks you for using a thing that's free to all. Truly, ancient customs were strange. Since you don't have any actual real world inputs to go on, you start by devising a simple random number generator that simulates the light levels throughout different times of day and likely weather conditions. Its not really accurate, but it'll do as a baseline for testing. You then program the necessary commands for moving an actuator based on sensor input, so that it turns to reflect at the same spot. Or so you hope. All this is mostly based on your studies and working knowledge of the reactor's control systems. It doesn't have any actual application to the Solar Forge yet, but you feel a little more comfortable with the idea of actually doing it for real.

You hold an audience, what the Old People would have called a surgery, where anyone with greivences can come and be heard. Most are just townspeople come to moan a little, because they can. However, there are some that catch you attention.

Firstly, the is Mauro Proncharmi. He claims that his fifteen year old daughter was kidnapped by Suliman bin Qutira, the merchant who sold you the composite rods some weeks ago. Or at least, she disappeared just after his caravan left. He wants some kind of justice.

Some of the local fishermen come to you. They ask if you would give consider the creation of a larger fishing ship. While their little wooden sailing ships do bring in plentiful amounts of fish, some of them feel they could catch a lot more with a larger ship, particularly if it had engines.

Finally, there is some unpleasant business. Two townspeople have got into a rather serious disagreement after drinking copious amounts of brandy late last week, which resulted in them both being quite badly mutilated. It seems that one, a fisherman, bit off the other's ear and swallowed it, removing any chance of reattachment. The now one-eared gentleman, a general hauler about the town, responded by repeatedly hitting the fisherman in the face with the brandy bottle, which quickly became quite jagged. There may have also been a woman involved, but accounts vary.

One week has passed. What do you do now?

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If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.         
       

   
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Ardas

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Re: You are a Lord of the Wastes
« Reply #107 on: May 18, 2012, 09:26:47 am »

We need to set up a council for civil disputes. If we are to run the entire town +foreign policy, its kinda hard for us to be there all the time to arbitrate on every problem.

I dunno about the daughter. No ideas here.

We could spare some scrap to put together a trawler for the fishermen. They can run the thing in a co-op, while welding together a steel tub is a good job for apprentices of the tinkerers.

Same here with the drunken incident. No idea whatsoever, you guys suggest away.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #108 on: May 18, 2012, 09:36:10 am »

1. We should look if the advanced medicine crate that can help the comatose one.
2. Um, Laser based defense system. Quite powerfull. Friend/ foe recognition seems to be offline. Try to check the datapad again
3. Maybe we can electrolize water and use hydrogen as fuel for the rockets
4. Can we use sand to make glass?
5. Seems like me that the Tinkerers guild is fine.
6. Maybe we should try to set up some kind of Jury of peers or something. 5 reknowned members of the community (unrelated to both victim and convict) + 5 other randomly choosen civilians (again unrelated, and switched every so often)
7. Tell him we will take the merchant in for questioning the next time he shows up.
8. While we can't make an engine know, we can try building a metal barge. Nets(to catch fish and prawns) and ropes attached to the dock (for mussels and other edible things to grow on) might work too.
9. Find out more about this one.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #109 on: May 18, 2012, 09:38:59 am »

About the sand/glass, you have plenty of sand, you just need a regular source of flux to make clear glass.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Maldevious

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Re: You are a Lord of the Wastes
« Reply #110 on: May 18, 2012, 10:06:22 am »

7. Tell him we will take the merchant in for questioning the next time he shows up.

This is the only one I have issue with. The relationship with the merchant is VERY important. This guy is just some guy. I say we ask the merchant about it conversationally, but unless he has some real proof she was abducted, I'd prefer not to go around detaining important trading partners on the whims of some citizen.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #111 on: May 18, 2012, 10:09:17 am »

7. Tell him we will take the merchant in for questioning the next time he shows up.

This is the only one I have issue with. The relationship with the merchant is VERY important. This guy is just some guy. I say we ask the merchant about it conversationally, but unless he has some real proof she was abducted, I'd prefer not to go around detaining important trading partners on the whims of some citizen.
7. Tell him you will inquire into this matter the next time the merchant comes along.
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #112 on: May 18, 2012, 04:42:02 pm »

I got a bad idea what would happen to girl in a world like this...
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Long Live Arst- United Forenia!
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #113 on: May 18, 2012, 05:16:00 pm »

Also perhaps send out some scouts into the country side around our town in order to test the ground for minerals, and see if there are any other towns nearby besides rome/ explore the surrondings in general, etc.
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Ardas

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Re: You are a Lord of the Wastes
« Reply #114 on: May 18, 2012, 05:21:46 pm »

Also perhaps send out some scouts into the country side around our town in order to test the ground for minerals, and see if there are any other towns nearby besides rome/ explore the surrondings in general, etc.

We are in wastelands, not virgin lands. anything that was there was already dug up by the pre-war civilization. especially in Europe. We better look for scrap, junkyards or warehouses.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #115 on: May 18, 2012, 05:25:24 pm »

Also perhaps send out some scouts into the country side around our town in order to test the ground for minerals, and see if there are any other towns nearby besides rome/ explore the surrondings in general, etc.

We are in wastelands, not virgin lands. anything that was there was already dug up by the pre-war civilization. especially in Europe. We better look for scrap, junkyards or warehouses.
Your right, raw material deposits would have been alrgely depleted by this time. Do what he says and find abandoned areas that might contain resources.

Also look for the ruins of mines, as those would have been built on raw material deposits and there must still be some of those around and we can't scavenge forever so it si better to know the locations of mines. With the mines we can hopefully manufacture some more chemicals and minerals that we need.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #116 on: May 19, 2012, 07:18:07 pm »

By the time your audience is finished your face is much more well acquainted with your palm and you have some sympathy with rulers who feel the need for hefty men with sticks. You tell the man who has lost his daughter that you'll look into it if and when the merchant returns. You deffer judgement on the drunken brawl. Overall, you decide that some sort of civic council of elders is required to deal with things like this, perhaps with the power to call a jury and try cases.

The main concern that's on your mind at the moment is a steady supply of chemicals or minerals for explosives and propellants. You spend some time fantasizing about all the different types of artillery you could build with these. You know from your study of the ancient texts that hydrogen and oxygen can be separated from water by an electric current and you theorize about a machine that could perform that function. You also decide to put together a scouting expedition to search local area for anything of value, from other settlements to resources. You only need to decide who to send and if you'll accompany them. 

You ask the Tinkerers to set their apprentices to welding together a hull out of scrap metal.The Tinkerers work on some basic launchers for the rockets you found, producing three with crude firing mechanisms as prototypes. They also start work on the mortars and are confident that they'll have some finished soon. The main problem seems to be coming up with a design for the shells.

You spend quite some time sifting through the entries on the datapad, looking for information on the Olympia. As before, most of them are melodramatic whinings in archaic language. However, after diligent searching you do find some relevant information. In a series of entries after the one lamenting the loss of the Dish, you find some detailing trouble with "outriders", which you presume means raiders. The unknown diarist writes that they attempted to reset the Olympia's "core", which from the usage you infer means the machine intelligence controlling the ship rather than its reactor, but were unable to gain access. It seems that they were working under the theory that whatever ancient attack beached the ship here also blinded all sensors and receiving equipment directly attached to machine intelligence. While not the keys to the kingdom, this certainly sheds some new light on the situation.

Finally, you look to your injured militia once more. The one with the broken legs is glad to see you and you spend a few minutes chatting. You then see to the ones with the more serious injuries. The one who was awake and talking before continues to improve and aside from a fair few broken ribs he should be back in fighting form in a couple of months. The one in the coma is more serious. Your healers have given him antibiotics from the medical crate and are feeding him with a mixture of honey and water. Apart from that there's not much that they can do. They tell you he looks a little worse than he did yesterday.

A message arrives from the gate guards. A lone rider covered in blood came from the north, his horned horse clearly exhausted. He has collapsed at the gate and they want to know whether to let him in or not. The main reason for their concern is that he is has the appearance of being a Eastern Nomad, a people renowned for their ferocity, savagery and unintelligible system of honor. He also seems to be quite heavily armed. The messenger adds that they were quite insistent that they could easily burn him from the parapet to be sure against any trick and then loot his stuff.

A week has passed. It is now mid spring and the next Technocratian caravan should arrive in two weeks. What do you do now?

Spoiler (click to show/hide)
     

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.         
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #117 on: May 19, 2012, 07:23:26 pm »

Tie him up, let him in. Interrogate him.

too tired to think. (wow that was a sentance that all starts with T...)
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Ardas

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Re: You are a Lord of the Wastes
« Reply #118 on: May 19, 2012, 07:31:02 pm »

Well, they are supposed to be honourable as well he may be injuried. But we do not know why is he here. take him into custody and keep an eye on him to have him kicked out/handed over to whoever turns up at a moments notice. And disarm him, but do not loot him.
« Last Edit: May 19, 2012, 07:47:56 pm by Ardas »
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #119 on: May 19, 2012, 07:34:41 pm »

 Take him just remove his weapons and treat him like any one else ask him why he's here and other things but be respectful we might be able to get them as allies.
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Long Live Arst- United Forenia!
"Wanna be a better liberal? Go get shot in the fuckin' face."
Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.
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