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Author Topic: Errant Mercenary: Homecoming.  (Read 1245 times)

Riccto

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Errant Mercenary: Homecoming.
« on: September 07, 2012, 08:57:11 pm »


 
Wake up you dumb sack of rocks !

You're as terrible as one of those full time adventures!You've been an adventurer for the past couple of months, but at heart you still are a mercenary, a good, hardworking mercenary. You're headed home again. Back to the troop! Still a little dazed from the trip I see. Let’s get the groundwork down first. What's your name? Good. You do remember why you went on this trip right? No? Your Father (Not biologically silly) had told you to take a journey, not another job but an adventure out into the Wild Country where all the spooky and strange things live. Now why would any parent send their child out there? Well, you are the heir to the troop and the old man wants you to see the world, the real wild world to get some real experience under your metaphorical belt of wonder, just like he did when he was a younger man. That isn't to say you are some greenhorn that going to step into right into the company head. Hardly, the old man saw you on that burning field and saw himself, he saw the potential in you as a fellow child of war. He along with the whole troop raised you as one of their own and you did not disappoint. You've butted heads and made friends and fought alongside these men under your Father's wings. Now as your Father has gotten on in the years there had been always talk about whom will take the reins of the Troop. A few months ago before you went on this trip it had been made clear that the future head honcho has a good chance of being you. Now of course there had been disagreements but the Old Man always had a way of settling them. As a sign of faith he had put you up to the task of heading out into the Wild Country to make sure you were up to snuff in the eyes of your tutors. What?

You thought you were headed out on this alone? Insanity. You had the DeCalvin trio with you, the finest skirmishers the company had ever seen, able to disappear into the brush like ghosts and get to work with their slings, you never were hungry with them around. Then there was Velk, The Fulgurist (Much more useful than a Fulgurmancer, I mean. Who wants to see signs in lightning anyways). And a couple of other guys that aren’t nearly as great as yours truly, The second in command of the troop and Master-At-Arms for too many pompous lords and generals, Rex Culthane.

So. Just double checking that you are still all alright. What is your Name?

Okay.
Final check.
What would you say was the attribute that helped you the most on your crazy journey? How about you rate yourself kid, one being your best and going downward.
Was it your….
  Athleticism?  Being strong and swift always helps us out of a jam
  Cunning? There were a few times where clever word play and a quick mind helped us along in our path.
InTellect ?  Because a big brain equates to big magic which is a big help?
  I nsight? Do you remember that time when you busted  that cunning con right open? Work of art
  Observation? Good eyes are always a help
  Nefariousness? Your ability to put together subtle tactics on the field has been sublime
  Stealth? Sneakity Sneak.

Spoiler: GM Note (click to show/hide)
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GreatWyrmGold

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Re: Errant Mercenary: Homecoming.
« Reply #1 on: September 08, 2012, 06:27:29 am »

Name: Stanley Arquiss MacDougal IV. Because it sounds neat and can be abbreviated easily.


I'd say my biggest help was cunning, but I'm decent at most things. You've gotta be, to survive in this world of ours.
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Sprin

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Re: Errant Mercenary: Homecoming.
« Reply #2 on: September 08, 2012, 09:27:28 am »

Our name is Urist Mcmerc

The guy ubove has the same thing I want
« Last Edit: September 08, 2012, 09:29:26 am by Sprin »
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Riccto

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Re: Errant Mercenary: Homecoming.
« Reply #3 on: September 16, 2012, 01:34:08 pm »


Stanley Arquiss, The name cut through the daze so clearily. So now after a few months of adventuring you picked up some treasures right? I mean adventuring practically equates to adventure and over the course of your journey you picked up some pretty cool trophies.
Was it
-A Nemean Lion Cloak: A cloak made from the intact pelt of a Nemean Lion, It has the curious property of being completely immune to cutting and piercing weapons but it still transfers blunt force. Occassionally you wonder how they made the damn thing but who cares it looks cool.

-Gotz's Iron Hand: A ancient relic of steel, Atl least thats what Velk had thought of it. It seems to guide the hand of its wearer on and off the battle field. Velk also thinks it may be the haunt of some ancient expert warrior or something like that. Cool.

-Wyvern Kriss- A curving dagger that appears to been carved from the talon of a Wyvern. It also seems to be coated constantly with a very deadly substance that emits a rather noxious aura and seems to always slip better through armor than most other blades.

The Speaking Book- Or the book keepers friend as I would like to call it, You talk to it, it writes and organizes. Great for keeping track of everything and when running a fighting force is your business good books can help alot. So far we've been only to read what we've put into it. I wonder how we find what the previous owner put in..

And did you think you learned anything particularly well during your trek?
Like the Decalvins did you pick up the skills to live off of the land and find trails like no other, making your force more versatile and mobile?
Or did you pick up any Fulgury (Lightning Magic) from Velk?
Or did you learn any sly tricks that only a real veteran duelist like myself would know.
 
Once you got this we can be on our merry way homebound. Just right over that hill is our little hold. Our own little Lions Den.

(Sorry for not posting in awhile. Had some stuff to deal with)
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GreatWyrmGold

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Re: Errant Mercenary: Homecoming.
« Reply #4 on: September 16, 2012, 01:46:38 pm »

Sly tricks.
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Riccto

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Re: Errant Mercenary: Homecoming.
« Reply #5 on: September 16, 2012, 01:56:42 pm »

Artifact?
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Gotdamnmiracle

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Re: Errant Mercenary: Homecoming.
« Reply #6 on: September 16, 2012, 01:56:55 pm »

Live off the land; and speaking book.
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Riccto

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Re: Errant Mercenary: Homecoming.
« Reply #7 on: September 16, 2012, 02:07:37 pm »

Question. How should I go about selecting choices. The most common appearing would be the preferable route but if that isn't available should I just roll? Select which seems to be the most rational? First come first serve?
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Gotdamnmiracle

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Re: Errant Mercenary: Homecoming.
« Reply #8 on: September 16, 2012, 02:10:40 pm »

Most common for out of combat decisions, first come for in combat, if little interest or no immediate response just roll.
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Gotdamnmiracle

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Re: Errant Mercenary: Homecoming.
« Reply #9 on: September 16, 2012, 02:17:53 pm »

Also obviously just roll for things like if hit's land or whatever but if we make the enemy flinch and have just enough time to make a split decision or if we pull behind cover, even if we block an attack with a shield or parry it that is when we switch to first come. Also are you planning on having multiple characters?
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GreatWyrmGold

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Re: Errant Mercenary: Homecoming.
« Reply #10 on: September 16, 2012, 02:19:14 pm »

Artifact?
Wyvern Kriss thingy. I thought we had all of them.
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Riccto

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Re: Errant Mercenary: Homecoming.
« Reply #11 on: September 16, 2012, 02:21:33 pm »

Artifact?
Wyvern Kriss thingy. I thought we had all of them.
Sorry If I didnt make it clear. We had to select one.

Also obviously just roll for things like if hit's land or whatever but if we make the enemy flinch and have just enough time to make a split decision or if we pull behind cover, even if we block an attack with a shield or parry it that is when we switch to first come. Also are you planning on having multiple characters?
One main player character/commander that we are defining right now. As for combat stuff I have a system that I will have running in the background.
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Gotdamnmiracle

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Re: Errant Mercenary: Homecoming.
« Reply #12 on: September 16, 2012, 02:27:50 pm »

Artifact?
Wyvern Kriss thingy. I thought we had all of them.
Sorry If I didnt make it clear. We had to select one.

Also obviously just roll for things like if hit's land or whatever but if we make the enemy flinch and have just enough time to make a split decision or if we pull behind cover, even if we block an attack with a shield or parry it that is when we switch to first come. Also are you planning on having multiple characters?
One main player character/commander that we are defining right now. As for combat stuff I have a system that I will have running in the background.

Cool beans. I patiently await the first update.
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Riccto

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Re: Errant Mercenary: Homecoming.
« Reply #13 on: September 16, 2012, 04:37:16 pm »

(Now from a different perspective)
With the Wyvern Kriss tucked into your belt and the Sly Tricks you've picked up from Rex you come home a much more competent swordsman than any point in your career. Most swordsmen would be hard pressed to find an upper hand on you in combat (With the exception of Rex). You cant wait to return home and show off your new skills in the training ring, You feel like now its your turn to dish out some bruises with the training swords!

As you relish in the though of dishing out bruises there is an air of levity with the group. The Decalvin's are chatting about their big hunts over the course of the trip, Rex is attempting to talk with Velk in hushed tones about how you've grown over the months but you can still hear them with pride that you bottle inside. The group passes through a grove of trees, almost home, You climb towards the crest of the hill expectant to see the proud lion's head crest fluttering on the blue flag above The Lion's Den. You reach the crest. You dont see the flag.

You feel a tingling at the back of your neck.  The party picks up the pace, The Decalvin's prepare their slings, Rex and Velk seem on edge. The party exits the grove to see the devastation is worse than just a missing flag. The Lions Den has been ruined, Evidence of a battle is all around. Silence pervades the air except for the quiet swish of the DeCalvin slings.  It appears a battle had happened some time ago or they had cleaned up well. There are no fires but there is the slight smell of ozone in the air. The grass is matted where combat would of occurred but no blood or bodies. Something very strange has happened here. And then as the party rounds a corner towards the practice field you hear the steady clank. You soon discover the source.

A massive suit of armor that towers over you at even a distance, You guess around 9 feet tall, Seems to be approaching you with a wooden beam in hand. The armor is immaculate, angular and crestless, You would guess it to be a Golem but it doesnt have the distinct magical presence of one nor does it move like one, It seems more natural than machine. And then he calls out to you, His voice deep and intellectual and dangerous all at the same time.

"I am Palomides. I am here to kill you. Come now Cub. Show me what the Lion has taught you."

He gestures at you to attack with one hand as he holds the wooden beam as a sword.

(Wat do.)
« Last Edit: September 16, 2012, 04:45:01 pm by Riccto »
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GreatWyrmGold

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Re: Errant Mercenary: Homecoming.
« Reply #14 on: September 16, 2012, 04:51:04 pm »

Use some of our cunning to distract him before slipping the Kriss through his armor and retreating. See what happens.
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