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Author Topic: Courtier: A Suggestion Game  (Read 11713 times)

Iituem

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Re: Courtier: A Suggestion Game
« Reply #90 on: March 24, 2013, 12:02:48 pm »

May, Year 1

You accept your renewed commission and receive a much improved paycheck.  You don't have specific plans on spending it, so you save up the surplus for now.  The structure of the company doesn't really support sergeants, but you unofficially make John and Mord your left and right hand men and involve them in picking members for your band.  Your fellow captains have already picked most of the best troops, but you aren't left with the dregs either and end up with an even mix of survivors from the last battle.  You eat with them during mess and train with them (lightly) during the day, and with your developing skill at speech and command you form fast ties with your men.

Your injuries hamper heavy training, but you drill spears with the other men and practice with your throwing axes.  Your left arm isn't yet strong enough for you to work with a bow yet, but you just about manage to make use of your buckler during light practice.  The drills are led in part by another captain, Dens, a Jaeg who was a captain in the older company and a friend of Tovey's.  He is a skilled spearman and with your recent battle experience he is able to train you up to a reasonable level of competence with the spear.  You make progress drilling in your leathers and Dens gives you several tips on how to better wear your armour to retain your freedom of movement.

Another of the captains, a fellow Tarian named Pannis, has a bit more experience with axe fighting and uses one himself for preference.  The handaxe is not as ideal a weapon as a battleaxe in general, but he involves you in a little light sparring and teaches you a thing or two about fighting with axe-and-buckler, which the handaxe is better suited for.  He comments that the style is a little different to sword-and-buckler fighting.

The important thing, Pannis explains, is to understand that the buckler is not the same as a larger shield.  Whereas a large shield should be worn on the arm, a buckler is really designed to be gripped in one hand.  It is manoeuverable, and the skill of using one lies in making small adjustments in position to block the enemy blade.  This works particularly well against the long, flat blades of swords and 'swashbuckling', or duelling with a sword and buckler, is a popular pastime and style amongst young bravos.

When fighting sword-and-buckler, one generally keeps both hands quite close together and almost extended in front, the left holding the buckler and using it to guard hands and body while the right grips and manoeuvres the sword.  Only a minimum of effort is expended in swinging the blade and one rarely moves the hands away from their positions in front.

The axe and buckler style retains some elements of this, you learn, for instance binding shield and axe on downward swings to protect the body while driving the attack.  For the most part however the necessity to swing the axe means leaving the buckler arm forward to protect while drawing the axe arm back and around for the swing.  Since it is far more essential to block with the front of the buckler (in part because of the heavier weight and hooked nature of the handaxe) the shield arm must be far more mobile to intercept strokes.

The sparring boggles your mind and you end up focusing most on the blocking aspects (to the pain and detriment of your left arm), only barely able to keep pace with the axe.  Even so, Pannis is confident that after a few more months of drilling you should be up to his level with the style.

Nobody else aboard ship is especially skilled with throwing javelins, axes and other objects beyond some basic ability at the dart board.  You take up the slack and obtain one of the spare archery buttes from Galen (there are few archers left and you lack the arm strength to learn the bow just yet), pincushioning it with javelin throws and axe throws.  You break a few javelins, but you replace them easily enough from the company stores.  By the end of the month you feel you have attained a degree of competence with your throwing arm.  You even have a couple of contests with the remaining archers, who have joined Captain Twine's band (a Gulsh longbowman you only once met before the battle).  They mostly win, but you hold your own given the relative distance.

At the end of May you dock at Shearport a changed man.  Also a moderately richer man, and you take some shore leave to visit the lower markets and sell off your loot from Dewden.  You don't get the best price for the jewellery, but you learn a thing or two about bargaining in the process and come out of the deal with a few more silvers for your trouble.

You join Galen on recruiting duty and are able to recruit a few more men to your band, despite the recent hit to the reputation of the Black Boars (defaulting on contracts is never popular).  They are at least all of fighting age and in reasonable shape, though most of them are unskilled labourers like you were.  You take them on anyway and bring the number of your band up to thirteen.  Unless you decide you have other plans for them, they start drilling with spears.

Your search for new contracts is unfruitful, however.  Word has spread about Dewden and work is thin on the ground.  It looks like the company will be spending this month on shore looking for work and drilling the new recruits.  So long as you don't make too much noise, it is unlikely the debt collectors will come looking for you here.

You pay a short visit to a local armourer, inquiring as to the cost of a decent brigantine shirt, helm and a new buckler.  To your dismay the cost is exorbitant; it appears that the King of Shearport recently put in an order to refit his troops and good iron is at a premium right now.  Even just the brigantine would cost your whole purse plus a month's salary.  You hold off on purchasing any for now.

How would you like to spend June?  You have a bit of coin in your purse to spend and your salary should allow for some luxuries or expenses as needed, should you wish to spend a little time in Shearport.


Spoiler: Garntice Hestaceson (click to show/hide)
Spoiler: Possessions (click to show/hide)
Spoiler: Legal Status (click to show/hide)
Spoiler: Subordinates (click to show/hide)
Spoiler: Contacts (click to show/hide)
Spoiler: Deceased (click to show/hide)
« Last Edit: March 24, 2013, 12:08:36 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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Gamerlord

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Re: Courtier: A Suggestion Game
« Reply #91 on: March 24, 2013, 12:14:42 pm »

Let's keep gambling withour men. Try betting on hours spenttraining (3 silvers against anvextra twelve hours spent onspear practice.

kingfisher1112

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Re: Courtier: A Suggestion Game
« Reply #92 on: March 24, 2013, 12:17:49 pm »

Let's keep gambling withour men. Try betting on hours spenttraining (3 silvers against anvextra twelve hours spent onspear practice.
This, also take them out drinking. See if you can get better treatment for your wounds.
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Maldevious

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Re: Courtier: A Suggestion Game
« Reply #93 on: March 24, 2013, 12:27:08 pm »

Set aside 1 in 4 coins to start a 'debt repayment fund.'
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Parsely

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Re: Courtier: A Suggestion Game
« Reply #94 on: March 24, 2013, 12:38:24 pm »

Learn to read. In the meantime train your men hard and go running daily. Become stronger and try to keep active so your wounds don't make your left arm useless.
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stabbymcstabstab

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Re: Courtier: A Suggestion Game
« Reply #95 on: March 24, 2013, 02:49:01 pm »

Set aside 1 in 4 coins to start a 'debt repayment fund.'

Well have to do this, also I don't think the king would have reffited his troops unless something is going on thats generally a preparement thing to do.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

GreatWyrmGold

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Re: Courtier: A Suggestion Game
« Reply #96 on: March 24, 2013, 03:32:08 pm »

Set aside 1 in 4 coins to start a 'debt repayment fund.'
Learn to read. In the meantime train your men hard and go running daily. Become stronger and try to keep active so your wounds don't make your left arm useless.
Sure things.
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Iituem

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Re: Courtier: A Suggestion Game
« Reply #97 on: March 24, 2013, 07:07:16 pm »

June, Year 1

You make a resolution to set aside a quarter of your earnings for debt repayment, starting now.  This pretty much amounts to the pay rise you got in your promotion, so you will have to dip into your purse for extra expenses and luxuries.  At your current pay grade it will take years to pay off the debt, but there's always looting to consider and you don't intend to stay at this sort of pay forever.

Given your newfound frugality, gambling and drinking with your men means dipping into your purse a little.  You start gambling with the men for reduced guard duty and training time (against their pay), and over the course of the month you accrue a fair bit of coin from them.  You then treat them to drinks with their own money, a cunning little trick that earns you a fair bit of favour with them.  By the end of the month you haven't really gained any money but you've learned a few extra tricks at cards.

You pay a visit to the local apothecaries and spend a tiny bit of your purse on medicines.  The apothecary's mixture seems a little suspect at first, but leaves you full of energy.  Your wounds seem to heal more quickly and you find you have more energy for training, though the apothecary did warn you not to drink more than the given dosage and to stop once the bottle is empty.  You persuade him to give you another small bottle with a more concentrated form of the mix and an injunction not to use it except when you absolutely need to.  You find that between doses of the medicine you find your energy lulling and often feel a touch listless, but on the apothecary's strict orders do not get any more after the bottle runs out.

Finding a tutor to help you learn to read is more difficult, as well as expensive, to say nothing of time consuming.  You visit a scholar who, in exchange for near half of your purse, provides you with several slates and styluses and a waterproofed scroll case of parchments with letters written on them and simple sentences and stories for you to work through.  Given your need to travel, you make an arrangement with Dawlish, the ship's doctor, to help you use these to learn your letters over several months.

You drill hard over the month, pushing your men and yourself constantly to meet the goals you set.  You develop a little further with the spear, but your excel at your throwing practice and are soon able to reliably put javelins in the butte at further and further distances.  You feel you could confidently train others to throw now, if you had the time and materials.  You take to running in your leathers and training with weights, to the point where you are able to move almost freely in the boiled plates.  Even despite the stresses you put on your healing, your body firms up and you feel fitter than you've ever been.

The only place where you don't seem to make much progress is in your axe-and-buckler practice with Pannis.  Your renewed energy leaves you a little too focused on the attack and your shield work suffers from it, though on the bright side your increased focus helps you bring your ability with the handaxe up to an acceptable level.

The downside to the increased regimen is a lot of grumbling from the men.  You keep them sweet with your nights out, but they aren't any quicker to respond to your orders.  The greener troops are at least progressing a little faster with their training, though.

Briggs calls you into his cabin near the end of the month.  He tells you there's a local job available; night guard work for a merchant, nothing exciting but it helps reach paycheck.  The merchant only needs a dozen men or so, so Briggs is inclined to give it to one of the captains to deal with.  There's a small bonus in it for you if you take the job, but you and your men will have less time to train and spend entertaining yourselves, so one or both will have to be sacrificed.  If you aren't interested, Briggs will just give it to another captain.

Do you take the job, and do you have any other plans for July?  Unless otherwise stated, you will continue drilling, gambling, learning to read etc so long as you are in down time.

Spoiler: Garntice Hestaceson (click to show/hide)
Spoiler: Possessions (click to show/hide)
Spoiler: Legal Status (click to show/hide)
Spoiler: Subordinates (click to show/hide)
Spoiler: Contacts (click to show/hide)
Spoiler: Deceased (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Maldevious

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Re: Courtier: A Suggestion Game
« Reply #98 on: March 24, 2013, 07:38:25 pm »

Let's go for it... The men seem a bit tired of training, so let's change it up a bit and take a job.
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Mlamlah

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Re: Courtier: A Suggestion Game
« Reply #99 on: March 24, 2013, 07:43:21 pm »

Yup, let's break the routine.
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GreatWyrmGold

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Re: Courtier: A Suggestion Game
« Reply #100 on: March 24, 2013, 07:48:35 pm »

Aye.

I wonder what the "Hero" skill does?
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Iituem

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Re: Courtier: A Suggestion Game
« Reply #101 on: March 24, 2013, 08:09:18 pm »

Heroism is taken directly from Lordship.  It's your capacity to fight against rather bad odds, versus multiple enemies etc.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

stabbymcstabstab

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Re: Courtier: A Suggestion Game
« Reply #102 on: March 24, 2013, 09:42:30 pm »

Lets do it the men need a break from training any way.
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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.

Parsely

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Re: Courtier: A Suggestion Game
« Reply #103 on: March 24, 2013, 11:08:10 pm »

Give a rousing speech. Try to get the men excited about making money while lamenting about the less-than-challenging job, flatter them by saying their abilities are wasted on it, and counter the point by commenting that its necessary in order work our way up to something with a bit more action.
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Iituem

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Re: Courtier: A Suggestion Game
« Reply #104 on: March 25, 2013, 07:27:47 am »

July, Year 1

July passes quickly enough.  You take on the guard job for the present and meet your client, a Tarian merchant by the name of Jados Venti.  Venti is a cordial enough character; he recently acquired three new warehouses in the city and needs night watches for them until he can finish hiring individual guards.  From what you can tell the man deals mostly in manufactured goods, trading Gulsh wool and textiles for Tarian pottery and metalwork.

You split up your band and give John and Mord a few men each, then assign them to the warehouses with orders to rotate as necessary.  The split makes it much harder for you to train or socialise, and your attempts to rouse their morale with a speech are so unsuited to the dullness of the job that morale actually suffers.  The men are still content, just not as happy as they were back on the ship.  They get in training where they can and the greener spearmen continue to make progress.

You don't have the time you did before, so you mostly focus on your axe training with Pannis during off-time.  You seem to have reached a natural block in your progress, and in your frustration you end up getting sloppy and get hit hard in the ribs by Pannis' blunted axe-head.  One of them breaks and you are forced to leave off on training for the rest of the month under Dawlish's orders.  The break is not serious, and should heal by the end of August.

The guard job concludes quietly and without event as your client secures the hire of several permanent watchmen for his wares.  Venti thanks you for your work and invites you to his apartments for a modest supper to celebrate the end of the contract.  You get your completion bonus and stick a quarter of it in your debt fund, keeping the rest for expenses.

The end of the month brings news from Briggs.  A job has come up which requires the whole company; assault, capture and securing a trade post on behalf of a client.  There is a strict no-looting clause in the contract (the client wants the post intact and untouched), but they are paying extra and everyone can expect a combat bonus after the engagement is resolved and a completion bonus at the end of the contract.

The target is only two weeks away by ship, so Briggs gives you three days' grace to make any preparations you might want now.

Spoiler: Garntice Hestaceson (click to show/hide)
Spoiler: Possessions (click to show/hide)
Spoiler: Legal Status (click to show/hide)
Spoiler: Subordinates (click to show/hide)
Spoiler: Contacts (click to show/hide)
Spoiler: Deceased (click to show/hide)
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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