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Author Topic: You are a Lord II  (Read 33941 times)

Grek

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Re: You are a Lord II
« Reply #225 on: June 18, 2013, 10:20:06 pm »

"I don't think it vould be wise to leave her here. Even if the King wouldn't vant to interrogate her, the Blades would undoubtably assassinate us if ve left their leader dying on the side of the road."

Gamel moves the unconscious spymaster off the road a ways. "I don't think you should go to Alford right now. It is not safe and they will not vant to hear your talk of peace. If you are not set on completing your mission, I would ask that you accompany me back to the king. She will need cared for." Pulling out his maps, Gamel adds "But if abandoning your task does not suit you, I can give you directions to one of the tribes that von't try to behead you on sight right now."
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GreatWyrmGold

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Re: You are a Lord II
« Reply #226 on: June 18, 2013, 10:23:27 pm »

"I'm not going to abandon my task for the sake of someone I strongly dislike...but, um, could you relate to me everything that you know happened?"
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Grek

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Re: You are a Lord II
« Reply #227 on: June 18, 2013, 10:38:51 pm »

"Certainly, certainly. We set out three days ago from the court and arrived at the Hillfolk capitol. Our maps of the area were outdated, the city was in ruins. All that were there were a band of raiders, who ve put to death. Alexis insisted that ve continue searching, so I set out for the west, hoping to run across a village. Most of the Blades got lost in the storm two nights ago, and only Alexis was able to keep up the whole vay to the village."

Gamel sighs.

"If only she had gotten lost herself, this all could have been avoided. Once ve made it to a Hillfolk village, we got directions to Alfjord, the village of the Alving clan. They're the ones you've been looking for, and the ones that Alexis just pissed off. While in the village, the two of us split up so that I could get information about the region and Alexis could go do her spying. The night after, I rented a room and vaited for her to return. Then the shouts of witchery and all of the panic began, and I had to flee the village."

"I implore you, Grewie, seek out any other clan but this one. The Ath Cils, the Oddis, and the Jallings would all agree to peace if you spoke with them. Even the Uthri shamans favor the peace and could be rallied to our cause. Only the Velkyr raiders, and now the Alvings who Alexis has managed to offend, would support a war."
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GreatWyrmGold

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Re: You are a Lord II
« Reply #228 on: June 18, 2013, 10:41:12 pm »

"..Oy vey. It was the Alvlings that I said we wanted peace to. Well, that I did...maybe I can patch things up with the other clans...um, you wouldn't happen to know how the slattern managed to anger the Alvlings?"
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Grek

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Re: You are a Lord II
« Reply #229 on: June 18, 2013, 10:44:33 pm »

Sarcastically, Gamel replies, "No. Between her pleasant demeanor, bright cheerful smiles, peaceful nature, natural charm and respectful vays, I cannot possibly imagine how she managed to offend an entire village full of savages."
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GreatWyrmGold

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Re: You are a Lord II
« Reply #230 on: June 18, 2013, 10:45:40 pm »

"I was hoping for something more specific."
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Grek

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Re: You are a Lord II
« Reply #231 on: June 18, 2013, 10:47:11 pm »

"I am sorry, mage. If I knew anything further, I vould tell you. This is the first time I've seen her since ve parted vays in the village. I can only assume it has something to do with the accusations of witchcraft that were being shouted about."
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GreatWyrmGold

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Re: You are a Lord II
« Reply #232 on: June 18, 2013, 10:49:11 pm »

"...Witchcraft? I'm sorely tempted to stay. How far along are they--just afraid, or are they to the burny part? I hate the burny part..."
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Grek

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Re: You are a Lord II
« Reply #233 on: June 18, 2013, 11:11:40 pm »

Edgar holds up his newly acquired weapon.

"I suspect they are at the 'behead all foreigners' part. Where do you think I got this axe?"
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GreatWyrmGold

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Re: You are a Lord II
« Reply #234 on: June 18, 2013, 11:14:40 pm »

"...Let's get out of here. Alexandra's a sm--capable girl. She can get out on her own...and if not, so much the better."
Grewie starts putting distance between himself and the village.
Head for the village/town where the nearest leader of a clan with major relations with the kingdom lives.
Except the Alvlings, of course.
« Last Edit: June 18, 2013, 11:18:42 pm by GreatWyrmGold »
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Grek

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Re: You are a Lord II
« Reply #235 on: June 18, 2013, 11:20:41 pm »

Previous action stands. Keep off the road for now. Try to rouse Alexis. Swear in German. Don't follow Grewie.
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Ardas

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Re: You are a Lord II
« Reply #236 on: June 19, 2013, 09:42:43 am »

Previous action stands. Keep off the road for now. Try to rouse Alexis. Swear in German. Don't follow Grewie.

[6] You manage to hide away quite well. So well in fact that the tracts you found and places where you set to lay low are difficult to get in and out of. You might have trouble moving and your travel will be slowed down somewhat. (malus to speed/distance traveled)

[6] You manage to stabilize Alexis and bind her wounds, due to your long experience as a hunter - being able to treat injuries in the wild is a must for anyone living off game and far away from home. You manage to stabilize her so well in fact that she won't be able to wake until delivered into care of a proper medic - the leaves and salves you used to fight off the infection also pushed her into a mild coma. She is at least safe for the time being an can be transported back to Meridia proper.



Arcadius was spurred on by his courtiers and the easy present. Foolish merchant made demands and gifted him with presents, thinking him no more than a chieftain of a tribe, with his arrogance and brash dispolay of wealth.  If anyone was in a need of a shake-up, it was him, not Arcadius.

"Carling, make sure our guest feels at home. He's all yours, but don't maim him seriously."

He then turned to his Lord Chancellor.
"Have him kept in the dungeon for a week, let Carling play with him then release him free. Take half of his gold, let that be his investment in the country. It will shake up our treasury." His tone was sarcastic.
« Last Edit: June 19, 2013, 01:59:52 pm by Ardas »
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Azthor

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Re: You are a Lord II
« Reply #237 on: June 19, 2013, 02:58:28 pm »

The Chancellor updates the new year domestic treasury projection, as he does regularly. It is, of course, highly likely to undergo further modifications at this stage.

« Last Edit: June 21, 2013, 08:45:26 am by Azthor »
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Grek

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Re: You are a Lord II
« Reply #238 on: June 19, 2013, 03:09:39 pm »

Herr Gamel makes the long trip back to the Court, carrying Alexis where possible. Hopefully someone will come by in a cart.
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Iituem

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Re: You are a Lord II
« Reply #239 on: June 19, 2013, 03:34:20 pm »

Shrugging at the chancellor he replied.

Unless he's in this room then how could I, I've just arrived.

Smiling as the guard he had sent out returned with 3 others carrying a large parcel he bowed again to the king.

My lord, in honor of what I hope is to become a profitable relationship for us both I have a gift for you.

Motioning then to his guards they removed the covering to reveal a full set of silver plate armor inlaid with gold with the kingdoms sigil of a green background with a golden oak tree in the middle etched onto the chest plate.

As a result of the gift, the king receives a suit of plate armour that will provide +1 to personal combat rolls in battle.  £5 is deducted from Richard's wealth as a result.

A pair of guards move into position either side of you.  Your own four guardsmen start to react, [5 vs 6] but you hear a pair of clonking noises behind you and shouts of alarm.  You turn to see what is happening, but the guards escorting you grab you by each arm and start dragging you away down the corridor.  Behind you, the squad of Wardens attacks your two remaining guards, who have managed to draw their blades.  [2 vs 3] They are cut down immediately and you are dragged away to the dungeons, a bag thrown over your head.

You are clamped to some sort of table, and when the bag is lifted the Court Jester is stood in front of you grinning like a maniac.

Outside...

Richard's treasure-loaded wagons sit quietly in the courtyard, guarded by a dozen liveried horsemen.  [Sneak: 4 vs 2] As they sit waiting, Wardens begin moving surreptitiously into positions nearby.  A courtier emerges from the palace, greeting the captain of Richard's guards.

"Greetings, fair servants.  I am here with instructions from your master that he wishes to gift the entire contents of these wagons to the Crown.  If you would kindly permit access the servants will unload the chests."

[Deceit: 5-2 vs 3]  The commander frowns.  "I'm afraid I can't release any of the contents of these wagons without a direct order from master McGrieve."

The courtier nods in understanding and two dozen Wardens step out of hiding, surrounding the wagon.

"In that case, I am seizing the contents of these wagons under the authority of King Arcadius III, Sovereign of Meridia.  Please comply fully with our demands or you will be executed on the spot."

[Intimidate: 4+1 vs 5]  The commander and his cavaliers draw their swords, and the footmen on the wagons draw crossbows and hastily load them.  The Wardens draw blades and shortbows in turn.  "I'm afraid that's not possible."

[Nerve: 1 vs 4]  "A shame.  Kill them a-"  The courtier's words are cut off in a spray of claret as the commander's blade arcs through his throat.

[3 vs 3] The courtyard explodes into chaos as bolts and arrows fly, cavaliers riding down Wardens and Wardens cutting the flanks of horses.  [2 vs 4] The Warden captain goes down quickly in the fighting, cut down by the cavalier commander, as his fellows try and capture the wagons.  [5 vs 3] Before the commander has any time to savour his victory, a bodkin-tipped arrow shatters his skull into fragments upon the palace courtyard.  [1 vs 6] The remaining cavaliers, rallying at the death of their leader, join together and charge upon the remaining Wardens, running them down and forcing them into a retreat.  The onslaught is so successful that the surviving half-dozen Wardens flee completely.  Wasting no time, the cavaliers gather the wagons and the bodies of their dead and cut the rope to the palace drawbridge, escaping into Meridon proper.

Three cavaliers were killed in the melee, but eighteen Wardens are butchered as well.

[1-2] The result is a nightmare; the cavaliers, seeking vengeance for the death of their kin and tangentially the freedom of their master, spread the tale of the king's betrayal among the citizens of Meridon.  Showing their dead as proof along with rumours floating from the palace, it doesn't take much before a violent mob forms.  [6] Two hundred angry burghers arrive at the castle gates that evening, led by the cavaliers.  They demand the release of Richard McGrieve, restitution for the deaths caused and most of all they demand blood.

And to top it all off, the £40 is never even captured by the Treasury.


5 blades are to investigate the ogres each of them working alone in civilian clothing to avoid detection.
The remaining 15 are to split into small mobile groups then hunt down and kill every bandit or brigand they find within the borders of the kingdom and claim the loot from them for the order. No prisoners and only attack by surprise when they have the advantage.

[3+1] Of course there aren't actually ogres in the kingdom, neither of the ogre temples are the seat of an archbishopric, but the human "ogre bishops" are certainly subject to scrutiny.  You investigate the troublesome Bishop of Viridon first, and although you do not yet find evidence to support it your agents report rumours that the Bishop is a pederast.  Although not illegal, it is socially unacceptable (ogre canon only accepts homosexual ogres, not humans) and would be somewhat scandalous.

[6+1] The bishop of Asterbury, on the other hand, is apparently a paragon of virtue in every way, upholding the faith, virtues and divinity of the ogres to the letter.  The last report you receive from the blade investigating him suggests that this may not be entirely true but that she is on the edge of getting major evidence against him - then she goes silent and disappears.  You have no idea if she's gone into hiding, been killed or what.  You only curse her sense of theatrics for giving you vague hints instead of just telling you what she suspected before disappearing.

[3+1] Your campaign of bandit extermination is fair successful if not complete, driving most bandits into deep hiding if not killing them outright.  Since banditry was not a major problem in the country, the most you are able to gather from their stashes of loot is a total of £2 in various items of wealth.  This is not reported to the Crown and instead placed in the blades' private keeping.

Previous action stands. Keep off the road for now. Try to rouse Alexis. Swear in German. Don't follow Grewie.

[5+1] You are travelling along the road for a half day, struggling with the comatose body of the spymistress, when you spy of all things a mule hitched to a post.  The mule appears to be completely abandoned, but loaded up with a saddle and saddlebags full of provisions, marked with a tri-knot symbol.  You decide to not look said mule in the mouth, but take possession of him and off-load your burden onto his back.  With your new asinine companion carrying your old asinine companion you make excellent time and return to the capital within the week.

"...Let's get out of here. Alexandra's a sm--capable girl. She can get out on her own...and if not, so much the better."
Grewie starts putting distance between himself and the village.
Head for the village/town where the nearest leader of a clan with major relations with the kingdom lives.
Except the Alvlings, of course.

Before you go, Hulen (presumably) relates to you what he knows about the clans and gives you his map or a copy.  With this in mind you have a choice between Odfjord and Jalbron.  You decide to head toward Jalbron, being closer to the border and thus easier to hop back to Meridia in case of trouble.

[1] Unfortunately, your journey is not without incident.  You sight band of Alving warriors on the morning of the third day, [1] and despite your efforts to evade them they catch up to you and surround you.  You notice with some distress that tied to their belts are the heads of young Meridian women; you never saw the faces of the blades, but you think there may be a close familial resemblance to Alexia.

[3+1] Before you can say anything, one of them grabs your coin pouch and tears it off your belt while the others restrain you by the arms.  He starts emptying out the contents, then freezes stock still.  The warrior carefully replaces the coins and then shouts at his fellows in a harsh accent to release you.  They do so, looking confused.  He offers you your coin purse back with a look of fearful reverence.

"Forgive me, honoured sir," says the warrior.  "I had thought- But never mind.  You must be careful; there are Meridian assassins in the hills, seeking out the clan chiefs.  I assume you are headed to Jalbron.  Please allow us to escort you, the ways are not safe."
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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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