Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 20 21 [22] 23 24 ... 37

Author Topic: The Guilds of the Floating Castle, a tactical RtD (Really Turn 8!)  (Read 60865 times)

flabort

  • Bay Watcher
  • Still a demilich, despite the 4e and 5e nerfs
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #315 on: July 01, 2013, 09:46:12 am »

My ally expresses discontent over the circumstances in which the Guild Leader disappeared. Lays a glare down at most of the other guild representatives.
Logged
The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

Alexandria

  • Bay Watcher
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #316 on: July 01, 2013, 10:12:05 am »

"Then I'm sure you'll have no problems proving your innocence.

I suggest you move, my investigation has already begun.
"
« Last Edit: July 01, 2013, 10:17:25 am by Alexandria »
Logged
The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.

Dansmithers

  • Bay Watcher
  • [ETHIC:TUNNEL_SNAKES:RULE]
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #317 on: July 01, 2013, 10:28:03 am »

Try to become sane so I may speak to the king.
Logged
Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #318 on: July 01, 2013, 10:32:33 am »

"Why do I need to move quickly? The only reason that your investigation happening before mines would matter is if you planted fake evidence to purposely get me jailed. But I hate this place so I'll be going."
Kylie walks out and begins investigating the assassin's guild.
Logged

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #319 on: July 01, 2013, 01:48:15 pm »

((Incidentally, what are pardons?))
((Pardons are the King's cheap way of rewarding Guilds who don't cause trouble, he does this so he doesn't have to take any money from his treasury.

They can be given to the Captain of the Guard as what basically amounts to a "get out of jail free" card. This will allow you to stay on good terms with the King, and keep the Guard from coming after you, but keep in mind that they will probably still hate you for it, the Guard isn't particularly happy with the King's rewards systems.
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Maxinum McDreich

  • Bay Watcher
  • Gree-diddly-tings.
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 4!)
« Reply #320 on: July 01, 2013, 01:58:38 pm »

Matthias mentally sighed at the rogues actions. She definitely was a fiery customer.

''I will thank the king for investigating these fires that seem to target me and my men. From my view, it seems unlikely that Kylie and her guild are to blame...'' It hurt he was taking her side. ''But your investigators will know more than me. Other than that, I have no complaints, your majesty.''

Voice no complaints and hope to get back to issue orders.
Logged

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #321 on: July 01, 2013, 03:54:42 pm »

Voice no complaints.
Voice no complaints presently. That probably would not do any good anyway.
No complaints.
No issues.
Voice no complaints and hope to get back to issue orders.
The majority of the Guild Leaders voice no complaints.

My ally expresses discontent over the circumstances in which the Guild Leader disappeared. Lays a glare down at most of the other guild representatives.
Your Ally informs the King that he would like for his Leader to be found.

Try to become sane so I may speak to the king.
1,2,4. You continue to lay on the ground, next to Remuthra.

Kylie walks out and begins investigating the assassin's guild.
You leave the Court prematurely, normal this would upset the King, but given the circumstances, he's understanding of it.

While Oreo is at the meeting i would like to browse the newspaoer classifieds for a pet dragon or an airship of sorts. Oh, and I want a magic weasel
You head over to an information stall, hoping to find some stuff. Unfortunately, all of the Airships produced by the Docks here are government owned, and not for sale. Pet Dragons are available at some of the stalls run by the more magically inclined, but tend to be rather expensive, easily 50 gold for a single one. You could take that out of the Guild Coffers, but you'd have a fun time explaining it to your Co-Leader. As for magical weasels, they are in high supply at only 10 gold. You're not sure what makes them magical, though.


The King turns to the representative of the Sorcerers' Guild.
"I suppose that finding that kobold should be a rather high priority, considering the damage he's been known to cause. Alexandria, I want a small number of your men searching for the kobold, see if he had any enemies before he disappeared.
I'll dispatch some carpenters to patch up those burnt houses in the South side, I would appreciate it if the nearby Guilds could lend support for a speedy recovery of the area. I'm also sending some workers to that new building being started, that might help to turn the economy around."
The King makes some notes on his stack of papers.
"Is there anything else that should be discussed before we close? This meeting has gone by much faster than expected, and I'm sure we'd all like to get back to our duties."


Groups of the City Guard start to clear out small factions around the Castle, and set up Guard Posts.

White Buildings are Guard Posts.
Spoiler: Melee (click to show/hide)
Spoiler: Thieves (click to show/hide)
Spoiler: Mages (click to show/hide)
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #322 on: July 01, 2013, 04:01:58 pm »

((Why is the king hated again? He didn't seem dickish at all!
Also, you skipped a turn.
Twice.))
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

kj1225

  • Bay Watcher
  • A tricky dick that can't be impeached
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #323 on: July 01, 2013, 04:09:10 pm »

Investigate the assassin's guild unless you're writing for that already. If you are then investigate the warlock guild. Lord knows those idiots would try this.
Logged

Dansmithers

  • Bay Watcher
  • [ETHIC:TUNNEL_SNAKES:RULE]
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #324 on: July 01, 2013, 04:10:51 pm »

KEEP TRYING.  >:(
Logged
Siggy Siggy Hole!

Well, let's say you're going away from Earth on huge spaceship and suddenly shit goes wrong and you have Super Mutants. Social Experiments prepared them for this.

Harry Baldman

  • Bay Watcher
  • What do I care for your suffering?
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #325 on: July 01, 2013, 04:12:48 pm »

Leave the premises, perform fundraising for the reconstruction effort. Be persuasive! Be as hot as tomorrow's news! Be the most amazing thing ever!
Logged

OREOSOME

  • Bay Watcher
  • Novice GM.
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #326 on: July 01, 2013, 04:21:28 pm »

Donate some money to the reconstruction, and also the manufactory building in progress.
Logged
Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

mastahcheese

  • Bay Watcher
  • Now with 20% less sanity and trans fat!
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #327 on: July 01, 2013, 04:24:10 pm »

((Also, you skipped a turn.
Twice.))
I didn't skip a turn, I forgot to update the turn number twice, and fixed it.
Logged
Oh look, I have a steam account.
Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Maxinum McDreich

  • Bay Watcher
  • Gree-diddly-tings.
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #328 on: July 01, 2013, 04:33:59 pm »

((Are we back to normal turns then, or are we still in the castle?))
Logged

Alexandria

  • Bay Watcher
    • View Profile
Re: The Guilds of the Floating Castle, a tactical RtD (Turn 6!)
« Reply #329 on: July 01, 2013, 04:41:05 pm »

(( Back to normal, as you can see I've set up a free zone outside of guild influence, anybody attempting entrance into it will be executed on sight unless escorted by guard forces. ))
Logged
The darkness was eternal, all-powerful, unchangeable.
She had stared into it for to many years, alone and unblinking, determined that it would not take her.
Now it never would.
Now she was lighting a candle.
Pages: 1 ... 20 21 [22] 23 24 ... 37