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Author Topic: TSG: The Hero's Wife  (Read 27361 times)

Weirdsound

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Re: TSG: The Hero's Wife
« Reply #60 on: September 20, 2013, 03:23:37 pm »

Summer - 65 Days Until the Season Changes:

Deciding to take some cooking lessons and introduce your son to the Dwarves, you head to the basement to rescue Travon from Koro. You find your son playing with a small pile of black powder that the tinker assures you is perfectly safe so long as he washes himself off before he is exposed to spark or flame.

Travon is rather glad that you have come to relieve him of Koro's meddling, and is willing to talk a bit. When pressed about the job choice, he informs you that he would prefer to go after the second Kracken as he has been working on a new kind of bomb that sinks before detonation that he would like to test on whales and sea monsters. He is not sure however if it is worth the effort to stand up to the likes of Bronson, Killman, and Alred to argue his case.

Somewhat satisfied by what Travon had to say, you collect your kid and his catch before heading on over to the dwarven embassy. Although the visible building of the embassy isn't much bigger than any other home or busniess in town, you quickly learn that like most dwarven structures the majority of it sits underground. You tell the guards who you are, and they escort you and Koro to the kitchens.

You are quickly introduced to Helga, the head chef, and her assistant; a rather obese dwarf by the name of Snarlf. Snarlf, upon seeing that Koro might get into trouble if left alone, sends for his four year old daughter to keep him company.

Once the girl arrives you lecture your son to not be mean and Snarlf lectures his daughter to not be afraid, and they are given a few non-sharp kitchen implements to play with while you work.

You quickly discover that these particular dwarves are more interested in sharing local gossip than teaching you how to cook. You don't have much to share yourself, but you do manage to learn a few things of interest.

-Alred likes to spend most of the money he makes adventuring by investing in businesses far to the south. He has had terrible luck in his business ventures, as most of his investment partners turn out to be inept and corrupt. Helga points out that he would be among the richest people in the entire north if he just held onto his money or invested locally in people he could trust.
-Killman lives on a small island that can be seen in the harbor. Her house is supposedly heavily hexed to keep out intruders. Only Alred's brother Olav (Whom she used to be romantically involved with), a few wandering sorcerers, and her now disowned bastard daughter Kandele have seen the inside and lived to tell the tale.
-Travon was tossed out of the Gadgeteer Guild when it was revealed that he was working on an unauthorized side project, called the flight pack, for the Halfling Triad. He handled the situation rather poorly, and as a result both the Guild and the Triad have competing bounties on his head. He lives so far north and works with a bunch of tough adventurers for his own protection.
-The dwarves more or less confirm Loki's story to be true, except for the circumstances of your cousins' death. They did indeed try to break their dad out of prison, but were able to escape the botched attempt. They then broke into the house of the man Trilby had hired to run the brothel and killed his wife and five young kids before fleeing town. It was Alred who lead the posse to hunt them down in the woods and kill them.

The meal they help you make is a batch of traditional dwarven meat biscuits. You help them run your shark and a few stray kittens from town through the meat grinder. The resulting messy sludge is mixed with dwarven flour and spices extracted from subterranean fungi and baked into small fist sized cakes. You enjoy sampling the results; after years of eating raw seafood you are by no means a picky eater. Sadly would have to figure out where to get a meat grinder and dwarven ingredients if you want to make this recipe on your own.

Koro looks like he is still having fun with his new friend, and there is still a few hours before you need to be home for dinner and the party meeting. You could always tour the embassy for a bit and let Koro play longer, or you could return home and seek out party members to try and exert some last minute influence over the outcome of the quest selection meeting...

What do you want to do next?

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LordBucket

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Re: TSG: The Hero's Wife
« Reply #61 on: September 20, 2013, 06:08:15 pm »

Stick around the embassy doing assorted useful/helpful things. try to arrange, by the time we leave, for them to feel like we did them a favor rather than that Alred called in a favor. Let Koro play. Also, if possible to try meet the Ambassador and/or his family socially. They could be useful people to know. Then return home with food for the party meeting and get on with it.

3man75

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Re: TSG: The Hero's Wife
« Reply #62 on: September 20, 2013, 06:09:53 pm »

I say tour around ask what's the word on who's in charge of the town, ask about peoples opinion on trilby and his business, and ask about what's going on in the dwarven homelands. I want Koro to make A friend and who knows we might be able to set them up to play again.

Oh and when we get home ask the party what recipes they know that we could do. Even if it's on the road stuff it's still something right?
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #63 on: September 20, 2013, 10:16:12 pm »

Snarlf, upon seeing that Koro might get into trouble if left alone, sends for his four year old daughter to keep him company. Once the girl arrives you lecture your son to not be mean and Snarlf lectures his daughter to not be afraid, and they are given a few non-sharp kitchen implements to play with while you work...

Koro looks like he is still having fun with his new friend...
Awww...

Tour around, meet dwarves, learn the news and olds, let Koro play.
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Harbingerjm

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Re: TSG: The Hero's Wife
« Reply #64 on: September 20, 2013, 10:20:48 pm »

Oh and when we get home ask the party what recipes they know that we could do. Even if it's on the road stuff it's still something right?
And besides recipes we know, we can get recipes they like: even if they don't know how to make it well themselves, it gives us something to focus our lessons on.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Mlamlah

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Re: TSG: The Hero's Wife
« Reply #65 on: September 20, 2013, 10:24:17 pm »

Stick around the embassy doing assorted useful/helpful things. try to arrange, by the time we leave, for them to feel like we did them a favor rather than that Alred called in a favor. Let Koro play. Also, if possible to try meet the Ambassador and/or his family socially. They could be useful people to know. Then return home with food for the party meeting and get on with it.

+1 to Lordbucket
Perhaps get a read on the political climate from the dwarve's perspective if possible.
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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #66 on: September 22, 2013, 01:00:57 pm »

Summer - 65 Days Until the Season Changes:

You decide to stay at the embassy for awhile, and talk the guard assigned to watch over you into giving you a tour. The Embassy is a rather large and impressive underground structure, decorated with fine statues depicting the creatures of the north-lands and the sea. It is home to about 75 adult dwarves and half as many dwarven children. Aside from the large rooms for hosting meetings and the living quarters, several locations catch your eye.

The embassy includes a large 'work hall' that contains a fully functional smelter, forge, and masons workbench. The guard informs you that the stations are for training children and emergency use, and the embassy contains several dwarves who can step up and work a trade when asked.

There is a large library stocked with books and mundane documents that appear to be the artifacts of local bureaucracy. You learn that during the summer a good number of dwarves travel to Crab Port to study human culture and bezerker rites, and use the library as part of their research. when you inquire further, you learn that these newcomers will arrive by boat within a week or two.

You are not shown the guardhouse, but are told that the Embassy has 25 guards.

Having toured the place, you get to meeting some of the dwarves. The Ambassador greets you warmly, you identify him as having attended your wedding, but is quickly called to attend to some official business, and you are left alone in a side room with his wife.

The Ambassador's wife is more than willing to talk local politics with you, and you soon get a good understanding of the situation - from a dwarf's point of view anyway. Four factions vie for control of the town and tensions can get pretty high from time to time.

The Dwarves exert a heavy influence around town, as the embassy keeps the city relevant both politically an as a trade route. The Ambassador's wife goes so far as to say that the dwarves do so much for the town they would annex it in a heartbeat if doing so wouldn't start a war.

The Governor's mansion attempts to keep the city under imperial control and collects taxes on merchants to fill the imperial coffers and remind the people who is truly in charge. The current governor is a reasonable ruler most of the time, but the locals do get annoyed by his attempts to import southern culture, and he is sometimes cruel to the Dwarves to impress the bigots down south.

Tropics to Polaris Shipping (TPS) is a fairly large shipping company that buys inexpensive goods made by slave labor in the Orcish Lands and sells them to northern towns  cheap enough to undercut local merchants. Their owner, Mr. Trilby, is a vetran of the great war between humanity and Dwarf Kind who never got around to forgiving his former foes. As a bigot he hates the dwarves, and as a merchant he hates the governor's taxes.

House Frostmound runs the local guard, and is the last local family to wield any amount of significant power in town. When not looking after their own, House Frostmound and the guards under their control work for whatever faction happens to be paying them at the time.

You ask where your husband fits in this, and are told that each group covets Alred's support, but he seems to travel often by design so that he doesn't get dragged into any local conflict. Some dwarves seem to think that he is aligned with the Frostmounds because he keeps one of them as a traveling companion, but the Ambassador's wife doesn't buy the argument.

"If he waz in the Frostmound's pocket, he'd beh hanging 'round town and workin for the guard."

The rest of the afternoon is spent socializing with the Ambassador's Wife and a few other high ranking dwarves at the Embassy. When dinner time approaches you collect your biscuits and your son and head home. The Embassy is kind enough to send two guards to escort you back to the house. Over the next hour the party filters in one by one.

Everybody eats a biscuit and some leftover wedding food in near silence. You can tell that everybody is readying themselves for vigorous debate over the next mission. As soon as the last bit of food is swallowed Koro is sent to his room and the adults begin to talk business.

The argument opens up with each party taking the side they took in the morning: Bronson supports competing in the dwarf lords tournament, Clancy supports going after the Kracken, an Alred wishes to get your wedding band blessed. This goes on for about 20 minutes until Killman opens her mouth and shocks everybody by taking Alred's side. Her arguments are pure ad hominem, insulting Clancy and Bronson as people rather than debating against their ideas, but she is effective in her task. By the time Killman shuts her mouth both the knight and the minstrel have withdrawn their ideas and shut their mouths. The quest for the blessed rings will soon begin.

...

Before falling asleep, Asks if you would like to spend some time with him tomorrow. He points out that as a Bezerker he dosn't need nearly as much gear as the other party members, so he should be able to spend time with you in the morning, and get packed up afterwards. He is willing to do whatever you want, but has a few suggestions...

-He could take you out for a horse ride. You don't know how to ride yourself, but Alred assures you his steed is big enough for the both of you, and offers to give you some preliminary lessons.
-He could take you over to meet his family. Alred assures you that your in-laws will look after you while he is gone, but hints that it might be nice to get to know them beforehand.
-He saw what he thought was a merchant ship on the horizon this evening, and could take you down to the docks to check out the wares.

You promise to consider his offers, and/or come up with an idea of your own, and get back to him in the morning before blowing out the lamp and plunging the room into darkness.

What do you want to do next?

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LordBucket

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Re: TSG: The Hero's Wife
« Reply #67 on: September 22, 2013, 01:39:43 pm »

I would say go to meet his family. It's good PR, and it will be easier to do with him present. Getting alone time with him and his horse might be nice, but it will help put his mind at ease if he knows that his wife and his family get along. We don't want him stressing over the home situation while he's off adventuring.

Plus, when he returns, he will be hearing about how things were in town both from us and from them. If there are any conflicts it would be best to know about them now. We don't want for him to return from getting our wedding rings blessed only to have his family tell him that we were awful as soon as his back was turned. If his family is nice to us, it makes everything easier for everyone. If his family disapproves of us, him knowing about it in advance provides cushion for whatever they tell him when he returns.

Be on our best behavior. Give them reason to like us. If they don't, allow them to be the ones creating problems, not us.

GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #68 on: September 22, 2013, 02:05:33 pm »

I would say go to meet his family. It's good PR, and it will be easier to do with him present. Getting alone time with him and his horse might be nice, but it will help put his mind at ease if he knows that his wife and his family get along. We don't want him stressing over the home situation while he's off adventuring.

Plus, when he returns, he will be hearing about how things were in town both from us and from them. If there are any conflicts it would be best to know about them now. We don't want for him to return from getting our wedding rings blessed only to have his family tell him that we were awful as soon as his back was turned. If his family is nice to us, it makes everything easier for everyone. If his family disapproves of us, him knowing about it in advance provides cushion for whatever they tell him when he returns.

Be on our best behavior. Give them reason to like us. If they don't, allow them to be the ones creating problems, not us.
Sounds like a plan.

Should we bring Koro?
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Nicholas1024

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Re: TSG: The Hero's Wife
« Reply #69 on: September 22, 2013, 06:04:54 pm »

I support meeting the family, it could very well open up new and interesting things to do once he's gone.
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Mlamlah

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Re: TSG: The Hero's Wife
« Reply #70 on: September 22, 2013, 06:34:33 pm »

I would say go to meet his family. It's good PR, and it will be easier to do with him present. Getting alone time with him and his horse might be nice, but it will help put his mind at ease if he knows that his wife and his family get along. We don't want him stressing over the home situation while he's off adventuring.

Plus, when he returns, he will be hearing about how things were in town both from us and from them. If there are any conflicts it would be best to know about them now. We don't want for him to return from getting our wedding rings blessed only to have his family tell him that we were awful as soon as his back was turned. If his family is nice to us, it makes everything easier for everyone. If his family disapproves of us, him knowing about it in advance provides cushion for whatever they tell him when he returns.

Be on our best behavior. Give them reason to like us. If they don't, allow them to be the ones creating problems, not us.
Sounds like a plan.

Should we bring Koro?
I again agree with lordbucket, and also think we should bring Koro. We don't want to treat him as a monster to be hidden away, but instead merely as a very special child, and we want others to see him the same way.
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Talvara

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Re: TSG: The Hero's Wife
« Reply #71 on: September 22, 2013, 07:26:13 pm »

Meeting the family sounds like a good idea, someone said before. blood is thicker than water, and while they aren't exactly our blood. our husbands blood is the next best thing.

also (PTW)
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Harbingerjm

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Re: TSG: The Hero's Wife
« Reply #72 on: September 22, 2013, 08:02:43 pm »

I would say go to meet his family. It's good PR, and it will be easier to do with him present. Getting alone time with him and his horse might be nice, but it will help put his mind at ease if he knows that his wife and his family get along. We don't want him stressing over the home situation while he's off adventuring.

Plus, when he returns, he will be hearing about how things were in town both from us and from them. If there are any conflicts it would be best to know about them now. We don't want for him to return from getting our wedding rings blessed only to have his family tell him that we were awful as soon as his back was turned. If his family is nice to us, it makes everything easier for everyone. If his family disapproves of us, him knowing about it in advance provides cushion for whatever they tell him when he returns.

Be on our best behavior. Give them reason to like us. If they don't, allow them to be the ones creating problems, not us.
Sounds like a plan.

Should we bring Koro?
I again agree with lordbucket, and also think we should bring Koro. We don't want to treat him as a monster to be hidden away, but instead merely as a very special child, and we want others to see him the same way.
Agreed on all counts.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #73 on: September 22, 2013, 08:55:18 pm »

Meeting the family sounds like a good idea, someone said before. blood is thicker than water, and while they aren't exactly our blood. our husbands blood is the next best thing.
Especially since the family of our birth is reduced to a crazy uncle in jail and a couple siblings who want nothing to do with this town.
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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #74 on: September 23, 2013, 07:58:09 pm »

Summer - 64 Days Until the Season Changes:

You rise before your husband and change into your formal gown before waking him. When you inform him you wish to meet his family, Alred nods and compliments your choice of clothing for the occasion. He then dresses himself and wakes Koro to do the same, informing you both that his family will likely be able to feed the whole group.

The town is rather cold at such an early hour, but neither you nor Koro mind such temperature, and there is no way somebody like Alred would show weakness by expressing discomfort over the climate. As you walk you try to remember what you can about the Wildbloods. Much of your life before the Kracken is a blur, but you are able to recall some details.

You knew two Wildbloods growing up: Olav and Rollo. Everybody tended to call them the Greater Twins, while your brother Lenny and yourself were the lesser twins, due to the fact that they were older and one of your number was female. You recall the Greater Twins had three older brothers, one of whom was always away at the sacred village training to be a bezerker; You strongly suspect the absent brother was the man you would eventually go on to marry.

Sitting on the far side of town, right on the beach and just above where the highest tides can peak, the Wildblood home is quite the impressive sight. It is not much bigger than your own new house, but you cannot help but to marvel at the paint. A Bezerker paints a single timber on his home after each major battle he participates. The paint is gold if the Bezerker's side wins and black if it loses. Stripes of various colors on the painted planks indicate events that took place during the battle.

At the wildblood house at least a third of the timbers are painted, and a vast majority of the paint is gold. The painted timbers are blotched by stripes of all colors, but the purple that signifies being a leader, the white that signifies the taking of a prisoner, and the red the signifies killing at least three men are the most common.

You ask Alred as he approaches, and he informs you that none of the paint is from him. There hasn't been a battle large enough to merit timber painting since the Dwarf War ended a generation ago.

When you reach the door Alred knocks. A woman who seems to be nearing the end of her child rearing years answers, and Alred introduces her as his widowed older sister Autumn. You are lead into to a cozy common room full of people, some of whom are still asleep on various fur blankets strewn about. You meet his family one by one over the course of the morning.

First you are introduced to a toothless old woman missing an eyeball. You are told she is Monna Wildblood, the founder of the family who is well over a century old. You are told Monna belonged to the Flame Bosoms, an order of female bezerkers from long ago who would force their husbands to take their names, and fought so hard against the dwarves that the short folk insisted that the empire ban female bezerkers before they would even sit down for peace talks. Although she is now totally blind and very hard of hearing, Monna takes pride in donning her traditional bezerker garb and participating in the high holidays of the old religion. 

Next you meet Olav the Elder, a man in his sixties who from what you can discern is Alred's uncle. You get the feeling that there is a good deal of tension between him and the rest of the family, but nobody says why and you do not press the issue.

Alred then introduces his sibblings and their families in order of birth. The oldest of his generation his the widow Autumn, who's husband was killed in a fishing accident. Autumn spends her time taking care of her great-grandmother Monna and her two year old bastard daughter who is as of yet unnamed. Her only legitimate child is a 13 year old son, who is two weak of constitution to work the fishing boats or the local guard, and is serving as the apprentice to a brewer in nearby dwarven fortress.

The next oldest is Aie another sister who isn't present, as she serves as a Concubine to Lord Deigo, the southern lord who is Alred's chief patron.

Alred's two older brothers each keep their own house, but you meet their wives Quilt and Victoria who with their children spend alot of time with the family while their men are out on long trips working the Wildblood fishing boat.

Last you are re-introduced to the greater twins and their family, and right away you feel sorry for them. It is explained that under the old religion twins are sacred, and should never be divided by marriage. For opposite gendered twins this means marrying one another. You remember that as kids, before you understood all that marriage and child producing entails, you and Lenny used to beg your parents to convert so that you could one day get married.

Twins of the same sex, like the greater twins, however are expected to take and share three spouses between them. Because no parent wants to marry their child into such a strange and unfair situation, it is often very hard to make matches for such twins. You can easily tell that their wives were chosen more out of desperation than anything else as one is a malformed cripple missing her lower right leg, one is woman from the tropics who you learn was a slave and a whore before they rescued her from Trilby's brothel, and the last is their own youngest sister; a girl about your age named Winter. The odd family has five children, none older than age four.

There are nine children in the house, and all are younger than Koro. Although some seem curious and willing to play, three of them are deeply frightened by the strange squid-faced boy and begin bawling loudly. Koro's Aunt Winter is pressed into service to take your son and a few of his braver step cousins outside to play in the surf while the rest of the adults talk.

After introductions the topic changes from you and the Kracken to Alred's next adventure. When your husband tells his family that he intends to get your wedding bands blessed the Greater Twins get rather upset. It would seem that the Wildbloods depend on Alred's adventuring income to support the family, and getting the rings blessed is more likely to cost money than to earn it. The three brothers begin to argue, and as the intensity in the room begins to climb they see fit to send their wives away so you do not have to see your husbands acting in an undignified manner. The three of you head to the beach, and Autumn decides to come with you.

At the beach Winter decides that the children will all be safe unsupervised in the water, especially with Koro around, and the four of you decide make good use of your time and get to know each other better by doing something fun while the boys hash things out. They decide that since you are the newest woman in the clan, you get to decide what to do. All of them except Pelii, the wife of the Greater Twins who was rescued from slavery and hardly speaks anything in the common imperial tongue, offer ideas and suggestions however...

-Autumn suggests that the group head down to the docks and oggle the items from the boat that came in last night.
-Linda, The Crippled Wife of the Greater Twins, suggests that the group return to your place and help you sort your wedding gifts. Linda, as it turns out, knows her letters, and can help you write some thank you notes.
-Winter tells you that the Wildblood men keep a small semi-secret distillery in a seaside cave not too far from the house. The Wildblood women have a tradition of breaking in and sampling the product to celebrate important events like a birth in the family. The acquisition of a new Sister-In-Law would be such an event.



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