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Author Topic: New Age Mercenaries: Tales of Hard Times (IC Thread)  (Read 40905 times)

Caerwyn

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Re: New Age Mercenaries: Adventure Time
« Reply #510 on: December 30, 2013, 09:45:47 pm »

Sure, tell Alex about it and if he wants to, head to the board to check things out.
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Comrade P.

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Re: New Age Mercenaries: Adventure Time
« Reply #511 on: December 31, 2013, 02:05:06 am »

UltraValican
You throw youк last singulus into the pile, and so does the dealer. You reeveal your hands: dealer had a piar of sevens7 but you have the pair of kings. You grab the bank of 24 sunguluses. Not bad.
When you do, a heavy gauntlet lays on your shoulder - you look up. This is Zacharia, and he wants you to go with him. You stad up and follow. He leads you inside the mountains city, leading you to the building that must be city hall, as you judge by its size and a big clock o one of its walls. There you go through the corridors up and up, until you reach some kind of cabinet, where the fat dwarf in buisness suit awaits.
 - Here he is. A real mage. Now sign the bill.
Fat dwarf looks at you for a second, then murmurs something, and then signs the document on a table in front of him. Zacharia grabs it and leaves, and so do you. When you return to caravan, he orders those guys who were playing poker to unload some stuff from the trucks, so the table is free. He gives you the bill dwarf signed, and another paper that contains the full inventory of caravan - last one is written by large sprawled handwriting. Your task is to compare the bill and the inventory, and make a new sheet of inventory after subtraction the goods in the bill from a full list. You get to work. [1] Though you got the general idea, the work is not that easy. Mostly because there is always someone who distracts you. So you manage to finish by midnight.

Caerwyn
Such a sum intrests everyone. You go to the market square, where you see that the announcement that intrested you is still there.
Here it is.
Spoiler: Wanted! (click to show/hide)

Patrick Hunt
Here they stand, commanders of requested harrisons and your own squads. Waiting for your instructions.
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Sigs

Nobody exists on purpose. Nobody belongs anywhere. Everybody’s gonna die. Come watch TV?

Patrick Hunt

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Re: New Age Mercenaries: Adventure Time
« Reply #512 on: December 31, 2013, 04:05:52 am »

For those of you who don't know me I'm colonel Halberad, I have a plan to deal with this siege but first I need each of you to tell me how many men your unit can field and how much experience your respective units have.

This war is going to be messy so I need to ensure I assign the right jobs to the right men and in that regard I picked your units because I intend to fight this war smart, I intend to fight this war fast and I intend to fight this war dirty.

They're invading our home, they've lost any right to honor or mercy.


Have a message sent across all elven lands calling for mages to report to me to do there duty.
« Last Edit: December 31, 2013, 06:28:47 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Caerwyn

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Re: New Age Mercenaries: Adventure Time
« Reply #513 on: December 31, 2013, 10:39:42 am »

Check the time, and if it seems around midday, head to that pub, and seek out Urast!
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UltraValican

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Re: New Age Mercenaries: Adventure Time
« Reply #514 on: December 31, 2013, 01:40:29 pm »

Wander around camp and find where people are sleeping and try to get a goodnight sleep
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Comrade P.

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Re: New Age Mercenaries: Adventure Time
« Reply #515 on: January 01, 2014, 03:50:55 pm »

Caerwyn
You look at time - it's eleven o'clock. Gonna spend an hour somehow. No idea how to do it without money. gonna head right to the bar (it can be seen from the Market Square)?

UltraValican
You shamblle around: you find four guys that are on night guard, but they are napping on the duty. You come along to the city - you guess that the most of them have stopped in local inns.
As you pass through the night streets along closed shops, houses, public houses and pubs, you hear loud voice from one of them - it seems to belong to Yaro. You look on the sign above the door - fancy ornate letter on the old piece of woos carved in a form of female siouette say "Madame Uearau's Saloon". Looks like he is having fun inside.
You walk through a few more quaters and find an inn you see some guards of your caravan smoke outside. You come in, and find out that Zacharia has reserved a room for each member of his caravan, including you. You get your keys and go inside you room. It is rather small and has only bed, a small table and a washbasin with a crane with mirror above it, but you find it comfortable, however.
You undress and toss you stuff on the floor, then burrow inside the blankets.
The first thing you feel in the morning is poking to your ribs and shout of Yaro.
 - Wake up, you greenish piece of meat!
The second thing you feel in the morning is the awful smell of alcohol - guess with one try who is is the source.

Patrick Hunt
((Sorry for keeping you from actual action so long, but I still don't get some things. I thought that you have unificated the equipment and size of the squads when you have gathered your forces. So now you have 27 squads of 10 elves each, armed with bows, maces, knives and explosives, or I got it wrong?))

Rolepgeek
START NOW. Just name a desired location - feel free to give it a name it yourself.
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Sigs

Nobody exists on purpose. Nobody belongs anywhere. Everybody’s gonna die. Come watch TV?

Patrick Hunt

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Re: New Age Mercenaries: Adventure Time
« Reply #516 on: January 01, 2014, 03:59:34 pm »

(( Thats correct, all of my squads have the same stuff. Now I just need answers from the other elven unit commanders about how many men each commands so I can start dishing out assignments. My own unit will be remaining with me for the time being until the initial assignments are completed by other units to provide the information I need and while I set up a few other plans for later. ))

« Last Edit: January 01, 2014, 05:59:10 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

UltraValican

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Re: New Age Mercenaries: Adventure Time
« Reply #517 on: January 01, 2014, 04:12:48 pm »

"Ugh, I'm up, I'm up. How long till we head out?"
Try to get dressed and washed up
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Harry Baldman

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Re: New Age Mercenaries: Adventure Time
« Reply #518 on: January 01, 2014, 05:26:53 pm »

((Oh dear. I've been gone a while now.))

Bob is struck by an idea. He turns to Kathryn.

"Uhm, do you need, like, a weapon, maybe? Just in case and all that."

Ask. If she answers affirmatively, offer her my longsword. If she doesn't accept it, offer her my dagger.

After that, consider the current state of trade between the halfling villages and the nation of the Elves. Approach the Guild of Traders while thinking.
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Caerwyn

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Re: New Age Mercenaries: Adventure Time
« Reply #519 on: January 01, 2014, 05:45:23 pm »

See if we can find some information about the mission on the noticeboard.
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Rolepgeek

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Re: New Age Mercenaries: Adventure Time
« Reply #520 on: January 01, 2014, 06:13:56 pm »

Spoiler: Location (click to show/hide)
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Patrick Hunt

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Re: New Age Mercenaries: Adventure Time
« Reply #521 on: January 01, 2014, 06:28:26 pm »

(( Uhm, you may have gone a little overboard. Naming your starting location and inventing an entire nation and in doing so altering the entire history of the world are a little different. ))
« Last Edit: January 01, 2014, 07:21:32 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Rolepgeek

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Re: New Age Mercenaries: Adventure Time
« Reply #522 on: January 01, 2014, 07:27:39 pm »

(( Uhm, you may have gone a little overboard. Naming your starting location and inventing an entire nation and in doing so altering the entire history of the world are a little different. ))

((I don't see how it alters the history of the entire world. Maybe a change here or there, locally, but it's vague in the first place, so it shouldn't make too much difference. Besides, fitting in an extra country here or there(just add a peninsula, after all) really isn't that hard. Needs a bit of thought for how it might affect some things, which side of a massive war they might be on and how that'd affect their relations, etc., but it really isn't a huge thing, especially when they aren't particularly large nations.))
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Patrick Hunt

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Re: New Age Mercenaries: Adventure Time
« Reply #523 on: January 01, 2014, 07:34:23 pm »

(( The entire world was dragged into a huge war against the humans in which every nation other then elves and dragon kin lost, the elves were forced back and had to accept peace. On that fact alone everything changes, tiny nations that the humans should have crushed in a matter of weeks somehow rivaled the dragon kin and were able to completely defend against the strongest empire in existence.

Kind of causes a problem, before you take multiple species each of which have trust issues with other species and each of which has it's own way of running things then drop them all together to form 1 nation.
Also, the elves are a single united nation, which causes an issue with there being another nation thats dominant population is elves thats entirely apart from the elven nation and I'm sure similar issues would come up with each of the other nations dropped into the pot.

I may be over stepping my bounds a bit but I don't think we are allowed to alter the world the GM has created on such a significant scale without discussing it with him. Just looking at how your nations influence me directly everything I know of my people and my nation, the war we're involved in, my own plans all has to be completely rewritten from scratch to include an entirely separate elven population.

Adding those small nations will require massive alterations. ))
« Last Edit: January 01, 2014, 07:42:50 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Rolepgeek

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Re: New Age Mercenaries: Adventure Time
« Reply #524 on: January 01, 2014, 08:40:13 pm »

((Patrick. Reread what I actually wrote. They are three seperate nations. I don't see anywhere where it says that there is one single nation of elves. It could easily be interpreted as multiple different countries, and is more realistically interpreted as such; there isn't one single country of Arabic people, or Asians, or Europeans, or Native Americans.

If your interpretation of the setting is different from mine, I apologize. But that doesn't make mine less valid. For example, perhaps your character simply doesn't know about this elven nation. Ignorance is not common in some parts of todays world, but in the early 20th century? It would be fairly common. And don't give bullcrap about 'well my character is educated so meh!' Those are excuses, poor ones at that, so you don't have to do any work about rationalizing or come up with actual good reasons why the settting wouldn't work.

Besides that, that was not me saying 'If my character comes in, there has to be this!' That was me saying 'Here's the name of the place, general idea of it/behind it, and here's some extra stuff that I think would be cool for background info about the local area, so you don't have to come up with it if you don't want to'.))
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Optimize anyway.
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