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Author Topic: Inquisition - IC thread  (Read 6830 times)

Ghazkull

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Re: Inquisition - IC thread
« Reply #120 on: June 28, 2014, 01:42:55 pm »

Continue Treating people. Make notes on what i learn.
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Taricus

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Re: Inquisition - IC thread
« Reply #121 on: June 30, 2014, 06:53:46 pm »

Head back to the woods for a more thorough exploration, with a goal of mapping the entire area.
If Geldryn attempts to accost or otherwise move forward with said burning plan, eliminate him.
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Shootandrun

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Re: Inquisition - IC thread
« Reply #122 on: July 01, 2014, 05:47:14 pm »

Act I, Part Thirteen: And many words were spent

Gustav

[Chance roll: 75] Oscia brought back quite a few useless plants (weeds, mostly), but she did manage to identify and correctly uproot [3] a few useful specimens of three different species. You have a few plants that will grow to form small bushes, whose leaves are used to quell fevers; some climbing weed which need trees for support (you plant them against the wall) whose vines, when ground down, make a balm which prevents infections, and a few bushes that produce fruits all year round whose juice is a mild analgesic, numbing pain in those eating enough of them and also eliminating the capacity to taste. The identifying and planting consumes two afternoons, for a lot of the specimens brought back are completely wrong - it's almost like the ranger picked them at random.

You then head over to see Aurion, who is busying himself teaching a few soldiers their letters at the moment. Once he is free, you ask him about the dangers of the spells cast upon the villages. He tells you that two of the three ritual circles have been dispelled by your efforts, but that the third one - which was around the village occupied by the villagers who were captured this year - is still present and will in all likelihood fire off again next year in spring, teleporting them once more. The hamlet is as such safe to live in only if someone is sent to break the circle within the year.

[2] He is reluctant to tell you much about the magic that was used by the cabal. He is willing to confirm that the mages were indeed sorcerers, heretics capable of channeling the Arcane directly through their own bodies. He also states that they were too incompetent to have spent much time researching the subject, and too weak to have an inane capacity strong enough to manifest by itself; as such, he is almost certain that they were trained by a third party. You can glean nothing else from him.

-----

Friedrich

[6] Yet more people come to the Castle for healing when they learn that a paladin is willing to aid them for free. Unsupervised and at about half their usual numbers, the guards are having trouble giving much time to interrogate any one visitor; the Castle's security against infiltration is lessened because of the influx of strangers.

[6] Your efforts are generally successful when it comes to healing those who come around, and you make a lot of progress towards becoming a reliable healer using natural skills only, rather than the Smith's aid. The peasants are pleased with you and speak highly of the Order as they leave, but you notice that they talk more about your charitable virtues than your military prowess. Though the people's appreciation of the Inquisition will increase, it will be difficult do cause fear in the hearts of your enemies if the Inquisition is treated as a group working for charity.

-----

Davian

You enter the inn, where you're welcomed by two middle-aged dwarves, the place's owners. [2] They don't have much to talk about when it comes to news from the duchy - [5] apparently most of the travelers they get from these parts come not from the duchy itself, but from lands further up north. They claim that "the War" in the north is worsening, and upon being asked to clarify they explain that power struggles between the noble houses of the archduchy that borders the kingdom have lead to a bloody civil war there. A large influx of refugees have been fleeing that land and settling in Theram. Between their thick accents and the inn's mixed look of old and new, you guess easily that they themselves are either refugees or not far off; upon being asked, they confirm that deduction, and inform you that the majority of the archduchy's population is composed of dwarves.

You leave them behind after leaving a generous tip for the information, and you cross into the duchy's side of the border. The pastures do not become suddenly greener and the folk are not fairer, but you do note that the region seems more prosperous - there are more farms, for one thing, and they're larger. Where in the earldom lonely riders patrolled the roads, they come in groups of five and ten here, armed to the teeth but very polite once they learn of your identity.

You reach the town of Redhall after a long few days of travel, and note that it is indeed much larger than Hadvard. Perhaps twice its size, the town is surrounded by large stone walls, around which you can see homes - a telltale sign of recent urban growth. The city's architecture seems to employ mostly wood, but you can still see quite a few stone buildings here and there. The Duke's castle, in the town center, stands tall and proud - perhaps a third of Castle Altburg's size, it is nonetheless the first large fortification that you've seen in the kingdom which isn't falling into disrepair. However, at the time of your arrival, you are weary - and so you merely rest.

-----

Faran

You give Arkran your designs, and he looks them over while the work teams for the shrine rest. [6] He's satisfied with your work, but manages to expand on it a bit - by doubling the design along the same axis, he estimates that more power could be pulled from the crank, enough that it could be used within the castle from the river's flow alone, despite the river's relatively lazy speed. He does note, however, that this construction would require a large quantity of metals - building it from the Inquisition's supplies would empty all the copper and iron you have in storage.

You then embark on your journey to visit the so-called Runic Knight. Even on horseback, the travel takes a long time, and you are weary by the time you arrive at the shores of the lake which contains the island upon which the Knight can be found. You manage to borrow a fisherman's boat, but you don't have the energy to leave for the place right away.

-----

Oscia

You return to the woods with the intent of mapping the area. There isn't much to map; you easily get the forest's limits down (not that any map of the region couldn't provide you with that) and start to note the location of hunters' trails and points of interests - you don't find any. [1] You don't notice anything else of note.

-----

Geldryn

[Discussion has taken place over IRC, in character, at the player's request for details. Warning: Politics ahead]

You meet with the Earl, Sigmund Karhold, in his halls, where you give him an explanation of the various issues that the Inquisition has discovered within his domain. He informs you that he can identify the location of one of the leyline nodes you found on a map in the priest's library; the one situated in the mountains is placed near the center of a large pass, the only one through which armies can cross during the winter. The location has been heavily contested in the past, and is considered to be a sinkhole of manpower by anyone trying to hold it.

At your request, he then gives you an extensive report on the political situation of the realm. Two years ago, the heir to the Earldom of Desmond died of a fall from horseback while he was hunting. Two weeks later, his father was shot in the eye by an unidentified archer. The successive deaths of the heir apparent and the lord meant that the Earldom was inherited by one Thenec Sandos. He was heavily suspected to have been involved in the deaths of the two, but nothing could ever be pinned on him; at the time, he was campaigning with Sigmund himself.

A few months later, the Earl of Sandos died himself of a heart attack, at the age of 29, before he could father any children. Thenec inherited a second earldom, once more after a mysterious death and unlikely succession. Now owner of two earldoms, he was the second most powerful lord of the realm. He forged an alliance of convenience with the Earl of Kand, who promised to swear vassalage under him if he supported him when he attacked an old enemy across the border. The two requested that Sandos be made into a duke, so that he could accept Kand as a vassal and press his claim. The King agreed, but the Duke Wilhelm Theram, the most powerful lord of the realm, protested against it, claiming that treachery had obviously been involved in Sandos' inheriting of the two earldoms.

According to Karhold, the Duke Theram is the de facto ruler of the realm, keeping the King as a figurehead. If the King caves to pressures from Sandos and Kand and makes Sandos into a duke, Theram will march on the capital to put a new ruler on the throne and invalidate the claim, thus sparking a civil war. If the status quo is maintained, Sandos and Kand will eventually lose their patience, call their banners, and go up in rebellion. As such, the realm is at an impasse, and whatever happens, if the situation does not change, there will be a civil war.

When you return to the Castle, Geldryn, you resume your efforts to crack the code. [3+3] The code is at 34% progress towards being cracked.

-----

Turn's events: [1+1] Once more, there's a hold up in production and the work teams are stuck waiting around the shrine for materials to arrive - nothing gets done in a few days.
« Last Edit: July 01, 2014, 06:06:09 pm by Shootandrun »
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Ghazkull

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Re: Inquisition - IC thread
« Reply #123 on: July 02, 2014, 10:12:23 am »

While he had learned much about Anatomy from his recent healings Friedrich was sour. He hated people and he hated treating them. He only hoped that enough money had come in from all those visitors.
He approached the two guards at the gate who had let the people in.
You there how much did we make today from those wounded?

"Uh...make? Sir i thought this was all for fre-"
INCOMPETENTS! NOT A SINGLE CENT WAS MADE? WHAT DO WE PAY YOU BLASTED INBRED HALFWITS FOR? GODDAMNNIT...


Raise a fee for being treated and while at it get all the rumours i can get, idle bodies make busy mouths after all. Since people are coming from far and wide try to do some recruiting among those i treated and more importantly their able-bodied families.
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adwarf

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Re: Inquisition - IC thread
« Reply #124 on: July 02, 2014, 02:44:25 pm »

Faran rowed across the lake to the tower as soon as he felt he had the strength, as he came up on sure and disembarked he yelled out in the direction of the tower itself,

"I am Faran, Inquisitor of the Holy Trinity's Inquisition, and loyal servant of the Warrior. If you would I wish to talk to you Runic Knight, perhaps I can help you get something you wish to learn of."

Cross the lake to the tower and talk to the knight.
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Azthor

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Re: Inquisition - IC thread
« Reply #125 on: July 03, 2014, 04:22:05 am »

Pack the engineering books, upon Arkhan's authorization, and those tomes taken from the cabal.
Take a horse, and the due supplies, and set out for the Royal Capital, continuing my attempts at cracking the code at every chance presented.
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Ardas

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Re: Inquisition - IC thread
« Reply #126 on: July 04, 2014, 02:56:52 pm »

After rest, set out to meet the duke.
Inspect the city, assess the possibility of opening Inquisition outpost, ideally a paladin chapterhouse.
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Terenos

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Re: Inquisition - IC thread
« Reply #127 on: July 08, 2014, 06:33:50 pm »

Work with Ramsey training the new recruits into decent fighters. Work on my own ability to handle groups of enemy combatants.
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Taricus

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Re: Inquisition - IC thread
« Reply #128 on: July 10, 2014, 10:05:53 pm »

Take some of the soldiers and start training them in the arts of the ranger, attempting to train them to be efficient scouts for the inquisition. (No preference for the type of soldiers involved in the training.)
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Shootandrun

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Re: Inquisition - IC thread
« Reply #129 on: July 12, 2014, 06:40:15 pm »

Act I, Part Fourteen: Dukes and Knights

Gustav

[6] Ramsay's been doing fine thus far with the recruits, but he hardly needs your help to train them, so you mostly spend that part of the afternoon looking at the training drills and learning a thing or two about training troops. [2] Your attention wanders halfway through when you get the idea that you should work on your capacity to fight against groups, so you don't retain much of what was going on.

[1] Next you go train yourself against a few soldiers, and it goes… Poorly. At first, you mostly get beaten fairly easily by the groups, perhaps because you were overambitious in choosing how many you wanted to start with; and then the soldiers go easy on you, because they don't want to humiliate you any more. Nothing's learned out of that, either.

-----

Friedrich

[2] For better or for worse, the amount of villagers coming around drops sharply as soon as you put forward a fee. While this means that you won't risk running out of medical supplies, since you can now purchase them with the money you make treating people, it does make the whole "training your healing skills" deal a lot slower.

[2-1] A combination of poor showing and bad luck mean you treat almost no one in a meaningful way for a few days, and as such learn almost nothing about medicine. [4-1] The same problem means there aren't many rumors to listen to. Nevertheless, you do hear some trackers talk with enthusiasm about the arrival of a caravan from across the mountains, which is apparently a bi-yearly event, and a few whispers about how the war in the north is getting pretty bad - there's apparently a war up north involving a blood feud between dwarven families. That's old news, but there was recently a battle that sent a fresh wave of refugees south.

-----

Davian

((As usual, held over IRC))

You go to an audience with the duke, where you meet him and his son. Little information can be gathered about his personality in such a formal setting, but you do get productive in other fashions - you convince him to allow you to found a Chapterhouse in the city (he personally recommends making one in the local temple), though you can't get him to guarantee the Inquisition more supplies. He then proceeds to tell you about a great concern of his: apparently, he suspects an earl from the south of the kingdom to have assassinated key noblemen in order to get his title, and fears that the man wishes to cause a civil war. He also suspects that the king may be this nobleman's pawn, although he cannot prove any of his accusations. According to him, an Inquisitor investigating the man's crimes and finding evidence connecting him to them could prevent a great deal of suffering in the kingdom for the years to come.

After the audience, you go out to inspect the town itself. Redhall is a town of several thousand inhabitants, with a bustling economy and a growing populace, from what you can see of the new buildings being constructed. There is a significant dwarven minority in the town, probably there in no small part because of the war going on in the north. You visit the temple that the duke recommend for your chapterhouse, and find that it is a sizeable building that could easily host your operations, although it isn't exactly a private property. [5] There are also several buildings which could be bought in town, although that might be expensive, and a few inns that would willing dedicate a part or the whole building to the Inquisition, provided you were willing to pay for the innkeeper's services constantly. Finally, a few baronets and lordlings have large residences in the center of the town; since most of those folk have another home in the countryside, it's possible you could convince one of them to give up his own.

-----

Faran

((Same deal as Davian, over IRC - I guess I just like live discussions))

You visit the island, where, as expected, the Runic Knight awaits. When you tell him of your intent to kill the being he guards, he seems amused, having little to no faith in you; but you do manage to convince him to answer a few of your questions. He tells you about the region's past, mentioning that dragons once roamed these parts, though they were already going extinct centuries ago, and that wild races used to cross the mountains in relative impunity. He also mentions Philosophers ruling across the border, without giving further information on them.

When asked about the wizard who visited him, he seems to struggle to provide details about other things than the man's power and his old age. You're not able to get much more information out of him, even after promising that you will return in a year either to end the man's vigil or to take it up. Faced with his silence, you decide to return to the Caste, where you arrive after crossing the lake again and a few days' ride. You report your findings to Gustav.

-----

Oscia

You gather the militiamen and a few available soldiers with more experience and begin teaching them the basics of ranging. [3] The training is fairly boring and uneventful; you spend several afternoons showing the bunch of oats how to move quietly in forested areas, with difficulty. It will take several more sessions like these before the twenty or so men you gathered are ready to act as scouts.

-----

Geldryn

You pack your books, find a strong-looking horse, take a few days of supplies with you, and after a few words with the Lord Inquisitor (one assumes), you are off to the Capital. The travel is long, taking you along the central road of the region and through a few effectively nameless hamlets over the course of some uneventful days. At night, before sleeping, you read your books avidly, trying to crack the code; [1+4,5] pulling through and progressing on despite the boringness of the work. You're starting to figure out those damn symbols, you're sure… Code cracking is 56% done.

You arrive after a long few days, weary and worn out, at the city of Endorac, capital of the kingdom of the same name. You take in only the city's size - its populace must number well over ten thousand - and the small amount of men apparently protecting it before you get in the nearest inn and collapse from your tiredness.

-----

[3+1] The roof is laid down over the shrine and the flooring is finished. The walls still need to be built, along with three windows, and the statues of the gods need to be put up, but the building is almost done. Shrine construction is at 85%.

Event: The Spring Caravan

To the surprise of the Inquisitors present and most of the soldiers, a caravan arrives in the city one afternoon - coming from the east. The caravan in question has no wagons to speak of, carrying all of its supplies on the back of mules, but it is relatively sizeable, being comprised of perhaps fifty people all told. Most of them appear to be locals, and questioning the townsfolk reveals that these people trade with the more amenable natives across the mountains. No one has the time to investigate their wares and ask about news from the east right away, however.
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Ardas

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Re: Inquisition - IC thread
« Reply #130 on: July 14, 2014, 03:07:45 pm »

Find a noble mansion nearest to the temple - hope to find  most pious one out of them all before approaching with any requests.
Enter the temple and speak with the priests, inform them of the foundation and let them know of the situation - the temple will host a monastery and chapterhouse library/labs with their permission and assistance.
« Last Edit: July 14, 2014, 03:32:15 pm by Ardas »
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Azthor

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Re: Inquisition - IC thread
« Reply #131 on: July 14, 2014, 07:33:46 pm »

Beseech the Crown for an audience.
Continue studying Arkran's notes.
« Last Edit: July 18, 2014, 04:11:08 pm by Azthor »
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Taricus

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Re: Inquisition - IC thread
« Reply #132 on: July 14, 2014, 09:14:54 pm »

Continue training the scouts.
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adwarf

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Re: Inquisition - IC thread
« Reply #133 on: July 15, 2014, 08:36:27 pm »

Go to the Church's library and begin reading through the books the priest has, look through them for notable Saint's, heroes, and priests of the Holy Trinity and what it is they strove to do/their personalities.
Start compiling a book containing every word, symbol, and name that hold's significance to the Holy Trinity.
Observe Arkran and those building the shrine, help out if I see a chance to.
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Ghazkull

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Re: Inquisition - IC thread
« Reply #134 on: July 17, 2014, 02:45:56 pm »

Check out the Caravan, see what they sell in goods and try to get as much information from them as possible about the situation in the east, whatever helps.
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