Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: Mound & Blade: Warband (Floris Mod) Brave New World  (Read 18509 times)

Zangi

  • Bay Watcher
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #30 on: April 07, 2014, 11:19:13 pm »

Just for reference, each nation's territory spawn their own unique brand of bandits.  Looters are the only constant.
Logged
All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
FMA/FMA:B Recommendation

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #31 on: April 08, 2014, 12:38:38 pm »

TITTYBANNER
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #32 on: April 08, 2014, 12:47:43 pm »

Wondered how long that would take.
Lady of the Lake it is next session.
Expect a session in about 24h.
Logged

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #34 on: April 09, 2014, 07:43:09 pm »

So it was that Alagoth set off for the Nord Coast.
Spoiler (click to show/hide)
He patrolled around for awhile, but could not find any Sea Raiders. He did run into some Tundra Bandits.
Turns out, they're about as bad as Steppe Bandits, but slightly fewer bows, and slightly slower.
Spoiler (click to show/hide)
Alagoth managed to limp away from that encounter, a little wiser for wear.

Alagoth hauled himself to the Rivacheg tavern to lick his wounds for a few hours.
He bumped into a poor soul looking to make tracks out of town, and Being that she wasn't looking for gold, only a company, she was welcomed into the fold.
In the morning, Alagoth took a brief stroll around the streets, only to find out that there was a Tournament!
Spoiler (click to show/hide)
Although not as spectacular an event as the last one, Al still placed well enough.
Spoiler (click to show/hide)
Al reflected over the last few days, and found that he felt he could handle some of the heaviest weapons and armor finally.
He also refined his skill with polearms, and figured out another trick for dealing more damage in melee.
Spoiler (click to show/hide)
The party once again set out to hunt down a party of Sea Raiders, and again, found himself face to face with some Tundra Bandits.
This time, however, he ran into a smaller group, and the party performed better in combat.
Spoiler (click to show/hide)
Victory was Had! Loot was Plentiful! All were Armored!

Not long afterwards, before the Party had even gotten into town to sell off old gear, a messenger had run into Al's Party.
Indeed, he had been trying to track him down.
After hearing of his good performance at not one, but two separate tournaments, Sargoth's Lord extended a personal invitation to Alagoth, to come participate in the tournament he was holding.
Spoiler (click to show/hide)
Turns out, Sargoth's a hell of a place for a new contestant.
Al had his pride thoroughly licked.
Not even one round did he meet his wager of 3 finishing blows, and in most, he managed not even one.

After resting his battered body at the Tavern for a night, Al's party took to the fields and coast again, looking for some Raiders.
Well, he got them. Or more accurately, they got him!
They practically appeared out of nowhere, emerging from a forest near which the party was standing lookout.
Fortunately, they were equal in number to Al's group, and though they were better armored, not a single one could claim better skill.
Al took out several of them, though he once again found the lance troublesome to handle ((Friggin limited couching time, and cool downs between times, and manually activated couching. Ugh, I miss Vanilla.))
But though he was torn ragged, the remnants left after Al called it quits had no chance against the entire rest of the group.
Al cried Havok, and his Dogs of War tore them asunder.

Bloodied by the battle, the group retired back to Sargoth, to rest their wounds.

But now, they had the scent of the Sea, and it wasn't long before they had healed up, cashed in, and headed out.
Spoiler (click to show/hide)

----------------------------
More Sea Hunting I assume?
Any issues with the diverging to tournaments I've done?
Any opinions on the flag? :p


Expect next session within 24h.
This one got delayed a few hours because grilling.  8)
« Last Edit: April 09, 2014, 08:06:09 pm by n9103 »
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #35 on: April 09, 2014, 10:09:38 pm »

Sounds like things are going well!
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #36 on: April 09, 2014, 10:22:59 pm »

Yay TittyBanner!

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #37 on: April 10, 2014, 05:10:45 pm »

With little feedback, this post will be rather plain, and generally only consisted of taking down two parties of Sea Raiders, and running from a few other ones.
Also, Crab banner, for Meph!
Next banner FC,FS.
-------------------------
Full of passion to get back to hunting down the Raiders, Alagoth's War party sets off!
Spoiler (click to show/hide)
They had few signs or sightings of Raiders for several days, and went patrolling between a few other towns.
Finally, somewhere outside Tihr, they got the drop on a few.
Spoiler (click to show/hide)
Spoils of battle were shared, and several people had some moments of wisdom sink in.


After emerging victorious from a battle, and on their way to town to get some R&R, another group of Raiders got the jump on Alagoth's party!
After managing to escape, thanks to two more fallen comrades, Alagoth led the group in a hasty retreat to town.
Once there, Al took some time to reflect over the events of the past few days.
He felt smarter, from outwitting the enemy, both in victory and in avoiding a certain defeat.
He felt he could better handle his weapons and shields.
And he also felt he was better at persuasion, having talked a few of the prisoners he'd taken out of making a commotion.
Spoiler (click to show/hide)

The party rested and recovered, they once again set to the fields of battle.
Spoiler (click to show/hide)

----------------------
Any opinions on direction of play, or should I simply continue the Sea Raider farming?
Being that this is essentially a sandbox game, I'm going to need feedback to keep this from basically being a "do what I want game".
I don't know about you guys, but that's not what I come to PWYB for.
« Last Edit: April 10, 2014, 05:25:08 pm by n9103 »
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #38 on: April 10, 2014, 05:43:49 pm »

Finish the merchant's quest!

Lightningfalcon

  • Bay Watcher
  • Target locked. Firing main cannon.
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #39 on: April 10, 2014, 05:47:39 pm »

Collect around ten to fifteen nord recruits, and start training them as infantry.   
Logged
Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #40 on: April 10, 2014, 09:27:04 pm »

Two votes for forming a small army to complete the quest.
Logged

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #41 on: April 11, 2014, 08:30:06 am »

Collect around ten to fifteen nord recruits, and start training them as infantry.

Better idea: grab ten to fifteen RHODOK recruits, and train them to hold spears.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #42 on: April 11, 2014, 09:27:16 am »

Well now. Three quest votes, but the composition of the army is now in contention.
Logged

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #43 on: April 11, 2014, 09:36:35 am »

Collect around ten to fifteen nord recruits, and start training them as infantry.

Better idea: grab ten to fifteen RHODOK recruits, and train them to hold spears.

Grab seven nord recruits, seven rhodoks and one mixed blood recruit, then.
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Mound & Blade: Warband (Floris Mod) Brave New World
« Reply #44 on: April 11, 2014, 09:52:42 am »

Well, as with the last tie, that was the intention if the tie wasn't split... but now it's a three-way tie with a vote for mixed :p
Logged
Pages: 1 2 [3] 4 5