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Author Topic: Hopeless: Port Hope  (Read 8467 times)

Iituem

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Hopeless: Port Hope
« on: June 13, 2015, 08:29:12 am »

This is the play thread for Port Hope.  While you are in Hope, this is the thread to play in.  Missions will typically happen in a separate mission thread.  For sign-ups and OOC, visit the OOC Thread.

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The Iron Coast is a frigid hellscape to the far north of Art.  Drakes, trolls, werebears (arktothropes) and constant murderous snow threaten to kill you at any given time, food is scarce, shelter is scarcer and for half the year the sea freezes enough that almost no ships can reach you from the outside world.  No one in their right mind would come here voluntarily.

Except Temzin Arthrus, noted explorer and madman, an Udanese noble who had an obsession with travelling to the arse end of nowhere for no other reason than saying that he had been there.  While on his travels to the Iron Coast, as well as losing two toes he discovered that the coast was not only rich in iron (and diamonds, surprisingly enough) but contained natural sources of kyrite, the most valuable mineral in the world for its magical properties.

Ten years later, the Udanese had the bright idea of setting up a colony to work their intended mines along the coast.  Since nobody would come voluntarily, they made it a prison colony.  Other nations from across the world, seeking the wealth of the Iron Coast, set up trade companies staffed by prisoner labour that would establish their own mines, using the Udanese colony as a port.  In exchange for the appropriate tarriffs, the Udanese agreed.

It is late in the year 783a, thirty years on, and you have been shipped off to the town of Port Hope, the only stable settlement on the Iron Coast.  Even now, in the depths of winter, prison ships still come to Hope.  Prisoners like yourself are dropped off on the edge of the ice field, given some basic supplies and told what direction to walk - and that's exactly what just happened to you.


The hull of the prison ship grinds against the ice as it drops anchor.  In dribs and drabs, prisoners are forced at gunpoint down the gangplank onto the ice field, some with equipment, some with none.  One man resists - he is shot and his body dumped into the icy waters.  The rest fall in line after that.  You are sent out in groups of no more than eight, lest you catch the attention of the 'wildlife'.  Those of you who were able to bribe the quartermaster even carry a little equipment with you on your trek.  Once you are in your apportioned groups, each of you is given papers to present to the harbourmaster at Hope, you are pointed in a direction and told to move.  Some, fearing the cold and other dangers of the field, are reticent.  One of the two warships accompanying the prison ship fires a cannon shot into the field, shattering the ice and drowning two of the prisoners.  You take the hint and head off.

Two hours of walking through ice and snow later, you catch sight of a light through the snowfall and trudge towards it.

The first thing you see is the lighthouse.  It does not inspire confidence.  Rather than the stone towers you have seen before along more civilised coasts, this appears to be a wooden shack on tall poles where someone has set fire to the roof.  You are amazed that it hasn't fallen down in a stiff breeze and set fire to the rest of the town.

The town itself mostly consists of rough wooden shacks clustered around a handful of large stone manors and official buildings, flanked by row after row of warehouses by the docks.  The docks are the only truly respectable part of town, consisting of six large piers and a dozen smaller ones.  Several wooden cranes are visible all over the dockyard and you can see huge wooden racks where fishing boats have been stacked to prevent damage from the ice.  With said ice reaching all the way up to shore it is no surprise that what would otherwise be a hive of activity on the docks instead resembles a ghost town.

As you get closer, you catch sight of a large wooden sign by the docks.  The first four words have been painted on in black, well-rounded and clearly official and faded to a dull grey from years of exposure.  The part added on was clearly scratched on after.  Nevertheless...

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Welcome to
    Port Hope
less



Spoiler: Original Post (click to show/hide)
« Last Edit: June 17, 2015, 03:40:11 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Iituem

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Re: Hopeless: Port Hope (Mission 0)
« Reply #1 on: June 13, 2015, 08:29:30 am »

The Job Board

Quote from: The Job Board
Successful completion of these missions will reduce your sentence by 1 year.

Dispute Resolution Required: Wanted, 4-6 negotiators to end labour disputes at Teping Mine.  All necessary measures accepted.  Pay is 120 ducats.  Contact Tan-chieng Chan at House Chan.

Pest Control: Wanted, 4-6 exterminators to deal with infestation.  Pay is 100 ducats.  Contact Arelle d'Avistral at the Confederate Trading Company.

Cartographer Needed: Wanted, cartographer and 3-5 escorts to map difficult valley.  Pay is 100 ducats.  Contact Raja Mukesh at House Ival.


The Last Post
Quote from: Rumours at the Last Post
Trade Escort: Reliable men wanted as an escort for some goods going up into the hills.  Pay is 160 ducats.  Talk to John Briggs.

Cargo Transport: Reliable men needed to move some goods from a warehouse to another location.  Pay is 200 ducats.  Talk to the Rat.


Goods and Services
Quote from: Places to Sleep
McGee's Flophouse - 5 ducats / Mission food and board.  A mat by the hearth and all the fleas you can eat!
The Last Post - 10 ducats / Mission food and board.  Clean, dry rooms and simple food.
The Velvet Prince - 20 ducats / Mission food and board.  A fine stay for fine guests.
Quote from: Chan Ironworks
Equipment

Toolkit - 10 ducats - The necessary tools of a trade for a craftsman.  Provide a +1 bonus to checks made to craft things or perform related tasks.

Surgical Kit - 10 ducats - All the tools required for a field surgeon.  Provides a +1 to Surgery checks.
(Other equipment can be purchased in town.)

Climbing Pitons and rope - 5 ducats

Other gear - Negotiable

Weapons

Dagger/Throwing Axe/Belt Knife - 1 ducat - 1d6 melee damage.  Concealable.  Can be thrown at short range.
Obsidian Dagger - 4 ducats - As dagger, but useful for ceremonial purposes.
Mace/Handaxe/Shortsword/Club - 2 ducats - 2d4 melee damage.  Concealable.
Spear - 2 ducats - 1d6 melee damage, but if you are prepared you get a free attack against a foe who charges to meet you.  You can attack opponents at short range as well as melee range with this weapon.

Battleaxe/Longsword - 5 ducats - 2d6 damage.
Rapier - 8 ducats - 1d12 damage, but +1 to Parry checks.
Pike - 8 ducats - 2d6 damage, and if you are prepared you get a free attack against a foe who charges to meet you.  You can attack opponents at short range as well as melee range with this weapon.  Two handed weapon.
Claymore - 10 ducats - 2d8 damage.  Two handed weapon.

Buckler - 5 ducats - A small metal shield that requires active blocking.  -1 to Parry, but takes up to 15 points of damage before breaking.
Shield - 2 ducats - A cheap wooden shield.  Takes up to 3 points of damage before breaking.
Metal Shield - 10 ducats - A large shield of sheet metal.  Takes up to 15 points of damage before breaking.


Armour

Light Chain - 15 ducats - A chain shirt over leather leggings and a jerkin.  AV 4, EN 1.
Chainmail - 25 ducats - A full chain shirt and leggings.  AV 5, EN 2.
Splint Mail - 40 ducats - An armour composed of several layered plates.  AV 6, EN 3.
Platemail - 80 ducats - An armour consisting of plates shaped to the contours of the body.  AV 8, EN 2.  (You can't buy this at creation, it's just here for comparison.)
Quote from: Richardson's General Wares
Backpack - 2 ducats
Wine/waterskin - 1 ducat
Carafe of cheap wine or beer - 2 ducats
Trail rations, 1 day - 1 ducat
Rope, 50ft - 3 ducats
Lantern - 4 ducats
Pint of Oil - 1 ducat
Torch - 1 ducat
Quote from: Hamson Woodworking
Sling - 1 ducat - 1d6 ranged damage, up to medium range.  Concealable.  Bullets are free (just find stones).  Comes with a leather pouch to put stones in.
Longbow - 15 ducats - 2d6 ranged damage, up to long range.  Ignores 4 points of armour.  Comes with a quiver.

Arrows - 1 ducat per 10.
Quote from: Mandragon Gunsmithy
Crossbow - 12 ducats - 1d8+2 ranged damage, up to medium range.  Ignores 3 points of armour.  Comes with a case.

Musket - 10 ducats - 1d10 ranged damage, up to medium range.  Ignores 3 points of armour.

Bolts - 1 ducat per 5.
Cartridges & Bullets - 1 ducat per 10.
Quote from: Ival Tannery
Leather - 5 ducats - Leather body armour.  AV 2, EN 0.
Studded Leather - 8 ducats - Leather armour with metal studs to reinforce it.  AV 3, EN 1.

Cold Weather Clothes - 2 ducats  (+1 to Survival checks vs cold, can be worn over armour but increases Encumbrance by 1.)
Quote from: Hope Docks
Thug - 10 ducats/3d per - No skills, comes with a club, 2 HP.  If he survives past missions he may gain skills.  Expects pay of 3 ducats per Mission.  You can usually find out of work dockworkers willing to do dangerous work for good pay.
« Last Edit: June 18, 2015, 08:46:13 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Rolepgeek

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Re: Hopeless: Port Hope (Mission 0)
« Reply #2 on: June 13, 2015, 10:03:24 am »

"D'ya think he's tellin' us follow, or leave?" Tadisill asks, half-shouting to be heard, as he continues pushing his way through the snow, one arm keeping his bow in place where it is wrapped in leather. This cold would not be good for the wood, he knew. It annoyed him more than it should have, considering the situation.
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Harry Baldman

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Re: Hopeless: Port Hope (Mission 0)
« Reply #3 on: June 13, 2015, 12:58:04 pm »

"...blasted cold," says Egil, not paying any mind to the approaching man. He looks upon the others, checking if his comrades were suffering nearly as much. Seemed like they were not, which irked him. "How much further could warmth be?"
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Rolepgeek

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Re: Hopeless: Port Hope (Mission 0)
« Reply #4 on: June 13, 2015, 01:08:27 pm »

Tadisill peers into the distance before shrugging. "Could be ways, Egil, if new-found friend is not friend afteh all. We be fine. Is not Weyland be colder ten dis?"
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Harry Baldman

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Re: Hopeless: Port Hope (Mission 0)
« Reply #5 on: June 13, 2015, 01:25:43 pm »

"Where it's this cold only the proper idiots of Weyland live. This place hasn't seen summer in a million years."
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Rolepgeek

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Re: Hopeless: Port Hope (Mission 0)
« Reply #6 on: June 13, 2015, 01:43:22 pm »

"I'f bin in worse. Rare, but i'ss happened. Now come. You vaste heat wit' talkin'. Stik close to me, ant I vill keep yu warm, if keep whinin'," Tadisill grins beneath his hood at his fellow capturee. Poor little Weylander, lost in the wild. Had a fire in his belly, but it didn't spread to the rest of him, it seems.
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Harry Baldman

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Re: Hopeless: Port Hope (Mission 0)
« Reply #7 on: June 13, 2015, 02:22:41 pm »

"Bugger it all, I think I will take that offer. I'd take a lot of things over cold like this," Egil continues to whine, walking closer to Tadisill.
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Rolepgeek

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Re: Hopeless: Port Hope (Mission 0)
« Reply #8 on: June 13, 2015, 02:33:28 pm »

Tadisill simply chuckles to himself, tossing an arm over Egil's shoulder. Weylanders were tall, but the Korlanese were taller still. It would normally be a detriment in weather such as is, but Tadisill grew up in Eldania. He was used to a bit of chill.
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SOLDIER First

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Re: Hopeless: Port Hope (Mission 0)
« Reply #9 on: June 13, 2015, 05:49:08 pm »

A second arm finds itself on Egil's other shoulder. "It would be best to go with him. He would know the land better than us."
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Iituem

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Re: Hopeless: Port Hope (Mission 0)
« Reply #10 on: June 13, 2015, 08:15:35 pm »

Talmyr Siriss, you were educated as an archer amongst your House back in Hatcur and given a grounding in the basics of Force magic to assist you.  Given the absurd peacefulness of Hatcur you had a lifetime of honour duels, archery contests and other ceremonial displays of force ahead of you, likely never to see true combat.  When you heard of a rare ship heading away from the island you bought passage, seeking some measure of adventure in other lands.  You found your way to the Golden Reaches.  Exhilirated with new experiences you set about earning your way as an adventurer, paying due honour to your household gods along the way.  Unfortunately the locals took such issue with your faith that they clapped you in irons and shipped you off to this gods-forsaken icehole.  You bullied your way with the quartermaster into being able to keep your bow, arrows and armour and were dropped off with one other on the ice fields by the prison ship.

Unfortunately, he fell through the ice into the frozen water and did not resurface.  Stranded on your own in the snow you journeyed on for nearly two hours before you caught sight of a party of six ahead of you, and a seventh figure in the distance.  You hurry to catch up with them.

Everyone else: Up ahead the man with the waving arms suddenly lets loose a terrible scream, falling to all fours.  He crumples beneath his robe, and it seems to consume him utterly, a strange bulk growing beneath it.  How do you respond?
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

SOLDIER First

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Re: Hopeless: Port Hope (Mission 0)
« Reply #11 on: June 13, 2015, 08:17:47 pm »

Sonja draws her claymore, releasing Egil to do so. "What should we do?"
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Rolepgeek

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Re: Hopeless: Port Hope (Mission 0)
« Reply #12 on: June 13, 2015, 08:23:08 pm »

Tadisill curses, a mix of Korlan and Eldani swearing learned growing up with two cultures. The cold chills his fingers as he fumbles for his bow, taking several steps away from Egil to clear himself some room. He knows the wood won't like it, but he bends the bowstave anyway, stringing it as quickly as he can. He won't be able to aim very well in this wind, but he didn't want that getting close to him.

"Git yu wepons, quick!" He shouts to the people who very like need no such reminder.
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ATHATH

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Re: Hopeless: Port Hope (Mission 0)
« Reply #13 on: June 13, 2015, 11:40:00 pm »

I'm assuming that we are only supposed to read the sections marked with our characters' names.

"I do believe he was shouting at us to get away. However, his condition is intriguing, and I would very much like to study it. Er, could one of you lads fetch me him, or at least his corpse? I think he might be a were-bear. I heard that they roam these parts."
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Seriously, ATHATH, we need to have an intervention about your death mug problem.
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

SOLDIER First

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Re: Hopeless: Port Hope (Mission 0)
« Reply #14 on: June 13, 2015, 11:43:55 pm »

"If he is a were-bear, he is not the one who will be a corpse..."
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Black lives matter.
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