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Author Topic: Marauders  (Read 8685 times)

MidnightJaguar

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Re: Marauders
« Reply #15 on: March 06, 2016, 10:38:03 am »

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23:31:46 <pancaeks> "Today on mystery science with the eggheads: we created these sentient crystal people, now we're going to find out if they explode!"

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Playergamer

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Re: Marauders
« Reply #16 on: March 06, 2016, 10:49:56 am »

Rockwell doesn't seem to understand the genius of your plan to infiltrate the barn with one of your men. "This isn't a war, boss. They're just a couple of farmers, do you think they have a MG or something?"

As for sneaking into the barn: "Boss? There's no cover for miles, they'd see us coming if we tried to sneak up on them in daytime. These kinds of people don't leave their doors open at night, either..."

Technology is about what you'd expect. Guns are fairly common, and anybody living on their own out in the wastes is almost certainly carrying one. Some of the more civilized places have electricity, and other niceties, but most of the people in the wastes live like settlers.

Your band is really just a handful of opportunists and mercenaries you gathered together to make some cash. They've been with you for a while, and they're decently loyal, as long as you're generous with the loot.

Rockwell is your friend, second-in-command, and confidant. You're the Boss.
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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MidnightJaguar

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Re: Marauders
« Reply #17 on: March 06, 2016, 11:03:02 am »

Let's go with Rockwell's plan.
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23:31:46 <pancaeks> "Today on mystery science with the eggheads: we created these sentient crystal people, now we're going to find out if they explode!"

MainPiston: Epilogue.

vkiNm

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Re: Marauders
« Reply #18 on: March 06, 2016, 11:20:21 am »

Plan Rockwell is genius. Threaten that we'll have the men beat him and make him look even more acceptable to the Farmers if he have a problem with our plan. Not that we don't like to take criticism, of course.

But who knows? they MIGHT be hiding something in there.. and it's better we know it now than when we're on our backs bleeding from our new MG holes.
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Jon was the little sherman who could until he got hit by a repurposed tank gun.

Playergamer

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Re: Marauders
« Reply #19 on: March 06, 2016, 05:55:55 pm »

A few hours after sunset, a small, shady figure creeps towards the wooden chicken coop. He holds a torch, really more of a stick, in his left hand, and a lighter in his right. The unsuspecting farmers sleep peacefully, and, after a quick double-take, the bandit lights his torch, tossing it through the window. As the coop goes up in flames, the man disappears into the darkness.

Within a few minutes, one of the farmers notices the conflagration, and wakes the others. Soon, they've organized a bucket brigade from the river, throwing water onto the burning shack. After watching the display for a few moments, amused, you and your men slowly rise out of the long grass. Rockwell shouts, "Hands in the air!"

One man, a burly, "settler" type, reaches for his belt. The shotgun shell nearly takes his head off. "Anyone else?" There's a shriek  from one of the women as the body hits the ground, but you ignore it. Rockwell herds them into the big barn, and throws one of your marauders a coil of rope. "Tie their hands, so they don't try anything."

You glance around the barn as your men set to work. Two rifles are leaning against the wall, next to the door, and a bunch of bedrolls are in the corner. Most of their foodstuffs are probably in the granary out back, but, except for a few coins on the table, you don't see anything particularly valuable.
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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Ghazkull

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Re: Marauders
« Reply #20 on: March 06, 2016, 06:34:57 pm »

farmers always hide valuables. look if htey have any hidden trapdoors leading to cellars, or if they have buried some treasure below the stove/hearth. Open the matresses and look if anything is in there.

Consider their worth as slaves and if it would be profitable to take them to the next city to sell. Look if lifestock is around that could be carried off.

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Parsely

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Re: Marauders
« Reply #21 on: March 06, 2016, 07:21:41 pm »

Arm our guys with those extra rifles but make sure they're not booby-trapped (barrels plugged, magazine spiked with shoddy ammo, etc.). Make sure no one else is hiding around the homestead. Also, let the farmers put the fire out before we tie them up so we don't attract any extra attention. Once this is done, put guards on the prisoners and commence the looting.
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Ardent Debater

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Re: Marauders
« Reply #22 on: March 06, 2016, 08:01:25 pm »

farmers always hide valuables. look if htey have any hidden trapdoors leading to cellars, or if they have buried some treasure below the stove/hearth. Open the matresses and look if anything is in there.

Consider their worth as slaves and if it would be profitable to take them to the next city to sell. Look if lifestock is around that could be carried off.


Arm our guys with those extra rifles but make sure they're not booby-trapped (barrels plugged, magazine spiked with shoddy ammo, etc.). Make sure no one else is hiding around the homestead. Also, let the farmers put the fire out before we tie them up so we don't attract any extra attention. Once this is done, put guards on the prisoners and commence the looting.

+1 to all of the above, we should politely ask interrogate the Farmers about the local area and demand to know whether or not they have any hidden valuables, like more Guns, Homebrewed Alcohol, etc. If they refuse to tell us anything we'll just take a club and break every bone in the scrawniest Farmer's body. If they still refuse to tell us anything, we'll take our Torch and burn any protesters alive. After looting them, of course. Also, we should check the Farmers for jewelry, like wedding rings, semi-precious metals and so on. Before we leave their homestead we should supplement our Band's Rations with their Food.

((What kind of Currency is Tender in the Wastes?))
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Ardent Debater

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Re: Marauders
« Reply #23 on: March 07, 2016, 10:44:26 am »

*Coughs*
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Ghazkull

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Re: Marauders
« Reply #24 on: March 07, 2016, 10:47:32 am »

+1 to all of the above, we should politely ask interrogate the Farmers about the local area and demand to know whether or not they have any hidden valuables, like more Guns, Homebrewed Alcohol, etc. If they refuse to tell us anything we'll just take a club and break every bone in the scrawniest Farmer's body. If they still refuse to tell us anything, we'll take our Torch and burn any protesters alive. After looting them, of course. Also, we should check the Farmers for jewelry, like wedding rings, semi-precious metals and so on. Before we leave their homestead we should supplement our Band's Rations with their Food.

((What kind of Currency is Tender in the Wastes?))
[/quote]

-1 to the torturing,burning and general killing of farmers. If there is slave trade it would be a waste of merchandise. Actually replace it with waterboarding and other non...whats the word...ah yes non-permanent injury torturing.
They are farmers they might have stuffed valuables away but a slave is worth more than whatever they might have hidden away...even a scrawny one.

that aside no need to bump yet, hassling gms never works and annoys most of them ;P
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Parsely

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Re: Marauders
« Reply #25 on: March 07, 2016, 10:47:43 am »

*Coughs*
It's only been half a day since you posted. Be patient, let the GM take his time to make a good turn.
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Yourmaster

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Re: Marauders
« Reply #26 on: March 07, 2016, 04:30:17 pm »

Waterboarding can kill...
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10/10.
Wants to rape and enslave my innocent night faeries ;-;

Playergamer

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Re: Marauders
« Reply #27 on: March 07, 2016, 11:55:07 pm »

The rifles seem to be in decent condition. They're cheap, single-shot varmint guns, mass-produced up north. There probably isn't a single house or farm that doesn't have one of these somewhere. It isn't exactly designed for hunting humans, but it'll do in a pinch.

Once they're done tying up the prisoners, your men begin to tear the building apart, looking for loot. It doesn't take very long. Under one of the bedrolls, they find a bag of coins, salarius. One hundred salarius. That's not a fortune, but it's pretty impressive for poor farmers. A couple of your men pocket the coins on the table - barely worth worrying about, they're practically worthless - and you prepare to set off. After raiding the granary, it's time to set off.

Haven is only a day or two away. Haven's a wretched hideaway for marauders like yourself, with slavers, murderers, rapists...nobody with half a heart goes there. You know a broker who sets his going rate at 100 for adults, and 200 for kids. You've got a man, three women, and four kids with you. Of course, you could let them go. Selling kids puts a weight on your soul.
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A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

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O.Wilde

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Re: Marauders
« Reply #28 on: March 07, 2016, 11:59:04 pm »

Selling kids puts a weight in our pocket that tips the scale, however.
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What could pre-industrial societies do, run a bunch of cattle off a cliff? Boo fucking hoo I'll be crying for them while I just dump these litres of acidic chemicals into this river. Scrubs.

vkiNm

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Re: Marauders
« Reply #29 on: March 08, 2016, 12:00:01 am »

Plus I'm pretty sure we don't have a soul. Even if we do, we know where it's going to end up anyway.
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Jon was the little sherman who could until he got hit by a repurposed tank gun.
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