Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 22 23 [24] 25 26 ... 29

Author Topic: Sh [SG] Post Game Writeup.  (Read 27680 times)

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #345 on: December 19, 2016, 10:31:10 pm »

In that case, if they're paranoid enough then we might have actually won by doing that just now. :P
Logged
Not true, cannot be proven, true but misrepresented.

syvarris

  • Bay Watcher
  • UNICORNPEGASUSKITTEN
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #346 on: December 19, 2016, 11:38:23 pm »

Wait.  We actually might have just succeeded by taking the most overtly idiotic action available to us?  Not only that, but if it did work we also completed the mission in record time, with minimal expenditure of resources?

...Well, Egan, I guess I should have more faith in you.

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #347 on: December 20, 2016, 12:31:14 am »

Refuge in audacity, man. It works, otherwise how would Trump have won?
Logged
Not true, cannot be proven, true but misrepresented.

Devastator

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #348 on: December 20, 2016, 01:48:51 am »

I'm afraid that, if no other relevant action is taken by you, the mission will not be completed.
Logged

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #349 on: December 20, 2016, 01:50:32 am »

Which means that they're not going to dump it, which means we're not on a time limit. :P
Sneaking!
Logged
Not true, cannot be proven, true but misrepresented.

syvarris

  • Bay Watcher
  • UNICORNPEGASUSKITTEN
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #350 on: December 20, 2016, 07:21:28 pm »

They could also just make sure to hide the contraband better.

Go retrieve our sword, then straight to the harbormaster or whatever so we can bribe them into searching the ship.  Keep an eye out for ambushes.

Devastator

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #351 on: December 20, 2016, 10:13:21 pm »

so.. one for sneaking, one for bribing?  Anyone care to break the tie?
Logged

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #352 on: December 20, 2016, 11:34:41 pm »

Break tie by suppressing syv's vote.
Gerrymander the shit out of this.
Logged
Not true, cannot be proven, true but misrepresented.

MidnightJaguar

  • Bay Watcher
  • This god shows no mercy.
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #353 on: December 21, 2016, 01:02:09 am »

I like not being killed by smugglers, so lets go with syv's plan
Logged
Quote
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.

Devastator

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #354 on: December 21, 2016, 02:28:19 am »

Go retrieve our sword, then straight to the harbormaster or whatever so we can bribe them into searching the ship.  Keep an eye out for ambushes.

Deciding on a different tack, you decide to go to the harbourmaster's office to try and get the ship searched.  If it's carrying contraband, things may go badly if they're caught.

The harbourmaster offices are in a two story wooden building near the docks.  Here there are the registration books for local ships, along with many documents related to the port here, such as the soundings of the local harbour, and the overall records of ownership, arrivals and departures.  These also include administrative records, such as reciepts and the incident logs.  The building is quite large, and there are generally several people working in here at all times.

Today is no exception.  When you enter, there are two men at desks, one next to the sand-table with the distance writer to and from the lookouts, and one copying a wax tablet into a page of a book.  You proceed past the clerks and head upstairs towards the customs offices.

On the next floor, there is a third man at a desk, whose job is obviously to guard the harbourmaster's time from routine inquiries, busybodies, and sundry ner-do-wells.  Fortunately, your recent experiences have given you the self-confidence and assuredness to smoothly bypass this person and get let inside.

The harbourmaster himself looks fairly impressive in his robes of office, although you don't know how much of the impression is the dress rather than the man.  Still, after you give an account of the ship, and after a bit of money changes hands, he agrees to go inspect it.

(-4 silver)

The two of you head downstairs, and the harbourmaster asks one of the clerks who owns the Swallow's Fortune and when it arrived.  The clerk responds at once that he knows it's one of Daiyan's ships, and that it was here for the festival.  The harbourmaster then waves the clerk off, and the two of you head out the door.

He tells you that this could take some time and that you shouldn't wait up for him.  You accept that courteously, and then try to follow him.  You lose him when you have to stop to cuff some urchin who tries to pickpocket you, but pick up the harbourmaster while he's on his way towards the ship.  He is now walking with a pair of armed port officers, and the three proceed towards the Swallow's Fortune.  One is armed with a sword, and the other one has a short gun.  Onboard you see them meet up with that leading seaman who grabbed you in the bar the other day, and you watch the three of them being introduced to the captain.

The captain looks very dangerous.  He's armed with a curved sword and carries two holstered pistols, which seems quite strange for a captain on his ship while it's in port, and looks to be approximately three thousand years old, in mind if not in body.  The groups exchange a number of words, and they all eventually proceed belowdecks.

Not much happens for the next twenty minutes or so.  Eventually, the harbourmaster and his soldiers emerge from belowdecks, followed by the captain, and they all part without any violence or harsh words.  It seems that either nothing was found or nothing will be done.

Do you want to converse with the harbourmaster, or proceed with another action?

Spoiler: Status (click to show/hide)
« Last Edit: December 21, 2016, 05:00:25 pm by Devastator »
Logged

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #355 on: December 21, 2016, 03:28:41 am »

If you want something done right, do it yourself already! Nighttime, Sneaking Mission!
Logged
Not true, cannot be proven, true but misrepresented.

Devastator

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #357 on: December 22, 2016, 09:45:54 pm »

Converse with the harbormaster, but not within sight range of the ship.  If it seems like his guards might split off, wait for them to do so first.

((Really, Egan, what would sneaking in accomplish?))

{Intelligence check -> Success}

You start heading back to the harbourmaster's office again, but a few thoughts strike you:  First, do you actually know there's contraband on the ship, or are just assuming such, and secondly, is it the best idea to get officials involved when you are the one hired to do something illegal?

Press on?
Logged

Radio Controlled

  • Bay Watcher
  • Morals? Ethics? Conscience? HA!
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #358 on: December 25, 2016, 07:32:45 am »

((After our run-in with that guy from the bar and the surprise inspection, they'll probably be on their guard. We could always try to sabotage the ship or murderize the cap'n to waylay it. Or try to set it on fire or something, hah. Either way, direct action is risky, but time is running out. We could always cut our losses and let the mission default if the risk/benefit has become too unfavorable.))
Logged


Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Egan_BW

  • Bay Watcher
    • View Profile
Re: Sh [SG] Turn 18.2
« Reply #359 on: December 25, 2016, 08:09:38 pm »

Kill the captain, become the captain! Terrorize the seas as a pirate!
Logged
Not true, cannot be proven, true but misrepresented.
Pages: 1 ... 22 23 [24] 25 26 ... 29