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Author Topic: Sh [SG] Post Game Writeup.  (Read 27667 times)

Devastator

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Re: Sh [SG] Turn 18.4
« Reply #375 on: January 03, 2017, 02:08:24 am »

Hide in the corner like the creeper we are and wait for eyes to adjust.

You wait a while, and nothing happens.  Eventually you can make out dim shapes, not enough to identify things well, but barely enough to see your way around.

This cargo chamber is mostly empty.  There is a line of shapes along the starboard wall, and you think you can make out a door leading further towards the stern, in addition to the one behind you.  It's still extremely dark.
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Egan_BW

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Re: Sh [SG] Turn 18.4
« Reply #376 on: January 03, 2017, 02:22:53 am »

Eh, good enough. Dump a bunch of oil, light it, and cheese it.
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Radio Controlled

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Re: Sh [SG] Turn 18.4
« Reply #377 on: January 03, 2017, 04:59:04 am »

Yeah, no turning back now. Let it burn, the ring of fire.
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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.

MidnightJaguar

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Re: Sh [SG] Turn 18.4
« Reply #379 on: January 03, 2017, 06:48:21 pm »

burn it all in cleansing flames.
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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

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Re: Sh [SG] Turn 18.4
« Reply #380 on: January 07, 2017, 10:43:55 pm »

burn it all in cleansing flames.

You're on the ship.  Time to set it on fire.  That's the plan, after all.  You take your oil out, and pour it over some cloth and some wooden objects in the darkened room.  You then get out your tinderbox, and make a spark on a sulfur match, and apply the match to the oily cloth.  After a few moments, it starts to catch, and shortly later it's burning.

The room is now lit, and you can see that it's mostly empty, save for sails, barrels and crates of food and water.  There are more hatches leading further belowdecks, in addition to the main doors.  You've just set some water barrels on fire.  And some sails, but that's less ironic.

Oh, the water is spreading the oil out, and you leave, quickly, through the door the way you came.  You pass the sleeping crewmen, and head up the ladder to the top, across the deck with more crew on it, and back onto the pier, into the rowboat, and back to shore.

No sooner than you are back on shore do you hear a shout from the ship... the flames have been noticed.  You find a hiding spot and watch the action.  At first a sailor from the card game starts ordering people about, and a bucket chain quickly develops.  Things get confused for a moment, as the belowdecks crew starts heading up the ladders at the same time as crew are trying to haul buckets down them, but the captain appears swiftly and sets things to better order.  Water is delivered, and things are put back under control, with the fire out for good after about twenty minutes.  After the fire is out, there continues to be much activity on deck, and you don't think they'll settle down for a while, but the ship looks to be okay.

You haven't done the job yet.  Is there anything else to do immediately, or are you going to do something different with your last action this week?

Spoiler: Status (click to show/hide)
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Egan_BW

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Re: Sh [SG] Turn 18.4
« Reply #381 on: January 07, 2017, 11:01:35 pm »

We almost certainly didn't get the target with that. Dammit. The best option now might just be to default. There are still options, but this is the point where risk starts to get too high.
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syvarris

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Re: Re: Sh [SG] Turn 18.4
« Reply #382 on: January 08, 2017, 12:11:27 pm »

Oh, come on, now you're being practical?  Right now is when we need one of your crazy ideas, because they're the only option at this point.  I guess I have to do it, then.

Screw it, we're murdering the captain.  Yes I know he's ageless and ultra experienced, we're trying anyway.  Stay near the ship all day, waiting for him to leave, and then follow him.  Once he's in a relatively emoty area, or at least just a fair distance from his ship, run up to him and chop his head off with our jian.

Edit: In accordance with MJ's point below, the First Mate is also an acceptable target.  Whoever comes out first should be attacked--there's no guarantee either will, so I don't wanna ignore Caps if we're lucky (?) enough to see him.

Egan_BW

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Re: Sh [SG] Turn 18.4
« Reply #383 on: January 08, 2017, 04:09:06 pm »

That will be both obviously illegal, and the first time that this character has killed someone.

Get back on the ship, fight past the crew, swordfight the captain. Push him over the edge into the water and claim the new title of captain. Sail the seas as a vicious pirate.
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Radio Controlled

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Re: Sh [SG] Turn 18.4
« Reply #384 on: January 08, 2017, 05:39:32 pm »

I'm voting against committing assisted suicide. There's a bunch of them, they're on alert and it's not like we're a grand master martial artist or anything. Cap'n might not even leave his ship for all we know.

Also, from irc:
Spoiler (click to show/hide)
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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.

MidnightJaguar

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Re: Sh [SG] Turn 18.4
« Reply #385 on: January 08, 2017, 06:55:03 pm »

How about this, how about we kill the first mate rather than the captain? His death would likely result in a delay as well.
« Last Edit: January 08, 2017, 06:58:56 pm by MidnightJaguar »
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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.

Egan_BW

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Re: Sh [SG] Turn 18.4
« Reply #386 on: January 08, 2017, 10:09:07 pm »

I veto any plan that involves murder and does not end up with us as a pirate captain or similar badass profession.
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Egan_BW

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Re: Sh [SG] Turn 18.4
« Reply #388 on: January 08, 2017, 10:21:05 pm »

((Not if we land in some prison we won't. :/
Somehow I doubt that our agent is going to help us get away with murder. We might be able to kill someone, but "run up and chop 'is 'ead off!" is not going to be a good idea.))
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Devastator

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Re: Sh [SG] Turn 18.5
« Reply #389 on: January 15, 2017, 12:24:53 am »

Opinions seem to be split, but murder and mayhem seem to be the order of the day.

You decide to take one more attempt at it, and this time go for some more direct action.  With that in mind, you sneak back down to the docks towards the ship, attempting to kill whatever officer you can see first.  You decide to get started during the day, as you aren't sure how long you'll have to wait.

However, you don't see what you were expecting.  The ship is busy getting ready to make way, and earlier than you'd expected to see them leave.  You see the crew putting sails back on the masts, and doing many things with lines and poles that you don't really understand.  You can see some damage from yesterday, and there are a number of charred barrels, casks, and kegs on the docks, along with some partially ruined sails, and there is some visible fire damage on the decks.  However, you don't see any officer in charge at this moment.  It looks like they will be away from the dock in a matter of a few hours.. but that doesn't mean they will be out of the harbour any time soon.  They could be floating out in the bay for days before leaving, and will certainly be resting on the estuary for a favorable tide.

What do you do next?
« Last Edit: January 15, 2017, 12:26:57 am by Devastator »
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