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Author Topic: Sh [SG] Post Game Writeup.  (Read 27731 times)

Maegil

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Re: Sh [SG] Turn 14.2
« Reply #285 on: October 29, 2016, 05:21:51 am »

The job description said nothing about giving a message, though I wouldn't mind carving "THIEF" on his face.
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

Egan_BW

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Re: Sh [SG] Turn 14.2
« Reply #287 on: October 29, 2016, 05:36:07 pm »

Well, I suppose it doesn't have to be punishment for someone to hire us. They could simply want anonymous revenge.
... We weren't instructed to leave any specific message, so just break his arm and GTFO.
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Maegil

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Re: Sh [SG] Turn 14.2
« Reply #288 on: October 29, 2016, 08:28:07 pm »

Be thorough, break both arms and legs, and his knee caps for good measure.
And carve "THIEF" on his face, that's message enough - though probably he'll never find out whose, he probably screwed too many people over (such as the other woman with the knife).
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

syvarris

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Re: Sh [SG] Turn 14.2
« Reply #289 on: October 30, 2016, 12:55:25 pm »

Be thorough, break both arms and legs, and his knee caps for good measure.
And carve "THIEF" on his face, that's message enough - though probably he'll never find out whose, he probably screwed too many people over (such as the other woman with the knife).

+1

Egan_BW

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Re: Sh [SG] Turn 14.2
« Reply #290 on: October 30, 2016, 04:30:01 pm »

Er, if we break ALL his limbs, I'd be a bit worried that he'd die. This isn't full-modern medical technology we're talking about, and he's probably poor.
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Maegil

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Re: Sh [SG] Turn 14.2
« Reply #291 on: October 30, 2016, 04:56:35 pm »

Without antibiotics, any broken bone risks gangrene. Without X-rays, any set bone can heal askew. All right, let's not take too many chances that he'll die, but at least brake leg and give him the face job.
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

Devastator

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Re: Sh [SG] Turn 14.2
« Reply #292 on: November 03, 2016, 12:15:21 am »

Quote
Break a limb and carve Thief on his face

Advancing into the dark alley, you roll the guy over so you can get at his dominant arm.  You then climb down, lock his arm between your legs, and flex his elbow the wrong way.

Crunch!

Well, that was straightforwards.  You hear him moan for a bit and fall back unconscious.  Time for the face.

After releasing his arm, you carve the character for Thief into his forehead.  You do so quickly, as that seems to produce a lot of blood, as facial cuts often do, then leave him on his side away from his arm, so he doesn't choke on blood.  and hey, you drew blood for your sword, so you wipe it and sheathe it, and leave the scene.

Week 14 has come to a close.
« Last Edit: November 03, 2016, 01:14:36 am by Devastator »
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Egan_BW

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Re: Sh [SG] Turn 15
« Reply #293 on: November 03, 2016, 12:46:28 am »

Hooray for sweet sweet violence!
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Devastator

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Re: Sh [SG] Turn 15
« Reply #294 on: November 03, 2016, 01:14:21 am »

Tonight, at least, your rest is quiet.

This week, the skies are light and overcast, with lots of clouds keeping the sun away.  It is also the week of the Emperor's Birthday, where it is traditional for fireworks and martial displays, as well as other actions such as public oath-swearings or gifts to, or from, the state.

The fireworks are scheduled for the end of the week.  The martial displays are quite ordinary, with no cavalry drill in the army parade, just pike, bow, and gun, and the naval display is scandalously cancelled, as apparently some sort of emergency has come up, with most of the local ships heading south down the coast.  The new warship from Mzulft is seen leaving the harbour in an extreme hurry, and apparently it's guns were supposed to be part of the display.  The other events are pretty standard, with the new graduates among the mandarins getting their hats, and the centerpiece gift to the state being that of a lovely bit of calligraphy from one of the now-deceased old masters.  Of the gifts the other way, there are the usual free meals for the populace, as well as the traditional green coat for the harbourmaster, and the fine horse for the Captain of the Guard.

Your training goes well this week, with the recent series of martial events weighing on your mind.  You finish each day quite tired from your exertions in the dojo.

Running messages seems rather unimportant in comparison.  Still, you perform your duties adequately.

More importantly, perhaps, is your meeting with your handler.  She thanks you for handling the job promptly, and tells you that you might want to steer clear from the Golden River gang for a while.  They are not happy at the discourtesy done to one of their own.  She also says that she has no jobs for you this week, but you've earned your pay.  (+20 silver)

You have but one action this week, due to your exhaustion from training.

Spoiler: Status (click to show/hide)
« Last Edit: November 05, 2016, 12:22:07 am by Devastator »
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Egan_BW

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Re: Sh [SG] Turn 15
« Reply #295 on: November 03, 2016, 01:19:10 am »

Make a plan involving what it would take to get out of town cleanly, and make a trip to the place we saw in our dreams.
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AoshimaMichio

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Re: Sh [SG] Turn 15
« Reply #296 on: November 03, 2016, 03:41:43 am »

Make a plan involving what it would take to get out of town cleanly, and make a trip to the place we saw in our dreams.
Which presumably is one of the locations marked on our map. Even if it is not, having travel plan is always beneficial.
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Maegil

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Re: Sh [SG] Turn 15
« Reply #297 on: November 03, 2016, 06:44:33 am »

Make a plan involving what it would take to get out of town cleanly, and make a trip to the place we saw in our dreams.
Which presumably is one of the locations marked on our map. Even if it is not, having travel plan is always beneficial.
Make sure to warn the handler some time before we decide to go, we wouldn't want to anger him by not being there when he needed us.
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What does Maegil have in common with a frag grenade?
Answer: does not suffer fools gladly.

Your friendly mysanthropic machete-toting sail-sailing sailor nut job.
Also, a Serial Editor. Just in case, do check my previous post to see if I didn't change or added to it. I do that, a lot...

Devastator

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Re: Sh [SG] Turn 15
« Reply #298 on: November 04, 2016, 02:56:06 am »

Make a plan involving what it would take to get out of town cleanly, and make a trip to the place we saw in our dreams.

The first thing that comes to mind is that you don't actually know where the locations you were seeing in your dreams are.  You have had two dreams that you think are relevant, the one at the surface of a mine, and the second more recent one of a cliffside.  The mine one is very unclear, with no firm indication of location.  The cliffside one, on the other hand, was very definately foreign, and you can say with some certainty that wherever that location is, it is on the other side of the sea.

You may wish to get other advice or to make a sketch of the scene, to try and further narrow down the location of the village with the manor, or you could make a wild guess.

In order to cross the ocean, you will need to book passage on a ship.  Travel is somewhat risky and not extremely common, but far from rare.  It will take about eight to ten weeks to cross on a ship, and it will cost about forty silver.  Passage will almost certainly have to be on a foreign ship;  local merchants are generally incapable of crossing the ocean.  There is also the further handicap of not speaking any of the languages of the nations across the sea.

As for your duties here, you can quit your job safely with an action, or you could just walk off the job and risk ruining your relationship with Huan Zhang.  For your -other- duties, your handler has very explicitly not created a formal relationship between the two of you, to the extent of not even telling you her name.  Given the current state of being, there is no customary way for her to take insult from your presence or non-presence.

In general words, you'll need to choose a destination, find a ship, book passage, and then board it when it leaves.  After that, barring naval misadventures, you should arrive safely at the other shore.

I'm afraid that is your action.  I would remind you, that part of the planning mechanic is to provide guidelines for the player character to call in favors or to approach people to get assistance with plans.

(Formed plan for booking passage across the sea)

{With that, the week ends.  Next week will be tomorrow, as I need to find sleep.}

Spoiler: Status (click to show/hide)
« Last Edit: November 04, 2016, 02:58:06 am by Devastator »
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Devastator

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Re: Sh [SG] Turn 16
« Reply #299 on: November 05, 2016, 12:21:37 am »

It is a clear night tonight, with the stars out and the moon full.  The sky is marred by a stream of smoke from a burning settlement.  You look at the settlement, and see men fighting in the streets past a broken wall, lit by firelight from burning buildings.

What do you look at?
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