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Author Topic: murderhobos  (Read 10952 times)

Fluffe9911

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Re: murderhobos
« Reply #105 on: March 12, 2022, 07:19:34 pm »

Johnson looks at his rations supply and sighs "Cant keep this up forever."

Find other specialized accounting work.

Spoiler: Johnson Windslow (click to show/hide)
« Last Edit: March 13, 2022, 12:32:54 am by Fluffe9911 »
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Ozarck

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Re: murderhobos
« Reply #106 on: March 12, 2022, 09:18:04 pm »

This is a mini turn (before morning actions take place) to answer questions and clarify some issues.

Everyone's current actions should be for the morning of day 3.

Dev, clarify your question. Travel is moving from point a to point b. Flying is one method of locomotion and can be used to travel.

Who else is going with us on the trip? Anyone interesting? What's the caravan looking for? We searching for treasure? exploring? I'm all kinds of excited and curious and gonna ask about all the things! Yay roadtrip!
Sorry  missed the questions on your previous turn. I'll answer now. The answers shouldn't affect your morning action, which I assume is the same as Egan's
Three merchants in relatively fine clothing. One of them is pretty fat - not corpulent, but definitely hasn't gone hungry. He seems jovial and enthusiastic. He is also quite social with the rest of the party, including yourselves. The other two are of slimmer build, and tend to talk mostly to each other and the other merchant, except to give orders to the crew or answer work related questions. The remaining members are six wagoneers for three wagons, and four guards aside from yourself, all of whom are thin and show signs of having gone hungry. Some of the wagoneers look as if they might topple over at any time, but the guards at least look to be in fighting condition. In addition to these, there are two cook/housekeepers. these two are who you interacted with the most when arriving for the night. they seem to be the bosses for campsite activities. The head guard, who you report to, has a braided red beard that covers most of his face, and gleaming green eyes. He seems ... volatile? energetic?

Spoiler (click to show/hide)

Not sleeping in town.  During the night, I try to set up some criminal contacts as a killer-for-hire.
Does this action override your previous one? Have you decided to stay in town and hire on someplace? If so, you make some connections as prep for the Day cycle, and will roll at disadvantage for morning tasks.

Johnson looks at his rations supply and sighs "Cant keep this up forever."

Find other specialized work

Spoiler: Johnson Windslow (click to show/hide)
please specify "specialty' work. Otherwise ... well, I could choose for you. But the world is a harsh place and the specialty that is chosen for you might be ... unfortunate.

Lenglon

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Re: murderhobos
« Reply #107 on: March 12, 2022, 09:50:23 pm »

Final action before going on the trip is converting my remaining liquid funds into additional power.
When assessing the other guards I am (as always) keeping my eyes out for possible wielders. I would especially be taking notice of their weapon choices, probably even before noticing their health and builds.
I will have let the head guard know about my ranged capabilities and their power cost to use, will be fine with their use IF compensated for it.
I noticed that the question of what we're looking for hasn't been answered, was that intentional? I don't have an objection either way, but I do want to know if they're keeping it quiet or not.
Have we been given any unusual instructions or just a generic "guard caravan" instruction?
How have they been recruiting guards? Are they intentionally picking ones that are bad off or is it just coincidence? Are there any other warning signs that this might be a trap?
Is anyone showing possible signs of wanting to bully Flownia? carefree as my usual attitude may be, I will still be trying to look out for her.
The three merchants, what kind of merchants are they? What do they sell?
Further questions! ((I have a bottomless well of questions))
Am ready to travel whenever the caravan is ready.

Spoiler: Gwyn (click to show/hide)
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Devastator

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Re: murderhobos
« Reply #108 on: March 12, 2022, 11:32:28 pm »

Set off westwards.

If possible with the load, do so by flying.


Spoiler: Jack (click to show/hide)
« Last Edit: March 13, 2022, 01:33:12 am by Devastator »
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Ozarck

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Re: murderhobos
« Reply #109 on: March 12, 2022, 11:38:10 pm »

the guards use a spear and a short sword each. The spears are eight foot in length and are field battle weapons, usually suited to larger military units. The commander mentions that they have brought a variety of other weapons for different situations, such as tunnel combat, but he doesn't give you access to the crates they are stored in. There are knives, nets, maces, and a some specialty throwing weapons, like something he calls a "flasher."

Weapons you notice are lacking are ranged weapons - no bows, slings, or beam guns. The Head guard accepts the condition of paying the power consumption for requested ranged use.

You never get a clear, concise answer on what, if anything, the caravan is specifically looking for out there. (9) you don't know why they haven't told you. As for instructions, they expect the first week to be pretty standard, so guard caravan ad follow orders. You are expected to pitch in for camp set up as well. normal stuff. It's only once you head into the Wastes that the odd stuff will start. probably.

The four guards are a unit. They've worked together before. The head guard seems to have some familiarity with the merchants. as for you extras, well, they remind you that the Wastes aren't exactly a popular destination for people just trying to make a living.

Who the heck is ... oh, Flownia, right. No, no bullying. Why would they?

The merchants run an apocathery, a tinker shop, a small network of intercity exchanges, a brewery, a stationary shop, and a "services" shop for high class clients.

Lenglon

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Re: murderhobos
« Reply #110 on: March 13, 2022, 12:30:46 am »

((Lenglon looks at that list of shops and still hasn't ruled out them being some weird slaver operation, gettem high with drugs from the apothecary or fancy controllers or shackles from the tinker's and send them off to the"services" shop that get advertized by the brewery and stationary shops, with shipments handled by the intercity exchanges shop, but isn't that worried about it being very likely, especially since the group of 4 guards that I thought might have been lined up as potential victims are an actual group.))

Socialize with the other guards! I wana get to know those 4 and want them to get to know me. We're going to be traveling together for quite a while after all.

((there was a chance they might discriminate against Flownia because of her race, though it wasn't all that big.))

« Last Edit: March 13, 2022, 12:32:36 am by Lenglon »
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Fluffe9911

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Re: murderhobos
« Reply #111 on: March 13, 2022, 12:34:35 am »

please specify "specialty' work. Otherwise ... well, I could choose for you. But the world is a harsh place and the specialty that is chosen for you might be ... unfortunate.
Ah sorry fixed (please dont turn Johnson into a stripper im not that desperate... yet)
« Last Edit: March 13, 2022, 12:40:12 am by Fluffe9911 »
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BlackPaladin99

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Re: murderhobos
« Reply #112 on: March 13, 2022, 12:58:42 pm »


Spoiler (click to show/hide)

Not sleeping in town.  During the night, I try to set up some criminal contacts as a killer-for-hire.
Does this action override your previous one? Have you decided to stay in town and hire on someplace? If so, you make some connections as prep for the Day cycle, and will roll at disadvantage for morning tasks.

It overrides my previous one.  Yes, I decided to stay in town and hire on someplace criminal.
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Screech9791

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Re: murderhobos
« Reply #113 on: March 13, 2022, 02:58:10 pm »

Just roll up a bar fight.
>Go into the bar and see if any adventurer parties or similar are recruiting as part of the classic ttrpg cliche.
Spoiler: Matt (click to show/hide)
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Egan_BW

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Re: murderhobos
« Reply #114 on: March 14, 2022, 02:36:36 am »

What kind of things can life magic do, anyways? Of particular note would be anything which can be accomplished without a roll at 10 skill.
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Horizon

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Re: murderhobos
« Reply #115 on: March 14, 2022, 04:10:47 am »

((Sorry I'll get a post tomorrow morning, I just got home from work and need rest.))
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Horizon

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Re: murderhobos
« Reply #116 on: March 14, 2022, 03:41:02 pm »

"Eh big guy, I dunno if we should stick around. Saw a group a bandits I think, not safe fer you. Also can ya take this meat fer me? Ain't got a place ta store it an yer bag is the best place."

If Kongor agrees to continue on foot, Greslarch takes point being wary of their surroundings.

Spoiler: Greslarch (click to show/hide)
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Ozarck

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Re: murderhobos
« Reply #117 on: March 16, 2022, 07:26:44 am »

Day Three: Morning

Set out to our death.
If this is doable and reliably safe with life magic (at level 10 in that skill), then start doing a "checkup" with the members of the expedition, make sure they're in good enough health.


Spoiler: the healer (click to show/hide)
Final action before going on the trip is converting my remaining liquid funds into additional power.
When assessing the other guards I am (as always) keeping my eyes out for possible wielders. I would especially be taking notice of their weapon choices, probably even before noticing their health and builds.
I will have let the head guard know about my ranged capabilities and their power cost to use, will be fine with their use IF compensated for it.
I noticed that the question of what we're looking for hasn't been answered, was that intentional? I don't have an objection either way, but I do want to know if they're keeping it quiet or not.
Have we been given any unusual instructions or just a generic "guard caravan" instruction?
How have they been recruiting guards? Are they intentionally picking ones that are bad off or is it just coincidence? Are there any other warning signs that this might be a trap?
Is anyone showing possible signs of wanting to bully Flownia? carefree as my usual attitude may be, I will still be trying to look out for her.
The three merchants, what kind of merchants are they? What do they sell?
Further questions! ((I have a bottomless well of questions))
Am ready to travel whenever the caravan is ready.

Spoiler: Gwyn (click to show/hide)
(2) the caravan encounters a pack of omnivorous, giant lizards half a day out. THE lizards are buffalo sized, and there are about a dozen of them. gonna roll a d4 to see how they act: 1-hostile, 2-neutral, 3: they get out of the way, 4: they are too curious and approach the caravan. and I've lost my d4. hang on ... 2. The lizards sun themselves on the road, completely blocking traffic for the afternoon. You can attempt to get them out of the way somehow or just wait and call it a day. They'll get active as the sun lowers. They are expected to wander off toward shelter at that time.

Meanwhile, Gwyn chats up the guards, mostly talking weaponry care and maintenance and other mercenary subjects. The guards seem unfamiliar with magical weapons like herself. two of them are fairly curious and do ask to see her transform. If she agrees to let them, they take turns swinging her and the like. the third guard seems more surly, and at rest stops either is out on perimeter duty or lays under the wagon or in some other shade with his hat over his eyes. The leader is polite but distant. He doesn't stop her from engaging the others though, but if she does transform his stern gaze is on her the whole time.

(That's all right, it makes since now that I think of it.)

"Seems like I might have better luck if I leave the city and try some were else."
Find out if there are any caravans to another town and try to get a job as a guard or something.
Spoiler (click to show/hide)
As Lenglon and Egan found out two turns ago, there are several. Take your pick of the options below
Spoiler: Caravans (click to show/hide)

Spoiler (click to show/hide)

Not sleeping in town.  During the night, I try to set up some criminal contacts as a killer-for-hire.
d10 v mind: 10. You get into a bar fight for encroaching on a gang's territory. You get badly beaten and injured. You now have one gang who consider themselves your enemy. You'll roll at disadvantage on body rolls for a while. Also, you should probably be at 5 days food at the moment.

Johnson looks at his rations supply and sighs "Cant keep this up forever."

Find other specialized accounting work.

Spoiler: Johnson Windslow (click to show/hide)
d20 v mind: 6 A magical tools shop (Flannigan's) hires you to go over their books and get the numbers to line up. Seems their businessperson is honest, if a tad sloppy. You spend the day basically just cross checking numbers, rewriting account books, and answering accounting questions. You get a day's pay. Flannigan seems pleased with your work.

Set off westwards.

If possible with the load, do so by flying.


Spoiler: Jack (click to show/hide)
Yes, flying is the method of travel I expected you to use. You are weighed down, but hopping would have taken just ages. Well, I suppose there are other options. You get one full day's travel in today without issue.

Just roll up a bar fight.
>Go into the bar and see if any adventurer parties or similar are recruiting as part of the classic ttrpg cliche.
Spoiler: Matt (click to show/hide)
Classic Table Top Role Playing Games usually come pre-set with an adventuring party ... the one around the table. In this case, the players all decided to fuck off to teh four corners of the gaming world, getting as far from each other as possible. You can still try to catch up to one or other group if you want, or just join up with blackpalading and king zultan who are both also apparently looking to leave town. Now, this is the third time I've asked you specifically to white text bold your actions.

What kind of things can life magic do, anyways? Of particular note would be anything which can be accomplished without a roll at 10 skill.
from the OP:
Quote
"life and death types are broken into plant, animal, monster, and Sapient (aka humanoid, aka, thinking, feeling beings), and primordial (mircobes, oozes, spores, and the like)"
so, first, you specialize in one of the classifications of creature. In this case, I assume you are going Sapient since you are a party healer. Life magic can accelerate or slow growth, correct imbalances in living processes, purge toxins, read the physical or spiritual state of beings. As for doing without a roll, anything I deem trivial or commonplace, including things that others might have to roll for. If you have to heal a standard battle wound outside battle, it should be trivial. if you try to reattach someone's arm, it'll be a roll. Life magic does not raise the dead, as the being's essence has departed to planes unknown. Life magic can work on lots of things. microbial life magic can ferment wine by accelerating the yeast's processes, for instance.

"Eh big guy, I dunno if we should stick around. Saw a group a bandits I think, not safe fer you. Also can ya take this meat fer me? Ain't got a place ta store it an yer bag is the best place."

If Kongor agrees to continue on foot, Greslarch takes point being wary of their surroundings.

Spoiler: Greslarch (click to show/hide)
I'm going to assume he agrees, and you two make another 10 miles this morning, without issue. You do still see sketchy people about as you go, so you don't really want ot stay in one place too long.

Screech9791

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Re: murderhobos
« Reply #118 on: March 16, 2022, 01:41:38 pm »

IT IS FUCKING WHITE TEXT BOLD
Code: [Select]
[b][color=white]THIS IS WHITE AND BOLD[/color][/b] = THIS IS WHITE AND BOLD and you can't convince me otherwise unless you provide screenshots of that text on your screen
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Fluffe9911

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Re: murderhobos
« Reply #119 on: March 16, 2022, 02:23:07 pm »

IT IS FUCKING WHITE TEXT BOLD
Code: [Select]
[b][color=white]THIS IS WHITE AND BOLD[/color][/b] = THIS IS WHITE AND BOLD and you can't convince me otherwise unless you provide screenshots of that text on your screen
(To be fair you do add on a glow=yellowgreen,2,300 effect to it. Anyway)

"This could be a opportunity..."

See if Flannigan is up for hiring me for a permanent position if not find somewhere to sleep for the night and if so then get to work right away.

Spoiler: Johnson Windslow (click to show/hide)
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