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Author Topic: You are a Necromancer! Chapter 2-36 Decisions, Decisions  (Read 685430 times)

GlyphGryph

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Re: You are a Necromancer! Part 25
« Reply #765 on: March 13, 2012, 10:43:48 am »

The bear thing seems like a good way to get caught without getting anywhere what with all the ranger patrols.
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Felius

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Re: You are a Necromancer! Part 25
« Reply #766 on: March 13, 2012, 12:01:47 pm »

I all for doing the bavarian fire drill and acting like we should be allowed to cross, but yeah, ask Omo first about the chances for it. We could maybe even bullshit about the council send us two as spies in the human lands, and ask them to keep it quiet, since it's supposed to be mostly secret.

If Omo don't agree with this plan, I'd say our best bet is to paddle across. Find a way to keep the stuff dry, either with magic, or by carrying it outside the water (maybe using the log/board we find both as a flotation device and a support for our stuff).

We could try for the makeshift raft as well, but it's a bit risky too, since it's going take a while to make, and be quite a bit bulky.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Baneling

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Re: You are a Necromancer! Part 25
« Reply #767 on: March 13, 2012, 01:46:15 pm »

I all for doing the bavarian fire drill and acting like we should be allowed to cross, but yeah, ask Omo first about the chances for it. We could maybe even bullshit about the council send us two as spies in the human lands, and ask them to keep it quiet, since it's supposed to be mostly secret.

If Omo don't agree with this plan, I'd say our best bet is to paddle across. Find a way to keep the stuff dry, either with magic, or by carrying it outside the water (maybe using the log/board we find both as a flotation device and a support for our stuff).

We could try for the makeshift raft as well, but it's a bit risky too, since it's going take a while to make, and be quite a bit bulky.

Problem with going for a bavarian fire drill is that the amount of time you have for your fire drill is very limited since it won't take too long for everyone to go OH WAIT SHE WAS LYING at which point, oh hey there are a bunch of Rangers around to detain our faces or whatever. Pretending we're spies could backfire quite badly if they go to confirm with the council.

If that plan goes toilet-shaped, paddling across would be a bit of a bad idea because, well, it's a deep river and it could be quite wide. Not to mention we have no knowledge of our swimming skill - we could be a Legendary+5 swimmer. Or Novice. I'd rather not do something potentially lethal if it's a trial by fire of our skills.

Flotation devices tend to be uncommon in forests, unfortunately. That one's not so likely. Also, we don't have time to learn any magic - we have a matter of days before the Vale is locked down and learning a new spell would take maybe a day of that, if I've read correctly so far. For now, too much time to waste when we could be doing something productive.

Building a makeshift raft is Bnot going to happen for the very same reason as the previous one - not enough time to do something like that.

I think the bearstraction is a good idea. Perhaps not even calming it - poking it with a VERY LONG stick then running like hell, going OH GOD THERE IS A BEAR LET US CROSS THE RIVER PLEASE THANK YOU BYE
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racnor

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Re: You are a Necromancer! Part 25
« Reply #768 on: March 13, 2012, 03:46:07 pm »

The problem with using a bear is that the rangers will either calm the bear and leave us exposed, or fail to calm the bear and have to fight a 300lb wall of teeth and claws with skin and tissue thick enough to endure against musket fire using only wooden weapons and bows.

Not exactly ethical.

I'm for crossing the rope at night, though we should send the stronger and sneakier Omo across with most of the supplies.
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Compromise position: Turn the mother bear, train the babies to use pyromancy and then eat Alice.
Right, the !!☼ARMCHAIR☼!!. I forgot.

Felius

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Re: You are a Necromancer! Part 25
« Reply #769 on: March 13, 2012, 04:04:51 pm »

Yeah, if we go for the rope crossing, we probably should have Omo carry any supplies that can be damage if it falls into the water.

On a side note: How good swimmer are we? We are a fisherman (fisherwoman?), we do have risked falling into ponds, rivers, etc. so we might actually be pretty decent swimmers, but we'd need a confirmation on that. If we are, it counts as a point in favor of crossing to rope at night.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

Grek

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Re: You are a Necromancer! Part 25
« Reply #770 on: March 13, 2012, 04:40:58 pm »

The problem with using a bear is that the rangers will either calm the bear and leave us exposed, or fail to calm the bear and have to fight a 300lb wall of teeth and claws with skin and tissue thick enough to endure against musket fire using only wooden weapons and bows.

When the bear gets to the rangers, it will already be calm. It's not going to be enraged by anything, we're just bribing it to go sit on someone's tent or wander through the ranger camp making loud noises. It's not going to hurt anyone, just prank them.
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forsaken1111

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Re: You are a Necromancer! Part 25
« Reply #771 on: March 13, 2012, 04:43:04 pm »

Just tell the bear that the rangers have tasty fish and they hid it in one of the tents as a game.
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Felius

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Re: You are a Necromancer! Part 25
« Reply #772 on: March 13, 2012, 04:46:32 pm »

Just tell the bear that the rangers have tasty fish and they hid it in one of the tents as a game.
I don't think we can actually talk with animals, that's life magic. We might be able to actually hide tasty fish on someone's tent, if they don't have anyone guarding them.
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"Why? We're the Good Guys, aren't we?"
"Yes, but that rather hinges on doing certain things and not doing others." - Paraphrased from Discworld.

forsaken1111

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Re: You are a Necromancer! Part 25
« Reply #773 on: March 13, 2012, 04:57:41 pm »

Well in either case I still think we should just go bluff them. Omo is a ranger isn't he? They wouldn't stop a ranger and his traveling companion. If they question us we can make up something, like he's taking us out to collect healing herbs for the coming conflict or whatever.
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EveryZig

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Re: You are a Necromancer! Part 25
« Reply #774 on: March 13, 2012, 10:35:44 pm »

I don't think a bear would provide much of a distraction if it was calm. Elves get along fairly well with animals.

Going north would give the patrols more time to catch us, but what if we moved back away from the river (where it is less heavily patrolled) and then went north from there?
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GlyphGryph

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Re: You are a Necromancer! Part 25
« Reply #775 on: March 13, 2012, 11:19:14 pm »

Quote
Problem with going for a bavarian fire drill is that the amount of time you have for your fire drill is very limited since it won't take too long for everyone to go OH WAIT SHE WAS LYING at which point, oh hey there are a bunch of Rangers around to detain our faces or whatever. Pretending we're spies could backfire quite badly if they go to confirm with the council.
How, exactly? We've already talked about messages - it takes time. We need to leave right away. Their job is to keep people OUT, not to keep people IN.

If we can make a decent looking document, we've got even more stuff to back it up. There is absolutely no reason why they should realize we are lying, so long as we play it cool.

Lot better than the bear idea, which is practically guaranteed to get us caught or mauled.

I would totally be up for trying to pull the gambit at night when there are likely less patrols up, though. As long as we can bluff our way past any guards at the actual raft we should be okay.
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Grek

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Re: You are a Necromancer! Part 25
« Reply #776 on: March 13, 2012, 11:27:08 pm »

Our writing materials consist of parchment and charcoal.
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GlyphGryph

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Re: You are a Necromancer! Part 25
« Reply #777 on: March 13, 2012, 11:33:00 pm »

And?
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Grek

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Re: You are a Necromancer! Part 25
« Reply #778 on: March 13, 2012, 11:33:54 pm »

That's basically one step up from leaves and crayon for forgery purposes.
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monk12

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Re: You are a Necromancer! Part 25.5
« Reply #779 on: March 13, 2012, 11:39:16 pm »

Second plan - Ask Omo what an official letter to leave looks like.

If he knows, see if we can recreate a passable fake.

If he doesn't, well then, it shouldn't be too hard to create a passable fake, since he's a ranger too. :P

And if things don't look like they're working out, we might at least have the raft closer or ourselves be closer to the rope. (still going with the hook loop plan for faster crossing).

How wide is the river and how fast is the current, btw?


Alright, Omo, I've never seen this river before- exactly how big is it?
What do I look like, a ferryman? Call it 800 feet wide, 15 feet at its deepest- maybe a bit more due to spring flooding. Normally the current isn't too fast, but it's still not easy to swim against if you have to, and it'd suck if you happen to hit a branch on the way across. If we cross here, we shouldn't have to worry about whirlpools or other dangers though.
Hm. Do you know what a letter of permission to leave would look like?
I doubt such a thing would exist- Elves leaving the Vale would be a rare enough occasion to merit a messenger and probably an escort, to boot.
There we go! I've been given permission to leave, and you're my voucher and escort. It's not like they've been told to detain us.
Yeah... uh, remember how I knew how many groups were out here?
Yeah?
Well, that's because I'm pretty sure my old unit is the band stationed here- I recognized the style of more than a few messages. They probably already know I deserted, since I should already be with them, and if we run into any officers they'll probably know I'm not assigned to any other duties. Maybe not, though, or it might not matter if you've got a good bluff lined up!
Eh. If it comes to a fight, will we win?
Probably not, no- there'll be too many trained Rangers to account for. About the only thing in our favor there is that they won't use lethal force, so they're not going to riddle us with arrows mid-river.

Yeah, if we go for the rope crossing, we probably should have Omo carry any supplies that can be damage if it falls into the water.

On a side note: How good swimmer are we? We are a fisherman (fisherwoman?), we do have risked falling into ponds, rivers, etc. so we might actually be pretty decent swimmers, but we'd need a confirmation on that. If we are, it counts as a point in favor of crossing to rope at night.

You are not actually a trained swimmer. Your fishing experience has made you comfortable wading in deep water, and you can doggy paddle well enough, but if something happens in open water you have less-than-good odds of being able to swim your way out of it. Not that you'd expect something terrible to happen, and the Great River is not known for its deadly schools of carp or anything, but it is a risk to be aware of.

What's on the other side of the river townwise, by the way? We should claim that as our immediate goal, and then wandering and diplomacy trying to get a feel for the possible resistance, chokepoints, fallback plans. Basically, act like a proper diplomat interacting with a neighboring ally in a war.

Pevo mentioned a while ago (I'm too lazy to look up the post) that the town on the other side is Larathor- it isn't exactly The Big City, but it's a prosperous trading town on the Caravan Route from west to east, and also handles some trade north to south along the river.

0. This is something that we should do regardless of which plan we choose: Look through Prestidigitation for the Beginning Practitioner for basic waterproofing spells that are safe to apply to the book and to our writing materials. It would seriously suck if we managed to get across the river only to discover that our one and only source of general magical knowledge was ruined by the water.

Flipping through the index, you find a couple promising candidates.

One appears to be a minor water-repelling spell intended for raincloaks; you think you can adapt it for your purposes, though you aren't sure if it is potent enough to stand up to complete submersion. It seems to be fairly easy to learn- a few hours of study, and you should have it figured out no later than noon tomorrow.

The other spell is described as a way to make writing permanent, allowing it to survive any number of indignities. It looks a lot more complicated to learn, however, and the complexity means you can't really assess how versatile or potent it is. It could easily take you a couple of days to get working.


RE: Tiredness- while weary, you are not so tired that it will significantly affect your skill checks should the worst happen.

RE: Bear- the bear was probably a solid hour's hike back up the trail- judicious application of honeycomb and Calm Animal should be enough to lure the bear to the Ranger camp, but you wouldn't get back until after dark, if that affects your plan.


With that information, go ahead and cast your votes, next update will be an update of ACTION!
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