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1  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 19, 2014, 07:37:03 PM
Sakkarot Fire-Axe in all his glory. So yeah, social encounter with Sakkarot. Go nuts.

Also, the bugbear feast marks a new session/scene, so all per-session/scene abilities have been refreshed and AD pools have been reset.
2  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: April 19, 2014, 07:36:46 PM
The bugbears brandish their clubs and begin walking up the rickety dock towards the approaching ship, but when Janus changes form they stop and stare at her, slack-jawed and dumbstruck. They begin to awkwardly shuffle down the dock, still completely focused on Janus. While they're otherwise occupied it's easy for the group to spread out in a rough half-circle around them, ready to alpha-strike them the moment they try to attack.

Shortly afterwards one of the bugbears wakes from the trance-like state and discovers the situation he's in. He quickly slaps his fellow bugbears to wake them from their trance-state as well, and once all four have woken up they quickly assess the situation. Seeing that they've bitten off more than they can chew, and that there is no help coming from the quickly growing throng of bugbears on the shore shouting encouragement (or more likely disparagements) at them, they choose to not attack the ship. The smartest one of the bunch tries to save face by loudly declaring that you cannot come ashore until the Fire-Axe has decided you can, hoping to make it seem like they're guarding the docks like they were assigned and didn't just chicken out of attacking the ship. Judging by the booing from the crowd of bugbears, they didn't buy it.

(click to show/hide)

About a minute or so after the crowd begun to gather on the shore, it suddenly parts as a great black-furred bugbear wielding an axe of flame makes his way towards the dock, the crowd quickly parting before him. The bugbears on the docks quickly retreat back on land, to make way for the bugbear as he walks confidently towards the ship. He glances over the group, before asking in unaccented Talirean "Who sent you?"

Aiden is first to respond, with a guarded "The Cardinal sends his regards."

The great bugbear smiles a toothy grin. "Then you are welcome here." He turns to the throng of bugbears who appears somewhat stunned that they aren't gonna attack the ship and eat the occupants. "These humans... and otherwise... are my guests. I will deal with anyone who harms them. They are our allies!" The bugbears look puzzled at this, but none are brave enough to voice any complaints to his face. He turns back to the ship, walks aboard and rips open the nearest crate revealing finely made axes within. He grabs one and tosses it to the nearest bugbear warrior, who up til then had only been wielding a crude club. "Behold, they bring us steel!" This earns the Fire-Axe, and the group on the ship, a terrifying chorus of growls and cheers from the monstrous assembly.

The boat is unloaded. Sakkarot's lieutenants see that each crate is distributed and soon the group can see a visible transformation in the camp. Where once there were a thousand bugbear savages, now there are a thousand bugbear soldiers each with new weapons and shields adorned with the emblem of the fire axe. What a terror you've helped create.

(click to show/hide)

Sakkarot holds a feast in honor of the weapons shipment and their new allies. The feast is a brutal, savage affair with bugbears fighting each other and all manner of monsters in attendance. The highlight of the party is when a great shaggy dire boar recently captured from the northern woods is brought in shackles.

One ton of angry pig is led in by a dozen bugbears who drag the beast before Sakkarot. Sakkarot beheads the already wounded animal in one mighty stroke with his fire axe. The beast is then spitted and roasted in a great open pit. You sits at the Fire-Axe's table -- a front row seat at this spectacle of savagery.

Eventually as the raucous bestial festivities of the bugbear tribes die down, Sakkarot informs you he wants to speak with you alone. He summons you into his private chambers and dismiss his many followers with a deep growl.

He gives each of you a long, piercing look, before speaking. "You are traitors to your own kind. You must know that. When Baltentyne falls and my horde pours through its shattered gates, we will slaughter the Talireans by the thousands. Yet I see no regret in your eyes. Tell me, how can this be?"
3  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 16, 2014, 07:53:10 AM
In the interest of saving time, I skipped one encounter. It was an ice mephit and some ice elementals attacking in the dead of night. No plot relevance and no possible loot (outside of possibly capturing the mephit and turning it into an ally) so no reason to take up the next 3-4 weeks on it.
4  Community / Play-by-Post / Re: Way of the Wicked I: The Knot of Thorns (IC thread) on: April 16, 2014, 07:28:27 AM
The haggling proceeds despite the discussion in the background about whether to barter the bugear weapons or not, a discussion that finally lands on lands on 'not.'

While taking over haggling duties from Leona, Drin produces the two nobleman's outfits he stole from Ricther during the escape and hands it over to White Tusk, who immediately tries them on. He doesn't quite grasp how they're supposed to be worn, with some parts put on backwards and some simply wrapped around his arms/head/torso, so in the end he looks like a colorful scarecrow. White Tusk himself seems to be well pleased nonetheless, and the two men they brought with them is complementing him, so it appears to be good enough for him.

Drin tries to haggle for the prices of the noble outfits and weapons, but the old medicine man is a wily negotiator and when the deal is struck he's uncertain he don't think he managed to get a good price for it.

(click to show/hide)

Eventually a deal is struck, and the Yutak hands over the narwal horn as well as about 1/3 of the walrus tusks. There is a toast for a good trade fairly done, and as they leave they tell you that if you ever make your way north you'll be welcomed as honored guests. They paddle off closer to the coast and after a while they're no longer in sight.

(click to show/hide)

The rest of the journey up the coast is uneventful, and eventually the Frosthamar arrives at the ice-chocked entrance to the River Taiga. Kargeld proves himself a worthy captain nimbly sailing the heavily laden craft through fields of floating jagged ice. He barks orders in norspik and his sailors scramble to comply. Again and again he turns the boat at just the right moment to pass between the broken shards calved from ancient glaciers.

Finally, after nerve-wracking hours of this, the boat pushes through the dangerous headwaters of the Taiga into the clear water of this almost uncharted mighty river. Beyond the headwaters headwaters is a land of savage wonders. The Taiga winds through a great northern forest that to the best of anyone's knowledge has no name.

After miles and miles of picturesque pine trees frosted with new fallen snow, the ship comes to a great mountain range. The river flows through a great rift in the mountains that looks as if some impossible huge primordial giant smashed a pass through the grey slate.

The rivers takes you south now, though this does not appear to lessen the intense cold any. Eventually you reach an outlet into the great interior sea of Talingarde - Lake Tarik. Along the southern edge is the Watch Wall, and on the northern banks, in a wide wooded walley, sits your destination, the camp of Sakkarot Fire-Axe.

As you approach you can see that thousands of bugbears are already assembled. These savage humanoids are not pleased to see outsiders, especially humans. The occasional polar bear lumbers around the camp untended. You can see fur-clad goblins scamper here and there, laughing with frenetic glee. Even a few hill giants gather at the camp's fringes.

There is only one place to dock the boat, a crudely made pier that juts into the river. On that pier are four hulking bugbears wielding great clubs and wearing ratty leather armor. They don't seem pleased to see the Frosthamar, and it's not hard to guess they're planning on grabbing themselves a quick snack as soon as the ship docks.
5  Community / Play-by-Post / Re: [Playtest by Post] Siege of the Freehold - Characters and discussion on: April 11, 2014, 11:58:08 AM
Sorry 'bout the lack of posting this week, I've been sick as a dog all week. I'm off home to Norway for an easter vacation, so I probably won't be able to post until over the weekend.
6  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 11, 2014, 11:56:44 AM
Sorry 'bout the lack of posting, I've been sick as a dog all week. I was hoping to get a post up today, but I've been busy packing/preparing for a easter holiday trip back to Norway. As I'm making a couple stop-overs visiting friends on the way, I don't think I'll be able to get a post up until over the weekend.
7  Community / Play-by-Post / Re: [Playtest by Post] Siege of the Freehold - Characters and discussion on: April 07, 2014, 04:06:59 PM
Vas will follow Ares' suggestions.
8  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 07, 2014, 04:06:09 PM
So, given that there's no consensus, I guess we won't sell off any bugbear weapons?
9  Community / Play-by-Post / Re: [Playtest by Post] Siege of the Freehold - Characters and discussion on: April 03, 2014, 06:08:08 PM
Are people being given full sleep time or just half time?

Blinds can be constructed from hay bales, pieces of wood, sacks filled with dirt, etc.  Constructing a blind that grants 1/2 cover takes 1 man hour, 3/4 cover takes 2 man hours. Location matters, where will you build them?  They could go on top of the main hall, stable, etc. Noncombatants can help.

For every 10 man-hours spent reinforcing a wall, gate, or structure, +1 to that structure's damage saves (maximum +2). Anything being reinforced requires Myrs or Llweyn's engineering (making them unavailable for other things).
Brand Kratys can repair the unusable armor at the rate of 1 suit / 2 hours. While doing this, he can't engage in any other task. If he gets help from another PC with Craft (Leatherworking or Metalcrafting), the rate of repair doubles.

Slings have a 5D complexity, so there's only so many you'll likely be able to make. But perhaps the noncombatants can do this -- Three Amigos Style.
You only have 1 orc who could produce slings

I'm thinking half sleep for the first night, 1 night of minimum sleep shouldn't cause too harsh consequences. Vas will, light permitting, work through the night for the first night.

Vas' carpentry and stonecutting focii isn't enough to let him work 'unsupervised' if needed?

Brand can help with/take over armor repair time permitting.
10  Community / Play-by-Post / Re: [Playtest by Post] Siege of the Freehold - Characters and discussion on: April 03, 2014, 04:17:33 PM
I'm thinking Vas will volunteer to construct archer blinds, reinforce the gates, and stand watch in the evening/morning due to low-light vision I.
11  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 03, 2014, 09:19:57 AM
If Leona wants to give up the trident she claimed, that's a cool 120s right there.

Good call, I believe you're still carrying at least some of Richter's wardrobe. Looking back in the IC thread Drin took 1 outfit, I'll have to check the OOC thread when I'm home from work to see if more were taken.

They doubt you'll come because almost no southerners do travel that far north, but since you're shaping up to be very good trading partners they'll tell you approximately where to find their camp in the Lands of the Yutak in case you ever do decide to travel north. It is, needless to say, quite a ways off your current route...
12  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 03, 2014, 04:44:21 AM
paddy: The walrus tusks are worth 1200 silver all in all. The horn is a narwhal horn, and judging from the size of the horn it must've been a big 'un. You also recognize it can be used for magic item crafting.

In the interest of saving time/not beating around the bush: the Yutak will accept one of the mithril cobra wrecks in trade for the horn.
13  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 03, 2014, 01:25:28 AM
Val: I'm assuming you're focusing on the horn, then? It's worth 2000 silver, and can be turned into 15 Rep worth of raw materials for relevant magic items.

Joseph's Haggle check: 1d20+8=13 +AD = 17. So you get a 10% bump to the price of the tridents, that is applied after the initial doubling.

Mr. A: Nope, no idea of the price of the walrus tusks, no idea where the horn came from, and no idea what it's price is or that it can be used for crafting magical items.

You do know a thing or two about Yutaks, though. They're basically fantasy Inuits, living on the island to the north-east of Talingarde proper. Due to the distance and the savage north being in the way, there's very little contact between Talingarde proper and Yutaks. Like, once every couple generations or so a small trading fleet, like the one you encountered, makes it way south to the northernmost ports to trade, and if any adventurers make their way to the north-eastern edge of the savage north they may encounter some Yutaks, but otherwise there's no contact. Not much is known about their culture or religion, except that they have their own pantheon of pagan gods. As such they're not really a topic of conversation in Talingarde. You do remember hearing stories about their extreme familial loyalty, and the lengths to which they'll pursue vendettas if slighted, but most of those stories come from adventurers so it's likely they're exaggerated if not entirely made up.

Sadly, your charm falls short on these outsiders (1d20+8=25), but during the small talk you do discover that the reason the young White Tusk became chief is because he led the hunting party that scored all these tusks, and personally slew the great beast (you don't recognize the word he used for it) that the horn came from, earning himself enough followers to create a small tribe. He's also pushed for this trading expedition to acquire better gear/resources to hopefully rapidly improve his standing, and thus grow his tribe.

You know from the geography there has been no more ports since you passed the watch wall, which is a couple days behind you now, so you don't make that suggestion to the captain.

Aiden agrees that half a dozen weapons likely won't be missed, and that having a friendly contact among the Yutak may very well pay off at some point. He'll insist on getting the consent of at least the majority of the group before agreeing to trade any of the bugbear weapons, and as he has no idea what kinds of weapons they're transporting he'll raise the concern that weapons for war aren't always suitable as weapons for hunting...

(Given the lack of contact between the Yutak and Talireans, giving them a couple weapons stamped with Asmodean or bugbear symbols is unlikely to cause any difficulties for them...)
14  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 02, 2014, 03:36:06 PM
There's no error or threat range on Knowledge checks, so no crit fail there. And your Investigation check doesn't tell you anything, either.

(click to show/hide)
15  Community / Play-by-Post / Re: [OOC] Way of the Wicked on: April 02, 2014, 02:50:57 PM
So yeah, 15 walrus tusks plus an impressive piece of ivory that you don't immediately recognize. Knowledge (synergy Haggle) to determine price of objects, Knowledge (synergy Survival) to determine unknown piece of ivory, and Investigate/Identify (synergy Crafting or Spellcraft) on unknown piece of ivory.

This is straight-up barter, so your stuff is worth its full price. If you offer something with a purchase price of 20s, they will trade you 20s worth of ivory (well, the smallest piece is worth significantly more, but you get the point). They are especially interested in metal weapons, effectively doubling their value. They're especially interested in throwing spears, so trading the tridents will be worth a decent chunk of ivory to them. They're also interested in food and tools, but will only trade 1:1 for those (oh, and they're not particularly interested in the seal meat. They either want something exotic from down south, or something that won't spoil). The chief is also interested in buying some fine southern clothing (read: colorful/garish and outlandish) and will pay well for any.
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