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  • File : 1275729270.jpg-(12 KB, 320x240, tve666-2-42.jpg)
    12 KB Lord Quest XXVI - The threat revealed Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:14 No.10288410  
    Previous threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Lord%20Quest

    James pulls Lord Sheff and yourself aside at the end of dinner, to reveal his findings. "I have several leads, but am not sure where to take things. Firstly, our most recent guest in my private en-suite has been most informative.We have us a lead. In fact two leads. One is the money. Although it was mixed coins from all over, the large part of it was was from kingdoms to the southeast. The Dutchies of Ell, Jayp, Ech Are and Esspy made up the bulk of it.

    The second is that our mystery man behind all of this seems to have some religious backing. There was some collaboration with dark robed priests. Also, our informant had this on him" *Throws you a small copper piece* "On first inspection this would appear to be a coin, but apparently they used it for identification."

    The coin has the number 9 engraved in it, and on the other side a symbol you don't recognise.
    >> Anonymous 06/05/10(Sat)05:15 No.10288424
    Bite the coin.
    >> Anonymous 06/05/10(Sat)05:16 No.10288432
         File1275729368.jpg-(16 KB, 393x426, OH HO!.jpg)
    16 KB
    >The coin has the number 9 engraved in it, and on the other side a symbol you don't recognise.
    >> Anonymous 06/05/10(Sat)05:21 No.10288485
    Just when I think I will have to go another week without my inject of Lord Quest awesomeness you arrive. Welcome back QL.
    >> Anonymous 06/05/10(Sat)05:23 No.10288519
    >The Dutchies of Ell, Jayp, Ech Are and Esspy
    >/l/, /jp/, /hr/, /sp/


    Good to see you, QL!
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:24 No.10288531
         File1275729898.jpg-(17 KB, 647x579, The symbol.jpg)
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    Yep, definitely copper. It doesn't have the rough marks of crude minting either.
    >> Anonymous 06/05/10(Sat)05:26 No.10288541
    >the 9

    /r9k/ is the culprit!
    >> Anonymous 06/05/10(Sat)05:26 No.10288547
    Which of those nations are religious and are known have priests which dress in dark garbs? Do we know of any evil aligned gods?
    >> Anonymous 06/05/10(Sat)05:29 No.10288575
    Is any of those kingdoms renowned for it's copper mines/smithing?
    >> Anonymous 06/05/10(Sat)05:30 No.10288591
    So the nation is somewhat religious, houses or is capable of hiring assassins who use exotic snakes, has a mint capable of producing fine coins, is somewhat religious, and is one of the four nations mentions. Seems like that narrows the suspects down quite a bit.
    >> Anonymous 06/05/10(Sat)05:33 No.10288623
    Dang, typed that up and put somewhat religious in there twice.
    >> Anonymous 06/05/10(Sat)05:37 No.10288661
    That symbol look like a hydra to me.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:43 No.10288722
    It's good to be back. Finished Uni for the semester, so my strict drinking regime aside I'll be on here more and more.

    Bingo. Info on each lord provided.

    Sniv of Ell, a minor lord, down south. Shy and reclusive fellow, sickly and bookish.

    Jayp is a minor trading baronet, known for sponsoring much trade to the far east, and being the home of Marcus Poles, famous trader. It is ruled by Katsuyuki Konishi, a young lord who has taken over from his parents when they both died in an Earthquake. He was named after his mother's father, with the names swapped as is the tradition in the east.

    Ech Are is another baronet, with a less savoury reputation. It is basically a city state, and is home to artists of all trades. However the undercity is known for having a flourishing trade in prostitution, crime and other illicit activities. Ruled by Rez the Free, it is a unique city where anything can be found - for a price.

    Esspy is a baronet won by Lord Bradman, a duellist and fighter that changed combat for decades. In an era dominated by rapiers he used maces and clubs in a remarkably skilful style. His grandson, Lewis Wallace rules there now, and hosts one of the largest tournaments in West Erondia, or for that matter in any part of Erondia. A political friend and ally of your brother, and one of his largest rivals (both metaphorically and in stature) in the duellist's ring.

    Not particularly. Copper is common across the land however.

    There are a few. Most gods are less 'evil' and merely of disagreements with other gods. Byron for example is a staunch ally of Wayd but Exidaid deems Wayd evil.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:49 No.10288795
    Forgot to mention, these are all inside Erondia proper, not a Border Princedom like yours.
    >> Anonymous 06/05/10(Sat)05:49 No.10288796
    Interesting. I'm thinking it may be related to a crime ring from Ech Are due their reputation. Also, can we roll for an event here or is that limited to when we are in Teajay? Furthermore, could we roll to try and deduce anything from this information or will we just have to go on our hunches and search for clues?
    >> Anonymous 06/05/10(Sat)05:52 No.10288822
    >A political friend and ally of your brother
    While not immediately useful, I think it would be a good idea to write him a letter inquiring about this cult.
    >> Anonymous 06/05/10(Sat)05:52 No.10288823

    Ech Are might at least be a place to start looking for info. Which is most definitely a salable commodity.
    >> Anonymous 06/05/10(Sat)05:53 No.10288835
    Not a new month yet.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:58 No.10288891
    James continues, "Now, I have a limited number of operatives available to me. What I must decide is where to send them, and what task they will undertake. There are the nations above, we can investigate them directly, or check if there are any people from those nations in the city for the festival. Or we can follow leads on this sinister priesthood."

    >You have 5 spies at your disposal. Will roll a d5 for each one sent to see how well they do in digging up information, once you decide where to send them and what information they will hunt out. More spies mean more chance for success. The dukedoms and baronets listed above are not the only option.

    The rolling for an event is a one a month thing, this whole sub-plot is all in one month so far.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)05:58 No.10288905
    >> Anonymous 06/05/10(Sat)06:00 No.10288922
    Second, also suggesting we send at least one spy to investigate the priesthood. It seems like our most solid lead so far.
    >> Anonymous 06/05/10(Sat)06:02 No.10288940

    One to investigate the priesthood, one to check the local scene, one to do an intel run to Ech Are, and what to do with the other two?
    >> Anonymous 06/05/10(Sat)06:02 No.10288941
    I propose
    2 spies for the cult
    1 for foreign visitors
    1 for Ech Are

    don't know about the last one
    >> Anonymous 06/05/10(Sat)06:03 No.10288952
    Maybe one to investigate the assassins sent to kill us in our sleep? We don't have much on them, but they're another solid lead.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:03 No.10288955
    You write a quick letter to Lewis Wallace of Esspy, in regards to the cult asking after any information he may have.

    Do you tell him about the kidnapping, any other leads, the cash pointing his direction, or any other information?
    >> Anonymous 06/05/10(Sat)06:04 No.10288967

    Doubling up on the cult could be a good idea as well, just in case. Send the last to Jayp, and have our brother get in contact with Wallace?
    >> Anonymous 06/05/10(Sat)06:06 No.10288981
    Don't give him any information regarding the money,kidnapping, or other leads. Wish him our families regards and say he's welcome to have a hunt with us if he's ever in our part of the world.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:07 No.10288989

    >> Anonymous 06/05/10(Sat)06:08 No.10289011

    Second >>10288981
    >> Anonymous 06/05/10(Sat)06:10 No.10289027
    Do we want to do >>10288941 + >>10288952 , or skip on doubling up on the cult so we'll have one agent available for investigating Jayp?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:10 No.10289029
    >> Anonymous 06/05/10(Sat)06:11 No.10289041
    Don't word it like he is a suspect, but do mention we have traced a criminal cult to that region and since it is trying to expand here it might be all the more dangerous to him, but also easier to track down.
    >> Anonymous 06/05/10(Sat)06:12 No.10289055

    Exactly. Word it as an inquiry and a heads-up, not WHAT DO YOU KNOW? TELL ME NAO!!!!
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:14 No.10289077
    You take great pains to phrase it diplomatically as an inquiry and warning, not as an interrogation or accusation.

    Have we decided where to send the spies?
    >> Anonymous 06/05/10(Sat)06:15 No.10289083
    I wanna say spread them out, but at the same time we really want to succeed on investing the cult because that would probably be the most direct lead to the source of these problems.
    >> Anonymous 06/05/10(Sat)06:15 No.10289088

    So go with the first suggestion, and follow-up with an investigation of Jayp if none of our leads pan out?
    >> Anonymous 06/05/10(Sat)06:17 No.10289109
    Let's go for that. We might also want to put some feelers out for local gangs if the other leads fall out.
    >> Anonymous 06/05/10(Sat)06:18 No.10289116
    2nd this for the spies
    >> Anonymous 06/05/10(Sat)06:19 No.10289123
    >put some feelers out for local gangs
    already done
    >> Anonymous 06/05/10(Sat)06:20 No.10289139

    Okay, looks like we have consensus on >>10288941 + >>10288952
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:21 No.10289156
    2 spies for the cult
    1 for foreign visitors
    1 for Ech Are
    1 for Assassins

    If so, start rolling. d5s, I'll take them in that order, so first 2 are for the cult, next is for visitors, etc.
    >> Anonymous 06/05/10(Sat)06:22 No.10289172
    rolled 5 = 5

    rollan spyan
    >> Anonymous 06/05/10(Sat)06:23 No.10289173
    rolled 5 = 5

    Alright rolling. Let's see some good things.
    >> Anonymous 06/05/10(Sat)06:23 No.10289190
    rolled 5 = 5


    also roll
    >> Anonymous 06/05/10(Sat)06:24 No.10289200
    rolled 5 = 5

    lets go for 4!
    >> Anonymous 06/05/10(Sat)06:24 No.10289203
    Let the fives flow like water!
    >> Anonymous 06/05/10(Sat)06:25 No.10289210
    rolled 5 = 5

    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:25 No.10289213
    rolled 4 = 4

    Is this thing broke? Testing - does not count as a roll.
    >> Anonymous 06/05/10(Sat)06:26 No.10289219
    >> Anonymous 06/05/10(Sat)06:26 No.10289228
    rolled 1 = 1

    unrelated pointless roll as a proof.
    >> Anonymous 06/05/10(Sat)06:26 No.10289229
    Five fives Quest Lord. You better make this awesome. Like Batman shows up and hands us the criminals awesome.
    >> Anonymous 06/05/10(Sat)06:27 No.10289233
    is this shit buged O_o


    >> Anonymous 06/05/10(Sat)06:29 No.10289262
    rolled 3 = 3

    4/5 of the 5 ere mine
    test rollan
    >> Anonymous 06/05/10(Sat)06:29 No.10289264
    We no longer employ spies. We now employ 00 Agents.
    >> Anonymous 06/05/10(Sat)06:31 No.10289280
    Our lands should become famous for the spies it employs.

    Secondhand of course, seeing as they have never been caught. Or even seen.
    >> Anonymous 06/05/10(Sat)06:31 No.10289281
    Remember how Seakay is supposed to have an awesome spy network? I think this is what they meant.
    >> Anonymous 06/05/10(Sat)06:32 No.10289292

    More like our nation should never become famous for spies. in fact noone believes we have spies at all.
    >> Anonymous 06/05/10(Sat)06:33 No.10289311
    I think that this means we should never need to employ any other spies again. We clearly have the five best spies in the entire kingdom already.
    >> Anonymous 06/05/10(Sat)06:34 No.10289317
         File1275734076.jpg-(136 KB, 799x1061, jamesbond.jpg)
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    This man comes to visit Teajay as a result of hearing about our prowess at deploying spies.
    >> Anonymous 06/05/10(Sat)06:36 No.10289337

    We're famous for our incompetent spies. Even schoolchildren can hide obvious secrets from Teajy! Pay no mind to them at all.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:39 No.10289373
    rolled 4 = 4

    James' spies were well picked, and do an excellent job of checking out the leads. The next morning you are getting reports back, ladden with information.

    The priests are likely to be The Cult of The Nine, a cult dedicated to worship of one of the Ancient Gods, Acin. Acin is often known as the Hydra God. A patron of rebels and revoloutionaries, Acin's worshippers adocate change for the sake of change. Unconcerned with morality, A follower of Acin is as likely to assassinate a good king as they are to sacrifice an evil tyrant.

    Acin is allied with most the gods of war, and freedom, although any war gods with a portfolio including loyalty and order tend to have poor relations.
    >> Anonymous 06/05/10(Sat)06:41 No.10289402
    For the record, we had a 1 in 3125 chance of getting five fives in a row. Just saying how awesome that was.
    >> Anonymous 06/05/10(Sat)06:43 No.10289421
         File1275734587.jpg-(118 KB, 500x1080, Bob__Agent_of_Hydra_by_ReillyB(...).jpg)
    118 KB
    Our path is clear then!
    We must capture ROBERT, PRIEST OF THE HYDRA!
    >> Anonymous 06/05/10(Sat)06:44 No.10289440
    Sounds like he would be wouldn't be too keen on Byron. Not outright an enemy, but not exactly a friend.

    A good start, now depending on what the other spies find it could be a case of the cult directed by other nations to act against Sheff or them simply acting on their own.
    >> Anonymous 06/05/10(Sat)06:46 No.10289460
    0.032% chance.
    >> Anonymous 06/05/10(Sat)06:51 No.10289504
    So what do our agents say about the foreign visitors?
    >> Anonymous 06/05/10(Sat)06:53 No.10289516

    Patience anon. It takes QL a minute to write stuff up when our spies return with ALL KNOWLEDGE OF EVERYTHING EVER.
    >> Anonymous 06/05/10(Sat)06:53 No.10289517
    give QL some time to write, he has to come up with a shitload of info with this kind of rolls
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:53 No.10289522
         File1275735227.jpg-(10 KB, 400x300, James.jpg)
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    forgot to turn the dice off. Will cont. this in a moment.

    He's already working for Sheff. Pic related.

    Actually, it's Lynald of Westcoast who is famous for spies. Sheff is rather>>10289337, thanks to james.


    The assassins were likely members of the Cult of The Nine themselves, all signs point to it being their modus operandi.

    The spy for Ech Are is yet to arrive, but he has many contacts in the city, and will have information by the end of the week.

    Merchants from all of the nations have arrived, however, we have a short list of shady characters. Cheif among them is Kyran Fes, a known spy in the employ of Ell, who was spotted around the shadier parts of town - although that could be unrelated - and a number of merchants who on close inspection are rather suspicious. Several of these merchants come from Ech Are, Ell and Jayp. Several merchants left the city shortly after the failed kidnapping as well.
    >> Anonymous 06/05/10(Sat)06:56 No.10289547
    >Cheif among them is Kyran Fes, a known spy in the employ of Ell, who was spotted around the shadier parts of town

    What's the likelihood of us being able to corral him for a quick sit-down chat without things going all pear-shaped?

    Also, this Cult needs burned out at the roots.
    >> Anonymous 06/05/10(Sat)06:57 No.10289554
    >Kyran Fes
    With a name like 'Confess' he is either a great interrogator or lousy at keeping secrets. Either way we should 'talk' to him'.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)06:59 No.10289564
    To elaborate on the Assassins, using venomous serpents, and exotic animals to kill people is in their modus operandi. Also, the cult has a very successful branch of assassins. Anyone can hire them, but there is a gamble involved. Sometimes they will do the job for free, sometimes they'll assassinate the hirer instead.
    >> Anonymous 06/05/10(Sat)07:00 No.10289571
    Alright, well we need to get people working on containing the cult and round up some of the shady merchants for interrogation. James can handle the situation with Kyran Fes, unless he needs us for some reason.
    >> Anonymous 06/05/10(Sat)07:01 No.10289579

    And by "talk to him", you mean "talk to him", right? Because burning a spy we know ups hostility toward Ell, as well as giving them a solid reason to introduce spies we DON'T know.
    >> Anonymous 06/05/10(Sat)07:02 No.10289598
    LORD QUEST! I can't believe I almost missed this!
    >> Anonymous 06/05/10(Sat)07:04 No.10289611
    You picked a good time to join us, the dice are rolling well and we're acting rather cohesively on making decisions. It's going to be a good night from the looks of things.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:05 No.10289620
    His exact location is unknown, but he left the city yesterday, likely heading for home. He should still be in Seakay, and using the Seakay messenger service's horses, a small group of 3 or 4 people could even catch up to him, assuming he takes the main roads. The messenger service also doubles as a scouting force, and could hunt around the place for him, letting all the riders know to keep an eye out for him. Finally, if he crosses into Erondia at one of the main bridges you will be able to close them to him, if word gets there before he does.
    >> Anonymous 06/05/10(Sat)07:06 No.10289636
    do this
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:11 No.10289671
    The Cult has no known presence in Seakay, and in fact is known for keeping a low profile in general. It's temples are few and far between, and generally aren't known to be temples of Acin, but rather appear to be dedicated to other gods.

    The shady merchants have been notified that they are to stay where they are, and any attempt to leave the city or hide will be taken as criminal acts. Additionally, we have posted a guard on them.
    >> Anonymous 06/05/10(Sat)07:12 No.10289676

    Second. Make a point that he is not to be harmed if at all possible, and "overenthusiastic apprehension" will be frowned upon. Also, make it clear that he's being invited as a guest, and will be free to leave after accepting our polite invitation. Better the devil we know.
    >> Anonymous 06/05/10(Sat)07:13 No.10289685
    So I take it we can do all of those options? If so then I propose we load up along with the men we brought with us and try to catch this guy. Have James tell Sheff where we're going off too.
    >> Anonymous 06/05/10(Sat)07:14 No.10289698

    We work on our alchemical skills for months, working on one precise formula. A chemical mixture that duplicates dragon's breath. Sort of a fantasy/medieval version of a military grade laser.

    We let Sylem steal this, thinking he's fooled us. However, on the big day that Sylem tests it out, he discovers we played him like a fool.

    The dragon's breath fires on Sylem's castle/estate, which we would have earlier filled with dried corn. Bushels upon bushels of dried corn.

    The dragon's breath cooks this corn, causing it to pop, causing his castle to become filled with popped corn. I'm talking so much it's coming out the windows.

    All of this as Sylem looks the fool.
    >> Anonymous 06/05/10(Sat)07:15 No.10289711

    I thought you died, QL.

    .. .Quickly catching up.

    Btw, I watched Blackadder in meantime, it was amazing. Thanks QL
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:16 No.10289719

    Also, ride out to catch up with him? If so, who comes with? Do we bar his exit from Seakay? And what action is to be taken if he is spotted by the messenger service.
    >> Anonymous 06/05/10(Sat)07:16 No.10289726
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    I like it.
    >> Anonymous 06/05/10(Sat)07:18 No.10289736
    1. not the time
    2. while Byron would be pleased, Sylem is mad not stupid
    3. we need him as an ally
    >> Anonymous 06/05/10(Sat)07:18 No.10289739
    can we send out people into all of the temples we can find and check for hydra like symbols etc, it may take a while but we may eventually stumble upon them
    >> Anonymous 06/05/10(Sat)07:19 No.10289745
    Bar his exit and have the service ride next to him and warn him he is wanted for questioning in Seakay. Who did we bring with us? My memory is failing me.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:19 No.10289753
    The messenger service has enough horses to spare 3 or 4 from less important duties at each stop, so no more then 4 people can hunt him out. Who goes?
    >> Anonymous 06/05/10(Sat)07:19 No.10289757
    >ride out to catch up with him?

    Dunno about going that far. The cult needs to be our #1 priority.

    >Do we bar his exit from Seakay?

    If possible. Borders are notoriously porous. Again, it's a polite summons. Minimal usage of force.

    >And what action is to be taken if he is spotted by the messenger service.

    Hail, identify, extend summons, apprehension with minimal usage of force if necessary.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:24 No.10289799
    You have limited manpower to spend on tasks, so which people will you send? Would you just check the temples of Seakay City? Or all of the temples in Seakay? Or even the region?

    2nd on the barring exit?

    Also, you brought Leold, Doobs, Aegon, Shorty, Harry, Cohen and Urist iirc.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:25 No.10289807
    2nd this?
    >> Anonymous 06/05/10(Sat)07:25 No.10289808
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    Catching up now.
    >> Anonymous 06/05/10(Sat)07:25 No.10289813

    2nded in >>10289757

    I still oppose personally riding out. We gots other shit to do, gentlemen.
    >> Anonymous 06/05/10(Sat)07:26 No.10289823

    2nded, 3rded. Whatever.
    >> Anonymous 06/05/10(Sat)07:26 No.10289825
    We're focusing too hard on this guy. We don't need to go personally. Just send messengers/scouts and shit.

    God damn.
    >> Anonymous 06/05/10(Sat)07:28 No.10289848
    Let's forget about hunting down the cult for now. They are assassins, that means /someone/ hired them. We need to know who hired them.
    >> Anonymous 06/05/10(Sat)07:29 No.10289858
    can we attempt to feed him false information, and act as if we don't know he's a spy
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:29 No.10289861
    Ok, you've sent the messengers, and sent word that the borders are to be closed to him.

    Now, you say you want to focus on the cult. You have 4 spies who found out the facts from before already, they can investigate further or be reassigned to other tasks. d5s again, same as before, once you decide what you're doing with them.
    >> Anonymous 06/05/10(Sat)07:29 No.10289866

    They're not JUST assassins. That's part of how they bankroll their operations. They topple monarchs for teh lulz. That's far more dangerous.
    >> Anonymous 06/05/10(Sat)07:31 No.10289889

    Are investigations of the merchants that departed immediately after the botched attempt an option?
    >> Anonymous 06/05/10(Sat)07:32 No.10289892

    Well the named spy is is from Ell so let's send two of our agents out there, another to Jayp. I don't know where to put another.
    >> Anonymous 06/05/10(Sat)07:33 No.10289906
    >> Anonymous 06/05/10(Sat)07:33 No.10289915
    Ask James for input
    >> Anonymous 06/05/10(Sat)07:34 No.10289918

    One to Ell, one to Jayp, two to the cult, and one to dig deeper into the merchants that bounced? Also, >>10289915 that before we take any action.
    >> Anonymous 06/05/10(Sat)07:35 No.10289923

    Bah, make that ONE to further investigate the cult. We need as many names and identities as possible.
    >> Anonymous 06/05/10(Sat)07:37 No.10289931

    >> Anonymous 06/05/10(Sat)07:37 No.10289938
    the spy might just be tracking the cult and once we get him we will have the info we need, so investigating Ell is redundant at the moment.

    2 spy continue with the cult
    the other 2 check local temples
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:40 No.10289950
    You don't have much information on them, but you could try and find out more about them, and try and track them down.

    James says that he is unsure how to proceed, however notes that diplomatic niceties can be suspended, sheff is on good terms with all his neighbours, and his reputation won't be too poorly effected.

    2nd this?
    >> Anonymous 06/05/10(Sat)07:40 No.10289953
    I am also for catching the merchants who left after the kidnapping attempt.
    >> Anonymous 06/05/10(Sat)07:41 No.10289962
    >> Anonymous 06/05/10(Sat)07:42 No.10289976

    Sending /ONE/ person to investigate a mysterious cult without any backing. I am sure nothing bad will happen to him.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:43 No.10289979
    Ok 4d5s.

    Ell, Jayp, Cult and Merchants that bailed in that order. Roll em up.
    >> Anonymous 06/05/10(Sat)07:43 No.10289982

    Then we can send him to check local churches for infiltration.
    >> Anonymous 06/05/10(Sat)07:44 No.10289991
    rolled 1 = 1

    Dice gods, I beseech thee...
    >> Anonymous 06/05/10(Sat)07:44 No.10289993
    rolled 1 = 1

    Hopefully we'll get another sea of fives here.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:44 No.10289996
    One spy, who is won't be infiltrating the cult at this stage, merely looking for other methods to investigate. Infiltrating a cult takes time that we don't have now, although that may become an option later.
    >> Anonymous 06/05/10(Sat)07:45 No.10290001
    rolled 3 = 3

    Cue the attack of the 1s.
    >> Anonymous 06/05/10(Sat)07:45 No.10290006
    rolled 1 = 1


    Well screw you, dice gods. I swear allegiance to the dice demons!
    >> Anonymous 06/05/10(Sat)07:45 No.10290012
    rolled 3 = 3

    >> Anonymous 06/05/10(Sat)07:47 No.10290023
    I suppose it's only fair. Diceroller's all over the f'n map today...
    >> Anonymous 06/05/10(Sat)07:47 No.10290027
    Kids if you are on the alchemy team, don't roll when we aim high.
    >> Anonymous 06/05/10(Sat)07:47 No.10290029
    Well, 4 fives followed by 3 ones was to be expected, in hindsight.
    >> Anonymous 06/05/10(Sat)07:48 No.10290030
    > 1 1 1 1 1 1 1 ...


    I KNEW this would happen
    >> Anonymous 06/05/10(Sat)07:49 No.10290039

    At least the guy investigating the cult didn't get completely boned. The others we can botch without too many repercussions.
    >> Anonymous 06/05/10(Sat)07:52 No.10290068
    Five fives actually. Also, it really sucks that we lost the merchant investigation, that seemed like it would have some real promise.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)07:52 No.10290072
    The spies sent to Ell, Jayp and the Merchants all do poorly. Roll a d5 to see how badly it goes.

    The spy investigating the cult finds nothing yet, but will keep looking.

    Also, roll a d5 for Kyran Fes.
    >> Anonymous 06/05/10(Sat)07:53 No.10290077
    Can't we send James to deal with one of the tasks personally? Isn't he, like, an overspy?
    >> Anonymous 06/05/10(Sat)07:53 No.10290081
    rolled 5 = 5

    >> Anonymous 06/05/10(Sat)07:53 No.10290086
    >> Anonymous 06/05/10(Sat)07:54 No.10290092
    This could be either super awesome or super bad, we don't know what to aim for D:
    >> Anonymous 06/05/10(Sat)07:54 No.10290098
    rolled 1 = 1

    >> Anonymous 06/05/10(Sat)07:56 No.10290120
    rolled 3 = 3

    I'm going to roll really terribly right now.
    >> Anonymous 06/05/10(Sat)07:57 No.10290128
    rolled 2 = 2

    Roll for capture
    >> Anonymous 06/05/10(Sat)07:58 No.10290143
    Well, fuck.

    At least we now have good leads even if we couldn't get anything right now.
    >> Anonymous 06/05/10(Sat)08:02 No.10290185
    if our spies fail miserably isn't that almost as good as them succeeding, knowing who would just execute our spies etc could be quite useful
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:03 No.10290192
    The spy sent to Ell merely suffers a temporary setback, and will report at the end of the week.

    The spy sent to Jayp dissapears, his last report from the bridge as he leaves Seakay and enters Erondia giving no leads.

    There is no further leads on the merchants, and further investigation without new information will be impossible.

    You fail to capture him, as he slips though your net. He likely has escaped back to Ell.
    >> Anonymous 06/05/10(Sat)08:05 No.10290221

    So what happens to our spy Mical Westington
    >> Anonymous 06/05/10(Sat)08:06 No.10290228
    Does Lord Sheff know all about this?
    We should report to him and ask what he thinks about this.
    >> Anonymous 06/05/10(Sat)08:07 No.10290242
    We are using HIS spy network
    He knows.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:09 No.10290252
    James has been reporting the facts to him, and he is of the opinion that the Cult is behind it all, as a free-standing force. However, he admits this has no proof and it's possible that they had the backing of one of the lords. He just can't think of one that he would beleive to be behind this.
    >> Anonymous 06/05/10(Sat)08:09 No.10290258
    Well damn, we just lost one of our bigger trails. I say we divert the spy that was on the trail of the merchants into finding our spy sent to Jayp. Then timeskip or spend some time running around until we get information from our spies in Ech Are and Ell.
    >> Anonymous 06/05/10(Sat)08:10 No.10290260
    Since the other spies failed miserably we should send couple to investigate what happened to the spy who went to Jayp
    >> Anonymous 06/05/10(Sat)08:11 No.10290268
    >> Anonymous 06/05/10(Sat)08:12 No.10290273
    While spies do their stuff in background maybe we could start again with our Lordly shenanigans? Like participating in the festival, looking for goods, romancan Sarah, etc ?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:13 No.10290278
    ok, roll a d5 for the spy sent to Jayp after the first spy.
    >> Anonymous 06/05/10(Sat)08:14 No.10290285
    rolled 4 = 4

    Fir fuck's sake
    >> Anonymous 06/05/10(Sat)08:14 No.10290288
    rolled 3 = 3

    >> Anonymous 06/05/10(Sat)08:17 No.10290307
    I agree, but she probably isn't allowed outside right now. Perhaps we could go shopping and while we do so get some cooking supplies and make her lunch we could eat together.
    >> Anonymous 06/05/10(Sat)08:18 No.10290317
    >> Anonymous 06/05/10(Sat)08:19 No.10290324
    we are a bro lord, but cooking,...nah
    if anything, we know what she wanted to buy at the festival, so we get it for her.
    >> Anonymous 06/05/10(Sat)08:20 No.10290327
    an architect if I remember
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:20 No.10290332
    Ok, timeskipping... . . .

    Time Skipped.

    From Ech Are the reports return first. There is a temple of the cult there, openly operating. However the temple there has not directly been involved in this matter. In fact, the temple there is rather small and unused, generally because the assassins who sold their trade openly (and without persecution) are much more popular. Why hire an assassin that might kill you instead, just because, when you can hire a recommended and well known assassin, who proudly lists his previous jobs outside his office?
    >> Anonymous 06/05/10(Sat)08:21 No.10290336
    I was thinking having a meal together would be nice, but I wouldn't trust the cooks to not poison her. Besides, the results of our cooking roll could be hilarious.
    >> Anonymous 06/05/10(Sat)08:23 No.10290359

    So, what happened to our spy? Is he alright?
    >> Anonymous 06/05/10(Sat)08:23 No.10290362
    Well that makes them a lot less likely to be the culprits. This is good, narrows down our list of suspects.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:23 No.10290366
    Next the reports from Ell. Nothing is confirmed here, but there are some leads that are being followed up. The delay has meant that not much investigation has been done yet.

    The Jayp spy has found that the previous spy has been detained, and thus far has held up under interrogation. The detainment was due to him being a spy in Jayp, and as far as can be found unrelated to the Cult. The Cult is banned an Jayp in fact.
    >> Anonymous 06/05/10(Sat)08:25 No.10290382
    Well, we need to get our spy back. What's the best way to do it?
    >> Anonymous 06/05/10(Sat)08:27 No.10290399
    >> Anonymous 06/05/10(Sat)08:29 No.10290419
         File1275740947.png-(95 KB, 378x455, AssassinsGuild.png)
    95 KB
    >Why hire an assassin that might kill you instead, just because, when you can hire a recommended and well known assassin, who proudly lists his previous jobs outside his office?

    Heh, reminds me of a certain organization
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:29 No.10290422
    Rescue missoin: Risky, but will retreive the spy at no cost.
    Buy his freedom: Means we got to 'fess up that we were spying (expected to a degree, but still not seen as a lordly thing to do) and Sheff has to cash out.
    Kill him: Low risk, means that they don't get our info, but we loose a spy.
    Ignore it: Leave him there for now, he may escape, die, or give in to the interrogation.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:30 No.10290433
    Or you could try and bribe his captors to let him 'escape'. Unknown risk on this one.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:31 No.10290441
    Ankh Mopork Assassins Guild?
    >> Anonymous 06/05/10(Sat)08:33 No.10290469

    I suggest this.
    >> Anonymous 06/05/10(Sat)08:33 No.10290472

    Bribe his way out, assuming it doesn't cost Sheff a leg and an arm. If we tell them later why he was sent there Sheff shouldn't take too bad of a reputation hit. He's just looking after his family and his kingdom, nothing malicious.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:35 No.10290490
    Openly buy his way out? Or bribe his guards into letting him escape? Second will be much cheaper for Sheff, but his a higher risk factor. Means he won't have to fess up over the spy though.
    >> Anonymous 06/05/10(Sat)08:36 No.10290497
    bribe his guards so he can escape
    >> Anonymous 06/05/10(Sat)08:38 No.10290521
    Bribe the guards.
    >> Anonymous 06/05/10(Sat)08:39 No.10290526

    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:39 No.10290532
    The spy attempts to bribe the guards into letting the captured spy 'escape'. Roll a d5 for how this goes.

    Also, a d5 for each of the other spies activities. You can reassign them if you like (will take a week) or let them continue operating where they are.
    >> Anonymous 06/05/10(Sat)08:40 No.10290548
    rolled 1 = 1

    May Byron be with me.
    >> Anonymous 06/05/10(Sat)08:41 No.10290555
    rolled 5 = 5

    rolling to bribe and escape
    >> Anonymous 06/05/10(Sat)08:42 No.10290561
    rolled 1 = 1

    Can we give more gold so that the results are more savory (like a boost to the roll) ?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:42 No.10290566
    Ouch. The bribe attempt goes bad. Roll a d5 for crit faliure to see how bad (first d5 after the other 2 spies)
    >> Anonymous 06/05/10(Sat)08:43 No.10290577
    These d5s are bane of our existence
    >> Anonymous 06/05/10(Sat)08:44 No.10290586
    We burned all of our good rolls at the begging.
    >> Anonymous 06/05/10(Sat)08:44 No.10290587
    rolled 5 = 5

    rolling for one of the other spy activities
    >> Anonymous 06/05/10(Sat)08:45 No.10290599
    rolled 3 = 3


    also rolling.
    >> Anonymous 06/05/10(Sat)08:45 No.10290614
    NEVER ask Byron for direct help!
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:46 No.10290620
    I'll call this the crit fail, since it was the same size die, and was related to the topic.

    The bribe goes bad, but apart from proving that they won't be bribed no serious repercussions occour.

    The spy only takes so much gold with him. . .

    After the start, they've turned on you.

    So the other spies. What are they up to? They're at Ech Are and Ell for those who forget.
    >> Anonymous 06/05/10(Sat)08:46 No.10290627
    do we want the crit failure roll to be high or low?
    >> Anonymous 06/05/10(Sat)08:47 No.10290632

    5 fives....because of that I wanted to ask DM to give us permanent spy boost but hesitated, maybe I should have pushed my luck? I mean 0.032% of chance, having our spies evolve wouldn't have been that much to ask ))
    >> Anonymous 06/05/10(Sat)08:47 No.10290643
    Send the one in Ech Are to help in Ell.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:49 No.10290658
    High. I made the next roll it, so it was a 5. I didn't think anyone would have a problem with that.
    >> Anonymous 06/05/10(Sat)08:49 No.10290667
    Oh well, can't we explain that our spy was investigating evil cult and buy his freedom?

    Or maybe a daring escape? But I fear rolling so better go with buying him back.
    >> Anonymous 06/05/10(Sat)08:50 No.10290683
    The Spy at Ech Are

    have him stop looking into the assassins there, general spying in the area to try and find more valuable leads
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:50 No.10290685
    You can now. You're free to buy him back with explanations and all. But no bribing his guards to let him out.
    >> Anonymous 06/05/10(Sat)08:51 No.10290686
    What? Spy is evolving!

    Congratulations your Spy evolved into James.
    >> Anonymous 06/05/10(Sat)08:51 No.10290696
    but what is life without risks, i say we hatch a daring rescue mission
    >> Anonymous 06/05/10(Sat)08:52 No.10290711
    Byron loathes a coward!
    Since bribing the guards failed have the free spy, smuggle a lockpick to the prisoner.
    >> Anonymous 06/05/10(Sat)08:52 No.10290712
    Buy his freedom, the dice aren't on our side at the moment.
    >> Anonymous 06/05/10(Sat)08:53 No.10290720

    I second a daring rescue.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:53 No.10290721
    Ok, no objections to this? If he and the spy at Ell are good doing general investigations where they are, feel free to roll for them.
    I lol'd.
    >> Anonymous 06/05/10(Sat)08:55 No.10290736
    rolled 2 = 2

    rolling for spy at Ech Are
    >> Anonymous 06/05/10(Sat)08:56 No.10290748
    If we fail the rescue then what? I hope no one dies, then we can buy him back ( it will probably cost more and reputation stain would be slightly bigger)
    >> Anonymous 06/05/10(Sat)08:57 No.10290754
    There were two rolls above this post for other spies activities.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)08:57 No.10290758
    2 for buying him out.
    3 for rescue mission.

    Roll some d5s. First 2 for the other spies, then the 3rd for the rescue mission.
    >> Anonymous 06/05/10(Sat)08:57 No.10290760
    Slowdown kid, haven't decided what to do with him.
    >> Anonymous 06/05/10(Sat)08:58 No.10290771
    rolled 1 = 1

    >> Anonymous 06/05/10(Sat)08:58 No.10290784
    rolled 3 = 3

    >> Anonymous 06/05/10(Sat)08:59 No.10290787
    rolled 4 = 4

    Rescue here I come

    >> Anonymous 06/05/10(Sat)09:00 No.10290801
    does this mean we succeed?
    >> Anonymous 06/05/10(Sat)09:00 No.10290803
    reverse-psychology worked ... /this time/
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:01 No.10290813
    cheers, other spies are those then.

    the spy at Ell discovers that Snyv has been spending time at a temple which on closer inspection may be a front for the Cult of the Nine.

    The spy at Ech Are has dug up no further leads, the temple there is staffed only by elderly members, and is seen as a retirement home for those members who survive in Acin's service long enough to 'retire'.
    >> Anonymous 06/05/10(Sat)09:01 No.10290814
    rolled 1 = 1

    inevitable crit fail roll
    >> Anonymous 06/05/10(Sat)09:01 No.10290815

    Disagree. We approach Jayp, inform them that our spy was on the trail of the Cult, laud them for their decision to outlaw it, apologize profusely, and lay out some cash.
    >> Anonymous 06/05/10(Sat)09:02 No.10290830
    Everything comes back to Ell it seems. Just a little further investigation and our case to Sheff will be airtight.
    >> Anonymous 06/05/10(Sat)09:05 No.10290863
    now I'm confused as to what rolls count for what...
    can we please from now on count only rolls made AFTER a roll request?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:05 No.10290866
    Yep, you suceed. I said it'd be the 3rd roll, even if the first two were apparently roled earlier when I asked for them before (and I just didn't see them).

    Your spy at Jayp escapes, witht he rescue mission. However, he can't operate in Jayp, and has started on his way back home. He'll be in Seakay in a week awaiting orders.
    >> Anonymous 06/05/10(Sat)09:06 No.10290877

    Who was Snyv again? That bastard who send criminal band to burn our village or was that someone else?
    >> Anonymous 06/05/10(Sat)09:07 No.10290882
    That's Sylem. This guy is the spy from Ell we attempted to catch, but failed to.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:07 No.10290886
    That was Sylem.

    Snyv is a minor lord, down south. Shy and reclusive fellow, was picked out as a noble suitor for Sarah, hoping that their love of reading would bind them together. Not so much, however he did try. He's known for having been a sickly and bookish type.
    >> Anonymous 06/05/10(Sat)09:07 No.10290887
    One of Sarah's former suitors.
    >> Anonymous 06/05/10(Sat)09:08 No.10290889

    No, Snyv is lord of Ell.
    >> Anonymous 06/05/10(Sat)09:08 No.10290894
    What kind of relation does Sheff and Snyv (i think he was a lord, yes?) have?
    >> Anonymous 06/05/10(Sat)09:08 No.10290895
    Ah, you're correct, pardon the bad information then.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:08 No.10290899
    Nah, spy we tried to catch was a guy in his service, but wasn't him.
    >> Anonymous 06/05/10(Sat)09:09 No.10290906
    So the picture is finally coming into focus. Snyv and the Cult conspire to commit the assassinations. His spy was likely here as paymaster and to oversee the operation. We need to find a suitable way to rain ruin on the entire lot of them.
    >> Anonymous 06/05/10(Sat)09:12 No.10290922
    I say we go 'The Name of the Rose' on his ass.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:12 No.10290929
    The name of the Rose?
    >> Anonymous 06/05/10(Sat)09:13 No.10290938
    We give him a book with poisoned pages.
    >> Anonymous 06/05/10(Sat)09:15 No.10290951


    Great book. I had to put it down every dozen pages though and scratch my head though.
    >> Anonymous 06/05/10(Sat)09:18 No.10290978
    Anyway, send all spies to Ell, search for proof and/or anyway to discredit him.
    >> Anonymous 06/05/10(Sat)09:18 No.10290981
    We should concentrate our recourses on that for now. To gather more evidence and information.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:20 No.10290993
    You send all the spies to Ell, in order to investigate more thoroughly. Roll 4d5 for their findings.
    >> Anonymous 06/05/10(Sat)09:21 No.10291000
    rolled 4 = 4

    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:21 No.10291004
    Wait, sorry, 5d5.
    >> Anonymous 06/05/10(Sat)09:21 No.10291008
    Send a note to our brother asking if he knows about any temples to the Acin cults in Esspy. Have our current spies in Ell do more work so we have a clearer picture on things and can make a comprehensive report to give to Sheff.
    >> Anonymous 06/05/10(Sat)09:21 No.10291010
    rolled 3 = 3


    I thought the escapee was OOC for the moment?

    Regardless, rollan again.
    >> Anonymous 06/05/10(Sat)09:22 No.10291012
    rolled 2 = 2

    rollan games
    >> Anonymous 06/05/10(Sat)09:22 No.10291013
    rolled 5 = 5

    I hope this works
    >> Anonymous 06/05/10(Sat)09:22 No.10291018
    rolled 2 = 2

    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:22 No.10291022
    He was just a known agent in Jayp, and couldn't operate there.
    >> Anonymous 06/05/10(Sat)09:23 No.10291024
    rolled 5 = 5

    >> Anonymous 06/05/10(Sat)09:23 No.10291031
    Wow, no 1.
    Impressed I am.
    >> Anonymous 06/05/10(Sat)09:24 No.10291035

    Are we going to burn the cult out of the region, or just Seakay for now?
    >> Anonymous 06/05/10(Sat)09:25 No.10291044

    Gotcha. So week of travel time doesn't apply, or will be factored in, as we're redeploying immediately?
    >> Anonymous 06/05/10(Sat)09:25 No.10291045

    I don't think we have the resources for that, and it looks like they have the baking of Ell.
    >> Anonymous 06/05/10(Sat)09:26 No.10291055

    >> Anonymous 06/05/10(Sat)09:27 No.10291070

    Ell is shortly going to have more pressing things to worry about, like getting someone to occupy its throne. And we WILL clear the cult out of Seakay. That's not up for debate. You try to assassinate us and ours, you just bought yourself a one-way ticket to begging for death.
    >> Anonymous 06/05/10(Sat)09:28 No.10291073
    This reminds me, we are yet to find the cult enclave in the city.
    Before we act we have to find it or they will go further underground.
    >> Anonymous 06/05/10(Sat)09:29 No.10291087

    Of course, I'm just saying that I don't think that a region-wide crusade is feasible right now.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:29 No.10291089
    Your spies work in concert, gathering much information, until they finally find irrevocable proof of the kidnap attempt. Apparently, he hired them originally to kidnap Sarah, but the Cult of the Hydra decided that they would sacrifice her to Acin instead.

    When approached one of the senior members of the cult happily told one of our agents this because "It can only lead to war. And war is change and turmoil, and it's my duty to encourage that."

    Another agent infiltrated the castle and not only overheard evidence of Snyv colaborating in order to kidnap Sarah, but evidence of him buying the assassins pointed at you. Snyv had also uncovered the plot to sacrifice Sarah, and the spies have stolen a copy of a message with Snyv's seal upon it, to one of his agents on the matter of destorying the Cult's local presence for this very reason.
    >> Anonymous 06/05/10(Sat)09:29 No.10291090
    I think we can leave the task of assassinating Snyv and running the cult out of town to Sheff and James. Once we get this new information we give Sheff our findings, chill at the fair for a bit, and head back home.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:30 No.10291100
    Fair is over bro, you've been busy spy networkin' and stuff. Though Urist did some small trading there on your behalf.
    >> Anonymous 06/05/10(Sat)09:31 No.10291108

    Oho! This onion gets more and more interesting the more we peel it. So Snyv is moving against the cult now?
    >> Anonymous 06/05/10(Sat)09:33 No.10291121
    Can we use this information to our advantage? Like to say turn the very agents he used against on him instead?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:33 No.10291124

    Indeed. Snyv is going to burn them out, and crucify all the members who he doesn't get in the fire.
    >> Anonymous 06/05/10(Sat)09:34 No.10291127

    So do we go after the cult and Ell at the same time or do we let Ell burn the cult out himself and then go after him?
    >> Anonymous 06/05/10(Sat)09:34 No.10291132
    What if Sylem bullied Snyv into working for him so that he stays in the clear if kidnapping attempt turns foul?
    >> Anonymous 06/05/10(Sat)09:35 No.10291142

    I say we help him, then turn on him.
    Right now all we have to do is present theevidence to the king's court for proper restitutions.
    >> Anonymous 06/05/10(Sat)09:36 No.10291147

    I think it's more a case of him being a jilted suitor.
    >> Anonymous 06/05/10(Sat)09:36 No.10291153

    Well good then! Let him be the one to expend resources. All we really need to worry about is containing the local presence.

    Pass all info along to Sheff, and file Snyv in the future "to be deaded" column.
    >> Anonymous 06/05/10(Sat)09:37 No.10291156
    Ask Sheff what he plans to do now.
    >> Anonymous 06/05/10(Sat)09:37 No.10291163
    Can't blame Sylem for everything in the region.
    >> Anonymous 06/05/10(Sat)09:38 No.10291168
    Yes, I suppose it would work in our interest to have Snyv dealing with the Cult and when he expended his resources we will move against him.
    >> Anonymous 06/05/10(Sat)09:38 No.10291175

    Pretty much that. It's why he struck out at us, and why he's so livid that the cult made an attempt on Sarah.
    >> Anonymous 06/05/10(Sat)09:42 No.10291206
    Yes we can! He's like the scapegoat for everything bad that happens to us.

    I bet he he dislodged some rocks and put a slippery goo on the rock canyon where we fell down and died.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:42 No.10291208
    Although you are lords, you aren't Lords of Ernodia proper, and as such, the King's Court won't administer punishments. However you could get it made a matter of public record, which would hurt his rep something chronic. Also, you could get the King's Court to stay out of any fights the two of you have, by getting the feud recognised as a personal matter, and not an Enondian Issue of State.
    >> Anonymous 06/05/10(Sat)09:44 No.10291221
    We're not exactly prepared to fight a feud. I say we leave how to deal with this up to Sheff.
    >> Anonymous 06/05/10(Sat)09:45 No.10291230

    How do we want to play this, folks? I'm not the most NOBLEBRIGHT person around, so I say that any official act is the equivalent of a huge "I'M GOING TO FUCK WITH YOU" warning sign. Better we hit him unawares, hard and fast. And not necessarily on the short term, either.
    >> Anonymous 06/05/10(Sat)09:45 No.10291234
         File1275745522.png-(16 KB, 360x620, 1274547096513.png)
    16 KB

    What a patoot!
    >> Anonymous 06/05/10(Sat)09:45 No.10291236
    This, but we do it after we get our title as baron in order.
    It will have more effect.
    >> Anonymous 06/05/10(Sat)09:47 No.10291260

    Agreed. Sheff should be the one to take action here. We want to appear only tangentially related, so that Snyv isn't looking toward us for signs of possible retribution. Wave a big red flag over there, and do something over here. Classic misdirect.
    >> Anonymous 06/05/10(Sat)09:48 No.10291263
    Title of baron? When were we getting that?

    We have a letter that gives us a title of a Duke of a place we have never heard about though.
    >> Anonymous 06/05/10(Sat)09:48 No.10291271
    Without officially recognizing the feud he could get the Erondian court to help him.
    I say prepare quietly and demand restitution when ready.
    >> Anonymous 06/05/10(Sat)09:49 No.10291284
    Wait. What about the shady merchants we told not to leave? Did we uncover anything about them? Why were they shady?
    >> Anonymous 06/05/10(Sat)09:49 No.10291285
    confused thetitles
    >> Anonymous 06/05/10(Sat)09:50 No.10291293

    True, perhaps it would be better to lull him into a false sense of security before striking.

    Oh and incidentally; as someone who has rolled nothing but fives for this entire thread, I highly suggest that all dicerollers should be playing this when they roll

    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)09:54 No.10291339
    On closer inspection, some were found to be spies of various places, including Ell. Others nothing further was found on, and some were later found to be legit.
    >> Anonymous 06/05/10(Sat)09:56 No.10291361
    Well, interrogate the spies. I presume that's the standard procedure.
    But let Sheff deal with that.
    Speaking of Sheff. Ask for his input on all of this.
    >> Anonymous 06/05/10(Sat)10:02 No.10291406
    His city, his daughter, his rules.
    We support his decisions.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:02 No.10291415
    Sheff is surprised at Snyv's links to the event, thinking that Snyv was better raised, even if he was a bit odd. He's weighing his own options, and said he will let you know if any Court proceedings take place. He thanks you for helping them solve the issue, and notes that your performance has only helped your case as Sarah's suitor in his and Cathy's eyes.
    >> Anonymous 06/05/10(Sat)10:03 No.10291421
    So, the festival is pretty much ruined for us? How long till it ends? Or did it end already?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:05 No.10291439
    All over.
    >> Anonymous 06/05/10(Sat)10:05 No.10291445
    See >>10291100
    >> Anonymous 06/05/10(Sat)10:07 No.10291478
    Well, time to pack up and say goodbye to Sarah.
    >> Anonymous 06/05/10(Sat)10:08 No.10291480
    Let's chill out a bit, see what Urist cooked up for us.
    >> Anonymous 06/05/10(Sat)10:08 No.10291494
    Ok, so what's on our to-do list QL? I have to admit, I'm kinda lost as to who is doing what, when and where, why and with who.
    >> Anonymous 06/05/10(Sat)10:09 No.10291497

    We already did, we got ourselves an Architect.
    >> Anonymous 06/05/10(Sat)10:10 No.10291509

    Tell Sheff if he needs help you'll see what you can do.

    Also, a recap please? What did we get from all this? I remember we hired a smith, got a ring or something ... Did we ask for the jeweler to make a trinket for us, I think an alchemy trinket... See if he is ready.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:12 No.10291525
    We've pretty much wrapped up here. Unless you have something else you can think to do, it's time to head home.
    >> Anonymous 06/05/10(Sat)10:13 No.10291538

    Head home then.
    >> Anonymous 06/05/10(Sat)10:14 No.10291547
    Going home now.

    Say goodbye to everyone. Tell Sarah to be safe.
    >> Anonymous 06/05/10(Sat)10:15 No.10291558
    Go home and take a well deserved nap.
    >> Anonymous 06/05/10(Sat)10:17 No.10291578
    check bed for snakes first
    >> Anonymous 06/05/10(Sat)10:18 No.10291587

    >> Anonymous 06/05/10(Sat)10:19 No.10291600
    Kill bed snakes, acquire fancy new belt.
    >> Anonymous 06/05/10(Sat)10:20 No.10291618
    Baldric: I'm sick of this mother f'n snakes on this mother f'n bed!
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:21 No.10291630
    You say your farewells to the household, reminding them that they are welcome at your castle at any time. Sarah makes you promise to write, and even manages to convince James to give you enough privacy to kiss - nothing untoward occurs mind you, James didn't give you that much privacy.

    Whistling a merry tune (goes something like this http://www.youtube.com/watch?v=ZNNX51Sh5-w&NR=1 ), and smiling happily you ride home, companions at your side. You come home, just in time to help smyatt get things in order for the new month.
    >> Anonymous 06/05/10(Sat)10:23 No.10291648
    rolled 5 = 5

    alchemy rollan!
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:23 No.10291650
         File1275747800.jpg-(19 KB, 294x400, Baldric.jpg)
    19 KB
    I lol'd hard. Imagine this guy getting all Samuel Jackson on someone?
    >> Anonymous 06/05/10(Sat)10:24 No.10291668
    Okay, time for LISTS and NUMBERS
    >> Anonymous 06/05/10(Sat)10:25 No.10291676
    Have we acquired a fear of snakes in addition to our fear of ledges?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:25 No.10291680
    Last month's gold 43.23
    Gold Incoming 30.61261585
    Gold Outgoing 5
    Gold Profits -27.58738415
    Total Gold 15.64261585
    Debt 0
    To brother 0
    One Time Costs 53.2
    Spices 7.2
    Wirt's runecraft 6
    Architect 40

    >Smatt's report: The Architect is a big investment now, but he won't be wanting any monthly cash, so it will pay off in the long run.

    Last months lumber 174.6
    Lumber Cut 90
    Lumber Used 56.73333333
    Lumber Created 33.26666667
    Lumber Stockpile 200
    Max Stockpile 200
    Stockpile Spare 0

    Last months food 104.5
    Food Grown 82
    Food Hunted 20.8
    Food Milked 1.4
    Food Eaten 30.6
    Food Brewed 3
    Excess Food 70.6
    Percentage Sold 50
    Excess Stored 35.3
    Food Sold 35.3
    Excess Sold 0
    Food Stockpile 139.8
    Max Food 200
    Stockpile Spare 60.2
    Food Sold 3530
    Food Prices (Average) 0.006966463
    Profit Made 24.59161585

    Last month's skins 4.8
    Skins Gathered 20.8
    Skins Used 20
    Skins Created 0.8
    Skins Stockpile 5.6
    Max Skin Stockpile 300
    Stockpile Spare 294.4

    Last month's Leather 119
    Leather Created 20
    Leather Used 0
    New Leather 20
    Leather Stockpile 139
    Max Leather Stock 200
    Stockpile Spare 61

    Last month 18
    Ale Brewed 3
    Ale Drunk 0
    Ale Created 3
    Ale Stockpile 21
    Max Stockpile 200
    Stockpile Spare 179
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:26 No.10291694
    Last Month's peat 0
    Peat incoming 16.9
    Peat used 0
    Peat Stored 0
    Surplus (sold) 16.9
    Peat Stockpile 0
    Max Stockpile 0
    Sold (%) 100
    Peat sold 16.9
    Peat Price (gold) 0.09
    Profit made 1.521

    Last Month 20
    Bog Iron incoming 13
    Bog Iron used 0
    Amount Stored 0
    Surplus (Sold) 13
    Stockpile 20
    Max Stockpile 20
    Sold (%) 0
    Sold 13
    Price (gold) 0.1
    Profit made 1.3

    Last month 70.7
    Stone Quarried 3
    Stone Used 0
    Stone Gained 3
    Stone Stockpile 73.7
    Max Stone 1000
    Stockpile Spare 926.3

    Last month 0
    Silver panned 32
    Silver used
    Silver gained 0
    Silver stockpike 0
    Max Silver stockpile 5000
    Stockpile Spare 5000
    Sold (%) 100
    Sold (amount) 32
    Silver Price 0.1
    Profit made 3.2
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:28 No.10291722
    Last month's supply 5
    The Stockpile 5
    Incoming 0
    In use 4
    Spare 1

    Last month's supply 5
    The Stockpile 5
    Incoming 0
    In use 4
    Spare 1

    SPEARS (Steel)
    Last month's supply 25
    The Stockpile 25
    Incoming 0
    In use 4
    Spare 21

    SPEARS (Iron)
    Last month's supply 0
    The Stockpile 0
    Incoming 0
    In use 0
    Spare 0

    BOWS (crude)
    Last month's supply 9
    The Stockpile 9
    Incoming 0
    In use 9
    Spare 0

    >Smyatt's note: I've added a weapon stockpile now that we have a blacksmithery and will be making more weapons.
    >> Anonymous 06/05/10(Sat)10:29 No.10291726
    >Lumber Stockpile 200
    >Max Stockpile 200

    Looks like it's time to start selling lumber, or cutting back on our intake rate.
    >> Anonymous 06/05/10(Sat)10:29 No.10291729

    Baldric: Now, give me my turnip
    Failed robber: W-which one is it?
    Baldric: The one that say "Bad Motherfucker"
    >> Anonymous 06/05/10(Sat)10:29 No.10291730
    The well should have been finished, time to start on the smithy for our new blacksmith. Also consult with the architect for the renovations. And see if Urist made us some profit at the festival.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:29 No.10291733
    Cattle 10
    Calves 2
    Goats 5
    Kids 1
    Horses 3
    Riding 3

    Carts 5 Unused 0
    Building 2 Peat 3 Digging Mine 0 Bog Ore 0
    Ropes 5 Used 3 Spare 2
    Small Ropes (1d5) 5 Used 3 Spare 2
    Medium Ropes (1d15) 0 Used 0 Spare 0
    Fuses 3
    Magic Scroll 1 Months to tranlation 0
    Hunting Scroll 1 Taught 1 Untaught 0
    Crude bows 3
    Crude knives 11
    Carrot Seeds 0 Months until wasted -
    Potato Seeds 0 Months until wasting starts -
    Lyre 1
    Goblin swords 12
    Skull Helms 8
    Dragon Blood (waterskins) 12
    Scroll of Dukedom 1
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:30 No.10291748
    FARMING Price per unit grown Net Yield Base yield
    Turnip Patches 30 Units Turnips 27 0.005 0.9 0.9
    Rice Plots 10 Units Rice 40 Months to harvest 0 0.05 4 4
    Potato Plots 5 Units Potato 10 0.01 2 2
    Carrot Plots 5 Units Carrot 5 0.01 1 1
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:30 No.10291757
    Wow that's a mess.
    Turnip Patches 30
    Rice Plots 10
    Potato Plots 5
    Carrot Plots 5
    Units Turnips 27
    Units Rice 40
    Units Potato 10
    Units Carrot 5
    >> Anonymous 06/05/10(Sat)10:31 No.10291764
    Or acquire a bowyer.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:31 No.10291771
    POPULACE 153
    Workers 109

    Milita on duty 1

    Soldiers 9

    Craftsmen 22

    Indentured Criminals 0

    Advisors 11

    Growth 11
    Local Growth 5
    Migrants 6

    Deaths 2
    Elderly Deaths 2
    Bandits/Raiders 0
    Mishaps 0
    Starvation 0
    Other 0
    >> Anonymous 06/05/10(Sat)10:31 No.10291773

    We'll be able to make a ton of this stuff with all the leather we have stored and with excess bits of bog iron the blacksmith produces.
    >> Anonymous 06/05/10(Sat)10:32 No.10291782

    I forgot, didn't we decide to use peat as fertilizer for all of our fields previous time?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:33 No.10291797
    Goat Herding 2
    Cattle Heading 1
    FARMING 50
    Turnip Farming 30
    Rice Farming 20
    Potato Farming 5
    Carrot Farming 5
    Gathering Wood 9
    Quarrying Stone 15

    Brewing 3
    Basic Peasant Militia 0
    OTHER 2
    Renovating Town 2

    Well 65
    Total Done Last month 600
    Total 600

    Unassigned Hunters 0
    Hunting 8
    Searching Forest 0
    Manhunters 1

    Unassigned Carpenters 0
    Decent Furniture 0
    Helping Build 0
    Renovating Village 3
    Renovating Keep 3

    MINERS 16
    Unassigned Miners 0
    Panning River (Silver) 16

    Digging Mine 0
    Total Done Last month 0
    Total 100

    Gathering Peat 10

    Gathering Bog Iron 10

    Tanning for storage 4

    Smiths 1
    Jr Apprentices 1
    Sr Apprentices 1
    Total 0
    Swords (short) 0%
    Armour (stedded leather) 0%
    Tools 0%

    >Smyatt's note: We must tell our new blacksmiths what to create. How should they divide their productions?
    >> Anonymous 06/05/10(Sat)10:33 No.10291799
    I think we still sell the excess.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:35 No.10291828
    I remember it being discussed, don't have anything about it on my spreadsheet though.
    >> Anonymous 06/05/10(Sat)10:36 No.10291843
    I think we should give precedence to armor.
    We have enough goblin swords to serve as weapons.
    >> Anonymous 06/05/10(Sat)10:37 No.10291857

    Well, lets do that then. Keep fertilizing the land till all of them are done.
    >> Anonymous 06/05/10(Sat)10:38 No.10291872
    How big is our militia?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:38 No.10291873
    I have a section for this though, if one wants to use peat on the fields.

    Indeed, you sell the excess. Which atm is all of it.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:39 No.10291895
    Currently, one manhunter is on duty. The rest of them died off adventuring into the swamp.
    >> Anonymous 06/05/10(Sat)10:40 No.10291911
    >Smyatt's note: We must tell our new blacksmiths what to create. How should they divide their productions?

    Do any civilian bottlenecks exist at the moment? I.e., do we have enough hoes, shovels, picks, nails, hammers, saws, horseshoes, etc for everyone to do their job?

    If yes, lets start on some armour, I reckon.
    >> Anonymous 06/05/10(Sat)10:40 No.10291922
    set the blacksmith to work on weapons and tools and get the tanners working on boiled leather armour http://en.wikipedia.org/wiki/Boiled_leather
    >> Anonymous 06/05/10(Sat)10:41 No.10291925
    >Magic Scroll 1 Months to tranlation 0

    Can we get Erik to work on this?
    >> Anonymous 06/05/10(Sat)10:41 No.10291928
    alchemy was rolled, some one roll for the event
    >> Anonymous 06/05/10(Sat)10:42 No.10291955
    We also need to start a training regiment.
    We sucked in the bar fight.
    >> Anonymous 06/05/10(Sat)10:43 No.10291969
    rolled 1 = 1

    Event roll
    >> Anonymous 06/05/10(Sat)10:44 No.10291986
    Also, in true Dwarf Fortress style, I think we should get the blacksmiths to make us a steel goblet ringed with dragon bone. Or maybe two of them, so that we can send one to Sarah's father.
    >> Anonymous 06/05/10(Sat)10:44 No.10291995
    hmm, wasn't that the temple scroll?
    QL did you forget to remove it?
    >> Anonymous 06/05/10(Sat)10:44 No.10291998
    Whelp, that's bad.

    Maybe we should put those 9 to train as militia?

    Also, did we give the others an appropriate burial? (I remember how you guys were going to proclaim that one militia dude who died in the raid against the bandits as a hero, then promptly forgot about him... his bones are probably still at the bandit camp)

    We could give them medals posthumously or something.
    >> Anonymous 06/05/10(Sat)10:45 No.10292016
    rolled 2 = 2

    crit fail roll
    >> Anonymous 06/05/10(Sat)10:46 No.10292030
    I am for making tools until all of our workers can work at peak capacity. Then we should make armors
    >> Anonymous 06/05/10(Sat)10:47 No.10292039
    a good tombstone made by our masons might be a good reward
    >> Anonymous 06/05/10(Sat)10:47 No.10292040
    >> Anonymous 06/05/10(Sat)10:47 No.10292048
    armour can be made by tanners
    >> Anonymous 06/05/10(Sat)10:47 No.10292052

    Monument. Something nice we can place in a public space. Tombstone seems... gauche.
    >> Anonymous 06/05/10(Sat)10:49 No.10292067

    i second all of these ideas
    >> Anonymous 06/05/10(Sat)10:50 No.10292085

    Concur, dependent upon what QL says about metal tool / supply bottlenecks.
    >> Anonymous 06/05/10(Sat)10:51 No.10292102
    Also, we're autosaging hard and fast.
    >> Anonymous 06/05/10(Sat)10:52 No.10292113
    like a nice park bench? (with a stylish commemorative plaque of course)
    >> Anonymous 06/05/10(Sat)10:52 No.10292115
    New thread starting with new month?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:52 No.10292119
    Everyone has crude tools to do their job, but not at max efficiancy.

    No need to roll yet, we're sorting stuff for next month still.

    Yeah, that's the one.

    It's a /month thing. You can allocate x amount of peat to add to a crops production, up to the amount of plots you have.
    >> Anonymous 06/05/10(Sat)10:53 No.10292132
    The thread is archived, so no worries.
    >> Anonymous 06/05/10(Sat)10:54 No.10292149

    Lets set about making some better quality instruments for our civilian workers.
    >> Anonymous 06/05/10(Sat)10:55 No.10292162
    we should make some nice armour and some good tools and equipment for everyone to use.

    Prioritise the armour then work down through various professions according to importance and efficiency
    >> Anonymous 06/05/10(Sat)10:55 No.10292166
    We've got nine workers to allocate people. I'm thinking at least four of them go into the militia and two or three become miners and pan for silver. .
    >> Anonymous 06/05/10(Sat)10:55 No.10292168

    Agreed. We'll see an efficiency boost from, say, equipping carpenters with proper hammers? Our farmers with quality implements?
    >> Anonymous 06/05/10(Sat)10:56 No.10292174
    Tool production priority then.
    >> Anonymous 06/05/10(Sat)10:56 No.10292194
    could we convert those goblin weapons into weapons for milita quickly?
    >> Anonymous 06/05/10(Sat)10:57 No.10292205
    What we want to improve is our builders and their tools, they make up the majority of our peasant work force.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:57 No.10292209
    I want a % split of production, if you could.

    2nd one of these? What to do with the 9?

    When we get there.
    >> Anonymous 06/05/10(Sat)10:58 No.10292217
    >It's a /month thing. You can allocate x amount of peat to add to a crops production, up to the amount of plots you have.

    Ah, well, since rice is the most prosperous thing to grow (even if it takes a while) I propose to allocate 10 peat (that's the max, yes?)
    >> Anonymous 06/05/10(Sat)10:58 No.10292219
    also how much leather armour can the tanners make?
    >> Anonymous 06/05/10(Sat)10:58 No.10292220
    Allocate them to building the smithy along with the rest of the builders.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)10:59 No.10292246
    yep. 2nd?
    >> Anonymous 06/05/10(Sat)11:00 No.10292249
    >> Anonymous 06/05/10(Sat)11:00 No.10292252
    Go for it.
    >> Anonymous 06/05/10(Sat)11:00 No.10292254
    i think one of these suggested a monument for our fallen milita
    >> Anonymous 06/05/10(Sat)11:01 No.10292288
    I stand with my previous suggestion to put all 9 of them into militia and have them trained by the best fighters we have (Doobs, Conan?). Oh, we should join the training regiment too.
    >> Anonymous 06/05/10(Sat)11:02 No.10292306

    We need to start training militia now, not later. I'd say at least 4, if not 5, start training.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:03 No.10292310
         File1275750180.jpg-(86 KB, 963x759, Teajy Map.jpg)
    86 KB
    Smithy is up, enough to functoin. They'll finish off arranging the bits and bobs themselves. But your builders do need a new project. What and where?
    >> Anonymous 06/05/10(Sat)11:04 No.10292339
    What could a water mill do for our production?
    >> Anonymous 06/05/10(Sat)11:05 No.10292340
    It should be the monument for ALL of militia, past, present and future. We should leave big amount of place to write names of soldiers who might die in future. Write them chronologically, the first being the guy who died in bandits raid.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:05 No.10292344
    Note millita are all re-purposed workers, the trained fighters are your yeomen, who are peasants come soldiers, and do that full time.
    >> Anonymous 06/05/10(Sat)11:05 No.10292364
    oh, it was my impression e were yet to build it.

    I think we were talking about a waterwheel to power the smithy's bellows and a future sawmill
    >> Anonymous 06/05/10(Sat)11:06 No.10292376
    make this for milita and yeomen then.
    >> Anonymous 06/05/10(Sat)11:07 No.10292388
    >But your builders do need a new project. What and where?

    What projects did we discuss previous times?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:08 No.10292406
    . .. umm . . I guess it would allow you to create an automatic giant grind wheel, or power anything else you can think of to hook up to it.
    Like that.
    >> Anonymous 06/05/10(Sat)11:08 No.10292408
    see >>10292364
    >> Anonymous 06/05/10(Sat)11:08 No.10292413
    I was under impression that militia was our all time army force.

    How many yeomen do we have now? None?
    >> Anonymous 06/05/10(Sat)11:09 No.10292437

    Agreed with this. There are many things we can tack onto it later easily, too.
    >> Anonymous 06/05/10(Sat)11:09 No.10292439
    didn't we talk about a tavern call the dragon heart?
    >> Anonymous 06/05/10(Sat)11:10 No.10292448
    also can we get our tanners working on the boiled leatther armour >>10291922 mentioned?
    >> Anonymous 06/05/10(Sat)11:10 No.10292450
    I don't see the smithy on that map.
    >> Anonymous 06/05/10(Sat)11:11 No.10292464
    That one too, but first we must optimize our production.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:11 No.10292471
    4 Yeomen. Also, 4 men at arms.

    Oh, yeah. . . Forgot. I meant to ask where you guys wanted it.
    >> Anonymous 06/05/10(Sat)11:13 No.10292493
    ask our bard to wrote some ridiculous song about Snyv to shame him.
    >> Anonymous 06/05/10(Sat)11:13 No.10292500
    Put it by the river near the smokeshed so we can attach the water mill to it.
    >> Anonymous 06/05/10(Sat)11:13 No.10292501

    Near the river, to facilitate easy access to the proposed watermill.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:13 No.10292505

    . .. Just let me add it to my spreadsheet. . .

    You guys make up your mind what to do with the new 9 workers, and how to split the production of the blacksmith. And where to put the smith.
    >> Anonymous 06/05/10(Sat)11:14 No.10292525
    This reminds me, what is up with Aegon? We've given him like eight different projects to write ballads about, but he's never gotten back to us on them. What about our catchy jingle to facilitate more immigration?
    >> Anonymous 06/05/10(Sat)11:14 No.10292527
    Since we are planning to power it with a waterwheel, put it in a suitable place by the river (also like the smoke shed it's a fire hazzard, o all the better).
    >> Anonymous 06/05/10(Sat)11:14 No.10292528
    That reminds me: What kind of effort would it take to begin reclaiming bits of the swamp?
    To give us more viable farmland and room to build without cutting too much into the forest.
    >> Anonymous 06/05/10(Sat)11:15 No.10292538

    Near the river seems to be agreed upon.
    >> Anonymous 06/05/10(Sat)11:15 No.10292546

    Didn't we decide to build it near river next to the bridge? Then we'll build a tavern next to it and that place will become some kind of adventurer haven or something?
    >> Anonymous 06/05/10(Sat)11:16 No.10292559
    We still have plenty of farmable land
    >> Anonymous 06/05/10(Sat)11:16 No.10292560

    That depends on how far north our territory can extend. True it looks too rocky to be good for farms, but still.
    >> Anonymous 06/05/10(Sat)11:19 No.10292600
    have the new peasents become yeomen. we were running a bit short on fighters last time we went into the swamp.

    once we get the water mill can we use it to pump water for irrigation?
    >> Anonymous 06/05/10(Sat)11:19 No.10292610
    it was rejected on he basis of wanting to hook up other stuff to the wheel.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:20 No.10292617
    Mainly because you give him 8 fucking projects to work on. That and I forget stuff. I don't have a jingle writing section on my spreadsheet.

    And nor will I. . . He adds to happyness of the townsfolk though, which aids immigration. So there's that.

    So near the river is a given. Near the bridge or near the smokeshed?
    >> Anonymous 06/05/10(Sat)11:21 No.10292625

    So does the entirety of Scotland. ~_^

    I second a waterwheel for our next project, as it's multi-use. Smith should be allocated to tools, with maximum efficiency increase as his priority. So if the carpenters and builders are decent with wooden mallets but good with hammers, and the farmers are decent with wooden forks and hoes but great with metal ones, start with the farm implements.


    Swamp should be able to be pumped out, which can be easily facilitated with... a water wheel.
    >> Anonymous 06/05/10(Sat)11:22 No.10292640

    >You guys make up your mind what to do with the new 9 workers, and how to split the production of the blacksmith. And where to put the smith

    Get some or most of the workers to join the militia.

    Blacksmith production split like this:
    33% - production of new, better quality tools for the workers
    33% - towards some awesome armour for us
    33% - some generic armour for the militia

    Smith should go near the river.

    The new project should be a waterwheel, to help power the smithy in future. Followed by an inn/tavern.
    >> Anonymous 06/05/10(Sat)11:22 No.10292641
    I though we can still hook up stuff to it even if it's by the bridge. Anyway, do what you like.
    I liked the prospect of having Tavern / blacksmith outpost thingy
    >> Anonymous 06/05/10(Sat)11:24 No.10292672

    Smokeshed gets my vote.
    >> Anonymous 06/05/10(Sat)11:24 No.10292675
    the tanners can do the armour
    >> Anonymous 06/05/10(Sat)11:24 No.10292678

    This may sound insane, but smithy sited near granary with room for the wheel and assorted works.

    Wheel powers pumps, reclaiming swamp and irrigating fields. Wheel powers bellows for a continuous airflow blast furnace and steel production. Wheel powers granary.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:24 No.10292681
    Second this? Also, you have some good quality armour, better then these people will be able to make. They're not specialist weaponsmiths, even if they can do that.
    >> Anonymous 06/05/10(Sat)11:24 No.10292687
    I think we already have awesome armor and equipment. Better have our soldiers outfitted with good equipment.
    >> Anonymous 06/05/10(Sat)11:24 No.10292691
    ask our bard to wrote some ridiculous song about Snyv to shame him.>>10292640

    we already have an tourney armor and a practical armor, that not a priority.

    let's go full security and do armor for the milicia
    >> Anonymous 06/05/10(Sat)11:25 No.10292696
    >I though we can still hook up stuff to it even if it's by the bridge.

    QL need word of god.
    If we can we put it by the bridge, if not the shed.
    >> Anonymous 06/05/10(Sat)11:25 No.10292699

    Even plate, chain or scale?

    Or is that too far along the development chain for us?
    >> Anonymous 06/05/10(Sat)11:25 No.10292704
    We can alway build another watermill in future.
    >> Anonymous 06/05/10(Sat)11:26 No.10292714

    We already have multiple sets of good armour for us. Not needed.

    Focus on tools and making metal studs for the boiled leather armor, Methinks.

    6 of the newbies to train as Yeomen, remainder to assist with leather armour production.
    >> Anonymous 06/05/10(Sat)11:27 No.10292732
    Indeed. And we want a *very* good wheel. The best we can possibly make at this point with our resources. Skimping on it will only hurt us when we try to hook stuff up to it.
    >> Anonymous 06/05/10(Sat)11:27 No.10292736
    second this
    >> Anonymous 06/05/10(Sat)11:28 No.10292746
    >> Anonymous 06/05/10(Sat)11:28 No.10292747

    Too far. Boiled leather, reinforced with metal studs is the best we can put out for now. And it's nto that bad, frankly.
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:28 No.10292750
    You can hook it up to anything nearby. So if it's near the bridge, you can hook it up to anything near the bridge.

    >> Anonymous 06/05/10(Sat)11:28 No.10292751
    50/50 tools and weapons the tanners can make armour
    >> Anonymous 06/05/10(Sat)11:29 No.10292758

    Contramand. See above suggestion in >>10292625


    One reason I suggest moving the smithy and the wheel near the granary is defensibility. Putting it next to the road makes it the first thing burned.


    It's a significant outlay of time and resources. We should do it right the first time.
    >> Anonymous 06/05/10(Sat)11:29 No.10292759

    Ok, scratch making armour for us then.
    Instead, Blacksmith should go like this:
    33% towards new, improved tools for the civilian workers
    33% towards fine goblets, menacing with spikes of dragon bone (for selling and gifts and drinkan)
    33% towards some generic non-leather armour, like helmets
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:29 No.10292761
    >> Anonymous 06/05/10(Sat)11:29 No.10292762
    Seconding, also seconding building near the smoke shed.
    >> Anonymous 06/05/10(Sat)11:29 No.10292767

    Two thirds of the effort to better tools for the peasants, one third to making armor for the Yeomen; I think the Militia can get by with leather armor.
    >> Anonymous 06/05/10(Sat)11:29 No.10292770

    Near the granary, then. Perhaps a touch towards the swamp.

    It looks like it has multiple seconds, so yeah.
    >> Anonymous 06/05/10(Sat)11:31 No.10292796

    So is consensus smithy near shed / granary, with eventual wheel nearer to swamp?
    >> Anonymous 06/05/10(Sat)11:31 No.10292806
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:32 No.10292814
    >> Anonymous 06/05/10(Sat)11:33 No.10292827

    We should get our architect to design us a nice big overshot wheel; or would we need some sort of engineer for that.
    >> Anonymous 06/05/10(Sat)11:33 No.10292833
    Go with the fifty fifty split one. We don't need to spend a third of production on making goblets.
    >> Anonymous 06/05/10(Sat)11:33 No.10292834
    Let's focus on maxing our working and fighting efficiency then we'll start making trade goods.
    >> Anonymous 06/05/10(Sat)11:34 No.10292850
    >> Anonymous 06/05/10(Sat)11:34 No.10292856

    >>10292759 , with an emphasis on studs for armor as the generic armor project.
    >> Anonymous 06/05/10(Sat)11:35 No.10292875
    How about 50% tools, 25% weapons, and 25% armor, including studs and helms?
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)11:36 No.10292881
    ok, just let me get all this straight, then put through the new month, then I'll be back with a linky to a brand new thread.
    >> Anonymous 06/05/10(Sat)11:38 No.10292914

    >> Anonymous 06/05/10(Sat)11:39 No.10292939
    We have enough weapons at the moment.
    >> Anonymous 06/05/10(Sat)11:40 No.10292959
         File1275752444.jpg-(87 KB, 963x759, tj.jpg)
    87 KB
    my proposal on placement
    >> Anonymous 06/05/10(Sat)11:42 No.10292987

    That reminds me, do we know which way the river flows?

    Wait, I have a better question, does it matter which way the river flows?
    >> Anonymous 06/05/10(Sat)11:42 No.10292991

    The 50/50 split (which looks like the popular option) is tools and WEAPONS. Change to tools and ARMOR (studs for studded leather, helms, plates for greaves / gauntlets)?
    >> Anonymous 06/05/10(Sat)11:43 No.10292997
    surplus weapons can be sold for a good price
    >> Anonymous 06/05/10(Sat)11:44 No.10293016
    taners can make armour
    >> Anonymous 06/05/10(Sat)11:44 No.10293023

    I like it. Should be close enough to power granary, smithy, and pumps.


    Shouldn't matter. Just dictates in which direction our wheel torques.


    Trade goods should take a backseat to equipping our denizens.
    >> Anonymous 06/05/10(Sat)11:44 No.10293029
    We should also start thinking about repairing the outer walls of our keep.
    >> Anonymous 06/05/10(Sat)11:46 No.10293059

    Tanners can make SOME armor. Tanners can make leather armor, but studded leather requires studs, which the blacksmiths will fashion. Leather greaves offer less protection than metal-capped leather greaves. Same with gauntlets, and capped boots.
    >> Anonymous 06/05/10(Sat)11:46 No.10293061
    thats what we have that architect for.
    >> Anonymous 06/05/10(Sat)11:47 No.10293068
    The smith can help make better armor and we have three times the number of goblin swords than we have yeomen
    >> Anonymous 06/05/10(Sat)11:49 No.10293097
    we can make tools, weapons and leather now.
    when we have enough tools/weapons we can swich to upgradeing the leather armour
    >> Anonymous 06/05/10(Sat)11:49 No.10293104
    The architect is for the keep itself, we could have repaired the defensive walls ages ago, but other projects keep popping up.
    >> Anonymous 06/05/10(Sat)11:49 No.10293110
    For future projects:
    If we make a tavern next to the bridge, we should also make a small shop near it, selling some armaments and supplies for travelers/adventurers
    >> Anonymous 06/05/10(Sat)11:50 No.10293121

    WE ALREADY HAVE ENOUGH WEAPONS. There's no need to ever put the smiths on that task. 50/50 tools and armor is the smarter course.
    >> Anonymous 06/05/10(Sat)11:52 No.10293156
    i dont think we have enough skilled workers to make good armour for everyone quickly.

    with boiled leather we can have ok armour for everyone quickly, the only bottlenecks are skins for tanning and unskilled labour for tanning and boiling
    >> Anonymous 06/05/10(Sat)11:54 No.10293183

    We don't have skilled enough smiths to crank out plate, no. But again, studded leather beats boiled leather, and studded leather requires metal studs. Said metal studs must be produced by blacksmiths. Also, metal-capped leather accessories are far better protection than leather. A smith will have to produce the plates and the rivets.
    >> Anonymous 06/05/10(Sat)11:54 No.10293191
    what about defensive structure? somme wall (even wood) or watchtower could really improve our security (and somehow compensate for the low number of soldier)
    >> Anonymous 06/05/10(Sat)11:57 No.10293216
    i was thinking of a watchtower/tradeing post just inside the swamp once we have enough soldiers to safely man it
    >> Anonymous 06/05/10(Sat)11:58 No.10293231
    in due time

    now can we PLEASE move on from the issue?
    >> Anonymous 06/05/10(Sat)11:59 No.10293242
    armour for everyone now. then upgrade it when we have a better arms industry
    >> Anonymous 06/05/10(Sat)12:01 No.10293268
    hey theres a new thread >>10293241
    >> Quest Lord !!7ls3wo7NoED 06/05/10(Sat)12:01 No.10293273
    New thread:

    I made it 50 50 swords/tools this month, you can reallocate that for next month, but I just wanted to get that out of the way, and get the month done.
    >> Anonymous 06/05/10(Sat)12:02 No.10293281

    You're still ignoring my counter-argument. And you're still wrong. WE HAVE NO NEED OF ADDITIONAL WEAPONS. Tools + armor is the way to go, unless you have something OTHER than weapons you'd suggest.
    >> Anonymous 06/05/10(Sat)12:03 No.10293298
    I'm done discussing it.
    I vote tool/armor split.
    >> Anonymous 06/05/10(Sat)12:04 No.10293310
    arm everyone of our people then.

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