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  • File : 1261123548.jpg-(38 KB, 396x222, Get ~IT~ here.jpg)
    38 KB Lord Quest VII - The new time slot. Ening. Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:05 No.7184547  
    Real life has been getting in the way again, hence a new time slot. 6pm(ish) East Australia Time.

    Prior Threads here:
    http://suptg.thisisnotatrueending.com/archive/7073593/
    http://suptg.thisisnotatrueending.com/archive/7087298/
    http://suptg.thisisnotatrueending.com/archive/7101979/
    http://suptg.thisisnotatrueending.com/archive/7113987/
    http://suptg.thisisnotatrueending.com/archive/7116542/
    http://suptg.thisisnotatrueending.com/archive/7142969/

    Last thread ended in a hurry, with you at a weapons and arms merchant of some note.

    Your gold:
    TRESURY
    Gold Incoming 23
    Gold Outgoing 0.5
    Gold Profits 22.5
    Total Gold 39.475
    Debt 0
    To brother 0
    One Time Costs 0
    Cost 1 0

    And the costs at Willium Bell-hair's warehouse:
    chain vests (10g)
    studded leather (4g)
    full plate (40g).
    basic weapons
    steell spearheads (1g for 20)
    short swords (2-8g each, very simple and crude to average quality).
    >> Anonymous 12/18/09(Fri)03:06 No.7184556
    ummm... have we set our eyes on anything so far?
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:16 No.7184659
    >>7184556
    right at the end of last thread, someone sugested grabbing some spearheads for your yeomen, but that's it.

    YOu have 8 yeomen with pointy sticks, and 5 Men at arms.
    >> Anonymous 12/18/09(Fri)03:20 No.7184705
    >>7184659

    We could probably do that, yes. And store the rest for when we're training up more men.

    Ask the blacksmith about the other armies. If he supplies them, he should know a bit about how they work as well.
    >> Anonymous 12/18/09(Fri)03:24 No.7184761
    Awesome. Glad to see you are back.
    >> Anonymous 12/18/09(Fri)03:28 No.7184798
    Yes, definitely buy the spear heads for the 1g.

    Also, how is Shorty armed? I know most of the named characters have decent equipment- but is Shorty stuck with the same eq as the rest of the Yeomen?

    If so, I suggest buying a 5g sword and 4g leather armor for the young squire. It wouldn't do for DOOBS to have a pitiful squire, now would it?
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:29 No.7184804
    >>7184705
    He's a merchant, not a blacksmith. HE says most armies vary in varing degrees, but omst armies in the westerlands are made of yeomen leading malitia (usually spear equipped), mercenaries with varing weapons and then an elite/ish force made of knights/men-at-arms.
    >> Anonymous 12/18/09(Fri)03:35 No.7184861
    Damn. Where's everyone else at?
    >> Anonymous 12/18/09(Fri)03:36 No.7184867
         File1261125397.jpg-(17 KB, 250x356, bean.jpg)
    17 KB
    >>7184547
    >> Anonymous 12/18/09(Fri)03:36 No.7184868
    >>7184804

    Oh yes, my bad. And yeah it's pretty quiet around here today, damn it.

    Other than the merchant is there anything around us that's of note?
    >> Anonymous 12/18/09(Fri)03:43 No.7184933
    So once we're done with the merchant, what do we wish to do here before heading home? Maybe stop by the library and check to see if certain scrolls mysteriously reappeared? It's probably still too soon to drop a hint that we'd like to court Sarah, although I think we've done okay on setting groundwork for that.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:46 No.7184965
    >>7184868
    No, not really. Just him and his wares, and a few guards walking around the place.

    >>7184933
    Any seconds here?
    >> Anonymous 12/18/09(Fri)03:46 No.7184966
    >>7184933
    This sounds like a fair plan to me.

    -Check up on the scrolls (possibly running into Sarah)
    -Say our farewells and give our thanks to Sheff
    -Go back home to see how poorly our little town has been managed in our absence.
    >> Anonymous 12/18/09(Fri)03:47 No.7184979
    >>7184965
    Can we buy this stuff >>7184798 first?
    >> Anonymous 12/18/09(Fri)03:49 No.7184999
    >>7184966

    Yeah we should probably go back and check on things now.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:50 No.7185011
    >>7184798
    Shorty has some of DOOBSes old kit, an old short sword, a couple lances, and a buckler. And some studded leather armour.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:51 No.7185020
    >>7184979
    Done.

    Go stright home or >>7184966 ?
    >> Anonymous 12/18/09(Fri)03:52 No.7185036
    >>7185020
    The latter, of course. It would be quite rude to leave without bidding our host goodbye.
    >> Anonymous 12/18/09(Fri)03:53 No.7185046
    >>7185020
    Okay, so we got the spearheads for 1g, since Shorty didn't need the EQ.

    I think we are in agreement that we wanted to check up on the scrolls disappearance at least once more before we said our goodbyes.
    >> Anonymous 12/18/09(Fri)03:53 No.7185048
    >>7185020

    Let's do >>7184966 first. If we see Sarah, strike up a conversation.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:54 No.7185055
    You arrive back at the castle, and head to the library.

    Roll of chance meeting, 1d20.
    >> Anonymous 12/18/09(Fri)03:55 No.7185060
    rolled 9 = 9

    >>7185055
    OHBOYOHBOYOHBOY DICE
    >> Anonymous 12/18/09(Fri)03:57 No.7185083
    >>7185060
    Everyone loves dice, right?
    >> Anonymous 12/18/09(Fri)03:57 No.7185087
    >>7185083
    But they don't seem to ever like me...
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)03:58 No.7185096
    >>7185060
    Excited.

    You run into Lyann, just leaving himself as you head towards the library. He thanks you for the chance to mess with Sylem, and says he was mighty worried until the final measure up.
    >> Anonymous 12/18/09(Fri)03:58 No.7185097
    >>7185060

    awww I take it that's a no? :( Well then we'll just say our farewells to Sheff then...
    >> Anonymous 12/18/09(Fri)03:59 No.7185113
    Lyann's a bro. We should use this as a chance to forge/consolidate further friendships in the region.
    >> Anonymous 12/18/09(Fri)04:02 No.7185155
    >>7185096
    We should thank him for his confident support in the matter when he had know way of knowing our capability, and for his concerns. And admit that while we have faith in our hunting abilities, it was by no means a sure thing, and it was only the state of a man we knew to be innocent that compelled us to act so rashly.

    ...or is that too over the top?
    >> Anonymous 12/18/09(Fri)04:03 No.7185162
    >>7185113
    Ditto, and it wouldn't hurt to see if HE knows anything about the scrolls as well.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:03 No.7185163
    >>7185113
    You return his thanks and chat amicably for a while, until one of his retainers hurries over and tells him that they are ready to depart.

    "Gotta get back home, who knows what trouble Sylem is gonna try and stir up. It won't be war, not over this, but he'll try something to get his back."
    >> Anonymous 12/18/09(Fri)04:03 No.7185169
    >>7185155
    Sounds decent.
    >> Anonymous 12/18/09(Fri)04:05 No.7185186
    Well... the librarian doesn't know anything about the location of the scrolls, we already know that.

    So I guess the only chance we have left is asking Sheff during our farewell.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:05 No.7185197
    >>7185155
    >>7185169
    He replies "I'm a pragmatic man, and you won in the end. I'm not sure you would have without a little help, but I had to do everything to protect my interests." He winks at you, "lets just say he had a little trouble with all the best game being scared off."
    >> Anonymous 12/18/09(Fri)04:07 No.7185216
    >>7185197
    Fuck Yeah Lyann
    >> Anonymous 12/18/09(Fri)04:07 No.7185225
    >>7185197
    Oh, that's devious. I love it.

    Would it be too forward to ask him what the deal with Mainholme was?
    >> Anonymous 12/18/09(Fri)04:07 No.7185226
    >>7185197
    *blink*

    "You are a formidable man."
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:15 No.7185302
    >>7185225
    "Mainholme? A small border village with disputed ownership. Now according to the maps in the Erondian Archives they're his. But the more recent ones in the Westerlands archives say their mine." He winks again laughing "It's a shitfight because any official changes have to be sent back to Kapheights but there;s no record of that. There's nothing in the laws covering this eventuality."
    >> Anonymous 12/18/09(Fri)04:19 No.7185351
    >>7185302
    That seems destined to end poorly.

    Anyway, thank him for his help, and stop keeping his retainer waiting. On to the library, where we will subtly check to see if those alchemy scrolls are back and, if they are, attempt to discover just how far ahead of us in alchemy Sarah probably is through the flawless method of comparing our reference materials.
    >> Anonymous 12/18/09(Fri)04:21 No.7185371
    >>7185351
    I'm inclined to agree but I'd like to a little more about the Archives and Kapheights.

    I guess we call always ask Erik, though. I'm sure he'd know and we don't want to look buffoonish around Lyann.
    >> Anonymous 12/18/09(Fri)04:21 No.7185374
    >>7185302
    Shitfight sounds like a pretty apt description of that whole affair.

    Anyways, while we can't say that his side is definitely in the right, we can certainly wish him the best of luck for Mainholme and all of his endeavors.

    That said, I don't think there's really too much more that needs to be said between us. I say we say our goodbyes, then get the hell out of Dodge.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:26 No.7185433
    >>7185351
    You thank Lyann, keeping your thoughts about Mainholme to yourself. You might have saved him from an awful lot of trouble if Sylem honours his word to withdraw his claim.

    You go down to the library, and check for the alchemy scrolls. They have been returned, and from checking you see that she's well ahead of you in most areas, you were lucky in that the area's you talked on were your strongest, and not hers. Some of them have notes written, and have other scrolls of just notes tucked in with them.

    Roll 1d10 and 1d20, both wanting low.
    >> Anonymous 12/18/09(Fri)04:27 No.7185450
    rolled 14 = 14

    >>7185433
    Rolling d20, someone else do d10
    >> Anonymous 12/18/09(Fri)04:28 No.7185457
    rolled 2 = 2

    Come on alchemy rollan!
    >> Anonymous 12/18/09(Fri)04:29 No.7185465
    >>7185450
    >>7185457
    Maybe that will balance everything out?

    Sure hope we don't destroy another scroll.
    >> Anonymous 12/18/09(Fri)04:29 No.7185467
    >>7185450
    As I said, the dice do not love me. At the very least it wasn't a damned 20.
    >> Anonymous 12/18/09(Fri)04:32 No.7185488
    >>7185465
    I'm pretty sure that only happened because of a critical failure.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:32 No.7185498
    >>7185457
    Alchemy rolling succeeds again. :D

    You make note of a number of topics to study further in, and also notice a new way of looking at a certain topic which had been troubling you. Alchemy +1

    You then ask a servant after Sheffs location to say goodbye, and he says he'll be right back with info on where the Lord of the Castle is.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:34 No.7185517
    >>7185467
    >>7185457
    >>7185450
    Guys, check >>7185433 . Last 3 words.

    >Both wanting low.
    >> Anonymous 12/18/09(Fri)04:34 No.7185522
    >>7185498
    What's our total alchemy rating now? I'm thinking it's 9.

    1 (My shitty alchemy roll)
    7 (Somebody else's better alchemy roll)
    1 (Talkan to Sarah bonus)
    1 (Library scroll bonus)

    But I can't remember if that's correct.
    >> Anonymous 12/18/09(Fri)04:36 No.7185541
    >>7185522
    Derp. That adds up to 10.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:37 No.7185555
    >>7185522
    Numbers are right, maths is wrong. Count that up again, it's 10 points in it. Skill level 1 in it now.
    >> Anonymous 12/18/09(Fri)04:37 No.7185560
    >>7185522
    >>7185541
    Here on 4chan, we are highly educated individuals familiar with the art of mathematics. And the science of alchemy.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:39 No.7185576
    >>7185560
    /tg/ - Better at alchemy then mathematics. But not by much.
    >> Anonymous 12/18/09(Fri)04:40 No.7185587
    >>7185576
    Well... I've never set a math book on fire, so...
    >> Anonymous 12/18/09(Fri)04:40 No.7185589
    >>7185587
    That's okay- I have, so I'll cover for you.
    >> Anonymous 12/18/09(Fri)04:43 No.7185615
    >>7185522
    Christ we are so fucking pathetic at alchemy. Rolled 2d20, and +2 bonus, and we only manage a 10.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:46 No.7185653
    >>7185615
    It's not a basic skill in this setting, so you're better then most.

    Also, the servent returns, telling you that Sheff is down at the Kennels, picking a prize bitch for Redfear.
    >> Anonymous 12/18/09(Fri)04:46 No.7185655
    >>7185615
    1d20 and 1d18. We suffer a penalty due to scroll destroyan.
    >> Anonymous 12/18/09(Fri)04:47 No.7185666
    >>7185653
    That reminds me. We have been keeping Stark with us, right? I kinda figured we had been by default, but do we need to keep stating that he's with us?
    >> Anonymous 12/18/09(Fri)04:47 No.7185672
    >>7185653
    Well, that should make for a good parting conversation. To the kennels with us.
    >> Anonymous 12/18/09(Fri)04:49 No.7185685
    >>7185666
    >>7185672
    Go to kennels. Make sure Stark is with us.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)04:51 No.7185713
    >>7185666
    By default, unless you say otherwise, or I do.

    >>7185672
    You wonder down to the Kennels where you find Sheff and Redfear. A few of the bitches are in heat, and Redfear is chomping at the bit, but Sheff is still deciding which to bread him with. As you apporach you hear '. . . the boarwolf? Or the sandhound?''
    >> Anonymous 12/18/09(Fri)04:53 No.7185728
    >>7185713
    Time for a friendly greeting and a short but hopefully enlightening conversation about dog raising and breeding before bidding him farewell, then.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:02 No.7185824
    >>7185728
    As you approach Sheff turns to you and waves you over. Stark smells the bitches and starts scratching at the enclosure walls, to Sheff's amusement.

    "Haha, he's only but a pup, but he's ready to get amongst it! As a rule I never let dogs sire young, an old sire and a young bitch works best I find. And the sire don't need to be young and healthy, his best days can be behind him, so you can pick your best dogs to sire. Picking a bitch is much harder, since they gotta be young. Only have room in the kennels for one more litter, so I gotta pick between these two. Here is a Western Boarwolf, same one that was the bitch to your pup in fact. The one Stark is going mad to get at is an Eastern breed, a dappled Sandhound. Real rare over here, I've been experimenting with how they mix with the Western Breeds."
    >> Anonymous 12/18/09(Fri)05:05 No.7185862
    >>7185824
    Experimenting? With what results so far?

    ...and thus do I condemn the player base of this game, already depressingly limited, to three hours of chatting about fictional dog breeding.
    >> Anonymous 12/18/09(Fri)05:07 No.7185879
    >>7185862
    I, for one, am interested in these aspects of animal husbandry. Besides, we'll need to use Stark to sire eventually so it would be good to know as much as we can.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:10 No.7185910
    >>7185862
    It is _slow_ this evening, yeah. . .

    "They make good trackers, but seem to be good for little else. They don't sell well to the pampered merchants either, they're ugly fuckers, lean and low, all jaw and nose. Not much of a bite either, they'd make terrible fighting dogs, the other thing that sells well around these parts."
    >> Anonymous 12/18/09(Fri)05:14 No.7185943
    >>7185910
    Sounds like a greyhound with the tracking ability of a bloodhound.
    >> Anonymous 12/18/09(Fri)05:16 No.7185961
    >>7185910
    It is 5:15 in americaland (well EST). TG slows down a lot during this time. (not always a bad thing)
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:17 No.7185974
    "Bah, I can't choose. Try Stark with the sandhound? The northern breeds with the eastern breeds tend to make good fighting dogs, particularly Flaming Growlers. They are vicious and fast, hard to tame though, most you can buy are half wild. Or breed more like Stark. I'm yet to name the breed. "
    >> Anonymous 12/18/09(Fri)05:20 No.7185993
    >>7185910
    Good trackers can be useful in hunting. Kind of like the dogs they use in fox hunting. Leads you to the prey and flushes it out but won't spoil your hunt by killing it.

    Some kind of local guard could also probably find a use for them. The problem is finding areas where the breed would be useful and trying to develop a market for them. After that Sheff would be rolling in cash because at the moment he has a monopoly on the breed.
    >> Anonymous 12/18/09(Fri)05:21 No.7186008
    >>7185910
    Well, what is Sheff looking for precisely?

    I don't know much about dogs- but what exactly is he after with this next litter? If he's just looking to preserve a good line, with profit in mind, then the Western Boarwolf seems to make sense. On the flip side, if he already has plenty of the line (ie Stark's litter), and he hasn't tried the Sandhound with Redfear's breed yet, why not try the experiment? He could turn out to be pleasantly surprised.

    That said, I know NOTHING about dogs /tg/.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:22 No.7186014
    >>7185943
    "Aye, they track like a bloodhound. Not as fast as a greyhound though, a bit lower to the ground. I shuold get some of the Central breeds, they're much cheaper then exotics like Slash here." *points to the Sandhound.*
    >> Anonymous 12/18/09(Fri)05:24 No.7186040
    OOC I want our badass Stark to remain unique and special, so I am pushing for the Sandhound.
    >> Anonymous 12/18/09(Fri)05:30 No.7186086
    >>7186014
    Well Sheff, Stark is a wonderful dog, and I know you can't go wrong with bringing more of his breed into the world.

    That said, I'm really interested to see how a mix with the Sandhound would turn out. Personally, I think that this choice would be somewhat of a challenge- but I know that you would be more than up to the task.
    >> Anonymous 12/18/09(Fri)05:33 No.7186101
    >>7186086
    He could also try trait breeding. See what happens if he breeds the hybrid back in with the originals. It might be possible to end up with a dog that has the hunting ability of the original but the tracking ability of the hybrid.
    >> Anonymous 12/18/09(Fri)05:33 No.7186103
    Get him to experiment a tad more, perhaps point out that if he were to breed the sand hound he would be able to use the next litter to see if he could breed out some of the aggressiveness.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:36 No.7186118
    >>7186008
    He currently has a litter of Stark's brothers and sisters, it was the first breeding of those breeds as far as he knows. He's indecisive about what he's after, thus he's asking you.

    >>7186008
    He's aware you don't know anything, he's asking because he's narrowed it down to good choices, but can't pick. It's a more social way then flipping a coin.

    >>7186086
    "I'm yet to see how Stark's breed will turn out when grown, but he's come from two exceptional breeds so I'm comfortable in telling you that he'll be a hunting dog without peer and a mean fighting dog if the need strikes. He was the strongest of the litter, by a good length, so you have an exceptional dog there. "
    >> Anonymous 12/18/09(Fri)05:40 No.7186144
    He should breed the sandhound. If he does he'd be able to see the two hybrid breeds mature in parallel and see which one he prefers.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:43 No.7186155
    >>7186101
    ''Aye, there's that. I gave you the best of the litter, so when it's of age to stud I'll be looking to pay you for the privilege. If I can breed him with a promising young bitch of the same, we'll have a wondrous dog on our hands. Thought it'd take me a few generations to get a dog the equal of Stark. Too much studding young ruins a hound though, so not for a time yet.

    >>7186103
    Those Eastern breeders breed them to be aggressive dogs, they use them in war. Utterly fearless and will keep fighting until they're little more then mince and bones. Only breeders who've kept that and made them trainable and 'safe' are the dwarves, but their breeders think nothing of spending 20 generations to perfect a breed.''
    >> Anonymous 12/18/09(Fri)05:44 No.7186170
    >>7185910

    I think it's due to the new time slot, I wasn't expecting a new one so I only found the thread by chance a few minutes ago. Though the new time slot is very welcome.
    >> Anonymous 12/18/09(Fri)05:46 No.7186180
    Sounds good.
    >> Anonymous 12/18/09(Fri)05:47 No.7186184
    >>7186170
    This is quite true. Hopefully a few more people will trail in to join us.

    That said, I think we've largely agreed that we are suggesting the sandhound to Sheff.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:49 No.7186191
    >>7186144
    "Sandhound it is." Leading Redfear around the side he lets him into the pen, before closing it and turning to you. "Now what did you come all the way down here for? You didn't come jsut to help me pick a bitch."
    >> Anonymous 12/18/09(Fri)05:53 No.7186227
    >>7186191
    Sadly, I'm afraid that is about time for me to return to my holdings. We are in the middle of a critical development phase, and I'm afraid we can't stay away much longer.

    This is most regretful because your wonderful wife, beautiful daughter, and your most gracious self have been the perfect hosts.
    >> Anonymous 12/18/09(Fri)05:54 No.7186234
    We should thak Sheff for his hospitality again and inform him we must return to our lands. Probably in a manner more polite or articulate than that.

    Now, for /tg/, it's too soon for us to ask Sheff if we can court Sarah, but do you think it would be an appropriate time for us to tell him that we enjoyed our conversations with Sarah, found her most intelligent and ask his permission to write to her?
    >> Anonymous 12/18/09(Fri)05:55 No.7186240
    "I just wanted to thank you for being such a good friend, and to say goodbye for now."

    I'm not sure if we want to bring the matter of courting his daughter up at the moment, but I though that's good baseline for whatever else we'd say.
    >> Anonymous 12/18/09(Fri)05:56 No.7186243
    >>7186227
    ...and the time spent here has been most relaxing- if somewhat eventful at times. I may not be able to do so immediately, but I plan on visiting again if you will have me.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)05:56 No.7186245
    >>7186227
    "Aye, you're welcome to drop by anytime. I'll pass your farewells onto the young ladies of the household. "

    As you wave goodbye and leave Aegon and Erik catch up to you on horseback, andthe three of you leave, homeward bound,"

    Mystery 2d10. One each please. Doubles for events, high rolls preferable.
    >> Anonymous 12/18/09(Fri)05:58 No.7186265
    rolled 6 = 6

    Doesn't look like anybody else is rolling. Wish me luck!
    >> Anonymous 12/18/09(Fri)05:59 No.7186274
    rolled 9 = 9

    Is it two individual rolls or one? Just in case here's another d10.
    >> Anonymous 12/18/09(Fri)05:59 No.7186275
    rolled 6 = 6

    >>7186264
    One each he said.
    >> Anonymous 12/18/09(Fri)06:00 No.7186276
    I hope Urist is okay while we're gone.
    >> Anonymous 12/18/09(Fri)06:01 No.7186283
    >>7186276
    He's in Shef's personal care, he should be fine. And since he's agreed to be our personal merchant, he'll probably be showing up not too long from now.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:01 No.7186285
    >>7186264
    >>7186265
    No event, and I said one each. You reach home withut event, and come back to your holdings.

    Posting the last month update again.

    TRESURY
    Gold Incoming 23
    Gold Outgoing 0.5
    Gold Profits 22.5
    Total Gold 39.475
    Debt 0
    To brother 0
    One Time Costs 10
    Will Arms 10
    Cost 2 0
    Last month's gold 39.475

    STOCKPILES
    Lumber Cut 20
    Lumber Used 42.66666667
    Lumber Created -22.66666667
    Lumber Stockpile 7
    Max Stockpile 200
    Stockpile Spare 193

    Food Grown 55
    Food Hunted 27
    Food Eaten 23.6
    Food Brewed 5
    Excess Food 53.4
    Excess Stored 40
    Excess Wasted 13.4
    Food Stockpile 65
    Max Food 200
    Stockpile Spare 135

    Skins Gathered 27
    Skins Used 0
    Skins Created 27
    Skins Stockpile 0
    Max Skin Stockpile 0
    Stockpile Spare 0
    Leather Created 0
    Leather Stockpile 0
    Max Leather Stock 0

    Ale Brewed 5
    Ale Drunk 0
    Ale Created 5
    Ale Stockpile 5
    Max Stockpile 200
    Stockpile Spare 195

    Stone Quarried 5.8
    Stone Used 0
    Stone Gained 5.8
    Stone Stockpile 5.8
    Max Stone 1000
    Stockpile Spare 994.2
    >> Anonymous 12/18/09(Fri)06:04 No.7186299
    I think due to the prophecies foreboding words to look for a priest of war, not the rip n' tear kind but one of valor and honor. Make the search quiet though, we don't want anyone to think we're looking for war.
    >> Anonymous 12/18/09(Fri)06:04 No.7186301
    Okay. So, things to do this month:

    - Monthly alchemy lesson from Erik.
    - Investigate hunting fatality.
    - ??
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:04 No.7186303
    POPULACE 118
    Workers 94 Peasants 64 Hunters 10 Peat Gatherers 20 Builders 60

    Soldiers 13 Men at Arms 5 Yeomen 8

    Advisors 10

    NET GROWTH 2
    Growth 4
    2 new locals, 2 miagrants
    Deaths 2
    1 of old age, and one hunting accident.

    LIVESTOCK 24
    Cattle 8 Cows 6 Bulls 2 Calves 2 Age(months) 1
    Birthed 0 Draught 4 Feed
    Goats 13 Nannies 10 Billies 3 Kids 3 Age(months) 0
    Birthed 0 Feed
    Horses 3
    Riding 3 Mares 0 Stallions 0 Foals 0 Age(months) 0
    Birthed 0 In use/Away 3 Feed Geldings 3

    TOOLS AND SUPPLIES
    Carts 3 Quarry 0 Peat 3
    Ropes 3 Used 3 Spare 0
    Small Ropes (1d5) 3 Used 3 Spare 0
    Medium Ropes (1d15) 0 Used 0 Spare 0
    Fuses 3
    Magic Scroll 1 Months to tranlation 2
    Hunting Scroll 1 Taught 1 Untaught 0
    Spearheads (steel) 20

    LAND
    Turnip Patches 30 Units Turnips 15
    Rice Plots 10 Units Rice 40 Months to harvest 0
    >> Anonymous 12/18/09(Fri)06:06 No.7186316
    >>7186301
    We also need to increase how much wood is cut each month.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:07 No.7186323
    WORK
    PEASANTS 64
    UNASSIGNED 2
    HERDING 3
    Goat Herding 2
    Cattle Heading 1
    FARMING 50
    Turnip Farming 30
    Rice Farming 20
    GATHERING 2
    Gathering Wood 2
    Quarrying Stone 14
    PRODUCING 5
    Brewing 5
    OTHER 2
    Renovating Town 2

    BUILDERS 60
    Tannary 60 Rate 2 Draught 4 Carts 0
    Total 500 Progress/Month 128 Total Done 218 Total Remaining 282
    Lumber Used 42.66666667 Stone Used 0

    HUNTERS 10
    Hunting 10
    PEAT GATHERERS 20
    Gathering Peat 20 Peat Gathered 23 Peat Price (gold) 1 Profit made 23
    Carts 3

    LODGINGS 206 Total Spare Room 43 Homeless 0
    VILLAGE 120 Huts (5) 24 Share Houses (10) 0
    Some Room Lodgers 100 Room Spare 20
    THOM'S MERCY 60 Huts (5) 0 Share Houses (10) 6
    Some Room Lodgers 50 Room Spare 10
    KEEP 26
    KEEP ROOMS 13 Poor Rooms (1) 3 Decent Rooms (1) 5 Good Rooms 5
    Poor Rooms Spare 3 Decent Rooms Spare 3 Good Rooms Spare 0
    Some Room Lodgers 7 Rooms Spare 6
    BARRACKS 13 Size 20 Soldiers 13
    Some Room Spare Room 7

    HIRED 1 Total Cost 0.5
    Mason (Assistant) 1 Cost/Mason 0.5
    >> Anonymous 12/18/09(Fri)06:09 No.7186334
    Distribute spearheads to yeomen, take the remaining spearheads and store them for future use.

    Place the four new workers on lumber duty.

    Place 2 Bulls and 2 Cows to help build tannery,
    >> Anonymous 12/18/09(Fri)06:10 No.7186340
    >>7186334
    This
    >> Anonymous 12/18/09(Fri)06:10 No.7186342
    >>7186316
    The 2 unassigned peasants to become lumberjacks.
    Plus 1 quarrymen to become a lumberjack.

    >>7186301
    Do this.
    >> Anonymous 12/18/09(Fri)06:10 No.7186343
    >>7186334

    Make that two workers on lumber.
    >> northern /k/ommando 12/18/09(Fri)06:11 No.7186349
    >>7186299
    >rip n' tear priest
    i vote for one of these
    >> Anonymous 12/18/09(Fri)06:13 No.7186362
    >>7186349
    Lol, we've been looking for a damned hunting priest for since thread 1 (over a year) with no luck. Priests seem to be a rare commodity in this world.
    >> Anonymous 12/18/09(Fri)06:14 No.7186371
    >>7186362
    I think it depends on the priest.

    Priests of Exidaid like Zeek seem reasonably common. OP mentioned something about old gods and new gods before. Maybe the newer gods have more priests?
    >> Anonymous 12/18/09(Fri)06:15 No.7186373
    >>7186362
    Well that was explained as those priests wander the forests all the time due to their deity, a war priest would probably be living in somewhere easier to reach.
    >> northern /k/ommando 12/18/09(Fri)06:16 No.7186379
         File1261135002.jpg-(10 KB, 277x180, priest.jpg)
    10 KB
    >> Anonymous 12/18/09(Fri)06:17 No.7186384
    A few more things:
    1. Ask Smyatt how things were while we were away.
    2. When we take an Alchemy lesson this month, let's use our lucky ring. I see no other use for it this month.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:18 No.7186391
    >>7186334
    You have 2 newbies. 4 was growth, but you had 2 losses, so net growth is 2.

    And you have 4 cattle working draught at the tannery already.

    >>7186301
    d20 for alchemy. You;ve progressed far enough that you're past the missing scroll.

    It seems the peasant was off duty and thought it'd be a great joke to surprise one of the hunters. When they saw movement in the bushes, he was the one who was surprised.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)06:18 No.7186393
    Yes! Finally I can get involved in this quest!
    >> Anonymous 12/18/09(Fri)06:18 No.7186394
    We should get to work on selling our stone too, we don't know of any immediate buyers, but when Urist gets back we can load some of it up with him along with some of our excess leather and food.
    >> Anonymous 12/18/09(Fri)06:20 No.7186399
    rolled 5 = 5

    No bad alchemy roll please.
    >> Anonymous 12/18/09(Fri)06:20 No.7186402
    >>7186399
    Haha.

    We're really not good at this.
    >> Anonymous 12/18/09(Fri)06:21 No.7186408
    >>7186399
    Which deity did we piss off.
    >> Anonymous 12/18/09(Fri)06:22 No.7186414
    >>7186394
    I don't know how much of this we want to be selling YET. We are going to be needing quite a bit of this stone for Keep renovations and other buildings.
    >> Anonymous 12/18/09(Fri)06:23 No.7186416
    We seem to be getting abysmal rolls for our alchemy.

    I propose an experiment: Invert the roll requirements. Lower becomes better. We'll see if we don't start rolling natural 20s.
    >> Anonymous 12/18/09(Fri)06:23 No.7186417
    >>7186414
    Not too much, I just want to get a sample of our wares out on the road and see who's interested in buying. Right now we don't know of anyone, we need to know who could use it for future reference.
    >> Anonymous 12/18/09(Fri)06:27 No.7186437
    >>7186342
    Using the 2 new settlers is obvious.

    But instead of changing one of the quarrymen, let's use one of the villagers who are renovating the town. They've been at it for forever, and have accomplished diddly squat.

    That should put our lumber production (barely) into the green.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)06:36 No.7186477
    If we haven't already, perhaps some of the builders should use some stone that's been quarried to build a road between our two villages.

    Also, I don't know if this has been brought up before, but Sheff = Chef. Lyann =? Lying? Whatever.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:38 No.7186481
    >>7186437
    They provide a degree of happiness. They can't improve the village, just keep it in shape.
    >> Anonymous 12/18/09(Fri)06:39 No.7186487
    >>7186477
    Yes Shef = Chef. He is the ruler of Seakay (/ck/) after all.

    But Lyann can't = lying. Lyann is our badass friend. That would be just too tragic if that were the case.

    Also, it seems like Quest Lord has diskapeared on us.
    >> Anonymous 12/18/09(Fri)06:41 No.7186496
    >>7186487
    Well, he is a bit of a devious bastard.

    Maybe it could be something like Lyann = Lion?

    But honestly, I can't think of anything that Lyle Lyann could refer to.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:43 No.7186505
    >>7186477
    Sheff = Chef is OLD.

    Lyann however, you've only just caught onto :)

    BONUS FOUND: Lyann

    Lyann is a devious lord (as you've seen) and his famalies emblem is a dagger with a crown for a hilt stabbed into a scroll. His ancestors were given their land as a gift from the king to their spy master at the time. That the king was unaware of this until the day he died, was a closely guarded secret.

    Lynald's personal touch to the emblem is to have a stylised map on the scroll.

    +1 Relations with Lynald Lyann.
    >> Anonymous 12/18/09(Fri)06:43 No.7186507
    >>7186481
    Since this is the case, then I agree with everyone else just saying use the 2 new villagers as lumberjacks. We can add more next month if need be.

    That said, I don't think there is really anything left to do this month, is there?
    >> Anonymous 12/18/09(Fri)06:49 No.7186527
    >>7186507
    Not that I can think of.

    We'll need to go see Wirt next month though.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:49 No.7186528
    >>7186487
    Sorry, but that is the case. And I'm here, was just ommning some noms.

    >>7186507
    Timeskip to new month?
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)06:49 No.7186530
    Who owns that bridge near our territory?
    >> Anonymous 12/18/09(Fri)06:49 No.7186534
    >>7186528
    I vote yarrrrrr.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)06:51 No.7186540
    >>7186530
    It's a free bridge. Technically it's Erondian, but like the North Road, doesn't belong to any lord in particular.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)06:55 No.7186562
    >>7186540
    Let's claim the fuck out of it.
    >> Anonymous 12/18/09(Fri)06:56 No.7186564
    Timeskip, Leold should be back next month, If I remember correctly.
    >> Anonymous 12/18/09(Fri)06:57 No.7186571
    >>7186564
    hopefully with some badass skilled workers.

    >>7186562
    I hope you aren't thinking about charging a toll...
    >> Anonymous 12/18/09(Fri)06:58 No.7186574
    >>7186562
    I dub thee Bad Ideas Man!
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:02 No.7186588
    LORD QUEST Month: MAY

    TRESURY
    Gold Incoming 24.84
    Gold Outgoing 0.5
    Gold Profits 24.34
    Total Gold 56.575
    Debt 0

    STOCKPILES
    Lumber Cut 60
    Lumber Used 44.8
    Lumber Created 15.2
    Lumber Stockpile 22.2
    Max Stockpile 200
    Stockpile Spare 177.8

    Food Grown 15
    Food Hunted 27
    Food Eaten 24.4
    Food Brewed 5
    Excess Food 12.6
    Excess Stored 0
    Excess Wasted 12.6
    Food Stockpile 65
    Max Food 200
    Stockpile Spare 135

    Skins Gathered 27
    Skins Used 0
    Skins Created 27
    Skins Stockpile 0
    Max Skin Stockpile 0
    Stockpile Spare 0
    Leather Created 0
    Leather Stockpile 0
    Max Leather Stock 0

    Ale Brewed 5
    Ale Drunk 0
    Ale Created 5
    Ale Stockpile 10
    Max Stockpile 200
    Stockpile Spare 190

    Stone Quarried 5.8
    Stone Used 0
    Stone Gained 5.8
    Stone Stockpile 11.6
    Max Stone 1000
    Stockpile Spare 988.4

    POPULACE 122
    Workers 98 Peasants 68 Hunters 10 Peat Gatherers 20 Builders 60

    Soldiers 13 Men at Arms 5 Yeomen 8

    Advisors 10

    NET GROWTH 2
    Growth 4
    Again, 2 local lads, and 2 miagrants
    Deaths 2
    Another old age, and one death from bandits.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:04 No.7186595
    LIVESTOCK 24
    Cattle 8

    Goats 13

    Horses 3
    Riding 3

    TOOLS AND SUPPLIES
    Carts 3 Quarry 0 Peat 3
    Ropes 3 Used 3 Spare 0
    Small Ropes (1d5) 3 Used 3 Spare 0
    Medium Ropes (1d15) 0 Used 0 Spare 0
    Fuses 3
    Magic Scroll 1 Months to tranlation 2
    Hunting Scroll 1 Taught 1 Untaught 0
    Spearheads (steel) 25 Used 13 Unused 12

    LAND
    Turnip Patches 30 Units Turnips 15
    Rice Plots 10 Units Rice 0 Months to harvest 2

    LAND
    Turnip Patches 30 Units Turnips 15
    Rice Plots 10 Units Rice 0 Months to harvest 2

    WORK
    PEASANTS 68 NEW PEASANTS 2
    UNASSIGNED 2
    HERDING 3
    Goat Herding 2 Goats Tended 13 Goats Escape 0
    Cattle Heading 1 Cattle Tended 8 Cattle Escape 0
    FARMING 50
    Turnip Farming 30
    Rice Farming 20
    GATHERING 6
    Gathering Wood 6
    Quarrying Stone 14 Work Done 5.8 Ropes 3 Rope Bonus 15
    PRODUCING 5
    Brewing 5
    OTHER 2
    Renovating Town 2

    BUILDERS 60
    Tannary 60 Rate 2.1 Draught 4 Carts 0
    Total 500 Progress/Month 134.4 Total Done 352.4 Total Remaining 147.6
    Lumber Used 44.8 Stone Used 0
    HUNTERS 10
    Hunting 10
    PEAT GATHERERS 20
    Gathering Peat 20 Peat Gathered 27.6 Peat Price (gold) 0.9 Profit made 24.84

    Price of peat has dropped by 1s/unit. New price 9s/unit.
    >> Anonymous 12/18/09(Fri)07:04 No.7186601
    BANDITS?
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)07:05 No.7186603
    We need information on the bandit attack.

    And let's try making some rice wine.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)07:06 No.7186606
    Oh, and OP, can you check the time on some of these events? You've listed the same amount of time for translating the magic scroll in both updates.
    >> Anonymous 12/18/09(Fri)07:06 No.7186608
    Place the two unassigned workers to building, two quarrymen to building as well, let's get the tannery done this month.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:08 No.7186616
    LODGINGS 206 Total Spare Room 43 Homeless 0
    VILLAGE 120 Huts (5) 24 Share Houses (10) 0
    Some Room Lodgers 100 Room Spare 20
    THOM'S MERCY 60 Huts (5) 0 Share Houses (10) 6
    Some Room Lodgers 50 Room Spare 10
    KEEP 26
    KEEP ROOMS 13 Poor Rooms (1) 3 Decent Rooms (1) 5 Good Rooms 5
    Poor Rooms Spare 3 Decent Rooms Spare 3 Good Rooms Spare 0
    Some Room Lodgers 7 Rooms Spare 6
    BARRACKS 13 Size 20 Soldiers 13
    Some Room Spare Room 7

    HIRED 1 Total Cost 0.5
    Mason (Assistant) 1 Cost/Mason 0.5

    OTHER EVENTS:
    Leold is still not home yet.

    Urist however has arrived, and is looking in much better shape.
    >> Anonymous 12/18/09(Fri)07:11 No.7186632
    >>7186571

    If we take responsibility for patrolling and maintaining the roads and bridge, I don't see why we shouldn't charge a toll for our efforts. As long as we keep it fair and reasonable it could be a nice little earner.
    >> Anonymous 12/18/09(Fri)07:12 No.7186636
    >>7186608
    Hold off on this, Urist may have some things to speed up construction (and peasants would work slower than our builders anyways).

    But first, as another poster said INVESTIGATE BANDIT ATTACK.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:12 No.7186640
    >>7186606
    That's because he's been busy helping you alchemy and hasn't been translating.

    >>7186603
    Peasants don't know much, one of the peasants was found dead at the edge of the woods. A wood gatherer.

    >>7186608
    Can I get a 2nd for this?

    >>7186603
    Rice is gathered every third month. You could use your stocks in the granary if you liked.
    >> Anonymous 12/18/09(Fri)07:14 No.7186648
    I'm thinking we should set Urist back up for trading and give him a couple Yeomen to guard his stocks. We send him out with a list of supplies we could use, some our goods, and a bit of cash. He could trade, make us money, and bring back things we need.
    >> Anonymous 12/18/09(Fri)07:14 No.7186651
    Also, the wastage of food is getting irksome - we really need to find a crop that'll store better. Turnips and Suncaps don't keep, but rice stores pretty well.

    Rice fields set in rotation could work, as that way we don't have the three-month feast-famine cycle. I'd say plant 12 fields, 4 of which should be yielding in any given month.
    >> Anonymous 12/18/09(Fri)07:15 No.7186659
    >>7186651
    Sounds good to me.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)07:17 No.7186671
    Well I guess we should just keep working on what we're working on. And make plans for how to deal with situations that seem to be arriving. Bandits, presumably operating out of the woods. We have to show them this isn't the wild west. Maybe build a watch tower?

    I'm in favor of using some of our rice to make some wine. It might come out pretty well.
    >> Anonymous 12/18/09(Fri)07:19 No.7186687
    Could be a chance to let our yeomen stretch their legs.

    I'd say send some hunters into the wood as scouts to see if they can figure out where the bandits might be hiding out. Are our soldiers mostly just training at the moment, or have we got them on active patrol as well?
    >> Anonymous 12/18/09(Fri)07:20 No.7186691
    >>7186636
    They may work slower, but we're only a couple building points off from completion. We need to finish that tannery, it frees up 60 of our builders to do work on a new project and allows us to store our leather from this month instead of it wasting in the sun.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)07:22 No.7186707
    Well we have 13 full time soldiers. That's roughly 10%, so I don't see a problem there. But 13 people for defense seems a bit low. I've read through the previous threads, but it's late and I just can't remember if anyone's suggested some basic training for the population at large in order to produce an effective militia in a time of need.
    >> Anonymous 12/18/09(Fri)07:23 No.7186710
    1. Did Urist bring anything with him?

    2. We have more troops now, let's start setting up some patrols. 1 man at arms and 3 yeomen from a patrol group that checks our local territory. All of our soldiers will rotate from their regular duties to being part of a patrol. It should also be a good experience for our yeomen.
    >> Anonymous 12/18/09(Fri)07:24 No.7186712
    >>7186707

    From what I gather we're doing that already - able-bodied men and boys have regular militia training so they can fight if pushed to it.
    >> Anonymous 12/18/09(Fri)07:24 No.7186715
    Make a proper cellar to store turnips for 3-5 months.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:27 No.7186729
    >>7186632
    Erondia in theory does that. Although the patrols are few and far between since it's been fairly peaceful along this stretch of the road for a long time.

    >>7186636
    He's sans goods. He has cash, but none on him, it's all home up north.

    >>7186640
    Forgot to mention, peasant who died was found with a few arrows in him. So yes, it was bandits.

    >>7186651
    :eek! Management nightmare!

    New rule: Each crop of a given type has one gathering month. You can have several crops of one type (so multiple crops of rice) though. New crops can only be 1/2 the size of any crop that isn't being expanded that month.

    Also, don't forget that rice needs 2 workers per plot, but yields 4 rice/plot when it does yield. It's more labour intensive then turnips, but stores better.
    >> Anonymous 12/18/09(Fri)07:28 No.7186731
    >>7186715
    This food storage is important.
    >> Bill Murray !!WYG9L8p7tJh 12/18/09(Fri)07:28 No.7186732
    >>7186712
    Awesome.

    >>7186715
    Does our keep has a storage room already? Maybe we could expand that? Or construct an add-on to the grainery.
    >> Anonymous 12/18/09(Fri)07:29 No.7186743
    Should we perhaps look into hiring mercenaries?
    >> Anonymous 12/18/09(Fri)07:31 No.7186758
    >>7186710
    this
    >> Anonymous 12/18/09(Fri)07:32 No.7186767
    >>7186636
    Agreed on this.

    We should have a few of our Umen go with the wood cutters.
    >> Anonymous 12/18/09(Fri)07:33 No.7186770
    >>7186729
    Since Urist is without goods, then we will have to finish the tannery with our own strength. Assuming peasants only add 1 point each, we need 13 more peasants working the tannery.

    So the 2 new peasants, and 11 working on the quarry should be transferred to the tannery for this month.
    >> Anonymous 12/18/09(Fri)07:33 No.7186773
    >>7186743

    Depends how tough the bandits are. Mercenaries are expensive, so if our yeomen can deal with them then that's a better solution.

    Whatever happens, we do need to deal with the bandits with all due haste, and with as much force as we can muster. Zero tolerance to banditry on our lands. >:[
    >> Anonymous 12/18/09(Fri)07:35 No.7186781
    I actually called a farmer who farmed turnips in a traditional way to find the time they can be stored, it being 3-5 months. Climate comparable to the one in Teajay.

    The cellar needs to be underground, around 3-4 degrees celsius, completely dark and preferably damp.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:35 No.7186788
    >>7186715
    Turnip Cellar? 200 build units for 100 units saved. Your builders are buissy tannery maeking though.

    >>7186732
    The keep had a cellar, but it's somewhat collapsed. If you redig this one, you can start with 20 units done on a larger cellar (250 units, but will take 400 work units to make).

    To give you an idea, your current 64 builders (this is including the 4 >>7186608 put on) are making 142.8 units progress a month.
    >> Anonymous 12/18/09(Fri)07:37 No.7186797
    >>7186773
    This is true. So, I actually propose an expedition. Doobs leads the search. Shorty, 2 men at arms, and 5 yeomen accompany him. And 1 hunter will be their guide/tracker.

    After we have hunt the bandit/bandits down, THEN we can be content with just having the regular patrols.
    >> Anonymous 12/18/09(Fri)07:38 No.7186802
    >>7186788
    Once we finish the tannery then we should work on fixing the keeps celler.

    So please use the celler in the keep please.
    >> Anonymous 12/18/09(Fri)07:38 No.7186805
    >>7186788

    Renovating the keep cellar sounds like a good plan - it's secure, and it doesn't just have to be used to store turnips. If we start on it once the tannery's done, we should have the cellar finished by winter.
    >> Anonymous 12/18/09(Fri)07:40 No.7186815
    Regarding the bandit situation, how many arrows were actually in him? You did say arrows, plural.

    Contrary to bullshit fantasy and medieval fiction, an arrow is fucking effective at bringing someone down. The shock alone would at least take someone off of their feet. Depending on the number of arrows that were in the killed peasant, we could get a picture on if this group is large. If there are many arrows, then it's likely there is a sizeable group. If there's a few, then it's still up in the air, as whoever killed him may have put another in to finish the job.
    >> Anonymous 12/18/09(Fri)07:41 No.7186816
    >>7186797

    I'd say use as many hunters as we've got as trackers and scouts - they're already good at hunting game, which takes a good bit of sneakiness. Scour the woods, locate the bandit camp, then stomp 'em flat with DOOOOOOOOOBS and as many men as we can spare.
    >> Anonymous 12/18/09(Fri)07:41 No.7186819
    Move 2 brewers into working on the tannery.
    >> Anonymous 12/18/09(Fri)07:42 No.7186822
    >>7186792
    From Quest Lords numbers here: >>7186788 it seems like they were wrong. Recalculated, and it seems like 2 unassigned workers + 5 quarrymen transferred to the tannery should get the job done.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:42 No.7186827
    >>7186770
    New peasants joining will be apprenticed to builders. You can add up to half of a skillset with no penalty to join a group. Keeping track of peasants + builder progress is a nightmare I'm not ready for yet. I'll be workign on my XL sheet to be able to do this soon though.

    >>7186781
    How do you know Teajy's climate? But it loked like I was way off, it turns out they can be stored, which was why I added the option of cellars for it. The inbread peasantry making the grainary didn't realise this of course.

    And these are also an inferior breed of turnips then real world turnips, otherwise one could leave them in the ground until they're ready to eat.
    >> Anonymous 12/18/09(Fri)07:43 No.7186829
    >>7186815

    It might be that he just stumbled on their camp and they took him down to keep their secret - I doubt they were particularly interested in robbing him, given that he's just a peasant.

    Either way they're probably new to the area, as we've not had reports of banditry on our lands before now.
    >> Anonymous 12/18/09(Fri)07:44 No.7186836
    Hmm, it seems to me that we could use more workforce.
    Do you think we could use Urist to attract some freeholders while he returns home to restock?
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:44 No.7186837
    >>7186815
    Note, this is fantasy.

    But there was 3 arrows in him.
    >> Anonymous 12/18/09(Fri)07:44 No.7186839
    We need to get some other animals. These people can't be getting a very nutritious diet.

    Let's get some figures for Urist for some farm animals. A few pigs, a dozen chickens maybe? 10 hens and 2 roosters seems about right.
    >> Anonymous 12/18/09(Fri)07:45 No.7186841
         File1261140312.jpg-(30 KB, 446x251, ghost_slug.jpg)
    30 KB
    >>7186827

    Maybe they can't leave them in the ground because Teajy is home to a particularly voracious breed of turnip-eating slug.
    >> Anonymous 12/18/09(Fri)07:45 No.7186843
    >>7186797 here

    >>7186816 is right.

    We have plenty of food stored right now, so we can divert ALL of our hunters to help partake in the search. 10 more dudes with bows and arrows would be nice insurance, and keep any casualties to a minimum.
    >> Anonymous 12/18/09(Fri)07:45 No.7186845
    >>7186841
    OH GOD, RUN!
    >> Anonymous 12/18/09(Fri)07:50 No.7186873
    OP, what's the deal with lands immediately north and east of us? I know that to the east is that forest, and eventually is Erondia proper, but is there any unclaimed land there? And then what about up north?

    We sent out our adviser for a while to map the area, but maybe we should offer a few of our hunters, 3 maybe, to go out for several months to survey the surrounding area in greater depth. They spend a lot of time out in the wilderness, so maybe their senses are a bit better than the average layman. Plus, a few guys being out on their own for a while could probably increase their hunting skills a bit. Self reliance and all that.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)07:51 No.7186875
    >>7186797
    Note: On top of their other jobs, the yeomen and men-at-arms do patrol the area.

    >>7186802
    >>7186805
    remind me when the tannary is done. Short memery quest lord forgets things.

    >>7186819
    get a 2nd?

    BANDITRY
    So you guys want to sweep the forest. Can I get a concesus on how many people? Also, any hunters doing this will have to stop hunting for the month to help out. Big forest is big.
    >> Anonymous 12/18/09(Fri)07:52 No.7186882
    >>7186873

    To the north is rocky land unsuited to farming, which we've kind of claimed - the crofters were up there until their mushroom crop died over the winter, and I think our quarry's to the north as well.
    >> Anonymous 12/18/09(Fri)07:52 No.7186887
    >>7186875
    Us all of our hunters to scour the forest for signs of banditry. We have enough food stockpiled to go without them for a while.

    Split out military forces between searching the forest with the hunters and staying to defend the community and continue training the militia.
    >> Anonymous 12/18/09(Fri)07:55 No.7186898
    >>7186882
    Yeah, I know, I meant beyond that though. And how big is the western troll swamp? What's on the other side?
    >> Anonymous 12/18/09(Fri)07:55 No.7186900
    >>7186875
    Will the two brewers give us enough construction to finish the tannery? If so, seconding it.
    >> Anonymous 12/18/09(Fri)07:55 No.7186902
    >>7186875

    All the hunters go in on a recon mission to find out where the bandits are hiding out. Once that's done, report to DOOOOOOOOBS and the brute squad who can go in and stamp them flat. If the forest's open enough that we can safely send in men on horses then do that - it's harder to outrun a man on horseback, and also mounted soldiers are scarier.

    I'm assuming the hunters know enough about hunting that they can use tactics that'll keep the bandits from just running off into the woods or whatever.
    >> Anonymous 12/18/09(Fri)07:57 No.7186913
    >>7186887
    I'm fine with this. DOOOBS and Shorty of course are leading the hunt for the bandits.

    >>7186875
    As far as the tannery
    is concerned, we need SEVEN new workers to insure that it is finished this month. 2 unassigned, 2 from brewery, and 3 from quarry is fine by me.
    >> Anonymous 12/18/09(Fri)07:57 No.7186916
    >>7186887
    Agreed, sooner done the better and it will send the message to other bandits that we are no easy pray.
    >> Anonymous 12/18/09(Fri)07:58 No.7186924
    >>7186913
    Whatever gets the tannery done is good.
    >> Anonymous 12/18/09(Fri)07:58 No.7186925
    >>7186902
    We need to find a gigantic son of a bitch to join our brute squad.
    >> Anonymous 12/18/09(Fri)08:00 No.7186929
    >>7186925

    That'd be Shorty then.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:00 No.7186931
    >>7186839
    Pigs, 1s
    Sheep, 2s
    Cattle 5s/head
    mules 3s each

    Atm they eat turnips, with bits of hunted meat and have goats milk and some cows milk. Oh and drink turnip scumble. All the ale is stockpiled.

    Also in giving hunters millitary application, you have unlocked MANHUNTERS. With comparable combat ability to hunters they are skirmish units, best at tracking enemies though scrub, etc. You can reassign your hunters to be manhunters at any time you like, versa visa. Note that manhunters are just hunters on soldier duty.
    >> Anonymous 12/18/09(Fri)08:01 No.7186935
         File1261141290.jpg-(48 KB, 427x393, Shorty.jpg)
    48 KB
    >>7186929
    Canon.
    >> Anonymous 12/18/09(Fri)08:03 No.7186946
    >>7186931
    WELL THEN, FOR NOW THEY ARE MANHUNTERS, AND THE HUNT . . . IS ON.

    How about 5 pigs, 10 sheep which we can herd up in Thom's Mercy, and 2 mules? Any chickens?
    >> Anonymous 12/18/09(Fri)08:04 No.7186948
    Anyone else think we should keep a few of the bandits alive for public execution?
    >> Anonymous 12/18/09(Fri)08:05 No.7186954
    >>7186948

    Seconded, if they surrender.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:05 No.7186957
    >>7186935
    Is now. :)

    Roll to see how the bandithunt goes. D20, aiming HIGH. Alchemy Rollers, don't touch this one. :P

    Note this is roll to FIND them, not roll for the fight.
    >> Anonymous 12/18/09(Fri)08:07 No.7186968
    >>7186946
    I'm fine with this. Cattle are awesome though because they can be used to increase work rates- however, wagons do the same thing and are cheaper. So hopefully we can find some wagons as well.

    That said, let's focus on the murder death killing of the bandits first, before we get onto other things. Or will we be resolving the bandit hunt next month Quest Lord?
    >> Anonymous 12/18/09(Fri)08:08 No.7186971
    rolled 17 = 17

    >>7186957

    Rollan.
    >> Anonymous 12/18/09(Fri)08:08 No.7186972
    rolled 16 = 16

    >>7186957
    >> Anonymous 12/18/09(Fri)08:08 No.7186973
    >>7186971
    FUCK YEAH, you are AMAZING.
    >> Anonymous 12/18/09(Fri)08:08 No.7186975
    >>7186971

    Finally, our rolls don't suck.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:09 No.7186977
    >>7186946
    Can we get a 2nd on this. Also, Urist will need to go into Seakay to purchase the,. And since he has no money on him, he'd be happy to work directly for you for a gold a month. Or he'll borrow money with a note of debt, do a long route around and return in a while with livestock to sell then.
    >> Anonymous 12/18/09(Fri)08:09 No.7186978
    >>7186975
    Well duh, it wasn't alchemy or haggling related. We seem to succeed in everything BUT those.
    >> Anonymous 12/18/09(Fri)08:10 No.7186984
    >>7186978
    Last thread we did get a good haggle on the jeweler.
    >> Anonymous 12/18/09(Fri)08:11 No.7186987
    >>7186978
    Speaking of that, should we roll to keep studying alchemy?

    Maybe Urist could take some stone and leather to sell?
    >> Anonymous 12/18/09(Fri)08:11 No.7186989
    >>7186977
    Fuck that he gets a gold a month as his pay and he is allowed to borrow money from us to assist in his merchanting.

    He is our brodwarfmerchant after all.
    >> Anonymous 12/18/09(Fri)08:11 No.7186991
    rolled 5 = 5

    >>7186946

    Sounds good to me, as long as we build suitable housing for our beasts. If they're not in stables by WRECKTEMBER they'll die of cold. :|
    >> Anonymous 12/18/09(Fri)08:11 No.7186993
    >>7186977
    >>7186968 here.

    I will second it. But I also ask that he look for some rope, and as many wagons as he can lay is hands on.
    >> Anonymous 12/18/09(Fri)08:12 No.7186999
    >>7186989
    Go with this plan for Urist.
    >> Anonymous 12/18/09(Fri)08:13 No.7187004
    >>7186991
    Oh man that had slipped my mind. New order for building then. Finish Tannery --> Stables for the horses and other animals ---> Celler in the keep.
    >> Anonymous 12/18/09(Fri)08:15 No.7187013
    Before sending Urist away I'd still like to hear peoples opinion on this.
    >>7186836
    >> Anonymous 12/18/09(Fri)08:15 No.7187015
    >>7187004
    Agreed, I would rather we be slaughter us some animals for food during Wrecktember rather than have them dying on us.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:15 No.7187016
    >>7186973
    >>7186975
    Guys, we've been rolling awesome for everything. Except alchemy. And alchemy related things. We just don't alchemy goodly.

    >>7186968
    This month. See

    >>7186971
    You find the bandit camp and escape without notice. There is roughly 10 bandits and their leader, a surprisingly well equipped fellow for a bandit.

    What was the final attackforce?
    >> Anonymous 12/18/09(Fri)08:16 No.7187018
    >>7187013
    I think we should improve our infrastructure more before expanding again.
    >> Anonymous 12/18/09(Fri)08:16 No.7187019
    >>7187013
    I am ok with this.
    >> Anonymous 12/18/09(Fri)08:18 No.7187033
    >>7187016
    10 bandits? Well equiped? Shit man...

    I say send pretty much fricking everything. Doobs. Shorty. 10 Manhunters, 4 men at arms. 8 yeoman.

    The few remaining troops stay on guard at the fort.
    >> Anonymous 12/18/09(Fri)08:18 No.7187034
    >>7187016
    What's the state of their camp? Is it in a clearing? Close together?

    I say we gather some peat to make some small firebombs. Attack at night with all of our MANHUNTERS and most of our military. Doobs and Shorty lead them. Leave 2 Yeoman at home to keep things safe. ALSO, raise a small militia to stay up to defend the town with the 2 remaining yeoman in case the bandits attack while our main force is out.
    >> Anonymous 12/18/09(Fri)08:18 No.7187035
    >>7187018
    We should go with a balance of your idea and >>7187013
    >> Anonymous 12/18/09(Fri)08:20 No.7187043
    rolled 5 = 5

    >>7187016

    Everything.

    If we can, set things up so that we have the hunters and some yeomen to one side in an ambush. DOOOOOOOBS, ourselves and some other yeomen charge in from the other side on horseback if the terrain allows, and drive the bandits towards the other group, who then riddle them with arrows and poke them with sharp sticks until they are dead and defeated.
    >> Anonymous 12/18/09(Fri)08:20 No.7187047
    >>7187016
    I'd say hit them with everything we got, minus a small force in the village in case some of the bandits manage to escape. The leader should preferably be taken alive to be dragged through the streets and publicly executed, but not necessarily.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:21 No.7187049
    >>7186987
    In the new month.

    >>7186999
    >>7186989
    Done

    >>7186836
    >>7187013
    Opinions people?

    >>7187034
    In a small clearing. It's a few tents with a campfire in the middle. Firebombs might set the forest alight, and you don't wanna burn it down. Any other /t/actical /g/enius ideas?
    >> Anonymous 12/18/09(Fri)08:21 No.7187052
    >a surprisingly well equipped fellow for a bandit.

    SYYYYYYYYYYYYYYLEM!

    Also, we have that order from Wirt. If Urist is going the Seakay, don't forget to get him to pop in there.
    >> Anonymous 12/18/09(Fri)08:22 No.7187054
    rolled 4 = 4

    >>7187035

    We need to make sure we've got the capacity before we attract any more crofters.
    >> Anonymous 12/18/09(Fri)08:23 No.7187062
    >>7187034 Here

    My plan was to attack at night, while hopefully they'd all be there and asleep. I suggested leaving some of our Yeoman with a group of militia in town in case the bandits have other plans.

    If they're there though, my plan consists of the MANHUNTERS encircling their camp with bows drawn. The peat firebombs are tossed at their tents. In the commotion, half the manhunts fire on the bandits. The other half keep their bows drawn. We (Actually DOOOOOOOOOOOBS and Shorty, since we're too gentlemanly for such barbarous actions) demand their immediate surrender lest they rather face immediate death.
    >> Anonymous 12/18/09(Fri)08:23 No.7187067
    rolled 10 = 10

    >>7187049

    Leave the dog at home - there's a good chance he could get hurt going up against armed bandits, and we don't want that.
    >> Anonymous 12/18/09(Fri)08:24 No.7187069
    >>7187052
    Sylem's name was floating around in my mind.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:24 No.7187071
    >>7187047
    Note that they got the villager by surprise. They could hardly wipe out all 100 of your villagers, and just one guy won't be able to guard against shit. One guy to guard the keep + 2 villages. . . 0.o
    >> Anonymous 12/18/09(Fri)08:24 No.7187075
    >>7187052
    The leader should be tefinitly be taken alive. (yey for political leverage)
    >> Anonymous 12/18/09(Fri)08:25 No.7187076
    >>7187049
    A night raid, let by our Manhunters. See if we can silently take out any guards (since they slipped in and away before). Then try to slaughter them while they sleep. It sounds cold hearted, but there are fricking 10 well armed bandits. The only person we should attempt to spare, if we can, is the leader so we could question him (penalties can be decided later).
    >> Anonymous 12/18/09(Fri)08:25 No.7187077
    >>7187062
    I'd hold off on the incendiary attacks in a highly flammable forest. But how about this:

    Night attack.
    Bowmen attack from one side, skirmish and then fuck off.
    Yeomen and Lords attack from the opposite side while they're distracted.
    No cavalry. Forest + horses + night = dead horses

    How does this sound?
    >> Anonymous 12/18/09(Fri)08:26 No.7187082
    >>7187062

    Darkness works against us as much as it works against the bandits. Attacking at night leaves too much chance fucking things up, and also makes it harder to hunt them down if they run.

    Attack just after dawn (it's May, so dawn should be fairly early in the morning) but not at night.
    >> Anonymous 12/18/09(Fri)08:27 No.7187086
    >>7187077
    Sounds good.
    >> Anonymous 12/18/09(Fri)08:28 No.7187092
    >>7187082
    This is a good point. Second.
    >> Anonymous 12/18/09(Fri)08:28 No.7187095
    >>7187082 has changed my mind.
    I say attack at dawn, using the plan listed here: >>7187077
    >> Anonymous 12/18/09(Fri)08:29 No.7187100
    7187086 here

    Switching to >>7187082
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:30 No.7187104
    Any consensus on an attack plan guys?

    >>7187067
    Note he's now as big as a full grown Alaskan husky, and a bandit isn't as threatening as a fully grown boar, although he's more practised at killing boars.

    I'll be off after we do this fight also everyone.
    >> Anonymous 12/18/09(Fri)08:30 No.7187105
    Yeah. Dawn sounds good.

    MANHUNTERS should definitely use their leet bowskills to their advantage. Half of them should always be ready to fire while the other half reloads.
    >> Anonymous 12/18/09(Fri)08:31 No.7187109
    Also I am totally up for personally accompanying the hunt. We've had knightly training so we're good in a fight, and having the lord of the land go in to stomp bandits and protect his domain is extra hero points in the eyes of the populace.
    >> Anonymous 12/18/09(Fri)08:31 No.7187113
    >>7187082
    >>7187092
    >>7187095
    >>7187100
    Nice to see us all in agreement. This seems to be the plan.

    Now, may I ask, is it possible to use our Lucky Ring on the attack roll Quest Lord? Because this is one time that we REALLLY want the best roll we can get.
    >> Anonymous 12/18/09(Fri)08:31 No.7187114
    NOTE!

    WHOEVER ROLLS FOR THIS ATTACK, MAKE SURE TO USE OUR RING OF LUCK!
    >> Anonymous 12/18/09(Fri)08:32 No.7187116
    Looks like we have a consensus. I think we should bring Stark with us. Sheff said to keep close and he is, more or less, a bodyguard dog. He would be good to have there.
    >> Anonymous 12/18/09(Fri)08:32 No.7187120
    >>7187104
    Another round tomorrow night then Lord?
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:32 No.7187121
    >>7187077
    >>7187082
    This?

    Also, men-at-arms with the lords?
    >> Anonymous 12/18/09(Fri)08:33 No.7187122
    >>7187104

    OK, take the dog with us - he'll also be good for tracking down the bandits if they flee into the woods.
    >> Anonymous 12/18/09(Fri)08:33 No.7187124
    >>7187121
    yes
    >> Anonymous 12/18/09(Fri)08:33 No.7187128
    >>7187121
    This is good.
    >> Anonymous 12/18/09(Fri)08:34 No.7187131
    >>7187104

    The dog should be used to guard us just in case of a sneaky git trying something.
    >> Anonymous 12/18/09(Fri)08:35 No.7187142
    Christ guise... just don't roll a 1 and have the fucking dog die.
    >> Anonymous 12/18/09(Fri)08:35 No.7187143
    >>7187121

    I'm uncertain - on the one hand, having them with the lords adds weight to the hammer. Having them in ambush with the hunters adds solidity to the anvil.
    >> Anonymous 12/18/09(Fri)08:36 No.7187153
    >>7186391
    >It seems the peasant was off duty and thought it'd be a great joke to surprise one of the hunters. When they saw movement in the bushes, he was the one who was surprised

    I know it's a tad off-topic at the moment and feel free to ignore it until the fight is over, but who's story is this? We were previously told he was gathering wood.
    >> Anonymous 12/18/09(Fri)08:36 No.7187155
    >>7187143
    This isn't hammer and anvil. It's bait, switch and sucker punch. Leaving them with the archers just slows down the bait and leaves them more open to casualties.
    >> Anonymous 12/18/09(Fri)08:36 No.7187159
    attack them at dawn. Kill those who do not surrender.
    >> Anonymous 12/18/09(Fri)08:37 No.7187165
    ALRIGHT!

    DAWN ATTACK! ALL MANHUNTERS! MOST OF OUR MILITARY! LEAVE A FEW AT OUR VILLAGES WITH A GROUP OF MILITIA.

    MANHUNTERS KEEP AT RANGE WITH THEIR BOWS. FIRE IN ALTERNATING GROUPS.

    REST OF THE TROOPS FORM A PERIMITER.

    WE GO WITH OUR DOG.

    WE DEMAND THEIR SURRENDER, OR THEIR DEATH. TAKE THE LEADER ALIVE.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:37 No.7187173
    >>7187113
    yep

    >>7187120
    Yep, from 6pm my time. What that is for you will be 18.5 hours from now more/less

    Roll 3d20. 1 each please. 1st one for the ambush, second one for the actual attack and 3rd one for running anyone down. Which one do you want the ring on? I'd chose BEFORE people roll, so they can state so *_on the post they roll with_*. Each degree of success will help with each successive round.
    >> Anonymous 12/18/09(Fri)08:38 No.7187177
    >>7187153
    Some idiot who died in a hunting accident the month before. Totally unrelated to the lumberjack who was murdered by bandits.
    >> Anonymous 12/18/09(Fri)08:38 No.7187178
    >>7187165
    This should be all.
    >> Anonymous 12/18/09(Fri)08:38 No.7187180
    >>7187155

    OK, go with that then.

    Archers should aim to wound as many of them as possible, rather than get kills on a few. The lords and men-at-arms will clean up.
    >> Anonymous 12/18/09(Fri)08:39 No.7187188
    Luck ring on ambush.
    >> Anonymous 12/18/09(Fri)08:39 No.7187190
    I vote we use the ring for the actual fight.
    >> Anonymous 12/18/09(Fri)08:39 No.7187193
    >>7187173
    Use ring on FIRST ROLL.
    >> Anonymous 12/18/09(Fri)08:39 No.7187194
    The ring should go on the actual attack.
    >> Anonymous 12/18/09(Fri)08:40 No.7187198
    >>7187173

    I'd say put the ring bonus on the ambush - once they're in disarray that makes what follows a lot easier.
    >> Anonymous 12/18/09(Fri)08:41 No.7187208
    >>7187165
    I'd say the abush is more important. A good surprise round gives us a bonus on fourther fighting.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:42 No.7187211
    >>7187188
    >>7187193
    >>7187198
    3 vs
    >>7187194
    >>7187190
    2.

    Remember to say WHAT you are rolling for, and also IF you use the RING.
    >> Anonymous 12/18/09(Fri)08:42 No.7187212
    Guys, he said degree of success affect the later rolls. So using it first increases our ambush, which in turn betters our attack, which in turn betters our hunting down.

    The earlier we use it the more benefit we should see from it.
    >> Anonymous 12/18/09(Fri)08:42 No.7187220
    rolled 16 + 2 = 18

    Ambush
    >> Anonymous 12/18/09(Fri)08:42 No.7187221
    rolled 17 = 17

    For Ambush, using ring
    >> Anonymous 12/18/09(Fri)08:43 No.7187228
    rolled 6 = 6

    Rollan for ambush, usan the ring.
    >> Anonymous 12/18/09(Fri)08:43 No.7187232
    >>7187177
    That's what I thought. Sorry for the lateness, but I just woke up. I think we should of gone a bit deeper. If that was the story the hunter's told us, of course they'd want us to think they were in no way to blame. Just curious as to what type of man the peasant was and whether this is in his character to do.
    >> Anonymous 12/18/09(Fri)08:43 No.7187234
    >>7187220
    Yes.
    >> Anonymous 12/18/09(Fri)08:44 No.7187237
    rolled 17 = 17

    >>7187228

    FFFFF--

    Glad I was slowpoke there.
    >> Anonymous 12/18/09(Fri)08:44 No.7187239
    >>7187220
    >>7187221

    :D
    >> Anonymous 12/18/09(Fri)08:44 No.7187240
    >>7187220
    What was that?

    This is our roll: >>7187221
    >> Anonymous 12/18/09(Fri)08:44 No.7187242
    >>7187237
    CLEARLY THIS WAS THE BATTLE ROLL
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:44 No.7187243
    >>7187213
    OUCH. Lucky the ring brings it to 2, avoiding the CRITICAL FAIL TABLE that I worked out.

    The initial flurry of shots all go off target, but the bandits notice they are under attack. You lead your forces out of the forest, catching them unaware.
    >> Anonymous 12/18/09(Fri)08:45 No.7187249
    >>7187243
    No.... some one didn't just roll a 1...
    >> Anonymous 12/18/09(Fri)08:45 No.7187251
    Deleted posts?

    Cheating? CHEATING?

    I am disappoint.
    >> Anonymous 12/18/09(Fri)08:46 No.7187255
    >>7187243
    wait what? O_o
    >> Anonymous 12/18/09(Fri)08:46 No.7187257
    >>7187243

    Ohoho, what cheater deleted their shit roll?
    >> Anonymous 12/18/09(Fri)08:46 No.7187258
    Wow someone rolled a one and deleted it, plus we ended up using our ring.
    >> Anonymous 12/18/09(Fri)08:46 No.7187259
    >>7187243
    What?
    >> Anonymous 12/18/09(Fri)08:47 No.7187264
    then the 16 and 17 are attack and pursue...
    >> Anonymous 12/18/09(Fri)08:47 No.7187266
    Seriously, if you are going to fucking cheat leave this thread. I don't want Stark to die as much as any of you, but if we start fucking cheating, the rewards and progress we achieve mean NOTHING.
    >> Anonymous 12/18/09(Fri)08:48 No.7187267
    >>7187251
    It's been going on for a while, someone was called on it last thread too.
    >> Anonymous 12/18/09(Fri)08:48 No.7187268
    Ugh, whatever, let's just get on with it.
    >> Anonymous 12/18/09(Fri)08:49 No.7187272
    I think OP wants us to call the rolls. So we still need to roll fightan and pursuan.
    >> Anonymous 12/18/09(Fri)08:50 No.7187278
    rolled 4 = 4

    >>7187237
    This be fightan, I'll roll pursuan. Come on guys, we're autosagan here.
    >> Anonymous 12/18/09(Fri)08:50 No.7187279
    rolled 18 = 18

    CHAAAAARGE!!!

    Rollan for leading our strikeforce against the bandits, shouting and hollering and generally being as fuck-scary as possible.

    Also, unleash the hound!
    >> Anonymous 12/18/09(Fri)08:50 No.7187283
    rolled 18 = 18

    fight
    >> Anonymous 12/18/09(Fri)08:50 No.7187284
    Oh sweet merciful christ.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:51 No.7187291
    >>7187243
    HEY! NO DELETING FAIL ROLLS!

    NEXT TIME I CATCH YOU YOU WILL GET TO ROLL ON THE CRITICAL CHEATING TABLE. I DREW ISNPIRATION FROM XCOM, WHFRP, DH and MODHEIM.

    >>7187237
    We'll call this one the battle roll, since it's the first without being labled the ambush roll.

    Despite the original failure of the attack, you carry them through by surprise and you personally single out the leader and DOOBS leads the troops though the tents in a massacre.

    As you engage the leader you quickly execute a deft trip, knocking him to the ground. Stark jumps on him pinning him down, and you command stark to stay. Stark snaps playfully at the terrified bandit leader, who stays down.
    >> Anonymous 12/18/09(Fri)08:51 No.7187292
    rolled 12 = 12

    attack is this then. CALLED.
    >> Anonymous 12/18/09(Fri)08:51 No.7187296
    >>7187279
    THANK FUCKING GOD.

    You had me worried as hell /tg/
    >> Anonymous 12/18/09(Fri)08:52 No.7187306
    >>7187291

    AWESOMES.

    Motherfucker best be surrendering. And his men, too.
    >> Anonymous 12/18/09(Fri)08:54 No.7187315
    Okay.

    So we're bad at studying, generally bad at negotiating, bad at being stealthy.

    But we're fuck awesome at being charming charming, badass, valorous and throwing parties.

    It's almost like the dice can tell that the character was a second son trained as a knight.

    tl;dr: On /tg/ even the dice roleplay.
    >> Anonymous 12/18/09(Fri)08:54 No.7187318
    >>7187315
    :D
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)08:57 No.7187347
    >>7187267
    I missed it last thread. Can you guys keep an eye out please, and let me know.

    >>7187278
    This is the pursue. First labled such after the attack roll.

    The last of the bandits break away, one is felled by a Manhunter, the rest escape. However most of them were killed/captured in the initial attack.

    Deaths:
    1 Yeoman

    Major Injuries:
    None to characters, 2 yeomen with broken ribs etc.

    Enemies killed:
    7
    Enemies Captured:
    2 (Including Bandit Leader)
    Enemies escaped:
    2
    >> Anonymous 12/18/09(Fri)08:59 No.7187357
    >>7187347

    Building project for next month: gibbet.
    >> Anonymous 12/18/09(Fri)09:00 No.7187361
    >>7187347
    Are we going to carry out punishment/interrogation now or in the next quest?
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)09:00 No.7187362
    >>7187315
    THIS.

    "Even on /tg/ the Dice Roleplay. "

    If nothing else is remembered of this thread, I want THAT to be remembered.
    >> Anonymous 12/18/09(Fri)09:00 No.7187368
    >>7187347
    Put out sword, I assume we have one, to the leader's throat. With Stark snarling at him, and our foot planted firmly on his back, "I am Thomas Green, and you are trespassing. Doobs, what was the sentence for bandits trespassing in my forest?"

    Doobs: "Death, sir."

    "That's right. Death. But you know, I'm feeling quite generous today. Why don't you tell me exactly why you're here, and we'll see about commuting that sentence."
    >> Anonymous 12/18/09(Fri)09:00 No.7187369
    >>7187347
    I find this to be quite acceptable, considering what we were facing.

    Also, we shall have a proper burial for the Yeomen, and have the Bard compose a song praising his sacrifice.
    >> Anonymous 12/18/09(Fri)09:00 No.7187371
    well... it could have gone better.
    >> Anonymous 12/18/09(Fri)09:01 No.7187379
    >>7187371
    It also could have gone much worse.
    >> Anonymous 12/18/09(Fri)09:02 No.7187387
    I'm inclined to use this as a highly visible lesson for any bandits who want to prey on our lands.

    As such, medieval methods like putting the bandits' heads on spikes by the road or whatever else is appropriate to the setting seem pretty acceptable to me.

    Also, some kind of pension if the killed yeoman had a wife and/or children, given that he died in the line of duty.
    >> Anonymous 12/18/09(Fri)09:02 No.7187388
    >>7187379
    Agreed.

    Those rings have saved our asses three times now. Best 15g ever spent.
    >> Anonymous 12/18/09(Fri)09:04 No.7187399
    >>7187387
    >Also, some kind of pension if the killed yeoman had a wife and/or children, given that he died in the line of duty

    I agree with this and the bard song.
    >> Anonymous 12/18/09(Fri)09:05 No.7187412
    >>7187399
    Indeed. We need to find out what his name was. He is a hero and an inspiration.
    >> Quest Lord !!7ls3wo7NoED 12/18/09(Fri)09:06 No.7187413
    >>7187361
    Next quest.

    That's me for the night. Cheers lads, and can one of you archive it on the way out. I find your summary things better then mine, and It's a good way to see what you take from each thread.

    Goodnight /tg/, hope it's a bit faster tomorrow night. Pic related to how the ambush went.
    >> Anonymous 12/18/09(Fri)09:06 No.7187415
    >>7187413
    Nice pic there, boss.
    >> Anonymous 12/18/09(Fri)09:06 No.7187416
    A funeral shall be held after the interrogation/public execution of the bandits. The bard will sing, and the people will mourn, but be assured that in our lands we will suffer not the wicked of heart.
    >> Anonymous 12/18/09(Fri)09:07 No.7187417
    >>7187371
    We fought 11 well armed bandits. We may have had a bit above a 2 to 1 advantage- but the bulk of our soldiers were green Yeomen. The fact that we only lost 1 soldier to their 7, and the fact that we captured their leader makes me think that we did pretty damn well in this encounter.
    >> Anonymous 12/18/09(Fri)09:08 No.7187425
    Does anyone else have the desire to keep some of these hunters as MANHUNTERS and rent them out as bounty hunters?
    >> Anonymous 12/18/09(Fri)09:08 No.7187427
    >>7187417
    I think it was just the leader who was surprisingly well armed.
    >> Anonymous 12/18/09(Fri)09:08 No.7187429
    >>7187417

    After a shaky start, yup.
    >> Anonymous 12/18/09(Fri)09:09 No.7187436
         File1261145370.jpg-(61 KB, 435x344, 121700085384.jpg)
    61 KB
    >>7187415
    Have this instead.
    >> Anonymous 12/18/09(Fri)09:12 No.7187458
    Has anyone archived this yet? If so how long does it take to show up on suptg? I've never archived anything on there before.
    >> Anonymous 12/18/09(Fri)09:13 No.7187469
    >>7187458
    It'll show up as soon as you refresh it after archival.
    >> Anonymous 12/18/09(Fri)09:19 No.7187499
    Alright, I archived it.
    >> Anonymous 12/18/09(Fri)09:29 No.7187564
    Damn good thread today/



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