Into the Stolen Lands - A Kingmaker PBP (Inactive)

Game Master GM Tallgrass


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+2/W +3 (+4 vs. fear effects)

Cool--thanks for the update.


Yep.

And it looks like Ezekial is going to have work to do right off the bat.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Hmmm, I wonder who those two muffled voices could be? ;) I'd go right to you two, except there's a greater emergency to tend to at the moment...


+2/W +3 (+4 vs. fear effects)

"Mmf m mm!"


Ezekial is a doctor first and foremost. He will heal both friend and foe, using triage first and then by relation.

(Example: While and arrow in the gut is painful, having a damaged neck will prevent air flow as well as circulation. Once that bandit is stabilized, he will then stabilize the other wounded bandit(s) with the arrow.)

He also follows Sarenrae's teachings in attempting to redeem those who do evil. And unless they are irredeemably evil, he will not be taking to kind to just executing them.


That being said, it doesn't mean I have to give a bandit anesthetics to ease the pain. :D


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

@Saronian: Coolio. I foresee some moral debates unfolding as we go... good roleplaying opportunities. :)

@all: I am presuming Kessle is still alive and unconscious until we hear back from GM T. While Caelus has been hitting VERY dead on, -10 hp is the worst case scenario for her, so unless she's got a Con score of 10 or lower, she should still be living. Possibly conscious, but probably not dead.

Posting now...


Way I see it, the bandit problem is really the competition for resources. Why try and create something that can easily be taken?


Also, Chel is a term used to describe someone as behaving like a Cheliaxian. In Andoran it is considered to be an insult to called a Chel or acting Chelish.


The GM disappears for a couple of days (ok, weeks) and the game devolves into a debate about the value of a bandit's life. I can't leave you guys alone for a minute!

All bandits are stable and unconscious if you want them to be - except the one off the map. He's dead, dead, dead.

I'm updating the game now.


So that means 2 bandits and the lady named Kressle?


You got it!


Male Human Alchemist 2
GM Tallgrass wrote:

The GM disappears for a couple of days (ok, weeks) and the game devolves into a debate about the value of a bandit's life. I can't leave you guys alone for a minute!

All bandits are stable and unconscious if you want them to be - except the one off the map. He's dead, dead, dead.

I'm updating the game now.

I view the bandits as an untapped resource.

In fact, it's based on an old saying of sapping your enemy's will to fight and of bending them to your will.

We prove that we are better armed and trained, but we also show we are in a better position to provide for our allies. Defeat them in combat, defeat them in peace. Faced with the certain destruction and a chance to not only survive but thrive, we can state a very good case for them to join us.

Heck, if I can get something that'll improve my cooking skill, they might join out of having a good meal. Just saying.


My apologies for chewing up the scenery and talking a bit much. If any one has an issue with it, just say so hereor via pm.


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Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

As for me, I don't mind at all, Saronian. Especially this early in our characters' introductions, as I'm getting a good visual of your character, and enjoy your posts (and Retsiji's too). Aldarion's earlier perhaps abrupt call to shut up (spoken by him in more polite terms) and get to work binding the bandits was a pragmatic call; he was wisely making sure we bind the bandits before getting distracted in moral debates, potentially into arguments even... while they escape without our notice.

You will find Aldarion amenable to Ezekial's ideas and plea for compassion in theory, but also equally concerned with what is most pragmatic. If being merciful entails leaving, in time, dozens of bandits tied to a few poles back at Oleg & Svetlana's, with the middle-aged couple alone to make sure they don't escape (assuming they're even willing, which they undoubtedly are not in Aldarion's judgment), he's going to lean towards execution instead, rather than risk the probable greater harm of their escape and murder of the merchant couple. However, if you can come up with a practical solution that will not risk the lives of our hosts or other innocents, Aldarion will seriously consider it.

In other words, Aldarion's on the same page with Ezekial as far as compassion being a central virtue. But, as you will see, he also sees life as a series of compromises between our noblest ideals and what is practical given the reality of our circumstances. We must often choose the lesser of two evils to ensure the more compassionate road long term, in his philosophy.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3
GM Tallgrass wrote:
The GM disappears for a couple of days (ok, weeks) and the game devolves into a debate about the value of a bandit's life. I can't leave you guys alone for a minute!

Lol. As long as you keep on logging in and posting at least once or twice a week, I will keep checking in as often as I can to play. Just try not to disappear, if possible, without any word at all for weeks. Hope your situation improves at home soon. :)

I myself have had a medical emergency in the family, so I may miss a day or two here and there as well over the next few months perhaps - the situation is stable and there's small improvements every day, but it's going to be a long-term recovery.


Aldarion the Sage wrote:

As for me, I don't mind at all, Saronian. Especially this early in our characters' introductions, as I'm getting a good visual of your character, and enjoy your posts (and Retsiji's too). Aldarion's earlier perhaps abrupt call to shut up (spoken by him in more polite terms) and get to work binding the bandits was a pragmatic call; he was wisely making sure we bind the bandits before getting distracted in moral debates, potentially into arguments even... while they escape without our notice.

You will find Aldarion amenable to Ezekial's ideas and plea for compassion in theory, but also equally concerned with what is most pragmatic. If being merciful entails leaving, in time, dozens of bandits tied to a few poles back at Oleg & Svetlana's, with the middle-aged couple alone to make sure they don't escape (assuming they're even willing, which they undoubtedly are not in Aldarion's judgment), he's going to lean towards execution instead, rather than risk the probable greater harm of their escape and murder of the merchant couple. However, if you can come up with a practical solution that will not risk the lives of our hosts or other innocents, Aldarion will seriously consider it.

In other words, Aldarion's on the same page with Ezekial as far as compassion being a central virtue. But, as you will see, he also sees life as a series of compromises between our noblest ideals and what is practical given the reality of our circumstances. We must often choose the lesser of two evils to ensure the more compassionate road long term, in his philosophy.

Proposal

We tie all bandits to poles setup outside the fort. And not some two inch thick poles. I'm talking logs that are either sanded or at least stripped of protruding bark so the ropes won't get cut or weakened by them being dragged up and down the log. Arms will be bound and tied tight around the log, with the prisoner facing out. Wearing clothes may be optional. I would recommend them sitting but standing may be done if the logs are of sufficient height. This is to maximize discomfort while minimizing injury, at least in theory.

At minimum they will be provided water to survive. Those who are cooperative will be given some food, normally just bread.

We should have one person on guard at night, both to ensure the prisoners have not escaped and to ensure no surprise attack by the other bandits.

If a bandit(s) decide they want shelter after the first night, they can be "released". Under observation, the prisoner can setup a shelter for him to use. This shelter will be set up outside the fort, though there could be no restrictions on how big it can be.

If a bandit wishes, acts that will help the community can translate to additional freedoms (not being bound at night, given better food and drink, not being kept under guard, allowed basic weapons, etc.)

During expeditions for the prisoners, I would recommend no more than three bandits per 1 guard, though having a 1 guard to 1 prisoner is highly recommended.

What does every one think?


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+2/W +3 (+4 vs. fear effects)

I think we should try to take advantage of the second of the River Freedoms, myself.


Retsiji wrote:
I think we should try to take advantage of the second of the River Freedoms, myself.

Hmm. That is interesting. And also can be tailored.

The most basic is renunciation of banditry. Breaking it means "unrepentant banditry". However, I would recommend that is to be done only after the bandits are no longer tied to a pole.

Then there could be an Oath of Labor. Basic concept: Work or Starve.

What do you all think?


Inactive

Interesting. Are we uniting reformed bandits into a new kingdom? Oath of Labor feels a bit like creating a serf class, I have my doubts about that. But an oath to renounce banditry sounds good to me.


The bandits have skills that are of use. Between the most basic of being veterans in ambush, they can also be useful in being guides. That, and it can also help get other bandits to come over.

The Oath of Labor idea comes from Colonial Jamestown: money has little power here. You want something done, you do it yourself or get people to help you. Since they are considered prisoners, they will have few freedoms since they have stolen from Oleg and other colonials.

However, they will not be made into slaves, working for others at the expense of being shackled and given few if any freedoms. That will make us no better than the bandits.

Since I'm pretty sure Oleg is against housing them, that means they'll have to make their own housing. That's why I'm looking forward to using my cooking skill, to give the bandits who are "helpful" another reason to stay and help build a lasting legacy.

Basically, the more the bandits prove their worth, the better freedoms they'll be getting.


How is everyone's week so far?


At least I rolled a two.

Also, Appraise rolls. Let's see if I can get all of the bad rolls out of me.

Appraise rolls for:

a pair of silver earrings Appraise: 1d20 + 3 ⇒ (10) + 3 = 13
wooden music box Appraise: 1d20 + 3 ⇒ (9) + 3 = 12
three crates of furs and hides Appraise: 1d20 + 3 ⇒ (3) + 3 = 6
a polished wooden case of potent greenish herbal liquor - 8 bottles left Appraise: 1d20 + 3 ⇒ (15) + 3 = 18

*blink**blink*

I'm going to hate combat.


Sooo...

How's the week going for everyone?


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Sorry everyone, that medical situation I mentioned previously has not abated. I'll post to the gameplay thread in a bit.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

So basically, here's what I'm thinking.

The bandits who are willing to repent, I am leaning towards enacting Ezekial's plan if he can address two issues: where to keep them (not at the trade post), and how will we ensure they do not escape?

OOC, it occurs to me we could hire guards from the north to keep watch. But they may take a while to arrive, so what to do with them in the meantime.

As for Kressle, we interrogate her further, but hang her if she persists in not cooperating.


Not inside the tradepost/fort. Unless we can convince Oleg to setup a smalll shed for them to stay in (doubtful).

Set up posts outside the fort and tie the bandits to them. For Kressle it is tying her to post to ensure she doesn't move.

Those who are repentive can be tied to a post with just their hands bound and given a length of rope. Enough length to move around.

As for escaping, it's simple: run away from this place. We catch them as bandits again, they will be executed as oath breakers. Otherwise, live and let die. Hence the reason for putting them outside the fort.

As for Kressle, she is defiant because of my bad roll and she is confident the Stag Lord will kill us. We defeat him, she will be less inclined to cause trouble, at least until she can escape.

What do you think?


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

The problem I have is, do we want to risk them escaping even once? So far, we've been careful not to let any escape and flee back to warn their bandit allies and rally in greater numbers against the trade post, Oleg, Svetlana, and us. If one bandit escapes, s/he will likely find other bandits and even this Stag Lord and we'll have a small army of bandits instead of several to deal with at one time. That's my chief concern with this approach.

I'm thinking we definitely need guards to watch these guys and ensure they do not escape. Maybe we should get word back to Rostov that we're looking to hire full-time guards. In the meantime, someone(s) should stay behind as the rest explore each day, so that there's someone always watching them. We need a contingency plan to hinder their escape as well. For instance, if I stay behind, I'd probably surround them with plants and cast entangle if someone tries to flee. Perhaps deadlier traps should be established around the perimeter of where the bandits are held as well.

As for Kressle, well, you may have had a bad roll, but that's ooc knowledge. We need to proceed as if she's hostile and unrepentant, because she is whether due to you being unconvincing or not. I think she needs to hang unless she cracks beforehand.

I'm saying all this ooc to expedite the conversation.


I understand, time isn't on our side. But unless they want to flee with no weapons, armor, or gear, they'll want to wait. And fleeing to the Stag Lord isn't necessarily a good choice, especially if he is one of those villains who enjoys killing failing subordinates.

Again: They escape, they better run for it. We catch them as bandits again in our territory and they will be executed as oathbreakers. We see them as hunter/gathers/guards for a legitimate enterprise and we'll treat them a neutral.

I'm partial to banking on that set of circumstances.

Also, we're the good guys. We shouldn't be hanging prisoners for being bandits unless they'll be an even greater threat (Kressle partially falls in this category).

Also, aren't there suppose to be guards on the way to the outpost? If they can' handle keeping an eye on three prisoners tied to posts, they aren't much of a guard.

Look, OOC, I read what you all did to the one "bandit". I can't say I blame you all, but at the same you are acting just as bad as the Stag Lord and one of a dozen different "noble" families. They take because they have a "birthright" and "the law" allows them to do as they please. Bandits and those over them take what they want because "no one is going to be stopping them".


Hi friends. I'm really sorry, but life has proven too busy to keep up with a reasonable, daily posting schedule.

I've loved gaming with you guys, but I'm going to have to pause my online games for now.

Happy gaming, all.


How long of a hiatus are you going for?


Inactive

Life happens - best of luck Tallgrass!


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Thanks for trying to stick it out GM T. I greatly enjoyed the game as well. Best wishes.


Hello, friends. Life has slowed down a bit, and I'd like to start some games back up. I don't think I'll revive any of my previous games, as most of you have probably moved on, but I did want to encourage you to apply for the game that I'll be posting in the recruitment thread shortly.

I look forward to gaming with some of you again!


Inactive

Thanks for the shout-out! I recently put in an application for another S&S. If that doesn't work out, I would love to present it to you for consideration.


Male Half-Elf Treesinger 3 -- HP: 21/21 | AC: 17 | T: 11 | FF: 16 | CMD: 11 | Fort: +4 | Ref: +2 | Will: +6* | Init: +1 | Perc: +12L | Fists: 6/6 | Goodberries: 0 | Spells: [1]0/4 [2]0/3

Just noticed this, GM Tallgrass. Lol. I'm already in another S&S game anyway, but glad to see you back.

There's a new Kingmaker game starting up and last I checked, there are three or four openings left. I'm playing Aldarion again, and would love to play with some of my old companions once more.

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