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Vera Lyngriff's page

95 posts. Alias of Aest.


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This sounds like a good game for Vera to get into. She was originally built for a western. Gunslinger/Something (originally investigator, but I dunno).


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I'd love to continue playing Vera, but I might rebuild her a bit from her current form. It might be best if we did a full restart, since we're not incredibly far in. Either way would be fine with me; I enjoyed playing Vera, and I think some new blood might help get the game going a bit.


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Okay, so that's two of the original, what, five?


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Anyone else around?


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It might not just be Grace...

Relik's player hasn't posted in his games since like April 10. He was GMing a game I had to drop from.


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Eez zees dead, zen? I do 'ope not, but fear zee worst.


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So, this game stopped showing up as updated in my campaign tab. I'm sooo sorry for not posting.

Looking down at the road, Vera begins thinking through a plan, only to be rudely interrupted by Relik's shout. Oh no, this isn't happening. This isn't happening. That beautiful one is going to die in the crossfire, and there won't be anything to do about her. Thinking as fast as she can, she aims her gun at the most immediate threat to the plains elf, the cat with the shotgun.

Readied Shot: 1d20 + 5 ⇒ (18) + 5 = 23
Damage?: 1d6 + 4 ⇒ (3) + 4 = 7

Readied attack vs. the elgato: Trigger is any hostile action by anyone, including a friendly.


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"Vera eez always interested een adventure!"

But seriously, she's a fun character that I wouldn't get a chance to play in another setting.


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"Grace, zat spot eez no good. 'ere, let me 'elp you out."

Aid Another (Stealth): 1d20 + 10 ⇒ (18) + 10 = 28
If that beats 10 (which it auto-does), Grace gets +4 to her stealth roll (thanks to the Helpful trait). You're welcome, maybe it'll help.

Having helped Grace find a slightly better spot, Vera secrets herself into one of the crevices near the top of the canyon. As she does, she looks to see where the others are hiding themselves.

Stealth: 1d20 + 10 ⇒ (18) + 10 = 28


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"Ash and sashes, Grace, ash and sashes. Without zem, 'ow will we fill zat bounty?"


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Vera looks over her shoulder for the fifth time in ten minutes. "'ave you seen zee four be'ind us? Zat eez sixty dollars. For a while, I thought they 'ad seen us, but I think zey are reporting to zee boss and zis 'appens to be zee way zey chose." She glances back again, nervously fidgeting with the butt of her pistol with one hand while the other guides Butterscotch along the trail.


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Perception: 1d20 + 8 + 1d6 ⇒ (17) + 8 + (6) = 31 (1/3 Inspirations used, don't wanna fail a perception check!)
Survival: 1d20 + 5 ⇒ (15) + 5 = 20


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I've recently become aware that today is "GM's Day". Thanks for running this!


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"Grace, I appreciate your desire to plan zis, but I do not think zat any plan we 'ave will survive once we arrive at zee 'ideout. Eet would be nice to catch zem all asleep; 'owever, I think at least one will be awake. Just be ready to adapt and overcome."


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"Oo', I would like to know as well. I am willing to listen, and of course, to talk." Vera sits on her pony, waiting. "Meester Doctor, 'ow about you? Where are you from?"


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Walking over to her pony, Vera pats it on the side and pulls herself up. "I weel call you Butterscotch! We are going to be good friends." She waves to Marshal Clayt. "Do not worry, zee bandits weel be dealt with, and we weel be back with zee warrant, zee sashes, and James as well!"


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As the group walks over to the Marshal's office, Vera squeals in delight. "Ooh, eet eez my size!" She runs up to the pony, red dress streaming behind her, and gives it a petting on its nose, hoping for a nuzzle in return.

She walks over to the cell, nodding at Dek before addressing Naya. "Now, remember, 'e eez recovering from 'is time as a bandit. You weel need to be patient with 'im, but een time, 'e could be a good person again. 'elp 'im be zat person."

Once in front of the Marshal, she stays quiet, letting the others do the talking.


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"Mmmm. I believe we should talk to zee Marshal. I believe 'e said something about 'aving 'orses for us. Well, something more my size for me, 'opefully. Once we 'ave mounts, We should go scout out zis 'ideout. In zee meantime, zough...Meester Doctor, Do you still 'ave zee map?" Vera looks at Brandon expectantly, eager to make a strategy for assaulting the bandit lair.


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"I believe surprise eez a good option. Eet eez likely zat sey 'ave not 'eard of us yet, but eef we do not go after zem today, zey weel know. As for zee renegade or your missing person, zis situation eez different zan last night's. Today, eet weel likely be impossible to get zem all to surrender in an ambush, and we weel 'ave to kill zem. Would you say she eez a larger threat zan men with guns? Eef so, she may 'ave to die quickly."

Vera sniffs the air a couple of times. "Meester Cogs, zat coffee smells delicious! I must get one for myself." She orders a mug as big as the dwarf's.


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Vera digs into the food, squinting at the lights in the common room. After a few bites, she looks at the others. "Okay, Dek 'as told us quite a bit about zee Brother'ood. At zee waterfall-'ideout, zere should be only three or four, plus zee leader. I believe we should get moving, unless anyone else 'as other concerns or information." She adjusts the hairpins she put in, poofing her hair up to make her look taller, before fidgeting with the revolver under her jacket.


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I'm ready to move on to day two, unless anyone has stuff they want to do in the dead of night.


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Vera wakes up long enough to crawl into a bed, and then resumes snoring.


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Vera continues to snore on Grace's shoulders.


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No rush. If there's combat, you can run my character. She shoots stuff. It's pretty easy.


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I'll be away from the internet from Friday until Monday. Just a heads-up.


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Our total loot count is as follows:

A deck of marked cards.
A deck of cards featuring drawings of various unclothed females.
A pair of superior loaded dice.
70 Dollars.
A compass.
2 gunbelts with 20 revolver rounds each.
A combat folding knife.
a silver pocketwatch
2 revolvers
AND two green sashes, each valued at 15 dollars.

Anyone have anything specific they'd like? Cogs said he wanted one of the guns, belts, and 10 rounds. Vera wants the artistic cards and the loaded dice.


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Vera lets the Templar pick her up, adjusting her dress quickly and muttering quietly to herself. "But mom, Idon't want to getonthe boat. Where'sit going and why isn'tdaddycoming with?" By the time they're at the Inn, she's asleep, though she wakes up long enough for a sip of the coffee.

We can split up loot in the discussion thread if you'd like. I don't think we took anything from Dek that he wouldn't be glad to be rid of.


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Oh, at this point, Vera has pretty much what she wants. She's drunk, Dek is in the Marshal's hands, and there's a room in the works, at least in theory. She's just going to be a willing (or not so willing) victim for Grace.


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"Gracenoooooo. This dress's 'spensive! You'll ruinit. B'sides, I'm not toodrunk. Now helpme get Dek tothe Marshal's!"


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Oh, whatever it is, no problem. As long as it doesn't, you know, kill me!

Opposed Strength!: 1d20 - 1 ⇒ (8) - 1 = 7
Fort (Drunkenness 15): 1d20 + 3 ⇒ (2) + 3 = 5

Despite her best efforts, Vera finds herself manhandled into the chair. She shoots Grace a look that says if looks could kill, she'd be dead now, before ruining the effect by turning pale and gagging a little.


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"What?" Vera continues to clutch Dek's shirt for balance. "I'mnot drunk. I hadtwo shots with theMarshal, and now I haveto take Dek tojail. Help me takehim to jail!" She lets go, crossing her arms over her chest and stamping her foot before standing still and looking at Grace and Relik. She looks not unlike a kid having a tantrum in a dress.


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Yeah. The worst part was that she was an inquisitor with the "restoration" subdomain, so she had a domain power to remove drunkenness, but she was too drunk to remember she had it...


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I've had practice. One of my characters was drunk for two pages.


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Marshal's Office:
"Of course, Marshal. Per'aps we scared 'im into be'aving for a bit, at the least. I know eet eez not zee letter of zee law, but eet might be een everyone's best interests eef Dek spent a few weeks in a cell. 'e learned zat zere are consequences for 'is choices, but a bit of reinforcement might 'elp 'im, no?"

Vera shotguns the rest of the whiskey, pouring herself another before continuing. "As for zee sashes, We weel deliver zem all togezer, I think. Thank you for your 'elp with Dek. Maybe 'e weel turn 'is life around after tonight. Eef not, Mees Grace 'as a plan for 'im, and I won't stop 'er twice." She drinks the second glass of whiskey and takes her leave of the Marshal.

Fort (Drunkenness DC 15): 1d20 + 3 ⇒ (8) + 3 = 11
Out of the street, Vera starts feeling the effects of the two human-sized shots of whiskey she drank, and by the time she returns to the doctor's office, she's well beyond drunkenness. Her balance is pretty much gone, and so is her accent. Careening into the doctor's office, she grabs Dek's shirt to steady herself. "Dek, I have goodnews. The Marshal isgoing to put you away forawhile, but you'll be out someday, but hesays he won't even pop yourneck. But if you everdoanythin' like thisagain, I'll let Grace fryyou." She pulls at his sash until it tears and hands it to Brandon. "Keep ahold of that. I think we need themfor something, but Ican't 'memberwhat. Now, weneed to take thisboy to Clayt and then I needtofind abed. You need to help me, Mister Doctor. Whatsyourname, anyways?"

Brandon never introduced himself, and drunk-Vera is more curious than sober Vera.


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Marshal's Office:
"Thank you, Meester Marshal. Zee whiskey weel be fine." Vera finds a cushion, sets in on the seat, and climbs up. "I 'ave a concern. We 'ad a run-in with zee Brother'ood outside of town. Grace and zee lawman killed one when 'e ran, but zee ozer one surrendered and 'as been very cooperative. While I would like to see justice done, 'e does not seem to 'ave been involved in anything major with zee gang. Eef I bring 'im een, can you promise 'e won't be executed? 'e seems like zee type zat could be reformed." Vera takes a quick sip of the whiskey, shuddering as it burns its way down her throat.


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Checking in, so you know I'm checking in.


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Cool! Oh, by the way, it should be noted that Dek is still wearing his green sash. Vera never took it off him like he asked.


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Yeah, that's basically what it is, but Brandon's expressed interest a few times, so I've been fleshing it out. I can send you a quick sketch of the country sometime tomorrow if you'd like.


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I think the order is actually the opposite of what you think it is. My understanding is that the Templars protect the 'gifted' from the rest of us, and I'm playing it like that. If you're interested, and assuming I'm right about the Templars, you could probably just talk to Grace. I'm sure she'd like an opportunity to tell us (or at least some of us) about the Order.

By the way, I've got an idea of why Vera has her accent and her story, so if you want to ask about that at some point, be my guest.


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"Mees Naya, I 'ope you mean what you say about forgiving 'im. 'e eez still responsible for zee things 'e 'as done, and zere are still penalties 'e must pay. One of zose is to Kadjok. Anozer is to zis town. I am off to talk to zee Marshal and make certain zat 'e won't be executed for 'is crimes, but time in jail eez still likely, and deserved. I 'ope you'll be okay with zis." Vera nods at Dek, a single tear in her eye. "You weel, of course, submit willingly to zis punishment, but I see no reason not to be a 'appy member of zis town after. If zat means zis girl, and she wants to be 'appy with you, zen zat eez a good thing, no?"

"Meester Doctor, eef you would be so kind as to keep an eye on Dek while I am gone. Also, keep 'im bound, just een case."

Vera leaves the building, hurrying to the Marshal's office. By the time she steps off the front porch, she's fully composed and all business. She knocks on the Marshal's door.


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"Thank you, Grace. I assure you eef I ever think you have a right to do what you wish, I weel stay well out of your way." Vera bows slightly and once again begins leading Dek the crying bandit toward the town. "Meester Doctor, eef you would kindly show me to your fellow doctor's place of work, I believe zis man 'as some things to say to someone. After zat, we weel take 'im to zee tavern, and zen zee Marshal. 'opefully, eet weel be a light sentence, and zen you can take your 'ore, get married (or not) and live a 'appy, simple life 'ere."


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"'e eez a broken man, Grace. 'is spirit eez shattered, and eet will take years to repair eetself. 'e 'as told us more zan I would 'ave expected from someone in 'is profession, with less zan a promise to keep 'im alive. Can we stop with zee threats and start planning for our next move? If you wish to 'and 'im to zee Marshal, so be eet. I weel get Clayt's word zat a trial weel be 'eld, and maybe Dek can find enough sympathy to go on living.

Either way, eef zee people of Bleakwood Falls decide to kill 'im, zat eez zier choice. We need to make ours. I choose to turn 'im over to zee citizens, represented by zee Marshal, and to begin thinking about zee Brother'ood strong'old." Vera sighs, frustrated with the argument. Dek had shown regret, even repentance, and there didn't seem to be anything more he could do to help the party, but he could still do good in the town, or at least have justice be done upon him. Besides, she'd tried appealing to Grace's apparently nonexistent emotions, her sense of right and wrong, and that of...wait. I have one more argument! "You know, of course, that if all our prisoners are either killed, like Coro back there, or indoctrinated into your cult, like you'd like to 'ave Dek, zat our enemies will likely stop giving up so easily. I'm sure Meester Doctor eez very good at what 'e does, but bullets 'urt, and eef enough 'it you, zey kill you. I'd razer not be shot, eef I can 'elp eet. Give Dek a chance; it may avoid our deaths later."


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I think Vera's alignment is wrong, and I'd like to switch it to chaotic good. My evidence is how she's acted so far. I meant to have her be a lot more okay with unneeded violence because of her background, but in play, it hasn't worked out that way.


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"No, I do not agree zat 'e would get zee noose. Zee crimes I could see 'im being charged with include zee following: bad fashion-sense, knowing zee location of zee Brother'ood camp, visiting a 'ore, and conspiring to cheat at cards and dice. A clever defense could get 'im off with very minimal punishment.

"Besides, I do not suggest giving 'im to zee marshal. I would rather 'e be given to zee owner of zee Dusty Silver and zee girl 'e claims to 'ave become attached to. Let zee people 'e wronged choose 'is fate, I say! Zee people of zis town. and when zees eez all over, I want to 'ave a chat about your Pact, and what eet says, just for my future benefit."


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"Mees Grace, I agree with you killing zee ozer one when 'e ran, so I will speak your language 'ere. I do not accept zat your Templar's regulations allow you to conduct your brands of 'law' in zis place, and I see no evidence zat zis man 'as done anything to 'urt you OR zee members of your creepy cult. Brainwashing eez worse zan death, and I weel not stand by and let you subject 'im to eet. 'owever, neither weel I untie 'im."

Vera turns to look Grace in the eye and speaks in as stern a voice as she can muster. "In ozerwords, Mees Grace, no. Not unless you can point to zee spots in your Pact zat say you can do zis. And not unless Relik can agree with you. 'e eez zee only one ere 'o's law I will respect."

Hope no-one minds in character conflict here.


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"So, you are coming with, zen? Good; we weel need you to bring zee saloon-girl you worked on with zee ozer doctor to zee Dusty Silver Saloon. I weel explain when you 'ave 'er zere." Vera blushes a little at the mention of her accent, but doesn't take any actions to make it more manageable.


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Sense Motive: 1d20 + 5 + 1d6 ⇒ (12) + 5 + (6) = 23 (Is he being truthful or just a really good actor? Also, Inspiration 2/3 used.)

"O' dear. Ooooo' dear." Vera slipps her revolver into the holster underneath her jacket and wrings her hands, trying to think over his sobs. I could do-no, that wouldn't work, and that choice will probably get him killed too. Leaving things be, the best thing that'd happen to him is Grace's cult, but maybe...maybe there's a way."

"Meester Doctor, do you believe een 'law' or een 'justice'? Zees eez important, zees man's life eez een zee balance. Eef you believe een justice, come with me. Eef eet eez law, stay 'ere." She turns to the crying bandit. "Meester Dek, you are lucky eet eez me 'ere, and zat you seem to regret your decisions. Now, stand up and walk with me to zee town. I 'ave an idea." Vera waits for him to stand and start walking and leads him toward the town, and the Dusty Silver Saloon.

Vera is less concerned with law than 'justice', so she's going to give the bandit to the saloon-owner. If Brandon wants to come with, we can get the beat-up saloon-girl's story as well. If not, maybe the orgeth will be merciful and keep him on as a servant or something. At that point, it's out of Vera's hands whether he lives or dies.


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Yep. By the way, I'm aware that it's combat, but given that young bandito and I are just chilling, I figured it'd be okay to talk for more than six seconds.


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While Relik and Grace (and presumably Cogs and Brandon as well) chase after the fleeing bandit, Vera gestures with her gun at the young one. "'ave a seat, meester Dek. I would like to keep you alive and out of Mees Grace's hard-labor, or 'er cult, but to do zat I need information. Besides, she weel be angry when she comes back, especially eef 'e escapes. She might kill you before I can stop 'er." She takes a seat as well, perhaps five feet from where she pointed him to.

If I can talk more in one round:

"First, bout 'ow many are in zee Brother'ood? I well likely be zee scout, and I do not wish to be killed by someone I was not ready for. Second, 'ave you remembered any, what is zee word? Passwords! 'ave you remembered any passwords?"


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You acted during the surprise round, I think. At least, that's what the spoiler in the initiative post looked like.

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