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 Post subject: Re: Night of the Jackals
PostPosted: Fri Jan 15, 2010 7:25 pm 
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Insect KIng wrote:
you should give the Ob Lobs names of three to four syllables. Words of one syllable are insults and curses.

C.


?? Didnt think i´d named any ObLobs yet… did you mean Dool, Nejn, Droom and Orvor ?
They are Opetkans.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:03 am 
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It´s Fehee !


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:12 am 
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OBLOB CAMP RETCON-

While writing, i´ve realised that two prison camps is one to many;
players are likely to reject the idea of breaking into and out of two separate camps in order to connive with the convicts.

Because of this, i´m retconning and writing the rest with all the Oblob pirates gathered in the "Tower" prison camp.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:32 am 
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Campers:

Pekatarotakasun, the cowardly captain.

Behind his stalwarth façade and impressive mustache, the Captain is close to tears over the unfairness of it all. For the biggest venture he ever was in charge of to fail so miserably is hard to bear, but to be singled out by that… angry, scary Elder woman, instead of treated like an honorable foe- how can one bear such ill fate ?

He is skilled at saying little and looking like he´s thinking, but in reality he´s frightened shitless. (A successful Empathy (or similar ability) vs his Charm+Lie of 6d reveals as much after even a short conversation).
Out of fear, he has ordered the crew to not resist, subtly giving the impression that he has cunning schemes underway elsewhere.


Selupaskolipas, captain of marines.
The Captain is a renowned soldier- but he is also a relentlessly aggressive brute who had to be restrained by his own men when the pirates surrendered. He has already attacked prison guards twice, and now the other leaders are worried he will precipitate a massacre with some bout of pointless resistance.
A small group has formed around him, a handful of desperate Oblobs who find his uncompromizing attitude a relief from the dreadful waiting.

Selupaskolipas has only one opinion on the situation- kill them all. Start soon ! Schemes, ransoms, all this is cowardly twaddle. True ObLobs kill those who threaten them, they don´t lower themselves to wheedle and deal for their lives!
Selupaskolipas has begun to suspect other Oblob prisoners of conniving with the enemy. They are probably working with the guards ! Traitors should be gutted and left to bleed out in the sand !

He can be talked into waiting for the best moment, but will eventually explode into sucidal violence- and at the wrong time, unless the pcs manage to make him part of a plan.
(A successful Empathy makes it obvious that he actually is suicidal. Selupaskolipas has long ago come to expect dying young in battle- which makes him unwilling to accept ignominy while waiting for it. Asking him to be concerned for the other ObLobs is futile; suggesting that he might become the hero who rescues the crew by waiting will work better).


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:38 am 
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The Surdomohaikutanos: Melkenser and Juretansokasani.

Neither of the two surviving bosses is handling the situation well;
Because of this, two smart and level-headed crewmen have become informal Surdomohaikutanos for the crewmembers.

This ill-fated venture was Melkensers´ first proper voyage. Her family paid for her to be first mate on the first captured ship, supposed to become pirate vessel #2.
(The intended captain lost an arm during the fight and died later).

Young, well-educated and fairly inexperienced, Melkenser has kept the captives organized and morale high, by administering the sick, beating guards in games of chance and trading her jewelry for extra water rations.

Melkenser has come to realize that the current “leadership”, a passive captain and a suicidally aggressive soldier is unlikely to prove helpful.
She will latch on to, and support, any kind of plan to save the convicts.

Juretansokasani has spent a lifetime at sea, and his name includes the Oblob word for luck,
“Tansokasani”. Some smile at this, since he is missing his right foot, and his right hand, his left eye and ear—but Juretansokasani maintains that surviving such grevious injuries proves how very lucky he is.

Juretansokasani is steady, practical and undaunted by anything. Even the prison guards have come to listen to him.

Like Melkenser, Juretansokasani has realized that the current “leadership” is unable to lead. He does´nt want a schism, but he will support any active, sensible plan to do something other then just wait for Gulu to dispose of them.
But, underneath all his sensible calm, Juretansokasani is frightened that taking action can lead to disaster- and he could´nt live with the guilt, if it was his doing.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:41 am 
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The Tower Camp


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:50 am 
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Missing from the above is the shoulder-to-shoulder throng of some three hundred prisoners down in the hole.

-The caves are the premium real estate down here; the Oblobs have ejected the previous owners by virtue of being very many and very united, causing all sorts of bad feeling.

-Dug earth is hoisted up via the ropes in huge wicker baskets, the earth deposited in the pile surrounding the tower.

-Climbing up (the ropes are removed at day´s end) requires a successful Coordination+ Climb roll.
If you want to do it quietly, you have to do a Multiple action to incorporate Stealth in a contest the Guards Sense+Hearing (4d) roll.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 7:32 pm 
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In the Pit:

Conditions are hellish down there.
More than three hundred malnourished prisoners are crowded together in desperate discomfort. Small wounds grow infected and fever is rampant. Two desperate escape attempts have already ended with bloated corpses for the vultures.

Thirst and the extreme heat is taking a heavy toll on the Oblobs, unaccustomed to desert conditions. The spine-crushing toil of digging and lugging earth topside and the minimal water rations is efficiently breaking down their morale and their will to resist. Gangs are forming and fights breaking out among former shipmates.
And they all try to forget the looming threat of Gulus revenge.

Both the captain and the captain of marines have groups of followers. Since the two don´t agree on what to do, their followers have begun to clash. So far it´s been harsh words and some kicks- but in a day or two it will be clubs and strangling unless they find a common purpose.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 7:37 pm 
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Convincing the ObLobs to fight:

-If the pcs actually make the effort of getting into the prison camp, it would suck to have it be a pointless effort..
So, they automatically get the support of the two Surdomohaikutanos, who are immensely relieved to meet someone with a coherent plan.

From this moment on, the oblobs will rebel in Upunzi, and try to fight their way to the ships in the harbor. How successful this is will still depend on how the much assistance the PCs can provide them.
(Obviously, the PCs might cynically ignore their fate once they get the riot they need to kill Gulu… )

What to actually roll and how to roleplay these discussions is up to the game style of the GM and players. Some groups are better with roleplaying it, others might concider Stolze`s one-page “Social Combat” rules or a series of contest dice rolls. However, the GM should keep in mind that the oblobs are in a shitty position, which makes any reasonable idea sound good.

Dealing with the bosses:
If captain Pekatarotakasun can´t be brought round, he passive-agressively undermines the morale of the rest of the oblob convicts with dire prophecies of how the wrath of Upunzi will fall on them. This effects the quality of the men during the big breakout in Upunzi.
(See the notes for Battle in Upunzi)

If Selupaskolipas, captain of marines is´nt convinced, he stages a stupid rush at the guards with a handfull of men the next day. The resulting fight gets him and his gang and a few nearby oblobs killed, as well as some guards). The big breakout in Upunzi just lost some of the best fighters…
(Again, see the notes for Battle in Upunzi)


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 7:40 pm 
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A few possible events in camp:

-A cave-in:
The unstable walls of the hole collapse, burying a few convicts.

If the PCs join the effort to rescue them, they can shine as heroes, (adding to their status among the Oblobs) and the GM can use this to get the Captain, or Selupaskolipas indebted to them.
(Ruthlessly efficient pcs can also use the accident to remove problem NPCs from the equation; “Selupaskolipas ? Avalance got him. Damn shame. Now, about our plan…”)

-The dead prisoner.
Convicts succumbing to fever or wounds gets dragged up and tied to a stake in the ground. This is to make sure that nobody feigns death to get away.

The dead man in this case is an old sailor named Tarmertakif, but after work is done and the exhausted topside-men file back down, Redkameraten , a young shipmate swears he saw Tarmertakif move. Redkameraten is desperate to save Tarmertakif from the exposure and the jackals, and intends to sneak up at night to get him.

If the PCs do so instead, (or find another way, like bribing the guards to bring the man back down) he turns out to still be alive, which increases the PCs status among the prisoners greatly.

-A fight breaks out:
A few of Selupaskolipas´ cronies have fashioned crude weapons and hidden them, preparing for an attack on the guards.
Other oblobs discover this, and want to destroy the weapons rather than risk the wrath of the guards, which triggers a fight. The PCs can intervene and use this opportunity to crush Selupaskolipas´ faction, or parley a peace which conserves the fighting power of the marines.

-Rumor.
A wild rumor that Gulu has promised amnesty to all Oblobs who will man ships for her, sweeps the camp. It is obviously untrue, but to desperate men it sounds totally plausible. The camp guards even confirm it (“Yeah, its true. It´s not official yet, but my brother works in the Tower of the Elders…” ) hoping it will keep the Oblobs passive.

Unless the PCs use social skills to convince the crew that this is nothing but a dirty lie, the Oblob prisoners grow reluctant to fight. This will hamper proper planning, as many of the rank and file oblobs grow reluctant to cause trouble (at least not until they get a load of Fehee)…
(See the notes for Battle in Upunzi)


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 8:58 pm 
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Meanwhile back in Upunzi:

Ignoring the Ob-lob machinations
There is easily enough treason and skullduggery inherent in the internal Oblob relations to fill all available game time. The GM should exercise caution in introducing these full-blown intrigues, lest they dominate the rest of the plot. It may add to the game; if it simply clutters it up instead, drop it.

The ObLob Diaspora
Wily old Pronskutaleke is in a terrible position.
The unofficial boss of Upunzis´ Oblob community of some two hundred families, is caught between his compatriots and the fury of Gulu. He and his cronies quickly realized that misguided idealism could spark a shitstorm that can end with their community massacred.

Local Ob-lobs work hard to gather money and use their connections to redeem prisoners, or broker some deal with the Elders to save them.
On the face of it, Pronskutaleke is in the midst of all this, tirelessly petitioning officials, hiring lawyers and bribing guards.
In reality, he and his cronies have decided that the pirates must die. They can´t, and won´t risk everything to save some incompetent thugs in a trap of their own making.

He had one meeting with Silarminusa and Daremotele, but they quickly realized that he would make no real comittment, and decided to keep clear of the local oblobs.

Although his own people would kill him if they knew it, Pronskutaleke has ratted out Silarminusa and Daremotele to the Elders. And, if he learns of any other plans, he will rush to betray them too, proving his loyalty.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 9:01 pm 
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The dashing rescuers

Silarmin (female) and Damotele (male) of the Rotamatamakuludohey clan.
(For people of such high birth prefer only three syllable first names shows a great deal of folksiness). They both wear Hook ropes (see below), the coarse leather slings incongruous next to expensive silken finery and simple but heavy silver rings.

The twins, (not identical, but their resemblance is uncanny to non-Oblobs), are slender, tall and attractive. Both have mastered the skills and cantrips one could expect from the young and powerful.
Those who know Ob-lob society, know that they are the kin of powerful people, and destined to lives of wealth and power.

But meeting the pair is oddly unsettling. Though raised to privilege, they are soft-spoken, calm and friendly regardless of the situation. They are undaunted by danger and never show anger, are never rude and always seek accord.
Also, they never lie. They will not lie.
They will regretfully refuse to answer certain questions, or suggest that all involved would be happier if the subject was changed, but they will not lie, even to save lives.

In fact, their angelic personalities have even made the cutthroats and weasel crooks they hired feel twangs of regret about their inevitable betrayal.

PCs using any kinds of esoteric techniques and skills to gauge them, come away with the same impression: the two are totally, utterly comitted to their ethical standpoint.

The twins are destined for great things, if they don´t die on the way there.
In the long perspective, they intend to parley the status from rescuing the pirates to forge a democratic Oblob nation. They have a vision of Oblobs peacefully turning their scattered holdings into a cohesive realm as vital as any empire.
They see a need to end the incessant piracy that makes Ob-lobs enemies in all coastal nations, and instead become the master merchant sailors of the world.
But all this is the long term.
Now they intend to do everything that can be done to save the captives from the depradations of Gulu.

The two first intended to buy free as many prisoners as possible. When they learnt of Gulus fury, and the planned gathering where they fear the prisoners will be put to death, they put on the Hook ropes and began to arrange a dashing rescue instead.

The twins have rented a house, “the green villa” on the outskirts of Upunzi.
They quickly came in contact with the swindler Benga, who quickly made them dependent of him, warned them not to move around in Upunzi (“its full of spies who will recognize you and our endeavour will be undone !”), embezzled almost all the money they handed him, and sold them out to Gulus spymaster, Sukkera.

Since, he has recruited an odd bunch of “mercenaries” for unspecified “sharp work”. They quarter in the villa and are plied with plenty of wine and food to keep them content.
Benga has purchased just enough supplies to show the twins progress under cover of night.
He has rented a stable in the caravan quarter, and reports to Sukkera every evening.

On top of this, spies for two other Elders have spotted the twins, divined the basics of their plot, and habitually follow anyone entering or leaving the Villa.
--


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 9:02 pm 
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“Hook ropes”
Wearing a hook rope is an ancient tradition of mercy in the ObLob culture.
ObLobs are generally bound in complex nets of obligation; to family, and clan, business partners and shipmates. A long time ago, the institute of the “Hook rope” (Neimenenikenoetuktuktau) developed into a cross between the Red Cross and Zorro.

Historically, when an enemy Ob-lob ship was sunk, the victorious crews would detatch the metal hookblades of their polearms, the infamous “Hellhooks” so they could use the poles to help the survivors onboard. The blades were hung on the tool belt/rope worn across the chest, the Ikkenoe.

The act of turning weapons to rescue implements became symbolic of abandoning the political expediency of killing for the higher cause of rescuing fellow Oblobs.
Oblobs don the Hook Rope to free themselves of conflicting duty and demands in order to save lives.
Doing so has become laudable and praiseworthy in the ObLob culture.
Anyone wearing the Hook Rope can seek help and support from other Ob-lobs, and at the very least, to not be interfered with for petty political reasons.

Anyone with the Hook rope gains a Status of 3 and gain an advantage similar to Beauty;
Any time they roll a low success with a Command or Charm+skill, the set is raised to the height of 7. (Obviously this only applies to others who value the Hook rope tradition, and for rolls directly related to their task.

Obviously, misusing the institute of Hook Rope Amnesty is heinous and brings shame to not only the individual, but all associated with such a degenerate. Some variation of the Gruesome problem would be appropriate.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 9:04 pm 
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Benga has already betraid the twins- but regrets it.
Benga is a classic Upunzi fixer, a master fast talker, skilled at seeming earnest and just a little shy… the kind of man his clients feel superior to.
In fact he is a massive predator with a network of accomplices and contacts who saw the Oblob twins coming a mile off. When he has sucked them dry (he has taken them for 6 wealth already and is positioned to get their last 4 just before they are seized by the army- for which he expects another 2 in reward).
Insanely well-connected, Benga is the kind of fixer who can get ten very good bodyguards, a private yacht, a detatchment of spearmen or a rare spice on half an hours´notice.

Suprisingly, the twins have affected him. He shakes the feeling as best he can, but the guilt makes him sloppy, and he has started to drink too much. His lies are listless, and his glib assurances have come to sound hollow. He has begun regretting that the twins will end up dead, and idly daydreams of rescuing them, somehow.. but he knows it can´t be.
(He had Md in Lie and Fascinate.. but his Craving which used to be “Fleece the world” has subtly changed to “I hope they don´t get hurt” costing him his Md´s.)

If he WAS to seriously aid the twins, he could provide both skilled guides, strong animals and good waterskins, professional mercenaries and high-quality weapons.


Benga has gathered a fairly useless complement of mercenaries for the twins:

“Chewing” Shap, a burly brute who boasts that he always eats a bit from defeated enemies, usually an earlobe.
Also his five thugs, all scarred, drunken cretins who will slink away once they think the shit is about to hit the fan.

Four renegade cavalrywomen from Ovyo, with only two horses between them.
These are good soldiers, but have fled their home after some internal feud they refuse to talk about. If mounted on good horses and motivated, they will be a formidable force.

Aiskenu, a devotee of a strange god, and her six “disciples”. Aiskenu claims her god speaks to her alone in the chirping of the crickets, and the tiny sect communicates with hand gestures. They sacrifice mice and chicks by buring them alive in the earth, and Benga has heard that they are survivors of a large cult supressed in Ovyo.
Religious or not, the five all carry viciously sharp daggers and move with the stealth of practiced murderers.

Soomelat, a drunkard ex-caravaneer and his fat son, Oomo.
When sober, Soomelat is an aggressive, loutish, irritating asshole- so people keep him in drink.
Somo is clever with his hands, keeps quiet and tries to stay out of sight.


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 Post subject: Re: Night of the Jackals
PostPosted: Thu Feb 18, 2010 9:06 pm 
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Bengas arrangements –

Benga has embezzled almost all the money. (6 of their 10 Wealth)
But to cover his ass, he has gathered a minimum of kit.
If confronted, he claims more will be delivered, and that it is unwise to stockpile too much in one place.

Weapons and armor:


Nine spears (with ill-balanced bronze heads affixed to weak hafts).
Ten axes and six short swords (machetes intended for cutting vegetation in the delta).

All of these “weapons” are too weak to stand up to actual fighting.

Bad weapons:
Anyone wielding one suffers –1d to anything other than a straight-up attack (making multiple action, throwing, or parrying for example).
Also, when these weapons hits a shield or a weapon (with a parry roll) it breaks if the opponent also has a loose “0” or “1” in his roll.
If a “bad” weapon strikes AR2 or more, it also breaks, only doing 1S, if the victim has a loose 0 or 1.

-Anyone with armory can take weapons of the same type and fix one “good” weapon (without the penalites above) with a successful roll and access to basic facilities (metal bands, twine, files, nails and a hammer) .

Ten leather hoods (technically “armor” as they give AR:1) that protect the head slightly. These are usually worn by sailors in bad weather.

There are ten Ob-lob leather shirts (AR1 to area 3-9), some with dents and holes. (These were stripped from surrendered Ob-lob pirates and sold on the black market).

Also, there are two good helmets AR2 to loc 0, also of Ob-lob manifacture.

… If confronted with the level of craptitude, Benga lies that he has sixty quality spears, twenty bows and 300 arrows and 50 cutlasses being delivered – the caravan must meet the suppliers in the Hojad, outside of spy-rife Upunzi; the paltry weapons here, are only extras he purchased before he managed to make the good deals.

The faked caravan:
Fifty old waterskins. (One waterskin holds about three days´s rations for one man or one day for a mule or horse.)
These fifty old goatskin waterskins are old and worn and leaky.

Three old, unhealthy mules and two bandy-legged, aging horses.
(Anyone with relevant skills or just Brains 4+ believes that these animals might up and die from the strain of desert travel.)

Sundry patched and flearidden blankets and harness and caravan tents.
Ten baskets of sour dates, unripe delta pears and sardines in brine past their prime as “trade goods”.


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