Ruined Kingdom: Post-boom. (Always open)

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BadgeAddict
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Re: Ruined Kingdom: Full sail ahead.

Post by BadgeAddict » Wed Apr 26, 2017 1:31 pm

Magister: After recently speaking to minerva, I wonder if it would be possible for you to create an upgraded version of our communication sphere which allows her to view the world from her end, but in a one way style only so that her privacy is respected.

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M0rtimer
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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Thu Apr 27, 2017 5:58 am

Get as many spies back as you can. Then i want you to study this beast scsles and blood and have a way for tracking it in sny way. Also I wish you to study this black powder, I suspect something is awry. Give me anything on Serverious.
"I want you to extract information from the man the regent and marshal have captured. If the information is accurate, I care not for the means... If you have time beyond that, my knight has gained the blood and scales of the beast. Will the be enough for you to locate it?"
"We have a piece of the beast we were hunting, some scales and some blood. Hopefully you can now assist us as you mentioned finding some part of it s will help us to track it down. How long do you need? "
"Your spies were mind wipes if I remember right. If you can recall them lets at least make it worth while and see if they can steal the plans to something as they leave, Or lets transfer them to Servicius to get out of the watching eye of Umbilcien"
After recently speaking to minerva, I wonder if it would be possible for you to create an upgraded version of our communication sphere which allows her to view the world from her end, but in a one way style only so that her privacy is respected.
Image

"You want me to try and... Save the spies..? For utilitarian purposes at the very least, I suppose..? They were but filthy Umicilien lapdogs before I put my hex on them, after all. If anything, I would suggest to let them go out with a bang- Try and have them inflict as much damage as they can before they get pushed through the grinder regardless."

"But I do remember having heard reports of some valuable technology in there, too... I could have them try and steal it, I suppose- But in general, I do not hold hopes high for any of them to escape from Umicilien. Especially not if they're known to be carrying valuable intel..."

"Tracking down the beast should be no issue, of course. I'll be able to pinpoint you to... Say, a couple hundred meters distance from it's true location at most. Using the scales you found, that is."

"And you know my skill with extracting information, sire- Especially when I am allowed to use force... I'll be happy to oblige and do that on just the miscreants you've captured."

"As for this whole... Communication orb dealio. I suppose I could make a new one, with the requested feature, but I'd require parts. It'd cost us... Two coffers of gold if I find a good supplier."

"I would urge you to perhaps trim your selection down a bit though, if I may suggest so. There's only so much I can do on so little time..."

"As to what this black powder is... I don't think I'll need any time to determine that. It's black powder. It goes boom when exposed to fire. Not as big a boom as a good mage could make, but still."

>The Magister may attempt to rescue the spies.
>The Magister may give the spies a "finale"
>The Magister can attempt to have the spies steal important plans.
>The Magister can track the mountain beast.
>The Magister can create a new communication sphere.
>The Magister can extract information from the expected criminals.

" I approve of your new assistant. Lets start with a common project you have done before so you can train him up to a more knowledgeable level. Lets finish the main gate drawbridge, As i here Umbilciens have regathered their strength."
"I believe it is time to begin upgrading the main gate. A drawbridge will be necessary."
Image

"Ah, yes, about time we finished that project... I shall get to it, sire."

>The Artisan will install a drawbridge on the main gate.
have him be trained and sever contract for now but say that we may try to enlist again
On the topic of Curry, I think we can safely send him home at this point.
"Understood sire- As promised, the contract will be annulled, and we'll make sure of Curry's safe passage back to his homeland. We will be willing to lend his future services again in the future if you wish- Although we will likely ask for the payment of one gold coffer per season you have need of him."

>Curry's contract has been cancelled.
"We hunt again. Hopefully the magister can take time to use what you gained to hasten our hunt."
"Let us hunt once more."
Image

"As you wish sire. With or without the Magister's help, we are closing in on it- We shall have this beast slain soon..."

>The Dragonknight will help find and slay the beast.
"I'd like you to sort out the organisation of resources for the new glass works and Minerva, find us the potash needed and the plants Minerva requested."
"Keep a very close eye on trade. Ensure no more of this powder can enter our city, and do what you can to root out what is already here. I know that this powder is used only for destruction, but cannot anticipate their target."
Image

"Delivering the goods to Minerva should be no issue, sire. The hard part was finding the people- The food supply that was also requested is a mere triviality in respect. I shall make sure it gets finished, however."

"As for potash... Finding it is no issue- The market can supply it as needed. The only issue with that lies that we're relying on imports, or non guild craftsmen to be producing the goods- And since we're paying more for it than we would with the guilds, as part of that money flows back to us, it eventually means we are not making as much as we could from the glassworks... A definite profit, but still."

"It shouldn't be too hard to remedy that by creating our own, however. I see it as an easy expansion to our glassworks, and our forestry should be able to handle the load. It sounds like something easy enough to have a contractor do. Maybe that new... Apprentice of the Artisan, if you trust him on a job alone so soon..?"

"As for the more grave matter of the goods... I could close the market from Servician access if you want me to, sire. At least for now, until we figure out what their intentions are- It won't be seen as a friendly act if they turn out to be innocent, but..."

>The trade deal with Minerva will be finished (free action)
>The Regent may close the market for Servicians
"Escort the gifts to Minerva, and then give me some numbers on how much it will cost for a standing army I feel if Umbilcien is back to strength we need to be too or better than before. And lets continue the mountain guard just in case of overflow from the war..
"Keep a very close eye on trade. Ensure no more of this powder can enter our city, and do what you can to root out what is already here. I know that this powder is used only for destruction, but cannot anticipate their target."
Image

"Certainly sire, that seems like an easy enough task to have the goods transported back and forth. As for the standing army- It would likely cost us one gold coffer per season, something we could just barely afford right now, as it appears the average we are making right now is two... And doing so would allow us to hold... Around three times the amount of soldiers we currently do, I'd estimate."

"As for the powder... Given that we expect previous barrels have already entered the city, I can have an investigation started- See if we can track down where they went to and have them confiscated... A job perhaps better suited to spies, but since we seem short on them right now, I shall have some of our elites do it instead."

>The Marshall will have the goods to Minerva escorted.
>The Marshall will search for more smuggled in goods...


If you want, you can try and give a hand at extracting information from the potential criminals yourself- I've made no real mention of it in the update because that is probably something that would only actually resolve itself in the update. Have a couple votes registered for that right now, so it'll probably happen before you leave hunting...
-Is it worth us changing what the forge produces it's been military equipment for a while?
I have been keeping tabs on that- If you'll check out the "war" tab, you're building a good surplus of hardened equipment, so whether that is "good" or "bad" depends on your opinion- You'll have good equipment ready for when your force expands/ stuff gets destroyed in war, but if you don't think you need it right now, you could get back to working on luxury goods with the forge, which will give you +0.5 to gold generation. (Which according to the current trade tab would push you to 2.25- So 2 guaranteed, and 1 in 4 chance of getting 3 major purchases)

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Arch Lich Burns
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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Thu Apr 27, 2017 10:29 am

Magister: if the spies go for a finale, make sure the do the most damage possible, as decreatly as possible until it is time for them to be killed which then make them explode, sabatoge plans, sabotage advanced weaponry (which do you have any information on?), Posion the well, destroy the farms, maybe try to force control on other people around the spies, anything you can to weaken them, be as merciless and creative as you can get, but make sure it cannot be traced back to us.

If you have time please determine the location of the beast. I'm sure we can arrange you to have a new toy to play with, dead or alive. edit: interregate this ruffian (hand over smuggler)


Dragon: extract info from smugglers before raiding the beast's cave

Regent: lets not, we do not wish to make them mad, just be careful. Any other suggestions?

Marshall: keep tabs on black powder and confisate for use. See if we csn make cannons of our own

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Dlover
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Re: Ruined Kingdom: Full sail ahead.

Post by Dlover » Thu Apr 27, 2017 3:00 pm

I'm going to vote that the magister handles the interrogation. This smuggler was willing to work against a dragon; he's probably backed by one (The umicilien dragon) and will be as afraid of the consequences of failing as our threats.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Thu Apr 27, 2017 3:03 pm

Can we do that next season though? After all, the magister is probsbly booked full this season and I want to try interrigating him personally

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Dlover
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Re: Ruined Kingdom: Full sail ahead.

Post by Dlover » Thu Apr 27, 2017 3:17 pm

We're close to finding the beast anyway, so we can do that later. We don't know when or where this black powder is to be used, though, and I want to know immediately, rather than having an explosion go off and having to say "Oh, guess we should have done that time-sensitive action sooner."
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Arch Lich Burns
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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Thu Apr 27, 2017 3:25 pm

Fair enough. But mort did not say it would not answer our dragon. Can we at least try to interrigate then give to magister if it does not work out?

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Dlover
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Re: Ruined Kingdom: Full sail ahead.

Post by Dlover » Thu Apr 27, 2017 3:45 pm

... Yeah, okay.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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M0rtimer
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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Fri Apr 28, 2017 2:27 pm

Any more actions? Otherwise I'll assume the Magister spends this season helping track the beast and trying to have the remaining spies go down in a blaze of glory. dragon will be doing interrogation, (Magister will aid if you can't get any useful information) before hunt. Other actions are already defined, but Emissary/Regent are still missing actions- Assuming the only reason there's no action for what to do for them is not having an idea as to what they could do, I'll do another small update with them giving some of their own thoughts...

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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Fri Apr 28, 2017 2:32 pm

Yes please give thier thoughts.

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thinkslogically
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Re: Ruined Kingdom: Full sail ahead.

Post by thinkslogically » Fri Apr 28, 2017 3:19 pm

I'd like for the Magister to interrogate the black powder guy and figure out who he gave it to and where it is in the city. I do NOT want our walls being blown up :)

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M0rtimer
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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Fri Apr 28, 2017 3:39 pm

Would you guys perhaps like for the Magister to join you for the interrogation? To play bad cop against the badder cop if need be, provide some additional encouragement if required, and to take over should they prove unwilling to provide answers?

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Arch Lich Burns
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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Fri Apr 28, 2017 3:41 pm

Yea! That will eork! And dragonknight would be good cop and we can start a sicom.

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thinkslogically
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Re: Ruined Kingdom: Full sail ahead.

Post by thinkslogically » Fri Apr 28, 2017 4:13 pm

Yeah that works. I can't be bothered phaffing around with these guys; if they're terrorists or spies they can go to the Magister. Then, maybe we should send them back where they came from so whoever sent them knows what happens to spies to try and screw with us.

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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Sat Apr 29, 2017 6:42 pm

Image

Not sure as to what he could be doing, you ask the Regent for his own opinion on what he thinks need be done... He spends some time thinking about it, and eventually brings up a couple things.

"Well... It does appear there are many a things that we still need constructed, and the Artisan can only handle so much at a time. While our funds are far from unlimited, one potential thing I could do is use some of our funds to hire contractors to take care of some of these tasks, and oversee them to make sure they do it as well as is possible."

"Besides that... I suppose our general populace is overal content, and the nobility has been put mildly to ease, now merely... Dissatisfied. I could try to make them a bit more content by giving them extra attention, if you wish."

"I could also always just focus my efforts to the market, seeing if I can squeeze out some extra cash there, sire. If that is what you wish."

"Finally, given our recent findings... Depending on how worried you are about our recent findings, I could put the people on high alert. It'll cause some unnecessary panic if it turns out to be nothing, but if it does..."

Image

You ask the Emissary too as to what he believes may be possible, as he seems to consider for a moment longer, eventually stating:

"I do suppose that an immediate need for my services is not needed... The kingdoms we are in contact with are currently fine, there's nothing we immediately need established... I suppose I could lay new contacts with the dwarves or elves, but that would be a long trek- It'd likely take me more than one season, so I think that it may not be worthwhile barring they have something we might want... And of course, we have something to offer to them in return."

"Off course, at the end of the day my job is being charming and diplomatic, and it is not like I am only capable of doing that abroad. If you think one of the other court members could use my aid perhaps, I will be happy to provide it- Or you may put me on a task of my own, although there I will admit that I lack experience, which I hope would not show..."

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Dlover
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Re: Ruined Kingdom: Full sail ahead.

Post by Dlover » Sat Apr 29, 2017 10:46 pm

Hm... What's everyone think of having the regent raise and alert? It could protect the citizens, but it would also alert the smugglers if we haven't already.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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BadgeAddict
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Re: Ruined Kingdom: Full sail ahead.

Post by BadgeAddict » Sun Apr 30, 2017 9:01 am

We could also give each of them the season of to recuperate as well as lift their own spirits

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thinkslogically
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Re: Ruined Kingdom: Full sail ahead.

Post by thinkslogically » Sun Apr 30, 2017 10:31 am

I'm not sure we should worry people yet.

Let's see what the bandits say to the Magister and if they find anything that suggests the city is at risk, we'll raise the alert. In the meantime, let's get some more guards in the gates and keep them alert for this black powder. Make it clear how dangerous this could be for the city...

Emissary can help the regent cheer up the nobles and then let's pay to build a town hall. People should have a place to bring up news / grievances etc. and we can milk it for info on bandits and stuff.

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M0rtimer
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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Sun Apr 30, 2017 5:31 pm

Let's see what the bandits say to the Magister and if they find anything that suggests the city is at risk, we'll raise the alert. In the meantime, let's get some more guards in the gates and keep them alert for this black powder. Make it clear how dangerous this could be for the city...
Image

"A fair enough idea, sire. I shall hold off on a full alert barring the Magister gives me reason to, and simply issue some warnings to the guards for now. Assuming that will be an easy task, I shall turn to tending the nobles..."

>The Regent will raise alert if needed.
>The Regent will appease the nobles

Emissary can help the regent cheer up the nobles and then let's pay to build a town hall. People should have a place to bring up news / grievances etc. and we can milk it for info on bandits and stuff.
Image

"Ah, of course sire. The task of overseeing some contractors should be simple enough- Likewise for helping appease some of the nobles. I suppose we're both technically part of them, so we could collaborate on different matters our families have issues with, see which ones match... Try and figure out the best approach to help them finally get over old grudges."

>The Emissary will assist the regent.
>The Emissary will assist in overseeing renovation of the townhouse, paying 1 gold coffer for the renovators.

Magister to join you for the interrogation?
helping track the beast and trying to have the remaining spies go down in a blaze of glory.
Image

"Hmm, fine. I suppose I can assist you briefly in trying to convince these bandits... I do hope you manage to get them to talk without my aid, because I am not certain I'll have time for all the other tasks you wish to bestow upon me if I will have to make preparations to crack open his mind. Regardless, I'll prioritize... First the bandits, then the spies, then I'll track down this beast. Let's see how I work under a bit of pressure..."

>The Magister will assist in interrogating the prisoners.
>The Magister will have the spies "self-destruct".
>The Magister will track the beast.

>The court has received their orders.
>Time passes...

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M0rtimer
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Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Mon May 01, 2017 1:45 pm

INTERLUDE: Desert rats

The interrogation
Image

It is late afternoon.
The rest of your court arranged, you decide to deal with the matter of these supposed smugglers first... Dragonknight and Magister by your side, Dragonknight to go over preparations for your hunt, and Magister to take the job of "breaking" the prisoners should your attempts at persuasion fail, you head towards the jail cells. Like many "public" buildings in your city, at least the initial entrances have been made so they're large enough for you to enter, but barring a couple, such as what used to be your castle, and your resting chamber, are not fully accessible to your size... The jail is one of them, as you find yourself able to enter through a rather narrow entrance to a small entrance hall, but the actual jail cells are beyond your reach. You spot what appears to be the warden playing cards with a fellow guard, snapping to sudden attention when he notices the high company he's present in- Cards and everything else wiped from the table as he moves up to greet you.

"Ah, sire, did not expect to see ya this early here, figured ya'd be waiting for the morn..." he says, pausing a moment before gesturing towards a table on one end of the room.

"We got a couple pieces of potential evidence over there- We got tha barrel they transported tha stuff in, and tha weapon the smuggler was carrying, some other stuff of his, too... We got the rest of the merchant's good stored somewhere nearby- No further dangerous goods there. As for our two little convicts... Merchant fella's been saying he'll squeal, but when we press him on tha whole issue stops being useful, claims he knows nothing. Smuggler fella meanwhile has been refusing to say pretty much anything. I'll bring either of 'em up front if ya want me to, your highest majesty."

The Dragonknight gives a brief nod towards the jailer, thanking him, before turning back towards you- The Magister meanwhile has found a chair, slacking off and being bored until the point his services are required.

"What do you believe would be most important, sire? Interrogating the merchant or smuggler? What would be the most prominent question to ask? Or should we perhaps go over what little "evidence" we have..?"

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Patdragon
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Re: Ruined Kingdom: Full sail ahead.

Post by Patdragon » Mon May 01, 2017 1:50 pm

Always go over the evidence first ;)
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Dlover
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Re: Ruined Kingdom: Full sail ahead.

Post by Dlover » Mon May 01, 2017 3:11 pm

Eh, sure. Maybe we'll learn something more.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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M0rtimer
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Posts: 14109

Re: Ruined Kingdom: Full sail ahead.

Post by M0rtimer » Tue May 02, 2017 7:32 am

Always go over the evidence first
Eh, sure. Maybe we'll learn something more.
Image

Time ticks...

You instruct the Dragonknight to inspect the "evidence" first, wanting to know if there may be anything incriminating you can use to try and press either of your two potential culprits. She obliges, beginning her inspection of the goods on the table. Moving over to the smuggler's weaponry, it does not take long for her to lift it with a certain amount of recognition.

"This sword- I recognize it."

"What... Is it special?" the warden asks, curiously- Dragonknight dismissing him as she puts it down again.

"No. It's not a bad sword, but it is nothing special, either. However, it is very similar, or even identical, to the swords of the bandits I had defeated when we were assaulted back in Servician lands. They, too, carried swords of a similar make."

"Hmm... Maybe they got a big supplier over there or something?" one of the guards "helpfully" suggests, as the Dragonknight continues her inspection, moving on to the gunpowder barrel next- Stating after a cursory inspection that, at first glance, it just looks like a regular wooden casket, with a couple iron bands to keep it sturdy. Nothing that seems to really stand out on first glance.

Moving over to the rest of the smugglers smaller belongings seems to reveal nothing interesting for a while, the Dragonknight silently sifting through them as she inspects them... Only pausing while going through the man's coin purse, revealing mostly pieces of copper and silver, although her hands manage to sift through and pull out one copper coin in particular... It seems a bit more crude than others in the purse. Either reforged, or cast in a furnace not properly fit for such small metalcrafts... Although the engravings upon it still seem of decent make, albeit not what you'd usually find on a coin.

"This coin has been altered... Seems the face that was on this side has been altered to look like that of a rats."

"Besides that, the man seems like he was carrying a good assignment of stuff- A decently loaded purse for a common man, some simple herbs, a smaller knife... But nothing that screams immediate further inspection."

>The smugglers weapon seems identical to that used by previously encountered bandits.
>The smuggler seems to posses an odd coin.

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Arch Lich Burns
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Re: Ruined Kingdom: Full sail ahead.

Post by Arch Lich Burns » Tue May 02, 2017 7:51 am

I think we should talk to the merc first, ask him how he got the gunpowder, why he is selling it, ect. Ask merc if he knows anything about the coin and the knife. Ask him relation to the smuggler.


Then the smuggler.
Then merc.
Then smuggler again. And repeating if nessicary.

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BadgeAddict
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Re: Ruined Kingdom: Desert rats... (Always open)

Post by BadgeAddict » Tue May 02, 2017 8:22 am

It seems we've happened upon a cult of "like-minded" bandits, who have motives of their own.

I would talk to the smuggler, attempt to "side" with him and his, suggesting that perhaps the dragon and the bandit faction could find a way to work together. (whether this is a truth or lie)

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