The Antigrol Tide (OOC)

Jdvn1 said:
We could alternately take the children to the guards. "You may have noticed some children are missing? We found them for you."
We could, though I'm waiting for a response like... "What are we going to do with these orphans!" :p
 

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Druke said:
It did appear that you had already started discussing it.
Yeah, I wanted to discuss it, but someone was like, "Well, we have more important things than worrying about whether to sell the ship or not. Let's deal with the rest first." And I thought that it was a reasonable request.
Druke said:
Well if the heavies want to have a once over at someplace they know they are going to be fighting thats their progative where if the mouths want to go talk and ask questions that is thiers.
To this point no one has been attacked in broad daylight in the middle of the town that means we will stand around and look somewhat pretty.
Better than splitting up and having one group stand around looking pretty nowhere close to the other group, right?
Druke said:
You by the tone of your posts are operating under the assumption the Captain is dead.
Yes. Multiple people have told us that he's dead, and we have no other evidence to go on. At the moment, it looks grim, and I have no reason to expect the Captain is alive.
Druke said:
and you know there not corrupt because...
The guards? Well, for one, some of the guards were helping us (remember the friend of the Captain?).

Secondly, we can't feasibly go around the world expecting everyone to be corrupt. From what I've seen, the guards in the city are relatively trusthworthy.

Plus, if we make a public spectacle of it, then any corruption would also be made public, and it's probably a safe assumption that any corruption in the guards would want to be kept on the down-low. With enough of a public spectacle, the guards would effectively be forced to do the right thing.
Drowned Hero said:
If we rescue the children where do we take the children? I say we take them to the ship. But can we sail it without a Captain? a good argument to find out.
If we are to sell the Pander Ban. Do we know of a safe spot where we can take the enslaved children? I think we need more information to rescue them. Thats wy Troth was asking about too see it once, in daylight.
2.1 As for the Cap. it might turn out that the body is not him, and we are far closer on that lead then the children's one.
Druke said:
This was the option if we found the Captain. If we did not find the Captain we could take them on ourselves with improved weapons(bought with the money from cargo). Without the weapons we could not kill the main bad guy. We are far outnumbered and Mallak's new combat system is supposed to make things more realistic.
If we don't find the Captain, I don't think we'd want to delay saving the children by spending the time to sell everything. That's a relatively complicated prospect that involves paperwork. At least, I wouldn't want to delay saving children.
Druke said:
Also, in theory when the Captain is sleeping the first mate always has command of the ship.
I'm concerned about ownership, myself. I agree that we can probably sail the ship without the captain.
 

unleashed said:
We could, though I'm waiting for a response like... "What are we going to do with these orphans!" :p
Well, in character, Malachi isn't worried about it. Once we get the children, he'd think, "Well, let's take the kids back to the city... let's see... to the city guards." And if someone has a better idea, I'd hope he'd speak up. ;)
 

It seems to me that the group is trying to move in the direction of the morgue, so that's where we're headed next. Please feel free to continue your discussion here so that we know where we're headed after the morgue.
 

Mallak said:
Perhaps the travel times mentioned are a bit inflated. I was taking into account a certain amount of foot traffic which should be diminished now. As for the physical distances involved...let me get back to you on that one.
This would be useful.
 

Jdvn1 said:
Better than splitting up and having one group stand around looking pretty nowhere close to the other group, right?

There is a difference between scouting and standing around looking some what pretty
and contributing nothing. My character is more of a doer and less of an insurance policy.

Jdvn1 said:
Yes. Multiple people have told us that he's dead, and we have no other evidence to go on. At the moment, it looks grim, and I have no reason to expect the Captain is alive.
The guards? Well, for one, some of the guards were helping us (remember the friend of the Captain?).
I don't like to assume death untill I see a body. Many characters have made that mistake.

I remeber the friend of the Captain and him I would have no problem turning over the children to but a random guard somwhere in the city may or may not be honorable and even if he is could still turn them over to the wrong people because he is "just following orders"

Jdvn1 said:
Secondly, we can't feasibly go around the world expecting everyone to be corrupt. From what I've seen, the guards in the city are relatively trusthworthy.

Seafarers are usually people who are self relient who don't trust landlubers with some feelings of parnoia because the neversure if the next mast they see will be one of a pirate ship. Some would clasify this as anti-social. I will roleplay from this point of view.

Jdvn1 said:
Plus, if we make a public spectacle of it, then any corruption would also be made public, and it's probably a safe assumption that any corruption in the guards would want to be kept on the down-low. With enough of a public spectacle, the guards would effectively be forced to do the right thing.

Normally this would be true but the people already know whats going on in their city and no one has rallied to stop them. Maybe giving them back their kids instead of telling them something they already know might workout better for us.


Jdvn1 said:
If we don't find the Captain, I don't think we'd want to delay saving the children by spending the time to sell everything. That's a relatively complicated prospect that involves paperwork. At least, I wouldn't want to delay saving children.
I'm concerned about ownership, myself. I agree that we can probably sail the ship without the captain.

I am happy that we both agree on the crew's ability to sail the ship if the Captain should come up dead.

I also like you would like to save the children as soon as possible. I see three ingrediants in order to accomplish this successfully. One, Information such as lay out of the building and the land surronding it, enemy troop and weapons count. Also known as scounting. A well layed out plan of attack which you need information to make. Three, the right allocation of resourses both personel and weaponry in order to successfully cary out the plan. So it all starts with ....Scouting.
 

Druke said:
There is a difference between scouting and standing around looking some what pretty
and contributing nothing. My character is more of a doer and less of an insurance policy.
I'm not sure which action would be the insurance policy. You're more than welcome to go to the body and search too. I'd hope that each character would be a doer in this regard.
Druke said:
I don't like to assume death untill I see a body. Many characters have made that mistake.
In character, I'm getting a lot of signals telling me he's dead and none saying he's alive. I'm going to ID the body as much as I am to search it.

Still, I rather assume he's dead and then be pleasantly surprised, than expect he's alive and then be let down.
Druke said:
I remeber the friend of the Captain and him I would have no problem turning over the children to but a random guard somwhere in the city may or may not be honorable and even if he is could still turn them over to the wrong people because he is "just following orders"
Who said anything about a random guard somewhere? The point of the public spectacle is to get make everyone know that the children are being handed over to the guards--the captain of the guards, as the face and representative of the guards, would have to take personal responsibility over any further injustice done to the kids.
Druke said:
Seafarers are usually people who are self relient who don't trust landlubers with some feelings of parnoia because the neversure if the next mast they see will be one of a pirate ship. Some would clasify this as anti-social. I will roleplay from this point of view.
You were quick to trust the berry girl, weren't you? You can't play to stereotypes all the time. Regardless, you're also a servant of Adonai. You were asked to bring Adonai's people back to him. Being anything less than polite to strangers is more likely to turn people away from Adonai than bring people to him. Remember you're half of all the representatives of Adonai. ;) You're more likely to catch flies with honey than with vinegar, or however the saying goes.

Remember your responsibility to Adonai.
Druke said:
Normally this would be true but the people already know whats going on in their city and no one has rallied to stop them. Maybe giving them back their kids instead of telling them something they already know might workout better for us.
Well, the bad that's going on isn't going on in broad daylight. But, maybe I should approach this from a different way:

a) If the people are generally evil and just allow/dont' care about what's going on, then why are we returning their children in the first place? We should be taking their children away from these horrible parents.
b) the first option seems pretty unlikely to me, so if the town isn't doing anything about the children, it's probably because they're afraid. If the guards aren't doing anything, they're either afraid, following orders, or are evil themselves. Either way, a revolt will change things.

b1)If the guards are evil, let's encourage the people to have an uprising against them.
b2)If the guards aren't evil (meaning they're afraid or following orders), then taking down the guys in charge of the slaving (which would be the people striking fear in the guards, or the people issuing orders to the guards) will solve that problem.
Druke said:
I am happy that we both agree on the crew's ability to sail the ship if the Captain should come up dead.
Else, do you think Lissa/Naomi would be a useful hand? ;)
Druke said:
I also like you would like to save the children as soon as possible. I see three ingrediants in order to accomplish this successfully.

One, Information such as lay out of the building and the land surronding it, enemy troop and weapons count. Also known as scounting.
A well layed out plan of attack which you need information to make.
Three, the right allocation of resourses both personel and weaponry in order to successfully cary out the plan. So it all starts with ....Scouting.
edited for clarity

Let's assume we have the right allocation of resources. If we don't, we can probably pick up minor items pretty easily anyway.
Two depends on One, of course.
So, scouting. The way I see it, a blue print will be a difficult find. Not impossible, though. I can think of two ways to do this...

a) Go to the library. Libraries are also often where municipal records are kept. Like blueprints. It's possible that the librarian, able to keep quiet, would help us out with this.
b) Watch the location for a while. This would give us the size of the building(s) and how many perimeter guards.
c) Talk to Dietrich. Maybe I'm getting people mixed up, but if he's involved with the slavers, then he'll be fairly likely to know roughly how many guards we'd have to go through, a rough layout of the building, and the location of the children. He'd have to be convinced... which could take money, muscle, or both.

And talking to Dietrich is already in our plans. Are you proposing a change to the plans?
 

I'll be gone up to Dallas for Independence Day (United States Holiday on July 4th). I should be back next Wednesday.

Jdvn1 said:
This would be useful.
For now, cut the travel times in half. 15 minutes from your current position to get to the market or Dietrich's pawn shop, five minutes to go between the market and Dietrich's pawn shop, then about 20-25 minutes to get back to the morgue. Or about 10 minutes from your current position to the morgue, which is where I assume you're headed next.
 



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