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 RIFTS: Merctown 
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Joined: Tue Dec 15, 2009 8:26 pm
Posts: 74
Post Re: RIFTS: Merctown (2-3 openings)
Well, good.... then you can explain to this dog why theres a mess from a bartering of services i wasnt informed of. While i appreciate albatrosses as much as the next pup, i dont really need them around my neck. >.>


Sat Nov 19, 2011 10:56 pm
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Joined: Thu Dec 17, 2009 2:07 am
Posts: 159
Post Re: RIFTS: Merctown
we playin this friday?
:?:


Mon Nov 28, 2011 8:50 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown (2-3 openings)
Well barring any unforeseen events, we will pick up where we left off this Friday Dec 2nd.

This gives the party plenty of time to decide whether they wish to do the job for Gerald and the village (and if so make plans on how to go about it and what gear if any they might need) or perhaps part ways with the village and go about their own business.

Now the party has been returned to Rifts: Earth, but things are still in turmoil with and the party has made friends with some folks on the western coast.. somewhere in what used to be California. They've befriended a village overseen by a LLW named Gerald who evidently fought at Tolkeen and elsewhere. He has hired the party to deal with several Splurgorth Slavers that raid his village and the neighboring 2 villages.

Day: Friday Dec 2nd, 2011
Session #59
Game Time: 9:00 pm to 12:00 am
Room: RIFTS: Merctown
Server: Mayhem Gaming Server
Backup: Blackstar Games

Party
Jason - Dog Boy named Tibbs
Fathom - Changeling Mind Melter
G.T. - Lily Dawn Flower Spotted Hawk Human Female Ley Linewalker
Athos-Dimitri (Human Cyberknight)
Falcon-Human/Mutant Glitterboy
-True Atlantean Tattoo Archer
Opening-??

MIA
Starmage-Juste Ahrimane True Atlantean Shifter

RULES
Core: Rifts: Ultimate Edition
Sourcebooks: MercTown, MercOps, Mercenaries, Mercenary Adventures, various other RIFTS supplements (I own a great deal of them).

Character Level: 4th
Stats: roll 4d6 for humans, takes highest 3, reroll 1's
D-bees per specific D-bee's, No evil alignments (no demons/monsters).
Starting Gear: Per OCC/RCC with possible weapons/armor and such approved by me.
Starting Funds: Maximum starting funds, including black market goods x2
Character sheets should include background/story leading upto your arrival in Merctown. Sheets should be in rtf, word or pdf format for readability/printing. I have good sheet files if needed. I also have OpenRPG nodes.
Email completed pcs: landothearchmagi at comcast.net (replace at with @, no spaces.


Tue Nov 29, 2011 4:10 pm
Profile YIM

Joined: Sun Dec 13, 2009 7:19 pm
Posts: 228
Post Re: RIFTS: Merctown
I am probably not going to make it tomorrow night... which should be ok, cuz I think the group will just be arguing over Gerald again...

My vote is to give Gerald the finger and not the staff of Eylor. He has proven through his words and actions to be deceitful, and bitter, and that is not who you want to give an evil artifact to. We can easily destroy the staff and any other evil items we come across, without his "help".

Having only been in the village for 4 days, the most he could have taught anyone is a 2nd level spell, so, we have more than paid our way, if anything he is in our debt and not vice versa. No spells of legend or high level spells could have been taught in 4 days time, so that is a moot argument and just another lie of his that we owe him.

I don't see how having a "base" in this village is of any use to us, but if the group wants to settle down, I will go along with the group, I just won't condone giving evil artifacts to an angry liar that is trying to coerce us.

My vote is to kill the slaver, in order to help the people of the area, then we keep what we find and destroy anything evil in the loot.

Dimitri

p.s. One talisman of armor can buy the group 20 or more high level spells back in the baronies, let's take one and use it for this if the mages need new spells. We should use the slaver's items to seriously upgrade our group's weapons and armor, not just make Gerald rich. There will be plenty of non evil items we can salvage and trade back in the baronies.


Thu Dec 01, 2011 5:41 pm
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Joined: Tue Dec 22, 2009 8:18 pm
Posts: 134
Location: Vidor, Texas
Post Re: RIFTS: Merctown
The spell I asked for is a Spell of Legend, not a mere high level spell. It is potentally worth millions by itself.

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Fri Dec 02, 2011 12:47 am
Profile ICQ YIM

Joined: Tue Dec 15, 2009 8:26 pm
Posts: 74
Post Re: RIFTS: Merctown
I don't know if I can make this game. If I do, it will be fairly late. A couple of folks got themselves fired right in the middle of the holiday crunch time for the warehouse and 3 guesses as to who's helping to recover from the mess that's created on top of several other major IT projects dropped into his lap...

Thing is, two folks have entered into contracts ( possibly 3 if i count in the bow ) and I don't know what the ramifications of breaking the contracts migh be. It's pretty obvious that we would be guilty by association if something happens the way things are right now.

Probably the best course of action would be to just satify the minimum requirements and take care of the slaver(s), then move on (those of us that want to, that is.) Correctly if I'm wrong, but I don't recall any mentions on what condition items had to be in, they just had to be delivered. And things happen in firefights... *pinky to muzzle*

If I don't make it, here's what I'd been thinking on what to do for some info gathering:

A couple of groups go visit the other villages, gather what info you can. Get specifics, look for patterns in the info.

1 or 2 folks with high woodland and/or intellegence-related skills scout the land between the village and the base, look for the patterns, trails, and whatnots. Look for areas that will be suitable for ambushes, per the bait and lure idea, and try to gather first-hand information on what and how many we're dealing with. They're in a valley and Gerald did say that the ridgeline gave good views down into it while being like a mile high. I do have equipment for long-range surveillance in my backpack, including binocs and passive nightvision goggles if needed to be borrowed. I do have several very useful skills for doing this, but I don't know if I would be allowed to do it in-absentia if I can't make it.

It might be an idea for those going into the woods to operate in radio silence to not give themselves away to prying ears. Set a time table for going out and to be concidered overdue by if you don't make it back or radio in by.

I know the knight doesn't like the idea of someone going out towards the base, but we need to know specifics and not blindly blunder into this, especially with using the bait scenario we've discussed. Not trying to sound cold, but if one 1 or 2 do this, then losses will be minimized if something happens. If something goes fubar while trying to do the plan, we'll need to know the info for how to adjust it on the fly.

If all this is done and it's decided that we're over our head and can't do the job, then we'll have to deal with that bridge if we come to it.

PS:
What would the store charge me for a vibro-saber and sheath if they still have one in stock?


Fri Dec 02, 2011 3:29 am
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Joined: Thu Dec 17, 2009 2:07 am
Posts: 159
Post Re: RIFTS: Merctown
Tibbs wrote:
Thing is, two folks have entered into contracts ( possibly 3 if i count in the bow ) and I don't know what the ramifications of breaking the contracts migh be. It's pretty obvious that we would be guilty by association if something happens the way things are right now.

Probably the best course of action would be to just satify the minimum requirements and take care of the slaver(s), then move on (those of us that want to, that is.) Correctly if I'm wrong, but I don't recall any mentions on what condition items had to be in, they just had to be delivered. And things happen in firefights... *pinky to muzzle*


My thinking exactly.... I do have a +7 boom gun of Smiting after all...to do the deed with if geral really want it destroyed he'll be plesesed ;) :lol:

Fathom can't make, cause, she wants to watch a football game of her alma matter....


Fri Dec 02, 2011 11:22 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown (2-3 openings)
The shop will give you a deal for the vibro saber and sheath, it'll be 10% less then book/retail price.

Well since several folks can't make it and my studies have to take priority over gaming, I'll be postponing this tonight, but we should be fine for Dec 9th unless my spouse ends up in the hospital (she does for more dr visits monday).

Hope everyone can make it on the 9th.

This gives the party plenty of time to decide whether they wish to do the job for Gerald and the village (and if so make plans on how to go about it and what gear if any they might need) or perhaps part ways with the village and go about their own business.

Now the party has been returned to Rifts: Earth, but things are still in turmoil with and the party has made friends with some folks on the western coast.. somewhere in what used to be California. They've befriended a village overseen by a LLW named Gerald who evidently fought at Tolkeen and elsewhere. He has hired the party to deal with several Splurgorth Slavers that raid his village and the neighboring 2 villages.

Day: Friday Dec 9th, 2011
Session #59
Game Time: 9:00 pm to 12:00 am
Room: RIFTS: Merctown
Server: Mayhem Gaming Server
Backup: Blackstar Games

Party
Jason - Dog Boy named Tibbs
Fathom - Changeling Mind Melter
G.T. - Lily Dawn Flower Spotted Hawk Human Female Ley Linewalker
Athos-Dimitri (Human Cyberknight)
Falcon-Human/Mutant Glitterboy
-True Atlantean Tattoo Archer
Opening-??

MIA
Starmage-Juste Ahrimane True Atlantean Shifter

RULES
Core: Rifts: Ultimate Edition
Sourcebooks: MercTown, MercOps, Mercenaries, Mercenary Adventures, various other RIFTS supplements (I own a great deal of them).

Character Level: 4th
Stats: roll 4d6 for humans, takes highest 3, reroll 1's
D-bees per specific D-bee's, No evil alignments (no demons/monsters).
Starting Gear: Per OCC/RCC with possible weapons/armor and such approved by me.
Starting Funds: Maximum starting funds, including black market goods x2
Character sheets should include background/story leading upto your arrival in Merctown. Sheets should be in rtf, word or pdf format for readability/printing. I have good sheet files if needed. I also have OpenRPG nodes.
Email completed pcs: landothearchmagi at comcast.net (replace at with @, no spaces.


Sat Dec 03, 2011 12:42 am
Profile YIM

Joined: Thu Dec 17, 2009 2:07 am
Posts: 159
Post Re: RIFTS: Merctown
we up for tomarrow?


Thu Dec 08, 2011 8:04 pm
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Joined: Fri Dec 11, 2009 12:30 am
Posts: 1051
Location: Marietta, GA
Post Re: RIFTS: Merctown (2-3 openings)
Unfortunately, due to circumstances beyond my control there is no game tonight. Hopefully things will return to a more regular schedule on the 16th and then we'll play again after Yule/Christmas. If anyone is dropping out or not going to make it next week let me know.

The shop will give you a deal for the vibro saber and sheath, it'll be 10% less then book/retail price.

Now the party has been returned to Rifts: Earth, but things are still in turmoil with and the party has made friends with some folks on the western coast.. somewhere in what used to be California. They've befriended a village overseen by a LLW named Gerald who evidently fought at Tolkeen and elsewhere. He has hired the party to deal with several Splurgorth Slavers that raid his village and the neighboring 2 villages.

Day: Friday Dec 16th, 2011
Session #59
Game Time: 9:00 pm to 12:00 am
Room: RIFTS: Merctown
Server: Mayhem Gaming Server
Backup: Blackstar Games

Party
Jason - Dog Boy named Tibbs
Fathom - Changeling Mind Melter
G.T. - Lily Dawn Flower Spotted Hawk Human Female Ley Linewalker
Athos-Dimitri (Human Cyberknight)
Falcon-Human/Mutant Glitterboy
-True Atlantean Tattoo Archer
Starmage-Juste Ahrimane True Atlantean Shifter

RULES
Core: Rifts: Ultimate Edition
Sourcebooks: MercTown, MercOps, Mercenaries, Mercenary Adventures, various other RIFTS supplements (I own a great deal of them).

Character Level: 4th
Stats: roll 4d6 for humans, takes highest 3, reroll 1's
D-bees per specific D-bee's, No evil alignments (no demons/monsters).
Starting Gear: Per OCC/RCC with possible weapons/armor and such approved by me.
Starting Funds: Maximum starting funds, including black market goods x2
Character sheets should include background/story leading upto your arrival in Merctown. Sheets should be in rtf, word or pdf format for readability/printing. I have good sheet files if needed. I also have OpenRPG nodes.
Email completed pcs: landothearchmagi at comcast.net (replace at with @, no spaces.


Fri Dec 09, 2011 8:23 pm
Profile YIM
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