Fade Rift Mods (
faderifting) wrote2015-09-23 01:15 am
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War Table
THE WAR TABLE

Operations
- Characters may not participate in more than one war table operation at a time.
- Sign-ups are first come, first served. After the minimum number of characters is reached, we'll wait approximately 48 hours to allow additional sign-ups before closing the operation and giving participants the necessary information.
- Travel time for operations outside of Skyhold can and should be OOCly condensed/handwaved for the sake of not RPing weeks upon weeks of roadside camping, but you're welcome to set scenes along the way as well.
- Operations will not be GMed, but we're always happy to answer questions or provide additional details as requested.
- If you would like to suggest a war table operation--if your character is doing something other people should probably notice and investigate, their relatives are causing trouble, etc.--let us know on the Plot Request page.
Ferelden
The Secrets of Andraste: The team that investigated the ruins beneath and beyond the Temple of Sacred Ashes returned with ancient texts and artifacts. Adequately cataloging and translating these finds could help the Inquisition recover some of the political ground it has lost with the Chantry since the Herald's death. The texts, unfortunately, are written in an ancient runic script that no one in the Inquisition can fully translate. One scholar suggests that they are Alamarri, and the closest links are likely to be found among the Chasind Wilders. This operation requires four to six characters who will be absent from Skyhold for at least ten days. Those chosen will be told to equip for a fight but to try not to start one.
Orlais
The Chantry Remains: The Chantry's scattered condemnations of the Inquisition ceased--or at least ceased being publicly trumpeted--for a respectful period after the Herald's death, but the accusations of heresy and calls for the organization's disbandment have renewed. This operation requires three to five characters, with preference given to those who will not be immediately branded heretics as soon as they show their faces or open their mouths, who will be absent from Skyhold for at least five days.
Skyhold
Investigate Lyrium Theft: Small amounts of lyrium have been disappearing from the Inquisition's stores with enough regularity that it can no longer be considered a coincidence, and the Inquisition is looking into the problem. Those asked to help will need to be capable of discretion. This operation requires three to four characters who will need to remain in Skyhold for the seven days during the investigation.
The Secrets of Andraste: The team that investigated the ruins beneath and beyond the Temple of Sacred Ashes returned with ancient texts and artifacts. Adequately cataloging and translating these finds could help the Inquisition recover some of the political ground it has lost with the Chantry since the Herald's death. The texts, unfortunately, are written in an ancient runic script that no one in the Inquisition can fully translate. One scholar suggests that they are Alamarri, and the closest links are likely to be found among the Chasind Wilders. This operation requires four to six characters who will be absent from Skyhold for at least ten days. Those chosen will be told to equip for a fight but to try not to start one.
Orlais
The Chantry Remains: The Chantry's scattered condemnations of the Inquisition ceased--or at least ceased being publicly trumpeted--for a respectful period after the Herald's death, but the accusations of heresy and calls for the organization's disbandment have renewed. This operation requires three to five characters, with preference given to those who will not be immediately branded heretics as soon as they show their faces or open their mouths, who will be absent from Skyhold for at least five days.
Skyhold
Investigate Lyrium Theft: Small amounts of lyrium have been disappearing from the Inquisition's stores with enough regularity that it can no longer be considered a coincidence, and the Inquisition is looking into the problem. Those asked to help will need to be capable of discretion. This operation requires three to four characters who will need to remain in Skyhold for the seven days during the investigation.
INFO REQUESTS
If your character is investigating, experimenting, researching, normal-searching, organizing, exploring, polling, or anything along those general lines and you'd like mod input about what the results would be, ask us here! There's no form for this, just let us know what they're up to and what your question is and we'll get back to you. While requests and replies will generally be unscreened, please make sure to check whether results are IC public knowledge before assuming that your character is aware of them.
PLOT REQUESTS & IDEAS
We strongly encourage player plots, quests, missions, adventures and so on, especially ones that grow out of PC action. We are also always open to ideas if players have something in mind but feel for some reason that they can't run a prospective plot themselves. So that requests and answers can be screened, please use the form on the Plot Request page.
RESCUE WAYLAID INQUISITION CARAVAN
Participants: The Iron Bull, Malcolm Reynolds, Anders, Jamie McCrimmon, Lenneth
Scouts' information will point your characters toward Gironde, a small village located in the rocky Frostback foothills east of the Emerald Graves. Villagers will be able to point your characters to the remains of the merchants and Inquisition guards who were accompanying the shipment, now shallowly buried alongside the road.
The shipment and refugees are missing, but it will not be difficult to follow the trail of the wagons and families. A ledger left along the trail will detail the shipment's contents (lyrium, fine metals, and a stock of swords) and note the names and ages of the members of the four refugee families who disappeared with the shipment. They consist of three human families from the Exalted Plains and one elven family from Halamshiral.
West of the hills, at the edge of the forest, your characters will encounter an armed band in Orlesian military uniforms. The first group they encounter will attack on sight in an attempt to prevent them from proceeding. Beyond them, the group will find a crumbling ruin of a fortress with more soldiers holed up inside. Keen observers will be able to estimate their number to be approximately 16. Three of them will hold up their hands and come out to talk, with a handful of archers watching from the wall.
The Freemen will inform the group that the refugees are under their protection now, with no desire to leave, and the supplies have already been sold to pay for food and other necessities. If asked to, the Freemen will fetch two of the adult refugees from the Exalted Plains to meet the Inquisition group and attest that they are not being held against their will.
Let us know how your characters proceed from that point (call it a day and head home, insist on visiting the fortress to check for the shipment, kill everyone in sight, etc.) and we will provide you with follow-up information.
ICly, since we've been horrendously late getting this information to you, you can time the mission whenever is most convenient for your characters. This can include forward-dating, backdating, or squeezing it into a pocket dimension that exists outside of time. (Please don't actually ICly create any pocket dimensions.)
If you have any questions or would like to know how NPCs might respond to particular acts by your characters, please reply to this comment to ask.
Re: RESCUE WAYLAID INQUISITION CARAVAN
no subject
There's no way to see into the inside of the fortress, but the team may be able to hear an infant begin wailing, followed by the sound of something slamming on wood and an Orlesian order to be quiet, after which the crying will be muffled but not stop.
From there, the team can walk away again or (I'm assuming) go inside, whether directly or sneakily. The sixteen Freemen and the two refugees who greeted them outside will all put up some manner of a fight, depending on how quickly they're alerted, whether it's still daylight or the team waits for nightfall, etc. The two refugees-turned-Freemen (hereafter RTFs) will offer to lay down their arms and surrender when it becomes obvious they're not going to win; no one else will.
After things are resolved on the fighting end, the team will be able to explore the fortress. They will find two refugee families locked beneath the fortress floor, each with children, as well as a teenager and two younger children who belong(ed) to the two RTFs hiding in a back room. The elven family will not be present. One of the families kept prisoner will be able to point the team to where their bodies (three adults, two children) were dumped in the forest near the fortress. The surviving refugees will accuse the RTFs of aiding in the caravan ambush and killing the Inquisition's people.
If the RTFs survived their attempt to surrender, they'll deny it. The RTFs will also attribute the elves' deaths to the other refugees' refusal to share their cellar cell or rations with them, until keeping everyone quiet and breaking up fights became more trouble than it was worth to the Freemen. If they did not survive, they won't say anything, because they're dead.
All of the surviving refugees will ask to be brought back to Skyhold with the team, which was their original destination, except the children of the RTFs, who will be distraught if their parents are dead and defiant if they are not.
The shipment will be largely recoverable, including rare metals, crafted grenades in sealed boxes, and an assortment of daggers. The only thing on the manifest that will be missing is an order of processed lyrium.
When you have completed the Operation (and decided how to handwave the portions you do not RP), please reply to this comment with the following information:
This report can be written from either an IC or OOC perspective, whichever you would prefer. It doesn't need to be lengthy or overly detailed; its purpose is just to allow us to keep track of characters' actions and incorporate their effects into the world state and future plots.
no subject
PARTICIPANTS: The Iron Bull, Malcolm Reynolds, Anders, Jamie McCrimmon, Lenneth
LOG: Link
REPORT:
Cmdr-
Tracked missing refugees. Found our people dead. Gave pyre on the way back.
[ Below, a scrawled list of names and traits for the dead in case people are missing them. ]
Found armed idjits in a fort keeping our people. Got told 'they don't want to leave'. Smelled bullshit. Mage & Jamie got front door open, we snuck in.
Fought Freemen. Spared idjits that were impressed into service. Got them and everyone rounded up, headed back to Skyhold. Marked fort on map, might be a good place to hold up. Secure, good sightlines. Except where we burned down the gate.
Not my fault.
Tl;DR:
Found Refugees. Killed people. Saved people. Brought them to skyhold.
Elf family killed by idjits what don't like elves, in other news: Water is wet.
Jamie was sneaky, Mage fella was magey, Lenneth was...lennethy? Bull was big and scary.
We were all very brave and got the thing did. That sure was a thing. Got people and a fort out of it.
-Cpt M. Reynolds.