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Quest Calendar 2022: The Gates of Terralon
Just before the new year, I was greeted with a Facebook Ad that actually interested me. A daily calendar with a RPG twist. My character will be greeted with a new task nearly every day (Saturday and Sunday are combined).
I rolled the dice, so to speak, and bought it. I've been playing through the brief prologue the past couple of weeks with Commander Royce Barrington, a human commander. Royce has served The Great High King Maruck Vulgaar for 20 years. Royce was tasked with destroying their world of demons with the Zenith Bomb. To do so, he needed to travel with his army to the Sun Temple. It was a slow push through, but I rolled for stuff, chose my weapon, and then travelled to the Sun Temple. I chose a Northern route, because it took me through the woods...the Southern route appeared to be a path down by a river. I then met up with a guardian that was protecting the Divine Gate in the Sun Temple. He asked me a riddle and I defeated it. Going through the Divine Gate, my army was met with demons. I fought four of them and did well...but the next day I had three more to fight and the struggle became real. I took damage and eventually passed through to the Demonic Temple. I had two paths to take...left or right. I chose left because, well, the right side looked like it could lead into a maze. I went into a room with what appeared to be a sacrificial altar. I found a locked compartment on it, broke the lock (strength roll), and received a health potion. I moved on to the next room and was greeted with a medium sized snarling beast...but the light wasn't good enough to see it well. The darn thing got a bite on me before I was able to make it to the portal chamber. I'm supposed to set up the Zenith Bomb in this chamber. Unfortunately my rolls against Intellect and Wisdom did not go well. I eventually get the Bomb set, but not before a Gate Guardian hits me. I swap blows the Guardian over this past weekend, but I was not able to defeat it. It eventually fleed as it sensed the Zenith Bomb was about to blow. Royce perishes as the Zenith Bomb explodes...but the Gate will be destroyed as well. In case you are interested, the game can be found here at sundialgames.com You can buy the calendar, dice, what have you or have you not there as well. |
I hate to recap it like that, as it did take almost 3 weeks to get here...but I decided I enjoyed it enough I'd like to document my journey.
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Now that the prologue is over, I'm tasked with deciding which of the characters to take over.
Azmyra the Reckless, Half-Demon Swashbuckler A expert swordswoman and highly skilled adventurer with an knack for avoiding danger, taking from others, and doing it all in style. Sir Gareth Stalworth, Human Cleric A noble and mighty warrior with powers to restore and heal derived from his faith and virtue of his good deeds Professor Tyrnnicus Wyvern, Draakon Elementalist An intelligent and capable spellcaster mastering the ability to command the core elements into impressive manifestations of power. Tsavani Moonchaser, Feline Monk A nimble and fearful fighter that can channel Chi energy to influence the course of battle with mastery over both mental and physical limits. Syntax 12B047-2, Machine Artificer A unique creation with the capacity to transform mundane materials into devastating devices with powerful results. Mori'an Corvus, Avian Necromancer An eccentric sorcerer with dominance over death and the limitless power that it can command over life. Thudak the Merciless, Half-Orc Barbarian A master of combat tactics with an ability to take a punch. A brute with complete control over his rage. Foes don't like him when he is angry. Lyric Stringwood, Human Bard A cheerful entertainer with a wide range of skillsets. He is versatile in combat and in dealing with others. Faris Leafwind, Half-Elf Druid Friendly to critters, but not those who would trespass against nature. She devastates with her bow and masterful command over nature. Wolfrik Grayhand, Human Paladin A truly intimidating force driven by his oath and passion for justice. His skills with a sword are unparalleled, but Divine powers grant him power over his fate. Zilmora the Wise, Elf Sorceress A master in wisdom and intelligence. Her years of study in the arcane grant her phenomenal power and control over the world. Astrid Swiftblade, Gnome Thief Practically born with a dagger in hand. She is one with the shadows and knows how to make you hurt. |
There's also an option to create your own character, which I won't be going with.
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The game/calendar provided more detailed information on the first six characters...I found out yesterday everything from the half-orc down was available on their website.
https://www.sundialgames.com/2022heroes This doesn't provide you with the extra detail that the original six characters have. Syntax was created to be a bodyguard for a wizard that died long ago. He was recently freed. Gareth's grandfather was a "great warrior of the light." When he was murdered on the street, Gareth took up his grandfather's charge and pledged to seek out and correct injustice. The Professor is a misunderstood beast. He's always wanted to be kind and fair. Tsavani came from wealth and eventually landed in a Snowlion Monastery. She is all about having balance and control. Mori'an is the one that worries me the most. You keep one eye on Mori'an if he comes in the room. That dude. According to the notes, he pushed his sister out of their nest to her death just to see what would happen. Apparently he resurrected her. Just to see what would happen? What did you think would happen? Azmyra is a lifelong traveler. Not above doing good deeds, not below doing bad deeds either. Does what she wants. Each of them, including the others, has special abilities. |
Thinking there was only 6 to choose from initially, I was drawn to Syntax and Gareth. Syntax has some abilities where he can use gold to add +1 to rolls. He has additional gold as well. Gareth is the "white knight" so to speak, despite being a cleric. The last one I was interested in was Azmyra. She has a pickpocket skill that has the potential to lower her virtue, despite what good she may have done in the past.
After finding out about the other 6 characters, I've been tempted to just try and run with all of them. The game isn't set up for a multiplayer or multicharacter run. I would essentially have 12 different storylines going if I went this way. Fortunately, each day has taken like a minute to resolve for Royce...maybe less. I think I may go this route, with a slight twist. Given that the game is a year long calendar, if your character were to die, there are rules (and penalties) for bringing your character back to life. I'm thinking I will not bring any character that dies back. The only exception would be if I am down to one final character...the show must go on, after all. |
I've not been into dice rolling for RPG stuff in a long long time. I'm more likely to do this with Strat O Matic than in a RPG game, but this seemed interesting and I've decided to give it a go.
The Hunger Games, with my 12 characters, is about to start. |
Tuesday, Jan 18
I'm greeted by Seth. It appears we're headed to Graycliff for the annual Festival and Tournament of Lords. Seth goes every year, but doesn't compete in the games. I'm then asked to choose my character. As I mentioned earlier, I've decided to see how much I hate life and try my hand at all 12. |
Wednesday, Jan 19
I continue down the main road to Graycliff while talking with Seth. He shares stories of his hometown of Dawnhollow. As evening comes, we make a small camp. Seth encourages me to compete in the Tournament of Lords where the top prize is a land in the kingdom and a title to go with it. From here, I determine how much gold I will start off with on my journey. 3D6. Syntax starts out with a 8 gold in addition to anything rolled. Azmyra the Reckless, Half-Demon Swashbuckler, 11 gold Sir Gareth Stalworth, Human Cleric, 7 gold Professor Tyrnnicus Wyvern, Draakon Elementalist, 12 gold Tsavani Moonchaser, Feline Monk, 16 gold Syntax 12B047-2, Machine Artificer, 20 gold Mori'an Corvus, Avian Necromancer, 6 gold Thudak the Merciless, Half-Orc Barbarian, 10 gold Lyric Stringwood, Human Bard, 13 gold Faris Leafwind, Half-Elf Druid, 10 gold Wolfrik Grayhand, Human Paladin, 9 gold Zilmora the Wise, Elf Sorceress, 12 gold Astrid Swiftblade, Gnome Thief, 9 gold |
Today's action wasn't completely done. Poor Seth can be pickpocketed, if the character has that ability. Azmyra and Astrid both have that ability, and I plan to let them use it at every opportunity.
The rule for that is once per page (page being today, Jan 19), when encountering a non enemy character, you can gain D4 in gold. However, if you roll a 4, you do lose 1 virtue point. All of the characters have started at 0 virtue, and the range is -10 to +10. While I plan to guide all of them to "do the right thing," I won't stop them from doing stuff that's in their ability set (pickpocket and locksmith, for example). That said, Azmyra is up first. D4= 2. She now has 11 gold. Astrid is next. D4= 3. She now has 9 gold. I'll update the above post. |
Thursday, Jan 20
I continue to travel to Graycliff when I hear voices yelling up the road. When I get near, I find a man and woman frantically looking around and calling out names. It appears when they woke up in their camp this morning, their children were missing. They beg me to help find their kids. I'm presented a choice. A) Agree to help if they pay up front. B) Offer to help out of the goodness of my heart. C) Ignore the pleas and move on. Personally, I'm for B. I want all of the characters to try and "do the right thing", in theory I'd have them all go B...but I want some variety. The father can be pickpocketed, both Astrid and Azmyra will go that route but also go B. Thudak the half-orc and Mori'an the Avian necromancer will go A. They'll help...for a price. None will go for C. Thudak would probably go for C if I let him. |
A) Thudak and Mori'an agree to help if they pay. They're shocked but hand over 3 gold. Thudak and Mori'an both lose a point of virtue. Pretty sure neither of them care either.
B) The rest of the gang chose to help without promise of payment. The parents thank them profusely. Everyone gains 1 virtue point. Pickpocket: Azmyra got the 4 on the D4. She got the gold, but loses the virtue point she gained and sets at zero. Astrid got a 1 on the D4 roll. She secures the virtue point and a gold coin as well. Azmyra the Reckless, Half-Demon Swashbuckler, 15 gold, 0 Virtue Sir Gareth Stalworth, Human Cleric, 7 gold, +1 Virtue Professor Tyrnnicus Wyvern, Draakon Elementalist, 12 gold, +1 Virtue Tsavani Moonchaser, Feline Monk, 16 gold, +1 Virtue Syntax 12B047-2, Machine Artificer, 20 gold, +1 Virtue Mori'an Corvus, Avian Necromancer, 9 gold, -1 Virtue Thudak the Merciless, Half-Orc Barbarian, 13 gold, -1 Virtue Lyric Stringwood, Human Bard, 13 gold, +1 Virtue Faris Leafwind, Half-Elf Druid, 10 gold, +1 Virtue Wolfrik Grayhand, Human Paladin, 9 gold, +1 Virtue Zilmora the Wise, Elf Sorceress, 12 gold, +1 Virtue Astrid Swiftblade, Gnome Thief, 10 gold, +1 Virtue |
Friday, Jan 21
I decided the nearby forest was the most likely place for the children to have run off to. As I get deeper in, the thickness of the forest begins to block out the sun. I look for signs the children are here. I will be rolling to avoid getting lost while out in the woods (d20 + wisdom, Survival ability applies). I will then roll to search the forest for the children (d20 + intellect, Investigator ability applies). |
1) Avoiding getting lost:
Mori'an, Syntax, Zilmora, Astrid, and Lyric all appeared to get lost as well. As a result, they suffer a -2 modifier to searching the forest for the children. Astrid was the worst with a modified 0. Azmyra, Wolfrik, the Professor, Tsavani, and Gareth don't get lost. Thudak and Faris were completely at home in the woods and gained a +2 modifier to searching the forest for the children. Both sported rolls/modifiers of 20. 2) Search the forest: Mori'an, Syntax, Zilmora all continue to struggle. They find no clues of the children...of anything really. About to give up, they stumble across a footprint the size of a child. Azmyra, Astrid, Faris, Tsavani, and Gareth find a gold coin near a child's footprint. +1 gold for each of them. Thudak, Wolfrik, Lyric, and the Professor all find that gold coin near the child's footprint, but also find larger animal footprints that appear to be from large wolves. They are a little more alert and ready for tomorrow and gain a +2 defense. Syntax has an ability of Tinkerer, which allows it to spend 1 gold to add +1 to any D20 roll (presumably before the roll) for it's stats. I chose to pass on that today. Thudak clearly did well today, while Mori'an, Syntax, and Zilmora certainly suffered. Azmyra the Reckless, Half-Demon Swashbuckler, 16 gold, 0 Virtue 1) 11 (12 roll, -1 Wisdom) 2) 13, 14 roll, -1 Intellect) No Survivalist or Investigator abilities Sir Gareth Stalworth, Human Cleric, 8 gold, +1 Virtue 1) 14 (12 roll, 0 Wisdom, +2 Survivalist) 2) 8 (9 roll, -1 Intellect) Survivalist ability added to his roll to survive while traveling. Professor Tyrnnicus Wyvern, Draakon Elementalist, 13 gold, +1 Virtue +2 defense for 22 Jan 1) 9 (7 roll, +2 Wisdom) 2) 23 (19 roll, +2 Intellect, +2 Investigator) Investigator ability added to his roll to search or investigate. Tsavani Moonchaser, Feline Monk, 17 gold, +1 Virtue 1) 14 (13 roll, +1 Wisdom) 2) 11 (13 roll, -2 Intellect) No Survivalist or Investigator abilities Syntax 12B047-2, Machine Artificer, 20 gold, +1 Virtue 1) 1 (3 roll, -2 Wisdom) 2) 3 (1 roll, +2 Intellect, +2 Investigator. -2 for roll 1) Investigator ability added to it's roll to search or investigate. Got lost in the woods. Mori'an Corvus, Avian Necromancer, 9 gold, -1 Virtue 1) 3 (4 roll, -1 Wisdom) 2) 3 (3 roll, +2 Intellect, -2 for roll 1) No Survivalist or Investigator abilities and got lost in the woods. Thudak the Merciless, Half-Orc Barbarian, 14 gold, -1 Virtue +2 defense for 22 Jan 1) 20 (20 roll, 0 Wisdom) 2) 20 (20 roll, -2 Intellect, +2 for roll 1) No Survivalist or Investigator abilities, but was at home in the woods. Lyric Stringwood, Human Bard, 14 gold, +1 Virtue +2 defense for 22 Jan 1) 3 (5 roll, -2 Wisdom) 2) 17 (19 roll, 0 Intellect, -2 for roll 1) No Survivalist or Investigator abilities and got lost in the woods. Faris Leafwind, Half-Elf Druid, 11 gold, +1 Virtue 1) 20 (16 roll, +2 Wisdom, +2 Survivalist) 2) 12 (12 roll, -2 Intellect, +2 for roll 1) Survivalist ability added to his roll to survive while traveling. At home in the woods. Wolfrik Grayhand, Human Paladin, 10 gold, +1 Virtue +2 defense for 22 Jan 1) 11, (10 roll, -1 Wisdom, +2 Survivalist) 2) 16, (17 roll, -1 Intellect) Survivalist ability added to his roll to survive while traveling. Zilmora the Wise, Elf Sorceress, 12 gold, +1 Virtue 1) 6 (4 roll, +2 Wisdom) 2) 5 (3 roll, +2 Intellect, +2 Investigator, -2 for roll 1) Investigator ability added to her roll to search or investigate. Got lost in the woods. Astrid Swiftblade, Gnome Thief, 11 gold, +1 Virtue 1) 0! (2 roll, -2 Wisdom) 2) 13 (15 roll, 0 Intellect, -2 for roll 1) No Survivalist or Investigator abilities and got lost in the woods. |
Sat/Sun Jan 22/23
I hear the husky breath of feral animals. I look over and see the glowing red eyes of three wild wolves as they inch closer. They catch my scent and begin to drool. There's no evidence they found the children before they found me, though. They're hungry. They want to make me the next meal. I must: 1) Try and calm the wolves (D20 + wisdom, Animal Tamer ability modified). Then 2) Engage in combat (D20+ attack for each wolf, Damage for each wolf). |
As you might imagine, the results were varied. Sadly most were not great. A number of hits on the wolves but a number of them were just not enough to kill.
Tsavani, Syntax, and Faris were not able to kill a wolf. Azmyra, Sir Gareth, Thudak, Wolfrik, and Zilmora only got one. The Professor and Astrid each got two wolves. The third wolf took off after that. They took a moment to carve out a piece of meat for later, gaining 1 ration. Mori'an and Lyric managed to kill all three wolves. They not only got a ration of meat, but also skinned one of the wolves and added a wolf pelt to their inventory (worth 1 gold). Azmyra the Reckless, Half-Demon Swashbuckler, 16 gold, 0 Virtue Info of note: -1 Wisdom, +3 Attack, Damage is D10, HP 9, Defense is 12. Azmyra has the ability to Dodge (Once per page to take 1/2 damage, rounded up, from a single source) and Parry (if taking damage from an enemy, +2 to next attack roll). 1) 6 (roll of 7, -1 Wisdom). Azmyra wasn't able to threaten the wolves. 2) First wolf attack. Hits with 21 (roll 18, +3 Atk). 1 for damage. The wolf doesn't die and pounces Azmyra. She takes 1 point of damage after using Dodge. Gains 2 points to Attack with Parry. Second wolf attack. Hits with 12 (roll 7, +3 Atk, +2 Parry). 4 for damage. The wolf doesn't die and bites Azmyra's calf. She takes 1 point of damage. Gains 2 points to Attack with Parry. Third wolf attack. Hits with 23 (roll 18, +3 Atk, +2 Parry). 10 points damage. The wolf dies. Azmyra flees from the two wolves still standing. Final tally, -2HP, 1 wolf killed. Sir Gareth Stalworth, Human Cleric, 8 gold, +1 Virtue Info of note: 0 Wisdom, +3 Attack, Damage is D8, HP 10, Defense is 14. 1) 13 (roll of 13, 0 Wisdom). Sir Gareth uses a threatening stance and gains +2 defense. 2) First wolf attack. Hits with 11 (roll 8, +3 Atk). 2 for damage. The wolf doesn't die and pounces Sir Gareth. He takes 1 point of damage. Second wolf attack. Hits with 14 (roll 11, +3 Atk). 4 for damage. The wolf doesn't die and bites Sir Gareth's calf but he takes no damage. Third wolf attack. Hits with 13 (roll 10, +3 Atk). 7 points damage. The wolf dies. Sir Gareth flees from the two wolves still standing. Final tally, -1HP, 1 wolf killed. Professor Tyrnnicus Wyvern, Draakon Elementalist, 13 gold, +1 Virtue +2 defense for 22 Jan Info of note: +2 Wisdom, +2 Attack, Damage is D8, HP 10, Defense is 14 (Normally 12, he gained +2 yesterday to defense for today). 1) 6 (roll of 4, +2 Wisdom). Professor wasn't able to threaten the wolves. 2) First wolf attack. Hits with 13 (roll 11, +2 Atk). 5 for damage. The wolf dies. Second wolf attack. Misses with 3 (roll 1, +2 Atk). The wolf bites the Professor's calf but he takes no damage. Third wolf attack. Hits with 19 (roll 17, +2 Atk). 5 points damage. The wolf dies. The Professor killed two of the wolves. The third flees. He takes a moment to carve out a piece of meat for later and adds 1 ration to his inventory. Tsavani Moonchaser, Feline Monk, 17 gold, +1 Virtue Info of note: +1 Wisdom, +2 Attack, Damage is D8, HP 8, Defense is 13. Has the Animal Tamer ability (+2 to train or handle animals). 1) 20 (roll of 17, +1 Wisdom, +2 Animal Tamer). Tsavani uses a threatening stance and gains +2 defense. 2) First wolf attack. Hits with 11 (roll 9, +2 Atk). 2 for damage. The wolf doesn't die and pounces on Tsavani. She takes 1 damage. Second wolf attack. Hits with 11 (roll 9, +2 Atk). The wolf bites the Tsavani's calf but she takes no damage. Third wolf attack. Misses with 8 (roll 6, +2 Atk). The wolf bites her shoulder but there's no damage. Tsavani failed to kill any of the wolves and flees. Syntax 12B047-2, Machine Artificer, 20 gold, +1 Virtue Info of note: -2 Wisdom, +2 Attack, Damage is D8, HP 11, Defense is 13. 1) 6 (roll of 4, -2 Wisdom). Syntax did not threaten the wolves. 2) First wolf attack. Miss with 7 (roll 5, +2 Atk). Syntax takes 1 damage from the wolf. Second wolf attack. Misses with 3 (roll 1, +2 Atk). Syntax is hit but for no damage. Third wolf attack. Misses with 6 (roll 4, +2 Atk). Syntax is hit but for no damage. Syntax failed to kill any of the wolves and flees. Mori'an Corvus, Avian Necromancer, 9 gold, -1 Virtue Info of note: -1 Wisdom, +1 Attack, Damage is D12, HP 12, Defense is 12. 1) 16 (roll of 17, -1 Wisdom). Mori'an gains +2 defense for today. 2) First wolf attack. Hits with 17 (roll 16, +1 Atk). Damage of 6. The wolf dies. Second wolf attack. Hits with 19 (roll 18, +1 Atk). Damage of 11. The wolf dies. Third wolf attack. Hits with 15 (roll 14, +1 Atk). Damage of 5. The wolf dies. Mori'an killed all three wolves. Gains 1 ration of wolf meat and one wolf pelt to sell later (worth 1 gold). Thudak the Merciless, Half-Orc Barbarian, 14 gold, -1 Virtue +2 defense for 22 Jan Info of note: 0 Wisdom, +1 Attack, Damage is D12, HP 14, Defense is 13 (11 normally). 1) 14 (roll of 14, 0 Wisdom). His threatening stance works out. His defense is now 15 today. 2) First wolf attack. Miss with 5 (roll 4, +1 Atk). Thudak takes 1 damage. Second wolf attack. Hits with 11 (roll 10, +1 Atk). Damage of 10. The wolf dies. Third wolf attack. Miss with 7 (roll 6, +1 Atk). Thudak does not take damage. Thudak killed one wolf but is forced to flee from the other two. He took one damage. Lyric Stringwood, Human Bard, 14 gold, +1 Virtue +2 defense for 22 Jan Info of note: -2 Wisdom, +3 Attack, Damage is D8, HP 10, Defense is 15 (13 normally). Animal Tamer ability. Insult ability (once per page, add d6 to a damage roll). Sleepy Melody (Once per page add d4 to attack roll). 1) 5 (roll of 5, -2 Wisdom, +2 Animal Tamer). No bonus to defense for the bard. 2) First wolf attack. Hits with 19 (roll 16, +3 Atk). Damage of 5. The wolf dies. Second wolf attack. Hits with 19 (roll 18, +3 Atk). Damage of 6. The wolf dies. Third wolf attack. Lyric uses both Insult and Sleepy Melody. Hits with 25 (roll 20, +3 Atk, 2 on Sleepy Melody). Damage of 12 (6 on roll, 6 on Insult). The wolf dies. Lyric killed all three wolves. Gains 1 ration of wolf meat and one wolf pelt to sell later (worth 1 gold). They'll sing songs of his triumph forever. Or at least he will. Faris Leafwind, Half-Elf Druid, 11 gold, +1 Virtue Info of note: +2 Wisdom, +2 Attack, Damage is D8, HP 10, Defense is 15. Animal Tamer ability. Faris has a pet weasel ability. Once per page gains +2 to single attack roll. 1) 22 (roll of 18, +2 Wisdom, +2 Animal Tamer). Gains 2 defense (now 17). 2) First wolf attack. Hits with 11 (roll 9, +2 Atk). Damage of 2. Faris takes 1 damage. Second wolf attack. Hits with 19 (roll 18, +2 Atk). Damage of 1. Faris takes no damage. Third wolf attack. Faris uses her pet weasel. Hits with 21 (roll 17, +2 Atk, +2 weasel). Damage of 2. Faris takes no damage. Faris failed to kill any of the wolves and flees with 1 damage. Wolfrik Grayhand, Human Paladin, 10 gold, +1 Virtue +2 defense for 22 Jan Info of note: -1 Wisdom, +3 Attack, Damage is D10, HP 12, Defense is 16 (normally 14). Divine smite ability (once per page add d4 to single damage roll). 1) 17 (roll of 18, -1 Wisdom). Wolfrik gains +2 defense (now 18). 2) First wolf attack. Miss with 9 (roll 6, +3 Atk). Wolfrik takes 1 damage. Second wolf attack. Miss with 4 (roll 1, +3 Atk). Wolfrik takes no damage. Third wolf attack. Hits with 9 (roll 6, +3 Atk). Wolfrik uses Divine Smite. Damage of 4 (roll 2, Divine Smite 2). The wolf dies. Wolfrik killed one wolf and flees from the other two, having taken 1 damage. Zilmora the Wise, Elf Sorceress, 12 gold, +1 Virtue Info of note: +2 Wisdom, +2 Attack, Damage is D12, HP 10, Defense is 12. Illusion Ability (once per page, Add d4 to attack roll) 1) 4 (roll of 2, +2 Wisdom). No bonus for Zilmora. 2) First wolf attack. Miss with 7 (roll 5, +2 Atk). Zilmora takes 2 damage. Second wolf attack. Miss with 4 (roll 2, +2 Atk). Zilmora takes 1 damage. Third wolf attack. Zilmora earnestly uses the Illusion ability. Hits with 14 (roll 14, +2 Atk, 3 Illiusion). Damage of 5. The wolf dies. Zilmora killed one wolf, but took 3 damage in the process and fleed. Astrid Swiftblade, Gnome Thief, 11 gold, +1 Virtue Info of note: -2 Wisdom, +3 Attack, Damage is D6, HP 10, Defense is 14. 1) 15 (roll of 17, -2 Wisdom). Astrid gains 2 defense (now 16). 2) First wolf attack. Hits with 15 (roll 12, +3 Atk). Damage of 4. The wolf dies. Second wolf attack. Hits with 19 (roll 16, +3 Atk). Damage of 3. Astrid took no damage. Third wolf attack. Hits with 12 (roll 9, +3 Atk). Damage of 4. The wolf dies. Atrid killed two wolves. The third fleed. Gains 1 ration of wolf meat. |
Today's an off day...but if you have any suggestions on how to present this better (is this thing on?) I'd be all ears.
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Monday, Jan 24
I continue to track the footprints of the children through the woods. I grow hopeful once I see they lead to a clearing where I find an old log cabin that appears abandoned. Maybe the kids are simply playing inside. I call out to them but get no answer. I am to search the areas of the cabin. D20+ Intellect+ Investigator ability if applicable. Three areas to search. Around the outside. Inside the cabin. Well. |
Our adventurers are all successful in some sort or fashion.
The search (1) outside of the house showed no signs of the children, but Sir Gareth, the Professor, Tsavani, Syntax, Lyric, Wolfrik, Zilmora, and Astrid each found a gold coin under a loose floorboard of the porch. The search (2) turned to inside the cabin...where we found the door was locked and the windows boarded up. Some of our adventurers went the extra mile to peek through the cracks but the house appeared empty. Still, they all attempted to pick the lock (3) to gain entry. This required a D20 roll, dexterity modified, as well as the potential to use the Locksmith ability. Azmyra, the Professor, Tsavani, Syntax, Thudak, Faris, Wolfrik, Zilmora, and Astrid all were able to pick (maybe Thudak just smashed it) the lock and get inside. No children, but they each managed to find another gold coin for their trouble. Searching (4) the well, we find the children's footprints...but we don't find anything suggesting they left the well. Shouting down the well but the only response is your echo. Each of them toss a rock down that lands with a thud...there's no water down there. The Professor, Tsavani, Syntax, Mori'an, Faris, Zilmora, and Astrid each found a gold coin as they bent down to pick up that rock. Azmrya, Sir Gareth, Mori'an, Thudak, Lyric all gained 1 gold today. Faris, and Wolfrik each gained 2 gold.. The Professor, Tsavani, Syntax, Zilmore, and Astrid all gained 3 gold. Zilmora was the only one successful on all four of the rolls. Astrid benefitted greatly from the Lucky ability, which allowed her to reroll on her failed attempt to search the outside of the cabin. Investigator ability: +2 to any roll to search or investigate. Locksmith: +2 to any roll to pick a lock. Azmyra the Reckless, Half-Demon Swashbuckler, 17 gold, 0 Virtue Info of note: -1 Intellect, +2 Dexterity, Locksmith 1) 9-1 = 8, no sign of children. 2) 14-1 = 13, Door is locked, but peek inside and don't see children. 3) 12+2+2 = 16, Unlock the house. No children, but find 1 gold. 4) 4-1 = 3, Footprints, but no children. Sir Gareth Stalworth, Human Cleric, 9 gold, +1 Virtue Info of note: -1 Intellect, 0 Dexterity 1) 17-1 = 16, no sign of children, but find 1 gold under the porch. 2) 20-1 = 19, Door is locked, but peek inside and don't see children. 3) 2-0 = 2, Lock doesn't budge. 4) 8-1 = 7, Footprints, but no children. Professor Tyrnnicus Wyvern, Draakon Elementalist, 16 gold, +1 Virtue Info of note: +2 Intellect, -1 Dexterity, Investigator 1) 13+2+2 = 17, no sign of children, but find 1 gold under the porch. 2) 3+2+2 = 7, Door is locked. 3) 18-1 = 17, Unlock the house. No children, but find 1 gold. 4) 19+2+2 = 23, Footprints, but no children. Find 1 gold when tossing a stone into well. Tsavani Moonchaser, Feline Monk, 20 gold, +1 Virtue Info of note: -2 Intellect, +3 Dexterity 1) 17-2 = 15, no sign of children, but find 1 gold under the porch. 2) 5-2 = 3, Door is locked. 3) 11+3 = 14, Unlock the house. No children, but find 1 gold. 4) 17-2 = 15, Footprints, but no children. Find 1 gold when tossing a stone into well. Syntax 12B047-2, Machine Artificer, 23 gold, +1 Virtue Info of note: +2 Intellect, +1 Dexterity, Investigator, Locksmith 1) 16+2+2 = 20, no sign of children, but find 1 gold under the porch. 2) 6+2+2 = 10, Door is locked. 3) 17+1+2 = 20, Unlock the house. No children, but find 1 gold. 4) 14+2+2 = 18, Footprints, but no children. Find 1 gold when tossing a stone into well. Mori'an Corvus, Avian Necromancer, 10 gold, -1 Virtue Info of note: +2 Intellect, +1 Dexterity 1) 3+2 = 5, no sign of children. 2) 19+2 = 21, Door is locked, but peek inside and don't see children. 3) 4+1 = 5, Lock doesn't budge. 4) 14+2 = 16, Footprints, but no children. Find 1 gold when tossing a stone into well. Thudak the Merciless, Half-Orc Barbarian, 15 gold, -1 Virtue Info of note: -2 Intellect, +2 Dexterity 1) 1-2 = (-1), no sign of children. Thudak doesn't care. 2) 12-2 = 10, Door is locked. Thudak doesn't care. 3) 9+2 = 11, Unlock the house. No children, but find 1 gold. I'm amazed Thudak figured this out. 4) 4-2 = 2, Footprints, but no children. Lyric Stringwood, Human Bard, 15 gold, +1 Virtue Info of note: 0 Intellect, +2 Dexterity 1) 20-0 = 20, no sign of children, but find 1 gold under the porch. 2) 7-0 = 7, Door is locked. 3) 6+2 = 8, Lock doesn't budge. 4) 8-0 = 8, Footprints, but no children. Faris Leafwind, Half-Elf Druid, 13 gold, +1 Virtue Info of note: -2 Intellect, +2 Dexterity 1) 7-2 = 5, no sign of children. 2) 1-2 = (-1), Door is locked. 3) 19+2 = 21, Unlock the house. No children, but find 1 gold. 4) 15-2 = 13, Footprints, but no children. Find 1 gold when tossing a stone into well. Wolfrik Grayhand, Human Paladin, 12 gold, +1 Virtue Info of note: -1 Intellect, +1 Dexterity 1) 16-1 = 15, no sign of children, but find 1 gold under the porch. 2) 6-1 = 5, Door is locked. 3) 16+1 = 17, Unlock the house. No children, but find 1 gold. 4) 1-1 = 0, Footprints, but no children. Zilmora the Wise, Elf Sorceress, 15 gold, +1 Virtue Info of note: +2 Intellect, 0 Dexterity, Investigator 1) 8+2+2 = 12, no sign of children, but find 1 gold under the porch. 2) 11+2+2 = 15, Door is locked, but peek inside and don't see children. 3) 16+0 = 16, Unlock the house. No children, but find 1 gold. 4) 8+2+2 = 12, Footprints, but no children. Find 1 gold when tossing a stone into well. Astrid Swiftblade, Gnome Thief, 14 gold, +1 Virtue Info of note: 0 Intellect, +3 Dexterity, Lucky ability, once per page on a roll of 1 on D20, reroll. 1) 1, rerolled due to Lucky ability to 17-0 = 17, no sign of children, but find 1 gold under the porch. 2) 14-0 = 14, Door is locked, but peek inside and don't see children. 3) 14+3 = 17, Unlock the house. No children, but find 1 gold. 4) 12-0 = 12, Footprints, but no children. Find 1 gold when tossing a stone into well. |
After dropping the rock down the well and discovering the well is dry, I realize that it's more than just an empty well. The kids probably went down inside it. It is wide enough to get down and there's an old rope here that might help me with that.
My only option is to climb down the well. D20 +/- Strength modifier, +2 for Athlete ability, if applicable. Athlete: +2 for physical and athletic hurdles. |
A quick resolution day. Our adventurers try to climb down the rope, but the old rope begins to tear. Azmyra (3), Tsavani (2), Mori'an (2), and Wolfrik (5, a terrible 1 roll despite 4 points for strength and athlete) all fall and land on their backside...2 points of damage.
Sir Gareth (8), the Professor (11), Syntax (10), Faris (9), and Astrid (8) managed to grab footholds along the inside of the well, but still eventually fell. They all landed on their feet, but it wasn't pleasant. 1 point of damage. Thudak (14), Lyric (14), and Zilmora (14) all successfully lowered themselves down without issue, despite the wear on the rope. No damage, no sweat. Azmyra, one of my favorites before we started, is down from 9 HP to 5 HP. |
After getting to the bottom of the well, I find a small tunnel that I can squeeze through. It's a tight fit but I have enough room to move. It smells damp and moldy. In the distance I see a pair of yellow eyes peering at me. Clearly not the children. Whatever it is lets out a low growl and charges toward me.
Roll for two rounds. 1. D20 +Attack, Damage, and D20 +/- Constitution 2. D20 +Attack, Damage, and D20 +/- Constitution |
Round 1
Azmyra (7), Thudak (3), and Wolfrik (6) all miss what turns out to be a homunculus. Lyric (12, 2) and Astrid (9, 3) both hit the thing but failed to do enough damage. Sir Gareth (20, 7), the Professor (21, 3), Tsavani (16, 3), Syntax (11, 4), Mori'an (13, 5), Faris (15, 8), and Zilmora (19, 5) all hit it with enough damage to stun the thing. Unfortunately for the first five adventurers, they were scratched in the face by the claws of the homunculus. Azmyra lost 1HP (dodged to lower this to 1HP) and was poisoned (Constitution roll of 8). Thudak lost 2HP (15). Wolfrik lost 1HP and was poisoned (8). Lyric lost 1HP and was poisoned (7). Astrid lost 1HP (16). Those poisoned will face an additional constitution roll at the end of each calendar day. Failure results in loss of 1 HP. This can be cured by Antidote, special ability, or by taking a rest. Rest days are built in to the calendar...at least I expect that they are. Azmyra, Lyric, and Wolfrik do not have an ability to cure poison. Round 2 Azmyra (15 [used parry], 9), the Professor (10, 13 [used firestorm]), Syntax (14, 8), Mori'an (18, 5), Lyric (21 [used sleepy melody], 14 [used insult]), Faris (19 [used pet weasel], 8), Wolfrik (15, 12 [used divine smite]), and Zilmora (14, 7 [used illusion]) all manage to kill the homunculus. Mori'an used this to increase his health to 11 (used Leach life ability, when he kills an enemy, he regains 1HP up to his max). Sir Gareth (4) and Astrid (6) miss hitting the creature the second time but their defense (14) prevents any damage. The same could not be said for Tsavani (4) or Thudak (3). Both lost 1HP but escaped being poisoned (17, 21). The homunculus had seen enough at this point and took off. End of calendar day rolls for those poisoned. Azmyra (17) and Wolfrik (13) avoid further damage. Lyric (0) loses 1 more HP. |
End of day HP/status:
Azmyra 4HP, poisoned Sir Gareth, 8HP The Professor, 9HP Tsavani, 7HP Syntax, 9HP Mori'an, 11HP Thudak, 10HP Lyric, 8HP, poisoned Faris, 8HP Wolfrik, 8HP, poisoned Zilmora, 8HP Astrid, 9HP |
Thursday, Jan 27
The small tunnel opens up to a larger set of caverns. There is plenty of room to move. It seems that something else lives here. The homunculus must have just been it's pet. Your instincts tell you that you need to act quickly to rescue these children. |
I've tried a few ways to upload the tunnels/caverns map and continue to fail.
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This link appears to be the best I can do under the circumstances.
I have essentially three routes to the end...Going north takes me to Room 1, then to 2. I can continue East to the end or head south to 4, then 3, and then to the end. The third option is to head straight east. Go to 4, then 3, then the end. Given these options, I've chosen to break up the 12 adventurers into 3 groups. Group 1's plan will be to go 1, 2, end. These rooms on the map don't appear to be that terrible. 4 is the biggest cavern besides the end so this group is going to try and avoid them. Azmyra, Tsavani, Zilmora, and Astrid are all going this route. Group 2's plan will be 4, 3, end. They're a bit stronger and we'll test these two rooms with them. Sir Gareth, Lyric, Wolfrik, and Faris will go this route. Group 3's plan is to take the scenic route and hit all four rooms...1, 2, 4, 3, end. If, after two rooms, they're on the the struggle bus, any of them can be rerouted to the end instead. Syntax, Mori'an, Thudak, and the Professor will go this route. |
I definitely wanted to make a plan for each of them before getting influenced by reading what was in the rooms.
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Group 1's adventurers entered the first cavern and found that it contained nothing but piles of bones in all sizes. Just bones. No meat, tendons, or ligaments. Picked clean. You can't tell if they're animal, human, elf. Judging by the piles, there are possibly several dozen creatures worth of bones here. The hope is that none of the bones are of the children.
The adventurers search the piles, rolling with intellect and possible investigator ability. None of them find any indication of fresh bones from the children, but Azmyra (19) and Zilmora (23 investigator) find 1 gold. They move on to cavern/room 2 and find a large cauldron sitting on top of a weak fire. Whatever occupies these tunnels must have been doing the cooking. The pot still contains what appears to be a soup. They have an uncontrollable desire to taste it. They'll roll with constitution and danger sense ability (+2 against traps and hazards). Azmyra (5), Tsavani (7, danger sense), and Astrid (2) all begin to retch and vomit from the taste and lose 1HP. Zilmora (16) felt nauseous when bringing the liquid to her lips and stopped short of tasting it. |
Group 2's adventurers head to the east to Cavern/room 4. They enter the room and find another homunculus sleeping. They each try to creep around it quietly. They'll roll with dexterity and possible Stealthy ability (+2 to sneak and remain hidden). Amazingly, all of them were able to sneak past without getting caught. Sir Gareth (12), Lyric, (18), Wolfrik (12), Faris (20) did it without the stealthy ability as well.
On to cavern/room 3. This appears to be some sort of storage area. Jars of ingredients everywhere. Eyeballs, chicken feet, and various herbs. It's possible something useful can be found here. Roll with intellect and possible Arcane adept ability (+2 handle and deal with magic). Wolfrik (12) finds an antidote, but Sir Gareth (10), Lyric (1), and Faris (5) were unable to find anything useful. Wolfrik is currently poisoned, so using the antidote makes sense, but he'll hold on to it for now. |
Group 3's going to try and hit every cavern/room.
The Professor found gold in room 1 (12), got sick in room 2 (3), snuck past the creature in 4 (14) and found an antidote in room 3 (14, arcane adept). Syntax found gold in room 1 (11), didn't drink the vomit soup (robots don't drink, also 18 lol), while it woke the homunculus (4), he killed it (11 atk, 7 dmg). It also found an antidote in room 3 (14). Mori'an found gold in room 1 (14), got sick in room 2 and lost 1HP (7), woke the creature (7) and killed it (18 atk, 10 dmg, Leach Life to gain 1HP). He didn't find anything in room 3, though (10, despite arcane adept). Finally, Thudak probably didn't bother to search room 1 (3), didn't bother tasting the vomit soup (21), but somehow snuck past the creature (21) and found the antidote (18), which amazes me. |
Of those poisoned, only Wolfrik found an antidote, but he's going to hold off on it. If he's cured from a rest, I'm hoping he gets a rest if we find the children...save the antidote for another day.
Poison roll at the end of the day for Azmyra, Lyric, and Wolfrik. Azmyra (9), Lyric (8), and Wolfrik (10) all take a point of damage for poison. |
End of day HP/status:
Azmyra 2HP, poisoned Sir Gareth, 8HP The Professor, 8HP Tsavani, 6HP Syntax, 9HP Mori'an, 11HP Thudak, 10HP Lyric, 7HP, poisoned Faris, 8HP Wolfrik, 7HP, poisoned Zilmora, 8HP Astrid, 8HP |
I don't see a scenario where Azmyra is going to make it back out of this alive. She missed out when I had her go north instead of west.
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Friday, Jan 28
I find an open living space with a couple of straw beds and a lit fire under a cooking pot. I see the children nearby tied up and crying. They cower in fear when I enter the room, but their eyes open wide in hope when I walk into the light and they see my face. I'm presented with three options. A) Untie the ropes (Intellect). B) Break the ropes (Strength). C) Cut the ropes (Dexterity). Of the three, cut the ropes seems dicey, but I'm going to let each of the 12 play to their strengths. |
I won't go into the details for this quick day, but each of the 12 were eventually able to free the children. Only Astrid ended up cutting herself a bit while freeing them and lost 1 HP.
Unfortunately, the poison bug hit Azmyra, Lyric and Wolfrik again. Azmyra is down to 1HP and appears set to be the first adventurer we lose. Wolfrik's down to half his HP, so we'll use the antidote tomorrow to stop the losses. End of day HP/status: Azmyra 1HP, poisoned Sir Gareth, 8HP The Professor, 8HP Tsavani, 6HP Syntax, 9HP Mori'an, 11HP Thudak, 10HP Lyric, 6HP, poisoned Faris, 8HP Wolfrik, 6HP, poisoned Zilmora, 8HP Astrid, 7HP |
Sat Jan 29, Sun Jan 30
Once I free the children, I hear a cackling sound growing louder behind me. I turn to find two hideous hags licking their lips as the survey me. Their presence is unnerving and their stench is awful The begin casting spells to frighten and harm me. I'm to roll for wisdom, then attack, then damage for each of the hags. This does not look good for Azmyra. |
In the first roll, wisdom modified, we determine if the adventurer is worried. If worried, the adventurer rolls for attack twice and takes the lower value.
Sir Gareth is the only one of the 12 to kill both hags and finds 2 gold coins. The Professor (loss of 2HP in the battles), Syntax (-1HP), Mori'an (-1HP, used Leach Life), Thudak (-2HP), Faris (-1HP), and Wolfrik (+1HP after the Healing Prayer ability...once per rest gain 1D4 in HP) managed to take down one of the hags. The other hag managed to escape. They each find 1 gold. Wolfrik decides enough is enough and takes his antidote, curing him of poison. Tsavani (-3HP), Lyric (-3HP), Zilmora (-4HP), and Astrid (-2HP) didn't kill either hag. I suppose the hags ran off because they couldn't believe the adventurer was still standing. Lyric rolls for poison at the end of the day and is clear (12). |
Azmyra, oh right. Azmyra was not scared of the first hag at all. While her attack roll was initially terrible, her Lucky ability changed that to a hit. She hits the first hag, but doesn't kill it. The hag cast a spell on her and Azmyra was no more.
RIP Azmyra the Reckless. We hardly knew ye. |
End of day/weekend HP/Status:
Azmyra RIP Sir Gareth, 8HP The Professor, 6HP Tsavani, 3HP Syntax, 8HP Mori'an, 10HP Thudak, 8HP Lyric, 3HP, poisoned Faris, 7HP Wolfrik, 7HP Zilmora, 4HP Astrid, 5HP |
With the kids safe, I'm ready to leave and return them to their parents. We make our way back to where we entered the tunnels. Looking up and recalling the trouble we had coming down, I realize this ain't gonna be easy.
1) Get the girl out of the well (Strength, Athlete). 2) Get the boy out of the well (Strength, Athlete). |
Sir Gareth gets both kids out without an issue. He's the only one of our adventurers to do so.
Syntax, Thudak, Lyric, Wolfrik, and Astrid all suffer a little rope burn and lose 1HP. The Professor (-2), Tsavani (-2), Mori'an (-2), Faris (-3), and Zilmora (-3) all had struggles. Rope burns, scrapes, bruises. Faris is dinged up enough she uses her Nature's Healing ability (once per rest, restore D4 health) and gained 2HP back. Lyric, done for the day, rolls against the poison and passes (13). |
End of day HP/status:
Azmyra RIP Sir Gareth, 8HP The Professor, 4HP Tsavani, 1HP Syntax, 7HP Mori'an, 8HP Thudak, 7HP Lyric, 2HP, poisoned Faris, 6HP Wolfrik, 6HP Zilmora, 1HP Astrid, 4HP |
I return the children to their parents. They embrace in joy and tears.
"Thank you! Thank you! We are forever grateful that you have returned our children to us. How can we repay you?" A) Demand payment for my services (Charisma, Intimidate ability...+2 to threaten or intimidate) B) No thanks is needed. Just happy to help. |
10 of our adventurers take the high road and say no thanks needed. However, Astrid just can't help herself. She plunks another 3 gold away from the father when he's not paying attention. They all gain a virtue point.
Even better...we learn they're headed to the Festival and the Tournament of the Lords. They offer a ride on their wagon. This results in +5 to their next survival roll. Thudak, that wonderful half-orc, demanded payment (10). They are a bit surprised, particularly since they paid him as well before he left. They give him 2 more gold. He loses 1 virtue point in the process. Lyric, processing his end of day poison roll, fails (4). He's now at 1HP. |
End of day HP/status:
Azmyra RIP Sir Gareth, 8HP The Professor, 4HP Tsavani, 1HP Syntax, 7HP Mori'an, 8HP Thudak, 7HP Lyric, 1HP, poisoned Faris, 6HP Wolfrik, 6HP Zilmora, 1HP Astrid, 4HP |
Level up day!
Congratulations, you have gained enough experience to increase your hero's level. Full disclosure, I've already read that there are 6 levels throughout this years spread out...I don't suspect I'll see another in two weeks of time. All of our adventurers can now have 2 points distributed to their traits as desired and some health. |
Sir Gareth has gained +3 Health (Max 13), +1 Defense (15), +1 Attack (+4), damage has gone from D8 to D10, +1 SP (max 4SP). Gained Investigator ability. Gained a Spell Healing Light, 1 SP to gain HP equal to virtue. I used his 2 points to Charisma...bringing him to 0 there. That was his worst attribute at the time.
Sir Gareth Stalworth Level 2 Str +2 Dex 0 Con +1 Int -1 Wis 0 Cha 0 Virtue +2 Gold 11 HP 11/13 Atk +4 Def 15 Dmg D10 Abilities Intimidating, +2 to threaten and intimidate. Athlete, +2 to overcome physical and athletic hurdles. Survivalist, +2 to survive while traveling. Investigator Spell Points: 4 Spells: Divine Strike (1SP add current virtue to all attack rolls this page), Smite (1SP add current virtue to all damage rolls this page), Healing Light (1SP restore health by amount of current virtue). |
The Professor gained 4 health (14), 1 defense (13), 1 attack (3), damage from d8 to d12, and 1SP (4). New ability, spell Stone Skin, Use 1SP, reduce the first 4 points of incoming damage on this page to 0. I move Str and Dex from -1 to 0.
Professor Trynnicus Wyvern Level 2 Str 0 Dex 0 Con -1 Int +2 Wis +2 Cha -1 Virtue +2 Gold 18 HP 10/14 Atk +4 Def 13 Dmg D12 Abilities Arcane Adept, +2 to handle or deal with magic. Student, +2 to recall history or knowledge. Investigator, +2 to search or investigate. Spell Points: 4 Spells: Stone Skin (1SP to reduce 4 points damage to 0, per page), Leaf on the Wind (1SP to gain +2 def/page). Equipment and Loot: 1 ration 1 antidote |
Tsavani gained 4 health (15), 1 attack (3), damage from d8 to d10, and 1 chi (given she's a monk) (3). New ability, athlete. New Chi, Evasion. Took Int from -2 to 0. This level up saved her bacon.
Tsavani Moonchaser Level 2 Str 0 Dex +3 Con 0 Int 0 Wis +1 Cha -2 Virtue +2 Gold 20 HP 5/15 Atk +3 Def 13 Dmg D10 Abilities Animal Tamer, +2 to train or handle animals Danger Sense, +2 to avoid traps or surprises Stealthy, +2 to sneak or remain hidden Athlete, +2 to overcome physical and athletic hurdles Chi Points: 3 Chi: Harmony, 1 Chi to remove poison or cursed condition Chi: Evasion, 1 Chi to gain +4 defense this page. |
Syntax gained 3 health (14), 1 attack (3), damage from d8 to d10. New abilities of Flamethrower and Armorer. Took Cha from -3 to -1. Syntax is one of my favorites. His abilities of spending gold to improve modifiers on rolls is very nice.
Syntax 12B047-2 Level 2 Str +1 Dex +1 Con +1 Int +2 Wis -2 Cha -1 Virtue +2 Gold 25 HP 11/14 Atk +3 Def 13 Dmg D10 Abilities Locksmith, +2 to pick a lock. Student, +2 to recall history or knowledge. Investigator, +2 to search or investigate. Artillerist (1 gold, add 1 to attack roll) Tinkerer (1 gold, add 1 to any D20 roll on traits (ex: Str) Flamethrower (1 gold, add 1 to a damage roll) Armorer (2 gold, add 1 def for this page) Equipment and Loot: 1 antidote |
Mori'an gained 4 health (16), 1 defense (13), 1 attack (2), damage from d12 to 2d8, and 2SP (4). New spells: Frighten and Drain Life. Str from -2 to 0. He creeps me out and gained a spell that guarantees a victory in an intimidation situation.
Mori'an Corvus Level 2 Str 0 Dex +1 Con +2 Int +2 Wis -1 Cha -2 Virtue 0 Gold 12 HP 14/16 Atk +2 Def 13 Dmg 2D8 Abilities Arcane Adept, +2 to handle or deal with magic Student, +2 recall history or knowledge Leach Life, Kill an enemy and regain 1HP, up to max. Blood Ritual, Once/page, reduce HP by 1 gain +2 on a roll. Spell Points: 4 Spells: Bone Shield (1SP +2 def this page), Frighten (1SP, Add 20 to an intimidation roll), Drain Life (1SP, Additional D6 in damage. Gain that same amount in HP, up to the max) Equipment and Loot: 1 ration 1 pelt |
Thudak gained 4 health (18), 1 defense (12), damage from d12 to 2d8. New ability: Mighty. 3 times per rest? He'll be using this quick. Took Int from -2 to 0.
Thudak the Merciless Level 2 Str +3 Dex +2 Con +1 Int 0 Wis 0 Cha -2 Virtue -2 Gold 18 HP 12/18 Atk +1 Def 12 Dmg 2D8 Abilities Intimidating, +2 to threaten and intimidate Athlete, +2 to overcome physical and athletic hurdles Reckless Attack, once/page, take -2 from attack roll. Add D4 to damage if you hit. Rage, Once per rest, +2 to attack and damage rolls Damage Resistance, when in Rage, take 1/2 damage, round up. Mighty, 3 times per rest +2 to any Str roll. Equipment and Loot: 1 antidote |
Lyric gained 3 health (13), 1 attack (4), damage from d8 to d10. New ability: Dazzle. Took Wis from -2 to 0. Level up saves him for now...bringing him from 1HP to 4HP. He's still poisoned, though.
Lyric Stringwood Level 2 Str +3 Dex +2 Con +1 Int 0 Wis 0 Cha -2 Virtue +2 Gold 15 HP 4/10 poisoned Atk +4 Def 13 Dmg D10 Abilities Persuasive, +2 to persuade or convince Athlete, +2 to overcome physical and athletic hurdles Animal Tamer, +2 to train or handle animals Insult, once/page add D6 to any damage roll. Sleepy Melody, Once/page, add D4 to any attack roll. Dazzle, once per rest, add +2 def for the page. Equipment and Loot: 1 ration 1 pelt |
Faris gained 4 health (14), 1 attack (3), damage from d8 to d10. New ability: Precise aim. Took Con from -2 to 0.
Faris Leafwind Level 2 Str 0 Dex +2 Con 0 Int -2 Wis +2 Cha 0 Virtue +2 Gold 14 HP 11/14 Atk +3 Def 15 Dmg D10 Abilities Survivalist, +2 to survive while traveling Animal Tamer, +2 to train or handle animals Danger Sense, +2 to avoid traps and surprises Nature's Healing, Once per rest, restore D4 health up to max (USED) Animal: Weasel, Once/page, gain +2 to a single attack roll. Precise Aim, Once per rest, Add +10 to one attack roll and +d4 to the damage roll. |
Wolfrik gained 4 health (16), 1 defense (15), damage from d10 to d12. New ability: Holy Strike. Took Wis and Int from -1 to 0.
Wolfrik Grayhand Level 2 Str +2 Dex +1 Con 0 Int 0 Wis 0 Cha -1 Virtue +2 Gold 13 HP 10/16 Atk +3 Def 15 Dmg D12 Abilities Intimidating, +2 to threaten or intimidate Athlete, +2 to overcome physical and athletic hurdles Survivalist, +2 to survive while traveling Divine Smite, Once/page, add d4 to a single damage roll Healing Prayer, Once/rest, restore d4 Health (USED) Holy Strike, Once/page, add d4 to a single attack roll |
Zilmora gained 3 health (13), 1 attack (3), 1 defense (13), damage from d12 to 2d8. Gained 1SP (5). New abilities: Student, Force Bolt. Took Str from -2 to 0.
Zilmora the Wise Level 2 Str 0 Dex 0 Con -2 Int +2 Wis +2 Cha 0 Virtue +2 Gold 16 HP 4/13 Atk +2 Def 13 Dmg 2D8 Abilities Arcane Adept, +2 to handle and deal with magic Investigator, +2 to search and investigate Student, +2 to recall history or knowledge Illusion, Once/page add D4 to an attack roll Force Bolt, once/page add d4 to a damage roll SP: 5 SP Spell: Arcane Armor, 1SP gain +6 defense this page Spell: Quicken, 1SP gain 15 to all Dex rolls this page |
Astrid gained 3 health (13), damage from d6 to 2d4. New abilities: Locksmith and Sneak attack. Took Str from -3 to -1.
Astrid Swiftblade Level 2 Str -1 Dex +3 Con 0 Int 0 Wis -2 Cha +2 Virtue +2 Gold 17 HP 8/13 Atk +3 Def 14 Dmg 2D4 Abilities Stealthy, +2 to sneak and remain hidden Persuasive, +2 to persuade or convince Lucky, once/page, if you roll a 1 on a D20, reroll and take the new result Pickpocket, Once/page when encountering a non enemy character, gain d4 in gold. If d4 is 4, lose 1 in Virtue. Dodge, Once/page take 1/2 damage from a single source, round up Locksmith, +2 to pick a lock Sneak Attack, Once/page, add d4 to a single attack roll. Equipment and Loot: 1 ration |
Thursday, Feb 3
Travel to Graycliff Perhaps the remaining journey to Graycliff will be uneventful. Travelling along the main road is typically much safer due to the higher traffic. Also, you are more likely to see other travelers making their way to the festival. A) Take the main road (d20 +WIS +Survivalist, +wagon ride from the family). or B) Take the shortcut (d20 +WIS +Survivalist, +wagon ride from the family). |
Trying to keep my selections unbiased, I split the 11 up. My initial thought was 5 weaker ones for the shortcut, 6 stronger ones take the main road. However, Thudak is the only one without the wagon ride...it would make sense to move him to the shortcut. Astrid would probably like the main road for an opportunity to pick a pocket. I swap them.
I end up deciding on 6 shortcuts: The Professor, Tsavani, Thudak, Lyric, Wolfrik, and Zilmora. 5 main roaders: Sir Gareth, Syntax, Mori'an, Faris, and Astrid. On the shortcut, Thudak did so well (17) that he went hunting while he was out there. He gained 1 ration. The Professor (11) had an uneventful shortcut trip. Tsavani (9), Lyric (10), Wolfrik (8), and Zilmora (9), all managed to get a little bit lost. Lyric had a ration in his stash and uses it, but the rest lose 1HP. Mainroaders Sir Gareth (26), Mori'an (19), Faris (12), and Astrid (12) find that the main road is full up people on their way to Graycliff. There's a bit of a traffic jam as people are stopped at the gates for inspection. Security is up for this event. They navigate their way through the crowd and get to the gate without too much delay. The same cannot be said for Syntax (7). The robot simply waited his turn...he lost 1HP in the process. I guess his battery got low. End of day poison roll for Lyric does not go well (4). He loses 1HP after all. |
Friday, Feb 4
I finally arrive at the gates to Graycliff. The flood of people heading to the city for the festival has caused security screenings at the gates to take a while. I step up to the guards. They both seem agitated after being at the gate so long. They do a typical search and ask us to pay 3 gold in tax for entering the city with weapons. 1. I'll roll to recall knowledge of the city's tax law (d20 +intellect +student) I'll then have an option to A) Pay the tax. B) Persuade them to let me pass (d20 +Charisma +Persuasive) C) Intimidate them to let me pass (d20 +Strength +Intimidating) |
The 11 all will go through the process of trying to recall the city tax law. Syntax (18) and Thudak (18) are the only ones to correctly recall the tax is 2 gold.
As for the next option, I make decisions to split the group up before I find out the consequences. As a result, not many are going the intimidation route because I don't want many of them to have a negative virtue. Intimidation sounds like it would cost them virtue so I only have Thudak and Mori'an go that route. Mori'an doesn't have a particular bonus in that regard, but he's my least likeable adventurer after Thudak. Charisma...I'm concerned if they fail this one the tax may go up. I only have two adventurers (Lyric and Astrid) that have a bonus here, but I'd I'm going to have Sir Gareth, Faris, and Zilmora go as well. No bonus, but the others have negative counts against their charisma. The rest will pay the tax. That means Syntax pays 2 gold, while The Professor, Tsavani, and Wolfrik will all pay 3. |
The results tell me there is no penalty for trying to persuade or intimidate, so I screwed the pooch there. You either get by free of tax or you pay it. Everyone should have tried one or the other. My bad.
Lyric (15) and Astrid (17) get by for free. Mori'an sees an opportunity to use his new spell, "Frighten" and gets by for free as well. Astrid takes the opportunity to pick one guard's pocket and nets 2 gold. Lyric (11) passes his poison roll today. Everyone else will pay the tax. Paying 2 gold: Thudak Paying 3 gold: Sir Gareth, Faris, and Zilmora. |
Saturday and Sunday, Feb 5/6
The city is bustling with people I have a chance to explore and visit the townspeople on my way to the market to find a room to rest and then attend the festival. I'm to visit each place in the city. I'll get a room to REST tomorrow before going to a market and then finally heading to the festival. The rest is important as it allows the adventurers to get back to max health, regain the once per rest abilities, and clear poison (Lyric will be stoked). |
City Square
The city square is full of colorful banners welcoming everyone to the city. Several posters advertise stalls and games at the festival, metalworkers and armories for the tournament, and inns to stay while in the city. It appears the going rate for a room will be about 2 gold. Festival Entrance The festival appears set to open in a few days. The price for a ticket is 3 gold. I might want to save enough to play a few games. Apothecary The strangest smells come from a small shop where a lot of bizarre and vibrant flowers are on display. I can pick up antitodes or Health potions (2d4 health each). Alleyway There's a beggar here. He'd like a coin. Up to me to toss him one. Job Board There are quite a few odd jobs posted on a board where I can help locals and the city guard. It might be a good way to make some coin for the festival. I'll come back here after I'm rested. |
Sir Gareth
By my notes, Sir Gareth is darn near broke at 8 gold. He might be the only one I have a tough choice to make on. He's reasonably healthy and not particularly in need of the rest. He'd be one for sure to send a coin to the beggar. He needs 3 gold for the festival. I'm going to roll the dice, avoid the rest. He's going to buy an antidote, 1 gold to the beggar, and save 3 gold for the festival. There's a chance he'll have a job that pays well enough, but as Sir Gareth, I want to make sure I can enter the festival and have an antidote as well. There's a chance the job board could help him buy something better attack or defense purposes as well. The gold to the beggar, which I think everyone but Mori'an, Syntax, and Thudak will do, will gain 1 virtue. The only reason Syntax joins this group is gold is firepower for Syntax. |
The Professor
At 15g, he's not hurting too much and he has an antidote. 1g for the beggar. 4g for a potion Tsavani 17g, but doesn't need the antidote thanks to the harmony chi. 1g to the beggar. 4g potion. Syntax 23 gold, has an antidote 4g for the potion, or maybe in his case, oil. Mori'an 12 gold 4 gold potion 4 gold antidote Birdman knows to stock up. Thudak 16 gold, antidote 4 gold potion Lyric Everyone's favorite bard, 15 gold 1 gold beggar 4 gold potion 4 gold antidote Lyric will sing of the days he nearly died to poison and can't afford to let that happen again. Faris 11 gold 1 gold beggar 4 gold potion 4 gold antidote This leaves her short on the festival. She'll have enough for the room/rest, but I'm going to gamble here. Wolfrik 10 gold 1 gold beggar 4 gold antidote Short on gold, Wolfrik needs the rest and make sure he's in the festival. I don't like not getting the potion, but Wolf has a healing prayer. Zilmora 13 gold 1 gold beggar 4 gold potion 4 gold antidote Like Faris, small gamble here I can make some coin and get in to the festival. Astrid 19 gold 1 gold beggar 4 gold potion 4 gold antidote One of everything, she's flush with gold. |
Surprised to see Astrid didn't have a pickpocket chance here.
Lyric passes his poison roll (14). |
I'm on the road tomorrow to Temple, Texas. I'm 95% sure I'll take the show on the road with me. It's been fun so far.
I did give Azmyra another go in a separate world and I've caught her up to today. She nearly died after passing the hags helping the children out of the well but she's managed to survive. |
Monday, Feb 7
It's a good idea to grab a decent room at an inn before all the beds are taken. I walk into the Shiny Servant and I'm greeted with warm smiles and comfortable place to rest. |
I decided to have Sir Gareth take the rest as well. I'm going to hope there's an opportunity to make enough gold to get into that festival. So all will rest today (Monday).
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Tuesday, Feb 8
An adventurer can always use extra coin to spend. A local job board is a great way to earn some while helping out the locals. I can do any, all, or none of them. Guard Needed at City Entrance (d20+Con) Help Set Up Festival (d20+Str+Athlete) Help Selling Festival Tickets (d20+CHA+Persuasive) |
After seeing the jobs were not entirely life threatening, I decide we'll give each adventurer a crack at all 3. It's a wise decision. 5 gold for each successful roll. 2 gold for the lost ones.
Guards needed: Wolfrik (5) and Tsavani (6) grew tired of this quickly and ask to leave early. 2 gold. The rest managed to stick it out through the end of the shift for the 5 gold. Festival setup: Early fatigue sets in for Syntax (5), Mori'an (3), Thudak (got a 1 on the roll despite a +5 modifier, 6), Faris (9), Wolfrik (6), Zilmora (7), and Astrid (3). They all decide to pack it in early and earn just 2 gold. The rest are exhausted but earned that 5 gold. Festival tickets: Syntax (1), Lyric (10) and Faris (2) don't sell many tickets. Talked to the wrong people, I suppose. Way to go, Lyric, you're a bard, sir. 2 gold. The rest are able to sell enough to earn the 5 gold. |
Wednesday, Feb 9
The market is busy and a great place to get a few things you can't find at the festival. I can exchange gold for any affordable goods I desire. I can also sell good back at the same price. There are 5 items. Lockpick tools (+2 picking locks), map and compass (+2 wisdom while traveling) are the main ones but are expensive. 15 gold. That's more than half of what any of the 11 have so I pass on them. The other items are ointment, bandages, and potion of clarity. They revolve around removing afflictions caused from "death." In theory, if I was playing this game with just 1 character, I could bring the character back...but in my scenario, dead is dead. That means these items have no real value to me. Mori'an and Lyric are able to sell their wolf pelts for 1 gold, so not a complete and total waste. Astrid picks a pocket. She gains 4 gold, but loses a virtue point in the process. |
Thursday, Feb 10
The festival's opening ceremonies begin and everyone is enjoying themselves. I make my way to sign up for the Tournament of Lords. I'm told that the tournament was open to every commoner, but I must still register and pay an entry fee. I must A) Pay the entry fee of 3 gold. or B) Negotiate the fee down (d20+CHA+Persuasive) or C) Threaten the official to overlook the fee (d20+STR+Intimidating) |
After the gate deal, I think everyone but Thudak will go B. Thudak will go C.
Those with +3 virtue gained 2 on their roll. Mori'an, Syntax, and Astrid are the only ones not to get this bonus. Sir Gareth (22) was the only one successful at convincing them to lower the fee and pays 1 gold. The Professor (3), Tsavani (12), Syntax (11), Mori'an (7), Lyric (8), Faris (13), Wolfrik (3), Zilmora (10), and Astrid (13) all talked good games but in the end had to pay 3 gold. As for the threat option, if Thudak had a -3 virtue, he'd have gained 2 more on the roll, but he's a -2. However, Thudak (18) and his threats appeared to work. He pays 1 gold. Astrid, paying her 3 gold, decides to pick the pocket of the official she paid. She nets 4 gold and drops her virtue another point...two days in a row. She's at +1 virtue now. |
Friday, Feb 11
Everyone seems to be enjoying themselves at the festival. I should too. Enjoy some of the events and booths at the festival grounds. Check out the different activities you can do. All are optional. If you choose to play, roll and resolve as instructed. |
These games are not so great at first glance...but I will probably send everyone through 2 of them just to say I did it.
Hide and Seek Game Pay 1g. D20+DEX+Stealthy Win 3g if successful Prize Raffle Pay 1g, pick a number 1-20, if you roll it, you gain 10g. Lock pick challenge Pay 1g. D20+DEX+Locksmith Win 3g if successful Bull ride challenge Pay 1g. D20+DEX+Animal Tamer Win 3g if successful Pig Races Pay 1g. pick a number 1-6, if you roll it you gain 3g. Chicken Chase Pay 1g. D20+DEX+Animal Tamer Win 3g if successful |
Sir Gareth fails in both hide and seek and the raffle.
The Professor succeeds in hide and seek but fails the pig race. Tsavani succeeds in hide and seek but fails the bull ride. Syntax succeeds in hide and seek but fails the lock pick. Mori'an fails in hide and seek and the raffle. Thudak fails bull riding and the chicken chase. Lyric succeeds in the bull ride but fails the chicken chase. Faris succeeds in the bull ride but fails the chicken chase. Wolfrik fails in hide and seek and the pig race. Zilmora fails in hide and seek and the pig race. Astrid succeeds in hide and seek but fails the lock pick. |
Overall, these games were all in favor of the house (go figure at a festival, right?). Even with bonuses on rolls, the characters had a hard time succeeding.
Speaking of succeeding, Astrid managed to pick 2 gold off of someone at the festival as well. |
Saturday, Feb 12/Sunday, Feb 13
I find a lone child sobbing and weeping while frantically looking around for his parents. 1) Comfort the child d20+CHA 2) Help locate the parents d20+INT |
A relatively easy weekend...it was needed given the troubles I had at work this week that spilled into Saturday.
Only 2 of the 11 were able to calm the child down...Tsavani (17) and Lyric (13). The Professor (20), Mori'an (22), Thudak (20), and Lyric (15) found the child's parents quickly. They barely knew their child was missing. They were too busy with their own agendas. Syntax (10), Faris (11), Wolfrik (11), and Astrid (10) took a little longer to find the parents, but the job was done. The parents are relieved their boy is safe and offer 1 gold as a reward. Lesson learned: drag your feet. Sir Gareth (5), Tsavani (0), and Zilmora (7) all take hours to find the parents who then accuse them of kidnapping the boy. Lesson learned, drag your feet, but not too much. |
Monday, Feb 14
A crowd gathers around a strongman game. People are cheering, booing, and laughing at contestants as they swing a mallet at a lever to ring a bell at the top of the tower. The man operating the game bellows out, "Step right up. Separate the men and the women from the boy and the girls. Win 5 gold if you prove your strength and ring the bell!" 1) What's the catch? d20+INT+Arcane Adept 2) Optional: Pay 1 gold to play the game. |
Most of them catch on that something's amiss. Muscular men can't seem to hit the bell. A strong looking dwarf took several shots and failed. None of them catch that the game has been magically enchanted. Only the best of the best can win this thing.
I had decided beforehand that anyone without a plus modifier to strength would bow out of this game. As such, only Sir Gareth, Syntax, Thudak, and Wolfrik gave it a shot. None of them hit the bell. Syntax (15) got the closest. They all lose 1g and a little pride. |
I got a clarification on how many shots we could take at the bell. I know it's rigged, but I think Thudak would give it another shot. He does, he gets close (18) but fails again. He walks away angry.
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Tuesday, Feb 15
I hear a whisper from behind some tents. I investigate and find a shady looking fellow. "Psst, you wanna earn some easy coin? Come play this game." Something here feels uneasy. The picture, wish I could easily share it, is a man with three cups. 1) Check your intuition. d20+WIS+Arcane Adept 2) If you choose to play: 2D6, then d20+CON+Danger Sense |
As before, I already don't like this. I've decided if the adventurer isn't a + whatever after modifiers they won't try this.
Sir Gareth and Zilmora (both 20) are the only ones to get a feeling that if they play they may get hurt. Zilmora declines to play, but Sir Gareth continues. The rest decide they can't find a reason to be uneasy about the fellow. Sir Gareth, Tsavani, Syntax, Mori'an, Thudak, and Faris all decide to play the game. They were warned. There's no monetary cost to play. It appears you pay with your blood. Sir Gareth (14) won 7g, but lost 2 health. Tsavani (12): 6g, lost 2 health. Mori'an (11): 7g, lost 2 health. Thudak (9): 7g, lost 3 health. Faris (4): 6g, lost 4 health Syntax (18) gains 7g and manages to fend off the health draining effect. Astrid, watching others play, takes 3 gold off the odd man. |
Wednesday, Feb 16
I've had quite the afternoon of activity. I head to the food stalls to look at the delectable items. There are many wonderful treats from all over the world. Purchase any affordable goods I desire. |
Health potion, 5g Restores 2d4 health.
Meal ration, 2g Prevents starvation, used when traveling. Aged wine, 8g Add d6 to all charisma rolls this page. Dragon's Fire, 5g Add d4 to all damage for this page. Combat Tonic, 5g Add d4 to all attack rolls this page. |
At the minimum, I want every character to have a ration, a HP potion, and an antidote (not offered here, sadly).
Sir Gareth, starting at 19g, went for the health potion and meal ration. Now at 12g. The Professor, starting at 21g, took a dragon's fire and combat tonic. Now at 11g. Tsavani, starting at 26g, took a ration, a dragon's fire and combat tonic. Now at 14g. Syntax, starting at 31g, takes a ration. With his skills, he doesn't really require the potions as they're more expensive. He's at 29g. Mori'an has 14g and skips buying anything. Thudak, starting at 24g, took a dragon's fire and combat tonic. Now at 14g. Lyric, starting at 15g, buys a ration. Now at 13g. Faris, starting at 14g, buys a ration. Now at 12g. Wolfrik, starting at 7g, is not in a great position. He needs both the health potion and meal ration. He buys both and sits at 0g. Zilmora, starting at 9g, buys a ration. Now at 7g. Astrid, starting at 32g, buys the aged wine, the dragon fire, and combat tonic. Now at 14g. |
Thursday, Feb 17
All of the stalls, booths, and activities are closing down as the sun begins to set. Everyone slowly heads out of the festival grounds and makes way for home (or the inn). I got to leave but I'm stopped by a purple looking elf. The thief wants all my gold and is willing to kill me for it. Three rounds of attack/damage upcoming. Good. I've been wanting a fight since they all got to level 2. |
Sir Gareth
He managed to hit the thief all three rounds, killing him. He lost 2HP, but gained 2g. The Professor After he swung and missed, The Professor cast Stone Skin, which essentially absorbs the first 4 points of damage. He needed it. The thief got three shots in before running away. He lost 2HP, but it could have been 6. Tsavani The catlike monk killed the thief in quick fashion, gaining 3g. Syntax Syntax managed to hit the thief twice before taking damage in the final round. It used the flamethrower to ensure enough damage to thief at one point, costing it 2g. Overall, Syntax lost 3HP, but had a net of 0g after picking up two gold the thief dropped as he ran away. Mori'an The Birdman used it's Blood Ritual and Leech Life to kill the thief...losing 1HP total in the process while gaining 2g. Thudak The half orc went into RAGE. With Damage Resistance also activated, he avoided a sloppy battle with the thief costing him more than it did. He lost 4HP but gained 1g as thief ran. Lyric Everyone's favorite bard crushed the thief, insulting it along the way. 3g and a new story for the bard. Faris Faris used Precise Aim to start the battle, but struggled through the battle. The thief got away, hitting Faris for 3HP, but Faris did manage to find 1g. Astrid Astrid dodged her way around some of the damage she took. She lost 2HP, gaining 1g, as the thief got away. Big winners: Tsavani and Lyric. Clean sweeps for both of them. Big losers: The Professor would be in a hurt locker had it not cast Stone Skin. Thudak would have been down 6HP as well without the Rage/Damage Resistance combo. Wolfrik lost 4HP, gained 0g. |
Friday, Feb 18
The pub is lively tonight. There's a drinking contest and they're inviting anyone who wants to the stage to perform. The fun and festivities continue. 1) Optional. Drinking contest. Pay 1g. D20+Con 2) Optional. Perform on the stage. D20+Cha 3) Optional. Get a room. Pay 2g. REST |
My initial thought here is everyone enters the drinking game. Everyone but Wolfrik who is still broke. Hopefully he gets coin from his stage work because everyone is doing that. Finally, everyone rests if they have the coin. Wolfrik making any coin on the stage is the only variable here.
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Drinking contest:
Sir Gareth (5), The Professor (4), Mori'an (5), Lyric (4), and Astrid (6) end up getting sick and start puking. They lose 1 HP along with their 1g. Tsavani (16), Syntax (14), Thudak (16), Faris (18), and Zilmora (16) all managed to outdrink the rest. They win 3g for a net of 2. Wolfrik is broke. He just watched. Perform onstage: Lyric (19) performs and the entire pub falls silent before it erupts in loud cheering and applause. Lyric may have got sick earlier, but it doesn't stop people from continuing to buy him drinks after that performance. Syntax (11), Faris (15), Wolfrik (9), and Zilmora (9) all performed. Not the best or worst of the night, though. A small group cheered for them. Sir Gareth, (1), The Professor (0), Tsavani (5), Thudak (4), Mori'an (4), and Astrid (5) were all just flat horrible. Patrons throw things. Boos and laughter erupt. As they leave the stage someone buys them a drink to make them feel better. Get a room. Wolfrik didn't make any coin so he's going to find an alley, I guess. The rest rent their room, refill those HP, SP, and all. Sorry Wolfy. Hope the next few days aren't that bad. |
The Weekend; Feb 19, 20
Two people sit at my table and drop a bag coins on it it. "We see you signed up for the Tournament of Lords. We have a proposition for you that might benefit us all. Hear us out?" Check virtue to determine the mission they have. |
At zero virtue, Mori'an gets his choice. He'll go with the negative virtue story, since Thudak is the only other one here.
Mori'an and Thudak: "We all know full well that the Tournament of Lords is rigged in favor of those with the highest bribe. We discovered that for the past several years, Lord Whitmoore, The Tournament overseer, has been the one rigging the Tournament. We would like to see you have a chance at winning while we make a bit of coin off of this shared victory. We want you to travel to his estate outside of the city, sneak into his manor, and change his books so that you are the one to win the Tournament. With the money we stand to make, we can pay you 10 gold once you meet us back here. His manor is only a day's travel from here. You will be back in time to begin the competition knowing full well that you actually have a chance." |
For the other 9 with positive virtue:
"The Tournament of Lords is one of the most noble traditions in the land. It is the one chance where even the the lowliest commoner can prove to be worthy, beyond lineage, to claim a title and land. Such a victory is rare but it does happen. Usually, a Lord's heir wins and, thus, expands their family's influence...but it's still a hope which people must hold on to. We have it on good authority that for the past several years, Lord Whitmoore, the Tournament overseer, has been rigging the Tournament in favor of those with the highest bribe. We want you to travel to his estate outside of the city, sneak into his manor, and find evidence of this. Once we have it, we can bring him to justice and make the tournament fair again for all. We can pay you 10 gold once you meet us back here. His manor is only a day's travel from here. You will be back in time to begin the competition knowing full well that you actually have a chance." |
Let's go!
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