Deedeequest or The Wonders of Mundus: Be Careful Who You Pretend To Be - A Genderous Isekai Quest

How Dice Rolls Work
Character sheet is here.

Dice rolls are 1d10 + Stat + Proficiency + any applicable bonuses, such as Boons.

You may spend 3 Tension to Overdrive for a retroactive +5 to your roll (a Determination Overdrive), or +3 to an ally's roll (a Teamwork Overdrive). I will also automatically overdrive to avoid exhaustion or unconsciousness.

It is possible to critically succeed (on +5 on skill checks and +10 on combat rolls) or critically fail (by the same margins), but rolling a 1 or a 10 does not automatically crit in either case. It is possible to crit retroactively by Overdriving.

Your stat bonuses have names:
  • Vigor grants a Strength bonus.
  • Agility grants a Dexterity bonus.
  • Spirit grants an Aura bonus.
  • Mind grants an Intuition bonus.
  • Resolve grants a Guts bonus.
Dice are rolled on a first come, first serve bonus. You only roll for Deedee.
 
Last edited:
EDIT: GNOMON HAS CLEARLY FORSAKEN MY DUMB ASS

Alas.

Can we use any valor on this? Do we have valor to use on this?

I mean tension. Tension.

I'll know what you mean either way, but we aren't Overdrive ready, no.

So can we tell what forces we have right now? I know we have our Top Folks, but do we know a lot about who else is able to put up a fight? The captain mentioned a set watch.

... Honestly we should probably work with him instead of trying to take command-- he knows the terrain better than we do most like.

Apart from the guards - there are about two dozen - and a hell of a lot of farmers and civilians, there's your party and about 15-18 adventurers. You can't tell all of their classes, though. You see two Alchemists, two Psychics, one Rogue and one Warrior, and a whole lot you can't tell much about just by looking.

The majority of the guards are probably weaker than an adventurer, sprinkled with some more capable leaders and heroes that equal you in strength. Players do not have anything that nonplayers cannot earn.
 
Last edited:
Since it looks like the adventurers are in the same pickle as us, would it be safe to assume that they too are about the same level as we are?
 
.... I'm tempted to say "evacuate" but there's no way three dozen can cover for hundreds. It's bloody unlikely, and from what we've seen so far, where are they going to evacuate to? the ocean? Where the ship is waiting? No, that seems like an awful plan for several reasons, unfortunately, though protecting the citizens should be a priority regardless-- and might mean some bad times if shore bombardment is in the offing.

Working with the captain, at the very least, is reaching out to someone else, which hasn't steered us wrong yet.

Rear Echelon work doesn't suit us for all Deeds is a healer, I think.

that leaves marching out, which... Might actually be viable, come to think-- we know there's forces waiting and we know they were coming just behind us with people who were slowing them down. That could cut off their retreat, if we're smarter than I've been the past two rolls.

And leading a counter-ambush, which requires we know where they are or know where to set up an ambush, AND that we can try and defeat them in detail.
 
that leaves marching out, which... Might actually be viable, come to think-- we know there's forces waiting and we know they were coming just behind us with people who were slowing them down. That could cut off their retreat, if we're smarter than I've been the past two rolls.

And leading a counter-ambush, which requires we know where they are or know where to set up an ambush, AND that we can try and defeat them in detail.

It's worth noting that you do have ways of finding that out - you have more than one stealth oriented adventurer and multiple Psychics. Not all of the latter have the proper farseeing spells, but they aren't uncommon.
 
It's worth noting that you do have ways of finding that out - you have more than one stealth oriented adventurer and multiple Psychics. Not all of the latter have the proper farseeing spells, but they aren't uncommon.

Can we make use of those, then? Is there something we should roll?
 
Can we make use of those, then? Is there something we should roll?

I'll hold off on those rolls until we know the plan and the vote closes, but there is an element of chance to it. Also keep in mind I'm secretly rolling everything requiring a roll that's not within Deedee's control.
 
I guess my two thoughts are...
  1. Whatever plan we pick should be feathered as "just a suggestion". Based on the welcoming committee we got, the guards are clearly folks now that we've been isekai'd. Also, they're professionals & locals, while we're carpetbagger idiots who were pretending to be professionals until about a day ago. Taking their expertise & their role in this town seriously isn't just good strategy, it also might be a necessary social counterbalance to anyone who might still be treating them as NPCs.

  2. "Fort"'s short for "fortification". Reason they exist is to defend against attackers. I'm not saying we should hide behind the walls, but some of the people involved should. At minimum, I think this means evacuation is a play to our weaknesses & agree with Fabricati on rejecting it.
 
I guess my two thoughts are...
  1. Whatever plan we pick should be feathered as "just a suggestion". Based on the welcoming committee we got, the guards are clearly folks now that we've been isekai'd. Also, they're professionals & locals, while we're carpetbagger idiots who were pretending to be professionals until about a day ago. Taking their expertise & their role in this town seriously isn't just good strategy, it also might be a necessary social counterbalance to anyone who might still be treating them as NPCs.

This is worth writing in as a detail, because it will change what rolls I use and how to approach the update.

I can also tell you for free that this is, assuming you can be diplomatic, worth trying.
 
I do have ONE more question-- when you say "evacuate and protect the citizens" did you mean the ones already behind the walls, or the ones who may be outside, to get behind those walls?
 
I agree that we should approach this diplomatically! I am also in favor of sending our stealthiest members and magic users to do some scouting so we've got good intel before we make a move.
A part of me also just wants to gather our forces and meet the enemy on the field of battle head on!...but there are civilians at stake so now is probably not the time for an all-out-assault.
I'm interested to hear what others think but I'm pretty split on either sneaking out and ambushing the enemy or coordinating with the guards from within the walls.
 
I do have ONE more question-- when you say "evacuate and protect the citizens" did you mean the ones already behind the walls, or the ones who may be outside, to get behind those walls?

A moment's thought about this and consulting some sources say there is a large contingent of farmers and workers in fields - rice, sugarcane, livestock - that cannot fit in the fortress grounds. There's too much agriculture.

I had originally thought of this as fleeing and getting them somewhere safe, but somewhere safe might be in the palisade walls. I'm not entirely sure there's enough space in there, but it's a damn sight better than leaving them unprepared in the farmsteads.
 
I'm interested to hear what others think but I'm pretty split on either sneaking out and ambushing the enemy or coordinating with the guards from within the walls.
When we were trying to evade these particular foes on our way to Costa Dulce, the stealth role only had a 50-50 chance. I worry that setting a worthwhile ambush for them may be an even tougher proposition.
 
When we were trying to evade these particular foes on our way to Costa Dulce, the stealth role only had a 50-50 chance. I worry that setting a worthwhile ambush for them may be an even tougher proposition.

It also relied on Deedee's stealth, and y'all chose to forgo bumping that with Traveller's Cloak and proper Proficiencies.

Sekhmet is Agility 9 with Dexterity 6 and a Stealth proficiency, and is typical of stealth-oriented characters.
 
Mm, now I'm torn between a counter-ambush and marching out to meet them.

It's clear we can't get everyone we need to protect in, even if we had the time. A counter-ambush has a good chance at success, and would give us the best outcome, while there's nothing quite so distracting from screwing around with people who can't fight as the sudden, unpleasant appearance of people who can, and do not like what you are doing, good sir.

The trouble is, which one is best very much depends on the local terrain, and what the captain's willing to put up with support with information or ammunition.

This looks like, unfortunately, a really good time to have set up defense in depth a week ago, but a week ago, the captain didn't have a flying squad of venturers to help, and probably couldn't have afforded to keep them, even if he had. c'est la guerre.

[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
Honestly, that seems like a pretty decent plan to me too.

[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.

There's some part of me that wants to go ask the invaders what in the heck they think they're doing but I doubt we'll get anywhere with them considering their first decision was to attack a town.
 
[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.

I rather doubt diplomacy will work...
 
[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.

Can alchemists mass-produce potions? If they can, how fast can they do it, what resources do they need, and how likely is there to be sizable amounts of those resources in the fort/surrounding farms? Since we don't know the consequences of death yet, we'll need to make sure that people have emergency healing items on hand during the battle, and any buffs we can get will be invaluable. The guards will probably appreciate it too, since there is a chance that even if the players have a respawn mechanic, the "NPCs" don't.

The civilians can be organized to help the alchemists by bringing them the supplies they need, that way the alchemists can focus on making the potions. If it's possible, they could even form a rough assembly line to prepare the ingredients for the potions, further cutting down the time the alchemists are doing non-potion things.
 
Does the "work with the captain" part of the write-in mean we'll be framing stuff as suggestions and not assuming we're in charge for no reason like a fucking stereotype?
 
Does the "work with the captain" part of the write-in mean we'll be framing stuff as suggestions and not assuming we're in charge for no reason like a fucking stereotype?
It says "work with the captain" not "try to bully the captain".

I write in stating to leave a room doesn't need a segment on door opening either, does it?
 
Depends on the QM. Talia B doesn't seem like the type, but I haven't been here for quite 2 weeks.
What kind of shoddy QM would make you write in actions so mundane their not even actions anymore, but reflex instead?

(Unless the protag has never seen one before, but that's not the situation.)
 
Back
Top