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.
 
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Can we wait to decide on remaining errands until we find out what Alesha found out about her kid?

We promised we'd do that fancy tea libation if our prayer got answered, after all. That might affect our to-do list for tomorrow.
 
Can we wait to decide on remaining errands until we find out what Alesha found out about her kid?

We promised we'd do that fancy tea libation if our prayer got answered, after all. That might affect our to-do list for tomorrow.

This, honestly. I think we need to try and track down the rest of the Guild, as much as we can, and probably meet whatsername's dad, because that feels like a source of potentially useful sidequests, and look into mercantile/trade to help our friendly sharpcat roommate to feel a little more secure about our finances (more ways to make money than murder for hire are good) but hesitating on properly voting just now
 
Waiting to see what Alesha found out is also a good suggestion, but these remain my thoughts.

[X] Get new weapons and armor.
[X] Purchase potions from the Flammite temple.
[X] Meet the father of the girl you rescued.
 
I'm fine either way, but if the vote stays:
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Purchase potions from the Flammite temple.
[X] Meet the father of the girl you rescued.
 
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Meet the father of the girl you rescued.
[X] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.

-[X] Hikaru.

I think we have cycled back around to Tater Time, and also we should discuss Forbidden Knowledge.

Also, these seem like the three things requiring the most personal touch, as long as we can trust the party to pick up our gear.
 
[X] Consult local merchants about equipment and trade.
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Meet the father of the girl you rescued.
 
Okay, now the vote's open. I don't know why I thought I saw it being open immediately this time.

[] Go talk to the refugee camp and find the rest of the guild.
[] Meet the father of the girl you rescued.
[] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.
 
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[X] Purchase potions from the Flammite temple.
I'm not super hot on this one, mostly because we've already hit up the Flammite temple today and I'm not sure an on-camera repeat performance will add much value - neither in the sense of new content, nor in the sense of benefits to Deedee or the team. We can always pass off Frankie's contact info to someone else if needs be.

Meanwhile, armor is something that a person need to be fitted for (and that's the one that's relevant; IIUC Deedee already has new weaponry thanks to reverse raiding the pirate fort). So if Deedee's going to get new armor, she'd better be there for it. It also seems like an ideal situation to interact with "normal" Mundanes, which we're still a bit short on. I think that's my pick for equipment shopping if equipment shopping is to be done.

Then there's two other options that I think are mutually exclusive depending on the situation with Jasmine:
  • Meet with the priesthood.
  • Talk with the refugee camp.
This is because Alesha and Deedee are both holy Classes and are both high social, and I think someone going into the camps is very important - both for properly running our guild and for player social organization generally.
  • If Jasmine is found, I think we should meet with the priesthood on our way to make that tea offering.
  • If Jasmine isn't found, and Alesha thinks she's in the camps, she can take care of talking with them & we can take care of getting an auspicious journey. The temples of Io and Thorne might also be relevant for that - they seem to be the ones most related to going long distances.
  • If Jasmine isn't found, and Alesha thinks she's in the city, we're the other choice for touching base with the camps.
And finally, I agree with most here that it'd be good to meet with Shadi and Tayeb before we go.

So I guess my interim vote is
[X] Get new weapons and armor.
[X] Meet the father of the girl you rescued.
[X] Go talk to the refugee camp and find the rest of the guild.

With an intention to maybe revise that last one depending on what happens with Jasmine.
 
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[X] Consult local merchants about equipment and trade.
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.

These are the three most important I feel. Better equipment for the quest we're about to go on, finding some of our guild members so that we can get the Free Company truly up and running (and thus find Alesha's kid faster), and praying to gods is always an important thing when they're actually real.
 
I completely understand counter-arguments on the matter of potions stocking.

But I'm also enough of a Later Persona nerd to know that going into battle without the right item stock can break you. XD
 
Can we wait to decide on remaining errands until we find out what Alesha found out about her kid?

We promised we'd do that fancy tea libation if our prayer got answered, after all. That might affect our to-do list for tomorrow.

This, honestly. I think we need to try and track down the rest of the Guild, as much as we can, and probably meet whatsername's dad, because that feels like a source of potentially useful sidequests, and look into mercantile/trade to help our friendly sharpcat roommate to feel a little more secure about our finances (more ways to make money than murder for hire are good) but hesitating on properly voting just now

1: It would actually be easier to do that specific ritual on the road over a campfire.
2: Gold truth QM perogative here: I'm not going to make it impossible to act directly on what you learn through the vote. The vote is for what else you do.
 
2: Gold truth QM perogative here: I'm not going to make it impossible to act directly on what you learn through the vote. The vote is for what else you do.

My apologies, I did not mean to offer offense. I'll just vote then, and try to be better about trusting the quest going forward

[X] Consult local merchants about equipment and trade.
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Meet the father of the girl you rescued.
 
My apologies, I did not mean to offer offense. I'll just vote then, and try to be better about trusting the quest going forward

[X] Consult local merchants about equipment and trade.
[X] Go talk to the refugee camp and find the rest of the guild.
[X] Meet the father of the girl you rescued.

No offense taken: I just set up this vote as it is because it's been too long since we've had a vote, Thursday is my notional update day, and this is my juryrigging a solution to having fallen way behind through a combination of Luni's hospital situation (doing great and just started physical therapy, by the way!) and a far too ambitious initial vote.

(When I republish this in, like, the first person for a book, I'll be renumbering the Chapters into Volumes and the subchapters into chapters, but I'm doing it the way I am so each numbered subchapter is tied to a vote. Hence 2.2.1/2.2.2/2.2.3 instead of 2.2, 2.3, 2.4 - we haven't had a new vote yet.)

ETA: That said, I will extend the voting period two days, so that you can adjust based on the events of 2.2.4 if you feel it's needed.
 
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[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.

Getting in touch with the rest of the Guild and trying to organize things in a manner other than "refugee camp" should be a huge boon to basically everyone.
As noted, meeting the grateful dad and tying off that sidequest seems time-sensitive.
And as the duly appointed only Divine Class in the main party, as well as being in the temple district already, the third one sounds right up Deedee's alley.

I think we're set for personal equipment from loot right now, and party equipment and general trade is better handled by Sekhmet. I'd like to chat with a party member, but we've been diligent about that so far, and it would be a good idea to keep on top of the complicated situation in Viacruz as much as possible for now.
 
[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Consult local merchants about equipment and trade.

First two are the most important to me, last one is something I think could be useful so that we don't accidentally crash the economy.
 
[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.
 
We can always pass off Frankie's contact info to someone else if needs be.

Sekhmet's my recommendation, if only because Sekh does potion shit to some degree too. (Well, that and spoiler reasons related to something from Deedee's lucid dream.)

But I'm also enough of a Later Persona nerd to know that going into battle without the right item stock can break you. XD

Sure, but not all chores have to be done by us. Potions is something that Sekh can handle too—and there's not likely going to be an update on the missing parent situation (as opposed to the missing kid one) that quickly. Qo had a point.

Getting in touch with the rest of the Guild and trying to organize things in a manner other than "refugee camp" should be a huge boon to basically everyone.
As noted, meeting the grateful dad and tying off that sidequest seems time-sensitive.
And as the duly appointed only Divine Class in the main party, as well as being in the temple district already, the third one sounds right up Deedee's alley.

Honestly, if I do vote on this round, I might go with Nerdo's picks for basically all of the above reasons. Also because I just love the I/O gods anyway. (I'm especially looking forward to seeing the mythos surrounding Scherzo's holy game come up in time—yes, I'm talking about futbol.)
 
[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Consult local merchants about equipment and trade.
 
Very useful info. Yeah, if the choice is between exercising Mind and exercising Resolve, Resolve is probably the play for now. 😑 And the chance to buy more Lorewise at 6th is something to look forward to - 6th level, 3 Mind, and a double proficiency would be enough to make at least the DC 10 checks fairly consistently.
So if I understand what you're saying correctly, we should avoid MIN maxing? 😉

[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.

Getting in touch with the rest of the Guild and trying to organize things in a manner other than "refugee camp" should be a huge boon to basically everyone.
As noted, meeting the grateful dad and tying off that sidequest seems time-sensitive.
And as the duly appointed only Divine Class in the main party, as well as being in the temple district already, the third one sounds right up Deedee's alley.
Yeah, these sound good to me. And there's always a chance that prayer will lead to some kind of divine vision, which would provide more info.

[x] Go talk to the refugee camp and find the rest of the guild.
[x] Meet the father of the girl you rescued.
[x] Meet with the priesthood and pray to, if no others, Sylphan and Aurora.
 
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So if I understand what you're saying correctly, we should avoid MIN maxing?
I mean, I'm not a systems expert at Valor, and there's probably an argument for keeping certain stats maxed to keep up with others at your own level. But when you keep having high-stakes situations that require you to do a thing you're bad at, that seems like a great argument for getting better at that thing specifically. :wink:
 
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Basically, the general math in Valor is that if you don't max two of your stats, you'll miss far more often and do less damage than other characters at the same level. However, getting lore skills and such to shove up weak spots isn't a terrible idea in this particular quest's mock-implementation of Valor.

A valor campaign goes up to 20 levels, so if you try to average all your stats, you'll be rolling at -5 compared to characters of the same level who maxed two stats. That is enough to get frequently critted by others . And it's not uncommon for Valor enemies to have higher levels than player characters if said enemies are fighting solo or in small numbers. In short, a boss enemy will be critting you basically all the time.

So you just pick two stats that'll act as your mainstay, max them out, then do whatever with the remaining points. Generally you'll have party members that'll cover the stats you're weak in. Ultimately, Valor is a system that rewards focusing on your strengths.

Of course, in this particular quest format, things work somewhat differently. (Also the quest mechanisms are simplified compared to the Valor system itself, but that doesn't really impact the basic math of "pick two stats to excel in").
 
Basically, the general math in Valor is that if you don't max two of your stats, you'll miss far more often and do less damage than other characters at the same level. However, getting lore skills and such to shove up weak spots isn't a terrible idea in this particular quest's mock-implementation of Valor.

A valor campaign goes up to 20 levels, so if you try to average all your stats, you'll be rolling at -5 compared to characters of the same level who maxed two stats. That is enough to get frequently critted by others . And it's not uncommon for Valor enemies to have higher levels than player characters if said enemies are fighting solo or in small numbers. In short, a boss enemy will be critting you basically all the time.

So you just pick two stats that'll act as your mainstay, max them out, then do whatever with the remaining points. Generally you'll have party members that'll cover the stats you're weak in. Ultimately, Valor is a system that rewards focusing on your strengths.

Of course, in this particular quest format, things work somewhat differently. (Also the quest mechanisms are simplified compared to the Valor system itself, but that doesn't really impact the basic math of "pick two stats to excel in").
That's all well and good in theory, but our social and narrative role in the party seems to have partly become "the one who connects with Mundus." And that seems to need Mind as a secondary stat. Are we locked into this melee DPS tertiary role?
 
I've been having you roll Int skills a lot without doing the same for the party. I'm going to have them start chiming in a lot more, particularly Hikaru with his ridiculous Wikiwalk score and Sekhmet with her Empathy. They also have supporting Boons.

There are also things we can do with Aura+Mysticism that the others can't...
 
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