Life as a 102nd Century Warlord

Character Sheet
Character Sheet:

Name: Cassandra Charity
Gender: Female
Age: 23
Appearance: With salt bleached white hair and elegant cheekbones, you could almost come off as southern nobility.

Martial: 15
Stewardship: 9
Diplomacy: 24
Learning: 16
Intrigue: 6
Occult: 17

Current Funds: 63 Funds

Current Expenses: -24.35 Funds per turn (-19.35 for personnel expenses, -5 for ship expenses).

Conditions:
  • Robinson's Research Notes: +10 bonus to biology based rolls.
  • Decent Halftown Reputation: +5 to certain rolls with Halftown citizens.

Resources:
  • Artifacts:
    • Shining Wayfinder- A small wrist artifact that shines with bright light, even working underwater. It also shows water depth, a quite useful measurement.
    • Homarid Cocoon- A large healing shell, this artifact can help recover a single person's wounds within a day- With each use, there is a 1/10 chance to lose the artifact.
  • Crew:
    • The Devious Sisterhood
      • Your "antisocial collection", this ragtag group of independents is skilled in combat.
      • Vallie, Delma, Somers, Taylor, and Anastasia.
      • Martial: 30
      • Stewardship: ?
      • Diplomacy: ?
      • Learning: 4
      • Intrigue: 15
      • Occult: 6
    • The Sunfell Order
      • A mercenary group of 30 Salianteers, they specialize in monster combat.
      • Led by Silas Sunfell.
      • Martial: 27
      • Stewardship: ?
      • Diplomacy: ?
      • Learning: ?
      • Intrigue: ?
      • Occult: ?
    • Yi Aroth
      • Also known as the Jeering Specter, this mage does very interesting research.
      • Martial: ?
      • Stewardship: ?
      • Diplomacy: ?
      • Learning: ?
      • Intrigue: ?
      • Occult: 35
    • Gyar
      • A shriveled hunk of a man, this warrior needs relief from what afflicts him.
      • Martial: 22
      • Stewardship: ?
      • Diplomacy: ?
      • Learning: ?
      • Intrigue: ?
      • Occult: ?
    • 5 Researchers
    • 5 Hedgemages
    • 15 Clerks
  • Assets:
    • The Brain Storm, your ship.
    • 1x Small Spider Engine: Regular low grade Galley engine. Higher agility on the ocean, increased speeds along the coast, and allows better river travel- Unfortunately, it has lower sustained speeds and does not gain benefits from open ocean.
    • 1x Small Ship Plate: Regular low grade ship armor.
 
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I will have the chapter up later tonight or tomorrow morning, I decided that combining the names would work well for now- If its too clunky, it can be fixed later.

There is no official currency in the Coldbrew Coast, so there is a pseudo bartering system using foreign currency and precious resources- For the purposes of this quest, it is simplified to Funds.
 
Turn 1 Results: January and February 10100
Turn 1 Results: January and February 10100​

The dice were interesting. Voting will close in 12 hours, let me know if the accents are too much, or if you have any lore questions that Cassandra would know.

Diagnose Halftown Artifacts: 24 + 16 (Cassandra) = 40. Success.

With all the time Cassandra spent hanging around Halftown, it was easy enough to justify this operation- Her ship needed funds to operate, and it wouldn't be too hard to document these artifacts. It would even be a good deed, helping those who might never get the opportunity to analyze their family's heirloom in a big city. And if this would also get Cassandra close to the townsfolk, and learn of new artifacts for purchase- Well, that was just a nice benefit.

With a sign posted on the town common and the friendlier members of the Devious Sisterhood acting as hawkers, word spread quickly of her business. People came to Halftown all the time, but very few stayed long enough to offer these kinds of services.

On the first day, no one showed up. Cassandra simply sat on her stool atop the deck and read until sundown. A disappointing turnout, but unsurprising. The next day, she was shaken out of her journal with a gruff shout on the docks.

"Hey, I heard youse were figuring out how our artifacts work?" A slovenly figure asked, stepping up to the gangplank. He continued, not even pausing for a response, with a quick "I've got a really doozy here, and I think it is worth the gems to figure out."

As it turned out, Franco was a quite lovely man- The solitary grave keeper, he kept a dusty collection of relics taken from the estates of deceased residents. Most were simple knicknacks, but one unobtrusive stick turned out to be far more-

New known artifact, Sizzling Rod: This artifact grows extremely hot at one end, enough to melt thin metal. It is too fragile to use as a weapon more than once, but it would be a fantastic welder.

Franco was delighted at his good fortunes, and left promising to spread the word to other townsfolk. The day after that, six people showed up looking for Cassandra's help. A little bit harder, she had to space out the work between multiple days, and as the months continued many more orders flowed in. Franco even showed up again, another bundle of estate surplus to be cataloged. Much to her surprise, the quantity was almost too much for her to handle! While some artifacts were too obscure to be understood, the good Doctor managed to do an efficient job analyzing the rest. With the satisfaction of money in her pocket, she also made sure to write down any artifacts with potential.

New known artifact, The Pronged Shocker: This artifact is a spear, ideal for water combat- Upon hitting a victim, it will let out a nonlethal shock.

New known artifact, Exuberant Mourner: An ashen dress, the fabric is so frayed that it would be scandalous anywhere in the south. It provides the wearer with supernatural charisma, as well as an additional effect you could not quite pin down.

New known artifact, The Box: You were not able to figure out what is going on with the box, but it is unlike the others that left you stumped- You can't quite take your mind off it, and you know that there is a worthy prize if you can get inside.

10 Funds gained.








Train with the Devious Sisterhood: 1 + 10 (Cassandra) = 11. Critical Failure. DC revealed: 30.

While the air was frigid and clouds hung perpetually overhead, Cassandra knew she had to begin training- It was not wise to neglect self defense. Technically, there were written regiments found within manuals that she could use for instruction, but it was usually best to train with those who had experience in such matters.

As a result, she made her way onto the deck during one of the sisterhood's training mornings. They didn't really believe in proper organization, but they had all apparently agreed that coordination and fitness were important.

"Ah, Doc Charity!" Vallie was the first to notice Cassandra's arrival, springing up from her stretches to usher the woman closer. "Finally getting out of that musty cabin?"

With a slight frown, Cassandra opened her mouth, only for a new voice to enter the fray-

"Finally. Doctor, you are still too weak." Passively regarding the academic in front of her, Delma shook her head. "I will teach you. Only when you can run for more than thirty minutes."

With a wry expression, Cassandra turned to face the others, complaining "And do any of you have something to say about this?"

Sitting in the corner were Somers and Taylor, the two lifting weights and whispering animatedly. "Naht a wurd mahm," Somers quipped, "We figuh that you won't need ta hear this, you gaht it!"

With one last look at their smiling faces, Cassandra turned back to Vallie. "Well, I've got to start somewhere. What stretches should I do?"

As the season passed, Cassandra grew more comfortable in her abilities. Not every member of the sisterhood was there every time, and she noticed that Anastasia only bothered to show up every few weeks, but it wasn't anything too bad. At least, until Vallie moved on to punishing endurance tests.

One day, as Cassandra sprinted across the deck, her foot hit a patch of black ice. Normally, it would be recoverable, but she was exhausted and her ankle buckled, sending her sliding across the deck.

At first, this sight drew a few laughs from the crew, until they saw the odd angle of the limb and the expression on her face.

"Doctor Charity, can you feel your foot"-"Doc, what happened!?"-"Dahk, are you ok?"-"Captain, stop moving"

With a pained grin, Cassandra said, "Everything is fine ladies, just a simple fall. See"- With a stumble, she attempted to stand up and nearly fell back down. She quickly waves them off, hobbling towards her collection of bandages, only to be stopped by Anastasia who had come to investigate the noise.

"Looks like you're still pretty weak Doctor", she teased, before she got a wolfish look in her eyes- "You aren't too old to live this swashbuckling life, right?"

With a burning self of indignity, you counter. "Of course not…"

[ ] "I'm only 23! I'm probably younger than a lot of you!"
[ ] "I'm only 26! I'm around the same age as all of you!"
[ ] "I'm only 30! I might be a little older than most of you, but it's not that bad!"
[ ] "I'm only 35! And before you say anything stupid, that isn't old!"

You have a Minor Injury: -5 to martial checks, and are unable to take the martial training action next turn.







Explore the Algae Flats: 92 + 30 (Devious Sisterhood) = 122. Critical Success.

The Algae Flats were a dangerous section of sandbars, sugary seafoam, and shallows- But most importantly, it was home to algae. The little plants loved the excess sugar in the water, and this area was a prime breeding ground. The dense 'foliage' of this area completely covered the water, making everywhere look the same and causing ships to go aground regularly. That combined with the soupy fog that the algae gave off meant that the main ship had to remain behind on this expedition.

The Devious Sisterhood embarked on several expeditions, usually not staying overnight- It was a lot safer to simply return to the boat and move to a different section of coastline, since the fog would hamper their lookouts.

As the seasons passed, the sisterhood found a few interesting things; A warchest with a hidden bottom that had not already been looted, a Homarid den that they obliterated without any injuries, and several mutant squatters that attempted to bar their travel.

8 Funds gained.

However, none of those would be the real treasure of this journey. A few days before Frog Day, an extra day that takes years to land after each jump, Delma stumbled across a strange obtrusion in the green mush. Squarish and solid, it appears to have shifted to the surface somewhat recently, because a family of Turtlebacks had moved inside. One vicious combat later, and the Devious Sisterhood found themselves in a quite unusual structure.

The main body of the vessel appeared to be deep below, and an intact map on the wall showed it as a multipronged shape, like a wagon wheel without a rim- Clearly, some had broken off to get it to the current state.

The structure seems to have been used to carry cargo, but the sisterhood did not venture too far before they came back for your professional opinion- While the central hallway was easy to navigate, it was protected by tough mechanical guards. And much to the warriors' dismay, the side passages were all locked by some mysterious mechanism. Before they left the structure, they cut off one of these locks from an exterior ruined door to bring back and analyze.

New Artifact, Broken Sealing Lock: This lock is used in the Spoked Vessel, and is extremely durable.

New Archeology Site Unlocked: The Spoked Vessel. New actions unlocked.
 
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[X] "I'm only 23! I'm probably younger than a lot of you!"
 
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I'm glad the Algae Flats paid off or I'd be embarrassed. Also are we getting that dress?

[X] "I'm only 35! And before you say anything stupid, that isn't old!"

Getting stupid injuries while running around is a 35+ thing, millennials can attest. :V
 
[X] "I'm only 23! I'm probably younger than a lot of you!"

I like the "overly serious little sister" vibe this option gives.
 
Adhoc vote count started by Diatomic Element on Oct 27, 2023 at 6:33 AM, finished with 12 posts and 11 votes.


Pretty close, I'll leave the vote open for a little longer this time since these results can't really compromise.
 

Voting is now closed.
Adhoc vote count started by Diatomic Element on Oct 27, 2023 at 1:32 PM, finished with 13 posts and 11 votes.
 
make it 24, since there's that lone 26 vote
 
Turn 2: March and April 10100
Turn 2: March and April 10100​

Cassandra sighed as she sat in her cabin, bandaged leg lifted into the air as she read. This accident had been an irritating setback, but the real problem was the teasing- She barely kept herself from crumpling her journal in frustration as she leaned back, contemplating life. Sure, she was only 23, but was that really so young? She didn't suddenly get younger, yet it was as if her crew suddenly remembered her inexperience in physical matters.

Well, at least the Devious Sisterhood still respected her- Teasing was one thing, but if they decided to be the ones making decisions on the ship there was little she could do.

Laying her papers down, Cassandra began to plan out her short term agendas- There wasn't much news from the outside world, but it was about the right time for the Spore Hunts. Besides, even if there was a huge discovery, she already had her hands full with the Spoked Vessel.

As she thought, the good Doctor untied her leg and unsteadily stood up from her bed, cursing all the while. With a quick flick of her pocket mirror, she checked to see if she was presentable- Staring back into her eyes, she saw…



What do you look like?

[ ] LOOK: Wild black curls tucked beneath a hat or bandana, your watery grin always reflecting a positive outlook.

[ ] LOOK: Large eyebags and blond hair as straight as you can get it, a very professional appearance.

[ ] LOOK: Salt bleached white hair and elegant cheekbones, you could almost come off as southern nobility.

[ ] LOOK: Write in.





For this quests mechanics, you will start with 2 Free actions and 1 martial Adventurer action- Free actions can be spent on anything, but your additional Adventurer action can only be spent on martial actions, and it will be carried out by your companions. Because you might also be voting to use a free action on a martial task, please specify which one is being done by the adventurers. Over the course of the quest, you will increase the number of actions you get (Ex. Hiring and organizing some financiers will gain a stewardship action, growing your powerbase will generate new Free actions at certain thresholds). You might also gain special actions through artifacts or certain interactions.

A correct plan should look something like this-

[ ] COCOON: No
[ ] FREE: Locate Something to Investigate
[ ] FREE: Train with the Devious Sisterhood
[ ] ADVENTURER: Explore the Saccharine Seadens

Special Actions:

Do you activate the Homarid Cocoon? This allows you to heal one person's wounds, so if you used it on Cassandra you could take the training action this turn. *New*
[ ] COCOON: Yes
-[ ] Who?
[ ] COCOON: No

Martial Actions:

[ ] Join the Spore Hunts
  • At the beginning of every thaw, the Mossbeasts form upon the ocean- strange monsters of plants and blood, they threaten the whole coast every year. Joining this hunt would increase your reputation and build connections with other ships, but it would only produce a paltry reward- This is not some grand defense of everyone's homes, but a short and necessary culling that a lot of people just ignore entirely. *New*

[ ] Hunt Pirates
  • Halftown is relatively safe, but there are still some pirates in the Gulf of Sweetness- Spending some time hunting pirates would be good for reputation or any potential bounties.

[ ] Explore the Saccharine Seadens
  • The Saccharine Seadens are a maze of interconnected sunken caves, grottos, and underground rivers- It is filled with Ne'er-do-wells, misshapen beasts, and trapped boltholes.
  • DCs will decrease with increased attempts or more knowledge.

[ ] Explore the Algae Flats
  • The Algae Flats are a menace to ships, and are host to a bevy of shipwrecks. Most aren't too old, but you never know what you might find amidst the mists and monsters.
  • DCs will decrease with increased attempts or more knowledge.
  • One successful exploration achieved, DC and potential discoveries are reduced. *New*

[ ] Train with the Devious Sisterhood
  • While you might consider yourself an academic, having such a small crew means that you will often be placed in danger, or have to fight and run personally. Training with your companions will be useful.
  • Can be repeated. There will be higher DCs after each success until you reach a martial cap.
  • Cannot be taken until May and June due to Minor Injury. *New*

[ ] Establish Territory by Force
  • With force of arms, you may subjugate a village. Unfortunately, you lack the ability to truly control one with the forces you have now. They will send you taxes, but you will not control them directly. The locals will also dislike this.
[ ] Venture into the Spoked Wheel
  • A dangerous place, going inside will require fighting mechanical guardians or getting past an incredibly strong lock. But if your predictions are correct, the contents of this ship are untouched since it crashed… *New*

Stewardship Actions:
[ ] Buy Artifacts
- [ ] Name one or more known artifacts to buy if you are looking for a specific one. *New*
  • Halftown is full of artifacts, some more potent than others. While there isn't really a market to sell your own, you could try to find any that would be useful for you.

[ ] Explore Halftown
  • While living on the ship might be cheaper than staying in the city, Halftown is still your temporary home- It would be best to familiarize yourself with the city, learning both the local laws and the society that you are adjacent to.

[ ] Find Jobs
  • Halftown is… Not the greatest place to find jobs. The town is protected by local guards and militias, with not much to encourage any raids. There is not much spending money, and the locals are not very curious about the death traps near their home. Yet, there are still probably jobs if you know where to look.

[ ] Find Independent Money Making Schemes
  • Halftown might not be a boomtown, but there are still opportunities- At least, you hope so. It might be algae collection, relic flipping, or a special trade route; You won't know until you look.

[ ] Establish Territory by Finance
  • With the lure of money and jobs, you may influence a village. It would provide manpower and any special resources it produces, while taking in your money. Unfortunately, you lack the forces to actually control the town, so it would be autonomous.
Diplomatic Actions:
[ ] Form Contact Network
  • You already have some scientific contacts around the region, but it would be best to organize yourself to take full advantage of this- With a proper contact network, information will pass to you much faster than simple acquaintanceship.

[ ] Meet Halftown Leaders
  • Despite their lack of power in the grand scheme of things, those who control Halftown are still people who can make your life much harder. Meet with them, learn who they are, and establish yourself as friendly.

[ ] Improve Reputation in Halftown
  • While Halftown isn't hostile to you, they don't especially care either. As an outsider, you will have to work harder than a local to get the same respect, and some resources or information will come easier if you are trusted.

[ ] Spend time with the Devious Sisterhood
  • Each member of the sisterhood might be here because of you, but you aren't glorified for that- they are independent people who like to do their own thing. Spend some time with them, learn more about them, and grow your relationship with them.

[ ] Find a Teacher
-[ ] Write in stat
  • For your own improvement, you might want to find someone that can teach you about diplomacy, stewardship, intrigue, or occult to unlock a training action. You may also find one for martial or learning to decrease your DC. This person may become part of your crew if you hire them and develop a good relationship, otherwise they will remain a professional resource.

[ ] Establish Territory by Words
  • With the strength of your reputation and the power of your words, you might convince a village to join you. You will be reliant on their current leaders, and shaping their policies will be a test in trust. Unfortunately, you lack the forces to actually control the town, so it would be autonomous.

[ ] Meet with Franco
  • Franco is one of the few prominent residents to seek you out, so it might be worthwhile to meet with him- He might have news to share about the town, or information about artifacts you didn't see. *New*
[ ] Send out Recruitment Offers
  • Your crew is still small, and even a few more personnel would aid you- Spread the word that you are hiring, through letters and word of mouth. The number and quality depends on how successful you are, you will be able to choose between all available applicants when hiring. *New*
Learning Actions:
[ ] Locate Something to Investigate
  • The Sugar Bay is full of interesting sites for study, but many of them have already been plunged. In order to not waste your time, it would be best to narrow down the avenues for investigation. You know that you will find something, it's just a matter of what and how many.

[ ] Research Upgrades for the Ship
  • The ship works well enough, but you could always improve it- Faster, more storage, adding weapons, or much more. Before you can get someone to build it, you need a blueprint.

[ ] Brain Training
  • While you are skilled in matters of the mind, you can always be better- Set some time as study hours, and sharpen your intellect.
  • Can be repeated. There will be higher DCs after each success until you reach a learning cap.

[ ] Work on Scientific Acclaim
  • The researchers who live along the Coldbrew Coast stay in contact through special papers and letters, which remain engaging and informative despite the delays- While you have nothing to write about at the moment, taking part in these socially distant forums will help find new contacts and improve your image.

[ ] Investigate the Broken Sealing Lock
  • A very tricky device, this could be the key to further access into the Spoked Vessel. Cracking it would be difficult, but very rewarding. *New*

[ ] Research Automatons
  • The Spoked Vessel is guarded by mechanical things, which aren't quite your area of expertise- You aren't in the best location to do research, but it still might be worthwhile to look into potential weaknesses. *New*

Intrigue Actions:
[ ] Form Informant Network
  • While having a public network is all well and good, sometimes you need information from the little guys- This will get you a wider range of information, and often before others get to know about it.

[ ] Investigate Smugglers
  • The Gulf of Sweetness functions as a calm interior to the Coldbrew Coast, and it is located right next to Semisubmersi- There are a good amount of pirates who use this place to stash their illicit goods. If you could find one, it would be a boon to your treasury.

[ ] Find Acceptable Targets
  • This area is sleepier than most, but that doesn't mean it is always peaceful- Bandits, pirates, and exploiters are everywhere in the world. Find someone who you can attack without worrying about reprisals or innocents.

[ ] Establish Territory by Proxy
  • With carefully aimed threats and bribes, you can suborn the leaders of a village. This will provide you with a stream of revenue that would be smaller than normal control, but you don't gain any responsibilities or negative reputation. Unfortunately, you lack the forces to demand much, so your contract with them would be inflexible.

[ ] Hire a Thieving Expert
  • This area is sleepy, but there are ways to hire a rogue to help with the Spoked Vessel's locks- You've heard stories of thieves guilds and hooded mercenaries all your life, and you could try to hire one now. This would likely be by letter, or attempting to find one nearby. *New*

Occult Actions:
[ ] Test Sugar Bay
  • The seawater is different here, and the source of this sugar is located somewhere in the bay. Take samples, consult your ledgers, and put the water through the paces. If there is anything you can find about it, it would

[ ] Investigate Sugar Bay
  • People have been looking for the source of this sugar since they started living here, but nothing has been found. If you want to try, you might attempt to triangulate it with diagrams and ceremonies, your ship floating about as you strain. It is nearly impossible at the moment, but you can still try.

[ ] Dissect Monsters
  • The creatures that inhabit this area are not natural, or at least that's what your books say. Something about the coast has warped them, and it is up to you to find out.

[ ] Research Gods
  • You are not religious, and neither are many people along the Coldbrew Coast, but you can never be too prepared- Learn of the religions, of their gods, and of the people who worship them.




Voting will close in 24 hours. For Cassandra's age, I simply flipped a coin- The difference between 23 and 35 is so large that it would not be fair otherwise. I am also changing the turn time from 3 months to 2 months, in order to set a pace that better matches my plans.
 
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[X] LOOK: Salt bleached white hair and elegant cheekbones, you could almost come off as southern nobility.

Still percolating for actions, but 12 hours is a very short turnaround for voting.
 
Still percolating for actions, but 12 hours is a very short turnaround for voting.

That's fair, do you think 24 hours would be better? I am trying a new time based writing strategy in order to keep myself focused on this project, and I noticed that people usually do not vote past the 8 hour mark. But if 12 hours is rushing people too much, I am fine with switching to 24 hours.

Also, I know other quests have a pause on voting for discussion in the first two hours, but do you guys think it would be helpful to have here? I usually see it in longer quests with a large number of actions, where there is a lot of information that needs to be considered.
 
we'll have to see. I'd prefer for 24 hours if you still want to go quickly, but It depends on how many votes come in that time, I suppose.
 
we'll have to see. I'd prefer for 24 hours if you still want to go quickly, but It depends on how many votes come in that time, I suppose.

Its ok, I will go with 24 hours for this post to see how it works out.

I hope we can hire more security forces soon. Five adventurers are too few

Sorry, thats a good point- While Halftown is not really the place to be when recruiting pretrained troops outside of events or good action
outcomes, you could do a similar advertising recruitment strategy as the Thieving Expert action. Adding that now.
 
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[X] COCOON: Yes (If we get the 1/10 chance of it exhausting on top of the crit fail, then losing the artifact was truly the highest will of the dice gods - also, I approve of getting stronger)

[X] FREE: Dissect Monsters
[X] FREE: Spend time with the Devious Sisterhood
[X] ADVENTURER: Train with the Devious Sisterhood
 
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