Fractured Fantasy: A CK2 Style Final Fantasy quest

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One thing I do want to note is that, according to my research (read: Looking the area up on the FF Wiki and skimming the monster list), Malboros don't seem to usually appear in that area... So it's likely that the big upheaval probably displaced some monsters too.

Not *too* sure what to buy, though I do want a decent stock of healing items.
 
[x] Bag of Anti-tricks
-[x]1 remedy
-[x]5 shurikens
-[x]2 potions
-[x]2 antidotes
-[x]1 phoenix down
-[x]2 smelling salts
-[x]1 onion bomb

the remedy is because well, there is an encounter with every status effect under the sun. Onion bomb is very much for just blowing up the Malboro if we end up being unable to side-step it. the antidotes and smelling salts are because I suspect but cannot confirm that the rats and bats can cause poison and confusion respectively, the phoenix down is for emergencies, more shurikens is so we can go through fights faster, and some more potions for general purpose healing if needed. This should cost a total of 4 funds.

Thoughts on this shopping list?
 
I've added information on your potential "Guests." in the Characters and Hero page. Well, aside from Wakka. Who I recently realized needs to have 2 'k's in his name. Whoops...

The sheets may be a little rough around the edges since I had to finish them after work, and I'm a bit sleepy. but I'm sure you can understand the core concepts just by looking at them. As always, since the adventures are a bit experimental, I may have to rework some of these concepts later.

Also, I'm enjoying watching you try to be tactical about this. It's kinda fun.
 
Shadow doesn't strike me as an MP heavy character, so I think putting him on the offensive is a good idea.
My concern with all-out attack is that he's not a direct frontliner, still. I guess we have a surplus of healing at the moment, though, and if we have Freya, I'd be less concerned.


Thoughts on this shopping list?
Hmm... I personally don't want to bite into Aerith's own funds if possible, but that malboro is very scary... Maybe drop the remedy if we have the Onion Bomb? Just nuke the malboro, it's not worth a fair fight.
 
[x] Freya Crescent

Rat Dragoon for the win!... I got nothing for the shopping, my instincts just says buy all the potions and outheal all damage.


[X][Aerith+Amalia] Fight Wisely.

Both mages, if of different specialization, so conserving MP is always a good idea for those.

[X][Shadow] Go All Out.

Shadow doesn't strike me as an MP heavy character, so I think putting him on the offensive is a good idea.

[X][Alfyn] Focus On Support.

He might not be a white mage, but he's the closest we got, keep the squishy in the back away from the fighting!

[X]bag of anti tricks
 
One day left until the end of the vote, and so far... well. Everyone seems in agreement I suppose. Bringing along Freya instead of Wakka, the bag of anti-tricks, and the battle strategies don't have any competition.

Also, the formatting on the tally is a bit scuffed but I think that's my fault. It's really not good at counting votes on more than 1 thing at a time.
 
I don't think anyone minds if I close this early. Given the uh... lack of competition. In summary
-Freya will be your 5th Member
-You're going with the "Bag of Anti Tricks"
-And your strategies are to Fight Wisely (Aerith+Amalia) to Go All Out (Shadow) and to Focus on Support (Alfyn)
Now then, I have a dungeon delve to write. This is my first time doing something like this, so please bear with me
Scheduled vote count started by griffinlw on Oct 11, 2024 at 4:44 PM, finished with 9 posts and 4 votes.
 
Garamysthe Waterway-Barheim Passage Expedition

Party Condition

Aerith: 6/6 HP 10/10 MP
Amalia: 8/8 HP 8/8 MP
Alfyn: 10/10 HP 4/4 MP
Shadow 8/8 HP 0/0 MP
Freya: 10/10 HP 4/4 MP

Supplies

Healing Items
Potion x4
Antidote x2
Smelling Salt x2
Phoenix Down x1
Remedy x1
Alfyn's Satchel
Soothing Seed x2
Soothing Dust x1
Hazardous Seed x2
Attack Items
Shuriken x10
Onion bomb x1

"You know, I heard this was here. But I never realized how giant these tunnels are." Alfyn commented, looking at the entrance to the Waterway.

"... I do appreciate the help, but I must ask." Amalia gave Alfyn a searching look "You're a doctor-"

"Apothecary."

"Apothecary then. Shouldn't you be checking on patients and grinding up medicine? Do you really wish to follow us into certain danger? Can you even fight?"

"Well, yeah," Alfyn said like it was obvious, thumbing the axe on his belt "I don't keep this hatchet just for cutting firewood you know- although, I do use it for that."

Amalia gave him a concerned look as if she were second-guessing her decision

"I'm back everyone!" You announce, walking up to the gathered party with Freya at your side. Convincing her to come along wasn't that hard, but you owe her a favor.

Introductions are made, plans are set, bags are checked, and as the dim light of a Rabastre morning filtered through a hole in the ceiling, you set off.

It didn't take long for you to run into your first spot of trouble

Garamsythe Waterway: Event 1 (Battle)


Back when it was just you and Amalia, it was easier to move through the waterway undetected and away from monsters. Naturally, a larger group meant more noise and a much larger profile. This was enough to scare off smaller, more skittish creatures.

… Which is why you were a bit confused when you came face to face with a small army of rats and bats within minutes of entering the sewer. They look near feral and fearlessly charge your much larger, more powerful group.

You briefly wonder if Freya has any reservations about this, but from the way she quickly forms a front line with Shadow and Alfyn, you doubt it.

Party Condition
Aerith: 6/6 HP 10/10 MP
Amalia: 8/8 HP 8/8 MP
Alfyn: 10/10 HP 4/4 MP
Shadow 8/8 HP 0/0 MP
Freya: 10/10 HP 4/4 MP

Enemy Condition
Steeling #1 & 2 4/4 HP Libra: Weak to Earth.
Seeker: 6/6 HP Libra: Weak to Earth.
Dire Rat #1 & 2 4/4 HP: Weak to Water.
Shadow attacks Steeling #2 with Throw! (Shuriken)
D100= 89+ 24 +10 (Shuriken) =123 vs 83+13= 96.
Shadow's Throw inflicts 5 damage to Steeling #2. Steeling #2 is slain!
Expends 1 Shuriken. 9 left.

Aerith Casts Ruin on Steeling 2!
Aerith D100= 83+ 29= 112 vs 63+ 7= 70.
Aerith's Ruin inflicts 3 damage to Steeling #1!

Amalia spends 1 MP to Cast Dark on Steeling 2!
Amalia: D100= 17+ 17= 34 vs D100= 3+7= 10
Amalia's Dark inflicts 4 damage to Steeling #1! Steeling #1 is slain!

Alfyn Clashes with Dire Rat #1!
Alfyn: D100= 34+ 19 = 53 vs D100 80 +8= 88
Dire Rat's Attack inflicts 2 damage to Alfyn.

Freya Clashes with Dire Rat #2!
D100= 69+ 27= 96 vs 35+ 8= 43
Freya's Attack inflicts 4 points of damage to Dire Rat #2. Dire Rat #2 is slain!

Seeker Attacks Freya & Alfyn with Eerie Soundwave!
D100= 83+ 15= 98 vs 18+ 27= 45 (Freya)
D100= 83+ 15= 98 vs 53+ 19= 72 (Alfyn)
Eerie Soundwave inflicts 1 damage to Freya & Alfyn. Freya is immune to confusion. Alfyn is confused!
The smaller bats immediately start flying towards you and Amalia, chittering or squealing in what you can only assume was an aggressive tone. One of them manages to fly over the frontline, but the other is skewered in an instant by Shadow, throwing a shuriken into it.

The other cries out as it flies towards you, only to be knocked to the ground by a burst of non-elemental magic. It smacks ungracefully into the floor, but rather than run or try to fly away, it immediately swaps targets, to fly into Amalia's face. A burst of black energy from her fingertips quickly finishes it off.

While the backline took care of the bats, your frontline attempts to handle the rats. Freya quickly skewers her rat, but poor Alfyn misses his strike and the rat soon jumps up and bites down on his arm.

The biggest and baddest looking bat, (A Seeker Amalia called it) let out this ear-piercing screech which has Alfyn and Freya covering their ears. Freya seemed okay, but Alfyn had a dazed expression.

None of you are worried though. All but 2 enemies have fallen already. You can wrap this up quickly.

Battle: Round 1 Results

Party Condition
Aerith: 6/6 HP 10/10 MP
Amalia: 8/8 HP 7/8 MP
Alfyn: 7/10 HP 4/4 MP Condition: Confused
Shadow 8/8 HP 0/0 MP
Freya: 9/10 HP 4/4 MP

Enemy Condition
Seeker: 6/6 HP. Weak to Earth
Dire Rat: 4/4 HP. Weak to Water

Battle: Round 2 Rolls

Freya activates Preemptive Strike!

Freya Clashes with Dire Rat #1!
D100= 67+ 27= 94 vs 17+ 8= 25
Freya's Attack inflicts 4 points of damage. Dire Rat #1 is slain!

Shadow Attacks Seeker with Throw! (Shuriken)
D100= 56 + 24 + 10 (Shuriken)= 90 vs 72+ 15= 87
Shadow's Throw inflicts 5 damage to Seeker
Expends 1 Shuriken. 8 left

Aerith Attacks Seeker with Ruin!
D100= 94+ 29= 113 vs 10+ 9= 19
Aerith's Ruin inflicts 3 damage to Seeker. Seeker is Slain!
Freya turns without missing a beat and easily impales the rat which was gnawing on Alfyn in a single pinpoint thrust.

Shadow throws another shuriken at the Seeker, which manages to clip one of its wings, but fails to score a direct hit. The injured but angry bat dips low and swoops for him… Which makes it easy prey for you, as you blast it out of the air with another burst of magic.

Alfyn looks left and right like he's trying to shake the confusion out of his head, axe raised and ready to strike. "Uh… are we still fighting?"

"No Alfyn. It's over, see?" You point at the dead monsters. After a moment Alfyn lightly slaps himself and seems to come back to his senses. "You okay?"

"Yeah, not a good showing for my first throwdown huh? I'll do better next time." Wincing slightly at the pain in his arm, he takes out a couple of bandages and patches himself up.

Once he's ready to go, you set off again.

Battle Results

[All participants gain 1 EXP.]

Party Condition
Aerith: 6/6 HP 10/10 MP
Amalia: 8/8 HP 7/8 MP
Alfyn: 10/10 HP 3/4 MP
Shadow 8/8 HP 0/0 MP
Freya: 9/10 HP 4/4 MP

Garamsythe Waterway: Event 2 (Special Location)

"I thought if we were quick enough nothing would have changed," Amalia explains. "But I suppose we were too slow."

The path that you took last time has flooded over, preventing you from crossing to the other walkway. Freya could leap to the other side of the waterway, but without a way for the rest of you to bridge the gap, she would be all on her own.

Amalia asked if Alfyn could try to freeze it, but he sheepishly explained that he was not that good at magic. He mainly used his ice to make water for medicine and stuff.

You make the executive decision to try and find another path that will take you roughly the same direction, and after wandering back and forth for a bit you find one.

"... Does anyone else feel that?" Alfyn asks as you cross the threshold to a previously flooded chamber.

Freya nodded, putting a hand on her spear. "It feels as though something very powerful lives in this chamber."

"The mist is very strong here. That usually indicates the presence of a very powerful monster or… something else." Amalia explained half-heartedly. As if she wasn't quite sure herself.

You take a deep breath and close your eyes, trying to open your mind and feel. Not something physical, something spiritual. Something magical.

Creature of rot and poison, decay and death. Wherever his feet should fall, there all life withers to dust. Be grateful for his absence.

"... Well, it's not here now." Shadow reminded everyone. "So we should keep moving."

Everyone murmurs in agreement and you open your eyes, only to pause as your foot runs into something. You blink in surprise, pick up the small orb, and look at it in disbelief.

A natural Materia! A poison materia to be precise. Maybe it had something to do with the creature

Your new weapon doesn't have a proper Materia slot, so you're forced to put it on your old armband. It's just a single slot, but it will do in a pinch.

"Aerith?" Amalia calls back.

"Coming!" You quickly catch up, with a little more spring in your step.

[Poison Materia acquired and equipped!]
[What a strange place…]

[Traveling takes its toll. Everyone loses 1 HP]

Garamsythe Waterway: Event 3 (Battle)

"There it is!" Amalia sounds equal parts elated and relieved as your group finally finds the same tunnel you tried to reach the other day.

"That wasn't so bad. We made a pretty good time I'd say." Not that you can really tell how much time has passed. None of you had any clocks, and underground there was no sun to check. But you were all feeling pretty optimistic.

And then the Malboro dropped from the ceiling, right in front of you. All of you manage to duck away, except for Alfyn, who's barely drawn his axe before the Malboro shoots a cloud of its breath at him.

Your line is in disarray, Amalia dangerous close to the Malboro. Deciding she's too close to cast a spell, she raises her sword to strike.
Malboro uses Bad Breath on Alfyn!
Roll d100= 73+ 19+ 10 (Signature Move)= 102 vs 20+ 19= 39
Alfyn is Poisoned, Silenced, and Blinded!

Alfyn takes 1 damage from Poison.
Party Condition
Aerith: 5/6 HP 10/10 MP
Amalia: 7/8 HP 7/8 MP
Alfyn: 8/10 HP 3/4 MP Condition: Poison, Silence, Blind
Shadow 7/8 HP 0/0 MP
Freya: 8/10 HP 4/4 MP

Enemy Condition
Malboro: 18/18 HP Libra: Weak to Ice and Wind. Absorbs Poison

Battle: Round 1 Rolls

Amalia Clashes with Malboro!
D100= 3 (Crit Fail!) vs 28+19= 47
Malboro's Attack inflicts 3 damage to Amalia.

Alfyn Clashes with Malboro!
D100= 57/8+19= 27 vs 31+19= 50.
Malboro's Attack inflicts 3 damage to Alfyn

Aerith Casts Ruin on Malboro!
D100= 54+29= 83 vs 9+ 14= 23
Aerith's Ruin inflicts 3 damage to Malboro.

Shadow Throws an Onion Bomb at Malboro!
D100= 75+ 24= 99 vs 71+ 19
Shadow's Onion Bomb inflicts 8 damage to Malboro.
Expends 1 Onion Bomb. None left

Freya Clashes with Malboro!
D100= 89+ 29= 118 vs 29+ 19= 48
Freya's Attack inflicts 4 damage to Malboro

Alfyn takes 1 damage from Poison.
Amalia hacks and slashes at the Malboro's body, but fails to catch any of its flailing tendrils. After one such slash, a tentacle manages to wrap around her arm and throw her into the nearest wall, stunning her.

A cloud of magical darkness hangs over Alfyn's eye, but he still blindly swings in the direction of the Malboro, almost managing to land a strike before it slams into him with its hardened, spherical body.

"Don't panic! This is what we bought the bomb for, remember?" For a moment you contemplate casting Bio, before deciding against it. A monster that lives in and spills filth is probably resistant to poison. Once again you cast Ruin, but unlike the lesser monsters, it doesn't seem to phase the Malboro much.

What does faze the Malboro, is the bomb that Shadow lights and expertly throws into its mouth. The bomb bounces in its mouth for a moment, the teeth gnashing on it before the bomb erupts into a cloud of fire and smoke.

The Malboro's mouth hangs limp, and for a moment you think it's dead, or perhaps that it's broken its jaw. Freya takes no chances and stabs it again. Which quickly proves to be a wise decision, as the Malboro wakes up and begins writhing again.

Battle: Round 1 Results

Party Condition
Aerith: 5/6 HP 10/10 MP
Amalia: 4/8 HP 7/8 MP
Alfyn: 4/10 HP 3/4 MP Condition: Poison, Silence, Blind
Shadow 7/8 HP 0/0 MP
Freya: 8/10 HP 4/4 MP
Enemy Condition
Malboro: 5/20 HP Libra: Weak to Ice and Wind. Absorbs Poison
Freya Clashes with Malboro!
D100= 77+ 29= 106 vs 32+ 19= 51
Freya's Attack inflicts 4 damage.

Malboro Clashes with Shadow!
D100= 7 (Automatic Miss: High Evasion!) vs 17+ 24= 41
Shadow's Attack inflicts 3 damage. Malboro is slain!

Aerith uses a Remedy on Alfyn!
All Alfyn's status effects are cured!
If the creature hadn't just poisoned one of your friends. You might feel some degree of pity towards it.

Shadow and Freya start punching holes in the creature, cutting off tentacles and spearing its spherical main body as it writhes in apparent agony. Still stunned by the explosion, it can't put up much of a fight as they rip it to pieces.

Instead, you walk over to the downed Alfyn and help him to his feet, pressing the Remedy you bought into his hands. "It's the remedy Alfyn, just drink it slowly…" you soothe.

As soon as he's finished the potion, the paleness of his skin vanishes, the cloud of darkness in his eyes clears, and he rubs his throat as he thanks you.

By the time you turn around, the Malboro has been so savagely beaten that it looks a little cruel. You still don't feel any sympathy.

"Why would this beast care about this passage so much? Is this where it hunts?" Freya questioned, wiping off her spear.

"I don't know," Amalia admitted, wincing slightly as she rose to her feet. "But I am very glad it's dead. Buying that bomb was an excellent idea."

"Sorry. I've spent more time getting knocked around than fighting." Alfyn said, a little self-deprecating. He fished out two potions, one for him and one for Amalia.

Battle Results

[Everyone Gains 2 EXP]
Party Condition
Aerith: 5/6 HP 10/10 MP
Amalia: 8/8 HP 7/8 MP
Alfyn: 9/10 HP 3/4 MP
Shadow 7/8 HP 0/0 MP
Freya: 8/10 HP 4/4 MP

"Any idea what we should expect in Barheim passage?" You ask Amalia

"Not really. I know what it used to be used for, it was a passageway between Rabanstre and a nearby fort. So defenders could be resupplied, and messages could be sent in secret. But that was years ago. It's… likely that the passageway has become a breeding ground for monsters."

"Not much different from the Waterway then," Freya said bluntly.

"… no. I suppose not." Amalia admitted. "Though, there is one thing I'm glad for. At least the passage will be mostly a straight line."

Barheim Passage: Event 4 (Treasure)

Barheim Passage was indeed mostly a straight line. Although it was similar in many ways to the Waterway you already passed through, it felt very different,

Barheim Passage was much newer, and the intricate designs on the walls and floor were not yet worn with time. If it wasn't for the ceiling above your head, the lack of light and the stone arches you repeatedly passed under, you would think the passage was a particularly renowned city street. It was also far quieter, without the rushing water in the distance.

Compared to the sprawling series of tunnels which was the Garamsythe Waterway, Barheim Passage was much simpler to traverse. Outside of a handful of side chambers, it was essentially a road that you could follow.

That's not to say your party didn't pop into a few of the side chambers, mostly out of curiosity. And it's a good thing you did. Freya found a little supply chamber, and with Amalia's blessing, you went to town looting it.

"Aww… kinda wish this axe wasn't rusted." Alfyn hefted the big two-handed axe over his shoulder. Only for the wooden shaft to suddenly snap. "Oh. The wood was rotted too."

Shadow was silently sifting through a pile of knives and small swords. Most were tossed aside without a second glance, visibly rusted to the point of uselessness. A few were given a more thorough inspection before being discarded. One particularly fine-looking blade earned his approval

"Aerith? Do you think this staff would be of any use to you?" Freya asks, presenting you with a long wooden staff with an ornate head.

As soon as you touch it, the difference between it and the staff you carry becomes apparent. This one is much, much weaker. But you can't help but notice the holes in the head of the staff. As if it were supposed to be inlaid with gems. They weren't materia slots exactly… but maybe you could modify it?

"I think I'll take it. Thank you, Freya."

[Aerith finds "Simple Rod"]
[Alfyn finds and equips "Buckler"]
[Shadow finds and equips "Mythril Knife"]
[Freya fails to find anything…]
[Amalia fails to find anything…]

[Traveling takes its toll. Everyone loses 1 HP]

Barheim Passage: Event 5 (Battle)

"... I hear something rattling ahead," Shadow warned, as you passed the threshold between one of the narrower tunnels and a larger chamber. You can't hear anything, but at this point you all trust Shadow's judgment, and ready your weapons.

As you all cautiously advance, you hear it too—the sound of something rattling around. But it doesn't really sound like metal to you, it sounds more like…

Bones.

The flickering light of your torch reveals a trio of skeletons, two completely devoid of flesh or adornment, and one wearing rusted bronze armor. Despite that the skeletons are somehow standing, and moving about. Dark magic seems to radiate off of them.

Sitting beside them is a floating sphere, a glowing orange Bomb. Initially dull and unassuming, as soon as your party crept into view its glow rapidly intensified as its mouth split into a mad smile.

"We need to take out the bomb quickly, if we don't it will explode!" Amalia said. "Ice and water magic if you have it!"

Party Condition
Aerith: 4/6 HP 10/10 MP
Amalia: 7/8 HP 7/8 MP
Alfyn: 8/10 HP 3/4 MP
Shadow 6/8 HP 0/0 MP
Freya: 7/10 HP 4/4 MP

Enemy Condition
Skeleton #1 & 2: 6/6 HP Libra: Weak to Holy. Absorbs Darkness
Skeleton Defender: 10/10 HP: Weak to Holy. Absorbs Darkness
Bomb: 16/16 HP: Weak to Water and Ice. Absorbs Fire.
Amalia spends 1 MP to Cast Cure on Skeleton #1!
D100= 25+ 17+ 20 (Attacking Weakness) = 62 vs 19+16= 35
Amalia's Cure inflicts 6 damage to Skeleton #1. Skeleton #1 is slain!

Shadow attacks Bomb with Throw! (Shuriken)
D100= 52+ 26 + 10 (Shuriken)= 88 vs 45+ 14= 59
Shadow's Throw inflicts 5 damage to Bomb.
Expends 1 Shuriken. 7 left

Bomb casts Oil on Freya!
82+ 19= 101 vs 32+ 27= 59
Freya is splattered with Oil.

Freya uses Jump!
Freya can no longer be targeted.

Alfyn spends 1 MP to cast Icicle on Bomb!
59+ 10+ 20 (Attacking Weakness)= 89 vs 57+ 19= 76
Alfyn's Icicle inflicts 6 damage to Bomb.

Aerith clashes with Skeleton #2 (Magic)
D100= 80+ 29= 109 vs 72+ 16= 88
Aerith's Ruin inflicts 3 damage to Skeleton #2

Skeleton Defender attacks Shadow!
D100= 45+ 21= 66 vs 44+ 26= 70
Skeleton Defender's Attack misses

Bomb's explosion has been delayed by 1 Turn
Holy white light surrounded Amalia as she chanted "Cure!" but rather than use it on you, she hurled it at the nearest Skeleton. For a brief moment, the light and darkness seemed to mix, before both were erased. The Skeleton, now with nothing to animate it, crumbled instantly.

With the obstruction gone, Shadow quickly hurled a shuriken at the Bomb, which jerked to the side from the impact, but otherwise didn't seem to be bothered by the sharp steel near its eye. Instead, it turned to Freya and spat a glob of black liquid onto her.

"Oil…" The other skeleton held out its hand, which quickly caught fire. Freya, realizing what was about to happen, lept into the air and vanished into the shadows on the ceiling.

"Cool off!" A jagged icy spike rammed into the underside of the Bomb, causing it to wail in agony as steam rose from its body

"Really Alfyn? Ice puns?" You ask, deflecting the ball of fire from the remaining skeleton. Once it realized Freya wasn't an option, it went for you.

"What can I say? I'm a cool guy."

You think you hear Shadow huff in annoyance as he ducks under a body blow from the Skeleton in bronze armor.

Round 1 Results

Party Condition
Aerith: 4/6 HP 10/10 MP
Amalia: 7/8 HP 6/8 MP
Alfyn: 8/10 HP 2/4 MP
Shadow 6/8 HP 0/0 MP
Freya: 7/10 HP 4/4 MP Condition: Oil

Enemy Condition
Skeleton 2: 3/6 HP Libra: Weak to Holy. Absorbs Darkness
Skeleton Defender: 10/10 HP: Weak to Holy. Absorbs Darkness
Bomb: 5/16 HP: Weak to Water and Ice. Absorbs Fire.
Shadow Clashes with Skeleton Defender!
D100= 3 (Critical Failure!) vs 44+ 21= 65
Skeleton Defender's Attack deals 3 damage to Shadow

Freya descends from the sky!
D100= 71+ 27+ 20 (Jump)= 118 vs 37+ 14= 51
Freya's Jump deals 6 damage to Bomb! Bomb is slain!

Aerith Clashes with Skeleton #2! (Magic)
D100= 70+ 29= 99 vs 81+ 16= 97
Aerith's Ruin inflicts 3 damage to Skeleton #2. Skeleton #2 is slain!

Amalia spends 1 MP to Cast Cure on Skeleton Defender!
D100= 30+ 17 vs 99 (Crit!)
Skeleton Defender's Dark deals 6 damage to Amalia.

Alfyn uses Concoct! 1 Soothing Dust + 1 Potion= Healing Mist!
All allies restore 4 HP
Alfyn has no Soothing Dust left.
Shadow managed to slip under the Skeleton Defender's guard and deftly avoid its armor, only for his dagger to slide harmlessly between its ribs. The Defender punched him in the head with its gauntlet-covered fists, causing him to stagger back.

The Bomb's menacing glow started to brighten again, the dark spots on its underside turning a vibrant orange as it heated up and swelled. But before it could do anything, Freya descended from the ceiling and completely impaled it with her spear.

The Skeleton you were fighting notices Freya's return and is about to try and capitalize on the oil when you shoot it in the back, coating the ground in a thin layer of bone fragments.

Amalia cried out in pain as a black bolt of energy hit her right in the chest, nearly knocking her down. Alfyn quickly supported her, and rather than reach into his pocket, he reached into his medical satchel.

"Let's try this!" The apothecary mixed the ingredients in the blink of an eye and produced a thick healing mist. The mist washed over your party, dulling pain and filling all of you with vigor.

All 5 of you turn to the Skeleton defender, ready to attack it from every angle.

Round 2 Results

Party Condition
Aerith: 6/6 HP 10/10 MP
Amalia: 5/8 HP 5/8 MP
Alfyn: 10/10 HP 2/4 MP
Shadow 7/8 HP 0/0 MP
Freya: 10/10 HP 4/4 MP Condition: Oil
Enemy Condition
Skeleton Defender: 10/10 HP: Libra: Weak to Holy, Absorbs Darkness
Freya triggers Preemptive Strike!

Freya spends 1 MP to use Lancer against Skeleton Defender
D100= 97 (Critical hit!) vs 66+ 21= 87
Freya's Lancer inflicts 8 damage and drains 6 MP.
With no magic to sustain it, the Skeleton Defender crumbles to dust…
It was kind of… anticlimactic really. How suddenly Freya stabbed the Skeleton in the back, destroying it instantly. Freya's spear seemed to hook into the defender, siphoning away the dark magic that kept it mobile.

Without that, it crumbled to dust.

Battle Results

[Everyone Gains 2 EXP]
[Everyone Levels up!]
Party Condition
Aerith: 6/6 HP 10/10 MP
Amalia: 5/8 HP 5/8 MP
Alfyn: 10/10 HP 2/4 MP
Shadow 7/8 HP 0/0 MP
Freya: 10/10 HP 4/4 MP

Journey's End

You all collectively breathe a sigh of relief, but a moment later your guard is up as you hear footsteps. But when the figures step into the light…

"You're not monsters." The Bangaa says, lowering his greatsword. At his side a pair of humans, one armed with a bow and another with a handgun lower their weapons as well.

"We're from Rabanastre." Amalia steps forward, her caution forgotten in the elation of finding survivors. "After the… confusion that happened, we lost sign of Nalbina Fortress. I was worried that the residents would be trapped underground or displaced."

"Well, you're right about that. It's like the fortress was suddenly buried under a mountain. Some people were trapped, others vanished…" The gunman shook his head. "There are much more than just us. Please, let us take you to our camp at the end of the tunnel."

[Adventure complete!]
[To be continued…]


This is probably a bit rough around the edges, but 1. It's a bit experimental anyway. and 2. I'm going to work in like, 20 minutes. So I haven't had too much time to proofread/edit. Either way, here you go, when I get back from work I'll do the rest of the paperwork (EXP, new equipment/spoils, etc)

Enjoy!
 
Yeah! Agreed that the format is good, at least for a reader. Though, I'm a little concerned for @griffinlw--it seems like how granular it is makes for a lot of work on the QM's part, will you be fine with that in the future?
I'm not 100% sure. It seemed to work well enough this time, but I will admit it took a pretty long time and was a little complex behind the scenes. It feels wrong for me just to roll martial on each side and say "This side wins, this side loses." But doing a fight blow by blow takes a long time. I'll figure something out.
 

Party Condition

Aerith: 6/6 HP 10/10 MP
Amalia: 8/8 HP 8/8 MP
Alfyn: 10/10 HP 4/4 MP
Shadow 8/8 HP 0/0 MP
Freya: 10/10 HP 4/4 MP
Alfyn is stronger than i thought. Shame he suffered from poor rolls here. If we can raise his martial a bit he would make a good frontliner alongside Freya while also serving as or healer.

"Yeah, not a good showing for my first throwdown huh? I'll do better next time." Wincing slightly at the pain in his arm, he takes out a couple of bandages and patches himself up.
I wanna give this boy a hugh 🥺

Creature of rot and poison, decay and death. Wherever his feet should fall, there all life withers to dust. Be grateful for his absence.

"... Well, it's not here now." Shadow reminded everyone. "So we should keep moving."
Out of curiosity, what were the chances of we coming across this creature?

[Poison Materia acquired and equipped!]
Neat! Poison wouldn't be my first choice, but it nice to spand our arsenal.

"Aerith? Do you think this staff would be of any use to you?" Freya asks, presenting you with a long wooden staff with an ornate head.

As soon as you touch it, the difference between it and the staff you carry becomes apparent. This one is much, much weaker. But you can't help but notice the holes in the head of the staff. As if it were supposed to be inlaid with gems. They weren't materia slots exactly… but maybe you could modify it?
So if i get this right, this staff is weaker than or current one, but has a materia slot in it. Well, since we only have 1 materia for now, or first staff and arm band are the better choice for now, but once we get more materia we can make good use of this one.

This is probably a bit rough around the edges, but 1. It's a bit experimental anyway. and 2. I'm going to work in like, 20 minutes. So I haven't had too much time to proofread/edit. Either way, here you go, when I get back from work I'll do the rest of the paperwork (EXP, new equipment/spoils, etc)
I liked this format. Some ck2 quests' adventures can drag for too long in my opnion, so i this way worked very nicely. Also, i have yet to see a combat formula that lack flaws, so don't be too harsh on yourself if you're not completely satisfied with something.
 
Out of curiosity, what were the chances of we coming across this creature?
In this particular case, it was quite low. I have an encounter table I was rolling on, and this was the highest result you could have had because I figured it would be the most advantageous result. Finding a monster den and treasure without having to fight a monster? Pretty good deal. And know that you know where it's den is... maybe you can fight it later?

Also if anyone in the audience has ever thoroughly explored FF12 you might know what was down there. And know how bad it would have been if you did have to face it.

So if i get this right, this staff is weaker than or current one, but has a materia slot in it. Well, since we only have 1 materia for now, or first staff and arm band are the better choice for now, but once we get more materia we can make good use of this one.
I'll be adding it to your equipment list once I get a minute, (I also have to add an "Equipment" tab to everyone's character sheets I think. That will be easier than listing out everything and tagging who has it.) The normal rod only boosts magic by 1, but of course, it has a slot.

I liked this format. Some ck2 quests' adventures can drag for too long in my opnion, so i this way worked very nicely. Also, i have yet to see a combat formula that lack flaws, so don't be too harsh on yourself if you're not completely satisfied with something.
Thank you very much! I'm glad you enjoyed it. I think there were some things that were tricky about it or I could do better, but it was my first time, so I'm sure I'll get better at it.
 
Level Up!

Aerith is now level 2!

[Max HP increases by 1]
[Max MP increases by 2]


Please pick 1 new Class Trait

[] Tempest: An improved alternative to Ruin. A non-elemental magical blast conjured from a staff or rod. [Costs 1 MP. Boosts attack roll by +10. Deals +1 damage when compared to Ruin]
[] Attunement: Some equipment is enchanted, enhanced, or attuned with the elements. These enhancements aren't quite the same as Materia, but they aren't too different either. [Allows the user to treat enchanted equipment as if they have a Level 1 Materia equipped. Such as a healing staff having healing Materia equipped, or a fire rod having a fire Materia equipped]
[] Manawalk: There's magic in the earth, in the air, the water, all around you. It's not hard to restore your own magic when there's so much to be had. [Restores 1 MP per event when traveling or adventuring. This effect may not work in areas of decay or corruption.]

Alfyn is now level 2!

[Max HP increases by 2]
[Max MP increases by 1]


Please pick 1 new Class Trait

[] Amputate: Sometimes the best way to protect the rest of the body is to cut off a sufficiently damaged or dangerous body part. Behemoths aren't so dangerous without their horns right? [Costs 1 MP. Boosts attack roll by +10 Attack deals increased damage and may chop off body parts of monsters]
[] Empoison: Being an Apothecary means knowing about both cause and cure, poison and potion. If necessary, an apothecary pouch can produce deadly poisons and miraculous cures. [Costs 1 MP. Roll Martial. On a success, the enemy takes minor damage and becomes poisoned
[] Rehabilitate: Curing a single instance of a disease or injury is good, but preventing disease and injury is even better. [Passive: cure status effects at the end of battles during Adventures. Active: Costs 2 MP. Cure one status effect on one ally. That ally gains increased resistance to status effects for the rest of the battle. Does not work against certain magical status effects]

Amalia is now level 2!

[Max HP increases by 1]
[Max MP increases by 1]
[Amalia learns the spells Vox and Poisona.]


Please pick 1 new Class Trait

[] Battle Lore: A mark of mastery in the art of combat: [Raises this character's Martial stat by 2]
[] Spellbreaker: From desperation comes strength. [Raise this character's Magic stat by 5 when in critical condition]
[] Headsman: Many creatures release the last of their magic when killed. A skilled battlemage can use this opportunity to restore themselves. [Upon killing an enemy, restore MP based on the enemy type and magical power. Enemies such as robots may be immune to this effect]

Shadow is now level 2!

[Max HP increases by 2]
[Max MP increases by 0]


Please pick 1 new Class Trait

[] Interceptor, Heel!: Interceptor is a combination of a guard dog and an attack dog. Though his usual orders are to protect Shadow, that's not to say he can't be sent to help others. [Interceptor may be assigned to an ally instead of Shadow. This transfer's Interceptor's passive evasion boost and counter attack to another ally.]
[] Shadow Edge: Lunge deep, cut deeper. [Increases Critical hit rate by 5%. Stacks with other crit rate bonuses]
[] Smoke Bomb: A ninja's best friend, an emergency escape tool no self-respecting Ninja should go without. [Start every adventure with a single Smoke Bomb. If a fight is going poorly, the Ninja may use the smoke bomb to immediately escape with no further damage to the party.]

Freya is now Level 2!

[Max HP increases by 2]
[Max MP increases by 1]


Please pick 1 new Class Trait

[] Eye For An Eye: Even when on the defensive, take every opportunity to strike back. Allows the user to counter attack. [When Freya loses a clash by 10 points or less, if she survives the damage she may make a basic attack anyway.]
[] Reis's Wind: A healing breeze which slowly but steadily restores the vigor of all inside it. [Costs 5 MP. Grants all allies the Regen status effect.]
[] High Jump: A sign of mastery amongst Dragoons is the increasing height and strength with which they can jump. [Improves the damage bonus of Jump from 1.5 to double]

Oof... coming up with new skills and abilities can be a real pain, even if a bunch of the groundwork was already laid in the games. Extra special shoutout to Shadow, who comes from a game where each character usually has a single unique skill. And his is the ability to throw things. Thanks Shadow, very helpful.

Voting will be open until Noon Wednesday the 23rd.


Also, if you're wondering why I capitalize Materia. It's because if I don't it'll auto-correct to material.
 
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I kinda figured we'd only level aerith and the others would auto level but it would be funny for us to to build our own worst enemies if we should fight them in the future.

[X] Manawalk: There's magic in the earth, in the air, the water, all around you. It's not hard to restore your own magic when there's so much to be had. [Restores 1 MP per event when traveling or adventuring. This effect may not work in areas of decay or corruption.]

[X] Rehabilitate: Curing a single instance of a disease or injury is good, but preventing disease and injury is even better. [Passive: cure status effects at the end of battles during Adventures. Active: Costs 2 MP. Cure one status effect on one ally. That ally gains increased resistance to status effects for the rest of the battle. Does not work against certain magical status effects]

[X] Headsman: Many creatures release the last of their magic when killed. A skilled battlemage can use this opportunity to restore themselves. [Upon killing an enemy, restore MP based on the enemy type and magical power. Enemies such as robots may be immune to this effect]

[X] Interceptor, Heel!: Interceptor is a combination of a guard dog and an attack dog. Though his usual orders are to protect Shadow, that's not to say he can't be sent to help others. [Interceptor may be assigned to an ally instead of Shadow. This transfer's Interceptor's passive evasion boost and counter attack to another ally.]

[X] Reis's Wind: A healing breeze which slowly but steadily restores the vigor of all inside it. [Costs 5 MP. Grants all allies the Regen status effect.]

I'm not the best with builds but these were the most eye-catching so yeh
 
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[X] Manawalk: There's magic in the earth, in the air, the water, all around you. It's not hard to restore your own magic when there's so much to be had. [Restores 1 MP per event when traveling or adventuring. This effect may not work in areas of decay or corruption.]

[X] Amputate: Sometimes the best way to protect the rest of the body is to cut off a sufficiently damaged or dangerous body part. Behemoths aren't so dangerous without their horns right? [Costs 1 MP. Boosts attack roll by +10 Attack deals increased damage and may chop off body parts of monsters]

[X] Headsman: Many creatures release the last of their magic when killed. A skilled battlemage can use this opportunity to restore themselves. [Upon killing an enemy, restore MP based on the enemy type and magical power. Enemies such as robots may be immune to this effect]

[X] Smoke Bomb: A ninja's best friend, an emergency escape tool no self-respecting Ninja should go without. [Start every adventure with a single Smoke Bomb. If a fight is going poorly, the Ninja may use the smoke bomb to immediately escape with no further damage to the party.]

[X] Reis's Wind: A healing breeze which slowly but steadily restores the vigor of all inside it. [Costs 5 MP. Grants all allies the Regen status effect.]
 
[X] Tempest: An improved alternative to Ruin. A non-elemental magical blast conjured from a staff or rod. [Costs 1 MP. Boosts attack roll by +10. Deals +1 damage when compared to Ruin]

[X] Amputate: Sometimes the best way to protect the rest of the body is to cut off a sufficiently damaged or dangerous body part. Behemoths aren't so dangerous without their horns right? [Costs 1 MP. Boosts attack roll by +10 Attack deals increased damage and may chop off body parts of monsters]

[X] Battle Lore: A mark of mastery in the art of combat: [Raises this character's Martial stat by 2]

[X] Shadow Edge: Lunge deep, cut deeper. [Increases Critical hit rate by 5%. Stacks with other crit rate bonuses]

[X] High Jump: A sign of mastery amongst Dragoons is the increasing height and strength with which they can jump. [Improves the damage bonus of Jump from 1.5 to double]
 
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[X] Manawalk: There's magic in the earth, in the air, the water, all around you. It's not hard to restore your own magic when there's so much to be had. [Restores 1 MP per event when traveling or adventuring. This effect may not work in areas of decay or corruption.]

[X] Rehabilitate: Curing a single instance of a disease or injury is good, but preventing disease and injury is even better. [Passive: cure status effects at the end of battles during Adventures. Active: Costs 2 MP. Cure one status effect on one ally. That ally gains increased resistance to status effects for the rest of the battle. Does not work against certain magical status effects]

[X] Battle Lore: A mark of mastery in the art of combat: [Raises this character's Martial stat by 2]

[X] Smoke Bomb: A ninja's best friend, an emergency escape tool no self-respecting Ninja should go without. [Start every adventure with a single Smoke Bomb. If a fight is going poorly, the Ninja may use the smoke bomb to immediately escape with no further damage to the party.]


[X] Eye For An Eye: Even when on the defensive, take every opportunity to strike back. Allows the user to counter attack. [When Freya loses a clash by 10 points or less, if she survives the damage she may make a basic attack anyway.]
 
This is a great skill, but i think it would be of more help to party members with lower MP like Alfyn and Amalia.
[X] Tempest
Pretty basic, but efficient. +10 to attack and +1 to damage would make a big difference. And assuming every journey has around 5 events like this, where not all would be battles, I think we would end the day we would still have enough mana.

If Alfyn had more MP i would go for this, but for now, i think it's best to go with Rehabilitate. The fact that it's passive effect doesn't cost mana and let us save on supplies is great for our gil purse.
[X] Rehabilitate

[X] Headsman
She currently has 5 MP and i think was the one who most used it during this dungeon, so it would help her a lot.

[X] Interceptor, Heel!
Shadow has one the highest attacks, specially with the bonus from using shurikens. I think it would help a lot if he could command Interceptor to protect a more vulnerable party member.

[] Eye For An Eye
[] Reis's Wind
Reis's Wind would cost all her MP, meaming she wouldn't be able to use her Lancer attack, wich i finds to be more useful. Eye for An Eye sounds good, but the window for a 10 of difference on a 100dice roll sounds very slim. Her high Jump doubling her damage sounds like a great way to clean the floor with enemies.
[X] High Jump
 
Hmmm, one thing I want to ask first--do we get automatically fully healed after an adventure like this ends?

Oof... coming up with new skills and abilities can be a real pain, even if a bunch of the groundwork was already laid in the games. Extra special shoutout to Shadow, who comes from a game where each character usually has a single unique skill. And his is the ability to throw things. Thanks Shadow, very helpful.
Maybe ask around about those characters' kits from the likes of Record Keeper or Brave Exvius for ideas? Like how Terra started to have duelcasting be a common signature feature for her after... I want to say the Dissidia games.
 
[X] Manawalk: There's magic in the earth, in the air, the water, all around you. It's not hard to restore your own magic when there's so much to be had. [Restores 1 MP per event when traveling or adventuring. This effect may not work in areas of decay or corruption.]

[X] Amputate: Sometimes the best way to protect the rest of the body is to cut off a sufficiently damaged or dangerous body part. Behemoths aren't so dangerous without their horns right? [Costs 1 MP. Boosts attack roll by +10 Attack deals increased damage and may chop off body parts of monsters]

[X] Headsman: Many creatures release the last of their magic when killed. A skilled battlemage can use this opportunity to restore themselves. [Upon killing an enemy, restore MP based on the enemy type and magical power. Enemies such as robots may be immune to this effect]

[X] Smoke Bomb: A ninja's best friend, an emergency escape tool no self-respecting Ninja should go without. [Start every adventure with a single Smoke Bomb. If a fight is going poorly, the Ninja may use the smoke bomb to immediately escape with no further damage to the party.]

[X] Reis's Wind: A healing breeze which slowly but steadily restores the vigor of all inside it. [Costs 5 MP. Grants all allies the Regen status effect.]
 
Hmmm, one thing I want to ask first--do we get automatically fully healed after an adventure like this ends?
A few days of rest is enough to return everyone to full health, barring any long lasting injuries, curses, etc. Since no one even got knocked down on this particular adventure, everyone will be fine.

Technically you won't be back to full until you return home to Rabanstre but, I don't plan on springing anything else on you so it doesn't really matter.
Maybe ask around about those characters' kits from the likes of Record Keeper or Brave Exvius for ideas? Like how Terra started to have duelcasting be a common signature feature for her after... I want to say the Dissidia games.
That might be a good idea thank you.
 
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