You wake up slowly, piece by piece as feeling comes back into your body in waves. A pained groan escapes you as you try to move. It feels like needles pricking your skin as you press your hands into the sand and try to sit up.
Your vision swims, a sense of vertigo nearly bringing you back down before you manage to steady yourself. Cool ocean water rushes against you and then recedes back in a rhythm. Somewhere in the back of your mind, you know you should get out of the water, and you stagger to your feet.
Before you even reach the dry part of the beach, you hear a massive rumble that shakes the earth and brings you to the ground again. In a distance a mountain top explodes, a volcano erupting?
As you rise again you see a sandstorm raging in the desert further inland, but right next to it is a cloud of ice, a blizzard over a land with frosted evergreen trees. That shouldn't be possible…
You turn back to look at the ocean, and it's just as twisted as the mainland. Right next to a still patch of water is a towering waterspout. It's even different shades, as if the ocean was a patchwork quilt.
Something deep in your gut tells you that something is wrong, everything is wrong. Hundreds of questions seem to rattle around in your brain. But you can't think about that now. You have to start at the beginning. Before anything else, you have to get yourself in order.
Who Are You?
[ ] Cecil Harvey (FF4)
You are a Dark Knight, formerly employed by the Kingdom of Baron and leader of the Red Wings airship division. After the disastrous mission to Mysidia, you found yourself questioning the king. After the mission to Mist you made your choice to leave and oppose your former homeland.
Your hands run red with blood, and your heart is leaden with guilt. But maybe… maybe you can still do something good. Perhaps you can still bring light into the world.
Destined Foe: Golbez
[ ] Tidus (FF10):
You are a star Blitzball player from Zanarkand, or at least you were until a horrific monster crashed into the city and killed almost everyone. Every time you thought you had your bearings, Sin would return to capsize you all over again. Zanarkand, Spira, wherever you've ended up now…
You just want to go home.
Destined Foe: Sin
[ ] Celes Chere (FF6):
You are a former general of the Gestahlian Empire, raised and trained from childhood to be one of their very few spellcasters. Over time you grew disillusioned with them and were going to be executed before a thief named Locke saved your life.
Your time with the Returners was bright in spite of the constant danger. But in the end it became too much. Kefka destabilized the world, and it fell into ruin.
You almost gave up.
Destined Foe: Kefka
[ ] Lann (WoFF):
You are a Mirage Keeper of Grimoire, or at least you were. You lost your memories for a time, lost a lot of things, to be honest. But eventually, you remembered, and none of it was good. You were a stupid fool who let your beasts run wild, and accidentally let in a horrific entity to rampage across the world you were supposed to protect.
When you finally came face to face with them, you had to take responsibility for once. So you called on your Architect powers to construct a crystal cage, intending to battle them for as long as it took. Forever if you had to.
If you're here… then did they escape? You have to know. You can't let them harm anyone ever again.
Destined Foe: Brandelus
[ ] Aerith Gainsborough (FF7):
You are an Ancient, watched over and almost experimented on by Shinra in an attempt to discover what they thought was a place of infinite energy. Cloud helped you escape, and you ended up joining his merry little band to oppose Shinra, and Sephiroth.
The last thing you remember is dying, impaled on Sephiroth's sword. You should be dead, but you're not.
Destined Foe: JENOVA
[ ] Mystery Character (Kingdom Hearts):
Is this the realm of darkness? It seems too… bright. Too normal. You would almost believe this was the realm of light, but that's not possible.
To your immense relief, the memories come back easily enough as the fog starts to clear from your head. Your name is Aerith Gainsborough, you're 22 years old, you lived in the Sector 5 Slums until a few months ago.
It doesn't take long before you're completely lost in the memories. Meeting Cloud, storming Wall Market to save Tifa, saving Barret's daughter from the falling plate, being saved in turn by AVALANCHE from Shinra's clutches, and meeting another lone survivor captured by Shinra in Nanaki.
Then it was time to travel, leaving behind Midgar for the first time in your life. You went to so many interesting places like Cosmo Canyon, Costa Del Sol, and the Gold Saucer. You went to the beach, watched a play, and had so many fun moments with the gang-
And died.
The thought brings a crashing halt to your reminiscence, your heart suddenly pumping hard in your chest as a deathly chill grips you. You remember dying. It was sudden and sharp, pain that instantly shattered your strength. There was no time to prepare or think, it was over in an instant.
But… was that real?
You tentatively look down your shirt, to your stomach. There's a large, pale patch of scar tissue right where you remember the blade piercing you. Is it just your imagination or does it feel… cold to the touch?
"But I'm alive now." You whisper to yourself, as if trying to make it so.
Finally, you shakily push yourself to your feet. You still have a near-endless supply of questions, stuff like "Where am I?" and "What happened?" and "Why does the planet feel broken?" but those can wait for now.
You're alive, and that means that you're cold, wet, and kind of thirsty. Time to stop thinking about existential terror and start thinking about where you're going to get a drink.
The beach you washed up on has what looks like a debris field. As if ships have crashed here before and spilled their cargo on the beach. It looks like it's been here for ages so… no one would mind if you took some stuff yeah?
What do you find? (Pick 2)
[ ] A Piece of High-Quality Equipment
[ ] A Pouch of Gill [+3 Funds]
[ ] 2 Potions and an Ether
[ ] A Useful Accessory
[ ] An Unknown Artifact For lack of any better ideas, you start heading inland. You're pretty thirsty, and saltwater is super not good to drink. But to your dismay, the beach's sand quickly gives way to gritty and dry desert sand.
In the back of your mind is the continuous feeling that something is wrong. The planet feels wrong, the planet looks wrong. And try as you might, the planet can't seem to communicate what is wrong
Not that you were ever that good at communicating with it…
What draws you out of your thoughts is something you spot on the horizon. A city in the desert. For a second you wonder if you've somehow found Corel.
Within moments you realize it's definitely not Corel. At the end of the day, Corel was a pretty small, somewhat desolate place. At least at the time you visited it. This place is huge! Almost as large as Midgar!
There's a massive stone wall around the city, arranged in a ring shape. As you approach the gate you can see sturdy stone buildings on the inside, some short and squat and some reaching for the sky. You'd expect a desert city to be dry and devoid of life, but there are palm trees flanking the streets, and hordes of people on the inside.
The gates are flanked by men in armor, with weapons on their belts and backs. They give you little more than a cursory glance before one of them waves you in. "Welcome to Rabanastre!"
Rabanastre? "Thank you. This is actually my first time in the city. Is there a festival going on or something?" You look past the guards into the cit. People are laughing, singing, dancing, and eating with the kind of joy that seems infectious.
"You could say that." The guard grins. "We're celebrating our independence!"
"From Shinra?" You ask, reflexively.
"Who? No, I mean our independence from those bastards, the Archadian Empire!" The guard looked at you funny, like you just asked a profoundly stupid question. "Miss, if you're feeling a bit tired from the desert heat, maybe you should turn in for the night."
"I… should." You quickly grab onto the excuse like a lifeline. No need to make the guy think you're crazy "You're right. Are there any inns nearby?"
The guard gave you directions and offered to show you the way, which you politely but firmly refused.
Walking through Rabanastre, you felt like a mourner at a wedding. All around you were people partying and cheering. You smiled and nodded every time someone looked your way, but no amount of good vibes were enough to silence the rising panic deep in your chest.
On the inside, you were freaking out.
It didn't help when you noticed that lots of people in the crowd weren't human. Sure, you had a pretty wide definition of what a person was. You were only half human after all, and Nanaki wasn't humanoid even if he was a wonderful person.
That didn't prepare you to see squat humanoids with scales and long droopy snouts, or tall statuesque figures with masks and wings, or towering women with rabbit ears dressed like they worked the Honey Bee Inn and were built like colosseum champions.
You found the inn the guard suggested, paid for the room (thank the Planet they accepted Gil, though they did comment on the strange design) ate dinner, drank some water, and tried not to scream.
'Where am I? How can I fix this? Can I even fix this? Where are the others? What do I do?"
"Sleep Child." The planet commanded.
It wasn't like you had much of a choice. You were floating a green flowing stream, sounded by countless wisps of light on every side.
The first time you had this kind of vision you were struck by wonder, running your hands through the whisps and listening for every tiny drop of sound. Entranced by the planet's message.
This time you put your hands on your hips and glared as if the embodiment of the planet could be cowed by a 20-something-year-old girl. "Alright, planet, Gaia, whatever you want to be called. You've got some explaining to do!"
The planet obliges, not with words, but with a vision. A bird's eye view of the planet, not quite space, but higher than the average airship could fly. And it is your planet this time, you're sure of it.
Then a chunk of the ocean is torn away, leaving a ragged hole that is quickly plugged by an island that appears from nowhere.
You watch in horror as the planet is taken apart and put together again like someone mixed up the pieces from a dozen puzzles and started haphazardly slamming them together. Landmarks and landmasses vanish and appear, vying for space and uncaring of what used to be there.
When the dust settles, the world is nearly unrecognizable. The planet turns its attention to you as if expecting you to know what that means. As if you should have the answers here.
"Why does it have to be me?" You demand, feeling somewhat childish but unable to hold yourself back. "I could just try to live my life here! Make the best of what I have, settle down with a guy, and enjoy myself."
It's an empty threat. Both of you know that.
"... I don't even know what to say. Can this even be fixed? Did Sephiroth do this?"
The Planet gave its version of shaking its head, the stream briefly turning cold before it showed you another vision.
What Did You See?
[ ] Chaos (FF 1)
A demonic and immortal beast, seeking to continue a cycle of eternal violence
[ ] Caius Ballad (FF 13-2)
An immortal huntsman doomed to watch the love of his life die and be reincarnated for all of eternity. He sought to break the cycle the only way he knew, shattering the flow of time.
[ ] Ultimecia (FF 8)
A sorceress with incredible magical power and a cruel disdain for humanity. She desired to compress all of time and space, making herself the only one with dominion over it.
[ ] Exdeath (FF5)
An evil warlock spawned from countless malevolent spirits and souls combining into one. He plots to return the world to the Void.
[ ] Kefka Palazzo (FF6)
Once a man, now a God of Magic and Chaos who wants nothing more than to inflict his sadistic urges on anyone and everyone.
[ ] Ardyn Izunia (FF 15)
Twisted and corrupted by the same affliction he tried to heal, this former king simply wants the world to die out of spite.
[ ] Something Else (???)
Write in!
[X] An Unknown Artifact
[X] A Piece of High-Quality Equipment [Master Staff and Unknown Crystal added to Inventory]
[X] Chaos (FF1)
Memorize the face of your foe, Aerith Gainsborough.
This.
Is
CHAOS
Turn 1
When you woke up the next morning, still in the Rabanstre inn, you spent the first hour just lying in bed, thinking.
It's not like you were new to the concept of saving the world. That was more or less your plan when it came to Sephiroth, especially once it became clear what his plans were. The problem is…
You had a team, and now you don't. No Cloud to make the tough decisions, no Barret to check and double-check supplies, no Tifa making sure everyone was okay. You're not even sure if they made it to this new world or if they got… lost.
You are alone. And the silence is deafening.
Once you're done having a private pity party, you push yourself to your feet and give yourself a light mental slap. Sitting here worrying won't change anything. The best thing you can do right now is take it one day at a time, and build yourself up. When the time comes, you'll be ready.
... Hopefully.
Local Events (Rabanastre)
Preparations for Princess Ashelia Coronation
Tying in with the celebration of Rabanastre and the kingdom of Dalmasca's newfound freedom is the preparations for their runaway princess to finally assume the throne.
The people of Rabanastre seem generally supportive of their soon-to-be Queen, who according to rumor has spent many years leading a resistance against the Empire which previously held a boot to Rabanastre's throat. As last of the Raithwall's bloodline, she has much to live up to.
If there's any nervousness about such a young and untested ruler on the throne, it's being completely overshadowed by the joy of independence.
[Princess Ashe will assume control of Dalmasca starting from Turn 2.]
The Maps Are Wrong!
Whatever rearranged the world like a jigsaw puzzle wasn't nice enough to change the maps to match. So everyone's maps are wrong.
The cartographer's guild are working overtime to try and fix this so they can sell quality maps again, but redrawing all their maps from scratch is a daunting, maybe even herculean task. The moogles running the cartographer's guild refuse to back down in spite of the challenge.
[At the beginning of the quest, all landmarks and locations other than Rabanastre are hidden. They will be discovered over time depending on your actions and the actions of others.]
Clan Rumors
Rabanstre has something called "Hunter Clans" which are organized groups of monster hunters that… well. Hunt monsters. But apparently, these clans value their privacy and secrecy. There are 'rumored' locations of clan halls, and muttered whispers that certain people are or aren't members.
But no one seems to know for sure…
World Events
We're Not Alone…
The Kingdom of Dalmasca used to be placed firmly between several other nations, many of whom had an impact and influence on the world Dalmascans lived in.
The key word is 'used to'
Dalmasca's neighbors seem to have mysteriously vanished when the world was shattered, leaving the Kingdom under its own power for the first time in years.
But that doesn't mean they're alone. Just that they have new neighbors.
[???]
Turn 1 Actions
Current Funds: 3 Note: Aerith doesn't have control of a faction. At the moment all of her actions are done personally, and as such she has no personal actions.
After gaining control of a faction, or at least a few close allies, she will regain the use of personal actions.
Note: Aerith is living out of an Inn at the moment, costing 1 Fund per turn. Finding a new place to stay may reduce the Fund drain, and give you more space to work with.
Martial
[ ] Go Monster Hunting: Dalmasca seems to respect the art of monster hunting, between the Hunter Clans and the bounty boards full of monsters. Even the craftsmen use monster parts sometimes. Cloud was always more of a hunter than you, but if it brings in some money and sharpens your skills... [DC: None. Triggers Automatic Battle with random monster type.]
[ ] Explore the desert around Dalmasca: You're not too keen on the idea of traveling alone, but poking the desert around Dalmasca seems safe enough. If you get into trouble you can run for the gates. [DC: 50]
[ ] Explore the Garamsythe Waterway: Underneath Rabanastre proper is a sprawling set of tunnels which the locals call the Garamsythe Waterways. Normal citizens don't seem to visit much, but according to rumor many newbie Hunters sharpen their skills in those caverns. [DC: 50]
[ ] Go on an Adventure: Adventuring alone seems dangerous and... where would you even go right now?
Diplomacy
[ ] Meet People: What is there to say? You're a social creature and you're going to get lonely without your friends. So go say hi to people, strike up conversations, make some friends, and keep an eye out for anything interesting. [DC: 0/30/60/90]
[ ] Visit the Cartographer's Guild: The Cartographer's Guild is something you're interested in. Shinra had a map of the world which was geographically correct if a little lacking in detail sometimes. The idea of an army of moogles trying to do it by themselves is… really cute honestly. Maybe you can help somehow? [DC: ???]
[ ] Indulge In Gossip: One of the best ways to keep an ear out for news is just to talk and listen. It won't always be totally true, but even the smallest rumors had to start somewhere… [DC: 40/80]
Stewardship
[ ] Grow and Sell Flowers: You made flowers grow in the ring of decay under the Sector 5 plate, using polluted water, with artificial light instead of natural sunlight. Growing flowers in the desert should be Easy. But you don't have anywhere to grow them at… [Locked: Where do you grow flowers in a walled in desert city?]
[ ] Odd Jobs: This is something you're used to in Midgar, doing odd jobs around town to help people. You probably won't make much money, but it'll give you something productive to do and build some friendships. [DC: 30/60]
[ ] Go Shopping: Dalmasca seems a lot more open to the idea of adventurers and monster hunters than Midgar ever was. You've seen signs for shops selling medicine, traveling gear, weapons, and even a shop claiming it sold 'magick.' [DC: 0/50/100]
[ ] Sell The Crystal: If the crystal is something you don't know how to use, selling it is an option. It's clearly magical and would sell well. But then you would never solve it's mystery. [DC: 30/70]
[ ] Look For A Place to Stay: There's no way you're buying a house, but maybe you can find something a little cheaper than staying at an inn. Does Rabanstre have apartments? [DC: 40/80]
Intrigue
[ ] Investigate the Hunter Clans: The Hunter Clans are near mythical figures in Dalmasca, something few people see but almost everyone respects. You're beyond curious about them, but it seems like it's not easy to meet with a Clan Head. [DC: 40/80]
[ ] Investigate the Lower City: Dalmasca has a lower city, which honestly reminds you a lot of living under the plate back in Midgar. It has a bit of a mixed reputation, apparently a lot of criminals live down there, but so did the lower plate in Midgar. Just… keep an eye on your stuff. [DC: 30/60]
[ ] Look For 'Free Real Estate': It's not the most honest way to go about things but… you need a place to stay, and Rabanstre has more houses than it needs, especially in the Lower City if the locals are to be believed. If you can find an empty room somewhere, you won't have to pay for a room at the inn… [DC: 70]
Learning
[ ] Study The Crystal:This crystal is clearly magical, but not in the same way as materia. It feels pleasantly cool to the touch, and there's energy inside of it. But how to draw it out? [DC: 90] (Note: Uses Magic)
[ ] Study The Staff: Your new staff feels like it has a healing materia in it, but different somehow. You don't know how to draw that power out, but maybe if you tinker with it long enough you can figure it out? [DC: 60] (Note: Uses Magic)
[ ] Consult a Magick Shop: Some shops in Dalmasca advertise themselves as 'selling' magic. Maybe one of them knows what's up with the staff and crystal? Probably won't be free though. [DC: Auto Pass. Costs 1 Funds]
[ ] Research Dalmasca Itself: You don't know much about Dalmasca, other than what you can see in front of you. You don't know about its history, struggles, or the 'world' it previously inhabited. People keep using words and referencing things that you don't understand. It's a bit frustrating honestly... [DC: 40] I used to put a one day long halt on voting. But, I've come around to the idea that doing that is not really necessary. So..
Voting will be open until Thursday the 26th
Oh also, I'll be adding information on the Staff and Crystal to the Items and Bonuses post in a moment, along with posting the (hopefully spoiler free) World Map to the Settings post
DC: 0/30/60/90
D100= 96 +19= 115 Crit! You've always been good at making friends. It's good to see that hasn't changed. What an odd cast of characters though… [You made several friends over the course of the month]
Monster Hunting
DC: None.
D100= 20+ 12= 32 [No Advantage. Few Battles.]
Loot from monsters and the like are crafted into articles fit for sale. Some of these are little more than refinements on the base materials. Others require crystals, concoctions, and alchemy to produce. Few require too much skill or effort, though, making crafted articles a common sight at market, their quality, if not quite their appearance, being hardly distinguishable from that of regularly produced goods. If one is lucky, one might find some articles selling for below the going rate.
-Sage Knowledge
Monster Hunting wasn't something you enjoyed, but sometimes it was necessary. Under the plate in Midgar there tended to be hordes of vermin scuttling about, at least in the more run-down areas. More than once you got into a scrape with the monsters under the plate.
Of course, after you joined up with Cloud and the gang you fought in groups so everyone had each other's back. But there was no safety net, and no team this time.
Just you. It was perfectly understandable that you would be a bit nervous.
It didn't help that the Dalmascans made it look so easy.
There were dozens of hunters entering and leaving Dalmasca to plumb the desert sands around the city. Some were in groups, and others went solo. Some were already returning from early morning (or late night) hunts with bags full of feathers, hide, and tiny chunks of crystal. There were even merchants hanging out near the gate, buying up monster parts they deemed 'useful.'
"Nervous are you?" A woman's voice drew you out of your contemplation.
She was just as armored as the rest, with a pointed red/pink helm and metal pauldrons. In her hands was a long spear with a wicked-looking tip. The woman herself was tall and lanky, with a long hairless tail adorned with a pink ribbon and a pointed face.
"A little." You confess.
"Hmm…" She gave you a once over, taking in your utter lack of armor and the staff in your hands. "You're a mage, aren't you?" You nod. "Black or white?"
"Huh?"
The woman sighed. "Destructive magic, or healing magic? Which is your forte?"
Well, I don't have any materia right now so…"Destructive." You raise your staff.
"I see. You'll probably be fine on your own if you don't over-extend. If you're really nervous just pair up with someone."
"Why don't I pair up with you then?" You suggest innocently.
"I don't know who you are."
"Aerith Gainsborough." You introduce. "There, now you know who I am. Problem solved right?"
"You're ridiculous." She sighed again in exasperation. For a moment you think she's about to insist you leave, but instead she says "Freya Crescent. Don't slow me down Aerith."
Freya made a good companion for your hunting trip. She was strong and fast, pulling off impressive leaps that you've only ever seen a SOLDIER perform. When she came crashing down with her spear, it was nearly always fatal to lesser monsters. Which, luckily, the creatures around Dalmasca largely were.
Without materia there wasn't much you could do specifically, but thankfully your natural, non-elemental spell was more than enough. After taking out a few monsters, Freya seemed grateful for your presence.
After she speared a cockatrice that was about to peck your arm off, you were grateful for hers too.
Freya was a pretty stoic person, but that was fine. Cloud was much pricklier than she ever was, and after being around her for a few hours you realized she wasn't being unfriendly. You got the sense she just wasn't the most emotive person..
Not that it stopped you from trying to break the ice. "Are you from Dalmasca, Freya?"
"No. Burmecia." She said curtly. "What about you?"
"Nope. I grew up in a place called Midgar. I'm guessing you've never heard of it. Well, I've never heard of Burmecia either."
Freya gave you a strange look, weighing her words carefully before she said "So you're an outsider as well. One of the people who never knew about this place before you came here."
"Yup." You said simply.
"I see." The two of you stare at each other, drinking in the news that neither one of you belongs here. It was an odd way to draw a connection, but it reminded you of AVALANCHE, that band of misfits and outcasts "May I ask a favor of you Aerith?"
"It depends on the favor, but I can try."
"I'm looking for a…. Landmark of sorts. An eternal sandstorm, one that rages just as strongly from one day to the next no matter how much time has passed. The storm will guide me to something I've been looking for. If you find out anything, please tell me."
Even if it sounded absurd, her tone told you that it was something she cared deeply about. There was only one answer you could give.
"I'll keep my eyes out."
At the end of the hunt, you split the spoils and went your separate ways. But she made sure you knew, she wouldn't be opposed to teaming up again
[Total Results: Aerith gains 1 EXP and 2 Funds.]
[Made Friends with Freya]
[Side Quest: Where is the Eternal Sandstorm?]
Odd Jobs
DC: 30/60
Roll: 85+ 16= 101 Tier 2 Success Although Dalmasca was certainly enjoying their freedom from the empire, they were also suffering from a new problem born of the suddenly missing imperial presence.
Manpower.
It was a problem you were actually somewhat familiar with. Part of why so few people wanted to separate from Shinra was the difficulty of being independent. No mako power, no footmen or SOLDIERs to sic on monsters.
Occupation force or not, the empire's presence in Rabanstre probably contributed a lot to the desert city. Guards, messengers, money and what have you. Even if you weren't there to see what the occupation looked like, you could feel its absence if you paid attention. Empty space where there used to be something.
But where there were jobs that needed doing and people who needed jobs, everything fit together rather nicely.
You spent the morning helping put up posters advertising for Amal's Weaponry. Apparently, without the empire's oversight, several banned weapons were returning to the shelves.
At his suggestion, you moved on to Yamoora's Gambits, which needed someone to help demonstrate techniques with and against staff users. You weren't an expert, but they seemed content demonstrating the techniques without any real physical sparring.
"Excuse me young lady." An old woman calls out to you "My husband ran off without his lunch, could you be a dear and bring it to him? He's one of the guardsmen by the eastern gate."
You agree and take the lunch before jogging off to the eastern gate. Besides the money and getting to meet people another thing these odd jobs have been teaching you is how to navigate the city.
"Hello! I've got a lunch for one of your guards!" You announce as you reach the gate. But rather than being greeted with friendly faces from earlier, everyone at the gate looks grim. There's what looks like an impromptu field hospital just inside the gates, people in robes with staves surrounding patients in various states of injury.
"What happened?"
"One of the hunters was stupid enough to rile up a Wild Saurian. No one died, but we're going to run out of potions." One of the guards explains.
"Is there anything I can do to help?"
"You're not squeamish are you?" One man asks. He's wearing a dark green jacket and carrying a big bag that looks stuffed to the brim with medicines.
"I can handle blood just fine."
"Can you help me then? Nothing too serious, just need you to hand me stuff, cut bandages, that kind of thing." The man smiles slightly as if to assure you that it's alright either way.
You nod, and crouch down next to him.
"Thank you kindly! First things first, can you get me the salve in the grey tin-" "Alrighty! I reckon you'll be up and at em in no time!" The apothecary cheerfully said as he finished bandaging the final guard's wounds.
Despite the many injuries, due to prompt care, none of the guards or hunters would die today. A few of them might need weeks of recovery time, but that was infinitely better than the alternative.
"If you don't mind me saying so you made an excellent nurse miss…" The apothecary's voice stalled as he scratched the back of his head, before lightly smacking himself "Shucks, I forgot to ask your name."
"Since you were busy, I'll forgive you. It's Aerith Gainsborough." You introduce yourself playfully.
"Nice to meet you Aerith. My name's Alfyn Greengrass, I'm a traveling apothecary." He smiled, tugged off his messy gloves, and offered his hand for a handshake. There's no reason not to, so you shake his hand, which is slightly cool to the touch.
"When you say you're a traveling apothecary, you mean you go from town to town healing people?"
"Sure do. It's kind of been a dream of mine for a while. It's a bit of a long story…" He scratched his head sheepishly.
"I don't mind." You assure him, and after a little more urging, he tells you his story.
As a young lad, he came down with a mysterious sickness and almost died, but a wandering apothecary came to his hometown and cured him. Even though he never really met the man, Alfyn was inspired to become an apothecary just like him.
Originally Alfyn and his best friend were going to travel together, but after his best friend's sister fell ill, he volunteered to stay behind while Alfyn went on his journey. They even traded medicine bags, so that Alfyn would always carry a piece of him wherever he went.
It was a sweet story; you told Alfyn as much, making him blush and get sheepish again. Then he asked about you.
Without really meaning to, you find yourself explaining a little bit of your past to him. You can't tell him everything, he doesn't have the context for Shinra or Sephiroth, and you don't feel comfortable telling him about the Cetra. But…
You tell him you're a runaway from a group called Shinra that wanted to use your talents in a way you didn't agree with. When you refused they tried to coerce you, and when that didn't work they tried to force you. Before anything bad could happen to you, your friends broke you out and you made a daring escape.
Alfyn seemed a little displeased at the idea of anyone being forced to do anything, but he does ask what your talent is.
"It's… magic. Kinda? It's different from how everyone else used magic, but it always felt natural enough to me. I mostly used it to grow plants."
"So you're a gardener?"
"I'm the best gardener I know."
At that point the conversation derailed, and you spent the next couple hours talking about gardening. You told Alfyn about your favorite flowers and how you grew them. He told you about how some of those flowers were good in medicines, and he confessed that he had a garden back home and missed it now that he was traveling. You bemoaned the lack of gardening space in the city, and he suggested you look into getting a rooftop planter.
Eventually, a woman came by and asked Alfyn to check on her son. He told you goodbye, told you which inn he was staying at, offered to help you for free if you got sick or injured, and left you one of his homemade potions as a gift.
It was around this time you decided Alfyn might be the second sweetest guy you've ever met (Zack still had first place in your heart)
[Gain 1 Funds]
[Gain 1 Potion]
[Made Friends with Alfyn]
Investigate the Lower City
DC: 30/60.
Roll: 63 +26 (Flower of the Slums Activated) Tier 2 Success Oddly enough, Lowtown felt more inviting to you than the Upper City. Maybe it was the lack of the blazing desert heat or the somewhat oppressive pressure of the sun, but the Lower city felt closer to home.
For better or for worse.
A young boy collided with you, causing you to stumble, but before he can get away you reach out and grab his wrist.
You smile sweetly as the boy flails around, your coin purse sitting in his hand. You take your money back before you release him, and the boy quickly sprints away.
It still feels like the other residents are eyeing you. But it's more out of curiosity than any sort of malice. After your little display, you've proven that you're not an easy mark.
The thieves quickly decide it's easier to leave you alone.
After an hour or two of walking around you find a little tavern and decide to pop in, it's one of the best places for rumors after all. But everyone seems to focus on one thing. Or rather, one person
"Did you hear about the mercenary?"
"He looks scary…"
"I hear he's wanted for slaying a king?"
"I heard he'd slit his mother's throat for 100 Gil…"
Your curiosity is sufficiently piqued, causing you to look for the sign of disturbance. A man in dark blue clothes, with a covered face is sitting at a makeshift bar. A large black-furred dog is sitting at his side, ears perked and eyes narrowed at the gathered crowd.
Your experience with quiet mercenaries with prickly exteriors is that they're secretly great people beneath the shell.
So you walk over and sit down at his table.
Everyone stares at you like you're absolutely insane.
"Hi, I'm Aerith. I heard that you're a mercenary of some kind?"
Even with his eyes hidden by his hood, you can tell when his attention turns to you. "I am. You have a job for me?"
"Not right now. Maybe later."
"Don't waste my time then." He dismissed.
"How do I find you if I do want to hire you? Do I just ask for the 'black-cloaked mystery man' and hope for the best? I'd prefer if you gave me your name, or a business card."
For a moment he silently stares at you, as if contemplating just stabbing you. "... It's Shadow."
"Alright Shadow, I'll come find you if I have a job for you." You stand up, briefly stop to pat his dog on the head, and then walk off.
Everyone is still looking at you like you're insane.
"Lowtown lies, as its name would suggest, beneath the city streets of Rabanastre. Great pillars standing throughout Lowtown support the soaring edifices above. Prior to the war with Archadia, many merchants used Lowtown as a place to store foodstuffs and wares for sale. With the defeat and occupation by Archadia, many of the former residents of upper Rabanastre were relocated here, leading to its gradual transforming into a residential area. No natural light shines on Lowtown, save where there are passages to the streets above, making it perpetually gloomy. Many orphans from the war have adopted Lowtown as their new home."
-Sage Knowledge
It takes a few days for the people of the lower city to stop looking at you with suspicion, but after they accept you everything goes so much smoother. From that point on, feels a little bit like you're back under the plate.
Sometimes it's a bit gloomy, but there's more than enough light for everyone to see. Houses and Shops are carved into the stone with deft hands, and outside of the lack of light the living quality seems no worse than what's going on topside.
You wouldn't mind living here.
Admittedly, the lower city's reputation for crime is well deserved, but it's nothing like the controlled gang criminals of Wall Market. Instead, it feels more like a district full of Yuffies.
… That sounds terrifying now that you put it into words, but it's true. Less maniacal crime lords and more plucky thieves looking to fleece their oppressors for all they're worth. Just swap Shinra for the Empire.
You also found out more about the Garamscythe Waterway, basically an underground aqueduct/secret passageway. According to rumor, it leads to several exciting locations like the palace and a local prison.
It's also infested with giant rats and other monsters. Because, you know. Why not? At least this waterway wasn't attached to a slum gangster's mansion where he used the monsters to 'dispose' of enemies, loose ends, and women.
Naturally, moments after you made this observation a young woman came sprinting out of the waterway and immediately leaned against the nearest wall gasping for breath.
"You wouldn't happen to be running away from an insatiable crime lord would you?"
"What?" The woman was wearing a cloak with a hood, but the hood had fallen down sometime during her sprint exposing a surprisingly young face and short blonde hair. She also had a sword on her belt. "No… I thought I saw a Malboro."
"Ick. I'd start running too." You give an involuntary shudder at the thought of one of those slimy, disgusting gas bags. "Wait, you didn't get near it, did you? Are you okay?" You lean down and look closely at her face for any signs of blindness, poison, nausea, and so on.
It was around this point the young woman noticed her hood was down, turned to the side and put her hood up. "I assure you, I'm fine."
"Sure you are. What's a young lady like you doing in Garamsycthe Waterways?"
"Exploring. I wished to see Lowtown."
"Well, welcome to Lowtown, I'm Aerith. It's not that different from any other part of town, outside of being underground of course. I could show you around if you like." You suggested.
"That… would be appreciated. Thank you."
"You gonna introduce yourself?" You prod.
"Oh- apologies. My name is Amalia."
"If you're thirsty I know a great place where we can go get some drinks…"
[New Actions unlocked in the Lower City] [Potential housing option unlocked]
[Met Shadow] [Made Friends with Amalia]
Research Dalmasca
DC 40:
Roll: 45 + 11= 56 Success!
Rabanstre
Capital of Old Dalmasca, and before that, manyother kingdoms stretching back into the storied history of the Galtean Peninsula. Rule by the Dalmascan royal family lasted for several hundred years before the city's fall to the Archadian Empire two years past. Now an Imperial territory. The story of the city's people is the story of three cultures, those of Valendia, Ordalia, and Kerwon, who bore trade goods along the many well-frequented routes leading to her welcoming gates. The town proper of Rabanastre is divided into four sections by the cardinal directions of the compass. The east and west are merchant districts, the streets lined with shops and stalls of every description. In the north, the streets widen into a large piazza facing the palace, and to the South can be found three gates leading beyond the city walls to the Dalmasca desert and Giza Plains. The aerodrome can be found in the western outskirts of town, surrounded by numerous privately operated airship docks. In the northwestern part of town stands a splendid cathedral built in the Galtean style, the bell of which, when rung, sounds through every hearth and home in the city.
-Sage Knowledge
To your great relief, Rabanstre has a library full of educational books and tomes.
To your great frustration, there are a lot of very long and complex books you have to read to get the full story. You would have been happy with a guidebook or something, but no…
By the time you're done reading for the day your eyes hurt, but at least you've learned a lot about Dalmasca, Rabanstre, and the world they used to inhabit.
At its heart, the Dalmascan people seemed to be traders and survivalists, willing to weather and endure anything with their pride intact. After the invasion by the empire, and subsequent observation, a resistance sprang up to resist the empire and many criminals opposed the empire implicitly.
There was also a kind of group, Sky Pirates, which interested you. The name originally came from those who would attack airships (of which Dalmasca had many) but eventually grew to include groups with an independent airship. Some were exactly the kinds of pirates they were portrayed as, but others were simply looking for freedom and adventure.
"You're new to this place too, aren't you?" The man who asks you this looks very, very out of place. He's got a blue headband, orange-reddish hair, a yellow vest that's open to reveal his stomach, and poofy yellow pants.
"Yeah. I take it you're new as well?"
"Sure am. Felt like a different world when I first came here. Growing up in your hometown didn't prepare you for anything like this ya?"
"No, it sure didn't." Once again, you felt that little flickering connection. It was weak and tenuous, but it was still something you had in common. "I'm Aerith, from Midgar. What about you?"
"Wakka from Besaid." He introduced. "I gotta tell you, this place has been throwing me for a loop. No summoners, no blitzball, nobody here even knows about Yevon! And don't get me started on the machina!"
"What do you mean?" You ask.
Later, you would look back and realize you made a terrible mistake.
Wakka went on a tirade about Yevon and Sin and how 'machina were forbidden' and scowling at the way Dalmascans used machinery (though he did admit, he wasn't sure if 'mist' powered machinery counted or not)
You weren't really listening since you were trying to keep reading the many books scattered around your table, but he wasn't giving you much of a choice. The resulting loud conversation got you both kicked out the library, which Waka sheepishly apologized for.
After pouting for a bit you told him it was alright.
It's hard to say if you like Waka or not…
[Learned more about Dalmasca. Some Actions have been unlocked]
[Met Wakka]
New Mechanic: Chaos Events
Chaos Events represent the machinations of Chaos and the fact that the world is very far out of control. Some examples of Chaos Events include herds of monsters, weather events like month-long blizzards, and magical events like curses and blessings. I have a very large selection of events written out, and an RNG to roll to generate them
You lucky fellows managed to roll "Player's Choice: Blessing." So, you get to pick from 5 different good/neutral options to take effect starting next turn. I can't decide if this was the best or worst way for this mechanic to be introduced.
So, everyone, your options are as follows.
[ ] Lucky Star: [Slightly boost all rolls next turn]
[ ] Eccentric Witch: [A strange magic user will exchange odd items like rat tails for powerful artifacts. Supposedly.]
[ ] The Calm: [Renders most monsters passive and prevents Monster chaos events for a short time]
[ ] Mist Fog: [Empowers all magic and reduces the DC of magic checks. Also increases the power of some monsters, and increases the chance of finding rare monsters.]
[ ] Giant Beaver Commune: [A commune of giant beavers settle in a random location and render it safer to travel.]
It's official now, Ashelia has assumed the throne and become the queen of Dalmasca. She made an impassioned speech about maintaining the freedom of Dalmasca and repairing the damage caused by the Empire.
Among these repairs, pardons have been issued for political prisoners and criminals. Those whose crimes were against the empire, not Dalmasca. Seized personal property is being returned, and reparations are being paid.
It's impossible to say if she'll be a good queen long-term, but the people are extremely happy about her first acts.
[Dalmasca focuses inwards.]
[The people are happy… for now.]
Mapping from The Air
The cartographer's guild has resorted to hiring airship pilots to survey the regions around Rabanstre and draw maps from the air. Some maps of the surrounding region are currently in progress, in their roughest form at least.
While these maps will be perfectly serviceable for the layman, the cartographers bemoan the lack of precision, and others insist that only hand-drawn, land-drawn maps will be sufficient.
Who knew map-making was such serious business?
[Rough maps of the region around Rabanstre will soon be available to purchase.]
Envoys from Afar
As Dalmasca stabilizes internally, its gaze turns outwards to the strange, twisted world they find themselves in.
Scouts and messengers have been sent out on exploration/diplomatic missions to find other towns, other cities, other nations. Dalmasca lives on trade after all.
Nothing is fully confirmed to the common folk, but according to rumor the guest suites of the palace are being cleaned right now…
[Envoys from ??? will arrive at Rabanstre this turn.]
Giant Beaver Dam?
There appears to be a giant beaver dam in the Dalmasca Estersands, right on top of the river Nebra.
The beavers appear to be relatively peaceful creatures? They aren't intelligent enough for speech, but they appear capable of reasoning and construction. They drive monsters out and are peaceful towards travelers.
That's a good thing right?
[Reduces danger level in the Rabanstre region.]
World Events
Envoy Rumors
Without any real connections to other nations, there's little concrete news to be had outside the walls of Rabanstre. But the supposed envoys are a source of much rumor and speculation. Who are they? Where did they come from? What wonderful and terrible opportunities might they reveal?
According to rumor the approaching envoys are…
A young beast king attended by a stocky dwarf and a lithe-bodied woman
A 'soft' leader, one who guides and advises but isn't truly in control
A runaway princess much like Ashelia once was
A powerful and charismatic sorcerer and religious leader
A tyrannical Emperor with a mighty army.
Of course, not all of these can be true...
[But some rumors hide a kernel of truth.]
Turn 2 Actions
Current Funds: 6 -1 (Inn costs) = 5 Note: Aerith doesn't have control of a faction. At the moment all of her actions are done personally, and as such she has no personal actions. After gaining control of a faction, or at least a few close allies, she will regain the use of personal actions.
Note: Aerith is living out of an Inn at the moment, costing 1 Fund per turn. Finding a new place to stay may reduce the Fund drain, and give you more space to work with.
Martial
[ ] Go Monster Hunting with Freya: Hunting with Freya was much better than hunting alone. According to her, she's hunting in order to get traveling funds, probably so she can look for her "eternal sandstorm." You could help each other out again. [DC: None. Triggers Automatic Battle with random monster type.]
[ ] Explore the desert around Dalmasca: You're not too keen on the idea of traveling alone, but poking the desert around Dalmasca seems safe enough. If you get into trouble you can run for the gates. [DC: 50]
[ ] Help Amalia Explore the Garamsythe Waterway: Underneath Rabanastre proper is a sprawling set of tunnels which the locals call the Garamsythe Waterways. Amalia seems interested in plumbing it's depths for some reason, which she doesn't seem to want to share with you. [DC: 50]
[ ] Go on an Adventure: You have some friends, and you're sure you could entice some of them to go with you. Maybe you could look for other signs of civilization? Or try to help Freya find her sandstorm? Try to impress a Clan by taking out a Mark? The preparations would cost money, but depending on your goals, the results could be well worth it. [DC: None. Triggers "Adventure" phase at the end of the turn]
Diplomacy
[ ] Convince Your Friends of Your Quest: It's hard to say if you can right now. With AVALANCHE it was so easy, you all had your own reasons to team up and come together. Can you convince them to help you fight... whatever Chaos is? Maybe you should save this until you have proof... [DC: ???]
[ ] Visit the Cartographer's Guild: The Cartographer's Guild is something you're interested in. Shinra had a map of the world which was geographically correct if a little lacking in detail sometimes. The idea of an army of moogles trying to do it by themselves is… really cute honestly. Maybe you can help somehow? [DC: ???]
[ ] Indulge In Gossip: One of the best ways to keep an ear out for news is just to talk and listen. It won't always be totally true, but even the smallest rumors had to start somewhere… [DC: 40/80]
[ ] Free Appraisal: You helped out the owners of the weapon shop, technique trainer, and even the magic trainers in town. They've already paid you, but maybe you could call in a favor and get them to appraise your staff and crystal for free? [DC: 60]
Stewardship
[ ] Grow and Sell Flowers: You need a place to grow them, and then you'll be set. Alfyn told you that buying grow beds wouldn't be too bad, but you can't exactly set them up on the roof of the inn. You need a place of your own. [Locked: Need a place of your own.]
[ ] Odd Jobs: Same as before, doing odd jobs to make some money and meet people.[DC: 30/60]
[ ] Go Shopping: Dalmasca seems a lot more open to the idea of adventurers and monster hunters than Midgar ever was. You've seen signs for shops selling medicine, traveling gear, weapons, and even a shop claiming it sold 'magick.' [DC: 0/50/100]
[ ] Sell The Crystal: If the crystal is something you don't know how to use, selling it is an option. It's clearly magical and would sell well. But then you would never solve it's mystery. [DC: 30/70]
[ ] Look For A Place to Stay (Above Ground): You have enough money now, you're sure of it. You could find a place to stay, above ground. It would be tight and you would only be able to grow plants on the roof, but it would work for you. [DC: 40/80. Cost depends on result]
[ ] Look For A Place to Stay (Below Ground): It would be just like being under the plate again! Well, not really. But the gloom of the Lower City is something you're very familiar with. You'd have plenty of space to play with, but growing plants underground would be a bit harder, and your neighbors might be a bit more criminal. [DC: 30/70. Cost depends on result]
Intrigue
[ ] Investigate the Hunter Clans: You know a decent bit about Clans now. Essentially teams of mercenary monster hunters. Supposedly the way that you join a clan is by hunting down a Mark, a wanted monster, and slaying it. Maybe you can learn some more? [DC: 30/60]
[ ] Spy On The Envoys: What's there to say? You're a bit curious about the approaching envoys. They're set to arrive this month, and you know enough about Lowtown and the city streets to find good vantage points. It's unlikely you'll get more than a name and a title, maybe a few details about their domain, but it might be important. [DC: 30/60]
[ ] Hire Shadow To Spy: Alternatively, you could get Shadow to do it. He's a sneaky ninja, you're sure he'd be fine with it. As always, he's got a price tag on his services. DC: Auto Pass. Costs 2 Funds]
[ ]Air Pirates?: The way people talk about Air Pirates suggests that they were rebels against authority and the empire, but not necessarily criminals. Some smuggled, some raided, but most were simply free spirits branded as pirates by the empire. You wonder if there are any still in Rabanstre, and if you might convince or hire them to help you sometime. [DC: 80]
[ ] Look For 'Free Real Estate': It's not the most honest way to go about things but… you need a place to stay, and Rabanstre has more houses than it needs, especially in the Lower City if the locals are to be believed. If you can find an empty room somewhere, you won't have to pay for a room at the inn… [DC: 70]
Learning
[ ] Study The Crystal:This crystal is clearly magical, but not in the same way as materia. It feels pleasantly cool to the touch, and there's energy inside of it. But how to draw it out? [DC: 90] (Note: Uses Magic)
[ ] Study The Staff: Your new staff feels like it has a healing materia in it, but different somehow. You don't know how to draw that power out, but maybe if you tinker with it long enough you can figure it out? [DC: 60] (Note: Uses Magic)
[ ] Consult a Magick Shop: Some shops in Dalmasca advertise themselves as 'selling' magic. Maybe one of them knows what's up with the staff and crystal? Probably won't be free though. [DC: Auto Pass. Costs 1 Funds]
[ ] Ask Alfyn About Plants: Alfyn knows so much about plants that you didn't. Most of your expertise is in flowers, external appearances, and how to grow them. Alfyn knows what's good in a potion, what can be converted into medicine, what's poisonous. It could be helpful to you, and helpful to him. [DC: 40/80]
[ ]Ask Wakka About Church of Yevon:You want to understand what has Wakka twisted in knots, but you're missing a lot of context. Like, A LOT of context. It seems like to understand Wakka's deal, you'll have to understand the place he comes from first. (DC: 60) Alright, I've got a couple of things to say before I cap this one off. First of all, I'd like to assure you that "Adventures" will try to be kept short and sweet, so they don't become week or month-long affairs. Secondly, I think I said this earlier but just to confirm, Kingster's 5 QP has been refunded, since it wouldn't have changed anything on Turn 1. That's your one freebie, from here on out QP spending is final.
I have prepared character sheets for Aerith's friends and acquaintances, but they're not members of her party yet. To get them to properly join, think about what they want, who they are, and what their motivations are. Some might require the completion of a quest to join for good, others might be as simple as payment, or maintaining a morality they find acceptable. Now then...
DC: 30/60
Roll: 21+ 16= 37 Tier 1 Success! Although it was a good sign for Rabanstre's recovery, it was unfortunate for you that some odd jobs seemed to be drying up.
You can't be mad that some Lowtown residents who were once hiding in the shadows could return to the light with their heads held high. It was wonderful for them and wonderful for Rabanstre. But it did cut into your coin purse a bit. There was nothing you could do about it, and it was ultimately a good thing, so you shrugged it off and got to work.
You helped someone moving out of Lowtown carry boxes and furniture, you helped an older man with his rooftop garden (You wanted one. You wanted one so bad!) A kid scraped his knee so you helped them get home, which turned out to be at Migelo's Sundries. You wonder what the kid was doing so close to the Garamsythe Waterway. Doesn't he know it's dangerous down there?
The old Bangaa (stout lizardlike folks) thanked you profusely and offered you lunch. He seemed nice. His shop has half converted into an orphanage full of kids, war orphans he told you.
That reminded you too much of the Leaf House back home, and without thinking much of it, you offered to help him out for a day.
For a few hours, it really felt like being back at the Leaf House. You helped some kids with their homework (homeschooled by Migelo mostly), served as a referee during a game of theirs, and sat with them during lunchtime.
Being 'big sis Aerith' for a while felt nice. [+1 Funds.]
[Met Migelo and his kids.]
Look For A Place To Stay (Below Ground)
DC: 30/70
Roll 67+ 16= 83 Tier 2 Success! It felt kind of odd to own a house. It wasn't your mother's house, or an inn, a campsite, some temporary place to lay your head. It was your house.
Well, it wasn't quite a house. Most houses weren't underground with walls carved out of stone, but this one was. The house's previous owner gave you a good deal. With their criminal record wiped away by the princess's pardons, they had no reason to live underground anymore and didn't understand why you wanted to.
Your new place was nestled in the corner of a side street, with a sturdy wooden door separating it from the outside. Instead of glass windows, you had little square holes in the stone with shutters you could open or close.
The most important thing is you had a little chamber with a crack in the ceiling that led to the surface. It was too thin for something to climb through, but it was large enough to let some light in during the day. It wouldn't be enough for anything that preferred full sunlight, but you knew of plenty that preferred the shade. Still, if you wanted your own little garden bustling with life, you would either need to plant it elsewhere or find some kind of grow light.
The little stone house was odd but somehow suited you. You had a bedroom, a bathroom, and a room that you could convert into whatever you wanted. It was smaller than your old house, but more than enough for you to live in alone comfortably.
Well, once you bought some furniture. The previous owner naturally took most of it when they left. Day one you bought a bed, and some chairs, the previous owner was nice enough to leave a table, and a stove was built into the building (with a little chimney so you don't fill the house with smoke.)
Even with all of that, your little stone sanctuary feels a bit cold and lifeless. But that's probably because it's new. You just have to break it in. Pot some houseplants, let it get cluttered, make it feel lived in.
It's a work in progress.
It would never feel like home without your mother.
[-3 Funds]
[Aerith has moved out of the Inn. She will no longer lose 1 Fund each turn]
[Additional actions have been unlocked]
Hire Shadow to Spy
DC: None
Roll: 2+ 16= 18 [Auto Pass]
[Good thing you're not the one going...] You find Shadow at the same bar you found him in the first time. Figuring he's not a man for pleasantries, you sit down next to him and skip to the part where you hire him.
"... You really have a job for me?" Shadow's face is hidden, but his tone tells you that he's honestly surprised that you're hiring him.
"Sure do." You slap a big stack of coins in front of him. "You can count it if you want."
He does, and you sit there sipping your drink and letting him confirm your payment. It'd be nice if he trusted you, but you get the sense he doesn't trust easily. Much like Cloud (Or a cat) it was best to slowly ease your way in.
"It's all here." Shadow confirms, putting the money back on the table. "What's the job?"
"You heard about the visitors, right? The envoys that are supposed to be meeting with Princess Ashelia. I want to know who they are. Just, as much information as you can safely get."
"I see." Shadow scooped the Gil up, stood up, and started to walk away. "I'll meet you in a few days."
"Wait, that's it? You don't have any follow-up questions?" You have to ask.
"No. Not really. As long as I get paid."
"Oh."
With your conversation done, Shadow exits the bar. [To Be Continued in "Crossing Paths"]
Ask Alfyn About Plants
DC: 40/80
Roll: 90+ 11= 101 Tier 2 Success! "Where I come from medicine is mass-produced and sold by the bottle. Or, well weaker medicine is at least." You explain to Alfyn, who seems part intrigued and part horrified at your description. "So I never really learned any herbal remedies or how to make my own medicine."
"I'm still hung up on the 'mass-produced' medicine part. How do you keep people from making themselves sick?"
"The bottles are labeled by purpose, telling you what the medicine does and how much to take. That kind of thing."
"That's wild..." You can't help but giggle at the look on Alfyn's face. You never thought you'd see someone who was so entranced by the idea of medicine before. Of course, you were once awestruck at the idea of the sun, so maybe you don't have any room to talk.
"So how do you do it back home?"
"Well, as an apothecary I more or less have to handle every step myself. Diagnose the patient, find plants to turn into medicine, prepare them, and then administer it. Sometimes I get help with a few steps, but in smaller places, there might not be anyone to help except for me. I have to be self-sufficient." Alfyn explained.
"Wow... You're an admirable guy Alfyn."
"Aww shucks..." Alfyn ducked his head to hide his bashful smile.
"Can you teach me how you make medicine? I've always loved flowers and gardening, I had an herb garden at my house too. But I never really considered making medicine out of them."
"Well... There's a lot to teach. I can't make you an Apothecary overnight," Alfyn hedged "but I'm sure I could teach you a few basic tinctures and salves."
"Thank you Alfyn, that's more than enough."
"Alright then, let's get started." You spent the rest of the day with Alfyn, learning about plants and their uses in medicine. He had this huge tome full of pictures and exhaustive descriptions of all kinds of flora. Some you recognized, others were foreign to you.
You had no idea you could make burn salve out of Foxtails, or that herbal teas actually had health benefits.
Despite his easygoing nature, Alfyn was deadly serious when it came to safety and responsibility. It took a week before you got to touch any of his components, and he kept any potentially dangerous ones under lock and key. But he eventually agrees to let you try your hand at making a potion.
It's surprisingly delicate work, but not quite as difficult as you expected. With Alfyn's guidance, you managed to measure out the correct ingredients for a mild painkiller/energy booster and brew it into a usable form.
Alfyn stresses that you are not to start picking up random plants and trying to make medicine with them. It's one thing to brew a potion using ingredients picked by someone with knowledge of herb lore, and another to do it on your own with random plants you picked yourself. Only work with ingredients you know.
You agree.
[Aerith can now home-brew Potions as a Personal Action!]
[Gain 1 Potion]
Help Amalia Explore the Garamsythe Waterway
DC: 50
Roll: 21+ 12= 33 Failure… The Garamscythe Waterways reminded you (sadly) of the sewers beneath Don Corneo's mansion. Though thankfully they were cleaner, wider, and populated by smaller, less threatening monsters.
For the most part all you had to do was bat aside some aggressive rats and bats, and the occasional flan. The little beasties were no trouble, and while the flan was a bit tougher thanks to it's gelatenous body, breaking it's guard was easy enough with your spells.
You weren't sure what to think of Amalia as an explorer at first, your first impression of her was running away from a monster after all. But after being with her for a little bit, you learned she was pretty competent in her own right.
She was light on her feet and a deft hand with a blade. Her sword was an utterly generic piece, the kind you saw some of the guards wearing, but it was still well-made and more than sharp enough. She also had a keen sense of directions and a map, although she kept making corrections to it. Apparently, the tunnels changed positions too.
Amalia also let her hood stay down this time, either because she trusted you or because fighting with it on would be too hard.
"If you don't mind me asking Amalia, what are we looking for?"
"An underground passageway. The Garamsythe Waterway is what we call the section beneath the city itself, but the tunnels go further than that."
"You're not trying to break into the palace are you?"
"What?!" Amalia startled, nearly fumbling her sword. "No! Why would you think that?"
"No particular reason, it's just a rumor that I heard. That one passage leads to the palace." You say, casual as can be.
"If there is one, I haven't found it. But no, that's not where I'm going." Amalia recovered. "There used to be a fortress north of Dalmasca called Nalbina."
"It was conquered during the war wasn't it?" You ask, trying to remember your studies. "By the Archadian Empire."
"Yes. It was." Amalia scowled fiercely. "They turned the lower layers into a prison, mostly for political prisoners. After the world… shifted, the fortress vanished. Or perhaps it was buried beneath the sands? My hope is that I can find the passage that connects the Waterway to Nalbina Fortress."
"If the fortress is gone… will the passage still even be there?" You ask tentatively
"... I don't know. But when I think about Dalmascan loyalists trapped in a prison with no warden, potentially trapped underground…" She grimaced and shook her head. "I wouldn't wish that on anyone, let alone my people."
You were so caught up in the conversation that you almost didn't react in time.
Your only warning was a terrible, acrid smell. As if melting plastic, toxic waste, and rotting flesh somehow combined into a single horrific sensation. Amalia was just a moment too slow, as the Malboro squeezed itself out of a side passage and immediately blew a thick cloud of green smoke into her face.
Even as you held your breath a burning sensation spread across your face, starting with your nose and eyes. On reflex, you launched a bolt of magic at the beast, knocking it back a few feet. It seemed more angry than injured, rapidly opening and closing its fang-filled mouth as its tentacles tried to find purchase against the rough-hewn stone.
Before you could attack again, Amalia started to sag, staggering into the left wall. Her sword clattered to the ground, and a moment later she collapsed.
That made your decision pretty easy.
You put your staff onto your back, scooped up Amalia, and started running back towards the waterway's entrance. To your immense relief, the Malboro moves quite slowly.
[But you're worried about Amalia…]
[To be continued in "Crossing Paths"] As I'm sure you can tell, there's more to come. I just didn't want to leave you guys hanging for too long. Also, who doesn't love a cliffhanger?
You can't help but pace back and forth, even if you know it's a waste of time. An injured friend always makes you anxious, and even if you haven't known her for a long time, you count Amalia as one of your friends.
After the Malboro attack, you quickly rushed her back to your house. You couldn't discern what her condition truly was. She was breathing fitfully, going long periods of time without moving at all before jerking erratically for a few moments, and trying to shake her awake gently didn't help.
By the time you found Alfyn, you were in a bit of a panic. He immediately dropped what he was doing to check on Amalia. For the last few minutes, he's been crouched by your bed, gently poking and prodding Amalia while consulting his journal.
Finally, Alfyn stands up. "Well?" You demand, a bit sharper than you intended. "Sorry Alfyn..."
"It's fine, you're stressed. But don't worry, everything's gonna be okay." Alfyn soothes. "From what I can tell, that Malboro's a nasty beasty. It somehow managed to poison her, put her to sleep, and make her start hallucinating. I reckon that's why she's tossin' and turnin'. Shouldn't be any permanent damage though."
As he spoke, Alfyn started pulling supplies out of his medical bags. A cup, a mortar and pestle, herbs and roots in little pouches and containers. "If I had some mystery bloom I could make a full remedy right now, as is I'll have to tackle these one by one. Mind if I use your stove?"
You don't mind, and a moment later your kitchen has been converted into an apothecary workshop. Sensing your nervous energy, Alfyn gives you a few minor tasks like getting him some water and crushing some noxroot.
"I'll start with a balm made with noxroot to deal with the poison. Once that has taken effect, I can use some addlewort to take care of the hallucinations, and all that's left is to flush the tranquilizer out or let her sleep it off." Alfyn explains every step as he goes.
"They're not actually called that, are they?" You ask, calming down a little as Alfyn gets to work. "I mean… noxroot to cure poison seems a little on the nose doesn't it?"
"Well, yes and no. They have proper scientific names, the fancy kind. But most apothecaries use descriptive names out in the field. It's simpler that way."
It's only after Alfyn has administered the curative balm and you've fully calmed down that someone knocks at your door. He assures you that he can handle it, and tells you to do what you need to.
When you open the door you're met with the now-familiar black hood of Shadow. You usher him in and shut the door. "Alfyn, this is a friend of mine, his name's Shadow. Shadow, this is Alfyn." You introduce them.
"Hi! Nice to meet you. I'd shake your hand but-" Alfyn wiggles his fingers, covered in a fresh dose of medicine.
"...Hmm." Shadow dismissed Alfyn and turned to you, presenting a few pages of paper. "I did what you asked."
"Oh wow, you made sketches and everything." The sketches weren't colored or anything, but they were highly detailed. Beside each sketch was a name and description.
Shadow made to leave, but you quickly stopped him. "At least stick around long enough for me to ask follow-up questions. I'll be annoyed if I have to track you down because you smudged a letter or something."
The ninja sighed and leaned against a corner. That's one of Cloud's signature moves, so you shrug it off and start reading.
"Kingdom of Padarak: Despite being called a 'Kingdom' Padarak supposedly only consists of a single town. Ruled by the young King Leo and his cabinet, who have come to meet the princess in person. The residents talk about it as a small but charming city protected by a loving king and an army of mercenaries, explorers who are paid and supplied by the king in exchange for their services. They describe the Kingdom as peaceful and idyllic, save for the apparently numerous monsters."
"How do you know what the residents think?" You ask.
"People talk. Especially when they're drunk."
"Fair enough." You turn back to the page.
King Leo is drawn as a short, scrawny-looking kid with a big fur-lined cape and a crown that's a big too big for his head. Beside him is a young woman with glasses, shoulder-length hair, and a frilly dress labeled "Chancellor Chime." On the other side is a short, squat figure who seems to be completely encased in armor labeled…
"Hugh Yurg?" You ask.
"... Yes." Shadow said with a long-suffering sigh. "I have confirmed, that is the Marshal's name."
"Hmm. Well, they seem nice." You conclude, placing Padarak's page to the side and moving on to the next.
"The Church of Yevon. A strange and dogmatic society who's complexities I don't have time to comprehend. The highest of their religious castes seem to be 'Maesters' who command warrior monks and mages known as 'Summoners.' It's unclear if their word is law, or if they are merely highly respected figures. Their envoy is the Maester himself, Seymour"
The sketch for this page is of a man in flowing robes that expose his chest, an ornate staff, and strange hair that was mostly short aside from two long 'tendrils' that framed his back like wings. "Maester Seymour" is his name.
"Anything to add on these guys Shadow?" You prod
"... I don't understand them. A Kingdom or an Empire is simple enough. I don't understand a country ruled by the church."
You nod and turn the page. You don't really get it either. Next is-
"Shinra Electric Company."
"Damn it."
"Pardon?" Alfyn looked up, slightly shocked
"Nothing important." You wave him off. Do you even need to read this one? You lived in Midgar, you know all, or at least most of their tricks Although maybe things have changed?
"The Shinra Electric Company owns an entire city called Midgar and rules it from a position of power. In exchange for money and labor, they offer protection and supplies, much like the classic feudal system. There is no 'Right to rule' involved though, simply money and power. Their current president is Rufus Shinra, after his father's death a few months ago. He sent a man named Heidegger along with a small unit of soldiers as envoys."
The sketch is of Heidegger, a broad-shouldered man in a fancy military coat, surrounded by a mix of normal footmen, SOLDIERs, and an outlier you think may be a Turk. You don't recognize any of them other than Heidegger, but the outfits are unmistakable.
Suddenly you're very grateful you moved underground.
"Hey Shadow, for future reference, the soldiers with the guns are basically security forces. The ones with the blades are SOLDIERs. Much stronger."
Shadow turns, and although his eyes are hidden you get the distinct impression he's giving you a searching look. "Noted."
"Unhand me!" You heard Amalia's voice coming from the bedroom, followed by a meaty *Smack* and Alfyn yelping in pain.
"Amalia it's okay!" You quickly rushed into the bedroom, where Amalia is sitting on your bed with her fist raised in Alfyn's direction. "You're at my house. You got knocked out by the Malboro, remember? Alfyn here helped patch you up."
For a moment nothing happened, and then Amalia quickly lowered her fist looking slightly ashamed. "My apologies, I just didn't recognize…"
"S'okay. May have had something to do with the addlewort too." Alfyn brushed it off. "'Sides, I've had worse."
"Oh, we were so close to the tunnel." Amalia made a very un-ladylike groan of frustration as she got to her feet. "I have to go back out there-"
"Woah, hey. Definitely not. You may be cured, but you're not at 100% yet. And if the thing that did that to you is still there-"
"But I have to! It's urgent and of the utmost importance." Amalia insisted hotly.
"Amalia, may I make a suggestion?" She gave you a curious glance and nodded. "You've been trying to handle this alone, and I know you're tough, but being on your own is dangerous. If you had been alone when the Malboro attacked…" You trailed off. No need to finish the sentence.
"So you're saying I need a party?" Amalia asked.
"Exactly! Rabanstre's full of hunters and tough guys. I know a guy who's willing, though you'd have to pay him first."
"The fee is non-negotiable." Alfyn startled slightly as Shadow suddenly speaks up behind him.
"Go ahead and count me in." Alfyn jumped in. "I'm worried about what you girls would get into without me."
"I… Thank you." Amalia said, somewhat formally. "I really would like this handled as quickly as possible…"
"I'd advise you at least take a day or two to rest, preferably somewhere with clean air. And shouldn't we stock up on supplies and stuff?" Alfyn suggested
"I'm willing to pay for the supplies we need. But like I said I'd prefer that we get this done as soon as possible. And… I don't know anyone else who I'd trust with this mission." Amalia admitted, looking towards you.
It looks like the chance for an adventure is here, but are you ready for it?
[ ]"Let's go as soon as Amalia is healthy again."
[Adventure will take place in between Turns 2 and 3. The only preparation allowed will be picking the team's 5th member, and shopping for supplies. Amalia will provide 3 Funds to shop for supplies]
[ ]"I'm sorry, but I'm not prepared yet. Please, give me some time."
[Turn 3's Martial action will be locked as "Adventure." Actions can be used to prepare for the journey, such as gathering money, buying equipment, or training. Amalia will provide 3 Funds to shop for supplies]
[ ]"I'm sorry, but I won't be going."
[Aerith will not participate in the Adventure. The others will find success or failure on their own terms]
[ ] "Amalia, you almost died. I don't think any of us should go down there again."
[Aerith advises the others not to go. The adventure will be canceled, at least until that Malboro is dealt with] I'm putting a short delay on this vote while I prepare the Adventuring Rules, which I will be posting sometime tomorrow. To quickly summarize, since turn-by-turn combat tends to slow down quests a lot, most of the player's input will be during preparation. Deciding on who's going, what items to bring, battle strategies and such. I also must get the other Heroes' sheets ready, so you can plan properly.
[X] "Let's go as soon as Amalia is healthy again."
With the decision made, you all go your separate ways for the day. According to Alfyn it would only be a few days before Amalia was back in action. But it also only left you with a few short days to plan and prepare.
Better make the most of it.
Garamsythe Waterway + Barheim Passage
Journey Length: Short-Medium Terrain: Underground tunnels Expected Threats: Rats, Bats, potentially a Malboro for the trip through the Waterway. What lies in Barheim is a mystery.
This reminds you a bit too much of your trip through the sewers back home, although with any luck you won't end up in a Train Graveyard right afterward.
5th Member
First things first, ideally you'd like a bit of extra help with this one. Fortunately, there are two people you know who might be willing to help. Although, you might owe them something for calling on them.
[ ] Freya Crescent: The Dragoon you met while hunting. You know she's strong and would be a big help, but you'll definitely owe her a favor for this.
[ ] Waka: You're pretty sure he mentioned something about being a "guardian" of some kind. You don't know him all that well, but it seems like he'd be willing.
Supplies
Amalia was kind enough to pay Shadow's fee and grant the group some Funds to use for your preparation. Everyone is bringing their own gear. But most of you don't have proper traveling equipment. Luckily, Rabastre seems to sell most of what you need.
Current supplies: 2 Potions. Alfyn's medical pouch. 5 Shuriken. Funds: 3 (4) (Note: Amalia's Funds will be spent first. If less than 4 Funds are spent, Aerith will keep her remaining Fund)
Shuriken x5: Throwing weapon used by Ninja Onion Bomb: A hand-held bomb that can be used by Mechanists and Ninja. Hi-Potion: Restores 10 HP Phoenix Down: A magical feather that can revive a KOed party member, albeit in critical condition. Tent: A tent imbued with magic that prevents the user from being attacked by monsters while inside. Although the tent can be reused, the magic is only good for a single use.
Costs 1 Fund
Ether: Specially made magical medicine that restores 5 MP Remedy: A miracle cure that can heal all status effects
(Note: You can get any combination of supplies, as long as it remains under your budget. If your proposed plan has a fractional cost like 2 1/2 Funds, I will round to the nearest whole. So don't waste it.)
Strategy
The next thing to consider is your strategy. You know roughly where you're going, but in such a big group it will be easier to be noticed, and harder to slip away from monsters. So you'll need to be ready to fight.
You're a mage through and through, though right now you don't have any materia to help you shape it... So all you've got is Ruin. Alfyn is an Apothecary. He fights with a hatchet, which he mostly uses as a tool, not a weapon. That said his medicine pouch is full of potential potions and poison. Shadow is a Ninja. You've yet to see him use any magical talents like Yuffie, but the blade on his belt and his quiet movements mark him as quick and deadly. Amalia fights with a blade and magic, hand in hand. She calls herself a "Red Battlemage" though she did sheepishly explain to you that she only mastered the essentials so far.
(Note: Strategy can be set separately for different members of the party.)
[ ] Go All Out: Attack relentlessly without care for the MP and HP cost. Focus on defeating your enemy as quickly as possible.
[ ] Fight Wisely: Think before you act. Heal when necessary, use special attacks when beneficial, and try to keep your MP high.
[ ] Conserve Supplies: Tighten your belt and try to keep your supplies high. That means not using attack items, and trying to conserve MP unless deemed necessary.
[ ] Focus On Support: Rather than fighting yourself, focus on the others. Protect them, keep their health high, cure their status effects, and so on. I learned my lesson, no more trying to hold the votes back. That said, I hope you'll put a bit of thought into these. I'm almost done with everyone's "Guest Sheets" but I've still got some clean up to do before I post them.
Voting will be open until 12:00 CST Monday the 14th
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
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)
When you heard the man say 'camp' you expected a few tents huddled in a corner of a cave, or rough-hewn stone walls repurposed as a living space. Oh how wrong you were. Apparently, the Dalmascan tendency to make huge underground structures extended to everything they built. Including dungeons.
That's not to say it was particularly inviting. Nalbina Dungeon consisted of several long, dreary-looking hallways made of stone. While some of the rooms looked pretty normal, many of them still had iron bars, manacles, or even cages suspended over dark pits. Probably preferable to being locked in Hojo's lab, but you're sure the prisoners here wouldn't see it that way.
Thankfully, none of them were in use anymore. Instead, the survivors converted old storage rooms and the arena (why did the dungeon have an arena?) into living quarters and raided the barracks that used to house the prison guards. It still didn't look comfortable or like a home, but it was infinitely better than just a dungeon.
The atmosphere amongst the survivors was… pretty bad. Some were pacing and wandering relentlessly, like a caged animal looking for the latch. Others seemed to have descended into apathy, lazing around and feeling sorry for themselves. It must have been crushing to have your captors vanish, only to realize you were still locked in a cage.
… Alright, enough negative thoughts. "What's the plan, Amalia?"
"Ideally, we gather everyone and lead them back to Rabanstre through the waterway. We have a map, and a group this large should be enough to deter monsters." Amalia explained.
"Do you think everyone will be willing to leave, just like that? I mean, I wouldn't want to stay here either, but to suddenly pack up and leave would be hard."
"Most of these people are probably Dalmascan soldiers imprisoned by the Empire or citizens who became trapped after the… shift. Even if there are a few ruffians and Sky Pirates, Rabanastre will accept them with open arms."
"If you don't need me for anything, I plan on seeing if anyone's hurt or sick." Alfyn adjusted the shoulder strap of his bag.
"We should stay in groups," Freya suggested, turning her gaze towards some of the more… suspicious-looking folks around them. "This was still a prison, the last thing we want is to be mugged by the people we tried to save."
"I will be fine. Although… you make a good point." Amalia looked at her four companions and seemed to be considering something. "Shadow will come with me." She decided
The man in question nodded and followed her further into the former prison's chambers.
"Any objections to helping me out again Aerith?" Alfyn asked with a smile.
"Nope! Wanna come with Freya?" The lanky dragoon nodded, and together the three of you started poking around for potential patients. Perhaps it wasn't surprising that Alfyn's talents were in high demand, considering what this place used to be. He flitted from person to person, diagnosing problems, giving out medicine where he could, and advice when he nothing he had on hand would help.
Maybe you should have felt a bit nervous about walking around a former prison, surrounded by criminals. But between Alfyn's sunny smile, and the piercing gaze of the dragoon at your back, no one bothered any of you.
Although… you were starting to think none of the former prisoners were in any condition to bother you. Many of them had lingering injuries, and it didn't take long to find out why. Pit fights, malnutrition, hard labor, and beatings. Most prisoners talked about them like they were just a fact of life.
Some were thieves, some sky pirates, and others were former knights. Regardless of the reason, they all seemed to be treated equally terribly.
Whenever Alfyn was talking to the patients he was all smiles and country boy charm, assuring them that everything would be okay. But with every scar and half healed old wound his smile got tighter.
After an hour or two of work, a few people in ragged-looking armor (former knights probably) dragged a man by the arm. "The Captain keeps insisting he's fine. But we all know he's not." One of the armored men shoved the 'captain' towards Alfyn and crossed his arms.
The 'captain' has sandy blonde hair, a rather impressive beard, and a large scar that goes from the center of his forehead and across his eye. For a moment it looked like he might attempt to escape, but the combined glares of the armored men made him reconsider. "Captain, you've been running yourself ragged for weeks. We're all worried about you."
"Very well…" The man submitted, allowing Alfyn to approach
"Nothing to worry about Captain, I'll help you out." Alfyn tried to use his usual smile, but you could tell it was getting shaky by now. It only got worse the closer he examined the Captain. "They really did a number on you…"
"The perks of being the Empire's 'favorite' prisoner." He said sardonically. You couldn't help but wince as you saw the crisscross of scars beneath his shirt, and you could count his ribs from how thin his body was.
"I'll admit, you're in pretty rough shape. But that's okay. I'll do what I can right now, and hopefully get you a place to stay and a hot meal when we get back to Rabanstre."
"You came from Rabanastre?" The Captain asked. Alfyn nodded in response. "Who sent you?"
"Amalia. She wanted to come help the people trapped in the dungeon. I mean, she didn't give us all the details. Maybe she was looking for a family member or-"
"Captain Basch Fon Ronsenburg." You all turned to see Ashelia advancing on the Captain, blade drawn and ready to lunge. Shadow was standing at her side, though he had yet to raise his own weapon.
"Princess Ashelia?"
"... Princess?!" You all shout in surprise
"Out of my way Alfyn. This man is a monster and a traitor." Amalia/Ashelia said as she moved closer.
Rather than follow her orders, Alfyn stood up instead, spreading his arms as if to shield the larger man. "Right now, he's my patient. So I'd appreciate if you could put the sword down..."
"If you knew what this man did, you'd never dream of defending him." She spat with disdain. "Turning his back on our country, aiding the Archadian Empire, murdering my father!"
"Princess, please! We thought the same thing, but he's done nothing but help us imprisoned knights." One of the former knights implored, stepping in front of his Captain.
"If he worked for the Empire, why would they imprison him?" Freya asked, trying to appeal to her reason. "Would a former Captain not be a useful asset to have? Why not recruit him instead of imprisoning him?"
For a moment her arm wavered, only to come back up. "Perhaps they rewarded him as the traitor deserved. Why trust a man who's already betrayed his king?"
"I will submit to whatever punishment or investigation you demand Princess," Basch said, making no attempt to defend himself. "But please, allow me to explain."
"You have one chance to explain this farce. If I'm not satisfied..." Ashe sheathed her sword, though she was still looking at Basch like she may gut him at any moment. After a moment of consideration, she turned to the rest of you. "Leave us. This is a personal matter."
"I don't think leaving him alone with you is a good idea." You say, with as much delicacy as you can muster.
"I won't be alone. I have Shadow."
"... I don't think leaving you alone with him and an assassin is much better."
"Let me stay." Alfyn volunteered. "I've still got some salves to apply after all."
For a moment it looked like Ashe might shout at him. "Fine, but the rest of you leave," She demanded. You were pacing back and forth, near the corridor where Ashe and Basch were talking. To say you were nervous would be a bit of an understatement. By comparison, Freya was leaning against a wall, looking perfectly calm and collected.
"I didn't expect things to get this complicated on our very first adventure." You rambled, "I thought this would just be a normal good deed. A little jaunt into the sewers to help some people. I've done that kind of thing before but not this!"
"Aerith, calm yourself. For all her rage, Ashe doesn't strike me as the type to murder someone in cold blood." Freya tried to comfort you.
"I know I'm just… worried." You confessed.
Freya considered you before she said. "I understand a little of what Ashe is going through. Not all of it but… I understand why she was so desperate to connect with these vestiges of her people. And so furious at the one who seemed responsible... Have I told you about my kingdom yet?"
"You're not a princess too are you?" The dragoon chuckled at your question.
"No, simply a knight of Burmecia." She sighed, her good humor fading quickly. "Burmecia was invaded by an army of powerful mages, and the city itself was destroyed. But there was a second great city of Burmecia called Cleyra. According to legend, Cleyra is protected by a magical sandstorm which turns aside attackers."
"That's why you're looking for a sandstorm. You want to find Cleyra." An expert deduction, you know. You could have been a great detective.
"I had hoped that since Rabanstre was surrounded by desert, and had airships, that it would be an easy search…" Freya admitted, looking slightly downcast.
"Hey, don't worry. You'll find it. And if I find it, you'll be the first person I tell." You try to comfort her.
"... Thank you."
You hear the sound of approaching footsteps, and turn to see Ashe walking quickly towards you. Before you ask how the meeting went she says "We're going to gather everyone and leave soon, so stand ready."
Once again, before you can ask her how the meeting went, she's already walking away. Luckily, Alfyn approaches you next. "Alfyn, how did it go?"
"Well enough I guess? Ashe is still mad at Basch but, she'll come around I think. He made a pretty compelling argument. She said that she'll investigate, and if his words are true she'll let him go. Course, he wants to be a knight again, so he may end up working for her anyway." Alfyn didn't seem overly concerned, and you figured if he wasn't, you had no reason to be either.
"That's good." You sigh in relief. Ashe was a bit scared when she approached Basch, apparently unending to skewer him. "So now we're supposed to get ready for our trek back I guess?"
"Leading a hundred civilians through monster-infested tunnels… I pray the monster who's den we disturbed doesn't pursue us." To your relief, Freya's prayer seemed to work, and luck was on your side.
For starters, the sheer size and loudness of your group were causing most monsters to flee outright. Secondly, the former knights had equipped themselves with stolen imperial gear, which was more than enough to form a defensive line.
Thirdly, the path you were originally going to take was now open to you. Originally the path was closed and you had to take a detour through the mysterious monster's lair. Luckily, the waterway's gates had changed positions again, allowing you to take a shortcut,
Compared to the adventure through the waterway, passing through the second time was much easier, and when your rag-tag band reached the lower city, nearly everyone was weeping with joy.
At least, until they saw the snow.
Adventure Results!
-Insert FF Victory Tune of your choice-
Aerith has leveled up to Level 2!
Alfyn has leveled up to Level 2!
Ashe has leveled up to Level 2!
Freya has leveled up to Level 2!
Shadow has leveled up to Level 2!
All remaining items have been returned to storage.
Gain 2 Funds from selling Loot items
Citizens and Ex-Knights have returned to Rabanstre, strengthening it and increasing the speed at which its Army will recover.
A few criminals also returned to Rabanstre, but I'm sure that's fine...
Basch has returned to Rabanstre as a ???
Chaos Event: Blizzard
This kind of weather should be impossible. Deserts are cold at night, but the blizzard brought the temperature well below freezing. There shouldn't be enough water in the desert to form ice, let alone snow! Though the roaring winds and snow aren't constant, the chill is.
The streets must be repeatedly cleaned to keep buildings from being snowed in, all airships are stuck at the dock for fear of being blown off course or knocked out of the air, and traveling has largely been prevented by the wind and snow. In addition, the Envoys have been trapped in Rabanstre for the foreseeable future.
In order to combat the chill and constant darkness, Rabanstre is using an emergency stock of items called "Sunstones" in place of their usual lamps and torches. These Sunstones put out enough light and heat to prevent freezing and allow navigation within Rabanstre, but it's still chilling everywhere but inside.
[HP Drain when traveling will sharply increase next turn.]
[DC of outside actions will sharply increase next turn] Sorry for the wait everyone, a lot happened. I had to update another writing project I'm working on, Canto 7 of Limbus Company came out, it emotionally destroyed me. You know how it goes. The writing was also giving me a headache, really wasn't sure how I wanted to handle the Basch and Ashe scene for example, but I think I completed it to satisfaction.
Ideally, I'll have the next Turn up in a few days.