Fractured Fantasy: A CK2 Style Final Fantasy quest

Voting is open for the next 9 hours, 47 minutes
Turn 3

Local Events (Rabanstre)

Return of the Knights

After being rescued from the depths of the Nalbina Dungeons, many defeated knights and soldiers have returned to Rabanstre to reenlist as knights of Dalmasca. Even though many of them have withered during their imprisonment, their experience and strength have bolstered the power of Dalmasca's armed forces.

[Greatly Increases the speed at which Dalmasca's Army recovers]

Sunstone Ration

Due to the blizzard, Rabanstre has broken open a cache of "Sunstones" for use in combatting the constant chill and darkness. These stones produce radiant light and heat, similar to a torch or a heat lamp. Each stone lasts for several days.

Every household is allowed a single Sunstone and may replace it when the stone runs out (by returning the drained stone to ensure there isn't any funny business) They may also purchase additional sunstones, but those cost money.

Rabanastre has plenty of these Sunstones, and most people seem confident they'll hold out longer than the blizzard

[Sunstones prevent the "Blizzard" event from impacting most activities within the city]

Yevon Preacher

Perhaps due to being more or less "trapped" in Rabanstre, the Yevonites have decided to make the most of it and have taken to loudly preaching in local spaces. Including Maester Seymour himself

The Dalmascans are a bit bemused, annoyed perhaps, but nothing they can't deal with. The Yevonites are talking a lot about Sin and wrongdoing and the sacred summoners…

But all you've heard is secondhand, colored by other sources. Wakka seemed to be devout as can be, but all you've heard from the other Dalmascans is grumbling.

[The only way to know for sure would be to see for yourself]

Letter from Ashe

A letter mysteriously arrived at your house, one with a Dalmascan wax seal on it. It didn't take a genius to know who it was from.

"I apologize for not telling you who Amalia was, but I'm sure you can understand why I didn't. It was never my intention to lie to you. I must also apologize for my foul mood when returning to Rabanstre, I had much to consider."

"Amalia still intends to walk the streets when she can. So she can see Rabanstre from every angle. But it would reflect poorly on her to be known for wandering the streets, so I ask that you please keep her secret safe. Thank you for your help, and I wish you good luck in your future endeavors."


[It was nice of her to keep in touch…]

World Events

White Out

With the blizzard comes a total blockage of news from the outside world. A lot could happen, or perhaps nothing at all. There's no way to know for sure.

[???]

Turn 3 Actions

Current Funds: 2
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.

Martial

[ ] Go Monster Hunting with Freya: You're not sure if this is a good idea or not. Wandering into the blizzard to go hunting is definitely risky, but you've heard that rare monsters can be found in strange weather conditions… [DC: None. Triggers Automatic Battle with random monster type. Blizzard increases the likelihood of rare enemies, but also increases the danger rating.]

[ ] Explore the Desert Around Dalmasca: Remember when you thought the desert was safe? Between the blizzard and the monster getting further away from Rabanstre runs the risk of you getting lost or hurt. [DC: 80]

[ ] Explore the Garamsythe Waterway: On your adventure, you charted a few paths in the Waterway, but according to Ashe there are supposed to be more, and of course, you might find more treasure too… [DC: 50]

[ ] Practice with Your Magic: You're very magically talented, but it has occurred to you that you're not very skilled. Ashe's magic was a good bit weaker, but she could do things with it that you can't, at least without the aid of Materia. Maybe if you practice long enough you'll have a breakthrough. [DC: 60 Note: Uses magic stat]

[ ] Practice Self-Defense: It felt like everyone but you took a beating at least once on that last adventure. Even if it's just a good strategy, you can't help but feel a bit guilty about letting them take the hits while you have to hang back. If you could fight with your staff and spells, maybe they wouldn't have to guard you so much. [DC: 60]

Diplomacy

[ ] Convince Your Friends of Your Quest: Alfyn and Freya certainly like you, Ashe and Shadow probably do. But is that enough to convince them to help you fight... whatever Chaos is? Maybe you should save this until you have proof... [DC: ???]

[ ] Partner With Alfyn: It just makes sense, doesn't it? A gardener and an apothecary will go great together, and he's a sweet guy. You don't have to broach the topic of Chaos yet, just a mutually beneficial agreement between friends. [DC: Auto Pass]

[ ] Arrange a Meeting with Ashe: From the sound of things she'll still be active as 'Amalia' so you may see her out and about. During the adventure, you didn't get to talk too much, but if you meet again you have a lot to say to her. Maybe you can ask for her help training you in magic, or warn her about Shinra. [DC: 60]

[ ] Indulge in Gossip: One of the best ways to keep an ear out is just to talk and listen. And boy do people have a lot to gossip around right now! Between the Envoys and the returning knights, a lot is going on right now. [DC: 30/70]

[ ] Visit the Cartographer's Guild: The cartographers are currently grounded due to the blizzard, but they've also had a few months to explore now. They should have the areas around Rabanstre mapped by now right? [DC: ???]

Stewardship

[ ] Buy an Extra Sunstone For Your Garden: Now that you have a place to stay, you have a place to grow flowers. Normally this would be easy, but there's the little issue of the raging blizzard outside. You think if you can seal the cracks in your house's back room, and buy an extra sunstone, you can start your garden. [DC: 40/80.] (Costs 1 Funds to start up.)

[ ] Odd Jobs: The blizzard outside has a lot of people staying inside to stay warm. Working would mean giving up your comfort and running the risk of frostbite, but the pay promises to be good [DC: 40/80]

[ ] Go Shopping: All of the shops have walls and sunstones, so you'll be nice and toasty as you look around for anything that catches your eye. Although your budget would be a little tight. [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 its mystery. [DC: 30/70]

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 Shinra: Admittedly, this would be taking a big risk. The Turks are good at their job, and there's a decent chance you'll be caught. At the same time, they may be willing to make a scene in unfamiliar territory, and now that you know the lay of the land well enough to sneak around quite well… [DC: 60]

[ ] Hire Shadow to Spy: Hey, it worked last time didn't it? Shadow's good at his job, though you'd have to pay him for the work again. [DC: Auto Pass. Costs 1 Funds]

[ ] Hide From Shinra: Granted, you think Shinra will be a bit less trigger happy when they're dealing with another nation, one which they don't have any dominion over. But it's not impossible that they'll gun for you, or try to sic the Turks on you. Maybe it's best to just stay out of sight... [DC: ???]

[ ] 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. Some of the former prisoners of Nalbina were Air Pirates, maybe they'd put in a good word for you? [DC: 70]

[ ] 'Acquire' an Extra Sunstone For Your Garden: The big thing you're worried about when it comes to your potential garden is frostbite. Sunstones only give out so much light and heat, but if you had more that might give you what you need to start your underground garden. So maybe you should see if you can… 'borrow' an extra Sunstone. Maybe you were hanging around Yuffie too much before this… [DC: 50/90]

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: After using your new staff, you think you understand it a little better. Somewhere at it's core is healing magic of some kind, and you should be able to draw it out somehow. [DC: 50] (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]

[ ] Get Alfyn's Help Picking Seeds: Alfyn knows which plants are useful, you know which plants are beautiful. Between the two of you, it shouldn't be too hard to populate a garden with plants that everyone will love. [DC: 40]

[ ] Attend a Yevonite Sermon: You're not sure what to expect exactly. While one of your favorite haunts in Midgar was a church, you mainly used it as a quiet place for growing flowers. Barret of all people was much more devout than you were. Will listening to someone preach awaken something in you, or leave you disappointed? [DC: Auto Pass]

Oof, it's been, what. 30 days since the last Turn went up? That adventure took a bit longer than I thought. Maybe I should be more sparing with those. Anywho, Welcome to Turn 3! The blizzard is restricting your options a bit, but where there's difficulty, there is also opportunity.

This Vote will be open until Noon Sunday the 3rd.

Oh and Happy Halloween! I completely forgot to be honest. It's just another day to me.
 
Turn 3- Results

Consult A Magick Shop

No Roll
-1 Funds
Automatic Success


'Yugri's Magicks' is the name of the shop you decided to consult. As far as you can tell it's the most popular magic shop in town. Which still feels weird for you to say instead of a 'Materia Shop.'

As soon as you cross the threshold inside, you find yourself facing several shelves full of clear crystals, and an older Dalmascan woman manning the front desk.

"Hello." You greet. "I have a question, do you do appraisals?"

"We sure do, what would you like appraised?" You hand her the staff, and the woman begins examining it closely. "Hmm… this isn't Amal's standard sort of staff. Is this custom-made?"

"I don't really know. I got it secondhand." Technically you recovered it from a shipwreck but, close enough.

The woman hummed, examining the head of the staff and adjusting her grip. "Well, I've never seen a staff quite like this, but I can identify the magic inside well enough. This staff was made for White Magic and should enhance any healing spells you cast. I think it also has-"

With a swing of the staff, a warm healing glow fills the entirety of the room you're standing in. Neither one of you are injured, but even so the healing light feels pleasant. "There we go! It has a Cura spell stored inside. I imagine it has to be recharged between uses, but still."

"Recharged?"

"Oh there's no active steps you have to take or anything, just letting it absorb some Mist will be fine." The woman assured you. "Is there anything else?"

"Just one more thing." You unwrap the large crystal you found and gingerly hand it to the shopkeeper.

"This is the biggest piece of magicite I've ever seen…" She muttered to herself, gently turning the crystal over in her hand. "I don't think it's a spell stone… but it can't be nethicite either… is it just raw magicite?"

The woman kept muttering things in that vein for what felt like an hour, until she abruptly straightened. "I'm not quite sure what to make of it. It's powerful for sure, and I think it has an alignment to ice but even when I poke and prod it I can't seem to use it. That said, even if it's not a spell stone, it's a very large chunk of magicite, and it would sell well. Are you considering selling it?"

"Sorry, it's not for sale." You say firmly.

"Shame." She holds the crystal out for you to grab. You take the crystal back, feeling the chill creep into your fingertips as soon as you touch the smooth crystalline surface.

"Do you have any advice on ways I could try to use it?"

"Try… for lack of a better term, bonding with it." She suggested though she looked somewhat skeptical. "Try casting some spells with it in hand, or holding onto it while you practice. If you feel it stirring, that's a step in the right direction. Sorry, I couldn't give you more."

"That's alright, thank you for your time." You pay her for the appraisal and walk back into the storm, the unwrapped crystal right in your pocket.

For some reason, the storm doesn't seem as cold…

[Master's Staff Identified]
[Master's Staff Effects: Increase the power of healing spells cast by 1. Allow the user to cast Cura once per day when equipped.]
[Ice Magicite? Partially Identified]
[Ice Magicite Effects: Bonded Hero resists HP loss due to environmental heat and cold. May have additional effects.]


Odd Jobs

D100= 57+ 16= 73
Tier 1 Success

As it turns out, doing chores during a blizzard was a uniquely terrible experience.

You couldn't see more than a few feet away at most, the wind was almost constantly howling and threatening to knock you down, and patches of ice seemed to spring up in your way.

It was also very cold.

The one bright side to all this (if you could say there was one) is that people seemed willing to pay extra for your trouble. Which was great! You needed the money. But it meant you spent hours of each day cold and miserable.

Migelo, the absolute saint that he is, invited you one day to look after his kids while he did some business. You immediately accepted, drawn in by the promise of staying inside next to a sunstone and entertaining children. Which sounded like heaven after days of running back and forth in the snow.

Of course, what ended up happening was…

"Where's Vaan?" Your seemingly innocent question made most of the kids look away, the kind of 'hand in a cookie jar' look you could pick up from a mile away. "I'm not mad, I just want to know where Vaan is."

It took some time, but eventually, the kid named Kytes cracked under the weight of your disappointment and admitted he was in Lowtown. Specifically a part of the Waterway he liked to train in. You politely thanked him and said you were going to go retrieve Vaan. You're locking them inside the shop, and if any of them run after you, there will be hell to pay.

As far as you can tell, none of them attempted to follow you.

Finding Vaan's training spot wasn't all that hard. Kytes's instructions got you pretty close and after that, the sound of Vaan's yells echoing in the Waterway was enough for you to find him.

When you finally caught up to him, he was fighting a giant rat with a small knife. Before you could intervene, the rat threw itself at him and managed to knock him down, only for Vaan to mercilessly stab it in the soft underbelly.

The groaning teen shoved the body off of him and stood up, only to freeze as he heard you clear your throat. "Vaan. What the heck are you doing?"

He turned to you giving you a full view of the many scratches on his face and chest, dirt, grime, and blood clinging to his clothes. Thankfully, most of it didn't look like it was his. "... Training."

"Looks like pretty rough training." You comment lightly. In your experience, trying to pry secrets out of children (teenager in this case) tends to make them hold onto those secrets even tighter. "Well, I was wondering where you were. Migelo will be back for dinner soon, though it's looking like you'll need to clean up first."

"Please, don't tell Migelo." Vaan immediately pleaded.

"I won't." He looked at you in shock. "Really, I won't. I know all about trying to keep secrets from people. Just… aren't there safer ways to train than this? Do you really have to come down here and fight rats?"

"It is safe, nothing in this section but rats. And I can sell the pelts when I'm done. Two birds, one stone." Vaan defended himself firmly. You could see by the look in his eye he wouldn't back down easily.

"Alright." You said, not quite happy with him, but willing to keep your word. "Just be careful okay?"

"Yeah yeah," Vaan replied flippantly. "We should get back before the old man gets home."

[+2 Funds]
[What's up with Vaan?]


Hide From Shinra

D100= 44+ 16 +10 (Flower of the Slum)= 70
Success

It's much, much easier to stay hidden from Shinra when they're the outsiders. You can spot them a mile away even in a crowd, they stay away from rougher-looking areas. It helps that their "Envoy" is Heidegger, a man you're certain has never willingly stepped foot in a slum in his life. The blizzard makes it even easier since most people don't go outside.

The Turk would normally be a bit trickier to get around, but you're fairly certain that he is on this task to keep Heidegger safe, not hunt for you.

At the end of the day, your attempts to hide from Shinra aren't particularly difficult for you, or even take that much effort. You stick to the underground when you can, making use of the shortcuts and back alleys you've found to avoid the main roads. If you see a Shinra footsoldier, or especially the Turk, you immediately move to another street, duck into a shop, or otherwise make yourself scarce.

It's not all that hard, but it does eat into the time you could use doing other things. Taking the scenic route during a blizzard does kinda stink, but oh well.

Better cold and miserable than tied up and dragged to Shinra tower…

[Greatly reduces the chance of being noticed by Shinra.]

Practice With Your Magic

D100= 75+ 29 = 104
Success!

With your newfound understanding of the staff and crystal, it felt like a good time to try and tap into them. Unfortunately, you had no idea how to do that, and no idea how to train yourself to do that.

So you found a quiet corner of the lower city filled with junk and started playing around with them (the staff and crystal, not the garbage.) Namely by firing magic blasts at said garbage

It was hard to say if you were learning anything by shooting bolts of magic at random trash heaps, but it felt like excellent target practice. Seeing if you could knock down specific targets without hitting the junk around them, or trying to knock a big pile down in a single blast.

Now that you knew what the Master's Staff was capable of, it was easier for you to feel how it influenced your spells. It helped you direct them and made them stronger but it wasn't like Materia, which gave you the knowledge of how exactly to cast a spell. The Master's Staff was supposed to enhance healing spells, not create them, which left you with a bit of a conundrum.

The healing magic stored inside wasn't enough to 'color' your spells. When you attacked with Ruin, it didn't tinge it with healing magic. Even when you cast Bio through the staff, it didn't purify or nullify the poison (as discovered when a giant rat attempted to interrupt your practice)

Clearly, you were going about this the wrong way, but that begged the question. How are you supposed to go about casting a cure spell? Normally you'd say "use Materia" but that wasn't an option.

… then again, you've cast healing magic without it in a pinch before, haven't you? Maybe the answer isn't in the staff, maybe it's in you.

Cloud always said that it was impossible to control a Limit Break. It's hysterical strength born from emotional turmoil, physical peril, or both. But even if you can't do it on command it's still an ability that you possess, one that isn't granted by Materia or training. If you can cast a healing wind, surely you can cast a cure spell.

You set down your staff, the poison Materia, and the Ice Magicite. You stepped away, closed your eyes, and tried to recall what was going through your mind back then. Desperation? Compassion? Love?

Cloud is on the ground, groaning in pain as he tried to force himself to his feet. His left arm was hanging limp and gushing blood, the Buster Sword on the ground in front of him. Your heart aches in sympathetic pain. On reflex, you raise your hands and-

"Heal!"

A warm glow emanates from your hands before it flickers and fades away.

It's not much, but it's a start.

[Aerith learns to cast 'Cure']
[Aerith's bond with the Ice Magicite? grows]


Arrange a Meeting With Ashe

D100= 98
Critical Success!
(QP assigned by @MagewyrmMira is refunded)

The funny thing is, you didn't plan to bump into Ashe today.

Due to the blizzard, people were doing everything they could to get to their destinations as quickly as possible. Taking shortcuts, walking briskly, rudely shouldering their way through crowds, that kind of stuff. Since you're trying to avoid running into any of Shinra's goons, you take extra care to either blend into crowds or take the scenic route.

It was during one such detour that you turned a corner and almost slammed right into Ashe. "My apologies." She said almost automatically and immediately stepped around you.

"Hey wait up!" You quickly catch up and poke your head in front of her. "Are you just gonna walk past without saying anything?"

"Oh!" Ashe jolted in surprise, having clearly not recognized you the first time. "Hello, Aerith."

"Are you okay?" You ask seriously. Now that you're looking at her, her nose and cheeks are red from the cold, and her expression looks unfocused.

"... I don't know. I just needed to think." Ashe shakes her head sadly, and for a moment you're reminded that ruler or not, she's barely an adult.

"Come on, let's go to my house and warm up." You say, more of a gentle command than a suggestion. To your relief, Ashe follows you.

In your defense, you never intended to pry her feelings out of her. You just intended to give her a warm and safe place to think. But after Ashe had a bit of warm tea she was off to the races

"The strange thing is, I obtained all the legitimacy and power I wanted on a silver platter, and that made adjusting to all the harder. It made me realize how unprepared I really was to be a Queen. Basch keeps trying to give me advice-"

"Oh, Basch… It's looking more and more likely that Basch has been innocent the whole time, and I've been hating the wrong person for years. The investigation isn't quite done but all signs so far say he is innocent."

"He wants to reclaim his spot as a Captain and serve me like he served my father. But will the investigation be enough to save his reputation? If it isn't, what will the people think of me employing a kingslayer?"

"Not to mention his injuries, just a new low that the Arcadians have sunk to. He's healing but most of his scars won't heal, only fade. I half wish the empire hadn't vanished, now they can't pay for their crimes."


Ashe stopped her rant, taking a moment to catch her breath. Only to suddenly flush as she realized she'd just spent the last few minutes unloading her worries on you.

"It's okay, it sounded like you needed to get it off your chest." You reassured her.

"… I do feel a bit better." She admitted.

"I wish I could give you better advice but… I'm not much for politics." It's sadly true. Living in Shinra's territory usually meant 'politics' was just dealing with Shinra. "Just try to think things through, and make sure you don't do anything that you'll regret later."

"That's alright. I didn't expect you to have any answers for me. I do apologize for my poor manners." Ashe said, regaining a bit of her poise. "I fear I've been a terrible guest. What do you wish to talk about Aerith?"

Rather than answer straight away, you hum and sip your tea. What do you want to talk about? There's so much to ask, so much to say, and so little time to say it all. So you have to ask yourself…

What do you want to talk about? (Pick up to 3)

[ ] Warn Her About Shinra: Let her know what you do about Shinra. It should help her avoid any unkind deals.
[ ] Offer Your Friendship: Let Ashe know that you're here for her. Queen or not, you care about her personally.
[ ] Ask About The Envoys: You're curious about the other Envoys, King Leo and Maester Seymour. What does Ashe think of them?
[ ] Offer to Train Together: Both of you are mages, you more powerful and Ashe more flexible. There's a lot you could teach each other.
[ ] Ask About the Hunter Clans: Ashe has lived in Dalmasca all her life right? Surely she would know more about the Hunter Clans than you?
[ ] Ask If You Can Help Her: She seems like she's in a tight spot right now. Is there anything you can do for her?
[ ] -Write In-

Bet you didn't expect there to be another vote here huh? But I figured you guys had a lot of things to ask or say. Initially, the limit was going to be 2 topics, but you got a Crit. Enjoy your princess tea party. Also, I had a hard time picking Vaan's dialogue color. His colors are light brown (taken by Ashe) White/Silver (A little weird, also I usually use grey for NPCs) and Red (Also weird, but good enough.) Don't let it be said picking the dialogue colors is easy.

Also, I know I said all QP spending would be final earlier. But it felt mean to use QP on a crit where it would do nothing. So add that to the list of impromptu house rules, QP will be refunded if the roll it's used on is a crit.

Voting will be open for 24 Hours

 
Last edited:
The Meeting with Princess Ashe
"Did I ever tell you that I used to live in Shinra's capital city?" You ask. "Before the Upheaval I mean."

"No, you didn't. At least not that I remember."

"Shinra… I have complicated feelings on Shinra, and Midgar." You say, putting it lightly. "On the surface, they fulfill every promise they make, safety, a supply of energy, a strong economy. But they never tell you about the real cost."

"That safety comes at the cost of armed soldiers with orders to kill anyone who disrupts the peace. That energy comes at the cost of the planet's lifeforce, and a slowly spreading ring of decay. Midgar has already killed several miles worth of wildlife, and it will only get worse. The economy is strong, but it's built on the back of oppressed people, while all the high-ranking Shinra employees reap the benefits."
Barret usually explained it better (and more passionately,) but you tried your best.

Ashe frowns, and you can almost feel her respect for them draining by the second. "I see. Heidegger has done his best to make Shinra and Midgar sound like a utopia. What is it really like?"

"Midgar has an upper and a lower city. The lower city is full of slums, shanty towns full of run-down buildings, and the occasional monster. We have our own monster-hunting militia because Shinra only hunts the ones that hurt their personnel or get in the way of their projects. I think Sector Seven has to use filters for their water, it would be too polluted to drink otherwise."

"And the upper city?" Ashe frowned.

"Beautiful, well-kept city streets, street lights, theatres for movies and plays, towering buildings, restaurants and opulent housing… People from beneath the plate are allowed to visit and work above the plate, but only Shinra employees and wealthy folks are allowed to live on the plate."

"So… Shinra inflicted the same kind of suffering that the Archadians did to my country… to their own people?" Ashe asked, expression full of disgust.

"It wasn't all bad, we survived even if it wasn't ideal. But in my experience, Shinra was made for the benefit of its board of directors. We pay them for the privilege of their 'protection' and in exchange, they take our money and make war machines, weapons, and supersoldiers."

For a moment you consider telling her about the plate being dropped, but decide against it. You're trying to get her to be cautious, not enraged. Besides, the man who ordered the plate to be dropped is dead.

"The original President Shinra was a power-hungry tyrant who would do whatever he needed to amass more power. Including going to war if he had to. His son, Rufus Shinra, is more reasonable and pragmatic than his father ever was, but he's still plenty ruthless when he wants to be."

"I'm not saying this to turn you against them but please, be careful. I doubt Rufus would be willing to start a war so soon after the Upheaval, but if Shinra can find a way to exploit Rabanstre... The board of directors won't hesitate to try."


"I understand. Heidegger did try to convince me to let them make a 'mako reactor' in Rabanstre. I haven't given them an answer yet, but it's clear to me now I have to refuse." You sigh in relief.

"But Aerith, the way you talk about them… Did they do something to you? Personally, I mean." She asked, looking slightly concerned.

"... Yes." You steadfastly stare at the cup in your hand, unable to meet Ashe's gaze. You're not sure if she would understand, even if you tried to fully explain it.

"It's a long story but… They thought I had something they wanted. So they abducted me. I didn't know what they were looking for or how to get it to them. They thought I was being obstructive on purpose. They intended to hold me there until I gave them the desired answer."

You raise your head and smile. "I didn't end up staying there for very long, I made friends with a group of freedom fighters a few days before. When they heard I was abducted, they came riding to my rescue."

"You sound fond of them."

"Of course. They were my dearest friends…" You felt a strange mix of nostalgia and melancholy swirling in your chest. All the warm memories you made with AVALANCHE bubbled to the surface, along with an emptiness where their absence ached.

"I miss them, but it's okay. I've made plenty of wonderful friends here too, and I like to think my heart is big enough for all of them. Freya, Alfyn… and you Ashe. If you'll have me."

Ashe paused for a moment, seeming equal parts touched and surprised. "Are you sure? I spent most of the time we've known each other lying to you. By omission if nothing else."

"I haven't told you everything about myself either. Aren't all charming young ladies allowed a little mystery?" You ask playfully. "Besides, you're only the second princess I've had the pleasure of befriending. And she didn't tell me she was a princess either."

"Really?"

"Yep! Her name's Yuffie, one of those freedom fighters I mentioned earlier. Although I will say, you act much more like royalty than she ever did."

"That's funny to hear. After spending so long as a runaway, I assumed my manners and poise had suffered." She said, despite looking perfectly dainty and princess-like as far as you can tell.

"Well, to be honest… Yuffie was a bit of a brat sometimes." You whisper conspiratorially. "We loved her all the same though."

"Are you always this cruel to your friends?" She asked, half joking

"Cruel? Me? Never. Brat is just a term of endearment." You make a big production of putting your hands behind your back and fluttering your eyelashes, trying to look 'innocent'.

Ashe quickly smothered a laugh. "Alright then. But if you call me a brat, I will hit you."

"Darn. Guess I'll have to come up with something different then."

The earlier melancholy is quickly forgotten as you joke around. Before long both of you are in high spirits, and as the tea runs out and Ashe seems ready to go, you get around to asking a question that's been on your mind for a while.

"Is there anything I can do to help you, Ashe?"

Ashe seemed ready to brush the question off before she slowly considered it. "Well, you've already said you aren't one for politics… There is one thing that comes to mind. You like traveling, don't you Aerith?"

You nod. There was a time where you hated traveling since it reminded you of how far you were from the place you called home. But before long all the sights and wonders of the world wormed their way into your heart. Even if your quest wasn't a happy one, you enjoyed most of your romp across the world.

Ashe reached into her pouch and produced a large, rolled-up piece of paper, which she spread over your table. It was a map, a roughly made one. "The Cartographer's guild sent me their… rough draft I suppose you would call it. They have been trying to map out the region around Rabanstre to the best of their ability."

"From what they can tell, the regions closest to Rabanastre are all unchanged. The Westersands, the Eastersands, and Giza Plain are all where they are supposed to be. But the further from Rabanstre you get, the more chaotic things get. At least, until you find a settlement."


"So… somehow the Upheaval didn't affect the regions directly around settlements? They're stable?" You ask, trying to wrap your head around it.

"Well, as stable as they can be. This blizzard isn't a normal occurrence, but compared to some of the madness outside… anyway, we're getting off track." Ashe pointed to a dot on the ocean, to the north east of Rabanstre. "They spotted a seaside town, but before we could make contact they were forced back by the blizzard."

"So you want to go check it out?"

"I can't leave Rabanstre right now. There's too much to be done." Ashe said apologetically. "I would send a messenger, but it wouldn't be safe for just anyone to make the trip. Also, if you do decide to go I want you to bring Basch with you."

"Basch? Why?"

"... He's been running himself ragged ever since he got back, trying to advise me and protect me. His old aches and scars pain him and there's rumbling amongst the other knights. Some think him a traitor, others support him. I know that a journey wouldn't be a picnic, but I think it would give him some time to get his thoughts in order and stretch his legs. And perhaps if he returned with good news, it would dull some of the suspicion to him."

"That sounds awful. No wonder he needs a break. We won't be going anywhere until the blizzard lets up, but once it does I'll see if I can't get the gang back together. Alfyn should be willing, I'd have to hire Shadow again. Freya…" You pause, realizing you have a great opportunity here.

"Since you have the reports from the Cartographers, have they spotted any long-lasting sandstorms?"

"Hmm… There have been a lot of sandstorms to the East, but I have no way of confirming if they were the one she was looking for." Ashe cautioned.

"That's okay, even if the one she's looking for isn't there, we'll be narrowing the net. I'm sure she'll appreciate that."

"It's been lovely talking with you Aerith, but I must take my leave." Ashe stood up.

You quickly get between her and the door. "Hold it! Before you go, when will I see you again? I can't rely on just bumping into you."

"My duties will keep me in the castle and upper city most days. We may not be able to meet in person that often, but there are other ways to stay in contact. You can write me a letter."

"Really? I assume I can't just send a letter to the princess."

"Normally, no you couldn't. But while I was leading the Resistance, we had plenty of hiding places for coded messages and letters. Come on, let me show you a few…"

[From now on, Contacting Ashe can be done as a personal action. The Action will be an automatic success unless outside forces intervene]
[Ashe has been warned of Shinra]
[Side Quest: Investigate Seaside Town to the Northeast of Rabanstre]
[Side Quest: Investigate Sandstorms to the East of Rabanstre]


Chaos Event: Cold Snap

Although the blizzard has ended, the cold weather persists. The wind has died down and the snow is mostly gone, but there are still patches of ice to be careful of. With proper preparation, being outside for long periods of time is uncomfortable, but not dangerous. As such, Rabanastre is attempting to return to operating normally. Sunstones are still being provided if needed.

Traveling is much easier without the wind, ice and snow, so the Envoys will be able to return home soon. In addition, the Cartographers are returning to their duties. Everyone hopes it gets a bit warmer soon though...

[HP Drain while traveling is slightly increased]
[Power of Ice spells is increased. Power of Fire spells is decreased]


I hope that the conversation was satisfactory to everyone! Give me a few days and Turn 4 will be up. I also think it's about time for me to finally update the map. I hope I don't turn it into an MS Paint Monstrosity
 
Turn 4

Local Events (Rabanastre)

Sunstone Ration: Continued

While the use of Sunstones has slowed due to the continued cold being less damaging than the blizzard, it has continued. As the supply of Sunstones dips lower and lower, the price is beginning to rise.

Some enterprising individuals have attempted to make more Sunstones in Giza Plain (an area south of Rabanastre) to cash in on the shortage.

[Sunstones prevent the "Cold Snap" event from impacting activities within the city]
[Sunstone prices are rising…]

Yevon Preachers Again

Some priests from Yevon have stayed behind, apparently in an attempt to convert the people of Rabanastre. Their persistence is admirable, but they don't seem to be making much headway convincing the hardy Dalmascans of anything.

[Some preachers stayed behind]

The Black Market?

Maybe it's not a big surprise, considering how many criminals were released from the Nalbina Dungeons, but according to rumor a Black Market is being formed in the Lower City. The only way to get in is to find it yourself, or be invited.

It may be for selling stolen goods, or illegal goods without worry or regulation. A bit of a sketchy place for sure, but some of the things they sell could be useful…

[Black Market emerges in Rabanastre]

Maps Are On The Way

According to the Cartographer's Guild, their aerial maps of the region around Dalmasca are estimated to be finished in 2-4 months. After that, the maps will be available for sale. That said, they stress that their maps made from the air won't cover things like forests, caves, and certain landmarks. They intend to fill those in by exploring on the ground, but that will come later.

[Dedicated little guys aren't they?]
[Map of the 'Dalmasca' Region will be available in 2-4 months]

World Events

Envoys Return Home

King Leo from Padarak, Heidegger from Shinra, and Maester Seymour from The Church of Yevon are all returning to their own domains now that the blizzard has cleared up, and most of their men are leaving as well.

That's not to say that all of them are leaving though. A few hunters from Padarak and priests from Yevon have stayed behind to ply their trade.

[The Envoys Return Home]
[What? There's not much more I can say here]

Rabanastre X Padarak Trade Route In Progress.

Work has started on charting and clearing a route between Rabanstre and Padarak. The young King and Queen have decided to open trade between their kingdoms, and are enacting a joint effort to clear the way and bring their people together.

It's not a proper alliance, not yet. But it could be the start of a long and beautiful friendship between the two kingdoms

[A Trade Route is being constructed between Rabanastre and Padarak. When finished, it will increase the wealth of both kingdoms, and allow items and travelers to flow freely between them]

Relations Between Nations

Despite the chaos of their initial meetings, so far the relations between Shinra, Dalmasca, and the Church of Yevon have been peaceful but tense. Shinra and Yevon strongly disagree on the use of technology and magic, a divide which has hampered their relations. While the use of airships still bothers the Yevonites, they seem to have slightly warmer relations with Dalmasca.

Ashe gave you a bit of insider knowledge, as thanks for your assistance. So far all 3 nations have agreed to respect each other's territory, and allow trade and travel freely between them. Talks for more specific agreements and deals are still a work in progress.

Shinra attempted to make a deal to place a reactor, but thanks to your warning Ashe refused. Apparently, placing a PHS tower is something that they are also considering, provided Dalmasca can provide the electricity for it. That deal might not be so bad, but you're fairly sure Shinra would charge for it…]

[Relations between Shinra and Dalmasca: Neutral]
[Relations between Shinra and Yevon: Cold]
[Relations between Dalmasca and Yevon: Neutral]


Turn 4 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.

Martial

[ ] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]

[ ] Explore the Desert Around Dalmasca: Now that the blizzard is gone there's less danger involved in exploring the desert. But should you explore around Dalmasca when you know other places to go further? [DC: 50]

[ ] Explore the Garamsythe Waterway: On your adventure, you charted a few paths in the Waterway, but according to Ashe there are supposed to be more, and of course, you might find more treasure too… [DC: 50]

[ ] Make Your Own Sunstones: You did a little research and found out how Sunstones are made. There are these black spires in Giza Plain south of Rabanastre that soak up sunlight and can be used to charge Sunstones. Apparently making your own isn't too hard, as long as you can handle the beasties that wander the plain. [DC: 50 Note: If successful, will lower the cost of building an underground garden to 0]

[ ] Practice Self-Defense: It felt like everyone but you took a beating at least once on that last adventure. Even if it's just a good strategy, you can't help but feel a bit guilty about letting them take the hits while you have to hang back. If you could fight with your staff and spells, maybe they wouldn't have to guard you so much. [DC: 60]

Diplomacy

[ ] Convince Your Friends of Your Quest: Alfyn and Freya certainly like you, Ashe and Shadow probably do. But is that enough to convince them to help you fight... whatever Chaos is? Maybe you should save this until you have proof... [DC: ???]

[ ] Partner With Alfyn: It just makes sense, doesn't it? A gardener and an apothecary will go great together, and he's a sweet guy. You don't have to broach the topic of Chaos yet, just a mutually beneficial agreement between friends. [DC: Auto Pass]

[ ] Check on Vaan: You're worried about the little guy. Is he still fighting rats in the Waterway? [DC: Auto Pass]

[ ] Indulge in Gossip: One of the best ways to keep an ear out is just to talk and listen. And boy do people have a lot to gossip around right now! Between the Envoys and the returning knights, a lot is going on right now. [DC: 30/70]

[ ] Visit the Cartographer's Guild: The cartographers are going to be back in action soon now that the blizzard has ended. They're the ones with first-hand information on the places around Rabanastre, including the locations you'd like to investigate. Maybe you should see if there's any info they're willing to share [DC: ???]

Stewardship

[ ] Grow An Underground Garden: On one hand, the cold snap isn't as bad as the blizzard was, so it will be a bit easier to actually start your garden. On the other hand, since it's still deathly cold outside, people are still rather aggressively buying up sunstones. They've actually gotten more expensive! [DC: 30/70.] (Costs 2 Funds to start up.)

[ ] Odd Jobs: Thank the planet it's warmer outside. Even if it's only a little bit. [DC: 20/60]

[ ] Go Shopping: There's plenty to buy in Rabanstre's shops, medicine, weapons, armor, magic items, so on and so on. It could be useful, but it's also going to be expensive. [DC: Auto/50/100

[ ] Sell The Magicite: From the way that the Magick shopkeeper described the Magicite, it's a very large, very expensive specimen. You have no doubt it would sell very well if you found the right buyer… [DC: Auto/50/90]

[ ] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]

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]

[ ] 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. Some of the former prisoners of Nalbina were Air Pirates, maybe they'd put in a good word for you? [DC: 70]

[ ] 'Acquire' an Extra Sunstone For Your Garden: Now that the blizzard is over, you're a bit less worried about your plants dying from frost, but you still need Sunstones to start an underground garden. And since the supply situation is getting worse, it would be difficult to get your hands on some. [DC: 50/90]

[ ] Find the Black Market: It's just a rumor for now… but there are whispers that a black market is forming in the lower city, where stolen and illegal goods are being sold. After Wall Market, you're not too keen on the idea, but they might have useful stuff down there… [DC: 80]

Learning

[ ] 'Bond' with the Magicite: You're not quite sure what you expect. Maybe you'll sit with the Magicite in hand and meditate? Maybe you'll try casting with it in your hand? All in the hopes that you'll feel something stir inside it [DC: 80] (Note: Uses Magic)

[ ] Get Alfyn's Help Picking Seeds: Alfyn knows which plants are useful, you know which plants are beautiful. Between the two of you, it shouldn't be too hard to populate a garden with plants that everyone will love. [DC: 40]

[ ] Monster Research: Maybe it's due to the close proximity to the Hunter Clans, but you've heard Rabanastre has a lot of information on monsters. Maybe it'll help you prepare for your upcoming journey, or maybe you'll find a hint about that monster in the Waterway. [DC: 40/80]

[ ] Attend a Yevonite Sermon: The Maester won't be there anymore, but it seems like a few preachers stayed behind. So you can still listen to a sermon if you'd like. [DC: Auto Pass]

In case you guys are worried about the adventure causing a huge delay I will say, I'm adjusting the way I do monster encounters to speed things along. Less dice rolls and individual action, quicker fights. Should help me keep things chugging along at a good pace. Of course, it's up to you if you wanna start an adventure now or do a little more work here before you do.

Voting will be open until Noon Tuesday the 12th

 
Last edited:
Turn 4-Results

Check On Vaan

Auto Pass

After meeting Vaan in the shallow part of the Waterway a few days ago, you started checking there every so often. You were worried you'd see him getting gnawed on by rats, or walking down the street covered in blood, but the first few times you checked there was no sign of him. And you weren't sure if that was because he stopped, or because he was strong enough to handle himself.

You got your answer when you heard the sounds of combat in his little training area and quickly ran to check on him. By the time you got there, he already managed to kill the rats but had a nasty gash in his side.

"Remember what I said about being careful?" You lightly admonish him, quickly casting Cure on him.

"I was doing fine. There were just more than usual." Vaan defended himself.

"Vaan, is there really nowhere else for you to train? Why are you so dedicated to hunting rats in the sewer?"

"Because I have something that proves I'm not just another Rabanstre street rat. A dream!" Vaan said passionately. "Maybe this is how my story starts, hunting rats in the gutter. But one day I'll say goodbye to this dusty old city and hit the skies! I'll be a Sky Pirate!"

He said it with a childish fervor that reminded you of Yuffie's proclamations, but beneath that was an iron will. A normal kid might give up once they got hurt or experienced true difficulty. But Yuffie didn't, and you expect neither would Vaan.

But you still didn't like the idea of him training in a dirty, disease-ridden sewer. So maybe you could find something better for him to do…

"Hey Vaan, want to help me make some Sunstones?"

[Got closer to Vaan]
[He's actually pretty good at fighting for his age…]


Make Your Own Sunstones

D100= 67 + 12= 79
Success!

The Giza Plains were directly south of Dalmasca. The harsh desert sands were replaced by dry, cracking dirt with sparse plant life. More of a dry savannah than a desert.

The monster population wasn't too bad really. There were a few territorial horses-like creatures called Sleiphner, but they left you alone as long as you didn't invade their space. There were also Hyenas (they looked more like wolves to you) which were aggressive, but if the leader of the pack went down the rest would scatter.

Between your spells and Vaan's knife, it was easy enough to make your way to the nomad village in the center and get your hands on the tool you needed, a smooth black stone called a shade stone. Now, according to your research, all you had to do was press it against the glowing stone spires that dotted the Plains

"Have you ever been to Giza Plains Vaan?" You ask

"Once or twice with Migelo I think. Only during the dry season, and I never got much further than the nomad village."

"Dry season?"

"Oh yeah, I hear this place gets flooded once the season changes. We're walking in riverbeds, they've just dried up for the season. I hear there's a completely different set of monsters during the rainy season too."

"Huh. I'll have to keep that in mind." You approach the first spire, a several-foot-tall stone structure that shone so brightly it hurt to look at. The two of you each take out a shade stone and press it to the spire.

The glow from the spire slowly recedes, but as you look down at the shade stones, the jet-black rock is now a pale yellow color.

"That's good progress I think, let's find the next spire."

"I do have to ask, why sunstones?" Vaan questions.

"Well, there's a bit of a shortage due to the blizzard, and now the cold snap. So I'm sure yours will sell well if that's what you're worried about. I considered buying one but if I can make my own that'll really help my budget out."

"Makes sense…" Vaan looks at the stone in his hand. "Definitely going to sell better than rat pelts. Oh, uh. What are we going to tell Migelo?"

"Just say you were helping me with something. It's not a lie is it?"

"... I guess not."

You continue to the next spire, in comfortable silence.

[Sunstone acquired!]
[Cost of "Grow An Underground Garden" has been reduced to 0!]
[Maybe Vaan will find a better way to train]


Grow An Underground Garden

D100= 82+ 16= 98
Tier 2 Success!

This is what you've been waiting for. Your house is pretty nice, but it doesn't feel like yours if it isn't filled to the brim with pots, vases, and planters full of greenery.

You roll up your sleeves and get to work.

First things first, you clear out the chamber behind your house and cover a hole in the ceiling. You don't want anything crawling or flying down there to eat your garden, and with the sunstone you don't need it for light anymore.

Once you've fully prepared the chamber you come to your first real obstacle, where to put the sunstone. If you leave it on a shelf somewhere, the shelf will block most of the light. You need to find a way for it to be radiating light and heat across the whole room.

In the end, you find a lantern that will hold the sunstone without blocking off too much of the light, and hang it in the middle of the room.

Next came the planting itself but that was easy. Water from the waterway was free, and so was good old Dalmascan soil. The pots and planters weren't free, but they were pretty cheap and so were the seeds.

Before long you had all your pots and planters filled, but you soon realized another problem. Some of your seeds needed full sun, but the others needed partial sun. You weren't in any danger of them burning up, since a sunstone was ultimately much less powerful than the sun, but you still didn't think 24 hours a day of heat and light would be good for them.

Once again, the solution ended up being the lantern. It had a hood, which meant you could focus the light on one side of the room, or completely cover the stone up to turn off the light entirely. So once you decided the shade plants had enough time in the sun, you could cover the lantern up again.

… Although, you did have to rearrange the room to get the shade plants on one side and the full-sun plants on the other. Once you had the seeds all planted and watered, you said a little prayer and went to sleep for the night.


After a few weeks of hard work, you stopped to take a deep breath of fresh and fragrant air. Your garden was coming along nicely.

Some of the plants were new to you, brittlebrush, desert marigolds, desert poppies, and a flowering cactus, but you were lucky enough to find a few familiar ones too. Between your tender loving care, the sunstone, and the blessings of the planet, you had a beautiful (if slightly cramped) garden sitting right behind your house.

Now… what to do with it? You could go with the old flower cart routine, but would that work? In Midgar you had the distinction of being the only gardener who could make anything grow, literally no competition from anyone else. Dalmasca wasn't exactly drowning in florists, but it still wasn't as barren as back home.

You could try making products perhaps? You know some flowers and leaves are important parts of tea blends, perfumes, and incense, but you've never made anything to a professional level before.

Or maybe you could try making medicine instead? Alfyn taught you the basics, but you would need his help to make anything more complex than basic healing potions.

You weren't all that worried though. You had a garden, and that made you feel a lot better.

[Aerith has an Underground Garden!]
[Actions related to Underground Garden unlocked!]


Investigate The Hunter Clans

D100= 55+16= 71
Tier 2 Success!

From what you understand of the Hunter Clans, they tend to keep to themselves, only emerging from their Clan Halls for official business. That "official business" is usually undertaking requests as posted by normal citizens on the notice boards around town, or delivered directly to their clan hall by messengers.

Unless they told you, no one would ever know who was and wasn't part of a Hunter Clan. There was no uniform and being a member of a clan wasn't required to be a hunter, it just gave you access to better information and tools.

Considering that Clan Halls only allowed Clan members inside, and most of them were hidden, the only way for you to find a Clan Hall would be to find a Clan member. So, you set about doing that.

The plan you eventually settled on was to find a hunt posted on one of the notice boards and see who came to look at it. When you saw a sufficiently hunter-ish-looking person take the hunt or at least examine it, you would follow them. Not the best plan you've come up with, but asking around didn't seem to get you anywhere so it was time for a little more drastic action.

Your first couple of attempts didn't turn up anything. The hunters either went around town to all the perfectly normal, non-clan establishments or headed directly after their target. Although you did learn that Clan Hunters had a "Clan Primer" which served as proof of their allegiance.

Eventually, you got lucky, and the hunter (A Viera woman) led you to a building on Rabanstre's north end that you've never really given a second thought. But now that you give it a second look…

It's bigger than any of the buildings around it, several stories tall, and not broken up by any buildings or streets. As she walks inside you swear you see an extravagant staircase and several armed and armored people inside.

You must have been a bit too obvious in your staring because someone stomped up to you, a fearsome-looking Garif, a muscular, furred humanoid with large horns that reminded you of bird wings and a stone mask with a curved beak. He would have towered over you if he wasn't hunched forward.

"Yours is not a face I recognize. Are you interested in Clan Centurio?" Despite his fearsome appearance, he didn't seem angry or defensive, just curious.

"I am."

"Hmm… If you wish to prove yourself, you must bring evidence of a great deed. A trophy from a fell beast, the recommendation of another clan member, or a certified hunt under your belt. Or perhaps you have business with a clan member, in which case I recommend sending a letter. However, as you are not a clan member, you will not be allowed inside the building itself. I apologize for the inconvenience."

"Thank you for the information." You give him a little curtsy. He nods his head and walks back inside. After admiring the Clan Hall a bit longer, there's nothing for you to do but head off.

'So I can show up with proof of my hunting skills… or send them a letter. Not sure which one will get me further, but I know which one will be easier…'

[Actions relating to Clan Centurio unlocked!]

'Bond' With The Magicite

D100= 52+ 29= 81
Success! (By 2 points!)


You had no idea what you were doing.

When the word "Bond" came to your mind, it made you think of friends, of family, of getting to know people. But all of that applied to living, breathing, sentient beings. How did you bond with a rock? It wasn't like Materia where you just put it in the slot and it all came naturally.

After a few attempts at casting magic with it in hand, or staring at it, or even trying to polish it, you found yourself lying in bed and talking to it.

"Ever since the Upheaval I've been thinking about magic and Materia. Even after I knew that Shinra was full of bad people, and making artificial Materia was destroying the planet, I never stopped using it. Sometimes I felt guilty about using it, other times I waved it off, 'I need Materia to use magic' I thought to myself. But maybe I was wrong."

"All these people can cast magic without Materia and… I think I can too. But that just makes me wonder. Was I not trying hard enough before? Or are the rules different now that the Upheaval has happened?"


You gently turn the crystal over in your hand, staring at the pleasantly cool stone like it might give you an answer. When nothing happens, you sigh and keep talking.

"I don't even know how much of Gaia came with me. I can still talk with the planet, but even that seems different than it used to. The world seems less scarred than it used to, but it's also wild and chaotic. Not to mention wish Shinra and the Mako reactors around, it might not last."

"Chaos is here too, and I still don't know what… his, it's…? I don't know what its goal is, just that it has the planet terrified. The last time the planet was this horrified was JENOVA and… Sephiroth."


The thought of the silver-haired First Class Soldier made you wince as a phantom pain echoed through your sternum

"... I wonder if he's here too. Is it wrong of me to hope that he's gone? That would either mean he no longer exists, or that he ended up somewhere that isn't here. It would be awful if he was inflicted on some poor unsuspecting town but… some selfish part of me would just be glad to never see him again. Not very heroic of me, huh?"

You smile weakly at the Magicite, not sure if the self-deprecation made you feel better or worse.

It takes you a moment to realize the eye you're gazing at isn't yours. Rather than your bright green being reflected in the crystal, there's a light blue eye looking at you, seemingly from within the Magicite.

You jolt in surprise surprise and fumble the Magicite, which clatters unceremoniously to the ground. By the time you pick it up again, the eye is gone, and all you can see in it is your own reflection.

But as you hold the crystal again, it feels different. Like it was more… open now. As if some seal had been in place, and now it was broken.

Ice coats your fingertips, but you don't feel cold in the slightest.

[Bond with Ice Magicite has been strengthened! New effect identified!]
[Ice Attunement: The bonded hero becomes Resistant to the Ice and Water elements. The bonded hero also becomes Weak to the Fire element]
[Magicite Spells: The bonded hero may cast Blizzard as if using a level 1 Ice Materia]


Chaos Event: Double Trouble


[Turn 5 will have 2 Chaos Events instead of 1]
[New Chaos Events will be included in Turn 5's Events]
 
Turn 5

Local Events (Rabanastre)

Sunstone Ration: Ended

The Cold snap has finally ended, and temperatures have returned to normal in Rabanstre. The supply of Sunstones in Rabanastre has been severely diminished, but it was enough to keep everyone warm in the end.

Rebuilding the stockpile of sunstones will take time, and until then there will be plenty of enterprising individuals looking to make and sell them.

[Sunstone prices will drop in 3 Turns]

The Kingslayer

Somehow information about Basch's return to the knights has gotten out, and rumors have started flying. You know the truth of course, but the population of Rabanstre seems convinced he has somehow hoodwinked Ashe.

Some knights stand with him, some knights stand against him, and it's only by Ashe's authority that he hasn't been exiled or worse. Though there is ample evidence for his innocence, the court of public opinion is proving harder to sway.

You expect the unrest will die out sooner or later, but for now, things seem… tense. In Rabanstre.

[Mild Unrest in Rabanastre]

Thick Sandstorm

The sandstorms to the East that the cartographers spotted have persisted. Not just persisted, but gotten even stronger. It's covering an entire segment of the desert and preventing maps from being drawn.

The cartographers seem to be giving up on mapping out that region, but perhaps that uncharted region is hiding what Freya seeks.

[Could that sandstorm be hiding Cleyra?]

Maps In Progress

Outside of the region covered in sandstorms, which the cartographers have more or less abandoned, mapping out the region around Dalmasca has been going well. According to Ashe, the maps will be finished by the end of the month.

[1 More Turn until Maps are finished]

World Events

Rabanastre X Padarak Trade Route In Progress.

The Trade Route isn't finished yet, but will be soon. Rabanstre seems excited for the Route to be finished, with many traders and merchants preparing their goods to make the trek.

[Estimated Time to Finish: Next Turn]

Chaos Event: Time Compression (Yevon)

According to reports the area around the Church of Yevon has… ceased moving.

The air does not flow, the waves do not crash against the beach. Even people who move too close begin to feel themselves slowing down as they enter the region.

No one knows how such a thing is possible, but everyone prays that it is not permanent

[All actions within the Church of Yevon's region will be suspended until the next turn]

Chaos Event: Paradox Rift

Something happened that you can't quite explain. It feels like something is wrong, like something has changed. Not with you, but with the planet itself. It's not a foreign threat more like… something has gotten twisted.

It feels like the planet wants you to fix it, but it's impossible for you to tell where it is.

[Something in the world has changed…]
[If you find it, you can resolve it. But it won't be easy.]


Turn 5 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.

Martial

[ ] Go On An Adventure: Ashe brought some interesting things to your attention. Sandstorms to the East, and a seaside town to the Northeast. Maybe you should visit one? Or both if you can? Basch will come along if you're headed to the seaside town, Freya if you're headed to the sandstorms. Alfyn will come along either way, and of course, you'd have to pay Shadow to come. [DC: None. Triggers "Adventure" phase at the end of the turn]

[ ] Explore the Desert Around Dalmasca: Now that the blizzard is gone there's less danger involved in exploring the desert. But should you explore around Dalmasca when you know other places to go further? [DC: 50]

[ ] Explore the Garamsythe Waterway: On your adventure, you charted a few paths in the Waterway, but according to Ashe there are supposed to be more, and of course, you might find more treasure too… [DC: 50]

[ ] Hunt To Impress Clan Centurio: You need to bag a dangerous enough monster to impress the Clan, and bring home proof that you did it. It won't be an easy task, but it might be enough to get you in the front door of the Clan. [DC: 80]

[ ] Make Sunstones To Sell: Even though the blizzard and following cold snap are over, the frigid weather has people scared of a potential repeat. Sunstones are a hot commodity, and you could make good money selling them. [DC: 40/80]

[ ] Practice Self-Defense: It felt like everyone but you took a beating at least once on that last adventure. Even if it's just a good strategy, you can't help but feel a bit guilty about letting them take the hits while you have to hang back. If you could fight with your staff and spells, maybe they wouldn't have to guard you so much. [DC: 60]

Diplomacy

[ ] Convince Your Friends of Your Quest: Alfyn and Freya certainly like you, Ashe and Shadow probably do. But is that enough to convince them to help you fight... whatever Chaos is? Maybe you should save this until you have proof... [DC: ???]

[ ] Partner With Alfyn: It just makes sense, doesn't it? A gardener and an apothecary will go great together, and he's a sweet guy. You don't have to broach the topic of Chaos yet, just a mutually beneficial agreement between friends. [DC: Auto Pass]

[ ] Try To Meet Montblanc: Montblanc is the head of Clan Centurio, the Hunter Clan you've been investigating. He has a business adress, so you could send him a letter. You're not sure if the leader of a Clan would be willing to make time for you, but he would be a great ally [DC: ???]

[ ] Indulge in Gossip: One of the best ways to keep an ear out is just to talk and listen. The whispers seem to have taken a much… darker tone now that Basch has been revealed. [DC: 30/70]

[ ] Visit the Cartographer's Guild: They'll start selling maps soon, but until they are 100% convinced of its quality, no maps for anyone. You understand why they want to check and double-check the accuracy, but the wait is brutal. Maybe you should see if there's any info they're willing to share. [DC: ???]

Stewardship

[ ] Start Selling Flowers: This is what you used to do back in Midgar, gather up some of what you've grown in your garden and sell it. You'll have to get a cart or a wheelbarrow to use, but after that nothing will stop you. If you start doing it once or twice a week, you might make a lot of money. [DC: 40/100]

[ ] Odd Jobs: Your usual thing. Now that everything has gone back to normal there's surely some chores that need doing. [DC: 20/60]

[ ] Go Shopping: There's plenty to buy in Rabanstre's shops, medicine, weapons, armor, magic items, so on and so on. It could be useful, but it's also going to be expensive. [DC: 0/50/100]

[ ] Home Brew Potions With Alfyn: Between yourself and Alfyn, you're sure you could make some good healing items for cheap. You can either sell them later or use them for an upcoming adventure. [DC: Auto Pass. D100 roll will decide the quantity and quality of items made]

Intrigue

[ ] Acquire A Fake 'Trophy': It's dishonest of you, but finding or making a fake trophy to get you into Clan Centurio would be easier than hunting a monster yourself. If they find out it's fake though… [DC: 40/80]

[ ] 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. Some of the former prisoners of Nalbina were Air Pirates, maybe they'd put in a good word for you? [DC: 70]

[ ] Find an Easy Hunt: One way to open the door to Clan Centurio would be to solve an official hunt for them. If you work smarter, not harder, you might be able to score an easy win by finding a monster you're suited for killing. [DC: 70]

[ ] Find the Black Market: It's just a rumor for now… but there are whispers that a black market is forming in the lower city, where stolen and illegal goods are being sold. After Wall Market you're not too keen on the idea, but they might have useful stuff down there… [DC: 80]

Learning

[ ] What Could You Make?: Back in Midgar you only sold flowers, it was less about the money and more about bringing smiles to people. Now that money is a bit more of an issue maybe you should look into what you can turn those flowers and sprouts into. Perfume, incense, medicine… [DC: 40/70/100]

[ ] What is Magicite?: At first, you kept equating Magicite and Materia as the same thing in your head, but that's not quite true is it? If you study it you might be able to find out what's different about it [DC: 60 (Note: Uses Magic)]

[ ] Get Alfyn's Help Picking Seeds: Alfyn knows which plants are useful, you know which plants are beautiful. Between the two of you, it shouldn't be too hard to populate a garden with plants that everyone will love. [DC: 40]

[ ] Consult The Planet: You're not really sure how the ancient Cetra did it, or even how you are supposed to do it. But in times of need, the Planet has granted you insight before. Maybe if you tried meditating… [DC: 80 (Note: Uses Magic)]

[ ] Monster Research: Maybe it's due to the close proximity to the Hunter Clans, but you've heard Rabanastre has a lot of information on monsters. Maybe it'll help you prepare for your upcoming journey, maybe you'll find a hint about that monster in the Waterway, or maybe you'll find a good target to hunt for Clan Centurio. [DC: 40/80]

[ ] Attend a Yevonite Sermon: The Maester won't be there anymore, but it seems like a few preachers stayed behind. So you can still listen to a sermon if you'd like. [DC: Auto Pass]

The hardest part for me is always coming up with lots of reasonable options, Thankfully, I think some things I've been looking forward to are about to come up.

Voting Will Be Open Until 12:00 PM CST Monday!

 
Turn 5- Results & Adventure Prep

Consult The Planet

D100= 18 +29= 47
DC: 80
Failure

The Ancient Cetra were supposedly capable of communicating directly with the planet, interpreting its will, and drawing knowledge from the Lifestream itself. This is the sacred talent and ability that separates Cetra from humans, and the one that Shinra hunted you for.

You've never been very good at it.

That's not to say that you can't do it, or that you haven't done it before, but you've never been able to communicate with the planet consistently. Maybe it would have been easier if you were 100% Cetra instead of half and half, or if you had someone to teach you.

No use thinking about what-ifs.

There was no specific area you had in mind to try to commune. Normally you would head for an area surrounded by vegetation, but you were in the desert. So you went for the next best thing, a place where you felt comfortable.

That's how you found yourself sitting in the middle of your living room, on the floor, with a cup of tea by your side (supposedly good for 'mental focus') trying to block out everything else so you could try to feel the flow of the lifestream. It wasn't quite a meditation, but it was something close to it.

With all that preamble out of the way, you sit down, drink your tea, and try to focus your mind not on yourself, but on the planet beneath your feet. Trying to sense the warm flow you associate with the lifestream.



You completely lose track of the time, but at the very edge of your senses, you can feel it.



'Why is it that when the planet has something to tell me, it can shove its way into my head, but when I want to talk to it, there's nothing but silence.'



'Don't ignore me.'



It feels a bit like you're trying to plunge your hand into warm water, reaching down into the depths. But the best you can do is reach out as far as you can.



'I want to help, but I don't know what to do. Please, give me a sign or a hint. Something.'

Fingertips manage to scrape the very top of the flow before it recedes out of your reach once more.

You felt… something. It is not quite a vision and not quite a word; it is a sensation. The flow of the lifestream here is weak and shallow, but somewhere nearby is a place where it is closer to the surface. Where your connection would be stronger.

When you open your eyes, hours have passed and you have terrible cramps from kneeling down for that long. After standing up and stretching out your stiff and sore limbs, you come to 2 realizations.
  1. You need to get pillows the next time that you try this
  2. You're still not very good at talking to the planet.
[There is a place you could communicate with the planet nearby, but you would have to reach Rabanstre to reach it]

Find An Easy Hunt

D100= 68+ 16= 84
DC: 70
Success!

"So I'm allowed to just take one of these?" You ask the bartender, showing him one of the bounties posted on the notice board. Each bar and tavern in Rabanstre had a notice board, containing everything from news to business dealings, and of course, hunting requests.

The bartender nodded, flashing a few copies of the bounty. You thank him and quietly take a few bounties off the board.

Public bounties are available to everyone, these are the ones that can be found in any bar, inn, tavern, and meeting spot in Rabanstre. Some hunts are taken directly to Hunter Clans instead, usually the dangerous ones with extra large rewards.

After gathering a few bounties you head to the nearest library, find a bestiary, and start trying to find a monster that you can see yourself defeating easily. It's… much harder than you expected.

One Hunt is aimed at a Wraith in the waterway, a haunting specter that leaves a chill in the air wherever it goes. The chill sounds like ice magic, and you're not sure if your own ice could hurt it. Plus if it's actually a ghost you wouldn't be able to poison it. If most of your magic is called into question… not a good idea.

Ghosts in the Waterway was apparently a common problem. According to rumor, there was also a fearsome flame spirit known as the Firemane which would run across the water, turning it to steam as it rampaged through the waterway—considering your newfound intolerance to flame trying to take it out would be a huge risk.

Another target was a creature called Greeden, a mutated Wooly Gator (Yes, it was an alligator with a shaggy wool coat, though it's mouth appeared to open sideways instead of up and down which was. Ick) that had left the Giza Plains to occupy the Nebra river east of Rabanstre. Compared to normal Wooly Gators it was stronger and more territorial, dangerous too.

That one seemed worth some consideration. It might have been dangerous on land and had no particular weakness to ice, but if you managed to attack with blizzard while it was in the water…

Speaking of Giza Plains, another one of your potential targets was a Sleiphner called Nazaran. Nazaran was larger and stronger than the rest of the Sleiphner herd, and more aggressive too. The reason that one caught your eye, is that according to the bestiary Sleiphner are weak to ice. Even if Nazaran is a stronger breed, that weakness should hold true.

The last target you seriously considered was a fish called a Razorfin. Despite its small size, it was known for ravenously attacking anyone who entered the water in the Garamsythe Waterways. You considered this one for the same reason you picked out Greeden. Water and ice.

'I wonder if Cloud ever put this much thought into his monster hunts?' The errant thought made you stop and consider. You've never seen Cloud stop and study monsters before, but he usually seemed to know what he was doing anyway. Maybe it was just a SOLDIER thing?

Shaking your head and getting back on track, you slide the hunts into a "yes" pile and a "no" pile. At the end, you have a stack of three good targets,

[Potential Hunting Targets: Nazaran, Greeden, Razorfin.]

Partner With Alfyn

Autopass

Getting Alfyn to show up at your house was as easy as inviting him to look at your garden. Alfyn, as an apothecary and former resident of a small farming town, loved greenery of all kinds and eagerly accepted your invitation.

The hard part was deciding what you wanted to say. With Cloud it was easy, he introduced himself as a mercenary so you hired him on the spot. After hanging around him for a bit it seemed like fate itself conspired to bring you together with him and AVALANCHE. But Alfyn is a pretty direct guy, so you decide your best option is to be direct with him.

"Hey Alfyn, would you be opposed to the idea of working together long term?."

"Not at all. To be honest I don't have much of a plan, other than plying my trade and helping everyone I can." Alfyn admitted sheepishly. "Why do you ask? Got something in mind?"

"I was just thinking… we're both a long way from home, we worked well together on that trip into the Waterway and you seem like a trustworthy guy so let's work together."

"Sure."

"... I didn't expect you to agree so easily. I was trying to prepare this big speech in my head to convince you." You complain, even though it's a huge relief really.

"Well, like I said I don't have much of a plan. Honestly, I was going to wander aimlessly like a Hedge Knight looking for good deeds to do. That plan didn't really change, even after the world got all… twisted. So I'd be happy to work with you more often."

"That's not the smartest plan I've ever heard of, but it does sound like something you'd do. Seriously though, thank you Alfyn. You're a treasure."

Alfyn chuckled and scratched the back of his head, seeming equal parts flattered and embarrassed by your complement. "So, do you have anything particular in mind?"

"Ashe shared a little info with me on what the cartographers found. There's a big sandstorm to the east, which might be what Freya was looking for. And there's a seaside town to the north that Ashe wants us to visit. Could I ask you to come with us?"

"Of course! New places and new people are half the reason I wanted to start traveling. When are we going?"

"Soon, but not quite yet. I've still got to tell everyone else and start making plans. Sometime between then and now I was hoping you could help me make some medicine for the trip?"

Alfyn agreed on the spot.

[Alfyn has officially joined your party!]

Home Brew Potions With Alfyn

D100= 60+ 16= 76

"I've been enjoying learning about Dalmascan medicine." Alfyn rambles as he grinds another leaf with his mortar and pestle. "Medicine to heal wounds and restore vitality are all called Potions, medicine to restore mental focus and magic are all called Ethers."

"And higher grade medicine gets 'high' or 'mega' put in front of it." You add, fairly familiar with the concept from your travels. "It's about the same thing where I come from. Which is odd, since they're so different otherwise."

"I think it was done to make it easier for normal buying stuff off the shelf. It's easier to say something is a potion or a pain killer than try to explain exactly what it is and what went into making it." Alfyn guessed

"It's weird to think that two completely different mixtures can have the same name isn't it?"

"A little. Back home we named most of ours after fruit." He said as he carefully started adding ingredients to the hot water on your stove

"Fruit?" You ask, gently stirring the mixture.

"Yup! Essence of Grape, and essence of Plum," Alfyn explained with a laugh. "It helps that the fruits themselves were good for people's health. Not as good as a proper tincture, but plenty for normal scrapes."

"I want to try one of your grapes now."

"Maybe we'll get lucky and find some." Alfyn took the mixture from the stove and examined it closely before nodding in satisfaction. "Back home we would call this essence of Plum, or Plum extract. But here in Dalmasca..."

He poured the mixture through a strainer, removing all the solid pieces and leaving behind only a bright blue liquid. He dropped in a small chunk of ice to cool it, and capped the bottle. "We would call this an Ether. I've heard these are good for mages, so it's yours to keep. "

[Gained 1 Potion and 1 Ether]

Adventure Preparation

You expect your upcoming journey to be different from the one you undertook before. The Garmasythe Waterway is a tight, cramped location with a lot of monsters. Traveling the countryside is a bit different—less of a sprint and more of an endurance match. Your party probably won't be at risk of getting taken out by any individual attacker, but getting tired and sloppy is the real killer.

So… what's your plan?

Goal

[ ] Explore the Seaside Town
Journey Length: Medium
Expected Difficulty: Easy-Difficult

[ ] Explore the Sandstorm to the East
Journey Length: Short-Medium
Expected Difficulty: Easy-Difficult

[ ] Do Both
Journey Length: Long (4-6 Days)
Difficulty: Difficult

Party Composition (Pick Up To 5)

[ ] Alfyn will accompany you no matter what.
[ ] Freya will accompany you if you decide to explore the Sandstorm, or both locations
[ ] Basch will accompany you if you decide to explore the Seaside town or both locations
[ ] Shadow can be hired for 1 Funds
[ ] Wakka may accompany you if you decide to explore the Seaside Town, or both locations

Supplies

Current Supplies: 2 Potions, 2 Antidotes, 2 Smelling Salts, 1 Ether, 1 Phoenix Down, 7 Shuriken
Current Funds: 3

Note: Your plan may include as many, or as few items as you wish, as long as the cost stays within your budget. It's up to you to decide how much you're willing to/need to spend.

Costs 1/4 Funds

Potion: Restores 5 HP.
Antidote: Cures Poison.
Eye Drops: Cures Blind
Smelling Salts: Cures Confusion
Gyshal Green: The preferred foodstuffs of Chocobo. Each Gyshal Green allows you to keep a rented chocobo for a day longer.

Costs 1/2 Funds

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.
Rent A Chocobo: Trained Chocobo can carry riders long distances without complaint. Adventuring on Chocobo back will let the party cover ground about 50% faster and easily pass some obstructions. For each day after the first, the Chocobo must be provided with Gyshal Greens, or they will quickly run home.

Costs 1 Fund

Ether: Specially made magical medicine that restores 5 MP
Remedy: A miracle cure that can heal all status effects

Strategy

Same as before, what is your party's plan for when it comes to a fight?

You are a Mage through and through, now packing a mix of poison and ice that can let you end a fight quickly, as well as some healing in a pinch.
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.
Freya is a Dragoon. She's tough, nimble, and can jump ludicrous distances, only to crash back down with a savage spear thrust.
Basch is a Knight. When you saw him underground he looked pretty ragged, but even then the men down there continued to call him captain. Worn down or not, the man is a veteran of combat.
Wakka is a... Blitzer? He bragged about bagging 'fiends' with a killer blitzball throw, but that seems a little suspect right?

(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 don't know why but writing has been like pulling teeth for the last few days. I'm a bit embarrassed it took me this long to scrape together a few thousand words. But I finally got there, and we're ready to begin. I do have some notes and questions though.

Those monsters in the 'Looking for a Hunt' segment you might remember as Hunts and Rare Game from FF12, though I've smoothed out the power balance a little bit. I can understand the Rare Game being stronger than their regular counterparts but some of them are like 50x times stronger which is. Hilarious, and makes no sense.

In more serious news, do you think I should keep the strategy tab? I know it's another thing for everyone to vote on, and it's a classic in certain games to have the ability to turn on your RPG companions as AI. But... I'm not 100% sure it adds anything. Like... will the voters get annoyed or angry if a character set to "Go All Out" refrains from healing the others even though that decision costs the party? What about if they break the script because I decide a move that goes against their strategy was better tactically? Part of me wants to remove the strategy tab and just assume everyone's on "Fight Wisely"

I also considered, for the first long-term adventure, allowing you to pick a "pace" for the traveling. Which would just be like. If you rush, you reach your destination sooner but are more at risk of ambushes. If you take a relaxed pace the HP drain from traveling is reduced, but you go through extra events because you have time to get into trouble. I axed it because it seemed like it didn't add very much.

Anywho, I'll get to the bookworm and cleaning up character sheets when I get a chance. I'm gonna pass out for the night.

Voting Will Close At 11:00 PM On Tuesday The 26th

 
Last edited:
Adventure: Finding The Seaside Town

Party Condition

Basch: HP: 15/15 MP: 0
Freya: HP: 12/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 7/7 MP: 12/12
Wakka: HP: 8/8 MP: 6/6

Supplies

Potion [x4]
Antidote [x4]
Smelling Salt [x2]
Phoenix Down [x1]
Ether: [x1]
Tent [x2]
[MagewyrmMira spent 5 QP to give the party 5 points of Luck]

"Wakka, this is Freya, Alfyn, and Basch." You introduce, pointing out each person in turn. "Everyone, this is Wakka."

"Hey." Wakka greeted, grinning widely.

"I will not complain about extra hands but…" Freya frowned as she gave Wakka a critical look, seemingly unimpressed by his 'weapon' of choice. "Why are you coming exactly?"

"A lotta places went missing after the… thing." He vaguely opened his arms as if to encompass the entire situation.

"I've started calling it the Upheaval personally." You chime in.

"Good name for it. Anyway, my home island went missing. Not the people on it, or the village, the entire island! But I did some thinking while I was stuck here. This has always been a desert town, ya? And even after the Upheaval, it's still a desert town. Besaid was next to the ocean, so it should still be next to the ocean now, ya?" Wakka reasoned

"So when I hear there's a town next to the sea up north, I have to see if it's Besaid." Freya didn't seem completely convinced, but her expression did soften considerably. She was looking for her own familiar settlement afterall.

Basch quietly took you aside. "This assignment was supposed to be a secret, was it not?"

"… Was it?" You ask honestly. Ashe didn't say anything about it being a secret right?

"I thought it was implied. After all, you would be traveling with a disgraced knight and former prisoner."

"Oh, right. That." You suppose that's true, especially considering the Dalmascans have been a bit on edge lately because of him. "Well, the rest of us already know you're a good guy, and Wakka's an outsider so he doesn't know. Once we're out on the road does it really matter?"

Basch raised his eyebrow, giving you a skeptical look "Does my status as a former prisoner not bother you?"

"Well…" All the original members of AVALANCHE were terrorists who Shinra imprisoned temporarily, Nanaki was captured for science just like you, you don't know if Yuffie was ever really imprisoned but considering her actions they probably would have if they could. So…

"No, not really. I think most of my friends have been in jail at least once." You reply flippantly.

Basch looked slightly concerned. Before he could say anything, Alfyn caught his attention and quickly started divvying out supplies.

A few minutes later, you were all ready to set out.

Day 1

Smooth Passage


The desert wasn't nearly as bad to traverse as you initially thought it would be, partly due to the Ice Magicite in your pocket, partly due to Alfyn's cooling presence, and partly because at Basch's suggestion, you traveled along the bank of the Nebra River.

It was still quite hot, but it was nowhere near as bad as you expected. In terms of monsters, it was downright peaceful compared to your jaunt through the Waterway. There were a few wolves, fat round birds called cockatrices, and squat little cactus monsters Basch identified as 'cactoids'

You weren't sure if they were related to 'cactaurs' or not but they seemed quite a bit less dangerous than them. Most of them saw your party of 5 and quickly scattered, or cautiously observed from a distance.

Nothing attacked your party, and after the first hour passed everyone relaxed a little. You were making good time, and nothing had jumped out at you

[The party makes excellent progress]
[HP loss from the heat is prevented by the Ice Magicite and Alfyn]


Treasure On The Banks

"Hey, I see something!" Wakka called out, pointing out what looked like a wreck beside the river.

"Do people use boats down this river?" You ask Basch.

"They used to. Nomads and traders would stop at villages along the bank of the river. After the Upheaval, many of them went missing."

You got closer to investigate the beached boat, a small vessel that probably would have been able to hold a few people at most. Large parts of it had been broken off, and the edges were jagged like they had been ripped apart violently. Some of the edges looked like they had been… chewed on.

"I couldn't find any tracks. Whoever's ship this was, it's been abandoned for a long time." Freya reported.

"Tracks don't last long in the desert, there's no way to know how long this has been here." Basch considered for a moment before adding. "We should check the ship for anything useful and leave the rest."

"Are you sure? What if someone comes back for it?" Alfyn asked

"There's no point. It would be simpler to build a new boat rather than reclaim this one. Besides, I would rather we use anything we can find than let it be lost to the sands."

Unable to argue with that, you quickly search the beached boat for any supplies. Most of what was inside was ruined, but you managed to find an unopened box with a Phoenix Down inside.

[Found 1 Phoenix Down]
[Traveling takes its toll. Everyone loses 1 HP]

Herb Gathering

"Hmm~" Alfyn hummed to himself as he carefully cut a few herbs along the river bank. While the desert was still pretty barren, even next to the river, there was more than enough for him to be excited by.

"I've never seen these before," Alfyn admitted cheerfully, holding up a stalk with several 3 pronged leaves on it. "But it seems pretty common around here."

"I believe that's an echo herb," Basch said.

"Huh, where'd the name come from?"

"They're commonly used in medicine to prevent silencing or sealing of magic, though they can also be used raw. I don't understand how exactly, but I'm sure an apothecary back in Rabanstre could tell you."

"Well, that settles it!" Alfyn took out a few empty bottles and began picking up sprigs of echo herbs. "I'll grab a few just in case. Won't use 'em in mixtures yet obviously, I'll have to test them first. But preventing the sealing of magic sounds good."

You all mill around and rest for a while while Alfyn picks his herbs, but eventually, Freya gets impatient, drags him to his feet, and insists you keep going.

[Echo Herbs x1]
[Alfyn Obtains Echo Herb Alchemy Sample]

[HP loss from the heat is prevented by the Ice Magicite and Alfyn]

Entering: The Shattered Lands

By this point, you were starting to get a bit antsy. It felt like things were going too smoothly and you were waiting for the other shoe to drop. So far it hasn't though.

You found a shallow part of the river the party could cross without resorting to drastic measures, and crossed to the other side.

The sun was starting to dip in the sky, but rather than slow down or stop, it actually encouraged you to keep going. The desert would rapidly cool as the sun set, meaning the evening was one of the best times to travel.

An ambush never seemed to manifest, but something else happened to put you on edge.

The Eastersands ended. Not with a smooth transition, but with a rough and sudden shift from sandy desert to savanna/grassland. It was like someone had forcefully slammed together two puzzle pieces that didn't fit together.

It was unsettling, to say the least, and only became more so as you looked ahead and saw the environment change again a mere half mile ahead. It reminded you of your first trek toward Dalmasca, loopy with exhaustion as you pushed through the odd patchwork the world had become.

"So the cartographers weren't exaggerating. The Eastersands should continue for several miles, before eventually leading towards the Highwaste. This is… different." Basch frowned, looking at the rough map he brought. "According to the map, the terrain will change several times before we get close to the town by the sea, then it should stabilize into a lush forest."

"Stabilize? So the areas around cities and towns are stable, but the wilderness isn't?" You guess.

"It's impossible to know for sure, but the region around Rabanastre is unchanged for several miles. From the sound of things the same holds true for Midgar, Padarak, and Bevelle. It seems likely that the regions around large settlements are mostly unchanged, but it may be a coincidence." Basch pondered out loud.

"At the very least it lends credence to my theory that Cleyra will still be hidden by a sandstorm." Freya reasoned, briefly looking to the horizon.

"Don't worry, we'll look for it on the way back." You reminded her.

"I know. I am simply… impatient."

[The party makes excellent progress]
[Leaving Dalmasca Eastersands and entering the Fractured Lands]
[Traveling Takes its Toll. Everyone loses 1 HP]


Ambush!

The only warning you got was a violently loud screech.

A massive black feathered bird seemed to descend from nowhere, its dark coloration making it hard to spot in the encroaching gloom. Everyone drew their weapons as soon as they heard the screech, but no one was ready for the creature to crash down next to Alfyn and Basch.

Basch was knocked back by an errant kick of the bird's talons but quickly recovered. Alfyn cried out as one of its large claws tore into his shoulder. "Why is it always me?"

The bird hovered mere feet above the ground, beady eyes full of malice as it prepared to strike again.
(DCs increased by 20 in the surprise round)
Zu: 2 Attacks Per Round. Targeting Basch & Alfyn
Claws DC: 70. Attack DC: 100

Basch tries to Evade!
D100= 45+ 30 = 75. Takes 3 damage from Attack

Alfyn tries to Evade!
D100= 15+ 21= 36 Takes 5 damage from Claws

Ambush Round Results

Party Condition
Basch: HP: 10/15 MP: 0
Freya: HP: 10/12 MP: 5/5
Alfyn: HP: 5/12 MP: 5/5
Aerith: HP: 5/7 MP: 12/12
Wakka: HP: 6/8 MP: 6/6
Enemy Condition
Zu: HP 20/20. 2 Attacks per Round.
Claws DC: 50. Attack DC: 80.

Round 1

Zu is Charging Sonic Boom!
Evade DC: 10+20 (Flying)= 30.
Sonic Boom: Auto Hit (Always goes last)

Basch Attacks Zu with a Debilitating Strike (Wither)
D100= 32+30= 62. Zu takes 5 damage and is afflicted by Wither!

Freya Jumps into the air!

Alfyn uses a Potion on Himself! Alfyn recovers 5 HP!

Aerith spends 1 MP to cast Blizzard on the Zu!
D100= 3 (Critical Failure!) Miss!

Wakka spends 2 MP to use Dark Attack on the Zu!
D100= 71 +23= 94. Zu takes 4 Damage!
D2= 1. Zu resists being Blinded!

Freya Crashes back down!
D100= 11+ 27= 38: Zu takes 6 damage!

Zu unleashes Sonic Boom! All allies take 4 damage!

"That's a Zu!" Freya identified. A moment later she threw herself into the air to get a better angle at her prey. The Zu raised its eyes to watch her sail through the air and seemed to consider trying to follow her.

Basch wasted no time in bringing his greatsword down on the Zu's clawed feet, slashing with the intent to shred the muscles and tendons. Behind him, Alfyn was taking the opportunity quickly down a potion.

Rather than attack the knight ravaging its feet, the monstrous bird landed and opened its wings. Your ears popped as the air pressure changed rapidly and a glow gathered on its wings. Was it charging something?

Ice rose to your fingertips as you called on the Magicite and hurled a spell in the bird's direction. To your dismay, the change in air pressure sent your spell ever so slightly to the side, but just enough to miss and fly into the distance.

Wakka had no such issues, clasping the Blitzball between his hands and shrouding it in a black mist before he hurled the sphere at the Zu's head. With a resounding Thwack! The ball scored a direct hit and flew back into Wakka's waiting arms. "I couldn't blind it!"

A spear lodged itself into the Zu's back as Freya came back down from her earlier jump, doing everything she could to spear the Zu through the spine, but her angle as off and rather than hitting bone she became stuck in the muscle

The Zu roared and flapped its wings, releasing the energy it stored.

A colossal burst of air briefly made you go weightless before you slammed into the ground so hard it knocked the air from your lungs. Nevertheless, you managed to stagger back to your feet, and so did your friends.

Round 1 Results

Party Condition
Basch: HP: 6/15 MP: 0
Freya: HP: 6/12 MP: 5/5
Alfyn: HP: 6/12 MP: 5/5
Aerith: HP: 1/7 MP: 11/12
Wakka: HP: 2/8 MP: 4/6
Enemy Condition
Zu: 5/20

Round 2

Zu: 2 Attacks per Round. Targeting Freya and Aerith.
Evade DC: 10+ 20= 30 (Flying)
Claws DC: 40. Attack DC: 70. (-10 Wither)

Freya & Zu Attack each Other!
D100= 16+ 27= 43
Freya deals 4 damage to Zu!
Zu deals 3 damage to Freya!

Aerith spends 1 MP to cast Blizzard! Zu Attacks Aerith!
D100= 81+ 29= 100
Zu misses! Blizzard inflicts 4 points of damage!
Zu is slain!

Freya is the first to rise, and doesn't hesitate for a moment to throw herself back at the bird and stab it through the wing, eliciting a massive screech of pain. The Zu lands heavily on the ground, and furiously flaps its wings, finally managing to dislodge Freya's spear from the wound and send her sprawling.

You can feel your limit break bubbling to the surface, but before you can use it the Zu's beady eyes landed on you and it quickly charged forward. On instinct, you call another blizzard to your hand, but this time, you don't miss. A tiny shard of ice flew into the bird's open beak and disappeared down its throat.

You closed your eyes a moment before it burst.

Battle Results

Basch: HP: 6/15 MP: 0
Freya: HP: 3/12 MP: 5/5
Alfyn: HP: 6/12 MP: 5/5
Aerith: HP: 1/7 MP: 10/12
Wakka: HP: 2/8 MP: 4/6

[All participants gain 2 EXP]

Once the battle is over, the adrenaline quickly leaves your system, the limit break slips away, and your entire body aches from where the gust of air hits you.

Not that anyone else looks better. Freya is rolling her shoulder from where she hit the ground, Alfyn's bandages are covered in sand, Wakka is hunched over with his hands resting on his knees. Even Basch winces as he puts his sword back in its sheathe.

"I think we're done for the day. Let's set up the tent." You announce.

Not a single person complained.

Camping (Consumed 1 Tent)

The tent is pitched in the middle of what feels like a wasteland. Not quite a desert, the ground is made of barren rock and stone instead of sand, but just as lifeless.

Not the most pleasant place to set up camp, but it could have been worse. And with the enchanted tent, there would be no worries about monsters attacking in the night. So you could put all your energy towards healing your wounds and resting.

"It may not feel like it, but we've made excellent progress today," Basch said looking at the map. "It's hard to measure distance on this map, but we should be more than halfway there."

"I don't mind camping, but it'll be real nice to be in town again soon," Alfyn said absently, not removing his gaze from the mortar and pestle.

Freya and Wakka seem pensive. After a bit, you worked up the energy to ask what was wrong.

"When I look at the land all I can do is wonder what happened," Freya replied, looking past your campsite to one of the jagged edges, where the wasteland you camp on suddenly changes to a field of snow. "What could have done something like this?"

"I know what you mean. It's like the entire planet is… a kaleidoscope or broken glass." You can't even begin to try and contact the planet here. Your connection is fractured. As for what did this… 'Chaos' is the answer that comes to your mind. But how do you explain it? You've never seen it aside from a vision, and don't know anything about it other than the planet seeing it as a threat.

You were about to try anyway when Wakka cut you off.

"Sin," Wakka suggested wholeheartedly

"Sin?"

"Sin is the biggest, baddest monster to ever exist. It's the only thing I can think of powerful enough to do something like this, and cruel enough to carry it out."

Wakka proceeded to spend the rest of the night telling you stories about Sin and Yevon. You tried to listen. You really did! But you were really, really sleepy…

[Rest restored 60% of HP and 20% of MP]
[Alfyn brewed a Potion using ingredients he found along the way]
[No chance of an ambush due to tent]


Day 2 (7/11)

Party Condition

Basch: HP: 15/15 MP: 0
Freya: HP: 10/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 5/7 MP: 12/12
Wakka: HP: 6/8 MP: 5/6

Supplies

Potion [x4]
Antidote [x4]
Smelling Salt [x2]
Phoenix Down [x2]
Ether: [x1]
Tent [x1]

Pleasant Breeze

When you set off in the morning, it was with a warm wind at your back and a spring in your step.

It helped that as soon as you crossed the border of the wasteland, you crossed a lovely meadow of long grass and wildflowers.

No monsters attacked, nothing got in your way or slowed you down, it was just… nice.

You nearly cried when you stepped over the next 'edge' and found yourself in desert sands again.

[The party makes excellent progress]
[Delays HP loss from travel]


Battle (Preemptive Strike!)

"Hold. I hear something."

Freya's warning immediately puts all of you on guard. All 5 of you freeze and carefully prepare your weapons.

You could only fairly hear a disturbance, a faint sifting or scratching in the dirt, shifting sand. But it was enough. When they burst out of the sand, you were ready. Instead of springing a trap on you, the monsters ran right into an ambush.

Ambush Round

Desert Sahagin [x4]
Evasion DC: 20 + 20 (Sand Veil)= 40
Rush DC: 50 Attack DC: 80 (Can't attack during Preemptive Strike)
Desert Sahagin Prince
Evasion DC 30 + 20 (Sand Veil)= 50
Jump DC: 60 Attack DC: 90 (Can't attack during Preemptive Strike)

Basch Attacks Desert Sahagin!
D100= 50+ 30= 80
Basch deals 5 damage. Desert Sahagin #1 is slain!

Freya Attacks Desert Sahagin!
D100= 66+ 27= 93
Freya deals 4 damage.

Alfyn Attacks Desert Sahagin!
D100= 76+ 21= 97
Alfyn deals 1 damage. Desert Sahagin #2 is slain!

Aerith spends 1 MP to cast Blizzard on Desert Sahagin Prince!
D100= 81+ 29+ 20 (Attacking Weakness)= 130
Aerith deals 8/5 damage. Desert Sahagin #3 is slain!

Wakka spends 2 MP to use Dark Attack on Desert Sahagin Prince!
D100= 44+ 23= 67
Wakka deals 4 damage. Desert Sahagin Prince is Blinded!

It felt cruel, almost. How immediately wrong the ambush went for the poor monsters. Sahagin by the looks of them, amphibious creatures wise enough to use tools but incapable of communication or negotiation.

You wonder briefly how aquatic monsters were found in a desert…

The first rose from the sand with a spear in hand and was nearly cut in half by Basch's two-handed swing. It died nearly instantly.

The second launched itself at Freya, who caught it's spear on her own and nearly broke the arm carrying it, making it easy picking for Alfyn to finish it off with a blow from his hatchet.

You personally caught the third with a blizzard spell and winced a bit as the ice tore through its body effortlessly. That's a temperature shock for you...

The fourth actually landed unharmed and brandished its spear. Primarily because Wakka aimed for the one in the back rather than attacking the fourth.

The fifth was armed with a larger and more ornate spear, as well as appearing quite a bit larger in stature. Once again Wakka clasped the ball between his hands, surrounding it in a black mist before he shot it at his target. This time, after striking the Sahagin in the chest, the black mist lingered in its eyes. Blinding it.

Ambush Round Results

Basch: HP: 15/15 MP: 0
Freya: HP: 10/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 5/7 MP: 11/12
Wakka: HP: 6/8 MP: 3/6

Desert Sahagin: HP: 5/5
Desert Sahagin Prince: HP: 4/8 Conditon: Blinded

They ran

The Sahagin just turned around and started running (swimming?) away as fast as their webbed feet could carry them.

Battle Results

Basch: HP: 15/15 MP: 0
Freya: HP: 10/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 5/7 MP: 11/12
Wakka: HP: 6/8 MP: 3/6

[All participants gain 1 EXP]

"Those were Sahagin I think. They're usually like, aquatic, and amphibious. What were they doing in the desert?"

"... Now that you mention it, that is strange…"

Apple Tree/Rest Spot

"We must be getting close. This resembles the forest that surrounded the town." Basch looked up at the forest before you.

The forest seemed fairly dense, but not particularly hostile or hard to navigate. From the outside looking in it was a sea of green, lots of big oak trees spaced just far enough to easily pass between them, but close enough that the canopy provided ample shade.

"This seems nice actually. At least compared to what we had to go through to get here." You lived in Midgar so you were used to barren wastelands, but you definitely didn't prefer them.

Once you crossed the threshold, the delightful atmosphere only intensified. It was warm, but the shade prevented it from becoming too hot, and the brush was short enough for you to walk through with no problem.

"Hey, you guys want some apples?" Alfyn asked. When you looked his way he pointed at a lone tree in a small clearing, its many branches laded down with big red apples.

"Absolutely."

"Hold my bag for me." He carefully pressed his medicine satchel into your hands and jogged over to the tree, where he immediately began climbing. Like any good country boy, he clearly knew how to climb.

A minute later he reached a branch that could clearly hold his weight, only to find Freya already standing there. "How did you get up here so fast?"

"..." Freya silently cocked an eyebrow.

"Right, stupid question." Alfyn grinned and started pulling apples off the nearby branches.

Later when he had safely gotten down, you all had a short break in the clearing and ate apples from the tree. They were juicy and sweet, some of your favorite adjectives to describe a fruit, and felt like a good, energizing snack for the trip.

[Everyone Recovers 2 HP]
[Everyone Recovers 1 MP]
[HP Loss from travel is delayed]


Battle?

The distant sound of combat forced you all to jog forward. With all the trees in the way you couldn't see who was fighting, but the sound of ringing steel was more than enough to spur you on. When you burst through the last of the underbrush and came into a clearing, you saw it.

A man covered head to toe in black armor, with a demonic visage and a jet black sword, surrounded by black mist and dozens of goblins.

Dozens of dead goblins.

The lingering dark magic made you feel uneasy, and you were about to suggest your party sneak around him when the black knight looked up and noticed you.

"Peace, travelers. I am Cecil Harvey, Knight of Lostime. May I ask your names?" He called in a rather refined tone, at odds with his intimidating appearance.

Basch stepped forward. "Basch Fon Ronsenberg, Knight of Dalmasca, and my companions. We seek a town along the coast, to open communication and trade, and to rest and resupply for the next leg of our journey."

"Then you are in luck. I can show you the way." Cecil sheathed his sword and beckoned your party forward. "A short distance from here is a cottage, and just past it is the town of Lostime. We simply follow the river."

The man easily turned his back to you and started walking away, pausing only to make sure you were following.

Without any better ideas, the 5 of you follow him

[To be continued in Interlude: The Lost Town of Lostime]

Sorry for the delay everyone, I've been getting destroyed at work these past few weeks. I was going to finish this yesterday, but I got called into work. This new battle system is quite a bit easier for me to handle, though if I dumbed it down more perhaps I could do it quicker.
 
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Interlude: The Lost Town of Lostime

Interlude: The Lost Town of Lostime

Lostime was an odd mix of impressive opulence, and the delightful quaintness of a small, tight-knit community. The entrance that Cecil led you to was an impressive stone wall with an arch over the gate, but upon walking inside you only saw a dozen or so buildings in what seemed to qualify as a 'town square'

In the distance, a grand-looking clock tower loomed so high that you could see it over every other building in the way, yet as you walked towards it, you could see another cluster of dirty more modern-looking industrial buildings across the river next to a small mountain.

Cecil brought you before the clock tower, which had a large circular fountain in front of it. "Welcome to Lostime. This is the clock tower, it serves as a central meeting place and timekeeper."

"We've just passed through the town square, I suppose you may also call it the commercial district. It holds the bank, fishery, general store, and cafe. East of the town square is the church, which lies on its own artificial island."


"Artificial-" Wakka stared, gobsmacked at the church, which was indeed sitting in the ocean, on a structure that was clearly man-made. "How in Yevon's name did you…?"

"I'm afraid no one knows. It was done a long time ago." Cecil said with practiced ease. "Perhaps one of the elder residents would know, but I doubt it."

"Across that bridge to the east,"
He pointed to the bridge on your right, "is the industrial district. I believe it is primarily responsible for making the clockwork used in the clock tower, as well as a general-purpose smithy. The bridge to the west will take you to the residential district, which is to say, the location with the largest number of houses rather than businesses."

"Didn't we pass a road on the way in? Where does that lead?" Alfyn piped up.

"The local farm." Cecil answered. "A little further in is a cottage in the woods, where one resident resides. I have been told the sound of the clocktower's bell… displeases her."

"Does this town have a leader of some kind?" Basch asked politely. "I wish to speak with them about potentially opening trade, communication, perhaps a road between us."

"Mayor Gale. I can take you to him. Will the rest of your companions be joining us?"

"No. I wouldn't want to bore them." Basch turned back to the rest of your party. "We'll reconvene later tonight."

With that, the two knights walked off in search of the mayor.

"Well! I don't know about you guys, but I need a drink." Alfyn said cheerfully. "Anyone wanna join me?"

"I intend to see if the smith has any experience working on weapons." Freya declined.

"I was gonna walk around first." You say.

"Wonder how their church stacks up to the Temples…" Wakka muttered to himself.

"Hah… Looks like I'm going all on my lonesome." Alfyn's cheer didn't diminish in the slightest. "See you later!"

With that, your party split up to pursue your separate interests.

Path Action: Inquire (POV: Alfyn)

When in need of good company and information, the first place one should seek out is the Tavern. Well, booze too, but you had a personal bias there. When you asked some townsfolk where a good place to get a drink would be, they all pointed you to the local cafe.

The door opened with a pleasant jingling of a bell, and a young woman's voice called from the back, "I'll be with you in a moment!"

You were lucky enough to arrive while there were no other customers, so you found yourself a seat by the window and sat down. A moment later a young woman emerged from the back room.

She was wearing a dark green dress with a white apron, fancy poofy sleeves, a wide bow at the back, and wrist cuffs. Her hair was a vibrant light blue, and while her eyes were a darker shade of blue, they were wide with a cute and innocent expression.

"I'm so sorry for the wait, Mr. Dardola is out right now." The young lady quickly walked over to your table. She looked slightly confused, or at least surprised when she locked eyes with you. "I'm terribly sorry I seem to have forgotten your usual order."

"Oh, no. This is my first time here. My name's Alfyn Greengrass and I'm visiting from a few towns over."

"Oh! It's been a long time since we've had any visitors. How rude of me not to introduce myself, my name is Meja." She curtsied.

"Nice to meet you, Miss Meja." You smiled. "I'd love to have something to drink and ask you a few questions, but what do you suggest?"

"Me? Um… how do you usually take your coffee?" She asked.

"I can't drink it black for the life of me, but I don't like to add too much sugar." You say. Coffee wasn't your drink of choice, but you'd never say no.

"I think I know just what to make you then." With a spring in her step, Meja went back behind the counter and got to work.

"How long have you lived in Lostime, Miss Meja?"

"Oh, since I was born I think."

"Like I said, this is my first time visiting so I'm really curious about this place. All the interesting people to meet, places to go, stuff like that."

"Well…" Meja frowned thoughtfully as she finished the brew. "There's the church, the general store if you want to do some shopping, Freja's smithy, the… clocktower."

That's odd, she hesitated. "Yeah, the clocktower's really something. Cecil took us over there when we first arrived. My little town didn't have one, but I've heard some of the bigger cities do. I haven't had the pleasure of hearing the bell yet."

As soon as the word 'bell' let your lips, Meja flinched and nearly dropped the drink. She barely managed to catch the cup, but in her fumble to catch it she lost her balance and fell over.
*Crash*
"Are you alright?" You quickly hop up run to the young lady's side. She's mostly unharmed, but the cup shattered and a few shards cut her fingers. They're all shallow, but they still look like they hurt.

"I'm really sorry!"

"Wait, why are you sorry?"

"I spilled your drink…"

"I'm more worried about you! Here, open your hands." You said firmly. Quickly opening your pouch, you pull out a few bandages, some tweezers, and a cloth. With practiced gentleness, you coax Meja into opening her hand and carefully sweep away the glass. Once you're satisfied you carefully wipe away the blood and bandage her fingers.

The door's bell rings again, as a very thin man with an impressive mustache/sideburn combo walks inside. As soon as he sees the glass on the floor and the bandages he quickens his pace. "Meja are you alright?"

"I'm fine Mr. Dardola. Alfyn patched me up. Sorry, I broke another one of your glasses…"

"It's fine, I have plenty more. If you're hurt though, you should go get some rest." Meja protested, but Dardola was adamant, and after a few minutes the young girl finally left.

"Thank you for the assistance, young man, and I apologize for the trouble"

"It's no trouble," You wave off the apology. "I'm an apothecary, it's what I do. You don't have to repay me or anything… but I would like a drink if that offer's still on the table,"

"Sure, it's on the house."

This time you wait until the drink is already in your hands before you speak up. "Can I ask you something Mr Dardola?"

"Of course."

"Meja freaked out a little bit when I said the word… bell." You see the man immediately stiffen. It must bother him too, but why? "Do you know why that is?"

"Yes, I am aware." He seems like he's about to leave it at that before he speaks again. "We've kept it to ourselves for so long... but I suppose as a visitor you really should know… In the clocktower is a bell. But it's not any ordinary church bell. We call it…"

"The Bell Of Oblivion."

Window Shopping (POV Freya)

"It's funny that our names are like, a letter removed from each other, huh?" Freja said. Despite working the forges, she was wearing what amounted to a crop top and shorts, with a large utility belt full of pockets around her waist, thick leather gloves sticking out of one pocket, and her orange hair kept out of her eyes by a headband.

"It is a strange coincidence." You admit. "Do you perform maintenance on weapons by chance?"

"Sure do. Want me to take a look at your spear?"

"I have been doing my best to maintain it, but I haven't had a chance to take it to a smith to get it properly checked for a while." You gently held out the spear, and after a moment the smith took it.

"Hmm…" The younger girl inspected the tip with a practiced eye. "Doesn't look like anything's really wrong with it. Just a bit dull. It might need a cleaning and a touch-up, but nothing too severe. Do you want me to just clean and sharpen it, or 'hone' it? Honing costs extra."

"Clean and sharpen for now. I am on a tight budget for the moment" You counted out some gil and left it on the table

"Alright, I'll get started right away." Freja pulled on her gloves and got to work.

"I've been meaning to ask… is that blade one of yours?" You pointed to one of the smithy's walls, where many tools and weapons were displayed. Most looked normal, with the exception of a rather extravagant-looking battle axe. But that wasn't the one that caught your eye.

It was a greatsword, though calling it that seemed almost dismissive. The blade was so long it would drag along the ground if carried on someone's back, it might well be longer than your lance, and so wide the flat side could be used as a shield. By comparison, the handle seemed almost tiny, and there were strange holes partway up the blade, but was that because of damage taken or by design?

"No. I bought it from someone." She only looked up long enough to confirm which blade you meant.

"Why? There's almost no chance someone will buy a blade like that."

"Poor guy didn't have much money on him, but he had the sword," Freja explained. "So I bought it at a loss. Even if I sell it I won't get all my money back, but I didn't really care about that. I gave him a headstart on a new life here, and I'd do it again."

"... That's very kind of you. Not a good business strategy, but very kind of you."

"Just felt like the right thing to do. He was refusing handouts, so I gave him a trade instead." Freja shrugged. "Now then, this should be nice and sharp now."

The smith handed the spear back to you, and you gave it a quick once over before nodding in approval. "Thank you for your work."

"And thank you for your business. Have a good day!"

Unexpected Reunion (POV: Aerith)

Lostime felt nice, relaxing even to traverse. No reactor billowing smog into the sky, no spreading circle of decay. For once the cobblestone roads and buildings didn't come at the expense of the life surrounding it. This is what a town should be like, you think. Clean streets, lots of people, but not too many people, and enough greenery to give the place some life.

You're so caught up in looking around that you almost don't notice the sound of someone running behind you. The sound rapidly gets closer and you turn around-

In time to slam face-first into a muscular chest. A stack of letters bounces off your head as you land on your back.

"Oh my gosh! I'm so sorry!" Wait a second. That voice…

"Cloud?!" Your eyes shot open in disbelief.

It has to be Cloud. There's no way it isn't. He's traded his SOLDIER uniform for a more casual outfit, and you can't see the Buster Sword on his back, but everything else screams to you that this is Cloud. His eyes, his face, his hair, the bemused expression.

"Cloud!" You jumped up so fast you made yourself dizzy, lunging forward and capturing your wayward friend in a hug. He squirms, but what else is new?

"Wait, wait, wait." Cloud gently pried your arms off, heat rushing to his cheeks as he pulled away. "Slow down, I haven't seen you in town before."

"Well, yeah. I just got here today. How long have you been here, Cloud?"

"A couple months I think?"

"I haven't changed that much have I?" You weren't really paying much attention to your appearance. Maybe the desert living made you look different?

"Um…hey. I know you seem to recognize me, but I… don't… recognize you." He says haltingly, apologetically.

"… what do you mean?" A heavy, cold feeling like a chunk of ice settles in your chest.

"I mean, I don't know who you are. You look… kinda familiar. But that's it." He averts his gaze, a movement so familiar it causes your heart to ache.

The ground may as well have fallen out from under you. You feel untethered. "But, you can't. You can't have forgotten everything! What about the church? Or, or that time I hired you as a bodyguard! The Buster Sword, AVALANCHE-"

"Just stop!" Cloud shouts, and you fall silent. When he looks at you, he's clearly pained, but there's no flash of recognition in his eyes.

"I don't know who you are. I'm sorry, but it's the truth." He says firmly. Without another word Cloud picks up the letters and walks away, not even sparing you a backward glance.

You want to chase him. You want to chase him down and drag him with you, force him to remember, scream until your throat gives out if you have to-

But as he turns the corner and vanishes from your view…

All you can do is feel your heart break.

You don't know how much time passes between then and Freya finding you, leaning against the side of one of the bridges and watching the river flow past you.

"What's wrong, Aerith?"

"Not gonna ask if I'm okay first?" You ask, voice slightly hoarse.

"It's pretty obvious you're not," Freya says bluntly. "So what's wrong? Is it something I can help with?"

"No. Probably not."

You expect Freya to walk away, but instead, she joins you on the side of the bridge, standing side by side. "You don't have to, but you'll feel better if you get it out."

It takes a minute for you to gather yourself enough to talk. "Ever since this whole Upheaval started, I've been trying to find my friends. I found one, but he doesn't recognize me."

"… I'm sorry Aerith. To be forgotten is a terrible thing." Freya said sympathetically.

"Mhmm. It doesn't feel like I found him at all. It feels like I got close, and then he was snatched away even further than before. He might remember, he might not."

"Is it wrong of me to wish I had a definite answer?"
You ask. "I know that there's a chance he'll remember some day, but somehow that feels worse. I almost wish I knew one way or the other, even if the outcome was bad."

"I don't think it's wrong of you at all. That uncertainty… can be worse than having closure"

Uncertainty. Like those days between Zack's disappearance and his death. When you hoped and prayed he would come home safe, not knowing his fate for sure either way. For some time afterward you still weren't sure.

Freya placed her hand on your shoulder, breaking you out of your thoughts. "Will you be okay?"

"… I will be. I can't say when. But I will be." Freya gave your shoulder a reassuring squeeze.

The two of you watch your reflections in the river for a while. Deep in thought.

Alfyn's Report (POV: Aerith)

Not quite sure if I should be writing this down or not but, I suppose it's best that I do that so I don't forget anything important.

First things first, the Clock tower is cursed. Or at least the bell is. The locals call it "The Bell of Oblivion" and up until recently it rang regularly and wiped the memories of everyone who heard it. No one seems to remember when it happened, or what did it, but they're adamant that the bell itself had that power.

The bell still exists, but it doesn't ring anymore. Apparently, the person who managed it went missing. I question why they wouldn't melt the thing down if it's destroying people's memories. Maybe there's some other reason for it?

Apparently, most of the long-term residents are immune to the bell now. When I asked Mr. Dardola how he just said 'A little bird' helped him. Someone who went missing during the Upheaval was helping people recover. But shortly after the Upheaval they went missing. Did they leave on purpose or get transported?

While the people who have always lived in Lostime have mostly regained their memories, the people who appeared during the Upheaval weren't so lucky. Poor Cecil, the knight who walked us in, apparently showed up around that time and lost a big chunk of his memories.

I don't know what to do with this information. There's nothing in my satchel that can combat memory loss, and it seems like it's a magical issue, not a physical one.

Shucks, I guess I'll just bring it to everyone's attention and see what happens.

All 5 members of your party fell silent as Alfyn was done reading his notes.

"I know that it's troubling, but I simply don't think there is anything we can do," Freya asserts. "Alfyn cannot cure amnesia, and none of us know the nature of the curse, nor how to break it."

"So that's it? We just… leave them as is?" Alfyn asks weakly.

"None of us want to leave them but… what can we do?" Your mind wanders back to Cloud. Even when you threw his memories back in his face he didn't seem to recognize them. Could it be that you were using the wrong memory? Or was there no way to jog them?

"We could try finding that person who was helping recover people's memories! They should know how to fix this."

"Where?" Wakka asked, not unkindly. "They could be anywhere by now, and we don't even know who they are."

"I think it is best if we stay the course," Basch spoke up. "There is nothing we can do for them, and we already planned our journey. Besides, the situation here is stable"

It's not the answer that you want, but he's right. Tomorrow, you'll return to your journey. Maybe one day you'll be able to do something for this town, and for Cloud. But for now…

[There's nothing you can do]

Adventure Restock

Wakka is now Level 2!

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

Please pick 1 new Class Trait

[ ] Sleep Attack: The user's weapon is infused with the ability to lull targets to sleep. [Costs 2 MP, has a 50% chance of inflicting the Sleep status]
[ ] Zombie Attack: The user's weapon is infused with the ability to corrupt healing and recovery. [Costs 2 MP, has a 50% chance of inflicting the Zombie status]
[ ] Bird-Killer: Flying monsters are difficult for some to defeat, but not you. [Passive. Increase Martial & Magic by 15% when targeting an avian/bird-type enemy. All attacks against such enemies deal 1 extra damage.]
[ ] Lucky: Luck is a fickle thing that only the foolhardy or desperate would rely on. But there's no denying that a bit of luck can turn the tide. [Passive: Boosts critical hit chance by 10%, but also increases critical miss chance by 5%]

Party Condition

[After resting at an inn the party is in perfect condition]
Basch: HP: 15/15 MP: 0
Freya: HP: 12/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 7/7 MP: 12/12
Wakka: HP: 10/10 MP: 7/7

Resupply

Current Supplies
Potion [x4]
Antidote [x4]
Smelling Salt [x2]
Phoenix Down [x2]
Ether: [x1]
Tent [x1]
Echo Herb [x1]

Current Funds: 1

Costs 1/4 Funds

Potion: Restores 5 HP.
Antidote: Cures Poison.
Eye Drops: Cures Blind
Smelling Salts: Cures Confusion

Costs 1/2 Funds

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
The Buster Sword: It's not like any of you can use it. It's too big for even Basch to wield effectively. But… it was Zack's sword, and then it was Cloud's. It feels wrong to leave it behind…

I'm not sorry for what I did. In the slightest. Even if I felt evil writing it.

Voting Will be Open Until Noon Monday the 9th

(I'm shaving a day off since it seems the Adventure votes tend to be pretty sedate)
 
Adventure: Into The Sandstorm

Party Condition

Basch: HP: 15/15 MP: 0
Freya: HP: 12/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 7/7 MP: 12/12
Wakka: HP: 8/8 MP: 6/6

Supplies

Potion [x4]
Antidote [x4]
Smelling Salt [x2]
Phoenix Down [x2]
Ether: [x2]
Tent [x1]
Echo Herb [x1]

[MagewyrmMira spent 5 QP to give the party 5 points of Luck]

Supplies Vote Results

[X] Buster Sword

Freja is kind enough to help you wrap the sword. Even using both hands, without trying to wield it actively, the Buster Sword has an impressive heft. By the time you've wrapped the entire blade, your arms are shaking with the effort of holding it steady.

"Are you sure about this?" Freja asks. The question wasn't malicious, she just didn't understand, and you weren't quite sure if you could explain it to her.

"I'm absolutely positive." You say, voice full of conviction.

"There is one thing I wasn't quite sure about. When I bought it the sword had a uh… decoration? I guess? I don't know what other purpose it could serve…" The smith rummaged around for a bit, and came back with a shiny sphere you knew well, a Materia.

"Do you want this too? I'll throw it in for free since I think it's supposed to go in the little holes partway up the blade."

Was it selfish of you to take her up on that offer, when she didn't know how valuable that sphere was?

"Sure." She handed it over, and you rolled the green sphere between your fingers, feeling a slight tingle as you did so.

Lightning. It was one of Cloud's favorites after all.

[Obtained Buster Sword]
[Obtained Lightning Materia]


Day 3

A Gift

Cecil was kind enough to walk you all into the woods, and once again you were struck by the strange disconnect between his personality and his appearance. He was kind and almost princely but you'd never seen him without the black helm that hid his eyes. Part of you wondered what he looked like underneath.

Nothing got in your way during the hours you traveled with Cecil, as if he were repelling the monsters with his mere presence. Considering you saw him defeat an army of goblins solo, maybe he was.

"You know, I hadn't really considered it. If you're a knight, should I call you Sir Cecil?"

"That's unnecessary, just Cecil is fine." He assured Alfyn. "Though… the title does seem familiar."

"If you don't mind me asking Cecil…" You pause, trying to decide the best way to word your question. "Are you a long-time resident of Lostime or did you come here after the Upheaval?"

"... After. However, I recall little before my life in Lostime. Sometimes I will receive flashes of recollection. An airship, soldiers marching in formation, a beautiful woman… a battle. Yet the details elude me, and trying to grasp them causes my head to ache."

"I'm sorry Cecil, that sounds awful."


"... It does bother me at times, but ultimately it is of little consequence. I am happy at Lostime, and they need a protector right now." He looked forward, expression unreadable behind the helmet.

You wondered if that was how Cloud felt too.

"I am afraid this is where we part ways." Cecil announced, after a few hours of travel.

"I must return to Lostime shortly. Before I depart, I have a gift for you Alfyn. As thanks for assisting Meja the other day." He reached into a pouch on his belt, and took out a small packet of seeds. "As an apothecary, I expect you'll find those seeds quite interesting."

"What do you mean by that?"

"According to Lady Stella, the flowers of Lostim have strange effects. I've never seen them in use myself, but if anyone could find a use for them it would be an apothecary."

"Thanks! Hey Cecil, next time we meet I'll buy you a drink." Alfyn promised.

Cecil chuckled warmly. "I look forward to it."

[Obtained Bag of Mystery Seeds]

Battle (Preemptive Strike!)

It didn't take long after Cecil left for you to hear something in the woods. But this time it wasn't just the sharp-eared and sharp-eyed among you to notice it. Every single one of you heard it.

Loud cries and some kind of inhuman chant, along with what sounded like the impact of weapons. As you collectively crept closer and peered through the brush, you saw them.

A band of goblins chittering and maintaining their weapons. It was impossible for you to make out the meaning, but the clubs and swords sure didn't make them seem peaceful.

Maybe you got too close, or someone was too loud, but the Chief's eyes strayed to you and they quickly bellowed a cry. At once the band started scrambling for weapons.

Your party struck first.
Goblin [x6]
Evade DC: 40
Attack: DC 60. Goblin Punch DC: 120. (Can't attack in Ambush Round)
Goblin Chief
Evade DC: 50
Attack DC: 70. War Cry: Automatic (Can't attack in Ambush Round)

Bach Attacks Goblin Chief.
D100= 100 Automatic Critical Hit!
Basch Deals 10 Damage! Goblin Chief is Slain!

Freya attacks Goblin #1.
D100= 84+ 27= 101
Freya inflicts 4 Damage. Goblin #1 is Slain!

Alfyn attacks Goblin #2.
D100= 73+ 21= 94
Alfyn inflicts 4 Damage. Goblin #2 is Slain!

Aerith spends 1 MP to cast Blizzard on Goblin #3
D100= 19+ 29= 48
Aerith inflicts 4 Damage. Goblin $3 is Slain!

Wakka attacks Goblin # 4
D100= 7+23= 40. Miss!
Wakka misses.

Basch charges with frightening speed, near instantly breaking through the other goblins as he reaches the chief and decapitates them in a single strike. The goblins were thrown into a panic, only a few managing to grab their weapons in time.

Freya and Alfyn tried to follow Basch, taking out a goblin each with a spear thrust and a hatchet chop respectively. One started to aim a shot at Freya before she could retract the spear, but you quickly caught them with a blizzard spell.

Of all people, Wakka was the only one to miss his shot. He was aiming for a goblin scrambling on the ground for a weapon, but the shot went wide and rebounded off the ground.

Your rash opening gambit left you all wide open, but more than half of your attackers were already dead, and only now had the goblins managed to grab their weapons and get ready to brawl.

Ambush Round Results

Party Condition
Basch: HP: 15/15 MP: 0
Freya: HP: 12/12 MP: 5/5
Alfyn: HP: 12/12 MP: 5/5
Aerith: HP: 7/7 MP: 11/12
Wakka: HP: 10/10 MP: 7/7
Enemy Condition
Goblins [x3]: HP: 4/4

Round 1 Rolls

Goblin [x3] All Targeting Basch
Evade DC: 40
Attack: DC 60. Goblin Punch DC: 120.

Basch & Goblins Attack Each Other
D100= 11+ 30= 41
Goblins inflict 3 damage to Basch each (Total: 9)
Basch inflicts 5 damage to Goblin #4. Goblin #4 is slain!

Wakka Attacks Goblin #5
D100= 59+ 23= 82
Wakka inflicts 4 damage to Goblin #5. Goblin #5 is slain!

Alfyn Attacks Goblin #6
D100= 57+ 21= 78
Alfyn inflicts 4 damage to Goblin #6. Goblin #6 is slain!

Aerith spends 2 MP to cast Cure on Basch
Basch recovers 5 HP.

The goblins immediately turned to Basch, the one who had killed their Chief, and mobbed him without mercy. A club caught him in the shoulder and a short sword managed to slash his stomach, but he managed to kill the last attacker in a mutual exchange.

Making up for his earlier mistake, Wakka caught one Goblin with a beautiful shot to the head, killing it before it could attack the knight again.

Alfyn also jumped to Basch's aid, quickly knocking the final Goblin down with a shoulder check and finishing it off.

Seeing that your assistance wasn't needed, you instead turn to Basch to heal him, straining slightly to form the spell you wanted before releasing it. It still wasn't easy for you to cast without a materia, but you were getting better at it.

Basch sighs in relief as the open cut on his stomach quickly stops bleeding. "You alright Basch?"

"Fine, thank you. Let's not wait around, in case more of them come back."

You can all agree with that sentiment.

Battle Results

Party Condition
Basch: HP: 10/15 MP: 0
Freya: HP: 11/12 MP: 5/5
Alfyn: HP: 11/12 MP: 5/5
Aerith: HP: 6/7 MP: 10/12
Wakka: HP: 9/10 MP: 7/7

[All Participants gain 1 EXP]
[Aerith regains 1 MP due to Manawalk]

[Traveling Takes Its Toll, everyone loses 1 HP]

Found Hearty Greens

On the edge of the forest surrounding Lostime, you found what looked like an unattended vegetable patch.

No one was quite sure if it was natural or not. There was no fence or wall around it, and no sign of any tools lying around that might have been used to maintain it. On the other hand, it was awfully square and well-kept for it to have been wild.

After a short debate, you dug out a few greens to add to your rations. Despite the common use of Gyshal Greens as Chocobo food, they were perfectly respectable food for people too. Though in your experience they tended to be a bit tough unless they were well cooked.

[Gain Hearty Greens.]

Quicksand

"Back to the desert…" You grumble as the terrain returns to sand once more. Wakka didn't seem too happy about the desert terrain either, but everyone else was fine. Freya and Basch were used to it, and Alfyn had ice magic to keep him cool

"This is good. It means we're likely on the right track." Freya said encouragingly.

"I know. I'm just not the biggest fan of the desert. Even if I have had a few months to get used to it." You sigh and close your fingers around the Ice Magicite, savoring the chill that ran up your arm.
Basch: D100= 81
Alfyn: D100= 17
Freya: D100= 67
Wakka: D100=16
Aerith: D100= 14
It happened nearly instantly. One moment you were on solid ground, the next your right leg sank into the ground, nearly toppling you. You managed to regain your balance after a moment, but by the time you did your legs were already trapped.

A little to your right Alfyn was sinking as well, while to your right Wakka raise his blitzball above his head to prevent it from sinking into the sand.

"Oh, Quicksand," Freya said, casual as can be.

"Why do you sound so calm?!" Wakka demanded, struggling wildly.

"Quit struggling you're making it worse! Just take a deep breath and wait there." Freya instructed. Naturally, it was a bit hard for you to calm down, but you did as she asked.

"Quicksand isn't as dangerous as most people think. If you don't struggle like an idiot, you'll be alright. All you have to do is drop anything heavy you're carrying and slowly work your way out. But since we don't want to lose any of our precious supplies, I just need you to hold on tight…" Freya tied a rope to the shaft of her spear and tossed it to you.
DC: 80
Freya: D100= 58+ 27+ 10 (Done this before)= 95
Success!
[Aerith escapes with no further damage]
Somehow you'd say being pulled out of the quicksand was a worse experience than falling into it. It felt a bit like two forces were pulling on you from different directions, one on your upper torso and one on your legs, trying to pull you apart.

After a few minutes of work, Freya managed to drag you onto stable ground, though you were unfortunately covered in sand. Still could have been worse.

"Wakka next, since he's sinking," Basch suggests calmly.
DC: 80
Freya: D100= 15+ 27+ 10 (Done this before)= 52
Failure
[Wakka takes 2 damage]
[DC reduced by 20]

DC: 60
Aerith: D100= 32+29= 61
Bare Success!
[Wakka escapes with no further damage]
[Aerith spends 3 MP]

Getting Wakka out was much harder, largely because he refused to let go of his blitzball, afraid it would sink into the quicksand. Freya tried to pull him out, but he was already deep enough that trying to pull him out normally wasn't helping much.

Fortunately, you came up with an idea. You cast Blizzard a few times, creating a large chunk of ice then dropped it beside Wakka. The ice floated near the top of the quicksand, allowing Wakka to use it as a handhold to help drag himself out. Once most of his lower body was freed, getting him out with the rope wasn't so bad.
DC: 80
Freya: D100= 57+ 27+ 10(Done this before)= 94
Success!
[Alfyn escapes with no further damage]

Thankfully Alfyn hadn't managed to sink as much as Wakka, and Freya was able to tug him out the same way she pulled you out of the sand.

Now aware of the dangers of quicksand, you decided to tread carefully going forward…

Party Condition
Basch: HP: 9/15 MP: 0
Freya: HP: 10/12 MP: 5/5
Alfyn: HP: 10/12 MP: 5/5
Aerith: HP: 5/7 MP: 7/12
Wakka: HP: 6/10 MP: 7/7

[Wakka lost 2 HP]
[Aerith lost 3 MP]
[Traveling takes its toll, everyone loses 1 HP]


Lucky Find

By this point, you've learned to stop being so surprised when you run into random crates scattered around the wasteland. You also didn't bother arguing about if you took what was inside or not, you just cracked it open.

There was Gil inside the crate. Like, A Lot of Gil inside the crate. Even after you split it 5 ways, you had quite a chunk of change.

[Gain 1 Fund]
[Aerith regains 1 MP due to Manawalk]


Camping (Consumed 1 Tent)

The greens ended up not being the most flavorful addition to your stew, but you couldn't really complain. They were healthy, hearty, and filled your stomach. You could see why Chocobos liked them so much.

"So what is Cleyra like Freya?" Alfyn looks down at his bag and sighs. A few of his ingredients slipped out or were ruined when he was in the quicksand, though thankfully all of his actual medicine was present.

"I have only been a few times myself." Freya stopped to think a moment before continuing. "The city of Cleyra is bonded to a grand tree, its entrance lies near the roots, and the city itself is nestled in the branches. There is a tunnel through the trunk that leads to the rest of the city, though the tree itself is still alive and thriving."

"Sounds like my kind of city," Wakka said.

"Mine too. You'll have to show us around when we get there."

"I will. I hope you like the antlion den."

"... Antlion?" Alfyn asked.

"You'll see." Freya said mysteriously.

"No seriously, what's an Antlion?"

[Rest restored 60% of HP and 20% of MP]
[Alfyn failed to make any medicine]
[No chance of an Ambush due to tent]
[Hearty Greens restore an additional 2 HP and increase Max HP by 1 for the rest of the adventure]


Day 4

Party Condition

Basch: HP: 16/16 MP: 0
Freya: HP: 13/13 MP: 5/5
Alfyn: HP: 13/13 MP: 5/5
Aerith: HP: 8/8 MP: 10/12
Wakka: HP: 11/11 MP: 7/7

Supplies

Potion [x4]
Antidote [x4]
Smelling Salt [x2]
Phoenix Down [x2]
Ether: [x2]
Echo Herb [x1]

Swampland

It might sound strange, coming from someone who generally loved nature, but you didn't like swamps or marshlands that much.

It was mostly just because they were wet and muggy, but it also brought up memories of the marshlands near Midgar. Being hunted by the Midgar Zolom (proper name: Midgardsormr) and then finding what Sephiroth did to one.

Ick.

Thankfully, this marshland was devoid of both giant murderous snakes and sadistic SOLDIER 1sts. Instead, it was full of frogs.

Not gigantoads, not aquatic or amphibious monsters. Just normal frogs.

Freya and Basch were arguing over the map trying to decide if this was a good sign or not. It ended up being a moot point once you crossed over and the desert sand stretched before you once more.

Hmm… which was worse. The desert or the marshland?

[Nothing happens.]
[Aerith regains 1 MP due to Manawalk]

Battle

'Sandstorm' didn't do it justice.

It was a towering column of swirling clouds of sand that seemed to sprout from the ground and reach for the sky. If the sun were behind it, the shadow it cast would no doubt stretch for miles.

Freya seemed invigorated by the sight, but the rest of your party was a bit… hesitant "Are you sure about this?" Wakka asked, squinting at the massive tornado of sand.

"I'm positive, this even looks like the desert around Cleyra. If we keep moving we should be inside in a few short hours." She looked ready to take off at a sprint.

"Don't let impatience get the better of you." Basch lightly chided the dragon knight.

"… Right. It isn't just that though. There really is no other shelter in between us and our destination. And since we used our last enchanted tent, we should try to get to Cleyra before we have to make camp."

"C'mon guys! There's plenty of daylight left and our goal's in sight!" Alfyn tried to energize you all with a call to action.

Unfortunately, something else heard him as well. The sand dune a few feet away seemed to explode, bursting open and disgorging a trio of giant scorpions with light brown shells the same color as the sand.
Sand Scorpion [x3] Targeting Basch, Freya, and Aerith
Evade DC 20+ 20 (Armored)= 40
Fire: DC: 50 Claws: DC: 90 Poison Counter: Activation chance= 50%

Basch & Sand Scorpion Attack Each Other
Basch D100= 26+30=56
Basch deals 5 damage to Sand Scorpion #1. Sand Scorpion #1 deals 3 damage to Basch

Poison Counter: d2= 2. Basch is poisoned!

Freya and Sand Scorpion #2 Attack Each Other!
Freya D100= 32+27=59.
Freya deals 4 damage to Sand Scorpion #2. Sand Scorpion #2 deals 3 damage to Freya

Poison Counter: d2= 2. Freya is poisoned!

Alfyn spends 1 MP to use Amputate on Sand Scorpion #3
Alfyn D100= 100 Critical Hit!
Alfyn inflicts 10 damage to Sand Scorpion #3. Sand Scorpion #3's tail is severed! Poison counter is disabled!

Aerith spends 1 MP to cast Blizzard on Sand Scorpion #2
Aerith D100= 71+ 29= 100
Aerith inflicts 6 points of damage to Sand Scorpion #2. Aerith evades Sand Scorpion #3's attack.

Wakka attacks Scorpion #2
Wakka D100= 66+ 23= 89
Wakka inflicts 4 damage to Scand Scorpion #2. Sand Scorpion #2 is slain!

Basch takes 3 damage from Poison!
Freya takes 2 damage from Poison!
Before Freya could jump, one of the scorpions was already on her, trying to bash her spear out of the way with its claw. She managed to land a hit on its chitinous body, but before she could dart away the lail lashed out and pierced her thigh.

Similarly, Basch managed to knock a pincer out of the way and partially crush its arm, but a moment later the tail jabbed into his shoulder. When the stinger pulled away, a thick fluid seemed to drip from the tip and the wound in Basch's arm.

The third scorpion set its beady eyes on you and charged forward, stabbing forward with its stinger. Before it could reach you, Alfyn made a heavy downward swing with his axe and caught the stinger in the perfect place.

A moment later, the stinger hit the dirt, and the scorpion writhed in agony.

Feeling safe for the moment, you decided to help Basch, sending a jagged shard of ice that dug into his scorpion's side and tore open its shell. Despite your attack, it still wasn't dead until Wakka sent his Blitzball into its head to finish it off.

One down, two to go. But Basch and Freya were wobbling....

Round 1 Results

Party Condition
Basch: HP: 10/16 MP: 0 Condition: Poisoned
Freya: HP: 8/13 MP: 5/5 Condition: Poisoned
Alfyn: HP: 13/13 MP: 5/5
Aerith: HP: 8/8 MP: 10/12
Wakka: HP: 11/11 MP: 7/7

Enemy Condition
Sand Scorpion #1 HP: 7/12
Sand Scorpion #3 HP: 2/12
Sand Scorpion #1 Targeting: Freya
Evade DC 20+ 20 (Armored)= 40
Fire: DC: 50 Claws: DC: 90 Poison Counter: Activation chance= 50%
Sand Scorpion #3 Targeting Aerith
Evade DC 20+ 20 (Armored)= 40
Fire: DC: 50 Claws: DC: 90 Poison Counter: Disabled

Freya attacks Sand Scorpion #1!
D100= 11+27=38
Freya's Attack bounces off the Sand Scorpion's shell! Freya takes 5 damage from the Sand Scorpion's Fire!

Basch Attacks Sand Scorpion #1!
D100= 31+ 30= 61
Basch deals 5 damage to Sand Scorpion #1!

Alfyn uses Concoct on Freya!
Curative Seed+ Potion+ Antidote.
Freya recovers 8 HP and is no longer Poisoned!!

Aerith casts Ruin on Sand Scorpion #3! Scorpion 3 Attacks
D100= 46+ 29= 75
Aerith inflicts 3 damage to Sand Scorpion #3. Sand Scorpion #3 inflicts 3 damage to Aerith. Sand Scorpion #3 is slain!

Wakka Attacks Sand Scorpion #1
D100 53+ 23= 76
Wakka inflicts 4 damage to Sand Scorpion #1. Sand Scorpion #1 is slain!

Basch takes 3 damage from poison!

Post Battle Recovery
Basch takes a potion to heal 5 HP.
Alfyn spends 1 MP to cure the Basch's Poison condition via Rehabilitate.

Freya cried out as a bolt of fire burst from the Scorpion's claw and knocked her down with explosive force. Alfyn froze, axe raised to finish off the scorpion that charged you.

"Don't worry about me, go help Freya!"

At your command, Alfyn ran to Freya's side, skidding to a stop as he quickly dug around in his bag and produced several bits of medicine.

Before the scorpion could make a move to finish off Freya or attack Alfyn, Basch brought his sword down in a heavy twohanded strike that smashed open its carapace. Wakka hit it again, just to make sure it was dead.

You faced down the stingerless scorpion, and to your surprise, it managed to make a final desperate lunge for you. Your quick, reflexive spell was enough to kill it, but not before the claw landed a low blow that knocked the wind out of you.

"You alright Freya?" Alfyn helped the Dragoon to her feet.

"Better now." She waved him off.

"Basch, if the scorpion got you, take this." Alfyn turned to his satchel once more and produced more medicine for Basch.

After a potion and a minute of Alfyn's doctoring, Basch was in much better condition. Once he was feeling okay, you pressed onwards.

Battle Results

Party Condition
Basch: HP:11/16 MP: 0
Freya: HP: 10/13 MP: 5/5
Alfyn: HP: 12/13 MP: 3/5
Aerith: HP: 4/8 MP: 10/12
Wakka: HP: 10/11 MP: 7/7

[Everyone gains 2 EXP]
[Traveling takes its toll. Everyone loses 1 HP]

Lost in the Sandstorm

As it turned out, reaching the sandstorm was only the beginning of your worries.

The wind buffeted you so fiercely that you had to keep a tight grip on everything you carried, lest it be knocked from your hand. Other than Freya, who was mostly protected by her helmet, all of you had to squint or cover your eyes to prevent yourselves from getting sand in them.

Even Basch, who by his own measure was used to stand storms, seemed miserable.

"Are you sure we're headed the right way?" Wakka shouted over the roar of the storm. Even with that, it was hard to hear him.

"If we just keep going straight, we should find the center!" Freya replied.

"What center? It's a storm!"

"Cleyra's sandstorm has a calm eye that it sits in. Once we reach the eye of the storm, we'll be safe to take shelter."

"What if it isn't Cleyra? What if this is just a storm?" Wakka demanded.

Freya didn't answer.

[Everyone loses 2 HP from wandering the Sandstorm.]

Guidance

After a while felt a… tug for lack of a better term. It was like something was trying to subtly point you in the right direction.

When you walked in the direction it wanted, the wind would lessen and you could move freely again. When you stepped away, it howled fiercely as if to discourage you.

You weren't quite sure if it was a good idea to follow it or not. But as the sand continued to tear at you and sting your body... you didn't really care if it was a good idea or not. You wanted out.

"Let me take point!" You demanded.

"Why? You've never been here before!" Freya shot back.

"I'm a mage, remember? I can sense something."

"Good or bad?"

"Good, I think." Freya hesitated a moment before she nodded and let you take the lead.

It still wasn't pleasant, but the pressure subsided. Without the wind beating down on you, your party could move a little faster. Bit by bit the storm got weaker and weaker… until you reached the center.

The epicenter of the storm was calm, a circular region completely ignored by the howling wind and clouds of sand. And right there, mere meters in front of you was the edge of the Cleyra tree's roots.

Freya's description didn't do it justice.

When you heard 'grand tree' you expected it to be big, potentially the biggest tree you've ever seen. So you adjusted your expectations a bit. Maybe it would be over a hundred feet tall, with a huge trunk and a canopy that spread like a big umbrella.

You didn't expect it to be so tall that the top was completely hidden from your view. You didn't expect the trunk to be so massive that it compared to the, and probably exceeded, the size of the support structures for Midgar's plates. And you certainly didn't expect the roots to form their own hill, thousands of wooden tendrils all extendeding from tree like a massive web.

"Wow…" Alfyn said in awe.

"I thought the trees in Macalania were big." Wakka craned his neck to look as high up as he could.

"Can we take a break, before we start climbing?" You ask, legs wobbling. "The sandstorm took a lot out of me."

Freya reluctantly agreed. She led you all to the base of the tree, where man-made (or Burmecian-made) platforms led their way from the bottom of the roots to the trunk. Once you were on stable ground and sheltered by the tree's trunk, you all settled in for a break, and started trying to dust the sand off your clothes.

You tried to relax, but you couldn't help but shake the feeling that something was wrong...

Rest at Cleyra's Trunk

Party Condition: Before
Basch: HP: 9/16 MP: 0
Freya: HP: 8/13 MP: 5/5
Alfyn: HP: 10/13 MP: 3/5
Aerith: HP: 2/8 MP: 10/12
Wakka: HP: 8/11 MP: 7/7

[Rest restored 40% of HP and 20% of MP]
[Alfyn made 1 Potion with ingredients he found along the way.]
[No chance of an Ambush. This area is safe.]
[Alfyn uses First Aid on Aerith to restore her to full HP]


Party Condition: After
Basch: HP:15/16 MP: 0
Freya: HP: 13/13 MP: 5/5
Alfyn: HP: 13/13 MP: 3/5
Aerith: HP: 8/8 MP: 12/12
Wakka: HP:11/11 MP: 7/7

Supplies

Potion [x3]
Antidote [x3]
Smelling Salt [x2]
Phoenix Down [x2]
Ether: [x2]
Echo Herb [x1]

[To be continued in: ???]

Writing adventures is hard guys. I hope you like it though! And I hope you're looking to a special something tomorrow. Probably. Assuming I can get it done by then.
 
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