Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
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I think Varder made a pretty compelling case for why, in all of a sentence.

[X] Plan Angel's Wrath.
 
Alrighty, folks. Gonna call a vote tomorrow. Though there's a clear lead, you can still vote for participation sake if nothing else.
PS: gonna see a lil' lore dump done before the next update
 
I assume it's safe to do the rolling part

Combat objective: 60 team offense, 64 team defense

Lucy: (15+10+1+1+4)/2 = 15.5 offense & (1+10+1+5+6+2+1)/2 = 13 defense, luck influence triggered (+3 to offense and defense), total scores: 18.5 offense, 16 defense
Ren: (7+16) vs (9+16+4+10)/2 = 23 offense & (20+18)= 38 defense, no luck influence
Seph: (4+10) vs (14+10+16+8)/2 = 24 offense & (11+8) = 18 defense, negative luck influence (-3 to offense and defense), total scores: 21 offense, 15 defense
Karl: (8+15)/2 = 11.5 offense & (18+15)= 33 defense, no luck influence
74 offense effort (high success) & 102 defense effort (high success)

Verdict: remember kids: even if you feel pumped up & mighty, don't be mean to strangers, and definitely don't think with your genitals.

EDIT1: Some post-combat statistics:
Lucy: 34.5 (without -difficulty passive) <- "Moe of doom"
Ren: 61 <- "MVP"
Seph: 36 <- "Karma gone wild"
Karl: 44.5 <- "Mr. Tumbler Switch"

EDIT2:
Some comparisons with the previous combat:

Current round's total score: 176
Previous encounter 1R total score: 160.5
Previous encounter 2R total score: 185.5
Previous encounter 3R total score: 158
Previous encounter average total score: 168

Some comments:
Sephorah got touched by luck for the third time in a row (sic!).
Lucy has gone (magically) berserk, with Lady Luck compensating for her failure in technique (I'm just starting to realize how freaking terrifying Lucy can potentially become).
Don't be mean to moes: it can turn out as an extremely hazardous endeavor.
Teloch threw 4 20-faced dice. Reason: Lucy (arc,melee,arc,def) Total: 22
15 15 1 1 1 1 5 5
Teloch threw 1 40-faced dice. Reason: Lucy luck Total: 38
38 38
Teloch threw 4 20-faced dice. Reason: Ren (melee,melee,range,def) Total: 40
7 7 9 9 4 4 20 20
Teloch threw 1 40-faced dice. Reason: Ren Luck Total: 14
14 14
Teloch threw 4 20-faced dice. Reason: Seph (melee,melee,obj,def) Total: 43
2 2 14 14 16 16 11 11
Teloch threw 1 40-faced dice. Reason: Seph Luck Total: 2
2 2
Teloch threw 2 20-faced dice. Reason: Karl (arc, arc) Total: 26
8 8 18 18
Teloch threw 1 40-faced dice. Reason: Karl luck Total: 23
23 23
 
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In case you wondering about that extra +1 def in Lucy's part, it's because the +2 MOB from wings generates one additional defense point (so, yeah, deploying wings with the current stats is an automatic +3 def)
 
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3.8.1 North from Turan-Shuroh, Hearthwind 27 of the year 1469
A wave of anxiety washed over you when the course of the situation's unfolding became clear. Your initial thoughts were about the unlikely peaceful resolution, hinging on the odd chance of Ren scaring off these violent hotheads. But, surprisingly even for you, the other feeling began to emerge from under the initial panic response; the feeling you had only a little taste before - wrath. As the recollections of the Beilford burning and its citizens being murdered on the streets by those drunk with power and unpunished forcefulness resurfaced, your mind shifted to the whole different paradigm. The parallels between the unrestrainedly-violent cultist army and these armed thugs who believed in their warranted-by-force permissiveness were too clear to ignore, causing something inside of you to demand the violent retribution. With your fingers already on the sword's handle and the arcane energies stirring up, you looked at Ren, who was giving the provocateurs a cold stare of a predator laying down the sequence of motions against its prey. So much for diplomacy.

And the violence indeed followed in a couple of seconds. The adversaries might have been tired and heated-up, but they were not stupid to ignore the perceived threat levels of your teammates, focusing their initial onslaught on Ulren. Your buddy bhiroth, however, nullified the initial hostile charge by taking two javelins on his shield, catching the third one with his free right hand, redirecting the partisan pierce with the shield upwards, landing a mighty kick on the bigmouth briarite who threatened your group earlier, causing him to stumble back over a meter, and then, after backstepping but before reaching for his mace, Ulren sent the intercepted javelin to its original owner. The sound of an armor pierced and a ribcage broke as well as a mixture of coughing and painful yelps suggested that Ulren's sentiment was received but not appreciated by the recipient, who was the first one to fall between the utmost right briarite and the group's apparent leader.

The hostile's offensive drowned entirely when the second volley of javelins blasted mid-air from colliding with the reactive heat barrier conjured by Karl. To amplify the message, the mage summoned a pillar of fire, from which smaller blazing walls were scurrying forth at the hostiles, causing them to break their already incomplete half-moon formation and to scatter to avoid getting roasted alive, providing your group with an advantage of picking them one by one without expecting teamed-up counters or covering projectiles lobs.

This is how you found yourself facing a hostile footman at the right side of the scuffle. He might have been separated from the rest of his team and staggered by the poor start of the scrimmage, but his posture and body language were confident when he saw that he was facing the one whom their leader called a "humpback slut". This confidence was not long-living: what he thought to be a moment's work turned out as an unpleasant surprise when you conjured a light orb with your left hand and flash-banged it in front of him, closing up to stab him through one of the armor gaps. The disorientation was successful but lining up for a strike failed at the last moment due to your adversaries' bristling reaction. Less confidently than before, but the foe attempted to bash you with a shield and thrust with a partisan while you were in his effective melee reach. It was during this counter-offensive attempt when he faced the unexpectable yet again: the "hump" of yours turned out to be a pair of wings which you deployed to assist with the spearhead deflection and backward propulsion. The growing panic of your adversary became too evident to miss it.

Unlike with the man against you, your heart was blazing with many shades of wrath and the mind set up for a kill. Almost unconsciously, you poised yourself to accommodate against the change of the foe's style, which shifted to defensive mid guard with the occasional short attempt of lunging. You were at the disadvantage when it came to the reach and overall armaments disparity, but you had speed, magic, and unpredictability that stemmed out of them, and most importantly - you knew it. This weird waltz of you and the footman's spearhead came to its culmination when you managed to feint-dodge the blow, effectively flanking the hostile and, almost instinctively, bursting a mass of hard light shards in a cone. And then again, and again, and yet again, filling the air with numerous short-lived sparks. They were not immediately lethal since they did not pierce through the foe's armor, but the second volley made your foe lose his poise, the third one tore the shield out of his hands, and the fourth one ruptured the leather belts that were holding his armor segments together. In this fleeting moment of seeing your foe finally unshelled, you obeyed what seemed as a directive from your inner voice to exploit this opening, conjuring a blade-shaped luminal wedge and sent it flying with all the power you could muster.

In a strangely rapturous heartbeat, the glowing projectile struck the man, heralding the impact with a splash of heated blood and a deep sound of meat and bone being cut. Your target got dragged for about two meters by the force of the swiftly-dissipating arcane projectile. Even though something within you yearned to observe your foe's agony, you turned your gaze in search for a new target, registering a whole storm of feeling rushing through you and making it feel as if your skin and guts were washed with fiery waves.


Your further involvement was barely needed, though, as your companions performed a series of executions not less efficient than the one made by you. Ren's adversary happened to be the bigmouthed leader of this group, and his combat proficiency wasn't far behind the sharpness of his tongue. But even then, the sharpness of his tongue was poor protection against Ren's gradually fastening bash-shove-strike combo and his benchmark diagonal arc "head crusher" strike, which did just that when the briatite could no longer cope up with the bhiroth's persistence and power.

Seeing the fragments of their leader's helmet and what once was his head flying high, a though of how fucked they turned out being for picking up on strangers has finally breached the minds of the two surviving hostiles. Due to either poor luck or insufficient recovery, Sephorah were not graceful enough to take down the foe whom she anchored, but despite that, she managed to disengage and dodge an opportunity blow, to accelerate on an intercept trajectory, and to perform a single piece that landed deep through the crack in the armor of a footman who attempted to run away from Ren's melee reach. As the unsuccessful runaway slumped forth on his knees and then flopped with his face into the dirt, Sephorah shook off the sword in her left hand from the blood and simultaneously reached for a throwing dagger, following the last enemy who was now running away like a scared peasant with a smug grin.

She was too slow to deliver yet another flashy execution due to Karl proving to be faster at sending a strong heat charge shaped like an arrow straight into the back of the sobbing, clumsily running last hostile survivor, whom Seph has worn down quite a bit at the start of the fight. The heat charge stuck, setting the man on fire and causing him to squeal like a pig being slaughtered. After about half a minute of the last loser's agonized wriggling which seemed more like a dance of a blazing headless rooster, the poor loser finally hit the ground never to move again. You could bet that these men did not expect things to go this way - not after getting hot-blooded and mightily-feeling from the chimera which, ironically, became their posthumous companion.
________________________

"Oh, what blighted thee - the legacy of pre-divided Lyf," Karl spoke out in an overly-dramatic manner while shaking off the ash from a roll-up's end over a corpse of a briarite knight, "Yesterday heroes are now but a slum rabble oblivious to the rules of engagement," he inhaled the smoke deeply after saying this.

"Legacy-schmegacy!" Sephorah replied mockingly while eyeing another corpse, quite possibly with a lucrative intent, "You live like scum - you die like scum, and rather sooner than later". As she said that, she squeamishly punched the headless corpse, turning over the remains of her rapist-to-be. "Doesn't look like these half-fucks carried out anything from the "disciplining" at the Raider's Halt. Well, maybe they have at least got somethin..."

"You don't learn anything either, nay?" Ren disrupted her mid-sentence, his voice was not particularly threatening but neither it was compromising.

"What's your problem?!" Seph attempted to fight back, but the expression on Ren's face made her think twice. "Alright! I'm sorry for sealing the fates of these shmucks by abrading them after the brawl! Who would have known that we'll see these wankers in the field, after all? Just, please, don't lecture me on all your effing morals since there is no big trouble we ended up in".

Ren just sighed, replying nothing and nodding his head in your direction.

"Oh," Seph muttered in response to what she saw, "oh..." her face changed, reflecting something that most likely was guilt.

Disheartened by this whole event, you turned away to absent-mindedly examine the surroundings. Before you were two heavily-mutilated corpses, one of which was of your doing, nearby was an assortment of two men pierced and one burned alive, a chimeric carcass was lying near the woods, sparkless at last. The soul sparks of the aggressive briarites who have put it down were dissolving into the realm like fading firebrand. Your heart was pumping wild while your mind was awash with all the new feelings and chaotic thoughts. Analogically to what you did a long time ago, you brushed your hand against your abdomen, finding no signs of blood at the place of an old injury. Nearly randomly, but your gaze shifted to your unfolded wings: the left one was stained with blood that wasn't yours.

The picture made you freeze. As wrath and anger were subsiding like a morning low-tide, a new, persistent sensation emerged. It felt as if you were burned both within and without, like falling into the endless pit, like having something inside of you irrevocably broken. You have killed a person for the first time, and something in the back of your mind was now whispering that you are no longer whom you were some mere ten minutes ago. You had been staring at your otherwise pristine pearly wings now stained with red for about a minute before raising your full of confusion gaze to your group members, who were staring back.

Ren seemed to be mildly disappointed but with the glimmer of understanding in his eyes. He said "We should hurry before the local onlookers see us here", after which he began to pace back towards the closest road, giving your shoulder a brief gentle rub when he was passing you. Sephorah said nothing (which is a rare event on itself), just following the bhiroth and hiding her eyes from you. Karl took his time to scan you up and down, probably hoping to understand what you have been feeling. As you turned, you saw the rest of your group and the pack horse at some distance. Amalia was clearly saddened, Isaac was on a verge of breaking into tears, and Jory was deathly-pale. Interestingly enough, Softie the pack horse appeared to be the least phased by the occurred even among all of you. The animal, apparently, began to get used to the trail of blood spanning after your party.

"B-but they are... were Briarites!" Jory's panic has finally become vocal, "We've just murder Briarites!"

"Not now, Jory," Amalia replied quietly

"We are risking to have a damn order on our tails and you're telling me 'not now'? Do you have a modicum of the thought of how screwed we are?! What's next? The entirety of Nyth-Rhathonian military reconnoitre?"

A soft slap rang.

"Ouch! What was that for?"

"Just shut up and move, lest the order becomes the lesser of your problems"

Begrudgingly, Jory complied, following the group back.

You were about to follow too, but something made you stop to look back at the broken bodies of the troublemakers. Something strange inside of you made you look at the man you slew for the last time: he was lying on his back, with a bloodied gap where his chest should've been. He died to suffocation caused by the blood in his lungs. His eyes were glassy and trained on something in the skies. His face, unlike the moments when he and his pals have had the audacity to threaten you, was not wrathful or self-assured but clearly scared, resembling the face of a lost child desperate for their mother. You briefly close your eyes and think for a moment before turning around and chasing your marching group, wondering how hard or even possible it would be to wash your wings in more than just a literal sense.
________________________

In a few days, your group approached the riverbank north from the Turan-Suroh settlement. Even though no one spoke about what transpired near Zogun, the symptoms of changes in your group's morale were hard to miss: Isaac began to avoid the combative part of your group, while Jory's attitude towards you shifted from deep-rooted suspicion to overt fear. For some reason, it made you feel bad. Although, you yourself became less talkative, too, with this persistent feeling that remained after scoring your first human kill. You knew neither what to do with this feeling nor how to make it fade, putting the "I'm fine" facade to keep others from away from your problems. It might have even been strange, but you felt ashamed because of that, especially when Ren uncommonly subtly made you know that he'll be inclined to listen should you decide to share this new burden. Perhaps, you kept your feelings and troubles to yourself out of the sheer pride, or maybe you just didn't have the words to express how lost and confused you felt after that violent encounter. Regardless, the group carried on, and you found at least some retreat in practicing spellcasting, raising a couple of eyebrows in the process.

On Hearthwind 27, however, it became clear that the moral of your group is not the only issue you had to face. From the start of that day, you felt oddly invigorated, even though there were no weird dreams the previous night. Still, you presumed that there might be another Gaian storm coming, which shifted from suspicion to expectation when later the same day the weather began to gradually worsen. And it would not have been that bad since your group was moving through the terrain with lots of woods and natural shelters, if not for the sudden swish of an arrow passing nearby at the time you were conducting the aerial survey. Then, there was the second arrow barely missing you just because of the range between you and the presumed shooter multiplied on your flight speed. You managed to model the approximate trajectory of the last arrow and even the supposed point of fire, nearby which you spotted what appeared as movements of more than one entity. It was clear: in the middle of nowhere, far from the closest settlement, you've been spotted and shot at by the group of unknown. Unnerved, you hurried down to relay the bad news.

When you told others, the previously bleak atmosphere deteriorated to a new low, obtaining signs of an emergency. Essentially, you found yourself discovered by a quite hostile group of undetermined size in the middle of the wilderness at the time of approaching storm that may or may not be arcane-infused and have a potentially detrimental effect on you. The time was once again of the essence and the decision of how to react to the circumstances has to be made.

The course of actions?

-[] Seek and trace the unknown party (hard reconnaissance skill check (24) OR hard perception attribute check (18), sneaking skill check against 1d20+9 OR hard mobility attribute check (18), Luck roll(s))
--[] Pick characters for a scouting run (each character makes per one corresponding roll with the highest one being taken into consideration, the average score may yield minor effects. The occupied characters will be unavailable in the case of surprise skirmish)
---[] Write-in
-[] Seek for the closest viable place and establish a camouflaged camp (Very hard daily craft skill (28) OR hard micromotorics attribute check (18) AND Normal mobility check (15), sneaking skill check against 1d20+6, Luck roll(s)
--[] Pick characters for camping place search and erection (each character makes per one corresponding roll with the highest one being taken into consideration, the average score may yield minor effects. The occupied characters will be unavailable in the case of surprise skirmish)
---[] Write-in
-[] Flee the compromised place at the cost of exposing yourselves to the weather, the risk of an ambush, and possible extra loss of resources. (Team-average above normal mobility attribute check (16), Team-average sneaking skill check against 1d20+6, Individual luck rolls)
 
So, guys, I've been buried under quite immodest volumes of work of late and posted this update 1.5 hours before going on a business trip to Copenhagen. Perhaps, I'll even manage to write at least one update from Denmark, since this sequence will require shorter content drops.
 
The picture made you freeze. As wrath and anger were subsiding like a morning low-tide, a new, persistent sensation emerged. It felt as if you were burned both within and without, like falling into the endless pit, like having something inside of you irrevocably broken. You have killed a person for the first time, and something in the back of your mind was now whispering that you are no longer whom you were some mere ten minutes ago. You had been staring at your otherwise pristine pearly wings now stained with red for about a minute before raising your full of confusion gaze to your group members, who were staring back.

Can't tell if this is normal human reaction or something more serious and angel-related. Also, mentions of the desire to enjoy slaughter and pain are kind of concerning. Still, this would have happened eventually anyway, it's better to have it happen now imo.
 
Want to make camp but its too frustrating to use the character sheets on mobile.

Abstaining after a half hour of nothing effective
 
This is a pretty complicated tangle of probabilities stacked on each other, and that's without considering the unknown risk of !!surprise ambush!!

Not surprised no one's come up with anything yet.
 
Though actually...a very degenerate solution given the parameters given (highest of character rolls, minor effects of average) is to literally use everyone. Don't think you want that, though that would be a hilarious writeup.
 
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Relevant skills:


OK, so without being degenerate,

Scout
Assuming scout is (RECON | PERCEP) & (SNEAK | MOBILE)
Seph alone has 43% success chance
Seph + Jory has 80% success chance
Amalia + Jory has 63% success chance surprisingly
Amalia + Issac + Jory 75%
Seph + AIJ is 82%

Any plan probably want to send Jory along as hes a noncombatant. All the noncombatants is actually a good option.

Camping
Camping as (CRAFT| MICRO) & MOBILE & SNEAK
Amalia + Issac + Jory is 52%
Issac + Jory is 33%
Seph + Amalia + Issac + Jory + is 63% and it's hard to push this up higher with any reasonableness.

Brave Sir Robin
Bad idea, we are very unlikely to pass the mobility 16 check on average (3.8%, 42.5% for sneak, total 1.6% chance). That's going to lead to a disorganized fight at best.

Calcs
 
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Might as well formalize the thing

[x] Surprising Scouts
-[x] Seek and trace the unknown party
(hard reconnaissance skill check (24) OR hard perception attribute check (18), sneaking skill check against 1d20+9 OR hard mobility attribute check (18), Luck roll(s))
--[x] Amalia, Issac, Jory
---[x] Someone else write something
 
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[x] Surprising Scouts
-[x] Seek and trace the unknown party
(hard reconnaissance skill check (24) OR hard perception attribute check (18), sneaking skill check against 1d20+9 OR hard mobility attribute check (18), Luck roll(s))
--[x] Amalia, Issac, Jory
---[x] Someone else write something
 
[x] Surprising Scouts
-[x] Seek and trace the unknown party
(hard reconnaissance skill check (24) OR hard perception attribute check (18), sneaking skill check against 1d20+9 OR hard mobility attribute check (18), Luck roll(s))
--[x] Amalia, Issac, Jory
 
A'ight then. Praised be math wizards \0/
'Tis rollin time

Sneaking difficulty: 17

Character Recon Perception Sneaking Mobility Luck
Amalia 16 13 23 11 -
Isaac 11 5 22 4 -
Jory 28 26 13 9 -
Verdict: meido powa! It will work, but not smoothly
Teloch threw 1 20-faced dice. Reason: Sneaking diff Total: 8
8 8
Teloch threw 4 20-faced dice. Reason: Amalia rec,per,sneak,mob Total: 50
10 10 9 9 20 20 11 11
Teloch threw 1 40-faced dice. Reason: Amalia luck Total: 33
33 33
Teloch threw 4 20-faced dice. Reason: Isaac, rec,per,sneak,mob Total: 29
6 6 1 1 20 20 2 2
Teloch threw 1 40-faced dice. Reason: Isaac luck Total: 19
19 19
Teloch threw 4 20-faced dice. Reason: Jory rec,per,sneak,mob Total: 46
16 16 18 18 5 5 7 7
Teloch threw 1 40-faced dice. Reason: Luck Total: 7
7 7
 
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3.8.2 North from Turan-Shuroh, Hearthwind 27 of the year 1469
The storm was approaching, bringing grim hues both to the overworld and to the faces of your companions. For the second time in a month, your group found itself between a metaphorical hammer and a no-less metaphorical anvil. But, contrary to the beasts outbreak near Baathor, this time around the magnitudes of risks before you were unknown or vague at best.

"So, we have a group of strangers counting from two and more, equipped with longbows that are most likely composite and thus able to reach Lucy's altitude, and who may or may not have a camp or a hideout nearby. And it's all taking place minutes before the storm that may or may not be anomalous," Ulren casually gave the layout in a manner that would suggest the mentioned circumstances are more of a nuisance than trouble, "quite clear what needs to be done, no?"

While others were either confused by the notion of considering the odds, Amalia made a motion with her lips as if rehearsing saying something before giving it voice. She turned her head towards Jory and Isaac, and only then she spoke.

"Guys, we need to scout for those who have shot at Lucy". The emphasis in "we" was hard to miss.

Isaac's eyes widened, expressing all too well what he could not speak out. Jory nearly dropped his jaw. "Has the fresh air drove you crazy?! In case you haven't noticed, they shot at... " he wriggled with his hands in your direction, clearly uncomfortable about calling you by name, "They are armed. Armed! And something tells me that for them, our lives don't worth a rat's fart! Why it struck you that it is us who must search for these thugs and not those who can fend for themselves?!"

"Because whoever made that shot may be already searching for us, means those able to fight should stay together. If we want to know what to do next, we need to know who's after us, and I doubt that Lucy and even more so Ulren are that good at moving undetected"

"But what if they would find and divide us first?!"

"We don't give them a chance, and if we fail, we ought to run like there's the wild hunt after us"

"No offense, but I feel like running like a rabid horse right about now"

For a moment, Amalia looked like struggling with the urge to burst with anger, but instead, she lowered and softened her voice which only made it sound more menacing.

"But of course you would rather run and hide. And nevermind that this may be the people who infiltrated the manor and killed Mirna and others," she shook her head in a mocking way "It is not like there is a risk that Isaac and I can be next. And even then, you still have a lot of friends who would be more fortunate, no?"

"Ouch~" Sephorah injected in a teasing manner.

Hearing that, Jory's face slowly curved in a way one would expect from sustaining a piercing injury. The lad permitted a couple of shiver attacks before barely getting hold over himself, hiding his eyes from Amalia, but still coming closer to her, making it evident that he will go with her. Isaac followed too; judging by how fearful his eyes were, he wasn't more confident in the endeavor than Jory was.

Seeing that the boys stepped over themselves, Brant sighed in weak relief, taking out the crossbow she was gifted with and putting her rucksack on the ground. "Just, please, stay here and wait for us," She addressed the assembly of those who weren't joining her scouting run, "We'll run back as fast as we can should we find where those people are so we would know what to do next"

"I hate to admit it, but your plan isn't entirely out of reason. Just, no heroics. Is that clear? And if you won't get back in twenty minutes, we will go after you"

With a weak nod, Amalia turned around and headed into the woods without looking back, followed by a couple of less enthusiastic lads.
_________________________

As the dark clouds amassed near horizon, turning into the dim bulwark, the minutes of suspense dragged on, reminding you how much you hate the situation when the only thing you can do is to wait in the midst the unrolling crisis. The winds stirred up and you have had a couple of cases when the spirit sparks that entered your perceptions perimeter were of the critters fleeing the storm instead of the companions who took the risk to scout ahead. Fully aware of your perceptions, the elder part of your group stood alarmed and yet kept their eyes on you, expecting you to be the first one who would sense the heralds.

As the wait dragged on, Ren and Seph grew restless if not annoyed, subconsciously brandishing their weapons ever so slightly out of the tension. It was when they were close to announcing the scrapping of the established plan in favor of venturing after the youngsters when you have finally registered the sparks that could only belong to your companions. However, there was a bad twist to it: there were only two of them - Amalia's and Isaac's, from what you could read. Jory wasn't with them.

Before you were able not just to startle everyone but also to hint at potentially bad news, the duo of 'scouts' emerged from the riverside woodlands, running at the speed that suggested no regards to the risk of stumbling and falling. The amount of dirt on their clothes and faces indicated that they had to crawl, crouch, slither, and whatnot; the tempo of their breaths suggested that the last minutes before their return they were running at the limit of their frames' capacities; the bolt still loaded in Amalia's crossbow was an evidence to the absence of combative engagements.

"Th-there is a a c-camp a-ahead," the lass barely spoke out cohesively, gasping for air while the mute lad collapsed on his four, "On the river shore, u-under ten minutes from here, in a ca-ave"

"And what's with the craven?"

"Isaac and I struggled to find anything 'till Jory caught a trace of these people and led us close to their hideout. They failed to uncover me or Isaac, but the hounds of those people caught Jory's scent and... and..." the expression of regret was written on her face, "they caught him. We heard his cries midst the yells, barks, and bawdry when running back". It was clear that she didn't even try to hide her shame.

"You did right," Ulren cut in dryly, which clearly failed to cheer Amalia up, "How many strangers were there? How well were they armed?"

"We saw four or five, and there were two hounds. As for their weapons, I-I... don't know. Some have had bows and were clad in odd jackets with square plates, while one was in a mail made of iron scales and with a beaked hammer on a long handle" Afte she muttered it, she looked at Ren, with the clearly readable plea in her eyes. The bhiroth just whistled.

"Any hints from your previous expertise?" Karl invaded the exchange without any warning, as he usually does.

"Long-range bows, hounds, composite armors, and a secluded hideout, camouflaged and most likely fortified. They are either river raiders, slavers, or anything in between". When Ulren said the word "slavers", Sehorah suddenly straightened up in a way as if she was struck with a bolt of lightning. One of her eyelids twitched, and she froze in this odd posture, staring into nothingness. But it wasn't like Ren took notice of her odd behavior or, even if he did, he deliberately ignored the notion.

"I'm starting to realize what did you really mean by saying "we'll likely encounter all sorts of oddly-shaped beasts if we go by the river". Never before have I suspected bhiroths to have such love for allegories".

"Help Jory, please..." Amalia's voice cut through Karl's typical snark. The word 'please' sounded pathetically plaintive as her cheeks turned red and her eyes grew soggy.

Ulren gave her an outrageously neutral look, then sighed, flexed his shoulders, and said "Ah skїt, here we go again" while reaching for the handle of his mace and turning his gaze onto you. You knew him for long enough to understand that he wanted to see your decision on this matter.

[] Make your case for abandoning Jory (Below normal persuasion skill check (18) and free CHA attribute roll to determine the magnitude of consequences on attitudes toward you)
[] Support the raid on the brigands' den
-[] and join the fighting core despite the risk of being hit by the storm that may or may not affect you (mini-updates sequence with various choices)
-[] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
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