Mercenary Company Quest (CK2 Quest)

[X] Plan Making Connections


Not a bad plan, but my only misgiving is that it implies that we will be here for a quite a while, otherwise there would be no point in making all these connections. Personally, I think we really should consider getting this done with as soon as possible, as, counting actions, we don't exactly turn a profit from this job.

So when we get the chance we should be looking for actions that help us make that profit, to make this whole endeavor worthwhile. Hopefully those connections can be put to good use in order to achieve that.
I am hoping that connecting with the village will open up some side jobs, but overall, I'd rather do this well and take a while than do it quick and potentially miss or mess up something. What we absolutely shouldn't do IMO is treat this like a burden or side job to be finished up ASAP and moved on from. This is the job our company has been hired to do, so we should put our utmost into doing it thoroughly and effectively.

This Vampire made her way across the entire continent to come here. She did so for a reason, and we need to find out what that is, and be ready to throw down with her.
 
Cows and chickens take something that we can't or won't consume (grass and worms) and convert it into something that we can consume (protein-filled meat).

By the same token, perhaps vampires might take something that we can't consume (mental and spiritual corruption wrought from the worship of dark deities) and convert it into something that we can consume (magical and martial prowess)? The answer might be "No" but it's still worth asking.

Grass and worms aren't valid comparison and honestly, that logic doesn't make much sense. Those are things that can be eaten safely. Vampires are made from inherently corruptive and unhealthy which is the concept of undeath and the closest thing in your comparison would be eating diseased rotten human flesh. Furthermore, I have made it quite clear that vampiric power is dangerous and evil and not only is there zero reason to think it could possible be safe to gain, but reasons to believe it is unsafe. The only thing that would result from just eating vampire flesh is becoming a new host for the vampire or mindless zombie.

Furthermore, this is not a setting where you can just eat another person for their power and frankly, if that was remotely possible for any of your characters to do that, it would have both been mentioned by now and you would have past opportunities to do so.

The question is not worth asking when you have zero reason to indicate it might be case and plenty of reasons that it is not the case, especially after I just told you that you won't be able to get any use of it. I just don't get how you went from "You won't be able to get any use out of a vampire corpse" to "Eat it for power".

Edit: Not trying to be rude, but I just don't understand how you came about to this train of logic given the information that has already been provided on the subject.

Edit 2: Okay. To make sure everyone is on the same page. Vampires and their stuff is bad and sane people like Toldur want nothing to do with them.

What we absolutely shouldn't do IMO is treat this like a burden or side job to be finished up ASAP and moved on from.

I would also like to point out that what you are hunting is powerful and dangerous. Cutting corners to get the job quickly is unlikely to go well for you.
 
Last edited:
The vote is still open.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 12 | Sufficient Velocity [Posts: 300-327]
##### NetTally 2.2.0

[X] Plan Making Connections
-[X][Toldur] The Local Priest
-[X][Thamara] Company Logistics
-[X][Alexis] The Village Headswoman
-[X][Tasha] The People of Oriva
No. of Votes: 11

[X] Plan Finish the Job
-[X] The Local Priest
-[X] Patrolling the Village
-[X] Company Logistics
-[X] Vampire Hunting
No. of Votes: 3


Total No. of Voters: 14
 
The vote is closed.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 12 | Sufficient Velocity [Posts: 300-330]
##### NetTally 2.2.0

[X] Plan Making Connections
-[X][Toldur] The Local Priest
-[X][Thamara] Company Logistics
-[X][Alexis] The Village Headswoman
-[X][Tasha] The People of Oriva
No. of Votes: 12

[X] Plan Finish the Job
-[X] The Local Priest
-[X] Patrolling the Village
-[X] Company Logistics
-[X] Vampire Hunting
No. of Votes: 3


Total No. of Voters: 15
 
Week 2, Dorr 4-3997
[X] Plan Making Connections
-[X] [Toldur] The Local Priest
-[X] [Thamara] Company Logistics
-[X] [Alexis] The Village Headswoman
-[X] [Tasha] The People of Oriva

The Local Priest (Toldur)
DC: 10. Roll: 6+10 = 16
Friendly Action!

Your employer Carlos ends up joining you as you decide to get the measure of the local priest, having either had a similar idea or wanting to get the support from a similar man of the cloth.

For his part, Juan Manuel is young and honest individual. Somewhat stereotypical for a Karc, he is straightforward and brave yet he also goes against typical Karc behaviour by being unsuited for combat. Not that he lacks any willingness for it, but your handful of conversation with the man makes it clear that he has no natural instinct for being a warrior.

Nonetheless Juan is a quite popular as the village priest and he is firmly supporting you and Carlos and not just because there is a vampire threatening his people.

***​

The Village Headwoman (Alexis)
DC: 15. Roll: 6+13 = 19

Claudia Smith is both similar and different to the leaders that Alexis is used to dealing with. On the one hand, the village headwoman is the aggressive clever sort with a worldly focus. That type of personality is very common within the upper classes of the Marlean Empire.

On the other hand, Claudia's interests and concerns are far more practical and down to earth. She cares not grand politics of an empire spanning multiple kingdoms, but of who is planting what in the farms or that the tavern brawls don't get out of hand.

And one of those downright peasant-like concerns is the vampire apparently stalking about her village, a threat that has become a lot more real for Claudia not that a Nirean priest has down up with half a dozen Jorgardians to deal with it.

So long as she and the rest of the company keep the peace and don't cause undue trouble, Claudia is more than willingly to help you out.

***​

The People of Oriva (Tasha)
DC: 15. Roll: 1+13 = 14

After the fourth night of failure, Tasha is left to return to her room is secret disgrace. The bard has been trying to win the hearts of the locals, but Tasha been finding it rather difficult. She can do performances and sing songs at the tavern, but the Cari woman cannot seem to draw much of a crowd or establish any connections.

She doesn't exactly failure or make herself unwelcome, but Tasha has not succeeded by a longshot.

***​

Company Logistics (Thamara)
DC: 15. Roll: 3+13 = 16

While the rest of the company is off forging connections to the locals of Oriva, Thamara spends her time managing their supplies. They aren't short on anything by any means and the payment comes in just fine, but that payment isn't much. While the Ironsides aren't using up that much this week, the Kirman is able to stretch what they do use a little further.

***​

Enemy Action!

Even as you establish ties with the local leadership, your quarry does not sit idly by. While no one finds her doing it in the act, there is no question it was here when the village graveyard is found empty one morning.

Under the cover of darkness, Lena Cosmili sneaks into the graveyard and performs her foul magic. By the time that someone arrives in the morning, every grave has been left dug up and empty as those within have crawled out.

You don't know the exact number of people buried in the graveyard, but according to Claudia, there was easily more than two hundred graves and perhaps as many as three hundred.

That makes things significantly more dangerous as Lena now has herself a small army of undead. The village headwoman is already preparing to call up the militia while both priests are going to do their best to keep the local populace calm as something like this cannot be covered up.

***​

Random Event Roll: 86

In unrelated news, the Kingdom of Daven has a good amount more coin floating about as with the uptick in fighting in the Southron Civil War, the Commonwealth of Southron has been buying a lot of supplies from their northern neighbour.

Speaking of the Southron Civil War, it sounds like you got out at a good time. Both the armies of Judge Duret and Mayor Delacroix have been decisively crushed in battle and the momentum of the war has shifted. Now the Principality is on the attack and the Commonwealth is scrambling to put together a defence.

***​

Budget:
Logistics: +2
Payment: +10
Upkeep: -8.265
Net Change: +3.735

Things aren't exactly good, but they could be worse. You formed some connections with the local leadership and have them onboard, but on the downside, Cosmili has a small army of the undead.

That is going to be a problem and not just martially. An entire graveyard being turned raised as undead isn't something you can just cover up and the village is on the verge of total panic at the news.

On a brighter note, the Kingdom of Daven has found itself richer than usual. Perhaps there is someway to leverage that into helping you out?

You get one action for Toldur, one action for Thamara, one action for Alexis and one action for Tasha. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting and mark who is doing what action in the plan.

Diplomacy Actions
[] Talking to the Boss

Spend some time with Carlos Axel as it is rarely a bad idea to get to know your boss better and the man seems like a decent fellow. DC: 10. Costs 0 Budget.
[] Reassuring the Locals

Everyone knows that the local graveyard has been emptied to create a small undead army. Take some time to deal with the resulting panic lest it get out of hand. DC: 20. Costs 0 Budget.
[] The People of Oriva
It looks like you are going to be spending a fair bit of time in Oriva, it should be a smart idea to get to know the locals a bit better. DC: 15. Costs 0 Budget.
[] Local Folklore Inquiries
The vampire came here to Oriva for a reason. Ask around about the local history and legends for any indications why she did. DC: 12. Costs 0 Budget.
[] Appeal for Aid
Your foe has got a small army of the undead at her disposal. Send someone to the closest town to put out a cry for help. DC: 10. Costs 3 Budget.

Martial Actions
[] Patrolling the Village

With a vampire running around, have your Ironsides spend some time patrolling the village to deal with anything untoward happening and limit your quarry's ability to act. DC: 10. Costs 3 Budget.
[] Searching the Wilderness

You doubt that the vampire is going to be hiding out in the village. Take your Ironsides on a search of the surrounding wilderness to see if you can find any nearby hidey-holes.
DC: 10. Costs 3 Budget

Stewardship Actions
[] Head Count

Oriva is a decently sized village, but it is still small enough to do a head count of everyone in it. Doing that may be a good idea as it will let you know if people start to go missing. DC: 18. Costs 3 Budget.
[] Company Logistics

There isn't much to do around here except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 2 Budget.
[] Investigating Local Folklore
The vampire came here to Oriva for a reason. Investigate the local history and legends for any indications why she did. DC: 15. Costs 0 Budget.

Intrigue Actions
[] Spying on the Boss

Carlos Axel seems like a decent person, but better safe than sorry and you don't want any unexpected surprise from him with the vampire to worry about. DC: 15. Costs 2 Budget.
[] Investigating the Local Leadership

The village leadership seems alright, but appearances can be deceiving. Investigate them further to uncover any hidden secrets. DC: 18. Costs 2 Budget.
[] Vampire Hunting

Take an active stance to finding the vampire hiding out in the village and the surrounding area. DC: ???. Costs 2 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 12. Costs 2 Budget.
[] Pray to Dorra.

You are on a hunt and therefore you wish the Blessing of Dorra, the Frost Hunter and Ocean. Make some offerings to gain a Blessing from the Frost Hunter. DC: 12. Costs 2 Budget.
[] Pray to Moridea

With the exception of Jorgard, Kalirea worships the Young Gods, known as the Moridea. Seek a Blessing from one of them with a pray and offering. DC: 15. Costs 2 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts since it looks like you will be spending plenty of time in Oriva. DC: 15. Costs 2 Budget.
[] Justice Spirits

You are seeking to bring a monster to justice and stop her from preying upon the innocent. Seek aid from a justice spirit in the pursuit of this vampire. DC: 14. Costs 2 Budget.
[] Hunting Spirits

You are hunting a dangerous prey and that means it may be a good idea to seek aid from a hunting spirit in this hunt. DC: 14. Costs 2 Budget.
[] Anti-Undead Enchantments

Alexis is a sorceress of minor skill and you have got an army of undead to worry about. Have her enchant your gear with anti-undead magic in that the lesser style of the southerners. DC: 18. Costs 10 Budget. Only Alexis may take this action.

***​

You passed most of your rolls. You got the local priest and headwoman on your side, but you failed to win the hearts of the people. Your employer has a similar idea to you while Lena when full hog with raising undead servants and got a massive success on her roll.

So now things have got a lot harder as your enemy has a small army and the village is freaking out over that fact.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
Last edited:
I think we need to start really hunting this vampire now before it has another chance to strike. Having a army of 2-3 hundred undead isn't easy to find so I say we start scouting through the wilderness to find them.
 
Damn it, should have kept with the Patrolling the Graveyard action. Was a mistake on my part there. Well, live and learn, hopefully.

Current plan to try and fix that mess-up of mine.

[X] Plan Damage Control
-[X] [Toldur] Patrolling the Village
-[X] [Thamara] Appeal for Aid
-[X] [Alexis] Reassuring the Locals
-[X] [Tasha] Reassuring the Locals

The enemy now has a small army. This is a problem we need to address before anything else. Patrol the village to make sure she can't launh any spoiling raids before the militia is organized, call for reinforcements, and keep the villagers from panicking. Further investigation into village legends can wait until the situation stabilizes.
 
Last edited:
Hmm… There are several interesting options. Alexis has "Anti-Undead Enchantments" as a Learning Action, and we could Search the Wilderness to possibly take the fight to the enemy.

However, it seems more urgent to stabilize the homefront. Last thing we need right now is panic, then a zombie attack, then even more panic and just a straight up massacre. We are doing this job to improve our reputation and obtain fame… Getting all the villagers killed won't help with that.

[X] Plan Damage Control

It was bad luck with the graveyard. If the vampire hadn't rolled so high, maybe we would have more time to prepare.

EDIT - What kind of (Appeal for) Aid are we talking about?
 
Last edited:
Enemy Action!

Even as you establish ties with the local leadership, your quarry does not sit idly by. While no one finds her doing it in the act, there is no question it was here when the village graveyard is found empty one morning.

Under the cover of darkness, Lena Cosmili sneaks into the graveyard and performs her foul magic. By the time that someone arrives in the morning, every grave has been left dug up and empty as those within have crawled out.

You don't know the exact number of people buried in the graveyard, but according to Claudia, there was easily more than two hundred graves and perhaps as many as three hundred.

That makes things significantly more dangerous as Lena now has herself a small army of undead. The village headwoman is already preparing to call up the militia while both priests are going to do their best to keep the local populace calm as something like this cannot be covered up.
Well... shit...

[X] Plan Damage Control
 
The vote is closed.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 14 | Sufficient Velocity [Posts: 336-343]
##### NetTally 2.2.0

[X] Plan Damage Control
-[X][Toldur] Patrolling the Village
-[X][Thamara] Appeal for Aid
-[X][Alexis] Reassuring the Locals
-[X][Tasha] Reassuring the Locals
No. of Votes: 7


Total No. of Voters: 7
 
Week 3, Dorr 4-3997
[X] Plan Damage Control
-[X] [Toldur] Patrolling the Village
-[X] [Thamara] Appeal for Aid
-[X] [Alexis] Reassuring the Locals
-[X] [Tasha] Reassuring the Locals

Patrolling the Village (Toldur)
DC: 10. Roll: 3+14 = 17

With a small army of the undead nearby, you take your Ironsides out on a series of patrols. While you got out every night, you also make sure to same of the day on patrol. It isn't glamourous or interesting work, but it is necessary to deal with a threat like this.

Nothing happens on your patrols while some might bemoan the boringness of it, you are wise and experienced enough to appreciate nothing exciting happening. Boring and uneventfully as they may be, your patrols do their service their purpose and while it may not stop Lena, it will make it harder for the vampire to operate in Oriva itself.

***​

Reassuring the Locals (Alexis & Tasha)
DC: 20. Roll: 6+13+6.5 = 25.5

Everyone in Oriva knows not only is there a vampire hanging out, but said vampire has raised an army of the undead from the village graveyard. The expected panic is understandable, but something that needs to be avoided to if the situation is to be kept under control.

To that end, both Alexis and Tasha devote their efforts to swaying the locals and convincing the villagers of Oriva that the end is not nigh and to say calm. The experienced bard and naturally talented noblewoman approach the issue from different ends, Alexis acting as trustworthy authority figure while Tasha approaches the villagers as a friendly and reliable pal.

Pointing to the presence of two priest, a company of Jorgardians and the local militia on top of a call for help being sent out, Alexis and Tasha have plenty of material to work with. While neither is able to convince everyone, the two elves are able to leave the majority of the village reassured and that is enough to keep any serious panic at bay for now.

***​

Appeal for Aid (Thamara)
DC: 10. Roll: 5+10 = 15

Whilst the rest of the Ironsides are dealing with the recent woes of Oriva in the village itself, Thamara takes a horse to the nearby town of Penavarre.

While not the most impressive place that Thamara has been in, the town is significantly larger than Oriva and recently having a rise in coin flowing though it. While Thamara is in no position to directly hire aid, the Kirman is able to put out several missives.

Not everyone is willingly to believe her when she claims that vampire has just risen an army of a few hundred undead nearby, but Thamara gets enough people to believe her or simply not care that she is certain that word will get out.

Now the only question if anyone will answer Oriva's pled for help.

***​

Friendly Action!

With a threat of a few hundred undead led by a vampire, Claudia Smith does what any sensible village headwoman would do in her place and raises up the village militia. Normally number about twenty with a total of ninety in a state of half-readiness, Claudia goes a step further and summons up every capable fighter in the village.

While something of a desperate act, the situation is something of an emergency and after scrapping the barrel, the village militia of Oriva can muster up almost two hundred individuals, six scores of light infantrymen and seventy or so archers, primarily hunters who are willing to switch their prey from animals to undead.

The two priests begin their own efforts to deal with the increased undead threat. Carlos and Juan do their best to set up some anti-vampire wards at key points in the village, using the power of their gods.

It goes less than well. Juan lacks the knowledge and experience to make any worthwhile wards and Carlos is able to make a few, but just not enough. Juan puts up a fair few, but Alexis privately expresses to you that she doubts they will actually impend your quarry. Carlos's wards are worth something on the other hand, but you can also count how many he has set up on that same hand.

***​

Enemy Action!

In hindsight, your old habit of sleeping in your armour proved useful. Sure Thamara complains about the smell, but a few years as a mercenary have left you able to sleep in plate and that cultivated skill has saved you on a couple of past occasions. Now you can add a third time to that list.

It was shortly after a patrol, whilst you were sleeping that Lena made her move. You would like to say that you realised she was there on your own, but the truth is that you had no idea that the vampire had snuck into the tavern. No, it was Mirra who woke you in time as the Storm Goddess gave you a nudge in your sleep, disturbing your rest enough that your eyes blearily blinked awake.

You barely saw the flash magic and you only just roll in time to make certain that the vampire's black spellblade to struck your plate. You continued the roll, the motion carrying of bed. You scramble to your feet another black blade made of magic glances off of your shoulder.

"Who sleeps in their armour?" demands Lena as the red eyed woman summons a ball of lightning in her hand.

"Jorgard endures!" you yell back, not bothering with an answer as you headbutt her gut.

"Egh!" squawks Lena as the vampire goes stumbling back and you seized the opportunity to grab your sword from where it lies near your bed.

While the fight has ended up being a lot even than she must have hoped by the dint of actually being a fight, Lena Cosmili is still a vampire and that is no trivial threat. You grunt in pain as she throws what remains of her lightning at you, the electricity searing you through your armour.

It doesn't stop you however and seeing that, Lena goes for another spell as she aims her hand at you and magic flocks to her fingertips. You don't let her get another shot off as you slices half of hand off.

The vampire lets out a cry of pain as she jerks what is left of her hand back. You ready for another attack as one of your Ironsides bursts into the room, mace in hand and a shield in the other. Even as you charge forward, Lena apparently decides she has had enough for tonight and jumps out of the window.

Both you and your Ironside rush to pursue her, but you know it is too late. A vampire like Lena will have already disappeared into the darkness of night.

***​

Random Event Roll: 99

You send out a call for aid and you couldn't have hoped for a better answer. Prince Rolando Sinclair had recently formed his personal retinue and now the young prince had been seeking a cause upon which to cut his teeth on. Apparently hearing about a vampire threatening a village of his kingdom with a small army was good enough for the prince and so Prince Rolando arrived at the end of the week with a hundred men and women. A score of men-at-arms supported by a forty sergeants-at-arms with halberds and another forty sergeant-at-arms with longbows.

A very impressive force that was certainly better than either your Ironsides or the village militia of Oriva. You were also certain that the royal retinue outmatches whatever Lena has mustered unless she has some forces in addition to what she got from Oriva's graveyard.

All in all, it is a great relief for all those in Oriva. Having a member of the royal family personally come to deal with the vampire threat and to bring such a large army with him does a great deal to relieve many worries around the village.

***​

Budget:
Patrols: -3
Appeal for Aid: -3
Payment: +10
Upkeep: -8.265
Net Change: -4.265

The situation is certainly a good sight better than it was last week. Nobody has died yet, your appeal for assistance was answered most magnificently and there has been no break out of mass panic. The only downside is a lack of clues on what the vampire is doing here in Oriva since while Lena Cosmili has to be up to something, but you have no idea what that is.

Oh and you still haven't recovered from that blast of lightning. Nothing that won't heal with time, but it is still enough to leave you more achy than you should be.

You get one action for Toldur, one action for Thamara, one action for Alexis and one action for Tasha. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting and mark who is doing what action in the plan.

Diplomacy Actions
[] Talking to the Boss

Spend some time with Carlos Axel as it is rarely a bad idea to get to know your boss better and the man seems like a decent fellow. DC: 10. Costs 0 Budget.
[] The People of Oriva
It looks like you are going to be spending a fair bit of time in Oriva, it should be a smart idea to get to know the locals a bit better. DC: 12. Costs 0 Budget.
[] Local Folklore Inquiries
The vampire came here to Oriva for a reason. Ask around about the local history and legends for any indications why she did. DC: 12. Costs 0 Budget.
[] Prince Charming
Prince Rolando Sinclair of Daven is a cheerful and vigorous man. He clearly cares about his people and the soldiers he brought with him certainly care out him in turn. Try to strike up an acquaintance with the prince. DC: 15. Costs 2 Budget.

Martial Actions
[] Patrolling the Village

With a vampire running around, have your Ironsides spend some time patrolling the village to deal with anything untoward happening and limit your quarry's ability to act. DC: 10. Costs 3 Budget.
[] Searching the Wilderness

You doubt that the vampire is going to be hiding out in the village. Take your Ironsides on a search of the surrounding wilderness to see if you can find any nearby hidey-holes.
DC: 10. Costs 3 Budget

Stewardship Actions
[] Head Count

Oriva is a decently sized village, but it is still small enough to do a head count of everyone in it. Doing that may be a good idea as it will let you know if people start to go missing. DC: 18. Costs 3 Budget.
[] Company Logistics

There isn't much to do around here except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 2 Budget.
[] Investigating Local Folklore
The vampire came here to Oriva for a reason. Investigate the local history and legends for any indications why she did. DC: 15. Costs 0 Budget.

Intrigue Actions
[] Spying on the Boss

Carlos Axel seems like a decent person, but better safe than sorry and you don't want any unexpected surprise from him with the vampire to worry about. DC: 15. Costs 2 Budget.
[] Investigating the Local Leadership

The village leadership seems alright, but appearances can be deceiving. Investigate them further to uncover any hidden secrets. DC: 18. Costs 2 Budget.
[] Vampire Hunting

Take an active stance to finding the vampire hiding out in the village and the surrounding area. DC: ???. Costs 2 Budget.
[] Royal Intrigue

Prince Rolando Sinclair is officially here out of a sense of duty to his subjects and unofficially here to seek some glory. Try to find out what the man is really like. DC: 20. Costs 2 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 12. Costs 2 Budget.
[] Pray to Dorra.

You are on a hunt and therefore you wish the Blessing of Dorra, the Frost Hunter and Ocean. Make some offerings to gain a Blessing from the Frost Hunter. DC: 12. Costs 2 Budget.
[] Pray to Moridea

With the exception of Jorgard, Kalirea worships the Young Gods, known as the Moridea. Seek a Blessing from one of them with a pray and offering. DC: 15. Costs 2 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts since it looks like you will be spending plenty of time in Oriva. DC: 15. Costs 2 Budget.
[] Justice Spirits

You are seeking to bring a monster to justice and stop her from preying upon the innocent. Seek aid from a justice spirit in the pursuit of this vampire. DC: 14. Costs 2 Budget.
[] Hunting Spirits

You are hunting a dangerous prey and that means it may be a good idea to seek aid from a hunting spirit in this hunt. DC: 14. Costs 2 Budget.
[] Anti-Undead Enchantments

Alexis is a sorceress of minor skill and you have got an army of undead to worry about. Have her enchant your gear with anti-undead magic in that the lesser style of the southerners. DC: 18. Costs 10 Budget. Only Alexis may take this action.
[] Magical Healing

While injured the vampire in turn, Lena did leave you wounded. Even if it doesn't impact your performance by much, you ought to get the injury tended to by a magical healer. DC: 10. Costs 8 Budget.

***​

I personally feel you got a good turn overall. You kept panic from breaking out and your appeal for aid got a very good response thanks to that random event roll. The patrols did help by the way as it increased Lena's DC for making an attack on Toldur while he slept. And speaking of that, Lena rolled just high enough to meet the DC of that roll, resulting her and Toldur mutually injuring each other.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
Oh right we have a huge amount of reinforcements! That's great I say this turn we begin actively hunting for the vampire and maybe take to the prince that came to the rescue.
 
Alright, now the tide's turned a bit.

Damage control complete, now it's time to start looking for the where and why of our Vampire being in the region. Let's get some hefty investigation done while Lena recovering from her own wounds.

And getting healed. Best to make sure we have healing.

[ ] Plan Investigation Time
-[ ] [Toldur] Searching the Wilderness
-[ ] [Thamara] Magical Healing
-[ ] [Alexis] Vampire Hunting
-[ ] [Tasha] Local Folklore Inquiries

With Lena injured, the militia called up, and reinforcements from the Prince, we need to start investigating where our quarry is hiding. Search the wilderness with our Ironsides, have our Intrigue spec do Vampire Hunting (I feel safer doing this while the Vamp is injured) and look into the local folklore to see why Lena is here anyway.

And get ourselves healed because we want to be in top shape for round 2.
 
Last edited:
Back
Top