Bring on the Jamaican accents! I used an authentic Jamaican dialect translator and definitely not the first google result for this.
Regarding rolls,
@RukinSteps makes a good point about who the rolls are actually 'for'. Currently I'm operating thinking that rolls can be made by actors, and also 'about' things. For example, Attacker rolls 100, very good attack, very successful for them, defender rolls against this, so its attacker vs defender rolls. Comparably, I rolled for general situations as well, such as the regional rolls last time. Echo Isles had a high roll, therefore its beneficial to you because nothing bad is going on on the Echo Isles. Ultimately though this is just an abstraction, a way of me writing, not a definite assignment of stuff going on. There's always going to be the option of me rolling more or less for various things, but I'll continue to think about it and feel free to continue to give feedback.
Similarly, a low roll might mean 'you are injured' or merely 'you are ineffective', or 'you dont have chance to do anything'.
Because of the interrupt at the end of this chapter I'm going to leave this as an explanation of rolls, and then I'll do a 'Durotar turn 3.5' to describe what choices you have in the actual turn.
-x-
Your first six weeks at Sen'jin village are spent quite productively. Despite not being given specific duties you occupy yourself helpfully, still waiting for Master Gadrin and the rest of the elders to finish their ritual.
Training the trolls (decent success)
First sessions = 64
62 (base roll) +1 (leadership)+1 (persuasion)
Second sessions = 54
52 (base roll) +1 (leadership)+1 (persuasion)
You specifically decide to assist the village by training some of the villagers. There are a few troll warriors around, but many have other duties or their own training to attend to. As such you approach one of the battlemasters and offer your services as a tutor. You demonstrate your skill with a sword in a practice spar and your help is accepted so each week you spend a couple of days helping with the training, with the result of a faster progression for the forty or so students of the village.
Due to the varying duties of both teachers and students which prevent a regular curriculum your help is useful in filling in where the troll battlemasters can't, however you wouldn't regard your help as particularly influential. You also question whether you can do more in this area, and whether training is the best use of your skills. Nevertheless, you think you've learnt a bit more about leadership and persuading others during your activities, as well as kept your own skills sharp.
Basic Leadership +30% to next level
Basic Persuasion +15% to next level
How does the divination go? = 38, poorly but not catastrophically
You've not been told what the elders are actually doing in the largest hut, but you hear raised voices inside and there are strange sounds and smells coming from it whenever you pass nearby. Animals are taken in, and in one case a hooded troll struggling against his captors is dragged in. The prisoner does not return and black greasy smoke issues from the during the next day. You have no idea what the trolls were doing, but clearly it involves sacrificial magic.
After a week the doors of the elders' hut are thrown open and the assembled civilian and spiritual leaders of the Darkspear Tribe speak to their people. Outsiders are specifically prohibited from attending the speech and you, Vark, Angrais and some of the other non-trolls are corralled into a hut on the outskirts of the village. You speak among yourselves, discussing what you've all been up to. There is a single Tauren and a single Goblin in the village, and several other orcs.
After you're permitted to leave the hut following the meeting of the Darkspear you're advised against enquiring about the specifics of the meeting, or what the elders had been doing during their confinement. You abide by this, deeming it dishonourable to abuse the hospitality of your hosts, as well as to intrude upon the culture of others.
Echo Isles = 40, minor deterioration
However, you do overhear a few things, and some trolls mention that the divination of the elders involved the Echo Isles, where the present situation has apparently gotten worse.
Due to the elders now being available, yourself, Vark and Angrais meet with Master Gadrin and Master Vornal, two senior village elders. These trolls are pale and wrinkled, their limbs thin and they carry magical staves instead of weapons. Both trolls advise Vol'jin, the Darkspear chief and you suspect both are what the trolls call witch-doctors and follow that tradition of alchemists and magic users specific to troll culture.
The bleached bone mask of Master Gadrin glints in the torchlight as he reads over the three reports. "Evil seem fi be growing everyweh from di Isles tuh di Valley. Wheneva wi tun 'gainst one antha springs up like a weed."
He reseals the reports and hands them back to you, telling you that you can deliver them to Razor Hill in time. Gadrin thanks you specifically for the work you've been doing and suggests you and the others accompany a scouting mission to the Echo Isles. Apparently this will be a fairly large mission with several purposes from hunting some of the particular wildlife of the Isles, to the recovery of certain artefacts still there. Master Gadrin couches your participation as a suggestion, but you feel this is only because you're an orc and not a troll. While you could simply ignore him and depart for Razor Hill immediately, you don't think it honourable to do so given the clear need of the Darkspear.
Physical conditioning training Total:
92 (excellent result)
You spend several hours a day training your own body. Your teachers in the Valley of Trials impressed on you the importance of regular training and strengthening of the body as well as of your technical skills, and you've tried to follow these directives. You've trained hard, mainly in drilling on the practice grounds with your sword as well as in running and other physical activity. You already feel some improvement and you expect that if you continue this training you'd reach the level of any other warrior.
Basic Physical Conditioning +50% to next level
Meditation = 27, narrowly avoiding complete failure
20 (base roll) +7 (spirit affinity)
In the evenings you sit in meditation, trying to consciously inspire the Sight you've sometimes been gifted by the Spirit of the Wilds. You don't find any particular success in this, but you feel more prepared to continue this meditation in future. You know shaman use various aids to assist in their meditation and you do have a pouch of reagents that might assist in this. Then again, you've only felt the Sight though battle before, so perhaps you should find some way of inspiring your Sight through warfare.
Flamebender research = 51, qualified success
Base roll 40+11 for scholarship and fire affinity
You also study your father's Flamebender's Tome carefully for a few hours each day. Due to your social status you can read the Orcish even if the dialect is somewhat archaic, though there are two other distinct scripts in the text which you can't identify. The Tome describes some of the rituals and practices of the Burning Blade with several diagrams on different pages, as well as commentary, myths and other folklore of Draenor.
You concentrate on the parts of the text dealing with the Burning Blade's particular traditions, but you also see that there's plenty of information on the techniques of the Ogres and Draenei given the proximity of your clan to the capitals of both races on Draenor.
You don't actually perform any of the rituals the Tome mentions, but you do learn the basics of how you'd go about doing so. Further study will be required to learn more of the Tome's secrets.
You are particularly drawn to the parts of the text dealing with fire magic and feel a connection to the Spirit of Fire. You learn you can brew a 'sapta', a sort of potion which will increase your sensitivity to spirits and allow you to more easily connect to elemental forces. The Tome directs the initiate to drink the sapta in a place 'close to fire' such as a volcano or high mountain and then to overcome the spirit of the place in battle, seizing some token of it, usually its elemental core which can then be used to connect the initiate to the Spirit of Fire.
Basic Scholarship +15% to next level
Shamanism
Availability of teacher = 76, capped to 70 due to the elders being busy
Knowledge of teacher = 81, capped to 70 due to the elders being busy
Willingness of teacher to teach you = 7+1 for persuasion, so nope, that's pretty bad fail
Your learning despite this = 70, capped to 50 due to lack of teacher
While many of the elders shaman of the Darkspear were busy with their divinations, you managed to speak with one of the more junior shaman, Mishiki. While busy with some sort of alchemical process she speaks to you in one of the breaks and is quite knowledgeable. Due to her skill with herbs you ask her what you'd need to make the sapta you need to strengthen your connection to the elements.
"Who send ya tuh aks fi dis?" Mishiki asks you, eyes narrowed.
"No one," you admit freely, but looking at Mishiki you decide it would be best not to mention the precise method given she seems hostile to the idea already. "I've learned of them from my Clan's traditions."
Mishiki sneers, "Me tink mi smell evil an yuh, get away now mi nah teach yuh!"
You leave Mishiki's hut feeling that you've mortally offended her somehow, or rather than your Clan's traditions have. You're aware the Burning Blade are known as one of the orcish clans which had most enthusiastically adopted the Fel but surely that didn't disqualify you from ever learning Shamanism as Mishiki had suggested?
You suspect given Mishiki's reaction that none of the other Troll shaman will teach you, and you instead decide to raise the issue with Angrais as she might have a different perspective.
The Mok'Nathal is kneeling on the beach, the sand under her dry and the waves unnaturally flowing around her. "Patience and wisdom are the first things a shaman learns." she remarks, "That's why we form a connection with the Earth first. The other elements are more difficult; fire is chaotic, water malleable and air ephemeral. Earth is solid and enduring. You have to be patient, you have to be wise, but most of all you have to be humble, you can't force the elements, you have to respect them."
You don't learn anything more
of Shamanism specifically, but given your discussion you do learn some things
about Shamanism.
Vark and Angrais activities
Vark activities = 17, damaging
How do they go? = 93, excellently
Vark has been amusing himself in hunting down the patrols out of Tirasgarde. Apparently ignoring their usually passive nature Vark has gone out and killed several of the humans, taking their equipment and crudely cutting up and stitching together their armour into a cuirass more suited to his massive size. The orc is rather pleased with himself, and seems to have ignored the provocation this could cause, claiming that he left none alive to report his actions.
Angrais activities = 66, broadly beneficial
How do they go? = 94, excellently
Angrais has been being a shaman, with all the mystery that entails. You're not entirely sure what she's been up to but you've seen her working with the troll shaman several times and she seems to be well regarded among them. One notable area she helped out was by opening a deep trench to sit logs of the palisade in.
Other regional rolls
Sen'jin = 90, large improvement
Your training and the trolls own work improves the village's situation significantly. Some of the buildings are torn down and the lumber used to rebuild most of the palisade. You are on hand during one attack and you witness several trolls riding raptors ride up to the wall, hurl insults in their own language at you once they see your face, and then ride off. There are a few missiles thrown or shot from both sides but no injuries. You query who the trolls were afterward and learn that Vok'fon, the son of Master Vornal, as well as a few of his associates have turned to banditry and are now harassing the village. Vok'fon is an outcast from the Darkspear tribe because he openly spoke against association with the Horde, saying that they would make the Darkspears weak. He is broadly regarded as honourable however, and many trolls hope he can be persuaded to return to the community and remove the dishonour his actions cause his father and the Darkspear people.
Tirasgarde = 48, minor deterioration
Kolkar Crag = 46, minor deterioration
You've heard that both the Kul Tirans and the centaur have increased their patrols in both size and frequency recently, sometimes coming close to the village.
Merchant Coast = 4, Attack!
You're meditating in the communal hut one day and you're suddenly overtaken by a vision of thunder and blood. You put a hand to your head, stumbling to your feet and seizing your sword, Vark at your side having seen your alarm.
"What's wrong?" he demands, axe in hand.
You draw breath to speak but then you hear the thunder for real this time, booms out to the east in what you realise is a barrage of cannonfire!
"Down!" you manage to shout and you both throw yourselves down on the hut's floor as several others inside do the same.
Barrage = 87
The initial barrage from the sea is devastating. Even from what you assume is a smaller ship the shots still rip through the crude huts of the trolls and soon you see fires springing up and hear screaming.
Enemy landing = 97
The enemy come from the sea and you hear what you assume are humans shouting across the village and the report of musketry. The scream come again, this time from the shore as the raiding party swiftly cuts its way through the village, burning as they go.
Troll defence = 22
Due to the chaos of the attack, the ferocity of the enemy and the general lack of experienced warriors in the village the troll defence goes poorly. A score of fishermen run in shouting and are shot down immediately by the advancing enemy, while only a few of the raiders are killed in the defence by ambushes by troll axe-throwers.
Your actions during the attack = 20
You're no coward, and you and Vark both rush toward the sea to oppose the raiders. However, you find yourself lost in the ruins of several large buildings and instead of fighting end up helping the villages escape from the rubble of the buildings. Once you get the most injured free you go toward the sea again but find the battle almost over.
Your opposition = 40
After freeing the villagers Vark and yourself continue through the village. Just as you turn a corner you encounter three figures stepping out of one of the elder's huts.
Your attack = 60
Base roll 47+3 for competency, +2 for tactics, +3 for Warsight, +5 for Battle Fury
Vark's attack = 51
You charge with a wordless cry, Vark at your side, axe raised. Baneshadow's sword burns into a raging fire as it streaks toward the enemy, slicing clean through one of the raider's arms as he raises it instinctively to defend himself. Vark sinks his axe into one of them as you surge forward, sword striking up into another raider, slipping into the tranquil rage of battle, dodging right without clear reason, but a musket ball whipping past your ear.
Enemy reaction = 55
Base roll 75, -20 for surprise and intimidation.
There are three of them left and their eyes are on your burning sword and Vark's massive form. You're on them before they can prepare any significant defence, though as you strike out at another one of them manages to get another shot off and this time you can't dodge, the ball clipping your arm.
Your follow-up = 105
Base roll 93+13 for bonuses.
Your practiced fury dulls the pain and as Vark kills another with a swing of his mighty fist, you leap toward the leader, his pistol smoking. You execute one of the traditional cuts of your Clan perfectly, your sword sweeping through his neck before he even manages to draw his sword.
Enemy withdrawal = 3
As you advance toward the shore you find more of the enemy dead. Some of them have been killed by the axes or spears of the trolls, others appear to have been mauled by beasts, or burned to death. Still more, especially those found dead in clumps appear to have had the life sucked out of them, their corpses grey and dry. When you reach the shore you see the enemy's ship sailing away in the sunset, lanterns glowing. But then the wind picks up and you hear an evil voice booming out. Master Gadrin is standing there, power glowing in his hands, staff twisting and lashing like a serpent and you suddenly see a massive shape in the water! It rears up, too dark for you to know what it is and smashes down on the deck of the ship, masts falling and sailcloth tearing as the waterbeast rips into the ship.
Troll recovery = 16
While the trolls are a resilient people, capable of even regenerating limbs, so much misfortune in a single period has deeply wounded them. Many are dead and buildings have been destroyed. The raiders appear to have been searching for something, though you don't know what, and they burnt everything they didn't take, or try to take. The village is severally damaged and its people even weaker than when you first arrived, and Master Gadrin has been wounded by peeforming his last spell. It will take significant effort to repair all the damage, heal the people and make the village defensible again.