Turn 2: Let’s Get to Work (Arendelle Nega-Quest) (Nega-Quest)
mangawriter77
Otaku^9000 (In my own opinion)
- Location
- You'll neeever guess
- Pronouns
- He/Him/His
Turn 2: Let's Get to Work (Arendelle Nega-Quest)
[X] Send out a hunting expedition
DC 60
Roll: 1d100+6-10+20; 72 => 88
Success!
Calling for a hunting party was a notion that appealed to many, as the Duke and Hans had simply been content to let Arendelle sit on its ass and be spoon-fed by the castle. Now, they had something to do and keep them occupied, instead of just lamenting on the eternal winter. Surprisingly, it turned out to be very successful! The party brought back several deer and rabbits that had been caught off guard by the sudden snowstorm and had holed up in caves or small burrows to keep warm, making them easy targets. Everyone in Arendelle is very grateful for the increase in foodstuffs, especially how they can be used in warm pies and stews.
Resources increased! 80/200
[X] Employ a Chief Overseer of Resources
DC 50
Assigned hero: Kristoff
Roll: 1d100+21+13-10+20; 36 => 80
Success!
Realizing you couldn't hold out forever and you needed to make what you had last, you realized the best way to do it was to ration everything fairly. However, your previous experiences with your advisors made you hesitant to trust them with such a task. So, you turned to Kristoff to see if he could find somebody worthy of the job. To your surprise, he actually sent a messenger up north for what he said was an "ideal candidate." When the messenger came back, it was with a large man and his family. Despite the man's strange demeanor, you set him up with everything he needed and explained the job that was required. To everyone's surprise, Wandering Oaken was actually perfect for the job at hand, due to him running a trading post and already knowing how to organize resources and prioritize certain stocks. Kristoff couldn't stop smugly grinning whenever an advisor sent him a dirty look for a straight week.
Hero Unit obtained: Wandering Oaken!
Resource consumption decreased by 5!
Martial: 15 (While Oaken is a generally calm and reasonable man, he is still very big and very strong. If pushed, he can easily get physical.)
Stewardship: 25 (Oaken manages a well-off trading post and sauna. He also knows how to drive a hard bargain and is very shrewd.)
Diplomacy: 19 (Oaken is very friendly and cheerful. This tends to get people to trust him a little more easily.)
Intrigue: 6 (Oaken is an honest businessman. Plus, not much is inconspicuous about a large German man with bright red hair.)
Learning: 14 (Oaken knows math, as well as few languages. However, he is still a commoner.)
Occult: 3 (Oaken heard some stories and rumors during his time, but he never paid much attention until now.)
Traits:
"Yoo-hoo!": Oaken is generally seen as a friendly and innocent face. This allows him a bit of an advantage when talking to people. +10 to initial Diplomacy rolls, +15 if Oaken's trying to sell the person something, and +5 Intrigue whenever he's in a conversation, unless the other party is trying to analyze him.
"Oh, no good": While Oaken is friendly and agreeable, he's also very shrewd. Any character who wants to get him to talk down his prices needs to pass a Diplomacy check of 75 or an Intrigue check of 55.
"What Did You Call Me?": While Oaken is extremely patient, even he has his limits. When angered, Oaken has a -10 to Diplomacy checks and has a +10 to Martial.
"Foreign Trading Post": Due to his location, Oaken has met with a few foreign visitors. It helps that he's foreign to Arendelle himself. No rolls needed for understanding German. If someone is speaking in a foreign tongue, roll a d3. Upon rolling a 3, Oaken is able to understand the speaker. Otherwise, he's completely clueless.
"Businessman": Although Oaken has agreed to help you out, he still has his own business to run. Any turn he spends on a national action, he must spend the next turn managing his post.
[X] Address the people
DC 30/50/70
Assigned hero: Olaf
Roll: 1d100+13+21+10-10+20; 95 => 149
Critical Success!
"So… what exactly am I looking at?" Elsa asked.
Olaf looked up at her and smiled. "Well, everyone needed some reassurances about what's going to happen, what with the winter continuing and the government getting a major revamp. So, I decided to not only tell them what the plan was, but also take their minds off the dismalness by reminding them about what winter could bring! I think it worked out alright."
"Alright" is putting it mildly. The courtyard has turned into an impromptu winter wonderland, complete with snowmen, sculptures, forts, and several snowballs, with some isolated ice rinks here and there. There's not a single frown amongst the people as the children run around and laugh, their parents either partaking in the fun or simply watching fondly with gentle looks. It's a scene Elsa hasn't seen since before the winter.
…Come to think of it, she hasn't seen a scene like this since before the accident. Control of her powers were a lot simpler then. Maybe it would be a good idea to make these little festivities a more common occurrence? She'd get training and the people would get to take their minds off the cold…
She caught some of the suspicious and worried looks she was getting from the adults. Yeah, probably best if she started pitching in with Olaf's efforts.
Public reassured! Olaf has been seen as a trustworthy and innocent figure by the masses! His Diplomacy bonuses now apply in Arendelle.
Elsa has an idea for training and PR! +10 to all future "Interact with the People" rolls, plus a chance to activate "Let it Go"!
[X] Spy on the masses
DC 60
Roll 1d100+11; 67 => 78
Success!
Thanks to all the chaos and destruction that took place during the riots, it was pretty easy to slot in spies around the kingdom. All that was needed was a bit of coin and a promise of just a light slap on the wrist to some of the rioters and they were willing to talk about anything they heard in town. Of course, you had to set up a system in order to fact-check these informants just to be sure nobody tried anything, but all-in-all, you have a decent understanding of what goes on in Arendelle.
Underground network established! Access to the rumor mill enabled!
[X] Create a guide on winter survival
DC 45
Roll: 1d100+18+15-10+20; 70 => 113
MASSIVE CRITICAL SUCCESS!!
You stand open mouthed as Kristoff and the other men roll in. They're dressed in similar furs to the ice merchant and lead a whole host of sleds, packed with supplies and fresh lumber for the kingdom, all led by a whole herd of reindeer. Everyone is busy unloading and getting everything set up in an efficient and organized manner. It's almost like an army just rolled in!
Kristoff smiles at her. "I heard you were compiling a guide on how to get through the winter season. So, I thought I would bring back some experts." He gestures to the crowd. "Meet my coworkers from the North Mountain. They'll be happy to teach the people some tips on how to survive the harsh winter. Plus, whatever happened to the blizzard has cut off a lot of them from their homes. So, pay is simple; just offer them some decent shelter and we should be alright. Plus, we brought all these extra supplies from some of our emergency depots. There should be enough for all of us and then some."
You shake your head as you let out a relieved laugh. "Kristoff, you have outdone yourself. They're more than welcome in the palace until we can build something more permanent."
"That would be most appreciated, Your Highness," says a female, walking up to them. Taking off her hat, she reveals a head of long, braided, brown hair, a strong chin, and kind, blue eyes. "I'm Maja, and I'm as good as these louts can get to a leader. Anything you need from us, I'll make sure it gets done." She offers her hand. "Your people up for some harsh lessons on winter?"
You chuckle and shake the offered hand. "After what this kingdom's been through? I think we're ready for anything. Welcome to Arendelle."
The Ice Merchants have joined Arendelle! Resources and supply cap boosted! 110/250
Maja unlocked as a hero unit!
Martial: 9 (Maja can hold her own for a bit in a scrap should the need arise, but it's not something she's trained for.)
Stewardship: 18 (Maja is as close to a leader as the Ice Merchants have. She runs most of the financials and paperwork involved with ice delivery.)
Diplomacy: 16 (Maja has a pretty face, and she knows it. She also knows how to use it to her advantage. However, her rough style of speech is sometimes off putting.)
Intrigue: 13 (A life on the ice has given Maja light feet, but she's no ninja.)
Learning: 12 (Maja has had a bit more learning than most due to her increased responsibilities, but she's not extremely learned.)
Occult: 5 (Practical as she is, Maja never really paid attention to the fantastic stories of the older merchants. However, with everything that's happened, she's a bit more open-minded. Helps that her new patron is a practitioner.)
Traits:
"Winter Specialist": Maja has been harvesting and selling ice her whole life. This trade has allowed her in-depth knowledge about survival, the nature of ice and snow, and how the wild works. +20 to all rolls concerning survival in winter climates, +15 to any Learning rolls about other outdoor survival, +10 to all other rolls concerning the outdoors.
"Local Outdoors(wo)man": Maja has been all over the area selling ice, since it doesn't travel well. As such, she has extensive knowledge of the terrain and pathways to places. +10 to any rolls concerning traveling to another place in Northern Europe.
"Among the Higher Masses": As a well-off merchant, Maja is easy to trust and mostly unassuming to everyday people, yet is still able to hold some clout with the upper classes. +5 to Diplomacy rolls involved with communicating with common folk, but -5 malus when communicating with those of a... higher society.
"What was that accent?"-Maja is a smooth talker… so long as her rough speech pattern doesn't trip her up. When making a Diplomacy check, roll a d2. Upon a 1, she gains a -5 malus due to her rough speech. Otherwise, nothing happens.
Ancillary: "Ice Merchants"-Maja is about as close as you can get to the leader of the Ice Merchants. Which means, she can whip them into shape about doing a task. Whenever Maja is assigned to an action that is made easier with group work (ex. building or exploring, not paperwork), she gains a +15 bonus due to having the guys help her out.
"Winter Instructor"-Elsa has appointed Maja in charge of teaching the people of Arendelle how to survive the winter. So far, progress is acceptable, but Maja is determined to make it better. Maja can spend a personal action holding extra lessons for winter survival. Over time, the rolls made on this action build up and can increase Arendellian competency in a frigid climate.
Trait for Arendelle unlocked!
"Break the Frozen Heart"- tested by the Ice Merchants and hardened by the Everlasting Winter, Arendellians now are able to withstand even the harshest of colds! All residents gain a +5 to all rolls while in this terrain. (This can be increased.)
[X] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Roll: 1d100+22+15-10+10; 22 => 59
Two degrees of success!
Asking around town and searching through the castle turned little over in the way of any magical artifacts. However, you did manage to find some notes on nature magic taken by a scribe that traveled to Northuldra with your grandfather on multiple occasions in the archives. You also found an old horn with ancient carvings on it. You have no idea what it is, but it seems to vibrate whenever you touch it, so it must be important somehow.
Magical notes found! Whoever has them has a +5 to all Learning and Occult checks while in Northuldra.
Old horn found! You… think it's useful?
Elsa:
[X] Talk with Kristoff and Olaf
Roll: 1d100; 5
With all that was going on, the two of you never had time to talk informally. When you could talk, you were in social situations, and that required you to be prim and proper, something that may have put Kristoff off a bit… you should probably try to fix that.
Kristoff: Warning 1!
(Warnings are your instincts saying that you are making your hero units uncomfortable. Once you reach three warnings and do nothing about them, their loyalty begins to drop until you address the problem.)
[X] Interact with the people
Roll: 1d100+15-10; 26 => 31
Despite Olaf's success, the people are obviously still angry at you for everything. Your busy schedule prevented you from interacting with them as much as you would like, so things are still a bit... frosty. However, they can tell you're trying.
Status: 31/250
State of Affairs: 37+5+5+15+10=71 (Edgy)
A/N: Hello, motivation and plot bunnies! Why don't you stop and stay a while? For once?
In all seriousness, sorry this took so long to write. I'm coming to realize that I have a bad habit of dropping things at inopportune times. Still, though, this is what Elsa was going through back in turn two! Things are starting to look up, eh?
Nationals
Martial
[ ] Reorganize the city guard
DC 35
Decreases crime, improves state of affairs
[ ] Repair defensive walls
DC 50
Improves outer defenses, all attacks take -5
[ ] Send out a hunting expedition
DC 60
Increases resources, improves state of affairs
Stewardship
[ ] Scavenge the wrecked ships for supplies
DC 50
Increases resources, improves state of affairs
[ ] Search the city for any overlooked supplies
DC 60
Increases resources
[ ] Send out a woodcutting expedition
DC 40
Increases resources, improves state of affairs
[ ] Send out a foraging party
DC 45
Increases resources, improves state of affairs
[ ] Employ a Chief Overseer of Resources
DC 50
Puts someone in charge of resources management and distribution, may unlock another hero, resource consumption decreased by 2
Diplomacy
[ ] Address the people
DC 30/50/70
Calms the fears of the masses, improves state of affairs
Intrigue
[ ] Spy on the masses
DC 60
Allows access to public rumor mill
[ ] Send scouts to survey the area
-[ ] East/North/West/South
DC 30/40/50/60
Increased knowledge about what's around, unlocks actions, may unlock potential heroes and resources
Learning
[ ] Study in the library
DC 40/80/120
Temporary Learning action bonus, possible actions, may unlock something about Anna
[ ] Assemble a team of scholars
DC 55
+15 to all future learning actions, improves state of affairs
[ ] Create a guide on winter survival
DC 45
Eliminates maluses brought on by winter climate, improves state of affairs, unlocks actions
Occult
[ ] Study the storm wall
DC ???
May bring new insight on how to break through the wall
[ ] Study Anna's condition
DC ???
May bring new insight on how to break Anna's curse
[ ] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Adds temporary Occult action bonus, may unlock occult actions, may unlock occult advisor bonus
Personals
Elsa
[ ] Train
Increases occult score, may increase martial score
[ ] Talk with Kristoff and Olaf
Potentially decrease "Sacrificed Sister" malus
[ ] Interact with the people
Decreases "Monster!" malus with every 50 points rolled
[ ] Interact with the advisors
Potentially increase advisor bonus
[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition
Kristoff
[ ] Reach out to the trolls
May get new ideas on how to end the winter and Anna's curse, or new insight to what has happened
[ ] Talk with Elsa and Olaf
Potentially decreases "Iced Love" maluses
[ ] Interact with the people
Potentially increases Among the Masses bonus, may uncover some of the rumor mill
[ ] Interact with the nobles
Potentially decrease Among the Masses malus
[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition
[ ] A Strong Back
Help Elsa with something
-[ ] Which action?
Olaf
[ ] Research summer
Can gain temporary bonus due to motivation
[ ] Interact with the people
May unlock "Hi, I'm Olaf!" bonuses
[ ] Hang out with your friends
-[ ] Which one?
Adds +10 bonus to all actions taken by specified hero unit
[ ] Help Elsa
-[ ] With what?
Martial
[ ] Reorganize the city guard
DC 35
Decreases crime, improves state of affairs
[ ] Repair defensive walls
DC 50
Improves outer defenses, all attacks take -5
[ ] Send out a hunting expedition
DC 60
Increases resources, improves state of affairs
Stewardship
[ ] Scavenge the wrecked ships for supplies
DC 50
Increases resources, improves state of affairs
[ ] Search the city for any overlooked supplies
DC 60
Increases resources
[ ] Send out a woodcutting expedition
DC 40
Increases resources, improves state of affairs
[ ] Send out a foraging party
DC 45
Increases resources, improves state of affairs
[ ] Employ a Chief Overseer of Resources
DC 50
Puts someone in charge of resources management and distribution, may unlock another hero, resource consumption decreased by 2
Diplomacy
[ ] Address the people
DC 30/50/70
Calms the fears of the masses, improves state of affairs
Intrigue
[ ] Spy on the masses
DC 60
Allows access to public rumor mill
[ ] Send scouts to survey the area
-[ ] East/North/West/South
DC 30/40/50/60
Increased knowledge about what's around, unlocks actions, may unlock potential heroes and resources
Learning
[ ] Study in the library
DC 40/80/120
Temporary Learning action bonus, possible actions, may unlock something about Anna
[ ] Assemble a team of scholars
DC 55
+15 to all future learning actions, improves state of affairs
[ ] Create a guide on winter survival
DC 45
Eliminates maluses brought on by winter climate, improves state of affairs, unlocks actions
Occult
[ ] Study the storm wall
DC ???
May bring new insight on how to break through the wall
[ ] Study Anna's condition
DC ???
May bring new insight on how to break Anna's curse
[ ] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Adds temporary Occult action bonus, may unlock occult actions, may unlock occult advisor bonus
Personals
Elsa
[ ] Train
Increases occult score, may increase martial score
[ ] Talk with Kristoff and Olaf
Potentially decrease "Sacrificed Sister" malus
[ ] Interact with the people
Decreases "Monster!" malus with every 50 points rolled
[ ] Interact with the advisors
Potentially increase advisor bonus
[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition
Kristoff
[ ] Reach out to the trolls
May get new ideas on how to end the winter and Anna's curse, or new insight to what has happened
[ ] Talk with Elsa and Olaf
Potentially decreases "Iced Love" maluses
[ ] Interact with the people
Potentially increases Among the Masses bonus, may uncover some of the rumor mill
[ ] Interact with the nobles
Potentially decrease Among the Masses malus
[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition
[ ] A Strong Back
Help Elsa with something
-[ ] Which action?
Olaf
[ ] Research summer
Can gain temporary bonus due to motivation
[ ] Interact with the people
May unlock "Hi, I'm Olaf!" bonuses
[ ] Hang out with your friends
-[ ] Which one?
Adds +10 bonus to all actions taken by specified hero unit
[ ] Help Elsa
-[ ] With what?
[X] Send out a hunting expedition
DC 60
Roll: 1d100+6-10+20; 72 => 88
Success!
Calling for a hunting party was a notion that appealed to many, as the Duke and Hans had simply been content to let Arendelle sit on its ass and be spoon-fed by the castle. Now, they had something to do and keep them occupied, instead of just lamenting on the eternal winter. Surprisingly, it turned out to be very successful! The party brought back several deer and rabbits that had been caught off guard by the sudden snowstorm and had holed up in caves or small burrows to keep warm, making them easy targets. Everyone in Arendelle is very grateful for the increase in foodstuffs, especially how they can be used in warm pies and stews.
Resources increased! 80/200
[X] Employ a Chief Overseer of Resources
DC 50
Assigned hero: Kristoff
Roll: 1d100+21+13-10+20; 36 => 80
Success!
Realizing you couldn't hold out forever and you needed to make what you had last, you realized the best way to do it was to ration everything fairly. However, your previous experiences with your advisors made you hesitant to trust them with such a task. So, you turned to Kristoff to see if he could find somebody worthy of the job. To your surprise, he actually sent a messenger up north for what he said was an "ideal candidate." When the messenger came back, it was with a large man and his family. Despite the man's strange demeanor, you set him up with everything he needed and explained the job that was required. To everyone's surprise, Wandering Oaken was actually perfect for the job at hand, due to him running a trading post and already knowing how to organize resources and prioritize certain stocks. Kristoff couldn't stop smugly grinning whenever an advisor sent him a dirty look for a straight week.
Hero Unit obtained: Wandering Oaken!
Resource consumption decreased by 5!
![](https://www.aier.org/wp-content/uploads/2019/12/oaken-1200x900-cropped.jpg)
Martial: 15 (While Oaken is a generally calm and reasonable man, he is still very big and very strong. If pushed, he can easily get physical.)
Stewardship: 25 (Oaken manages a well-off trading post and sauna. He also knows how to drive a hard bargain and is very shrewd.)
Diplomacy: 19 (Oaken is very friendly and cheerful. This tends to get people to trust him a little more easily.)
Intrigue: 6 (Oaken is an honest businessman. Plus, not much is inconspicuous about a large German man with bright red hair.)
Learning: 14 (Oaken knows math, as well as few languages. However, he is still a commoner.)
Occult: 3 (Oaken heard some stories and rumors during his time, but he never paid much attention until now.)
Traits:
"Yoo-hoo!": Oaken is generally seen as a friendly and innocent face. This allows him a bit of an advantage when talking to people. +10 to initial Diplomacy rolls, +15 if Oaken's trying to sell the person something, and +5 Intrigue whenever he's in a conversation, unless the other party is trying to analyze him.
"Oh, no good": While Oaken is friendly and agreeable, he's also very shrewd. Any character who wants to get him to talk down his prices needs to pass a Diplomacy check of 75 or an Intrigue check of 55.
"What Did You Call Me?": While Oaken is extremely patient, even he has his limits. When angered, Oaken has a -10 to Diplomacy checks and has a +10 to Martial.
"Foreign Trading Post": Due to his location, Oaken has met with a few foreign visitors. It helps that he's foreign to Arendelle himself. No rolls needed for understanding German. If someone is speaking in a foreign tongue, roll a d3. Upon rolling a 3, Oaken is able to understand the speaker. Otherwise, he's completely clueless.
"Businessman": Although Oaken has agreed to help you out, he still has his own business to run. Any turn he spends on a national action, he must spend the next turn managing his post.
[X] Address the people
DC 30/50/70
Assigned hero: Olaf
Roll: 1d100+13+21+10-10+20; 95 => 149
Critical Success!
"So… what exactly am I looking at?" Elsa asked.
Olaf looked up at her and smiled. "Well, everyone needed some reassurances about what's going to happen, what with the winter continuing and the government getting a major revamp. So, I decided to not only tell them what the plan was, but also take their minds off the dismalness by reminding them about what winter could bring! I think it worked out alright."
"Alright" is putting it mildly. The courtyard has turned into an impromptu winter wonderland, complete with snowmen, sculptures, forts, and several snowballs, with some isolated ice rinks here and there. There's not a single frown amongst the people as the children run around and laugh, their parents either partaking in the fun or simply watching fondly with gentle looks. It's a scene Elsa hasn't seen since before the winter.
…Come to think of it, she hasn't seen a scene like this since before the accident. Control of her powers were a lot simpler then. Maybe it would be a good idea to make these little festivities a more common occurrence? She'd get training and the people would get to take their minds off the cold…
She caught some of the suspicious and worried looks she was getting from the adults. Yeah, probably best if she started pitching in with Olaf's efforts.
Public reassured! Olaf has been seen as a trustworthy and innocent figure by the masses! His Diplomacy bonuses now apply in Arendelle.
Elsa has an idea for training and PR! +10 to all future "Interact with the People" rolls, plus a chance to activate "Let it Go"!
[X] Spy on the masses
DC 60
Roll 1d100+11; 67 => 78
Success!
Thanks to all the chaos and destruction that took place during the riots, it was pretty easy to slot in spies around the kingdom. All that was needed was a bit of coin and a promise of just a light slap on the wrist to some of the rioters and they were willing to talk about anything they heard in town. Of course, you had to set up a system in order to fact-check these informants just to be sure nobody tried anything, but all-in-all, you have a decent understanding of what goes on in Arendelle.
Underground network established! Access to the rumor mill enabled!
[X] Create a guide on winter survival
DC 45
Roll: 1d100+18+15-10+20; 70 => 113
MASSIVE CRITICAL SUCCESS!!
You stand open mouthed as Kristoff and the other men roll in. They're dressed in similar furs to the ice merchant and lead a whole host of sleds, packed with supplies and fresh lumber for the kingdom, all led by a whole herd of reindeer. Everyone is busy unloading and getting everything set up in an efficient and organized manner. It's almost like an army just rolled in!
Kristoff smiles at her. "I heard you were compiling a guide on how to get through the winter season. So, I thought I would bring back some experts." He gestures to the crowd. "Meet my coworkers from the North Mountain. They'll be happy to teach the people some tips on how to survive the harsh winter. Plus, whatever happened to the blizzard has cut off a lot of them from their homes. So, pay is simple; just offer them some decent shelter and we should be alright. Plus, we brought all these extra supplies from some of our emergency depots. There should be enough for all of us and then some."
You shake your head as you let out a relieved laugh. "Kristoff, you have outdone yourself. They're more than welcome in the palace until we can build something more permanent."
"That would be most appreciated, Your Highness," says a female, walking up to them. Taking off her hat, she reveals a head of long, braided, brown hair, a strong chin, and kind, blue eyes. "I'm Maja, and I'm as good as these louts can get to a leader. Anything you need from us, I'll make sure it gets done." She offers her hand. "Your people up for some harsh lessons on winter?"
You chuckle and shake the offered hand. "After what this kingdom's been through? I think we're ready for anything. Welcome to Arendelle."
The Ice Merchants have joined Arendelle! Resources and supply cap boosted! 110/250
Maja unlocked as a hero unit!
![](https://w0.peakpx.com/wallpaper/1009/421/HD-wallpaper-princess-art-queen-woman-winter-brunette-girl-beauty-face-eyes-parkyr-fur-blue.jpg)
Martial: 9 (Maja can hold her own for a bit in a scrap should the need arise, but it's not something she's trained for.)
Stewardship: 18 (Maja is as close to a leader as the Ice Merchants have. She runs most of the financials and paperwork involved with ice delivery.)
Diplomacy: 16 (Maja has a pretty face, and she knows it. She also knows how to use it to her advantage. However, her rough style of speech is sometimes off putting.)
Intrigue: 13 (A life on the ice has given Maja light feet, but she's no ninja.)
Learning: 12 (Maja has had a bit more learning than most due to her increased responsibilities, but she's not extremely learned.)
Occult: 5 (Practical as she is, Maja never really paid attention to the fantastic stories of the older merchants. However, with everything that's happened, she's a bit more open-minded. Helps that her new patron is a practitioner.)
Traits:
"Winter Specialist": Maja has been harvesting and selling ice her whole life. This trade has allowed her in-depth knowledge about survival, the nature of ice and snow, and how the wild works. +20 to all rolls concerning survival in winter climates, +15 to any Learning rolls about other outdoor survival, +10 to all other rolls concerning the outdoors.
"Local Outdoors(wo)man": Maja has been all over the area selling ice, since it doesn't travel well. As such, she has extensive knowledge of the terrain and pathways to places. +10 to any rolls concerning traveling to another place in Northern Europe.
"Among the Higher Masses": As a well-off merchant, Maja is easy to trust and mostly unassuming to everyday people, yet is still able to hold some clout with the upper classes. +5 to Diplomacy rolls involved with communicating with common folk, but -5 malus when communicating with those of a... higher society.
"What was that accent?"-Maja is a smooth talker… so long as her rough speech pattern doesn't trip her up. When making a Diplomacy check, roll a d2. Upon a 1, she gains a -5 malus due to her rough speech. Otherwise, nothing happens.
Ancillary: "Ice Merchants"-Maja is about as close as you can get to the leader of the Ice Merchants. Which means, she can whip them into shape about doing a task. Whenever Maja is assigned to an action that is made easier with group work (ex. building or exploring, not paperwork), she gains a +15 bonus due to having the guys help her out.
"Winter Instructor"-Elsa has appointed Maja in charge of teaching the people of Arendelle how to survive the winter. So far, progress is acceptable, but Maja is determined to make it better. Maja can spend a personal action holding extra lessons for winter survival. Over time, the rolls made on this action build up and can increase Arendellian competency in a frigid climate.
Trait for Arendelle unlocked!
"Break the Frozen Heart"- tested by the Ice Merchants and hardened by the Everlasting Winter, Arendellians now are able to withstand even the harshest of colds! All residents gain a +5 to all rolls while in this terrain. (This can be increased.)
[X] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Roll: 1d100+22+15-10+10; 22 => 59
Two degrees of success!
Asking around town and searching through the castle turned little over in the way of any magical artifacts. However, you did manage to find some notes on nature magic taken by a scribe that traveled to Northuldra with your grandfather on multiple occasions in the archives. You also found an old horn with ancient carvings on it. You have no idea what it is, but it seems to vibrate whenever you touch it, so it must be important somehow.
Magical notes found! Whoever has them has a +5 to all Learning and Occult checks while in Northuldra.
Old horn found! You… think it's useful?
Elsa:
[X] Talk with Kristoff and Olaf
Roll: 1d100; 5
With all that was going on, the two of you never had time to talk informally. When you could talk, you were in social situations, and that required you to be prim and proper, something that may have put Kristoff off a bit… you should probably try to fix that.
Kristoff: Warning 1!
(Warnings are your instincts saying that you are making your hero units uncomfortable. Once you reach three warnings and do nothing about them, their loyalty begins to drop until you address the problem.)
[X] Interact with the people
Roll: 1d100+15-10; 26 => 31
Despite Olaf's success, the people are obviously still angry at you for everything. Your busy schedule prevented you from interacting with them as much as you would like, so things are still a bit... frosty. However, they can tell you're trying.
Status: 31/250
State of Affairs: 37+5+5+15+10=71 (Edgy)
A/N: Hello, motivation and plot bunnies! Why don't you stop and stay a while? For once?
In all seriousness, sorry this took so long to write. I'm coming to realize that I have a bad habit of dropping things at inopportune times. Still, though, this is what Elsa was going through back in turn two! Things are starting to look up, eh?
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