[X] Write-in additional questions
-[x] look for the survivors of the raids and inquire about the tactics and if the bandits wantonly murder or are they methodical? Also find out the description of their leader!
-[x] ask around the local underworld, mercenaries, and travelers if they know anything more about these bandits and if they have a higher goal
-[x] ask around town who knows about constructing castles or better yet find someone that knows the area or terminus itself, it may have a secret entrance or its sewers may be undefended
-[x] look for an animal/pet (scout flyer?) Or invention that can help in the attack on Terminus
-[x] go to a gambling hall and bet the remaining money you have on yourself and your party succeeding on taking Terminus
@Synth do we have a time limit? I can add more questions
I'm currently outlining the next chapter, though giving myself enough flexibility to change things around easily enough if votes shift. You essentially always have until the next chapter is posted, or until I post a vote hold if the chapter requires that I cut off voting entirely to properly write it.
As for your questions, I may be able to provide some info right away so long as it's something the average person knows (and therefore the POV character should actually know without asking.) And if I can't provide full info, I can at least give the layman's knowledge on a topic.
While the people of the world are based upon standard animals, the beasts of the setting (be they wild or tame) are based on various dinosaurs. Yes, this means raptor cavalry are actually a thing that exists.
Technologically, the setting is comparable to 1400s europe. So mostly pre-renaisance. There's probably someone somewhere experimenting with such things as gunpowder, but guns are not in common usage... yet. It's not impossible that some very early gun models are floating around given the existence of adventurers.
Edit: Derp, I think you may have actually meant a time limit in regards to what can be accomplished by the character. You should probably assume I'll have the POV character follow any provided plans in order from highest to lowest votes, though I may stop if there's a big drop in votes between two ideas, or if I judge enough time has passed (or enough info has been revealed) that players might decide to change course on further plans.
Edit 2: The fox (Trefor Craddock, a visiting noble from Safreylia) was still in the throne room when you were dismissed, seemingly having further business to discuss with the king. You could wait around to speak with him, or try to find him later, but immediate access to him seems unlikely.
I'm currently outlining the next chapter, though giving myself enough flexibility to change things around easily enough if votes shift. You essentially always have until the next chapter is posted, or until I post a vote hold if the chapter requires that I cut off voting entirely to properly write it.
As for your questions, I may be able to provide some info right away so long as it's something the average person knows (and therefore the POV character should actually know without asking.) And if I can't provide full info, I can at least give the layman's knowledge on a topic.
While the people of the world are based upon standard animals, the beasts of the setting (be they wild or tame) are based on various dinosaurs. Yes, this means raptor cavalry are actually a thing that exists.
Technologically, the setting is comparable to 1400s europe. So mostly pre-renaisance. There's probably someone somewhere experimenting with such things as gunpowder, but guns are not in common usage... yet. It's not impossible that some very early gun models are floating around given the existence of adventurers.
Edit: Derp, I think you may have actually meant a time limit in regards to what can be accomplished by the character. You should probably assume I'll have the POV character follow any provided plans in order from highest to lowest votes, though I may stop if there's a big drop in votes between two ideas, or if I judge enough time has passed (or enough info has been revealed) that players might decide to change course on further plans.
Edit 2: The fox (Trefor Craddock, a visiting noble from Safreylia) was still in the throne room when you were dismissed, seemingly having further business to discuss with the king. You could wait around to speak with him, or try to find him later, but immediate access to him seems unlikely.
Thanks for the reply, will add further questions related to Terminus. Probably a good idea to befriend the Fox since he has the king's ear and we'll be doing the killing and bleeding for him. Can we know the price for hunting lizards? Also how hard would it be to train them?
Edit: added several more actions in my previous posts like buying climbing gear and darker clothes since we'll probably strike Terminus using stealth and ambush.
Assuming you're meaning the cost of foraging via hunting, this can vary from land to land and finding out the specifics of the laws would require the gifts of Law, Legal Authority, or Local Knowledge. Any local can probably give you a quick but unspecific answer on the topic, though its unlikely that any layman can give permission for such.
With regards to training the surly beasts, this would utilize the skill of Animal Handling, as would working with an already 'tamed' creature. The former, however, can take a great deal of time to fully 'break in', and the carnivorous among the great lizards cannot truly be called tame even after years of strict training.
-[4] Athletics - Running, jumping, climbing.
-[4] Brawling - Fisticuffs. Need I say more?
-[4] Combat Tactics - Add up to one die from your Tactics skill to melee attack rolls if your opponent is flanked.
-[4] Construction - Building things larger than your head, usually with no moving parts.
-[4] Defiant
-[4] Diplomacy - Bonus dice for negotiations which take five minutes or longer.
-[4] Dodge - To not be in the path of that thing which will hurt.
-[4] Elementalism - The elemental arts, though this is useless without the appropriate gifts.
-[4] Endurance - Not getting tired from long endeavors; hiking, swimming, foraging. -[4] Focus on hiring a group of 5-10 very experienced individuals. Adventurers, as they're called.
-[4] High Career (Mercenary - Determines bonus to Dodge, Melee Combat, and Ranged Combat) 4.
-[4] High Will
-[4] Leadership - Inspiring others to greatness (and rallying them in battle!)
-[4] Literacy - Not everyone can read, but you can. Vital for paperwork, learning magic, and avoiding being taken advantage of within the realm of law and contracts.
-[4] Low Speed
-[4] Melee Combat - Swing sharp thing. Hit enemy. Two marks
-[4] Negotiation - 3 whole denarii you say? Surely we can work something out.
-[4] No true home - additional bonus gift, raising the free gifts from 3 to
-[4] Ranged Combat - Shoot sharp thing. Hit enemy.
-[4] Tactics - As it says on the tin, though you'll need a special gift to translate this into actual combat dice. Two marks
-[4] True Leader - When rallying an ally, you may temporarily grant them Focus, a status which can act as an extra action or an interrupting action. -[4] Walking - It'll take around two weeks by foot. You can probably hunt and forage for food on the way there, but that's technically illegal in most lands.
[1] Write-in additional questions
-[1.9] ask around the local underworld, mercenaries, and travelers if they know anything more about these bandits and if they have a higher goal
-[1.17] ask around town who knows about constructing castles or better yet find someone that knows the area or terminus itself, it may have a secret entrance or its sewers may be undefended
-[1.10] get to know the Fox noble, he'll be in charge of Terminus once you get rid of the bandits so a good working relationship with him would be ideal.
-[1.2] go to a gambling hall and bet the remaining money you have on yourself and your party succeeding on taking Terminus
-[1.4] look for an animal/pet (scout flyer?) Or invention that can help in the attack on Terminus
-[1.61] look for the survivors of the raids and inquire about the tactics and if the bandits wantonly murder or are they methodical? Also find out the description of their leader! -[1.64] purchase climbing supplies like rope and pitons, dark clothes as well since you'll probably attack by stealth and at night.
It doesn't take long to locate the local tavern in Lochait. (Or one of them at any rate.)
Lochait is the capital of Aestemel and as such is sure to have more, but this is the first one you were pointed to, so it's the first place you look.
Inside is the ever-present stench of cheap ale and the sound of good-natured argument over cards, rumors, recipes, or politics.
Taking a place at the bar, it's mere moments before a young rabbit addresses you from behind the counter as she finishes wiping out a tankard, placing it on a shelf behind the bar.
"What'll you have then? The good stuff's a denarii, but if that's richer than your blood, the swill's an ori', as are some light viddles, though meat is two."
You nod at that - the prices are fairly standard against what you've seen in the past. An 'ori', or Orichalk, is worth 1/12 of a denarii, making good drink quite expensive comparatively. As an omnivore, you can get away with eating primarily greens, only splurging on meat occasionally. Not like the carnivores, poor bastards. You can't help but think back to the panther you used to know in the old days with the Black Mark. The bloke nearly spent himself penniless just keeping fed. Didn't help that he had a taste for wine.
"Swill and some viddles. And a few words, if you have the time," you say, pushing forward 3 orichalks.
"Oh, always time to talk with a generous gentleman," she says with a grin, surreptitiously slipping one of the orichalks into her clothing as she puts the other two away, "though fair warning, don't try to get sweet on me, or me father will have your hide, ye ken?"
"Of course," you say, quickly changing the topic, "I simply wanted to discuss current affairs. I heard about that business with the bandits up in Terminus. Terrible, that."
(Will & Negotiation & Bonus d4 (bribe) vs Will & Inquiry: d8, 2d4 vs ??: 8,3,2 vs 5,5: 1 success; you successfully convinced the barkeep to share some info, and it's on a topic she seems keen on besides.)
"Aye," she responds with a sigh, "sign of the times it is. To hear people tell it, once was a time you could walk from Oswana to Frayye with a sack of denarii on your hip and see nought but fellow travelers, wildlife, and the roadwardens. But, it is what it is. I suppose the bastards have to put food in their bellies one way or the other, just wish they'd somewhere else to ply their 'trade.' Maybe the gods damned Duscanans—"
She shakes her head, perhaps realizing she could step on some toes were the wrong person to hear her.
"That's enough out of my gab, I think. You know anything more on the bandits?" I should like to hear it if you do."
"Well…" you say, drawing it out as her eyebrows peek up in obvious interest, "I might have heard that some 'gentleman' thinks he can drive the bandits out and is looking to hire steady hands. Such a fool would probably pay well to those eager and able to cross swords with the brigands."
"Ah," she says with a knowing grin, "I'd be right happy to see the last of them. Might even see Aplorian wine again someday if the sverls across the 'guine can decide on a lord to rule them for more than a fortnight. But that's neither here nor there."
She gives a pointed look over your shoulder, and you turn just enough to glance the patrons in that direction as she speaks in a lower tone.
"Lass in the corner by herself is Lina, an old friend o' mine. Normally I'd be happy to have her to visit, but she's been o'er there drowning her woes off and on since she made her way here. Not my story to tell, but you say you're going after the bastards in Terminus and she'll be a step behind you. No slouch with a bow, either. I'm not keen on sending her into danger, but she's a tough one, and cheap ale isn't doing ought for her.
"And I suppose as long as I'm talking, the two burly blokes at the table a bit down the wall from her 'ave been asking after work. Mercenaries, I should think. A heavy axe and steady spear couldn't hurt, and I've always heard two wolves wot work together pull the weight of three men.
She turns her gaze to the other side of the room, and you leisurely turn as well.
"Squirrelly fella muttering to himself over the papers spread across his table is one of them magic types, I should think. Not sure what he's after or if he'd even be interested in a job, but a steady hand's a steady hand, whether it grasps blade or spell, eh?
(Mind & Supernatural vs 3: d8 & - vs 3: 7 vs 3; 1 success; though you're no mage, the Squirrell's blue robes and wooden staff suggest he may be a mage after all.)
"The Deer, Rabbit, and Hawk make an odd group o' drinking buddies, but if I'm not mistaken, they've been commiserating over not being chosen to take up the banner of go'in after the bandits. Might be sour to join an expedition rather than lead it, but who's to say 'less ye ask.
"Been a few other lads in the last few days seek'n work - might run into 'em if ye stick around, though no telling if and when they'll be back."
Who will you speak with first?
[] Prioritize talking to Lina, the Racoon Ranger.
[] Prioritize talking to the pair of Wolves wielding a Spear and Axe.
[] Prioritize talking to the unnamed Squirrel, who seems to be a mage.
[] Prioritize talking to the Deer with a Longsword at his hip.
[] Prioritize talking to the Rabbit with the Rapier at his hip.
[] Prioritize talking to the Hawk with the Shortsword at his hip.
[] Write-in
Speaking with any given person first might make them more amenable to your cause, or it might do the opposite... depending on their personality.
You consider speaking with the local underworld, thieves and the like. You've had to deal with such people before in the Black Mark, though you were never the one to take charge in such matters. Without any known contacts, it'll be difficult to know where to start.
(Mind & Gossip vs 3; d8 & - vs 3; 2 vs 3; failure)
You spent nearly an hour wandering the local market, making idle conversation in an attempt to track down any sort of contact with the less savory sort, but you got little more than odd looks for your trouble.
At the very least you were able to identity a number of potentially worthwhile items for purchase. You find yourself even considering the possibility of purchasing another set of armor to layer with your existing leather armor. It would mean restricting your movements, but you're not so skilled in anything that it would meaningfully degrade your abilities.
Then again, it might not be wise spending too much of your current funds; some adventurers may not be keen on taking only the promise of payment and whatever you can scrounge together from selling the bandits' ill-gotten goods.
(Wearing two layers of armor is possible so long as they are different kinds of armor. In addition, this limits your skill die to being no larger than d8s… but none of yours are bigger than that at this time anyway.)
Good Rope, 22 paces long - 3 denarii
Set of spikes, usable as climbing pitons - 3 denarii
Cloak (d6 to dodge, concealment die upgraded) - 7.5 denarii
Leather Cloak (d8 to dodge, concealment die upgraded twice) - 15 denarii
Cloth Armor (d4 armor) - 1 denarii
Leather Armor (d6 armor) - 12 denarii
Chain Armor (d8 armor) - 120 denarii
(Whatever you buy at the market, you'll likely manage to haggle it down to 90% of the listed price due to your gift of Haggling.)
(In any case, you don't need to make any final decisions regarding such purchases until your last day in the city before leaving. Having identified the merchants that sell the above items, you'll be able to find them and make your purchases quickly just before you go without expending any real time on the endeavor.)
Aside from speaking with the adventurers in the bar, you could probably pursue another avenue of action before running low on time for the day and needing to turn in for the night at a local inn. What will you do?
[] Try to find someone with technical knowledge of castles.
[] Try to acquire some of the fox noble's time.
[] Visit the gambling hall.
[] Try to find other survivors for additional information on the bandits.
[] Seek out some sort of animal or invention that might help with the assault on Fort Terminus.
[] Spend additional time at the bar, hoping to run into other adventurers.
[] Check if any of your old Black Mark buddies are around. Unlikely, but possible.
[] Write-in
AN: After some thought, I've adjusted my change to the mechanics of Favorite Use - when declaring a Favorite Use has a decent chance of improving a given roll, I'll go ahead and declare it. Undeclaring a Favorite Use will still be free, but will require at least half of the participating voters for a chapter to vote to undeclare it. Undeclaring a favorite use will also lock the favorite use slot for a time.
AN2: Note that the Character Sheet has been updated, and will remain up to date. It contains the most relevant info, as well as a link to the full character sheet.
[] Plan Wolves and more Intelligence
-[] Try to find other survivors for additional information on the bandits.
-[] Prioritize talking to the pair of Wolves wielding a Spear and Axe.
We need to know the leader of the bandits, to know his habits and to kill him quickly, since judging by his operation and the fact that they seem to be recently organized, killing him will probably break down the cohesion of the bandits hence i'll vote for finding him and killing him quickly.
I will also vote for the raccoon since she knows the terrain, but she seems to be after revenge and will come if we ask, hence I might vote for the wizard yet he seems to be jumpy and have not experienced combat yet, so the mercenary wolves will be the best bet for extra muscles, experience in combat as well as their coordination and pack tactics make them better in group work
Also lets buy supplies on the last say for one quick trip, and we can stay for 2 more days before leaving.
[X] Plan Wolves and Allies
-[X] Prioritize talking to the pair of Wolves wielding a Spear and Axe.
-[X] Spend additional time at the bar, hoping to run into other adventurers.
[X] Plan Ranger and Information
-[X] Prioritize talking to Lina, the Racoon Ranger.
-[X] Try to find other survivors for additional information on the bandits.
Not complaining, but while I understand the purpose of plans when you have a lot of decisions to make which might affect each other greatly, I don't totally understand their usage in this case. I always thought plans were a trade-off, a departure from the typical quest setup in exchange for coordinating multiple decisions. Am I off base in this?
Not complaining, but while I understand the purpose of plans when you have a lot of decisions to make which might affect each other greatly, I don't totally understand their usage in this case. I always thought plans were a trade-off, a departure from the typical quest setup in exchange for coordinating multiple decisions. Am I off base in this?
You are correct in your assessment, i just assumed that you wanted people to vote by plan instead of by line, i can remove my plan name though if you like
You are correct in your assessment, i just assumed that you wanted people to vote by plan instead of by line, i can remove my plan name though if you like
[X] Try to find other survivors for additional information on the bandits.
[X] Prioritize talking to the pair of Wolves wielding a Spear and Axe.
- additional information since we need to know who the leader is and his description. Like for example, If this bandit leader is a notorious fighter who is excellent at swordfighting then poison or killing him at range seems to be way to go.
- and again a pair of wolves that fights like 3 people would be excellent! I also hope that their price is not that high
- the next day plan should be finding out more about the castle and probably hiring the raccoon ranger
- the third day we'll probably need a healer or a mage, a healer that knows about herbcraft and poisons will also be helpful in administering as well as combatting it. A good poison would be like causing creatures to sleep instantly, make them sick (diarrhea or flu), or making them drunk and dazed so they'll be easier to disarm and kill.
Just a brief update: I am working on the next chapter (did a bunch of work fully statting out the NPCs so that I can fully simulate any social interactions with appropriate rolls,) and while looking over the previous chapter I realized there is some room for possible confusion over the 2-armor rule. To clarify in case it was unclear, an item counts towards this limit only if it has "Armor" in its name. A cloak is more like a thing you hold in your offhand like a shield to gain its benefit (though you don't need to hold it the whole time since it's attached to your back and will come with you even when not held, sorta like a sheathed weapon.)
Just a brief update: I am working on the next chapter (did a bunch of work fully statting out the NPCs so that I can fully simulate any social interactions with appropriate rolls,) and while looking over the previous chapter I realized there is some room for possible confusion over the 2-armor rule. To clarify in case it was unclear, an item counts towards this limit only if it has "Armor" in its name. A cloak is more like a thing you hold in your offhand like a shield to gain its benefit (though you don't need to hold it the whole time since it's attached to your back and will come with you even when not held, sorta like a sheathed weapon.)
So its possible to dual-weild weapons of the same sizes? Also when do we learn the proper "gifts' since we picked Elementalism? The tech-level is high renaissance right? Around late 16th century? How about the magic level?
So its possible to dual-weild weapons of the same sizes? Also when do we learn the proper "gifts' since we picked Elementalism? The tech-level is high renaissance right? Around late 16th century? How about the magic level?
Tech level is more early renaissance (1400s). Crossbows IRL started to see traction around the 1100s, though in this setting they didn't catch on quite like they did IRL. Crossbows are definitely floating around, though new/strange enough that most people are slow to adopt them. Guns are basically unheard of, though the highly educated may be aware of such things as sulfur and some advancements towards gunpowder. Mechanically, bows are both easier to acquire and will produce better offensive damage in the hand of a skilled marksman than crossbows, though crossbows will produce more damage in an unskilled hand than bows.
Dual-wielding is definitely possible, though we're getting into some of the mechanical minutia here: Anything you wield in your hands has a hand requirement. Two-handed weapons require... two hands, one of which is your 'good' hand. Most one-handed weapons require being wielded in a 'good' hand. Shields and cloaks (and daggers and clubs and torches...) will settle for an 'off' hand. The gift of Ambidexterity makes both of your hands into good hands!
A neat tidbit given the animal-people system is that overwhelmingly birds have the gift of Flying... but while flying it degrades your hands from whatever they were previously into a single good hand.... but most birds also have the gift of Prehensile Feet, turning both their feet into off hands as long as they're off the ground! It's worth noting that Flying and Prehensile Feet are examples of Natural gifts - things you must be born with. Ambidexterity, however, can be learned!
Mages are somewhat rare, though more common when you're in a city that has one of the prestigious Magus Academies, where mages congregate to learn, teach, research, and perhaps even attain the highest calling... tenure. Unfortunately, Aestemel is without such an academy. If you manage to find a teacher, your existing skill rank in Elementalism may mark you as someone with talent, and as such worth tutoring.
Magic itself comes in various schools: Elementalism, Holy, Thaumaturgic (Metamagic/Utility), Cognescente (Mind Magic)... and Unholy (Necromantic). That is also the order from most to least common. Those last two categories are not only the least common, but the most dangerous. Someone well versed in the magical arts or a proper academic could likely tell you both why they're so rare, and why they're so dangerous.
As for what mages can do, there's of course the classic example of the fireball, or the healing provided by a cleric, but so too are there such things as rituals. They say that rituals do not follow the rigid structure of common magic, that they take much time and effort, but so too do they say that rituals can do great and terrible things.
(I promise I'll have at least a basic list of gifts ready by the time Gareth is in a position to actually purchase them. Worth noting that while some gifts can be self-taught via practice and persistence, some require a bit of instruction. Magic is definitely one of those - you need a teacher, whether that teacher is composed of flesh or ink on paper.)
(Bar Scene)
[2] Prioritize talking to the pair of Wolves wielding a Spear and Axe.
[1.8] Prioritize talking to the Hawk with the Shortsword at his hip.
[1.3] Prioritize talking to Lina, the Racoon Ranger. (Remaining time slot)
[4] Try to find other survivors for additional information on the bandits.
Amongst the people in the bar, you judge the pair of wolves as the most valuable to recruit to your cause, and move to their table first.
As you approach, they toast their drinks.
"To 'nother job well done," one of them says, grinning, as the other initially fails to properly aim his mug at his buddy's before rallying and striking true.
"Perhaps you'd be interested in another, then?," you ask as they turn towards you, "I'm in need of steady hands if I'm to go after the bandits to the north."
(Mind & Negotiation vs Mind & Negotiation (Assisted): d6, d4 vs ??(+d6): 4, 2 vs 5, 4, 3: failure)
"Ooh, the bandits up at the old Keep just short of the border, eh?," the one with the axe says in an almost mocking tone of voice, "you'll be needing more than just a few if ye want to take that place head on."
His friend seems contemplative as he adds, "but if you've the men and the coin is good, we might be interested."
"Ah, well," you say, stumbling a bit at the realization that both of their concerns are weak points in your verbal armor, "you're the first I've spoken with, though it's my intent to gather more than just yourselves for this."
"And the coin…?" the first drawls.
You sigh in response. "I've not got overmuch on me at this time. Enough, perhaps, to pay a fraction of what you rightly deserve, though I'll be many a denarii richer when I collect the reward promised me after the keep is taken. And that's aside from the spoils of war."
You quibble back and forth for a few minutes, during which the wolves introduce themselves as Tuagh, who wields an axe, and Sleagh, who prefers a spear and shield. You introduce yourself in turn.
(...Long Negotiations: +d12 to negotiation over 5+ minutes. Rolled a 9, turning the tides!)
As the three of you continue to speak, your mastery of negotiations brings them over to your side of things, making clear that their primary concerns are things you intend to address.
"Not that we're agreeing to anything just yet," Sleagh finally says, "but when should we expect you'll be setting out on this trek?"
When indeed, you think.
"I need at least a full day to make other preparations, and perhaps more besides."
Tuagh considers that before responding in turn.
"Well, you'll find us here, if we don't find more attractive work before then."
(Two rolls occured on all occupants on the bar to see if they remain or leave - 1 for talking to a table, 1 for long negotiations. Exact thresholds/mechanics for individuals not shown, but rolls visible.)
Bar repopulation: d10 vs 5 > 4vs5, d10 vs 5 > 2vs5
When you look up from the negotiations, it's to find that while the population of the bar hadn't changed much, it had changed. The deer whom looked much like a regular soldier for Aestemel seems to have left while your attention was fully engaged by the negotiations with the two wolves.
You're split between talking to the Hawk or Racoon next, but finally decide that while you may not know the Racoon personally, if she's grieving and hasn't moved on yet, she's unlikely to do so in the next few minutes.
(Hawk: Mind & Observation vs 3: ?? vs 3: 6, 5, 2 vs 3: overwhelming success)
(Rabbit: Mind & Observation vs 3: ?? vs 3: 5, 3 vs 3: success)
The first thing that strikes you about the Hawk is how quickly he spotted you on the way to his table. That is to say, immediately.
"Hello," you say, "my name is Gareth Hewitt. The king has hired me to clear the bandits out of Fort Terminus. Would you like to earn some coin killing bandits?"
(With Hawk: Mind & Negotiation vs Mind & Negotiation: d6, d4 vs ??: 2, 2 vs 1: ...overwhelming success!?)
(With Rabbit: Mind & Negotiation vs Mind & Negotiation: d6, d4 vs ??: 3, 1 vs 4, 4, 3: overwhelming failure)
(Declared Favorite Use for Negotiation: Recruiting. Rerolled the 1. Got a 1. Again.)
Scarcely have the words left your lips when the Hawk and Rabbit respond, talking over each other.
"I'm in. When do we leave-?"
"Absolutely not, are you mad-!?"
The two of them share a mutually betrayed expression, and the rabbit stands before leaving in a huff.
"R-Right," you say, regaining your mental balance, "in a few days time. Will I be able to find you here?"
"Certainly," the Hawk responds, "I have funds to last me a few days, and this sounds like my kind of job."
(One roll occured on all occupants on the bar to see if they remain or leave.)
Lina, the Racoon Ranger: d12>5vs?
Squirrel Mage: d12>10vs?
Bar repopulation: d10 vs 5 > 2vs5
Next up is Lina, the Racoon in the corner whom still seems to be attempting to drown her sorrows under a sufficiently large quantity of alcohol.
"Ah, pardon me for interrupting," you say, though she hardly reacts to your presence at all, "but I'm looking to recruit able-bodied adventurers to help me clear the bandits out of Terminus Keep. Is that perhaps something you'd be interested in?"
(Lina's roll against alcohol: Body, Inquiry vs 3: 2: failure)
...unfortunately, it seems the poor lass has actually fallen asleep. Buggar.
(One roll occured on all occupants on the bar to see if they remain or leave.)
Squirrel Mage: d12>3vs?
Bar repopulation: d10 vs 5 > 4vs5
With a sigh, you turn to the squirrel, who thankfully hasn't managed to sneak out the door while your back was turned. Far from it, he still seems engrossed in the papers spread out on his table.
(Squirrel: Mind & Observation vs 3: ?? vs 3: 2 vs 3: failure)
He seems completely oblivious as you approach, and you take the opportunity to get a candid view of whatever he seems so interested in.
(Mind & Academics vs 3: d6 & - vs 3: 5 vs 3: success)
You may be no mage, but you can read, and the various elemental symbols carefully labeled and arranged in complex patterns makes clear that these writings are related in some way to elemental magic. Probably.
(Mind & Negotiation vs Mind & Negotiation: d6, d4 vs ??: 3, 3 vs 2: overwhelming success)
"Excuse me-" you start, and he seems to nearly jump out of his skin, his hat flying into the air. He makes a passable attempt at catching it before jamming it back down on his head.
"Now look here, young man," he starts, holding up a finger, "going around scaring your elders is no…"
At this point, he seems to realize you're taller than him, and replete with muscle besides.
You quirk an eyebrow before continuing from where you'd left off.
"- but I'm looking for anyone interested in helping me clear the bandits out of the fort to the north. I can pay some money up front, though the majority of the pay will have to come after the Keep is cleared. Are you interested?"
After blinking for a few moments, he crosses his arms.
"Well I never, what do you take me for, some roadside ruffian, keen to engage in fisticuffs? I have far better things to do," he says, preening, "like my research."
"Research?," you say, genuinely interested, though you know an in when you see it, "I suppose that must pay well."
He begins to nod before his expression falters.
"Ah, one moment," he says, turning his back to you and doing something with his back turned. Your keen ears make it all to easy to make out the sound of a coinpurse being shaken, the pathetic sound of two coins occasionally clinging against each other.
When the squirrel turns around again, no such coinpurse is in view, though he is wearing a much humbler expression.
"You, ah, said something about employment?"
You smile, happy to inform him on the general idea. He doesn't seem terribly enthused about journeying so far by foot, but it must not be enough to dissuade him from the idea.
Bar repopulation: d10 vs 5 > 7vs5
Just when you think you've exhausted the bar's patrons and the readily available adventurers, a large figure walks through the doors, the two most striking things about him being his horns and the strange flat-pointed sword peeking out from behind his back.
He meets your gaze and give a slight nod before walking up to the bar. Curious, you walk up and sit two seats down from him. He orders a drink, but doesn't so much as touch it, chatting with the barkeep.
After a time, you managed to piece together that he's looking for rumors, but nothing he's heard seems to interest him.
When you finally introduce yourself, he listens, but seems largely uninterested in the idea of taking a job to fight bandits.
"So what is it that would interest you, then?," you can't help but ask. After all, why go into a bar, order a drink, and not take a single sip, unless there's something specific he's hoping to hear?
"Make no mistake," he responds," bandits are a blight upon the land. But there are darker things in this world. If you hear of things… unnatural… that I would be keen to know."
With your remaining time in the day, you resolve yourself to looking for other survivors of the bandits; Lina can't be an isolated case, and you need as much first-hand information about the bandits as possible.
(Mind & Gossip vs 3: d6 & - vs 3: 6 vs 3: success)
After nearly an hour of pestering the local populace, you find your way down to the docks where you make contact with an otter with a dead look in his eyes: Atouck Caskfinger.
"Ay, you've the right of it," he says, hardly taking a moment to look you in the eye before he continues in his task of moving crates of goods onto the ship, "lost me son. Lost me wife. All there is to it."
"That… can't be all there is to it," you say, becoming a bit exasperated as the dockworker turns away to get a grip on another crate, "people don't just disappear. I'm sorry for you loss, but I'm going after those bastards, and if you want me to have a chance of giving them their just rewards, I need to know what they have. How they work. Who's their leader?"
(Mind & Inquiry vs Mind & Deceit: d6 & - vs ??: 3vs5: failure)
Atouck drops the crate he'd been starting to heft, the wood clunking quite loudly even from a few inches above the pier. Before you can react, he's turned and grabbed you by the vest of your leather armor, his hands shaking but holding tight as a wild light flickers in his eyes.
"Listen to me, boy. Forget this fool idea. Nothing. Nothing waits for you up north but blood and terror and darkness."
(Body, Will, Intimidate vs Body, Will, Intimidate: ?? vs 2d8: 5, 5 vs 7, 4: Gareth success)
You smack the otter's hands away from your chest, and grab the collar of his rough shirt in turn, hefting him an inch into the air.
"No, you listen to me old man. I've lived a life of war since a mercenary in my old band decided to put a sword in the hand of a stupid kid who wanted revenge on the people that killed his parents. If you've decided you have nothing to live for that's your business. But I am going to destroy those fuckers. So say something useful or stop talking."
You let him drop and watch as he takes a step back then slides down against the crate behind him. He raises his hands, staring at them as they shake.
When he speaks again, his voice is so quiet you might have missed it if the pier wasn't suddenly so quiet.
"They cut them down. Right in front of me. I- I could have, should have done something. But the fire, the black flames- I couldn't think. Couldn't breathe. I just ran, ran until I couldn't move anymore. Enis… Fresia… I'm sorry. I'm so sorry…"
You listen for a few minutes, but nothing else beyond senseless gibberings leave the otter's mouth. Eventually, two of the workers come by and help the otter to his feet, carrying him away. None of them dare look you in the eye.
Without enough time to really pursue anything else, you return to the inn you've been staying in and turn in for the night. You'd been sleeping in the common room until now, but with your purse so much heavier, you decide on a simple but private room; no sense risking someone managing to help themselves to your coin.
Tomorrow is a new day.
You'll need to be ready to leave by the day after tomorrow, or maybe the day after that if you absolutely must. But every day you wait is a chance the King's patience may run thin, or that the bandits may get word of your coming attack.
What will you do with your time tomorrow? You have at least 4 🕑 to spend. You cannot predict exactly how much time some endeavor might end up taking. This assumes you aren't leaving tomorrow.
[] Seek out more info on the bandits and their leadership. (1-2 🕑)
[] Talk to Lina before she can drink herself into a stupor. (1 🕑)
[] Look for more promising possible recruits. (1-3 🕑)
[] Try to find someone with technical knowledge of castles. (1-2 🕑)
[] Try to acquire some of the fox noble's time. (1-3 🕑)
[] Seek out some sort of animal/invention to help with the assault on Fort Terminus. (1-3 🕑)
[] Check if any of your old Black Mark buddies are around. Unlikely, but possible. (1-2 🕑)
[] Write-in
When are you currently planning to begin the overland journey to Fort Terminus? You'll be taking care of last-minute purchases and hiring negotiation on the day you leave, but little else. This may inform other in-character decisions and time management.
[] Planning to leave tomorrow
[] Planning to leave the day after tomorrow
[] Planning to leave more than a day from tomorrow
AN: Hoping that I handled that last scene appropriately enough - I'm not sure exactly where the line is on SV, but hopefully I've steered well clear of it.
[X] Talk to Lina before she can drink herself into a stupor. (1 🕑)
[X] Seek out more info on the bandits and their leadership. (1-2 🕑)
[X] Try to find someone with technical knowledge of castles. (1-2 🕑)
[X] Check if any of your old Black Mark buddies are around. Unlikely, but possible. (1-2 🕑)
- the squirrel is needed now
- more info regarding the bandits is needed since we barely got anything from that otter
- if we cant get info on the bandits, then we must know the weaknesses of Terminus fort, whether tunnels or climbable surfaces
- finally Black Mark for a veteran crewmate
- really hoping that we'll accomplish all of this by tomorrow
[X] Plan Proper Preparation Prevents Poor Performance.
-[X] Talk to Lina before she can drink herself into a stupor. (1 🕑)
-[] Try to find someone with technical knowledge of castles. (1-2 🕑)
-[] Check if any of your old Black Mark buddies are around. Unlikely, but possible. (1-2 🕑)
-[X] Look for more promising possible recruits. (1-3 🕑)
-[X] Planning to leave the day after tomorrow
So talk to lina, and look for more recruits is a given, with recruits coming last to use up any time we have left. I'd like to pick one of the two middle options but I'm having trouble deciding which would be best. Thoughts?
[X] Talk to Lina before she can drink herself into a stupor. (1 🕑)
[X] Seek out more info on the bandits and their leadership. (1-2 🕑)
[X] Try to find someone with technical knowledge of castles. (1-2 🕑)
[X] Check if any of your old Black Mark buddies are around. Unlikely, but possible. (1-2 🕑)
True, Lina may be a survivor trying to drink her sorrows away, but usually in stories with characters like that they forget key details or that their judgment becomes clouded hence more information from other sources is necessary to prevent surprises and minimize risks.
True, Lina may be a survivor trying to drink her sorrows away, but usually in stories with characters like that they forget key details or that their judgment becomes clouded hence more information from other sources is necessary to prevent surprises.
I don't think we are going to get more solid information at this point. Seems if there were more reliable witnisses in the town outsiide the kings castle he would have already questioned them. Maybe put it off and question people along the way to the castle?
I don't think we are going to get more solid information at this point. Seems if there were more reliable witnisses in the town outsiide the kings castle he would have already questioned them. Maybe put it off and question people along the way to the castle?
[X] Talk to Lina before she can drink herself into a stupor. (1 🕑)
[X] Seek out more info on the bandits and their leadership. (1-2 🕑)
[X] Try to find someone with technical knowledge of castles. (1-2 🕑)
[X] Check if any of your old Black Mark buddies are around. Unlikely, but possible. (1-2 🕑)