The Lands of the River - A Bronze Souls Quest

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A quest in a Bronze Age Soulslike setting of my own devising, inspired by Ancient Egypt, with a dash of Disco Elysium vibes.

The magical waters that bring new life to the lands no longer flow, and you, a soul waylaid on your final journey, must walk the lands to discover why. Along the way you may also piece together who you were, and who you will become.
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0-1: You Are Dead
Pronouns
She/Her
You are dead.

There's no doubt about this, it's one of those things you're very certain of; the cessation of vital functions has a certain whole-body finality to it. You've been lying in state for what must be days without eating, drinking or breathing, and that would seem to be pretty conclusive.

The fact that your soul seems in no hurry to depart is, in the circumstances, something of an inconvenient detail.

You feel sure you could theoretically move, but it just feels like too much effort. Being dead seems to have a lot in common with being depressed.

Unless you're just dead, and depressed. I mean, being dead is a pretty depressing prospect.

Should you do something?
[ ] No.
[ ] Yes.

Hi, welcome to my first quest! (internal screaming)
Big thanks to @open_sketch and @Hakazin for helping me with this.
This is a quest in a Soulslike setting of my own devising, with a dash of Disco Elysium vibes. The mechanics, the world, and your character's identity will be revealed and/or defined over time as you discover/remember things.
 
0-2: Coming Forth By Day
[x] Yes.

After a long struggle with executive dysfunction, you manage to sit up and open your eyes. It feels like a monstrous effort of will, though the physicality is extremely simple; you're not sure if this is because your body no longer has automatic processes for this, or if it's just depression again.

The midday sun beats down, as if judging you for rising late. You are sitting on a wooden bier, in a small barque which seems to be cast up on a sandy shore, dunes obscuring the view inland. If this is an afterlife, it's singularly lacking in the 'life' department. You can't quite remember what you expected, but it was at least a bit grander than this.

Actually you can't remember much of anything, come to think of it. Who were you, anyway?

[ ] A Noble Warrior - You were a highborn warrior of one of the Kingdoms of the River, skilled in all the arts of war. (A versatile pure martial fighter.)
[ ] An Outlander - You were a nomadic warrior-mystic from the Unwatered Lands beyond the River. (A specialist skirmisher, who can also call on a little of the magic of the God of the Desert Winds.)
[ ] An Astromancer - You were a Scholar of the Incantations, working magic by speaking words of arcane power. (A specialist arcane magic user, and also a passible skirmisher.)
[ ] A Priest of the Sun - You served the will of the Sun God, working magic through the Invocation of divine power. (A specialist divine spellcaster, and also a passible melee fighter.)
[ ] A Priest of the Moon - You served the enigmatic and many-faced Moon God, member of a mystic order of scholar-priests. (A multi-disciplinary pure magic user.)
[ ] A Serf - You were nobody of any great importance. (Warning: Hard Mode. You have no learning and only the barest militia training. The worst at almost everything and the best at nothing, this is the equivalent of Dark Souls' Deprived or Elden Ring's Wretch.)

You may also choose an Introspection; a question or topic you want to ask, recall or ponder. Introspection may sometimes take more than one update to resolve, and you may only focus on 1 topic at a time.
[ ] What was my name?
[ ] Write In.

From here on, you may always vote to Introspect if you do not currently have an active Introspection. You may unlock specific topics that will be added to the list, but write-ins are always welcome, and I may add particularly interesting failed votes to the list for later. Sometimes you won't get a good answer though!
 
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Character Sheet
Benerib, Seeker of Truth
She/They

Might 51Finesse 53Wit 75Wisdom 79
Hewing Weapons 25Thrusting Weapons 25Incantation 42Invocation 46
Authority 30Missile Weapons 20Discovery 37Wards 35
Endurance 21Athletics 34Scholarship 33Culture 38
Rolls are d100; if you roll equal to or under the relevant Attribute, it's a Partial Success; if you also roll equal to or under your relevant Skill, it's a Full Success.
Actions like attacks and spells frequently have different values separated by slashes; these indicate effects or costs on a Failure/Partial/Success.
Every Attribute is equal to 2x(the mean average of the Skills listed below it); you advance your Attributes by increasing your Skills.
  • Hewing Weapons - The use of cutting swords, axes, and maces.
  • Authority - The art of projecting power, leadership, and intimidation.
  • Endurance - The capacity to block or parry blows, and resist physical hardships.
  • Thrusting Weapons - The use of spears, straight swords and daggers.
  • Missile Weapons - The use of bows, javelins and slings.
  • Athletics - The ability to evade blows, move undetected, and traverse difficult terrain.
  • Incantation - The working of magic by speaking words of power, the magic of scholars.
  • Discovery - The use of observation and deduction, finding secrets, discerning value.
  • Scholarship - The study of the mysteries; writing and reading, physical sciences and engineering, history and historiography, philosophy, and the theories of magic.
  • Invocation - The working of magic by invoking the aid of the gods, the magic of priests.
  • Wards - The knowledge of gestures, amulets and charms that ward against harmful magic.
  • Culture - The knowledge of the ways and laws of both humans and gods, the order of things, society and economics.
Resolve
╞══════════════════╡20/20
Your HP as one of the Dead; your capacity to force yourself through the most basic tasks of undeathly existence.

As you lack a Ka, the Resolve that keeps you animate is actually an extension of your Focus; if pressed, you can use Resolve for the same purposes as Focus, with predictable results for your survivability.
Focus
╞══════════════════╡6/20
Your FP; your capacity to do particularly demanding things other than maintain your physicality and animation.

As you lack a Ka, the Resolve that keeps you animate is actually an extension of your Focus; if pressed, you can use Resolve for the same purposes as Focus, with predictable results for your survivability.
Introspection: How did the Fall of the Old Kingdom play out? What lessons might you take from the ending of that world, if you can discern them through the mists of time?

Soul Stats

  • Khet, the physical body: 0 (You cannot advance this without a mortal body)
  • Sah, the spiritual body: 1
  • Ren, the name: 1
  • Ba, the personality: 1
  • Ka, the vital force: 0 (You cannot advance this so long as you're Dead)
  • Ib, the heart: 1
  • Akh, the intellect: 1
Sekhem: 0

Quests and Vows

  • Walk the Lands in Rekhet's place, seek out who has brought about the drought, and restore the Waters of Life.
Equipment
    • The traditional staff of the priests of Imunhekau, topped with a symbol of a half-moon, worked in silver and moonsteel.
    • Incantation & Invocation Implement.
    • Burden 1
    • Light torso armour made of layers of linen, coloured in the half-dark, half-light style of a Moon Priest's robe. It provides limited protection against blows.
    • Armour Reduction: -1
    • Burden: 2
    • A simple bronze dagger with a broad, tapering blade.
    • Thrusting Weapon.
    • Inflicts 0/2/4 Piercing damage.
    • Agile (+10 to Defence Rolls when you attack with this weapon), Precise (on a Full Success, ignore Armour Reduction)
    • Burden: 0
    • A small wickerwork shield, favoured by skirmishers who must travel light.
    • Allows you to Block using Might/Endurance.
    • Burden: 2
    • A light recurve warbow, bent into a distinctive triangular shape when strung.
    • Missile Weapon.
    • Inflicts 0/2/4 Piercing damage at up to Long range.
    • Precise (on a Full Success, ignore Armour Reduction)
    • Burden: 2
    • A sacred flask that concentrates the waters' gift of life.
    • Use: Restores 12 Resolve and/or Focus.
    • Capacity: 4/4
    • A large blue feather with a golden shaft. As light as revelation, and as heavy as duty. The wind does not stir it. A symbol of your service to Justice.
    • Current Burden: The Weight of your Soul
    • A map of some of the Lands of the River. Currently it only depicts the Delta.
      • Delta Landmarks:
        • The Village
        • The Shrine of Suteshet
        • The Temple of Satat-Mehet
        • The Brewery
    • A small dark bronze amulet shaped like the head of a Horizon Lands Ibex. One of those forged to bestow the surefootedness of the ibex upon the personal guard of King Iahmesu, founder of the Upper Kingdom, during the Wars of the New River.
    • +5 Poise (reduces Stagger penalties)
    • +5 to Block & Parry
Load Limits: Light 5 (+10 to Athletics checks), Medium 10 (No Modifier), Heavy 15 (-15 to Athletics checks)
Total Burden: 7

Storage
  • Half-Moon Staff (Equipped)
    • The traditional staff of the priests of Imunhekau, topped with a symbol of a half-moon, worked in silver and moonsteel. An implement for both Invocation and Incantation.
    • Incantation & Invocation Implement.
    • Burden 1
  • Dagger (Equipped)
    • A simple bronze dagger with a broad, tapering blade.
    • Thrusting Weapon.
    • Inflicts 0/2/4 Piercing damage.
    • Agile (+10 to Defence Rolls when you attack with this weapon), Precise (on a Full Success, ignore Armour Reduction)
    • Burden: 0
  • Spear
    • A short spear with a leaf-shaped bronze head.
    • Thrusting Weapon.
    • Inflicts 2/4/4 Piercing Damage.
    • Reach, Balanced (damage modifiers included).
    • Agile (+10 to Defence Rolls when you attack with this weapon).
    • Burden 1.
  • Axe
    • A small battle axe with a narrow, 'duck-bill' bronze head.
    • Hewing Weapon.
    • Inflicts 0/2/6 Hewing damage.
    • Heavy (damage modifier included).
    • Burden 1.
  • Light Bow & Quiver (Equipped)
    • A light recurve warbow, bent into a distinctive triangular shape when strung.
    • Missile Weapon.
    • Inflicts 0/2/4 Piercing damage at up to Long range.
    • Precise (on a Full Success, ignore Armour Reduction)
    • Burden: 2
  • The Measure
    • A spear-length spike of bronze, tipped at the other end with a large set of balance scales.
    • The Tax Collector had us made, forged from Law and alloyed with Duty. Now you temper us in Justice. We take the measure of men, of words, and of souls. Weigh your heart against this dying world, and we shall find what is wanting.
    • Prerequisite: Might 60, OR Akh 2, OR Ib 2
    • Scales of Truth: Add +5 per level of Akh to all tests to discern falsehood.
    • Scales of Judgement: Add +5 per level of Ib to all attacks with The Measure, but also take -5 per level of the opponent's Ib, if any.
    • When Swung:
      • Hewing Weapon.
      • Inflicts 2/4/6 Blunt damage.
      • 2-Handed, Reach (damage modifiers included).
      • Cumbersome (-10 to Defence Rolls when you attack with this weapon), Forceful (on a Full Success, inflicts Stagger -10).
    • When Thrust:
      • Thrusting Weapon.
      • Inflicts 0/4/6 Piercing damage.
      • 2-Handed (damage modifiers included)
      • Cumbersome (-10 to Defence Rolls when you attack with this weapon), Precise (on a Full Success, ignore Armour Reduction).
    • Burden: 4
  • Medium Shield
    • A medium-sized wooden shield with a hide covering.
    • Allows you to Block using Might/Endurance +10.
    • Burden 4.
  • Half-Moon Armour (Equipped)
    • Light torso armour made of layers of linen, coloured in the half-dark, half-light style of a Moon Priest's robe. It provides limited protection against blows.
    • Armour Reduction: -1
    • Burden: 2
Incantations
    • With a single, quick gesture, summon a spark of searing starlight and direct it unerringly toward the foe.
    • Cost: 1/2/1
    • Range: Medium
    • Effect: Strikes a single target with a spark of starlight, dealing 2/4/4 Magic damage.
    • Special: Swift Casting (+10 to Defence Rolls when you attack with this spell)
    • Open the heavens to rain motes of searing starlight over an area, burning your foes, but sparing yourself.
    • Cost: 4/6/4
    • Range: Medium
    • Effect: Strikes everything, except yourself, within Close range of a target point with a rain of starlight sparks, dealing 2/4/4 Magic damage.
    • Split your sight between the present and the near future, giving insight as to the plans and nature of your foe.
    • Cost: 8/6/4
    • Range: Self
    • Effect: You can foresee danger by just a few seconds. You cannot be ambushed, will know the full details of what actions your enemies will take next, and gain +10 to all Defence Rolls. This lasts until you leave the local area, or until the end of a combat.
Invocations
    • Call forth a single beam of moonlight and bring its sharpest edge in a broad arc to strike down all in its path.
    • Cost: 0/6/4
    • Range: Close
    • Effect: Creates a giant blade of moonlight that cuts through anything within Close range of an 180° arc to your front, dealing 0/4/8 Magic damage.
    • Call to your hand a bow of pure moonlight, strung with a thread of silver, and send a shooting star streaking across the battlefield.
    • Cost: 0/4/2 (4/8/6 at full draw)
    • Range: Long
    • Effect: Creates a giant bow of moonlight that shoots an arrow at a single target, dealing 0/4/6 Magic damage, ignoring Armour Reduction.
    • Special: Full Draw (When casting, you may spend an additional 4 FP and take -10 to Defence Rolls to bring the bow to full draw, dealing double damage.)
    • Summon the brilliance of the full moon, and swathe yourself in its protective halo of silver.
    • Cost: 4/2/1
    • Range: Self
    • Effect: A silver moon disc appears haloing your head, illuminating everything within Medium range in silvery moonlight, and protecting you from heavenly effects. When you take Magic or Lightning damage, it is halved, rounding down, and deducted from your FP instead. This lasts until you leave the local area, run out of FP, or choose to end it voluntarily.
    • Call the Hounds of Suteshet, who herd the sandstorms across the desert; lightning strikes either side of you and becomes a pair of black desert hounds, their eyes, mouths and claws crackling with energy.
    • Cost: 14/12/10
    • Range: Close
    • Effect: Summons 2 Stormhounds to your sides to run down your enemies. The hounds will remain at your service until death or dismissal, unless you fight the servants of Suteshet, or enter or cross the River (refilling your Flask counts!).
      • Stormhound (Elemental Beast)
      • Hounds of Suteshet: The summoner may roll twice and take the lowest on rolls to track or pursue prey, or locate things in the Unwatered Lands. The Hounds are immune to Lightning and Desiccation damage, and roll twice and take the lowest when attacking the servants of Satat-Mehet, but may not enter water. Their presence is an obvious sign of Suteshet's favour, which will likely inspire fear in the Peoples of the River, and respect in Outlanders.
      • Resolve 6
      • Bite Attack 60/35, 0/2/4 Lightning damage, ignoring Armour Reduction.
      • Endurance 40/20
      • Athletics 60/35
      • Wards 60/40
 
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0-3: The Ferrymaiden
[x] A Priest of the Moon - You served the enigmatic and many-faced Moon God, member of a mystic order of scholar-priests. (A multi-disciplinary pure magic user.)

You look down at your body, which is dressed in the familiar fine linen robes of a priest of Imunhekau; one side dyed black, the other a pale blue-grey. Over the robe is less familiar armour of layered linen, coloured to match the robes. It should probably be uncomfortably hot under the midday sun like this, but apparently being dead has some advantages, because you aren't noticing any discomfort.

You raise an arm, the moon-pale cloth of your right sleeve slipping back to reveal your hand. Your skin looks a little pallid but otherwise is as lifelike as you don't feel. Laid beside you is a familiar half-moon staff, and at your belt is buckled a sheathed dagger.

[x] Introspection: What was my name?
{Recollection: Failure}
{Culture: Partial! +1 XP}
You cannot remember your name. You remember that the name is one of the six parts of the soul? You might be missing that one, along with your vitality, which is also conspicuous by its absence. You still seem to have most of the others; body, personality, heart… and intellect, of course.​

You glance aft, where the sea stretches, windswept and featureless, to the horizon, and realise you are not alone.

A figure, cloaked and hooded against the sun in dark cloth, stands by the tiller, presumably also gazing out to sea. As if aware of your gaze, she turns, revealing a young woman's face, paler even than your own.

She smiles gently. "My apologies, Sojourner. We were to depart on the currents of the inundation, but for many seasons the floods have not come, and we are becalmed in the lands of the Living. I must beg your help in setting this right."

{Recollection: Success}
This is very bad. The annual floods bring new Life to the Lands of the River, and sweep the spirit barques of the Dead across the sea to the afterlife. That was what you signed up for, remember? You were to be laid to rest in a boat to carry you away.

But if the floods have stopped…​

The… ferrymaiden? can obviously read your expression. "Yes. The river has remained at low waters, insufficient to sustain the Living. The land suffers, and the Dead do not rest. This much I have seen from the shore, but I am powerless to help. You are not; you can walk the lands in Death as I cannot, seek out who has done this, and restore the waters of life. Will you?" She gives you a pleading look.

Put like that, you don't really have much choice; it's this or stay dead and hope someone else fixes the natural order of things. Maybe someone already is, but if so, they're taking their sweet time about it. What's the worst you can do, die trying? Been there, done that, bought the shroud.

You know you're going to do this, possibly for many reasons, but what's your strongest motivation?
[ ] Because the people need help.
[ ] Because justice must be served.
[ ] Because it's a mystery, and you can't resist trying to get to the bottom of it.
[ ] Because the Ferrymaiden asked you, and you can't bear to let her down.
[ ] Because you just want to pass on, and if you have to get out and push, so be it.
[ ] Write in.

You also have room in your head for another Introspection; to separate these from other write-in votes, please add "Introspection:" before your write-in, as shown below:
[ ] Introspection: How did I die?
[ ] Introspection: Write in.

You've made your first roll; for 'passive' rolls like this I'll be rolling under the hood to speed things up. And happily you've also chanced upon the most basic way that Skills will be advancing; whenever you roll a Partial Success, you gain 1 point in the Skill you were rolling against.
 
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0-4: A Maiden's Favour
[x] Because the Ferrymaiden asked you, and you can't bear to let her down.

You never could refuse a plea for help, and it would be unthinkable to disappoint that face. Yes, you're tired, and you shouldn't be here, but mostly you just can't say no to a maiden in distress.

{Culture: Failure}
Your composure deserts you, and you stumble your way through a pledge to do anything you can to help her. It's only a mercy the Dead can't blush. Her smile is radiant, like moonlight on a calm sea. Oh no, get a grip before you start writing poetry, you've got a quest to do now, remember?​

"I will give you all the aid I can." A milk-white hand emerges from the folds of the cloak, holding a small ceramic water flask, decorated with icons of Life. "The waters of life can no longer heal you, but if you drink from this, it will bolster your resolve. You should be able to refill it at any source of fresh water, such as survive in these parched days." She presses it gently into your hand.

{Key Item Gained: Life Flask}
{A sacred flask that concentrates the waters' gift of life.}​

"Secondly," you glance back up from the flask to see her draw something from within her hood. It is a long blue feather, with a golden shaft. "This may help you in your inquiries, but it may also make people wary of you, if they have something to hide." She gently tucks it into your hair, where it stands tall to be seen by others.

{Key Item Gained: Feather of Truth}
{A large blue feather with a golden shaft. As light as revelation, and as heavy as duty. The wind does not stir it. A symbol of your service to Justice.}​

Automatically, you reach up to touch it. Your hand brushes hers as she draws it back, but the sensation is driven from your mind the moment you touch the feather. It is heavy, not in the physical sense, but in a spiritual one.

{Culture: Failure.}
{Scholarship: Success!}
You have some experience of spiritual matters, even if this specific mystery eludes you. It's as if you were holding a part of someone else's soul; it has the same… weight, for lack of a better term. You can only gauge it by comparing it to your own.​

Finally, she draws out a small roll of papyrus. "I cannot set foot on the land, but if you stand in a high place and call my name, I will give you what guidance I can. My name is Rekhet." Curious, you unroll the papyrus; it appears to be a quite detailed map of the coastline you are aground on. There's the suggestion of a river mouth somewhere to the West, but no details of what lies inland.

Still somewhat tongue-tied, you feel disappointed you have no name to offer in return. She gives a consoling smile. "Do not worry, Seeker. All will be returned, in time." She gestures to the shore. "I will find you again where I can; look to the river."

As you step off the barque, you glance back. Rekhet has taken up an oar and seems to be busy freeing the vessel from the sands.

Well, she's counting on you. Where will you go from here?
[ ] Along the coast toward the river mouth. At least you have a map for that.
[ ] Over the dunes to see if you can find a better vantage. You're going to have to leave the bounds of this limited map eventually, and you're not likely to find a high place without going inland.

"Ferrymaiden cute tho" followed by a roll of 94 to talk was too great a temptation to resist. {Key Item Gained: Crush} :V
The character sheet has been updated: The Lands of the River - An Elysian Souls Quest Original - Fantasy
 
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0-5: Bad Experiences With Ambush Predators
[x] Along the coast toward the river mouth. At least you have a map for that.

The walk along the beach proves to be remarkably dull. One one side, the boundless sea, on the other, a wall of windswept dunes. After a while you give yourself up to contemplation; your body doesn't seem to tire, but the boredom is beginning to sap at your will.

[x] Introspection: How did I die?
{Recollection: Partial!}
How did you die? You remember fragments; an expedition into the Eastern Desert, searching for some old ruins, you can't recall exactly why. A giant scorpion was lairing in the ruins, and you got stung. You don't remember anything after that; the venom must have been very fast-acting.

You're here, apparently waylaid halfway on your final journey, so you must have been laid to rest properly at least. A harbour-tomb should have been set aside for you… somewhere. A Priests' Quarter in one of the Ports of the Dead. Why can't you remember the city? Perhaps it would come back to you when you saw it.
{Gained +1 Discovery}​

Did any of that relate to how you came to still be here? The floods not coming implies the wrath of the Gods, at the very least of the River God, but whatever might have incurred it has clearly not been redressed yet. Satat-Mehet is known to be wrathful; she's the God of War as well as of the River, after all. But what crime could bring down such a punishment on all the lands?

You trudge onwards, trying to rally your scattered memories.
You may choose a new introspection!
[ ] Introspection: Write in.

At last you round a dune and the sand slowly gives way to sparse greenery. You start to cut inland through tufts of grass, making for the line of trees and reeds to meet the river further inland, away from the coast. The river proves to still be flowing, but it is clearly at low waters, and has been for some time; the reeds have crept toward the new shoreline, leaving the trees behind.

You follow it for some time, looking for signs of people. You don't recall coming down to the delta while you were alive, certainly not this far out. But if you follow the river, it's only a matter of time, right?

{Discovery: Failure.}
It turns out that if you walk this close to the river and don't pay attention, it's also only a matter of time before something tries to eat you. A large crocodile explodes out of the water, clamps its jaws around your leg, and thrashes wildly.​

The pain is… very much present, but it feels different now, somehow. Mostly it makes you feel tired. Possibly mercifully, you find yourself flung free and land several metres away in the muddy shallows, rather than being dragged deeper in and finding out if it's still possible to drown when you're Dead.

This is very bad. The crocodile advances, and a crippled leg is not going to get you very far. You need to be able to move…

You force yourself to get up. It feels almost as hard as sitting up on the barque felt, an effort of will, forcing a semblance of life into your body again. You can feel the bone set and the flesh close back up, as if it had never been broken. But you can't keep doing that for long.

Resolve
╞══════════════════╡12/20

The crocodile is surging through the water towards you. Somehow you managed to keep hold of your staff, at least.

Crocodile
╞══════════════════╡

What do you do?
[ ] Incant Star's Call (With a single, quick gesture, summon a spark of searing starlight and direct it unerringly toward the foe.)
[ ] Incant Rain of Stars (Open the heavens to rain motes of searing starlight over an area, burning your foes, but sparing yourself.
[ ] Incant Foresight (Split your sight between the present and the near future, giving insight as to the plans and nature of your foe.)
[ ] Invoke Moonlight Blade (Call forth a single beam of moonlight and bring its sharpest edge in a broad arc to strike down all in its path.)
[ ] Invoke Crescent Moonbow (Call to your hand a bow of pure moonlight, strung with a thread of silver, and send a shooting star streaking across the battlefield.)
[ ] Invoke the full power of Crescent Moonbow (Draw the Moonbow back to its fullest curve, and split the air with its power.)
[ ] Invoke Silver Aten (Summon the brilliance of the full moon, and swathe yourself in its protective halo of silver.)
[ ] Draw your dagger and make a swift strike when an opening presents.
[ ] Unstopper the Flask of Life and take a quick drink to bolster your Resolve.
[ ] Write in an Action. (Subject to veto.)

How will you respond to the imminent attack?
[ ] Adjust your footing and prepare to dodge aside.
[ ] Try to block it. (You don't have a shield.)
[ ] Try to deflect or parry it somehow.
[ ] Use a ritual sign or amulet to ward off magical attack. (You're pretty certain there's nothing supernatural about this crocodile.)

Rather than dump all the combat mechanics on you at once, we're going to try opening with a less crunchy introduction. Each round of combat you get an Action and a Reaction, usually an attack and a defence.
Some Actions can make your Defence Roll easier or harder, as anyone who's taken a hit while winding up a heavy attack or complex spell can attest.
What kind of attack the enemy makes will also affect the efficacy of different defences; some enemies will have relatively predictable, telegraphed attacks, others can surprise you. The more you fight a given enemy, the more you'll learn to read them.
As this fight proceeds, and afterward, I'll start showing more of the numbers. I may have to rebalance some as we go because this is a very new system. 😅

Finally, you may have noticed that Introspection gained you some XP; this is another way you can improve your stats, so keep thinking about stuff!
Once more, link to the updated Character Sheet since I can't pin it. :(
 
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0-5.1: Seeing Stars
[x] Incant Star's Call (With a single, quick gesture, summon a spark of searing starlight and direct it unerringly toward the foe.)
[x] Adjust your footing and prepare to dodge aside.

You speak a Word of Power, and make a swift gesture with the half-moon head of your staff. A mote of starlight falls out of the clear blue sky, striking the crocodile's snout as it begins to lunge at you and bursting into a brilliant glare. You leap sideways as the jaws open, leaving the beast to snap futilely at the air as you roll adroitly to your feet beside it amidst the crushed reeds.
Focus
╞══════════════════19/20
Crocodile
╞══════════════════╡
Out of the water, the crocodile begins to turn. The scales on its snout are cracked and scorched by your spell, but it may not be enough to deter it.

What should you do now? Vote for an Action and a Reaction.
[ ] Write In.

A good start! Your defence options are a bit limited, so you'll probably be dodging a lot at least for now. Star's Call is a good basic ranged spell, low cost and reliable, but a little low on stopping power. Its full stats are now listed on your character sheet.
 
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0-5.2: A Difficult Meal
[x] Incant Star's Call (With a single, quick gesture, summon a spark of searing starlight and direct it unerringly toward the foe.)
[x] Adjust your footing and prepare to dodge aside.

You leap back as its massive tail lashes through the space where you were just standing, scything down the reeds. Repeating the incantation, you direct another dart of starlight into the crocodile's flank, blackening the scales and cracking the flesh.
Focus
╞══════════════════╡18/20
Crocodile
╞══════════════════╡
It turns to face you, opening its jaws and making a deep hissing noise as it slowly approaches. It doesn't seem to be very quick on the uptake, but then it was probably expecting its prey to be crippled by that first strike. It may not have much experience with the Dead.

What now?
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0-5.3: Snap Shot
[x] Invoke Crescent Moonbow (Call to your hand a bow of pure moonlight, strung with a thread of silver, and send a shooting star streaking across the battlefield.)
[x] Adjust your footing and prepare to dodge aside.

You call forth the moonbow, pale and translucent in the bright daylight, and begin to draw back the glimmering arrow.

The crocodile moves faster than you'd expected, and you barely complete the Invocation, loosing the shot early; a bolt of silver draws a bleeding gash down its flank as you try desperately to pull back. One jaw strikes you in the stomach and the other slams into your side, tearing gouges into your linen armour but failing to get solid grip. You keep drawing back, wincing a little as you will away the bruises and scratches.
{+1 Invocation}
{+1 Athletics}​

Resolve
╞══════════════════╡11/20
Focus
╞══════════════════╡14/20

Crocodile
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The crocodile starts to back off, still hissing and holding its jaws open, retreating towards the water. As you watch, a shred of linen snagged on its tooth crumbles to dust as your clothes also reweave themselves. You hadn't realised you were doing that.

What now? It looks like it might be taking the hint at last, but you wouldn't want to turn your back on it.
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Your Athletics bonus for a Light Load saved you a full hit there, barely. Fortunately the crocodile's bite attack is very all-in on getting a full hit and the death roll animation, so you only took light damage that was mitigated by your armour.

Crescent Moonbow is a longer-ranged, heavier-hitting spell, and can do enormous damage if you bring it to full draw. However, given that narrow escape it may be as well that you didn't take the defence penalty for full draw! You lost more focus for the flawed casting, but you also learned not to cut it so fine in future and gained some XP. Once again, the spell's stats have been added to your Character Sheet.
 
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0-5.4: The One That Got Away
[x] Wait until it backs up more, giving you more space and time, then draw Crescent Moonbow to full power.

You plant your feet and call upon the moonbow again, bending it back for a killing shot. The crocodile seems to have worked out that this is a threat display now, and in the face of this full moon glow, it abruptly shuts its mouth and turns, plunging into the water. You loose just a second too late, the arrow casting a track of moonlight across the river as your target vanishes.
Focus
╞══════════════════╡10/20


You wait, watching the surface, but that's the last you see of it. It's doubtless gone in search of easier prey.

What should you do now? You've proven sufficiently inedible, but you're drained after pushing on through injury and from the mental effort of drawing the moonbow. You seem to have found fresh water at least, and you're quite sure this stretch of river has been de-crocodiled for now.
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