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The mountain war is a quest where you play as an elven mage in the north fighting to help the Norse dwarven holds and their human allies.
initial post
Location
netherlands
You are a young elvish journeyman mage that has joined her master in helping Kislev recover from the great war against chaos when Alrik Stoneheart, a ranger from Karak Ravnsvake makes his way to the camp where your master is leading the cleansing of the ruins of Praag. He is part of a small number of rangers send south to find out why the Aeslings that were besieging their hold greatly reduced their forces there and marched them southwards. Even with the departure of part of their army, the siege of Karak Ravnsvake is expected to continue but the Aeslings have abandoned several forts that normally protect their lands to get the forces needed.

Alrik provides maps of the north before he travels on towards the southern dwarf holds seeking help in breaking the siege. His maps include the location of their only human allies, a tribe of Norse called the Sverge that does not worship chaos that can be reached if someone is sent there before his information on patrols and occupied forts are outdated. It is decided to send an expedition north to help the dwarfs but as the Norse dwarf holds are under siege they will head to the Sverge allies instead.

As winter is coming soon this far north it is decided to send Ungol horse archers north as they are the fastest available forces and you volunteer to join them together with your friend Tara, an archer, and Alron, the warrior assigned to guard both of you. The expedition makes good time during the first three weeks but two days after entering the lands of the Varg tribe they are spotted by a patrol.In the days that follow a small band of marauders start to follow the expedition at a distance. As the days go on the number of marauders increases and while most of them are driven off or killed the constant skirmishing delays the Ungol and larger groups of marauders attack in the days that follow. Despite this, you convince them to push onwards towards the Sverge as those fighting you are not attacking the dwarfs but two days later way forward is blocked by a large force of Varg that is blocking the narrow pass you need to pass to reach the Sverge.

The battle starts with both sides firing arrows at each other from horseback and champions of both sides fighting duels in the area between both groups. You have little idea how the battle is going with both sides constantly moving, trying to outflank each other, and sometimes falling back to rest and bandage their wounds. An hour into the battle you are attacked by a huge Varg warrior who kills your horse with a single blow from his great axe and you only just avoid his follow up attack as you fall to the ground. You manage to hit him with a firebolt after that but the warrior stays on his feet and keeps up his attacks.

You dodge his next attack and counter-attack with your sword hitting him in his left leg and that is the first wound that slows him down. His next attack grazes your left arm and you back away trying to get enough time to cast another firebolt but that gives the warrior time to swing his axe at you once more and you complete the spell a second before he hits you. To your amazement, he survives being hit by a second firebolt but the hit pushed his blow of course. With fire not working well you switch to focussing on attacking with your sword dodging the next three attacks but failing to hit the warrior as well. It is then that the warrior puts his full strength behind a single blow strong enough to cut someone in half when it hits. As the axe comes down for the last time you dodge to the left and it barely misses you leaving him open for a counter-attack that decapitates the warrior.

Afterward, you look around and see that Tara has been trapped under her dead horse and you move to free her only by the time you do you are separated from the Ungols and attempts to rejoin them fail. Not much later the Ungol scatter and flee southwards chased by most of the marauders and those that remain spend their time looting the battlefield. When you see a horsemen charge towards you, you aim your bow at the rider till you realize it is Alron and with his help you manage to get Tara hidden among the trees where you plan to hide till nightfall.

In these woods, you are spotted by a group of rangers and you are about to attack them before you recognize the amulets with a double-bladed axe they are wearing as those Alrik told you about. They are Sverge rangers worshiping Grimnir and even if they saw you fight the Varg they do not trust you right away but Alrik gave you a code that they recognize and they agree to take you to their leader. At first, the lands you travel trough are empty save the occasional hunter's cabin but when you cross the final pass into the center of their lands there are more signs of civilization. There are small farms along a stream running across the center of the valley and on its edges you spot a flock of sheep.

The main village is surrounded by a ring of stones that form a shell around it in your magesight and you learn that they were carved by Gloin the Warden to protect the tribes against chaos and are considered the greatest of the gifts the dwarfs have given to the Sverge. The High Chief of the Sverge, Thorkell the Tall greets you when you reach his hall and you give him a letter written by Alrik introducing you to him.

The news that the forces of chaos suffered a major defeat in the south results in two things the first is a major feast to celebrate the news and the second is the redeployment of his forces now he does not have to worry about a Varg attack. When his scouts and spies bring reports about the battle's aftermath it seems that the force you fought included the leaders of the Varg for this part of their lands and fighting has broken out as the remaining leaders blame each other for the losses and fight over who gets to replace the dead leaders.

With the dwarven hold expected to hold for decades now the forces attacking them have been weakened in the fighting in the south and the fighting among the Varg leaders allowing him to remove warriors from that border Thorkell decides that he will send additional help to his fellow High Chief Eric the Red. Eric's lands are a battleground between three tribes of orcs and goblins that spend more time fighting each other then the few hunters Eric still has. Several passes between the valleys once loyal to him are blocked by smaller bands of orcs, goblins, and wildlife. The only known route to the dwarfs also runs trough these lands and Thorkell thinks at least some of them can be retaken before the help he can send has to return home.

The winter is spent to prepare: supplies are collected, scouts are send out to determine the exact locations and strength of the orcs and goblins and a meeting between all chiefs is held to make plans for the coming campaign. Here the decision is made that Thorkell's youngest son will be in command of the army clearing out the orcs in the valley where Eric the Red lives. Most of the rest of the forces are under the command of minor chiefs who agree to attack but not agree on where. Besides clearing out the goblins from Eric the Red's valley so he can join the fighting in the other valleys the chiefs talk about defeating a tribe of trolls that has occupied one of the warded villages, attacking deep into the mountains to defeat the Gutripper tribe that holds a valley that connects several others and clearing out several smaller valleys of greenskin so that hunters can use them again.

The first vote is for suggestions for the name of the main character I pick one from the suggestions
[name] write in her name.

During that winter you, tara, and Alron decide on what you are going to do now you are cut off from the rest of the world
[vote for as many goals as you like the three with the most votes will get additional options to advance them and impact the starting skills and traits of the player character]
[once a goal is completed there be a vote for a new one but those will not give traits when picked]

[goal] Help Eric the Red
The easiest of all goals as you expect Thorkell's son can complete this alone but help can speed things up
Trait: +command/+diplomacy

[goal] Become a chief of a clan
When the orcs and goblins are pushed out new clans will fill that space
Trait: +adminisrtion/+diplomacy

[goal] Defeat a troll
One of the stronger enemies in the east is a tribe of trolls, killing one will impress the tribe.
Trait: +swords/+bows/+ranger

[goal] Teach the tribe
As the main teachers of the tribe have been dwarfs you can teach them at least something about farming, herbs, and woodworking
Trait: +Lore/+Farming

[goal] Reach the dwarven holds
Instead of trying to reclaim the tribes hunting grounds and camp you can push straight for the dwarven holds.
Trait: +swords/+bows/+ranger

[goal] Explore the strange magic of the north
Little is know about the northern lands and what is in them
Trait: +Magical Theory/+ranger

[goal] Teach Tara magic
Tara mage sight is weaker than that of most mages but you think you can teach her Healing Light.
Trait: +Magical Theory/+Lore of Light

[goal] Enchant gear
It will take a while to collect the gear needed but you can enchant your gear to improve it
Trait: +Magical Theory/+enchanting
 
Player character and allies
Alsana

Alsana grew up in a small keep overlooking a fishing village that was defended by you father and the men under his command. There you grew up learning the basics of the sword, bow and how to manage the keep. When you where eighteen you moved to the castle of the local baron where served as the apprentice of the mage that lived there and learned the basics of the lores of light and fire. At the end of the Great war against chaos the baron and his men joined the army in Kislev and you joined them there. You where preparing to leave on your yourneywoman voyage when Alrik arived looking for help in the north.

Traits:
Yourneywoman mage: +20 to mana
Magesight: allows you to see magic
Yourneywoman Lore of Light +20 to mana
Apprentice Lore of Fire +10 to mana
Apprentice warrior +1 health, +5 to bow and sword attack rolls
Elven grace(+10 defense)
Noble education(+5 Ranger +3 Lore, +3 Farming, +3 Command, +3 Diplomacy) Nobles are trained a little in a large number of skills so they know enough to manage those seving under them.
Exceptional Teacher of magic(+15 Magical Theory and +10 Lore of Light): Alsana is a teacher of magic with few equals.

Spells:
Fireball +40, attack 1 damage, 15 mana
Healing Light, heals 1 health, 20 mana

Skills:
Administation +10
Diplomacy +5
Command +10
Swords +5
Magical theory +10
Enchanting +10
Bows +5
Lore of Fire +5
Lore of Light +15
Ranger +5

Gear
Steel longsword +5 to attack rolls
Elven longbow +5 to attack rolls
light chain armor +20 to defense rolls

Combat totals
Health 3(2 base +1 Apprentice combat training)
Mana 50 (Yourneywoman mage +20, Yourneywoman Lore of Light +20, Apprentice Lore of Fire +10)

Attacks:
Fireball 45(40+5 from skill) 1 damage, 15 mana
Sword +15(+5 skill, +5 Apprentice warrior, +5 Steel longsword) 1 damage
Bow +15(+5 skill, +5 Apprentice warrior, +5 Elven longbow) 1 damage

DC to hit 80(+50 base, +20 chain armor, +10 Elven grace)

Tara

Tara was named after a druid that saved her fathers live during a trading trip to the empire and grew up helping her mother on the farm. As one the only child near you age she became your best friend and joined the barons men as an archer when he marched of to war. She is regarded as one of the kindest woman in the village and can see strong magical spells, you think you can teach her some of the Lore of light. As a member of the militia she practiced a few hours a week with the bow and looted a sword and chainmail during the war.

Traits:

Lesser Magesight: allows you to see strong magic
Elven grace(+10 defense)
Yourneywoman mage: +20 to mana
Yourneywoman Lore of Light +20 to mana

Skills:
Farming +10
Herding +5
Diplomacy +10
Bows +5
Lore of Light +5
Magical theory +5

Gear
Steel longsword +5 to attack rolls
Elven longbow +5 to attack rolls
light chain armor +20 to defense rolls

Combat totals
Health 2(2 base)
Mana 40
Attacks:
Bow +10(+5 skill, +5 Elven longbow) 1 damage
Sword +5(+5 Steel longsword) 1 damage
DC to hit 80(+50 base, +20 chain armor, +10 Elven grace)

Alron

Alron has served you famaly since the days that your grandfather was the knight of bluegrass village. He is in charge of teaching the militia and warriors of the village how to use the bow and spear. He is one of the best warriors but set in his ways and prefers to follow a leader.

Traits:
Old warrior(+2 health, +10 to sword, bow and spear attacks, slow skill/trait gain)
Elven grace(+10 defense)

Followers:
Ivar the ranger +10 to all ranger skill rolls

Skills:
Sword +20
Bow +20
Spear +20
Block +10
Ranger +10

Steel longsword +5 to attack rolls
Heavy spear +10 to attack rolls
Heavy steel shield +10 to block, -40 to spellcasting rolls
Elven longbow +5 to attack rolls
Heavy chain armor +30 to defense rolls, -20 to spellcasting rolls

Combat totals
Health 4(2 base, +2 Old warrior)
Sword +35(+20 skill, +10 Old warrior, +5 Steel longsword) 1 damage
Bow +35(+20 skill, +10 Old warrior, +5 Elven longbow) 1 damage
Spear +40(+20 skill, +10 Old warrior, +10 Heavy spear) 1 damage

DC to hit 110(+50 base +30 chain armor, +10 Elven grace, +10 block, +10 shield)
 
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[X] [name] Alsana
[X] [goal] Explore the strange magic of the north
[X] [goal] Teach the tribe
[X] [goal] Teach Tara magic

More magic and more lore plz.
 
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[x] [goal] Help Eric the Red
[x] [goal] Explore the strange magic of the north
[x] [goal] Teach Tara magic
[x] [goal] Enchant gear
 
[x] [goal] Help Eric the Red
[x] [goal] Explore the strange magic of the north
[x] [goal] Defeat a troll
[x] [goal] Teach the tribe
 
I like to welcome you all to the quest and hope you enjoy playing.
The vote will close in two days as i do the majority of the writing during the weekend.
Ties will be broken as follows:
First i read all of the post to see if someone posted that they agreed to one of the two votes that are tied without actually voting.
Then i read all post to read why players want to pick specific options, to reward players for explaining why they make their votes.
Then see if i think one of the two tied votes makes a better story and finally if none of the above is the case i roll a dice to pick the winner.

Adhoc vote count started by sunrise on Sep 16, 2020 at 3:39 AM, finished with 8 posts and 3 votes.
 
Last edited:
Voting is closed
You will get traits based on the top 4 goals and are named Alsana.
sunrise threw 4 100-faced dice. Reason: winter actions based on goals Total: 135
27 27 76 76 17 17 15 15
 
turn 1
[goal] Explore the strange magic of the north x3
[goal] Teach the tribe x2
[goal] Teach Tara magic x2
[goal] Help Eric the Red x2

Growing up in a remote fishing village gave you an education that focussed a little on a lot as your parents were busy running the village and the surrounding area and as you grew older you started to help with many of the needed jobs and followed your parents while they did their jobs. One of your favorite activities in those years was hunting as you liked to explore the woods near the village and hunting gave you a reason to go deep into the woods.
[Gain: Noble education(+5 Ranger +3 Lore, +3 Farming, +3 Command, +3 Diplomacy)]

Your master has the habit of training three apprentices at once and having the oldest of the three help teach the younger ones to teach them how to pass on their knowledge once they are masters themselves. You were the best teacher he had seen in a century giving him more time to teach you the finer details of the lore of light. You plan to use these skills to teach Tara enough so she can cast Healing Light as that spell is known for being hard to miscast and it is traditional to start with it.
[Gain: Teacher of magic(+8 Magical Theory +3 Lore of Light)]

Now you have spend a winter in the north you have developed a greater understanding of the flow of magic there and it flows stronger here then it does anywhere else in the world due to the closeness to the northern gate from where magic flows into the world. Spells have more power here but require greater control to shape them to your will and you plan to only use spells your have mastered until you have time to work on seeing the effects of the greater magic on the rest of the spells you know.

The flow of magic has places where it is stronger and weaker and on places where the stronger flows meet and there far more powerful magic is possible back on Ulthuan on those places waystones have been raised that redirect chaotic towards the great vortex where it is removed from the world. Here you find one of Gloin the Wardens stone rings using the magic to power runestones to ward off chaos in the surrounding area and power some greater working but you want to see more of his work before you can tell what that part does.

Tara spends the winter talking to the farmers and herders of the Sverge they see little reasons to make any changes but she learns a lot of how the farms and herds of the tribe are run. The farms are in the lower parts of the valleys where the snow melts early enough that there is enough time to grow crops before winter returns while the higher valleys are uses to graze sheep and horses in if they are secure enough or for hunting if that is not the case.
As the locals mostly worship their ancestors and those of their dwarven allies she thinks that she could spread some of the rituals of Isha among the farmers and herders to aid them in their work and use that as an inroad to make other minor improvements in how they work.

Sven the son of Thorkell is placed in command of the hunters send to aid Eric the Red and Alron spend the winter trying to help them prepare but Sven stops to listen to him when he starts to worry that Alron is trying to take over command of the small army under his command. Alron spends the rest of the winter maintaining his own skills reasoning that during the first battle they will see how good a warrior he is.

Now the snow has started to melt it is time to make plans for the spring. Sven is planning on fighting the goblins living near Eric's main camp this turn.
Rolls are added roll till you meet a target or roll higher than the DC and are all with a 100 sided dice.
High rolls can give additional bonuses and plans with descriptions about why actions are picked can give a minor bonus on rolls or rewards.

Tara can take one action from the list below:

[Tara] Teach the farmers
Teach the farmers the rituals of Isha used to bless the fields and make minor improvements to the tribe's fields.
The resulting increase in food will unlock new options
Progress 0/200
Roll a 1D100 + Tara's farming skill and add it to the progress

[Tara] Teach the herders
Teach the farmers the rituals of Isha used to bless the sheep and horses.
Progress 0/100
Roll a 1D100 + Tara's herding skills

[Tara] Help with another action(write in action)
Adds Tara's skills to the rolls for another action or a +5 bonus if Tara does not have a skill that applies.

Alron can take one action from the list below:

[Alron] Join Sven in battle
Based on reports for the scouts Sven is facing only goblins and outnumbers them about two to three but joining him in battle will reduce the losses he will take reducing the time till his next attack.
Combat turn with 3 groups of hunters and Alron vs two groups of Goblins(or Alsana and Alron if both take the action)

[Alron] Train Tara(bow)
Tara skills with a bow are limited compared to yours spend time training her
DC 30 vs Alron bow skill: +5 bow skill for Tara

[Alron] Train Tara(sword)
Tara skills with a sword are limited compared to yours spend time training her
DC 20 vs Alron sword skill: +5 sword skill for Tara

[Alron] Train Alsana(bow)
Alsana skills with a bow are limited compared to yours spend time training her
DC 30 vs Alron bow skill: +5 bow skill for Alsana

[Alron] Train Alsana(sword)
Alsana skills with a sword are limited compared to your spend time training her
DC 30 vs Alron sword skill: +5 sword skill for Alsana

[Alron] Help with another action(write in action)
Adds Alron's skills to the rolls for another action or a +5 bonus if Alron does not have a skill that applies.


Alsana can take three actions from the list below:

[Alsana] Lore of Light training for Tara
Teach tara magic to the point she can cast a single healing spell per battle.
Progress 0/300

[Alsana] Study the ring of stones at Eric's camp
There is a ring of stones made by Gloin the Warden at Eric the reds main camp studying it
DC 40 vs magical theory skill: Greater understanding about what the rings of stones do

[Alsana] Join Sven in battle
Based on reports for the scouts Sven is facing only goblins and outnumbers them about two to three but joining him in battle will reduce the losses he will take reducing the time till his next attack.
Combat turn with 3 groups of hunters and Alsana vs two groups of Goblins(or Alsana and Alron if both take the action)

[Alsana] Raid Salt Vally
Salt Vally gets its name for a pair of springs that produce water with a large amount of salt that the tribe boils to us to preserve meat. Access to these springs has been cut off by the broken arrow tribe of goblins and Sven is planning to attack them later in the year once Eric's valley has been retaken from the goblins. There are still a handful of hunters in the valley lead by Frida the Wanderer and they asked for help.
DC 30 vs Ranger skill: one group of goblins is weakened for the rest of the year(4 turns)

[Alsana] Exploration
There are several small valleys only visited rarely by hunters looking for game explore one
DC 20 vs Ranger skill: random rewards

[Alsana] Recruit followers
Leadership among the clans is a matter of convincing tribesmen to follow you.
DC will lower and rewards improve once you get more known among the tribe.
DC 60 vs Diplomacy skill: Gain a handful of hunters that follow your lead(+5 bonus to Ranger rolls, +5 to ranged attack rolls)

[Alsana] Blessed weapon enchant(write in the weapon)
With the strength of the winds of magic this far north you are able to enchant a weapon with a blessing
Weapon provides an additional +5 bonus to all attack rolls
DC 50 vs Lore of light + enchanting skill

[Alsana] Teach the tribe
Find out what the tribe knows and what you can teach them and who is willing to listen to you.
0/80 progress needed 1d00D+ lore skill per action
 
[x] [Tara] Teach the herders
[x] [Alron] Join Sven in battle
[x] [Alsana] Lore of Light training for Tara
[x] [Alsana] Study the ring of stones at Eric's camp
[x] [Alsana] Raid Salt Vally
 
Sven's scouts have provided a report on the goblins he is about to attack:
two Bands of Goblin hunters 3 health, +20 melee attacks +10 ranged attacks +10 defense rolls.

Sven and Eric have the following forces:
two large bands of Hunters 3 health, +30 melee attacks +20 ranged attacks +20 defense rolls under Sven's command.
one band of Hunters 2 health, +20 melee attacks +10 ranged attacks +10 defense rolls under Eric's command.
 
Vote Closed
sunrise threw 1 100-faced dice. Reason: [Tara] Teach the herders Total: 14
14 14
sunrise threw 1 100-faced dice. Reason: [Alsana] Lore of Light Total: 40
40 40
sunrise threw 1 100-faced dice. Reason: [Alsana] Study stones Total: 17
17 17
sunrise threw 1 100-faced dice. Reason: [Alsana] Raid Salt Vally Total: 21
21 21
sunrise threw 2 100-faced dice. Reason: Battle orc ranged attacks Total: 112
60 60 52 52
sunrise threw 3 100-faced dice. Reason: Battle hunter ranged attacks Total: 133
39 39 7 7 87 87
sunrise threw 1 100-faced dice. Reason: Battle Alron ranged attack Total: 64
64 64
sunrise threw 4 100-faced dice. Reason: Battle orc defense Total: 367
98 98 88 88 81 81 100 100
sunrise threw 2 100-faced dice. Reason: Battle hunter defense Total: 69
13 13 56 56
sunrise threw 2 100-faced dice. Reason: golbins attacks Total: 47
32 32 15 15
sunrise threw 3 100-faced dice. Reason: hunter attacks Total: 132
18 18 15 15 99 99
sunrise threw 1 100-faced dice. Reason: Alron attack Total: 35
35 35
sunrise threw 1 100-faced dice. Reason: goblin attack Total: 92
92 92
sunrise threw 3 100-faced dice. Reason: hunter attacks Total: 189
69 69 77 77 43 43
sunrise threw 1 100-faced dice. Reason: Alron attack Total: 7
7 7
 
turn 2
[] [Tara] Teach the herders
[] [Alron] Join Sven in battle
[] [Alsana] Lore of Light training for Tara
[] [Alsana] Study the ring of stones at Eric's camp
[] [Alsana] Raid Salt Vally

It was in the spring that Sven and Alron met Eric the Red at his camp to plan the attack against the goblins that raid his lands. Sven decided to march towards the largest concentration of goblins in the valley and try to defeat them before the goblins could gather their tribe. The goblins prepared an ambush for the attackers and await Sven's hunters at the edge of the woods and his hunters do not spot the goblins until they open fire. Sven's hunters fire back at the goblins in the woods but fail to hit them while Eric takes the hunters under his command around the goblins trying to attack them from behind. The goblins realize what Eric is trying to do and retreat before he gets behind them but several goblins are killed by Eric's hunters before they getaway. Alron is amazed by the goblin's luck his arrows just miss them on several occasions where they move just the right way after he launches his arrows for the shot to miss even when there is no way the goblins could see him while they retreat.
Orc attacks:
60+10 vs 13+20 = 70 vs 33 = -1 health for svens hunters
52+10 vs 56+20 = 62 vs 76= miss

Hunter attacks
39+20 vs 98+10 59 vs 108 = miss
7+20 vs 88+10 27 vs 98 = miss
87+20(not under attack)+10 vs 81+10 117 vs 91
Alron's attack
64+35+20(not under attack) vs 100+10 119 vs 110 = nat 100 defense roll no damage

With the goblins in retreat Sven decides to use the same tactics again his hunters will push forward into the goblins while Eric uses his knowledge of the local mountains to try and outflank the goblins once more. He makes one change: all hunters will charge the enemy so that they are pinned in place and if they run his hunters can kill them from behind.

Sven leads the charge personally and Alron is right beside him and while the goblins fire their bows at both they fail to hit them and barely hold against the hunter's charge. Alron cuts deep into their line as he dodges most attacks and all of the attacks that hit him are stopped by his chainmail. Then Eric arrives and charges the goblins from behind crushing the goblins between him and Svens hunters.

Decided to make defense rolls aways 50 unless it is a fight between two heroes to reduce the number off rolls needed.
Orc attacks:
32+20 vs 50+20= 52 vs 70 = miss
15+10 vs 50+60= 25 vs 110 = miss
Hunter attacks
18+30 vs 50+10= 48 vs 60 = miss
15+20(not under attack)+20 vs 50+10 = 55 vs 60 = miss
99+20(not under attack)+20 vs 50 = 139 vs 50 = won by 50+ -2 health to goblins, Eric
Alron's attack
35+40 vs 50 = 75 vs 50 = -1 health to goblins

Unable to retreat and surrounded the remaining goblins fight till they die but they kill several of the hunters before they do. Alron has gained a greater understanding of how the Sverge fight and where improvements can be made. The easiest of these is in the bows that they use, the local bows are made from a single piece of wood while the elven longbows use a combination of materials.
[Eric the Red: gains an action per turn under his control]
[Alron can teach the hunters to make composite bows]


Orc attacks:
92+20 vs 50+20= 112 vs 70 = -1 health for svens hunters
Hunter attacks
67+30 vs 50+10= 97 vs 60 = -1 health to goblins
77+20(not under attack)+20 vs 50+10 = 117 vs 60 = -1 health to goblins, all goblins are dead.
43+20(not under attack)+20 vs 50 = 139 vs 50 = no enemies left
Alron's attack
7+20(not under attack)+40 vs 50 = 75 vs 50 = no enemies left

With Eric in control of the valley, Sven is heading home to recruit more hunters and warriors and is planning on attacking Salt valley the next Spring while Eric repairs the damage done by the goblins. Eric wants to reward Alron for his help and has two ways he can do that:

[Reward] Ivan the Ranger
Ivan is a skilled ranger that is looking for a new challenge now the valley is retaken and he beliefs that he will find one by following you.
Gain Ivan as a follower(+10 to ranger rolls for Alron)

[Reward] A farm
Tara is planning on teaching the Sverge about elven farming methods if she owns a farm it would remove the issue of convincing someone to try out these methods.
+60 to Teach the farmers progress

Magic is both the most powerful skill someone can have and the most dangerous one. There are two ways of casting spells the first is to attune yourself to one of the winds of magic and focus on that wind resulting in stronger spells but reduced options as working with the other winds of magic becomes harder. This is the method Teclis is teaching the humans as they do not live long enough to benefit from the other way. The other way is by studying all winds of magic and eventually learning to combine them into High Magic without favoring any single wind. To reach the point where you are able to use High magic will take centuries but those that do are the most powerful spellcasters around.
[Alsana Lore of Light: 40+3(Teacher of magic)+15(skill)=58 at 58/300]
[Tara: gain an action to train on her own.]

[Magic] Attune to Hysh
Hysh has many potent applications, in healing, protection, and the banishment of evil.
100 less progress needed,
Tara get the Trait: Attuned to Hysh: -5 mana cost and -10 to the DC for all Hysh related spells and +10 mana cost +20 to the DC of all non Hysh spells

[Magic] Balanced
Can eventually learn all winds of magic but this might take longer than the quest will run.

With two sets of standing stones known you are able to tell more about the impact of the stones on the northern lands. The field is stronger in some places then others and you have found that there are smaller stones scattered across the valleys that help boost the effect but you also find two that have been knocked down and one place where if you have the pattern right there should be one but there is nothing.
[Alsana Study stones: 17+8(Teacher of magic)+5(skill)=30 vs DC 40: -20 to the actions DC]
[Quest revealed: Study the magic of the north: 1/3 steps done, reward: +5 magic theory skill]

Alsana spends several weeks in the Salt valley and has a clearer idea of the number of orcs there: a group of orcs, two off goblin hunters, and a mob of goblins. But each time she spotted them the group was too large or too far away to attack successfully.
[Alsana Raid Salt Vally: 21+5(skill)= 26 vs DC30: no greenskins killed]

With the start of spring, the herders have spread across the valleys controlled by the Sverge and the herds are moved between valleys when the grazing becomes depleted in one. It has taken her weeks to learn the pattern of how the herds are moved and this has left her little time to speak with the herders.
[Tara Teach the herders: 14+5= 19 at 19/100]

Rolls are added roll till you meet a target or roll higher than the DC and are all with a 100 sided dice.
High rolls can give additional bonuses and plans with descriptions about why actions are picked can give a minor bonus on rolls or rewards.


Tara can take one action from the list below:

[Tara] Teach the farmers
Teach the farmers the rituals of Isha used to bless the fields and make minor improvements to the tribe's fields.
The resulting increase in food will unlock new options
Progress 0/200
Roll a 1D100 + Tara's farming skill and add it to the progress

[Tara] Teach the herders
Teach the farmers the rituals of Isha used to bless the sheep and horses.
Progress 19/100
Roll a 1D100 + Tara's herding skills

[Tara] Train magic
Train her magic based on what she learned from Alsana
Roll a 1D100 and add it to the progress of Lore of Light training.

[Tara] Help with another action(write in action)
Adds Tara's skills to the rolls for another action or a +5 bonus if Tara does not have a skill that applies.

Alron can take one action from the list below:

[Alron] Train Tara(bow)
Tara skills with a bow are limited compared to yours spend time training her
DC 30 vs Alron bow skill: +5 bow skill for Tara

[Alron] Train Tara(sword)
Tara skills with a sword are limited compared to yours, spend time training her
DC 20 vs Alron sword skill: +5 sword skill for Tara

[Alron] Train Alsana(bow)
Alsana skills with a bow are limited compared to yours, spend time training her
DC 30 vs Alron bow skill: +5 bow skill for Alsana

[Alron] Train Alsana(sword)
Alsana skills with a sword are limited compared to yours, spend time training her
DC 30 vs Alron sword skill: +5 sword skill for Alsana

[Alron] Reclaim the hunting grounds
With the goblins driven out of Eric the Red's valley, the old hunting grounds can be restored. Cabins need to be rebuilt, wolves hunted down and the lands scouted to determine what is there to hunt,
DC 20 vs Alron's ranging skill, +1 max health for Eric's hunters

[Alron] Help with another action(write in action)
Adds Alron's skills to the rolls for another action or a +5 bonus if Alron does not have a skill that applies.

[Alron] Composite bows
Alron knows how to make composite bows that are better than current bows used by the Sverge. The main issue is adapting the design to materials that can be found in the lands of the Sverge.
DC 30 vs Alron's ranging skill, +5 to the ranged attacks of hunters

Alsana can take three actions from the list below:

[Alsana] Lore of Light training for Tara
Teach tara magic to the point she can cast a single healing spell per battle.
Progress 58/300

[Alsana] Study the ring of stones at Eric's camp
There is a ring of stones made by Gloin the Warden at Eric the reds main camp studying it
DC 20 vs magical theory skill: Greater understanding about what the rings of stones do

[Alsana] Exploration
There are several small valleys only visited rarely by hunters looking for game explore one
DC 20 vs Ranger skill: random rewards

[Alsana] Recruit followers
Leadership among the clans is a matter of convincing tribesmen to follow you.
DC will lower and rewards improve once you get more known among the tribe.
DC 50 vs Diplomacy skill: Gain a handful of hunters that follow your lead(+5 bonus to Ranger rolls, +5 to defense rolls)

[Alsana] Blessed weapon enchant(write in the weapon)
With the strength of the winds of magic this far north, you are able to enchant a weapon with a blessing
The weapon provides an additional +5 bonus to all attack rolls
DC 50 vs Lore of light + enchanting skill

[Alsana] Teach the tribe
Find out what the tribe knows and what you can teach them and who is willing to listen to you.
30/80 progress needed 1d00D+ lore skill per action
 
Sorry for the delay I was not entirely happy with the writing of the first version and decide to think about it more and tell kept delaying actually doing the rewriting.
 
[x] [Tara] Teach the herders
[x] [Alron] Reclaim the hunting grounds
[x] [Alsana] Lore of Light training for Tara
[x] [Alsana] Study the ring of stones at Eric's camp
[x] [Alsana] Teach the tribe
 
With the vote closing soon i like to talk a bit about the turns to come.
Next turn it is winter, this far north winters are long so you have one more action for each hero for the winter turn
I am also adding the option to use actions to train skills at this point as i worried that if i added those from the start there would be no action taken that advance the plot.
Next spring rolls will begin to see if the Varg fight for control has a winner, if it does expect Sven to have less hunters under his command.
In the summer rolls will begin for the orcs and based on those rolls they might grow in numbers and/or launch attacks(but if you are lucky it might be attacks between the orcs).
 
Vote closed
Scheduled vote count started by sunrise on Nov 14, 2020 at 6:13 AM, finished with 5 posts and 1 votes.

  • [x] [Tara] Teach the herders
    [x] [Alron] Reclaim the hunting grounds
    [x] [Alsana] Lore of Light training for Tara
    [x] [Alsana] Study the ring of stones at Eric's camp
    [x] [Alsana] Teach the tribe
sunrise threw 1 100-faced dice. Reason: [Tara] Teach the herders Total: 59
59 59
sunrise threw 1 100-faced dice. Reason: [Alron] Reclaim the hunting Total: 62
62 62
sunrise threw 1 100-faced dice. Reason: [Alsana] training for Tara Total: 54
54 54
sunrise threw 1 100-faced dice. Reason: Alsana] Study the stones Total: 11
11 11
sunrise threw 1 100-faced dice. Reason: [Alsana] Teach the tribe Total: 77
77 77
sunrise threw 1 100-faced dice. Reason: Eric Reclaim hunting grounds Total: 36
36 36
sunrise threw 1 100-faced dice. Reason: Sven ask for warriors(DC60) Total: 96
96 96
 
When the Study the ring of stones at Eric's camp turned out to be 11 my first reaction was o no it failed again till i checked the traits and skills of Alsana: +5 from skill and +8 form the Teacher of magic trait making it 11+5+8= 24 vs DC 20. Reclaim the hunting grounds also made its DC and Teach the tribe has been completed making this a better turn then the last.
 
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