The Rebirth Game

How many Skill Points did we get per level up? I didn't see any numbers telling us.

Anyways, the movers and shakers of this world seem to all be Champions of their chosen God, and while I'm grateful to Cor, he and his siblings are very non-interventionist so we won't be able to move the world much if we become their Champion. Besides, I do like the thought of having such a huge ego that we decide to Champion ourself as a deity.

We're gonna need more Swagger for that though, so maybe becoming Cor's Champion isn't so bad after all.
 
I've updated the previous post to show how many skill points you all have to spend now. I've also updated the character sheet to reflect how much XP is needed to get to level 3.
 
[X] Skill Point Expenditure
-[X] 3 to Priest
-[X] 1 to Alchemist

[X] Accept Gray Gods Champion Quest

[X] Plan for the week
-[X] Continue working with Linda and the locals, putting your newfound knowledge on Alchemy to good use in case of the former.
-[X] Ask Linda about the Gray Gods and their shrines.
--[X] If pressed as to why we're asking, say that we prayed to them last night and have reason to believe that we were heard.
[X] See if you can buy a dagger or two for personal protection. Spiderling Season nears, and gathering herbs unarmed is just asking for trouble.

We got some shiny bonuses when our Spirit rocketed to 20. Maybe we'll have even more goodies by putting it upto 40?

That aside, we're working with an Alchemist, so let's be even more useful to her by knowing a bit about her craft! I'm sure she'll appreciate the help.
 
[X] Skill Point Expenditure
-[X] 3 to Priest
-[X] 1 to Alchemist

[X] Accept Gray Gods Champion Quest

[X] Plan for the week
-[X] Continue working with Linda and the locals, putting your newfound knowledge on Alchemy to good use in case of the former.
-[X] Ask Linda about the Gray Gods and their shrines.
--[X] If pressed as to why we're asking, say that we prayed to them last night and have reason to believe that we were heard.
[X] See if you can buy a dagger or two for personal protection. Spiderling Season nears, and gathering herbs unarmed is just asking for trouble.
 
[X] Skill Point Expenditure
-[X] 3 to Priest
-[X] 1 to Alchemist

[X] Accept Gray Gods Champion Quest

[X] Plan for the week
-[X] Continue working with Linda and the locals, putting your newfound knowledge on Alchemy to good use in case of the former.
-[X] Ask Linda about the Gray Gods and their shrines.
--[X] If pressed as to why we're asking, say that we prayed to them last night and have reason to believe that we were heard.
[X] See if you can buy a dagger or two for personal protection. Spiderling Season nears, and gathering herbs unarmed is just asking for trouble.
 
Day 9

*For reaching Rank 1 in Alchemist you have gained +2 AGI, VIT, and INT
*For reaching Rank 1 in Alchemist you have unlocked:
-Create Potion 0/10: You attempt to brew potion with the ingredients you possess. This skill costs 1 less MP per Rank. Cost 20 MP
-Alchemical Mastery 0/50: You are 2% more effective per Rank at creating [Alchemical] goods.
*For reaching Rank 5 in Priest you have gain +18 SPT(+30 Total)*
*For accepting the quest Into the Gray the following skill has been changed:
-Divine Bolt has changed into Divine Bolt(Chance) 0/10: You fire a bolt of Divine energy riddled with chaotic energies at an ally or an enemy, you cannot use this skill on yourself. The effects of this bolt are entirely random. This skill costs 1 less MP per Rank. 20 MP
*+30 XP for completing the Alchemist's Apprentice each day*
*+15 XP for completing Earning Your Keep every two days*

A week has passed since you've come to live in this unnamed hamlet with Linda thanks to your fateful encounter with Vargas. Through effort and determination you are beginning to earn a place in this small community. Linda in particular has taken great interest in you as you pursue your growing interest in Alchemy. She is more than happy to have to sit in and watch her brew potions, trying as hard as she might to pass on to you some of her extensive knowledge of Alchemy. When you mentioned to Vargas your desire to have some form of protection now that Spiderlings are going to become more common he said he'd look around for any extra gear he could scrounge up for you. This morning he caught up to you as you went about your usual business to go and take care of Linda's herb gardens and said he has left something for you at Linda's. He tells you to open it when you get a chance and that it is a thank you from the villagers for helping out as much as you have. You arrived home later that day to discover a package had been left for you. Opening it up you discover a pair of iron daggers and a set of leather armor. The equipment here looks like it has been pretty well used but someone has taken the time to try and touch it up. While they daggers might be a bit worn down and the leather armor not fit perfectly, you have no trouble moving around in your new equipment.

Iron Dagger
Small weapon
+9 Physical Attack
Condition: Usable
Tags: [Piercing][Slashing][Dagger]
Leather Armor
Medium Armor
+68 Physical Defense
Condition: Usable
Tags: [Leather]
"You remind me of myself when I was younger. All dressed up for combat, ready to go at a moment's notice. Sometimes I miss those days and the friends we lost along the way." Linda barely hiding the sadness in her voice. "If you ever choose to leave the village in the future, just know you can always come back. I'll always have a mattress available for you my dear."

After a brief moment of silence decide you decide to speak up. "Linda, where would I find a shrine to all the gods? I noticed there aren't any shrines here to pray to." You ask letting as much curiosity leak into your voice as possible.

"Oh umm… Let me think for a moment dear. I believe they have a shrine for every god in the central district of Malton. Are you thinking about joining a clergy? That'd be a shame since you've got talent in Alchemy." the gentleness in her voice is almost motherly.

"Oh no I just wanted to pay my respects. I figure I couldn't have survived waking up in the woods without them watching over me, especially Lind and Proba." Technically not a lie, they do govern nature and balance which had a hand in my survival.

"You want to pray to the Gray Gods? Not that they'll answer your prayers, they don't really aid mortals which is why nobody gives them much thought. You'll find their shrines in the public park along with Cor's. Might be hard to find though, I doubt too many people are taking care of those shrines." She seems a bit concerned you've taken an interest in those gods but after a moment that concern passes from her face and she pivots the conversation to talking about your blossoming skills in potion making.

Several days of helping out around town has helped you gather enough regional knowledge that you don't feel quite as much like a fish out of water. A few days journey to the south is the closest large settlement, the city of Malton. Two weeks south from there is where the city of Olyen, the capital of the Free States, is located. If you can't find a shrine to Proba and Lind in Malton, they for sure will be in Olyen.

-Do you continue helping out around the hamlet?
-Do you head out towards Malton or Olyen in search of the shrines?
-What other actions would you like to take?
-Post your plan with suggested actions and a suggested timeframe


*+2 XP per Threadmark*
*+5 XP for completing The Alchemist's Apprentice*
*You have gained a level, you have four Skill Points to spend*
  • Archer 0/100: Grants +3 STR and AGI per Rank
  • Battlerager 0/100: Grants +4 STR and +2 VIT per Rank
  • Brawler 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Guardian 0/100: Grants +3 AGI and VIT per Rank
  • Mauler 0/100: Grants +4 STR and +2 VIT per Rank
  • Pikeman 0/100: Grants +3 STR and AGI per Rank
  • Rogue 1/100: Grants +3 AGI, +2 SWG, and +1 LCK per Rank
    • Backstab 0/10: You add 10% of your AGI per Rank to your Physical Attack when striking an unaware enemy. Costs 20 MP
    • Dagger Mastery 0/50: You deal 2% more damage per Rank while wielding [Dagger] type weapons.
  • Swordsman 0/100: Grants +2 STR, AGI, and VIT per Rank
Magic Skills
  • Priest 2/100: Grants +6 SPT per Rank
    • Divine Bolt(Chance) 0/10: You fire a bolt of Divine energy riddled with chaotic energies at an ally or an enemy, you cannot use this skill on yourself. The effects of this bolt are entirely random. This skill costs 1 less MP per Rank. 20 MP
    • Divine Mastery 0/50: Your [Divine] Skills are 2% more effective per Rank.
  • Shaman 0/100: Grants +3 SPT, +2 VIT, and +1 SWG per Rank
  • Warlock 0/100: Grants +3 SPT, +2 INT, and +1 SWG per Rank
  • Wizard 0/100: Grants +6 INT per Rank
Professional Skills

  • Alchemist 1/100: Grants +2 INT, AGI, and VIT per Rank
    • Create Potion 0/10: You attempt to brew potion with the ingredients you possess. This skill costs 1 less MP per Rank. Cost 20 MP
    • Alchemical Mastery 0/50: You are 2% more effective per Rank at creating [Alchemical] goods.
  • Artist 1/100: Grants +2 INT, AGI, and SWG per Rank
    • Art Sense 0/10: You gain +2 per Rank on rolls on any [Art] based contest.
    • Art Mastery 0/50: Your [Art] based rolls are 2% more effective per Rank.
  • Blacksmith 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Chef 0/100: Grants +2 INT, AGI, and SPT per Rank
  • Doctor 0/100: Grants +2 INT, AGI, and SPT per Rank
  • Laborer 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Merchant 0/100: Grants +2 INT, SWG, and LCK per Rank
  • Tailor 0/100: Grants +2 INT, AGI, and VIT per Rank
  • Tanner 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Tinkerer 0/100: Grants +2 AGI, VIT, and INT per Rank
Unique Skills:
  • Blessing of Cor 1/1: Grants four times as many skill points upon level up
  • Cultural Adaptation 0/10: At Max Rank you can choose any Racial Skill of any sentient creature you have defeated in comba
General Skills:
  • Magical Resistance 0/10: You gain +2 to Magic Defense per Rank in this Skill.
 
Last edited:
[X] Skill Point Expenditure
-[X] 1 to Alchemy
-[X] 1 to Create Potion
-[X] 2 to Alchemical Mastery

[X] Keep helping around the Hamlet!
[X] By the start of next week, start your travel to Malton.

[X] Week Plan:
-[X] Monday
--[X] Morning: Continue Alchemist's Apprentice, and gather some extra herbs and ingredients for personal use.
--[X] Afternoon: Continue Lending a Helping Hand.
--[X] Evening: Spend some time with the townspeople. Nothing serious, just general carousing. Maybe skip out on the alcohol, however. Pray to Cor, and promise to begin your Quest as soon as you finish making your thank you gifts to Linda and Vargas.
-[X] Tuesday
--[X] Morning: Wake up early and practice Potion Creation somewhere private using the Herbs you gathered yesterday.
--[X] Afternoon: Continue Alchemist's Apprentice.
--[X] Evening: Continue Lending a helping hand.
-[X] Wednesday
--[X] Morning: Continue Alchemist's Apprentice, and gather some extra ingredients for personal use.
--[X] Afternoon: Find some place private to practice Potion Creation.
--[X] Evening: Ask Linda if she has some books on Alchemy. We'd like to read them before we go to bed.
-[X] Thursday
--[X] Morning: Gather some more herbs and ingredients in the forest.
--[X] Afternoon: Practice makes perfect. Go to the usual place and try to make the best damn potion you can!
--[X] Evening: Continue Alchemist's Apprentice.
-[X] Friday
--[X] Morning: Gather herbs and ingredients.
--[X] Afternoon: Gather herbs and ingredients.
--[X] Evening: Continue Lending a helping hand.
-[X] Saturday
--[X] Morning: This is the moment of truth, go to the usual place and try to make the best potions you can with what you've learned.
--[X] Afternoon: While you're there, try and scrounge up some materials to make gift wrappings for the potions.
--[X] Evening: Continue Alchemist's Apprentice.
-[X] Sunday
--[X] Morning: Continue Lending a helping hand.
--[X] Afternoon: Spend some time-off, and see if you can find out more about Malton and Olyen, and the roads that lead to them.
--[X] Evening: Tell Vargas and Linda you have something special for them! Ask to meet them in the place you've been practicing. Once there, give them the Potions you made.
---[X] It's not much, but we wanted to thank them for everything they've done for us. You're not sure you would have survived otherwise.
---[X] You'll be going on a little pilgrimage tomorrow, but the potions aren't parting gifts! You'll be sure to return if you get the chance, and failing that, you'll write letters! This place is pretty much home to you, and you won't forget it, or them.

Being able to create health pots and the like is nothing but incredibly useful. In fact, before we leave, we need to give Linda and the others a parting gift, and what better gift can we give than a potion of our own making? It won't be spectacular, true, but we gave it the best we got.

For now though, let's stay a while before we travel. We need to make that potion first, after all.

As for the Date Planner, I'll be leaving out essentials like eating, bathing, praying etc. and assuming they're automatic actions. Beyond a few highlights, the rewards for our repeatable Quests should still be the same as the previous update, and the word count probably won't explode.

Will fix if there's a problem though.

I think we should start boosting cultural adaption sometime.
Guess so. Next level up, perhaps? We won't be getting into any fights soon, so I thought it'd be better to focus on other things.
 
Last edited:
Day 12.1
*For reaching Rank 2 in Alchemist you have gained +2 AGI, VIT, and INT(+4 AGI, VIT, and INT total)

*+10 XP for completing two days of The Alchemist's Apprentice*
*+5 XP for completing two days of Lending a Helping Hand*


It surprises you how quickly you were able to adapt to your new life here in the hamlet. You've slipped into what some would call an everyday routine, which is strangely considering it involves gathering herbs to make magical potions. "Not exactly an everyday routine back on Earth." you chuckle to yourself as you make your way to the outskirts of town to gather herbs. Thinking back to the previous evening you were pleasantly surprised to find how easy it was to get permission from Linda to gather extra herbs to attempt and brew your own potions. She was ecstatic that you've started down the path of being an Alchemist like her. Despite how primitive this place is compared to your previous life you've come to enjoy your time here. Breathing in the crisp morning air you let out a sigh as you walk through the garden collecting the pungent herbs. 'I said I'd leave at the end of this week, I just didn't think it would be this hard' you think to yourself. The rest of the day is spent going about your normal business as you help out around the hamlet and spend time learning from Linda. She's been focusing more on teaching you about ingredients that can be used to create more potent potions. There's a hint of sadness in her voice as she talks about this ingredients that you won't find locally. Even Vargas has been telling you more about the world outside the village and what to look out for, especially warning you about going into a Dungeon unprepared.

Dungeons are probably one of those bizarre creatures you've ever heard of. They are crystalline creatures that form in areas with large amounts of ambient mana. Once the crystalline heart of the dungeon grows large enough it starts using ambient mana to reshape the world around it, molding into twisting tunnels, underground ecosystems, danger traps, spawning grounds for various monster, and the most bizarre of all is that it molds that mana into money and magical items. The reason the locals here have to patrol so frequently is because a dungeon can cause the population of monsters in the area to skyrocket rapidly and overwhelm the mortal population. The even crazier fact you learned was that most major cities are founded on one or more dungeons! They serve as a source of renewable resources which causes trade to grow. It seemed crazy at first because it basically seemed like building a house on the edge of an active volcano and just hoping it wouldn't erupt. I guess the old saying is true, no risk no reward, though I wouldn't like having a time bomb ticking beneath me. However Vargas says the dungeon hearts in these cities are constantly monitored and portions of them will be destroyed in order to ensure the dungeon does not grow beyond a specific size. Furthermore, they serve as a training ground for the local guards, the army, and for adventurers so it is very rare that the monster populations of the 'tamed' dungeons ever get out of hand.

Dungeons that grow unfettered are what Vargas calls a "Wild Dungeon". There's a continent to the south west that is just now being colonized and the amount of monsters roaming the land are unfathomable. The leading theory is that this is due to there being countless wild dungeons that are just churning out all these monsters. Some of the major Adventurer's guilds are starting to send expeditions over there to try and make headway into this new land. The amount of potential rewards laying untouched in these wild dungeons is staggering. There could be more wealth in one of these dungeons than in the entirety of the Free States.

The next morning you rise extra early and take a moment to practice creating potions. You've got enough supplies to try and craft a handful of minor healing potions.


Creating Potions x3 (-57 MP):
*Rolls (51 + 15) * (1.04) = 69
*Rolls (45 + 15) * (1.04) = 62
*Rolls (43+15) * (1.04) = 60

You manage to make a handful of decent minor health potions. 'Hopefully Linda and Vargas can find use for these' your thoughts wandering to your benefactors. Quickly you place those potions in your bag so Linda won't see the gifts you are preparing before you are done. You make your way through the first garden with no issue, gathering a handful of ingredients. However on your way to the second garden you notice that you don't hear any birds which is strange. After a few moments picking the ingredients you hear a strange clacking noise from further down the path in the garden. A moment later you see a spider the size of a house cat crawl out of one of the bushes followed by a second a few seconds later. You are about 20 ft from these spiders and they have not noticed you yet.

*+2XP per Threadmark*

-How do you handle your first encounter with monsters?
-If you choose to engage either give me a general strategy or specific actions you'd like to take
 
I'd love to get me some of that tasty, tasty, XP, but Spiderlings have poison, we don't have Antidotes and we still have some gifts to deliver, and I'd rather do so in one piece.

Then again, that XP does look delicious, and we do need to test out the combat system...

[X] Hide your bag somewhere safe, but bring your daggers with you.
[X] Sneak around and scout. Are you really just dealing with two Spiders?
-[X] If not, retreat, get your bag, and alert someone.
--[X] Otherwise, pick up a pebble, aim at a tree or something solid, and throw it to divert the spiders' attention.
--[X] Leap from your hiding spot and hopefully end or at least horribly injure your target.
--[X] Stand your ground!

I didn't expect to have encounters this early, so I'm really regretting not getting Divine Bolt. Got too lost on our gratitude to Linda and Vargas, you see.

Anyways, we gotta hide our goodies first, keep them from being damaged, and then try and be all sneaky like.
 
[X] Hide your bag somewhere safe, but bring your daggers with you.
[X] Sneak around and scout. Are you really just dealing with two Spiders?
-[X] If not, retreat, get your bag, and alert someone.
--[X] Otherwise, pick up a pebble, aim at a tree or something solid, and throw it to divert the spiders' attention.
--[X] Leap from your hiding spot and hopefully end or at least horribly injure your target.
--[X] Stand your ground!
 
[X] Hide your bag somewhere safe, but bring your daggers with you.
[X] Sneak around and scout. Are you really just dealing with two Spiders?
-[X] If not, retreat, get your bag, and alert someone.
--[X] Otherwise, pick up a pebble, aim at a tree or something solid, and throw it to divert the spiders' attention.
--[X] Leap from your hiding spot and hopefully end or at least horribly injure your target.
--[X] Stand your ground!
 
Day 12.2(First Encounter)
Not wanting your gifts for Linda and Vargas to get broken in the impending conflict you stow your backpack away between two bushes as quietly as possible. Slowly you creep into the underbrush so as not to bring notice to yourself and to scout out if there are additional spiderlings.

*Stealth VS Spiderlings*
*(38 + 14) VS (19 + 10)*
*52 VS 29*

The spiderlings don't notice you as you move quietly through the brush. Your eyes focused on detecting any movement aside from the enemies you can see. After thoroughly scouting your immediate area you spot no other monsters, with your two daggers at the ready you make your move. Throwing a pebble down the path you manage to distract the two monsters and divert their attention away from where you are hidden. Stalking up behind the occupied spiderlings you attempt to deal a fatal blow.

Catching Spiderling 1 by surprise you hesitate too much on your first attack and only inflict a minor wound(3 Physical Damage). Before the spiders can act now that they are aware of your presence you make another attack. You manage to land a glancing blow(19 Physical Damage). Both spiders attempt to bite at your legs but are unable to pierce your armor. Attempting to attack again you whiff entirely and stumble to the side a few steps causing the spiderlings to also miss. Seeing the spiderlings off balance you land a solid hit(33 Physical Damage) while the spiderlings struggle to even pierce your armor. Once again you only manage a minor wound upon the first spiderlings but as luck would have it these monsters appear unable to pierce through your armor. The battle shifts back and forth as they spiderlings continue to fail at causing any physical harm to you while you manage to continuously wound the creatures. Eventually one of the spiderlings trips over its comrade and you deal a finishing blow on the wounded monster. Focusing your attention on the second monster you seemingly dance through combat unleashing a flurry of stabs and slashes like some kind of deadly ballet. The wounded monster attempts to flee but it is too late as you have already brought it to death's door. As the last wisp of life leaves the monster's body you are greeted by another notification popping up in front of you.

*Two Spiderlings defeated you are awarded 12 XP*

'Well I managed to make it out of there without any real injury, though I might have to patch up this armor now before I head out' you think to yourself. A feeling of pride swells up in you knowing you were able to handle your first monsters without real issue. Filled with the desire to show off your new trophies to Vargas you take a spare strip of leather from your pack you recovered from its hiding place and strap the two arachnoid corpses to your back as you head back into the hamlet. Walking into the hamlet you are greeted with some oohs and aahs before several villagers come up to congratulate you. Those spiderlings could have posed a threat to one of the children in town and your swift action has prevented any possible mishaps from occurring today. As thanks a villager with some ranks in Tanner has offered to patch up your armor for you. Heading back to Linda's house you excitedly tell her about your first encounter. You attempt to talk to her about your new trophies but she refuses to listen until you allow her to give you a good look over to make sure you aren't poisoned or injured. "You are lucky those spiderlings didn't manage to poison you with their venom. It can be a real doozy for those that aren't ready for it. If you let me look over their carcasses I can show you where the venom sac is. If we extract it we can actually make a mild poison potion that can be applied to a weapon or slipped into something's food or drink. " she says as her concern melts away into her regular teacher mode. After this morning's excitement you go back to your routine as usual and managed to complete your two repeatable quests. Vargas takes time to come and see you today and congratulate you personally on your first encounter. He has you and Linda come over to have dinner with him and his wife to celebrate your accomplishment. Everyone else around the table goes on to tell stories about their first monster kills. Surprisingly even Vargas' wife, Josephina, was an adventurer before settling down. You all have a good chuckle as Vargas tells you all his story which involves a struggle against a particularly precocious Seedling, which apparently is some kind of acorn like plant monster. The discussion of the Seedling is met with oohs as Linda and Josephina interrupt him to tell you about how these monsters are quite cute and can sometimes be trained into being pets. Vargas appears to be quite deflated that his epic story has been relegated to a discussion about "those cute acorn monsters" as the ladies put it. All in all you have a fun night as you head back to Linda's to catch some sleep and prepare yourself for the remaining days in this small hamlet.

*+2 Weak Venom Sacs*
*+5 XP for completing The Alchemist's Apprentice*
*+5 XP for completing two days of Lending a Helping Hand*
*+2 XP per Threadmark*


Please Vote for one:
-Do you continue as previously planned and spend your remaining days helping out around town?
-Do you seek out more Spiderlings to hunt?
-Write In
 
Filled with the desire to show off your new trophies to Vargas you take a spare strip of leather from your pack you recovered from its hiding place and strap the two arachnoid corpses to your back
Jehanne is hardcore. I wouldn't even want to touch those things!

[X] Continue as planned.

While Monster Hunting yields more XP, I like Vargas and Linda too much not to spend time with them. They're just so, charming.
 
Day 16(Heading Out)
*+20 XP for completing The Alchemist's Apprentice for four days*
*+10 XP for completing Lending a Helping hand twice over four days*


It is the evening before you head southward to Malton to seek out shrines to Proba and Lind. The last few days have flown by after your encounter with the spiderlings. Locals from the hamlet have gone out and found a small nest that had sprung up and eliminated it so nobody could get hurt. You've used the last couple days to get your parting gifts and your traveling gear ready. Part of your heart hangs heavy as you think about leaving this place that has become somewhat of an impromptu home for you. Throughout the last four days you've managed to make two more potions you are truly proud of. A friendly citizen of the hamlet even parted with a small square of nice cloth for you to wrap your gifts in.

Creating Potions x 4
*Rolls (95+15) * (1.04) = 114
*Rolls (76+15) * (1.04) = 94
*Rolls (36+15) * (1.04) = 53
*Rolls (15+15) * (1.04) = 31

"I wanted to thank you both for taking care of me when I had absolutely no one. Without you I would have wandered lost and confused through the woods and who knows what could have happened. Even after helping me find this village you went above and beyond and let me into your homes and helped me find my way. I can't even begin to express my gratitude for all you've done. I want to give you these, I've been taken everything you've taught me and put it to use." you say as you hand the gift over to Linda and Vargas. They both break into large smiles as they see the seven bright red potions you've handed over to them. Linda suddenly starts to get very misty eyed as she turns her gaze to you. "No, thank you Jehanne for coming into my life. You have no idea how wonderful it has been to have a student like you. I also have something for you as well. This is a letter of recommendation from me, if you want to continue down the path of an Alchemist just show it to a member of the Alchemistry Association in Malton and they will make you an official member. You could even ask for an apprenticeship if that's what you want. I'm glad Vargas found you that day." She is no longer able to hold back the tears from her eyes as she brings you into her embrace, her warm tears sliding down her cheeks and onto the side of your face.

After a moment she steps back and attempts to regain her composure. Vargas takes this opportunity to get your attention. "You didn't have to do this young miss, it is my pleasure to help you. I also had something for you, just a couple things to help you on your way. If you ever want to come back you are always welcome here." He says as he hands over a small leather pouch. Inside you find a number of small unmarked gold coins and a letter. "That's a letter of recommendation to the Adventurer's Guild in Malton, if you present it there they'll let you join or you can use it to request information. I could it in your eyes when you came back with those dead monsters that you've got a bit of adventuring spirit in you and I thought this might be of some use to you." Vargas' eyes also get a bit misty but you can tell he's holding back. You hold out your hand and he gives you a hearty handshake. That night you feel yourself welling with a multitude of emotions. A bit of sadness, lots of joy, and excitement for your trip tomorrow. Vargas mentioned that Malton is about a three day trip south from here. Everyone from the village has chipped in and given you enough supplies so you shouldn't have any troubles getting there. Though they are uncommon there is always the potential for brigands, so they have said to just stay wary of any strange travelers on the road.

You awaken at first light and get ready for your trip. After thoroughly checking all your belongings you head to the village gate. A good number of the villagers have come to see you off. As you give your goodbyes you are bombarded by a number of thanks and praises for all the help you've given in your short time there. One last time you give Linda a hug and Vargas a handshake as you start on down the road. You feel yourself on the verge of crying but you maintain control, don't want to upset anyone here to see you off. The road south beckons you as you start the next chapter in your adventure.

*+2 XP per Threadmark*


Plan Time:
-You have started down the road south to Malton, hoping to find shrines to Lind and Proba.
-What do you do to pass the time on your journey south?
-Some activities may cause the length of your journey to increase
-You have leveled and you have four skill points available, please assign them.


  • Archer 0/100: Grants +3 STR and AGI per Rank
  • Battlerager 0/100: Grants +4 STR and +2 VIT per Rank
  • Brawler 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Guardian 0/100: Grants +3 AGI and VIT per Rank
  • Mauler 0/100: Grants +4 STR and +2 VIT per Rank
  • Pikeman 0/100: Grants +3 STR and AGI per Rank
  • Rogue 1/100: Grants +3 AGI, +2 SWG, and +1 LCK per Rank
    • Backstab 0/10: You add 10% of your AGI per Rank to your Physical Attack when striking an unaware enemy. Costs 20 MP
    • Dagger Mastery 0/50: You deal 2% more damage per Rank while wielding [Dagger] type weapons.
  • Swordsman 0/100: Grants +2 STR, AGI, and VIT per Rank
Magic Skills
  • Priest 5/100: Grants +6 SPT per Rank
    • Divine Bolt(Chance) 0/10: You fire a bolt of Divine energy riddled with chaotic energies at an ally or an enemy, you cannot use this skill on yourself. The effects of this bolt are entirely random. This skill costs 1 less MP per Rank. 20 MP
    • Divine Mastery 0/50: Your [Divine] Skills are 2% more effective per Rank.
  • Shaman 0/100: Grants +3 SPT, +2 VIT, and +1 SWG per Rank
  • Warlock 0/100: Grants +3 SPT, +2 INT, and +1 SWG per Rank
  • Wizard 0/100: Grants +6 INT per Rank
Professional Skills
  • Alchemist 2/100: Grants +2 INT, AGI, and VIT per Rank
    • Create Potion 1/10: You attempt to brew potion with the ingredients you possess. This skill costs 1 less MP per Rank. Cost 20 MP
    • Alchemical Mastery 2/50: You are 2% more effective per Rank at creating [Alchemical] goods.
  • Artist 1/100: Grants +2 INT, AGI, and SWG per Rank
    • Art Sense 0/10: You gain +2 per Rank on rolls on any [Art] based contest.
    • Art Mastery 0/50: Your [Art] based rolls are 2% more effective per Rank.
  • Blacksmith 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Chef 0/100: Grants +2 INT, AGI, and SPT per Rank
  • Doctor 0/100: Grants +2 INT, AGI, and SPT per Rank
  • Laborer 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Merchant 0/100: Grants +2 INT, SWG, and LCK per Rank
  • Tailor 0/100: Grants +2 INT, AGI, and VIT per Rank
  • Tanner 0/100: Grants +2 STR, AGI, and VIT per Rank
  • Tinkerer 0/100: Grants +2 AGI, VIT, and INT per Rank
Unique Skills:
  • Blessing of Cor 1/1: Grants four times as many skill points upon level up
  • Cultural Adaptation 0/10: At Max Rank you can choose any Racial Skill of any sentient creature you have defeated in comba
General Skills:
  • Magical Resistance 0/10: You gain +2 to Magic Defense per Rank in this Skill.
 
I'm gonna miss those guys. Hopefully, since Cor doesn't seem like he does much, we should be able to return after we finish our Quest.

[X] Skill Point Expenditure
-[X] 1 to Divine Bolt
-[X] 1 to Backstab
-[X] 1 to Dagger Mastery
-[X] 1 to Cultural Adaptation

[X] Gather some herbs for potions, particularly health potions and maybe antidotes just in case.

Get all those combat goodies first and Culutural Adaptation since we're not 100% safe anymore.

I suspect gathering those is gonna lead to us running into some monsters, but health pots are always useful and could sell for a pretty penny.
 
[X] Skill Point Expenditure
-[X] 1 to Divine Bolt
-[X] 1 to Backstab
-[X] 1 to Dagger Mastery
-[X] 1 to Cultural Adaptation

[X] Gather some herbs for potions, particularly health potions and maybe antidotes just in case.
 
[X] Skill Point Expenditure
-[X] 1 to Divine Bolt
-[X] 1 to Backstab
-[X] 1 to Dagger Mastery
-[X] 1 to Cultural Adaptation

[X] Gather some herbs for potions, particularly health potions and maybe antidotes just in case.

Liking the quest so far, lets see were it goes
 
We have recommendation letters for two different guilds, can we join both of them or are we limited to one guild only?

Gotta admit, the Alchemist route appeals to me heavily.
 
[X] Skill Point Expenditure
-[X] 1 to Divine Bolt
-[X] 1 to Backstab
-[X] 1 to Dagger Mastery
-[X] 1 to Cultural Adaptation

[X] Gather some herbs for potions, particularly health potions and maybe antidotes just in case.
[X] See if you can't stab a spider or two for some bonus exp.
 
Day 19
Over the course of your journey south to Malton you decide to extend the duration of your journey by stopping occasionally. "These small groves seem like the perfect area to find some Verdant Sprigs and Pugroots. Having some extra potions on hand will come in handy once I get to Malton" you hum to yourself as you decide to spend a portion of the first three days gathering herbs.

*Rolls (97 + 15) * (1.00) = 112*
*Find Verdant Sprig x 5*
*Find Pugroot x 5*
The majority of your first day south is rather uneventful. Every now and then you see some local fauna, strange rodent creatures that look like a mix of a fox and a raccoon. You are pretty sure Vargas has told you the name of these creatures before and it was something like Foccoons? That can't be real right? I mean the system has to be making fun of you if these things are named after a portmanteau of Fox and Raccoon. Your first night fills you with uneasiness since it is your first time not sleeping in Linda's house. Taking a moment to stare up at the night sky you allow yourself to be overwhelmed by nature's splendor. This strange sky is filled with countless dozens of bright stars thrown together into one bizarre tapestry with the emerald colored moon being the central gem of it all. Eventually you are able to drift off to sleep under this alien night sky.

Walking up bright and early you eat some jerky that Vargas gave you and take a swig from your waterskin. You have more than enough supplies to make it to Malton without going hungry, so you feel confident you can take your time searching for ingredients.

*Rolls (31 +15) * (1.00) = 46*
*Find Verdant Sprig x 2*
*Find Pugroot x 2*
After midday has passed you see what looks like a large group of people coming down the road. You wave cheerily to them as they approach and they come fully into view. A young human man steps forward to greet you. "Hello traveler, I am Zexus Dineen a lieutenant for Malton's guard and this is my patrol. Might I inquire as to where you are headed?" His mannerism are exceptionally prim and proper as he and his men address you. "Hello lieutenant, I am Jehanne, a traveler from a hamlet north of here, I am heading south to Malton as I am a fledgling alchemist." you reply as courteously as possible, attempting to replicate his prim and proper mannerisms as best you can. A smile flashes across his face at your reply, "Well I'm glad to have another Alchemist located in Malton, the guard could always use another source of healing potions, especially if this lot keeps getting injured not watching where they are going through this terrain, isn't that right Markus?" he replies with a laugh, you notice a young man in the back look down in embarrassment. "Don't you worry though young miss, despite his predilection for injuries Markus is a competent guardsmen, he'll complete his training after this patrol and be on his way to becoming a full fledged member." Zexus says with a large grin. After some laughter from the patrol Markus pipes up, "The roads ahead of you should be clear of all potential harm young miss, though do be on the lookout for dubious individuals, I have heard stories of some ne'er do wells holding up lone travelers in the past. Just keep your guard up if someone seems unsavory." You can tell all these people take great pride in completing their responsibilities as a guards. Looking through your ranks you can see it is quite the motley crew. Most of them are young human men but you see a variety of races and sexes when you take a closer look. The most stunning of all being a large female humanoid that appears to be some kind of anthropomorphized bear. They invite you to share lunch with them to which you kindly oblige, the various men and women of the guards take turns telling stories of their exploits. After a filling lunch you part ways and continue south towards Malton. This evening you manage to fall asleep without much difficulty as the sounds of nature lull you to sleep.

You awake refreshed on the dawn of the third day and after heading down the road a bit you start to walk into the woodlands.


*Perception vs Stealth*
*(46 + 15) VS (13 +16)*
*61 VS 29*
As you were heading into the woodlands you heard the snap of a branch coming from the woodlands across from where you are. Taking a moment to scan the horizon you notice a disgruntled looking pair skulking behind some trees, you can't be sure since they are over 50 ft away but you know for sure one is a Lizardfolk and the other is either a gnome or a dwarf of some kind.

*+2 XP per Threadmark*

-This disgruntled looking pair are attempting to hide from you and doing a poor job of it.
-How do you handle these two? Direct confrontation? Hide and attempt to catch them off-guard?

-Would you like to have attempted to create potions in the wild? Note that you will suffer a penalty to your roll for not being in a proper environment for it.
-Any questions you want to ask the patrol before they leave?

@Hannz you are not limited to a single guild, as long as you can meet the obligations of both guilds you are free to be in as many as you can qualify for. The more you are in the more difficult it gets to divide time between them all though.

I meant to post this earlier today but it has been a hectic weekend. I hope everyone else has had a good weekend. The Character Sheet and Skills tab have been updated with your selections.

 
Last edited:
We're being stalked by two Bandits, incompetent ones by the looks of it. Idiots or not, however, it's still two on one and this time, we can't rely on our armor to save us from damage.

I'd like to lose them, but that runs the risk of getting lost ourself, so the best we can do is to either turn and fight, or pretend we didn't notice, turn somewhere hidden and then get the jump on the Bandits.

@TheGrinningMan, is there a chance that the effects of Divine Bolt on hostile targets is beneficial to them? Like, we hit them with the Bolt and end up buffing them?
 
Apologies for the double-post, but I thought I might as well vote.

[X] Act natural and pretend you didn't notice the bandits.
-[X] Go somewhere hidden and ambush the two.
--[X] Identify the weaker of the two, and focus all attacks on them.
--[X] Use Backstab!
--[X] Cast Divine Bolt.
--[X] Interspace your normal attacks with Divine Bolt.

[X] Do not attempt to Create Potion.
[X] Ask the Guards:
-[X] About the Shrines in Malton.
-[X] About the Guilds.
-[X] About what to do if you catch one of those ne'er do wells. Should you kill them? Haul them in?
 
Back
Top