The Way Forward: Helping a mortal navigate the Celestial Bureaucracy (Transmigration Quest)

[x] Plan: First Urgent round
-[x] Increase the power of the magical fog to the limit it's safe to do so (free; increases bonus to the stealth archers roll to +36; Requires Major Dispel)
- [x] Spend 78 RP to block Magical Divination. Note this won't stop mundane scouting, but hopefully the existing scouts and druids will stop them like they're going out in force to do.
- [x] (20 RP): 10 Rank B Fighters and Archers; 3 Rank C Mages; 2 Rank C Scouts; the other 15 will go into the portal to help secure the city.
- [x] (40 RP): Spend this now to set up a wave of reinforcements during combat.
-[x] Write in: Fortify, while casting at least one spell meant to simply disorientate hostile, attacking forces. This gives you more time to retreat.
- [x] The troops are missing resources to fight at their full effectiveness. (-1 FP, -1 AP, -8 RP) (Everyone gets a bonus to armor and weapons.)
-[x] AP Pool
--[x] Convert Remaining AP to RP (24 RP per AP.) (Urgent Times only.)
-[x] FP Pool
--[x] Place an OPA in her path. (6 FP)(OPA - Out of Place Artifact. Detail this. Note the effects will be negative/positive.)
---[x] Lightsaber: Self explanatory legendary weapon from a universe where entire worlds go to war. Very hot, very dangerous. Handle with extreme care.
--[x] Convert Remaining FP to RP (24 RP per FP.) (Urgent Times only.)

ok...I think I did it
 
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First: OPA doesn't work.

An example of an OPA is King Arthur picking up a phaser rifle, or a smartphone.

That's just an artifact.
 
Okay, so QM advice:
I'd take the OPA action.
I'd also spend more AP. As it stands, even spending one more AP would still get you 171 AP plus the remaning 44 AP. Having a lot will be useful next turn, but -
 
Okay, so QM advice:
I'd take the OPA action.
I'd also spend more AP. As it stands, even spending one more AP would still get you 171 AP plus the remaning 44 AP. Having a lot will be useful next turn, but -
i just wasnt sure what out of setting thing to give
 
Fair. Personally, I would go for a utility item, but even a weapon works. I would, though, not recommend an anime weapon unless it's very sci-fi. The idea is something generically useful but not always useful.
ok. I have added something very out of place and sci-fi-y...but also somehow fitting? This should work yea?

edit: im not really sure what...kind..of omen to send into the world
 
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.. oh, that's absolutely hilarious and I'm glad you picked that one. Thank you. (I'll probably modify it to a lightkatana*, but.)

With that I'm working on the post now.
 
World 1: The Land of Keria; Part 1.4.2; [28/Daisois/217 Tair]; The Day Before the Battle of the Glacier.
[x] Plan: First Urgent round
-[x] Increase the power of the magical fog to the limit it's safe to do so (free; increases bonus to the stealth archers roll to +36; Requires Major Dispel)
- [x] Spend 78 RP to block Magical Divination. Note this won't stop mundane scouting, but hopefully the existing scouts and druids will stop them like they're going out in force to do.
- [x] (20 RP): 10 Rank B Fighters and Archers; 3 Rank C Mages; 2 Rank C Scouts; the other 15 will go into the portal to help secure the city.
- [x] (40 RP): Spend this now to set up a wave of reinforcements during combat.
-[x] Write in: Fortify, while casting at least one spell meant to simply disorientate hostile, attacking forces. This gives you more time to retreat.
- [x] The troops are missing resources to fight at their full effectiveness. (-1 FP, -1 AP, -8 RP) (Everyone gets a bonus to armor and weapons.)
-[x] AP Pool
--[x] Convert Remaining AP to RP (24 RP per AP.) (Urgent Times only.)
-[x] FP Pool
--[x] Place an OPA in her path. (6 FP)(OPA - Out of Place Artifact. Detail this. Note the effects will be negative/positive.)
---[x] Lightsaber: Self explanatory legendary weapon from a universe where entire worlds go to war. Very hot, very dangerous. Handle with extreme care.
--[x] Convert Remaining FP to RP (24 RP per FP.) (Urgent Times only.)

Enemy Actions
[1d100 => 26]

The enemy takes only one action ..

[1d100-10 => 45-10 => 35]
but it fails.

Your Action
[x] Increase the power of the magical fog to the limit it's safe to do so (free; increases bonus to the stealth archers roll to +36; Requires Major Dispel)
- [x] Spend 78 RP to block Magical Divination. Note this won't stop mundane scouting, but hopefully the existing scouts and druids will stop them like they're going out in force to do.
- [x] (20 RP): 10 Rank B Fighters and Archers; 3 Rank C Mages; 2 Rank C Scouts; the other 15 will go into the portal to help secure the city.
- [x] (40 RP): Spend this now to set up a wave of reinforcements during combat.

-[x] Write in: Fortify, while casting at least one spell meant to simply disorientate hostile, attacking forces. This gives you more time to retreat.

They nod, as the mages start siting up rituals to cast befuddlement curses, and others. They also take advantage to make sure all of the budding mages have had the basic rituals cast on them.

[1d100+12=> 88 + 12 => 100; Critical Success]

[Enemies nearing the path to the cave will take a -10 penalty to Perception and -4 to all combat checks. Enemy magic users must roll a 1d100, and under 5, attack an ally.]

- [x] The troops are missing resources to fight at their full effectiveness. (-1 FP, -1 AP, -8 RP) (Everyone gets a bonus to armor and weapons.)

The fog has been really thick lately. It'll probably have knock on effects on the enemy troops, as well. The troops - some 51 - will have to hold out. Thankfully, you know they'll be reinforcements during combat of hopefully about thirty or so. The villagers who can't fight have been evacuating through it, but it's only so stable, so there's quite a few still here. They'll be evacuating throughout tonight, and into tomorrow.

(Spent: 1 AP 7 FP 146 RP; 39 RP 4 AP 1 FP remaining)
(Regen: 75 RP)

--[x] Convert Remaining AP to RP (24 RP per AP.) +96 RP
--[x] Convert Remaining FP to RP (24 RP per FP.) +24 RP


Player Actions
Xiaomei has gained the spells Lightning Bolt, Mage Armor, Remediate, Curse of Befuddlement, Cursed Mist, and Bravery's Blessing over the last two days, and has been working on helping make the traps and covers to hide the archers. (+2 Craft(Traps)) (She'll start the battle at normal HP/MP)

Roll for Encounters: [2d100+35 vs DC 50: 106 83, two encounters (three due to OPA)]

Encounter 1:

Xiaomei has joined the scouting parties, and on one of the patrols, she runs into a pair of enemy druids.

[Roll 1d100+11 vs DC 50 => 57 + 11 => 68; Perception Pass Checked]
Enemy Perception vs Xiaomei Stealth: [1d100+15 vs 1d100+4 => 47 vs 49; Failed]
[1d100+5 vs DC 10/25/35/60/90 => 89+5=>94; Critical Success, takes no damage, reward roll x2]
[-10 Qi]

Xiaomei focuses her Qi into her katana, and leaps out with a sudden strike, killing the two in a decapiting strike. She sets the bodies on fire to hide them, after looting their bodies with a grimace, her face greening. While she couldn't use most of it, there was some additional potions the healers could use, and they have some masterwork weaponry that could be used. In particular was a spellbook she wanted to copy..
[XP => 7d4*2=> 20*2=40*1.05=>42 XP]

[Will Check vs Empathy Check; 1d100+2 vs 1d100+15 => 39 vs 44; Empathy Success]

.. it hit her halfway back that she had killed them, directly. They were going to kill her first, of course, but she had killed. It slowed her down, and she spent the trip back worrying about the loss of her conscience. She was barely able to keep her lunch up, and when she returned, her mother was about to say something, when her aunt's partner, the Naga shook her head and moved forward.

"What happened?" Her tone is gentle

"I just realized I killed someone, with my own hand, from ambush." Xiaomei said, softly, clearly fighting to retain her composure. "Their looks.. I killed two people with dreams, loved ones-"

The Naga gently shushes her. "You did. But they would have killed you, or worse. You know it. This is why we wanted to leave peacefully.. but it was not our fate. Can you stand it?"

Xiaomei laughs weakly. "What bothers me most.. is I don't regret it nearly as much as I think I should."

Her mother softly speaks up. "Hold on to that. You are not meant to enjoy the act of killing another, Cilia. Just remember you take a life only in defense of the weak, as our family has always done."

The Naga nods with a gentle smile. "Always be the gentle girl I remember. Mercy may lead to betrayal, little Cilia, but it is a strength that none can take from you."

[Xiaomei has gained the title "Reluctant Defender": Your gentle strength has been made to kill.. but you will always regret the necessity. (+1 WIS, +1 DEX, +2 Melee Combat, +2 Ranged Combat, +10 HP vs betrayal ambush/sneak attack.)]

Nodding, she goes to copy the spellbook.
[DC 1d100+5 vs DC 60/75/90 for Rare/Legendary/Mythic spell => 29; No Rare Spell]

Nothing in it wasn't something she didn't know except for a spell that made the terrain restrain in an area. Xiaomei copied down "Earth's Shackle", looking at how to cast it.

Encounter 2:

Xiaomei was back on patrol, this time into the vestiges of the alpine forest that bordered the tundra here. She heard a cry for help, and made her way cautiously over. It seemed to be a teenaged girl, dressed as a poor hunter, with her leg caught in a magical trap. When she spotted Xiaomei..

[1d100+9 Sense Motive vs DC 60 AND 1d100+11 Perception vs DC 55 =>
[Sense Motive] [92 34] => 92 + 9 => 101 vs DC 60; Major Success
[Perception] [1 47] => 47 + 11 => 58 vs 55; Minor Success]


... Xiaomei couldn't fail to spot the look of triumph, nor the hidden blade, nor the fact that something was all wrong. She points her nameless katana at the woman, after she realizes the trap wasn't even secured.

"Run, or I make you." Xiaomei says bluntly. "I see your sword."

The girl scowled, then leaped forward at Xiaomei. "Die, Monster!"

[1d100+13 (Melee Combat) vs 1d100+7 (Escape Artist) => 11 vs 67 => Major Failure]
[Damage Roll: [2d10+6]=>21]

Xiaomei sidesteps the blow, and then brings her katana down in a swift slice, cutting into the woman, who jumps aside, staggering as she spits blood out.

Xiaomei doesn't give her time to recover, casting Lightning Bolt before the woman can turn to run, setting her on fire and dealing just enough damage to kill her.

Xiaomei does check the body, and grimaces that she's gotten more used to this. It was needed, tomorrow would be grim work, but she couldn't help but feel this wasn't great.

[Roll 10d100+5 (LUK/20) => [45 62 43 8 7 53 25 76 89 75]]
On her was a bunch of stuff, from the blade, the gear with a hidden leather armor, some junk, some coins, but an interesting ring. Xiaomei identifies it, and blinks. It was a ring that when fed mana would amplify the effects of worn armor. Xiaomei puts the gear in her bag, and returns back.

On return, and reporting, the scout leader's face grims.

"Traps like that are.. risky. I wonder what their goal was.." He looks at the ring. "You should keep the ring. We can keep the potions, we're pooling them with the medics. As for the mo-"

Xiaomei shook her head. "I don't want it. I didn't really earn it, after all."

The leader nods.

[Xiaomei gains +1 Dodge, Ring of Force, 20 XP]

[Xiaomei levels up to Level 3. Due to your Incarnate status, she picks 4 attribute points, 4 skill points, 1 ability automatically.]
(Xiaomei picks Keen-Senses, +2 WIS, +2 CHA; +2 Diplomacy, +1 Sense Motive, +1 Melee Weapons)
[Xiaomei has gained progress towards Meditant 2 (1/5)]


Encounter 3:

When she joins the teams securing the area, they find a cave, with a hilt embedded in a large boulder. Each of them try it, by accident, but it only comes out in Xiaomei's hands, lighting up into a brilliant orange curved blade, lighting up an wooden hilt with a blue gemstone embedded and an ornate design.

[DC 120 -> Impossible to determine the design and gemstone meaning]

[Xiaomei has gained the Out of Place Artifact: Lightkatana Hilt. Her blade is ...Orange.]

Xiaomei could, in that moment, feel a connection with a cosmic force. A feeling of warmth, and the waves of life itself.

[Xiaomei has gained progress towards Meditant 2 (3/5)]

(Lightkatana: +5 to-hit/+5 damage; Xiaomei gains +10 MP/+10 Qi; gains Ability: "Magic is Magic" - All magic of types contribute to like pools. Transmigration does not seal access or progress in old pools.)

The others stare at it in wonder, but the leader smiles. "Well, if that's not a good omen, I don't know what is. If you know how to use the blade, keep it."

Xiaomei nods respectfully. "I've been practicing with a katana."

Day Before Battle

The scouts have reported that the mob of commoners they drove up to a frenzy have been looting and burning villages and trying to kill any Monster they run across. Some of the adventurers were even helping.

[1d100+10 => 105; 15d6 => 53]
Were.

They have grim smiles as they explain how that has made quite a lot of now dead forces as even parties of three could make these looters pay for their audacity. The estimation of enemy forces is now something like 70 commoners, 40 rank D adventurers, 28 rank C adventurers, 14 rank B adventurers, 5 rank A adventurers, and 4 Magi. They can't be sure, as they were avoiding direct contact and escalating the conflict, but after the first day, they pulled the parties well in.

[25 commoners, 6 Rank D adventurers, 2 rank C adventurers, and 1 rank B adventurer killed en-route]

Another scout comes in, cursing. "Those humans have an arbalest!"

...That smacks of divine meddling. Also, it's why it took them so long, they were moving that through rough terrain.

The Naga sighs. "If only the lake serpents would attack."

The scout snorts. "Those serpents are capricious, but they'd have to be pretty riled to attack a force that big."

- [ ](70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)
- [ ](0 RP; Take No Action About the Arbalest)

"What's worse is they have fire-wands." The scout says. "We had to pull back all of our scouts and druids and retreat them doubletime."

- [ ]Deplete the fire-wands by having wild beasts attack more often...
-- [ ](20 RP; by 25% - the enemy will only have use of them for the first bit of the battle.)
-- [ ](40 RP; by 50% - only some enemies will have any usable firewands.)
-- [ ](80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)
- [ ] Do Not Deplete the Fire Wands (expect most C+ adventurers to have quite a few charges.)

"Thankfully, the blizzard is intensifying." Xiaomei says. "We'll probably need to hunker down, but they'll not want to move much at night."

The scout nods. "Up here it'd be more than foolhardy, it'd be fatal. There are will o' the wisps, after all."

Left unsaid is while the higher level adventurers and magi could definitely deal with it, they'd likely lose too many forces before that'd happen.

"How much longer?" Xiaomei's mother asks quietly. The Naga and Kitsune sigh, clearly strained and drained of mana. "At least one more day. We have to be somewhat careful with the emergence point, as roving patrols sometimes mean it's not clear to move from the grotto in the jungle without being spotted."

- [ ] (75 RP; Make sure the patrols stay clear to speed up evacuation; defending forces can evac early afternoon)
- [ ] (O RP; Do Not Interfere with the Patrols; defenders evac at sunset)

"What we need is to hope that the blizzard knocks down some trees."

- [ ] (2 FP, 1 AP to have the blizzard knock down trees; battle moves forward a few hours, degrades combat effectivness, may result in forward elements moving without main body.)
- [ ] Do Not Knock Down Trees

"What few trees are out here are pretty strong." The scout says, neither agreeing or disagreeing. "But the path is narrow, ah."

"We'll have to post sentries." Xiaomei says, suddenly. "They might try an ambush."

"In this blizzard?" They seem to think she's being paranoid, but..

- [ ] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)
- [ ] (1 AP) "I don't think we need a heavy guard, but better to be sure." (Night time encounters happen, but no ambush encounters.)
- [ ] (0 AP) "This blizzard should stop them, yes." (Night time encounters happen, may be an ambush)

You still have a night to do some things. You can sense that come the dawn, you will lose your posession of this warrior's soul..

- [ ] Grant all fighters more protection against status aliments (-2 FP, -1 AP)
- [ ] Cook a feast fit for true warriors. (-10 RP, -1 AP)
- [ ] Rig the traps to have sharper spikes. (-1 AP; Traps deal more damage.)
- [ ] Make the path more treacherous. (-2 AP; More troops will arrive damaged or dead; rolls to inflict more damage on the march there.)


You have 234 RP, 5 AP and 7 AP to spend.

Current Map:

  • Main, Defining: Attain the Dream: Be a Defender: You saw once how the dearth of compassion, and the unwillingness in those in power resulted in the death of an entire world. You swore to strive to never let that happen again. Objectives: Gain Level 10, VIT 20, Resolve Quests Survive the Onslaught, Resolve Quests ???,??? Successfully, Defend the Weak. Reward: Epithet, Power, Special Item.
  • Main, Defining: Become Who You Were Meant To Be.": You saw a beautiful ten-tailed kitsune in that pool of stars, pretty and strong. You saw your future. Objectives: Gain Level 100, CHA 100. Have Eight Moments of Exceeding Yourself, ???? , ????. Reward: Epithet, Power.
  • Main: Survive the Onslaught: Your actions may not have been the entire reason, but they were part of it. Prepare to weather the results of the boiling hatred. Objectives: Stay Alive. Rewards: ????
  • Sidequest [Keria]: Expand Your Horizons: You should expand your horizons, and leave this city. Objectives: Travel to another country. Reward: +1 WIS, Volume 2 of the 'Historic Tomes of The Slime Country'

Quests unique to this world will be removed on world transmigration.
  • Main: Mysterious Sacrificial Ritual: Your "employer" is being cagey about this ritual. Objectives: Get more information about this "Blessing", Avoid being Sacrificed, Flee when you see the Violet Bloom, Escape from Teriah. Bonus Objective: Your Owner Dies Reward: 100 XP, Third-Tail, Random Tome, Title, Bonus Objective: +20 XP, +5 MP, +5 Qi, Title.
  • Subquest: To Grow Yourself - The path of the Meditant: Know yourself, know your enemy, and you need not fear the result of many battles. But you'd settle for not being a pet. Objectives: Gain training or knowledge of active meditation, Gain training or knowledge of accessing your spiritual ocean; Reward: Title, Meditant Class access, a Katana Relic.
  • Welcome to Keria - The goddess awaits in your dreams. Results: +1 Boon, +2 Powers, Amulet of the Seven Moons Update
  • Understand the Scroll: Your "employer" has given you a scroll and a challenge. Reward: Cast Spells, MP +5, INT +1, WIS +1, 21 XP)

AP: 5 (Bonus AP persists until end of this world.)
RP: -; Urgent Times: 75/turn; (regen cut in half) 60 RP spent on ongoing action
RP Storage (Urgent): 0 RP
RP Storage (non-Urgent): 0 RP (720 RP cap)
Enemy Rolls vs You: -10
FP: 7 (3 completed quests.)
- Banked: "Ensure One Encounter is Positive for Xiaomei"

Enemy: ???
[Stats on Enemy Blocked]
+52 to resist enemy action or overcome enemy block attempt. (+45 this world only.)
Sight: +1 (Enhanced) (Gain more information and a +5 to resist enemy.)

Ci Xiaomei (Al-Khalia) Awareness: 12/300
Ci Xiaomei Defiance: 0 (None)
Ci Xiaomei Level:3 XP: 11/500

Effects:


-[] AP Pool
--[] Get Xiaomei a fortunate encounter (2 AP. Spend +2 AP to make it more fortunate.)
--[] Burn AP to reveal a hint about an ongoing quest. (1 AP for subquests, 2 AP for Main quests.)
--[] Improve RP Pool (3 AP for +10 RP. Cost triples every 3 AP spent. RP cost increase is for this world, see transmigration mechanics.) (Taken three times)
(Unavailable in Urgent Times)
--[] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
--[] Arrange for an Inciting Incident (2 AP) (Xiaomei took this action first.)
--[] Help cloud your enemies sight. [BLOCKED] [Must identify enemy first]
--[] Counter your enemies blocking your sight. [BLOCKED] [????]
--[] Improve Your Sight.(3 AP), +5 to your rolls on Enemy Action, more Information on action results. Cost increases +1 AP each time.) (Current Roll: +7)
(Unavailable in Urgent Times)
--[] Send a Omen to the World. (5 AP. ??? Effects, mostly beneficial to Xiaomei.)
--[] Gain the favor of the Dao of Luck. (4 Turn Action; spend 5 AP per turn. Gain Advantage on rolls against the Enemy (roll twice, take best roll), ??? results. This action will become unavailable if the enemy takes this action first) (Unavailable in Urgent Times)
--[] Convert Remaining AP to RP (20 RP per AP.) (Urgent Times only.)

-[] Celestial Intrigue (+10 to rolls) (unlocking...)

-[] RP Pool
--[] Bank RP for later-use. (Banked RP caps at the same cap as unspent.) (Cost: ??? RP) (Unavailable; RP auto-rolls over)
--[] Spend resources to spawn a friendly organization (Cost 50 RP) (Unavailable; one per this world)
--[] Spend resources to enhance your AP (Improve your magical options) (Gain +1 AP per 55 RP spent.) (Cost increases every +2 AP by +20 RP per AP) (AP is for this world, see transmigration mechanics.) (Taken three times)
--[] Spend resources to make your interference less obvious to potential watchers in the Bureaucracy. (Enemy difficulty to directly affect your DCs increases, your bonus on opposing them increases. Cost: 80 RP.) (Action taken 1 time.)
(Unavailable in Urgent Times)
--[] Spend resources in aiding someone. (Cost: Variable)
---[] [Keria] A Deity. This will usually be some form of a power up. This could be bad or good. (Insufficient Sight to Have More Information)
---[] [Celestial Bureaucracy] You may be sealed up, but you know the ways of things. Grease palms to get things done. This will primarly have ??? benefits, as you're paying for information or slowing down event chains. (Unlocked by the Intrique action completing) (Explain the cost and what you're looking for for that cost. Assume you'll need at least 35RP to get anything useful.)
--[] Create Power/Origin Item [Multi-term] [Expensive] [Awareness Increase] [Defiance Decrease] (Cost: 45 RP other turns.)
(Unavailable in Urgent Times. This will become unavailable if Xiaomei has a Transcendend Boundaries moment.)
--[] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 70 RP)
--[] Spend resources to better identify other Celestial Bureaucracy operatives, maybe even the enemies.. [Expensive][Sequence Action] (Cost: 60 RP per turn. Note this action must be taken every turn until finished.)(Progress: 1/5; 60 RP per turn)
(Unavailable in Urgent Times)
--[] Urgent Times Only: Write in. (60 RP)

-[] FP Pool
--[] Bend Fate. (Awareness +5)(This is a visible warping of fate, obvious to Xiaomei and the enemy, as well as anyone of sufficient magical power. Certain things cost more FP.) (1 FP, ??? Effects.)(Spend more FP to increase the effects. Awareness increases by 3 per FP spent.)
---[] Urgent Times Only - Spend 4 FP to change a fixed point. (No known fixed point)
---[] Change the history of an organization (Base Cost: 2 FP. Please explain the change, and why.
---[] Set an encounter for Xiaomei to change the fate of someone. (Explain why, and who. Base Cost:2 FP. Note if this is something impossible it'll convert to a quest. Note that she cannot see Quests.)
---[] Ask a local deity for assistance in giving Xiaomei a quest. (Cost: 2 FP, locked. They may not be something you want, but unless you pick badly, it should always be something good for Xiaomei, or a lesson, etc.)
(Unavailable in Urgent Times)
--[] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
--[] Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+5 FP, ??? effects, +?? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.) (Has a chance for follow up RP or FP costs depending on encounter.) (Action taken 3 times) (Unavailable in Urgent Times)
--[] Change the Fate of a Character. Note that more blatant displays of divine power will increase Awareness and possibly Defiance. (2 FP)
--[] Cause a sidequest to appear for Xiaomei. (2FP, spend additional FP to make it easier or increase effects.) (Write in quest in *detail.* Note better rewards might make the quest very annoying if you do not also spend more FP, and Xiaomei cannot see the quest details yet.)(During Urgent Times, this should be something straight in line with the plan.)
--[] Place an OPA in her path. (6 FP)(OPA - Out of Place Artifact. Detail this. Note the effects will be negative/positive.) (One per world)
--[] Convert Remaining FP to RP (20 RP per FP.) (Urgent Times only.)
 
Voting ends on 2pm PST on Saturday, January 6th

As for Omen, think of something like Constantine seeing the Cross in the sky before a major battle.
 
[x] Plan: urgent 2
- [x] (70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)
- [x] Deplete the fire-wands by having wild beasts attack more often...
-- [x] (80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)
- [x] (O RP; Do Not Interfere with the Patrols; defenders evac at sunset)
- [x] Do Not Knock Down Trees
- [x] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)
- [x] Cook a feast fit for true warriors. (-10 RP, -1 AP)
-[x] RP Pool
--[x] Urgent Times Only: Write in. (60 RP)
---[x] Create a new creature. Small sized, fuzzy white gliding snow-monkey. Just big enough to latch onto someones head. They actively target those with aggressive and hostile intentions, using an innate psychic ability to subvert them, thus...often instantly being seen as treasured pets and well fed and taken care of.
-[x] FP Pool
--[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
---[x] buy x3 : 50,50,30
----[x] first 50 is ours, 50 (2) and 30 is xiaomei's
--[x] Change the Fate of a Character. Note that more blatant displays of divine power will increase Awareness and possibly Defiance. (2 FP)
---[x] Our host/vessel. Allow them to survive this battle. Give them greater store of magic powers to last the rest of their lives, and any descendants with good hearts be able to sense gods and become sensitive to their energies.

this is it so far, i know its only half a vote

id like to ask what kind of things would be considered for the RP write in option

Edit: wanna reward the guy we kind of took over
 
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[x] Plan: urgent 2
- [x] (70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)
- [x] Deplete the fire-wands by having wild beasts attack more often...
-- [x] (80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)
- [x] (O RP; Do Not Interfere with the Patrols; defenders evac at sunset)
- [x] Do Not Knock Down Trees
- [x] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)
- [x] Cook a feast fit for true warriors. (-10 RP, -1 AP)

this is it so far, i know its only half a vote

id like to ask what kind of things would be considered for thr RP write in option

Anything that seems like a tactic you might try had you the resources, and could have fit in there in cost.

For example, I didn't suggest it because there aren't enough birds, but you could say "have them harassed by haunting calls all night (20 RP)" In general, costs are lower for things that degrade but not kill them, medium for things that could, and high for things that will.
 
Anything that seems like a tactic you might try had you the resources, and could have fit in there in cost.

For example, I didn't suggest it because there aren't enough birds, but you could say "have them harassed by haunting calls all night (20 RP)" In general, costs are lower for things that degrade but not kill them, medium for things that could, and high for things that will.
Thanks, i gave it a shot...based on the other options in that section...i might have over shot though
 
Okay. The write in option might not end the way you think it will, but cost is now 54 RP.

You have 2 AP left to spend or you can bank it. Are the rolls just for you?
 
Okay. The write in option might not end the way you think it will, but cost is now 54 RP.

You have 2 AP left to spend or you can bank it. Are the rolls just for you?
i dont think i can spend the AP on anything less than 5, and banking is getting diminishing returns than im not sure refresh
 
Vote closed
Scheduled vote count started by KNakamura on Jan 4, 2024 at 4:49 AM, finished with 8 posts and 2 votes.

  • [x] Plan: urgent 2
    - [x] (70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)
    - [x] Deplete the fire-wands by having wild beasts attack more often...
    -- [x] (80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)
    - [x] (O RP; Do Not Interfere with the Patrols; defenders evac at sunset)
    - [x] Do Not Knock Down Trees
    - [x] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)
    - [x] Cook a feast fit for true warriors. (-10 RP, -1 AP)
    -[x] RP Pool
    --[x] Urgent Times Only: Write in. (60 RP)
    ---[x] Create a new creature. Small sized, fuzzy white gliding snow-monkey. Just big enough to latch onto someones head. They actively target those with aggressive and hostile intentions, using an innate psychic ability to subvert them, thus...often instantly being seen as treasured pets and well fed and taken care of.
    -[x] FP Pool
    --[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
    ---[x] buy x3 : 50,50,30
    ----[x] first 50 is ours, 50 (2) and 30 is xiaomei's
    --[x] Change the Fate of a Character. Note that more blatant displays of divine power will increase Awareness and possibly Defiance. (2 FP)
    ---[x] Our host/vessel. Allow them to survive this battle. Give them greater store of magic powers to last the rest of their lives, and any descendants with good hearts be able to sense gods and become sensitive to their energies.
 
World 1: The Land of Keria; [29/Daisois/217 Tier]; The Morning of the Battle (Battle of the Glacier, Pt. 1)
So. The dice both loved you and this rogue... and the enemy's morale checks.
But you did get a critical Nat 100.

[x] Plan: urgent 2
- [x] (70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)
- [x] Deplete the fire-wands by having wild beasts attack more often...
-- [x] (80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)
- [x] (O RP; Do Not Interfere with the Patrols; defenders evac at sunset)
- [x] Do Not Knock Down Trees
- [x] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)
- [x] Cook a feast fit for true warriors. (-10 RP, -1 AP)
-[x] RP Pool
--[x] Urgent Times Only: Write in. (60 RP)
---[x] Create a new creature. Small sized, fuzzy white gliding snow-monkey. Just big enough to latch onto someones head. They actively target those with aggressive and hostile intentions, using an innate psychic ability to subvert them, thus...often instantly being seen as treasured pets and well fed and taken care of.
-[x] FP Pool
--[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
---[x] buy x3 : 50,50,30
----[x] first 50 is ours, 50 (2) and 30 is xiaomei's
--[x] Change the Fate of a Character. Note that more blatant displays of divine power will increase Awareness and possibly Defiance. (2 FP)
---[x] Our host/vessel. Allow them to survive this battle. Give them greater store of magic powers to last the rest of their lives, and any descendants with good hearts be able to sense gods and become sensitive to their energies.

And now, the enemy's march..

The March

[X] Deplete the fire-wands by having wild beasts attack more
-- [x] (80 RP; by 75% - only the four Magi will have firewands, and only maybe once or twice.)

[Wild Beasts deal damage on a 1d100-20 vs DC 50;]
6 successes, rolling for damage by zone.
Zone 1: Commoners; Zone 2 - Arbalest; Zone 3 - Melee; Zone 4 - Magi; Zone 5- Ranged; Zone 6 - Incarnate; Zone 7 - Healers. (Scouts are .. scouting, and not part of the core march atm.)
[ 1 5 1 3 2 1]
The Commoners take 9d10 => 48 damage; (4 dead, 1 critically injuried)
Arbalest takes 3d10 => 15 damage, from the direction of the commoners. The fighters there are now at 7/22 each. (see narration for more details)
The melee pool takes (3d10/2) => 7 damage
The Ranged pool takes 3d10 => 30 damage

The commoners, being zealots convinced by the divine aura of the incarnate, are the cannon fodder in front. The Arbalest, right behind it, was escorted by 4 L1 fighters, 2 L3 fighters, 3 L6 Samurai,1 L12 Archer, and one of the Black Magi.

Behind them, was the Incarnate, surrounded by the Melee fighters marching, and behind them were the Magi, the Healers, and the Ranged specialists bringing up the rear.

The army was quite worried, having lost a lot to people looting before the dual efforts of the fleeing monster tribes exacting a price scared them off and the incarnate chomping down on 'opportunistic' looting.

[morale: More likely to mutiny (+5)]

The incarnate had actually provided most people with a fire wand to amplify the damage, and provide a better ranged capability. It did work out to drive off the scouts, however, so the harrying and delaying attacks stopped near the army, as the two scouting forces were fighting each other further out, but not after a lot of the edges had taken some damage, including some of the Arbalest guards from a particularly pair of vicious wolves that managed to get between the commoners and arbalest guards for a moment.

The issue was.. the dark aura of the incarnate drove normally placid and cautious beasts to attack. Repeatedly. The fire wands, originally meant to attack the refugees and monster tribes.. were almost entirely expended to stop the beast attacks, and it only stopped becasue they had entered the more sparse tundra and even the most irate beast didn't follow. Several mages drew dark conclusions from that.

But the divine aura kept everyone calm. Even after 4 of the army died, and 6 were near critically injured. The incarnate didn't care, after all, they had played on the emotions to get this barely coherent mob, and she had put the fear of her in them.

They had also, coincidentally, nearly started a fire if it wasn't for the snow beginning to fall.

[Morale: -5]
[This will have negative effects on Tariah]
[Fire-wands near completely depleted.]


--[x] Urgent Times Only: Write in. (60 RP)
---[x] Create a new creature. Small sized, fuzzy white gliding snow-monkey. Just big enough to latch onto someones head. They actively target those with aggressive and hostile intentions, using an innate psychic ability to subvert them, thus...often instantly being seen as treasured pets and well fed and taken care of.

Then, the glider pets attacked. And the adventurers started shooting them down as fast as they could. They knew of the threat these monkeys posed.

[roll 1d100-10 vs DC 50, penetrate the curtain wall of fire. => 22-10=12, Failure]

The barrage worked, a tribe of them dead.. but..

[roll 1d100-30 vs DC 0, 63-30=33, Minor Success]

One of the [roll 1d7: 2] Arbalest Guards - [roll 1d5: 5] the L3 fighters gets snuck on upon. They are immediately killed by the Incarnate.

Two of the Healers manage to hide their pets..

[Morale down across army.]
[Arbalest pool -66]

- [x] (70 RP; The Arbalest and those moving it encounter a fatal accident. After all, there were ice serpents under the lake on the way, or so it's said; 1d20 vs DC 15 for Awareness +5. Enemy effectiveness: degraded.)

Roll for awareness: [1d20-10 => 3] (No Awareness increase on Enemy's end)

The Army was passing an ice lake, clear, and *silent*, spooking many of the army.

(Serpent Stealth Attack: 1d100+15-20+5 vs 1d100+20-5 => 90 vs 78; Minor Success)

It was nearing sunset, a beautiful sight, when the ice exploded outward with an angry roar. Translucent serpents roared in anger and fear at the dark aura they senses crossing their claimed lands. But the roar was also jets of ice in a massive line striking the army, before they could prepare properly.

[Tier Results: 1d100+50 vs DC 30/55/75/110/140 => 46 + 50 => 96; Tier 3 Success (140 dice)]

It seems the entire swarm of the lake is attacking, as the glowing blue balls explode amongst the army, and strike the edges. There was a particular focus on the Incarnate, the source of the aura, and the arbalest, what they thought were the largest threats.

[Zone Damage (1): 15d10 => 81; (2): 30d10 => 169; (3): 15d10 => 86; (4) 15d10 => 86; (5) 15d10 => 73; (6) 40d10 => 228; (7) 10d10 => 53]

The attacks land, but the army has already turned to unleash what it can on the serpents. Fire-wands, Fireballs, arrows, javelins, ranged sword techniques, what have you. It's a blazing display of martial might, and the serpents begin to fall, injured, back into the lake, chased by magic spells. The most damage was the Arbalest, it's imbued arrows and speed ripping through the serpents.

But..

[1d100 - 30 => 98 - 30 => 68;]

The pantheon of this world rather disliked this Incarnate drawing them into the games of Heaven. Like many worlds, they deliberately didn't participate. And as such, the Incarnate found herself unable to draw from her power as the serpents seemed to mystically heal under the water in a very strong rebuke. The serpents, though, knew they couldn't win, and the strongest unleashed their final attack in a bid to deal what they could, and blind them while the swarm fled deeper into the lake, followed by the guardian serpents. The Magi of the army hadn't been idle as their most powerful cast offensive spells, with shield spells rippling across the army..

But unevenly.

[Zone Damage (1): 15d12 negate 30 => 79 - 30 => 49; (2) 30d12 negate 60 => 198 - 60 => 138; (3) 15d12 negate 30 => 81 - 30 => 51; (4) 15d12 negate 70 => 104 - 70 => 34; (5) 20d12 negate 30 => 119 - 30 => 89; (6) 40d12 negate 130 => 239 - 130 => 109 (7) 10d12 negate 30 => 86 - 30 => 56;]

As they were temporarily blinded by the icy explosions, they don't see the serpents fleeting the battlefield.. but they do hear the distinct sounds of a catastrophic collapse of an arbalest.

[5d10 => 33; The Arbalest deals 33 damage to everyone in Zone 2]

As the dust settled, and the army resumed it's march in double time to leave before any attacks leave, it was clear that the commoners were nothing more than cannon fodder.

[Morale Check: 1d100+60 (Divine Aura) - 15 Morale + 15 Threat vs DC 50 => 99 + 60 => 159; Divine Success Commoners become Fanatical (+15 to all checks and combat related rolls, do not make any morale checks.)]

But the aura made them think it was their duty and pleasure to die for this Incarnate.

They were slightly more lucky than the group behind them, though. Most of that group was just dead between the attacks and the arbalest's catastrophic explosion.

[Morale Check: 1d100+60 (Divine Aura) - 15 Morale - 20 Nearly All Killed + 10 Threat - 5 Aura Resist => 1d100+30 vs DC 50 => 98 + 30 => 128; Critical Success. Members become Inspired; +10 to all checks or combat related rolls, do not make any morale checks.)]

But even they seemed to take a grim resolve from the presence of the Incarnate behind them.

The rest of the army had taken various damage, but it was mostly minor. Mostly. The Incarnate had taken a beating, and she seemed visibly furious. The Pantheon would pay.

As they continued, a visibly disturbed reinforcement column joined them, and sensing an opportunity as the blizzard intensifies..

"You, and the scouts bar two, will go around the mountain and prepare to ambush them on our signal." She directs.

The unit protests. That seems like suicide in this blizzard. She barrels past them. "Put on this cold weather gear, we'll get what mages that can to cast resistance spells, and do as I say."

[Roll 1d100+50 (Persuasion) vs DC 85 (Are you *crazy*?) => 100+50= 150 vs 85; Critical Success]

Despite knowing better, the secondary unit set forth, taking what they could from the healthy stocks. Two druids slip out to recon in force, and see if they could infiltrate the refugee camp.

Morale still seems bad in camp, aside from a few, though..

(Resolved in two separate incidents.)

And then the healers went to heal. They had found their magic wasn't entirely flowing, but they blamed the magical fog and the portal's magical effects.
[1100 healing points, *1.1 healing cost on Incarnate]

The healers healed themselves first (-109 pts) [891 remaining]
Then the incarnate. (-(337 * 1.1)=>371 pts) [520 remaining]
Then the magi. (520 pts spent) [0 remaining]

[Morale -15 Obvious favoritism]
[Healers start tomorrow at -20% MP]

The fighters are very upset at this, but the Magi have seemed to follow the Incarnate devotedly. Something something promises of magical secrets and power, apparently.

The camp settles in for a rough night before they get to take out their anger on the Monsters.

Camp Probing Attempts
- [x] (2 AP) "She's right. Some of those druids are likely able to move in this at will. We should set up a pair of sentries and have them rotate in so they don't freeze." (No nighttime encounters)

They ended up setting up two pairs of sentries, with one largely there for emergencies just inside the cave entrance where it was warmer, with one pair outside, the two being rotated in.

The will o' the wisps were out in force tonight, a dark omen of bloodshed to come.

Part of their jobs were making sure they kept a berth from the cave and traps. So far they were managing, but two seemed to be narrowing. The sentries motioned for the two inside, skilled archers to scare them off.

But they got closer. Finally, after a few rounds of arrows, the lights finally winked out. The rest of the night was cold, wet, and boring. But they'd take that over a sneak attack.

(The druids were successfully killed without getting anywhere near the camp. No encounters.)

Doomed Attempt
(or: this is why a nat 100 on a bad idea is still a bad idea.)
(Most rolls in this spoiler block. Some are kept in the thing as narrative flow.)
Frostbite Checks Pt 1:
L1 Fighters: 1d100 + 07 => 79 vs 70; Minor Success; damage reduced to 1d10 => 08 (14/22)
L3 Fighters: 1d100 + 12 => 81 vs 70; Minor Success; damage reduced to 1d10 => 08 (58/66)
L2 Magi : 1d100 + 02 => 96 vs 70; Minor Success; damage reduced to 1d10 => 08 (24/32) x2 (32/32)
L1 Magi : 1d100 - 02 => 89 vs 70; Minor Success; damage reduced to 1d10 => 10 (06/16)
10 Commoners : 1d100 => 9; Major Failure; Dead
L3 Knight : 1d100 + 29 => 62 vs 70; Minor Failure; damage increased to 3d10 => 17 (63/80)

Blizzard Obscuring Terrain Checks:
[Damage checks are best of athletics or acrobatics vs DC 75; 2d10, each step +/- 1d10.]
L3 Druid: 52+11 (Acrobatics) => 63; 88+11=> 91; (One Failure: 2d10, One Success, 1d10) => 3d10 => 19 (41/60 HP)
L6 Rogue: 41+20 (Acrobatics) => 61; 86+20=> 106; (One Failure: 2d10, One Success, 1d10) => 3d10 => 15 (85/100 HP)
L3 Fighters: 41+9 (Athletics) => 50; 72+9=> 81; (One Failure: 2d10, One Success, 1d10) => 3d10 => 11 (47/66 HP)
L1 Fighters: 8+3 (Athletics) => 11; Major Failure; 3d10 => 20; -6/22 [Ded.]
L1 Magi: 22+1 (Acrobatics) => 23; Major Failure; 3d10 => 18; -12/16 [Ded.]
L3 Magi: 42+13 (Acrobatics) => 55; 52+13=> 65; (Two Failures: 4d10) => 4d10 => 21; (21/42 HP)
L2 Magi: 40+8 (Acrobatics) => 48; 77+8=>85; (One Failure: 2d10, One Success, 1d10) => 3d10 => 12; (12 12 20/32 HP)
L3 Knight: 76+17 (Athletics) => 93; 63+17=>90; (Two Successes, 2d10) => 2d10 => 10 (53/80)

Cliff Checks:
[Perception vs DC 80, on success, roll Reflex vs DC 55, on failure, roll Reflex vs DC 85, Critical Failure gets no Reflex]
(2 68 79 61 1 40 36 37)

L3 Druid: 2 + 40 => 42; Critical Failure
L6 Rogue: 68 + 40 => 108; Success
L3 Fighter: 79 + 9 => 86; Success
L1 Fighter: 61 + 5 => 66; Failure
L1 Magi: 1 + 2 => 3; Critical Failure
L3 Magi: 40 + 7 => 47; Failure
L2 Magi: 36 + 5 => 41; Failure
L3 Knight: 37 + 9 => 46; Failure

Reflex Checks:
L3 Druids and L1 Magi get none
L6 Rogue 49 + 13 => 62 vs 55; Success
L3 Fighters 70 + 7 => 77 vs 55; Success
L1 Fighters 43 + 1 => 44 vs 85; Failure
L3 Magi 60 + 4 => 64 vs 85; Failure
L2 Magi 84 + 2 => 86 vs 85; Success
L3 Knight 80 + 1 => 81 vs 85; Failure

Frostbite Checks Pt 2:
L6 Rogue: 1d100+(18+45-16)=>1d100+47 vs DC 80 (Progressive Frostbite) => 72 vs 80; Minor Failure
Damage: 6d10-3d10 => [55 - 15] => 40; (45/100 HP)

L2 Magi: 1d100+(16+45-16)=>1d100+45 vs DC 80 (Progressive Frostbite) => 49 vs 80; Major Failure
Damage: 8d10 - 3d10 => 49 - 22 => 27; (-12/42 HP) [Ded.]

L3 Fighters: 1d100+(11+45-16)=>1d100+40 vs DC 80 (Progressive Frostbite) => 45 vs 80; Major Failure
Damage: 8d10 - 3d10 => 41 - 22 => 19 (28/66 HP)

Damage Checks on the way down:
L6 Rogue: 45+20 (Acrobatics) => 65; 52+20=> 72; (Two Failures: 4d10) => 4d10 => 21 (24/100 HP)
L3 Fighters: 41+9 (Atheltics) => 50; 72+9=> 81; (Two Failures: 4d10) => 4d10 => 28 (0/66 HP) [Ded.]

A secondary unit, comprised of a L3 Druid as guide, a L6 Rogue as leader, 4 L3 fighters who had just arrived as reinforcements, 10 L1 fighters (2 taken from the camp, the rest reinforcments), 5 L1 Magi and 1 L3 Magi from the camp, the 3 L2 Magi from reinforcents, and 10 "hunters" (commoners), who did not want to stick around the cult like commoners still in the camp, and a L3 Knight was sent.

[1d100+5 vs 50 => 42 +5 => 47; Minor Failure]

The problem is a lot of mages had expended too much MP to be able to spend much on the secondary. Several had Resist Energy casted on them, not even the specialized Resist Cold or Major Resist Energy or Major Resist Cold, which had it's limitations.

[Resist Energy negates 3d10 of energy damage from temperature at base; adds a +45 to Resistance checks. So you auto-pass as long as you can, at worst, take 3d10 damage. Otherwise, you roll and do [damage roll - negate roll].]

So only the L3 Druid (who had abilities innately), L6 Rogue, L3 Mage and one L2 Mage had any magical protections.

They set off, but..

[1d100+40 (Perception)-40(Blizzard)-20(Will O'Wisp Illusion)=>1d100-20 => 17 - 20 => -3; Critical Failure]

The Druid tries to lead them, but fights between her and the Rogue plus the will o' the wisps mean they just get lost crossing a mountain path in a blizzard. And they rapidly learn that cold weather gear won't protect them too much.

This results in quite a lot of people getting cold injuries, exposed frostbite, and the hunters all dying as they ascend.

[Wisdom check; 1d100+1 vs 30; 67]

The rogue finally snarls at the death of the 10 commoners, realizing their situation. They might be afraid of the Incarnate, but they will die if they try to cross the mountain path in this. The problem is, they're lost. In a blizzard. At Night, and well above where what little trees exist.

There are no caves, so they make the real only decision they can. Get back to the lower areas, try to find the path back. Or a cave.

[1d100+15 => DC 100, find path in blizzard => 77 vs 100; Minor Failure]

They don't find a path, but they think they find a path downhill, trusting their senses. They take quite a few tumbles, and take a bit of damage on the way down.

The Will o' the Wisps aren't helping.

Unfournately, it turns out that stumbling down a downhill on a mountain at night with will o' the wisps is hard. So much so that some of the newer adventurers die in the attempt. The problem is that, well, as anyone can tell you, cliffs lurk in the snow. Most spot it but can't stop in time, a few unlucky souls never see it and go over screaming.

Most of the group go tumbling off the cliff into the ravine below. Only the Rogue, the 4 L3 Fighters, 3 L2 Magi survive, shaken.

(15d6 fallen damage => 53 damage) Mercifully, everyone dies who fell when they hit the ground, and the Will O' the Wisps swarm, lighting up the ravine in a sea of white and blue. A grisly sea of lights.

The remaining above begin to realize they have exposed wounds, and the cold was seeping in...

The magi fall silent as the frostbite sets in, and only the fighters and rogue are heading down. They can't stop to even bury or move the dead, between the hostile spirit monsters and blizzard. They had one more problem, though, and the path was still risky, so they took damage before finally reaching the path they had started on to go up.

.. but only the rogue returns home. The sentries are incensed, and the camp is roused by loud arguing and angry armed men. The incarnate orders the rogue executed for her failure.

(Morale Check: 1d100 + 30 - 20 - 15 - 5 + 18 + 20 => 1d100 + 68 - 50 => 1d100 + 18 vs DC 60 (Divine Aura) => 118 (Nat 100) vs 60; Critical Success)

Mutiny
Which starts a full on mutiny. Within seconds, the Incarnate and her guards are under severe and escalating attack that only becomes a deeply internecine conflict once the Magi and Fighters unleash their spells and techniques. Normally, such a fight would be put down quickly because the Incarnate's aura rapidly suppresses it, but the sheer anger boils through.

Phase 1:
[Mutineers Size: 5d10 => 22 (110 dice total of damage to loyalist forces)]
[Mutineers Damage: 110d12 => 696 damage (divide by 6 to all groups)]

Phase 2:
The loyalist forces return fire, of course, with the incarnate incandescently angry in her techniques.
[Loyalist Dice: 330+20]
[Loyalist Damage: 350d12 => 2418]
[Targeting Priority: anyone not loyal]

They inflict massive collateral damage, and such damage that the fight actually stops for a second. But the remaining mutineers, realizing they're quite dead either way, grimly decide that if they die, they'll go out with a bang. They mass target the magi and Incarnate in area attacks and final techniques before dying.

Phase 3:
[Remaining Mutineer Forces: 15;
[Final Mutineer Dice: 40d12+40 => 283 + 40 => 323 damage to each Magi pool and Incarnate.]

Phase 4:
[Incarnate Wisdom Check: 1d100 + 45 Wisdom - 50 Fury - 10 Battle vs DC 50 => 7 - 5 => 12; Major Failure
[Magi Wisdom Check: 1d100 + 5 Wisdom - 50 Fury - 10 Battle vs DC 50 => 100 - 55 => 45; No Result]
(The Critical 100 negated the Failure.)

The Incarnate begins to execute "friends" of the Mutineers before she's weakly attempted to stop by some of the Magi who think that reducing their forces weaker is a mistake. It takes a supreme act of will, but the Incarnate stops, turning on the poor Magi who said that, and nearly killing them on the spot before asserting her dominance by

[The Enemy burns all possible intervention options for the next phase]
[Incarnate heals to 750/750 HP, gains +20 to all rolls.]
[The Incarnate will have access to divine buffs in Combat Phase.]
healing and somehow absorbing more divine power. She would make sure Xiaomei died as revenge for this humiliation. The fact she didn't do it was irrelevant. She would succeed.

This show ends the combat, but in truth, the camp is a disaster, and if it wasn't for the fact that fire was already consuming corpses, they'd need funeral pyres. They're going to have a night exposed..

The Incarnate does spend some magic mass healing everyone (+25 HP to entire army), as it's magic they can now easily regain.

[Magi now at -50% MP, will only regen 15% tonight.]
[Healers will start tomorrow at 15% MP.]
[Enemy forces start tomorrow at -6 to all rolls except Incarnate]

[Pre-Dawn Morning Reinforcements:]
[7d100 for type (Success on 50+): 61 32 79 63 78]; Commoners, Magic, Ranged, Healers]
[5 1d20 for amount][11, 18, 8, 2]
[Gain 11 Commoners, 18 Magi up to A Rank, 8 Ranged up to B Rank, 2 C Rank Healers]

The second (and final) wave of reinforcements arrive. They look.. a bit worried about what happened here, but the survivors lie and pass it off as an enemy distraction. Not all of them believe it, but choose to for the sake of avoiding the extremely angry Incarnate.

[Reinforcement Healers start at 75% MP]
[Reinforcements also start at -6.]

[ENEMY STATUS]
Incarnate Lv??? 750/750 (+20 to all bonuses, Access to Divine Regen and DR.)
10 x Lv. 1 Magi 16/16 (Morale Critically Low)
6 x Lv. 1 Magi 16/16 (Morale: Worried)
6 x Lv. 3 Magi 48/48 (Morale: Worried)
3 x Lv. 12 Sorcerers [200/200] (Morale: Worried)
3 x Lv. 16 Magi [260/260] [WARNING: They know Fireball] (Morale: Very Angry)
3 x Lv. 6 Sorcerer [130/130] (Morale: Angry)
4 x Lv. 6 Magi [84/84] (Morale: Very Worried)
4 x Lv. 4 Archer [108/108]
3 x Lv. 1 Archers [27/27]
2 x Lv. 9 Archers [243/243]
1 x Lv. 3 Healers [48/48]
1 x Lv. 12 Healer [210/210]
2 x Lv. 3 Healers [48/48]
2 x Lv. 1 Healers [16/16]
11 x Lv. 0 Commoners [10/10]




This is just Part 1. I wanted to get it out before I started crunching for a few more hours.
 
Yea, youre right..thats a lot to keep track of XD

But from what i understand: CARNAGE

and I like that :)
 
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