If thats how the players decide to use their dice then thats how it'll be. But theres never anything wrong with just throwing dice at a problem in my opinion. Unless you turn it into a statistical argument, but then that's an argument I'd rather not have if I'm quite honest and its besides the point.
I'm just here to write the story and sit on the position of 'Just have some fun and enjoy the ride'
If thats how the players decide to use their dice then thats how it'll be. But theres never anything wrong with just throwing dice at a problem in my opinion. Unless you turn it into a statistical argument, but then that's an argument I'd rather not have if I'm quite honest and its besides the point.
I'm just here to write the story and sit on the position of 'Just have some fun and enjoy the ride'
I think the concern is that adding dice is a zero sum game, as each dice is equally likely to a failure as a success. In which case, any use of more than one dice to gather successes is a 50/50 gamble instead of displaying an investment of our limited resources.
But look at the old drama news Network, once we I came that hurdle we got an auto success gossip mill. I think different mechanics are hidden behind most of the actions. Given how much work went into building the different tribes, and the mention that working with the tribe will get easier as our character gets used to it, I think it's reasonable to think that there are a bunch of mysteries we can uncover both lore wise and mechanically.
I think the concern is that adding dice is a zero sum game, as each dice is equally likely to a failure as a success. In which case, any use of more than one dice to gather successes is a 50/50 gamble instead of displaying an investment of our limited resources.
Let me clear up some the air a bit since I clearly misunderstood what was spoke previously; The point of throwing dice at an option, is to try and either succeed the Action, which will net you what is there or further information depending on how far you over succeed it, or to get within the 1~3 Margin range so as to accomplish a 'Partial Success' which still succeeds but only partially, hence why 'Meet the Family' ahs only netted you groups within the tribe.
If you only throw 1 Dice at 1 or 2 success actions, you very well could fall into the Partial Success, but then you'd not have the chance to gain more, or even fail because the 1~3 Margin on a 1 or 2 success action is more likely to be a 1 on the scale because of how few successes are needed.
...Its only now I realize I forgot to color code the dice in the last update...
[X] Plan Alchemy of Leadership
[X] Stock up Greens (2 Successes Needed) 1 dice /' +1 success body trait
[X] Stocking up the Bare Necessities (2 Successes Needed) 1 dice, +1 success body trait
[X] Trespassing Elves (4 Successes Needed) 1 dice
Adds +2 Success to Intrigue Actions when leading others +2 potion, + 1 success mind
[X] The Hunt For Answers (4 Successes Needed) 2 dice, Adds +2 Success to Intrigue Actions when leading others +1 success mind trait
[1] Sound Off, Who's Ready For Blood (1 Success Needed) 1 dice, + 1 success mind trait.
[X] Drama's An Old Friend (Free) 1 dice
[X ] A Change of Ways (1 Success Needed) 2 dice
- [x] Production Footing Adds +3 Successes to Collection Actions (i.e. greens and necessities)
[X] Pray to Shivallah - Ask for the Tiger Goddess for her Guidance for an Action (1 Turn Cooldown)
-whos ready for blood
[X] Use Potion of Wisdom
-[x] Trespassing Elves
[X] Move Into the Chieftain's Home
For anyone following along at home.
Greens - 1 Dice (success), 1 Success (Strong), 3 Success Production [5 Total]
Bare - 1 dice (fail), 1 Success (Strong), 3 Success Production [4 Total]
Elves - 1 Dice (success), 2 Success (Blessing), 2 Success (Potion), 1 Success (Cunning) [6 Total]
Hunter - 2 Dice (successes), 2 Success (Blessing), 1 Success (Cunning) [5 total]
Blood - 3 Dice (critical failure -1), 1 Success Cunning, 2 success Loa intervention [3 success]
Drama - auto success but it was a six so I'm celebrating.
Change - 1 success, enough. Woo that was a close one.
11 dice, 25 successes. I'm going back into my cave now. If anyone needs me I'm going to go get a lottery ticket.
[X] Plan Alchemy of Leadership
[X] Stock up Greens (2 Successes Needed) 1 dice /' +1 success body trait
[X] Stocking up the Bare Necessities (2 Successes Needed) 1 dice, +1 success body trait
[X] Trespassing Elves (4 Successes Needed) 1 dice
Adds +2 Success to Intrigue Actions when leading others +2 potion, + 1 success mind
[X] The Hunt For Answers (4 Successes Needed) 2 dice, Adds +2 Success to Intrigue Actions when leading others +1 success mind trait
[1] Sound Off, Who's Ready For Blood (1 Success Needed) 1 dice, + 1 success mind trait.
[X] Drama's An Old Friend (Free) 1 dice
[X ] A Change of Ways (1 Success Needed) 2 dice
- [x] Production Footing Adds +3 Successes to Collection Actions (i.e. greens and necessities)
[X] Pray to Shivallah - Ask for the Tiger Goddess for her Guidance for an Action (1 Turn Cooldown)
-whos ready for blood
[X] Use Potion of Wisdom
-[x] Trespassing Elves
[X] Attend the Festival of Arrival - As chieftain you have a duty to oversee these with the exceptions of War or some other emergency that does not allow you to participate. Assuming you are not leading the tribe off to War, the next question is if you will try to find a Mate or lover during the festival…
[X] Move Into the Chieftain's Home
A Change of Ways - 1 Success Needed - Rolls; 2, 4 - 1 Failure, 1 Success - 0 Successes Total
The start of the Harvest season was punctuated with a newly found resolve. You were leading the Tribe as Jalo'ki, Wave-Rider of the Shatterspear. No longer. No amount of tears, lamenting, or begging will return Jah'donak to the tribe. Suppose Krah'ranik and Jor'kill wish to have their spatting feud that is getting out of hand, fine. Let them. The Tribe demands action against the elves. Fine. You will give them the action they so desperately wanted.
But allow no one to question your position any longer.
Your announcement was almost completely met with cheers. The tribe very clearly wanted this to happen and to contribute to what many assumed was War preparation for winter or spring. The tribe gathered supplies, wood, stone, and others to be used later. But there was still a quarter of the tribe who was unhappy with the path the tribe was taking. Krah'ranik's group of the village did not openly oppose you, but they were silently seething under the order. At least they were until you summoned Krah'ranik and began explaining your plan to hunt down the Elves and the Elves' target in one fell swoop. Then he and his group began to properly participate in the Tribe's direction.
[Krah'ranik and his group sitting out avoided due to Fulfilling Headhunter demands]
[Village Successfully changed footing and is now Committed to Production]
Stock Up Greens - 2 Success Needed - Rolls; 4 - 1 Success - +3 Success from Production Footing, +1 Success from Strong - 5 Success Total
When you ordered the tribe to commit to gathering war materials, you certainly did not intend to sit around then and you certainly won't know that it has happened. You first went to assist the Witch Doctors, which inadvertently meant you went to join the various Witch Doctor's various Apprentices. In the muck, mire, and mud, you rolled up your metaphorical sleeves and very literal bottoms and proceeded to assist in the harvest and procurement of several dozen herbs you quite literally never heard of. Beyond a few you did recognize from the histories of Witch Doctors in the past, it was almost like they were speaking a different language.
Regardless, you left much, much, dirtier, not to mention exhausted, but it was a good satisfied exhaustion.
Even though the Witch Doctors thought you were a tad bit eccentric not staying on the nice dry and not muddied homes and simply ordering from there. One could say it wasn't effective.
But then again, what is being a Witch Doctor if not eccentric combined with strange yet very effective methods?
[Witch Doctors are fully stocked and ready for whatever War you throw at the tribe]
Stocking Up on Bare Necessities - 2 Successes Needed - Rolls; 3 - 1 Failure - +3 Successes from Production Footing, +1 Success from Strong - 3 Successes Total
There was something to say about the patience and dedication it took to learn a skill. The struggle, the backbreaking ways it puts the mind and body through its pacing. Then there was Farming. If ever there were a group of people you envied the least, it was the farmers amidst the tribe. The trolls turned away from any knowledge-seeking or martial prowess, instead getting on their hands and knees and pulling weeds, plants, and who knows what else from the ground.
That you saw several reveal several large beetles or bugs the size of their hands in the dirt and mud before consuming them as 'snacks' made you a bit sick. Then again, that was until you tried it and realized it was only the texture that was bad. Honestly, you wouldn't mind trying it again.
In any case, despite the prodigious strength you inherited from your Father, spending days and days on end felt like your arms felt like ooze. After the seventh day, you swore your back was about to break due to all the bending.
In comparison, gathering from the jungle and fishing with the fishers was far far more enjoyable.
So no, you do not envy farmers. But you had a newfound respect for people who can manage to do all of that for hours and hours and days on end.
[The Tribe is fully stocked and ready for whatever War you throw at the tribe]
Move Into the Chieftain's Hut - Rolls; 3 - Nothing of Note
In between running about the entirety of the vale, it felt like, meeting with Witch Doctors, ordering about farmers, leading several gatherers into the jungle, fishing on the shore of the lake with either line and tackle or spear, you finally turned your eye to your home. That is to say, what will be your new home?
For the past half of a year, you had been doing your official duties within the confines of the hut, before trekking down half the village's path to collapse into your bed within your old home… Master En'don's home… You hadn't seen him at all with all the confusion of the half year… Discarding that line of thought for the moment, the trek between the two was simply becoming less and less feasible with all the running about and actual leading you were doing.
Not to mention, that was now your home. You should make it yours properly.
So it was that on a nice sunny day, you and several trolls you were quite sure were unneeded went into your home and began to move several dozen personal effects and various historical items of the tribe.
For the tablets and scrolls, you made sure to have them wrapped in dried leaves and made sure said leaves wouldn't bleed onto the ancient clay or reed-woven scrolls.
There was still a problem, of course, that being how wet the actual Chieftain's home was. It was at the highest point of the village, technically Shivallah's shrine was higher but it wasn't really inside the village itself, sitting directly beside the Waterfall that flowed down throughout the rest of the shatterspear vale. The water that hit the vale also tended to lead to lots of water in the air surrounding the chieftain's home.
So, you had one room, more of a closet really, sealed tightly with dry moss that would no doubt need to be replaced occasionally. But even then it still felt too wet for all of your important scrolls and tablets. So, you turned to the Witch Doctors once again. If they could make a herb that helped someone recall memories from over ten and a half years ago, surely they could make something to stop all the wet air from getting into the room.
So off you went to see Sho'dor, the Witch Doctor who's no doubt about to have some great showdown with Trumbur over a fire-dousing creation or some such. In truth, the ins and outs were unimportant, but Sho'dor was more than happy to give you an answer to your problem and one-up their detested rival. So you were given several dozen logs, treated with some sort of strange mixture that Sho'dor danced around for several minutes as they called down the wrath of 'The Spear'd Tree o' the sky!'.
Honestly, the logs treated with it were so desiccated you worried they would crack and break if they even left the Witch Doctor's hut. But the Witch Doctor assured you it would keep any room they were placed on fire within dry. Also with a grave warning leave the room to drink lots of water often. Also, do not bleed, unless you would like to lose most of your blood. Also, do not use Trumbur's douser on the logs or they would probably kill whoever put that on the logs by draining all of their bodily fluids.
With several warnings in hand, and keeping the logs at an arm's length, you light then within the room you stored your very precious tablets and scrolls and feel the air rapidly drain off any water. Also your fur… You make a mental note to tell whoever would take care of this while you were gone for an extended period to NEVER allow Trumbur or his solutions near the hut.
Sadly you could not find anything left by the Chieftain.
But at least you no longer have to trek half the village to get a good night's sleep.
[You have now moved into the Chieftain's hut full time]
Sound Off, Who's Ready for Blood - 1 Success Needed - Rolls; 5 - 1 Success - +1 Success from Cunning - Prayer to Shivallah used - Rolls; 6 - Shivallah Answers, No Success needed, adding extra rewards - Rolls; 1 Witch Doctor, 2 Headhunter Champion, 2 Headhunter Champion
When you awoke this day in particular, you had the goal of trying to find those talents the tribe was unaware of. A hard hard task, but the fact of the matter was the tribe was bigger than you ever realized. There was always the difficulty where those who had talents amidst the tribe simply were never noticed or never came forward. Even in a place where everyone knew every one, you sought out the unnoticed talents within the tribe.
Early in the day, you prayed to Shivallah, begging her to guide you towards your prize amidst her children, and then you set forward.
Combing through the tribe was a lot like simply going out and speaking to a great many people. Mainly use your good footing with the Elders to try and gauge their thoughts on the matter. Sure enough, as you're passed around gossip circle to gossip circle, getting yet another hint that a son was of good standing and marriageable age, you end up before a shriveling old crone who you worried if you moved too quickly would see her singular good eye pop out of her sunken skull.
But this old crone passed you to her son who looked as old as a normal elder, to his son, to his daughter, to her son Shani, who even now was simply tossing things into a cauldron to see what would happen. When you spoke with him at a good length, you learned exactly what he was doing; "'Ah just be takin' d'em floaty Mon in the air that be lovin' to speak to me, toss 'em in the pot wit' d'ese other t'ings, an' POOF, new t'ing comes out!"
Now you were no witch doctor, but even you realized just how strange of a thing that was.
When you took him before Sho'dor and had him explain his process to the Witch Doctor, Sho'dor was quite literally smitten with the boy. In that, she smacked him upside the head several times and shouted several dozen profanities about how he could have exploded, eviscerated, expunged, and several different alliterations worth of harm that could and would have been done to his body if he continued what he was doing.
In other news, Jory Zaga took the boy as an apprentice, so that was certainly worth the gruesome descriptions of how to skin a troll.
But beyond the newly obtained Witch Doctor, you were forced to watch several matches as a particularly strong Warrior was defeating several foes when you felt it. A pressure that ran along the side of your body, the pressure resembling that of a feline as it continued in the same direction it rubbed on you, its tails beckoning you to come as it rubbed along your shoulder. Several twists, turns, ascensions, and descensions took you out of the village and into the jungle, the pressure of what you no doubt knew was Shivallah never left you fully. She directed you into a tree and to wait.
You don't know how long you sat in that tree, looking below the tree. It felt like hours, yet it was no doubt simply minutes. Then the strangest thing happened, you were uncertain when they appeared, but when you next directed your attention to the jungle floor you saw them. Two trolls, male and female, clearly getting very physical in the early stages of copulation. It occurred to you there might be a reason Shivallah might have known these two love birds with their hidden talents.
Because you were not a savage who wished to watch this sort of thing, you left your knees while you hung upside down from the branch and cleared your throat. Perhaps it's a good thing the only thing thrown at your personage was a rock that cracked your skull.
After only a slightly awkward conversation where you get the agreement from Tojiar and Junjue, you leave them to their business.
Not before passing on their newly mated status though. You needed repayment for the rock. You're sure Junjie's sister will only partially maim her. Ribs grow back after all.
[Gained Shani the Witch Doctor (Shamanism), capable of very quick potion creation mid battle]
[Gained the paired Headhunter Champions Tojiar & Junjie, when together gain +2 Successes to any Intrigue or Might actions]
The Hunt for Answers - 4 Successes Required - Rolls; 5, 4 - 2 Successes - +1 Success from Cunning, +2 Success from Panther's Path - 5 Success Total
The time you and the Headhunters set out in search of the thing the elves were hunting was just before a heavy storm would descend onto the vale. The fall rains were good for more than a few things, but the greatest is hiding a Troll's intentions. You and your party set out deep deep into the mountains of the Vale, unburdened by the need for cover from the rain nor caring for the difficulties of a jungle amidst mountains.
This did not mean, however, that you were truly capable of simply finding even the simplest thing that would lead you to your query. At least not you, Krah'ranik who was technically leading the Headhunters around you certainly might on a good day. The Shatterspear Vale was spread across several dips and valleys, with the only real hint as to the location of this thing the elves were hunting being a set of footprints that led in the direction of 'deeper into the vale'.
So that had led to you, Krah'ranik who you brought in to appease the divide partially, but also alongside several other headhunters. Out of everyone here, you were by far the least deserving and the least trained out of all of them. You were never trained to stalk through the woods nor to hunt down a beast of the caliber you all were hunting now. Yet you lead regardless, with several lifetimes of notable headhunters and their scarily accurate stories and tales about the jungle. Out of everyone here, you by far knew most of the landscape, with Krah'ranik a very valiant second.
The party started where a patrol nearly met the invaders. The tracks, having spent several months in the elements, could never even be called cold, but that part didn't matter. What mattered was it gave the group a starting point. Several days it took to even find the start of a passable trail, going up and down through the hills and dwells, mixing between barren peaks and forested life.
Krah'ranik stopped suddenly after weeks of weary roughing it in the wilderness of the jungle that you were far from used to, eyes having caught something, kneeling into the mud, hand spreading the mud out of his way. The wizened troll looked down at it with a grim frown.
When you peer over his shoulder, it was to see him inspecting a mound of muddier mud. "What 'ave ya' found?"
He looked over his shoulder towards you, before standing. "Dung." He slapped his palms together to wipe away the mud from them. "Cat's dung. T'ree weeks old."
Your eyes narrowed, and a soured mood lifted just enough to fill your voice with hope "Could it be from the creature? The vale do' be havin' some cats, what makes ya' so sure it's not d'em?"
Krah'ranik scoffed, "Ocelots ain't got dung bigger d'en mah hand."
That was the only clue the party had for another two weeks. For all that you knew the Vale by the back of your hand, you also knew it wasn't truly all that large, so it beggared belief that something could have hidden from you all for so long. A great many leads that seem promising tend to overshoot, causing the party to backtrack for what feels like ages until they come upon some new trail or pick up their old one. It became very obvious very quickly the creature did nothing to hide its presence within the vale. Their only defense was the lack of troll awareness.
They found them at the very end of that long journey.
It was by fire and within a small cave that was barely ten feet deep and only just tall enough to fit a troll's height. From their position within the jungle, they watched as the creature lay onto a giant cat that would have borne similarities to Bethekk if one were completely blind. Two great teeth jutted from the roof of its mouth, and its muscles rippled under a black and gray striped pelt, with a leather saddle still across its back. But the most disgusting part still was the robbed elf pouring over a pair of weird-looking scrolls by the firelight.
You motioned for Krah'ranik to withdraw the party, to which he nodded in agreement and signaled the retreat. The hunting party retreated to converse before they acted upon the problem. It was grim news to everyone there, as the Headhunters of the village agreed with their leader that a Peaceful approach would be far better, investigating the cause and finding an action that would not send the village into a fight. Now, however, they found exactly what they all feared the most.
Krah'ranik, more than the rest, was especially displeased.
You let them have just a few moments to let the rest digest what they had already known on the way to their current position before speaking. "We cannot be allowin' d'at elf to come to harm." The party all turned to look at you in surprise, with Krah'ranik looking pained "Our ancesta's swore d'eir word under loa. 'Do no wrong an' do no harm, meet no arrow strung by elven arm', 'ah ain't gonna be the reason the Shatterspear be warrin' wit' the elves… But we also can't be lettin' 'em wander 'round our home."
The Headhunters looked towards each other, some even nodding their heads in begrudging agreement, before they all looked towards Krah'ranik who even now was rubbing their chin in thought. It took him more than a few heartbeats before he looked up, his hand falling away. "Ya' know we be riskin' war, but can't we just chase 'em out o' the Vale?"
You think about it for a moment, before nodding "We could. D'at be if ya' think ya' can keep up wit' d'at beasty o' 'ers. 'Ah don't reckon mah chances." Then you think about it a bit further "But if d'ey do be out 'ere scoutin' for the elves, we could be lettin' em get away wit' whatever d'ey be lookin' for."
Krah'ranik grimaced, the desperation on his face clear that he wanted to do nothing less than not have this entire situation happen. But resolution finally comes across his face. "Right d'en. How we be dealin' wit' d'at ole beastie…?"
The festival, for all that it was a good time for the tribe to celebrate the end of the coming of winter and give thanks to their ancestors, was still a bit of a more muted affair this year. The tribe has been working hard in preparation for whatever you were planning to do, and the fact there was an elf seen so deeply within the vale made the idea of the war that was soon coming very real.
So though it was still a happy time, there was tension in the air.
Unless you were one of the few who managed to garner the attention of the other sex, in which case it was a very very happy time.
That was not you, however, despite turning down several possible suitors. Even your grandson, Sithan, no you were not interested in your good friend's grandson either.
There was something of interest that did happen during the festival, beyond the feast, dancing, lovers leaving to 'retire for the night', the village-wide prayers, and the like that grew oh so weary, yet lightened your soul after your trek through the jungle, was Jor'kill's approach. Now, you'll be the first to admit he wasn't the worst choice for a companion, but, no. Simply no.
You were going through how best to let down this particular problem when he spoke before you could even open your mouth in greeting. "Are ya' plannin' to lead the war?" The surprise was not at all hidden from your face before you managed to straighten it out, but he spoke again "If ya' are, shouldn't ya' least get some o' d'at trainin' done? Ya' ain't exactly the type to be marchin' out to war."
You blinked once or twice as you realized exactly what he was speaking of, and then you rethought how this conversation would go, by the end it took you a few good moments to recollect yourself before you replied. "'Ah will admit 'ah am not as well trained as ya' or the Headhunters, but 'ah appreciate ya' concern. Were ya' wishin' to lead the tribe ya'self if it comes time to it?"
Jor'kill looked like you just insulted him. "What are ya' goin' on 'bout, Mon?!" Jor'kill shook his head while holding his hands out to shake negative as well. "No, no, no, 'Ah ain't got no mind for d'at thinkin' part ya and Krah'ranik got goin' on. 'Ah just know how to hit 'til the other guy ain't get up no more." That Jor'kill readily admits this to you stumped you, you would have thought he would jump at the chance. "'Ah'm askin' cause ya' wouldn't last very long in a fight, 'ah be willin' to teach ya' if ya' be willin' to accept it."
You thought about it for several minutes before nodding your head in askance "If 'ah find the time in the comin' days, I will seek ya' out, Jor'kill."
The warrior nodded before returning to the festivities, leaving you wondering just exactly what Jor'kill was seeking to accomplish with that.
[Relation with Jor'kill: Respected]
[Jor'kill Dice Revealed: Might 4, Mind 1, Moxie 2]
The Hunt For Answers - 4 Successes Needed - Rolls; 4 - +1 Success from Cunning, +2 Success from Bethekk's Blessing, +2 Success from Potion of Wisdom - 6 Successes Total
When you next set out with the headhunters, it was to investigate the matter of the elves on your border. Though you're well aware that the elves are hunting what you now know is the elf and giant cat you encountered, there was still the need to find exactly any information you could about just how many elves are trying to hunt down said elf.
Because of just how important this part was in particular, you took with you that elixir that so long ago you helped retrieve the materials for, but also earned yourself the blessing of Bethekk. Now seemed as good a time as any to resolve this entire situation.
So it was you who led your team of Headhunters, Krah'ranik and his group now resting back in the village after their encounter with the elf, through the several dozen sights where elves were thought to be involved. It quickly became apparent that part of it was simply paranoia. Perhaps it could be the fact it took nearly half a year, but even the headhunters with you told the same story as you. But it was never a waste of time, because the further and further you went to different sites just on the edge of the vale, a strange picture started to emerge. Some arrowheads, some strange burn marks that ate away at the dirt, signs of some sort of strange magic that when you brought a witch doctor out said it was a type of Mojo he hadn't ever seen before.
But more than that, a map appeared in your head of the vale and these locations once you had visited them all and drunk the elixir. There were, obviously, the signs from the elf you captured. You found several sites where it's clear the giant cat had been, seemingly having gotten there by mistake before returning into the vale. But there were also the tracks of the Hippogryph using elves. Wherever they went was obviously unless it wasn't, feathers, arrows, prints tracks, and the like. Even in one location, you're sure they were there, but when you came upon the spot found no sign of them. But then there was a seeming third group of elves that never did more than linger on the edge of the vale's borders. Where the Elf and cat were exploring the vale and the Hippogryph elves were entering just far enough to confirm the location of the Elf and cat, they never did.
You almost thought of them as simply the hippogryph group, but they never appeared where the hippogryphs did. They came in where the mountain was less treacherous, but these elves seemingly appeared on the tippiest peaks of the mountains surrounding the vale, spending a few hours there, before leaving. One of these locations is also where you found the strange burn mark. The only reason you even realize it's a group of elves is due to how similar the behaviors are and the way their traces remain.
Was this third group… Spying on you? Why? What for? Your people never never left the vale. Not a single troll in your history has left or been exiled… You have no easy answer for this…
Nevertheless, the Hyppogrphs were after the elf which you encountered.
Confirmation is better than ignorance.
[Knowledge of three groups of elves acquired, The Elf and Cat duo, the hippogryph elves, and this unknown third group]
Drama's an Old Friend - 0 Successes Needed - Rolls; 6 - Tribe Secret Revealed - Rolls; 5
During the closing days of Fall when the air turned colder and there was a snip to the air as the rain started to fall heavier, you finally found time to catch back up with the gossip-mongering that was happening around the tribe. Perhaps unsurprisingly, a large majority of it was on you and your actions during the fall. No one had expected such a hard shift in your movements and mindset, but with it came a great deal of the tribe falling under your leadership eagerly. They were impressed with it all, and now hold great hopes for your future.
[Chieftain Legend Rank Improved 0 -> 2: The tribe which was unsure of how you would take to the reins of power now see just what you can do when given the need to act. Though you have not solidified yet into leadership, the tribe is well underway to see you well and true as chieftain]
But it was not all good news as you had hoped. It was something you only caught because of a slip of a loose tongue from an elder that had too much-fermented fruit. 'It be a good t'ing ya' be doin' so good. D'at old master o' yours finally stopped running around, to rest as he should.'
Master En'don is someone you hadn't spoken to since you took up the reins of the chieftain, mainly due to your duties taking you away, mainly because you couldn't properly act as his apprentice anymore. When you asked after the Master, there were a few attempts to change the conversation, which caught your attention harder. After a few direct questions and verbal challenges, you learned the truth.
Master En'don was dying, slowly but surely. This next summer would be his last according to all Witch Doctors who had seen him.
And he was hiding the secret directly from your ears.
AN: I think I need to find a different place to roll dice, since battles clearly are taking so many of em, I don't wanna spam a single post with all those dice rolls.
Hey just a heads up; Ignore the section about the 'Hunt for Answers' that deals with how the situation will be handled.
I fucked up and completely forgot to do a subvote like I had in my notes until after I posted the thread and was checking my notes for turn result
That will be up shortly
You need to decide how you, Krah'Ranik, and the Headhunters will handle the incoming encounter with the Elf and their animal companion.
Here are the facts as you know them;
- There is no sign of 'peaceful intentions' between Trolls and Elves, at least none that you are aware of.
- You have no way to communicate with the Elf outside of playing charades, severely hampering communications between you and the Elf.
- The Elf has completely unknown intentions, you have no knowledge why they are here nor what their objective is.
- If you harm the elf and the others learn of it, that may yet lead to war.
[ ] Ignore the costs, you cannot allow the Elf to leave the Vale alive.
[ ] Approach the Elf and attempt to initiate contact peacefully.
- [ ] Your Plan
[ ] Sneak attack the Elf and Animal, capture both alive if possible, but ensuring the Elf remains unharmed
[ ] Chase the two out of the vale. The Animal will be faster than the trolls can run on foot and you cannot ensure they will actually leave the vale, but it ensures the problem 'Dealt with' for a time.
[ ] Write In
Will you take place in whatever plan is decided?
[ ] Yes
- [ ] In what capacity?
[ ] No
If You vote Sneak attack, I will simply re-edit the actions that happened instead of re-rolling dice
[x] Sneak attack the Elf and Animal, capture both alive if possible, but ensuring the Elf remains unharmed
[X] Yes
- [x] In what capacity? Planning the ambush, acting as a distraction.
We get really solid blouses when leading intrigue actions, I'm not sure if a sneak attack falls under that or not but I figure we gotta try.
[X] Sneak attack the Elf and Animal, capture both alive if possible, but ensuring the Elf remains unharmed
[X] Yes
- [x] In what capacity? Planning the ambush, acting as a distraction.
[X] Sneak attack the Elf and Animal, capture both alive if possible, but ensuring the Elf remains unharmed
[X] Yes
- [x] In what capacity? Planning the ambush, acting as a distraction.
They struck when a cloud covered the moon, under the cover of darkness, watching as the elf slowly grew more and more tired. Soon, the elf covered the flame of their fire, sending the cave into darkness. It was not long until the Headhunter crept closer and closer to the cave.
[Does ??? Notice; 3, 4, 4, +2 Success from ??? to 3 Successes Vs Shatterspear 5 Successes - Failure]
The Trolls surrounded the cave, spears at the ready. With the fresh rain in their fur, the surrounding land was just as heavily wetted leaving no trace of a scent to be found on any troll there. Their skins blended in with the night, and their skill left no opportunity to be detected. You watched from up in a tree as the net of trolls closed around the prey. When they got close enough, they struck with their spears.
[Shatterspear Trolls Rolls; 6, 6, 1 - 2 Successes Total vs ??? Reaction Rolls; 2, 2, 4 +1 Success from ??? - 0 Total]
Three spears ripped into the cave, impacting deep into the flesh of the giant cat.
The roar that was ripped out of its throat was a mixture of rage and pain as it thrashed blindly into the darkness, while a startled cry exited the elf's own throat. The confines of the cave hurt both of their efforts, as the giant cat attempted to rush out to face the trolls, while the elf was scrambling for their bow and quiver. By the time they managed to struggle to their feet, a second wave of spears lashed out at the beastie, sending it crashing to the ground before it stood up yet again, blocking the trolls from its master.
[??? Fight Back Rolls; 6, 5, 5 - 1 Failure from Wounded - 3 Success vs Headhunters 5, 2, 2, 5 +2 Successes from Krah'ranik - 2 Successes Total]
Then the pair struck out.
A flurry of arrows left the bow of the elf, sending Polai to the ground in a cry, while the elf's beast refused to die and stuck out, pouncing atop Trixin and tearing free his arm with its giant maw, before shaking the screaming troll until it sent him into silence by snapping his neck with a sickening crack. Down to seven against two, Krah'ranik rushed forward in a roar of rage, plunging his spear deep into the beast's back, jerking the spear back and forth to the agonized roars of the Beast, before Krah'ranik roared in kind and shoving the spear down, finally putting the beast out of its misery with a sudden whimper from the beast.
The Elf screams in outrage and grief before raising her voice and shouting "Enu thora'serador!"
[Divine Intervention: Rolls; 5 - Failure]
But whatever she hoped did not happen, and instead raised her bow towards Krah'ranik.
[??? Rolls; 5, 6 - +1 Success from Fallen Companion - 4 Success Total vs Headhunters Rolls; 3, 4, 4, 2 - +2 Success from Krah'ranik - 2 Successes Total]
The elf made a good showing of themselves, arrows fluttering through their bow at a speed that beggared belief, trading two, three, sometimes even four arrows for every troll that attempted to rush at her. It was a struggle for the trolls to even get close, for any that tried to take a step were met with arrows aplenty. The only flaw in the elf's plan was the fact it refused to allow the trolls to take the body of its fallen companion.
But as it used more and more arrows, it realized the harsh reality and the choice it would have to make.
The Trolls also realized exactly what the elf was thinking.
[Jalo'ki Distraction Rolls; 6, 2 - 1 Success Total]
[???'s Fighting Escape 2, 4 - 0 total vs Headhunter Rolls; 3, 5, 6, 3 - +2 Successes from Krah'Ranik, +1 from Jalo'Ki distraction - 4 Successes Total]
It was but a moment, but the moment you yourself realized what the elf was planning, you tossed your spear from up high on the tree at the elf. The twang redirected the attention of the elf enough that the Trolls did it. Discarding the idea of being filled with arrows, they charged forward fearlessly, taking or dodging arrow after arrow until they managed to close the distance. Then it was over. Though the trolls would follow the letter to do no harm they could not be said to have done no pain. Every troll grabbed each of the Elf's limbs, pulling them taut before Krah'Ranik squeezed the elf's thin neck. It was a strained few minutes as they waited for the elf's face to turn blue before their flailing stopped.
With the elf now captive, they quickly restrained it, before the headhunters gathered their dead, and ate their fill of the giant cat, before heading off with trophies and their captive.
[After setting out for several weeks, you manage to track down and capture an Elf who has been running rampant around the vale unchecked]
In terms of success, one could say you did not achieve your goals within the fall. You found the target for the Elves, you pinpointed all the sight of said elves, and also uncovered the presence of a third group you cannot discern the goals of just yet…
Regardless, you have plans. The elf is held captive, hundreds of feet in the air over the lake in a cage. Should she break out, she would plummet to her death unless she somehow managed to escape onto the sole pole holding it up. But then she has to worry about a spear in the gut.
Another problem is the fact your master is Dying. Master En'don, for all that he has seemingly given up on you after you became chieftain, was still your master for a decade and a half. You are not truly a master Wave-Rider, your selection saw to that, but perhaps…You should speak to him about it.
Too many things to do, not enough light in the sky.
Actions:
You may use any number of Dice from for actions, with a minimum number of 1 (Excluding Initiating War). As Chieftain of the tribe, you are not only responsible for these actions being done, you are also expected to at least oversee it being done. Once Proven, delegation becomes a great deal easier.
Free Vote: You now have advanced from Legend Rank 0, to Legend rank 2 as the Shatterspear Chieftain. Select where you want to distribute these 4 new dice.
They will be in the same vote as your plan, and can be used IN THAT PLAN.
Current dice;
Might - [x] [x]
Mind - [x] [x] [x] [x]
Moxie - [x] [x] [x]
Where do you add the dice?
- [ ] Write In
Might Actions - Either Military or Labor intensive actions - 2 Dice Remaining
[ ] The Time of Axe and Spear (Free Action) - It is time to set out… You have decided it is time to defend your homeland. The Tribe is angered and supports you, +3 Successes to all military Might action.
[ ] A Lover's Embrace (2 Successes Needed) - During the last season you went about and searched through the village for those rare talents that weren't picked up by the wider tribe. With that searching, you came across Tojiar & Junjie, two lovers who were so skilled at sneaking away to find each other due to unapproving families that Shivallah herself directed you to the pairing. Now it is time to decide how you would like to use them. Krah'ranik leads the Headhunters in general, but you could decide to add more to that roster or do something more niche but no less important.
- [ ] A Chieftain's Guard - Have the two become the first members of your elite bodyguard. You aren't martially inclined with very minimal training, but these two would certainly make good shields in a pinch.
- [ ] Hunterkillers - Turn these two into your own personal killers in the dark, having them focus even further into their ability to sneak around to arrive unnoticed and spear their targets to death.
- [ ] A Champion's A Champion - The end of the day, you can never have enough talented individuals to lead the headhunters, especially since you're about to head directly into a war if things do not change soon. Have them train under Krah'ranik to learn leadership.
- [ ] Write In?
[ ] Sharpen Axes (2 Successes Needed) - The Warriors of the Shatterspear have long seen disuse even by your own impressive recollection. Though inexperience, the training regimen of hundreds of years has seen them still sharp. They need only the proper weapons.
[ ] Spears of the Unshattered Kind (2 Successes Needed) - The Headhunters of the Shatterspear have proven their usefulness in succeeding to find the presence of elves and the tracks of the beast that now stalks your lands. Though they were less than pleased by your previous actions, you still do require spears for their hands.
[ ] Increase Activity (2 Successes Needed) - With the fact now the Elves upon their hippogryphs are periodically prodding the borders of the Vale, we need to establish proper patrols that aren't simply headhunters heading out whenever they feel like it. One of the strengths of the tribe is the fact the land they need to cover is not very large, but it is clear that there is a need for a proper system. See it done.
[ ] A Village Given Time (4 Successes Needed) - Almost once a generation, except once three centuries previously due to a particularly egregious case of alcohol poisoning that saw it done twice in a year, the houses and supports of the Village are seen too and repaired as they age, deconstructing before raising them back up. If you are to head to war, you will need to pre-emptively do this as much of your Labor will be fighting.
[ ] Reinforce the Village (6 Successes Needed) - With there clearly being something inside the jungle and mountains alongside the trolls, it is unclear if it is dangerous or not. Not to mention the fact this entire situation could spiral into conflict depending on the action of the Elves or the reaction of the village once it becomes common knowledge there is something stalking the hill. The headhunters have sworn upon the Loa to secrecy, the matter still remains it will get out eventually irregardless.
Mind Actions - Used to find a solution to a problem - 4 Dice Remaining
[ ] Drama's An Old Friend (Free) - You are a well known face with the Elders of the tribe, and are more than welcome to participate in the Gossip Mongering that they love oh so much.
(Note: The 1 dice used to activate this isn't to see if it succeeds, but to see what has happened inside the tribe)
[ ] A Witch Doctor's Airways (2 Successes Needed) - During the last season you went about and searched through the village for those rare talents that weren't picked up by the wider tribe. With that searching, you came across Shani who despite being a bit strange even by Witch Doctor standards, still holds a unique ability. Meet with the boy, pick his brain, and see if you cannot think of a good role for him within the tribe.
[ ] The Tribe's Troubles (3 Successes Needed) - The Shatterspear Tribe always brings all they collect, whether it is wood, food, supplies, and anything else not on the minimalist levels or not directly requested from a Witch Doctor's own gardens to present to the Chieftain and so they may distribute it. A long held system, but unless you're fully aware of all the ins and outs of where resources are needed, it is a bit of a wasted effort. Find out where best to direct your Tribe's resources.
[ ] Untangling of Tongues (4 Successes Needed) - The truth of the matter is you have no real ability to speak with the new elf captive you have sitting within the village under guard. As far as you are aware, there is no true method to speak with the Elf besides either learning their tongue or doing a very complicated dance of gesture and body language until you find some mutual ground. Teaching them Zandali would be heretical at best, so Elf tongue it will be.
[ ] The Other Side of the Mountain (4 Successes Needed) - Intrigue - With the Elves getting ever closer to the heart of Shatterspear lands, the question remains that the Tribe has no knowledge of what is happening within the Elf lands. Answers must be found, no matter the stance taken. Take some Headhunters and find exactly what is happening.
Moxie Action - Things that require diplomacy or dealing with other - 3 Dice Remaining
[ ] Release the Prisoner (No Dice Required) - Whether for your conscience, your choice, or simply from pressure, you have decided to let the Elf go, released from the vale and into Elven lands. Whatever could have been gained will not now, and whatever you have lost, you might not regain.
[ ] A Change of Ways (1 Success Needed) - With your ascension into the position of Chieftain you now stand atop a trip who is directionless. Direct them. Tell them what they must do for preparation for the future. Yet the Trolls of your tribe will eventually grow weary if you spend too long, or disaster can occur, in a differing footing from their traditional ways if spent without good cause.
- [ ] War Footing - Tell the Tribe to prepare for war. Families will begin stockpiling supplies, Artisans will begin preparing for orders of weapons, and Witch Doctors will begin preparations for more elixirs and potions. - Adds +3 Successes to Non-Military Might actions
- [ ] Stockpile Footing - Tell the Tribe to stock up on all they can. The tribe collectively will begin hoarding supplies and resources either given, gathered, or made by their own hands. Often these times require rationing, so the tribe will be prepared for the worst of it. - Adds +3 Successes to Preparation actions
- [X] Production Footing - Tell the Tribe to collect and produce raw material ready to be used for a large project of some kind. Whether it is stone, wood, or some other material needed, the tribe will rally and assist in the collection of that material to assist the village. - Adds +3 Successes to Collection Actions
- []Peacetime Footing - The Tribe continues as it ever has. - No Added Successes
[ ] Go and Meet the Family (1 Success Needed) - The Shatterspear is a tight knit group of trolls. Everyone knows everyone, even if it's only by reputation or through a friend of a friend. In truth, if you go back far enough, everyone is related to everyone. You've now met the Children and Elders of the tribe.
[ ] Mend the Divide (2 Successes Needed)- You have successfully identified where exactly this strange divide within the clan is happening, and it's almost down Headhunter and Warrior lines with the rest of the tribe split between them. Yet you could very well end this before it grows out of control.
[ ] Approach Krah'Ranik - Approach the leader of the Headhunters within the Shatterspear. He clearly is more worried about saving the lives of trolls rather than setting out to war. Maybe you could convince him to come to your side?
Will only stop if Jor'kill will first.
[ ] Approach Jor'Killl - Approach the leader of the Warriors within the Shatterspear. Jor'kill is clearly all about retaliating against the Elves who even now are getting even deeper into the vale, then who knows what the young troll will do? Perhaps you can mollify him with actions, or direction.
[ ] Envoy For Answers (3 Successes Needed) - The answer is quite clear, if the Elves are encroached upon your people's lands answers must be sought out. Approach the elves directly, hopefully with some signs of peace. Establish communication to the nearest elves within the forests west of the Vale.
[ ] Matters of the Faith (3 Successes Needed) - Your people have only two loa to which they pray. Each is honored equally and some given proper respect amidst the Tribe. Nevertheless, speaking on the matters of the Loa will give some insights into the people, why they prey on each loa in particular. Every troll has their own reasons to praying towards these great protectors of your people.
Prayer Actions - Related directly to the Loa of your people. As Chieftain, they might just respond.
[ ] Pray to Bethekk - Ask the Panther Goddess for her guidance for an action (1 Turn Cooldown)
Unavailable until called upon on a Might Action against an Elven Faction
[ ] Pray to Shivallah - Ask for the Tiger Goddess for her Guidance for an Action (1 Turn Cooldown)
(available again turn 5 (spring)
[ ] A Bargain Struck - With the revelation that a Loa oversaw the deal with the Elves, it is time to go and speak with the Loa about said deal. While the histories speak in vague words, the Loa might yet be able to recall the meeting in better detail. Ask them, and see what they say.
(Disclaimer: Unable to be used in the same turn you use a Prayer Action, and cannot Use a prayer on this)
[ ] Speak with Shivallah (2 dice of your choice)
[ ] Speak with Bethekk (2 dice of your Choice
[ ] Speak with Both at the same time (4 Dice of your Choice)
Personal Action - You are not always managing your people. Sometimes you simply have matters of your own you wish to partake, or simply relax.
[X] Attend the Festival of Bethekk - The festival of Bethekk is a time mainly of traditions and ceremonies. Unlike Vale's Arrival or Festival of Shivalah, the Festival of Bethekk is to remind the Trolls their history and their duties to the tribe and their kin. Some who volunteer, even stay up all day and all night in a ritual that honors Bethekk and one's duty to ever be mindful of the future and the state of the tribe, while the rest of the tribe merely stays up until morning, with the exception of children who often are unable to manage the task. As Chieftain, you will obviously be attending, but will you offer yourself for the duty?
- [ ] Attend as a Ritualist
(Note: Will not take up your personal action unless you participate)
[ ] Sort your Memories and Oral tales. What? It can be a Job AND hobby. No Master, I am not obsessed-
[ ] Train
- [ ] In What Skill or Weapon?
[ ] Socialize
- [ ] Master En'don
- [ ] Krah'ranik
- [ ] Jor'kill
- [ ] Elf Captive (Bit hard with the language barrier, but you can always try)
- [ ] Shani
- [ ] Tojiar & Junjie
- [ ] Write In
[ ] Write in
Where do you add the dice?
-[X] 1 Might, 2 Mind, 1 Moxie
[X] Plan: Preparation Time. Troll Edition
Might
-[X] Sharpen Axes (2 Successes Needed) - The Warriors of the Shatterspear have long seen disuse even by your own impressive recollection. Though inexperience, the training regimen of hundreds of years has seen them still sharp. They need only the proper weapons. (2 Might Dice) Mind
-[X] The Tribe's Troubles (3 Successes Needed) - The Shatterspear Tribe always brings all they collect, whether it is wood, food, supplies, and anything else not on the minimalist levels or not directly requested from a Witch Doctor's own gardens to present to the Chieftain and so they may distribute it. A long held system, but unless you're fully aware of all the ins and outs of where resources are needed, it is a bit of a wasted effort. Find out where best to direct your Tribe's resources. (4 Mind Dice) Moxie
-[X] Mend the Divide (2 Successes Needed)- You have successfully identified where exactly this strange divide within the clan is happening, and it's almost down Headhunter and Warrior lines with the rest of the tribe split between them. Yet you could very well end this before it grows out of control.
--[X] Approach Jor'Killl - Approach the leader of the Warriors within the Shatterspear. Jor'kill is clearly all about retaliating against the Elves who even now are getting even deeper into the vale, then who knows what the young troll will do? Perhaps you can mollify him with actions, or direction. (3 Moxie Dice) Personal Action
-[X] Socialize
--[X] Master En'don
We really want to talk with our Master before he kicks the bucket.
I'm also rolling an extra dice in most actions to not "waste" an action.
We should also take Jor'kill on his invitation to training we should probably discuss which weapon or Warcraft class we want to spec in, i doubt Trolls want a weak chieftain.
I would also want the extra Dice before taking the Elves' actions and I don't know if participating directly in the Festival is a good idea considering our standing with this specific Loa.
[X] Plan: Preparation Time. Troll Edition
Might
-[X] Sharpen Axes (2 Successes Needed) - The Warriors of the Shatterspear have long seen disuse even by your own impressive recollection. Though inexperience, the training regimen of hundreds of years has seen them still sharp. They need only the proper weapons. (2 Might Dice) Mind
-[X] The Tribe's Troubles (3 Successes Needed) - The Shatterspear Tribe always brings all they collect, whether it is wood, food, supplies, and anything else not on the minimalist levels or not directly requested from a Witch Doctor's own gardens to present to the Chieftain and so they may distribute it. A long held system, but unless you're fully aware of all the ins and outs of where resources are needed, it is a bit of a wasted effort. Find out where best to direct your Tribe's resources. (4 Mind Dice) Moxie
-[X] Mend the Divide (2 Successes Needed)- You have successfully identified where exactly this strange divide within the clan is happening, and it's almost down Headhunter and Warrior lines with the rest of the tribe split between them. Yet you could very well end this before it grows out of control.
--[X] Approach Jor'Killl - Approach the leader of the Warriors within the Shatterspear. Jor'kill is clearly all about retaliating against the Elves who even now are getting even deeper into the vale, then who knows what the young troll will do? Perhaps you can mollify him with actions, or direction. (3 Moxie Dice) Prayer Actions
-[X] Pray to Shivallah - Ask for the Tiger Goddess for her Guidance for an Action (1 Turn Cooldown)
--[X] Sharpen Axes Personal Action
-[X] Socialize
--[X] Master En'don
We really want to talk with our Master before he kicks the bucket.
I'm also rolling an extra dice in most actions to not "waste" an action. I'd say we distribute those extra dice in our Moxie and Mind. Next, additional dice should be spent on Might. For now, I think we are good at adding a bit more to our strengths.
We should also take Jor'kill on his invitation to training we should probably discuss which weapon or Warcraft class we want to spec in, i doubt Trolls want a weak chieftain.
I would also want the extra Dice before taking the Elves' actions and I don't know if participating directly in the Festival is a good idea considering our standing with this specific Loa.
-[X] Sharpen Axes (2 Successes Needed) 1 might dice, + 1 body trait
-[X] Spears of the Unshattered Kind (2 Successes Needed) 1 might dice, + 1 body trait
-[X] A Lover's Embrace (2 Successes Needed) 1 might Dice, +1 body trait.
-[X] A Chieftain's Guard
-[x] Untangling of Tongues (4 Successes Needed) - 3 mind dice, +1 mind trait
[X] The Other Side of the Mountain (4 Successes Needed) 1 mind dice, +1 mind, +2 loa trait, +2 lovers trait
[x] A Change of Ways (1 Success Needed) 2 moxie dice
- [X] War Footing (spears, axes, lovers)
[X] Mend the Divide (2 Successes Needed) 2 moxie dice
--[X] Approach Jor'Killl
-[X] A Bargain Struck
--[X]Speak with Shivallah (2 dice of your choice) 1 might dice, 1 mind dice. +2 Success to rolls involving Uncovering History
[X] Attend the Festival of Bethekk
[X] Socialize
- [X] Master En'don
For the second one, unless you leave your lands you don't know where the Hippogryph elves even come from while the mysterious group is an unknown and there isn't any clues as to where they could be.
The captive is hanging out in a cage, so you just need to cross the language barrier so you can speak with them properly.