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1010895 No. 1010895 ID: 673fe6

||=========||
|| SOJOURN || NOTE: This will be a NSFW / 18+ only quest!
||=========||

It is the FOURTH AGE, and now is a time of dire peril and uncertainty; the GREAT KHAN, AZAD KHAZARAD,
has perished at the apex of his ascension ceremony — leaving prophecies in tatters. Once mighty empires
teeter on the precipice of destruction, and the greatest among them, the KHANATE OF KHOR, lies in ruin
beneath a dark and mysterious PALL.

From the heart of the KHANATE, a terrible CURSE has begun to sweep the land, the spreading PALL warping
the very landscape and changing those with the misfortune of its touch in strange and sometimes MONSTROUS
ways. Sages say this is a prelude to the END TIMES: if left unchecked, all may be lost.

Desperate to avert calamity, many have dispatched expeditions or even armies, hoping to quash and forestall
such great perils and open the way to the FATED CITY at the heart of the KHANATE, where it is said answers
may lie. Few have returned, and the realms of man have grown restless -- and those beyond watch with
a growing concern.
426 posts omitted. Last 50 shown. Expand all images
>>
No. 1035035 ID: 94bb57
File 165527137675.jpg - (308.15KB , 750x450 , soj_098.jpg )
1035035

With deft utterance and practiced gesture, you alert Geoffrey and Zarin to the brigands lying in ambush -- taking stock of those rough sorts you spy in strength and number. With the element of surprise tipped in your favor, you then set about plying your subtler talents from the advantage of stealth: opening with the rite of SLUMBER on the brigand nearest to your position in the hopes that he might succumb unnoticed by the others. To weave slumber at range even in so close a proximity requires some of your reagents, but nevertheless you see his limbs sag and head dip as he slides down against his hiding place, slumping into the bushes.

By now, your companions draw nearer -- and from your vantage, you see one of the men readying a crossbow to aim at the pair; this proves impetus enough to slip your hand into your bag to loose your secret weapon upon the unsuspecting fellows. With an onerous <b>boof</b> Crystal Crumpsey materializes -- and thanks to your efforts at training, seems to quickly grasp your intent; swooping in a frightful display, the woof-o-the-wisp pounces at the crossbowman who turns towards her in startled alarm, reflexively loosing a shot!

With a heady twang folly ensues as the man discovers one cannot bolt a polter-pooch as the projectile sails harmlessly through C.C. and instead catches the man brandishing a spear in the chest. Staggering with a pained cry, the spearman sways unsteadily while your ethereal hound passes through the crossbowman in kind; gaping in dismay, the man hastens to plant his foot into the cocking stirrup of his weapon to begin readying it for another shot.

Meanwhile, your ears prick to the din of unfolding violence not far off...
>>
No. 1035036 ID: 94bb57
File 165527141217.jpg - (305.54KB , 750x450 , soj_099.jpg )
1035036

More men than you'd expected seem to surface from hiding to engage Geoffrey and Zarin, but the pair are prepared to engage them. A tall, broad fellow with long blond hair makes for Zarin from a flank with a bold yawp only to be caught off guard by how swiftly the onager checks him bodily with that large shield -- a meaty crack audible as a few of the man's teeth dance out across its surface. With a curt chuff Zarin flexes and lifts, wholly foisting the tall fellow off his feet on the back of the shield as he splays out -- before Zarin delivers a decisive chop with a short, broad blade that hews the man's limb mid-forearm in a single blow.

Opposite the towering mercenary, Geoffrey is met by a brigand bearing a round shield and broadsword moving with a look of apparent confidence -- an expression swiftly dashed with your more talkative companion's expert footwork. Geoffrey deftly parries a swing from the brigand such that it crosses over the man's chest and throws his shield arm wide, creating enough of an opening to plunge his blade through the aged and tattered leather of the man as he croaks a breathless gurgle.

You've not been involved in such a melee as this before, pulse quickened and mind racing as adrenaline courses through you and you attempt to appraise the situation. Near as you can tell:

-One brigand slumbers near to you, and C.C. is harrying others.
-One brigand with a spear has been shot in the chest and seems badly wounded near you.
-The crossbowman is hastening to ready another shot.
-Zarin has thoroughly disarmed a brigand, and Geoffrey has surely slain another.
-Three more brigands are now closing on the pair to engage them.

You decide to...

> A) Maintain stealth for as long as possible, observing what else unfolds...
> B) Seek to join the melee and flank the brigands moving to engage your companions...
> C) _

https://docs.google.com/spreadsheets/d/1GMZzD92D41H7SBRdr3Znag5X2oVB5aWmL0tPqlywi7M/edit?usp=sharing Reference sheet for current talents, magic and inventory. (Note: possible spoilers for anyone in the future catching up, as this document will be current to whatever the most recent update is!)
>>
No. 1035038 ID: 8483cf

B! Get that crossbowman.
>>
No. 1035039 ID: 51c10d

B) See if you can't take down the wounded spearman first from behind—should be easier, given the wound—before taking down the crossbowman. Your companions are capable enough to take on the three others.

If you can't close the distance, whip out one of your iron daggers and try throwing it at his arm! Harder to aim a crossbow with a knife in your elbow.
>>
No. 1035043 ID: 7c0424

B. This crossbowman is the priority target.
>>
No. 1035050 ID: 273c18

I think those are all C votes. There's three more bandits approaching, that we haven't seen yet.

I agree that taking out the crossbowman is a high priority, but we should at least get an eye on the three bandits, right? If there's another one that would pose a problem for our friends then a bit of an interception is in order.
>>
No. 1035221 ID: f57349

Steal the wounded guy's spear so he's more fully neutralized, then use spear on crossbowman.
>>
No. 1035521 ID: 9748c8

Focus on the crossbowman.
>>
No. 1042052 ID: 94bb57
File 166169882859.jpg - (295.25KB , 750x450 , soj_100.jpg )
1042052

Making the snap decision to join the fray, you move with haste and purpose past the slumbering brigand to bear down on the wounded bandit with the spear; the man cranes his head toward you, eyes wide with startled surprise at the visage of the masked woman bearing down on him -- and even transfixed by a bolt as he is, he musters adrenaline in an effort to turn his spear towards you in an effort to ward off your approach.

Deftly, nimbly, you kip up with your momentum and deliver a fearsome buune stomp against his shoulder with force enough to jolt the weapon free from his grasp. In one fluid motion you scoop your sandal-clad foot beneath the pole-arm and kick it up into your waiting hands, turning your attention to the crossbowman, adrenaline coursing through you.

Fortune favors the bold bun: you can see the brigand has worked to reload his weapon with surprising efficacy, lest you had hesitated before. Now, shaken by your faithful hound and your own sudden surprise entrance, the crossbowman scrambles to draw a bead on you with the weapon. Tall grasses and foliage graze your shins as you hop, vault and sprint as fast as your legs can carry you.

From deep within the pit of your being, you feel tension well into a bodied buune battle cry as you throw your full weight behind a forceful thrust. You feel the head of the spear bite against the man's leather lamellar with a moment of resistance before its sharp point pierces past the man's defenses with all the fervor you've brought to bear. Crossbow falling from his hands before he can fire upon you, the brigand's face floods with dumbstruck astonished surprise as he chokes a cry, trying to grab at the spear stuck in his chest. A mortal blow, you are all but certain.
>>
No. 1042053 ID: 94bb57
File 166169887076.jpg - (403.57KB , 863x1021 , soj_101.jpg )
1042053

Having shed your stealth to engage the battle at hand, you take quick stock of the situation in your surroundings: three other brigands have emerged from the wilderness to engage your companions, a cloaked woman moving wide to flank Geoffrey while a hardened looking fellow with an eye-patch carrying a falchion and buckler takes to him head-on.

From the opposite flank, a tall broad man garbed in heavy chain-mail moves to meet Zarin with a heavy shield and broad-axe. Behind you, one of the bandits yet slumbers and you can hear the groans of the spearman -- alive, but incapacitated and disarmed such that you are confident he is out of the fight.

C.C. awaits your direction with eagerness as you bear spear and sorcery at hand.

You decide to...

> A) Move to join Geoffrey's melee
> B) Move to join Zarin's melee
> C) Do something to aid them from afar
> D) _

In addition to your vote, you can include what you'd like C.C. to do.
>>
No. 1042081 ID: 58dd24

C.C go harry the approaching woman and keep her from joining the other fight.
B) Move to join Zarin's melee
Is that crossbow still drawn back after being dropped? A quick shot to the chainmail guy's back would be nice.
>>
No. 1042083 ID: 8483cf

B. Spooky chain mail man means Zarin needs help.

I vote that C.C. should harry spooky chain mail man's shins, to keep him off-balance and ideally trip him up. Armor, size and reach don't mean a thing when you're flat on the ground.
>>
No. 1042128 ID: bfc523

Attack the foe in chainmail with the crossbow if it is loaded, if you succeed in injuring or dispatching him move to join Geoffrey's melee. If the crossbow is not loaded or is ineffective, engage Zarin's foe using the spears range to fight defensively.

C.C. should harry the woman to prevent Geoffrey from being flanked immediately.
>>
No. 1042208 ID: f57349

Have C.C. harass the big guy in chainmail. Move to flank Mr. Eypatch yourself, circling around through the underbrush so you can approach from his blind side, and on the way there, shoot the crossbow at whichever bandit presents the clearest target away from your allies. Shout to warn Geoffrey about the cloaked woman.
>>
No. 1042281 ID: 8a5496

CC the woman, crossbow the eyepatch, then B
>>
No. 1070267 ID: 64dbac
File 169211894833.jpg - (442.87KB , 750x450 , soj_102.jpg )
1070267

Wrenching the spear from the crossbowman, you feel the weight of the man slough free before collapsing backward into the foliage with a crumpling rustle and crackle of bushes. Within, you can feel your heart racing as the melee yet unfolds - casting a sidelong look to your companions in the fray before looking to the heavy crossbow below: it appears to correspond with a crank mechanism to reload - usable, but necessitating a delay.

You gesture and direct C.C. to bear down on the cloaked woman yonder, watching the ephemeral pup bolt with a snarl that would startle any not in her graces; with some assurance that Geoffrey would not be overwhelmed, you grip tightly at the spear in hand and spring to movement once more, intent on aiding Zarin.

Swift are the buune and you are a fine example of such - to stride and dart past overgrowth and roughage is a trifling matter and second nature; you can feel the wind catch at your ears as they slip free from your hood but by now, it is no matter. In the periphery of your vision, you glimpse the cloaked woman assailed as a wicked blade flashes free from her shroud, leaving little doubt in your mind that she would have sought a precise and visceral blow to Geoffrey whilst he was distracted.

Ahead as you bear forward with a bounding gait, your ears twitch to the thunderous crack of axe against shield as Zarin absorbs a potent blow. Stout and strong as an onager is wont to be, you catch glimpse of the jolt it sends through your sizable companion and gather a more acute appreciation for just how large the man in mail truly is by contrast; what a beast of a human!

You have hunted beasts before.
>>
No. 1070268 ID: 64dbac
File 169211898381.jpg - (120.29KB , 948x705 , soj_103.jpg )
1070268

With momentum, reach and the spring of your powerful legs, you drive the head of the weapon through the yield of ringed mail as its sharp point plunges and penetrates, a spatter of crimson blooming to catch on the shaft and nearby greenery before splattering again from the opposite side of the man: you've run him clear through his chest. Lurching backwards, the big man's weight bears him down against the spear and it loosens from your grip, catching against the ground and cracking in half with a splinter of wood.

There he lay at your feet, dead with a certainty; your eyes flit to meet Zarin's gaze and the onager's head tilts, as if assessing you under a new light. Across the path, the cloaked woman yelps and howls as she grapples with C.C. - and as Geoffrey trades deft blows with the one-eyed man, both he and his living companion draw to blurt loudly: they yield!

Several are slain, but the cloaked woman, one-eyed man, slumbering brigand and bolt-struck spearman yet live (though the latter will surely expire without healing. Independent from the vote below, you can weigh in on whether or not you wish to try to heal the spearman who was shot.

You decide to...
> A) Bid the remnants be spared by your companions and turned loose with a lesson learned after questioning
> B) Bear not this transgression: may the lot of them be put to the sword
> C) Spare the survivors for questioning, but leave them stripped of arms and armor to fend for themselves
> D) _

With that, we are back - and with your choice of action, the fight is won without casualty among your party. You feel bolstered by the experience and your companions have garnered a new appraisal of you in the process.

For those of you returning or reading anew, welcome and thank you! Life had been rather boisterous for quite some time, but I am returned bright-eyed and bushy-tailed. We are, notably, nearing a close on this 'act' of the tale - Kaia, Geoffrey and Zarin will assuredly continue adventuring, but I would also like to see what folks would feel about taking on a new POV & character for the next act vs. continuing directly with the buune.

>>
No. 1070269 ID: e5709d

C) Take the loot. Give them a little food to survive, but otherwise make sure they won't come after you in revenge.
"And one last thing. In the event that you have told us falsehoods meant to get us killed so you can loot our corpses, you should know that I intentionally had my poltergeist hold back. The things they do to the souls of inconsequential creatures, well... that is more than even you deserve. For now."
>>
No. 1070270 ID: e9dd80

They are to divide their possions into two piles and you will keep the one you like. This won't leave them completely defencless in the wilds, and a subtle test of which of them is most compliant.

Interrogate them, is this their whole company ? are there other dangers ahead?
Asses the injured man, only aid them if it is not a drain on your resources and if it will actually give him a chance of survival. This will hopefully make the rest of them more amenable

>>1070269
I like this. Use C.C, your exotic nature and mysterious powers to play on their superstitions, and further intimidate them into cooperation
>>
No. 1070285 ID: a785dd

C) Find out what they know about the area and if there are any other hostile entities to be aware of. Leave them with just enough supplies to survive. I think healing the spearman would encourage the rest to be truthful and possibly dissuade them from seeking revenge.

>>1070269
Scaring them with C.C. is a great idea.

As for switching POV and character, I feel that Kaia's skillset allows creative and interesting solutions to situations, and I've quite enjoyed following her.
>>
No. 1070292 ID: 048f0e

>>1070285
Agreed that C is the best course of action; putting them to the sword isn't the best way to teach a lesson and to spread word of what happens to brigands. Plus, usually, brigands are local peasants who've turned to desperate measures to support themselves and/or their families. That or deserters, so it's a 50/50 on if this pays off for us in a village later for sparing them.

New POV is always fuune!
>>
No. 1070321 ID: b57fea

>>1070292
C) for the same reasoning as above. I'm also a big fan of bunne but I wouldn't be opposed to a POV shift
>>
No. 1070328 ID: f2cf5a

>>1070268

Backing >>1070269, seems solid.

As for POV, I'll admit honestly- I've come to view this as Kaia's quest and story, so I don't actually think I'd be super interested in a different POV for a whole thread with how long they can take. I'd say keep your focus steady, especially considering you just came back.

In short: thanks, but no thanks. I'd prefer to keep with the Bunne.
>>
No. 1070433 ID: 64dbac
File 169248893173.jpg - (442.29KB , 750x450 , soj_104.jpg )
1070433

It does not take long for you to decide it would be best to spare, but disarm and strip the surviving brigands of their armaments and valuables. Geoffrey and Zarin are content to carry out your will in such matters, taking up the task of securing the lot for questioning while you turn your attention to the wounded spear-man; you find him to be in a great deal of pain, but provide nominal succor to stabilize him by way of MEND and SOOTHE - albeit performed as simple cantrips, for wont of saving your reserves of energy.

Upon your return, the brigands have been bound and readied for questioning -- and while they seem to regard Geoffrey and even Zarin in somewhat equal measure, you perceive that you seemingly put them at unease. Curious, if onager are more placidly accepted in the realms of man - that the buune would elicit more suspicion. Perhaps, you reflect, it is not unduly so given your canny with witchcraft and the stuff of souls and spirits - C.C. as a prime example.

With this consideration, you are inspired to lean into their superstitious regard for your people and coalesce a demonstration of your power to instill fear in them should they entertain the thought of betraying your mercy -- especially having saved the life of their friend. It proves quite successful, you feel: their responses are earnest and forthcoming.

This is, it would seem, only part of the whole of their remaining company and the lot of them are - or were - a mix of deserters of both the military and peasant militia. Since the PALL's formation, governance and order had already been strained contending with corruption and monstrous beasts surfacing throughout the land; add to this the SARKEN invasion and the realm has frayed apart at the seams.

From your questioning, you learn that the road ahead forks once more, with further brigands waylaying travelers on their way to the north; they'd avoided the southeasterly fork to Volkregar, despite a desire to seek what riches they believe to be hidden away there; two of their number had vanished without a trace after setting out to scout the way to the vaults a week prior. They believe that some manner of terrible monsters haunt the swampland there and that perhaps something had escaped from Volkregar into the wild. Lastly, they share that their band had avoided ambushing a contingent of clergy they believed to be on their way to Volkregar - their leader suggested to blaspheme quite so severely would be an ill omen for the lot of them.

"Won last theeng: if yew have told us falsehoods..."

You have come to learn that the buune are regarded with fear and superstition by some in the realms of man - this may prove to be both a boon and hindrance to you in the future. With your display, you feel confident these brigands at least will be unlikely to cross you again.

You have also gleaned information about the way ahead -- a northward fork which could be a useful path to further destinations, brigands not withstanding, and a southeasterly route to the Vaults of Volkregar proper -- alleged to be treacherous with lurking monstrosities. Given that these are a superstitious lot, it is possible that such beliefs are over-exaggerated.

>>
No. 1070434 ID: 64dbac
File 169248896772.jpg - (443.85KB , 750x450 , soj_105.jpg )
1070434

Afterwards, you regroup with Geoffrey as Zarin oversees the prisoners. "Can't say it bodes well if they've lost lads to the swamp there - but it'd be a toss-up 'tween some nasty creature or the guards of the place, if you ask me. Maybe they also just fucked off into the wilds, eh?" Geoffrey leads you to the gathered spoils, kicking at piled up mail and leather - some of which has been damaged from battle and darkened with blood. "If we wanted a real haul we'd likely need to go track down wherever that lot lairs." Geoffrey offers, nodding towards the prisoners.

"But you're still anxious to go to Volkregar I gather. If that's the plan, then we ought to decide on whether to settle in now and try the rest of the trek come morning, or push on while there's still day left. Either way, you're the boss eh?" He flashes a bright smile.

There are SPOILS from the battle; Geoffrey and Zarin are technically in your employ, but it is up to you if or how much you'd like to split with the two of them from what is here. Collectively:
> 33 gold coins
> 65 silver coins

> Broadaxe
> Dagger x3
> Dirk
> Heavy Crossbow w/ 21 bolts
> Longsword
> Shortsword x2
> Throwing Axe

> Chain Mail Armor
> Leather Armor
> Splint Mail Armor x2
> Nasal Helm x2
> Spangenhelm
> Wooden Shield

> Bloodwillow Poison Oil x2

Additionally, you have earned 2 TP! As before, this can be spent to improve or unlock Talents, or can be saved up until you have more to spend later. You'll be able to spend it on improvements when next you rest, but you can consider what you might like to do with it ahead of time.

https://docs.google.com/spreadsheets/d/1GMZzD92D41H7SBRdr3Znag5X2oVB5aWmL0tPqlywi7M/edit?usp=sharing Link to the game sheet; possible spoilers for someone reading this from later updates!

You can err on the side of immediate caution by resting now, having gone through the din of battle; this would ensure you and your companions are fresh before carrying on towards the more treacherous regions of the swamp at first light and afford more day travel through the terrain. However, you would likely arrive at Volkregar at night, whatever may be afoot there. You could instead push onward in an effort to cover more ground before making camp; this would mean seeking shelter in potentially more dangerous surroundings, but the remaining leg of the journey and your arrival at the Vaults would like as not have day to spare.

As for your travel plans, you decide...

> A) Shelter and rest here, setting out for Volkregar at first light.
> B) Push onward until nightfall, then seek shelter and cover the remainder of the trek come morrow. [PATHFINDER]
> C) _

You're welcome to offer some more nuanced planning in there - and please also include what you'd like to do with the spoils and whatnot. Your PATHFINDER talent will potentially come in handy should you choose option B, as that betters your odds of navigating and finding suitable shelter.
>>
No. 1070438 ID: e9dd80

Mercenaries only work when paid no? Divide the money into fours, equal shares for everyone and a fourth as a reserve for the needs of the group as a whole.

As for arms and armour, everyone gets free pick if theres anything worth taking. The poison seems best suited for your use. Try the armour on for size but only don it if it does not overly hinder your movements or stealth capeabilities.
Does the dirk or the daggers take your fancy? Only take the remaining gear with you if it does not encumber the party too much.

Could we use the prisoners as guides? Maybe return some of their loot if they do a good job. A bit risky maybe...

Im tempted to say push on, make use of the Pathfinder Talent, hell could we power game it and upgrade it with the 2TP?

Alternatively i'm in favour of takeing a point in Markswoman and saving the other for an eventual Cloak and Dagger upgrade
>>
No. 1070442 ID: e5709d

Even shares of 11 gold, 20 silver each. 5 silver goes to finding Crystal Crumpsy a toy.

Take the Spagenhelm, Leather Armor, 3 Knives, a shortsword, poison vials, and the crossbow with bolts. Let the others pick what they can handle.

Use your pathfinder skill. You've still got energy left to find a better camping spot.

TP goes to Witchcraft and Marksman. See if you can put that crossbow to good use as a tool rather than a weapon.
>>
No. 1070454 ID: a785dd

Divide the money evenly among the three of you, and take the poison vials for sure. Only take armour and the crossbow if they aren't too cumbersome. Let Geoffrey and Zarin have whatever equipment you don't take.

Push on until nightfall with your pathfinder skill.

Put 1 TP towards Pathfinder and save the other.
>>
No. 1070486 ID: fef0ba

>>1070434
Paying mercs keeps them happy and hardworking. Give em equal shares to you, with another share held over for later use. Grab the poison- What does Bloodwillow oil actually do? Maybe take the chainmail too, if it's better than what you're currently wearing.
>>
No. 1070577 ID: da6908

>>1070454

Agreed with all of this. It’s not powergamey to level Pathfinder right now, it’s just common sense; Kaia’s about to improve a skill by using it.

Keep one TP in reserve, split the loot, dump anything that would encumber us.
>>
No. 1070594 ID: 64dbac
File 169276593153.jpg - (460.51KB , 450x750 , soj_106.jpg )
1070594

You decide that dividing the coinage with Geoffrey and Zarin seems to be a given, especially in wanting to keep the pair in good standing. From the remnants you claim the poison vials, somewhat surprised to find bloodwillow oil in these lands -- thanks to your knowledge of herbalism, you're familiar with the oil and its effects. Bloodwillow oil is most effective if ingested or applied via wounding, creatures may suffer stiffened joints and numbing pain in their extremities leading to a loss of agility and flexibility along with difficulty concentrating.

Among the rest of the gear, you're confident with your skill at small blades and though they're not throwing knives, having more than one dagger can be useful in a pinch. Similarly, the short sword suits your weapon familiarity -- as for the crossbow, you're familiar with how substantial an effect the mechanism had in arming even the inexperienced at range; you can fit it in your bag along with the spangenhelm until either are necessary. With those more cumbersome additions, your bag is nearing its flexible capacity at its present level of enchantment.

Several of the brigands had worn leather armor, either piecemeal or whole; despite being short for a buune, you've found yourself to be of as tall as many among the realms of man and seemingly stronger than you'd expected by comparison. With some scrutiny and careful gathering, you are able to assemble for yourself pliant, flexible armor that offers greater protection at the cost of some of your agility and alacrity. A worthwhile trade? You reason you may hold a greater appreciation should a blow manage to land on you.

Asserting a desire to push on, Geoffrey and Zarin seem amenable to the prospect; the two of them claim the axes large and small from the spoils.

You are strong enough to handle heavier armor like chainmail, but it will certainly impose more hindrance on your speed and nimbleness (not to mention stealthiness) which seem to be consistent qualifiers in the suggestions so far. Donning the leather armor does impose a nominal tradeoff for speed and mobility, but your stealth should be largely unaffected and it may help considerably in the event that you might be injured. As with many things, you can potentially employ enchanting during your quest.
>>
No. 1070595 ID: 64dbac
File 169276600419.jpg - (314.97KB , 750x450 , soj_107.jpg )
1070595

You have strengthened ties enough to form bonds with your companions! Making the split may seem like a no-brainer to some, but it is sufficient in tandem with your regard for your companions to form the beginnings of bonds. It was touched upon briefly earlier on, but throughout your adventures you may find companions whose bonds can both help grow and improve Kaia's own abilities -- and afford you an influence in directing the development of theirs. Companions may live or die or part ways with Kaia, among any number of possible outcomes -- but maintaining and improving your bonds can be a powerful boon in your quest in the long term.

As a reminder on TP - unlocking a new talent costs two TP, and improving a talent costs TP equal to its current rank (so for example, improving from one star to two stars would cost one TP, but from two to three would cost two and so on.) You can only improve a given talent once per round of advancement. You could improve Pathfinder to two stars for one TP, Witchcraft to three stars for two TP or gain Markswoman for two TP, with some of the direction being considered currently.

Additionally, with the bonds you've formed you have unlocked Geoffrey and Zarin in the adventure sheet! Though there are still hidden elements for your companions, you can now review information for both such as their class, focus and talents -- and you now have the chance to develop their talents as well. Both Geoffrey and Zarin also have 2 TP each presently! Having multiple instances of utility talents in the party can have an additive effect. Each companion you may discover on your quest has one talent unique to them, also.

I've also updated the game sheet for the inventory changes and revealed the PARTY TALENTS tab, as well as added Geoffrey and Zarin to the CHARACTERS tab.

For convenience, here are their current and available talents:

Geoffrey
Current:
Duelist ★★★☆☆ - "Martial excellence in matters of fencing, swordplay and skillful melee to parry, riposte and otherwise perform impressive skill with light bladed weapons."
Cloak & Dagger ★☆☆☆ - Stealth & subterfuge, efficacy at the finer arts of secretive actions, hidden movements and matters of espionage and misdirection.
Pathfinder ★☆☆ - Among the most remote reaches of wilderness through the depths of the darkest caves, expertise in navigating and finding one's way in places others may become helplessly lost.
Huntsman ★☆☆ - "Tracking quarry, be it man or beast, with knowledgeability for survival in the wilderness. Improves odds
of successfully hunting game and can synergize with Pathfinder and Marksman."
Swift Learner (Unique) ★ - "Adaptable and quick to broaden one's skills, provides a chance to gain additional TP when awarded. Once per advancement a new talent can be learned for one TP instead of two. Can cross-train talents from others."

Available:
Brawler ☆☆☆ - Without weapons at hand, one's hands can suffice with able pugilism, grappling and fisticuffs in melee.
Marksman☆☆☆- Honed excellence at range achieving challenging or tricky shots, with improved accuracy over greater distances and leading fast moving targets.
Quartermaster ☆☆☆ - "Camp management when in the wilderness, affording better efficacy of supplies and improving recovery for oneself and others during rest. In civilization, efficacy in handling sundries and common bartering."

Zarin
Current:
Bulwark ★★★☆☆ - "Martial excellence in matters of defense, canny and ken in defending both oneself and others. Higher ranks improve one's ability to deflect or intercept incoming blows."
Shield Wall ★★☆☆ - "Expertise in the use of shields, amplified should one fight alongside others with this talent. Synergizes with Bulwark, higher ranks can reduce the likelihood of one's guard being broken."
Brawler ★☆☆ - Without weapons at hand, one's hands can suffice with able pugilism, grappling and fisticuffs in melee.
Onager's Brawn (Unique) ★★☆☆ - "Large size and a legacy of service can allow an onager to perform impressive feats of strength and carry burdens which would prove overwhelming for others. Capable of carrying and equipping even the heaviest of gear and goods with minimal effects of encumbrance."
Available:
Herbalism ☆☆☆ - Discovering, identifying and collecting useful herbs and plant-life for use as reagents, ingredients, food, poisons or medicinal purposes. Higher ranks increase success rate and yield, opens rarer finds.
Juggernaut ☆☆☆ - "Leveraging a strong defense to afford a stronger offense, aiding in armored mobility and momentum, as well as diminishing and mitigating the effects of debility and injuries during combat."
Pathfinder ☆☆☆ - Among the most remote reaches of wilderness through the depths of the darkest caves, expertise in navigating and finding one's way in places others may become helplessly lost.
Quartermaster ☆☆☆ - "Camp management when in the wilderness, affording better efficacy of supplies and improving recovery for oneself and others during rest. In civilization, efficacy in handling sundries and common bartering."

https://docs.google.com/spreadsheets/d/1GMZzD92D41H7SBRdr3Znag5X2oVB5aWmL0tPqlywi7M/edit?usp=sharing Link to the game sheet; possible spoilers for someone reading this from later updates!

I'm going to treat this as an interstitial update, so the voting / decision making here is just settling on if / how you want to spend TP or save it - afterwards next update we'll proceed on!
>>
No. 1070599 ID: a7a57c

I’m going to presume “additive” is in contrast to “multiplicative” (wherein two skilled users are much more effective than just one) and “non-stacking” (wherein only the highest skill matters, and having multiple users at the same or lesser skill level is as effective as one)

Geoff TP 1: With that in mind, Geoff’s Swift Learner is solid gold for a party member. He’s like steroids for skills, and we can teach him anything we have from other party members. Let’s cross-train him on Herbalism from Kaia, so we don’t have to spend our own TP to pump that stat.

Geoff TP 2: Let’s have Geoff spend his other TP to pump Cloak & Dagger to level 2, so we can have him accompany us on sneaking missions with a degree of competency.

Zarin TP 1 and 2: Do I even need to say how well Bulwark and Shield Wall synergize with each other? Spend 2 TP to bring Shield Wall up to level 3. This is a solid investment in the NOT DYING stat.
>>
No. 1070604 ID: a785dd

Geoffrey: Spend 1 TP cross training Herbalism and put the other into Huntsman.

Zarin: Spend both TP to gain Juggernaut.
>>
No. 1070607 ID: 58dd24

so many good abilities that we should upgrade, but I do cautiously suggest unlocking out unique Fortunate Bun talent would be wise.
>>
No. 1070828 ID: a7a180

Geoff: +cloak & dagger, marksman.
Zarin: Onager's brawn.
>>
No. 1071077 ID: 4481aa

>>1070604

I support both parts of this approach. Herbalism and Huntsman seem like a good pairing, focusing heavily on Geoff's utility in hunting, whereas Zarin improves his defense with a strong offense.
>>
No. 1071120 ID: 7c5beb

>>1070595

GEOFF
Level Cloak and Dagger. Like Donut said, having The Buddy System while on stealth capers could save our life.

Also level Herbalism since it's a good skill and because I don't want to make another tie vote.

ZARIN
Level Juggernaut. I vote this over Bulwark because Bulwark sounds more like a dexterity or combat-based defense skill rather than one based on brawn. While there's nothing wrong with dexterity, we already have Onager's Brawn going for us.

KAIA
Conserve TP for now.
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No. 1071220 ID: 64dbac
File 169336608238.jpg - (260.76KB , 750x450 , soj_108.jpg )
1071220

Once you've finished attending to prisoners and plunder, you feel certain in the course of trusting your skill at Pathfinding -- pushing onward until nightfall, that you may cover as much ground as possible while the day remains. Despite the remoteness of your destination, a road of sorts has been relatively maintained through the swampland reaches; Zarin keeps to the road proper as you and Geoffrey navigate the wilderness which flanks it, both keeping hidden for long stretches.

Two hours into your trek, a stretch of road has been overtaken by a lingering flood of muddy pools; fortunately, you are able to identify and tenable shortcut along an overgrown game trail, avoiding a more lengthy diversion. Distant caws and calls of birds carry on the wind, while croaks and buzzing insects prove a chorus as you traverse loam, mud and clay midst stretches of more solid earth. Finding some fortune in an abeyance of purported monstrosities, your keen eyes and nose flit among the foliage, senses peeled in pursuit of notable or useful flora.

Geoffrey takes a keen interest in your Herbalism once he alights to your activity -- leading to a cultural exchange of sorts: you instruct the man as one might a buune kit. To your surprise, he takes to your lessons with earnest readiness, unexpected of a mercenary. Together, with your tutelage, you and he discover bounteous samplings of lizard's tail and goldenthread along with a bundle of stone root -- the latter of which proves most fortuitous as buzzing insects prove biting pests.

When dusk approaches, you set your focus on seeking out a safe and secluded site to set your camp. While one can find not certain assurance against the dangers of wilds corrupted by the pall, your canny talent proves fruitful: you are confident in the relative sanctity of a dry niche of terrain recessed alongside an enormous, gnarled husk of a great tree. Notably, the essence which yet lingers within its trunk and ancient roots prove a sufficient well from which to erect a SHROUD ritual -- and to your pleasant surprise, Geoffrey is further able to camouflage the sizable tent he and Zarin deploy.

Geoffrey's a fast learner and takes well to matching your tempo at a stealthy gait through the swamp! As the traversal provides opportunities for further surveying of the local flora, both you and Geoffrey with his newly cross-trained Herbalism scored successes! Between the two of you, the party has gained a tidy sum of reagents for later usage -- though for practical purposes, the three of you have immediately used three doses of stone root to combat the swamp's aggravating insect population.

Pathfinder 2 proves to be a savvy investment: here, the check at your first rank would have at least proven sufficient for a suitable campsite, but with rank 2 you were also able to locate a capable ritual source. With this, it was possible to perform a SHROUD ritual at a more potent scale than you would ordinarily be able to comfortably fuel with your own reserves. You feel fairly confident this has made for a safe campsite. Nevertheless, a watch will be kept...


With the tallies in and trying to accommodate the general lean folks took, the results:
> Kaia: 1 TP to take Pathfinder to rank 2, conserve remaining 1 TP
> Geoffrey: 1 TP to take Cloak & Dagger to rank 2, 1 TP to cross-train Herbalism from Kaia
> Zarin: 2 TP to gain Juggernaut at rank 1

Inventory updated:
> Lizard's Tail x6 Soothing swelling and relieving pain, this valuable herb can serve as an excellent reagent for a healing draught.
> Goldenthread x5 Pain relief coupled with sedative qualities, this herb can also help to combat poison; it is a strong healing reagent.
> Stone Root x2 Somewhat repugnant in scent, this herb is nevertheless quite useful as a repellent against insects and other creatures.
>>
No. 1071221 ID: 64dbac
File 169336613144.jpg - (242.19KB , 750x450 , soj_109.jpg )
1071221

Bedding down for the evening, Geoffrey and Zarin assert that they will cover the needed watches through the night, believing -- accurately, you must admit -- that full and restful slumber will best assure your efficacy at witchcraft on the morrow. Given the great unknown of precisely what obstacles or challenges may await at the Vaults, this seems a sensible concession. Much as you would greatly prefer to sleep beneath the stars where Khasma might shine upon you from on high -- you are set to share the thankfully sizable tent with your companions; it is spacious enough for two, but with one on watch there shan't be overcrowding this eve.

Ultimately, Zarin opts for first watch, leaving Geoffrey to bed down for the evening alongside your own accommodations. He sheds portions of armor for practical comforts -- affording you candid glimpses of the man's lean physique wrought of athleticism and battle. At long last, you are afforded a chance to rest and recuperate once more; there's no telling when such an opportunity may present itself again in the day, or days, to come -- the Vaults of Volkregar may prove quite perilous, after all, and there remains word of monstrous creatures ahead.

Still, your evening offers a modicum of flexibility in the calm. As such, you decide to...

> A) Seek company and conversation with a companion
> B) Pray for favor & guidance (To Khasma, or another deity if you so choose.)
> C) STUDY the Bramble Grimoire in an effort to brush up on your cantrips and rites
> D) STUDY Logenthal's Lines for Lagomorphs and practice your 'trade tongue'
> E) Relax & recuperate (seek maximal comfort & rest)
> F) _ (write-in activity not covered by the above)
>>
No. 1071222 ID: a7a180

C.
>>
No. 1071224 ID: b4cdf8

A. Tell Zarin all about how tall Buunes are, and how nice it is to have someone remind Kaia of home.
>>
No. 1071242 ID: 0c1ccb

A. Try to seek some "companionship" for tonight.
>>
No. 1071265 ID: a785dd

A. Spend some time with Zarin.
>>
No. 1071318 ID: f2cf5a

>>1071221
> C) STUDY the Bramble Grimoire in an effort to brush up on your cantrips and rites
>>
No. 1071339 ID: e5709d

D because sus option
>>
No. 1071356 ID: 2c474b

Chat with Zarin. Talk about how weird humans are, and what he thinks of Geoffrey.

Let C. C out, so she can stretch her ghost legs and receive incorporeal head pats from everyone.

I think its rather sweet that a gruff mercenary type like Geoffrey has taken to herb picking. Can we make him something like a flower garland or mistletoe crown?
>>
No. 1071455 ID: 64dbac
File 169368427407.jpg - (246.55KB , 750x450 , soj_110.jpg )
1071455

As the evening winds down, you've energy yet -- and decide to spend the span before slumber joining Zarin by the fireside. Turning Crystal Crumpsy loose, the phantom pooch excitedly bolts to rummage and run about in the overgrowth of the swamp nearby. Settling yourself on a felled log beside the onager mercenary; Zarin looks to you questioningly, and you broach a conversation -- the first real one on one you've had with them, as Geoffrey had done the lion's share of the talking these days past.

You regale the onager with tales of your homeland, extolling the beautiful vistas and valleys of the Ustellen mountains, the bustle of buune in Bellinea and of your travels and travails from before the reckoning that is the PALL. Truly, it feels like a lifetime ago, despite so short a span; your journey has taken you far and way the furthest from your home you've ever been, beyond even the span of the Briar Spire and the shrouded depths of the Obsidian Sanctum. Your encounters with the realms of man had been few and far between, back then -- but in your status as a starkly foreign outsider among the likes of such strange and furless beings, you find common ground with Zarin.

When you have spoken at some length, Zarin seems to relax and open up more freely -- sharing in turn having hailed from the distant INDARAS, far to the east and beyond the Sullen Sea; vassal to the EMPIRE VALEK by conquest, Zarin was but one of many pressed into military service. Across several campaigns Zarin served as a foreign auxiliary and legionnaire, fighting shoulder to shoulder -- or more aptly, far above the soldiers of man with whom they served. Service, and servitude, you learn to be all too familiar to the onager as a people, their large and stout statures and physiques affording them a greater efficacy laborious tasks than that of man.

Imperial Valek had embarked on a campaign against the KHANATE OF KHOR along the easterly reaches prior to the great ruin of the PALL -- and Zarin was among the forward legions waging battle with the GREAT KHAN's armies. This, seemingly, was a slow war of attrition underway, owed in large part to the STRANGE SORCERIES of the Magi of Khor -- but the imperial legions were nevertheless claiming victories deeper and deeper into the realm of Khor.

It was in the midst of a protracted siege of the easterly bastion that the CURSE spread across the lands -- and when the fighting was at its most feverish peak, Zarin recalls the Magi resorting to some fell and doubtless desperate sorcery which loosed great agony and terror midst the ranks of Khor and Valek alike -- slaying many where they stood in gruesome fashion and twisting others into vile creatures, turning on enemy and ally alike.
>>
No. 1071456 ID: 64dbac
File 169368431329.jpg - (246.26KB , 750x450 , soj_111.jpg )
1071456

C.C. returns several times toting successively larger and more impressive examples of the local flora as Zarin collects their thoughts -- before taking to a somber, quiet tone: the onager had been inundated with the same corruptive sorceries that laid waste to the legion surrounding the onager -- yet Zarin remained unchanged and among the living. Chaos reigned, with no semblance of command yet lingering on the field; Zarin speaks of fleeing the battle into the realm of Khor and despite this having meant freedom, seems ashamed of being found of cowardice and desertion from the Empire. Scorned by most as a foreigner and an outsider twice over, Zarin struggled until crossing paths with Geoffrey; the later, it seems, had heard of the sizable onager and sought them out -- and having an able, charismatic and friendly compatriot saved them, or so Zarin believes.

As the hour grows late into the night, you offer comfort and succor to Zarin, and though they are hesitant to accept such, you feel that your BOND has strengthened and that you have grown closer to the onager. There is a certain admirable quality to so large and powerful a figure, you find, and you have yet to be familiar with more intimate company with their kind; perhaps you may yet further explore such companionship in the days ahead. For now, you have found yourself spent and retire to the tent, finding Geoffrey fast asleep already; you reflect on the notion of fashioning a gift for the man, perhaps fashioned of flowers (if you can resist eating them, ever a challenge for a buune!) and file away the thought for when next you have an opportunity.

> Crystal Crumpsy has interacted with inventory
> Crystal Crumpsy attempted to put Gnarled Branch into inventory, but there's no room!
> Crystal Crumpsy attempted to put Gnarled Branch into inventory, but there's no room!
> Crystal Crumpsy attempted to put Gnarled Branch into inventory, but there's no room!
> Crystal Crumpsy attempted to put Gnarled Branch into inventory, but there's no room!
> Crystal Crumpsy attempted to put Gnarled Branch into inventory, but there's no room!

https://docs.google.com/spreadsheets/d/1GMZzD92D41H7SBRdr3Znag5X2oVB5aWmL0tPqlywi7M/edit?usp=sharing Reference sheet for current talents, magic and inventory. (Note: possible spoilers for anyone in the future catching up, as this document will be current to whatever the most recent update is!)
>>
No. 1071457 ID: 64dbac
File 169368436432.jpg - (240.76KB , 750x450 , soj_112.jpg )
1071457

Come morning, you rouse to find you and your companions intact and rested, reporting the watch was uneventful thanks to locale and SHROUD. Having ventured much deeper along the wilderness, you are set to make good time to your destination -- and once the camp has been broken down and remnants of your presence abated, you set out with Geoffrey and Zarin to make haste.

For several hours you trek, navigating the twists and dips of the road to Volkregar; compared to the prior paths, this one proves markedly more substantial and seems to have broadened at the fork after your encounter with the brigands -- suggesting more active and regular usage to and from the more northern reaches of Khor. Around you the air is thick with insects and cloying humidity and while your savvy herbalism largely spares you from the former, the latter leaves your pelt damp and keen sense of smell partly subdued.

As before, you again seek to handle navigation and traversal with Geoffrey, avoiding a suspicious dead-fall on the road. Mid-day, the gloom of the sky above darkens and intensifies, leaving you with that tell-tale prickly sensation precluding a storm. Determined to avoid setbacks, the three of you press on as a drizzle of rain begins to fall, further muddying the way ahead. From this, at least, you feel reassured in your decision to switch to tall leather boots, for your sandals would have left your legs mired and caked with mud most vexing.

Further on, your ears prick to the sounds of a swift river current some ways away, parallel to the road -- and as the weather trails to a burgeoning storm and grows more intense, fat dollops of rain summon splashes in ever-broadened puddles, pattering against the hood of your cloak. "I should've taken one from that lot." Geoffrey quips of your covering. "Mindful not to get tripped up on one in a scrap, though..." He mutters to himself, quite decidedly soaked.

Thunder rumbles in a rolling, roiling wave; with a flash fingers of lightning dance earthward and cast broad shadows, the scent of ozone faint. Together, you reach a gentle slope descending as the road broadens ahead, soggy swamp spreading aside and giving way to the edge of the wilderness -- far in the distance, you can spy the peaks of mountainous terrain and as the canopy parts, you set eyes more clearly on a vast and foreboding sight.

With a coursing river serving as its moat, rocky terrain rises beyond the opposite short and serves as the foundation to a vast fortress of sorts; a gatehouse looms before the span, its portcullis partly raised before the darkness within, while from your vantage you can see a drawbridge raised beyond. In the distance and on high, you spy crumbling crenellations and battlements shrouded in shadow while from the flanks of round towers trail staggeringly large chains, anchored in what appear to be rune-etched obelisks.

Lightning crackles again, twice over in tandem, bolts captured by metal spires capping conical roofs and illuminating gruesome gargoyles perched on their precipice while opulent archways adorn the cusp of a keep looming above it all. After a moment, you come to glimpse light aglow from lofty windows, suggesting an active presence within -- but no guard or garrison seems to grace the entrance as you might expect. You gather your nerve and steel your resolve, for there is no mistaking it: you have arrived at the VAULTS OF VOLKREGAR, domain of one of the last Magi of Khor -- and that you may one day breach the FATED CITY, here you must prevail.

-- END OF ACT 1 --

With this, we wrap the first thread -- but know that ACT 2 will commence soon, with great perils and daring escapades aplenty! I hope you have enjoyed our tale thus far and thank all of you who have followed along and supported its telling! If you would like in the meantime (and really, onward as we go) there is a discussion thread located here: https://questden.org/kusaba/questdis/res/137106.html#137106
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