[LP] DestinyQuest 2: The Heart of Fire

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What should we name our character?

Mr. Patio
2
40%
The lovely Samantha
3
60%
Other (please specify)
0
No votes
 
Total votes: 5

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angelfromanotherpin
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Post by angelfromanotherpin »

Gold. The gun's sweeter.
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Darth Rabbitt
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Post by Darth Rabbitt »

Legendary monster: Dagona the Damned

Crops wither in the fields, while the farm buildings burn, spitting showers of glowing embers through the red-black sky. Smoke is everywhere, whirling and snaking across the hellish landscape, like a living spirit come to relish in the fiery destruction.
'It's Wiccan magic,' the young pilgrim had warned, hurrying in the opposite direction. 'The farm is cursed—forsaken by our god!' The second had been a priest, old and wrinkled. 'Please pass by, child. Leave the fires to cleanse the land of its sin.' The last was a mercenary, armor spattered with rust and dirt. 'I saw a demon there,' he said, his voice shaking. 'You'd do well to keep going, just pass on by.'
Three warnings. Three chances.
But you did not deviate from your path, nor pass on by. Instead, you entered the blazing farmstead, determined to put an end to rumor—or a demon's life if that's what it takes.
'No more chances,' you reflect grimly.
Ahead is the ruin of the farmhouse. A broken shell, its roof beams and boards forming a giant, charred skeleton. And sitting hunched at the edge of one of the splintered floors is a sullen-looking creature. It is throwing stones into a heaped pile of ashes, tattered hair hanging over its soot-streaked face. There are remnants of a summer dress, clinging to its reddened skin, torn and bloodied.
As you approach the creature looks up, regarding you with smoldering coal-black eyes. Then its face creases into a mask of hatred, lips pulling back to emit a wailing scream. It is a horrible, teeth-grating sound that almost breaks your spirit and sends you running. But there is no escape—the creature is charging towards you, powerful strides driving it forward at speed. You draw your weapons and prepare to defend yourself. It is time to fight:
SpeedBrawnArmorHealth
Dagona64470

Special Abilities
Slash and burn: If Dagona wins a combat round, roll three dice and choose the single highest die result to use for her damage score.
Ashes to ashes: Dagona breaths clouds of choking ash. If you roll a double for your hero's attack speed, you are caught in an ash cloud. You automatically lose the round even if your attack speed is higher. (If you have an ability that lets you re-roll dice, then you can use it to try and avoid this.)
So this is definitely the strongest opponent we've encountered so far. Those two abilities are both pretty nasty. She also speed ties us.
Round 1: Patio 12+6 (haste'd, charm'd), Dagona 8+6. Damage 4+4-4=4, Dagona is at 66. *DoTs* She's at 64. Rust'd, her armor is at 2.
Round 2: Patio 7+6, Dagona 6+6 (curse'd). Damage 2+4-2=4, Dagona is at 60. *DoTs* She's at 58.
Round 3: Patio 2+6 (surefooted'd, 7+6), Dagona 8+6. (Prophecy'd, no damage.) *DoTs* Dagona is at 56.
Round 4: Patio 6+6, Dagona 7+6. Damage 6+4-3=7, Patio is at 28. (Backdraft'd, 7 damage, Dagona is at 49.) *DoTs* She's at 47.
Round 5: Patio 6+6, Dagona 8+6. Damage 6+4-3=7, Patio is at 21. *DoTs* Dagona is at 45.
Round 6: Patio 3+6, Dagona 8+6. Damage 5+4-3=6, Patio is at 15. *DoTs* Dagona is at 43.
Round 7: Patio 6+6, Dagona 5+6. Damage 6+4-2=8, Dagona is at 35. *DoTs* She's at 33.
Round 8: Patio 11+6, Dagona 2+6. Damage 2+4-2=4, Dagona is at 29. *DoTs* She's at 27.
Round 9: Patio 5+7, Dagona 9+6. Damage 5+4-3=6, Patio is at 9. *DoTs* Dagona is at 25.
Round 10: (Using Pot of Healing, Patio is at 13.) Patio 11+6, Dagona 3+6. Damage 6+4-2=8, Dagona is at 17. *DoTs* She's at 15.
Round 11: (Using Pot of Speed, Patio's speed is +7 for the round) Patio 9+7, Dagona 9+6. Damage 3+4-2=5, Dagona is at 10. *DoTs* She's at 8.
Round 12: Patio 8+6, Dagona 5+6. Damage 4+4-2=6, Dagona is at 2. *Headshot* Dagona is dead!
It took both of our pots (and I nearly broke out our other healing item), but she went down. Her second ability never came into effect in this fight—the one time Patio rolled a double was the snake eyes that were rerolled with surefooted. That round was still a loss though, but not because of the ability.)

The beast is fast and powerful, and yet somehow you are able to stay one step ahead of its attacks, expertly weaving between sharp claws and searing breath attacks.
After an arduous battle the demon is finally defeated, its blistered body exploding into a cloud of fine black dust. You may now help yourself to one of the following rewards:
Earthen embers (talisman) +1 brawn ability: cauterize (1/combat remove any and all venom, bleed and disease effects that your hero is currently afflicted with. You're still susceptible to them afterwards.)
Armbands of living flame (gloves) +1 speed +1 magic ability: sear (Add one to the result of each die you roll for your damage score, multiple copies of this ability do not stack)
Grieving soul (ring) +1 armor ability: fire aura (all opponents take 1 armor-ignoring damage at the end of each round)

(Patio has the word duty on his hero sheet.)

This demon must have been the farmer's wife—or what was left of her after the Wiccan's magic had run its course. Amongst the creature's smoldering remains, you spot a silver locket glittering in the firelight. You retrieve it from the ashes, wondering if it might be of significance to the farmer and his sons.
You have gained Dagona's locket. (Make a note of this on your hero sheet, it does not take up backpack space.) After pocketing the locket, you decide to leave the farmstead—hoping there is still time to find the family and inform them of what has happened. (Return to the map to continue your journey.)

Pick a loot to proceed. Also let me know if you want to change our next destination because of the locket.
Name: Mr. Patio
Path: Rogue
Speed: +6, Brawn: +4, Magic: +4, Armor: +3
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadHat of Stars+1+1Charm
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Warded Wood+1+1

BackpackItem
1Angelica Wreath (ability: holy protector)
2Mother's Medicine (2 uses)
3Jacob's Special Mix (2 uses)
4
5

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Dagona's locket
Money Pouch: 351 Crowns
Last edited by Darth Rabbitt on Fri Sep 14, 2018 8:34 pm, edited 2 times in total.
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Omegonthesane
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Post by Omegonthesane »

Are armbands of living flame meant to be gloves?

Imma instead vote for taking Grieving Soul and replacing Warded Wood.

Then return the plot coupon to Raven's Rest before letting Trellis cameo.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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SGamerz
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Post by SGamerz »

Turn in the plot coupon.
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Darth Rabbitt
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Post by Darth Rabbitt »

You spot the3 three farmers that had tried to rob you, sitting along one of the benches at the far end of the taproom. At first your eyes had passed over them, assuming they were just a group of gaudily-dressed nobles from some far flung city. But then you recognized the two boys; it is surely them, resplendent in tailored clothing, surrounded by a veritable feast of suckling pig and spiced potatoes. The boys are tucking into their food with gusto, whilst sharing jokes with some pilgrims on the next table. The father is supping his ale, his eyes fixed on a scabbarded sword resting on the table top.
'Well, your fortunes have certainly changed,' you smile, walking over to the table and gesturing to the succulent array of food.
The boys smile up at you, mouths full. The father stands, awkwardly rearranging his ill-fitting doublet. 'Me good friend, a pleasure to see yer.' He grins, sporting a gold tooth. 'Turns out me youngest was a better gambler than I thought. Please, will yer join us and share our food?' He gestures to the bench opposite.
You hesitate, reminded of your recent battle at the farmstead. Reaching into your pack, you lift out the locket that you found on Dagona's body.
The father gasps, his eyes widening. The two boys stop their eating as their attention shifts to the glittering chain and the broken-heart locket. 'Is that...Mother's?' asks the youngest, forcing his words around a mouthful of food.
'She is at rest,' you add gravely, handing the chain over to the father.
He takes it, his hands trembling as he lifts it up to his teary eyes. 'This...this is hers, yes.' He touches a similar chain that hangs around his neck, where you see the other half of the locket glittering in the lantern light. 'It is good to know that she won't suffer no more. Thank you.' (Remove Dagona's locket from your hero sheet.)
The man reaches for the scabbarded sword. 'I bought this...with half a mind to return to that cursed farm and do what...' He stops, shaking his head. 'I were a fool. I have not your courage. Take it. The blade is yours and good riddance to it.'
You may now take the following special reward:
Duty
(main hand: sword)
+1 speed +1 brawn
Ability: charm, faith and duty set (if your hero is equipped with both swords from the faith and duty set, then you can use the redemption ability.)
Redemption (mo): 1/combat, raise your brawn by 2 for one combat round and heal 4 health.

If you wish to decline the farmer's kind offer, he offers you 30 gold crowns instead. After sharing food and conversation with the family, you take your leave and head back towards the bar.

Do we take the sword or the gold?
Name: Mr. Patio
Path: Rogue
Speed: +6, Brawn: +3, Magic: +3, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadHat of Stars+1+1Charm
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Mother's Medicine (2 uses)
3Jacob's Special Mix (2 uses)
4
5

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Money Pouch: 351 Crowns
Last edited by Darth Rabbitt on Sat Sep 15, 2018 4:14 am, edited 2 times in total.
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Omegonthesane
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Post by Omegonthesane »

Take the gold instead. +1 damage and Charm is not worth our build sacrificing Bleed and I'm pretty sure we missed the chance to get the Faith sword.

Then same sequence as before - Trellis, then red, then confirm we have better stuff than money can buy, then boss.
Last edited by Omegonthesane on Sat Sep 15, 2018 6:47 am, edited 2 times in total.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Darth Rabbitt
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Post by Darth Rabbitt »

Team battle (advanced): The wicker man

Outside Blight Haven there is a desolate hill, perpetually shrouded in a yellow-green mist. According to the ghost stories, whispered around the campfire, the inhabitants of this cursed village turned their back on the church, delving into witchcraft and devilry to try and save their people from the plague. In desperate times, people will resort to desperate measures.
The wicker man stands as dark testament to the bloody practices that took place in the village: a giant effigy of wood and straw, bedecked with wilted garlands and tattered carnival ribbons. A crowd of ravens caw and peck at the sack-cloth head, where a crude mockery of a smile has been stitched beneath the hollow eye sockets.
Bones litter the hillside as you clamber to its summit, a companion in tow. Some say many travelers and pilgrims were sacrificed here to feed the wicker man's insatiable hunger. And where there is death, there is bound to be treasure.
The mist is thick, reeking of fetid marsh water. It curls in snake-like tendrils over the rooftops of the forgotten village, creeping around the wicker man and weaving between its skeletal frame.
A creak of wood. A scrape of limbs.
So the ghost stories were true, the wicker man has gained some semblance of life—infused by the demonic magics that were used to craft it. The giant lurches forward, its cage-like body falling open, ready for a fresh sacrifice.
Your companion's steps falter, their breath steaming in the cold.
Then you hear it. An angry buzzing sound—growing louder and louder. Suddenly, from out of the sackcloth head, a dark swarm of bees spill forth into the chill air. Then a wooden hand descends, snapping around you and lifting you up towards the cage. You beat and kick in an effort to get free, but there is no escaping your fate. You find yourself flung inside the creature's body, the door snapping closed behind you. Then the swarm of bees spiral into the cage, trapping you within a humming maelstrom of blinding, stinging death. It is time to fight:
SpeedMagicArmorHealth
Wicker man151310250
Bee cage55490

Special abilities
Bee stings: The hero in the bee cage must suffer 4 damage at the end of each combat round, ignoring armor.
Blood sacrifice: If the hero in the bee cage is defeated, then the wicker man's speed, brawn and armor are increased by 2 for the remainder of the battle.
Broken magic: If the hero in the bee cage wins (reducing the bee cage to zero health) then the wicker man's speed, brawn and armor are lowered by 2 for the remainder of the battle.
Straw and wood: The wicker man and bee cage are immune to bleed, disease and venom.

Special rules
The fastest hero (based on speed score) fights the wicker man and the slowest hero fights inside the bee cage.
Each combat round is fought separately between each pair of combatants. Abilities that damage more than one opponent (such as ignite, cleave, thorns and fire aura) can be used by a hero, and their damage applied to the other hero's opponent.
If the hero in the bee cage they can join their ally against the wicker man, using the team battle rules for attack and support heroes. They also benefit from the broken magic rule (see special abilities above).
If the hero in the bee cage is defeated, then the remaining hero must continue to fight the wicker man alone, using the blood sacrifice rule (see special abilities above).
Once the wicker man is defeated, the heroes have won (even if the bee cage still has health.)
Trellis should be able to kill the wicker man fairly easily, but Patio might have trouble with the bee cage. I'm going to assume that he bought 2 pots of healing with his reward money to give him a chance here. Going to do the separate rounds as #p (for Patio) and #t for Trellis).
Round 1t: Trellis 2+16, Wicker Man 7+15. (Parry'd, no damage). *DoTs* Wicker Man is at 247.
Round 1p: Patio 11+6, Cage 7+5. Damage 6+3-4=5, Cage is at 85. (Rust'd, it's armor is at 2.) *DoTs* It's at 82, Patio is at 31.
Round 2t: Trellis 10+16, Wicker Man 9+15. Damage 10+20+2-10 (wind walker'd)=22, Wicker Man is at 225. *DoTs* It's at 212. (Corrupt'd, its magic is at 11.)
Round 2p: Patio 9+6, Cage 3+5 (curse'd). Damage 2+3-2=3, Cage is at 79. *DoTs* It's at 76, Patio is at 27.
Round 3t: Trellis 7+16, Wicker Man 4+15. Damage 3+20+2+3 (surge'd) -10=18, Wicker Man is at 204. *DoTs* It's at 201.
Round 3p: Patio 12+6, Cage 6+5. Damage 2+3-2=3, Cage is at 73. *DoTs* It's at 70, Patio is at 23.
Round 4t: Trellis 8+15, Wicker Man 2+15 (windblast'd). Damage 5+20+2-10=17, Wicker Man is at 186. *DoTs* It's at 183.
Round 4p: Patio 4+6, Cage 11+5 (Prophecy'd, no damage.) *DoTs* Cage is at 70, Patio is at 19.
Round 5t: Trellis 5+16, Wicker Man 4+15 (shackled'd). Damage 4+20+2-10=16, Wicker Man is at 167. *DoTs* It's at 164.
Round 5p: (Using Mother's Medicine, Patio is at 23) Patio 10+6 (haste'd), Cage 9+5. Damage 6+3-2=7. Cage is at 63. *DoTs* It's at 60, Patio is at 19.
Round 6t: Trellis 11+16, Wicker Man 10+15. Damage 1+20+2-10=13, Wicker Man is at 151. *DoTs* It's at 148.
Round 6p: Patio 7+6 (charm'd), Cage 6+5. Damage 3+3-2=4, Cage is at 56. *DoTs* It's at 53, Patio's at 15.
Round 7t: Trellis 7+16, Wicker Man 6+15. Damage 5+20+2-10=17, Wicker Man is at 131. *DoTs* It's at 128.
Round 7p: (Using Mother's Medicine, Patio is at 19) Patio 8+6, Cage 6+5. Damage 4+3-2=5, Cage is at 48. *DoTs* It's at 45, Patio is at 15.
Round 8t: Trellis 3+16, Wicker Man 3+15. Damage 1+2+20-10=13, Wicker Man is at 115. *DoTs* It's at 112.
Round 8p: (Using Jacob's special mix, Patio's speed is at +7) Patio 7+7, Cage 8+5. Damage 6+3-2=7, Cage is at 38. *DoTs* It's at 35, Patio is at 11.
Round 9t: Trellis 5+16, Wicker Man 6+15. Tie. *DoTs* Wicker Man is at 109.
Round 9p: (Using Pot of Healing, Patio is at 15.) Patio 9+6, Cage 8+5. Damage 5+3-2=6, Cage is at 29. *DoTs* It's at 26, Patio is at 11.
Round 10t: Trellis 6+16, Wicker Man 5+15. Damage 6+20+2-10=18, Wicker Man is at 91. *DoTs* It's at 88.
Round 10p: (Using Pot of Healing, Patio is at 15.) Patio 12+6, Cage 6+5. Damage 6+3-2=7, Cage is at 19. *DoTs* It's at 16, Patio is at 11.
Round 11t: Trellis 9+16, Wicker Man 8+15. Damage 6+20+2-10=18, Wicker Man is at 70. *DoTs* It's at 67.
Round 11p: (Using Jacob's special mix, Patio's speed is at +7) Patio 7+7, Cage 6+5. Damage 3+3-2=4, Cage is at 12. *DoTs* It's at 9, Patio is at 7.
Round 12t: Trellis 7+16, Wicker Man 5+15. Damage 2+20+2-10=14, Wicker Man is at 53. *DoTs* It's at 50.
Round 12p: Patio 12+7 (surefooted'd), Cage 9+5. Damage 6+3-2=7, Cage is at 2. *Headshot* Cage is destroyed. *Broken Magic* Wicker Man's speed, magic and armor are all reduced by 2.
(Will be using Trellis as active hero, as she's both stronger and hasn't been touched by her opponent so far, while Patio is almost dead.)
Round 13: Trellis 7+16, Wicker Man 6+13. Damage 3+20+2-8=17, Wicker Man is at 33. *DoTs* It's at 30.
Round 14: Trellis 8+16, Wicker Man 7+13. Damage 2+20+2-8=16, Wicker Man is at 14. *DoTs* It's at 11.
Round 15: Trellis 8+16 (charm'd), Wicker Man 9+13. Damage 2+20+2-8=16, Wicker Man is dead!
Patio almost died in the bee cage, even after blowing all his consumables. I do like the image of this guy in a cage just downing medicine while cutting bees off of him with a rusty knife, and then just shooting the cage open. Trellis wasn't touched by the wicker man (she parried the one blow it would have landed. And yes, Lorcan's power did come in handy, eating about 10% of the wicker man's health. Fun fact: I completely forgot about the Snakes alive! ability that Trellis had but I don't feel like rewriting the whole combat for it, especially since I think it was intended to be 1/combat like everything else.)

The wicker man is brought crashing into the ground, its rune-painted wood splintering into plumes of dark magic. Elated with your victory, you and your companion search what remains of the strange creature.
Each hero finds 100 gold crowns and may choose one of the following rewards (heroes may choose the same reward if they wish to):
Harvester (ring) +2 brawn +2 magic ability: regrowth (1/combat, restore 6 health to yourself or an ally. Multiple uses stack like charm.)
Solstice (main hand: staff) +1 speed +3 magic ability: channel (1/combat, reduce your magic by 2 to increase your damage by 4 for one round. Magic reduced this way returns to normal at the end of the combat. Multiple uses stack like charm.)
Garland of sacrifice (head) +1 speed +2 brawn ability: atonement (1/combat heal yourself and an ally for the total passive damage inflicted on an opponent in that round, from bleed, barbs, disease, fire aura, thorns and venom.)

Eager to leave this bewitched hilltop, you and your companion head back into the mist-shrouded forest. There you rejoin the road to Carvel, hoping that the warmth and merriment of an inn will ease the dark memories of this infernal night. (Return to the quest map to continue your adventure.)

Pick a loot for each character to proceed.
Name: Mr. Patio
Path: Rogue
Speed: +6, Brawn: +3, Magic: +3, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadHat of Stars+1+1Charm
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2
3
4
5

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Money Pouch: 461 Crowns
Name: Trellis
Path: Mage
Career: Necromancer
Speed: +16, Brawn: +1, Magic: +20, Armor: +6
Health: 50
SlotItemSpeedBrawnMagicArmorAbility
HeadThe Morgue+2+4Leech
NecklaceChains of the Void+1+1Shackled
CloakSlipstream Silk+3+2Surge
Main HandTempest's Fury+2+5Windblast
Left HandGrasping Grimm+3+3Rake
GlovesVambraces+1+2Parry
ChestDeathgrip Robes+2+3Corruption
FeetElemental Greaves+2+2Fire Aura
TalismanBone Fetish+1Necromancer
Ring 1Traveler's Ring+1+1Charm
Ring 2Duelist's Band+2Ensnare

BackpackItem
1
2
3
4
5

Rune Key
Plain Gold Ring
Air superiority
Bright shield
Snakes alive!
Companion
Wind walker

Money Pouch: 1166 Crowns
Last edited by Darth Rabbitt on Mon Sep 17, 2018 11:38 pm, edited 2 times in total.
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Omegonthesane
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Post by Omegonthesane »

Patio takes Garland of Sacrifice, Trellis leaves all this useless-to-her shit to rot. Not sure why it thought those loots were appropriate for an endgame Legion of Shadow character, perhaps it didn't.

Half a vote to fill our backpack with healing salves and totally ignore the purchasable equipment before entering the red quest.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

Omegonthesane wrote:Patio takes Garland of Sacrifice, Trellis leaves all this useless-to-her shit to rot. Not sure why it thought those loots were appropriate for an endgame Legion of Shadow character, perhaps it didn't.

Half a vote to fill our backpack with healing salves and totally ignore the purchasable equipment before entering the red quest.
All these.
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Darth Rabbitt
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Post by Darth Rabbitt »

(I thought Harvester could be decent for Trellis. She gets an extra point of magic, and while regrowth is usually a worse ability than charm it's nice for healing the squishy Mr. Patio.)
Quest: The light and the dark

(Note: You must have completed the blue quest Behind the mask before you can start this quest.)

You leave the settlement of Raven's Rest, striking south along the well-worn track that will take you out of the moors and into the lands beyond—the grassland plains known as the Saskat Prairies. It is time to move on—something you have always been good at, aware that your strange powers can often draw the wrong kind of attention. The last few weeks have taught you that your gift, your ability to glimpse the future, has been changed somehow by your exposure to the Elysium. It has made you faster and more agile in combat, a second sight that always keeps you out of harm's way. As for the other visions, they come and go, but are always the same—a vast forest of thorns and some presence beckoning you from its darkest depths.
A light rain begins to spatter off your cloak as you make your way through the bleak hills. You will not be sorry to trade this wet and wintry northland for the warmer climes to the south. Lowering your head to the chill wind you pick up the pace, hoping to reach a settlement or inn before nightfall.
You slow when you hear voices ahead. Through the blanket of drizzle you see a covered wagon lying askew across the water-logged track. Your hands go immediately to your weapons, your quick eyes flitting between the three visible travelers: an elderly-looking man sat hunched on a boulder by the roadside, and a man and a woman talking by the wagon. All three are dressed in mud-splashed coats and hats; possibly pilgrims or trinket sellers.
The woman has already spotted you, her hands dropping to the long swords resting against her hips. Curtains of blond hair tumble out from beneath her wide-brimmed hat, framing a pale face dominated by piercing blue eyes. The man next to her appears to be weaponless, but the cuffs of his coat are long and wide, covering his hands. He stiffens, his eyes narrowing suspiciously.
You nod your head in greeting, approaching cautiously. It is the woman who drops her guard first, her face splitting into a wide beaming smile. 'Well lookee here. If it isn't my woozy fainting friend.'
For a moment you frown, trying to place her. Then you remember—the woman who came to your aid when you first had your strange vision in Carvel. 'You're a long way from town,' you state, noticing that the man is still tensed, his posture emanating distrust.
He scowls. 'Someone else you courted with that tongue of yours?' he says, aiming his statement at the woman. She gives him a hurt expression, before lowering her eyes.
'The priest will come good,' she says. 'He wanted to help.'
You notice that the elderly man by the roadside has not looked up or shown any interest in the conversation. He is muttering to himself, wringing his hands together as if trying to rid them of something unclean.

Will you:
Ask what happened to the wagon?
Ask what is in the wagon?
Ask where they are traveling to?
Ask if you can help?
Name: Mr. Patio
Path: Rogue
Speed: +7, Brawn: +4, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Pot of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Money Pouch: 421 Crowns
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Post by Omegonthesane »

actually when you put it that way Trellis can take Harvester, she's going to be carrying Patio in team fights for a while and changing our mind about this won't have ain impact for a while yet.

Start at the top of the exhibition tree and work our way down to the base
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Post by Darth Rabbitt »

I'll give you until (just before) the next team battle to figure Trellis' loot out. Anyways, on to the questions:

What happened to the wagon:
The woman pipes up immediately. 'We came a cropper, well and truly stuck in a rut.' She taps the side of the wagon with her boot heel. 'Water here makes it impossible to spot the deep holes. Think our axle may have gone with the weight.' The woman pats her belly, grinning. 'Not mine, I hasten to add.'
Her companion continues to scrutinize you with predatory eyes. 'That hole was there by design,' he mutters. 'Probably the work of Wiccans.' He emphasizes the last word, watching carefully for your reaction. 'This is their territory and, right here, we're sitting fools for an ambush.'
You notice that there is no horse and pony tethered to the wagon. The woman appears to read your mind. 'Oh, we sent one of our companions to fetch aid. They won't be long now.'

What's in the wagon:
Both travelers speak at the same time.
'Nothing,' snaps the man darkly.
'Supplies,' says the woman, talking over him. She flinches, realizing her error. 'Sorry,' she says bashfully.
You glance at the wooden crates, piled up in the back of the wagon. Most are plain, but you notice a couple carry the stamp of a white rose. The mark seems familiar—then you remember the crates that you saw being unloaded in the prince's courtyard in Carvel. 'The white rose,' you comment, nodding to the crates. 'That's the symbol of the cardinals from the White Abbey.'
The man shifts uneasily. 'I had you down as a traveler, not a scholar. Perhaps you best move on now—stick to the traveling part, not the nosing around part, eh?'

Where they are traveling to:
The monastery,' says the woman, bouncing on her heels with excitement. 'I can't wait to see it. Heard so many stories about—'
The man clears his throat noisily, forcing her to silence. They exchange a look, then she lowers her gaze, her shoulders slumping. 'Ah yes. Not supposed to say, am I? My mouth runs away with me sometimes.' She turns away glumly.
'Indeed it does,' the man glowers angrily. He shoots you a scathing glance. 'There is nothing you can do here, traveler. So be on your way.'

How you can help:
"Well, that's mighty kind of you,' grins the woman, stepping forward and offering out her hand. 'I'm Bea—and this here is Brother Ventus.'
The man rolls his eyes. 'Judah's light, let's have no secrets.' He gives the woman an incredulous look. 'With a tongue as loose as yours, you should have been a bard.'
'Oh Vent, I know a good heart when I see one.' Bea gives you another of her open smiles. 'I believe the One God sent this one to us.'
Your eyes haven't left her male companion. 'You said "brother." Are you an inquisitor?'
He raises an eyebrow, grinning for the first time. 'No, I'm a brother of the monastery.' He doffs his hat, revealing his shaven scalp. You also notice glittering inscriptions on the back of his hand.
'And him?' you gesture to the elderly man by the roadside. He is muttering to himself, rocking back and forth in agitation.
Bea and Ventus exchange glances. The woman is silent, carefully guarding her words. The monk is about to speak when something catches his eye. His head snaps around quickly, surveying the surrounding moorland.
'They found us...' gasps Bea.
Black figures pepper the rocky hills, standing stark against the grey-white sky. You count possibly thirty or forty warriors, clad in furs and rusted mail. A troop approaches, striding towards you with a surly confidence. Their leader is a woman—her grey hair decorated with crow feathers and silver beads. Black runes glimmer against her tanned-hide robes. To her left is a giant of a warrior with great wide shoulders. In each hand he carries a mighty axe, their runes spitting and hissing as the rainwater splashes against the steel. To the woman's right is a short man, thin and wiry. The hood of his fur cloak is pushed back to reveal his war-painted face. As he bares his pointed teeth, you recognize him instantly—the Wiccan who freed you from the prison at Durnhollow.
Bea draws her swords, their inscribed steel dancing with white light. The monk tosses his hat aside, ripping open his coat to reveal padded brown robes. He lets the coat drop from his arms, his body immediately snapping into a battle stance. Magic flares around his inscribed knuckles, surrounding his hands in balls of white light.
The Wiccans come to a halt, showing neither fear nor surprise at this show of aggression. The woman smiles, her amber eyes sliding past the others to settle on your own. 'Sanchen,' she nods, her feathered hair flapping in the wind. 'We meet at last.'

Bea gives you a sideways glance, her hands flexing around her sword grips. 'Sanchen. You're a prophet?'
Your attention remains fixed on the Wiccans. The short man whispers something to the feathered woman, who nods and smiles. 'We should never have left you at Durnhollow,' she says with genuine regret. 'We have need of your powers, Sanchen. Old one.' She tilts her head, looking past you to the elderly man sat by the roadside. He is fumbling with one of the buttons on his coat, the rainwater dripping from the brim of his hat. 'And we want that one. The so called 'secret weapon.'
'God's teeth,' curses Ventus, looking straight at Bea. 'Is there no one in Carvel who doesn't know?'
The pilgrim shakes her head quickly, her cheeks reddening. 'I was careful.'
'Not after a cup too many, dear,' grins the Wiccan woman. 'We have our eyes and ears, even in the towns.' She points to the elderly man. 'He is important. And he comes with us. Don't try and stop us. As you can see...' The woman gestures to her ragged band of warriors, all armed with brutal weapons. 'A fight would not favor you.'
Bea takes a step forward, raising her swords. 'I'll gladly put your steel to the test.'
The giant throws back his head and laughs—a deep, hard sound, both daunting and terrible. His ragtag soldiers follow suit, throwing curses and jibes in a guttural-sounding language.
With a bullish snort, the mighty warrior takes a step forward, beating the flat of an axe head against his chest. 'I am Conall. The freed man. Leader of the Wiccans. We take back the old lands. The kin lands. And we make your pay for our suffering in tears and blood!'
'Wait.' The feathered woman stops him with a commanding tone. 'Stay your hand, king in the making. Let our zealous friends here decide their fate.' Her eyes flick to you, the corners of her mouth twitching with amusement. 'What say you, Sanchen? The crows got your tongue?'

Will you:
Convince your companions to surrender?
Look for a peaceful compromise?
Draw your weapons and defy the Wiccans?
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Post by Omegonthesane »

We owe the Wicca - convince the One God botherers to surrender.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

Peaceful compromise.
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Post by Darth Rabbitt »

Truth be told, you picked the two options that produce identical outcomes, so rather than wait for a tie-breaker so I'll just post them both:
Convince your companions to surrender wrote:'I don't see we have much choice in this matter,' you reply grimly, your eyes ranging across their sizable force. 'As you say, a fight would not favor us.'
'What?' Bea looks at you angrily. 'We can't surrender!'
'You do not speak for us, stranger,' snaps Ventus, his face twisting with derision. 'We will lay down our lives if we must.'
The Wiccan woman nods. 'That is regrettable, but changes nothing. And what do you say, Sanchen?' She appraises your weapons with interest. 'Will you lay down your life for a Church that chose to imprison you?'
Bea shifts away from you warily. 'You were a prisoner?'
Suddenly, the loud blare of a horn reverberates across the moorland. It is followed from a hooting call from one of the Wiccans. Some kind of warning. They all turn as one, weapons leaping from scabbards and belts, as the first bright explosion rips into their ranks.
Look for a peaceful compromise wrote:'If it avoids bloodshed, then I will go with you,' you reply, taking a step towards the Wiccans. 'But I ask that you let these people go unharmed.' You gesture to the three travelers.
'No.' The feathered woman shakes her head. 'We want that one—and we won't leave without him. Conall...'
The giant grunts and starts towards the elderly man, who is now humming to himself quietly. Ventus moves quickly to intercept the warrior. 'Lay one hand on him and...'
Suddenly, the loud blare of a horn reverberates across the moorland. It is followed by a hooting call from one of the Wiccans. Some kind of warning. They all turn as one, weapons leaping from scabbards and belts, as the first bright explosion rips into their ranks.
First there is confusion. Then chaos. Through the rain and smoke you see brown shapes hurtling across the hills, moving with unnatural speed. There is the crunch of bones and the flash of magic as they collide with the Wiccans. One warrior goes flying past you, smashing into the side of the wagon. A smoking hole has been punched straight through their rusted armor. You glimpse a bald-headed man in brown robes go blurring past, his glowing fists smashing into another warrior and sending them flying backwards, as if they had been hit by the force of a hammer.
'Just in time,' grins Ventus. The monk springs into the air, his body twisting around to deliver a kick to the Wiccan giant. Conall staggers back, swiping at the air with his axes. But he is too slow—the monk has already slipped behind him, delivering a flurry of punches that lift the giant off his feat. With a roar he crashes down onto his stomach, rolling to parry the next incoming attack.
Meanwhile, Bea has sped forward, charging the rogue with the pointed teeth. He ducks and darts, moving gracefully around her strikes, his glowing daggers seeking to reach past her guard.
Another explosion sends clots of earth showering into the sky.
The Wiccans are already falling back as the monks spill through their ranks like a fast-moving river, their glowing limbs spinning and twisting in an endless blur of light. The feathered woman strides towards you, her expression as cold and bleak as the moorland. 'Tell me prophet, do you see how this will end?'
You shake your head, taking a step back. 'I'm no prophet.'
'Liar!' she snaps. 'What have the visions told you? Tell me!'
You continue to protest. 'I have seen nothing! Nothing that makes any sense...'
Suddenly, there is a clatter of wheels on the track. You both see a cart rattling towards you. Several riders are galloping ahead of it. Their leader is a young man in white robes, his hands gripping a pale staff. You recognize him instantly.
'Benin!'
(Patio has the word prevail on his hero sheet.)

The priest reins in his horse in a flurry of mud and water. 'My friend!' he gasps, his surprise mirroring your own. 'The One God shines on us this day.'
The feathered woman snarls, tugging a black wand from her belt. 'It seems you have already chosen your side, Sanchen.'
'No!' The cry comes from Benin, as the Wiccan witch aims the tip of her wand at you. There is a blast of cold, black fire—then you are falling backwards, screaming in agony. The last thing you remember is the rain, spearing down from the black skies, beating against your pain-wracked body. Then the light fates and a feverish darkness takes you.

You awake to find yourself staring at a stone wall. A cold wind is gusting through a narrow window, sending light flickering across the grey slabs. With a groan, you roll down onto your back, aware that something is constricting against your chest. Looking down, you see bandages wrapped tight around your ribs. From beneath the dressing you can feel a hot, smarting pain.
Your attention shifts to your surroundings—and for a second your breath catches in your throat, convinced that you have been brought back to Durnhollow. The room is small—little more than a cramped cell—and austerely furnished, with only the straw pallet bed and a dripping candle for company. An arched wooden door stands half-open, beyond which you can hear the resonant echo of voices, chanting in unison. You try nad rise but a sudden flash of pain drives you back against the bed. Then dark dreams take you once again, filled with black thorns and cackling demons.
When you next awake, you find yourself propped up by a pillow. Someone is leaning over you, tipping a clay cup to your lips. The mixture tastes sweet, like honey, as you gulp it down.
'Good, I see your strength returns.'
It is Ventus, the monk you met on the road. He is dressed in his familiar brown robes, padded with bands of leather. As he takes the cup away, you catch the sparkling white inscriptions etched into the back of his hands.
'Where am I?' you croak, wincing as you try and rise.
Ventus bows his head, his fingers making the sign of the cross in the air. 'The Monastery of the Risen Light. You are safe here.'
Memories suddenly come flooding back—the fight on the moors, the Wiccan woman with feathers in her hair. You glance down at your bandages, remembering the flast of magic from her wand. 'What happened to the Wiccans?' you ask, rubbing your aching side.
Ventus offers you a thin smile. 'Fireworks, of all things. A stray blast hit the wagon and one of the crates blew sky high. Must have been given to us by mistake—something meant for the Carvel celebrations. It was enough of a distraction to get you and,' he pauses for a moment, pressing his lips together, 'our charge to safety. Come,' Ventus offers a hand, to help you stand. 'If you feel up to it, the dean would like to meet with you.'

You follow Ventus down a number of echoing stone corridors. Doors to either side afford glimpses of similar cubicles to your own, with pallet beds and kneeling stools. Eventually, you are led out into a wide open courtyard. For the first time you see the vast walls of the monastic buildings looming up into the clear blue skies.
'The dean's offices are over there,' says Ventus, pointing to a set of stairs leading up to a rectangular tower. 'I must attend to other matters in the library. One God guide your path, traveler.' The monk bows and then re-enters the building behind you.
As you cross the courtyard, you spot Bea sitting on a bench beneath a row of mullioned windows. One of her swords is resting across her knees, and she is scrutinizing it with a thoughtful expression. An oil-skin bag is open next to her, with several tattered books scattered on top of it.
To your left you see an elaborate door, made from ivory and gold. It creaks open and a young monk appears, squinting in the light. You notice that he is rubbing the back of his hands, where branded sigils flash and sparkle with their own bright radiance.
To your right, an archway leads through into a columned hall. At its far end, a lone priest kneels in prayer before a statue of the prophet Allam.

Will you:
Ask the monk about his markings?
Talk to Bea?
Enter the chapel and speak to the priest?
Climb the stairs to the dean's tower?
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Post by Omegonthesane »

Do any of the first three choices lead to mutually exclusive branches? No? Then do what we always do to exposition trees.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

Talk to Bea
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Post by Darth Rabbitt »

I guess I'll start with Bea, and then go top-to-bottom with the rest.

As you approach, Bea looks up, a cold breeze brushing the blond hair from her face. 'Oh, lookee here—mended at last!' She jumps to her feet, sending her sword clattering noisily to the ground. With a beaming smile, she starts forward to give you a hug, then checks herself.
'Oh, I shouldn't...I...excuse me.' Blushing, the woman stoops to retrieve her blade. 'So...so clumsy of me, sorry. Not like me at all.' Bea forces a nervous laugh as she straightens, catching your eye and turning a deeper shade of crimson. Behind her on the bench, you see some tattered journals resting on an oil-skin bag. They look to contain a series of arcane markings.

(New menu unlocked, going top-to-bottom.)

Why she's acting so strangely:

Bea purses her lips as if trying to contain the words. Then they suddenly burst forth in an excited flurry. 'I'm not supposed to speak to you—but this is too exciting! You're a prophet, aren't you? That is why the Wiccans called you Sanchen. It's their word for their elders—those they believe have the sight. I don't trust they could ever have such a thing, not like the great Allam, blessed by the One God. But you, perhaps...yes, the Dean is very excited, very excited to have you here, if it's all true that is, and not just made up—not that you would make it up, but oh...' The woman finally draws breath, her words faltering. 'Look at me, I'm not supposed to have said any of that.' She glances down at her feet guiltily. 'I do go on so. Pretend I never said a word, that's the best.'

About the books:

'Oh, these!' says Bea, grinning ear from ear. 'They're inscriptions. I copied them down from the shrines of Saint Mary. She was one of Judah's disciples, the first pilgrim to spread the holy word across Valeron.' She hands you one of the battered journals from the pile. Flicking through its yellowed pages, you see that most of them are filled with a confusing mix of arcane glyphs, annotated scripture and hastily-scrawled maps. 'Mary's teachings provide the faithful with safe passage—for those pilgrims who would follow in her footsteps and seek out the shrines.' Bea lifts up her sword, revealing the inscriptions that are cut into the steel. 'They have many uses. These are to provide healing, whilst others...' She touches a necklace of charms that hang around her neck. 'These give me protection. Useful when walking the darker roads—as we pilgrims must.'

And now, as a rogue, we're offered the chance to learn the Pilgrim career:

'Oh, how exciting!' Bea claps her hands together excitedly. 'I do love passing my teachings on to others, so they might do the same—that's what Saint Mary wanted us to do, after all.'
The pilgrim proceeds to teach you a basic set of inscriptions that will provide healing and protection. Using a metal tool, its length glowing with holy script, Bea shows you how to carve these into your possessions. As you scratch the designs into the steel of your weapon, you sense some part of yourself flowing through the tool and into the glowing inscription. It leaves you feeling faint and nauseous.
'Don't worry,' smiles Bea. 'You'll get used to it. They only draw on a small part of the inner kha. Nothing close to what the abbots have to endure, I promise you.'
If you wish, you may now learn the pilgrim career. The pilgrim has the following abilities:

Charm offensive (co): 1/combat, for each item with the charm ability that your hero is wearing, you can add 2 to your damage score.
Blessed blades (mo): (requires a sword in the main hand and left hand.) 1/combat, heal yourself for the total brawn modifier of your two weapons.

Thanking Bea for her time, you return to the courtyard.

Do we want to become a Pilgrim? It's free, even if both of its abilities are literally useless to us right now.
If we had joined the Wiccans (which requires fighting Benin for the manticore blood) we'd have gotten the pariah career, which gives double punch (1/combat 2d6+brawn modifiers of your weapons if you've got double daggers), and beguile (which allows an extra use of any one of our speed abilities 1/combat,) which both seem like they fit our current build a lot better.
About the monk's markings:

The monk raises his glowing hands, his round face breaking into a gap-toothed smile. 'I've waited years for my sanctifying. It's not often a white abbot comes here—I'm the last of my brothers to receive the blessing.' He proudly studies the inscriptions, emblazoned into his skin,. 'Now I can complete my warrior training—so I can finally fight for the One God.'
'You choose not to use weapons?' you ask, patting those that hang at your side.
The monk smiles again. 'We follow the way of Saint Allam. He commanded his men to forsake their blades and trust in the One God. He gave them fists of light, to smite their foes with holy vengeance. That faith is what we keep alive, here at the monastery.' He clenches his fists, watching with delight as they spark and crackle with magic. 'Swords can be untrustworthy, they can dull and rust, be turned against you. But having faith in yourself...to be one with the power inside,' he glances up at you, a zealous pride brightening his eyes, 'that's something no one can take away.'
You glance past his shoulder, to the door of ivory and gold. You assume that the white abbot, who gave this monk his inscription, must be taking residence inside the building.

We have the option to head through the door:

You pass down a short candle-lit corridor into a wide chamber, filled with the fragrant scent of incense and rose petals. Clearly someone wanted to make this space as homely as possible, covering the floor with sumptuous rugs and its high, grey walls with rich silk tapestries. Braziers burn in the far corners of the room, illuminating a bed of cushions. Slumped amongst them is a shriveled husk of a man, his skeletal body poking bumps and ridges through his thin white robes.
As you enter, you hear him take a sharp rattling breath, his pale rheumy eyes roving back and forth. 'I thought I had only one today,' he wheezes. 'Come forward, child.'
You step closer to the frail man, noticing that he is staring vacantly past you. 'Good.' He leans forward, scratching at his bald pate with spider-long fingers. 'Now speak, child. You have passed the training. Are you ready to take the One God's light?
You hesitate, not sure how to answer. The man is clearly blind and assumes you are another monk, come to receive the abbot's blessing.

If we chose the path of the warrior, we could get our fists inscribed here (as long as we aren't carrying weapons in them, inscribed fists are +1 speed +2 brawn fist weapons,) and learn the monk career, which allows you to ignore armor 1/combat if you're fighting bare-handed or wielding fist weapons, and gives you a 1/combat ability where instead of rolling for damage, you can choose to heal 1 health/round for the rest of the combat. Pretty nifty, actually.
The Wiccans offer the brigand career, which just gives war paint (a 1/combat brawn or armor boost,) and pillage (an ability that allows you to get 2d6 extra gold at the end of every combat you win.) It's the one Wiccan class that I think is actually worse than the Church's equivalent.
Entering the chapel:
You enter the chapel, your footfalls echoing back from the high stone walls. As you approach the kneeling priest, he turns and lifts back his hood to reveal a young, handsome face, framed by blond curls of hair. It is Benin.
(Patio has the keyword prevail on his hero sheet.)

Benin quickly rises to his feet, offering out his hand. 'My friend, you have made a remarkable recovery. The dean is a powerful healer; I see there is much I could learn from him.'
You take Benin's hand and shake it warmly. 'So what brings you here, so far from Carvel?' you ask, smiling. 'Have you freed the town of its sinners already?'
The priest laughs. 'If only that were true. Alas, I left because I believe this is where I belong. The inquisitors may be turning their backs on these troubles, but the monks...they believe the Wiccans must be stopped, before it is too late. When I heard I could be of use to the monastery, I left Carvel. I believe it is the One God's will—this is my test of faith.'

Benin folds his arms, casting a critical eye over your trappings. 'I sense a powerful magic about you, but it is not focused, it lacks discipline. That will leave you open to...bad influences.' He pauses, his face twisted with indecision. 'Hmm, I suppose I could correct that failing—show you how to unlock your inner kha. Yes...perhaps then, you could truly serve the One God.'

And if we were a mage we could learn the acolyte career here, which gives the bless ability (heal 6 health and add 1 to a damage stat) and last rites, an ability that allows us to reduce armor and speed of an opponent's with health ≤15 by 1 each. Not quite as good as Benin's buffs in the manticore fight but I guess that's what he gets for doing this his entire life.
Wiccans get the druid career, which gives thorn cage (1/combat instead deal 1d6 armor ignoring damage to 1 opponent, this opponent takes 1 damage/round for the rest of the combat) and a really weird ability called ley line infusion:
Ley line infusion wrote:1/combat, instead of rolling for a damage score, roll 1 die. If the result is:
1: both you and your opponent take 1 die of armor-ignoring damage (roll separately for each).
2 or 3: You are healed for 5 health and your opponent takes 1 die of damage, ignoring armor.
4 or 5: You are healed for 8 health and your opponent takes 1 die of damage, ignoring armor.
6: You and an ally are both healed for 8 health and your opponent takes 1 die of damage, ignoring armor.
You can't use any abilities that modify dice rolls on this, unless they specifically state they modify this ability).
I guess that before we go any further, I should ask if we take the pilgrim career?
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angelfromanotherpin
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Post by angelfromanotherpin »

Take the career, it's better than the literal nothing we get for not having one and it's easy to replace if we find one we like better.
Omegonthesane
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Post by Omegonthesane »

Sure, become a pilgrim. I still think it's bullshit that we sided with the church just because we made a truce with Benin.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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SGamerz
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Post by SGamerz »

Try the new career, but switch the moment we find another that we can utilize to its full potential without having to drop the headshot.
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Darth Rabbitt
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Post by Darth Rabbitt »

Sorry it took a literal week for me to write an update. Response to Omegonthesane spoilered below for being a rant:
Omegonthesane wrote:I still think it's bullshit that we sided with the church just because we made a truce with Benin.
Oh, I agree on that being bullshit. The keywords for "giving Benin the blood without a fight" and "helping Benin kill the manticore so you can both take its blood" are always checked at the same time, not fighting Benin for the blood is tagged as "being against the Wiccans" and no in-universe reason for this is given (we got the blood to save the Wiccan thief, so why are the Wiccans so pissed at us? Is Benin, a rookie priest who's only recently left his hometown, so infamous to the Wiccans that they designate us, a prophet they specifically went out of their way to bust out of jail "kill on sight" for getting him to help us complete our quest for a Wiccan healer?) I like that a choice in an earlier quest has a story influence on later ones, but then the author's lazy about it in this quest and makes the Wiccans needlessly hard to side with here. They could have easily added or even just adjusted a few sections to make the choices in this quest still meaningful.
To the dean's tower:
The stairs bring you to a dark-paneled door. You knock and push it open, to find yourself in a large high-ceilinged room dominated by painted friezes along each wall. In the center of the room is a desk and chair, looking excessively small and austere next to the vivid painted scenes.
Seated at the desk is a man in red robes. A cap rests over his shaven scalp, edged with gold and silver. He is poring over a pile of parchments as you enter, shaking his head and muttering to himself. It isn't until the door clicks shut behind you that he flinches and looks up.
'Ah, yes, the traveler.' His dark eyes scrutinize you intently. 'The Wiccans believe you are a prophet. I see there may be some truth in their heretic notions.' He taps a finger at one of the papers on the desk. 'You were at Durnhollow. A prisoner of the inquisition, no less.'
You stiffen, instinctively preparing yourself to run. But the man merely chuckles to himself. 'You have nothing to fear from me. All I see before me is a tool. An instrument I can use.' He rises to his feet, his robes rustling about his broad body. 'I am Dean Margo. And I would like you to tell me about the forest of thorns.'
You strain to keep your face neutral. 'I don't know...'
'The visions,' the dean replies bluntly. 'I was able to retrieve these from Durnhollow—at great personal risk.' You glance down at the papers, several of which are scorched and tattered. 'I wonder if Allam had such visions—demons, swords, mountains of fire.'
You back away to the door. 'You have mistaken me for someone else. I do not...'
The dean raises a hand, silencing you. 'Enough. Come, follow me. There is something I want to show you.'

You leave the tower, following Dean Margo across the courtyard and back into the building of cells. After turning down several corridors, you find yourself entering a library. A number of reading tables are visible in the soft glow of candlelight. Seated at one of the tables is a monk, with spectacles perched on the end of his nose. He is scratching words onto parchment, listening intently to the figure at opposite him: a ragged old man with streaked grey hair and dirt-stained clothing. He is rocking back and forth, wringing his hands together nervously. You recognize him as the man at the roadside—the one that the others had been so keen to protect.
Ventus stands by the table. When he sees you, he bows his head in greeting. The dean strides over, his long robes rippling out behind him. 'Do we have the information?'
Ventus winces, shaking his head. 'It's been difficult. Trying to get him to focus...'
The dean turns, fixing you with an unflinching gaze. 'This man is our weapon in the war against the Wiccans.' He points to the ragged traveler. 'He has a unique gift—one that will root out the truth.'

Will you:
Ask about the traveler's gift?
Ask about 'the truth' they seek?
Ask about the war with the Wiccans?
Name: Mr. Patio
Path: Rogue
Career: Pilgrim
Speed: +7, Brawn: +4, Magic: +2, Armor: +4
Health: 35
SlotItemSpeedBrawnMagicArmorAbility
HeadGarland of Sacrifice+1+2Atonement
NecklaceTorque of Iron+1+1Rust
CloakWildfire Weave+1+1Backdraft
Main HandRusted Knife+1Bleed
Left HandFalk's Firestarter+1+1Headshot
GlovesPhantom Gauntlets+1+1Curse
ChestGreen Blaze+1+1Haste
FeetSailor's Sandals+1Surefooted
TalismanMaker's Button+1
Ring 1Pins 'N' NeedlesThorns
Ring 2Grieving Soul+1Fire Aura

BackpackItem
1Angelica Wreath (ability: holy protector)
2Pot of Healing
3Pot of Healing
4Pot of Healing
5Pot of Healing

Safe HouseItem
1Wishing Well Coin
2Blood Iron Knot
3Holy Water (2 uses)
4Warded Wood

Prophecy
bones
sure blade
calling
prevail
mixer
gatherer
meadowsweet, lemongrass, and white willow
raven
duty
Map of Carvel
Handy Herbalist's Spotter's Guide
can of oil
parchment
extra-sticky glue
blood debt
tower
Money Pouch: 421 Crowns
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
Omegonthesane
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Post by Omegonthesane »

looks like a bunch of exposition to me, so eat it all
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Darth Rabbitt
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Post by Darth Rabbitt »

The traveler's gift:
'Dustin was only a child when he was brought here—a monk found him wandering the Pilgrim's Road. Since then, the monastery sheltered him; protected him from a world that would label him an outcast.' The dean looks fondly on the old man, who is now tapping the sides of his head, making childish whining noises as the scribe urges him to continue. 'They wouldn't know he was special. It took Dustin only a week to read all the books in this library...'
You glance around at the endless rows of dusty tomes. There must be hundreds and hundreds of books packed inside the library. 'That's impossible,' you snort, shaking your head. 'It would take a lifetime and even then...'
The dean smiles. 'That's only part of his gift. Dustin can recount every word—from any book, from any page. He remembers everything he sees. He doesn't always understand it—but he sees the words. He sees the numbers. He remembers everything.'

'The truth' they seek:
'Allam had a chronicler—one of his knights,' explains the dean. 'Not a scholar, but someone who saw the value in recording the prophet's visions. It was not an ordered record, more a random collection of scrawls on whatever was to hand—parchment, animal hide, cloth, bandages...it became a vast store of knowledge about Allam. There were thousands of records in the end as the prophet became more susceptible...to the visions.'
The dean's words only serve to confound you more. 'What does this have to do with him,' you gesture to the disheveled traveler, 'or the Wiccans?'
The dean grins. 'Allam was fixated on the forest of thorns. He couldn't penetrate it—no blade or magic was capable of cutting a path through those sorcerous trees. And yet, he firmly believed something lay there, at its center.'
You are suddenly reminded of your own strange visions—and the ghostly voice beckoning you to the center of that malign place.
'For some reason, Allam headed south instead. His men were beset by stone creatures—some say trolls, but I believe they were of a darker magic. Allam and his followers never made it back from that expedition.'
'And you want to know why?'
The dean nods. 'Allam was looking for something on that expedition—something that would get him inside the forest.' He looks over to the monk, seated at the table. His quill is struggling to keep up with the vagabond's ramblings. 'The only way of knowing why Allam went south was to read the chronicles—to discover the vision that led him there. The chronicles are a sacred document; they cannot be copied or borrowed. They reside in the cathedral in the capital, under constant guard. Ventus' mission was to get our friend to the chronicles. His ability—his gift—would help us find out what Allam was after.'

The war with the Wiccans:
The dean's face hardens. 'They are a disease, a plague on this land, corrupted by demons and foul magics. We have chosen to end this—to stand alone against their evil and purge it from existence.'
Ventus flexes his inscribed fists, sending white sparks dancing across his knuckles. 'Indeed, the Wiccans are stronger now,' he adds with derision. The tribes used to be disorganized, unruly. But lately they have become united under a single figurehead. They call him Conall—the giant we met on the moors. A puppet, some believe, for that dark witch and her own schemes.' He shakes his head. 'Who leads them doesn't matter—they will strike and it will be soon.'

Ending the conversation:
'This is it!' The monk at the table snatches up the still-wet parchment, waving it in the air. He points to the ragged traveler, who is still muttering to himself, rocking back and forth in agitation. 'Listen, listen!'
Everyone crowds around the table, craning forward to hear the man's words. 'Causeway of stone...where the pillars rake the sky. Causeway of death to the black place, the dark place...temple...where the light is prisoner. The holy light of the God. The One God...'
You look to the others in confusion, the man's words making little sense. However, they seem to have struck a chord with the dean. He takes the parchment from the monk, his eyes quickly scanning the spidery writing. 'Duerdoun. I should have known. It's Duerdoun.'
'The dwarf ruins,' gasps Ventus. 'Why would Allam go to that place? It is evil—cursed.'
The dean crumples the parchment in his fist. 'He went there to find answers. And we must do the same.' He spins on Ventus. 'You should leave at first light. Do not delay.'
Ventus bows. When he rises, his gaze meets your own. 'I could do with your aid, traveler. Few here would be willing to walk the causeway of Duerdoun.' Before you can respond, the dean strides forward, placing a firm hand on your shoulder. 'If it is your wish, then I suggest you prepare. Say your prayers and gather your blessings. Duerdoun will test the faith of even our strongest.'
If you wish, you may now return to the map. When you are ready to continue this quest, turn to 410.

Do we want to do anything on the world map before starting this quest?
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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angelfromanotherpin
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Post by angelfromanotherpin »

I have nothing in mind. Sally forth!
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