GM Rednal's Mark of the Chosen (Inactive)

Game Master Rednal

Unused

Around Caer Sirona


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Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

The gravity of such a situation reflects upon her. She seems conflicted for a moment.

"Preventing countless suffering for many by causing eternal suffering for one. I must admit that I am tempted by this. But in this world, there is already widespread suffering. While I wish to reduce this suffering, I do believe that how you do so matters. This is worse than murder. This is worse than murder because it is infinitely cruel. Even if the future me won't know it, the present me will. I cannot cause such pain."


Meira nodded - but gave no sign as to whether she considered your answer acceptable. "The second question is this."

"There are two prisoners in side-by-side cells. One prisoner is a murderer - intentionally, deliberately, and unquestionably guilty of taking the lives of twelve innocent people in a particularly cruel way. However, if set free, he will save twelve innocent lives, and he will never have to account for the lives he claimed, either in this world or the afterlife."

"The other prisoner is an innocent with a family - but, if set free, they will eventually go through a chain of events that ultimately lead to the deaths of twelve other innocent people (and this prisoner will do so deliberately and maliciously, not through an accident). They will not have to account for this, nor will they ever be punished."

"Assume the premises of both prisoners are true in every respect and cannot be changed. You must execute one and spare the other right now - you cannot, for example, execute the guilty prisoner after they save the innocents. There are no other options. Which do you choose and why?"


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"Both options present injustice. Both options create suffering. If I release the innocent man, there will be twenty-four families grieving over their loss. If I release the murderer, there will only be thirteen. I cannot stop the murders that have already happened, but I can stop the ones that are yet to be.

Having clarified her thoughts, she then holds herself firm. "Releasing the murderer is the best for society, but in doing so I become a murderer. Perhaps not according to the laws, but in my heart. I would execute the innocent man, release the murderer, and then afterward confess what I did and accept judgement for my own crime."


Once more, Meira simply accepted your answer without giving her thoughts on it. "The last question is this."

"Your best friend has admitted to you that they are guilty of a crime, and you have made a sworn oath to never to tell anyone else (through any method, direct or indirect), never so much as hinting you know anything."

"A week later, you find out that an innocent person has been accused of the crime, and will be imprisoned for a year if found guilty by the court (which will definitely happen if you do not speak up). Your friend refuses to confess and cannot be convinced otherwise. You could get the innocent person set free if you break your oath and tell the guards what really happened, in which case your friend will suffer the punishment instead. Do you tell them?"

"If not, what if the innocent person (and thus your friend) would be imprisoned for life? If no again, what if the innocent person (and thus your friend) were to be executed?"


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"I must make a note of myself to be very careful in swearing oaths." While there is a touch of black humor in it, the sentiment is serious.

"A friend who is willing to let another person suffer for his act is not a person I could remain friends with. I would try to convince my friend to confess and try to find evidence of the innocent person being innocent that did not rely on knowing who the killer actually was. But when those failed, I would have to prevent the harm to the innocent. I would break my oath."


Meira chuckled slightly. "Indeed, it is never unwise to be cautious about the oaths you make." she said. "The third Trial is the Trial of Speech. As with the questions you answered, there are three of these. You may, of course, answer them in any order desire, and take as long as you need to think each one through."

"For the Speech of Need, I wish for you to tell me why you, in particular, have need of a fortress such as Caer Sirona."

"For the Speech of Vision, tell me how you plan to use the fortress, and what elements you plan to expand first. Also, tell me how you plan to fulfill your goal of spreading multiple religious faiths, and how they plan to govern the fortress itself."

"For the Speech of Worth, simply tell me about yourself... and what makes you, and no other, worthy to truly rule this place."

Each Speech requires a DC 15 Diplomacy check. You can gain or lose points based on the quality and content of your roleplaying. It *is* possible to fail these.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

Need

"The need is simple. The need belongs to all those who have come with me. They have already sacrificed based on what I have shown them. The unholy forces raised against us have already drawn blood. These are brave people, good people, strong people. But we are beset by a powerful foe. As my words have called them, I must take responsibility for them.

I have been given great gifts. I have magic and skill and have even seen beyond this realm. But that is not sufficient to protect all of these people. Many of those who have come along have their own gifts. But that is not sufficient to protect all of these people. We are but flesh, with the weakness inherent in this state.

Stone does not sleep. Stone weathers the elements. Stone stands. With the gifts among us and the strength of Caer Sirona, I think that we can survive these attacks. We can use the respite to grow stronger and to spread beyond these walls. It is a fortress, but I can see much more. It can be a sanctuary. It can be a home."
diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26

Vision

"We have been caught up in a war. While it is in many ways a war of minds and souls, it is also a war of flesh and bone. We have already seen forces sent to kill us, and this is the first duty I see for Caer Sirona. To protect our bodies and lives. The first expansions need to be that which sustains us. The walls need to be repaired. We need to be able to store food, and if possible to grow food within the walls. People need to be assigned living quarters and we will need to set watches and guards.

Beyond that, we need to feed the souls and minds with this new faith. We need a chapel where people can hear about the gods and what they stand for. A single chapel to unite us and shrines to celebrate the values of each god. I hope that I can find others who have connections to different gods and their aspects, as I have found with Gain.

We will need to improve ourselves. A training ground and a library to hone both the body and the mind. We need to be warriors and speakers. Evangelists and paladins. We must record what we do, since so much has been lost to time.

From here, we will go out into the wider world. Right now, all of the followers of the gods are in one place. Some will stay here to keep the fire lit, but I and hopefully others will go forth to share the word. We do this through speech and we will do this through deeds. Where people need help, we will go. We will let them know that the gods fight for them as do their earthly followers. Some will spread the word slowly in the outer world, some will come here to learn and grow. "

diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

Worth

"Who am I? I would argue that that is a question difficult to answer in the best of times. We mortals have a tendency to lie to ourselves and our vision is limited. But as I try to understand the world I try to understand myself.

At my heart, I am a scholar. More than a teacher, more than a student. Someone who learns from the world, transforms that knowledge into new forms and spreads it to others. Without all of those parts, I am unfulfilled.

In the beginning there is information. While some of it comes from books, so much more comes from the world. Having experiences, perceiving with ones' own senses. One can never know enough, but life limits how much we can learn at one time.

After that comes the transformation. Linking new knowledge with older knowledge. Extrapolating from limited sources. Generating hypotheses and then testing them to see if they work. Each takes what is known and builds more that was not known.

But the knowledge and transformation is useless without expressing it to the world. In some cases, this is teaching. Bringing knowledge to the people in a way that they can understand. In other cases, it's applying it. Finding a way to use what I know to make the world better.

Some may say I'm a mage. Others may say I'm a warrior. But those are simply the applications of knowledge. What are the forms of swordplay? How does though and energy and will affect the world? It is all scholarship.

Now I have been called to become an evangelist. To take the knowledge of the gods and bring it to the people. Once again, this is what a scholar does. I have had a moment of transcendence, a moment where I glimpsed infinite knowledge. More than I could ever contain. Every day I work with the small amount I remember, transforming it. And every day I must work to bring this to the world.

What makes me worthy to rule Caer Sirona? I'd argue that worthiness is not an absolute. The world changes and new challenges come up. In order to protect this holding and those sould within it, one must always be vigilant and one must always be valiant. This means one must perceive and understand the threat. One must know one's resources. One must then transform these constraints into a plan, and then help everybody to put that plan into action. Such are the skills of a scholar."
diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Meira listened patiently as you addressed each of the topics, although she gave no response until you were actually finished. "I see." she said. "I suppose that would explain a few things. Very well, then. I am satisfied that you have what it takes to rule Caer Sirona - and in my capacity as Gatekeeper, I accept you as its lord. Caer Sirona is yours." She stood up and bowed deeply - some might have considered it just lip service, but it was clear that in her view, you had just changed from visitor to ruler. "If you'd like, I could start arranging for people to work on cleaning up the place and expanding the facilities. I believe we have enough people to focus on two projects at the same time."

-------------------

You've unlocked Caer Sirona - and with it, one of the subsystems of this game - base building!

How The Fortress Works: Caer Sirona has two attributes - Security and Prosperity. The first covers general matters and the ability to resist attack, while the second covers income, growth, and the ability to support the many faiths that the PC has been tasked to nurture. The two attributes govern the odds of what happens at regular points in the story. If the attributes are equal, there's a 50/50 chance of either an Attack or some Growth. If Security is higher, the slide shifts by 5 points per level (55/45, then 60/40, etc.) towards Growth. If Prosperity is higher, the slide shifts towards Attacks. Growth is very desirable, because this is the main way you'll be able to expand faiths - more on that the first time you earn some.

At the start of the game, the Fortress has 5 Security and 5 Prosperity.

Bolded upgrades are 'Main' upgrades. Italicized upgrades require the bolded upgrade above them to be built first. For now, of course, that means you should pick from two of the bolded options, since you're not able to build anything else just yet. At certain points in the game, additional construction options may become available...

This information has also been copied into the document with information on Eleidia's deities. In addition, you can check the current status of Caer Sirona, including its Security and Prosperity values, its upgrades, and important residents, on the Campaign Tab.

Nysa: The primary dwelling place for the main character. Repairs a path and the upper floor.
-Prosperity: +2
-Security: +0

Fountain: A nice fountain on the ground floor.
-Prosperity: +1
-Security: +0

Hearth: A pleasant fireplace that makes you feel welcome.
-Prosperity: +1
-Security: +0

Laboratory: A place to experiment. Also useful for any character with alchemy.
-Prosperity: +1
-Security: +0

Library: Provides bonuses on Knowledge Checks when researching issues.
-Prosperity: +2
-Security: +0

Solar: The main character's private bedroom, on the second floor of Nysa. Elaborate, but private - others are not allowed inside.
-Prosperity: +0
-Security: +0

Wardrobe: The main character's private wardrobe. Holds clothing, jewelry, and similar items. Mostly a comfort addition, but allows for easy storage of multiple armors, outfits, and other things that can provide circumstancial bonuses.
-Prosperity: +0
-Security: +0

Castle: A large defensive fortification, and the centerpoint of Caer Sirona. An early goal to fix.
-Prosperity: +3
-Security: +4

Armory: Stores weapons and armor for the soldiers and security personnel. Helps avoid weather damage, theft, and the like.
-Prosperity: +0
-Security: +2

Bedchambers: Large bedchambers that allow more servants to be housed within the castle and help its day to day operations. This improves the overall functions of Caer Sirona by keeping things coordinated.
-Prosperity: +1
-Security: +1

Dungeon: Allows Caer Sirona to hold prisoners.
-Prosperity: +0
-Security: +0

Great Hall: The primary inner hall of the castle. Used for many different purposes.
-Prosperity: +1
-Security: +0

Undercroft: A secure underground area where people and objects can be stored without worry.
-Prosperity: +0
-Security: +2

Well: An internal well system helps to protect Caer Sirona's water supply from outside attack.
-Prosperity: +0
-Security: +1

Towers: Provide advance notice and a safe place to attack enemies from. Max: 6, two per wall repaired. Requires Curtain Walls.
-Prosperity: +0
-Security: +2

East Curtain Wall: Increases defense.
-Prosperity: +0
-Security: +4

Eastern Gate: Protects Caer Sirona from attacks from the east. Requires East Curtain Wall.
-Prosperity: +1
-Security: +2

West Curtain Wall: Increases defense.
-Prosperity: +0
-Security: +4

Western Gate: Protects Caer Sirona from attacks from the west. Requires West Curtain Wall.
-Prosperity: +1
-Security: +2

South Curtain Wall: Increases defense.
-Prosperity: +0
-Security: +4

Southern Gate: Protects Caer Sirona from attacks from the south. Requires South Curtain Wall.
-Prosperity: +1
-Security: +2

Main Yard: Expands and clears the main grounds of the fortress, allowing for many other buildings to be built.
-Prosperity: +2
-Security: +0

Artificer's Hall: Provides tools for crafting magic items, and can sell crafting supplies.
-Prosperity: +1
-Security: +0

Barracks: Provides a resting place for soldiers and improves the defense of Caer Sirona.
-Prosperity: +0
-Security: +3

Botanical Garden: Allows plants (inc. those with in-game effects) to be grown and used. Also rather attractive.
-Prosperity: +1
-Security: +0

Chapel: Provides a place to worship the returned gods. They seem quite keen on this one...
-Prosperity: +4
-Security: +0

Craft Hall: Provides tools and supplies for crafting mundane items.
-Prosperity: +1
-Security: +1

Dovecote: A round building that holds pidgeons. Useful for both food and housing messenger birds.
-Prosperity: +1
-Security: +0

Forum: Provides a meeting place for people to frankly discuss issues and work to resolve them.
-Prosperity: +4
-Security: +0

Granary: Stores food for Caer Sirona and negates the chance of starvation during seiges.
-Prosperity: +0
-Security: +1

Hedge Maze: Confounds attackers who don't know the way in and makes it hard for armies to move.
-Prosperity: +0
-Security: +3

Ice House: An underground building that allows for the long-term storage of ice (with an enchantment to keep it cold and a design that allows it to keep working even if the enchantment fails).
-Prosperity: +1
-Security: +1

Merchant Stalls: Provides shopping for a variety of goods (up to 1000 GP in non-magical items)
-Prosperity: +1
-Security: +0

Stable: A place to store and care for mounts of many different kinds. It can hold quite a few of them, supporting the merchants, messengers, and soldiers.
-Prosperity: +1
-Security: +1

Storage: Provides additional places to store trade goods and equipment for defending Caer Sirona.
-Prosperity: +1
-Security: +1

Training Grounds: Provides a place for the warriors of Caer Sirona to practice their trade.
-Prosperity: +0
-Security: +2

Warden's Lodge: Provides added security for the interior of Caer Sirona and promotes a sense of safety.
-Prosperity: +2
-Security: +2

Woodland Trails: Maps and expands the trails behind Caer Sirona. Helps bring in food.
-Prosperity: +1
-Security: +2


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"Oh, We definitely need to see to security first. We need to work on the castle and the east wall. We need to be alive to spread the faith."


Meira nodded. "I'll see to it that people get started as soon as possible. The curtain walls are some of the easy parts, I'm afraid - the castle will need far more work before it's fully functional, but we should be able to get the basic structure in good working order soon enough. Is there anything else I can help you with?"


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She smiles, "So what is your nature? Why is this place so special?"


"You may think of me as the... oh, what's the phrase people use... ah, right. I am something like the genius loci of Caer Sirona - the fortress is me, and I am the fortress. That is why I can be here..."

She didn't move, but between one blink and the next, she was suddenly ten feet further away from you.

"...Or here. I know who inhabits its grounds, I know its current state to the finest details, and I ensure it continues to function as it should. These were the directives of Time - specifically, Time's aspect of Future, who ordered this place built over three thousand years ago. I cannot even begin to fathom her goals or motives, but given recent events, it's very possible that she wished to give you the choice to claim this place, so it would be here when you were most in need of shelter."


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"How insightful. I will do my best by you."

After this, she will seek out Sir Lawmond. "I apologize that I haven't had time to meet you. It has been a busy couple of days."


"Indeed." he said, inclining his head to you. "Still, I suppose there's a bit of poetry in what's happened... we came here to test you, but we all received a much greater test instead... and I'd be lying if I said the adventurer in me wasn't at least a little excited by all of this." he chuckled softly. "Speaking of keeping busy, I had the opportunity to talk to some of the other people who joined us in the encampment outside the prison. I think at least a few of them are assassins, although they don't seem to be after any of us..."


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She sighs, "That is concerning. I'll have to determine who we have here and their intentions. On the other hand, the skills of an assassin would be useful as spies. I think we need to set up interviews. I'll want Prudence in on them as well. Can you organize this?"


Sir Lawmond nodded. "It would probably be best to get everyone settled down and into a routine first. Let people do what they do best, and we can handle any problems as they crop up. That should also give us a better idea of what they're capable of, too, and that's always good to know when you're negotiating with someone."


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"Well then, well put that off." She smiles. "Let me know of anything else that seems important."

She will then go among the people, helping with some of the basic chores. Talking some and listening more.


The people seemed a bit surprised to see you helping out with the chores, especially because word seemed to be spreading that you'd been accepted as the place's ruler - effectively making you a sort of land-owning noble. Still, it was a positive sign about what sort of ruler you'd be if they continued to follow you, and quite a few people were clearly put at ease by your help.

Later that evening, you found a sack of very old coins in a bag by where you slept, apparently dropped off at some point and available to use as you desired.

You've received 3000 GP from Caer Sirona's treasury, and while there's nowhere to buy stuff in the castle - yet - you can send it out with some of your followers to buy from the local villages before the next part begins. Assume that mundane items up to 1000 GP and magical items up to 500 GP are available. Your followers are personally loyal to you after what they've been through, and there is no risk of being cheated. XD

You've also reached Level 4! As before, please post a summary of your choices in the discussion thread for review and approval before updating your alias. ^^


Growth 75%: 1d100 ⇒ 90
Strong enough to be worth fighting?: 1d100 ⇒ 32 Nope.

The next two weeks were something of a blur as the people within Caer Sirona started rebuilding. It was probably for the best that some of the basic structures had been repaired, because soon after the curtain wall had gone up, a strike force lashed out at the fortress. Fortunately, they were woefully unprepared to confront its defenses, and you were able to send them running home before they could do much harm at all.

More usefully, a number of scouts had returned. They'd left shortly after you'd become the ruler of Caer Sirona (and seemed impressed at how quickly the repairs were being made), with a mandate to look around for individuals that might work well for the churches you were trying to establish. On this point, your new deity's opinion was fairly clear.

<Go meet with the applicants, THEN make a decision. The will of mortals is important to us, so while we'll vet the candidates, the decision of who to put in charge of our churches is ultimately yours.>

So far, the scouts had managed to find two potential choices each for both Daytime and World, located in various locations around the mountain range your fortress was located in.

The first option for Daytime was reported as a half-drow boy named Jevan living in a village not far away. He seemed unusually in-between for a person - neither human nor elf, light nor dark, and not entirely wanted anywhere he went.

The second option for Daytime was reported as a charismatic sorceress named Jenka, who apparently had a natural affinity for both light and darkness. This matched that deity's nature on a more literal level, but quite frankly, either of the options would be acceptable.

The possibilities for World were a bit different. Southeast of Caer Sirona was a large farming and fishing estate, owned by an old man named Santos. According to the reports, he had been repeatedly referred to as a "grumpy old codger" by the townsfolk (their actual words), but they seemed to have a high opinion of the way he was able to extract wealth from both land and sea.

The other possibility for World was a winged elf named Allete - someone with an obvious affinity for the sky, rather than the world below. She was present with her tribe in some mountain peaks to the north.

The applicants can be met in any order. You can also pick the next pair of buildings to get started on now. ^^ I've added a map up top, showing the area immediately around Caer Sirona to help you get a better sense of where things are actually occurring.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

The next building projects will be the west wall and the main yard. That feels like a good balance.

She will take the potentials as Allete, Santos, Jevan then Jenka.

Numbering the parts for reference

1) With each of them she will ask if she can do some divinations on them to better understand. She will divine alignment and loyalties if they allow it.

2) She will tell a little of her history. Then she will ask each of them to tell her a little about themselves and their history.

3) She will tell of her meeting with Gain and the war between the Gods and Titans. "What do you feel about Anax, the Gods and the War?"

4) "Tell me about how you relate to the aspects of (Daytime/Twilight/Night) (Land/Sea/Sky). What is your connection to them and why are they important to you?"

5) "What ideas do you have to help people better understand and worship (Daytime/the World)? How do you see yourself leading the faith?"

6) "What if you are not chosen? What do you see yourself doing now that you know about the Gods?"

She will likely have some follow-up questions for each one based on these answers.


Hmm... I probably should've made this clearer, so my bad. They're not at the fortress - the reason their names are associated with locations on the map is because you actually have to go there and meet them.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

Doh!

Okay, I think I'll visit Santos first, then and continue anticlockwise


Heading down the coastline, it wasn't all that long (relatively speaking) before you made it to the estate of Westwend, Santos' home and the seat from which he oversaw his lands. Emphasis on the plural, there - he was running a serious agricultural operation, and you were riding past well-tended farms for more than a day before you even saw the township.

The man himself wasn't hard to locate - he was almost certainly at his home in the center of town. Of course, you didn't have to head there right away unless you wanted to - you could also look around the town, try to gather information, or do anything else that came to mind.

Incidentally, as a more prosperous region, Westwend sells mundane items up to 2000 GP in value, so if you'd like to go shopping...

And no, that wasn't added special. I actually decided on that weeks ago. XD There aren't magic marts that sell everything, but you will have opportunities to purchase gear and supplies - this is a solo game, after all, and gear is an important part of your overall power.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

As she slips into town, she heads to the marketplace. As she browses the area, she'll ask around about Santos and what people think of him.

diplomacy/gather info: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (5) = 35

Should she see an armorer who seems skilled enough to work in mithral, she'll inquire about a chain shirt.


Your attempts at gathering information worked out... rather well, actually. Maybe it was a boost in confidence after all you'd done, but people seemed quite willing to talk to you, and you were able to gather quite a few pieces of information about the lord and the surrounding area.

DC 10) Santos worked as a fisherman as a child. He found some treasure as a youth, bought Westwend with it, and promptly set up a large farming community.
DC 15) Santos' fishing fleet is even more lucrative than his farming areas, and he's one of the nation's larger suppliers of fresh fish. Still, he regularly seeks new sources of income, and is more likely to meet with people there for business.
DC 20) Santos married once, but his wife passed away, and he's raised his son alone.
DC 25) Recently, rivals jealous of its success have been causing trouble for Westwend.

The armorer didn't have a mithril shirt on the rack - that was rare, valuable metal - but with a down payment of half, he was willing to start working on it and could have it done for you in a day.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She will put down a deposit on the mithral shirt and find a nice place for a room for the evening. She will then compose a letter explaining that she is the leader of the new community rebuilding Caer Sirona. She is interested in meeting the leaders of the neighboring communities to establish friendly ties for trade and mutual benefit. She asks for a meeting at his convenience within the next few days. She will pay a few coppers for a messenger to have is sent to Santos' estate.

I'm assuming that the funds given were for my use and that there are separate funds for building and stocking the Caer. Also, what resources are in the area for future trading opportunities?


Santos' estate is primarily agricultural, trading crops and seafood up the river and throughout the Keshal Federation, the nation you're currently in.

Also, roll Diplomacy to see how well your letter was ultimately composed. XD


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

Doh! I meant what resources are in Caer Sirona's area.

diplomacy: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (5) = 35

Obviously the gods support this!


Darn right they do. They literally asked you to. XD Also, Caer Sirona is basically mountain terrain - so there's wood, stone, maaaaaybe you'd get lucky and find some metal if you mined. You can, however, expect to have a fair bit of coin - part of the growth of each faith is an assumption that new members donate somehow, some of this gets back to Caer Sirona, and is used to fund both its construction and the works of the churches. XD This is NOT a full commerce simulator, though, so it's deliberately kept vague and in the background.

All your scholarly efforts were clearly paying off - you were able to draft an outstanding message, and a reply came that afternoon saying that Santos would be happy to meet with you an hour before dinner that very day. Reading between the lines, it seemed like you might get an invitation to the meal if he thought well of you after actually meeting you.

You've got 2 hours to make preparations, should you wish to.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She will clean up and change into a nice dress. Not a courtly outfit, but something nice on the level of the wealthy people of this town. She'll braid her hair nicely and make her way out to arrive exactly on time.


Santos' estate wasn't hard to find - it was the centerpoint that the entire town had grown up around, and all of the main roads (including the two main routes through town) eventually lead to it. The place was more of a mansion than a house, but not just for the sake of having tons and tons of extra rooms for no reason - it was obviously an administrative center used to run the daily operations of his territory. Fortunately, that meant the people out front were competent, experienced, and (after a quick check for mind-control and disguise spells) were willing to let you inside.

Santos himself was a man about 60 years old, with a body well-muscled from many years of hard labor but softening slightly as he continued to age, and he was waiting for you in a study of some kind, dominated mostly by a large desk and a bookshelf that had rows and rows of records upon it. Standing just behind him was a human male, about thirty, with short dark hair and intense eyes - the man introduced himself as Eddard, one of Santos' top managers.

"So." Santos said, clasping his hands and putting them on the desk. "Why don't you start by telling me why you've decided to anger the church? I don't mind forming new trade deals, but I hope you understand if I'm... hesitant... to go making an enemy of the faith." He was wasting no time getting to the point, but he still seemed relatively welcoming - at the very least, he was giving you an opportunity to present your case.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She smiles at his comment. "Direct and to the point. I like that. To give the quick version, I was contacted by one of the Gods. They are the beings that the Titans created to look after the world. The Gods saw that the Titan's meddling was the prime threat to the world. In this war, all of the Titans but one fell, but the Gods were locked away until recently. They broke through, and I was the one to meet Gain, the source of knowledge and power and wealth. I was taken beyond this world to a place outside of space and time. Being in her presence opened up my mind to new realms of knowledge that I have barely begun to tap."

"We have been lied by the church for all of our lives. Now that the gods are returning, so is the war. It will happen no matter what we do. The Gods will fight the final Titan, and at this point we don't know who is going to win. But our faith and effort will be a part of the battle. Even if we don't fight, our actions and beliefs are important."

She lets that sink in for a moment, before continuing. "Since you are a direct person, I will be honest and direct with you. While trade is important, I've mostly come to meet you. The gods are looking for people to spread the word, people connected to them in their many aspects. While the Gods will choose, they want advice from mortals. In this case, me. I'm here to see if you are a good choice to represent the World. The Land, the Sea, and the Sky."

With that, she sits back, to let him understand and think about this.

diplomacy: 1d20 + 11 + 1d6 ⇒ (15) + 11 + (1) = 27


More accurately, they're *currently* fighting. It's why they don't manifest very much. XD

Santos listened carefully, letting you finish before he spoke up. "You're either completely insane or the best liar I've ever seen." he said.

"She could be telling the truth, sir." Eddard noted. "A lot of people saw that undead army from afar, and it would have taken a miracle of some sort to survive that." Santos snorted slightly. Before he could say anything more, though, a trio of men in the uniforms of the local guards burst into the room, panting heavily but quickly drawing themselves up and saluting.

"Sir! I'm sorry for the interruption, but we just heard that another caravan has been lost - our people managed to escape, but the cargo is a total loss."

Santos' expression darkened. "Did they learn anything about who's doing it?" he asked sharply.

"Y-yes, sir! It seems like someone hired a mercenary of some kind to attack our caravans." the guard explained. Santos sat back, rubbing his chin.

"All right." he said, turning to look at you. "If you want me to listen to these gods of yours, capture this mercenary and find out who's behind these attacks. The livelihoods of a lot of innocent people depends on my caravans, and I will not abandon them. If you help protect them, I'll think about your offer." He stood up, sighing. "This meeting is over. I was planning to offer you dinner, but... I'm sorry, I'm not hungry anymore." Shaking his head, he strode out, and Eddard looked at you apologetically.

"I'm sorry. He doesn't usually do that, but these attacks have been bothering us for months now, and he really does care about the peasantry." He took out a copper token and set it on the desk. "If you want to help, bring this with you - show it to the guards and they'll know to let you back inside when you've got some news."


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

"Understandable. I know what it's like to lose people that look up to you." She doesn't even try to keep that off of her face. She takes the token and heads out to find the survivors of the recent attack.


After a bit of questioning, it became clear that the survivors were at home - it was growing late in the day, and they'd been badly shaken by all they'd endured. Rather than keeping them locked up, the guards had apparently gotten as many details as they could, then sent them home to eat and be cared for. You could always try to track down the survivors' homes, of course, but talking to the guards might be faster.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

The guards were concentrated, but their story was secondhand. Secondhand, but from people who knew about fighting. She takes a moment to concentrate. She reaches out to the survivors, to the guards, to anybody who knows about other attacks. In her mind she goes to everybody.

Time to try out my new power. 1 SP for witness the city.

diplomacy: 1d20 + 11 + 1d6 ⇒ (13) + 11 + (2) = 26


The main sense you felt was panic - there had been quite a few attacks on caravans in the last few months, and while the people seemed to have escaped with their lives, they were nervous about heading out again. From fragments of conversations, it seemed that people had only ever seen one attacker, who happily put wagons to the torch and fought anyone who resisted, but never bothered to pursue those who ran. The attacks were concentrated to the north and east - the attacker seemed to move between them, and while they couldn't hit EVERY caravan, they'd struck enough for it to be a real problem for the settlement.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

As I come to the gates, I'll ask if any caravans are leaving soon. Or if there's any plans to have a fake caravan to find the attacker.


There weren't any plans to send out a fake caravan... but they did seem receptive to the idea. If you could give them a day or two to put things together, some of the hardier souls seemed willing to brave the journey and do what they could to make it look like as normal of a group as possible.

No other caravans were planning to leave just yet - a few had been making preparations, but those had been put on hold while they waited for word from Santos about what to do.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She will help them organize in hopes that it can get them out sooner. Going out on her own would make it harder to find the hunters.


Among other things, it was caravans that were hit... and it was hard to run one of those solo. They seemed pleased for the help (and it gave you time to deliver the rest of the payment and pick up your shiny new mithril shirt before heading out, too, which might come in rather handy).

Are there any additional preparations you'd like to make? Deciding where to put yourself, particular supplies to try and bring, anything like that?


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

In the other attacks, did they come from the front or the side?

Can I also sell my old chain shirt?


Yes, you can sell your old chain shirt. Previous attacks seemed to come from the side, towards the front of the caravan, usually with something to stop the lead transport (and thus the ones behind them) before moving down the line.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

Then she will stay next to the driver in the lead wagon. She'll ask everybody volunteering to make sure that they have a ranged weapon. "When it comes to this, spread out and harry them from a distance. I'll try and keep them focused on me with my magic."

She'll make sure that there are buckets of sand and heavy blankets in the wagons to put out fires.


It took about an hour and a half to get all of those supplies loaded - arranging things in a caravan was slow-going even in the best of times, and they were being careful to get it done right. Of course, there was one more pressing issue... actually loading up the wagons. The attacker had clearly seen quite a few of them by now, and if they looked too ready for danger, the target was more likely to smell a rat and stay away.

You can, however, make a Disguise check (DC unknown!) in order to try and hide any fake goods. XD A DC 25 Diplomacy check could convince people to load actual goods.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

There's no need to risk real goods. They were risking real lives and real wagons. She will work to arrange them with the combination of order and chaos that real packing leaves.

disguise, with inspiration: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (5) = 30


The caravan was looking... pretty solid by the time you were done, and the locals seemed rather pleased with the work they'd done. Finally, it set out - and the first day outside of the town was actually quite peaceful as you passed by the seemingly-endless fields where crops and livestock were raised.

Towards the end of the second day, though, the easy roads had given way to steeper hills, known to have caves and... nastier things living within them. A detail that became abundantly clear as a large, bestial humanoid came roaring over a ridge and dropped down right in the middle of the caravan, bellowing a battle cry.

Init (Enemy): 1d20 + 2 ⇒ (19) + 2 = 21
Init (You): 1d20 + 2 ⇒ (11) + 2 = 13

Without pausing, it swept a massive hand into one of the wagons, cracking its side. It didn't seem to realize than any of you might actually be a threat - which was probably fair, given the sudden screaming and efforts to get away.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

Do I know what it is?
Knowledge: 1d20 ⇒ 14
That becomes:
Knowledge (arcana) +26,
Knowledge (dungeoneering) +24,
Knowledge (engineering) +25,
Knowledge (geography) +24,
Knowledge (history) +27,
Knowledge (local) +26,
Knowledge (nature) +24,
Knowledge (nobility) +24,
Knowledge (planes) +25,
Knowledge (religion) +27


Short version: It's a troll.


Bard 5 // Incanter 5 // Mageknight 3 / Eliciter 2 | AC: 22 / T: 18 / FF: 19 / DR: N/A, SR: 15, Resist: N/A, Immune: N/A | Fort: +5*, Ref: +9*, Will: +7* | M. Atk: +6, R. Atk: +6, M. Touch: +6, R. Touch: +6 | CMB: +6, CMD: 21 | Init: +4, Perc +15* HP: 60/60 | Spell Points: 16/18 | Mythic 5/5 | Channel 7/7 | Hypnotism 4/4 | Inspiration 5/5 | Luck 14/14 | Door Sight 7/7 | Recall 7/7 | Active Powers: foreshadow (5hr), see hazard (5 hr)

She steps down to the far side of the wagon, to use it as cover. She calls to the others, "Get some distance and use your bows! I'm going to need the cover."

Realizing that she needs to get it to focus on her, she calls on the power granted to her to blast it with acid. She knows she's got to be careful with this, because if she runs out before it's dead, then there's a problem.

Spending a mythic point on Acid blast and +2 cl. Spending a spell point for full cl in damage.

touch attack: 1d20 + 5 ⇒ (14) + 5 = 19
acid damage: 7d6 ⇒ (3, 1, 1, 4, 6, 1, 5) = 21 Aftereffect: 7 acid damage next round

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