The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice ponders the question for a moment, focusing upon the Time Word she is bound to. "The time is out of joint. O cursèd spite, that ever we were born to set it right!"
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Dulimbai? That is a long way from here... Is there anything you can tell us about what we would find there?" And I wonder what the Black Academies will do now...
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
If Beatrice was startled, she didn't show it. "We would gladly hear your message, milord." What ARE angels? What is he? She? It?
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
I don't dislike the idea of the Labours of Hercules (although they were twelve ^_^) And a Happy Christmas to you all!
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
I'm still up for play, but it looks like we have to change something in how this game works. Possibly, it's because of the nature of sandboxes: I'm used to Pathfinder having definite, precise rules, and to APs, with their slight railroading and definite direction. Here, we have freedom... but freedom can stall everything when we can't decide on what to do. Point two, powerful characters with vastly different motivations are joined together because otherwise the world dies. But if it's the simplest, most effective stratagem to get people working together, well, it's not the best. It actually led to my least pleasant IRL campaign (Spiraling hate between the paladin and the rogue which ultimately led to the paladin Falling during the final battle, turning to Blackguard and slaughtering his companions). Beatrice wants to spread love and joy and art, creating a spreading utopia, Listrana wants to keep people safe from monsters, Jebat wants to establish a sea empire. If we were not coaxed together, most likely we'd spread out within a week. Point three, the game itself is a bit vague on our real opportunities and abilities: when there was the idea of uprooting the Patrian Empire, I was against it mostly because I thought it would be unlikely for us to topple an entire realm, and there would have been people, powerful people with powerful skills, opposing us. But maybe that idea wasn't shared. Point four, most of the rules seem to be written thinking of solo games over all (and I think Godbound would be a lovely system for solo play). Without a class/caste system to separate roles, there are no proper party roles. I mean, Beatrice was made to be a magic user and a support, and yet just by getting Dexterity to 18 and dual wielding or using a Gift, she can fight comparably to Listrana. And mutual weakness is a strong glue for parties, where the wizard needs the fighter to protect them, the fighter needs the rogue to do the clever thing, and so on. I believe my second point to be the most critical one. I mean, every AP I've played gets weird and different people, but they always share a connection and a reason to get involved. In RotRL, they're all somewhat involved in Sandpoint and helping repel the goblins, in Carrion Crown they all come together for Lorrimor's funeral, or even something as simple as working all for the same organization, as in Zeitgeist. My idea would be to try and start over a bit, and start small. To adjust our characters so that we have something in common, like APs do with Campaign Traits: a tie to a location, to a character, a common hatred of a foe. I'd be up for rebuilding Bea to the ground, if needed. Then perhaps (as we are level 2) we can set up a cult or a community, get some roots, and then, GM Rednal, I believe that having escalating challenges, story arcs and villains, could be better than completely open sandbox that can go in weird, plot-killing directions. Of course, that would mean a lot more work for you.
Otherwise, there are two official modules for Godbound, we could pool up some dough and get one.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
As Listrana and Jebat go finish off the remnants, Beatrice sets her hair and dress back into shape before fighting a quite place to catch her breath. The hallowed sunlight she has manifested has taken a toll on her stamina.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Oh, ****."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
I think we're waiting to see if the wizard gets coup-de-graced to death. Gazing upon the battlefield with her crystal-clear eyes, Beatrice frowns. Real fights are much messier and more uncouth than tales told. Can we lead this troubled world to peace?
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
If any creature is in sight range that I haven't dispelled, gladly.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Ping. I believe we're just waiting to see if the wizard dies, and keep stabbing him otherwise.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice's voice is cold as steel. "I never liked slavery, you know that. I just thought your plan was rushed and premature, just as much as you are petty and vindictive."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice catches her breath, dazzled by the effort. "The only way he'd be useful would be as a slave, and I don't like taking slaves. Listrana, please be quick about it."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Low magic had power, and theurgy was as mighty a force as any human could ever hope to wield, but neither was any match for a Godbound. With a mighty effort of will, Beatrice sang, a bass piece arranged for a soprano voice, and the sky sang with her.
A burst of blinding radiance spread from her, sunrise cleansing magic. 2 effort commited for the day, Purging Noonday Blaze: Commit Effort for the scene. A burning light permanently banishes all undesired low magic out to sight range. If the Effort is committed for a day, it suppresses all offensive gifts or magical powers of a single target for one round, as if by a successful miracle applied to each. This gift can be used for such offensive dispelling only once per scene. I'll be banishing low magic and suppressing the wizard's powers.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
I can go for an offensive dispelling on the summoned creatures, but it would burn me out of Effort and I'm not sure it would work.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
With a soft sigh, Beatrice pirouettes behind Listrana. "It's nothing personal." As she smiles, dark tendrils grasp from the cowl's shadow at the magician's eyes. Manifesting Damn Their Eyes at the wizard. Hardiness or be blinded for the scene.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Yes, kind of guessed that he was. But I stand by my actions, one must open hostilities somehow.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice sighs softly. "Very well, then, let's start. First of all, love me." Her voice is charged with power for the last two syllables, the air shimmering as her gaze becomes fire, the unbridled power of the Passion Word coarsing through sound. Banner of Passion! Spirit save or he falls madly in love with me.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
So, the plan is to kill this guy to show the academies that we mean business, or to forcibly get him on our side? I got a bit lost.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"It could have been improved with a score of cellos and drums, but it was quite grand indeed. Now, let us not be hasty. I believe that we are all looking for the same things, aren't we? Too many stories start with standoffs."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"My, that was catchy." Her armonious soprano voice starts carrying the tune, making up further lyrics. "Veins will rip and bones will crush, turn their insides into mush, we will stand while our foe lies, holding on our bloody knives..."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Cajole the liaison to lure the academics into a trap, by charme, cheat or command. I'm on to charme."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Freaking showoffs" said the woman clad in a shifting coat patterned as the night sky.
One such elixir cures 2d6 points of damage, heals sickness and regrows lost limbs (unless you don't want to, Khatef) but require you to Commit Effort for the day. For the rest, ready!
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Additionally, special encouragement for the liaison to run back to the academy with the news.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Let's see if I can make it work."
Expending two Effort to use Prophetic Insight. If it's not completely unplausible, it will come to pass.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
The Best Course from Knowledge, gaining insight, mixed with Prophetic Insight, from Time, to make a prophecy that will come to pass.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"I believe I have a way. There are certain threads, harmonies, in the Song of the World, that speak of possible futures. Once we are to the desired location, I may call prophecy, foreseeing us finding an ancient palace, and so it should happen." When we are there, I can use a Miracle to invoke Prophetic Insight from the Time Word. If it's not completely unplausible, it will come to pass. If we are only discovering something that "was there", it should circumvent the limit on Miracles being limited in time.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"I quite like this plan. We ensnare the liaison to have them relay false information, then lure the first tower into a trap. I believe that, once the first tower falls, we could weave lies and deception-" Beatrice looks at Khatef "-to bring them against one another."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice smiles at the compliments and thinks for a bit about Listrana's words. "I don't know of any prize that would lure power-hungry sorcerers. But belittling might work; a loss of image is a loss of power, so unless they are exceedingly sure of their own power, they should react."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Dread Pirate? Oh no, you must have misheard, I said Bread Cadet. I come from a long line of bakers."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Hiding an undignified chuckle at the gory jokes, Beatrice curtsies at the commander. "I dare say the Boyar has been brought our side. He'll house us and arrange a meeting with the nearest Black Academics. Meanwhile, I think I'll try to set up a show, make myself renowned here."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
A genuine delight appears on Beatrice's face. "Opera, most of all. I'm a singer as well" Not famous enough to be known in Raktia. Yet. "and I'd be delighted to repay your most kind hospitality by setting up a show for the whole town. I shall fetch my other associates and introduce them to you." Ready to meet up with everyone and plan ahead.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
I don't have much left to do, other than setting up an impromptu opera tourneé. Which will be rather unnecessary once we get known as saviors and all.
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"Let's take it one step at a time, then. First, we'll meet with this liaison and then we'll see to negotiate, aggressively or not." Beatrice's eyes sparkle with something resembling malice. "We'll discuss the city later, as surely everyone will be very grateful to us, the merciful liberators."
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
Beatrice smiles at Khatef with a kindness hiding a hint of satisfaction. I won't let you corrupt the beautiful world I want to create, but I'll gladly work with you. Come on, you bitter man. Let's make something beautiful. "Oh, you make it sound like it's a bad thing! Yes, Khatef and I are working together to create a better tomorrow. Was there something you wanted to ask our kind Boyar?"
The Dreaming Nightingale 2 | Passion, Sun, Night, Time | HP 14/14 | AC 0 | Hardiness 13, Evasion 11, Spirit 11 | R. Atk +5 (1d10+3) | Effort: 0/3 | Committed: Damn Their Eyes (scene), Purging Noonday Blaze (2, day)
"The closest one will do for now. Would you set up a meeting at your earnest convenience? It won't be hard for you to find me."
If the seat of government is the Boyar:
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