After years spent braving dark dungeons, traversing treacherous wilderness, and uncovering ancient mysteries, you’ve decided it’s time to lay down your sword, hang up your cloak, and leave the life of constant danger and adventure behind. The allure of gold, glory, and thrilling discoveries no longer calls to you as it once did. Instead, a new dream has taken root in your heart—a dream of stability, solitude, and the opportunity to finally focus on the passions you’ve long deferred in favor of survival.You’ve begun to search for the perfect place to build a tower that will serve as both your sanctuary and your workshop. No longer will you be interrupted by roving bandits or called upon to fight the battles of kings. Here, in this haven of your own creation, you’ll have the peace and quiet needed to conduct experiments, study ancient texts, and perhaps even craft marvels of magic or technology that will one day leave their mark on the world. The dream of settling down doesn’t mean abandoning your adventurous spirit entirely—it simply means channeling it into a new form, one defined by discovery and creation rather than combat and peril.But finding the right location for your tower is no simple task. It must be isolated enough to grant you the tranquility you crave yet close enough to civilization to ensure access to supplies, apprentices, or the occasional visitor curious about the wisdom of a retired adventurer. It might stand atop a windswept cliff overlooking the sea, a testament to your resilience, or rise proudly from a dense forest where the whispers of nature will accompany your work. Perhaps you’ll claim a piece of history, building upon the ruins of an ancient keep, imbuing the stones with the knowledge and magic of a new age.Whatever you choose, this will be more than just a home—it will be a monument to your legacy, a place where the next chapter of your life begins. For though your adventuring days may be behind you, your greatest achievements may still lie ahead.===Select a Biome, a Population level and a Danger level.Biomes:> Mountain> Forest> Coastal> Swamp> Plains> Desert> Tundra> Jungle> Volcanic> UndergroundPopulation Level:> Low> Medium(you're not interested in a heavily populated area)Danger Level:> Low> Medium> High
>>6164872You have 12 points to make your wizard.AirFire EarthWaterLightDarknessCost:1-5 - 1 point per level6 - +3 points 7 - +5 points 8 - +7 points and so onYou need to spend at the very least one point in one type of magic.HP - each 10 hp cost 1 point. You must spend at least one point, or your maximum will be 1.MP - each 10 mp cost 1 point. You must spend at least one point, or your maximum will be 1.Known Spells: you start knowing 1 spell per magic type that you have, plus one. Each point spent makes you learn 3 additional spells. I will give you a list to choose from later.Next post I'll give a list of advantages and disadvantages you can spend your points on.
>>6164873Advantages:Wealth - you get 10,000 gold. 1 point. Can be acquired multiple times. Library - you have a stash of arcane texts that you haven't had time to read yet. Who knows what magical secrets may lay hidden in those pages? Start at 1 point, but the more you spend on it the more comprehensive and powerful the secrets contained within. Arcane Master - Gets one point in each of the six types of magic for 4 pointsStaff Of Power - when using your specially prepared staff of power (could be a wand too), you get a +1 bonus to your magic level. 2 points.Specialist - choose one type of magic. You get +2 bonus on your magic level for that type, a -2 penalty for the opposite type of magic, and a -1 penalty for all others. Can only be chosen once. 1 point.Scroll Master - you can write scrolls that contain magic spells. You can inscribe 1 MP worth of spells per day. 1 point.Alchemist - you can make potions that contain magic spells. You can craft 1 MP worth of potions per day, but it costs 100-600 gold worth of rare components to do so. It is possible to craft Batches of up to twelve potions at the same time, but the experience cost escalates. 2 points.Artificer - you can make enchanted items. You can craft 1 MP worth of magical enchantment per month, and it costs 1000-6000 gold worth of rare components to do so. 3 points.Devourer - consuming life restores your HP and MP and could temporarily give a boost to them. For 1 points, you restore half your HP or MP when consuming life. For 2 points, you restore both. For 3 points, you can gain temporary extra HP and MP up to twice your regular amount. Must be human or human-like life.Magical Resistance - choose a type of magic. You receive half damage from it. 2 points. You can take it more than once.Physical Resistance - you take half damage from physical attacks. 4 points.Ally. One of your companions from your past adventures decided to come live with you. 2 points.Disadvantages:Wand - You started learning magic with a wand so you got bad caster habits. Without a specially prepared wand (or a staff) you suffer a -1 penalty to your magic level. -1 pointEnemy - you got a similarly powerful enemy bent on ending your life. -1 point. For -2 points, you pissed off someone vastly more powerful than you instead.Dependency - in your magical experimentations, you gave yourself a terrible condition, you must consume life or you weaken faster and faster until you die. You lose 1 permanent maximum HP every morning if you didn't consume a human or human-like life the day before. When you do consume life, you regain your maximum HP back, but it doesn't automatically restore your current HP. -2 pointsVulnerability - choose a type of magic. You take twice as much damage from it. -1 point. You can take it more than once.Fragile - you take twice as much damage from physical hits. -2 points.
Also don't forget to name your wizard.
>>6164872>MountainAn old mountain range like the Appalachian. >Medium population>Medium danger>>6164873>1 point in air>1 point in fire>1 point in earth>1 point in water>2 points in light>2 points in HP>2 points in MPAdvantages:>2 points in wealth>2 points in library>Magical Resistance (light) taken onceDisadvantages>Wand>Vulnerability (darkness) taken once>FragileName: Albus Lucian Dowan
>>6164897You may choose 6 spells:Air Compass: Sense the direction of prevailing winds, helping with navigation in unfamiliar areas. Echo Whisper: Carry a whispered message on the wind to a specific nearby target. Minor Gust: Push an object or creature with a small burst of wind, sufficient to ruffle clothing or knock over light items.Coal Fist: Cover your fists in embers, dealing minor fire damage with unarmed strikes. Hot Palm: Infuse your hands with heat to warm or burn objects you touch.Fire Cradle: Gently cradle a small object in flames without damaging it.Clay Mold: Shape clay into small, useful objects or tools. Mineral Detect: Sense nearby ores and minerals. Earthen Grasp: Summon a hand of soil to hold an enemy in place. Drizzle: Create a small, localized raincloud.Mist Veil: Create a light mist to obscure vision. Purify Water: Cleanse contaminated water. Light Step: Temporarily reduce your weight to move silently.Luminescent Mark: Leave a glowing trail or symbol on a surface. Blinding Flash: Release a sudden burst of bright light.Blazing Sigil: Mark an area with a radiant rune that damages enemies. Sunflare: Release a burst of heat and light to burn and blind foes. Radiant Veil: Cloak an ally in shimmering light to obscure their figure.
During your adventuring days, you found yourself enchanted by the rugged beauty of this mountainous region. The towering peaks, the windswept cliffs, and the isolated valleys seemed to call to you, offering both solitude and adventure in equal measure. It felt like the perfect place to build your tower, away from the hustle and bustle of the world, where you could continue your experiments in peace, without the interruption of city life.You find a cheap plot of land tucked high up in the mountains for a mere 1,000 gold. The land is vast and untamed, stretching across the rugged terrain in every direction. You know that in this remote corner of the world, you won’t have to worry about nosy neighbors or unwanted visitors. The perfect place to create something truly unique and powerful—your very own tower.However, as you survey the land, you are reminded that this region, while beautiful, comes with its share of challenges. The very mountains that offer such magnificent vistas also present significant risks. Avalanches are a frequent occurrence in the winter months, with tons of snow and ice crashing down the cliffs without warning. The local wildlife is equally formidable, with frost giants roaming the higher elevations and territorial wyverns soaring overhead, their sharp talons and fiery breath a constant threat. You’ve seen firsthand how dangerous these creatures can be, but you also know that with the right precautions, you can build something strong enough to withstand whatever nature—or these creatures—throw your way.Most of the people who call this place home live in a handful of small mining towns or isolated monasteries, nestled between the craggy rocks and narrow mountain passes. They’re hardy folk, living off the land and what little they can trade, often relying on mountain goat meat as their main source of food, as it is the only meat that isn’t prohibitively expensive in this harsh and isolated region. The smell of roasted goat meat and the sounds of the mines echoing through the valleys are the soundtrack of daily life here.You can’t help but recall your past here. Years ago, as a wandering adventurer, you helped rid this land of a particularly dangerous necromancer who had taken root in the mountains, raising the dead and terrorizing the nearby villages. The necromancer is gone, but you can’t shake the feeling that the mountains may still harbor other dark secrets. The land has a history of dark cults and strange happenings, and you’ve learned not to let your guard down completely. Who knows what lurks in the shadows of these craggy peaks—perhaps another cult, or something worse, is waiting for the right moment to emerge.
>>6164919With all these considerations in mind, you must now decide how grand your tower should be.For 6,000 gold, you can have a tower with four above-ground levels and a basement, a modest yet functional structure that will offer you space to live and work, while still being able to secure important materials or experiments in the underground level.For 12,000 gold, you can upgrade to a tower with six above-ground levels and two basements, providing you with more space for research, storage, and any possible guest accommodations, as well as more protection from the surrounding elements and threats.For 16,000 gold, you could have a tower with eight above-ground levels and three basements, an imposing structure that stands tall against the harsh environment, offering extensive space for any number of magical, alchemical, or arcane projects, as well as multiple levels of protection from both natural and supernatural dangers.
>>6164917>Light Step>Luminescent Mark>Blinding Flash>Purify Water>Clay Mold>Mineral Detect>>6164920>12,000 gold
>>6164917Air Compass: Sense the direction of prevailing winds, helping with navigation in unfamiliar areas.Coal Fist: Cover your fists in embers, dealing minor fire damage with unarmed strikes.Purify Water: Cleanse contaminated water.Mineral Detect: Sense nearby ores and minerals.Earthen Grasp: Summon a hand of soil to hold an enemy in place.Sunflare: Release a burst of heat and light to burn and blind foes.Scout set up with a double-blind. >12,000 gold
>>6164920>Air Compass>Mineral Detect>Light Step>Earthen Grasp>Sunflare>Coal FistFirst three are for out of combat shit. The Air Compass, and Light Step will make us very good at exploring and shit. The Mineral detect will allow us to accumulate wealth in the mountains quickly hopefully. Last three should be pretty useful for combat, especially sunflare. Since we have a weakness to darkness this will help us a lot.>16,000 GoldI want a big fuck you tower, and I'm thinking with mineral detect money won't be much of a problem for us anyways and we get a discount for the jump to level 3. Jumping from level 1 to 2 was 6,000 gold, but the jump from level 2 to 3 is 4,000
>>6165069This seems pretty good, supporting. Once we have a mining economy up and running, we can work on further tower defenses or our combat abilities.
Wizard Name:Konrad Krodohaidis------Biome:>VolcanicI don't want visitors.Population Level:>LowI don't want visitors.Danger Level:>MediumEnough to keep visitors away but I'm trying to get away from fighting for survival every day.------>Wizard Points--->MagicEarth: 1 (4)Fire: 1 (2)Light: 1 (2)Water: 0 (1)Darkness: 0 (1)Air: 0 (-1)--->VitalsHP: 1MP:2------>AdvantagesArcane Master: 4Specialist - Earth Magic: 1Ally - A Tome Warlock sworn to an Earth Genie: 2------->DisadvantagesSworn Enemy - Some nerd lich declared me his rival because he likes air darkness and water instead of earth light and fire or sumn idk I wasn't paying attention because he's a NERD. (+2)
Rolled 1 (1d2)>>6164923>>6164978>>6165069>>6165070Alright, we got two votes for>Air Compass>Mineral Detect>Light Step>Earthen Grasp>Sunflare>Coal Fistand a tie between 12k and 16k tower.1 - 12k2 - 16k
Not far from your chosen plot of land lies the mining town of Minedeep, nestled snugly in a natural hollow at the base of one of the larger peaks. The town is a bustling hub of activity, with miners constantly coming and going, their faces smudged with soot and their voices loud with camaraderie. The air here is tinged with the metallic tang of ore and the earthy scent of freshly dug soil. The dwarves who live underground nearby have established a symbiotic relationship with Minedeep, trading their expertly mined metals and gemstones for food, tools, and other surface-world necessities. Together, the humans and dwarves have created a thriving trade network that sustains the region and fuels its economy.Further up the mountains, perched on a serene plateau surrounded by dense forests, is the secluded monastery of Pax Amantes. This isolated haven is a testament to craftsmanship and devotion. The monks who reside here are artisans of unparalleled skill, creating exquisite tapestries that tell the stories of their faith and the history of the mountains. Their earthenware, sturdy yet elegant, is sought after by traders who manage to make the arduous journey to their gates. The intricate carvings they produce—whether in wood, stone, or bone—are marvels of detail and artistry, each piece imbued with the patience and precision of a meditative hand. Although the monks value their solitude, they occasionally trade these treasures with those who respect their way of life.Life in the region is not without its dangers. Wyvern sightings are a near-daily occurrence, especially during the liminal hours of dawn and dusk when the skies are awash with shifting colors. These territorial creatures, their scales gleaming in the fading light, are a constant presence. While they rarely attack humans outright, they are known for their brazen raids on livestock, particularly mountain goats. Anyone foolish enough to stand between a wyvern and its chosen meal often meets a fiery or taloned fate. The locals have learned to respect these creatures, avoiding unnecessary confrontation and steering clear of the open air when the sun sits low on the horizon.
>>6165244The workers you’ve hired to construct your tower—a feat of architectural and magical ambition—have assured you it will be completed within six months. They labor diligently, cutting stone, shaping wood, and hauling materials up the steep inclines to create a structure worthy of your aspirations.As they work tirelessly to bring your vision to life, you must decide how you will spend these six months. The region offers several options:> Find an inn at Minedeep: Immerse yourself in the lively atmosphere of this mining town, enjoy the company of its industrious inhabitants, and perhaps even barter for unique dwarven goods.> Seek shelter at Pax Amantes: Embrace the tranquility of the monastery, live among the monks, and perhaps learn a craft or two while marveling at their artistry.> Set up a tent alongside the workers: Stay close to your tower’s construction, overseeing progress and braving the elements to ensure every detail is perfect.> Travel extensively throughout the region: Explore the mountains, chart their hidden trails, and discover the secrets they hold—be they natural wonders or remnants of your adventuring past.> Write in: Perhaps you have a different idea for how to spend your time in this rugged yet enchanting land.
>>6165246> Travel extensively throughout the region: Explore the mountains, chart their hidden trails, and discover the secrets they hold—be they natural wonders or remnants of your adventuring past.Let’s get the lay of the land
>>6165244>Not far from your chosen plot of land lies the mining town of MinedeepThe Tolkien Academy of Place Names.>>6165246>Travel extensively throughout the region: Explore the mountains, chart their hidden trails, and discover the secrets they hold—be they natural wonders or remnants of your adventuring past.
>>6165246> Travel extensively throughout the region: Explore the mountains, chart their hidden trails, and discover the secrets they hold—be they natural wonders or remnants of your adventuring past.
>>6165258>>6165268>>6165284In your first month of wandering through the breathtaking, treacherous mountains, the locals regale you with tales of two intriguing locations, each brimming with potential adventure and peril. The first is a craggy outcrop known as The Wyvern’s Crown, a towering formation of jagged rocks that rise like a crown against the sky. Locals warn you to avoid it at all costs; it’s a nesting ground for wyverns, whose sharp talons and fiery breath make them formidable foes. Yet the Crown has a magnetic allure for treasure seekers, as the wyverns are known to hoard shiny objects—gold, gemstones, and even relics lost to history—gathered from their raids across the mountains. The way is perilous, the reward uncertain, but the thought of reclaiming some of those treasures stirs the adventurer’s spirit within you. The second tale whispers of the Hidden Hot Springs, nestled somewhere within a network of nearby caves. These springs are said to be a wonder of nature, their warm waters a stark contrast to the icy wilderness. The minerals in the water are believed to have healing properties, rejuvenating both body and mind. However, the springs are fiercely guarded by territorial snow apes, hulking creatures with thick white fur and ferocious tempers. Few who have ventured to the springs have returned unscathed, but those who do speak of their restorative effects as nothing short of miraculous. What will you do? > Go check The Wyvern's Crown: Face the wyverns and seek out their hoard. > Go check the hot springs: Brave the caves and snow apes for a chance to uncover this hidden oasis. > Continue exploring: Leave these places for another day and see what else the mountains have to offer. > Write in
>>6165304>Go check the hot springs: Brave the caves and snow apes for a chance to uncover this hidden oasis.
>>6165328The thought of soaking in the legendary hot springs fills your mind as you ascend the rugged mountain trails. Your journey to find them begins with an encounter with an old man living in the solitude of the peaks. His modest stone hut is tucked into a craggy alcove, and his only companions are a herd of mountain goats that bleat lazily in the thin mountain air.“Ah, the springs,” he says, stroking his frost-colored beard, his eyes narrowing as though peering into the distance of a memory. “Not easy to find, even with good directions. But beware. The caves leading to them are no place for the faint-hearted. Things that watch you from the shadows don’t always blink.” With a gnarled hand, he sketches out a crude map in the dirt.Thanking him, you press onward, following his directions carefully. Soon, you reach the entrance to a sprawling cave complex. The opening yawns like the mouth of a slumbering giant, a chill emanating from within that is colder than the mountain air. You step inside cautiously, the glow of your torch flickering against the stone walls.Something feels wrong. The air is too still, too silent. As you venture further, a rustling sound catches your ear, and your torchlight suddenly reflects off too many gleaming, beady eyes. From the darkness, a massive wolf spider emerges, its hairy legs spanning nearly the width of the tunnel, and its mandibles clicking ominously.You grip your staff, your heart racing. You need to act quickly.> Restrain it with Earthen Grasp> Blind it with your torchlight> Blind it with Sunflare> Distract it with a thrown object like a stone> Turn back and re-evaluate> Write in
>>6165361>Blind it with your torchlight
>>6165370With a steady hand, you raise your torch high and begin to swing it in rapid, erratic motions. The light bursts in waves, casting jagged reflections against the cave’s damp walls. For a moment, the world seems to freeze in place—the spider, a hulking mass of dark menace, flinches as the harsh glow strikes its sensitive eyes. Its many legs skitter nervously across the stone floor, and with an almost predatory hiss, it begins to retreat into the shadows from which it emerged. The torchlight seems to have disoriented the beast, sending it scuttling deeper into the labyrinthine darkness. You watch as the spider disappears into the gloom, its eyes the last thing you see before they vanish entirely. The silence returns, but this time, it feels more oppressive than before, as though the cavern itself holds its breath, aware of your presence.For a moment, the thought of venturing deeper into the cave where that monstrous creature lurks makes your heart race with unease. The idea of continuing into the heart of the darkness, where only the unknown remains, feels like an invitation to danger—not a step toward the warm, healing waters of the springs. The spider may be gone for now, but its presence, its weight on the very air of the cave, lingers in your mind like an invisible shadow. You take a deep breath, feeling the cold, musty air settle around you. The spring, however alluring, seems far more distant now—like a mirage fading just as you approach. The decision sits heavy upon you.What will you do? > Continue looking for the springs: You push past the unease and press forward, determined to find the hot springs, no matter the dangers that await. Perhaps the journey is fraught with peril, but the reward could be worth it.> Return to the surface: The cave holds more dangers than you’re willing to face today. With a sense of caution, you decide to retreat to the surface, where the sun and fresh air provide comfort and clarity.> Write in
>>6165377>Return to the surface: The cave holds more dangers than you’re willing to face today. With a sense of caution, you decide to retreat to the surface, where the sun and fresh air provide comfort and clarity.We have all the time in the world to return and return better prepared.
>>6165377>Return to the surface: The cave holds more dangers than you’re willing to face today. With a sense of caution, you decide to retreat to the surface, where the sun and fresh air provide comfort and clarity.
>>6165377> Continue looking for the springs: You push past the unease and press forward, determined to find the hot springs, no matter the dangers that await. Perhaps the journey is fraught with peril, but the reward could be worth it.I'm not a pussy. We're a primarily light mage and these monster clearly can't handle light.
>>6165377> Return to the surface: The cave holds more dangers than you’re willing to face today. With a sense of caution, you decide to retreat to the surface, where the sun and fresh air provide comfort and clarity.Hmm, we should develop more offensive capabilities before returning
>>6165405>>6165454>>6165524>>6165564Realizing that you lack the tools or preparation to deal with a monstrous wolf spider lurking in the shadows of the tunnels, you make the difficult but wise choice to retreat. The thought of venturing deeper into the cave’s labyrinth with such a threat stalking the darkness is simply too dangerous. You turn back toward the cave’s entrance, gripping your torch tightly and keeping a watchful eye on the shadows. As you step outside, the wind howls with an unnatural ferocity, carrying a biting chill that stings your exposed skin. Within moments, the weather takes a violent turn. Snow begins to fall in thick, relentless sheets, obscuring the world around you. The sudden blizzard envelops you in a disorienting flurry of white, reducing visibility to little more than an arm's length. Panic flares in your chest, but you calm yourself with a steady breath. Drawing upon your magic, you cast Air Compass, allowing the shifting winds to guide you. A faint glow appears in your mind’s eye, an ethereal tether pulling you toward the direction of safety. Step by careful step, you make your way through the storm, the magic keeping you steady where the cold and chaos would have otherwise overwhelmed you. After what feels like hours of battling the elements, you finally spot the flickering lights of the workers' camp through the snow. Relief washes over you as you step into the warmth and safety of their fires. Over the next month, you share your harrowing tale of the encounter with the wolf spider, spreading the word of the lurking danger in the caves. The locals react with a mix of concern and resignation. For a population accustomed to wyverns hunting at dusk and frost giants claiming passes, another monstrous threat is less an extraordinary event and more an additional hazard to their perilous lives. Some shake their heads grimly, muttering about how the mountains grow more treacherous with every passing year, while others dismiss the threat entirely, confident in their ability to avoid the spider's lair. What will you do in the second month? > Continue searching for the mountain’s secrets: There are still mysteries hidden in these peaks. Perhaps it’s time to redouble your efforts and uncover them. > Hire some mercenaries to assist in the caves: The wolf spider remains a threat, but with a band of skilled fighters at your side, you might be able to face it and safely explore the tunnels. > Seek to learn about other nearby settlements: The region is dotted with small communities. Investigating them could provide valuable allies, resources, or knowledge of further dangers. > Visit Minedeep: The bustling mining town may offer supplies, stories, and perhaps even adventurers willing to assist you in your endeavors. > Visit the Monks of Pax Amantes: The secluded monastery may hold wisdom, healing, or unique artifacts that could aid you on your journey. > Write in
>>6165571> Hire some mercenaries to assist in the caves: The wolf spider remains a threat, but with a band of skilled fighters at your side, you might be able to face it and safely explore the tunnels. We're probably better as a support than a direct fighter. If this goes well maybe we could hire one of them full-time as a guard or servant.
>>6165571>Hire some mercenaries to assist in the caves: The wolf spider remains a threat, but with a band of skilled fighters at your side, you might be able to face it and safely explore the tunnels.
>>6165571>Seek to learn about other nearby settlements: The region is dotted with small communities. Investigating them could provide valuable allies, resources, or knowledge of further dangers.If we could make allies, then we wouldn’t need to hire anybody.
>>6165586>>6165604>>6165692The Frostbitten Flagon, a weathered and drafty tavern nestled in the shadow of a jagged mountain peak, seemed like the perfect place to find mercenaries willing to brave the region’s dangers. The smoky interior was warmed by a crackling hearth, but the clientele left much to be desired. Gathered around a rickety wooden table were four candidates, each one more questionable than the last. Jarek "The Great" Morleth, a grizzled man in mismatched armor, leaned back in his chair with an air of practiced bravado, his boots propped on the table. He sloshed his ale as he boasted of slaying the Serpent of Silverlake, defeating the Bandit King of the North, and single-handedly winning the Battle of Blackspire Pass. His yellowed grin widened as he leaned forward, lowering his voice conspiratorially. "You’re looking at a legend," he declared, ignoring the skeptical glances from his companions. "I’m the best you’ll find, and you won’t regret hiring me—no beast, no threat, is too much for Jarek the Great!" Across the table, Fennwick "The Flame" Drexler snorted and rolled his eyes, his spindly fingers twitching as though conjuring invisible fire. His singed robes and nervous demeanor didn’t inspire confidence. "Ignore the bluster," he said, his voice sharp and impatient. "What you need is firepower. I’m a pyromancer. Spiders? Wyverns? Giants? Doesn’t matter. I’ll reduce them to ashes before they even know what hit them." A loud crackle from the hearth startled him, and he flinched, quickly adding, "That wasn’t me, by the way." Next to him, Brekka "The Beastmaster" Thorlund leaned forward, her burly frame clad in patchy furs, her wild blonde hair barely contained by a crude braid. "Firepower?" she barked, glaring at Fennwick. "You want real power? Nature itself. That’s where the strength lies." She gestured to a scruffy goat chewing on the leg of a chair. "With me, you’ve got beasts at your side. Loyal. Fierce. Unstoppable." The goat sneezed, and Brekka muttered, "Not this one specifically, but you get the idea." She crossed her arms, looking smug. "And unlike these two, I won’t burn down your camp or run my mouth about imaginary battles." Gadrik "Iron Gut" Muldoon, a rotund and rosy-faced man, let out a booming laugh that rattled the mugs on the table. His helmet, sitting askew nearby, looked as battered as his pride. "Ah, you don’t need fancy magic or wild animals!" he declared, thumping his belly. "You need someone tough, someone reliable!" He grabbed a hunk of bread and stuffed it into his mouth, continuing to talk around it. "Poison? No problem! My gut’s iron. And fighting? Well, I might not hit much with my mace, but I’ve got spirit!" He laughed again, crumbs spraying everywhere. "Plus, I’m great company! What’s an adventure without a drinking buddy, eh?"
>>6165713As the four mercenaries bickered over who was the best hire, you couldn’t help but wonder if any of them were worth the trouble—or if you were about to make a very interesting mistake. Fees: > Jarek "The Great": 50 gold upfront, 6 gold per day. > Fennwick "The Flame": 40 gold upfront, 5 gold per day. > Brekka "The Beastmaster": 30 gold upfront, 4 gold per day. > Gadrik "Iron Gut": 20 gold upfront, 3 gold per day. > Hire one or some of them (which ones)> Keep looking for someone actually competent> Give it up and go do something else> Write inYou have about 7,000 gold.
>>6165715>Keep looking for someone actually competentThis is the part where we find some seasoned warrior with a decade long grudge against the spider.
>>6165734You tell them you don't think they would survive a fight against the creature you're intending to hire them to fight against, a huge wolf spider."A huge wolf spider, you say?", some guy sitting on a shadowy corner says to you."Yeah, I found it by the caves when I was looking for the hot springs.""This spider has eluded hunters for a decade, while making short work of anyone foolish enough to venture into the caves." An old man overhearing the story says: "Its been a long time since anyone around here bathed on the hot springs... I remember when I was a boy, we used to go there all the time... now... going there is suicide!""If you're going to do something about that spider, then I'll tag along. I was going to take a job as a caravan escort, but I suppose I could help you... for some coin."The man steps out of the shadows, revealing a tall, wiry figure cloaked in dark leather armor that shows the wear of countless battles. His sharp, weathered features are framed by a tangle of unkempt black hair streaked with gray. His piercing green eyes lock onto yours with an intensity that hints at both experience and danger. He rests a hand on the hilt of a finely crafted longsword, its pommel adorned with a faintly glowing emerald."Name’s Kaelen Vyrn," he says, his voice low and gravelly. "Been hunting monstrosities like your wolf spider for years. Basilisks, manticores, a chimera once—not that I go bragging about it." He glances around the room, clearly unimpressed by the other mercenaries. "Unlike these amateurs, I know what it takes to deal with a threat like that. Precision, patience, and a touch of courage most folk lack."Kaelen pulls a small vial from his belt, swirling a thick amber liquid inside. "I make my own poisons and antivenoms—been the difference between life and death more times than I can count. I’m quick on my feet, deadly with a blade, and I know how to set traps that'll make even the nastiest beast regret stepping into my territory." He pauses, letting the weight of his words sink in.
>>6165749Kaelen's smirk grows wider as he sees you hesitate, clearly gauging your reaction. He leans forward slightly, resting both hands on the table, his movements deliberate and predatory. "Listen," he says, his voice as cold as the air outside the Frostbitten Flagon. "If you think handling a beast like that comes cheap, you’re as green as these lot here." He jerks his chin toward the other mercenaries, who shift uncomfortably in their seats."I’ve been at this for over two decades. You’re not hiring a sword—you’re hiring expertise, survival instincts, and results. That spider isn’t just dangerous; it’s legendary. If you want someone to do more than die screaming in those caves, you’re going to have to pay for quality."He straightens, adjusting the straps on his armor, which gleam faintly with reinforcement runes. His longsword catches the light just enough to reveal the intricate etching of a spider web near the base of the blade—an ironic decoration, perhaps, or a mark of his grim sense of humor."My fee is 500 gold upfront," he continues, his tone unyielding. "Twenty gold a day, plus half of any loot found. You want this monster dead, and you want to come out alive? Then you’ll pay what I’m worth. Otherwise..." He shrugs, his grin turning wolfish. "You can hire these cheap blades and hope for a miracle."> Hire Kaelen> Don't hire Kaelen and go alone> Don't hire Kaelen and hire some of the others> Give it up and go do something else> Ask the old man who knows the path to tag along> Write in
>>6165750> Hire Kaelen> Ask the old man who knows the path to tag alongFine with the gold requirements but a little leary about the whole "half of the loot" thing. I guess it's fine as long as we get first pick of it.
>>6165754You decide to hire Kaelen, and ask the old man to tag along."Will you really escort an old man to relive a good experience from his childhood? You're so kind! I'll show you the way, if my bad knees don't stop me halfway."You depart to the cave first thing in the morning, not wanting to waste too much time.Arriving at the caves is easy enough, it isn't even too far away, just a few hours walk, slowed down a little by the old man.Once inside the caves, the old man guides you through.But after a few turns into the complex he screams!"Aahhh! The spider!"Kaelen jumps forward and with a swift move from his sword chops off one of the spider legs, who disappears scurrying into the darkness."C'mon, let's keep moving.", he says.Eventually, with the guidance of the old man, you find the hot springs.But the sight you see there is really weird.A whole bunch of white furred apes going apeshit over the giant spider who is there, seemingly licking its wounds.And a naked dark elf bathing into the hot springs."You attacked my baby!", she says in an angry high pitched voice, but making no motion whatsoever to look for a weapon or put back her clothes, which are on a pile near the hot springs."This thing is menacing the townsfolk!""Did my baby attack anyone? I just told her to stand around the caves to scare people from entering. Now it will take years for her leg to grow back, the poor thing...""And what are you doing here?""Me? Well... I was banished from the dark elf tribe. Found this hot springs and decided to live in here. It is nice. Endless supply of monkey meat, plus I grow some mushrooms. Been living here for ten years or so.""And what have you been doing in here for ten years all alone?""Alone? Oh no. There are a bunch of people that come visit me. But enough about me. What do you strong men want in my humble abode."The old man simply takes off his clothes and enters the hot springs."It's been decades since I bathed in here, I just wanted to do it again.""I see... well, I guess you already suited yourself. Or rather, unsuited."> Enter the hot springs and continue talking to the dark elf> Don't buy into her story, she and her spider are obviously evil, tell Kaelen to attack them> Question the dark elf further, but don't enter the hot springs> Leave, there is nothing more to do here> Write in
>>6165766> Question the dark elf further, but don't enter the hot springs
>>6165754Supporting. I’m actually not that worried about the gold expenditure since we’ll have a leg up on mining operations when our tower comes online. Let’s ask Kaelen if he’d want to hire anybody for the team and take his suggestions if he has any. I’d rather clear the caves with overwhelming force and minimize casualties in the process. Once the springs are open for business - well, we might be able to set up a secondary money-making/tour guide and protection racket scheme to protect travelers heading to and from the springs.
>>6165770Supporting.What kind of mushrooms is she growing down here? Possibly the kind that will make men trip balls and become easy marks?
>>6165770>>6165772You continue to question the dark elf, but don't enter the hot springs."And who are these people who come visit you?""Oh, you know... young humans who want to learn magic. Did you know all dark elves know magic? It is true. We all do. But since you don't look like you're going to enter the hot springs, then I'll get out so we can talk properly."You stand there, unsure whether you should continue questioning her or retreat. The atmosphere feels thick with an unspoken tension as you observe her graceful movements. As she dries herself and begins to dress, the sound of fabric brushing against skin fills the air, and you can’t help but notice the fluidity with which she handles herself, the elegance in every motion.Once she’s fully clothed, she grabs her staff and walks with purpose toward a rocky formation nearby—an oddly shaped structure that could be mistaken for a natural table, with several smaller rocks arranged around it like seats. She takes a seat at one end of the table, patting the space beside her as if inviting you to sit. Her movements remain deliberate and confident, giving off an air of calm that contrasts sharply with the unease gnawing at you.
>>6165782“Since you’re still here, you must have something or another you want to discuss?” Her voice is still smooth, almost musical, as she regards you with an expression that borders between curiosity and amusement.You hesitate for a moment, the weight of the situation pressing against you. You had expected her to be more hostile, more guarded, but instead, she seems completely at ease. And you—well, you’re beginning to feel the uncertainty creep in. She doesn’t seem like the typical villain you’d imagine, but there's something about her that still doesn't sit right. "Are you the head of some sort of cult?" you ask, trying to cut through the fog of ambiguity that surrounds her. She lets out a soft laugh, her lips curling into a half-smile. "Well... I guess you humans would call it that. But I'm just living my life and teaching some magic to poor humans who couldn’t afford it otherwise. I don’t see what’s so bad about it, honestly." What will you do?> Tell her you're a magician yourself and that you're settling nearby – You’ve met a lot of people during your travels, and you’re not one to be easily swayed. It’s better to reveal your own intentions and perhaps learn something more about her. > Tell her you defeated a necromancer in this area once and that you're wary that she is restarting his cult – You’ve dealt with this kind of thing before, and you trust your instincts. You’ll confront her directly, warning her that you won’t let another dark force rise in these lands. > Tell her she has no right to prevent people's access to the hot springs – You’re not sure what her motives are, but you know one thing for sure: people should have access to natural resources like the hot springs. You’ll challenge her on this issue. > Attack her already, she's obviously an evil cult leader and is just trying to gain time – She’s already shown signs of manipulation, and you believe she’s stalling. It’s time to take action before it’s too late. > Write in – You could ask her more questions, try to get more out of her before making any rash decisions. There may be more to her story than meets the eye.
>>6165783> Tell her you defeated a necromancer in this area once and that you're wary that she is restarting his cult – You’ve dealt with this kind of thing before, and you trust your instincts. You’ll confront her directly, warning her that you won’t let another dark force rise in these lands.
>>6165796You meet her gaze, a steady resolve settling in your chest. Something about her presence, her calm demeanor, feels almost too perfect, too calculated, and your instincts stir. You’ve faced similar situations before—dealt with dark forces lurking in the shadows, manipulating and preying upon the vulnerable. This is no different, despite her smooth words and reassuring posture."I’m not easily fooled," you begin, your voice low but firm. "I’ve been through this before. Not far from here, I fought a necromancer who had set up his cult. It took a lot of bloodshed to put an end to it, but I did. And I’m not about to let another one of these dark forces take root in this land."Her expression doesn’t falter, but you notice a flicker in her eyes—something like recognition, or perhaps it’s just the hint of amusement at your words. She leans back slightly, crossing her legs in a more relaxed posture, as if contemplating your words."A necromancer, you say?" she replies, her voice even, yet tinged with curiosity. "I’ve heard the stories. You must be quite the warrior to have dealt with that... I suppose you think I’m simply a continuation of that dark legacy?"You don’t waver, letting your gaze remain fixed on hers. "I know how these things work. It starts with one person like you, offering something ‘good’—magic, knowledge, help for the poor. But in the end, it’s always the same: a manipulative grip on people, an insidious growth. The danger builds, and before you know it, people are caught in something they can’t escape."The air feels heavier as you lay your accusations bare, but she just smiles—softly, almost kindly. "And what would you have me do, then? I am teaching what I know, helping those who seek to learn." Her tone isn’t defensive, but it holds an unspoken challenge. "Do you truly believe knowledge is a curse? That those seeking power through magic are all doomed to darkness?"Her words make you pause, the part of you that still clings to the hope of something good lingering. But no matter how sweet her words, you know what’s at stake. You’ve seen too many innocents fall prey to cults masquerading as benevolent teachings."I’m not saying knowledge is a curse," you reply, your tone colder now. "But what I’m saying is that if you are starting something similar to what that necromancer had in mind, then I will stop you. I won’t allow this area to become a breeding ground for dark forces once more. You’ve got your agenda, but I’ve got mine—protecting people from whatever threat might be hiding in the shadows."She doesn’t answer immediately, and for a moment, the silence stretches between you like a taut wire. Her gaze holds steady, searching your face for something, but you don’t break. Finally, she tilts her head slightly, as if considering something. "Perhaps, in the end, you’ll understand. But for now, I suppose we’re at an impasse."
>>6165805Fuck it, “Han shoots first”.Attack her now midspeech!
>>6165805The tension between you and the dark elf is palpable. Her words, smooth and calculated, seem to pull at the edges of your resolve, but you can’t ignore the instincts that tell you something darker lurks behind her calm exterior. She may appear harmless now, but you’ve seen how these situations play out too many times before. Still, there's a part of you that wonders if there’s another way—if this encounter could take a different turn. You weigh your options carefully, knowing each action carries its own consequences. How will you proceed?> Attack her> Suggest the two of you work together > Tell her to leave and never return > Investigate further and ask more questions > Suggest you both go to Pax Amantes together to talk to the monks > Tell her you’ll be watching her and leave> Write in
>>6165806sure thang, I'll count your vote, just will wait a little to see if the other anons will chime in too
>>6165807> Investigate further and ask more questions
so it is one vote for attacking and another for more talkingI'll wait for a tiebreaker for I dunno half and hourthen I'll roll
Rolled 1 (1d2)>>6165822>>6165806alright, rolling1 - attack2 - keep talking
>>6165833Kek>so anyways, I started blasting
Rolled 2, 3, 4, 5, 2, 2, 1, 5, 6, 3 = 33 (10d6)>>6165833>>616583520 HP20 MPEarthen Grasp 3 mp per targetSunflare 5 mpCoal Fist 1 mp per hitYou can also attack with your swordHow are you going to attack the dark elf?Roll 10d6 with your choice (I may or may not need all the dice)
Rolled 3, 4, 6, 6, 5, 5, 4, 6, 4, 2 = 45 (10d6)>>6165836Leap at her with our sword along with our guy. Try to subdue her without killing her if the possibility arises.
>>6165838>>6165836The tension between you and the dark elf finally erupts. You can feel the weight of the moment as both you and Kaelen spring into action, your instincts taking over. With a swift motion, you raise your weapon, ready to strike.You swing first, your attack precise, and Kaelen follows suit, a flurry of movement at your side. The dark elf attempts to defend herself with a flick of her wrist, but the arcane energy she channels is no match for your combined force. Her defense is half-hearted at best, and the hits land true. The elf stumbles back, but she's far from defeated.Before either of you can press the attack, she retaliates, her hands glowing with dark energy. With a murmured incantation, a pulse of shadow rushes toward you and Kaelen. The air thickens as if the very atmosphere darkens around you, pulling you into the depths of some unseen abyss. You brace yourself, trying to resist, but the power is too much. You feel the weight of darkness engulfing your senses, and suddenly, everything goes black. The spell has taken hold—you’re blind.Kaelen, however, isn't affected. The look on his face shifts into determination. He grits his teeth, focusing on the battle, and in a blur of motion, the massive spider that lurked in the cave—its fangs dripping with venom—lunges at him. The creature is swift, but Kaelen is quicker. He parries the attack effortlessly, the spider’s strike failing to make contact.“Stay calm,” Kaelen mutters under his breath. “I’ve got this.” He presses forward, his own weapon flashing through the air as he retaliates. With a well-aimed strike, his blade finds the spider’s soft underbelly. It screeches, the high-pitched sound echoing through the cave, but it’s not enough to finish it. Still, Kaelen’s blow forces the creature to recoil, retreating deeper into the shadows with a final hiss.The dark elf, watching the chaos unfold, takes advantage of the moment. With a flick of her wrist, she vanishes entirely, her body blending into the shadows, disappearing from sight. The last thing you see before the darkness fully consumes your vision is a trail of blood trickling from her form, marking her escape.“Dammit…” Kaelen’s voice comes from somewhere near you, his words tinged with frustration. “She’s gone, but I can still track her by her blood.”What will you do next?> Tell Kaelen to go after her. “Kaelen,” you say, your voice firm despite the fear creeping into your chest. “Track her down. Don’t let her escape. I’ll be fine here.”> Tell Kaelen to take you out of this cave, you’re blind. “Kaelen,” you speak with difficulty, panic creeping into your voice. “I’m blind. We need to leave this place. Get me out of here. We can’t keep fighting like this.” > Write in
>>6165843> Tell Kaelen to go after her. “Kaelen,” you say, your voice firm despite the fear creeping into your chest. “Track her down. Don’t let her escape. I’ll be fine here.”
Rolled 3 (1d6)>>6165846You shout after Kaelen, urging him to pursue the dark elf, but before you can take another breath, the world tilts violently. A heavy, crushing force slams into your back, a powerful strike that sends you stumbling forward. Your vision blurs for a moment as the searing pain pulses through your spine. You gasp, trying to steady yourself, but the blow has already taken its toll.A deep, primal growl fills the air, and through the haze of pain, you realize with dread that it’s the apes—those territorial, hulking creatures that guard these caves. The moment the threat of the spider faded, their boldness returned. Now, with only the faint echo of the battle with the spider in the cavern's vast emptiness, they have seized the opportunity, attacking you without hesitation.You feel your knees wobble beneath you as you struggle to regain your balance, but the sheer force of the impact is overwhelming. The searing pain shoots through your body, making your chest tighten and your breath quicken. Your back is a hot blaze of agony, and it's all you can do to keep your footing.damage is 1d6+3 doubled due to vulnerability to physical attacksThe sound of a weapon swinging through the air breaks through the noise of your desperate struggle. At first, it’s just a sharp whoosh, like a club slicing through the wind, but then you hear the unmistakable crack of wood against flesh. The blow lands with a sickening thud, followed by a startled grunt from one of the apes.The sharp swing of the torch continues to echo through the dark cavern, and as you struggle to regain your senses, a familiar voice breaks through the chaos."Stay back! I’ll take care of them, damn you!" The old man, the one who had guided you to the hot springs, shouts fiercely as he swings his makeshift weapon at the apes. His voice, though aged and strained, carries a surprising force, filled with a determination you hadn’t expected.You can hear the unmistakable sound of the torch making contact with something heavy, followed by the grunt of one of the apes as it stumbles back, momentarily dazed by the blow. The old man isn’t giving up easily. Despite his frail appearance, he’s fighting with everything he has, you can hear his feet shifting with difficulty as he seems to be using his torch like a battering ram."Get away from him, you damn beasts!" he shouts, swinging again.What are you going to do?> Cast a spell> Call for Kaelen> Scream for the old man to guide you out> Run away towards where you think the exit is> Write in
>>6165848> Cast a spell
>>6165856You summon the last reserves of your strength and cast Sunflare, channeling every ounce of willpower into the spell. A brilliant burst of radiant light erupts from your hands, flooding the cave with a blinding glow. The apes howl in confusion and terror, their eyes scorched by the sudden intensity. They scramble backward, retreating into the darker recesses of the cavern, their guttural snarls fading into echoes. The flickering brilliance bathes the rocky walls, leaving the cavern eerily quiet once more.“C’mon, let’s get out of here before they change their minds,” the old man urges, his voice steady but tinged with weariness. He reaches down to help you to your feet, his rough, calloused hands surprisingly firm. Without hesitation, he begins leading you toward the cave’s entrance, guiding you with careful steps. The cold air of the surface soon greets you, a stark contrast to the stifling atmosphere of the caves.Outside, you collapse against a boulder, your breath visible in the icy night air. The old man looks around nervously, his gaze flitting between the cave mouth and the distant horizon. Minutes stretch into what feels like an eternity as you both wait in silence, hoping to see Kaelen emerge from the darkness.But the entrance remains still and empty.Finally, the old man breaks the silence, his tone grim and matter-of-fact. “He’s not coming out. Whatever happened in there... he must be dead. You’d best accept it and move on.” The weight of his words presses down on you, but there’s no time to dwell. Injured and exhausted, you need to decide your next move.What will you do next?> Return to the tavern. You’ve had enough for one day. Heading back to the tavern will give you a chance to rest, gather your thoughts, and share news of what happened.> Return to camp. The workers at your tower might have supplies or assistance. Heading back there would give you some sense of safety and familiarity.> Seek someone who can heal you. You’re in no condition to continue as you are. Find a healer—perhaps someone in a nearby settlement or even one of the monks.> Write in.
>>6165892> Seek someone who can heal you. You’re in no condition to continue as you are. Find a healer—perhaps someone in a nearby settlement or even one of the monks.So…we don’t gotta pay him?
>>6165895>So…we don’t gotta pay him?well, you paid 500 gold upfront...
>>6165895The old man helps you stumble through the snow-laden paths of the mountain, guiding you carefully to a small, humble hut nestled at the edge of a dense cluster of pines. The faint smell of herbs and dried flowers lingers in the air as you approach, the only sign of life in this barren stretch of the mountain. The door creaks open at your knock, and the healer, a frail woman with silver hair pulled tightly into a bun, greets you with a gentle, knowing smile. She motions for you to enter, her movements slow but deliberate.“Ah, I see you’ve been touched by the dark arts,” she says, her voice soft yet laced with wisdom. She closes the door behind you, and you can feel the warmth of the room surround you. The hearth crackles in the corner, casting flickering shadows across shelves of meticulously organized jars and bundles of dried plants. “No one escapes unscathed when such magic is cast upon them. Let me see.”She approaches you, her hands steady as she reaches for your face. Gently, she lifts your chin, her touch surprisingly firm despite her age. Closing her eyes, she hums an incantation under her breath, a soft glow emanating from her fingertips as she places them over your eyes.“Hmm,” she murmurs, eyes still closed as she examines the residual effects of the blindness spell. “This is a common hex—darkness magic, meant to obscure vision, often used by practitioners of the foulest kinds. I can temporarily alleviate it, but the magic is stubborn.” She gestures for you to open your eyes, and you do so with caution. The world around you remains shrouded, but it’s as though the clouds in your vision have shifted, parting just enough to reveal blurry shapes and muted colors. It’s not perfect, but it’s progress.“I can cast a light to help clear it,” she says, and before you can respond, she chants softly, a pulse of soft magic flowing from her fingers into your eyes. The world sharpens, if only for a moment. “There. You can see a little better, yes?” You nod, grateful for the temporary relief. However, the healer’s face falls into a more solemn expression as she continues.“But this magic is only temporary. It will fade again in a few hours, and you’ll be right back where you started. To truly undo this, I would need a rare blend of herbs that only grow in the more dangerous regions around here. They’re the key to creating a potion that can counteract this darkness spell and restore your sight for good. But, alas, I am not in my youth anymore. The trek is too perilous for me.”
>>6165906She sighs, sitting down at a table covered with ancient books and maps, rubbing her hands together for warmth. “I am the only one who knows how to brew the potion. It is not something anyone can easily do. You would need someone brave enough to venture into the wilds to gather the herbs...”She pauses, glancing up at you with a heavy look, as if weighing the decision herself.“If you wish to recover your sight, I can only do so much. You will need someone else to fetch the herbs. But the journey is dangerous, and even the most capable men and women would think twice about venturing out there.”She looks at you with a question in her eyes, silently asking for a decision.What will you do next?> Offer to pay the healer to find someone who is willing to gather the herbs so she can brew the potion.> Tell the old man to go find those mercenaries you encountered earlier and offer them extra payment if they gather the herbs quickly.> Go to the nearby tavern yourself and hire as many people as you can to gather the herbs for you.> Hire the healer to keep casting the spell on you daily until your sight recovers on its own. > Offer to pay the healer good money if she teaches you the spell that temporarily recovers your sight.> Write in.
>>6165900Ah, that’s right. Whoops.…So…could we get a refund?>>6165907> Offer to pay the healer to find someone who is willing to gather the herbs so she can brew the potion.
>>6165923“I’ll find someone who can gather the herbs,” she says, her voice still soft but with the quiet confidence of someone accustomed to handling matters. “I have an apprentice, she knows the herbs well, but the journey is treacherous. She’ll need protection along the way.”"That’s fine,” you reply with assurance. “Hire a mercenary. I’ll cover the cost."You hand the healer a heavy bag of gold, the sound of the coins inside clinking as you toss it to her with a slight nod. She catches it with ease, a knowing glint in her eyes. The weight of your payment seems to bring a small, appreciative smile to her face.The healer nods, already thinking ahead. "I’ll see to it," she says, "Make yourself comfortable. I’ll brew the potion as soon as possible. It will take a few days."With that, she settles herself into a chair by the hearth, seemingly unfazed by the hustle and bustle of her small home. She begins to tell you stories of the region—tales of long-lost cities hidden deep within the mountains, of ancient curses that still linger in the wind, and of powerful beings who once roamed the earth, their names lost to time. Her voice weaves a tapestry of history and folklore, each story more fantastical than the last, but you listen attentively, allowing the words to wash over you as you relax into the warmth of the room.Curiosity nudges at you after a while, and you ask, "How did you come by your skills? How did you learn to heal?"The healer looks up from the fire, her expression thoughtful. "Ah," she begins with a sigh, her gaze distant, as if remembering something from long ago. "There was once a mystic, a healer who lived in these parts. He traveled from village to village, sharing his knowledge with anyone willing to learn. I was one of his apprentices. I started training with him when I was young, eager to learn, to help. But many years ago, a group of adventurers came through. They accused him of being the leader of some cult. They killed him in cold blood, right in the heart of his own home. The betrayal of it all shattered many of us. We had been learning so much... and just like that, our training was cut short."Her voice falters for a moment, but she regains her composure. "I was left with so many unanswered questions, lost without a guide. It was a difficult time. I wandered for years after that, until I joined a group of artists—a band of wanderers who sought out beauty in the world. They helped me find solace in a way. But it wasn’t until I found a new master, many years later, that I truly learned what I know now."
>>6165933You listen, enraptured by her story. The weight of her words hangs heavy in the air, and you realize that beneath her calm demeanor lies a wealth of experience and pain."After serving him for years," she continues, "I asked for permission to retire. I wanted to return home, to the mountains I knew so well. And now here I am, living a quieter life... still healing, still helping, though not as I once did."As she speaks, a young woman enters the room—a girl, really—her hair messy and unkempt from a long day of labor. The healer turns to her, nodding with a sense of purpose."My apprentice," she explains, motioning toward the girl. "I need you to go find someone—someone strong to accompany you into the wilds and gather the herbs I need. The journey will be dangerous, but I trust you’ll handle it."The apprentice nods and, before she leaves, glances at you curiously. "Is this the man they’ve been talking about? The wizard who’s building a tower nearby?"You meet her gaze and nod. "That’s me."Her eyes widen, a mixture of admiration and excitement flickering across her face. "A wizard? I’ve always wanted to learn more about magic... Do you think... would you teach me some magic?"You pause for a moment, considering the question. The girl’s enthusiasm is undeniable, and something about the earnestness in her voice makes you feel a sense of responsibility."Once my tower is finished," you reply, your voice steady. "Come visit me then, and I’ll see what I can teach you."Her face lights up with joy. "I’ll come for sure! Thank you, thank you!" She hurries off with renewed purpose, already planning the journey ahead.In the days that follow, you settle into the healer’s cottage, taking refuge from the cold while the world outside continues to spin. People come and go, each carrying their own burdens, seeking remedies for ailments both physical and spiritual. The healer handles each problem with grace, offering solutions with the wisdom of someone who has seen much of the world. She seems to have a solution to everything, her knowledge of the herbs, potions, and incantations vast.And then, after what seems like an eternity of waiting, she finally tells you that the potion is ready.
>>6165936She hands you a vial of glowing liquid, its color a soft blue with swirls of white floating inside, like wisps of cloud. "Drink this," she says, her voice steady. "It will heal your eyes."You nod in gratitude, uncorking the vial and tipping it to your lips. The taste is bitter, sharp, but it doesn’t take long for you to feel a warmth spreading through your body, starting from your stomach and radiating outward. Your vision blurs for a moment, but then you blink—and everything comes into focus. The world is clear again."How much do I owe you?" you ask, feeling a sense of relief wash over you as your sight returns to normal.The healer smiles softly, waving her hand dismissively. "Oh, the gold you gave me up front covers the cost. Don’t worry about it."The bag of gold you handed her early should have no more than 100 gold, though you're not sure the exact values. "Thank you for your services," you say sincerely. "Your prices were fair, and your skills... exceptional."She smiles at your words, nodding in acknowledgment. "Take care, and remember, if you ever need anything else, don’t hesitate to come back."You leave the healer’s cottage with a sense of closure, your eyes now fully restored. You make your way back to the construction site, the cold mountain air biting at your face as you ponder what to do for the third month.What will you do next?> Continue overseeing the tower construction.> Return to the nearby settlements to gather more information.> Explore further into the wilderness in search of hidden places or dangers.> Visit the tavern and hire more workers or mercenaries.> Write in.
>>6165937> Return to the nearby settlements to gather more information.Hmm, the healer lady doesn’t even realize that we saved her from being a necromancer’s thrall, what a dummy. Rough that our double-assault on the elf didn’t pan out, but Kaelen might have lived, you never know.Anyways, let’s start putting together an anti-elf spy network - let’s track down some of her apprentices, they’ll know her hiding spots.
>>6165937> Explore further into the wilderness in search of hidden places or dangers.
>>6165937>Explore further into the wilderness in search of hidden places or dangers.
>>6165937> Return to the nearby settlements to gather more information.
Rolled 1 (1d2)>>6165943>>6165946>>6166000>>61661211 - settlements2 - wilderness
>>6166235You set out to visit the nearby settlements, navigating the rugged mountain paths with determination. The settlements here are sparse, with houses separated by an hour or more of walking, each nestled into the craggy landscape. These are the homes of mountain goat herders, hardy folk who have made a life in the harsh and remote wilderness. As the day wanes and the sky begins to blush with the hues of dusk, you notice the herders calling their goats back to the safety of stone barns and fortified enclosures. The reason becomes clear soon enough: a high-pitched screech echoes across the mountains. Though you have yet to encounter them directly, the wyverns are a constant presence in this region, particularly around the liminal hours of dawn and dusk. Their cries are a chilling reminder of the dangers that lurk in these parts.Despite the risks, the herders extend their hospitality readily. Should you find yourself caught outside near nightfall, they offer a warm meal and a safe place to rest. These people value community and protection, their lives shaped by the shared struggle of surviving the wild.In the warmer months, caravans make their way into the mountains, bringing goods from beyond the valley and carrying back precious metals extracted from the earth. In your inquiries, you learn that textiles, finely crafted wooden goods, salt, grains, honey, and exotic foods are among the most sought-after items brought by the traders. In return, the region exports ore and iron, with smaller quantities of rarer metals finding their way into the caravans as well. The symbiosis between the mountain folk and the outside world is evident, though their way of life remains distinctly their own.When you begin asking about a dark elf in the tunnels, the mood of the conversations shifts. Most of the older folk become guarded, their responses vague or dismissive. However, the younger generation is more forthcoming, their curiosity about the world seemingly outweighing any fear or mistrust.
>>6166248One boy, barely in his teens, leans in conspiratorially when you ask. “Yeah, there’s a dark elf down in the tunnels,” he whispers, his eyes darting around to ensure no adults are nearby. “She teaches people magic. Weird magic.”“What kind of magic?” you ask, intrigued.The boy shrugs. “Smoke that takes shapes... like animals and stuff. And sounds. Weird sounds that come from nowhere.”Another child, a girl with messy hair and an adventurous glint in her eyes, volunteers to show you. She leads you to her modest home and lights a candle. Focusing intently, she waves her hands over the flickering flame, coaxing the smoke into simple shapes—a bird, a snake, a flower. The illusions are crude and fleeting, more like party tricks than anything dangerous, but the pride in her accomplishment is evident.You realize the dark elf isn’t teaching anything particularly threatening—at least not to the children. It seems more like a test, a way to entice those with potential for greater abilities. Smoke illusions may be harmless, but they could also serve as the gateway to more advanced magical skills.As you wander the settlements, another detail strikes you as odd. There is no priest here. In every town, no matter how small or remote, there is usually a priest to tend to the spiritual needs of the people. But here, there is none. It puzzles you. Perhaps the monks in the nearby monastery fill this role, but you see no evidence of them outside their secluded domain. It’s an anomaly that sticks in your mind.> Try to find a more serious apprentice of the dark elf > Convince the kids to take you to the dark elf > Ignore the dark elf for now and visit the caravans to browse their goods > Inquire why this region doesn’t have a priest > Write in
>>6166250> Try to find a more serious apprentice of the dark elf >Ask around to see if Kealen had any family. We should probably let them know what happened
>>6166262Supporting
>>6166250>>6166262 +1
>>6166262+1
>>6166262>>6166265>>6166281>>6166290You decide to ask around about Kaelen, hoping to uncover whether he had any family you should inform about his apparent fate. It doesn’t take long for the locals to point you toward his father, an elderly man who lives alone, tending to a herd of goats in the shadow of the mountains.You approach his modest stone dwelling, a sturdy structure weathered by time and the elements. The old man greets you with wary curiosity, his wrinkled face framed by a thick white beard. After exchanging pleasantries, you deliver the news as gently as possible. “I came to tell you about Kaelen,” you begin. “I fear he might not have made it. He didn’t return from the caves where we fought.”The old man stares at you for a moment, his expression unreadable. Then, to your surprise, he bursts into laughter—a deep, hearty sound that echoes off the surrounding hills. “Ha! The amount of times people told me he’s dead,” he says, wiping a tear from his eye. “Have you seen him dying?”“Well… no, but—” you stammer, caught off guard by his reaction.“Then he’s not dead,” the old man interrupts, his voice firm with conviction. “You should go back to where you left him. He might be wounded, holed up somewhere, trying to regain his strength. Or maybe the enemy captured him. But dead? I doubt it. My Kaelen is tough as nails, always has been.”His unwavering confidence in his son plants a seed of doubt in your mind. Perhaps the old man is right—perhaps Kaelen is out there still. You thank him for his time and assure him you’ll investigate further.Next, you turn your attention back to the dark elf. Determined to delve deeper into her activities, you seek out someone more deeply involved in her teachings. The children who showed you the smoke tricks eagerly point you toward a young woman they’ve seen frequenting the caves. “She goes there all the time,” one boy tells you. “I’ve seen her sneaking into the tunnels at dusk.”“She’s kind of weird, though,” another chimes in. “Really pretty, but her eyes… they’re all sunken, like she doesn’t sleep.”The description intrigues you. You keep a watchful eye for the girl and eventually spot her walking through the settlement. She’s petite, with striking features—her delicate face and graceful movements would make her beautiful, were it not for the gauntness around her eyes that gives her an unnerving, haunted look. > Confront her directly: Accuse her of being involved with the dark elf and demand answers. > Follow her to find the elf: Shadow her movements discreetly to see if she leads you to the dark elf. > Expose her as a cultist: Publicly call her out in the village and see how others react. > Pretend you want to join the cult: Approach her under the guise of someone seeking magical instruction. > Write in
>>6166349> Pretend you want to join the cult: Approach her under the guise of someone seeking magical instruction.
>>6166349> Pretend you want to join the cult: Approach her under the guise of someone seeking magical instruction.“Hey lady, I’m looking for some of that PURE magic, you know what I’m saying?”
>>6166352>>6166361You decide to feign interest in joining, hoping to infiltrate the inner circle and uncover her true intentions. After spotting the sunken-eyed girl wandering near the outskirts of the village, you approach her, your demeanor carefully calculated to appear both intrigued and respectful.“Excuse me,” you begin, your tone low but earnest. She glances at you, startled at first, but then curious as her gaze settles on your face. “I’ve heard whispers about a teacher in the caves. Someone who understands magic beyond what most can imagine.”Her expression tightens for a moment, as if deciding whether to brush you off, but your apparent sincerity seems to disarm her. “Who told you that?” she asks cautiously.You smile, leaning in slightly. “Let’s just say word travels quickly in a small place like this. I’m not here to cause trouble. I want to learn. I’ve been searching for someone who can teach me things... things others fear.”She narrows her eyes, scrutinizing you. “You don’t seem like the usual type.”“I’ve dabbled,” you reply vaguely. “But I need a true guide. If what I’ve heard is true, your master could be exactly what I’m looking for.”The girl hesitates, then nods. “If you’re serious, meet me at the caves in three nights’ time, after sundown. Don’t be late.” With that, she turns and move away.Three nights later, you arrive at the appointed meeting place. The mountains are cloaked in shadow, and the faint screeches of wyverns in the distance send shivers down your spine. She is waiting by the cave entrance, her arms crossed and her expression guarded.“You came,” she says, her tone neutral but her eyes studying you intently.“Of course,” you reply. “I’m eager to begin.”She nods and gestures for you to follow her into the dimly lit tunnels, the faint scent of damp earth mingling with something sharper—burnt herbs, perhaps.Finally, she stops in a chamber illuminated by flickering candles. She turns to you, her expression serious. “My master doesn’t meet just anyone. You need to prove your worth first.”You raise an eyebrow. “And how do I do that?”Her lips curve into a faint smile, though her eyes remain shadowed. “A ritual. If you’re truly committed, you’ll strip down and consume these.” She holds out a small pouch filled with strange, colorful mushrooms. “They’ll grant you visions. If you pass through the experience and emerge whole, you’ll be one step closer to earning my master’s trust.”You look at the mushrooms, then back at her, your mind racing. > Accept to partake in the ritual: Agree to the ritual, hoping to gain further access to the dark elf. > Refuse to partake in the ritual and leave the cave: Decide this isn’t worth the risk and walk away. > Refuse to partake in the ritual and threaten her with violence: Demand she take you to the dark elf immediately or face the consequences. > Write in
>>6166366More of this magic mushroom bullshit. Can we >agree to do the ritual>ask for privacy while we get naked>eat only one mushroom and use earthen grasp to bury the restBasically, we can trip balls only a bit, fake the rest of our experience and stay lucid enough to defend ourselves in the process
>>6166366> Accept to partake in the ritual: Agree to the ritual, hoping to gain further access to the dark elf.
Rolled 1 (1d2)>>6166368>>61663691 - take a lil bit 2 - take full dosis
>>6166368>>6166369>>6166384You stand before the girl, your heart pounding with anticipation and uncertainty. The flickering candlelight casts eerie shadows on the walls of the cave, and the pungent smell of the mushrooms fills the air. The ritual had begun in earnest. As she looks at you expectantly, you feel a surge of determination rise in your chest. This was your chance to get closer to the dark elf—no matter what it took.You look at the mushrooms she handed you, their vibrant colors and unusual shapes almost pulsing in the dim light. You put them into your mouth and chew thoughtfully. As you do, you feel an odd sensation of warmth spreading in your chest. You begin undressing slowly, pretending to comply fully with the ritual, but inside you’re already planning your course of action.Under the guise of fully engaging in the ceremony, you surreptitiously use your magical abilities. You subtly employ the earthen grasp, quietly manipulating the dirt beneath your feet to bury the majority of the mushrooms, leaving only a tiny trace of them for you to consume. You swallow just enough to simulate the ritual’s effects but not enough to succumb to their full power. Soon enough, the faint, pleasant buzz of the mushrooms begins to take hold, but you keep your wits about you. The smoke in the cave swirls around you, taking strange, shifting forms that seem to defy logic. The air grows thick, and an eerie hum vibrates from the walls. A distant, haunting voice seems to echo through your mind, calling you.You grit your teeth, trying to maintain control. This wasn’t your first time dealing with mind-altering magic, but you had to be careful. You could feel the presence of something… out there, trying to break through.
>>6166390With your vision blurred and your head feeling foggy, you play along. “Yes, I feel it,” you mutter, putting on an air of confusion mixed with false certainty. “Some kind of entity... it’s… reaching out to me.”The girl’s eyes widen with interest. “I’m impressed,” she says, her voice soft but filled with an unspoken challenge. “You’ve managed contact on your first try. Most people only see shadows or feel a faint presence in their first attempt. But you... you must have real potential.”You struggle to keep a straight face as the hallucinations swirl around you. The voice in your mind becomes more insistent, pressing against your senses. You can feel it tugging, trying to find a way into your thoughts. But it’s not strong enough. The mushrooms were potent, but you’d managed to limit their effects—just enough to make it seem like you were experiencing something extraordinary.“So,” she prods, “What is the entity telling you?”You hesitate for only a moment before diving into the depths of your imagination, weaving a tale that will keep her engaged.> Invent some deep wisdom about the nature of magic: You craft a profound-sounding response, speaking of the eternal connection between all things in the universe, the flow of magic binding everything together in a cosmic dance.> Invent something about the world the entity comes from: You weave a tale of an ancient world of infinite realms, where the entity comes from a place of constant flux and shifting realities.> Tell her the entity is molesting you: You fabricate a disturbing encounter, claiming the entity’s presence is overwhelming, that it’s reaching into your mind and body in ways that are deeply uncomfortable.> Write in
>>6166391Tell her the truth (ish!)“I.. I can’t quite hear it - it speaks, but the voice is distorted, full of echoes, I… what is the name of the thing! Tell me its name so that I can call out to it!”>basically, play along as if we’re trying to open up further but can’t quite manage it alone
>>6166391> Invent some deep wisdom about the nature of magic: You craft a profound-sounding response, speaking of the eternal connection between all things in the universe, the flow of magic binding everything together in a cosmic dance.
>>6166393Support.Caught up; this seems like a gud quest QM.Just really sad that our protag seems to fail everything he's attempting on his own.
>>6166423I unironically think that losing can be fun as long as you stay true to the MC character/motivations. Good to see that the QM isn’t afraid to hand us an L
>>6166426don't get me wrong, i'm a dwarf fortress player.Still wondering how mc survived adventuring.
>>6166423>>6166426>>6166453>Just really sad that our protag seems to fail everything he's attempting on his own.to be honest I think the starting build was a little underpowered, you could have extracted far more dakka out of it> Still wondering how mc survived adventuring.I suppose he was a utility/support guy, not much a combat frontliner, and trying to solve things on his own doesn't seem to work very well
The smoke in the cave feels heavier with every breath, clinging to your senses like a persistent fog. Your mind wavers under the faint pull of the mushrooms, and the distorted voice echoes faintly in your thoughts, teasing your focus. You clutch at your temples, feigning frustration. “I... I can’t quite hear it,” you stammer, adding a tinge of desperation to your voice. “It speaks, but the voice... it’s distorted, full of echoes. I—what is the name of the thing? Tell me its name so I can call out to it!”The girl’s eyes soften, and a small, approving smile plays on her lips. “It’s okay,” she says gently, her tone comforting. “Most people can’t make full contact on their first try. You’ve done great, though—better than most.” She moves to a nearby brazier and lights a bundle of herbs. Sweet-smelling smoke fills the cave, curling in tendrils that seem to soothe the chaotic visions in your head. The presence in your mind ebbs, receding into nothingness. “I will tell the master about you,” she says, her words holding a weight of promise. “Let’s meet again next month, during the new moon. That’s when we’ll continue your initiation.”You nod, moving to gather your scattered belongings. As you pull on your clothes, she turns to you, her expression serious. “Before you go, chant with me,” she instructs.She begins reciting an intricate chant in a language that dances just beyond your understanding. You strain to catch the cadence—it sounds like Dark Elvish, though the meaning eludes you. You join in, mimicking her tone and rhythm, the strange words falling from your lips like an alien hymn. The two of you chant together for several minutes, the sound reverberating off the cave walls, blending into the stillness of the space.“Good,” she says when you finish. “Memorize this chant. We’re going to use it next time we meet. See you around.”With that, she gestures for you to leave. You nod, your mind still foggy but your resolve steady. You step out of the cave, the cool night air biting against your skin. Disoriented, you make your way back to your camp under the vast, star-speckled sky.The next morning, the lingering thoughts of the entity from the ritual weigh heavily on your mind. To shake the unease, you decide to take a long, cleansing bath. The warm water soothes your body, and clarity returns to your thoughts. Feeling rejuvenated, your mind drifts to Kaelen’s father’s words: *Maybe he’s alive.* The old man’s confidence lingers in your thoughts, pulling at your sense of duty. What will you do? > Find new mercenaries to go look for Kaelen. > Go look for Kaelen on your own. > Decide the father is just in denial—there’s no way Kaelen could have survived, and you shouldn’t dwell on it. > Write in.
>>6166518> Find new mercenaries to go look for Kaelen.Or at least start assembling the squad that we’ll need to raid the dark elf’s cult hideout. We should probably pick up a paladin or cleric in the process - now that I think of it, can we write a letter to the nearest paladin who might get off his ass to assist us?And maybe we can find out why some towns have no religious figure?
>>6166518> Find new mercenaries to go look for Kaelen.
>>6166524>>6166534For the fourth month you decide to investigate the local absence of priests.You learn that ten years ago the local priest died in mysterious circumstances and no new priest was sent ever since. This is a very isolated region and unless there is a major crisis people don't care much about this area.You write some letters to people you know in the Order of the Sun, giving them to the merchants and private couriers to deliver, voicing your concerns about this region having no priest and that a dark elf cult seems to be deeply rooted in here for the past ten years at least. You hired a mercenary, but unfortunately he seems to have perished in the confrontation with the cult leader. They have powerful magic, including a spell capable of blinding people, and are spreading around hallucinogens and teaching dark magic to anyone who wants to learn.You're sure your strongly worded letter is bound to get some paladin out of their ass to come investigate, though it might take a whole year for anyone to show up, since by the time the letter reaches the order, the mountain passes will be frozen.Looking for mercenaries to search for Kaelen, you find most of them are already employed by the caravans who are leaving soon.Still, you find one female mercenary named Claire who claims to have worked with Kaelen before and is willing to help you look for him.Claire fights with a sword and shield and wears chainmail and a helmet."He's always getting himself in the craziest danger, that stubborn man.", says Claire.She charges 300 gold upfront and a payment of 15 gold a day.> Hire her and go look for Kaelen> You'll need more muscle, hire more mercenaries> Don't hire her> Write in
>>6166538> Hire her and go look for Kaelen
>>6166559Support
>>6166559>>6166562You and Claire set out, determined to find Kaelen. The journey through the twisting tunnels feels like a maze, but you guide yourselves with the help of your air compass spell, the ethereal force gently tugging at your senses to keep you on track.Eventually, you find yourself standing before the same hot springs you visited before. The warm steam rises from the pools, but the atmosphere is far different this time. The peaceful serenity you remembered has been replaced with an eerie stillness, punctuated by the sound of low, rhythmic chanting. There are more people here now, some kneeling by the pools, others gathered in quiet reverence. Their voices meld in unison, a sound that seems to vibrate with an unnatural energy. And then, you see her.The dark elf is bathing in the waters once again, her dark eyes catching yours immediately. But now, she is not alone. Her cultists are here too, an unsettling presence that hangs over the spring. The spider, that same unsettling creature from before, is there too, its many legs skittering across the stones as it crawls along the periphery."My baby says we have company," the elf says, her voice dripping with amusement as she looks up from her bath.The cultists, sensing your arrival, slowly turn their heads in unison, their eyes narrowing. You glance around quickly and then notice something that sends a jolt through you—a stone table lies just a few paces away, and upon it lies Kaelen, his once-vibrant form now still and unmoving. He looks pale, lifeless even, but the sinister glow in his eyes flickers as he stirs slightly."Oh, it is you again," the elf muses, her lips curling into a smirk. "What do you want?""Release Kaelen at once!" you demand, your voice filled with urgency and anger.The elf tilts her head, her amused expression never faltering. "Well, he was as good as dead when we found him," she says lazily, her eyes sweeping over the scene. "We've been trying to patch him up."At her command, Kaelen’s body stirs fully. The red glow in his eyes intensifies, and he rises from the table with unnerving speed. His movements are jerky, almost unnatural, as if he's being puppeteered by some unseen force. He grabs his weapons with an unsettling quickness, and without a word, he rushes toward you, the blood-red light in his eyes blinding in its intensity."Kaelen, whatafuck!" Claire exclaims, her voice a mix of confusion and disbelief as she steps in front of you, ready to defend herself from the unrelenting strikes that come at her.> Use a binding spell to restrain Kaelen temporarily, halting his assault long enough to reason with him or find another way to break the spell > Confront the elf directly, challenging her control over Kaelen and demanding that she release him, using intimidation or threats to force her to intervene.> Retreat and regroup, telling Claire to fall back with you so you can reassess the situation and plan a better approach> Write in
>>6166563> Confront the elf directly, challenging her control over Kaelen and demanding that she release him, using intimidation or threats to force her to intervene.
>>6166563>Use a binding spell to restrain Kaelen temporarily, halting his assault long enough to reason with him or find another way to break the spell
>>6166563> Use a binding spell to restrain Kaelen temporarily, halting his assault long enough to reason with him or find another way to break the spell >>"Claire close your eyes">>>Sunflare!>>>>Coal Fist>>>>>Bumrush Elf with Claire
>>6166563>> Use a binding spell to restrain Kaelen temporarily, halting his assault long enough to reason with him or find another way to break the spellDidn't voted on that but I hope our good-for-nothing MC AT THE VERY LEAST bought 2 or three Collyre potion from granny alchemy
>>6166627>>6166633>>6166662Supporting, hopefully by blinding the elf we can break her concentration and release Kaelen. Obviously our odds here would be better with 3
>>6164872Bizzix 'Riptide' ZiffenripBiome: Coastal, overlooking the crashing seaPop: LowDanger: HighAir 1Earth 1Water 3HP 2MP 2Wealth 1Library 2Advantage: Staff of PowerDisadvantage: Enemy. A big one.
>>6166581>>6166627>>6166633>>6166662You summon the Earthen Grasp, and a massive stone hand erupts from the ground, seizing Kaelen in its solid grip. The spell holds him firmly, halting his frenzied assault but leaving him writhing with unrelenting strength. Sweat drips from your brow as you maintain the spell's focus, glancing at the dark elf who watches the scene with a bemused expression. “Release him from your spell at once!” you demand, your voice echoing off the damp cavern walls. The dark elf stretches lazily, her movements unhurried as though she were entirely unbothered by the chaos. “Spell?” she says, feigning innocence. “Oh, sweet child, Kaelen was on death’s door when we found him. My magic is the only thing keeping his heart beating. But I suppose I could let him go… if you wish.” Her ruby-red lips curl into a mischievous smile as she steps forward, the steam of the hot springs curling around her. “All you have to do is promise me one thing: leave this place and never return. If you do, I assure you, I won’t be so… accommodating next time.” “Claire, close your eyes!” you shout abruptly. Without hesitation, Claire shields her face, and you summon Sunflare, unleashing an explosion of radiant light. The cultists scream in confusion, shielding their faces from the blinding glare, and you use the opportunity to charge toward the elf, your hand enveloped in the fiery aura of Coal Fist. You drive your fist toward her, but the impact never lands. Instead, her body wavers and dissolves into smoke, leaving you punching empty air. “An illusion!” you hiss, spinning around. The dark elf reappears behind the cultists, now adjusting her robe as though she hadn’t a care in the world. Her piercing gaze meets yours, and her voice drips with mockery. “You’re far too violent, young man. I had hoped to settle this with words, not fists.” She sighs theatrically and snaps her fingers, muttering an incantation. Her eyes flash crimson for a moment, and Kaelen crumples to the ground, the stone hand disintegrating as he falls. “There,” she says flatly, waving her hand dismissively. “I’ve freed your friend. But I suggest you hurry if you want to save him. He’s in quite the fragile state.” Blood pools beneath Kaelen’s limp body, his breaths shallow and strained. > Attack the elf again, heedless of the danger, determined to end her dark influence here and now. > Grab Kaelen and flee the cave, prioritizing his survival over confrontation. > Attempt to bargain with the elf, offering something valuable in exchange for Kaelen’s safe recovery. > Feign retreat to lure the elf into a vulnerable position for a surprise counterattack. > Write in
>>6166715> Grab Kaelen and flee the cave, prioritizing his survival over confrontation.
>>6166715>Grab Kaelen and flee the cave, prioritizing his survival over confrontation.God, I hate this woman
>>6166718>>6166719With Kaelen barely clinging to life, you rush from the steaming cavern, cradling his battered body. Claire stays close behind, her wary gaze flicking between the shadows, ready to strike if any of the cultists pursue. The air feels thick with tension, every step echoing ominously through the dark tunnels. Once outside, you summon the last reserves of your strength and carry Kaelen through the rugged mountain paths to the healer’s hut. The small wooden dwelling is tucked into the side of a hill, smoke curling from its chimney. The healer, takes one look at Kaelen’s condition and ushers you inside without a word. “Oh, dear,” she mutters as she examines him under the dim light of an oil lamp. “This one’s in terrible shape. It’s a wonder he’s still breathing.” She sets to work immediately, her gnarled hands moving with practiced precision. Poultices are applied to his wounds, herbs are crushed and boiled into medicine, and bandages are wrapped tightly around his injuries. The room fills with the pungent aroma of healing salves and bitter roots. After what feels like hours, she steps back, wiping her hands on her apron. “He’ll probably pull through,” she says, her voice steady but cautious. “His situation was critical, but I’ve stabilized him. Still, don’t expect him to be swinging a sword anytime soon. He’ll need weeks, if not months, to recover fully.” Kaelen stirs weakly, his voice barely above a whisper. “Dem witches got me good,” he rasps, coughing painfully. “Save your strength,” you say, placing a hand on his shoulder. “The healer says you’ll recover, but you need to rest.” Kaelen nods faintly, his eyelids fluttering shut as exhaustion overtakes him. You thank the healer profusely and leave her hut, stepping into the crisp mountain air. The ordeal has taken its toll on all of you, but there’s no time to dwell on the past. The fifth month stretches ahead, and you know you must choose your next course of action carefully. > Hire skilled laborers and craftsmen to accelerate the construction of your tower, ensuring it will be completed ahead of schedule and serve as a safe haven for you and your allies. > Scout the surrounding mountains for valuable resources like rare herbs or magical minerals, which could aid in creating potions or enhancing your spells. > Host a gathering to attract potential allies, mercenaries, or apprentices by offering food, drink, and demonstrations of your magical prowess to win their favor. > Seek out the monks at the monastery to uncover why they remain so isolated and determine whether they hold any knowledge or secrets related to the cult or the region. > Write in
>>6166721> Seek out the monks at the monastery to uncover why they remain so isolated and determine whether they hold any knowledge or secrets related to the cult or the region.
>>6166721> Seek out the monks at the monastery to uncover why they remain so isolated and determine whether they hold any knowledge or secrets related to the cult or the region.Seems clear that we’re out of our depth here, we need more and better allies
>>6166721>Seek out the monks at the monastery to uncover why they remain so isolated and determine whether they hold any knowledge or secrets related to the cult or the region.
>>6166723>>6166724>>6166751After a grueling week of trekking through treacherous mountain passes and dense forests, you finally reach the secluded monastery. Perched high on a rocky plateau, the stone structure blends seamlessly with the surrounding cliffs, its spires reaching toward the heavens. The air here is thin and crisp, carrying with it a solemn serenity. The monks welcome you with quiet but warm hospitality, their hooded robes fluttering gently in the wind as they guide you into the monastery’s main hall. The interior is austere yet elegant, with rows of carved wooden benches and walls adorned with intricate tapestries depicting stories of divine battles and celestial harmony. As you settle in, you notice something unusual about the people here: a significant number of the monks and residents bear skin with a metallic sheen, shimmering faintly under the dim light of the monastery’s torches. The sight is striking and unsettling. Once you’ve gained the monks’ trust and secured a private audience with them, you voice your curiosity. They explain the phenomenon as a consequence of the region’s recurring plague, a dreaded disease known as Ironpox. The illness, which strikes approximately once every two decades, is highly lethal, claiming the lives of nearly two-thirds of those infected. The survivors often bear permanent scars: patches of skin hardened and transformed into a metallic-like substance. The monks, through years of painstaking research and experimentation, devised a treatment that can halt the disease if administered at the very onset of symptoms. However, the cure works only about half the time, and even then, it leaves behind the characteristic metallic scarring. “Most of those who survive choose to remain here,” one of the monks explains, his voice tinged with sorrow. “The world outside is less forgiving. Many believe the survivors are plague-bearers, capable of spreading the disease with a mere touch. Though we’ve found no conclusive proof of this, we cannot disprove it either.” You inquire further, intrigued by their refusal to settle the matter scientifically. “Why not determine who carries the disease by controlled testing?” The monk’s expression hardens. “To do so would mean infecting others deliberately. Such an act would betray our vows and the very essence of our purpose. Morality must guide our path, even when it leaves questions unanswered.” The conversation shifts as you ask why the region lacks a priest. The monk shakes his head gravely. “No priest would willingly come here. The Ironpox makes this place a death sentence for one in three. Combined with the isolation and dangers of the mountains, the risks outweigh the rewards for most.” You’re struck by the revelation that the disease’s devastation is largely forgotten between outbreaks. “Why has no one spoken of this before?”
>>6166753“The plague is swift and brutal,” the monk replies. “It comes, it kills, and it vanishes before anyone beyond these mountains can truly grasp the scale of its destruction. The survivors are often children, as the treatment is more effective in the young. Most adults succumb, leaving only memories buried with the dead.” Turning the conversation to the dark elf cult, you recount your harrowing encounters and express your concerns. The monks listen intently, their expressions darkening. “A dark elf wielding powerful magic is no small threat,” one of them says. “To confront her in the underground, where she holds every advantage, is perilous indeed.” When you mention your efforts to build a research tower, their demeanor brightens slightly. They reveal that the monastery maintains a vast library, constantly expanded through donations and their own meticulous copying of texts. You promise to lend them books from your collection for duplication on your next visit. As a gesture of goodwill, they gift you a tapestry depicting the myth of the Sun Goddess and the Serpent God of Chaos. The intricate artwork tells of a battle that raged for countless aeons, ending when the serpent, weakened but not defeated, proposed a truce. It offered to surrender if the goddess allowed it to reside within her, emerging only when she deemed it necessary to unleash chaos upon the mortal world. The goddess agreed, and the serpent now slumbers within her, waking only when its destructive nature serves a greater purpose. With the tapestry rolled and secured, the monks bid you farewell. They urge you to tread carefully, both with the dark elf and in the face of the region’s many dangers. You learn that your tower is scheduled to be completed by the end of next month. Now, with valuable knowledge and renewed purpose, you must decide your next steps. > Return to oversee the construction of your tower, ensuring its completion is not delayed and preparing it as your base of operations. > Scout the surrounding mountains for valuable resources like rare herbs or magical minerals, which could aid in crafting potions or strengthening your magic. > Host a gathering near the monastery to attract potential allies, mercenaries, or apprentices, showcasing your magical prowess and building your influence. > Begin devising a strategy to infiltrate the cult and undermine its influence without direct confrontation, using subtlety and deception. > Stay in the monastery to research their library until your tower is complete, focusing on uncovering any texts that might aid in your battle against the cult. > Write in.
>>6166754>>6166754> Stay in the monastery to research their library until your tower is complete, focusing on uncovering any texts that might aid in your battle against the cult. Let's get some better battle spells. Our spells are kind of shitty for combat because we're such a jack of trades in magic paths which makes us more of a support. lets focus on light magic since thats what we're most developed in.
>>6166759You make the decision to stay in the monastery, drawn by the vast wealth of knowledge contained in its library. The monks, eager to aid in your studies, guide you to the extensive collection of ancient tomes, scrolls, and manuscripts. The library’s shelves are lined with books on a staggering range of subjects: history, philosophy, alchemy, magic, and more. The air smells of aged paper and incense, a quiet sanctity lingering over the entire space.The monks are particularly proud of their collection of magical texts, many of which date back centuries. They claim some of their volumes were written by magicians and scholars long lost to time, offering insights into arts both arcane and obscure. However, as you begin to pour over the texts, it becomes apparent that not all of them are geared toward combat magic. Some are deeply philosophical, while others deal with esoteric knowledge that, although fascinating, offers little in terms of practical spells.Your focus, however, is clear. You need to find combat spells—particularly those rooted in light magic, where you have already shown promise. You peruse the shelves, searching for anything that might aid in your battle against the dark elf cult and their dark magic. Some texts focus on the manipulation of light as a force, while others explore its use in both healing and offense.The question now lies in whether or not you’ll be able to unearth something useful in your research. The texts are dense, and while some seem promising, you cannot help but wonder if they are too abstract or theoretical to yield any immediate results. You have no choice but to dive deep, turning pages late into the night, seeking out the hidden teachings that may have been lost to time.The monks watch you with mild curiosity, some offering you tea or guidance, while others continue their daily meditations. Their sense of calm contrasts sharply with the urgency you feel—time is ticking, and your tower is fast approaching completion. But first, you must uncover the knowledge that will ensure your victory.Now, you have no choice but to press forward, committing yourself to the task at hand. You concentrate on your study and focus, hoping that the ancient texts will reveal their secrets. As you delve deeper into the library’s treasures, you feel the weight of your mission. Your search for light-based combat magic becomes an obsession, and with that obsession comes the hope that you might discover something that will give you an edge in the coming conflict.> Roll 3d100 DC 70If you succeed in all three rolls, you learn a new spell!
Rolled 93, 49, 46 = 188 (3d100)>>6166762Watch THIS
Rolled 42, 85, 35 = 162 (3d100)>>6166762
>>6166764>>6166765Well, hopefully we made some progress if not succeeding outright
>>6166764>>6166765>>6166766Though you dedicated much of your time and energy to learning the new spell, despite your best efforts, you find yourself unable to fully master it within the allotted month. The research is fruitful, but not enough to achieve the breakthrough you hoped for. There’s a lingering sense of frustration, but you remind yourself that progress is made in small steps, and that the work you’ve put in will eventually bear fruit.As the days pass, the work at the monastery continues to provide useful insights into both your studies and the lore surrounding light magic. The monks, ever generous with their hospitality, bid you a respectful farewell when the time comes for you to leave. They offer kind words of encouragement, knowing that your mission is an important one and that your research will only help further your cause. You thank them profusely and promise to return in the future, your mind buzzing with the knowledge you've gathered and the mysteries yet unsolved. Their gift of the tapestry, depicting the story of the Sun Goddess and the Serpent God, stays with you, its meaning lingering in your thoughts as you depart.The journey back to your tower takes several days, each one spent reflecting on the knowledge you’ve gained and the many paths you still have to walk. When you finally arrive, the first thing you notice is the disarray among the workers. It’s clear something has gone wrong.Approaching the construction site, you learn that the tower is nearly complete—at least, it would be if not for a rather peculiar problem. The workers explain that a wyvern, attracted perhaps by the tower’s height and seclusion, has decided to make its nest atop the unfinished structure. The creature, large and formidable, has claimed the very peak of the tower as its own, refusing to leave. Consequently, the workers have been unable to finish the ceiling, a crucial part of the final stages of construction.The wyvern’s presence is a major setback. The workers, despite their fear, have made several attempts to dislodge it, but they were met with nothing short of fiery resistance. The creature’s wings are powerful, and its breath is capable of scorching anything that comes too close. It's clear that this isn’t just a simple nuisance—it’s a serious obstacle.The workers, in their exhausted frustration, look to you for direction. Their morale is low, and the construction of your tower has stalled just short of completion.What will you do?> Use Magic to Dislodge the Wyvern> Send a Small Team to Remove the Wyvern by Force > Wait for the Wyvern to Leave on Its Own > Write in
Rolled 25, 44, 55 = 124 (3d100)>>6166762I'm impressed by the update pace you're keeping, QM. Also, you can't tell me that Kaelen isn't Aragorn, Son of Arathorn.I am completely serious when I say, use Echo Whisper to seduce the Delf. She's been almost entirely reasonable thus far, even if she is up to no good.
>>6166769>Use Magic to Dislodge the Wyvern
>>6166769>Have the workers stay back from the tower>Cast "Change in the House of Flies," the famed spell of Chino de Moreno, to tear off the Wyvern's wings>Cast "Brick" or "Tungsten Ballsack" (whichever we are more adept with) to cause the beast's weight to shift, plummeting it to its death below the tower due to its increased weight upon landing>Profit off of the materials present within the corpse
>>6166772>>Cast "Change in the House of Flies," the famed spell of Chino de Moreno, to tear off the Wyvern's wings>>Cast "Brick" or "Tungsten Ballsack" (whichever we are more adept with) to cause the beast's weight to shift, plummeting it to its death below the tower due to its increased weight upon landingkek, you don't know those spells
>>6166770>>6166771>>6166772>>6166773You take a deep breath and weigh your options, considering the best approach to rid your tower of the wyvern without causing too much chaos. The creature, large and imposing, sprawls lazily across the unfinished ceiling, utterly unaware of your plans. You’re not sure how long it will take before the wyvern grows restless and flies off on its own, but you need to act quickly if you want to resume the construction of your tower.> Earthen Grasp You concentrate, drawing upon the earth's strength beneath your feet, and begin to channel the spell. The ground beneath the wyvern shifts and groans as tendrils of stone and dirt begin to surge upwards. If you can ensnare the wyvern, even for a brief moment, it may be enough to force it to reconsider staying there. The wyvern would be momentarily bound, caught in the grasp of the earth itself—hopefully long enough for it to feel threatened or trapped enough to leave. The risk lies in whether the wyvern’s immense strength can break free, or if the magical binding will even hold in the first place. But if it works, this could be your safest bet.> SunflareYour second option, a far more direct approach, is to blind the wyvern using your signature light magic. You focus your energy into a brilliant burst of radiance, your hand glowing with blinding intensity as you prepare to unleash the spell. A sudden flash of sunlight, so intense it could temporarily incapacitate the wyvern’s keen eyesight, would likely send the creature into a panic. A disoriented wyvern might fly off in a frantic attempt to escape the sudden assault on its senses, providing the distraction you need to finish the tower's construction. But you’d have to be careful; a panicked wyvern could be just as dangerous as a calm one, especially with its claws and teeth.> Light Step and Coal Fist For the boldest of solutions, you consider using your mastery of light magic to ascend to the wyvern's perch undetected. Light Step, your ability to walk on air with the lightness of a feather, would allow you to approach the beast without making a sound, sneaking up on it from behind. With your target unaware, you could climb onto the roof and take a swing at the wyvern with all the force you can muster—delivering a brutal punch to the creature’s most vulnerable spot with Coal Fist. The sheer audacity of it would either shock the wyvern into flight or infuriate it, but either way, you’d have the upper hand for a moment. It’s a risky move, to say the least, and you’d be taking a direct confrontation with the beast, but it could very well send the wyvern packing without further delay.> Write in
>>6164873My Retroactive VoteName:>Stevios Spirios, "the Easygoing"Attributes:>Air x5, -1 Point>Fire x5, -1 Point>Earth x5, -1 Point>Water x5, -1 Point>Light x5, -1 Point>Darkness x5, -1 Point>HP x2, -2 Points>MP x2, -2 PointsAdvantages:>Wealth x2, -2 Points>Library x3, -3 Points>Arcane Master, -4 PointsDisadvantages:>Enemy x3, +3 PointsNot only did we somehow anger some loser Lich Lord by helping a village burn their refuse pit, we also crossed a Zoat. Maybe it was those pears from a tree inside a distinctive grove, but who can say. What in the Seven Hells is a Zoat, anyway?>Vulnerability (Darkness), +1 Point>Vulnerability (Water), +1 Point>Fragile, +2 Points
>>6166774Fuck taking chances, we're using the Theory of Dropping Shit one way or another>Cast Light Step to silently float above the beast's head at a great height>Take the heaviest/sharpest thing you can find up with you, like an anvil or giant iron spike>Carefully drop it on top of the beast's head to comically crush it like a Looney Tune's protag, but with far more blood & guts
Rolled 85, 86, 8 = 179 (3d100)>>6166776Summoning your resolve, you devise a daring plan to rid your tower of its unwelcome guest. In the workers' makeshift forge, you spot an old anvil, a solid and imposing piece of iron. It’s not meant for battle, but its sheer weight and bulk make it a formidable weapon in the right circumstances. You decide to combine it with your **Light Step** spell, using the art of stealth and precision to deliver a devastating blow to the slumbering wyvern.With a whispered incantation, you activate Light Step, feeling the familiar sensation of your body becoming weightless, as though walking on air. The workers and onlookers below hold their breath as you lift the hefty anvil, each motion deliberate and silent. Despite its immense weight, the spell keeps your movements soundless, allowing you to ascend the crumbled staircase and approach the wyvern undetected.The creature lies sprawled across the unfinished rooftop, its leathery wings twitching occasionally as it slumbers. Its scales shimmer faintly under the sun, a reminder of its natural armor and the risk of facing such a beast directly. You edge closer, each step a delicate balance of precision and focus, the anvil weighing heavily in your grip. Your heart pounds in your chest, every instinct screaming of the danger mere feet away.Finally, you reach the perfect position, hovering directly above the wyvern’s massive head. Its breathing is deep and rhythmic, the only sound interrupting the tense silence. With a deep breath, you channel all your strength and release the anvil, aiming for the crown of its skull. The iron behemoth hurtles downward, guided by gravity and your resolve.The plan hinges on this single moment. Will the anvil strike true and incapacitate the beast, or will your gamble awaken the wyvern's wrath? > Roll 3d100 for success.
>>6166774>Cast Light Step to silently float above the beast's head at a great height>Take the heaviest/sharpest thing you can find up with you, like an anvil or giant iron spike>Carefully drop it on top of the beast's head to comically crush it like a Looney Tune's protag, but with far more blood & guts
>>6166781>Cast Light Step to silently float above the beast's head at a great heightlight step doesn't actually make you float though
Rolled 24, 65, 25 = 114 (3d100)>>6166780Does your roll or our's count?
>>6166785My roll was to set the DC.Seems like you got only one success out of three. Combat is usually like that, when I don't determine a DC.But I'll wait a few minutes to see if someone gets a better roll.
Rolled 75, 27, 1 = 103 (3d100)>>6166780
Rolled 85, 4, 29 = 118 (3d100)>>6166786Not sure if you need more rolls but here you go
>>6166785>>6166786>>6166791>>6166794With every ounce of your strength and precision, you release the anvil, watching as it arcs downward in a controlled drop. It slams into the wyvern’s head with a thunderous *crack*, the sound echoing across the mountains. The creature jerks awake with an earsplitting roar, its eyes blazing with fury. Instead of incapacitating the beast, your bold maneuver has only managed to enrage it.The wyvern whirls around, its wings unfurling in a powerful gust that almost sends you tumbling. Before you can react, its massive tail lashes out, and the stinger at its tip finds its mark. Pain sears through your side as the venom courses into your veins, burning like liquid fire. Staggering backward, you lose your footing and plummet from the tower, the wind rushing past you as the world blurs.Above, the wyvern lets out another shriek, furious but disoriented. It takes to the skies, its massive wings beating a chaotic rhythm as it retreats from the chaos you’ve unleashed. The workers scatter below, pointing and shouting as they watch you fall.Your survival instincts kick in. Desperately, you reach out for anything to slow your descent—crumbling stonework, loose scaffolding, or even a ledge. The venom clouds your focus, your limbs sluggish and heavy, but your will to survive burns brighter. The wyvern is gone, but you're now facing an even deadlier foe: gravity.Roll 3d100. DC 50. The more successes you achieve, the less damage you take from the fall.You're also under Light Step, so the fall is unlikely to be deadly, though you may still break a few bones.
Rolled 38, 84, 94 = 216 (3d100)>>6166795
>>6166798Kek, at this point, I won’t be surprised if we die. We’ve been rolling like trash even with favorable rolling mechanics
>>6166798>>6166801The jarring impact of your body hitting various ledges and outcroppings is mitigated by quick reflexes and the timely casting of your Light Step spell. By the time you reach the ground, you’ve slowed your descent enough that the worst of your injuries is a sprained ankle. The pain is sharp but manageable. Wincing, you push yourself up, brushing off dust and debris. “Mission accomplished!” you declare, with as much bravado as you can muster. Limping toward the group of workers gathered below, you notice their wide-eyed stares of disbelief."Boss, are you alright?" one of them asks, his voice tinged with awe. "Do you need us to take you to the healer?"You wave him off. "I’ll be fine. It’s just a sprain. Now stop gawking and finish that tower, will you?"They exchange glances, nodding before hurrying back to their tasks, clearly impressed—and perhaps a little afraid—of your resilience. Despite your injury, you oversee the final stages of construction, ensuring every detail meets your standards.After what feels like an eternity of hammering, sawing, and shouted commands, the workers step back, wiping sweat from their brows. “It’s done,” the foreman says, gesturing to the newly completed structure.You survey the finished tower, its imposing silhouette framed by the late afternoon light. “Great. My tower is complete!” you say with satisfaction.Now comes the task of moving in. You don't own much yet, just a modest collection of belongings and your prized library, which has been carefully packed into several chests. The workers look at you expectantly.Where will you place your library? > Basement 1 > Basement 2 > Level 1 > Level 2 > Level 3 > Level 4 > Level 5 > Level 6 As the workers prepare to depart, the foreman approaches. "Before we leave, boss, any last projects you want us to tackle while we’re here?"Options: > Yes (Specify what you’d like them to build) > No, let them go You glance at your purse, noting your current budget of just over 6,000 gold. With the tower complete and the workers nearly gone, your mind turns to what you’ll do next. What will you spend your first month doing? > Begin your research immediately, diving into the texts for insights into your ongoing battles. > Take the time to meticulously organize your library, ensuring your resources are easily accessible. > Hire a full time carpenter to furnish your tower with practical and comfortable pieces. > Recruit guards to secure your new base of operations. > Seek out apprentices to assist with your research and lighten your workload. > Write in.
>>6166804Library goes to top floor. Recruit guardsHire the builders to put together a cheap defensive wall (short but with sharp protrusions to dissuade monsters) around the tower
>>6166808With the completion of your tower, you direct the workers to carefully carry your collection of books to the top floor, ensuring your prized library is secured in the most elevated and private part of your new home. The chests, filled with tomes and scrolls, are placed methodically, leaving room for future organization. You can already envision the shelves and study areas that will turn the space into a true repository of knowledge.Turning your attention to the defense of your new stronghold, you instruct the builders to construct a short defensive wall around the tower. You stress the importance of sharp protrusions to dissuade any curious or hostile creatures from attempting to breach your domain. After discussing the budget, the foreman presents you with options for the size of the enclosed area:> Four times the area of a tower level: This modest perimeter will cost 2,000 gold, sufficient for a basic courtyard or storage space. > Nine times the area of a tower level: A larger, more versatile space for 3,000 gold, capable of accommodating stables, small workshops, or training grounds. > Sixteen times the area of a tower level: A sprawling defensive area for 4,000 gold, ideal for future expansions or hosting events. > Write in"Let me know how much space you need," the foreman says, ready to commence work as soon as you decide.With defense underway, you turn to staffing your tower, recognizing the need for guards to secure it against intrusions or attacks. You evaluate the options based on experience and cost, noting that each guard typically requires a month’s pay in advance:> Inexperienced townsfolk: Basic defense for 1 gold per day per guard. These recruits may lack skill but can be trained over time. > Militia veteran: Solid, dependable fighters for 3 gold per day. They have experience guarding settlements and basic combat training. > Low-level caravan mercenary: Battle-tested individuals for 5 gold per day. They are accustomed to handling threats during trade routes. > Mid-level caravan mercenary: Experienced warriors for 10 gold per day. Well-armed and skilled, they can handle tougher challenges. > High-level caravan mercenary: Elite guards for 20 gold per day. These professionals bring expertise, discipline, and advanced combat prowess. > Write inFor reference, you still have a little over 6,000 gold.
>>6166817>Nine times the area of a tower level: A larger, more versatile space for 3,000 gold, capable of accommodating stables, small workshops, or training grounds.> Low-level caravan mercenary: Battle-tested individuals for 5 gold per day. They are accustomed to handling threats during trade routes.
>Outfacing Spikes on Windowframes, Balconies, & Atop the Roof>Guard with CONSTRUCTS: whether Ethereal Servitors, Homunculi, Automata, or Golems>Nine Times the Space Enclosure
>>6166823Let’s start here, supporting. We might need to put our dark elf hunt on the back burner until we get an economy rolling, though.
>Lvl 6 - Library/Study>Lvl 5 - Bedchambers/Privy>Lvl 4 - Reliquary/Armoury>Lvl 3 - Sigil/Ward/Glyph Chamber (Trapped Magically)>Lvl 2 - Guest Chambers/Guard Quarters>Lvl 1 - Hearth/Den/Hall/Welcome Room>Bmnt 1 - Storehouse/Cellar/Pantry/Stockade>Bmnt 2 - Alchemical Laboratory
>>6166832Honestly aside from mining a good first research might be some kind of wyvern repellant, would keep our tower safer, benefit the locals and it can be sold to caravans
>>6166835my first thought would be some sort of sonic emitter that is perceptible by wyverns, but not people. Or maybe the equivalent but in infrared/ultraviolet light, since we seem to be more attuned to Light Magic?
> Nine times the area of a tower level: A larger, more versatile space for 3,000 gold, capable of accommodating stables, small workshops, or training grounds. Here me out : >10 Inexperienced townsfolk>1 Mid-Level MercThat way we have a chief that can train the grunts.
>>6166842>>6166835Alright but when are we getting our Wyvern mount?
alright, let's make one thing clear, you did not pickscroll masteralchemistartificerOn character creation, so you can't really make many types of magical items unless you learn it from someone or trial and error and that takes time and resources.The only type of magical item you know how to make are wands and staffs, but you just need a stick and whatever random parts of some magical beast to serve as a focus in order to make one. Although it would be possible for you to make a very powerful wand or staff given enough time, it would require the core to be made from some very rare creature.
>>6166823>>6166832After careful deliberation, you opt for the design costing 3,000 gold, a mid-sized defensive wall encompassing nine times the area of your tower. The workers assure you it will be sturdy and well-constructed, with sharp protrusions to deter even the most determined monsters. "It’ll take a couple of months to complete," the foreman explains, "but when it’s done, you’ll have a solid perimeter to keep out trouble."With the wall construction underway, you turn your attention to finding a guard for your tower. After some searching in the nearby settlements, you come across a weathered but capable man named Janus, who introduces himself with a firm handshake."I’ve spent years guarding caravans through treacherous routes," he says confidently. "I know how to spot trouble before it gets close and how to deal with it if it does."Impressed by his demeanor and credentials, you hire Janus for 5 gold per day and pay him 150 gold in advance, securing his services for the next month. He agrees to patrol the tower grounds and assist with security as construction progresses.Now, with 3,000 gold remaining, you take stock of your priorities and the opportunities ahead. The question looms: how will you spend your second month?What will you focus on next? > Begin your research immediately. Dive into the mysteries you’ve been preparing to uncover, focusing on light magic or another area of interest. > Take the time to meticulously organize your library. Arrange your books, catalog your resources, and set up a functional study space to enhance productivity. > Hire a full-time carpenter. Commission furniture and practical additions to make your tower both comfortable and efficient. > Seek out apprentices. Recruit eager minds to assist with your experiments and daily tasks, lightening your workload. > Hire miners and prospect using magic. Search the surrounding mountains for rare minerals or magical resources to fund and empower future projects. > Write in.
>>6166830>>Guard with CONSTRUCTS: whether Ethereal Servitors, Homunculi, Automata, or Golemskinda expensive me thinks>>6166833could be a goal>>6166835>>6166842not bad, expect much trial and error though due to >>6166884>>6166882that is an idea, though the townsfolk might demand better pay when they become experienced>>6166883oh! wyvern mounts! I wonder if something in these mountains already do that
>>6166888> Hire miners and prospect using magic. Search the surrounding mountains for rare minerals or magical resources to fund and empower future projects.We have to turn on the money stream now, before we’re broke
>>6166888>> Take the time to meticulously organize your library. Arrange your books, catalog your resources, and set up a functional study space to enhance productivity.
Rolled 2 (1d2)>>6166900 >>61669031 - hire miners2 - organize your library
>>6166900>>6166903>>6166919As you begin meticulously organizing your library, you feel a sense of satisfaction settling in as the books are carefully stacked, their spines arranged by category, size, and significance. The task is a slow, deliberate process, but it's well worth it. As you sift through the pages, you discover several rare and ancient books. While they may not be directly useful to your current pursuits, the merchant caravans passing through next year could likely offer a pretty sum for them. You could potentially raise a small fortune—anywhere between 5,000 to 10,000 gold—selling these gems, which would more than cover future expenses. But for now, you decide to leave them aside; their true worth is still far in the future.On top of these rare finds, you also uncover an abundance of books dealing with the basics of magic. Some are detailed, while others are rudimentary, but they all have their value. While these books provide helpful second opinions and might assist with research, they are not strictly necessary for your current work. You feel their worth lies more in their ability to offer varied perspectives and approaches to magic—something that could expand your thinking, should the need arise.Realizing that your library is a treasure trove of untapped value, you recognize that should you ever find yourself strapped for cash, you have a wealth of resources at your disposal. The surplus books could easily be sold, providing a substantial influx of gold to fund your research, equipment, or even construction costs.Not only do you have these introductory books on magic, but you also possess a handful of books that could be used for teaching purposes. These books, which are filled with foundational lessons and exercises, could serve as the backbone of a potential business venture. If you ever decide to share your knowledge, you could copy and distribute these grimoires to eager apprentices, ensuring that they commit the lessons to memory through repetition. For them, any one of these texts would be a precious resource, and you could provide a well-curated set of materials to those seeking to learn the basics of magic.
>>6166927Another possibility is to compile the best teachings from the many books you’ve gathered and write your own introduction to magic book. This would not only be a useful tool for any apprentices you decide to train, but it could also serve as a helpful personal reference. With your growing expertise, the process of writing the book could help cement your understanding of core magical concepts and sharpen your skills in magic creation. Additionally, having a well-crafted book could make you more reputable among magical circles, opening doors to collaboration and knowledge exchange.There is also a collection of language books, some of which cover common dialects you do not yet speak. While you might not immediately have a use for them, learning a new language could offer valuable opportunities—perhaps uncovering hidden knowledge in ancient texts or facilitating communication with different peoples.You stand back for a moment, considering the possibilities. This library is more than just a collection of books; it’s a powerful asset with various ways to expand your wealth, knowledge, and influence.What will you focus on for the third month?> Sell the extra books for some cash. Raise 5,000-10,000 gold to fund your ongoing work and expenses.> Find some monks to copy an encyclopedia for you. Create a comprehensive set of magical and scholarly texts to offer to nobles or other wealthy patrons.> Find some apprentices to copy basic grimoires for you. Start teaching magic and create a small operation to help others learn.> Write your own introduction to magic book. Consolidate your knowledge and teach others while reinforcing your own understanding.> Learn a new language. Open up new opportunities for communication and access to further magical knowledge.> Write in
>>6166928> Find some apprentices to copy basic grimoires for you. Start teaching magic and create a small operation to help others learn.I think a book copying operation is a great place to start, we can work on the mining business next
>>6166930After interviewing twenty candidates, you find that two of them show promising writing skills. They’re both young men with the potential to learn magic, though they’d need time and instruction to master even the basics. Each of them could copy about three pages a day, meaning that with both apprentices working, you could churn out a grimoire per month if you focus on the shorter books first. The prospect of having your books copied quickly is appealing, especially considering these grimoires could bring in anywhere from 100 to 500 gold each, a decent sum to reinvest into your growing operation.But there's also the healer girl apprentice, the one you promised to teach magic to. Unfortunately, she doesn't know how to read or write, which could significantly slow the process of training her—teaching her even the basics of writing might take a year or two, and you would lose precious time in the process. Yet, the thought of fulfilling your promise to her lingers in your mind.As you consider the practical side of things, you realize that hiring both apprentices might be the most efficient solution. You could have them start with the shortest books, ensuring that you could at least complete one grimoire per month. However, there are financial considerations. You could choose to shortstick them—offering them nothing but basic food and housing, in exchange for their service as scribes and the privilege of learning magic. This would cost you just 10 gold per apprentice per month, a small sum in comparison to their labor. It would be a sacrifice for them, no doubt, but the chance to be involved in such an endeavor could be invaluable to them in the long run.Alternatively, you could offer them a modest wage, somewhere between 20-50 gold a month, depending on what you can afford. It would be a fair trade for their labor, and they’d still have the opportunity to learn magic, but you would be paying them for their time, which could add up over the months.Finally, there’s the option of hiring couriers to seek out candidates from distant lands. For 30 gold per month, a courier could scour the surrounding areas and bring in fresh candidates for the job. However, you would only expect one candidate a month, if the courier can find anyone, making this a slower option in comparison to hiring locally. What will you do?> Hire the two candidates for 2 gold a day (60 gold per month).> Offer the apprentices the privilege to work for no pay, in exchange for food and housing, and the chance to learn magic (10 gold per month).> Underpay the apprentices, offering between 20-50 gold per month for their work.> Hire couriers to bring in candidates from distant lands, offering 30 gold per month for the service.> Hire the healer girl apprentice (choose her pay)> Write in
>>6166942the wages or 2 gold a day (or less) are for each individual scribe, if it didn't get very clear by my wording
>>6166942> Offer the apprentices the privilege to work for no pay, in exchange for food and housing, and the chance to learn magic (10 gold per month).Can we do this but offer them good food and accommodations? Basically, we’re converting their labor directly into free room and board, plus tuition in our nascent school of magic. Let’s send the couriers out with the same offer, we’ll be sure to get some response with a generous offer like this.We should keep our promise to the healer girl, but first things first - she has to learn to read. We should have our new apprentices start teaching her reading/writing until she’s ready to learn actual magic.
>Hire the two scribes & the healer girl>Have the scribes teach her literacy>Up their pay from 10 Gold per Month to 20 Gold per Month once that's done & all three can copy books
>>6166957Would support this too so long as we send couriers as well, having a sliding pay-scale for “proven” apprentices would be acceptable
>>6166955>Can we do this but offer them good food and accommodations?Well, that would fall into "underpaying", just choose a rate.Would be more expensive than outright abject slavery where they live in squalid conditions, but cheaper than paying them decent wages.It is your choice really, it is not like there is a scribe union nearby, unless they decide to go work for the monks instead, but your differential is that you're offering to teach them magic.
I'm gonna wait a few minutes to see if any of you change your minds or I get a tiebreaker, then I'll roll a dice between couriers and no couriers.
I would be up for adding couriers too as long as our next move is starting up some mining.
>>6166976Sure, I’ll take that deal, anon, I think we’re on the same page
You officially "hire" the two apprentices, though calling it "hiring" is a bit generous since you won’t be paying them any wages. Instead, Avras and Ofaris will receive food, housing, and the invaluable opportunity to study magic under your guidance. They seem eager enough, aware that the knowledge you offer could transform their lives. In addition to their duties as scribes, you assign Avras and Ofaris the task of teaching Sunaxis, the healer girl apprentice, how to read. She’s bright and determined, even if literacy will take her some time to master. Her enthusiasm is a good sign—she clearly values the opportunity you've given her, even if it means starting with the basics. Your current monthly expenses:- 150 gold for your guard, Janus. - 30 gold for the apprentices’ food and housing. - 30 gold for your courier. At the end of the month, your courier returns with a potential new apprentice, Strolin. He’s a wiry man with ink-stained fingers and a calm, diligent demeanor. His writing sample is steady and legible—good enough to add value to your scribing efforts. You’re confident he could contribute effectively to your burgeoning library efforts. What will you do? > Hire Strolin and add him to your scribes. (+10 gold per month upkeep) > Don’t hire Strolin. Stick to your current team> Write in Meanwhile, the efforts of Avras and Ofaris bear fruit—you successfully complete your first copied book: "Novice Guidebook of Popular Elemental Magic" It’s a practical, beginner-level grimoire focusing on elemental spells, and it could fetch a decent price from aspiring wizards or wealthy patrons. Now you must decide how best to utilize this new resource. What will you assign your courier to do? > Continue searching for apprentices. Build up your team for greater copying efficiency. > Try to sell the completed book. Earn some gold and test the market. > Hire another courier. Expand your efforts by adding a second courier for 30 gold per month. > Write in Now that your apprentices are in place, it’s time to decide what to teach them. While Sunaxis is still learning to read, Avras and Ofaris are ready to begin formal magical studies. What will you teach your apprentices? > Fundamentals of Arcane Theory. A foundation to understanding all magic paths. > Basic Fire Magic. A practical starting point with offensive applications. > Basic Water Magic. Balanced and versatile elemental magic. > Basic Air Magic. Subtle and nimble spells for mobility and utility. > Basic Earth Magic. Durable and defensive spells. > Basic Light Magic. Play to your strengths with radiant magic. > You don’t have time for teaching right now. Focus on other matters. > Write in.
>>6166988If teaching your apprentices doesn’t consume all your time, you can pursue another project this month. What will you focus on? > Investigate the dark elf cult. Resume your efforts to learn more about their movements and goals. > Visit the monks. Maintain your ties with them and lend them books for mutual benefit. > Hire a full-time carpenter. Furnish your tower with essentials and comforts. > Prospect the mountains with magic. Search for valuable resources to fund future endeavors. > Write your own book. Consolidate your knowledge and create a personal introduction to magic. > Learn a new language. Gain access to previously unread tomes and expand your scholarly reach. > Write in You have about 2800 gold now.
>>6166988>Hire Strolin>Continue Searching>Fundamentals>Prospect
>>6166988> Hire Strolin and add him to your scribes. (+10 gold per month upkeep)> Try to sell the completed book. Earn some gold and test the market.No time like the present - we should identify what tomes/grimoires are in demand.> Fundamentals of Arcane Theory. A foundation to understanding all magic paths.We should invest in them properly so that their true talents emerge
Rolled 1 (1d2)>>6166991 1>>6166992 2
>>6166991Eh, ill switch my vote to this
>>6166995>>6166994>>6166992>>6166991You decide to hire Strolin, adding him to your team of scribes. His steady hand and calm demeanor quickly prove useful, especially as your workload increases. His presence brings a new sense of organization to your operations, and he seems eager to prove himself.Determined to grow your roster, you keep your courier searching for additional apprentices. A few weeks later, they return with a candidate: Utorn, a lanky youth with a sharp mind and a steady hand. His initial writing samples show promise, and while he doesn’t stand out as exceptional, he’s certainly capable of assisting with your copying efforts. Will you hire Utorn?> Hire Utorn (+10 gold monthly expenses). > Don’t hire Utorn. Stick with your current team. > Write in.Meanwhile, your scribes complete another tome: "Practical Guidebook of Arcane Permutations" This text delves deeper into the nuances of arcane theory, offering insights that are invaluable for an intermediate-level mage. While it could fetch a fair price if sold, it’s also a powerful teaching tool. With your library expanding and your apprentices ready to learn, you begin teaching them the basics of arcane theory. You recall the years you spent studying these concepts yourself, sifting through countless tomes to master the fundamentals. As you guide them, you can’t help but reflect on how these lessons were the cornerstone of your own magical journey. You make a note to test their understanding periodically to ensure they grasp these critical concepts. Your tower remains relatively well-supplied, with a little over 2,500 gold in reserve. However, winter’s icy grip takes hold, isolating your tower from the surrounding region. The harsh weather and deep snowdrifts render travel nearly impossible, and for now, you must focus on what can be accomplished within the confines of your stronghold.What will you do during this final month of winter? > Continue teaching your apprentices. Use this time to further their understanding of magic. > Write your own book. Consolidate your knowledge and create a foundational text for future students—or profit. > Learn a new language. Expand your scholarly reach and unlock knowledge in tomes you’ve yet to read. > Experiment with magic. Use the isolation to focus on developing new spells or refining existing ones. > Plan your next move. Strategize for the thaw, considering long-term goals like expanding your influence, strengthening defenses, or delving deeper into magical research. > Write in
>>6166999So we couldn't prospect to mine last turn?>Hire Utorn>Have the Courier focus on trying to sell our copied books>Experiment (combat applicable spells)
>>6167002> So we couldn't prospect to mine last turn?> If teaching your apprentices doesn’t consume all your time, you can pursue another project this month.also, winter
>>6167002>>6167005You decide to hire Utorn, welcoming him to your growing team of scribes. Though young and relatively inexperienced, his enthusiasm and diligence quickly prove he’s a worthwhile addition. Unfortunately, as the harsh winter storms intensify, your courier is unable to venture out to continue the search for new apprentices or opportunities. The isolation forces you to shift your focus inward, and you decide to use this time to develop a new spell—one that could prove invaluable in future conflicts. What kind of spell will you work on? > Radiant Bolt – A focused blast of light magic that deals radiant damage and sears through shadow and evil. Ideal for precise, ranged combat. > Shining Blade – Summons a sword of pure light, burning brightly and delivering devastating strikes, especially against darkness-aligned foes. > Radiant Protection – Envelops a target in a shimmering barrier of light, absorbing damage and weakening harmful spells. > Write in – Design your own spell concept! Meanwhile, your scribes complete another tome: "Handbook of Elemental Magic" This comprehensive guide delves into the interplay between the elements, offering practical advice for manipulating fire, water, earth, and air. Your gold reserves now stand at approximately 2,200, a comfortable sum for future investments. With the snows finally melting and the harsh winter coming to an end, you realize you’ve completed your first full year in this land. As the frost retreats, the townsfolk extend an invitation for you to attend their Spring Festival, a joyous annual tradition celebrating the arrival of spring. What will you do this spring? (Choose up to 3 actions) > Attend the Spring Festival – Celebrate the end of winter and foster goodwill among the townsfolk. > Try to sell your books – Take some of your copied tomes to market and negotiate their sale. > Seek out more apprentices – Now that travel is possible, resume your search for new talent to expand your team. > Continue teaching your apprentices – Further their education and enhance their magical potential. > Write your own book – Use your growing library and knowledge to create a unique text that consolidates key insights or introduces new concepts. > Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter. > Investigate the dark elf cult – Renew your efforts to uncover their plans and disrupt their influence. > Visit the monks – Strengthen your alliance and explore their wealth of knowledge for potential breakthroughs. > Hire a full-time carpenter – Start commissioning furniture or functional additions to enhance your tower’s comfort and utility. > Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources. > Write in
>>6167009>Radiant Bolt>Spring Festival>Prospect>Check on Aragorn, Son of Arathorn, & Claire
>>6167016Supporting. Once we have mines up and running, we can start selling our excess grimoires. Once we’re turning a small profit, it’s time to take another crack at the delf cultist
alright, calling it a night, I'll probably be back tomorrow
>>6167040Thanks for running! Your update speed makes me think of old /tg/ questing…
Like anon said, love the crazy pace, don't go burning yourself out though. That said, sometimes you may wish to wait a bit for another couple votes to come in.
>>6167009>Shining Blade – Summons a sword of pure light, burning brightly and delivering devastating strikes, especially against darkness-aligned foes.> Attend the Spring Festival – Celebrate the end of winter and foster goodwill among the townsfolk.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources.> Continue teaching your apprentices – Further their education and enhance their magical potential.
Good quest, Kaelen is my boy>Shining Blade>Attend the Spring Festival>Prospect>Experiment with magicBetter to complete that spell I think, and hopefully Kaelen will be well enough to attend the festival
You continue researching Radiant Bolt. Unforeseen research costs creep in.You can choose to spend the money and roll on the table below, or abandon the research for now from lack of funds.1 - you have a breakthrough and figure out the spell at a moderate material cost (500 gold)2 - you have a breakthrough and figure out the spell at a high material cost (1,500 gold)3 - you waste material and don't figure out the spell (500 gold)4 - you waste a lot of material and don't figure out the spell (1,000 gold)5 - you waste ridiculous amounts of material and don't figure out the spell (1,500 gold)6 - you don't figure out the spell but at least don't waste anything
>>6167475>33% chance of figuring it out>50% chance of wasting moneyNah I'd abandon
You attend the spring festival. The people prepared large amounts of food and are doing all kinds of competitions. You could join one of them if you want:> Archery Contest> Art Festival> Combat Tournament> Cooking Contest> Dance PartyThey offer modest prizes for the winners.The local noble family is also attending the festival: Baron Arthur Von Schepen and his large family.You never met him in person, but his seal is in the deed of the property you bought.> Go talk to the baron about magic> Go talk to the baron about mining> Avoid the baron, he might want you to pay taxes> Write inThere are also lots of pretty young women in the festival, coming from the entire region. It is not uncommon for people to leave the festival engaged for marriage.> Look for a beautiful bride for yourself> Look for brides for your apprentices> Brides distract from research, forget about it> Look for some trollop for a romp instead> Write in
You go look for Kaelen. His recovery is underway, although he's not 100% yet. He attends the festival and joins the archery contest.His original intent was to join the combat contest, but the healer expressely forbid him from doing so as he could get internal bleeding.Claire joins the combat tournament and seems like she's going to win it. The only serious opponent is Rufus, a halfgiant from the north who has been easily defeating his opponents leveraging his brute strength.Some people are betting good money on this fight. If you care to bet, say the amount you wanna spend.> Bet some money on Claire> Bet some money on Rufus> Don't bet any money> Write in
Rolled 1 (1d10)You decide to start prospecting. You start in your own property.You find your land has rich deposits of:1. Copper2. Tin3-7. Iron8. Silver9. Gold10. Sadly it has nothing goodYou can hire miners for 10 gold per month. How many miners do you want to hire?
alright, after you vote on all this, I'll tally the results for spring and put the choices for summer
>>6167480>Dance Party>Go talk to the baron about magic>Brides distract from research, forget about itAlso any bride could easily be a dark elf cult sleeper agent>>6167483>Don't bet any moneyWe don't got money to spare>>6167490>Coppershit, well at least it's good for wiringHire one miner
>>6167493I'll also add on a warning about the dark elf cult to the baron, easily the biggest threat right now
>>6167475>Give up for now>>6167480>Art Festival>Cooking Contest>Dance Party>Have one of the Baron's Courtiers relay a warning about the Delf Cult, leave our name out of it>Look for otherwise beautiful women who show signs of being ensnared in the cult>Bet 100 Big Ones on Claire (odds are against us, so a fat payday if we win)>Hire 5 Miners to begin extracting Copper
>>6167496Ya know thinkin about it. Do we even know what kind of cult she running? The spider didn't attack anyone.She let our hire live when she could've killed him. She let us repeatedly escape...Is she a necromancer? I mean reading over the text we never asked her what her magic was.
>>6167616Up until the mushroom trip I was honestly thinking it could have all been a funny misunderstanding, especially since she was never the aggressor and did let Kaelen go, but the cult initiation sequence with the mushrooms was definitely no bueno, something out there was trying to come into our mindsShe might be trying to summon some ancient evil god or somethingOr maybe we really were just tripping on mushrooms and so was everyone else who used them
>>6167621She just might be snorting mushrooms. And getting high and her people didn't like that. But snorting mushrooms doesn't pay the bills/entertainment so she has some youth come in and teach them spells for various things. Then somehow someway it becomes a cult of snorting mushrooms. And she wonders how did it get this far. as she eats monster meat and doing lines of mushrooms off the bleached skull of an ape.She shrugs as a dark elf and runs with it. Having people farm her mushrooms in exchange for high and magic, she isn't lonely as she's only got a spider for company.Then comes along a wizard. Oh joy intellectual company! But he thinks you a necromancer, but being a loner and kicked out of your old home. And most see you as a cult leader they don't share much words with you. Your social skills have degenerated from the loneliness and the mushroom snorting. So you fall back on your mothers motions to seem tough.That backfires since the wizard is paranoid. So you blind him and chase him away, but he sends his warrior and he's trying to kill you.But you don't wanna kill him, you just wanna smoke mushrooms. So you kick his ass and think wait if I kill him the wizard will 100% think I'm evil.So you save his life however you suck at healing and have to do some voodoo healing shroom magic winging it to keep him alive.Wizard comes back and your like, fuck it take this guy and leave me alone. Company is not worth this, I'll just enjoy my mushrooms. Maybe he'll leave me alone.
This is why we need to slide into her DMs via Echo Whisper Spell. Maybe it's all been miscommunication.
>>6167480> Archery Contest> Go talk to the baron about mining> Look for a beautiful bride for yourself>>6167483> Bet some money on Claire
Forgot this in my vote>>6167490> Hire five miners
alright, let me tally the votesAbandon Research - seems to be unanimousContestsDance Party 2Art Festival 1Cooking Contest 1Archery Contest 1BaronTalk about magic 1Talk to a courtier 1Talk about mining 1BridesForget it 1Investigate cult women 1Look for a bride for yourself 1BetsDon't bet 1Bet 100 on Claire 2MinersOne 1Five 2So we don't yet have a decision on what to talk to the baron if at allNor if we're getting a bride or notSo I'll leave the vote open a little longer and if there's no tie breaker then I'll roll
> Dance Party> Go talk to the baron about magic> Brides distract from research, forget about itUnless they're some kind of darkskinned elven witches that is.> Bet some money on Claire
>>6167710Wait, switching on "Investigate cult women" to get close to the prizeFive miners
Rolled 65, 95, 17, 42, 3, 93, 43 = 358 (7d100)>>6167710You decide to join the Dance Party!The first round is just everyone dancing, followed by several rounds of dance offs to determine the winner!Will you use magic to "improve" your performance?> Yes> NoRoll 6d100 to determine how far you get in the competition, DC 50. If you use magic, your DC is 30 - but if you get any roll above 90 the judges notice there is something off.I will be rolling for the best candidate, I'll roll 7d100 and drop the lowest, also DC 50.
>>6167778You decide to go talk to Baron Arthur about magic."Yes, yes... magic... I don't know much about the subject.""I happen to be a magician!""Ah! You're the one they said built a tower. Do you have any spell that can help with mining?""Actually, I do. I just used magic to divine the location of a copper vein in my lands that I'll begin exploring very soon.""Fascinating! Say, would you work for me? I'll pay you... 1,000 gold per year if you prospect ore for my miners. We sometimes spend a long time digging raw rock, if you could expedite the process it would be greatly appreciated, mister magician! It's a region's worth of jobs we're talking about, the people need to eat."> Agree to work for the Baron prospecting ore> You have better uses for your abilities> Negotiate a better deal (specify)> Write in
Rolled 80, 3, 80 = 163 (3d100)>>6167710Feigning interest in the beautiful villagers, you attempt to ascertain which of them is a cult member!You talk to several of them until you are reasonably certain you found a cult member!What will you do about it?> Expose her as a witch> Arrange a meeting somewhere private> Arrange a betrothal so you can spend more time with her> See if you can briefly talk to her in private (say what)> WriteRoll 3d100 to determine if you really found a cult member, DC 90, one success is enough.I will roll to determine her attitude towards you.
Rolled 79, 29, 96, 62 = 266 (4d100)>>6167710You decide to bet 100 gold on Claire!She and Rufus get to the final match! Everyone is betting like crazy, mostly on Rufus. Looks like easy money.Roll 3d100 to determine if Claire wins (I will roll 4d100 for Rufus, and drop the lowest)
>>6167710Work slows down a bit due to the spring festival.But your apprentices manage to copy two more books:"Information On Blood Magic"and "Fundamentals Of Curse Protection"they also produce a second copy of "Novice Guidebook Of Popular Elemental Magic"just because one apprentice wanted to peruse the bookYou now have 6 books copied!You also hire 5 miners and put them to mine copper! You should start seeing results next season.Your funds are at an all times low of 1,200 goldWhat do you wanna do for the summer? (Choose up to 3 actions)> Try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Seek out more apprentices – Now that travel is possible, resume your search for new talent to expand your team.> Continue teaching your apprentices – Further their education and enhance their magical potential.> Write your own book – Use your growing library and knowledge to create a unique text that consolidates key insights or introduces new concepts.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.> Investigate the dark elf cult – Renew your efforts to uncover their plans and disrupt their influence.> Visit the monks – Strengthen your alliance and explore their wealth of knowledge for potential breakthroughs.> Hire a full-time carpenter – Start commissioning furniture or functional additions to enhance your tower’s comfort and utility.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources.> Write in
>>6167792The names of the miners are:GeoffryAnthohnTinyCyneGilex
Rolled 29, 68, 25, 89, 78, 29 = 318 (6d100)>>6167778>No magicClearly our true calling all this time was to dance, watch THIS>>6167783Well, the Baron sounds like a friendly enough fellow, how much prospecting would we be expected to do, however? If he'd like us to prospect for longer than a few months at a time, 1000 gold a year simply isn't worth the time lost, but if it's just pointing in a certain direction for a few minutes once every month and doesn't distract us too heavily from our other activities, some gold would be a nice bonusHow's about a system where we periodically point out veins and we just get paid for it each time we do, as opposed to the more formal employee contract he's offering
Rolled 42, 34, 17 = 93 (3d100)>>6167789>Arrange a meeting somewhere privateEither that or simply pull her aside to talk to her in private, which may or may not be easier, I guess if we just slam down the questions and ask what the cult really does we'll probably get shunned>>6167792>Try to sell your books>Prospect the mountainsWe need some fuckin cash, if we can't even pay our mercs to defend our tower it's truly over, and one bad day could just wipe out the rest of our savings>Investigate the dark elf cultNow that she knows we're here and hostile, they'll probably try accelerating whatever it is they're trying to do, so best not let them get too far of a leg up
Rolled 89, 2, 34 = 125 (3d100)>>6167850Damn, can't even tell if she's a cultist>>6167791Here we go Claire, make us big money (though Rufus fucking big rolled, I dunno if there's anything she can do about that)
Rolled 89, 41, 48, 92, 29, 49 = 348 (6d100)>>6167778>No Magic>>6167783>NegotiateLike the other anon said, we would be willing to search one out every other month or even monthly in return for being paid upon the location being found & relayed to him/his miners. Also, warn about the Delf Cult.
Rolled 2, 61, 64 = 127 (3d100)>>6167789>Arrange a meeting somewhere private>>6167792>Sell>Teach>Prospect
Rolled 93, 67, 85 = 245 (3d100)>>6167791Come-on Eclaire, Wizard needs a new Pointy Hat!
Rolled 1, 65, 45, 20, 23, 81 = 235 (6d100)>>6167778First let's danceNo Magic;
Rolled 94, 2, 35 = 131 (3d100)>>6167783>>6167789> Agree to work for the Baron prospecting oreOne month of our time at most.> Arrange a meeting somewhere privateRolling for witch check
Rolled 18, 12, 11 = 41 (3d100)Finally, rolling for Claire> Try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources.
Rolled 77, 59, 48, 62, 17, 85 = 348 (6d100)>>6167778> No magic>>6167783> Agree to work for the Baron prospecting ore>>6167789> Arrange a meeting somewhere private
>>6167792Missed this>>6168120 Try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources> Visit the monks – Strengthen your alliance and explore their wealth of knowledge for potential breakthroughs.
You didn't use magic to improve your performance on the Dance Contest.You got 4 successes on the dance roll.Your best opponent got 3 successes.You won! The prize is 100 gold.You agree to work for the Baron if the work has flexible hours and is not too time consuming.He says "Don't worry, we'll just call upon you when we have trouble finding ore veins, it won't be a daily thing."The Baron then offers you three options.He can pay you 100 gold every time he needs your services and you are available to show up.He can pay you 250 gold in the seasons you make yourself available to work.Or he can pay his original proposal of 1,000 gold for a year round contract.> Freelance work, 100 gold per job> Seasonal work, 250 gold per season> Year round contract, 1000 gold> The pay is not worth your time> Write inYou arrange a meeting with a young beautiful villager girl you think is a cult member somewhere private. You start making her vague questions about the cult, trying to probe if she's a member. She seems highly disappointed by your line of inquiry, she thought you were going to make a move on her. You don't think she's a cultist at all after talking to her, just a girl that was hopeful of finding a good husband.Gossip spreads about you talking nonsense to a girl in private and now everyone thinks you're weird. "Eccentric man this wizard", the people would say, shaking their heads. Unexpectedly, Claire wins the Combat Contest! The bets at the time were 7:1 so you win 700 gold.The spring festival ends and everyone goes home.In the summer you decide to try to sell your books.You only have one courier, so choose how many of your six books you want to try to sell and roll the corresponding amount of dice in the table below.1-8 - the books sells for 100 gold9 - the books sells for 150 gold10 - the books sells for 200 gold11 - the books sells for 250 gold12 - the books sells for 300 gold13 - the books sells for 350 gold14 - the books sells for 400 gold15 - the books sells for 450 gold16 - the books sells for 500 gold17-19 - the book doesn't sell20 - the books doesn't sell but you get an order for two or more booksRoll one additional dice for Road Danger. On a roll equal or less than the amount of books he is carrying, the courier disappears. On a 20 he reports something odd he found along the way.
>>6168255You decide to prospect the mountains. You don't necessarily have the rights to mine the ore wherever you prospect it though.Roll 1d20 for your findings1-2. Copper3-4. Tin5-15. Iron16-17. Silver18-19. Gold20. Mana crystalsYou may also look for something more exotic, in which case substitute mana crystals for the thing you're looking for.Will you hire more miners to mine there? 10 gold per miner.Will you try to buy the land where you found the minerals? A deed will cost anything between 1,000 gold and 20,000 gold (roll 1d20).
>>6168259You have 1700 gold.You have three more books copied."Compendium of Cryomancy""Information on Enchanted Libraries""Libraries of Magic Illusions"What do you wanna do in the Fall? Pick up to three actions.Your miners uncover a small tunnel while digging in your property!> Go investigate the tunnel> Hire someone to investigate the tunnel> Tell them to seal the tunnel and keep digging> Write inYou have some copper mined! You could probably sell it for 5d6x5 gold. You may roll for it if you want to sell your copper.> Try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Seek out more apprentices – Now that travel is possible, resume your search for new talent to expand your team.> Continue teaching your apprentices – Further their education and enhance their magical potential.> Write your own book – Use your growing library and knowledge to create a unique text that consolidates key insights or introduces new concepts.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.> Investigate the dark elf cult – Renew your efforts to uncover their plans and disrupt their influence.> Visit the monks – Strengthen your alliance and explore their wealth of knowledge for potential breakthroughs.> Hire more people – Hire workers for your purposes so you can expand your operations.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources.> Write in
Rolled 13, 10, 11, 7 = 41 (4d20)>>6168255>Freelance workDamn glad we won the contests, we're running low on fundsAlso we can marry that girl if she really wants, but hey we got higher goals in mind>Sell three booksFirst three are for book selling, last is road dangerand damn we're poor
Rolled 19, 19 = 38 (2d20)>>6168259First is for what we found, last is cost of landFor now I'd just leave it be, no miners yet>>6168262>Go investigate the tunnel>Investigate the dark elf cult>Try to sell your books>Experiment with magic
Rolled 1, 6, 4, 4, 2 = 17 (5d6)>>6168321Damn some fuckin gold veins nice, but it's fucking 19k for the land>>6168262>Sell the copperAnd here's the roll for that
Rolled 2, 8, 14, 1 = 25 (4d20)>>6168255> Freelance work, 100 gold per jobSelling 3 books
Rolled 10, 12 = 22 (2d20)>>6168259Rollin for Dragon eggs to mine.
>>6168262>> Go investigate the tunnel> Continue teaching your apprentices – Further their education and enhance their magical potential.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.> Investigate the dark elf cult – Renew your efforts to uncover their plans and disrupt their influence.Not selling copper yet. Maybe it can help with lightning spell or something
>>6168409I mean copper has anti-bacterial properties so maybe we can make healing potions with it or something.
You agree to do some freelance work for the Baron! He hires you straight away and you point towards the nearest vein of iron to where his miners been digging. He pays you 100 gold.You sell 3 books for 800 gold:Novice Guidebook Of Popular Elemental Magic Practical Guidebook of Arcane PermutationsHandbook Of Elemental MagicThis leaves you with 6 books:Novice Guidebook Of Popular Elemental MagicInformation On Blood MagicFundamentals Of Curse ProtectionCompendium of CryomancyInformation on Enchanted LibrariesLibraries of Magic IllusionsYou find a large vein of gold in the mountains! But when you go check the price of the land, that particular deed would set you back 19,000 gold, being unaffordable for the time being.You don't sell your copper (you have about 85 gold worth of copper)You now have around 2,200 gold.You decide to go check the tunnel yourself. You barely fit inside the tunnel. You manage to determine that it is a kobold tunnel after hearing some kobold voices, but you feel too vulnerable crawling through such a tight space so you don't explore it much.> Explore the tunnels anyway, crawling or no crawling> Have the miners block the tunnel> Hire someone to kill the kobolds> Write in
Rolled 1 (1d2)>>61683211 - experiment with magic2 - teach apprentices
Rolled 1 (1d2)>>6168448I mean, I put the wrong things on the roll, so I will roll again.>>61683211 - try to sell your books2 - continue teaching your apprentices
>>6168447> Write inSend the cultist girl by saying we heard some voices and maybe a mystical secret lies in the tunnels
>>6168448>>6168455You decide to further investigate the dark elf cult. How are you gonna do that?> Go check for ancient texts with the monks, to learn what entity they are trying to summon > Send your apprentices to try and join their cult so you can infiltrate their ranks> Kidnap a known cult member and force them to tell you everything they know> Write inYou have 6 books to sell.You only have one courier, so choose how many of your six books you want to try to sell and roll the corresponding amount of dice in the table below.1-8 - the books sells for 100 gold9 - the books sells for 150 gold10 - the books sells for 200 gold11 - the books sells for 250 gold12 - the books sells for 300 gold13 - the books sells for 350 gold14 - the books sells for 400 gold15 - the books sells for 450 gold16 - the books sells for 500 gold17-19 - the book doesn't sell20 - the books doesn't sell but you get an order for two or more booksRoll one additional dice for Road Danger.On a roll equal or less than the amount of books he is carrying, the courier disappears.On a 20 he reports something odd he found along the way.You decide to experiment with magic.Will you:> Continue research of Radiant Bolt> Start a new research (specify)> WriteIn any case, roll 3d100 for research progress success.
Rolled 24, 38, 82 = 144 (3d100)>>6168459> Send your apprentices to try and join their cult so you can infiltrate their ranks>Continue research
>>6168477Your research on radiant bolt progress slightly.You can choose to spend the money and roll on the table below, or abandon the research for now from lack of funds.1 - you have a breakthrough and figure out the spell at a moderate material cost (500 gold)2 - you have a breakthrough and figure out the spell at a high material cost (1,000 gold)3 - you have a breakthrough and figure out the spell at a high material cost (1,500 gold)4 - you waste material and don't figure out the spell (500 gold)5 - you waste a lot of material and don't figure out the spell (1,000 gold)6 - you don't figure out the spell but at least don't waste anything
>>6168516Better than first time; still not good enough.>Take the free progress, don't push further
>>6168459roll for the book sales please
>>6168459>THE ANCIENT TEXTS>Free Prog>HIRE KOBOLD EXTERMINATORS>Offer the Baron a literal Goldmine location for only a measly 1K on top of our usual findings
Rolled 10, 1 = 11 (2d20)Big money>Congratulate Claire on her victory, ask if she & not-Aragorn know any other skilled adventurers that may help us in the future
Rolled 2 (1d2)>>6168521 >>6168477 1 - apprentice infiltrators2 - study the ancient texts
Someone else roll for books, I don't want this imaginary messenger's digitally-described blood on my hands.
>>6168542You take a copy of Information on Enchanted Libraries to gift the monks and head to their monastery. When you arrive there, they receive you very well. They accept your gracious gift and add it to their library.They inform you that the monastery was harassed by frost giants last winter and they fear they will return.> Offer to stay for the winter to try and solve the crisis> Ask where these frost giants live so you can go parlay with them> Offer to assemble a team to defend the monastery if necessary> Write inYou begin researching in the ancient tomes for something that matches the experience you had with the magic mushrooms.Roll 3d100 for your search, DC 70. Two successes are enough to get it done.A young lady with her whole face skin shining with the color of iron from the ironpox scars says she will help you with your research if you take her with you to teach her magic.> Take her offer (reduces the DC to 50)> Don't take her offer> Write inYour courier never returns! You lose also a copy of the Novice Guidebook Of Popular Elemental Magic which he was carrying. You may need to hire more couriers.
Rolled 90, 28, 34 = 152 (3d100)>>6168573>Parlay with the Jotunns>Accept her, so long as she wears warded gloves (self-sterilizing) when handling things in our tower
Rolled 74, 7, 69 = 150 (3d100)>>6168573> Ask where these frost giants live so you can go parlay with them> Take her offer (reduces the DC to 50)
Rolled 69, 92, 14 = 175 (3d100)>>6168573> Ask where these frost giants live so you can go parlay with them>Accept her, so long as she wears warded gloves (self-sterilizing) when handling things in our towerSorry for failing to book-roll; was in bed and missed QM answer.
>>6168638>>6168759>>6168803What are "warded gloves" and how do you intend to get them?
>>6168983Leather with runes, or otherwise imbued with an enchantment that makes them self-cleansing so she won't spread the plague by touch; we'll have to make or buy them.
>>6169009Alright, if you say so.Roll 3d100 to determine if the monks have such an item for sale.Two successes are enough, but the result varies with the DCDC 50 - They do have one pair of such gloves, but it is a prized possession. You would need to make a very generous donation to convince them to part with it (make a proposal, must be high value)DC 70 - The monks been experimenting with such gloves for years, and managed to get moderate success in fabricating them. Theyhave a few pairs for sale, but they will cost 1,000 gold each.DC 90 - Happy to see one of their fellow monastery members find a calling in life outside the monastery, the members are more than happy to furnish one such pair for free, as a parting gift.If you don't beat the DC it means the monks don't have it and you will need to search elsewhere or make it yourself.Also choose the result in case you fail:> The monks know a distant wizard that makes it, and point him to you> One monk remember having read about this artifact and there is a book about it> The monks get interested in the concept and want to help research how to make one
>>6169009Couldn't we just stitch copper plating to gloves and call it a day?
Rolled 90, 18, 66 = 174 (3d100)>>6169104Regardless rollin!
Rolled 1 (1d3)>>6169104Also ill just roll for which fail result I prefer.1 = distant wizard2 = book3 = interest
>>6169111>>6169116>>6169104You suceeded at the DC 50 roll - the monks have one such item, but it is a highly prized possession.What will you offer in exchange for the item?> Write in (must be high value)
>>6169123Uhhhh our prized possession of some books?Can we just return the gloves after we train the girl a bitAlternatively we'll go parlay with the frost giants first then come back if we have any funny loot
>>6169123I genuinely think it would be best to use some basic alchemy/blacksmithing to add copper plating to some normal gloves, it wouldn't be a straight up anti-disease spell but copper is genuinely anti-bacterial and does kill germs on contact while anything these guys would accept would not be worth the price whatsoever. (now granted germ theory probably doesn't exist in this world but point still stands)So>Politely decline making a offer and work on your own version of warded glovesWould be my personal vote.
>>6169129>>6169131Seems like you guys don't want those warded gloves all that much. I'll keep it on hold for now.
>>6168638>>6168759>>6168803The monks carefully provide you with directions to the location of the frost giants' blockade, their descriptions painting a vivid picture of the icy trail ahead. Following their guidance, you trek through the snowy wilderness, the chill of the northern winds biting through your cloak as you ascend into the frost giants' domain. When you arrive, the scene before you is both imposing and surreal. Massive snowballs, each the size of a small cottage, are piled high, forming an unyielding barricade that blocks the path to the north. Towering above the obstruction, two frost giants lie sprawled in slumber, their immense forms partially buried in snowdrifts. A third giant, however, is awake and standing watch, his icy blue eyes fixed sternly on the path ahead. As you approach, his deep, booming voice resonates through the air, shaking loose flakes of frost from the surrounding trees. "None shall pass. Orders from the Frost Giant's Queen," he declares, his tone leaving no room for negotiation. The rumble of his voice rouses the other two giants from their sleep. They stir, shaking snow from their hulking frames as they rise to their full, intimidating heights, their expressions unreadable but alert. Faced with these colossal sentinels, you ponder your next move. > Inquire why they’ve been harassing the monks: Attempt to open a dialogue and understand their motivations. Are they enforcing a grudge or carrying out a deeper agenda? > Inquire why you can’t pass and request an audience with their queen: Propose peaceful intentions and express your desire to discuss matters directly with their leader. > Offer them a gift as a token of friendship (specify): Consider presenting something of value to show goodwill and gain their favor. > Feign compliance and attempt to find an alternative route: Pretend to leave, then seek another way around their blockade, avoiding a direct confrontation. > Write in
>>6169188> Inquire why they’ve been harassing the monks: Attempt to open a dialogue and understand their motivations. Are they enforcing a grudge or carrying out a deeper agenda?Don't know if we have anything of value as of yet, all we got are copper and books
>>6169192+1
>>6169192>>6169221You step forward cautiously, tilting your head up to address the frost giant who stands sentinel. His icy gaze pierces through you, but you steel yourself and speak in a firm, clear voice. "I’ve heard rumors that you’ve been troubling the monks nearby," you begin. "Surely, beings as mighty as yourselves have no need to harass those who pose no threat to your power. Why target them?" The frost giant’s face hardens, his sharp jaw tightening as he takes a step closer. Snow crunches beneath his massive feet, and the air around you grows noticeably colder. His booming voice cuts through the silence, shaking the ground beneath you. "These lands," he declares, gesturing broadly to the frozen wilderness surrounding you, "are ours by birthright. They have always been, and they always will be. Everything you see—every tree, every mountain, every snowflake—belongs to the frost giants. The humans are nothing but trespassers and invaders, scurrying like ants over what is not theirs to take." His eyes narrow, glowing faintly like shards of glacial ice. "The Queen has spoken. Soon, the Big Winter will come, a storm so mighty it will sweep your kind from this land entirely. The tiny people will be no more, and the world will return to its rightful owners." As the frost giant speaks, the other two giants stand behind him, their massive frames looming like moving mountains. They murmur in agreement, their guttural voices rumbling like distant thunder. "Now, begone, tiny human," the sentinel growls, his voice lowering to a menacing snarl. He takes another step forward, his shadow engulfing you. "Unless you wish to meet your end here and now, as food for giants." The tension in the air is palpable, and you feel the weight of their disdain pressing down on you like the cold of the unforgiving winter winds. Their unwavering stance makes it clear that diplomacy with them will not be easy.> You better leave now...> Write in
>>6169228I don't want to be a little bitch but at the same time I dunno what else to do>Warn them of a dark threat brewing under the mountains in the form of the dark elf cult, tell them you may return if you have other business with them, and take your leaveHopefully we just appear to be some neutral mage as opposed to a tiny scared humanWe really need to up our combat capabilities
>>6169234We sure telling them about the cult is a good idea? If they actually take it seriously that could spur them into action and they don't strike me as the type to easily discern/care about discerning between a cultist and your average joe.
>>6169228I honestly think we should bail, we're not ready to take on a religiously-motivated frost giant jihad at the current time. If anything, we bail now and then notify the local human government (the baron?) that the frost giants are gearing up for a war at some point in the future.
>>6169277Nah, I'm not sure, I kinda just wanted to introduce some doubt to them and let them know that there's a bigger threat out there, so perhaps they'd be more openminded about exchanging info, but if you guys don't want to we don't need to
>Leave>Warn the Monks & the Baron about the Jotunns preparing for a mass Reaving
>>6169228>Leave>Warn the Monks & the Baron about the Jotunns preparing for a mass Reaving
>>6169228>>6169503 +1
>>6168573>>6168638>>6168759>>6168803You hasten back to the monastery, your breath visible in the crisp air as you contemplate the frost giants' ominous warning. Upon arriving, you gather the monks in their modest prayer hall, illuminated by flickering candles. With measured words, you inform them of the frost giants' murderous intentions and their queen's grand design for a "Big Winter" to reclaim the land for her kin. The monks exchange grave looks, their serene composure breaking under the weight of this news. The abbot, his hands folded tightly, thanks you for the warning. "This is troubling indeed. We are a peaceful order, but such hostility cannot be ignored. We will reach out to our allies and inform others in the region to prepare for what may come." As the monks deliberate, Amery, the ironpox-scarred girl with piercing eyes and an eagerness to learn, approaches you. Together, you delve into the monastery's ancient tomes. With her aid, you uncover a weathered text detailing a demon god known as *Yarloteph, the Tentacled One*. The book speaks of rare magic mushrooms, found abundantly in caves, that serve as conduits for his influence. These mushrooms are widely sought after for their mind-altering properties, yet they also leave users susceptible to Yarloteph's psychic reach. His name carries a sinister weight—*the bringer of eternal youth and immense magical power*. The text reveals that Yarloteph can only be summoned once every thousand years, and his time draws near. Nearly a millennium ago, his summoning wreaked havoc, and his psychic influence now stirs once more, sparking cults across the world. The monks, visibly unsettled, discuss how this revelation could explain the recent rise in dark magical activity. The abbot turns to you and Amery, his expression conflicted. "This is dangerous knowledge. If these mushrooms are indeed spreading his influence, their presence in this region could be disastrous. And yet, uncovering more about this threat may help us stop it." Now the question arises: will you take Amery as your apprentice, knowing her potential but also the risks of contamination? > Yes, I will train her – Amery's determination and talent outweigh the risks. You will guide her carefully to avoid potential dangers. > Only if the monks part with their gloves until she's trained – The gloves, imbued with protective enchantments, would safeguard her from contamination. What will you offer the monks in exchange for this invaluable resource? > No, I can’t risk contamination – The threat is too great; another apprentice must take her place. > Write in
>>6170366> Only if the monks part with their gloves until she's trained – The gloves, imbued with protective enchantments, would safeguard her from contamination. What will you offer the monks in exchange for this invaluable resource?These bitch-ass monks better loan us the gloves for free, we just clued them into no less than TWO doom scenarios
>>6170371>> Only if the monks part with their gloves until she's trained – The gloves, imbued with protective enchantments, would safeguard her from contamination. What will you offer the monks in exchange for this invaluable resource?As he >>6170371 said. What other use could the artifact have for them? If there is an urgent need, we can give the gloves back and suspend training for a small time but they seem like staple good guys with the mean to do a staple good action.Also pretty sure the pox was only cosmetic before we brought up the contagion risks and QM used our paranoia to create a plot line
>>6170366> Only if the monks part with their gloves until she's trained – The gloves, imbued with protective enchantments, would safeguard her from contamination.
+1 to consensus
Rolled 1 (1d2)>>6170371>>6170376>>6170642>>61707021 - the monks accept2 - the monks refuse
>>6171834GGEZ no Re
go on pls, this quest is pretty good. i'm surprised it didn't get more players
>>6171834With the winter over, you return to your tower, with information on the demon the dark elf is trying to summon, a pair of warded gloves and a new apprentice, Amery!You apprentices copied the following books:1 copy of Fundamentals of Wandless Spellcasting1 copy of Vital Guidebook of Unknown Accidents1 copy of Locations of Powerful Solar Magic1 copy of Devices of Infamous Counter-CursesYour miners mined more copper, you now have 250 gold worth of copper.You have 1800 gold.A bunch of goat herders moved into your lands!> Call the authorities to evict them> Demand they pay rent> Evict them yourself> Write inWhat will you do for the spring of year 3? (Choose up to 3 actions)> Talk to the baron about the doomsday scenarios - Warn the authorities about the impending doom from the dark elf cult and the frost giants.> Attend the Spring Festival – Celebrate the end of winter and foster goodwill among the townsfolk.> Hire more couriers to try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Seek out more apprentices – Now that travel is possible, resume your search for new talent to expand your team.> Continue teaching your apprentices – Further their education and enhance their magical potential.> Write your own book – Use your growing library and knowledge to create a unique text that consolidates key insights or introduces new concepts.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.> Investigate the dark elf cult – Renew your efforts to uncover their plans and disrupt their influence.> Visit the monks – Strengthen your alliance and explore their wealth of knowledge for potential breakthroughs.> Hire a full-time carpenter – Start commissioning furniture or functional additions to enhance your tower’s comfort and utility.> Prospect the mountains using magic – Search the surrounding wilderness for valuable minerals or hidden magical resources.> Write in
>>6173763sure, I just got a bit busy lately, but we can continue.
>>6173770>> Demand they pay rentPaywent in cheese and goat meal accepted.> Talk to the baron about the doomsday scenarios - Warn the authorities about the impending doom from the dark elf cult and the frost giants.> Hire more couriers to try to sell your books – Take some of your copied tomes to market and negotiate their sale.> Experiment with magic – Devote time to refining existing spells or completing the combat spell you began in winter.We're so back
>>6173774You go talk to the baron about the doomsday scenarios. You find him partaking in the Spring Festival."Baron Arthur, sir! There is something I must tell you! Dire news!""What is it?""I'd rather tell you in private."He invites you to his pavillion tent. His advisors were awaiting for him there."Leave us alone for a few moments, everyone. Except you, spymaster, you can stay.""So, state your case.""It has come to my attention that a dark elf is leading a cult trying to summon an ancient demon god called Yarloteph, the Tentacled One! They are spreading hallucinogens and teaching people dark arts! Their hideout is near the old hot spring!""That is dire news! I will send some men to investigate matters further.""Beyond that, the frost giants are claiming all this land as theirs and they spoke of a queen and an event called Big Winter, a storm so powerful the humans will be swept from the land.""Well, I heard about this 'big winter' before. I thought it was a legend. Do you have any evidence that it is more than a legend?""Well, no but...""Then leave the dark elf cult to me and go investigate if the 'big winter' thing is real or not! If you can confirm the frost giants are plotting something and give me details of their plans so that we can thwart them, I will give you 2,000 gold!"> Accept the quest> Don't accept the quest> Write inYou decide to hire more couriers to deliver your books. Hearing of the dire fate of the last one, they hike their prices to 40 gold per month.> Hire one courier> Hire two couriers> Hire three couriers> Write inYou tell the new tenants they must pay rent, but you will accept cheese and goat meat!They are very poor and only moved their herds because their previous location had no more food for the goats, the nomad herders do this all the time.They agree on your terms and produce some goat meat and cheese for your tower.You decide to continue experimenting with magic! Will you:> Continue research of Radiant Bolt> Start a new research (specify)> Write inIn any case, roll 3d100 for research progress success.
Rolled 33, 4, 9 = 46 (3d100)>>6173784> Accept the quest> Hire two couriers> Continue research of Radiant Bolt
Rolled 63, 11, 96 = 170 (3d100)>>6173810>> Accept the quest>> Hire two couriers>> Continue research of Radiant BoltLet's roll better
Based, glad this quest is back
>>6173810>>6173913Your research on radiant bolt progress meanigfully!You can choose to spend the money and roll on the table below, or abandon the research for now from lack of funds.1 - you have a breakthrough and figure out the spell at a moderate material cost (250 gold)2 - you have a breakthrough and figure out the spell at a high material cost (500 gold)3 - you have a breakthrough and figure out the spell at a high material cost (1,000 gold)4 - you have a breakthrough and figure out the spell at a very high material cost (1,500 gold)4 - you waste material and don't figure out the spell (500 gold)6 - you don't figure out the spell but at least don't waste anything
Rolled 4 (1d6)>>6174437rollalso pls lets prioritize writing a book ourselves next, it will help us learn magic faster
>>6173810>>6173913>>6174437>>6174534You spend 1500 gold researching your new spell, but finally you learn it! You can cast Radiant Bolt now.You hire two couriers. What will you send them to do?> Find more apprentices> Sell books> Write inYou have 200 gold now.
>>6174650> Sell booksalso if we can, tell them to keep their eyes open for opportunities. for example if they find anyone who is looking for a book in a particular topic, or trades in rare items, etc
>>6174659You have 8 books to sell. You only have two couriers, so choose how many of your eight books you want to send with each and roll the corresponding amount of dice in the table below.1-8 - the books sells for 100 gold9 - the books sells for 150 gold10 - the books sells for 200 gold11 - the books sells for 250 gold12 - the books sells for 300 gold13 - the books sells for 350 gold14 - the books sells for 400 gold15 - the books sells for 450 gold16 - the books sells for 500 gold17-19 - the book doesn't sell20 - the books doesn't sell but you get an order for two or more booksRoll one additional dice for Road Danger for each courier (will be the last 2 dice)On a roll equal or less than the amount of books he is carrying, the courier disappears.On a 20 he reports something odd he found along the way.
Rolled 3, 10, 10, 7, 6, 10, 2, 2 = 50 (8d20)>>61746653 books for each courier
>>6174672i think i'm gonna stop rolling
>>6174672>>6174675>>6174672>>6174675The couriers disappear! You lost all your books.You're low on money to fulfill your obligations. You need another 50-100 gold.What will you do? > Sell your copper (you have 300 gold worth of copper)> Go work for the baron for awhile (100 gold)> Dismiss your miners> Dismiss your guard> Write in
>>6174672damn bro, where'd you get these dice, they fuckin suck>>6174693fuck, we should've kept researching radiant bolt to get costs cheaper, we got the most expensive fuckin roll>Sell your copper>Work for the baron for a whileI know some guy wanted to keep it, but we need fucking leeway, we can't be in debt and we need rainy day savings
>>6174918You sell your copper for 200 gold cause you were in a hurry to pay your obligations.Then you go work for the baron. The work is straight forward, after roaming some mines for a few days casting your spell you finally find an adequate mineral vein and get paid 100 gold.A woman wearing a plate mail shows up at your door one day."Hello there! My name is Solara, the order has received your complaints about a cult forming in the region and I came to investigate!"> Invite her for a raid into the dark elf cave> Dump all the local lore on the poor lady right there> Invite her to stay a few nights and ease her into the local lore> Write in
>>6175008>Invite her to stay a few nights and ease her into the local lore
I'll catchup & vote tomorrow
>>6175056Support, maybe she’s got some good ideas about how to proceed.Also, we’ve mostly been fucking up this whole quest, lol, maybe we should take a backseat on this one…
>>6175056Let's do that.
Alright I had an idea based on an horrible punCan we>Research about the legend of Titanus, a mighty toxin found in rusted swords said to cripple heavily Jottuns,