Amidst the trees and rocks of a forest riverbank a prone figure slowly stirs, battered and drenched. Flaxen-yellow hair falls aside as the elf awakens, opening its grass-green eyes to the early-morning light.
>>6452677It is cold, and it is dark. You do not know how long it has been. You do not know where you are. But then, something changes.A sound reaches your ears, light and clear. But what is it? As the foreign sensations dance from pitch to pitch, you remember... Music. Bird-song, amidst the rustling of leaves in the wind. You are in a forest, then. Just like home. But... Where is your home?With that thought, light enters your world once more. The bright morning sky looks gently back at you through the multicolored autumn leaves, bringing a sense of clarity.Something is wrong with me.Amnesia, the word surfaces in your mind. But what can you do about it? For now, you have greater problems. Ignoring the dull ache across your body, you sit up and examine yourself. Apart from bruising on your arms, legs, and torso, you seem to be in far better condition than you ought to be. However, your possessions do not appear to have been spared. Excluding your clothes, the only thing you have left is...>A gold circlet, wrought in the shape of leaves and inscribed with an ancient poem. Wearing it fills you with courage.>An elvish book, evidently waterproof. It is titled "Pixie Invocation".>A wooden staff, weathered by long decades of use. For some reason, it always falls in the same direction.>A sword with no sheath. With a thought it disappears from your hand, and with another it returns.>An amethyst pendant, enchained in silver. The eye-shaped stone feels deeply familiar, but wrong in some way.>A copper chalice, covered in inscriptions you do not recognize. It is more durable than it appears.
>A sword with no sheath. With a thought it disappears from your hand, and with another it returns.
>An amethyst pendant, enchained in silver. The eye-shaped stone feels deeply familiar, but wrong in some way.
The vote will be finalized in three hours and twenty-five minutes.
>>6452677>An amethyst pendant, enchained in silver. The eye-shaped stone feels deeply familiar, but wrong in some way.evil time
>>6452678>A gold circlet, wrought in the shape of leaves and inscribed with an ancient poem. Wearing it fills you with courage.
>>6452677>>An amethyst pendant, enchained in silver. The eye-shaped stone feels deeply familiar, but wrong in some way
>The circlet: 2 votes>The sword: 1 vote>The pendant: 3 votes
An amethyst pendant. That is all you have for your journey home. It clearly isn't just decorative, but its mysteries are not an immediate concern. Your supplies—if you had any—were washed away, so you need to find food, drink, and a place to sleep for the night. Following the stream narrows down your options. If you travel upstream you may find clues to what happened to cause your amnesia, but you could just as easily put yourself in danger. Downstream is somewhat safer by comparison, but you could be far from the nearest settlement.>Upstream>Downstream>Do something else (write-in)>Try to remember something (write-in) [Remaining Insight: 3]
Insight is a special mechanic that you may use to remember parts of your past. When you do so, you can suggest specific things you wish to remember to shape our protagonist's past.Each time that you use Insight, roll a d100 to determine how useful or good the result is. Only one roll is required.
I forgot to mention: every time the elf remembers something important without having used Insight to do so, you will gain more.
>>6452766>Upstream
>>6452766>>Upstream
>>6452766>Upstream>>6452770Suggest in general something to remember? As in 'we remember our lover', and then you write it out? Or do you want us to write-in the specifics?
>>6452848You do not need to write in the specifics."I want to remember a location we've been to before", "I want to remember our parents", "I want to remember how to wield a sword", and "I want to remember who the specific person we're interacting with is" are all possible uses, though the last one would probably require a very high result to work.
>>6452766>UpstreamLearning about the cause of our memory loss sounds better.
You will head upstream.After about an hour of mostly uneventful walking, you see a plume of light-grey smoke in the distance. Approaching quietly, you find a cabin beside the river. It looks old by the standards of humans, but surely not more than a century.Outside the cabin is a small garden, with a variety of plants that you do not immediately recognize. Drawing closer and looking through the shutters, you see that the cabin is currently empty. There is one bed inside, alongside a fireplace, an axe, a cabinet, a dresser, a table, and a large, black pot. The table has a stone mortar, a knife, several small wooden tablets, and a variety of plants that seem to match those in the garden. The door is not locked.>Rest outside until the owner returns>Enter the cabin (write-in: what do you do inside?)
>>6452914>Enter the cabin (Touch all the items and see if they trigger any memories.)
>>6452914>>6452916Supporting this.
>>6452916>>6452914+1
Vote finalized: Enter the cabin (Touch all the items and see if they trigger any memories.)Update in 30 minutes
You enter the cabin, picking up and examining each of the items you can see.The axe is rather notably large, but you do not remember it. Similarly, you have no recollection of owning such a large pot. The table, however, is far more promising. The wooden tablets are writings about folk medicine, so you examine the herbs first to see if you already know of any. Unfortunately, you do not. Perhaps they are specific to this area, or uncommon to begin with. Or maybe you just don't know anything about herbs. After that you examine the knife. It is surprisingly light, and shines brightly in the firelight. You look closely and see a word written in elvish—faydh, faith. This is your knife.You remember quite clearly now, the evening that you first received it. It was a gift from your father, Eredwynn, given to you on your fiftieth birthday—the day you became a man. The hours before had been spent singing, dancing, and feasting with your friends and family, and listening to stories from your parents. Perhaps you will recall what those stories were some other time.>Wait to speak to the owner of the cabin>Continue upstream>Steal (write-in)>Use Insight [Remaining Insight: 3]>Do something else (write-in)
>>6453024>Use Insight to remember our faith, whether that be our religion, a trust we kept, or even someone named Faith.>Keep our knife, of course.
I've just realized now that it would be bad if we rolled the d100 for insight in the suggestion itself, because then there would be multiple rolls. In the future, I will roll for the result after finalizing the vote.Additionally, because I may not have given very good examples: you can suggest what you want the outcome to be when trying to remember something using Insight, though it is not guaranteed. You do not have to, but may if you wish.
>>6453024>Wait to speak to the owner of the cabin>Use Insight to remember our faith>Keep our knife, of course.
>>6453024>Wait to speak to the owner of the cabin
Rolled 18 (1d100)>Use Insight to remember our faith>Keep our knife, of course>Wait to speak to the owner of the cabin
Faith... Yes. That's what those decorations mean. They are the winged staff of Enedine and the law-book of Emyr. A wish for you to always find your way safely and remember your heritage. Perhaps finding your Faith was more than just luck.Enedine the Kind, Rain-Bringer, and Emyr the Wise, Lord of Judgement—the two and only two gods of the elves, the Lady of the Sky and the Lord of the Earth. Father had always been particularly devout, or at least as long as you were alive. Mother said, however, that surviving Galmos-held had strengthened his faith. But what happened back then? Neither parent had been keen to tell you for a long time, but he must have told you the story on that day...However, the sound of approaching footsteps brings your out of memories. It's most likely the owner of the cabin. But... Are those really the footsteps of a human being? Even a knight in full armor might not be that loud. Looking through the remarkably unused keyhole, you can see your host; a bearded man, standing about two heads taller than you. He's even taller than the door...The hermit is carrying a large stone tablet engraved with runes on his shoulders, struggling somewhat but evidently able to manage it. He keeps muttering something to himself, which even your keen hearing can't make out at this distance.>Wait inside>Walk out the front door and greet him>Jump out the window (which faces away from the door)
>>6453370>Walk out the front door and greet him
You walk out the front door and greet the man. He seems surprised but not alarmed, and calmly sets the stone tablet in front of his cabin before speaking:"What a joyous occasion! I have never met an elf before, even in Greenwood. I am Cadgan, and this is my home. What is your name, traveler?""I would give you my name," you reply honestly, "but I do not remember it. I was traveling upstream to determine what had happened to me when I recognized my knife on your table."Cadgan then paused for a moment and said: "That is a shame. I fished it out of the river this morning, after noticing it stuck in the rocks. It would seem that you have drifted quite a long way. Would you be willing to stay for supper? In truth, I could use some help with a problem.""I would be honored to accept your hospitality," you replied. While you are in frankly miraculous health considering your situation, you still have not eaten for over a full day.And so you helped Cadgan cook, and enjoyed rabbit stew in silence for a few minutes."Now, the problem that I mentioned before. Some ways north of here, perhaps two hours on foot, a shady character set up an encampment. He or she—or it—arrived three days ago, bringing a coffin of all things. Every night the robed lunatic pours some strange substance into the water, then stands there in silence for hours. What's worse is, on the first night I saw a town guard there, as though nothing was wrong. I tried to investigate more closely yesterday, but some kind of barrier surrounds the camp and prevents me from approaching. Could you help me, friend? Do you know of anything that I can do?">Agree to at least take a look, and leave with Cadgan in the evening. He seems trustworthy.>Agree to help in whatever way you can, but ask to look at the runic tablet first.>Politely decline, and travel around the camp. What if arriving too late causes you to miss something important?>Politely decline, and approach the camp on your own. Perhaps you could ally with its inhabitant in exchange for information?>Do something else, or in addition to a prior choice (write-in) [Items: A suspicious eye-shaped pendant, the dagger "Faith"]>Use Insight [Remaining Insight: 2]
Also: would you like for me to post images from other sources, or stick to scribbles?Any other feedback or requests are, of course, welcome.
>>6453562>Agree to help in whatever way you can, but ask to look at the runic tablet first.
>>6453562>Agree to help in whatever way you can, but ask to look at the runic tablet first.Some kind of evil ritual? Honestly, I doubt we'll have any greater luck piercing the barrier. Our weird pendant may even have something to do with the robed thing, maybe it would be good if they didn't meet. Still, taking a look for ourselves wouldn't hurt, and we ought return this man's kindness. I have the feeling the real answers lie further upstream though.>Ask Cadgan if he recognizes our pendant.>>6453563Other sources work fine. Maybe only take the effort to draw when you want to convey something important, symbols, an important character's appearance, something that requires more specificity than other images allow. Otherwise, I don't have any other feedback, I'm enjoying the quest.
>Vote result: hidden roll performed to decipher the tablet.You agree to help, but ask to look at the runic tablet first."The stone? Of course you can take a look. I found it a ways to the northeast in a ruined building; perhaps someone else found it decades ago and brought it there. The runes don't look like any language I've seen before."Examining the runes, they appear to be a related language written in a near-elvish script. Perhaps it is a language derived from elvish, or, as unlikely as it may be, a precursor to elvish. You can recognize some basic words (of, and, the), but the text is for the most part unreadable. Based upon capitalization, you can estimate that the following proper names of people, objects, events, or places occur as follows: (??? = unknown word) First paragraph: Age of ???, ???* Tecendil Second paragraph: ???* Gwyn (occurs twice), ???* Cadeyrn (occurs twice), ???* Aeron (occurs twice), Wynval Third paragraph: ???* Gwyn, ???* Cadeyrn (occurs three times)Unknown words marked with asterisks appear to be titles, idicating that the names they occur before are most definitely people. The title held by Tecendil is different than those of Gwyn, Cadeyrn, and Aeron, and occurs on its own in paragraph 2 as well.Unfortunately, as elven naming traditions are extremely conservative, dating the text based on the style of names alone is essentially impossible.With your interpretation being stalled for now, you set off with Cadgan to confront the suspicious figure upstream, about an hour after noon. After about an hour of walking, you can see that the stream is visibly polluted; the water is darker than normal, and murky towards the bottom of the stream. Placing a stick into the substance for a few moments, it does not appear to be strongly acidic. The substance does not appear strange when viewed through the pendant, either.Another hour later, you can see a torch, currently burning with blue flames, about two-thirds your height, perhaps two hundred feet away from you. "This is the furthest I've been able to go," Cadgan says. He starts to step forward, and his leg stops in mid-air as though blocked physically. Similarly, you try to press one finger up against the barrier, and find it stopped. Then the two of you decide to follow along the edge to see if the barrier ends at some point. five minutes later, you have completely circled the perimeter. The barrier seems to originate from the torches, of which there are seven in total. All of the torches are burning, but whether extinguishing them would deactivate the barrier is still uncertain. You cannot tell whether the barrier is spherical or cylindrical in shape, either.
How will you get past the barrier?Possible choices>Use one or more items (write-in) [Items: A suspicious eye-shaped pendant, the dagger "Faith". Cadgan's items: axe, waterskin, ]>Leave and return at nightfall [At Cadgan's cabin: runic tablet, various medicinal herbs, large pot, ladder, several torches]>Call out to the inhabitant>Give up and continue upstream>Do something else, or in addition to one or more choices (write-in)
>>6453781>If Cadgan is willing, have him drink/empty his waterskin, then fill it up with the murky water. Later we'll perfom experiments on it (boiling to see if it leaves any substances behind, feeding it to animals, etc).>Try looking at the barrier through the pendant.>Try stabbing through the barrier with Faith and Cadgan's axe, preferably while stand at one of the inwardly depressed parts of the barrier between torches. Ideally we'd break through near the bottom right torch in the forest, then follow the forest up to one of the torches to examine it up close. Depending on what we find, we'd then sneak through the forest north, cross the river near the X to see what in the center.>If that does work, maybe the barrier doesn't extend underground or underwater? Try swimming upriver past the barrier, into the center. Clearly water is still flowing downstream, so it doesn't stop the flow of water.
>>6453781>>6453790Supporting. I also wanted to suggest stabbing the barrier with Faith, the other suggestions are good as well.
>>6453790*Meant to say "If that doesn't work" for the beginning of my last write-in.
You first ask Cadgan to take a sample of the polluted water, which he does. A small amount of the water touches his hand in the process, without any immediate result.Next you observe the barrier through the pendant, and the invisible barrier is revealed to you. Some kind of invisible gas rises from the torch and is pulled into a line of (previously invisible) runes, which float at the top of the barrier ten feet above you.Cadgan swings his axe at a concave point in the barrier to test its durability, but the strike is ineffective. Then you try using "Faith", and find that while your hand is still blocked, the dagger can pass through the barrier without any resistance. Perhaps it's a trait created to protect the barrier from being broken by magic weapons?Now that you know how the barrier functions, you have a few ideas of what to do. The first, most obvious thing to try would be to throw "Faith" to knock over or damage one of the torches, but that's a bit too risky. The two of you move to the point where the river enters the barrier, and try walking through in the shallowest part. Surprisingly, the barrier has an opening there. It seems unlikely to be an oversight, but why would the inhabitant intentionally include such a weakness? Are they looking for something from the river? ...Or maybe someone?As you and Cadgan carefully walk closer to the center, the main camp past the torches becomes visible. For now, there is only a single tent and a coffin. Looking through the amethyst eye, you can see that some kind of sorcery is placed on it. You're not sure if the bizarre robed individual is currently in the tent.What do you do?>Open the coffin and see what's inside (might release something)>Attempt to steal the coffin (will slow your return)>Check the tent (may initiate combat, will reveal if the tent is currently inhabited)>Call out to the inhabitant>Leave and destroy the torches (may alert anyone in the tent, will slow your return if combined with another choice)>Just leave>Use an item [Items: suspicious eye-shaped pendant, the dagger "Faith"]>Do something else, or in addition to one or more choices (write-in)
>>6453829>[Insight]: Recall our magical tutelage, our arrogance and impatience, and subsequent surreptitious plunge into the dark arts.>Examine the invisible runes, figure out what they do.I dunno, I'm wavering between this, opening the coffin under the logic that opening it 'early' will disrupt whatever ritual is going on and mess up this guy's plans, and just confronting whoever is in the tent and using insight to remember our grand martial heritage so we can whup his ass.As for my Insight write-in, just trying to inject some character into our backstory, while fishing for useful knowledge for this situation. If we roll high and it's a valid Insight usage, then it is up to us whether we follow in our past self's rashness or not. I know not everyone will want to have such a negative past, but hey, amnesia gives us a fresh start, of sorts.
>>6453834That is a valid use of Insight.
Rolled 64 (1d100)Vote finalized:>[Insight]: Recall our magical tutelage, our arrogance and impatience, and subsequent surreptitious plunge into the dark arts.>Examine the invisible runes, figure out what they do.Rolling for Insight use.
Yes, sorcery... You remember now.After coming of age you apprenticed yourself to a wizard and historian, who taught you much. It was thanks to his knowledge and wisdom that you first set upon the path of sorcery, and it was he who initiated you into the academic tradition of elvish magic. But beyond that, he showed you the arcane histories: the heaven-spanning branches of the World Tree, the wars against the evil dragons, the flying cities of the Aneurin, the tragic heroes of the Great Schism, the defeat of the dark elves, the reclamation of the Lost Continent, and the towering spires of the Holy City; these stories showed you the glory of the elves, that we once reigned above the world! We were like gods!What joy, and what sorrow! What sorrow it is, to know of those times and be forever unable to return to them! But you cannot forget. To let the era of wonder your ancestors lived through fade from memory would be to destroy it a second time. That is why you wished to resurrect the great works of the past, to restore the greatness of the elvish race. You delved deep into obscure and questionable research in search of the ancient magic, studying even texts and practices that your teacher had forbidden. Eventually, this path lead you to leave your home, still seeking the knowledge and power to bring glory to elvenkind.You may have forgotten much, but understanding an enchantment of this caliber is nothing to you. There are four spells cast upon the coffin: two for the preservation of corpses, one to protect against the elements, and one to transmute plant matter into some kind of herb. The last one seems to be newer, as it is more refined in structure. All of the spells combine elements of the elvish tradition with another, which most likely originates from humans or undead. You are now certain: this coffin does not hold some monster or ghost, but an ordinary corpse at most.Additionally, with your new perspective, you understand how common wards are among even apprentice wizards; the lack of even short-duration wards on the tent itself is incredibly strange, unless the inhabitant is either not present, immensely arrogant, or in possession of some other means of defense.What do you do? (choose one or more)>Attempt to steal the coffin>Investigate the tent>Leave and destroy the torches>Just leave>Do something else, or in addition (write-in)If in the future you acquire a spellbook, you will possess the capability to use spells as a wizard of above-average competence.
>>6452677Thumbnail for ants, but you have my attention>>6454128>Investigate the tent
>>6454128>Investigate the tentPerhaps this wizard is an amateur, or absent? I should hope so, otherwise investigating the tent seems like schmuck bait. If whoever set this up was present though, I'd figure he'd have heard or seen us by now. Are we not basically right outside his tent? Or are we still hidden in the bushes, having observed the coffin from a distance? Still, if we are to do anything, I think it will require confronting the wizard. Destroying the torches does nothing but make it easier to get back in, which does nothing unless we come back with numbers. I doubt leaving with a heavy coffin in tow will be easy with a wizard on our ass, which means we must deal with him/her/whatever before anything else.
>>6454128>Investigate the tent
You approach the tent quietly, and look through the entrance. There's no one inside, and the pendant doesn't give any reaction. You give a signal to Cadgan, and the two of you cautiously enter the tent. Inside there is an empty pallet bed, a broom, and an unusually flat stone that has been repurposed as a table. On the stone "table" is a candle, a jar of ink, a quill, a bag of herbs, and a half-written letter, which reads as follows:"Honorable Deacon Morlund,I have stood watch as you commanded for three days, and have found no signs of any survivors. The corpseweed tincture has not reacted at all, and no other items have drifted down the river. I suspect that whoever you are looking for has either died somewhere past the eastern riverbank upstream, or escaped entirely.I would like to request your permission to rejoin the main group and aid in cleaning up the ruins. Edman's skills are more effective for finding a target in a town like Greenwood, and he does not risk exposing our order to the authorities like I would.Additionally, on the matter of Greenwood, I have good news. In five days,"And there the letter ends.What do you do? Choose one or more:>Take the letter as evidence>Take the coffin to study>Push the coffin into the river>Destroy the torches maintaining the barrier>Steal the torches>Hide in the tent to ambush the inhabitant when he returns>Hide in the bushes to steal from the inhabitant after he sleeps>Continue upstream>Return to Cadgan's cabin>Head towards the town of Greenwood>Do something else, or in addition to one or more choices (write-in)
>>6454493>Hide in the tent to ambush the inhabitant when he returnsAfterwards...Take the letter as evidence>Take the coffin to study>Steal the torches
>>6454493>>6454500 +1
>>6454493>Steal the torches>Hide in the tent to ambush the inhabitant when he returns
>>6454493>>6454500Supporting.
>>6454493>Take a look inside the coffin>Hide in the bushes to steal from the inhabitant after he sleeps>Let them finish the letter before ambushing him
You will hide in the tent, and ambush the inhabitant after he returns.After about half of an hour, you can hear footsteps approaching. A man in a robe steps through the tent entrance, and you attack.Your dagger plunges into his neck, severing his spinal cord and killing him instantly. You catch the body before it hits the ground, and pull it out of sight of any other potential enemies. After a few minutes of silence you look outside the tent, signal to Cadgan (who seems more than a little surprised by the abruptness and brutality of the killing), and begin to search the body.The man, apparently named Igor, would have been rather dangerous to fight in ordinary circumstances. He carried ten throwing knives, several bottles of what you assume are poison, a glass vial of acid, and a strange spherical device, in addition to a bag of more normal supplies. As you expected, he also carried a spellbook.He did not have any letters or other documents on his person that could provide further information, but he wore a ring bearing a sigil, which you memorize. If you find this sigil anywhere else, you will recognize it at once.You then take the half-written letter before walking around the perimeter of the camp, extinguishing and taking all of the torches. Judging by Igor's spellbook, these torches must themselves be entirely responsible for the barriers.>The spellbook lists the following spells:> Light, Ghost Sound, Identify Poison, Detect Magic> Obscuring Mist, Freezing Touch, Detect Undead, Alarm> Preserve Corpse, Command Undead, Levitate>Each day you can prepare 4 cantrips, 3 first-order spells, 2 second-order spells, and 1 third-order spell. As of now, you do not know any third-order spells.[Items: A suspicious eye-shaped pendant, the dagger "faith", a large cloak, bottles of poison, seven magical torches, a strange device, a vial of acid, a half-written letter, Igor's ring, and a bag of supplies containing 2 days rations, a wooden canteen, and rope.)]What do you do? Choose one or more:>Take the body in the coffin (Cadgan will disapprove unless you can give a good reason)>Burn the body (won't destroy the bones)>Bury the body (will take an hour)>Return to Cadgan's cabin>Continue upstream using Igor's supplies>Travel south to the town of Greenwood>Prepare spells (write-in, will take an hour)>Do something else, or in addition to one or more choices (write-in)
Also, what do you think about using a character sheet, stats, and dice rolls to resolve combat? Ideally the outcomes of combat should be more complex than authorial fiat, but using stats to represent too much could detract from the narrative.For example, the combat that just occurred might be:>Enemy is surprised; no initiative roll necessary.>Attack on unresisting (surprised) target; automatic critical hit.>Precision weapon (dagger)'s 2x critical modifier applied; lethal attack.>Damage (maximum(2d20) + 0 = 40, x2 = 80) > Enemy health (50)If you have any objections whatsoever to these rules, please let me know. I'm not entirely sure of what to do, so any suggestions would be greatly appreciated.
>>6454899>Burn the body (won't destroy the bones)>Wrap up the bones in Igor's robes and take them with us. We can dispose of them properly to prevent tracking and soothe his spirits by giving him his rites. Alternatively one of these items may have the power to create undead, going by his spell list, we could raise his bones as a servant.>Return to Cadgan's cabin>Prepare spells, one of each cantrip, one of each first-order spell except detect undead, Command Undead and Levitate.After that, I guess we should study the coffin, the bottles, the strange device, the torches, the ring, and the waterskin full of murky water.>>6454900I don't mind, but I'm tired right now, so not sure how much my opinion is worth on whether this system is good.
>>6454899>>6454908 +1
>>6454899>Bury the body (will take an hour)>Travel south to the town of Greenwood>Prepare spellsCan you tell us which are cantrips, 1st order and 2nd order ?
>>6455144They're listed in ascending order. So Light is a cantrip, Obscuring Mist is a first-order spell, and Preserve Corpse is a second-order spell.
You and Cadgan stand in before the flames, watching in silence. After the corpse turns to ash you pour water over several times and wait for another several minutes before collecting the bones.Later, in Cadgan's cabin, you look over your spoils one more time. The coffin is empty, as you suspected, and the ring is as mundane as when you first found it. The bottles all seem to contain the same poison, which is neither colorless nor odorless. The murky water from the river has a somewhat earthy odor, and when evaporated leaves behind a dark powder. You manage to learn how to activate the torches, at least; just igniting one activates its barrier, though that means they probably don't have infinite use time. Interestingly, it seems that none of the items Igor carried could reanimate the dead. Perhaps he simply wasn't that skilled yet, or perhaps his organization intentionally limits that ability. The only mystery remaining is the spherical device; you cannot detect any form of magic or abnormality even using your pendant, and it seems inert despite its obviously artificial nature.In between memorizing spells, you reflect on your current situation. You have some clues as to what happened to cause your amnesia, but where will you go from here? Would it be better to approach the ruins mentioned in the letter, even if the enemy has already occupied them, or to enter Greenwood to gather information and allies first? What even is this organization's end goal?>Prepared spells: Light, Ghost Sound, Identify Poison, Detect Magic, Obscuring Mist, Freezing Touch, Alarm, Command Undead, LevitateWhat do you do?>Investigate inside Greenwood (write-in: where and how will you gather information?)>Watch over the ruins of Igor's camp in case his organization investigates>Travel upstream in search of the ruins, camping in the wilderness to avoid repeated trips>Do something else, or in addition to one or more choices (write-in)You only have 2 days worth of supplies, but can survive by hunting and foraging.Also, I forgot to mention this previously, but I assume you took Igor's tent.
>>6455161>Investigate inside Greenwood (First offer our labour and services to acquire the means to sustain ourselves. Listen for the general goings-on of the town. Then to investigate the cult, look for someone named Edman, and also pay particularly close attention to events happening five days from now, as the letter mentioned 'good news' regarding that. Try to obtain knowledge of the relevant authorities/parties that would be interested in stopping a suspicious cult poisoning the water, temples, civil authorities, guilds, adventurers, etc. Be cautious, we know they have a discrete presence in the town, and are likely looking for us in particular. Finally, try and see if we can find any elves.)I kinda want to continue travelling upstream to scout the ruins, given what may be going on there seems time sensitive, but we only have two days of supplies, the only major local water source is being contaminated, and I don't think we can stop a whole cult without allies. Not to mention hunting/foraging will take time and disrupt our scouting. By causing a ruckus in town just by our mere presence alerting their man inside the town, we gain investigation leads.
>>6455161>Travel upstream in search of the ruins, camping in the wilderness to avoid repeated trips
Rolled 2 (1d2)
It is the second day since you lost your memory. You had a strange dream; in it you were lost in a vast, black expanse, with a strange symbol. Incomprehensible whispers would echo throughout your mind whenever you looked at it too closely, but it felt strangely familiar.You set out at dawn.As you pass by the remains of Igor's camp, you can see that while the contaminated area of the river has cleared up slightly, it will likely take a few more days to vanish completely. There are no footprints or other traces around, other than those you and Cadgan left yesterday. Continuing past the camp for several hours, you do not encounter anything unusual. But a bit before midday you hear a strange, inhuman wailing coming from further upstream. Hiding in the forest and cautiously approaching, you eventually see the source of the noise: a mass of water, in the shape of a female elf—a naiad. The river spirit continues wailing heedless of your presence, and occasionally stirs the river as if attacking something that does not exist.Seeing as you can return later, you continue towards the ruins. It takes another day and a half of travel (during which you do not dream), but you find your first clue: a battlefield. There are several scorched craters, and just below a dozen rotting corpses. Most of them are severely burned, but one body lies almost intact, save for the decay and its severed head. The corpse, which appears to have been a man, has not had its possessions damaged or taken. The body is clothed in high-quality black ceremonial robes, embroidered with three skulls just below the collarbone. It wears a ring with the same sigil as Igor's. Its boots hide several silver coins and a dagger, but the body does not carry a bag, and the robes do not have pockets. Either the man changed into the robes nearby, or he had been living in the area. Either case is a useful lead. However, after a few hours of travel upstream, and a few hours of travel back, you fail to find anything of note. Perhaps the ruins are not close to the riverbank.Looking over the site again, you find a few more clues. The first is, despite the bodies being exclusively on the west side of the river, there are also some burn marks on the east bank. Another is that much of the plants west of the area have been burned down. Finally, one of the corpses was dragged from the westmost area of the battlefield to where the other bodies died by the river, leaving a trail of blood and entrails.Travelling west this time, you eventually find a small trail. Following it for another hour, you find the entrance. A stone archway stands in the side of a hill, leading underground. Four skeletal warriors stand outside the entrance, each clad in armor and carrying a spear and shield.What do you do?>Attack (Roll 1d100 for initiative)>Cast a spell>Use an item>Do something else (write-in)
>>6455529>Cast a spellWe have "Command Undead" prepared. This might be the perfect opportunity to test it out.
>>6455544What kind of command do you want to use?
>>6455553Unfortunate that the spellbook didn't come with instructions. "Obey me", maybe? If that's too vague, then just command them to go away.
>>6455557Sorry about that.I'll make a list and post it as an image tomorrow.Command Undead automatically works on unintelligent undead, and lasts for five days at your current spellcasting ability. It forces them to obey all of your orders, but they won't understand particularly complicated ones.
>>6455544>Cast a spellCommand Undead obey me or go away
You chant the incantation for the Command Undead spell, and a wave of invisible power descends on the skeleton closest to you. It looks around in confusion for a moment, and the ghost flames in its eye sockets flicker for a moment before stabilizing. The first spell you've cast since you lost your memories is a success. Your new servant walks away from the group, eventually leaving the others line of sight and kneeling before you. The other skeletons do not react to the absence of their companion; perhaps due to their orders.What do you do?>Attack (Roll 1d100 for initiative) [Weapons: Faith, vial of acid, ten throwing knives]>Give an order to the skeleton (won't be overheard by the others)>Take the skeleton's equipment>Cast a spell [Remaining: Light, Ghost Sound, Identify Poison, Detect Magic, Obscuring Mist, Freezing Touch, Alarm, Levitate]>Use an item>Do something else (write-in)Sorry about the delay. In the upcoming dungeon, I will try to post multiple times per day.
>>6455856>Attack (Roll 1d100 for initiative) [Weapons: Faith, vial of acid, ten throwing knives]With the number gap getting closed slightly, perhaps we can catch the remaining skellies off-guard with a throwing knife from a distance.
>>6455856>Attack (Roll 1d100 for initiative) [Weapons: Faith, vial of acid, ten throwing knives]
>>6455856>Give an order to the skeleton (won't be overheard by the others)attack the other skeletons
Rolling for initiative for the elf, the controlled skeleton, and the other three.
Rolled 51, 57, 5, 99, 73 = 285 (5d100)>>6456095
Rolled 97, 60, 30, 85, 23 = 295 (5d100)Rolling for accuracy for the elf, the controlled skeleton, and the other three.
Rolled 5, 11 + 4 = 20 (2d20 + 4)Rolling for damage for the elf, the controlled skeleton, and one enemy.
Rolled 2, 19, 5, 1 = 27 (4d30)>>6456101Does using d30s not work?
>Initiative (+15): 66>Ally Initiative (-15): 42>Enemy Initiative (-15): -10, 84, 58>Accuracy: 102 (Critical) [Maximum damage negated by Undead target, but precision weapon bonus still applies]>Ally Accuracy: 50 (Hit)>Enemy Accuracy: 20, 75, 13 (Miss, Hit, Miss)>Damage: 32 (16 x 2)>Ally Damage: 21>Enemy Damage: 6You draw your throwing knives and command the skeleton to attack. The controlled skeleton charges forward, but the sound of armor alerts one of the guards, which swings and hits your minion in the shoulder with the side of its spear. You then hit it right in between the eyes with a knife, and your skeleton spears it in the spine, destroying it. The other two guards fail to react in time, and miss terribly.>Remaining Enemies: 2What do you do? [Actions: 1]>[1]: Attack (Roll 1d100 for accuracy) [Weapons: Faith, vial of acid, nine throwing knives]>[0]: Give an order to the skeleton>[1]: Cast a spell [Remaining: Light, Ghost Sound, Identify Poison, Detect Magic, Obscuring Mist, Freezing Touch, Alarm, Levitate]>[1]: Use an item>[?]: Do something else (write-in)
Rolled 18 (1d100)>>6456106We're off to a decent start it seems. >[1]: Attack (Roll 1d100 for accuracy) [Weapons: Faith, vial of acid, nine throwing knives]>[0]: Give an order to the skeletonShout to our minion to attack one of the remaining guards, while we wear down the remaining one with our throwing knives.
Rolled 87, 57, 86, 31 + 2 = 263 (4d100 + 2)Rolling for accuracy and damage for yourself, your minion, and two enemies.
Rolled 2, 19 = 21 (2d20)>>6456320I see; it's that you can't combine different dice sizes
Rolled 14, 18, 2, 3 = 37 (4d30)I will have to change the rules somehow to reduce the number of rolls next time
>Initiative: Same as last round.>Accuracy: 92 (Hit)>Ally Accuracy: 47 (Hit)>Enemy Accuracy: 76, 21 (Hit, Miss)>Damage: 21>Ally Damage: 21>Enemy Damage: 5The first skeleton guard attacks again, but it only lands a glancing blow again. You give an order to your minion, and then throw a knife at the other guard. Your minion does quite well, breaking a few ribs, while your knife strikes the other skeleton in the neck. The second skeleton tries to retaliate, but your attack knocked it off-balance.>Remaining Enemies: 2What do you do? [Actions: 1]>[1]: Attack (Roll 1d100 for accuracy) [Weapons: Faith, vial of acid, nine throwing knives]>[0]: Give an order to the skeleton>[1]: Cast a spell [Remaining: Light, Ghost Sound, Identify Poison, Detect Magic, Obscuring Mist, Freezing Touch, Alarm, Levitate]>[1]: Use an item>[?]: Do something else (write-in)Also, from now on all damage rolls will use d20s, and weapons will just determine their number and what base damage bonus applies. I will list these numbers at the start. The first player who replies can roll for accuracy, and the second player (if there is one) can roll for damage.Thank you all for sticking around.
>>6456329...Those numbers for this round are 4d100 and 6d20. Sorry.
>>6456329>[1]: Attack (Roll 1d100 for accuracy) [Weapons: Faith, vial of acid, nine throwing knives]
Rolled 87, 91, 58, 63, 30, 38, 43, 1, 32, 45, 99, 99 = 686 (12d100)For the sake of reducing post count the last eight (mislabeled six) will be divided by five, rounded up, turning them into d20s.
>Initiative: Same as last round.>Accuracy: 92 (Hit)>Ally Accuracy: 81 (Hit)>Enemy Accuracy: 48, 53 (Hit, Hit)>Damage: 14>Ally Damage: 20 ((9+1)+10)>Enemy Damage: 26, 30 ((7+9)+10, (10+10)+10)The quicker skeleton guard attacks again, landing a rather serious blow on your minion. You throw another knife and disarm it. Your minion seizes that chance, destroying it, but the last remaining skeleton kills your minion in return. That skeleton looks around for a moment but, not being as intelligent as the other skeleton was, returns to its position as if nothing ever happened.Because this particularly dull skeleton fails to comprehend the concept of a hidden opponent, you successfully dispatch it with two more throwing knives while it just stands there.You then approach the now unguarded entrance and look in. The previous intruders did not bother to set up torches, perhaps relying on the night vision of the undead for navigation. However, about fifty feet ahead of you is a campfire, with no one by it. You can't see the details closely at this distance, but there definitely are no enemies beside the fire.What is your general plan for dungeon exploration? What specifically are you looking out for, and how will you find it?>(write-in)