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>Quest archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dragon%27s+Champion+Quest

You've faced plenty of people who wanted to fight you simply for being a channeler. Which was a whole separate category from those who wanted to kill you for being one. Strength draws strength and those who achieve a measure of power are likely to want to test it against others of their caliber.

They are prone to misjudge their strength. A mistake you also once made.

Among the people you are facing in Clan Karron's hall, the southlander with the axe definitely falls into the above category. His eager, predatory grin tells you that he's here largely for the chance to have a crack at you.

But that only serves to highlight the difference between him a Celia - the high mage woman in charge of the whole group. She's certainly eager to see you transform as well, but her demeanor and tone are completely different. That. and she more or less admitted that the situation that brought you here was arranged specifically for the purpose of capturing you. Which means that she at the very least believes she has the means to subdue you.

You have a great deal if experience with just how much force is needed for such a feat. And you don't think Celia and her goons can even come close to that. But you'll freely admit that you've been wrong before and that the whole situation smells worse than your smallclothes after you've spent an entire week on horseback.

(1/3)
>>
That said, you are Oliver Black, Champion of the Great Dragon Meredix. And there are times when you must weight your Lord Sovereign's reputation against your own safety. With the clanhall surrounded by hillfolk warriors who put undue value on valor and bravery, and with the relations between the hillfolk and the dragon based almost entirely on their perception of his overwhelming power, it simply wouldn't do to let them see you cut and run.

At the same time, it irks you to simply give the smug mage what she wants. Which is why you bring up both your arms in a snap movement and fire off two fully charged bolts from your gauntlets, aimed squarely at Celia.

It doesn't go exactly as planned.

For starters, one of the gauntlets takes a split second longer to build up the charge and fires off just a moment later. On top of that, the heavily armored member of the group, the one you clearly paid too little attention to, has been keeping his eye on you. And he sees your little stunt coming.

He's still too slow to intercept the first bolt - that one catches Celia in the midriff and she doubles over with a surprised grunt. But the delay on the second one is enough for it to be absorbed harmlessly by the man's shield. Worse yet, the way Celia's robes flare up in your magic vision tells you that they at least partially absorbed your attack.

But at that point you're already moving, ducking under the southlander's axe and breaking left, putting some distance between you and the group. You need a moment to-

A horse kicks you in the right side of your ribcage..

Not literally. Must be the crossbow - you realize as you stumble, all breath driven out of your lungs. The robes still absorbed a good chunk of the impact. But not nearly enough.

HP: 13/15

You use what momentum you have left to fall onto a table, roll over it, and drop off the other side. Then, feeling the first pangs of pain bloom in your side, you brace your foot against its underside and kick out with a grunt, sending the piece of furniture flying toward the southlander chasing you.

There is a loud crack of splintering wood as the empowered axe shears the table in two. But it buys you enough time to take a deep breath and reach inward, toward the void within your soul.

(2/3)
>>
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(3/3)

The pain is a familiar beast. Skin blisters, cracks. Flame pours forth. Flesh blackens, flakes, dissolves. Too weak for what it must contain. Inferno unending that will destroy all. Consume all, until all that's left to devour is itself. To be tamed, it demands antithesis. Not what opposes it, for that would diminish it. It requires that which it isn't.

Trails of flame snake across the hall, blackening wood and cracking stone. They stop. They retreat. Crawl back and assume human form. A shell forms. A paradox - inky, creeping shadows swallow up the flames.

Channel Stabilized: Einarch Stage
HP: 32/40
Limit: 0/15
Tempo: 1


You exhale.

You survived.

"Wonderful!" the one called Celia is back on her feet. A bubble of force surrounds her. Her breath is pained, heavy. But she grins. "Just as advertised. Oliver Black, channeler of Shadow and Flame!"

Her companions show apprehension. Even the eager southlander is wary about approaching you after what he just witnessed. The elf is hastily pulling back the string of his crossbow.

It's your move.

>pick up to TWO techniques to use this round from the Einarch list: https://pastebin.com/edit/LBSGvrFn most of the mechanical references are currently irrelevant as I decided to run combat in a semi-narrative format but haven't had the time to edit the pastebin properly yet. We'll see how well it works

Also:

>Describe general strategy for the fight and/or define priority targets
>>
can i have a quick rundown about this thread?
>>
>>3394803
We serve a dragon, Megerix/Meredix (I put it up to fatigue) that took over a city/castle and made its own domain, respected/feared across what we know so far of the world. It's extraordinarily powerful and wealthy. We're its Champion, and fantastically powerful in our own right. Evidently less so than the dragon, who it's just been implied kicked our impetuous ass at some point in the past. While it's unclear exactly where we rank, it's safe to say we're one of the big boys, given Scaley M trusts us to rep him. We wear what's basically a jester's getup, but more ornately ridiculous than inherently ridiculous, and with awesome enchantments. We maim the fuck out of people in it, producing hilarious mental images. We aren't the good guys, but we aren't the bad guys. Those two classifications don't neatly fit on any character yet.

We're investigating a caravan attack that threatens the authority of our liege, Megeredix. The hillfolk did it. Kresh, their leader, let it happen and didn't tell us. Kresh is being manipulated by unknown parties connected to these four jokers: A high mage, basically weaklings that get dangerous if you leave them be. A dude with a big axe who seems to just be in it to fight us. A heavily-armoured dude with a shield and mace. An elf with a crossbow. A standard adventurer party, really.

And that's about it for the crash course. Honestly I recommend reading the previous thread. It's quality stuff.
>>
>>3394824
>Meredix

Fuck.
>>
>>3394824
thanks, i will try to read the previous thread

http://suptg.thisisnotatrueending.com/qstarchive/3361119/

for anyone too lazy to click twice
>>
To access the pastebin link, get rid of "/edit" and leave the last slash, or delete the last and leave the first. Something about it being in edit mode breaks the link.

>>3394832
Shit happens, chief. No worries.
Also I'm the "Narrative Experience" Anon. I just want to apologise if what I said scared you away from using mechanics. I'd hate to have pressured you into something you didn't want to do.


As for the actual fight, I think I'm just gonna smoosh in a breakdown.

High Mage/Celia: Probably the biggest threat if we leave her be. Ideally, she gets neutralised first. Whether that pans out or not is up for grabs.

Shieldman: A right cunt, looks like he's going to be intercepting attacks on more important targets. The only real obstacle to getting rid of Celia. Do we want to focus on nuking him, or do we want to just grit our teeth and bear it while we pound Celia? But not like that.
Remember anons, she's an enemy. Worse, she's not a qt waifu.
>She's pushing forty and seems to be one of those rare women who don't give a single damn about maintaining their looks.

Elf: With 3 Damage Resist and doing 2 damage to us, we can safely calculate his average damage a turn as 5. That's... higher than I'd like, with us having no armour, 32 HP, and three other people here. With luck, he'll spend this turn reloading his fucking crossbow.

Southlander: Probably the highest immediate damage. My gut tells me he's meant to be the big threat we focus on while Celia and the Knife-Ear do their work. On the other hand, that man cut a whole table in half in one chop. That be one mean axe.


Overall, it's critical that we commit to either hitting hard and fast or making sure we can weather the storm. What with Limit/Tempo upping anyway and forcing us to burn out/burn up into a second tier.
>"Especially one who's reached stable duarch stage."
We do have a second tier, and hitting it up quickly is quite probably going to be critical if we want to win. I don't know if we can weather this storm, especially as Tempo/Limit isn't conducive to long fights, so I don't particularly want to try. Just beat ass as quickly as possible. One-turn Abducts, Wraithform, maybe summoning the Spear of Dark Flame early. On the other hand, if we commit to that, we need to COMMIT, or else we risk burning out. We probably don't have a Triarch stage yet

I like Dark Grasping either the axeman or the shieldman and one-turn abducting either Celia or the Elf. Maximum disruption straight away. But I also feel like we might need Wraithform even if we commit to maximum attack. I don't really want to summon the Spear of Dark Flame until we get it for free in Overcharge, which I assume might be Duarch stage. Choices, choices.

tl;dr I have no vote yet.
>>
still reading,
Lornan Stoneheart is based, " fathering children with women of specific lineages in an effort to build back the numbers of Stonehearts" what's his criteria? Noble lineage?
>>
>>3394793
>>3394901
https://pastebin.com/edit/LBSGvrFn
pastebin ask for log in now?
>>
>>3394902
Probably women who also have lineages of having Stonehearts in their family.

>>3394936
It's at the top of the quoted post. Get rid of /edit from the link.
https://pastebin.com/LBSGvrFn
Like so. Linking to edit mode seems to bust the link.
>>
>>3394793
We need to nuke the mage first. I suggest we overcharge and then blow her up with Explosive Charge.
>>
>>3394793
>>3394901
i vote for
>Dark Grasping Axeman because he seem most dangerous
>Abuction Elf because he is range and should easier to dealt with close

>>3394941
cute hillibilly eugenics
>>
>>3394955
support
>>
>>3394955
i'm down with this
>>
This quest is pretty cool, just finished reading through the previous thread and such.

>>3394955
Why not change the Dark Grasping target to the maceman? He's more likely to have a lower strength that hypothetically can't beat our magic (We're a STR 2 in our base form and we seem decently strong as a human so a defense min-maxed guy might have low STR if that's what he is)

Even if we only immobilize the maceman for 1 turn his being out of commission gives us time to burn down one of the squishies.

I agree with >>3394901 anon on our basic strategies and support going with an all-out as quick as we can option so supporting casting Abduction on the Elf with the extra limit eating to get it done in one action.
>>
>>3394901
If we can't trap the maceman or axeman going further with what >>3395727 said of 1-turn abducts and Wraithform seems like a good idea, might get lucky on a dodge and hopefully melt the elf and mage with the abducts before settling into a longer fight.
>>
>>3394793
>Dark Grasp the elf so we aren't eating 5 damage a turn

>Wraithform

Were Tempo and Limit ever explained?
>>
>>3394955
>>3395058
>>3395159
>>3394901
Dark Grasp the axeman + Abduction on the elf seems to be the plan of choice.

>>3396977
There was a link to a general mechanics explanation toward the end of the previous thread, though I've shelved most of the combat rules to see how a more narrative approach works. But basically, Limit is how much power a channeler can safely control before he's forced to escalate to the next stage (or, ideally, tamp down and close the channel). Tempo is the rate at which this power builds passively, even if he isn't using any techniques.

>>3394936
>>3394941
Sorry about the bad link. I was in a hurry to push that update out before work and that's what I get for not taking the time to double check everything.

>>3394901
I was already wavering on whether the mechanics were too much autism. Ultimately I decided that as they were, the narrative would end up serving them rather than the other way around. So no worries.
>>
There are two strategies you've always found useful for fighting against organized groups such as this.

Divide and conquer...

You gesture toward the southlander and immediately, a bubbling pool of darkness forms under his feet. Out of it shoot dozens of shadowy hands that latch onto his limbs and clothes, fixing him in place as he begins to curse and struggle to get free.

...and negate strengths.

A second gesture, this one toward the elf. A large, transparent image of your own hand appears in the air and makes a grab for him. And the elf, his race's preternatural reflexes be damned, dodges it.

Almost. The hand closes around his leg, arresting his dive. Smoke begins rising from where the ethereal fingers grasp his limb, but before he even has a chance to feel the burn, he's yanked toward you at speed, straight into a swipe of your claws.

Elven reflexes or no, there's only so much one can do to avoid an attack while imitating a thrown brick. Still, the elf gives it his best try. In the brief moment he spends airborne, he manages to discard his crossbow, draw a thin arming sword, and bring it to bear to block your swipe.

Unsuccessfully. As mentioned - there's only so much one can do. Your claws knock the sword aside and cut through the elf's gambeson with ease, shredding cloth and flesh alike as he flies past you, hitting the floor with a heavy thud and rolling across the floor, limp.

There is a bright flash and suddenly you're the one sailing through the air, belatedly processing the fact that the maceman, his armor glowing brightly, somehow covered the distance between you in an instant and struck you with his shield. A moment later, you collide with one of the wooden pillars supporting the hall's roof.

The impact would've shattered a human's spine. You merely suffer a small loss of integrity to the shell that keeps your power contained - the same power whose murmur has already intensified to a distant roar.

HP: 28/40
Limit: 5/15
Tempo: 1


"That's it, keep the pressure up!" Celia crows triumphantly, safe behind her barrier and seemingly unconcerned by the loss of one of her goons. "And great aim, Wilbur!"

She slams her staff into the ground and suddenly you find yourself restrained by thorny vines of pure energy that emerge from the pillar you've just struck. Reflexively, you tug at them to find their hold surprisingly weak - doubtlessly the cost of minimizing the trap's magical signature.

Freeing yourself will be a matter of a moment. But, as the maceman advances on you, closely followed by the southlander who already managed to shake off your restraints, these may be moments you simply don't have.

It's your move.

>Pick up to TWO techniques to use this round from the Einarch list: https://pastebin.com/LBSGvrFn now with proper link!
>Taking an action to shake off the restraints will limit you to ONE technique
>Also, feel free to continue suggesting tactics for Oliver to use
>>
>>3397890
Bait out a swing from the melee combatants by pretending to struggle with the trap. Then fiery aegis and shadow bolt the mage.
>>
>>3397890
Keep the pressure up eh? The cunt is trying to force us to the limit so we overcharge or do the smart thing and shut off the channel.

>Free ourselves, then abduction on the elf lady, use her as a shield against her allies if they get close enough while we rip into her.
>>
>>3397890
Shake off the restraints and then use Fiery Aegis. Allow the maceman and axeman to hit us, but pretend to attempt to avoid their attacks to make the trap less obvious.
>>
>>3397890
Fiery Aegis

Then
Shadowbolt mage
>>
>>3397920
>>3398029
+1
>>
>>3397920
Support
>>
>>3397890
>>3397920
>>
>>3397920
Supporting this.
>>
>>3397920
>>3398029
>>3398058
>>3398062
>>3398190
>>3398321
Subterfuge, magical projectiles, and exploding shields.

>>3398002
Subterfuge, exploding shields, and actually freeing yourself.
>>
You tug at your bonds again, this time making a real show of straining against the tendrils that seem to simply refuse to give way. You even snarl in helpless frustration for greater effect.

That's all the encouragement the southlander needs to rush past his friend, delivering a devastating overhead blow. The maceman, not to be outdone, comes in from the side to strike at your knee.

Both attacks hit their intended target and both men stumble slightly as their weapons encounter no resistance, shearing through your outer shell and peeling back large portions of it to reveal the molten inferno churning underneath.

The maceman, quicker one the uptake than his companion, uses the split second he has left to duck behind his shield. Then both of them are thrown back as the fire within you surges forth, swallowing them and bathing the entire room in hungry flames. They wash over the fallen elf, setting him alight. They wash over Celia's barrier, which flickers - but holds. They wash over the tables and the chairs and the pillars - which are set alight.

With a grunt of - this time genuine - effort you recall the fire, molding it back into shape and sliding your shell of shadows over it. A difficult and costly trick, this, and one that took you a great deal of time to pull off without losing integrity or control.

Sadly, your opponents' gear seems to have had at least some fire protection woven into its enchantments, as both are still alive, though the southlander seems to have lost most of the hair on his head and the maceman is down on one knee, his breathing ragged and hoarse.

Also, the clanhall is on fire now - or at least just this room. For now, anyway. There's a reason Megerix doesn't like you fighting indoors. You need to end this soon - before the power building within you forces you into your next stage, rendering the building beyond recovery.

(1/2)
>>
(2/2)

"Is this everything you've got?" with your words, you spit forth a bolt of darkness and it flies forward with a faint sizzle, impacting Celia's barrier, which shudders and fades visibly - but still holds. "Pathetic."

"Hardly!" in the woman's voice cracks, entering a high pitch. It's clear things aren't going her way, but she fights to put on a brave face. "You haven't seen anything yet!"

"Then you're an idiot," you taunt. "Against a channeler, you bring your best. Or you die."

"You want my best? Fine!" her tone turns to one of indignation. "How's this?!"

A long string of runes along her staff lights up, mirrored by a similar glow that envelops the bodies of the two men - who suddenly rise to their feet with renewed vigor, pain and exertion gone from their features. To your surprise, even the elf begins struggling to his feet - while still on fire - though after a moment he falls over again.

"For fuck's sake, Celia!" the southlander exclaims. "Not this shit again!"

The maceman is frowning as well, his breathing still audibly hoarse.

"Sorry guys, but he's too strong!" the high mage cries out. "You either force him into duarch now, or we all die!"

HP: 28/40
Limit: 10/15
Tempo: 1


As both men begin advance on you again, grim resolve painted in their eyes, you realize that you're still technically immobilized by the trap.

>Free yourself and pick ONE technique to use
>Pick TWO techniques
>Suggest strategy
>>
>>3398799
>>Free yourself and pick ONE technique to use
Break free then Blazing Cleave.
>>
>>3398799
>Free Ourselves
>Wratihform

Evade and observe them to try to determine what she just cast. Based on the Southlander's complaint it's not purely beneficial, based on the presumably dead elf trying to rise it's something that pushes life force beyond the natural. This may be worth waiting out until the presumed negative effects take hold.

She's also clearly trying to bait us into 15 limit and it doesn't seem like a simple bluff. Keep away and observe, figure out what she's up to.

>>3398825
Need the spear to blazing cleave.
>>
>>3398799
>Break free and then claw rake at the high elf, avoiding the two men.

Right......Once we get past them, maybe using sick flips or such, we can strike her and that increases out tempo to 11. At that point, overcharge and blazing cleave. When the mage is dead, We are under little threat to enter duarch

What is the downside of overcharge?
>>
>>3398857
And maybe a taunt of

"You are dead already"
>>
>>3398857
It's a mechanic that I belatedly realize I communicated very poorly. My bad. It's what happens when Oliver hits his max Limit. Ordinarily, this would force him into the next channeling stage, but thanks to the Dragon's Mark he enters Overcharge and can delay the change for a short while.

This comes at a cost, in the form of escalating HP loss. But avoiding duarch stage keeps collateral damage down (which makes Megerix happy) and reduces the aftereffects of tamping down.
>>
>>3398897
Oh I see, we have quite a bit of wiggle room then. Let's go with >>3398857's plan then I thought we might need to be more cautious.
>>
>>3398799
Interesting, so they want us in Duarch. Either that or they want us to think they want us in Duarch, but I don't think the mage is in a state to start bluffing us that hard. It depends how hard they're borrowing from the "traditional adventurer party" schtick. I could see players trying that shit.

>>3398825
We can't, don't have the Spear of Dark Flame

>>3398839
Wraithform pushes us very quickly towards the limit. We can't afford it. We're at 10/15 Limit and they seem to want us to hit Duarch.

>Stay trapped, double Claw Rake the southlander

We're still fairly well above half health. I think we can afford to run on Claw Rakes from now on. 16 Damage minus whatever protection they've got is no joke. Hopefully he goes down, then we've just got the maceman and the mage left, both of whom seem to be supportive. I'm concerned about how much protection the maceman may or may not be getting. And how much he may intercept against the southlander.

I have a sneaking suspicion we're meant to lose this fight. It doesn't feel like an 'ease you in' fight.

>>3398897
Hmm, we have a bit more leeway than I thought.

>>3398857
I'm skeptical that this won't draw the "disengaging without using disengage action" attacks. If it doesn't, I'll probably back it.
>>
>>3398914
I'm down to keep clawing and try to avoid our limit
I kinda want to know how our magic works lorewise so we know what reaching duarch stage means
>>
>>3398914
Hmm I didn't consider the tempo rise from Wraithform to be too high but we do have a decent chunk of health to play with before we have to get defensive.

Would be good to confirm if we can disengage from the two melee guys without drawing AOO or not.
>>
>>3398857
With new information, I still say we double rake the mage. She is their trump card for when we do enter the upper stage. remove her, and our safety net is restored.
>>
>>3398943
Oliver isn't engaged right now, so opportunity attacks aren't an issue. Though being intercepted certainly is.
>>
>>3398962
shifting vote to this
>>
>>3398962
Supporting. If she goes down its basically a physical fight with those two and with our powers we should trash them.
>>
>>3398962
We can't double rake the mage, we'd have to break free first.


Any theories on why they might want us to hit duarch?
>>
>>3399120
You know what I mean, rake the mage

As for theories, 2.

They have a spell or item designed to trap us when we enter that stage. less likely.

More likely is that their shit is designed to keep them alive and to outlast us, while we burn ourselves out.
>>
Why not double shadowbolt the mage? Her shielding barely handled the last one, and we get to use both actions.
>>
>>3399163
each deals 1 tempo, while rake deals no tempo
>>
>>3399210
Perhaps, but the increased damage is that much more likely to KO her.
>>
>>3398799
Free yourself and pick ONE technique to use
Wraithform
Doge the cqc guys and go right for thr mage
>>
>>3398839
>>3399309
free yourself+Wraithform

>>3398857
>>3398908
>>3399131
>>3398908
free yourself+Claw Rake on Celia (as a reminder, any attack on Celia has a high probability of being intercepted for as long as the other combatants remain mobile)

>>3398976
>>3398993
double Claw Rake on Celia - action impossible due to Oliver still being immobilized. I'll give people a chance to switch their votes, since I won't have time to write the update until evening. Otherwise, I'll count these as free yourself+Claw Rake on Celia votes

>>3398914
double Claw Rake on southlander

>>3399163
double Shadowbolt on Celia


So voting's a bit of a mess this time around. Let me know if I missed anyone's vote. As mentioned above, I won't be able to write an update before work without seriously rushing it, so it's going to happen in the late evening instead.
>>
>>3400729
go for it, i am following your post. I like the story and settings
>>
>>3400729
Freeself and likely intercepted rake on mage in the lead with 3

Impossible vote on 2

Freself and wraith on 2

Double rake on southy 1

double bolt on celia 1

I believe I got that all.
>>
>>3400729
It looks like you caught it but I changed my vote from Free self + Wraithfrom to Free self + Claw Rake on Celia. You also tagged my second post twice in this post though I don't know if that means you mistakenly double counted it.

Either way eagerly waiting update but take your time! Quality posts better than force rushed ones.
>>
>>3400729
I have another idea. Use Dark Grasp on the maceman (which will hopefully immobilize him before he's in melee range) and then use Claw Rake on the axeman once he's in range. 8 damage will hopefully be enough to kill him and the maceman will be unable to intercept the attack.

I doubt the mage has an infinite amount of healing/resurrection spells she can cast, and as >>3398839 said there could be a side effect to it.
>>
"You will all die regardless," you quip, straightening out and stepping forward. Admittedly, there is some resistance - but then the tendril shatters into a thousand points of light that fizzle out moments later, as you rush the mage.

The maceman attempts to get in your way, his expression twisted with exertion and his armor glowing as its enchantments struggle to keep up with your speed. Frustratingly, he succeeds.

Battering your way through is the obvious path to take. Claw meets enchanted steel in a resounding clash and screech of tortured metal. Because no matter how skilled the enchanter and how refined the force absorption and dispersion formulas, there is a limit to what magecraft can do in the face of overwhelming, primal power. And once magic fails, only the flesh underneath remains.

And the flesh is weak.

With the crunch of breaking bone, you swipe batters the shield out of the way, partly spinning him around through sheer force, and leaving him exposed to a followup.

Which is when, with a fierce yell, the southlander drives his axe into your side.

There is no pain, of course. No air driven from your lungs. No loss of function. This body is a shell - a construct crafted from your will to contain the inferno trying to tear free from the void within your soul.

But, by its very nature, this construct cannot afford to be ephemeral. To fulfill its purpose and to allow you to interact with the world, it must, by necessity, be subject to the world's rules. And so, the axe's strike, empowered by magically augmented strength, is enough to throw you off balance - to make you stumble.

And in the moment it takes you to recover, the opportunity is lost. The maceman, seemingly oblivious to the rules that should be affecting him and his body, brings the shield back up, once again putting himself between you and your intended quarry.

"He's trying to stall!" Celia's frantic warning drifts up from somewhere behind the maceman's back. "Push him harder! We almost have him!"

HP: 22/40
Limit: 11/15
Tempo: 1


So... pain blockers woven into their armors' enchantments, judging by how the maceman is showing no sign of the agony he should be experiencing.

Similar to your current state, in a way. But also dissimilar, in that their bodies cannot recover and will eventually break down due to simple loss of mechanical function.

That said, there will still be a cost to simply trading blows. The more your own shell is damaged, the greater it will strain your soul to not lose itself to the power you channel. And the worse the impact on your own flesh and blood... when you once again have a body.

The maceman continues to block your path. The axeman is maneuvering to strike you from behind. And within you, the inferno continues to rage.

>Pick TWO techniques to use
>Suggest strategy
>>
>>3402483
Dual claw rake. Stick to not going above our limit.
>>
>>3402483
Damn should have seen that intercept coming but did some damage and we can move about.

Go with dual claw rake on the shield user I suppose, hope we can melt him and leave Ceila open.
>>
>>3402712
Actually I'll change to Dark Grasp on the maceman and Claw Rake on Ceila hoping the axeman can't intercept us like the shield guy has been.
>>
>>3402483
Wraithfrom
Claw Rake on Celia
>>
>>3402630
Supporting
>>
>>3402483
>Double claw rake the southlander
Fuck that axe and fuck him. As long as we have the health for it, we can Overcharge to avoid Duarch. And to keep our health, fuck the southlander. The maceman does four damage, unless that was lessened because he knocked us into something. The high mage hasn't shown us damage at all, though I'm sure there's some kind of shit she can do to hurt us.
>>
>>3402483
>Double rake the southlander

And then once we can get a grip on them, toss them into his friend. Next turn we can, wraitform to close the distance and Rake the mage leaving us at 13 of 15. That close to the mage we should have no trouble by dropping wraith and smacking shit.
>>
>>3403389
And of course, once we reach 15 that means we can bring out the spear.
>>
>>3402630
>>3402825
2x Claw Rake vs no declared target

>>3402733
Dark Grasp on maceman+Claw Rake on Celia (this will still result in opportunity attacks from both fighters as Oliver disengages)

>>3402785
Wraithform+Claw Rake on Celia

>>3402958
>>3403389
2x Claw Rake on southlander


I'll wait a couple hours for a possible tiebreaker, then make an executive decision if we don't get one.
>>
>>3403670
Double rake on southlander
>>
>>3403670
Have you all forgoten that they cant fell pain atm and it dosnt matter how much damg we do to them they are going to keep getting back up.
Gota take out thr mage frist.
Its the rule in combate
>>
>>3403720
I think that it does matter how much damage we do. Doesn't matter how little pain you feel when you've been torn to literal pieces. Remember the elf tried to get up too, but we had hurt him too badly. Even without feeling pain his body was damaged to the point he couldn't move properly.

Going for the mage now means we get slaughtered with attacks of opportunity. At least down one of them first.
>>
>>3403731
The train of thought is that if we take out the mage, we can cause them to feel the pain they are in, stun em for a round and then blazing cleave.

I will be honest, depending on the health drain, we shouldn't worry too badly about entering durach. If its tempo drain, then it hurts but we can do it.

If its worse......well, they may actually end us.
>>
>>3403747
Rereading the update, it looks like the pain blocking magic is actually enchanted armor and not what the mage cast. So disabling her won't disable them. We aren't even sure her spells are concentration based. It could be duration.
>>
>>3403757
Casters are still cunts. I prefer to have a full martial battle where shit is easier to predict.
>>
>>3403676
That's good enough for me. Writan.
>>
Wheeling to face the southlander is a purely tactical decision designed to mitigate the amount of damage you're liable to receive from him and it has nothing to do with the deep-seated irritation you feel for people of his type.

"Finally managed to get your attention, you unholy freak?" he grins at you through the angry red burns already forming blisters on his face. "Let me show you-"

You leap at him, bringing both your limbs down on him in an overhead strike. And you disarm him.

Literally. Your claws cleave through the haft of his axe, automatically thrown up in defense and keep going, through the links of his hauberk, through skin, flesh, and bone, shearing both his arms off near the shoulder.

He stands there for a moment, his mouth a silent "o" of surprise. as his limbs fall to the ground among the pieces of his weapon and bright blood begins pouring from the stumps. Then you kick him square in the chest, sending his body flying backward and skidding across the floor.

"Shit!" the maceman's exclamation comes simultaneously with the impact of his weapon against your back, his voice cracking along with his composure. "What kind of monster are you? Why won't you die?!"

You turn toward him, your shell's mouth splitting into a predatory grin. Saying nothing, you advance on the man - and he begins backing away.

"Wilbur, get clear!" you can't see the mage behind the maceman, but her tone is that of barely restrained panic and desperation. "Get clear of him now!"

HP: 18/40
Limit: 12/15
Tempo: 1


>Choose up to TWO techniques
>Suggest strategy
>>
>>3403801
Double Claw Rake the maceman.
>>
>>3403812
Supporting. Overkill the fucker.
>>
>>3403801
>Double rake

But do not kill him, Disarm or dismember and then grab the body to use as a shield against the mage. Either she kills him, or hesitates giving us time to fuck her up
>>
>>3403801
Grab the mace man and use him as a shield agest the mage, couse looks liek shes going for a big spell
>>
>>3403801
Prep a double shadowbolt to hit the mage with as soon as her buddy gets clear.
>>
>>3403801
It looks like she's about to cast a spell. Interrupt her with a 1-action Abduction followed up by a Claw Rake on her. That would deal a total of 19 damage which is hopefully enough to kill her. That would put us at 15/15 Limit but we can Overcharge to avoid entering Duarch.
>>
>>3403896
I'll back this instead. It's cooler.
>>
>>3403901
Only if we say get over here
>>
>>3403903
sure.
>>
>>3403896
Fuck it, that is cool.

Then we can take on the mace man, with out SPEAR, OF AWESOME
>>
>>3403913
*our

In short. SUPPORT.
>>
>>3403896
awesome and I'm in
>>
>>3403903
Supporting this as well.
>>
>>3404342
Naturally
>>
>>3403896
It will technically put you at 16/15, counting the Tempo increase.
>>
>>3404375
A price I'm willing to pay. We still have overcharge and duarch past that.
>>
>>3404375
We have overcharge, and it puts both our enemies in melee range for BLAZING CLEAVE!

by the way, is there any way to leave channelling without using tamp down or death?
>>
>>3403812
>>3403821
2x Claw Rake on maceman

>>3403896
>>3403901
>>3403903
>>3403913
>>3404241
>>3404342
1-turn Abduct + Claw Rake on Celia


Rule of cool has it pretty decisively.
>>
>>3404439
don't forget.....

https://www.youtube.com/watch?v=Oq28y7W6TGI
>>
>>3404422
Not according to conventional wisdom regarding channelers. Though vast sums have been spent trying to find a way - unsuccessfully so far.
>>
>>3404439
Will we go full bonfire in terms of collateral environment damage if we go into overcharge?

I get the feeling completely destroying this keep would piss off both the dragon and the hillbillies.
>>
>>3404464
Not through Overcharge, no. But there's a reason I had Oliver express worry about going duarch independent of what Celia (possibly) has planned. The building will not survive him doing so.
>>
>>3404480
So if we Overcharged the building would not survive or could we hypothetically do this, go Overcharge, beat the Maceman before being forced to Duarch, and then Tamp Down?
>>
>>3404489
Wait I'm dumb I read what you wrote, so we could hypothetically Overcharge and Tamp Down before going Duarch it's just a risk. I think it's worth it then if it gibs the mage.
>>
Yeah.......Once we use the blazing cleave, we will need to tamp down immediately. Killing them or not, we need to do it. Blazing cleave and tamp down leaves us with 18/18. I think its 19 that we enter durach.
>>
>>3404498
If the mage is somehow still alive after this we should just do a rake on both. Considering we fucking destroyed the Southlander with a double rake I can't see the shield guy surviving another one when it looked like we were going to kill him before Axe guy interrupted us last time.

We have a lot of health to work with and while I'm loathe to leave Oliver really injured and at the mercy of the hillfolk it's better than risking burning down the building more.
>>
>>3404503
Yeah....I don't think they will kill us, since we just displayed insane amounts of skill and valor.

[4 vs 1? with magic involved? Most real people can barely take on 2 vs 1 well trained opponents before getting their ass kicked]

Plus the king doesn't want to piss off the dragon as well as he may beg us to save his family.

So yeah, don't burn down the building, kill them. I just REALLY want to use burning cleave. because cool.
But using double rake with a spear could be cool I suppose. Minor though, once we come out of this, would oliver go on a sugar rampage, consuming tons of sweets to get his energy back?

It would make sense, and it amuses me to think of the dragons champion earning the title "The sweet knight"
>>
>>3404521
>would oliver go on a sugar rampage, consuming tons of sweets to get his energy back

I've always loved the "Hero eats a ton of food" cliche haha.
>>
>>3404540
I mean, he should be eating tons of carbs, but as a warrior who needs his energy back immediately, damn the consequences, he should be carrying fantasy lucasade triple concentrate with him.

Maybe something to invest in, though that may undo the balance of channeling rules.
>>
You make a quick sidestep as you follow the maceman - Wilbur, the mage called him. This finally gives you an angle on Celia herself and you nearly falter from surprise: is she preparing to throw her own staff at you like a javelin?

"None of that!" you decide you don't want to know what she's planning to accomplish this way. "You come over here instead."

As with the elf, a single gesture summons the ethereal hand, which immediately makes a grab for the mage. But unlike with the elf, it encounters Celia's barrier, which stops it... for a moment.

With a brilliant discharge and a sound not unlike that of shattering glass, the barrier collapses and the hand closes around the woman, who barely has the chance to utter a surprised shriek before you yank her toward you.

Or, more accurately, before you order the hand to yank it toward you. Which is does - straining against your will all the way. A beast that you can make obey, but never truly tame.

And now that same power senses your control over it has reached its end.

The shell still acts. Claws rend magic, cloth, flesh. Staff falls with its attendant hand, useless. The head follows. The armored one screams, cries, swings his weapon. The shell buckles, cracks. Irrelevant - control already lost. Inferno unending begins pouring forth.

Choices. Remake shell, reestablish control. Consequence: collateral as inferno rages in the meantime. Forcefully shut off channel. Consequence: the flesh must engage in combat while exhausted. Embrace inferno. Consequence: no return.

Then - a flash of red light. A crimson rune, imposing and imperious. Imprinted on your will. Your essence. Your soul.

To bind you. To control you, Megerix's voice echoes from the past. To liberate you. To make you remember who you are, Oliver Black.

(1/2)
>>
(2/2)

You are Oliver Black. Channeler. Dragon's Champion.

Maximum Limit reached. Dragon's Mark activated.

Channel Stabilized: Einarch (Overcharge)
HP:14/40
Limit: 16/15 (-1 HP per round)
Tempo: 1


You raise your arm, the dark shell around it now laced with glowing crimson lines. Reinforcing it. Stabilizing it. For a time, at least. As with everything concerning your powers, there is always a cost.

Dark flecks of energy swirl around your hand, coalescing into the haft of a spear, the weapon wreathed in a ghostly black flame along its entire length. Where it comes from and why, you do not know, but as always when it appears, you feel's as much part of you as one of your limbs.

You remember Wilbur, who had ceased attacking you and retreated as the flames trapped under your shell began breaking free and lashing out. He gapes at you, jaw quivering, eyes filled with horror. You level your spear at him - and he makes a decision.

"Mercy!" he cries out, casting aside his weapon and falling to his knees. "I surrender! I don't want to fight anymore. Please, spare me!"

> You will be tamping down in a moment. This will leave you very weak. You're not going to risk treachery. Kill him.
>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.
>Other
>>
>>3404974
>>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.

Have him cast off all of his equipment save his smallclothes and throw his weapon as far away as he can. Tie him up with ripped clothing or rope or anything of sufficient strength if we have it. Call the Hill tribesmen in to both see the terribleness of our form to intimidate them a bit more and secure Wilbur.
>>
>>3404981
Oliver is not going to take outright suicidal actions and getting all of the above done will take long enough that remaining in Overcharge will kill him.

As a sidenote on the use of Abduction in that last round: I spent a long time debating on whether or not to have it fail, since under rules as written, Celia's barrier would technically negate the grasp portion of the attack. I finally decided to give you bunch a pass, since the barrier's HP was low enough that it would only partially mitigate the grasp's damage.

That, and rule of cool, of course.
>>
>>3404974
>Cut off his legs, burn the wounds shut, then tamp down
He can't hurt us, we let him live. good deal all around
>>
>>3404974
>Spare him
>>
>>3405011
Just the throwing away all his equipment part then I suppose.
>>
>>3404974
>Cut off his arms, maim a leg/remove leg, then spare him.
>>
>>3404974
>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.

Cripple his mace-arm first though. He'll remember the next time he thinks to raise arms against the Dragon's ilk.
>>
>>3405062
Maybe if we can break his arm easily, I'd be fine with that then tamping down.
>>
>>3404974
>>Other
Exit the room and tell the hill folk to grab him, then
power down.
>>
>>3404974
>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him
>>
>>3404974
>>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.

>But cripple his arms.
>>
>>3404974
>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.
If we're worried, maybe pick up his mace?
>>
>>3404974
>He will have useful information. You may have bragged that Megerix's spymaster can find out everything anyway, but there is something to be said for expedience. The risks are worth it. Spare him.
>>
>>3405018
>>3405230
>>3405870
Spare him.

>>3405023
>>3405776
Spare him while making sure he stays disarmed.

>>3405014
>>3405056
>>3405062
>>3405307
Spare him while crippling him in a more or less survivable way.

>>3405067
Spare him and have the hillfolk apprehend him.
>>
You want the man alive - that goes without question. The issue lies with keeping him from becoming a dirty opportunist the moment you're at your weakest.

"Turn off the pain blocker," you demand. "And every other enhancement you have active."

"I c-can't!" Wilbur stammers. "Celia said that if we could control when-"

"Stand still," you haul the man to his feet and begin simply tearing into his armor with your claws and spear, snarling impatiently at the enchanted metal's resistance. Wilbur shakes like a leaf through the process, likely convinced you're about to tear him to pieces, but you have no time to mollycoddle him: Megerix's binding on you simply buys you some extra time before you either need to tamp down or escalate to duarch, likely wrecking the building.

Finally, all color drains from Wilbur's face and how his breaths become whimpering gasps - a clear sign you've disrupted the enchantment.

Satisfied, you take a step back and stab your spear through his thigh and he collapses with a surprised cry.

"I accept your surrender," you inform his prone form. "You are now a prisoner of the Domain."

As a final measure, you kick his mace into the far corner of the hall.

Then you close the channel.

Such a simple thing to say. But how do you adequately describe wrestling with a storm? Reversing a tide with your hands? Trying to suck a raging inferno back into yourself through a straw might be the most apt comparison, but also by far the silliest.

The best thing that can be said about the process is that there is no dissociation, no death of ego. You remain you until the inferno withdraws from where it came, subdued into an angry murmur at the bottom of your soul. Until you become you: blood, bone, flesh and all of its foibles.

Channel Suppressed: Channeling Unavailable
HP: 8/15


As always, the exhaustion hits you all at once: your vision blurs, your limbs turn to lead, and simply standing upright becomes an effort - the only reason you don't simply fall over is the revitalizing warmth radiating from the enchanted belt that has reappeared along with your physical body. And the only reason you don't rest on one of the benches is because you know that if you did, you wouldn't stand back up again. And also, because you're dimly aware that you probably shouldn't sit on things that are on fire.

Oh. Right.

It could be worse, you decide, looking bleary around the room. Not everything's on fire yet. This is manageable. It can be managed. With water. And buckets. You need the buckets to carry the water. But you need someone to carry the buckets. Men. There are men outside. You should probably let them know you're done here.

"Hey! Where are you going?" a plaintive cry interrupts you halfway to the door. "Don't leave me! I don't want to burn to death!"

"I swear I was going to rescue him, Yarra," you mutter under your breath. "But see, I was already moving forward, and I just couldn't be arsed to turn around."

(1/2)
>>
(2/2)

When you emerge from the clanhall - dragging Wilbur behind you by the collar of his armor's padding (or what's left of it) - you are faced with at least three dozen hillfolk displaying various degrees of fear, belligerence, and combat readiness. Kresh and Lornan stand at the front and the former appears to not have had any bones broken by your impromptu rescue.

"This man will need medical attention before he bleeds to death," you indicate Wilbur. "Also send a runner to the garrison, with a message that I'm requesting prisoner transport. Also, your clanhall's on fire. But you can put it out. I think."

There is a long moment of stunned silence. Then Lornan turns around and begins yelling orders.

After you make certain one of said orders includes having your prisoner bandaged, you approach Kresh, who stands unmoving in the midst of the commotion, glaring at you with hard eyes, his mouth a thin, unfriendly line.

"Chieftain Kresh of Clan Karron," you address him, having to make an effort not to slur the words. "I have reason to believe that the testimony you gave earlier was made while under duress by certain individuals allegedly in your employ. Given that said individuals are now dead or otherwise indisposed... is there anything you'd like to add to or amend about your testimony?"

Somehow, without you really noticing how it happened, Lornan is behind his chieftain, standing at attention, expression completely neutral.

By contrast, Kresh's gaze darkens at your words.

"You are wrong, Champion," the aged man sounds almost... resentful? "There was no duress. I made my confession of my own free will and in full possession of my senses. Do with me as the law demands."

And just like that, nothing makes sense anymore. You look to Lornan, hoping the large man can offer... something. Anything, really. But the Stoneheart refuses to meet your eyes, electing to stare straight ahead, saying nothing.

>You're too tired to deal with this shit. Arrest Kresh, arrest Wilbur, sleep, eat, have a bath. Only then start sorting everything out.
>As above, but don't arrest Kresh for now - you don't need having to deal with a bunch of anxious, angry hillfolk on top of everything else that's going on. He's not stupid enough to cut and run after everything that's happened. You hope.
>Other
>>
>>3406152
>>You're too tired to deal with this shit. Arrest Kresh, arrest Wilbur, sleep, eat, have a bath. Only then start sorting everything out.
>>
>>3406152
>You're too tired to deal with this shit. Arrest Kresh, arrest Wilbur, sleep, eat, have a bath. Only then start sorting everything out.
Even if he's not stupid enough to, the people manipulating him may make it happen anyway. Don't risk it.
>>
>>3406152
>Why...?
>>
>>3406160
+1

“For two, overnight, he sent his wife and children out of the city with a guard detail of at least thirty men.”

We’ll have to rescue his family to get true answers from him but he can still be compelled to cause all kinds of trouble for us.

We should arrest him while loudly proclaiming that we think there is more going on and that more investigation will occur providing the situation remains ata le enough for us to do so or something to that effect.

From that Lornan should get the message, buy us time by keeping good the hillfolk controlled while we rest up and we’ll look for a further way out for Kresh and the hillfolk.
>>
>>3406152
>As above but don't arrest Kresh

We don't need to arrest him when nobody else heard his confession. Sleep this off and hope the spymaster is competent enough to catch up and retrieve his family by the time we wake up.
>>
>>3406152
I will change from >>3406161
>As above, but don't arrest Kresh for now - you don't need having to deal with a bunch of anxious, angry hillfolk on top of everything else that's going on. He's not stupid enough to cut and run after everything that's happened. You hope.
>>
>>3406152
>>As above, but don't arrest Kresh for now - you don't need having to deal with a bunch of anxious, angry hillfolk on top of everything else that's going on. He's not stupid enough to cut and run after everything that's happened. You hope.
>>
>>3406152
>Arrest him

And before he goes, ask him if his families guards have anything to do with this. It is nice thing, being able to maim thirty men in exchange for his compliance.
>>
>>3406469
And put Loran in charge in the chiefs absense.
>>
>>3406152
>>You're too tired to deal with this shit. Arrest Kresh, arrest Wilbur, sleep, eat, have a bath. Only then start sorting everything out.
>>
>>3406152
>You're too tired to deal with this shit. Arrest Kresh, arrest Wilbur, sleep, eat, have a bath. Only then start sorting everything out.
>>
>>3406222
This. Rest and try to look for his family
>>
>>3406159
>>3406160
>>3406222
>>3406469
>>3406651
>>3406671
>>3406783
"Kresh Hundred Spears, you are under arrest for crimes against the Domain."

>>3406253
>>3406257
>>3406262
Nah, arresting him right now would mean even more shit to deal with.
>>
"Just... why?" you ask Kresh, unable to keep exasperation entirely out of your tone. "What do you gain by sticking with your story? It's plain as day that whatever happened with the caravan, you're not the one at fault. And whatever you may think about Megerix, he is well aware of your importance to the Domain. Whoever arranged all this," you gesture toward the clanhall, which by now is spewing smoke through its roof, "can be dealt with, regardless of what hold they think they have over you. As the Dragon's Champion, I have the authority to command any and all of our Lord Sovereign's assets and resources against those who threaten the Domain and its people. I can help you, Kresh," you lean forward slightly. "But for that, I need you to be honest with me."

But all you get in return is a stubborn glare.

"Fine," you sigh. You gave it your best shot. "If that's what you want, then I guess I have no choice. Kresh Hundred Spears, I hereby arrest you on suspicion of treason against the Domain and our Lord Sovereign, the Great Dragon Megerix. You are to be detained until the investigation into your activities has been concluded. Please come along quietly."

Your declaration would've likely had a lot more impact on the hillfolk around had they not been in the midst of dealing with a fire. As it is, you're able to lead Kresh toward the gate with hardly anyone noticing. Aside from Lornan, of course, who accompanies you.

"You'll be the one left in charge, I expect," you tell him. "Just... keep your lot under control once the news spreads, alright? I'll deal with this as soon as possible, but I seriously need some rest first. And I don't want to wake up tomorrow to see Darsk on fire and the hillfolk laying siege to the garrison."

"I'll do what I can," Lornan sighs heavily. "Though you realize that by rights, I should be caving your skull in for trying to take my chieftain away."

"I forbid it!" Kresh practically snarls. "We spoke about this, Lornar. My- the clan needs you! It will continue to need you regardless of what happens to me. So do as you're told!"

"Yes, chieftain," Lornar hangs his head, resigned.

You get the distinct sense that the Stoneheart wants to say a great many things. To Kresh. And to you. But there are no more words shared between you three as you leave the clan compound and wait for the arrival of the Dragonguard escort.

Once at the garrison, you briefly explain the situation to the commander, who's equal parts awed and terrified to be dealing with you - and definitely leaning more toward the latter by the time he understands what you've done.

"Lastly, I've been forced to channel and will need to rest," as you say that, another wave of exhaustion washes over you and you feel your knees buckle slightly. "You're familiar with the security protocol, yes? Yes. Good. Then we're done here. Have someone show me to the room."

(1/2)
>>
(2/2)

There are two reliable ways to kill a channeler. The first, discovered by the late Eric, is by far the most common one: from ambush, before he opens the channel. But ambushes can fail and most channelers who survive for any length of time will become adept at spotting them, thus rendering the method unreliable.

The second and arguably more effective method is to simply attack the channeler forcing him to open the channel. And to have a second force ready to go once the first one is wiped out and the channeler tamps down. Because at that point he will be at his weakest. Utterly exhausted. Possibly unconscious from the effort of closing the channel. And most definitely unable to reopen it for at least a day. Though the main issue with that method becomes finding the people willing to become part of the primary force and march into certain death.

Naturally, Megerix was aware of both methods and unwilling to lose his Champion to either. And so his gifts to you did not stop at a ruinously expensive set of enchanted gear.

You are now in a very particular room: a room the copy of which exists in every Dragonguard fort and garrison across the entire Domain. Small, secure, underground, with a thick, steel door. Practically a vault. Very, very heavily warded against scrying and various methods of forced entry. And with standing orders for a heavily armed security detail to be posted outside should it ever come to house its intended occupant.

Though the only thing that matters to you is the bed. The clean, empty, inviting bed.

You fall face-first into it without undressing. You don't even bother taking off your shoes.


For your battle against Celia's group, you've earned 2 Minor upgrade points. Do you wish to spend them now or bank them for later?

Leveling Rules: https://pastebin.com/Pk6jXWD5
Technique Upgrades: https://pastebin.com/XznFeeDS


1st point:
>Upgrade a technique
>Refine a technique
>Gain attribute bonus in Einarch
>Bank for later

2nd point:
>Upgrade a technique
>Refine a technique
>Gain attribute bonus in Einarch
>Bank for later

Since I suspect this will come up: this is NOT a vote on which technique to refine/upgrade or which attribute to increase. There will be a follow-up vote if/when the relevant option wins
>>
>>3410567
>Use both points to reduce the Limit cost of Explosive Charge by 2 to a new total of 1.

There's no way to improve our Limit cap or decrease Tempo?
>>
>>3410633
We can only use the Explosive Charge when we have the spear, this seems a bad use of points.
>>
>>3410785
We can bring the spear out at any time, and it comes out automatically when we overcharge. It's also an awesome move. But I'm open to alternatives.
>>
>>3410567
>>Upgrade a technique
>Bank for later

OP what is the quickness in quick claws?
- Quick Claws: improves the Quickness of all claw attacks by 1. Can be purchased multiple times
>>
>>3410567
>>Bank for later
>>Bank for later

If we get another Minor upgrade point we can upgrade our 3 into a Major upgrade point.
>>
>>3410567
Bank both. I want to upgrade our limit and get our techniques down to 1
>>
>>3410633
We can, but we need a major point to increase it by incriments of 2
>>
1st point:

>>3410633
Refine Technique

>>3410866
Upgrade Technique

>>3410908
>>3411834
Bank for later


2nd point:

>>3410633
Refine Technique

>>3410866
>>3410908
>>3411834
Bank for later
>>
One of the perks of serving Megerix that took you some time to recognize and appreciate was that you were just one cog - if a fairly important one - in the Domain's mechanism. And the mechanism didn't stop simply because one part of it was at rest.

You sleep through the rest of the day and the entire night. You wake, wash, and have a bleary-eyed breakfast. And then, once morning is within sight of noon, you finally set about finding out what's been done while you were indisposed.

You start with the Dragonguard commander, who informs you that the city is still in one piece, while at the same time mentioning a number of - so far - nonviolent confrontations between the garrison and Clan Karron hillfolk who have voiced a great deal of displeasure over their chieftain's captivity. The man voices his concern, backed by years of experience in such matters, that regardless of Lornan's orders and authority, keeping Kresh in the city for any length of time will rapidly escalate matters.

You next meet with Yarra's agents, who have already undertaken the task of questioning Kresh and Wilbur. The former yields nothing new, stubbornly sticking to his story of being the one who has orchestrated the attack on the caravan, though he refuses to name any reason for having done so. And even though the lie is as obvious to Yarra's men as it was to you, the questioning did not progress further - given Kresh's importance to the Domain and hillfolk relations, using torture on him would require personal authorization from the Lord Sovereign, Yarra, or yourself.

Wilbur, on the other hand, proved much more compliant - and informative.

(1/3)
>>
Celia's history with Wilbur and his now dead companions stretches back a number of years: together, they once formed a fairly renowned group of troll slayers in the eastern reaches of the Cloudrend, until a fateful hunt in which an avalanche killed two of the group's members and the survivors split apart afterward.

Wilbur became a mercenary in the Maltic League. Until Celia contacted him - and others - a month ago.

"Was that before or after the attack on the caravan?" you ask and the agent immediately tells you it happened afterward - he evidently pursued this exact line of questioning during the interrogation. Of the people you fought against, only the mage would've had something to do with the attack.

"If anything at all," the agent points out.

"Meaning?"

"Experience taught me that in matters as complex as this, one should retain an open mind, Champion. In a matter where so much is unknown, we should not become fixated on what are assumptions with little in the way of evidence."

What is clear is that you were always the real target of the subterfuge. Despite exhaustive questioning, Wilbur was unable to recall anything that would indicate Celia was someone's agent, working to undermine the Domain through internal strife. She hired her old group out of her own pocket, paying mostly in enchanted gear, much of which they wore during the fight against you. Darsk was chosen as the battleground due to its location on the northernmost edge of the Domain - this would maximize the time it took for news of your abduction to reach Megerix in Vancia and, consequently, the delay before the dragon could muster a response.

"Based on the information the prisoner provided, we already seized the carriage that was intended to transport you into League territory and with it, a large collection of sedatives and power dampeners. We were also able to find what we believe to be her notes and research journals, but they are heavily enchanted against tampering and will take time to crack."

Fortunately, Wilbur was able to provide some insight into what Celia was planning. She claimed to have developed a method to forcefully tamp down a channeler's power.

"Really?" your eyebrows shoot up in surprise at that. "That was her secret weapon? The same thing that high mages have been trying - and failing at - for centuries?"

"All I can tell you is what she told the prisoner," the agent shrugs. "In the group's troll hunting days she was their expert on countering innate magical abilities, such as the trolls' regeneration. It's why the others believed her when she claimed to have found a way to counter your own powers."

"Anything on how she planned to do so?"

"The strategy the group settled on for fighting you indicated that she would target the point at which you were forced to escalate from einarch. However, the technical details were beyond the prisoner's understanding and, if I'm to be frank, Champion, they're beyond mine as well."

(2/3)
>>
(3/3)

"Alright, forget that for the moment. Did Wilbur know how she got Kresh to cooperate with this insanity?"

Unfortunately, that question Wilbur could not answer. In fact, Celia made it clear right from the outset that this aspect of her plan was not a subject of discussion. All Wilbur was able to glean was that Kresh's help was secured through some sort of magically binding contract - Celia's side of which bid her not to discuss certain things.

"Wonderful, it's just mystery on top of mystery, isn't it?" you grimace. "I still think Kresh is under some sort of duress. Likely to do with his family. What's the situation with that, by the way?"

"Our field agents are on their trail. But the head start they got and the need for caution so deep in hillfolk territory means it will be at least a few days before we hear anything back from them."

You purse your lips unhappily. You said it before and you'll say it again: the whole situation stinks. However, barring some sudden breakthrough or a bout of brilliance on your part, you see few options aside from letting Yarra's men do their job while you do yours. Which, in this case, means delivering Kresh to Vancia to face Megerix's judgment.

>Ask more questions of the agent (write-in)
>Make preparations for departure
>Other
>>
>>3415403
>>Ask more questions of the agent (write-in)
During my down time how have other figures of note been acting and reacting? How long until we get a real rebellion? Has there been any new players in the area? Any old ones making suspect moves? Have you heard anything of import from the agents imbedded past the hill lands? Have you been able to track Celia's movement, where she was and who she associated with?
>>
>>3415411
+1
>>
>>3415403
>Make preparations for departure

Slowly. Most of the questions in >>3415411
have already been answered or won't be answerable, but if we can get an idea of how long we can hold Kresh here before trouble starts we can tarry for half that time to recover.
>>
>>3415403
>Ask more questions of the agent (write-in)
Ask him to confirm the name of the country/nation which is due north of the Domain and thus would have been where we were taken. It doesn't mean that nation was behind it after all they could have then intended to just transport us to some other nation but it's information worth having either way.

Ask him to speculate on what damage if any kidnapping our person could accomplish against the Domain. We're a valuable tool sure enough but as we ourselves know we're not irreplaceable and Megerix already knows how to turn the loss of us to his own advantage. Does the agent think it's more of a reputation thing to make Megerix look weak?

then,
>Make preparations for departure
and I suppose we could tarry and try to carry out our own investigation? I'm not sure if delaying helps our position though really.
>>
......

Hello?
>>
>>3415403
OP, are you here?
>>
>>3422397
Yeah, I am. Really sorry about this, I had a very busy few days. I should have an update out sometime tomorrow.
>>
Politics are not typically your forte, but you ask the agent several more questions aimed at trying to get a broader picture of the whole affair. How have people of note reacted to yesterday's confrontation? Have there been any new political players in the area? Have the old one's been making any moves? Have there been any suspicious movements among the hillfolk?

Unfortunately, most of the answers you get amount to "don't know" or "too early to say." The agent somewhat sheepishly admit that the Domain's intelligence apparatus has been more or less blindsided by Celia's appearance. The only consolation he has to offer is that, by all accounts, she has blindsided pretty much everyone - including the hillfolk.

Celia herself, beyond what Wilbur divulged, is also largely a mystery. An investigation has been launched into her origins, movements, and connections, but, as the agent reminds you, these things take time: far longer than a single day.

"Alright," you let out a frustrated sigh. "Different question. How long until all of this blows up and we have a hillfolk rebellion on our hands?"

"I'm afraid I can't give you a definitive answer on this, Champion," the agent shrugs. "As I lack the necessary information."

"Can you give me a speculative one?"

"If it's heard out with an understanding that it may prove completely wrong due to the number of factors involved, both known and unknown," the agent smiles thinly. "I suppose I could."

"Then do so. Only with less hedging, please."

"News that you've detained Kresh is already spreading through the Domain. By this evening, it should reach the nearest clan holds. By the end of the week, the entire valley will know. But by my estimate, nothing much of it will come of it in the immediate short term. Most chieftains today still remember what consequences rash actions can carry. They will seek confirmation of the news and even then the majority will adopt a 'wait and see' approach," the agent grimaces slightly.

"But?" you ask.

"In the meantime, they'll be doing a lot of talking among themselves. In the worst case scenario, they will call a gathering of the clans to select a new chief to represent their interests before Megerix, should our Lord Sovereign decide that Kresh... is no longer fit for the role."

"Worst?" you raise an eyebrow.

"Purely when speaking in the context of a potential rebellion," the agent says hurriedly. "There is always a risk that such a large assembly will provoke those harboring ill opinions of our ruler into giving them voice in public. Which will lead them to discovering others who hold similar views, but who've held their tongues until now out of belief that they are alone in their sentiments."

A fact that Megerix is no doubt well aware of, you realize after a moment's thought. But how the dragon handles Kresh is ultimately up to him. Your concerns surrounding a potential rebellion are a bit more immediate.

(1/3)
>>
"So you're saying there isn't much chance of me getting ambushed on the highway as I deliver Kresh to Megerix?" you ask.

"As a deliberate and organized effort? No," the agent shakes his head. "However, were I in your position, Champion, I would still bring a sizeable escort. Purely as deterrence against those whose affront at your actions exceeds prudence."

"I'll keep that in mind," you nod curtly. A Dragonguard escort will be a simple thing to arrange. "However, since we're already speculating, there's one more topic I'd hear your opinion on."

"Of course, Champion."

"Should Celia's plan have succeeded-"

"Ah, very speculative then."

"-what would be the extent of the damage to our Lord Sovereign? Useful as Megerix finds me, I am hardly indispensible. Or is this merely a matter of lost prestige?"

The agent steeples his fingers thoughtfully, weighing his answer.

"I am naught a low ranking operative who had the good fortune of achieving a position of responsibility over the Darsk region," he says slowly. "As such, my perspective is far from complete and what I can offer you isn't even speculation - it's pure opinion on my part. Which is that you may be significantly underestimating your value to our Lord Sovereign and to the Domain," he pauses. "Particularly as a military asset. Please, Champion, let me finish!" he raises his hands as you open your mouth to speak. "I am in no way suggesting that your attempted kidnapping was a prelude to a military invasion, nor could I even begin to guess who in the current political climate would dare to declare war on the Domain. I simply seek to point out that historically, channelers such as yourself have primarily seen use as a military resource. It would thus stand to reason that any neighboring nation would inevitably see you as such. And just as inevitably, your loss would affect not just Megerix's reputation, but also his standing as a military power. Which, in turn, would find reflection during the negotiations he conducts with foreign dignitaries on an almost daily basis. However..."

Here the agent pauses to give you a solemn look.

"However, to return to my previous point of keeping our options open, it would be remiss of me not to point out that everything I've just mentioned would remain just as true had you been killed. Which, while undoubtedly difficult, would just as undoubtedly have been far easier to orchestrate and carry out than a kidnapping."

(2/3)
>>
(3/3)

You spend another day recovering, figuring it will take at least double that for the Clan Karron warriors to begin taking drastic actions. Unfortunately, no new information comes to light during that time, but by the time you set out, you at least know you'll be able to channel again, should the need arise.

The journey back to Vancia promises to take far longer, owing in large part to your company, because while you have your horse and you also find one for Kresh, the same doesn't hold true for the twenty foot soldiers of the Dragonguard you've requisitioned for your escort.. Yet, you have no doubt that it's only the heavily armed and armored guards surrounding you that forestall some half-baked rescue attempt while still in Darsk, judging by the number of hillfolk glaring daggers at you out in the streets.

Once on the road, Kresh seems to withdraw into himself, with all questions or comments you direct at him being greeted by a wall of silence. Nevertheless, he complies with all instructions, eats the meals he's given, and does nothing to delay your progress. Which does not change the fact that you have at least three guards watching him at all times, and that you made sure he heard your order to shoot the horse out from under him the moment he tries running.

It goes without saying that you're being followed since the moment you depart. Nothing overt, of course, but you get the occasional glimpses of rapidly retreating horsemen in the distance, or a figure watching from a nearby hill. The guards notice too, but you made a point of selecting experienced men for your escort - largely former mercenaries - which means that this sense of being watched makes them alert and wary, but without fraying at their nerves. Nevertheless, the agent's claims that you likely won't be attacked, seem less credible with every passing mile.

And trouble does indeed come - if from a somewhat unexpected direction. On the fourth morning since setting out, a yazir catches up to your group, delivering a message from the agent, informing you that the operatives who were following Kresh's family have sent word that they took shelter at a clanhall allied with Clan Karron. However, the very next day a messenger arrived - which was shortly followed by a group of sixty heavily armed horsemen rapidly departing south. The operatives recognized the man leading the group as Ivar - Kresh's eldest son.

According to the message, all this happened two days ago. Doing a quick mental calculation, you estimate that the warning was just in time - the horsemen will likely catch up to you sometime today - evening at the latest.

>Alert the guards, but continue as you were. You're confident you can handle any ambushes, but in the meantime you see no point in losing time
>Find some high ground to defend. For if (or when) negotiations break down
>Other

Also:

>Keep the details vague: you've received news of a "possible attack"
>Let Kresh know it's his son that decided to play hero
>>
>>3424704
>Alert the guards, but continue as you were.

>Let Kresh know
Maybe this will get him to give out a little more detail on the situation.
>>
>>3424769
Supporting
>>
>>3424704
this >>3424769
>>
>>3424704
>>Alert the guards, but continue as you were. You're confident you can handle any ambushes, but in the meantime you see no point in losing time

We're a one man army on our own, and we have 30 experienced soldiers with us. I doubt the horsemen have any magical equipment or magic users, so they're no threat to us.

>Let Kresh know it's his son that decided to play hero

He got mad at Lornan for saying he's supposed to rescue him, so I don't think he wants his son's help either.
>>
>>3424704
>Push on

>Inform him
>>
>>3424769
>>3424883
>>3424934
>>3424952
>>3425024
Well that's fairly unanimous.
>>
Despite best attempts, I was unable to get an update out today. Sorry about that. Seeing as we're on page 10, I'll be archiving the thread and starting a new one sometime tomorrow.



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