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PRELUDE Treasure and perilous adventure awaits!

BARBARIAN
hp 12/12
+3 Strength
+1 Instinct
-1 Will
-1 Charm

NAMES
1 Arnald
2 Ceneric
3 Drengur
4 Korchun
5 Skallagrim
6 Tyr

...

WIZARD
hp 6/6
-1 Strength
-1 Instinct
+3 Will
+1 Charm

NAMES
1 Erastian
2 Hieronymous
3 Langstroth
4 Mervyn
5 Whitelock
6 Yazdegerd

...

DWARF
hp 10/10
+2 Strength
-1 Instinct
+1 Will
0 Charm

NAMES
1 Blackflint
2 Gorthane
3 Hammerhelm
4 Irontithe
5 Korgon
6 Tharfish

...

ELF
hp 8/8
0 Strength
+1 Instinct
0 Will
+1 Charm

NAMES
1 Amelyn
2 Cantara
3 Gersame
4 Harptree
5 Lyss
6 Saorlai

RULES: you control the party of four dungeoneers.

>1/ Choose NAMES: roll or invent / write-in your own!

>2/ (optional) write-in ONE mundane item (ie not enchanted or magical) for each character. For instance you can give the barbarian a halberd if you want, the elf a bow, the dwarf an axe etc.

>3/ (optional) suggest one skill or special ability for each character. Eg, the dwarf could be good at finding traps and treasure, the barbarian could have a berserk battle-frenzy, etc.

>4/ Now write-in whatever you would like the party to do!

Each action should be assigned to a character.

Greentext will be accepted as commands, ordinary text can be used for any discussion of actions or questions etc.

Prioritise the most important actions by putting them first, in case you are interrupted...
>>
>START
The four Dungeoneers are standing in shallow water, by a running stream within a gloomy forest cavern tangled in tree branches and moss.

You have heard of a rumour that a missing Highborn Princess has wandered into the Old Forest Of Idols. Perhaps she strayed into this cavern, and lost her way...?

To one side is a steep cliff, a rock wall adorned with twisting vines.

You see the water surface beyond where you currently stand appears uneven, potentially with hidden depths.

You hear the roaring cascade of water further ahead, accompanied by restless chattering and grunts from above.

There is a curious stench of cooked gristle, yet also a smell akin to the spoor of wild beasts nearby.

Some possible ideas / actions
- change the formation of the party (swap character positions etc. or describe a formation. Who is in the lead?)

- send someone to wade around and search the shallow water for any items (who?)

- send someone to scout ahead (who?)

- send everyone to climb up the vines by the rock wall (or just one person?)

- command everyone to hide (or just a few?)

- ready a weapon, or prepare an item (what belongings are you carrying?)

- boldly call out a challenge to see if anyone hides ahead

- sing a hearty song (briefly improve hp by 1d6) to raise morale. IMPORTANT: If you choose this, you must write-in some song lyrics! Then,
>Roll 1d6

- write-in some dialogue for the characters (they may respond, hee hee)
>>
Rolled 5, 6, 6, 6 = 23 (4d6)

>>5481242
Barbarian: Maul
Wizard: Hooded Lantern
Dwarf: Pickax/Mattock combo (One side of the head is the pickax, the other is the mattock)
Elf: Long coil of strong hempen rope

Barbarian speshul: Has received cryptic but useful 'prophecy' in lyrical poetry form by an old crone who has Delved this Dungeon before.
Wizard: Can cast spells, duh.
Dwarf: Good at finding traps and treasure
Elf: Absurdly good acrobat.

Here we go again...
>>
>>5481243
>For now set the default formation to Dwarf, Elf, Wizard, Barbarian.
>Have the Elf climb the vines and scout ahead. Meanwhile the Barbarian will use the butt of the long haft of his maul to get a feel for the footing in the murky water ahead.
>>
Send Saorlai off to hide near the waterfall and eavesdrop on the chatter and grunting

Have Yazdegerd and Tharfish pool their knowledge together to concoct a salve or poison from the environmental resources at hand

Skallagrim kills a jackalope or platypus and eats it raw
>>
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Barbarian Maul
A heavy slab of stone on a stick, perhaps scavenged from the shattered plinths and ruins of some forgotten empire. There one can feel the carved scrawl of fading hieroglyphs spiralled upon the suspiciously brownish-scabbed hammer-surface. But all Barbarians know that reading is only for cowards and weaklings.

Je suis le ténébreux, – le veuf, – l’inconsolé,
Le prince d’Aquitaine à la tour abolie:
Ma seule étoile est morte, – et mon luth constellé
Porte le Soleil noir de la Mélancolie.
>>
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Dwarf Pickaxe / Mattock
Since the Elder Ages all have coveted the secrets of dwarven stonecunning and metallurgy, the masterworks of their forge; for who other than a dwarf would think to combine an axe and a mattock attached to the same haft? Such ingenuity!

(QM: please use your imagination and visualise a mattock and an axe combined in this picture; my apologies I cannot find a good medieval-looking version unfortunately)
>>
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Wizard Lantern
You are far too ignorant to comprehend the sheer intellectual feats of sorcery wrought upon the ornate ironwork of this shrouded lantern, the wonders of foveated illumination cast by chromostereopsis through a birefringent shroud. Only a true wizard lord can master its power, certainly not one that found this whilst rummaging through a dung heap

(QM: very clever to specify a hooded lantern! You can also use this as an artifact to channel some ancient rites. More on this later...)
>>
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Rope Coil (Hangman's Knot)
It is said that all Elves share their enchanted dreams with each other, of a Magical Realm where lissome maidens cavort amidst a city of flowers, butterflies and faery glamourie, woven with sorcerous silks and scarves of a thousand colours knotted between the gnarled branches of ancient trees. This rope was looted from someone far less fortunate.
>>
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>>5481281
As Saorlai The Elf reaches for the vines to climb the rock cliff, a hideous beast with a vicious beak and webbed talons leaps out at her...
>>
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QM: roll 1d6 for Skallagrim the Barbarian's nutritious snack

1 Oh no it is poison, the poison of remorse. -1hp for a twinge of sadness at your heartless butchery of the beauteous platypus

2 You look like a maniac smeared in the guts and blood of a platypus, but other than that there is no effect

3-6 Gain a temporary nutritious bonus of the (result-2) hp
>>
Rolled 1 (1d6)

>>5481320
>hideous beast
:(
>vicious beak
>webbed talons
>the horror.jpg
Kek
>>
>>5481324
Oh no :((
>>
Hehe
>>
>>5481327
Why, skallagrim... Why?!!?!

Tharfish informs Skallagrim that it's bad luck in his home village to see a dead platypus, much less slay one with your own hands. Tharfish fears the group and r expedition is now cursed, and forces Skallagrim to wear the dead platypus draped across his neck.
>>
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(Skallagrim hp 11/12. You have been intestinally punished for this barbaric act of platypus slaughter!)

As Saorla the Elf swiftly ascends the rock vines with the help of her pilfered gallows rope, she peeks over the edge and sees the origin of the beastly stench of gristle revealed...
>>
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You can see two Orcs - a Fat Orc and a Skinny Orc, carrying some sort of large sack; something within seems to moan and struggle violently.

These Orcs appear brutish, but unarmed, as they both have their hands full, clasping the cumbersome burden of the large sack.

Ahead of them you see a small Goblin carrying a spear. He appears to be guarding a rope bridge strung across a waterfall. There is another vine directly below this goblin, which you could climb, but the water beneath appears deeper and more treacherous, and the rock cliff ledge there being closer to the waterfall is sodden and slippery.

Neither the Orcs nor the Goblin have noticed your presence.

As they approach, you hear the Fat Orc snarl at the forlorn Goblin guard, arguing:
- No, we will not help you look for your stupid beloved pet! What sort of use is that ugly monster anyway? Can you not see we have an important gift here for the Troll King? Stand aside, you wretched runtling!
>>
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QM: here is the overview map. Let me know if you have any questions or need the view rotated etc. Also I am not too sure I understood this default formation order (the anon here)
>>5481277
Do you mean the dwarf takes the lead, or the barbarian?

>Write in your plan, specifying actions for each adventurer.
As mentioned you can try anything, from all out combat to talking or negotiating. Most weapons deal damage in the ranges of 1d6, 1d8, 1d10, and 1d12.
(QM: I will leave this open for a while, and update the tabletop tomorrow!)
>>
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>>5481332
Rhynchus Amulet
A talisman of savagery. Currently, it has no purpose beyond that of an ornament, though it could be of worth to a collector of curiosities.

(Skallagrim is now wearing this morbid decoration)
>>
>>5481363
Saorlai uses her intuition and surmises the aforementioned "pet" the greenskins are looking for to be the platypus that now dangles from the Barbarian's chest.

"Hide!" Saorlai instructs Skallagrim. She begins unbuckling something from her bandolier...

Yazdegerd to Saorlai: "What are you doing?"

Saorlai: "I've dealt with orcs and goblins before. Trust me, I know what I'm doing. I'll call for help if I need you to intervene."

Saorlai disrobes, and confronts the group of 3 by herself.

From behind bushes, now joined by Skallagrim, Yazdegerd and Tharfish share a look of disbelief and gulp, reagents for a potion or poison still in hand.

Skallagrim nibbles around the eye sockets of his new trinket, to Tharfish's dismay. He's gnawing rather loudly...
>>
>>5481363
I intended for the Dwarf to lead. I know it was confusing because I then said for the barbarian to check the water which implies he is leading, but I meant for that to be temporary. Dwarf goes ahead first to check for traps and stuff.

I'll check in tomorrow...gotta sleep.
>>
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>>5481552
>Dwarf goes ahead first to check for traps etc.
You do not notice anything in this area that appears to raise your suspicion.

You can see a passage leading outwards to sunlight from the far side of the rope bridge. The wafting orcish stench of meat and gristle appears particularly strong in that direction, and you can see at least two more indistinct hunched silhouettes on the other side - one goblin with a spear, and yet another goblin archer with a bow.

You could try to wade across the water beneath directly, but you suspect the cascading torrents near the waterfall to be rather dangerous, especially for one of shorter Dwarvish stature. If you fall in, you might get swept away! A nagging itch of your curiosity yearns to check behind the waterfall... There remain also the slippery vines directly beneath the spear goblin on your side of the rock cliff.

Yazdegerd The Wizard mutters:
- Did you know, in Lunfardo... they hanged a notorious Swindler? He garrotted his victims silently, it was really all quite sinister!

And the wizard chuckles contentedly at his silly nonsensical rhymes.
>>
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Rolled 3 (1d6)

>>5481447
His eyes then widen as he sees Saorla effortlessly undress - flesh taut as her thighs sing an invitation to moaning shadows.

Perhaps this is some debauched act of acrobalance, or the corde lisse of a faery circus?

(1d6 reaction roll for the startled small Goblin spear guard; the two Orcs carrying the large sack are turned away from you at this moment. The goblins on the far side of the rope bridge have not noticed you yet).

1 In perplexed shock and outrage at the appearance of this naked Elf acrobat, the Goblin hurls his spear at you!

2 The spear Goblin flees, screaming loudly for help across the rope bridge

3 The spear Goblin begins to flee over the rope bridge, but the sight of the naked Elf acrobat has stunned him into a bashful silence

4 The Goblin stands and gawks

5 The Goblin crumples and faints at the sight of your dainty Elvish feet. (QM: effectively incapacitated)

6 As the Goblin backs away in astonishment, he slips and loses his footing - plummeting over the cliff edge into the churning waters below
>>
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(Currently, Saorla the Elf is the only one who has climbed onto the upper rock cliff by the rope bridge; she is on her own)

>Write-in your plan / course of action for the adventurers, eg you can specify any mundane weapons or belongings the Elf is carrying here
>>
Rolled 3 + 3 (1d3 + 3)

(Rolling for Spear Goblin hp)
>>
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Rolled 5 + 5 (1d5 + 5)

>>5481349
(Rolling hp for the unarmed Orcs, carrying Large Sack; I think the Fat Orc gets +1 this and the Skinny Orc gets -1 this)
>>
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>She begins unbuckling something from her bandolier
>bandolier, an unusual accoutrement for an Elf...
QM: I just saw this; you can have a Wheel-lock pistol. Maybe you are a Pirate Elf, who also joined the circus? But you can change this to a bow and quiver if you want, or some other weapon eg melee etc.

To fire a ranged weapon as the Elf, specify a target and roll 2d6+1 (Instinct).

A strong hit on >10, a hit on 7-9 with some complication, a setback on <7.

As you have surprised your opponents this counts as a skill check (combat commences thereafter)
>>
>>5481745
Quick, while the goblin is stunned, have the wizard cast a silence spell upon him, so the elf may hurl him off the cliff and approach the orcs. The barbarian can catch him to incapacitate and later interrogate about this place. The dwarf can scramble up next, pass the elf her weaponry, and together they can battle the orcs!
>>
Rolled 2, 6 + 1 = 9 (2d6 + 1)

>>5481803
>>5481804
The elf can target one orc, the dwarf can charge the other.
>>
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Ok so to summarise, you want:

- The Wizard to blanket this area in Silence
This is a Roll 2d6+3, Will. Make sure you utter the incantation correctly...

- The Barbarian to capture the fleeing goblin. He can do this by climbing, intercepting and snatching him from the vines directly beneath the rope bridge. It is an Instinct roll, 2d6+1. Also, you can write-in your interrogation questions / topics, or I can roll for some random information

- The Dwarf to attack the other Orc with his pickaxe / mattock weapon? This is Strength 2d6+2

(From this roll
>>5481807
The Elf can shoot and kill the Skinny Orc, for 9hp. I will let you co-ordinate this with the Wizard Silencing spell, and mask the gunshot... if your Will roll above is successful, hehe. Also, bear in mind that the wheel-lock may require some time to reload afterwards)

So in total, please
>Roll 6d6
and I will tally and incorporate modifiers afterwards in the respective order, thank you!
>>
Rolled 1, 3, 5, 2, 5, 3 = 19 (6d6)

>>5481824
>Barbarian method
Snatching him up

>Questions
Has he seen the missing princess? How many orcs , goblins, etcetera lie ahead? Are there any other specific traps or monsters he knows of that we should prepare for?
>>
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>>5481827
>Rolled 1, 3, 5, 2, 5, 3
Wizard Roll, Will 2d6+3 (Silence spell)

1+3+3 = 7, it is a success... but only just!

Perhaps you are expecting some spectacular display of sorcery, as the Wizard flaps his arms waving his silly lantern in the air? Ghostly, spectral hands covering the ears and mouths of all present, in a supernatural dulling of the senses to silence?

Nothing happens. Yazdegerd the Wizard has a crestfallen look on his face.

But just then, a screeching swarm of bats rushes through the cave - the black cacophony of gnashing wings combined with the drenching roar of the waterfall is a sufficient distraction. Maybe this was wizard magic??

You see the indistinct figure of the goblin archer on the far side of the rope bridge ( right side here >>5481724 ) gesture vaguely through the rush of water - he appears a little suspicious, but the other goblin guard remains unconcerned.
>>
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Rolled 3 (1d6)

>>5481827
>>5481914
Barbarian Roll Instinct 2d6+1 (Climb, capture and grab the fleeing Goblin)

>Has he seen the missing princess?
>How many orcs , goblins, etcetera lie ahead?
>Are there any other specific traps or monsters etc
Lench the Terrified Goblin squeals:
-Eeeek! Get your oafish savage hands off me! Traps? Traps? Can't your blundering barbarian eyes tell the difference between goblin boys and girls... (a sudden glimmer of hope in his eyes) Oh, traps! Um, yes... there are so many! So many traps! (You have a feeling goblins cannot count very well, or perform arithmetic). I laid them all! Only I know where the biggest traps are! For instance, this... this... rope bridge is a trap! Don' t walk over it! You should release me now, see - I saved you! And there are so many guards, heavily armoured orcs and trolls, so many. Because the Troll King is trying to bargain with the Disinherited One by the Tower. He keeps sending all these gifts and treasures, but the Disinherited One is so difficult to please!

5+2+1 = 8. This was also a success, but still a partial one. I will make this reaction roll for the unfortunate Goblin

1 As you snatch at Lench the spear Goblin, he sees the Skull of his beloved pet companion Sir Mallory Duckles the deceased platypus dangling from your Barbarian throat. The goblin stabs pathetically at you with tears of helpless rage! (Take 1d3 pathetic damage)

2 The devious Goblin will answer your questions, but you see a sly look on his face...

3 Lench the Goblin sobs piteously, lamenting his fate. From now on he just blubbers incoherently.

4-5 You think the spear Goblin is so terrified he will say anything to save his own skin.

6 The terrified captive Goblin will obey you as your follower. (You can control this NPC)

...

Dwarf Roll, Strength 2d6+2 (Attack Fat Orc with Pickaxe/Mattock)

5+3+2 = 10, this is a strong hit! The Dwarf bellows: I SHALL MAKE AN ANVIL OF YOUR SKULL as the Fat Orc's head is punctured like an eggshell by the mattock's hardened edge.

I believe the Orc technically has 1/11 hp (due to the Fat bonus, >>5481771 ) but for all intents and purposes this Orc is helpless / dying / near death.

The two dying/dead orcs have dropped the Large Sack they were carrying; the sack has stopped... wriggling, for now, and appears very still, as if whatever is inside has heard the commotion and sounds of your combat, and is now listening.

>Write-in what you would like to do
>>
>>5481243
>>5481312
Ah, damn, should've chosen a lute for the elf. Would've went well with the poem. Let me guess, the princess lost her lover and is seeking solace in madness or the comfort of idols. Perhaps this little stream is in fact a literal or metaphorical branch of the river Styx.

>>5481803
I hate PbtA...

>>5481916
Okay, maybe the princess came to lift the disinherited one out of his melancholy?

>Yazdegerd, fooled by the beaver(?)cap, chains with gaps to large to be armour, and red feather mistakes the goblin for heretical shaman and starts throwing a fanatical fit and demands Skallagrim to put the goblin shaman on trial. He'll be drowned and if he dies and sinks he is innocent and so will instead be hanged with the elf's rope instead for being a subhuman instead of a heretic, if he drowns then he is guilty.
>Skallagrim eagerly complies, though he is just doing it for fun rather than justice or out of zealousness.
>The elf gets dressed and gathers her things before opening the sac just barely to check what is inside and calm it down.
>The dwarf positions himself so as to catch whatever scurries out of the sac just in case they decide to flee.
>>
>>5482337
Whoops, that should read "If he drowns and floats he is innocent" and "if he drowns and sinks he is guilty"
>>
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Rolled 1 (1d3)

Rolling for the wriggling contents within the Large Sack

1 Arrogant Peacock
2 Noseless Arbeau
3 The Princess! It means... you won? Right?
>>
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>>5482452
Gulshara, The Angry Princess?!
A goblin hag's child. She makes you think of jackal's fangs and bent-backed wolves licking the blood from paving stones.
>>
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Perhaps enraged by the failure of his purportedly magic lantern to produce a spectacular and convincing sorcerous effect earlier, Yazdegerd the Wizard seizes the helpless Goblin Lench, and with the assistance of Skallagrim begins to dunk the helpless goblin repeatedly in and out of the water.

Lench the Goblin struggles vigorously at this treatment, and amidst the loud yelps and submerged burbles he is suddenly swept away by the treacherous currents! You hope the unlucky goblin has been swallowed into a watery grave, and not carried violently elsewhere along the watercourse to plot his revenge... (QM: he is plotting his revenge)

A hail of goblin arrows from across the bridge kills the entire adventuring party. Fortunately, however, it appears that the swarm of bats (either summoned through Yazdegerd's "wizard magic" or just natural denizens of the cave) must have driven away the other spear guard as well as the archer goblin on the far side.

The rope bridge now appears eerily unguarded across the downpouring rush of water.

From the upper cliff ledge, by the dropped sack, Tharfish the Dwarf can see a skeleton dangling from an iron cage - a half-hidden gibbet, nearly recessed behind the waterfall.

The limbs of this skeleton appear contorted in a strange agonised posture, and one arm seems raised at a peculiar angle, as if scrabbling or gesturing for something behind the plummeting deluge of water. Could there be... a secret passage there?
>>
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Chains Of Castigation
Penitent armour consisting of rusted lengths of winding chains, fetters and rags. This peculiar armour possesses the property that any living bearer, touching or wearing the chains within the vicinity of any blow or attack will always be the first to unerringly receive any suffering inflicted (QM: this includes traps). You think the rusted chains will likely break and become useless afterwards. A cruel, cursed punishment for a scapegallows, or could it be put to some other use?

(The skeleton hanging in the gibbet is wearing this)
>>
Glancing and peering down the hidden waterfall passage, you can see it leads to an outside ledge with an ominous-looking watchtower, part of an imposing edifice of castle battlements.

(QM: just like in videogames, always check behind the waterfall!)
>>
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>Write in what you would like to do.
You can choose to explore the watchtower revealed behind the hidden waterfall passage, or continue over the rope bridge to the cliff cavern exit. Assign actions to each adventurer or ask questions etc.
>>
>>5482478
>Tie Gulshara around the neck with our coil of rope then have her grab the Chains of Castigation and put it on.
>>
>>5482452
(QM: I made a mistake with the order of this table! Of course the peacock is supposed to be the better option 3, as it belongs to the princess, whereas Gulshara is option 1. Oh well, too late now!)
>>
>>5482503
Which character is attempting this action? It sounds like a Strength roll, and Gulshara will likely fight back. Also
>roll 2d6

You can also specify actions for the other characters, and whether you head to the watchtower or over the rope bridge.

Also, you can specify any new formation for the adventurers before you enter a new area etc.

I will leave this one open for a while, and update the map tomorrow!
>>
Rolled 3, 4 = 7 (2d6)

>>5482505
qwute birb.

>>5482532
The entire group is tying her up and ensuring she puts on the armour before moving on. But if we can only choose one then I'll go with Skallagrim.

Afterwards we'll go through the waterfall with the same default formation. Oh, and Saorlai should reload.
>>
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>>5482547
Ok, so the formation order is
1 Tharfish the Dwarf (Pickaxe/Mattock)
2 Saorlai the Elf (Rope/Hangman's Knot, Wheel-lock: Loaded)
3 Skallagrim the Barbarian (Maul, Platypus Skull / Rhynchus Amulet) leading
... Gulshara (wearing Chains Of Castigation)
4 Yazdegerd the Wizard (Lantern)

>Rolled 3, 4 = 7 (2d6)

Barbarian Roll, Strength +3 (chaining up Gulshara The Angry Princess in the Penitent's Armour)
3+4+3 = 10, a strong hit! Gulshara howls in protestation and gnashes her jaws, grinding her fanged teeth and she scratches and slaps you very hard, the feral bone charms she is wearing jangling furiously. She had imagined being freed from the horrible asphyxiating imprisonment of being bundled and carried by two Orcs in a sack, only to endure the even worse fate of being adorned in cursed armour, the Chains Of Castigation! Well it is probably better than being offered as a gift to the Troll King.

...

As you sidle past the leering skeleton dangling from the gibbet, a chilling breeze rushes past as you see the open cliff here is vertiginously high, almost as if you are treading upon the edge of a sliver of stone piercing the sky. You can hear the crunch of old bones underfoot, but amongst the knucklebones and ribcages you do not see any skulls. This unnerves you a little.

A spiralling staircase of stone ahead leads to a watchtower, that appears to be the southeastern entrance to the battlements of a ruined castle. The entire area seems deserted and unguarded, and you hear only the groan of lurching trees clawing their gnarled talons against the shriek of mountain winds. The dead trees appear hideous to you, their gnarled branches possessing a resemblance akin to demented insectile appendages.

To your right you see a large winch or capstan wheel, with some elaborate rope mechanism leading to the steps of the spiral stone stairs.

Then you see there is the form of a knight encased in a complete suit of armour, who appears to be kneeling before a wooden archway or shrine of some form, the entrance threshold at the bottom of the stone stairs. This kneeling Penitent Knight is turned away from you in supplication before the Wooden Archway Shrine. You cannot see his face, only his shoulders, as he appears slumped in devotion or prayer.

Through the mountain clifftop mist you can perceive the shape of a squat culverin or small mortar to your far left. It is separated from you by a chasm - perhaps you could reach it by leaping across with a rope? (QM: assign a character and roll 2d6 to leap over the chasm if you want to investigate)

>Write in what you would like to do
(QM: you can investigate / inspect any area or map feature just by saying that you walk over and look at it etc.)
>>
>>5482897
>The party is paranoid and suspicious of the atmosphere in this place and the imagery of the gnarled tree branches. Tharfish and Yazdegerd want to investigate the winch, though Skallagrim that they have Gulshara lead in case the trees come to life and attack them, to which the others agree.
>Saorlai intends to tie her rope to a tree and then around her waist in preparation to jump across the chasm but waits until Gulshara confirms there is no danger and for the other to be ready to pull her back up should she fail the jump.
>>
>>5483858
Support. When springing and striding are required, send an elf AFTER a prisoner or hireling

Say, where is Gulsara princess OF?
>>
>>5483858
*that should read "though Skallagrim insists that they have Gulshara lead in case the trees come to life and attack them"
>>
>>5483858
>paranoid and suspicious
>gnarled tree branches

You inch cautiously and carefully towards the large winch, the capstan wheel entangled in thorny branches. You have a strange sensation of being watched by hundreds of insectile eyes...

To turn the wheel would require a great feat of Strength. But Tharfish the Dwarf stares at its mechanism suspiciously (QM: this revealed by your caution + Dwarf detect traps ability). Why do the ropes from the wheel lead to that Wooden Shrine Archway, where the Penitent Knight appears to be kneeling in devotion with his face turned away? Why would you set any lever, winch or handle so far from the entrance gate?
>>
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With a shiver of recognition, Yazdegerd the Wizard recoils in growing horror. Something about that knight kneeling before the Wooden Arch is VERY WRONG. The wooden pillars of that shrine sprout from his headless shoulders...

Guillotine Knight
hp 50/50
He is just kneeling motionless, before the "Wooden Archway". The Guillotine Knight is clad in a full set of armour and does not appear to be carrying a weapon - that is, if you ignore the massive sliding axe blade wedge sharpened and hoisted on ropes between the wooden pillars of his headless shoulders.
>>
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(QM: please see the updated map, and compare it with >>5482897)

Roll 4d6 for
- a 2d6 Strength check to turn the winch / capstan wheel (which character?)

- a 2d6 Instinct check if you want Saorlai the Elf to leap across the chasm to explore there using the rope. Once the rope is affixed there successfully, any character can then traverse the gap.

- write in any other actions assigned to other adventurers

- Gulshara wriggles and protests miserably in the Penitent Armour, the Chains Of Castigation.
- I can help! Give me a weapon!
(If you free Gulshara, you can see her stats hp Strength Instinct Will Charm etc. But do you trust her?)

>Write in what you would like to do
(QM: Please also roll 2d6 each time for any particular feats or skill actions you want to attempt, thank you!)
>>
Rolled 2, 3 = 5 (2d6)

>>5483924
Well, fuck that thing.

>Saorlai will finish tying her rope around her waist and hand the other end to Skallagrim so he can pull her back up should she fail the jump. Tharfish and Yazdegerd will police Gulshara and keep an eye out on their surroundings. Then Saorlai will leap across the chasm and look for somewhere to tie the rope.
>>
Oh...wait nevermind, I didn't refresh before posting and so didn't see the other two posts. Let me just catch up...
>>
>>5483931
Hmm...are the trees actually 'awakened' and acting in a hostile manner or did we catch ourselves before springing any trap?

If we can tell that we are about to fight then I may want to revise my action, otherwise I'll keep it the same.
>>
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>>5483937
You think your caution has narrowly avoided a dangerous ambush. The strange barbed insectile looking creatures just leer at you from beneath the twisted trees, waiting. They resemble some form of spider mixed with centipede and crab, adorned in chitinous plates and have a macabre demonic appearance. Their hooked appendages sway wickedly with the tree branches. If you had not examined and proceeded with such caution, it would have been difficult to notice them at all, camouflaged as they were in the thorns.

QM: the strange thorn monsters and the headless Guillotine Knight appear to be just waiting. If you attack, you get to act first.
>>
>>5483934
>Rolled 2, 3 = 5 (2d6)
Elf roll: Instinct +1 (leap over the chasm, and affix the rope)

2+3+1 = 6 < 7 (oh no!)

Saorlai steadies herself with a deep intake of breath as she prepares to vault over the chasm to the other side. Don't look down... Imagine that this is just like a circus act... Skallagrim stands besides her, holding the rope.

The Elf steps back from the edge of the precipice, and her lithe acrobatic body suddenly uncoils in an explosive burst of speed. Saorlai sails through the air in a graceful parabolic arc, as if swinging elegantly from some invisible trapeze...

As she hurls herself over the edge and scrabbles desperately to cling onto the other side, you see rocks and clods of earth come loose as the Elf desperately claws with her fingertips and scrabbles upwards, struggling to clamp onto a firm handhold. The knotted rope around her waist loosening, the strands fraying... But there, she has made it! By the torn skin on her hands and knees Saorlai has somehow clung on and scampered up to the other side. Skallagrim the Barbarian claps in delight! Only an Elf could have accomplished this astonishing acrobatic feat!

Saorlai stares aghast at the idiotically clapping Barbarian Skallagrim. He was supposed to be holding onto the other end of the rope...

(QM: the result of this failure is - Saorlai makes the leap onto the other side. But the rope has unknotted and frayed, falling into the chasm below. Saorlai is on her own here. She can attempt to leap back, but there is a -1 modifier, so a flat 2d6 roll. Other characters can still attempt the perilous leap with the same 2d6 -1 + Instinct modifier, if they want to join her).

On this side of the cliff there is a culverin, the short squat cannon you saw indistinctly earlier. There are ample cannonballs and gunsulphur here to prime and fire it.
(QM: arming the cannon is a Will check for the mental knowledge of how to charge and load it; afterwards it can be fired at will. At this range, you cannot really miss if you orient and swivel the cannonmouth to aim it at anything)
>>
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You have discovered a treasure chest! There is the glint of something beneath the gnarled branches of a tree. It is so tantalising close to your reach!

(You can choose to leave the treasure chest alone).

1 Skull Chalice
2 Mermaid Ring
3 Lute
4 Honey Electuary
5 Spiral Wind Jewel
6 You choose (or write in)
>>
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From this side of the rock outcropping across the chasm, you can ascend the spiral staircase and bypass the sinister inanimate Guillotine Knight.

So if all the heroes were to leap and join Saorlai The Elf across the chasm (QM: -1 modifier due to no longer possessing a rope), you could then climb around and avoid the headless Guillotine Knight.

(QM: I am thinking from now on, please just roll 10d6 each time you write-in any action or response for the adventurers. I will take each action and assign it 2d6 and a modifier in the order you have written for the hero characters.)

Saorlai can also see an arrogant-looking peacock, preening its brightly coloured feathers at the top of the spiral stone stairs.
>>5482452
>>5482505

For some mysterious reason, Skallagrim feels a warm tingling from the Rhynchus Amulet around his neck as he glances at the ominous shadow cast by the headless Guillotine Knight.

So please
>Write in what you would like to do. Please remember to assign each action to a specific hero, thank you!
>roll 10d6
>>
Dang, I got some catching up to do
>>
>>5484077
>Elf to load and fire cannon at Guillptine Knight
>Wizard to cast Silence again, wrangle Angry Princess
>The rest to charge in and finish off Guillotine Knight if he survives cannonball
>>
Rolled 3, 1, 1, 6, 6, 2, 2, 3, 2, 1 = 27 (10d6)

>>5484077
>>5484378
Oh, and my roll. Woopsie.
>>
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>>5484378
>>5484381
>Rolled 3, 1, 1, 6, ...

1/ Elf roll: Will +0 (Intellect to recall how to load and arm a cannon)

3+1+0 = 4 < 7 (oh no!)

There is a twirly stick. Also some sponge-like wadding? Some cord or string here that smells a bit sulphurous? Does it go before or after the cannonball, maybe on top of it? Hmmm. Saorlai The Elf recalls the circus once had some "Acrobat launched from cannon" act. If only she had paid more attention...

A sudden thought occurs to her. Wizards are supposed to be intelligent? Maybe she should have asked Yazdegerd to shout out instructions... as Saorlai the Elf turns to look at Yazdegerd, the demented sorceror is muttering under his breath and flapping his arms and waving his silly lantern again. Last time he did this, all that it produced was an exceptionally unmagical-looking swarm of bats that may have been just a coincidence.

Perhaps he is just insane, and not even a wizard at all...
>>
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2/ Wizard Roll: Will +3 (spellcasting for Silence effect)

1+6+3 = 10 >=10, (a strong success, yay!)

The contorted chanting face of Yazdegerd is wreathed in unnatural light, his eyes and mouth aglow with scintillating flame. The shadows around him writhe in agony and dance with malicious delight. Perhaps there is something about this watchtower... has it somehow amplified his invocation?

You see the sinister Thorn Fiends, the insectile demon-like creatures lurking in the trees, cower and shrink in fear, at this terrible unravelling of corrupted power.
>>
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The Wizard unleashes the Ancient Rite:
The Sorrow That Throws The Mountain
(this spell is expended, and Silence can never be used again)

QM: All magic has a price, a consequence.

As you may have gathered, on an ordinary roll success, 7-9, you will unleash merely some coincidental mundane effect, akin to petty or hedge magic, that may or may not be exactly what you wish.

On a roll of 10 or greater, you will unleash a unique named spell, an Ancient Rite, that will give you the effect you want and potentially another added benefit.

The Ancient Rite once invoked can NEVER be used again.

Use magic carefully and sparingly, for failure and mishap can invite dark and severe consequences...

(QM: the Thorn Fiends are effectively stunned. Any hero with any melee weapon can deliver a coup-de-grace killing them instantly without any roll required. Assign your actions carefully...)
>>
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In the swathe of sky above a swollen pillar of thundercloud and maelstrom churns.

When the Wizard throws up his arms and claps, you see space folding and the air itself vibrating, dancing motes and flecks of dust thrashing against the unnatural light as if pounded in harmonic patterns stretched upon the skin of a drum.

There is a thunderclap, a detonation, and you feel an uncoiling pressure wave of invisible force rushing over the entire clifftop.

There is barely any sound, though perhaps you can hear a high-pitched distant ringing in your ears - but it feels very far away, very quiet. You feel the throbbing of blood in your eardrums but there is no sound. You wonder if this deafening blast of force could bring down a mountain; an avalanche that swallows all sounds.

You can see the horrid Thorn Fiends, the barbed insectile demons lurking in the trees, overturned upon their backs in excruciating pain, spiked chitinous legs flailing in the air. They appear to be severely afflicted by whatever the Wizard has unleashed.

Gradually the sound returns to your ears again. The Thorns Fiends are still paralysed and stricken with pain, but the deafening and crushing sorcerous aftershock is gradually dispersing. Yazdegerd is panting heavily, fatigued with exertion. You think he may have bitten his tongue a little, and there is a small trickle of blood running from his ears.
>>
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QM: Here is the map currently

(The Rhynchus Amulet around Skallagrim's neck glows very warmly. How strange!)

- Saorlai unfortunately failed the Will roll to load the cannon. It can be fired by rolling 1d100, but she is unsure if she loaded it correctly. You need to roll >=50 which is the hp of the Guillotine Knight to kill him in one shot.

- Yazdegerd is fatigued from his spellcasting exertion. He can cast another spell, but with a -1 modifier (ie Will +2).

- All of the Thorn Fiends are stunned / severely injured. A single blow from any melee weapon equipped character, ie assigning them an attack action, will execute the targeted Thorn Fiend without needing to roll.
>>
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- You see the Wizard's invocation of sorcerous power has awakened something in the Guillotine Knight. There is a horrifying grind of metal and rope, as it lurches and struggles to raise itself to its feet, unbalanced, top-heavy and tottering, as its sharpened axe-blade head is slowly winched and hoisted in glinting anticipation...

(You think the Guillotine Knight likely possesses a lot of Strength, but appears a little unbalanced, because... well, he has a massive guillotine axe raised on wooden pillars nailed to his headless neck. The Guillotine Knight will act after you take this turn. Thinking back to the headless skeletons, absent any skulls,
>>5482897
you have an ominous sense of foreboding as to what this monstrous tortured abomination desires...)

>Write in what you would like to do. Please assign every action to a hero, thank you!
>Also, roll 10d6 (I will apply the rolls in order of your mentioned actions)
>roll 1d100 to fire the cannon. No need to aim at this range, you kill the Guillotine Knight instantly on a roll above 50.
>>
Rolled 58 (1d100)

>>5484513
>Does our wizard have a knife for when he is desperate and alone? If so, let him deal the coup de gras to the insects
>Elf! Fire thine cannon, and pray to whatever gods or devils will listen!
>Dwarf, barbarian, push and shove the (hopefully wounded) guillotine knight off yon cliff
>>
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>>5484527
The Guillotine Knight is staggering and teetering closer. The most grotesque and perverse aspect of this monstrous, tortured being is that its lower torso and limbs appear entirely human. It wants to collect skulls... as it lurches towards you, axe-blade a slanted grin of whetted murder, you can see that trailing behind it is a garland of severed heads. The Guillotine Knight stretches his arms out to embrace you...
>>
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When the cannon fires, it emits a choked and distorted snapping bark... you wonder if this peculiar noise is the muted lingering after-effect of Yazdegerd the Wizard's dread invocation of Silence, the Ancient Rite of The Sorrow That Throws The Mountain. The cannon-shot nonetheless reverberates and shakes the entire clifftop. You think perhaps Saorlai the Elf overcharged the gunsulphur a bit too enthusiastically...
>>
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The Guillotine Knight is blasted into splinters and fragments. His guillotine axe-head spins, somehow remaining intact, and sinks into a nearby boulder with a resonant metallic thunk. Perhaps it could be put to some use?

Saorlai the Elf looks up and gives a weak cheer. Her face is blackened with the backblast of overcharged gunsulphur, and her hair is charred and singed. But The Elf appears to have survived - and not many cannoneers can say the same.

Saorlai takes 5 damage from the cannon backblast; 3/8 hp remaining.

QM: Congratulations on defeating the Guillotine Knight! This effectively ends the fight in this area; I just assume you dispatch and kill the remaining three Thorn Fiends - yes, there were three! Did you notice the one under the gnarled tree by the treasure chest? Always look carefully at the map for clues!

You can now write in any actions for your characters. For instance, you can try to search the area to scavenge any items, roll 1d6 on the table here >>5484074 for a treasure, ask characters a few questions etc (they may respond with dialogue), attempt to scout out the area etc.

For defeating the Guillotine Knight, Saorla The Elf and Yazdegerd The Wizard each receive +1 attribute points! The upgrade system to raise any attribute is akin to Stars Without Number and is as follows:
- for <0, or 0 to +1; cost is 1 point
- for +1 to +2; cost is 2 points
- for +2 to +3; cost is 3 points
- no attribute can be increased above +3

So for example, with her awarded 1 point, Saorlai The Elf can increase her Will or Strength by 1 (either stat from 0 to +1). She does not yet have the required 2 points to raise her Instinct or Charm to +2, as they are already at +1.

>Decide what attributes to increase for Saorlai and Yazdegerd. You may increase an attribute from 0 to +1, or -1 to 0 etc. You can also keep the points in reserve if you want to increase from +1 to +2 later etc.

>Decide any actions you want to take in this area for the characters before moving on. You can also change the formation of the characters. Is there a way to retrieve or replace a lost item, perhaps?

>Roll 1d6 on this table below for a treasure (all the Thorn Fiends have been dispatched now, no worries!) You can also choose to not take anything.
>>5484074

>Roll 10d6 because I might need to assign skill rolls for your actions / choices in order; I will update the map tomorrow. Thank you!
>>
Rolled 17 (1d100)

>>5484576
>save up points for now
>scrounge for items or clues as to where to find the real princess, all characters except the barb
>leave barbarian in charge of captive anger-princess
>>
Rolled 1 (1d6)

Woops, forgot to update my dice field.
>>
Some other enterprising anon can rol the 10d6 action dice. I don't want to hog all the fun.
>>
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QM: I forgot to mention, I will permit a skill point to be sacrificed in order to permanently raise maximum health by +2, this also acts as a one-time full heal and restoration of fatigue / status effects.

Whilst Gulshara is fettered in the Chains Of Castigation, she cannot escape whilst adorned in the Penitent Armour. Beware: remember the cursed property it possesses,
>>5482480
whereby ANY damage afflicted in its vicinity is first redirected to the one clad in the armour! Fortunately Gulshara was standing far away from the cannonball, and also the exploding backblast of the overcharged cannon, or else that damage would have been redirected at her!

Currently the party formation is as follows:

1. 10/10 Tharfish the Dwarf (Pickaxe/Mattock)

2. 3/8 Saorlai the Elf (Wheel-lock: Loaded)
- lost Rope/Hangman's Knot, failed leap over cliff edge to reach cannon
-5 hp, singed from cannonfire backblast
+1 attribute point unused

3. 11/12 Skallagrim the Barbarian (Maul, Platypus Skull / Rhynchus Amulet)
-1 hp from consuming an innocent platypus
(the mysterious warmth from the Rhynchus Amulet has now faded)

guarding
... ?/? Gulshara (wearing Chains Of Castigation)
- ANY damage in her vicinity first redirected at her. Armour breaks afterwards
- Gulshara cannot escape whilst wearing this Penitent Armour

4. 6/6 Yazdegerd the Wizard (Lantern)
Weary from unleashing a Greater Ancient Rite:
Sorrow That Throws The Mountain
(spell expended. Can no longer use Silence)
-1 Will spell casting check, magic at +2
(QM: non spellcasting Will checks not affected, remain at +3)
+1 attribute point unused

I will leave this open for a while, if any players want to discuss options.

Yazdegerd knows a healing spell. However, bear in mind that spellcasting is now down from +3 to +2 (roll 2d6 to use). If he achieves a >=10 on the roll, ie a strong heal, the invocation of another ancient rite may fatigue him even more...

I will leave this one open for a while if players want to discuss upgrade options, and update the map and reveal the treasure
>>5484074
>>5484715
tomorrow, hehe. You can also write-in any other possible actions, please roll 10d6 and I will apply skill checks if neccessary in your described order. Thank you!
>>
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Final addition: Saorlai The Elf can also invoke magic and the Ancient Rites, to a lesser extent than Yazdegerd The Wizard. (QM: this is a holdover from the Hero Quest board game, where the Wizard and Elf choose spells from a card deck!)

Saorlai casts intuitively with attribute Charm; the same limitations of magic apply to her as well. Use magic carefully and sparingly, for failure carries severe consequences!

If you have been carefully following the rules, you may have been wondering: if all spells are unique and single use, once I cast heal - won't it be lost forever? (Perhaps there is a clever sorcerous way around this, hehe...)

The approximate guide to the attributes is as follows. These are the equivalents from other rpgs.

STRENGTH
"warrior, barbarian things; melee weapons"
endurance, heart, fortitude, stamina, physique, athleticism, might, toughness, prowess, morale, resist, vigour, power, trauma, blood, muscle, violence, force, courage in battle
(note: some melee weapons, eg a rapier, may also possess INSTINCT requirements)

INSTINCT
"thief, hunter things; ranged weapons"
agility, skill, dexterity, grace, insight, speed, finesse, reflex, reaction, precision, coordination, mechanical devices, aptitude, stealth, guile, deceit, edge
(note: some ranged weapons, eg longbows, may also have STRENGTH requirements)

WILL
"wizard, priest, scholar things"
rationality, logic, memory, learning, resolve, reason, psyche, composure, authority, command, aspect, control, wisdom, intellect, belief, determination, curiosity, courage against unnatural creatures

CHARM
"witch, shaman, courtier things"
superstition, social capital, reputation, seduction, etiquette, presence, influence, luck, affinity, manipulation, charisma, empathy, animal control, fellowship, aura, look, appearance, face, trust, compromise, intimacy
>>
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Rolled 6, 2, 3, 4, 1, 5, 4, 3, 1, 5 = 34 (10d6)

>>5484716
>>
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Under the reign of Queen Ilsapesi II there were once two princes of her long dynasty: Gilamur Firstborn, and his brooding brother Heimeric.

After their mother died in a mysterious hunting chariot mishap, the two brothers drifted apart and quarrelled.
>>
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When the Firstborn Prince Gilamur came of age and wed the Lady Catheryn, his cruel and vindictive bride discovered Heimeric's dark secret: for Heimeric Second-Born had secretly fallen in love with a hag, a goblin witch named Meregrot! She must have seduced him with her foul ensorcelments, in order to usurp and seize power, overthrowing the Firstborn Prince to steal his rightful throne! Imagine a goblin sat upon the Ravenspur throne of Queen Ilsapesi! How horrible!
>>
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When his treachery was discovered, the Derogeance was declared upon Prince Heimeric. His bloodline was forever attainted, and he was stripped of his Highborn name, forever known only as The Disinherited. It was said that the spiteful Lady Catheryn urged her betrothed the Firstborn Prince to have the goblin seductress of his brother tortured to death before his very eyes; his Disinherited brother was then banished from the realm on pain of death.
>>
Some say the Disinherited Prince took his own life rather than embrace exile.

Yet others speak of how in his deathless wanderings beyond the realms of living sanity, the Disinherited One sought the accursed power of the ancient Empire Of Nacirema.
>>
Through fetid jungles and desolate wastelands, the Disinherited Prince finally discovered a forgotten ziggurat that would grant him demonic power, grant him his long-awaited revenge; for entombed within that stone pyramid was the lost witchcraft of the Unbidden Court. The form taken by this demonic power was deceptively simple; to unknowing eyes it was named simply The Crown. Others recognised it as a vile artifact of the Deathseers, fallen and corrupted mercenary sorcerors: the Deathseer Crown, howling demons of madness, pain and slaughter imprisoned within an evil carcanet. Yet without a moment's hesitation, the Disinherited Prince set The Crown upon his own brow...
>>
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>>5482472
Having failed to coax you into releasing her, Gulshara The Angry Princess (?) commences gloating and taunting you relentlessly:
- You are all so stupid! All that cliff-leaping and silly spell thunder-chanting and stupid cannon-firing, nearly blowing yourself up! It was so obvious that the HEADLESS GUILLOTINE MONSTER wanted to... collect heads! You could have just given him your stupid platypus skull and he would probably have let you pass! And you look like a complete buffoon wearing that platypus skull by the way, not like a fearsome barbarian at all. No matter how big and bulging and glistening your oiled muscles are. No, I am not staring! Or you could have just unchained me, and put this stupid cursed chain armour on that headless knight. Then stood back and watched as he guillotined himself! Just unchain me! I am a beautiful Elf Prince! I am SO GOING TO ESCAPE afterwards!

(Gulshara rattles her chains and snarls at you, her petulant lips trembling, fangs protruding from a quivering jaw)

Er... she must be insane. You are pretty sure beautiful Elf Princesses do not look like her. Why does she think she is a Prince? She must be unhinged.
>>
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From the high watchtower, you can survey the ruined castle below.

You are in the Southeast tower.

To the West, you see a bizarre scene occurring by the drawbridge and porticullis gate.
>>
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A tearful Prince, surrounded by a motley and bedraggled cohort of maiden knights, is alternately pleading, wailing and threatening a gloating Troll King and his horde of orc and goblin followers squatting upon the gates above.
>>
Searlas The Meek whimpers:
- I know you have her! And this... this is my castle, the Ritterskeep! It belongs to me! This was meant to be... our wedding gift! Now your horrible goblins have seized it, and my beautiful bride too! If I could only see her, know she is safe - don't you dare touch her! If you touch her, my mummy will send so many warriors, so many weapons and siege engines! Any day now, we will receive all the weapons, and tear these walls down and slaughter you all! Except, we won't, because it is my castle! Now please just leave!
>>
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The Troll King, Ilunn Moonmusk, cackles and chortles in delight:
- You lie, weakling wretch! Where are your battalions, your bright oriflamme banners? Your riders and retinue, the war-horses of your proud men-at-arms? You have only that maundering gaggle of girl-knights to protect you, the rest of your warriors died of dysentery on the road here!

We goblinkind and troll-folk are not as foolish as your mortal kin believe - we have keen eyes and green ears listening in all sorts of places.

We know, for instance, that Queen Ilsapesi is dead; a white-haired seeress of ours predicted it. Your beloved mother Carmillian has fallen into disgrace and disfavour in the Palace of Berceuse. There will be no weapons and no siege engines, no cannons or relief for you. If you approach the walls of this keep, you will never meet your bride, for you will no longer be alive. Yet it amuses me to see you snivelling and grovelling before us! It pleased me immensely to dispatch your lamenting pathetic servants and peasant castlefolk, we executed at least half of them, maybe soon seven in ten, and we will enslave the rest! Nothing pleases a troll more than savouring the liberal outpouring of your tears!

From the watchtower you can see a LARGE gathering of orcs, goblins and trolls encamped around the ruined castle - uncountably many. There is no sign of the princess. Or that mysterious peacock you saw earlier, either.

Curiously, you notice that there appear to be some humans in the castle too. Skallagrim The Barbarian squints and recognises some of them as men of the Steppe, khans and nomads of the Khurultai. There also appear to be pirates of the jungle archipelago of distant Langkasuk amongst them. The goblins and orcs appear to be on amicable terms with these men - perhaps they are traders and merchants, or slavers... A thought occurs to you. Perhaps you could infiltrate this goblin market, walk amongst these orcs and goblins and savage men unopposed. If only you had a convincing goblin guide...
>>
>>5484715
>>5484074
Skull Chalice
You wonder what this sorcerous artifact is truly capable of... from whose skull was it made? The hollow cavity within beckons to be filled, and invites a sip.

(QM: You are not sure what the full potential of this macabre treasure can do. Perhaps you can find someone knowledgeable in these matters to ask about it?

You have a feeling that if you offer the Skull Chalice blood, it may speak and give advice. Perhaps the chalice can even bestow spells, sorcery at no cost of mental fatigue or exertion, only blood. The blood does not have to be your own...

But the chalice is likely to crave more, and bargain for other things in turn, all in exchange for greater power.

Of course, you can also just sell this item.)

>Write-in what you would like to do
For example, you can
- try and mingle with the Steppe nomads and barbarians in the goblin market, to gather some information beforehand
- ask Gulshara if she has any ideas as to how to pretend to be a goblin
- ask Gulshara why she thinks she is an "Elf Prince." Even if she is utterly deluded, shouldn't she be an Elf Princess?
- sacrifice some blood (how much hp? which character?) And take a sip from the sinister Skull Chalice. Just see what it can do...
- try and stealthily approach the spoilt and whimpering prince, Searlas The Meek. How?
- try to approach Ilunn Moonmusk, the obese, strangely eloquent and gloating Troll King, and persuade him just to kill Searlas. Can you negotiate with a troll?
- scout around the castle a bit more and see if you can observe anything. Name a section of the map eg Northwest, Northeast, Southwest, centre or a feature and I will reveal some more miniatures showing you what you can see from the watchtower.
- there are A LOT of orcs and goblins hidden in the ruined Ritterskeep castle. Just kill them all

>Please roll 10d6 again assigning actions to each hero, thank you!
>>
Rolled 5, 1, 3, 2, 5, 5, 3, 4, 2, 5 = 35 (10d6)

Sing a song.
The dog I met on Rinsey Heath
Had coal-black hair and crimson teeth.
And said 'Good morning!' like a man.
But trotted after when I ran.
'You'll have to stop!' he called to me,
'The left or right -- which shall it be?
'You have to make some sacrifice
Before you pass -- so throw the dice!'
The dice lay still. The sun went out,
And in came Darkness, fear and doubt.
The Black Dog ate my pleasured eye;
The one he left could only cry.
Though when I looked the dog had fled,
I heard a distant voice that said:
'You chose to keep the jaundiced eye,
Rejecting childhood's cosy lie.
'The game is up, the dice are toossed,
The sham exposed, the vision lost!'
>>
(QM: I really liked this artwork >>5485274 anon, I tried googl images and tineye to trace it but could not find it unfortunately. Where is it from?)

Yazdegerd the Wizard has broken out into a deranged rhyming song ( >>5485525 ) You wonder whether the Ancient Rite he unleashed earlier has unsettled his sanity a little...

You can see a strange limping figure in harlequin attire and a plumed cap idling in the courtyard beneath you. He appears to be tuning the pitch of a stringed guiterne, or lute of some form. When he turns his face, you can see the man has no nose.

(Perhaps you recognise this pitiable figure?)
https://archived.moe/qst/thread/5265138/#5271470

Around him you can see the nomadic men of the Far Steppe who appear to be waiting for some sort of song from the miserable and mirthless musician. Mingled amongst them are goblins, orcs and trolls.
>>
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One of them, a Great Khan, steps forth and slaps the noseless musician on his back:
- Cheer up, Noseless Arbeau! Why not give us a little song? Surely you can spare... just one? Just remember not to sing through your nose!

(The men of the Steppe guffaw at this. Arbeau The Noseless stares at his lute in sadness)

The Great Khan looks at the bard mischievously.
- Say, do you know which people make the best slaves? Now some would say without hesitating: The Elf. Their bodies are so delicate and alluring! But they are very arrogant and difficult to break. Others prefer the hardy Dwarf, but they are too stubborn and hold fast to grudges and mistreatment. I would not relish a pickaxe in the head when I least expected it! There are of course many creatures who could serve a whole manner of different uses and purposes... get it? A "hole" manner of uses?

>QM: write in if you want to reply to the Great Khan's question

write in what you would like to do; some of the options here >>5485518 may provide you with some ideas, or suggest your own. You can also try to move around the ruined castle,
>>5485496
but your intentions may be questioned or challenged.
>>
>>5485571
Suggest that the answer is a goblin, because they're used to it, or a troll, because they think they are actually winning by binding themselves to you and needling you.

>>5485518
Then, having answered the Khan as a bive, dosplay our half-goblin 'Elf Prince' in her (his?) BDSM armor. We're clearly here to trade thisbvery nubile and OBVIOUSLY high-grade slave, so let us in!
>>
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>>5485579
A sudden ingenious idea has struck you. These nomads, the Khurultai of the Far Steppe, trade and deal with everything and everybody. You could pretend to be traders! Slave traders! You already have this angry goblin princess chained up -

Gulshara screams: You will address me as Prince! I am a Beautiful Elf Prince! I bet you call actors "actresses" too. You are so ignorant! You have no familiarity with Elven manners, even the slightest understanding of courtesy and decorum. (Her feral bone charms jangle satirically). How dare you... try and sell me! I am going to escape, any moment now. I am just biding my time -

When you present this hysterical and screaming trophy Princess to trade and bargain before the Great Khan, his response makes your blood turn cold:
- My, this is a wild one! She will fetch a low price, for I can see we will incur great trouble domesticating her. It is a wonder that she has not scratched out your eyes already! But that armour she is wearing... (The Great Khan's eyes narrow shrewdly) ah, perhaps she can be put to some use after all. And you - you think that Goblins make the best slaves? (The Great Khan's face suddenly turns murderous, vicious) Look around you, you fool! We have sworn a pact with our green-skinned orc brothers. We will kill you now!

There is a horrible ringing metallic chorus, the synchronous unsheathing of steel. You scrabble in terror for weapons, eyes swivelling in panic upon their stalks for cover or escape. But you are surrounded by a ringed phalanx of curved blades. They say the Khurultai flay their victims alive...

The Great Khan laughs:
- That was a joke! Orcs and goblins enslave each other all the time! I have sold my own children into slavery. Because my loins are so fruitful, and my many offspring so stupid. Better they pay their debts of folly as chattel, than to die of exposure upon the winter steppe, eh?

The Great Khan shoves a bowl of fermented, curdled milk before you. He laughs heartily:
- Come, drink this! Now you may sleep with my daughter. It is permitted amongst my people. She is very ugly and barren, and will wither your manhood! (The Khan's face turns from jolly to murderous again) that was another joke. If you touch my daughter, I will flay you alive. (Recovering his mirth) But come! You have brought us a great gift. Perhaps the Troll King should meet you, he likes to know all the merchants and traders. Let us help you, give you the welcome of the Great Steppe. For what is best in life...?

>Write-in if you have any requests or questions for the Great Khan
(You now have permission as his guest to wander around the Ritterskeep, the castle seized by the Troll King. Gulshara and her armour are dragged away)

>Write in what you would like to do
>>
>>5485597
Use the charms of the elf to uncover knowledge if the whereabouts of the Troll King.

Recover Gulsara. Protest that she is a piece of high-grade merchandise (at least in her armour) and that we wish to present her for trade with the Troll King directly.
>>
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>>5485609
When you protest at seeing the hysterically screaming and struggling Gulshara being dragged from you, the Great Khan waves his hand dismissively:
- I see you have dwelt amongst the "civilised men" for too long. So suspicious, so untrusting! We are men of great honour here, we will not meddle with your merchandise, merely... inspect her, for safekeeping. Some of my men are a little restless though. They see that foolish Prince outside (referring to >>5485502 ) encircled by his strange coterie of maiden knights - what sort of man cowers behind an armed woman as a lady protectress (the men of the Steppe guffaw again in unison, the Great Khan raises a hand to quieten them) - so, it is as I say, the men see this and are offended. They say we should judge him by the old way of the Steppe, the Conqueror and the Great Dark Sky (Skallagrim the Barbarian understands this as: kill him and take his women). What say you, eh? The Troll King has commanded this Prancing Prince be left unharmed, for his entertainment...

You wonder if there is an opportunity here. Could you meet with the feeble and cowering Prince Searlas the Meek outside?

Before he returns to his yurt and encampment within the walls of the ruined castle Ritterskeep, the Great Khan offers you some final words of advice:
- Perhaps I should answer my own question. What sort of people make the best slaves? The answer, I have found, in all my dealings with the so-called civilised men -

The Great Khan scratches his face thoughtfully. You see that his hands and arms are criss-crossed with many scars, gashes and sword wounds.

The Great Khan continues:
- The best slaves are those who cannot see their own chains.

QM: Please see the map for the courtyard in your vicinity.You can also consult the overview maps here
>>5485496
>>5485496
if there is a particular location or feature you wish to investigate. The entourage of Steppe nomads has mostly dispersed alongside the Great Khan; Noseless Arbeau is still gazing sadly alone at his lute strings though. You can also attempt to look for other traders or merchants etc.

I wonder where that Arrogant Peacock went, Saorlai The Elf wonders, as she winces and clutches her concussed chest in pain (3/8 hp).

(The Great Khan has departed to his private tent quarters in his yurt for the time being).

>Write in what you would like to do.
(QM: if you wish, you can meet the Troll King immediately, or look around elsewhere etc)
>>
>>5485624
>Let the elf go try to find the peacock
>The three men can go meet the troll king and try to trade one princess for another
>>
>>5485664
>The three men can go meet the troll king and try to trade one princess for another

True to his word, the nomads of the Great Khan Of The Far Steppe have Gulshara bought before you for an audience with The Troll King, Ilunn Moonmusk.

They have even tried to anoint her with incense and fragrant oils, freshen her up a little... Gulshara pouts at this "mistreatment", but does not seem altogether too displeased. She is now attired in an ornate embroidered needle-lace gown, cinched so tightly against her waist, that you can almost hear the panting breathless murmurings of her fluttering heart, pleated folds of silk pulled loose over her cradled breasts yet taut across parted thighs. You catch the tingling exotic scent of Black Myrrh, an exaltation of perfumed desire misted over her bared neck and throat.

The Chains Of Castigation, the cursed armour, however, is nowhere to be found.
>>
The Troll King, Ilunn Moonmusk, gazes disinterestedly as you approach. You see goblin archers flanking him on either side of the gate where he squats, grotesquely fat with belly distended, slobbering a little from the side of his mouth. There is also a curious goblin shaman to his side, and doubtless many more goblin archers and orc warriors hidden in recessed alcoves and the shadows.

You also observe many kegs of black powder, gunsulphur, treasure chests and weapons heaped here, the Troll King's pillaged and looted hoard. In particular, you notice an ornate heavy crossbow - some form of wallarmbrust, alongside a peculiar humped firearm, that seems to possess a cyclindrical drum before the barrel. You can see many many more armaments stacked alongside these.
>>
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The Troll King utters imperiously:
- The Khan says you are traders, but our goblins and orcs have never seen you; we do not know you. How do I know you are not impostors or spies sent by that snivelling human wretch, that Prancing Prince, Searlas The Meek, cosseted and spoilt by those palace-dwelling decadents of the Imperial Reichskloster? Long have they tormented my people, and even your kind (the Troll King glances at Skallagrim the Barbarian) those that embrace The Wild, and curse The Oath And Light. You say you wish to bargain with me! Exchange one Princess for another! (The Troll King laughs). I have not taken his Princess. This castle was ruined and in despair long before we "resettled" it. You see what a fool this Prince resembles - it is through his own folly and decadence that he has allowed his own land to fall to ruin, dwelling far from it in the spoilt palaces of Berceuse, even as he sends his peasants to war against orc and troll on his behalf. The strong do what they will and the weak suffer what they must! Yes, we killed those that resisted us. But you see we spare and trade with those who embrace us! I tire of this Prince Searlas. Go and deliver this message to him, that he pleads for his Princess in vain, witness his grief... and kill him afterwards! I want to savour the look of disbelief upon his crying dead eyes, for this is what the Troll hungers after!

As you are contemplating your reply, you can suddenly see a diminuitive figure struggling to push past the Troll King's guards in the distance. He appears to be a small, soaking wet creature, shouting:
- Let me through! I know the truth about these..."traders". The Troll King must know what they did...!

(QM: see the map for the identity of this mysterious, drenched informant)

>Write-in what you would like to do
>Roll 10d6
QM: you must also decide whether to accept or reject the Troll King's proposition
>>
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>>5485569
>Where is it from?
hallelujah anyway by patrick woodroffe.
>>5485730
>Moonmusk
This castle is twitter?
Don't accept his request.
Find prince Searlas and take him away from this, maybe try and find another "civilised" location.
>>
(QM: Thank you very much for that art recommendation by Patrick Woodroffe, kind anon! That surreal and dreamlike aesthetic is very reminiscent of OSR styles! Perhaps you have received a vision of what is to come...

Also, if I have correctly surmised your intention: was this song poem here
>>5485525
an attempt to regain hp for the wounded Elf Saorlai, as I mentioned at the very beginning of this quest, ie sing a song to boost morale / gain temporary health etc? Sadly this time a cannonshot backblast cannot be cured through the power of poetry alone...! But do not be discouraged, snippets of song-poems and quotations may still have an effect, it all depends on the timing!)

>Moonmusk
hehe

...
(Meanwhile... as we rejoin the wounded Saorlai on her search for that elusive Arrogant Peacock...)

It is so obvious. An exotic bird such as a haughty peacock must belong to the menagerie of the Highborn, for who else could afford to countenance the upkeep of such infuriating and condescending creatures? Highborn! With their servants, of course. This annoying Arrogant Peacock must be able to lead you to his owner...

Amidst the noise and bustle of the inner keep of this ruined castle, the bustle of traders, orc, goblin and men alike, you suddenly hear a peculiar honking noise - eh-yow! eh-yow! Like a honk combined with a yelp. These strident yet mournful calls lead you to an unusual woman, who is cradling the fugitive and baffling bird...
>>
Lady Gracelyn Scantgrace
She has blue eyes like a fleeting glimpse of azure sky caught in a deep well of heartache. Lady Scantgrace is attired like a corsair, a sash and rapier at her side, skin sun-freckled and kissed like honey warmed in summer.

Now she is cooing softly to the peacock, caressing and pampering it as she whispers:
- How kind of you to return to me, O noble Rhadamanthus! I knew you would not abandon me. Your presence here must signify the most unwelcome arrival of... that Prancing Prince. Well I will not be returning with him to his hated court, and his... ridiculous Dowager mother. But Searlas possesses a sky galleon, a kiteship paravane! It will be our escape away from him, once we stow away and cast her adrift...

>Write-in what you would like to do.
>Please also roll 10d6
For instance, you could
- ask the Lady Scantgrace some questions (why does she hate Searlas?)
- help her escape from Searlas, by stranding him here as she escapes on his sky galleon
- Rejoin your party and inform Searlas you have located his beloved (betray Lady Scantgrace)
- Attempt to steal the sky galleon for yourself

- (The Wizard, Dwarf, Barbarian before the Troll King's court)
>>5485730
You have rejected the Troll King's offer. You may soon feel his displeasure...
You should consider how you might deal with this unwelcome intruder, Lench the Drenched Goblin,
>>5481766
>>5482478
extricating yourself from any accusations from this goblin witness who appears to have returned after enduring an unpleasant dunking by your hand in the cavern river...
>>
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QM: I will use this as a reference for the sky galleon owned by Prince Searlas. Please just imagine that the sea is the sky, hehe. The sky vessel is berthed in an area far leftwards beyond the bridge where the Prince stands in the map here
>>5485496
or from this angle, diagonally down southwest:
>>5485500
>>
Rolled 1, 2, 5, 2, 4, 4, 3, 4, 6, 1 = 32 (10d6)

>>5486020
>Elf: reveal yourself to the princess and offer your aid in her quest to escape, provided she gives you some token in exchange that could prove you liberated her
>Barbarian: hold up the platypus skull, and repeat back the Troll King's words -- the strong do what they will, the weak suffer what they must. This goblin deserves no sympathy.
>Wizard: Prepare to cast a teleport spell to escape
>Dwarf: move to guard the wizard
>>
Rolled 1, 2, 5, 2, 4, 4, 3, 4, 6, 1

Elf Roll: Charm +1 (persuade the princess to offer you aid, give a token etc.)
1 + 2 + 1 = 4 < 7 (oh no)
Well, you will just have to trust the word of a Highborn. Gracelyn is probably a trustworthy sort, not like she would stab you in the back or anything. But right now, Lady Scantgrace looks like a pirate.

Barbarian Roll: Charm -1 (Persuade the Troll King to offer no sympathy to the goblin...)
QM: for your clever use of the Troll King's own words back against him, I am giving you a +1 setting the modifier to +0. So
5 + 2 + 0 =7 >=7, it succeeds, but only just... will this be enough to invite the Troll King's mercy?

Wizard Roll: Will spellcasting (modifier reduced to +2 due to fatigue; prepare a teleport spell)
4 + 4 + 2 = 10 >=10, this is another strong success! You will invoke a strong and unique ancient rite, lowering your next spell modifier to only Will +1 ... Yazdegerd is starting to feel very exhausted now. Note also, by invoking teleport as a strong rite - that spell will be irretrievably lost.

Dwarf Roll: Instinct -1 (move to guard the Wizard)
3 + 4 - 1 = 6 < 7 (oh no! Maybe a stocky Dwarf is just not tall enough to fully shield a lanky weird wizard man...)

QM: Thank you very much for playing today, a lot of interesting actions, suggestions and recommendations from all the anons! I encourage everyone to be as bold and daring as possible. I will reveal the effects of all these rolls and update the map tomorrow!
>>
Not only is Lench, the Drenched Goblin, completely sodden from his thorough river dunking, and bruised from head to toe from being knocked about and swept away in the waterfall cavern - but this goblin is also hopping mad with indignant fury...
- THEY DUNKED ME!!! Several times! I was so brave, I revealed nothing during this brutal torture, Your Majesty! Nothing of the secret bargain you are trying to make with... I mean, nothing! Also, they killed your orcs! Who were unarmed! They killed my... (Lench suppresses a sob) ... my only friend, my furry duck companion, Sir Mallory Duckles. And they stole your gift, that... insane half-goblin woman who thinks she is an Elf. And now these treacherous thieves and murderers and torturers and liars are trying to trade you back your own merchandise, stolen from you! Please, please... punish them, Your Majesty!

The Troll King listens to this tale impassively. You have a feeling that he requires much greater tales of abasement and suffering to satiate his troll appetite, and that this pageant and litany of grievances does not suffice to amuse him adequately.
>>
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As the Troll King's gaze turns to you, Skallagrim the Barbarian steps forward and makes his petition... perhaps your conversation with the Great Khan Of The Steppe has awakened a curious eloquence in the Barbarian's untamed spirit, for those who have dwelt long in the wilderness have long guarded their ancestral memory with only the gift of storytelling, their wits and cunning ways with the spoken word.
(QM: Skallagrim acts as described here)
>>5486028
>Barbarian: hold up the platypus skull, and repeat back the Troll King's words -- the strong do what they will, the weak suffer what they must. This goblin deserves no sympathy.

As Skallagrim concludes his eloquent oration - even Lench the Goblin is now looking a little confused, and unsure of himself - you see the Troll King's eyes squint and recede a little, squelched between his bulging flabby brows. You can see he is flattered, yet simultaneously his vanity is troubled, for he had thought the Barbarian to be dim-witted indeed.
>>
You wonder if the Troll King, Ilunn Moonmusk, prefers to surround himself only with the company of lesser intellects, goblins and orcs, in order to feel the greater distinction of his own cleverness and stature amongst them.

After a long pause, during which you observe a pantomime of murder, torture and an errant stray thought of mercy flitting over the bloated Troll King's visage, Moonmusk delivers his verdict:
- Well spoken, for a wild man! I can see that you, Barbarian, possess the strength of a warrior... You, and you alone, I can use. But the rest... this scrawny Thunder-Caller, this mattock-wielding Stubborn Son of the Mountain, and this demented half-goblin captive "Princess"... they shall be condemned to torment.

Take them to the Tower Of Vultures, where chattering carrion-crows can peck at their eyes, and offer their flesh to Mahiragula the Conqueror, the Great Dark Sky...!
>>
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Before a horde of orc guards can emerge to seize your companions, a curious, iridescent swirling clouds the eyes of the Wizard Yazdegerd, as a milky blindness descends.
>>
The Wizard sees a tunnelling pillar of fire, a flaring column of fragmented worlds swirling in broken fragments around the Black Eclipse Of The Sun. He sees Places, People, Possibilities... the Old Names. A mysterious bird hieroglyph, the blue of lazulum or lapis lazuli. The Wizard sees the meaning of the Old Names... The Journey Of Eyes.
>>
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What his companions see is the rush of the abyss, a fall into a pit of a thousand colours.
>>
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QM: As you rolled a strong success, Yazdegerd The Wizard calls an ancient rite: the Journey Of Eyes, effectively a teleport portal direct to the sky galleon of Prince Searlas. Somehow this strong success opens a pathway for Saorlai The Elf, Lady Scantgrace and her beloved peacock Rhadamanthus to rejoin the party too!

Yet there are a few complications (please see the overview map)

- The Troll King and some goblin archers, together with Lench the dunked goblin and the Troll King's Shaman have been pulled in as well

- Perhaps because you tried to teleport a split and regrouped party, there are now two branching exits from this astral pathway... which one leads to the sky galleon?

- Yazdegerd is very fatigued and struggling to maintain his concentration whilst in this astral gate. Any action he takes is at 2d6-1 (no modifiers). You can actually still try and cast attack spells, but it will be at 2d6-1

- The Troll King's hp is 30/30. If blubber and fat counts as armour, he would have a lot of it... but he is effectively unarmoured. Three strong attacks (ie rolls >=10) will outright kill him, but you need to bypass his archers first. You can also attempt to physically shunt the Troll King off the narrow astral teleportation path of shattered castle ruins. This incurs a Strength check at -3, because the Troll King is so fat and blubbery; he also emits slimy nauseating smells

- Princess Gracelyn / Pirate Lady Scantgrace can help you attack. She possesses a rapier (Instinct weapon) and the following attributes:

8/8 hp
-1 Strength
+1 Instinct
+0 Will
+2 Charm

She cannot cast spells.

- The Goblin Archers and Shaman all have hp 6/6, the same as Lench
>>5481766
They are dazed by the sudden appearance of this portal and astral pathway, so you get to attack first.

>Please write in your actions assigned to each hero; I will process them in the order provided, thank you!
>Also, please roll 14d6 this time!
You can see the possessions of the heroes here
>>5484738
>>
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QM: Just a slightly closer zoomed view of the battle. The two portal exits out of the astral path are 1/ behind the Troll King and 2/ directly below him in the screenshot. Goblin arrows and spears here do up to 1d6 damage (lower of their 2d6 roll for Strength or Instinct checks, as they are dazed).

You are not too sure what form the attacks of the Troll King and his Goblin Shaman might take.
>>
>>5486501
Tell the Troll king he mustn't attack. The gate plane is fragile and if the wizard loses his concentration, the results could be disastrous. Try to get him to leave via one exit while taking the other.
>>
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>>5486549
Which character will attempt this anon? It is a Charm roll, 2d6. I think you need a very strong success to persuade the Troll King to this course of action...
>roll 2d6

You can also plan out your other actions or attacks here (if that Charm roll fails). Please roll 14d6 in that instance, thank you!
>roll14d6
>>
Rolled 6, 4, 4, 1, 4, 2, 1, 1, 4, 5, 1, 1, 5, 6 = 45 (14d6)

>>5486569
Elf.
>>
>>5486569
>>5486499
Agreed. Elf can make the argument. Barbarian can protect the wizard. Dwarf and Pirate Princess can ready to attack if negotiations fall through (aim for Moonmusk!), and Dwarf can secondarily be wrangling the Anger Princess.
>>
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>>5486800
>>5486809
>Rolled 6, 4, 4, 1, 4, 2, 1, 1, 4, 5, 1, 1, 5, 6

Elf Roll: Charm +1
Persuade The Troll King to leave
6+4+1 = 11 > 10
Wow, somehow she does it! I think the Shaman leaves as well alongside The Troll King, this is a very strong result. I will roll a morale check for Lench and the goblins, it will be tilted heavily in your favour.

Barbarian Roll: Instinct +1
Protect the Wizard
4+1+1= 6
Oh no! The Wizard is just too gangly and he is fidgeting and waving his arms around! However, if any goblins remain hostile after my morale roll for them, they may not necessarily target the weakest; goblins become much less tactical in the absence of leadership holding them together. Hostile goblins will fire at random targets, so Skallagrim may not need to act as a muscular human tower shield!

Dwarf Roll: Strength +2
(I will just interpret this as attack any hostile survivors)
4+2+2 = 8 > 7
It is a slight success. And let us see what happens with the fearsome Pirate Lady Scantgrace...

Pirate Lady Scantgrace: Instinct +1 (Rapier attack)
1+1+1 = 3 < 7 (Oh no!)
This is the worst result imaginable; Lady Scantgrace is aptly named.

Here is the goblin morale roll:

1 Shocked by the betrayal of his former liege the Troll King, Lench the Goblin alongside all goblinkind swears undying revenge against Trolls, Shamans, Elves, Dwarves, Barbarians, Pirates, Wizards, Half-Goblins, Peacocks etc. With a cry of defiance, screaming to avenge his beloved platypus as tears stream down his agonised green face, Lench hefts his spear and charges at you as the archers loose their arrows...

2 Only 1d3 goblins join Lench on his suicidal endeavour

3 It is just him on his own. You killed Lench the goblin's only friend.

4 The goblin archers try to comfort Lench as he collapses in frustrated tears and bawling

5-10 The goblin archers simply leave as Lench wilts in despair

11 The goblin archers decide to shoot Lench instead as they perceive him as being responsible for their current predicament

12 The Troll King accidentally sits on Lench as he waddles towards the portal exit; the goblin is instantly pulped by a mountain of flatulent troll rump descending upon his face. The Troll King then belches contentedly afterwards.

Here are any potential random archery targets:
1-2 Skallagrim the Barbarian (he is big)
3 Tharfish the Dwarf (he is small)
4-5 Yazdegerd the Wizard (he is gangly)
6-7 Saorla the Elf (she is injured already...)
8-9 Gulshara the Half-Goblin (she is angry)
10-11 Pirate Lady Scantgrace (she is disguised!)
12 Rhadamanthus the Arrogant Peacock (He is most displeased)

I will roll
1d12 for the goblin archer reaction
3d12 for any potential targets (up to 3 goblins may or may not loose their bows)

so total 4d12
>>
Rolled 4, 4, 12, 1 = 21 (4d12)

>>5486844
Here is the reaction and potential targets roll...
>>
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>>5485518
A contemplative, yearning voice murmurs:
- So many secrets dwell here in the Void; I can help you learn of them. Yet I thirst... the thirst is maddening...

In her haste to prove herself worthy of her disguise, Pirate Lady Scantgrace eagerly steps forward and brandishes her rapier... and accidentally cuts herself across the arm as she draws the lengthened blade.
-1 hp, 7/8

All of a sudden, upon what had been a plain white bone goblet, a skeletal face appears, glancing hopefully at Lady Scantgrace and the seeping wound upon her arm...
>>
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>>5486800
>>5486809
>>5486844
>>5486847
QM: hehe, so this clever nonviolent solution
>>5486549
has essentially resolved this situation amicably. The Troll King and his Shaman alongside him will both depart in peace as they do not see any gain from fighting over the injustice suffered by Lench the Goblin.

The remaining archers will comfort Lench, they will not fight.

After the Troll King leaves they will drag him away through another portal - unless you stop them. You have an opportunity here to just kill them all outright here in the Void, the astral path (out of sight of the Troll King).

After that, you may choose to leave through one of the two portals, which one? Left or bottom?

Unfortunately, because you did not fight the Troll King, you missed the chance to loot his treasure for massive amounts of attribute points (described here >>5485725 )

However, because of the inventive decisions and suggestions made by all players, I will award you the meagre +1 skill point for only a single hero. So your choices are now:

>Decide whether to slaughter all the goblins, Lench and the archers, as they are comforting each other here in the lonely astral path of the Void where there are no witnesses
(no roll required, you may describe which heroes do this grim task)

>Well if you are going to draw blood, why not... feed some of it to your treasure, the Skull Chalice? Four helpless goblins could be a good start...

>Decide which hero should receive the meagre reward of +1 attribute points. Currently, Yazdegerd the Wizard and Saorlai the Elf each possess +1 unused point. If you wish to upgrade an attribute please see the rules here. You can also sacrifice an attribute point for a permanent +2 health, and a full status / restore one-time heal back to max hp (spell fatigue also cured)

>Decide which portal exit to take, straight across or down?

>Write in any other actions etc. Please assign them to a hero, and roll 2d6 for each action, thank you!
>>
>>5486868
Sacrifice the skull point on the sootfaced lady who used the cannon.
Do not kill the goblins.
Can we examine the portals for any clues? If none can be found go down.
>>
>>5486868
>Give the skillpoint to the elf
>Spend the wizard's skill point to heal his spell fatigue
>Spare the goblins
>Collect the Pirate princess' blood in the skull chalice to get its advice on which portal to use
>>
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>>5486887
>go down
QM: I was actually quite interested in seeing what you might try to do here with the portals - if only you had not lost the rope at the cliff jump, or even just looted back a free rope lol from the wheel winch after killing the Guillotine Knight etc, maybe you could have tried throwing out the rope and reeling it back in etc.

But somehow you randomly guessed it correctly, so I do not have to make a Very Unpleasant Roll (disappointed evil GM face)

Ok, Saorlai the Elf gains a full heal and status effect restore, and a permanent +2 max hp.

The party formation and status now looks like this.

1. 11/12 Skallagrim the Barbarian
Maul, Platypus Skull / Rhynchus Amulet
-1 hp from consuming an innocent platypus

2. 7/8 Pirate Lady Scantgrace
Rapier
-1 hp from eagerly charging into battle... and cutting herself

3. 10/10 Tharfish the Dwarf
Pickaxe/Mattock

4. 6/6 Yazdegerd the Wizard
Hooded Lantern
Fatigued from unleashing Greater Ancient Rites:
Sorrow That Throws The Mountain
(spell expended. Can no longer use Silence)
Journey Of Eyes
(spell expended. Can no longer use Teleport)

Fatigue now impairs spellcasting AND all Will checks; Will modifer at only +1

still +1 points remaining unused

5. 10/10 Saorla the Elf
Wheel-lock pistol, loaded
- lost Rope/Hangman's Knot, failed leap over cliff edge to reach cannon
full heal from use of attribute point, max health permanently +2
still +1 points remaining unused

6 ?/? Gulshara the Half-Goblin
wearing an Alluring Dress
>>5485724
- lost Penitent Armour, Chains Of Castigation

7 ?/? Rhadamanthus the Arrogant Peacock

QM: I should also ask, which hero possesses the Skull Chalice treasure? Just in case you are separated or horribly killed hehe. But I have a feeling the sinister voice can reach across distances, regardless of who is holding it, so long as the listener possesses a skull...

You are standing on the main deck of the sky galleon of Prince Searlas.

It appears completely deserted and unguarded.

The sky galleon is moored to some form of tower, which appears indistinct to you. Something that you notice is that this Sky Galleon is in a very poor state of disrepair - perhaps Prince Searlas is in truly dire pecuniary circumstances, after his Mother Carmillian fell out of favour with the Court in Berceuse (perhaps you could ask Pirate Lady Scantgrace about this?) You can also explore lower levels, climb the Crow's Nest, assign tasks etc. Unless otherwise specified, Lady Scantgrace will insist that her peacock Rhadamanthus and Gulshara stay on board this vessel, which she now declares as under her command, and also belonging to her, because of course she is Highborn, and also a pirate.
>>
>>5486919
QM: ah I missed this did not look to refresh lol. So in this case, Yazdegerd the Wizard hp is raised permanently to 8/8. He is fully restored and Will is back to +3, however remember that Silence and Teleport spells cannot be used. But perhaps a certain... Skull-shaped friend can teach you a way around this...

(Collecting blood from the seeping wound of Lady Scantgrace may disturb her. Which character dares attempt this? Roll 2d6 and describe how you approach this, guile, stealth, coercion, trickery? etc)

>Write-in what you would like to do. You can explore this sky galleon a little, eg search for supplies, try and work out how to fly it, or explore the mooring tower surrounding area etc. You can also ask the NPCs questions.
>Decide which hero possesses the Skull Chalice (or is it the other way round...?)

The levels of the ship are
Crow's Nest (peacock here)
Upper Deck (you are here)
Gun Deck
Storage / Lower Deck
>>
Rolled 2, 5 = 7 (2d6)

>>5486933
>>5486937
>Wizard: approach Pirate Princess, attempt to bargain for blood, claim (maybe truthfully?) that this artefact and her blood could work together to strengthen his magic for HER ultimate benefit
>Dwarf: affect repairs and make recommendatiosn while exploring ship
>Elf: Get to know Pirate Princess better, learn her circumstances, deduce if there is there a reward in it for us to get her home or to her prince
>Barbarian: Flirt with Angry Princess, as per alluring dress
>>
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>>5486954
Ok, I will incorporate these choices into the map update for tomorrow!

In the meantime, here are the lower levels of the ship.

Please could you
>roll 8d6 (Dwarf, Elf, Barbarian actions, and also another thing I need for the ship)

If you like, you can also try to imagine an extremely witty and clever appropriate sky galleon name. But Lady Scantgrace may be displeased if your name does not agree with her (of course she wants to name it after herself, or maybe her beloved peacock). I will leave this one open for all players to discuss...!

Thank you very much for playing today, and all the interesting choices!
>>
Rolled 1, 1, 2, 1, 6, 1, 5, 5 = 22 (8d6)

>>5486989
Ship name, Witty beauty?
>>
>>5486989

The Scant Chance, perhaps?
>>
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Rhadamanthus the Arrogant Peacock gazes upon the deck beneath with a haughty, disapproving beady eye - already there is an atmosphere of mutinous misrule.

Gulshara is quarrelling with Gracelyn, who is sternly reproaching the angry half-goblin:
- You will address me as 'Pirate Captain Lady Scantgrace! And if you dare mention Elves again, or even so much as cast an insubordinate scoundrel glance upon my beautiful pet, I will have you... walk the plank! Do you know what that means? On a skyfaring vessel?

The enrages Gulshara replies
- But you are deluding yourself! We are so close to the Sanctuary of my people, the Elves! Why do you want to hide out in the desolate wastes of the desert, The Dead Land? And this "City Of Scars" you mention, upon the Corpse Shore, Nastrond... the clue is in the name! It can only be a den of iniquity, some hideout for horrible murderers and cut-throats and thieves and slavers. Why do you want to take us there, when we could be drinking honeysuckle nectar and petal dew from the tender kissable lips of beautiful Elves?

Lady Gracelyn Scantgrace replies irritably, as she struggles to keep her temper and command:
- You are not an Elf! Not a princess! If you were Highborn, you would know that the Beauteous Beldame Of Berceuse has issued a dread proclamation, that all Elfes have been declared Ugly in the eyes of the Oath And The Light. I heard some traitor Elfe spy insulted the Beldame, but it must really be because she cannot bear the thought of anyone being more beautiful than her. The Church Of The Oration will kill any elves on sight, just as they treat all abominations and otherkind. And with good reason too, for the Elves of Irminsul and the Skraeling Tree in the Old Forest Of Idols are feral, completely given to the Wild! Were I to follow your counsel, we would all be quartered and hung in pieces scattered across the forest! Just as you will be, if you mention Elves again!

You think Gulshara and Pirate Captain Lady Scantgrace are almost on the verge of blows, or perhaps tearing off each other's clothing and wrestling.
>>
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But just as this is about to occur, the Wizard Yazdegerd interrupts helpfully:
- I have it! I know the Name! This ship shall be Named... The Titty Beauty! No! Wait: witty, witty! Witty Beauty! Also, my dear Lady Scantgrace, would this be a convenient time to collect some of your blood? Not your menses, just ordinary blood. Any chance at all?
>>
Seeing the oiled and muscular form of Skallagrim hulking silently nearby, Gulshara declares spitefully at Lady Scantgrace:
- How come you get to be captain, anyway? Just because you say you are Highborn. How do we even know? Oh you think you are so rich and beautiful and clever and well-mannered. But during that last battle all you did was fumble and cut yourself unsheathing your sword! You are not even a pirate! All you do is sit around moping and feeling beautiful and miserable and mistreated by everyone, and then you go stroke your peacock! And your peacock is Ugly! You, Lady Scantgrace, will never experience this (the half-goblin Gulshara snatches at the astonished Barbarian, and gives him a long intense kiss...)

(still kissing...)

(getting a bit breathless now...)

(they are still kissing; the Wizard Yazdegerd opportunistically pilfers the blood-soaked wounded rag from Lady Scantgrace's arm whilst she is distracted...)

Still kissing and fondling each other passionately, Gulshara begins to drag Skallagrim to some nearby hammocks, as Lady Scantgrace storms off in disgust.
>>
In the decks below, as he is inspecting the condition of the ship with an expert eye, Tharfish the Dwarf reminisces over his days as helmsman aboard a Sky-Whaler, as he begins to hear a rhythmic pounding and moaning hammering interspersed with the occasional girlish squeal likely originating from the sleeping quarters somewhere nearby.

Knowing these noises not to have arisen due to any impairment in the condition of the skyfaring vessel, Tharfish the Dwarf contemplates the task at hand.
>>
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Here at the edge of The Old Forest Of Idols, the Warguild have scattered wind-spires and cannon-towers upon chokepoints and mountainous thresholds all along the borders, so that any errant privateering sky vessel captain not bearing a Letter Of Marque and Reprisal will be unceremoniously shot down.
>>
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But once past this Warguild blockade erected and enforced by the East Galernese Trading Company, out in the desolate wastes of The Dead Land a sky carrack cannot be challenged by any authority. Though some survivors speak of far worse things, things afeared by even the Warguild, that hunt through storms over the rust dunes and ruins...
>>
Through the East Galernese Trading Company, The Warguild have also strictly stipulated that all eligible vessels must bear working cannons, as a defence against piracy from other sky vessels that also bear working cannons. The Warguild trades in cannons. You wonder if there is some war profiteering occurring here. But for a vessel of this size, you think the minimum requirement is likely twelve, not counting bow and stern chasers or swivel guns.

QM: The ship is currently in a tremendous state of disrepair. Please bear with me as I upload some of these options -
>>
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1/ Swivel Cannon
The only omnidirectional weapon, as broadsides, bow and stern chasers all require the ship to be oriented to the target first. This is the best pure offensive weapon
>>
2/ Harpoon
Can reel things in, and the grappling hook enables strong early boarding. The harpoon unfortunately does negligible damage to the hardwood timbers of any sky vessel
>>
3/ Catapult Crane
Used to fling a versatile variety of items at targets, and the trebuchet arm and counterweight serves as a manoeuvrable crane hoist. Can also be used for boarding, (ie launch yourself from the crane arm), but very dangerous.
>>
4/ Barrage Balloon
Useful for both surveying and sabotage, as the trailing rigging and cables can entangle ships. It can be charged with explosives or flammable gunsulphur (QM: effectively a mine-layer in the sky)
>>
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5/ Trawler Nets, and Rigging
Used for fishing and ensnaring wildlife, sustaining vessel supplies and also provides a small bonus to durability and repair of rigging and driftsilk sails.
>>
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6/ Reinforced Prow, and Ram
A combined ship hull armour and ramming improvement. The ram is completely useless at long distance.
>>
7/ Windmill and Kite Vanes
Propellers and glider paravanes that greatly increase turning and manoeuvrability for a sky vessel
>>
8/ Lightning Rod (Coil, Pylon and Battery)
Defends against storms and the maelstrom. As a last resort can be discharged as a weapon, but there is a great risk of fire. Lightning is valuable, and can be harvested!
>>
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9/ Telescope
Cannon broadsides are useless if you cannot see a target. This will also aid your observation in adverse weather, storms and mist
>>
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10/ False Flag
Disguise the insignia of a sky vessel. Can be used to manoeuvre close for an ambush, and bypass blockades or checkpoints. However, it becomes useless if you are boarded and inspected.
>>
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Rolled 7, 10, 9, 8, 10 + 50 = 94 (5d10 + 50)

QM: choose as many of the 10 sky galleon outfittings as you desire - but there is a catch!

1/ Swivel Cannon
>>5487552

2/ Harpoon
>>5487555

3/ Catapult Crane
>>5487557

4/ Barrage Balloon
>>5487561

5/ Trawler Nets and Rigging
>>5487566

6/ Reinforced Prow and Ram
>>5487568

7/ Windmill and Kite Vanes
>>5487571

8/ Lightning Rod; Coil, Pylon, Battery
>>5487606

9/ Telescope
>>5487625

10/ False Flag
>>5487626

Each ship tool or component chosen reduces the starting condition of the ship by 1d20 (that's right, 1d20 !! I will roll for this afterwards)

What is essentially occurring is that Tharfish The Dwarf is stripping the ship for timber and parts to repair these features. The ship begins at
50 + 5d10 % condition.

Too many and you risk starting with only wrecked timbers, or ruining the ship altogether!

The ship improvements help by providing certain modifiers in various conditions of weather or sailing phenomena. eg the windmill and kite vanes could help give a bonus to ship rolls manoeuvring between floating island cliffs, the lightning rod helps give a bonus against storms, etc. These events may be randomly generated during travel. You may still be able to attempt some actions even without a ship improvement, but there is likely to be a heavy penalty modifer, beginning at -1 to -3 depending on the situation. The ship components function the same as your attributes, beginning at +1, improving to +3 etc

If you are inventive, you can suggest a few ship features yourself (it will mostly depend on if I can find cool pictures for them hehe). But remember, the cost of each one is high at -1d20 ship condition. There will be the opportunity to purchase, manufacture or procure other ship features later.

>Write in which ship features you would like repaired by Tharfish the Dwarf. Afterwards, I will tally and reduce the ship condition by -1d20 for each one... choose carefully!
>>
>>5487663
Telescope and swivel cannon.
>>
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Rolled 11, 4 = 15 (2d20)

>>5487723
QM: rolling 2d20 to reduce the condition of the ship as Tharfish the Dwarven Shipwright salvages what he can from various ship parts, in order to repair the Swivel Cannon and Telescope.
You will gain a bonus to rolls whenever a telescope is needed. The primary ability of the Swivel Gun is being able to fire a shot in any direction, before an enemy sky vessel can turn and aim broadsides at you. The Swivel Gun is also useful when defending against boarding actions - but be careful you do not miss and overdo all the swivelling, and hit your own mast or sails by accident!

After you see the result of this roll, I will leave it open for a bit to see if any anons want to risk repairing any other ship features - remember, the cost is very high at this stage.

In the meantime I will also show you the surrounding area, the tower where this sky vessel is berthed. Hold on whilst I prepare those miniatures (it is complicated hehe).

>Write-in if you want to repair other ship features, bearing in mind you will risk the condition of the ship by a reduction of 1d20 each time!
>>
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QM: From the tower where the sky galleon is currently berthed, looking down you can see this overview of a bridge, another berthing tower, and a river crossing below.

You are situated in the Southeast portion, looking down upon the scene.

I will provide a zoomed-in screenshot of the various quadrants step-by-step.

But first, Tharfish the Dwarven Shipwright has some more bad news.

Not only do you require a Letter Of Marque And Reprisal, if you are to avoid being boarded or shot down by the blockade of Warguild cannon-towers, but the Dwarf has also discovered that one of the broadside cannons in the gun deck is damaged beyond repair.

This makes obtaining a signed Letter Of Marque nearly impossible, as you cannot meet the Warguild's skyfaring requirement of armament. So your tasks must be:
1/ somehow find or procure a replacement cannon, to meet the skyfaring vessel requirement;
2/ obtain a signed Letter, enabling your sky carrack to take flight without being shot down
3/ decide whether you support:
- Lady Scantgrace, and intend to navigate to the desolate sands of the City Of Scars as a hideout;
- Gulshara the Half-goblin, and intend to seek sanctuary with the Elves of the Skraeling Tree

Where can you find and procure a working broadside cannon? You think of the culverin that you fired at the Guillotine Knight... but that was more akin to a mortar, and cannot be fitted to the gun deck for broadsides.

As you puzzle over this difficult question, your thoughts return back to the scene below where you stand in the ship's tower berth.
>>
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Recall that your ship berthing tower is in the Southeast. To the Northeast, you can see a group of brightly dressed individuals, who resemble entertainers and performers from a carnival or circus. They appear to have had poor success attracting an audience. A mounted guard and a foot soldier are approaching them to drive them away.
>>
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Moving Northwest from top right to top left along the bridge takes you to another watchtower. You see a large crowd of peasants gathered in a disorderly queue; they appear mostly quite dishevelled, as if they had been fleeing from someplace. You can see some guards but these men are attired very differently to the mounted guard and foot soldier you witnessed accosting the circus entertainers. The Northwest guards are clad nearly entirely in black with sinister white beaked masks. You wonder if these are Witchfinders, of the Church of the Oration. Their leader here appears to be pointing accusations and gesturing violently at a figure carrying a lute, as if interrogating him. (QM: The tower here has several floors and tiered sections, it can be entered)

You can see that these Orationists appear intent upon questioning everyone in the entire peasant crowd, one-by-one, causing the queue over the river crossing bridge to grind to a halt.
>>
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Directly beneath this northwestern section is a ladder to the middle of the map. You see a lonely figure wading out of the river on his own. He is being challenged by one of the ordinary river crossing guards.
>>
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Finally, over a makeshift wooden bridge in the Southwestern section of the map, you see two ordinary guards, one mounted and one on foot. It is usually their task to oversee the river crossing, but with the arrival of the Witchfinder from the Church of the Oration, they are left idle by the delay and have nothing left to do.

Curiously, your high vantage point enables you to spy upon two mysterious hooded figures to the farthest west of the river here. They are crouched against the cliff and riverbank, and appear very furtive and suspicious in their behaviour. None of the guards have seen them.

>Write in any questions, and what you would like to do
>Please roll 10d6, thank you!
You can venture forth directly and explore the map yourself, or you can wait and observe to witness how events might develop.

Your gift of blood has pleased the Skull Chalice. It will offer you a rite named Whispering Fire, that will allow you to both speak and eavesdrop upon conversations within any area in the vicinity of a torchlit flame's illumination. (QM: this is the entire map - essentially grants you remote listening and communication).

ANY character may cast this rite, whilst holding the Skull Chalice, so long as they offer -1hp in blood to the chalice.

If you already guessed where to find a cannon, or who might know, write-in now.

If you already guessed a way to obtain a Letter Of Marque And Reprisal, write-in now.
>>
Rolled 2, 1, 6, 2, 2, 4, 4, 5, 3, 5 = 34 (10d6)

>>5487781
>Fix False Flag
>>5488019
>Support Lady Scantgrace for now, but attempt to discover if turning her over to her nation would glean a reward; if so, look to betray her at first opportunity
>>5488030
>See the guards under our false flag, and inquire about places to buy a broadside cannon.
>>
>>5488106
>See the guards under our false flag, and inquire about places to buy a broadside cannon.
Not sure that's a good. They may try to apply their laws to us.
>>5488030
Could we travel to the Palace of Berceuse and get a cannon from them?
>>
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QM: Tharfish the Dwarven Shipwright repairs the False Flag! I will roll 1d20 to reduce the condition of the ship further, as Tharfish scavenges what he can for repairs.

As you descend the mooring tower, you encounter the following scene across the river from you, where a bedraggled Searlas - entirely on his own and looking mud-spattered, befouled and dirty, is trying to convince a crossing guard:
- I am telling you, that ship belongs to me! Look, I have the Letter Of Marque to prove it! The Salt Rose! That is my ship, but I lost all my maiden knights and crew when I ran away from the goblins... I mean, when my traitor retinue all deserted and abandoned me! I am Highborn! I demand to be seen by The Oration!

The River Crossing Guard looks at the Befouled Prince Searlas sceptically:
- Well... these papers prove you are the owner of The Salt Rose. But that ship moored there is clearly named, the Titty Beauty. Look, you can see that bright, newly-painted lettering along her prow very clearly!

- The Witchfinder is very busy questioning these villagers. They have received reports of a rumour there is some Unsanctioned Mad Wizard roaming around, flinging forbidden rites at will, calling the thunder and the storm. This Mad Wizard must be very Evil, all know The Oration have forbidden all use of sorcery! The only description we heard is that he possesses a long beard, wears a silly hat and carries a strange Lantern. Have you seen this vile sorceror, by any chance?

- But if you have some other dispute or matter you wish the Witchfinder to address, I suggest you join the back of the crowd and queue there...

Prince Searlas The Meek weeps and screams hysterically in despair:
- But I am HIGHBORN! I demand to be seen! This is an outrage and disgrace! If only Mommy were here, O, such woe has befallen me!
>>
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Rolled 7 (1d20)

You have gained: Signal Rocket
Use this item to command whoever is onboard the Sky Galleon to open fire with the Swivel Cannon; remember that the Signal Rocket cannot be used indoors.

A thought occurs to you. As you chose the Swivel Cannon, a brutal approach might be, to stay within your sky carrack, tilt the cannon downwards on its pintle mount, and open fire killing indiscriminately everyone who tries to rush towards and ascend the tower mooring to stop you.

You could just do this now, with no warning. Or you could leave one crew member behind, capable of firing the Swivel Cannon when they see the signal as a last resort. This crew member must be either the Barbarian, Dwarf, Elf or Wizard; ideally someone possessing adequate Will and Instinct to target and operate as a Cannoneer. You can still use the Signal Rocket to call for artillery support if you do not leave someone behind, but then you must trust either Lady Scantgrace or Gulshara not to abandon you...
>>
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Ship Condition:
94 - 15 - 7 = 72 %
>>5487663
>>5487781
>>5488459
You possess: Swivel Cannon, Telescope, False Flag

As you explore the world and map, keep a lookout for treasure chests! If you manage to clear an area (either pacifying / killing all enemies, or somehow persuading them into letting you take the treasure or open it) you will gain attribute points or potentially ship improvements and other items! Some chests are hidden, I will not mention them unless you search the area where one resides - but it is best to do so when it is safe, or after you have secured the trust and protection of any guards etc (or killed all of them)

It also occurs to you that you should be on a lookout for additional crew for your ship. Having looked down from your sky galleon's mooring tower onto the crowd, who appear mostly as an immiserated rabble of peasants (refugees?) gathered awaiting interrogation one by one before the Oration Witchfinders, you doubt you will find them here... but you never know. You could do with a Cook, for instance! But for more experienced crew, you may need to ask around...

>Support Lady Scantgrace for now
>look to betray her at first opportunity
You astutely conjecture that the reason Lady Scantgrace disguises herself and seeks to hide amongst pirates is that there must be a Very Large Reward indeed for her capture. What exactly has she done? But you wonder if handing her in right now to these guards and the Oration Witchfinders might provoke too much attention, too many questions...

>Write-in what you would like to do. How can you get past this River Guard?
>Please also roll 12d6, thank you!
QM: the river is not too deep here
>>5488025
in the middle by Searlas and the River Guard; you can also try to wade over to this point,
>>5488021
and climb up to the Northeast, joining the circus entertainers and the mounted guard riding up to them, behind the crowd and queue of villagers and peasants awaiting questioning by the Witchfinder.

>>5488422
QM: I just saw this. You can attempt to just break free of the Blockade by flying away on your sky vessel right now, without the required Letter Of Marque And Reprisal and also without the Warguild mandated number of cannons. But you may be targeted by cannon watchtowers and shot down (if False Flag roll fails at some point), or intercepted and boarded at some stage.

>Just leave this entire scenario without engaging with it. (QM cries Dungeonmaster Tears, but I will permit it! I have more maps hehe) If you choose this option, you think the skies will become very dangerous for you.
>>
>>5488462
>send the elf to hang out with the circus performers and try to recruit them, maybe she knows them from her past ?
we can skip the letter of marque and just try to bullshit our way through the checkpoint with magic, like a smoke spell or whatever
>>
Maestro Charivari
Ringmaster and consummate artiste of the eponymous Circus Charivari, by virtue of his incredibly loud and booming stentorian sensibility. Currently the ineffable Maestro is a little crestfallen after his main and most popular circus act - the Human Cannonball - endured an unpleasant accident, having been fired at by an actual cannon. Maestro Charivari is fond of exceptionally extravagant and flamboyant dress, being nearly always attired in the most bombastically embroidered capes and gilded, multicoloured waistcoats, wearing an exotic Peacock plume in his enormously oversized hat.

In his booming voice, the Maestro bellows:

Come Great, Come Small!
Come Revellers, All!
Come See: The Circus Charivari!
Where All Is Bright And Gay,
Entrance Is Free! (after you pay)
Come See The Circus, Today!

Ordinarily, hearing a loud maniacal man boisterously shouting at you to "Come" would trouble even the most hardened and ruthless mercenary or adventurer. Yet something about this strange ringmaster catches your attention - you wonder, is there something you possess with which you could trade with him?

At his side you see a small, subdued harlequin:
>>
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Cymbal The Clown
A little jester girl painted blue wearing a ruff and floppy cockscomb hat, with dangling liliripe bells jangling mournfully whenever she tilts her head. She cradles a little lost poodle, also blue.

Cymbal intones lamentfully:
- Step On No Pets! Mr Owl Ate My Meal Worm. Rats Live On No Evil Star. Borrow Or Rob? Borrow Or Rob? Oh, who was it I saw, oh! - who? Ma is as selfless as I am. Never odd or even. In Girum Imus Nocte Et Consumimur Igni. Live not on Evil! Live on time - emit no Evil! Won't Lovers Revolt Now? Draw, O Coward! I did! - did I?

And the bells on her blue hat jangle as she tosses her head distressingly.
>>
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The Mounted River Guard is approaching the circus entertainers alongside a companion guard on foot. He carries a long spear on horseback and his companion some shortened form of a halberd or bardiche.

In an austere voice, the Mounted Guard addresses them:
- Move away, you vagrants and layabouts! You are blocking this bridge, and we want none of your jibes and foolery here. There a Mad Wizards and Foul Witches, changeling kindreds, the otherkin and wicked Elves about! The Witchfinder of the Oration is here, it is no laughing matter. Now move away, before I make you...!

(The Mounted River Guard levels his spear at the Maestro Charivari threateningly, as the ringmaster cowers)
>>
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QM: The only direct way onto the raised bridge is either via Searlas in the middle and the River Guard, here
>>5488025 (this map pic related)
or to climb up the Bridge behind the circus performers (Instinct check).

Through the corner of your eye, you also see the crouched and hiding outlaws (?) you spied from your high vantage point earlier;
>>5488030 (this map pic related, furthest left)

You wonder if these two are merely scouts, for it would be foolhardy indeed to attack such a heavily armed and mounted contingent on their own. None of the guards or the Oration witchfinders seem to have noticed them. Could you draw their attention away, by pointing this out? Or perhaps speak to these Outlaws first?

>Write in what you would like to do. Please assign actions to each hero
>Important: if you want to speak to someone, please mention which Hero is doing the speaking
>Please also roll 12d6, thank you!
>>
(When Cymbal The Clown Girl speaks, you feel your Skull Chalice treasure glow with warmth. You can almost see the bone folding and churning, as if it yearns to speak an answer. Is there some secret to the clown girl Cymbal's words?)

>Write in if you know the secret behind Cymbal's strange utterances

>(very brave) speak a phrase yourself. If it is correct, well, something has to happen, right?
>>
>>5489132
Wizard. Talk to Maestro Charivari about the peacock.
Dwarf. Tell the guards of the bandits hiding over the river.
Elf. Scream in distress about the bandits across the river.
Barbarian. Start running towards the gate, hoping to cause a panic.
>>
>>5489147
>(very brave) speak a phrase yourself. If it is correct, well, something has to happen, right?
Wizard: speak "Dammit, I'm mad." in response to the clown.
Elf: Speak to Circus Naster about the peacock.
Dwarf:Tell the guards of the bandits hiding over the river.
Barbarian: Offer to help extricate bandits.
>>
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>>5489347
>>5489412
The River Guards stare at Yazdegerd The Wizard with deep suspicion, as he declares his madness. Beneath their helmed and menacing appearances, you see the Mounted Guard contort his face into a snarl. He is mentally comparing Yazdegerd's appearance - beard, silly hat, carrying a lantern - to the description of a dangerous, fugitive evil Mad Wizard the Oration Witchfinders have been hunting for.

Yazdegerd suddenly says,
- Dammit! I'm mad. But I don't smell any smoke... There isn't any smoke...
>>
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Rolled 2 (1d6)

But then you do, the strong acrid smell of burning. You can hear alarmed and panicked screams coming from the crowd gathered around the bridge. They are pointing west, where it looks as if the river is burning.

The advancing conflagration casts warped and twisted black shadows upon the faces of the River Guards, contorted in fear.

(QM: rolling morale check for River Guards)

1 Somehow, they rally and confront the Burning Host, preparing to fight

2 The guards just remain rooted in place, paralysed with horror at the sight of the Burning River

3 The guards drop their weapons and flee in confusion

4-6 The Burning River drives the guards insane. Some claw out their own eyes; others draw their swords and stab themselves and their own companions

>Er... well this is happening. Write-in what you would like to do.
You think the situation is very dangerous. The mounted guard's horse buckles and rears, whinnying and stamping. You wonder if it might bolt and charge into the panicked crowd of villagers, causing a stampede.
>please assign actions to the heroes, and roll 12d6
>>
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QM: zoomed out overview of the miniatures and the entire river crossing scene. (Let me know if you need it rotated or focused to see anything more clearly)
>>
>>5489538
Elf: Open Fire
Wizard: Signal the ship to also open fire on the Burning Host and repeat the palindrom in the hopes the Clown Girl gets it
Dwarf: Attempt to rally the guards with a stirring speech about duty and honour
Barbarian: Attempt an intimidating wardance at the Burning Horde, avoid being lit on fire
>>
Rolled 5, 5, 4, 2, 5, 3, 2, 5, 1, 6, 3, 5 = 46 (12d6)

>>5489538
>>5489545
Oh, and rolling.
>>
>>5489544
Computer, zoom in on the burning people!
>>
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>>5489545
>>5489545
>Rolled 5, 5, 4, 2, 5, 3, 2, 5, 1, 6, 3, 5
Elf Roll: Instinct +3
Open fire with wheel-lock (upon whom, though)?
5+5+3 = 13 > 10 (QM: This is the best result and course of action - can you see why?)

Some Instinct tells Saorlai the Elf to shoot the nearest Unmounted River Guard dead. At the loud blast of the gunshot, the mounted Rider Guard's horse startles, throwing him (QM: no stampede, or charging into the crowd, fortunately due to the roll result here >>5489538 )

In the sheer chaos, panic and pandemonium of the current moment, with all eyes and attention drawn to the West of the river, your killing of this guard and incapacitation of the other transpires without much response or even really anyone noticing.
>>
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You see the Witchfinder General of the Oration Church running out hurriedly from his tower, accompanied by his sinister Whitebeak Masked Guards:
- What's all this? What's all this?! Is it a fire? (seeing the Burning River, aghast in horror, visibly shaken) Demons of the Oath And Light...! "Ibant obscuri sola sub nocte per umbram..."

In the background, Yazdegerd the Wizard keeps chanting and giggling in a spasmic frenzy:
- Dammit, I'm mad! I don't smell any smoke! There is no smoke! I can't smell anything...

Cymbal the Clown pokes at herself, and wipes the painted tears on her blue face, the bells on her hat laughing and jangling:

Borrow or rob? Borrow, or rob? Step on no pets! Live not on Evil! Live on time - emit no Evil! Won't Lovers Revolt Now? Draw, O Coward! I did! - did I? In Girum Imus Nocte Et Consumimur Igni... Live on time... emit no evil...

You notice that the Oration Witchfinder and his Whitebeak guards are all now gathered upon a flimsy wooden rope bridge overlooking the Burning River. The Witchfinder himself raises his arms to the heavens as he chants in a panicked zealotry, "Ibant obscuri sola sub nocte per umbram..." repetitively over and over again, though nothing is happening as the skeletal war-host upon the Burning River seems to advance through the flames.
>>
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Rolled 3 (1d6)

Yazdegerd the Wizard decides now is the time to light the signal rocket... (unfortunately, as you did not cast Whispering Fire
>>5488030
you have no means to communicate who to target to your crew upon the sky galleon)

Wizard Roll: Instinct -1
Fire the Signal Rocket, to tell the sky galleon to target the Swivel Cannon
4+2-1=5 < 7
QM: I will make this roll, 3d6 with 2d6 to determine potential firing accuracy. Lady Scantgrace aims at 2d6+1 with the Swivel Cannon, (you get a bonus because you repaired it)
1 The Signal Rocket explodes, setting The Mad Wizard on fire

2 The rocket flies off at a low oblique angle, sputtering and spiralling an unseen spark trail into the trees

3 The rocket soars into the sky. Gulshara is glaring at Pirate Captain Lady Scantgrace, who is "stroking her Peacock" intimately. Both of them are too distracted to notice.

4-5 The rocket is seen by Gulshara and Lady Scantgrace. They prepare to fire the Swivel Cannon, but at whom...?

6 The rocket directly hits the Witchfinder general, setting him alight like a witch on a pyre

>Dwarf: Attempt to rally the guards with a stirring speech about duty and honour
>Barbarian: Attempt an intimidating wardance at the Burning Horde, avoid being lit on fire

Dwarf Roll Charm +0
Rally the guards
5+3+0 = 8 > 7

Barbarian Roll Charm -1
Shamanic tribal wardance
2+5-1 = 6 (you have a feeling even if this succeeded, it would have no effect...)

For some reason, Tharfish the Dwarf tries to rouse the Guards frozen in horror before the burning apparitions. The same guards that want to capture and hunt all otherkind, Dwarf and Elf and Mad Wizard alike, in order to deliver them to the Oration pyre.
>>5487516 (Lady Scantgrace quarrel speech)
Which is ironic, because everything is already on fire around you.

The Dwarf is too far away to be seen or heard by the Oration Church Witchfinder and his Whitebeak guards upon the wooden rope bridge. But the River Guard in the middle,
>>5488025 (this pic related)
sees and shouts (unsheathing his sword):
- Is this - a distraction? And... and there is a Dwarf here! A Vile Elf too! They must be the ones summoning this accursed witchery! I will have you! (The River Guard unceremoniously pushes past the dishevelled Searlas, who topples face first into the river. This Sword Guard advances towards you, blade unsheathed)
>>
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>>5489588
QM: a strange distorted vision of the world whirls towards you - one which appears lifelike, akin to the puppet-shows and performing mummery of the Circus, though the angles and perspectives appear tilted and bizarre. You swear you catch a glimpse of a little blue girl clutching a blue dog amidst the flames - but how can that be, as Cymbal The Sad Clown is standing before you, above upon the stone leading to the bridge?

You notice that aside from the Sword Guard advancing upon you, roused from his fright by the Dwarf, the path to the Tower is clear of guards, who are all grouped upon the wooden rope bridge, clustered and staring at the Burning River in fear.

Maestro Charivari alone appears entirely unperturbed by the proceedings - as if it were yet another routine daredevil stunt at a performance. In his booming voice he proclaims:
- Come away, my dear Cymbal! I sense the Ringmaster has changed, but the show stays the same! Away now - to the Circus!

>Write-in what you would like to do
You can use this opportunity to investigate the Witchfinder Tower. If you choose this, you will have to fight and kill the Sword Guard roused by the Dwarf. You may also have to deal with the Witchfinder and his guards later, if they survive the Swivel Cannon blast...

You can follow Maestro Charivari and Cymbal The Sad Clown, and make a hasty getaway, escaping to the Circus (flee the area)

If there are any npcs that you wish to retrieve or escort with you, declare it now (assign a hero to escort them) otherwise they may be lost in the crowd.

You can also just commence battle, fight and kill everyone, hehe.
>please also assign actions to heroes and roll 12d6, thank you!
>>
Rolled 2, 5, 1, 3, 5, 1, 5, 6, 1, 5, 3, 2 = 39 (12d6)

>>5489635
Dwarf and Barbarian: Try to cut the rope bridge sending the guards and Witchfinders into the river.
Elf and Wizard watch their backs.
>>
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>>5489654
>Rolled 2, 5, 1, 3, 5, 1, 5, 6 ...

Dwarf Roll: Strength +2
Barbarian Roll Strength +3
Cut down the rope bridge, sending the Witchfinder, his Whitebeaks, and all the remaining river guards into the river

2+5+2 = 9 < 10
1+3+3 =7 >= 7

So these are successes though the Barbarian one is a near miss, and I should probably have applied a -1 modifier for trying to cut rope with a hammer, a Barbarian Maul hehe. I will just let you climb up and ascend the cliff to do this without an Instinct agility type check. And I think what occurs is the Barbarian eventually just smashes down the wooden bridge posts as the Dwarf chisels at it with his mattocks / pickaxe.

However, as you did not specify anyone to kill the charging Sword Guard closest to you (the one who pushed Searlas), and as the rope bridge cutting / hammering saw no success above >10, what I think occurs is that the rope bridge eventually falls, but not before a pitched battle where some of the River Guards and Oration Whitebeaks realise what is occurring and slash at you with their swords. So the damage is this

-5 hp Dwarf, Tharfish 5/10
-1 hp Barbarian, Skallagrim 10/12
-5 hp Elf, Saorlai 5/10
-6 hp Wizard, 2/8

(good thing you took all the permanent hp heals and upgrades!!)
>>5486887
>>5486919
>>5486933
>>5486937

The Witchfinder and his Whitebeaks plummet as the combined efforts of Barbarian and Dwarf finally smash the bridge planks to splinters. They fall to their deaths screaming and their corpses are swiftly washed away by the river current. One mounted River Guard escapes... I think it is this one.
>>5489632 (horse rider far left)
You can assume you dispatch all the rest.
>>
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Congratulations! You have cleared the area! Unfortunately, when you search the tower, you do not find any treasure. In the distance you hear some whooping shouts that sound like "For The Blearie Queene!" and perhaps two hooded figures scampering away whom you never met.
>>5488030

When you search the river for any signs of the Burning Skeletal army, you find a pile of charred black sticks, some blue ribbons and a single, tiny stray bell about the size of your thumb.

>Write-in what you would like to do
You can mention where you would like to head to next, for instance

- The Elf Sanctuary, the Skraeling Tree
This wins the support of Gulshara, the angry half-goblin (?) princess (?) who thinks she is an Elf

- The City Of Scars, by the Corpse Shore, and the desolate desert sands
This wins the support of Lady Scantgrace, who is in hiding and disguised as a pirate

- The Circus Charivari
Meet with Maestro Charivari and Cymbal. Maybe you could recruit a sky galleon crew of jesters and clowns?

- The Palace Of Berceuse (?)
well, if you think this watchtower was heavily guarded... This action may trigger a tantrum from Lady Scantgrace though. It will please, comfort and reassure Prince Searlas (should you wish to take him home to his mother, on board his own sky carrack, which you have stolen lol)

You can also mention any npcs you wish to escort, seize or collect, as well as any other actions.

For completing this area of The River Crossing and guessing Cymbal The Sad Clown's palindrome riddle, you also gain 2 attribute points.

You can decide if you want to spend them on a permanent +2hp health and heal, upgrade an attribute, or hold them in reserve.

So please also
>Decide who gets the 2 upgrade points, whether to heal or spend or keep in reserve etc.
>Decide next destination
>Any other actions etc, assign to heroes
>Please roll 10d6, thank you! I will prepare the next map afterward. The very first 2d6 roll there will be for False Flag as your sky galleon unmoors itself from the berthing tower and departs, to see if your pretense is maintained. This time I will give you a +3 to that roll, as the area is now mostly cleared.
>>
>>5489709
>Spend points to heal Wizard and Elf
>See about recruiting the circus troupe
>Promise the ringmaster that he can have the haughty peacock if he and his peoplenhelp us tie up the Pirate Princess and deliver her to her home
>>
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>>5489856
>Spend points to heal Wizard and Elf

Ok, the current formation and status of the adventurers is as follows below.

I have decided to tweak the rules hehe. From now on, the choice is EITHER
- attribute upgrade,
- keep it unspent, hold in reserve
- full heal, or
- max hp upgrade (+2 max, but NO HEAL)

As combined it is a bit overpowered hehe. To compensate though, I will scatter some healing items around in random locations (see if you can find them...! Always inspect the map!)

1. 10/12 Skallagrim the Barbarian
Lifepaths: Orator (Skald)
Hunted by Church Of The Oration
Maul, Platypus Skull / Rhynchus Amulet

Demolished River Crossing bridge, by cutting rope with a hammer, killing the Witchfinder General
Ravished in an ambush by Gulshara the Half-Goblin, felt a bit sore afterwards
Slightly disliked by Lady Scantgrace
-1 hp from consuming an innocent platypus
-1 hp sword slash, River Crossing Guard


2. 5/10 Tharfish the Dwarf
Lifepaths: Shipwright, Sky Whaler
Hunted by Church Of The Oration
Pickaxe/Mattock

Demolished River Crossing bridge, killing the Witchfinder General
-5hp Wounded (sword slash, River Crossing Guard)
Repaired Swivel Cannon +1, Telescope +1, False Flag +1 aboard the sky galleon


3. 10/10 Yazdegerd the Wizard
Lifepaths: Mad Wizard, Unsanctioned Magic
Hunted by Church Of The Oration
Hooded Lantern, and Skull Chalice

fired Signal Rocket, but Lady Scantgrace did not notice as she was "stroking her Peacock"
fought and defended against River Crossing Guards
fed Lady Scantgrace bloodied wound bandage to Skull Chalice (1hp so far)
deciphered Cymbal The Sad Clown's palindrome riddle... but did not learn her spell, hehe

Obtained Rite: Whispering Fire (unused)
- speak through and eavesdrop within illumination of any burning flame

unleashed Greater Ancient Rites:
Sorrow That Throws The Mountain
(spell expended. Can no longer use Silence)
Journey Of Eyes
(spell expended. Can no longer use Teleport)

x2 full heal from use of attribute point, max health permanently +4


4. 12/12 Saorla the Elf
Lifepaths: Circus Acrobat, Cannoneer
Hunted by Church Of The Oration
Wheel-lock pistol, unloaded/empty

- lost Rope/Hangman's Knot, failed leap over cliff edge to reach cannon
fought and defended against River Crossing Guards
shot River Crossing guard with Wheel-lock
x2 full heal from use of attribute point, max health permanently +4
still +1 points remaining unused
>>
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Ship Condition: 72%
Swivel Cannon, Telescope, False Flag

QM: the good news is I have improvised a weird hack to get around the no square pictures / locked vertical portrait only aspect ratio of this free 3d Virtual Tabletop app. So we can have an overworld display too! I will use this to track your location around the world, and drop into this map random cities, terrain, dungeons / ruins, watchtowers etc.

For the time being, the sky galleon has two modes of travel, basically fly High or Low.

HIGH: Ascending to the clouds permits you to avoid some terrain obstacles and also draw less attention, but it uses more Ship Condition (think of it as combined "fuel" and maintenance) and also risks more damage from the Maelstrom, weather and storms.

LOW: More obstacles, eg canyon gorges, Watchtowers, more encounters (rival sky vessels, or wildlife). Can replenish supplies, obtain random treasure / find map features,

Please specify the following:
>whether you are flying HIGH or LOW;
>any ship actions you would like to take, eg survey surroundings, try to gather some supplies, prepare for a storm etc. Assign each task to a crew member. You can still attempt actions for ship features you did not repair eg prepare for a storm even if you have no Lightning Rod, it just means that the modifier will unfortunately be very adverse.
>Please could I have a 10d6 roll, the first 2d6 are very important, as it maintains your False Flag ship deception when travelling! I will add a solid
+3 modifier this time, because this area is cleared and you repaired False Flag.
>Roll 10d6
>>
>>5489908
I'd like to fly high and interrogate the apirate Princess (if successfully captured and toed up) as to why we SHOULDN'T just turn her in for the reward. Crew can keep an eye out for hazards. Wizard can cast atailwind to spedled our travels, maybe? Dwarf can train the crew in ship operations? Barbarian can, uh... Occupy Gulshara.
>>
Need another song to heal.
Now I've been happy lately
Thinking about the good things to come
And I believe it could be
Something good has begun
Oh, I've been smiling lately
Dreaming about the world as one
And I believe it could be
Someday it's going to come
'Cause out on the edge of darkness
There rides the peace train
Oh, peace train take this country
Come take me home again
Now I've been smiling lately
Thinkin' about the good things to come
And I believe it could be
Something good has begun
Oh, peace train sounding louder
Glide on the peace train
Ooh-ah, ee-ah, ooh-ah
Come on now, peace train
Yes, peace train holy roller
Everyone jump upon the peace train
Ooh-ah, ee-ah, ooh-ah
Come on now, peace train
Get your bags together
Go bring your good friends too
Because it's getting nearer
It soon will be with you
Now come and join the living
It's not so far from you
And it's getting nearer
Soon it will all be true
Oh, peace train sounding louder
Glide on the peace train
Ooh-ah, ee-ah, ooh-ah
Come on now peace train
Peace train
Now I've been crying lately
Thinkin' about the world as it is
Why must we go on hating?
Why can't we live in bliss?
'Cause out on the edge of darkness
There rides a peace train
Oh, peace train take this country
Come take me home again
Oh, peace train sounding louder
Glide on the peace train
Ooh-ah, ee-ah, ooh-ah
Come on now, peace train
Yes, peace train holy roller
Everyone jump upon the peace train
Ooh-ah, ee-ah, ooh-ah
Come on, come on, come on
Yes, come on, peace train
Yes, it's the peace train
Ooh-ah, ee-ah, ooh-ah
Come on now, peace train
Oh, peace train
Ooh-ah, ee-ah, ooh-ah
>>
>>5489919
*Pirate
*tied up
*a tailwind to speed our travels
>>
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There is the gentle rasp of long strakes and a slight undulating groan of lurching timbers, as driftsilk sails flutter to a gallant breeze. The creak of hinges and the twist of rope against crosstree and knotted halyard, as the ship climbs passing clouds like mountains beneath the tempest perilous - yet those heaving gusts are hushed here, and there is sun and prophesy woven into the wandering winds that billow and swell upon your sail.

This is the wind that breathes over Highborn and Lowborn, conqueror and commoner, maiden and monster alike, that ushers away all deeds and names to be forgotten in time. Here the body is merely drifting dust, through which only the Song of the wind sings.

As the Wizard stands upon the aftcastle, gesturing and calling at the mainmast, a bird wheels beneath the keel - perhaps a sparrowhawk, startled by the buoyant trespass of this barque, that the bird sees as a graceful flying tree uprooted and intruding upon the vault of his precious domain.

Gulshara is a little awed and overwhelmed as she whispers tearfully:
- It is so peaceful up here, you can see everything! The trees are a green quilt drawn snug over the hills; the river is a blue ribbon. And this is our maiden voyage...

Lady Scantgrace venomously eyes the Half-Goblin, with the Barbarian by her side:
- I see it has been such a long time since you were a maiden, urgh...!

The Wizard, Yazdegerd, suddenly interrupts:
- I have it, I have it! This is the poop deck. The name of this ship shall be... The Lady Scatgrace!
>>
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>>5490291
Gulshara continues in a contemplative tone:
- Seeing the land laid out before us from this ship... it makes me almost want to cry. Thinking about the world as it is - why must we go on hating? Why can't we live in bliss? Think about how sad the wind and sky must feel, watching us quarrel!

This naivety is almost too much for Pirate Captain Lady Scantgrace to endure:
- You should have told this to the villagers gathered at the River Crossing, fleeing from war. "How sad the sky feels!" That would probably make them feel less cold or hungry or sick or poor, or Ugly. None of you Lowborn know anything, anything at all...!
>>
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Once, Berceuse was the Cradle-City of ten thousand shrines, whose white spires sung the proud fortunes of a hundred thousand dynasties.
>>
Her battlements guarded the World-Soul of this land, the Mandorla Gate to the Path Of Transfiguration and the Pathless Labyrinth, the means by which the Elders finally transcended the Two Heresies, Perdurant and Renunciant, escaping the ceaseless conflict and strife of old.

https://archived.moe/qst/thread/5391397/#5413987
https://archived.moe/qst/thread/5391397/#5413989
https://archived.moe/qst/thread/5391397/#5422532
>>
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All worlds are made by the power either to preserve or change: either to usurp and dominate, or to relinquish and forget.
>>
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This, and only this, is what truly distinguishes Highborn and Lowborn: the desire to impose one Will upon another.
>>
They say a Warlord Of Lotan, Jarl Totenbork, made a death-pact with a cruel caliph of the desert wastes named Mahmoud Khosaef Bey-I'doon.

Bey I'doon showed the Warlord the true power of the ancient rites wielded by the Navarchs and Synthemata of old: the power to make the Conquered forget.
>>
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They intend to combine their warhosts to conquer Imperial Langkasuk Of The Lotus And Cannon, but they need to burn the Old Forest Of Idols to get there! They will build cannon watchtowers and windspires to encircle and blockade the skies, through the Warguild and East Galernese Trading Company.

And so Jarl Totenbork has ordered the Oration to hunt and kill all the Elves of the Skraeling Tree, their Sanctuary, for Witchfinders and the Maiden Knights to destroy their ancestral memory.
>>
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The Cathedral of Envy were once very much enamoured with the Elves, who were so beautiful they declared themselves to be of a new gender. The Cathedral was obsessed with the endless hunt for prophets - the visionaries of old who knew of the wonders of the Synthemata and their godlike sorcery. The Cathedral poured so much treasure into finding these prophets, undertaking enormous burdens of usury and expenditure, all in a futile endeavour to find and reach the source, the means to make a Prophet.
>>
They empowered the Eschatonomists, the usurer sorcerors, to divine and discover a means to the prophets. But the search for prophets came at a terrible cost - the rites devised by the Unseen Hand, such as the Seeling Night or Rite Of Dirce, produced horrifying abominations, Half-Men. Some merchant-sorcerors were driven mad; they were the fortunate ones. One survived by becoming a sort of vampire. The tortured souls of others became the Deathseers.
>>
In the end the Cathedral lost power after the betrayal at the Battle of Grantebryc - called the Bridge of Kham in Langkasuka - when the Oration with their analytical sorceries, their maiden knights and orisons, witchfinders and fanatics together overcame them, usurping and seizing their power.

The Oration declared a Great Reformation and a New Crusade, and I think this is why we saw the Ritterskeep in ruins and taken over by trolls!
>>
Now the Church Of The Oration has declared all magic heretical, all of the ancient rites, except those they keep for themselves to trick and deceive others with their tyrannical Song.
>>
Lady Scantgrace pauses, as her lips tremble and quiver with emotion:
- This is what I am running away from - and if you knew better you would do the same!
>>
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The Seeling Night
https://archived.moe/qst/thread/5340783/#5344110

The Rite Of Dirce
https://archived.moe/qst/thread/5391397/#5412737

QM: Please could a player roll 10d6, thank you!
>roll 10d6
>>
Rolled 6, 5, 1, 5, 2, 6, 3, 1, 3, 6 = 38 (10d6)

>>5490606
>>
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>>5490658
Rolled 6, 5, 1, 5, 2, 6, 3, 1, 3, 6

FALSE FLAG ROLL +3 this time only for clearing the river
6+5+3 = 14 You are so stealthy and camouflaged, no one will suspect you at all! You may pass over Warguild cannon-towers whilst presenting your buttocks to the oblivious guards who are pleased and wave a delightful greeting.

Wizard Roll Will+3, a gentle breeze to hasten travel
1+5+3=9 <10; no ancient rite, just petty magic, hedge magic effect
Yazdegerd jangles his Lantern at the sun, whilst thinking of Ged on his boat Lookfar, whilst simultaneously not thinking of how Ursula LeGuin stole the plot of Omelas from a paragraph of Brothers Karamazov. The weather remains fairly pleasant. It is probably a coincidence.

Dwarf Roll Will +1, train ship crew
2+6+1 = 9 < 10 mixed success
Barbarian Roll Charm -1, "occupy" Gulshara
3+1-1=3 < 7 CATASTROPHE OCCURS

Tharfish recalls the teachings of the legendary Dwarven Swordsmith Ingelrii Incelred. It was said that this vaunted Son Of The Mountain was so dedicated to his craft that he nearly lost the power of speech, abandoning ale and female comfort, speaking only of the axe, and knowing only the sound of hammering, anvil and forge. And even on the old Sky Whaler, where the crew clung steadfast to superstition, the sight of women aboard a ship was always an ill omen.

Tharfish perceives a difficult task before him, as already Skallagrim is creeping towards the delectable Gulshara, who is gazing wistfully out upon the cloud sea, thinking of all the joys and sorrows beneath, of how beautiful the world must seem to the eyes of birds, and how if only she could find a kindred spirit who could share this yearning within her, know these thoughts and how she feels... as the Barbarian brusquely pinches her backside. This attempted seduction provokes uncomprehending horror-rage in Gulshara:
- How... how could you... you disgust me, you oaf! Get away! Touch me again and I will kill myself and you too! (I hope she does it in the right order, thinks Tharfish the Dwarf). This must be how it is with your primitive people, unable to overcome their animal lusts. Maybe the Oration is right after all, it would be better if their Maiden Knights came and taught you a lesson! But as they are not here, let me show you...

Gulshara punches Skallagrim very purposefully in the groin, and Barbarian loincloths alone are not enough to absorb the indignity and throbbing distress. (QM: Skallagrim receives -3 points groin damage, 7/12 hp. Yes, the sword blow of the weakling River Guard did less damage than this humiliation)

Tharfish the Dwarf folds his arms with a sigh of contentment. It seems like he had to do very little at all, barely even exert himself, to impart the first and most valuable lesson of ship training to the crew.

>crew can keep an eye out for hazards
not sure which hero was intended to be assigned to this. I will just use the default
+1 repaired telescope modifier.

1+3+1 = 5 < 7 which leads into the next scenario...
>>
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As you follow the river and arrive at the location of where the Maestro had described for the Circus Charivari, night descends and it is near pitch dark.

Instead of being greeted by Maestro Charivari and Cymbal, there is no sign of either of them or the Circus. Could you have overtaken them, in the skyship? They did have a headstart on you, but you did spend a long time fighting and bridge demolishing.

But all you see here is a tavern - the Two Necked Crow - surrounded by poor villagers and beggars, who would seem to you to make a very poor choice of audience for a circus.
>>
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Gourmande The Great

You can see a diminuitive-sized man in a white cook's hat and apron, waving a ladle and pan threateningly at a group of miserable mendicants:
- Can't pay, go away! And no hanging about smelling my savoury genius either! I was once a cook to the great Contessa, before the... Night Of Nine Vomitings. But smelling is like stealing, nibbling, with the nose! Especially you, the one in the Bird Mask - don't think I can't see you taking a whiff behind that monstrous beak of yours. The Great Cook Gourmande has spoken!!
>>
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Cantergloak
The Bird Mask Stranger

There is something peculiar about this individual in the Bird Mask, which appears wondrously lifelike. You wonder if he is one of those Whitebeak fanatics, followers of the Oration... yet his mask has a blue-black, feathered sheen. His beak is hinged and moves, slightly, and he appears to have two dewdrops for eyes.

You also observe this Bird Mask stranger is wearing many belts and buckles, though you cannot see what is attached upon the other end. The Bird Mask stranger is nodding quietly as he listens inattentively to another in a red cloak:
>>
Lescurel the Troubadour
(he is furiously complaining)
- and all my years of practice, wasted. What these strumpets have done to my Art! Thirteen years, thirteen years I studied, to master the delicate tempo rubato, the bel canto and the schizo - I mean, scherzando agiatamente. And these strumpets... what do they do? They produce the music of sleep! They just sit there with a feather or a brush and a cup, tickling people's ears. How revolting! They cannot get enough of this at the House Of Tolerance, those talentless courtesans are showered with gold, whilst my beautiful compositions, pavanes and galliardes, are completely ignored, as if I were playing before an audience of the deaf. And I know what they are really doing, I mean REALLY doing... what they are doing is... LICKING! The disgusting music of licking ears, moistening earlobes and suckling and tickling. This is how they entertain and satiate the lascivious appetites of patrons, I cannot bear it...

>It appears that the Circus Charivari is not here. Have you been tricked? Write in what you would like to do. If you want to ask questions, please indicate which adventurer initiates the dialogue. You can also search the area, wait around, try and buy some supplies (QM: this costs ship condition, write-in any items you need and I will see what I can do) help disperse the beggars (how?), kill everyone, or even just return to the sky galleon and wait for morning.

>please roll 10d6, thank you!
>>
Rolled 4, 2, 1, 2, 4, 4, 3, 1, 3, 1 = 25 (10d6)

>>5490915
Dwarf and Wizard speak to Gourmande.
Elf speaks to Lescurel about ASM, i mean his troubles.
The Barbarian takes a rest. maybe eat a few orange slices.
>>
>>5490915
Medieval asmr actually sounds kinda nice
>>
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>>5491001
>Rolled 4, 2, 1, 2, 4, 4, 3, 1, 3, 1

Dwarf Roll: Charm +0
4+2+0=6<7
Wizard Roll: Charm +1
1+2+1=4<7
Speak to Gourmande the Cook

QM: oh no! Just like in most ttrpgs, I will give a bonus for any write-in speeches that feel particularly compelling or exhibit good roleplaying (eg as I did here)
>>5486028
>>5486066
>>5486491
But unfortunately this time...

Yazdegerd cowers in horror. It is one of the accursed Half-Men! Disguised as a cook! The Half-Men, creations of the Dolorous Lord Hokkien from the Age Of Five Suns and Five Eyes, stolen from the fetid jungles of Hamazakaran... They who slew the wise wizard Namuras The Sage, lent aid instead to Faldnag Bridge-Breaker, Ruin Of The Fallen Fire, and brought Doom to the hero Mollug Griefbearer. Yazdegerd collapses in a shuddering near-swoon flailing next to the beggars in despair.

Tharfish the Dwarf narrows his eyes in suspicion.- Cooking is a curious profession for a halfling. The only halflings I know dwelt in savage lands beneath a Dark Sun, and they were cannibals, such as the Seqalu tribe, whose lands were annexed by Sekimon and Imperial Langkasuka Of The Lotus and Cannon. Now what ingredients go into that stew...?

Gourmande replies indignantly:
- Better ingredients than... iron filings, rust flecks, beard grease and singed armpit hair, or whatever it is that you have been eating! And if this is your way of begging for a taste, it is not working!

The Halfling cook shakes his ladle threateningly, as the beggars recoil a little.
>>
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Elf Roll: Charm +1
Speak to Lescurel about the strange ear music
4+4+1=9 < 10 (partial success)

Saorlai listens sympathetically, saying very little, as Lescurel complains ceaselessly about the Strange Ear Music:
- ...they will do anything to get attention these days, the temptresses! The truth is - audiences do not like being challenged. True Art, like mine of course, requires situations of great peril and daring... the constant fear and arousal of DEATH! Why do you think the Circus involves acts of daring spectacle, as the Ringmaster creates an alternate world of peril: the breathtaking acts of the trapeze, the lion or tiger tamer subduing the beast, or knife throwing at a helpless spinning damsel? They are demonstrations of skill and ingenuity in the face of near death! This is what inspires true Art, for all Beauty comes from Pain. Now instead these audiences crave these safe feely erotic sedations, these ear tingles and cheap comforting ravishments, twinges of titillation upon a bearskin rug. O... (Lescurel gasps dramatically, raising a red russet sleeve to his brow...) it has finally, finally come to this... I must sell myself, destitute and penniless... to... to... to the Brothel...!

QM: No roll for the Barbarian to eat oranges; the Noble Savage bites into them whole without peeling the rind. Sadly this does not restore his health or dignity though. Still 7/12 hp.

Lescurel's mention of the Circus provokes interest in the peculiar Bird Mask Stranger, Cantergloak, who cocks and tilts his head - his birdlike head - at a quizzical angle.
- Yes, the Circus... I have been meaning to pay the Ringmaster there a visit. It has been long overdue. There is a shortcut I know through the mountains, it is not far. We could set off tomorrow morning, during daylight, but the Circus may have departed after their show by then. Best to leave immediately now, and climb the mountains by night. And one should always travel well-armed, you know, in case of being ambushed by those outlaws of the Blearie Queene, cut-throats or thieves. There are a lot of those around!

And Cantergloak seems to ruffle his bird mask head, cawing with laughter.
>>
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>QM: You have arrived very close indeed to the Circus, and know of a shortcut there through the mountains. Write-in what you would like to do:
- you can follow Cantergloak's advice and set off immediately during the night, or wait until day. Will the Circus have moved on by then?
- you can attempt to find and traverse the shortcut yourself, or accompany the Bird Mask Stranger Cantergloak as he guides Lescurel the Troubadour.
- Skallagrim can heal here at the Two-Necked Crow Tavern, the cost is x2 per hp point recovered, subtracted from Ship Condition (imagine it as bartering supplies).

So the full cost of healing would be
Tharfish the Dwarf 5/10, -10 ship condition
Skallagrim the Barbarian 7/12, -10 ship condition
The Elf and Wizard are both at max hp currently.
Ship condition is at 72% currently and would then be at 52%
>write-in if and how much you would like to heal
>write-in if you need any other mundane equipment, supplies or weapons (QM: it mostly depends on if I can find cool pictures of it hehe) There is a blacksmith nearby, and the cost is probably around -10 Ship Condition per item.

A Signal Rocket (like the one you used previously to try to call the sky galleon) costs -20 here.
>>5488459

>write-in any other actions assigned to heroes before setting off for the mountains
>please roll 10d6, thank you!
>>
Rolled 6, 1, 1, 1, 4, 2, 4, 5, 2, 5 = 31 (10d6)

>>5491677
Wait until day to set off for the Circus.
Go with mr Bird mask.
Dwarf rests at the tavern.
>>
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Lore:
Deathseers
All know of the ancient symbol of the Balance: the pentacle trade sigil of Eschatonomists, merchant sorcerors and astrologers to forgotten king-priests of old.

The symbol was commonly depicted as a set of merchant scales, weighing a human heart against a white feather - an ancient rite of Virtue and Judgement in the Afterlife, where the devouring jaws of a crocodile, beast or serpent were said to await those deemed unworthy.

In the Old Forest Of Idols, the Balance has become intertwined with superstition and local folklore. Villagers whisper fearfully of Lackheaded Martinus, the Woeful Grim Man of The North.

Few now dare mention he who was once an impish figure of frivolity, fun and farmer's mischief; of good humour and merriment - Martin Lack-a-Head lifting the skirts of a peevish milkmaid, stealing cheese in the laughing night, leaping and somersaulting as he turns the whey sour.

For in the witching hours of gloom, as famine-pinched peasants stare into starveling fires and empty blackened hearths, they say instead that Lackhead marches beneath the war-banner and drum - to serve the One Disinherited.

https://archived.moe/qst/thread/5340783/#5341441
https://archived.moe/qst/thread/5340783/#5341426
https://archived.moe/qst/thread/5391397/#5422534
>>
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>>5491605
The red-cloaked bard, Lescurel the Troubadour, opens his mouth as if to continue his villifying tirade against the ear-tickling courtesans.

But the bird-masked Cantergloak holds up a tawny finger and stops him:
-You speak of the Circus and the Ringmaster, friend, of danger and the Lion Tamer, of Death itself - my Dear Fellow!

But I have heard a few of your songs and tales; they appear to me to be rather undistinguished.

Do you know of Rostand, and "La Princesse Lointaine," for instance...
>>5489919
It seems to me the key to romance - as is well understood and demonstrated by these hated ear-teasing temptresses of yours, the mistresses of sleep - the key to Romance is unattainability.

Instead of Death, the Lion Tamer, and so on and so forth, perhaps you want "La Princesse Lointaine", the Distant Princess, or the theme of L'Amour de Loin, the Love From Faraway, as we called it in the elegant Old Gothiric tongue.

The devotion and passion aroused by knowing one is thinking and dwelling upon you from afar... one whom you can never meet. The delicate blush reddening against a damask cheek, the stolen glances of longing, treasured and remembered even after they were lost... The secret of desire is distance. Because if their admirers ever met them, they would soon find familiarity breeds contempt; they might find their countenance disagreeable, rebel at the noises, smells and sights of their bodily ablutions in the morning, and the capricious changes of their mood and temperament. Perhaps this is why these strange ear courtesans of sleep have cultivated such gatherings of simpering, parasocial adulants - they understand this distance, the romance from afar.
>>
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Lescurel's face is at first bewildered, then ignites in a burst of creative joy:
- "Para- parasocial...?" I know not what this parrot-scrotum is of which you speak. But the Princess Loin-tame, that is a good theme! L'Amour de loin: the Love Of Loins. A theme fitting for a grand performance! I must meet this Circus Ringmaster and tell him of it, of these princesses and their loins. "The Princess Lointame!" It will be my masterpiece, my greatest work. If only I could meet a real princess, and persuade her to become my muse!
>>
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>>5491839
>Wait until day
>Go with the Bird Mask Stranger, Cantergloak and Lescurel, The Red-Cloaked Troubadour through the mountain shortcut
>Dwarf rests at the tavern.

Tharfish the Dwarf heals
+5 hp, in exchange for -10 Ship Condition!

Current party status and formation

?/? Cantergloak the Bird Mask Stranger
?/? Lescurel the Troubadour
1. 7/12 Skallagrim the Barbarian
2. 10/10 Tharfish the Dwarf
3. 10/10 Yazdegerd the Wizard
4. 12/12 Saorla the Elf

Ship Condition (72-10)% = 62%
>>
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>>5491839
You can feel the air thinning as you ascend into the mountains. The shortcut path described by Cantergloak is steep and appears mostly deserted, though you notice some ruts and shallow trench cut into the ground, as if wains or some sort of carriage had once passed through. You are glad you did not attempt this crossing with haste at night, for you can see the path ahead becomes treacherous indeed, with columns and broken heaps of rock and scree scattered athwart the rocky path, looming high over many heights and throwing strange twisted shadows over broken stone.

You here a haunting rattle and hollow chimes upon the wind. Lescurel is quite inspired:
-The mountain makes melodious music for our ears! I shall write this down, and feature it as a song in the Princess Lointame, my masterpiece!

... as he plucks a stray feather from the Bird Mask Stranger Cantergloak, to use as an improvised quill; Cantergloak himself does not seem to mind.

The Bird Masked Stranger is pleased with the progress.
-This was the Old Salt Road, in the Days Of Salt And Iron (he explains) You see, mostly merchants move their wares by water - it is simply safer that way. Over land there was this path and the Roguesmarch, which has mostly now been given to silt and flooded marsh. Then there is the Old Forest Of Idols, difficult to traverse on foot, but we have the sky galleons now, though I suppose you must pay the East Galernese Company their tithes, and procure a Letter Of Marque And Reprisal to avoid the welcome of their cannon-towers. Letters Of Marque are quite rare, of course - mostly inherited, passed from generation to generation in accordance with Lex Mercatoria and De Iure Praedae, the foundational work of the great scholar Grotius Balbinus. Very few possess the authority nowadays to grant one. Now a Witchfinder of the Oration, for instance, bears upon his hand a signet ring which -

Suddenly Cantergloak stops, tilting his head in a posture of alertness:
-Well...this is new!

(QM: please see pic related for an overview)
(I will highlight a few specific areas, zoomed in closeups below)

Ahead of you there appears to be a large amount of abandoned siege engines, mostly arcuballistae and also what appears to be a battering ram pressed against stone ramparts. The weaponry have been dragged and scattered in haphazard fashion all along the path.

Lescurel stares at the scene, and mentions:
- Perhaps this was the siege weaponry abandoned after the siege of Ritterskeep, when the Troll King took the stronghold there. I suppose either the siege engines never arrived in time, or they must have had difficulty transporting it over the mountain path...
>>
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Ahead of you, the rocky path splits into two - a shadowed path to the left, and a sunlit one to the right immediately ahead. In the distance you can see some form of wooden gantry or makeshift crane, from which there appear to be chains and ropes dangling, and a weathered curtain or large tattered cut of leather flapping against the wind. Embedded in the ground is a curious sword, wound in twine and cords and strings, that seem to bind two antlers in the shape of branching arms, with pans hanging right and left on either side like scales, as if they were awaiting an offering.
>>
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Lescurel stares at the strange sword, the antler and scales. He ponders:
- What's this? A sword? A grave-marker to a fallen warrior, perhaps? There is something written upon it. (He reads the scrawled message)
"A most sincere gift to the Blearie Queene."
"Death came too soon to teach you your lesson"
-Haukwode von Aumf
>>
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Lescurel moves toward the sword as if to pull it from the ground, but Cantergloak stops him:
-There! Look upon your chimes and music!

The Bird Mask Stranger gestures with his featherd wing-like arm, pointing overhead. Leading both right and left, there are strands of long marrowless bones strung like flutes dangling in the wind.

>QM: Write in what you would like to do. You can inspect anything just by assigning a hero to look at it - please mention which hero performs each action, thank you!
You can also ask The Bird Masked Cantergloak or Red Cloaked Troubadour Lescurel questions.

In case it is not clear from the overview,
>>5492009
the shadowed path to the left is the pic related of this post itself, whilst the sunlit path to the right is this one here
>>5492023 (this pic rel)
The hanging string of hollow bones is strung across both sides of the path.

>Please roll 12d6, thank you!
>>
Rolled 2, 5, 6, 5, 3, 5, 5, 2, 4, 6, 6, 2 = 51 (12d6)

>>5492032
Barbarian and Wizard check out the strung up corpse.
Elf and Dwarf go to the chest strung up skeletons.
https://www.youtube.com/watch?v=OLNM9i-MmdE
>>
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>>5492414
>Rolled 2, 5, 6, 5, 3, 5, 5, 2...
(QM: all these Instinct checks pass... except for one)

(undeclared) Dwarf Instinct Roll -1: avoid the hanging tripwires
5+2-1=6<7 (oh no!)

Tharfish shouts out a warning, pointing urgently
- Careful! Those rope chimes could be leading somewhere...

And the Dwarf's raised arm touches one of the long trailing hollow bones.

Everyone freezes, waiting for the terrible outcome.

Nothing happens, but you hear a faraway peal of bells, distorted to groaning echoes on the mountain winds. The parched white throats of the bone chimes resume their eerie clattering song.

The chest is not locked, but the lid is stuck - jammed shut somehow, perhaps due to exposure to the elements warping and swelling the wood against rusted metal bands. Tharfish the Dwarf thinks that a sturdy blow from the haft of a weapon or a violent forceful kick would open it. And surely if the lid of this chest has rusted and jammed, the Dwarf reasons, then any trap mechanism here outside would have long since failed?
>>
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The sight of the spreadeagled corpse nearly overwhelms Lescurel, who looks a little sick and faint, though Skallagrim and Yazdegerd the Wizard appear undaunted by this macabre sight.

(Lescurel whispers)
-This... is-isn't even o-one person... but t-two halves j-joined together...

To the Barbarian's keen eye, which has witnessed the hunting and butchery of the carcass and bones of all manner of man and beast in the desolate wilds, the corpse indeed appears to be comprised of two halves, sawn vertically - a man and woman, crudely stitched and lashed together. Yet overall, the body appears well preserved, with a dessicated, withered look of the embalmed.

All internal organs are likely intact, though the flesh has wrinkled and shrunken in the sun becoming leathery and unrecognisable.

-Is it... a r-ritual, or a wa-warning?
The clammy, frightened face of Lescurel stutters hesitantly.

-A warning,
The Bird Masked Cantergloak speaks with a manner of grim recognition:
-Haukwode is a mercenary, and a ruthless one. He led a marauding band of men beneath the Banner of the Stranded Sons, who killed and pillaged in the name of some great wyrm leviathan named Lotan. They believed this wyrm Lotan would come to encircle the Earth and devoured its own tail, though I am not sure what Haukwode himself believed. Perhaps it was just some serpent-cult myth to inspire savagery amongst his followers.

The Bird Mask Stranger adds bitterly, gesturing at the hanging corpse halves:
-We should cut... them down. The stony earth of this mountain path is far too unyielding for a burial, but at least wrap them in a shroud or something. At the very least, it is not a fitting sight for other travellers.
>>
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>Write-in what you would like each character to do. In particular, decide if
- you want to open the chest with a violent blow
- you want to spend some time letting Cantergloak cut down the gruesome corpse
- you want to investigate or inspect any other aspect of the scenery or surroundings
- whether you want to pass through the left-hand shadowed path (with the chest before the siege engine) or the right-hand sunlit path (with the spreadeagled corpse, the sword and antler scales)
- any other actions you would like to take, eg ask questions, scavenge around the area etc. You can dismantle the makeshift balance and antlers if you wish, and retrieve the sword thrust before the corpse.
>Please roll 12d6, thank you!
>>
Rolled 3, 1, 1, 5, 1, 2, 4, 5, 3, 1, 6, 1 = 33 (12d6)

>>5492895
What's that archer doing off to the left? Have the gang look.
Do not open the chest.
Cut down the corpse.
Take the right path.
>>
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>>5492895
>>5492973
Rolled 3, 1, 1, 5, 1, 2, 4, 5, 3, 1, 6, 1
QM: well spotted... and also, you are lucky!
There are two hooded archers perched on rocky outcroppings. They aim at Instinct+1.

The one on the left, the shadowed path, does not even see you (3+1+1=5<7)

The archer on the right sees you, perhaps as Cantergloak is cutting down the corpse. The archer draws his bow and looses a shaft (he has no time to aim properly and fires randomly).

I think the order formation is now this
1. ?/? Cantergloak (cutting down corpse)
2. 7/12 Skallagrim the Barbarian
3. 10/10 Tharfish the Dwarf
4. 10/10 Yazdegerd the Wizard
5. 12/12 Saorla the Elf
6. ?/? Lescurel (cowering at the back)

Unfortunately the second archer hits Skallagrim,
5+1+1=7. As this is a glancing hit (wound have missed without modifier) it does -2 damage, so Skallagrim is on 5/12 hp.

The archer calls out to his fellow companion on the left side afterwards, trying to alert him.
>>
Dewclaw
A short knife with a hilt made from talon, horn and bone, decorated with feathers, belonging to Bird Mask Cantergloak.

As he finishes cutting down the corpse, you see a gruesome trophy falling from the severed halves:
>>
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Half-Heart
It looks just like an ordinary heart, but cut in two.

You feel your treasure, the Skull Chalice,
>>5489147
growing very warm again. Its eyeless sockets seem to be staring at the antler sword, entranced
>>5492027

The Skull is whispering:
-I know this rite - without it you cannot possibly defeat what is coming... surrender your blood to me, and I will see it done. No harm will come to you, but I must have blood... ahahahaha...

(QM: The Skull Chalice demands -4hp to perform its rite, Eater Of The Carrion Sky. Something suggests to you that this ancient rite will blanket a wide area. This time, however, the Skull Chalice guards this secret jealously and will not yield it beforehand. You can take blood from any character you choose. Any of the heroes can cast this spell without rolling, so long as they wield the Skull Chalice, and feed it blood)
>>
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With dismay as you look ahead, you see the Skull Chalice does not appear to be lying. There is a large cohort of warriors emerging, clad in flayed skins and bones, wielding crude blades and weapons. You can see their leader, in a horned antler headdress, inspecting a stone column upon which is affixed a trailing chain of bells, the same bells that must have alerted them when the Dwarf touched the bone chime tripwires earlier. >>5492875

The warriors are examining the alarm, and appear to be debating which path to take - the shadowed left path, or the sunlit righthand one.

One of the warriors carries a long chain, upon which is leashed two snarling wolves.

QM: please see the map (I can provide zoomed views or rotated perspectives if needed)

Currently
Left-side Shadowed Path
1 archer, as yet unalerted
Siege Engine (Battering Ram)
Unopened Chest, jammed shut

Right-side Sunlit Path
1 archer, alerted, shot arrow at Barbarian
5 warriors: (as yet unalerted)
- Horned Leader, inspecting bells
- Stone-Thrower, Large Boulder
- Warrior, (short sword)
- Warrior, (spike mace, broken sword)
- Warrior, unarmed but leading
- Wolf x2

(The wolves seem to pick up a scent, and begin slavering and snarling towards your direction, tugging on their chains)

>QM: Write in your plan and what you would like each hero to do
If you wish to use the Skull Chalice and unleash its rite Eater Of The Carrion Sky, specify
- Which hero holds it
- Who to take the blood from -4hp. It can be any hero you choose, or even npcs like Cantergloak or Lescurel (who appears terrified and ready to swoon)
- You do not get this rite, unless the blood sacrifice of -4hp is made
>Please roll 12d6 after assigning actions, thank you!
>>
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QM: Here is a complete current map overview, showing both the left shadow path and right sunlit path. If you need to see the battlemap zoomed in or from another direction / perspective, let me know, thank you!
>>
>>5493051
Take the two Ballista's aim them at the horde.
Barbarian and elf on one. Dwarf and Lescurel.
Can the Wizard prepare to use his magic? I think not, then have him Help with the siege weapons.
>>
Rolled 1, 4, 5, 4, 1, 6, 5, 5, 5, 5, 4, 5 = 50 (12d6)

>>5493056
>>
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Rolled 5 (1d6)

Reaction roll for Lescurel The Red-Cloaked Troubadour (morale break)

1 Wielding his lute like a club with a drawn poniard in his other hand, The Troubadour charges insanely on his own into the massed horde of warriors, the Stranded Sons
2He swoons and collapses
3 He is rooted to the ground, paralysed with fear
4 He falls to his knees sobbing and babbling piteously
5 He attempts to arm and fire the third arcuballista (after next turn)
6 Lescurel runs towards the warrior host on his own, but tries to distract and lead them towards the left side battering ram next to the rocks as a distraction
>>
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>Rolled 1, 4, 5, 4, 1, 6, 5, 5, 5, 5, 4, 5

Sometimes a trap can harm by simply doing nothing at all.

You are slowly turning and rotating the arcuballista. Very slowly. There is a nagging worry in the back of your mind that these ballistae might not even work, with the torsion of their drawstrings exposed to the elements here in the mountain, long abandoned and broken after the failed Ritterskeep siege against the trolls.

An archer can draw aim and loose shaft after shaft with merciless repetitive speed.

QM: the left-side archer hears the called warning. Both archers draw and fire again; once again the archer on the left in the shadows misses.
1+4+1=6<7

The sunlit rightside path archer aims properly this time and it is a strong hit. He aims at the one he sees carrying a ranged weapon, Saorlai the Elf with her Wheel-lock pistol (the only ranged weapon in this adventuring party??)
5+4+1=10, Saorlai -10 damage!
2/12 hp remains

So staying with these rolls,
1+6=7
5+5=10
On the next turn you will manage to rotate two of the arcuballista and you will definitely hit - if the ballistae work. I will roll this afterwards (4/6 adverse tilt to the roll)

1 All the siege weapons here are useless. This was the trap, of course
2 The Left side works, the Right side doesn't
3 The Right side works, the Left side doesn't
4 They both work. But now you have to crank the drawstring (oh no! fires after the next turn)
5 They fire as intended
6 Not only do they fire, but the thrown barbed spearheads shatter into splinters for lethal area-of-effect

However this turn, you can only really hit two targets with them (think of them essentially as Very Large Throwing Spears). Lescurel is loading and rotating the third ballista,
>>5493109
and fires the turn after this one.

There are three targets:
1/ the Left-side archer (on his own),
2/ the grouped mass of sword melee warriors led by the Horned Warrior. This group includes the Leash Warrior with the two snarling wolves. You think to kill everyone here would require aiming BOTH ballistae at centre of mass into this crowd, unless I roll a 6 above.
3/ the Right-side archer. The Stone-Thrower carrying the boulder is heading to join him on his his high rocky perch

You can see the Horned Warrior, the leader, ordering his men to prepare for a charge, that will likely completely rout and break your party as you are scattered manning the siege ballistae with no cover and possess no shields.
>>
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The unusual Stone-Thrower warrior is climbing the stone perch to join the archer on the right. The Stone-Thrower is unarmed but he carries a Large Boulder. He seems to be shouting at the archer to stop aiming at the Elf, and target the Wizard instead.

Yazdegerd the Wizard is staring curiously at the Antler Sword-scales, that resemble a Balance, and the dropped severed heart from the sawn-apart corpse, as he gazes at Cantergloak with increasing curiosity.

Cantergloak is screaming as he waves his feathered knife:
-What are you doing? The siege weapons are useless! Take cover, flee!

>Write-in what you would like to do
If you choose to fire the arcuballistae, specify which target you aim for (1/ 2/ 3/ above) for the Left Ballista and Right Ballista. You can also fire both together at the large warrior gathering, 2/ etc.

The Wizard can use spells with the usual rules. Remember magic always has a cost...

If you wish to use the Skull Chalice and its rite Eater Of The Carrion Sky, specify
-which hero wields it
-which character sacrifices the blood, -4hp
-this rite can be cast with no fatigue by ANY hero, but it only activates if the Chalice is granted blood

If you know what to do with the antlers and the sword, write-in now.

If you need weapons, the long war-shafts thrown by the arcuballistae function effectively as spears. There are enough scattered around.

You can also reposition, take cover, attempt other actions etc.

>Assign actions to heroes, and
>roll 12d6
>>
Rolled 6, 5, 6, 2, 2, 4, 4, 3, 3, 1, 1, 6 = 43 (12d6)

>>5493117
We have the fake letter, right? I guess give it to them.
Another option is to have the Wizard to put the feather and heart on the scales?

I saw your post in the /qtg/, never figured out one of your puzzles so good luck with that.
>>
>>5493419
>have the Wizard to put the feather and heart on the scales
Suddenly, Yazdegerd The Wizard realises the nature of this dark sacrifice - an invocation of The Obediences, the horrifying ritual spells of the Deathseers.

Without a moments hesitation, the Wizard yanks a handful of blue feathers from Bird Mask Cantergloak (who yelps in pain and surprise).

Scattering the drifting feathers upon one side of the scales, Yazdegerd casts the Half-Heart and flings it upon the other side of the makeshift Antler Sword balance.
>>
There is a tremor shaking the mountain path; all around you are clattering rocks and rising plumes and clouds of dust, and the ground is unsteady and churning beneath your feet.

The Horned Warrior, the leader of the Stranded Sons cult, who is gesturing to his line of grouped warriors, swords brandished preparing to charge, suddenly pauses with uncertainty, and tries to maintain his balance. The Leash Warrior, on the verge of turning his two snarling wolves at you, hesitates as his beasts whine and mewl in fear at the shaking earth all around them.
>>
A hideous face has appeared upon the Skull Chalice,
>>5485518
>>5489147
writhing and seething with corruption, spittle and venom, and dripping with the jealousy of a guerdon denied:
-NOoOOOooo... yOu wEre SuPposed tO feEd the bloOd... thE BLoOd... tO MEeeeEE...!!
>>
Rolled 7, 11, 2, 7, 5, 7 = 39 (6d20)

>>5493419
QM: yay, well done! I guess you just figured one of my puzzles out, it is a particularly hideous one, hehe. (Also: you never obtained the Letter Of Marque from the River Crossing Tower chest, and you did not search the Witchfinder as he fell into the river)

The Sword-Scales sacrifice effectively acts as casting the ancient rite Eater Of The Carrion Sky, but you retain 1 further use of this spell (as a prepared ritual). This spell costs no fatigue or roll to use; it can be triggered in the future just by writing in, and I will drop the area of effect template.

As you may have gathered, what this horrifying Deathseer spell essentially does is summon an enormous tentacle corpse face with a maw of writhing fleshy thrashing tongues out of the ground, entangling enemies and lashing at others nearby. This spell has caught all of the Cultists including the wolves massed in the middle. I will roll 6d20, one for each of them. All of these warriors have 10hp. The wolves are savage, unnaturally strong and have 8hp each.

But the fight is not over. The Stranded Sons being fanatical Cultists to the Wyrm Lotan do not break at the sight of sorcery and eldritch horrors.

There are still three of them - left and right side archers, and the Stone Thrower (he has joined the fray on the right).

This turn you fire, hits guaranteed - and again you are lucky! This table >>5493115 and I will just use the first 6 from your roll here >>5493419
means that all the arcuballistae are in working order.

Next turn the Archers and Stone-Throwers will fire at you, followed by any survivors of the horrifying tentacle mouth spell. Then afterwards on the next turn, Lescurel will fire (QM: this was a very lucky roll for you! >>5493109)
>>
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Bear in mind the health of the party is currently as follows:

1. 10/10 Yazdegerd the Wizard (completed ritual)
2. ?/? Cantergloak (waving knife)
3. 5/12 Skallagrim the Barbarian (wounded by arrow, firing ballista)
4. 10/10 Tharfish the Dwarf
5. 2/12 Saorla the Elf (severely wounded, firing ballista)
6. ?/? Lescurel (loading and aiming ballista)

If you need to change the formation, take cover or reposition heroes you can do so (this does not cost any actions or anything in the current situation)

>QM: write in what you would like each hero to do.
If you need to reprioritise targets for the ballistae / take cover, break into melee etc against the Archers / Stone-Thrower, do so now. You can shout at Cantergloak to do things, he may obey. On the next turn the Stranded Sons cultists attack showing no mercy!
>Please roll 12d6 again, thank you!
>>
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QM: oops, I forgot to update the map. From this 1d20 roll,
>>5493484
one of the Stranded Sons warriors is outright killed by the tentacle corpse maw spell Eater Of The Carrion Sky. I will say it is the short-sword one from here
>>5493051
The rest are all entangled and wounded and continue to take damage. One of the wolves is effectively Near Death 1/8 hp. Remember that because of the roll here >>5493419
where I will just take the 6 against my table here
>>5493115
I will grant you an area of effect from the ballista shots, so choose your two targets this turn wisely!

I have repositioned the miniatures and we can say that the two wounded heroes, Barbarian and Elf, were the ones manning the ballistae, freeing Tharfish The Dwarf who is unwounded to perform melee if you need him.

QM: a valid option in OSR games is also just to flee, run past these cultists into the next area. The main group of warriors are entangled in temtacles, and the archers and Stone-Thrower will get some free shots at you, but they may miss. Once you start running though, it is not wise to stop.
>>
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Rolled 1, 3, 1, 4, 1, 6, 5, 2, 5, 4, 4, 1 = 37 (12d6)

>>5493489
The Barbarian, Elf and Lescurel shoot their siege weapons!
Barbarian at the rightmost archer. The Elf and Lescurel will aim at the person two to the left of the rightmost archer.
But thats not all they will do Souvarine! The Barbarian and the Elf will use up some ship supplies to heal themselves.
Cantergloak and the Dwarf enter attack position and go for the wolves.
The Wizard will cast Entangle on the grouped bandits.
And with that i end my turn.
>>
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Rolled 20, 10, 12, 1, 14, 5 = 62 (6d20)

>>5493968
(QM: this is such an incredible animated gif, so amazing!! Yes this is very similar to what I imagine the spell looks like hehe)
>The Barbarian and the Elf will use up some ship supplies to heal themselves
I will let you do this.

Technically, you need to buy or possess the Signal Rocket
>>5488459
to call the ship - and it is quite perilous navigating a sky galleon next to the mountain cliffs hehe.

But we can just retrospectively say and imagine that back at the tavern here,
>>5491677
>>5491994
you bought some supplies and now you use them. So the ship condition was 62% from here
>>5491994
and is now
62 - 2*10 - 2*7 = 28 %
to heal 10 and 7 hp for the Elf and Barbarian respectively, at the 2x cost from bartering supplies back at the tavern here.

So as mentioned here, >>5493484
>The Sword-Scales sacrifice effectively acts as casting the ancient rite Eater Of The Carrion Sky,
by solving the puzzle you already triggered that entanglement spell, as you can see it has trapped all the central warriors on the map including the wolves. You also retain 1 further use of this spell for future use (after which it is forever gone).

>Rolled 1, 3, 1, 4, 1, 6, 5, 2, 5, 4, 4, 1 = 37
oh no! what is happening with the dice here!! nooo

Barbarian and Elf hit their targets from your roll back here >>5493419 The Archer on the right and Stone-Thrower are horribly mangled into meat ropes splattered in red wet strands spreading across the grey stone cliffs.

Lescurel and Cantergloak both however miss!
1+3=4<7 nooo...! (ballista shot veers into the sky)
1+4+1=6<7 nooooo...! (Bird Mask has a +1 from his special dagger >>5493049 )
1+6+2=9 for the Dwarf, he kills the entangled wolf.

I will roll 6d20 again from the continuing lashing tongue tentacle damage from the horrifying Deathseer spell trapping the warriors. Hope this one kills them off... but then the final Left archer will open fire. The Dwarf Tharfish should probably stay a safe distance back as he pickaxes the entangled wolves and warriors...
>>
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Rolled 2, 2, 1, 3 = 8 (4d6)

QM: ok, that 6d20 roll is more like what I was hoping for from the tentacle corpse mouth damage hehe. All of the central warriors and wolves are lashed and shredded by a flailing forest of corpse-mouth tongues killing them except for one, I will say it is Sword And Mace cultist warrior man.

He and the final remaining Leftside Archer will make one more attack and then flee, as their numbers have been decimated.

Sword-And Mace Warrrior attacks Tharfish the Dwarf; Archer fires at Yazdegerd the Wizard. Both at +1
>>
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>>5494021
QM: fortune favours you this time! Both the +1 attacks from the remaining left archer
2+2+1=5<7 as well as Sword And Mace Warrior
1+3+1=5<7 miss you completely! They scamper off and flee in shame (but probably to warn others)

This area is now temporarily clear, so you have a bit of time to search / scavenge and regroup. Because of your huge expenditure of ship supplies to heal, the entire party is now at full health already.

Given that there are a lot of weapons strewn around (eg from the dead Stranded Sons cult warriors) I will let you use this area to re-equip and procure some weapons or tools to prepare

>Write-in what you would like to do
You can write-in some mundane weapons to equip the party with (I will see if I can find pictures) I recommend at least one melee and one ranged option for each hero, though you can also try pure melee eg one blunt, one slashing weapon or pierce/thrust etc. If there are some utility tools or items you need, you can mention them also.
When you are adequately prepared,
>ascend the mountain path; advance to the next area
>>
Wallarmbrust / Windlass Heavy Crossbow

QM: the most readily available weapons here are probably crossbows, something the Dwarf could adapt or improvise from dismantling the ballista parts and mechanisms. The advantage of these over the Elf's Wheel-lock
>>5481803
in this game is that the crossbows are less noisy, though obviously not as powerful as a black powder firearm.

Also keep in mind because of your "emergency ship supply heal",
>>5493968
>>5494011
you only have 28% remaining, this is only enough for maybe one and a bit characters - but then you will have no ship left lol. I would probably advise some more caution going forward, stealth, distraction and running if needs be, if you are to make it over and down the other side of the mountain.
>>
>>5494031
Mace and blowpipe for Wizard.
Shortsword and throwing axes for the Dwarf.
Dagger and throwing knives for the Elf.
Claymore for the Barbarian.
>>
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>>5494095
Ok, let us look at the inventory of the characters!

In my past games I used to dedicate a special paragraph section for each inventory item with a picture. What I might do now is just list the inventory and show it in game like this pic related.

The idea here is that the "style" of weapon you choose might explain some aspect of the character history and lifepath etc. It may also affect the "look" of some npcs or story elements going forward.

First of all, Yazdegerd the Wizard!

I upgraded his Hooded Lantern to be a bit more gothic and magical-looking hehe.

Also, from a purely strategic standpoint, the Skull Chalice treasure ability is that it can permit ANY character to cast magic, without fatigue or even rolling, provided it is fed blood, and the blood shed does not have to be your own (hint: melee characters doing damage). So you can keep the Chalice on the Wizard, or give it to another.

The Skull Chalice currently is a little ill-tempered, because you worked out the sword-scales puzzle without resorting to feeding it hehe. Overuse may lead to corruption effects akin to the tentacle corpse mouth spell hehe.

The Wizard can have an ordinary spiked or flanged mace, but maybe it would be cooler for the wizard to have something like this, a Blackthorn Shillelagh.
https://images.metmuseum.org/CRDImages/ci/original/25.935_CP4.jpg
https://www.metmuseum.org/art/collection/search/155768
(this is the middle item in my pic related)
which is just a sort of knotted hardwood thorned club. Because it is wood, you can combine it with the Blowpipe idea!

If you want some other type of mace (eg a more crude wooden club looking one) let me know and I will see what I can find.

Blowpipe pictures are hard to find (maybe the Wizard was a shaman?) but nonetheless here are two I made. Let me know which one looks better, or if you have other ideas.
>>
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Next, Tharfish the Dwarf. I quite like the idea of Anglo-Saxon / Viking looking swords for Dwarves, so I combined the Hurlebatte / Francisca throwing axe with the Ulfberht type Viking swords.

But another option is to choose something akin to a naval cutlass or sabre (eg Genoese boarding sabre type style, 2nd from right) because of his established lifepath on board a sky-whaler boat.

Yet another random option is to go with the Roman gladius, I would have to think about how to integrate that scenario to the story or his background hehe but it is probably possible.

If you have another idea for a short sword type weapon for the Dwarf, let me know and I can see what I can find.
>>
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For Saorlai the Elf there are a lot of possibilities, different story choices and lifepath suggestions.

Throwing knives actually make a lot of sense in the context of former acrobat / circus performer. I chose this picture of some !notJapan ninja stars, because that is part of my setting (Imperial Langkasuk Of The Lotus And Cannon is vaguely all South East Asia etc) So for a dagger you could choose the !notJapan tanto type blade. From the picrel though, other options could be a Renaissance parrying type basket hilt dagger, a stealthy assassin or decadent Highborn looking poniard/misericorde, a more Celtic looking dagger if you want to do the Wood Elf tribal thing hehe, or just a plain medieval dagger. So depending on which weapon style you pick, it might lead to the Elf being perceived very differently in the world with different origins.

I think some anon originally mentioned a bandolier >>5481447
(I am thinking of the elves and pirates with arquebuses from Pillars Of Eternity 2 etc) so not sure what exact Elf archetype they had in mind. The tech level of this world is roughly wheel-lock / arquebus, probably not yet bayonet or flintlock level. The idea is that because the land has become mostly impassable (hence sky galleons) the black powder is mostly restricted to coast river and urban city type areas, and the further into the wilderness you go, the more primitive / medieval the weaponry becomes.
>>
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Lastly, Skallagrim the Barbarian! I am thinking he has gotten a little neglected given that The Wizard obviously does his magic, The Elf has a gun and also acrobatics, the Dwarf can do ship repairing things and traps etc. So I am open to giving the Barbarian either some additional ability - some berserk frenzy, an extra attack action, ignoring one wounding damage blow per encounter, or a deathblow move etc. You can suggest a skill or background for him if you want. I was quite intrigued by the anon who chose this option >>5486028 of the eloquent orator Barbarian lol who is either some sort of Skald or wants to give speeches, but you would probably need to upgrade the Charm -1 attribute of this hero first! What I can also say is that I would permit some of the attributes to be used in unconventional ways, eg Strength is not just punching and brawling, it is akin to "doing warrior things" so if a character were to give a martial speech before warriors on the eve of a battle, I could be persuaded to let you use Strength to roll instead of Charm in that situation etc. And the platypus skull talisman has also gone mostly unused, you can suggest an ability for that too...

In terms of swords, I found exact historical pictures of claymores (2nd from right, and farthest right is a more fantasy claymore one). There is of course always the option to choose !notConan sword hehe 2nd from left. If you have other ideas for an evocative two-handed sword, (eg Arabic or Asian? etc) please do suggest them. Another avenue I could do is provide something very exotic, like a Macuahuitl (Aztec two-handed obsidian baseball bat/club thing, basically a stone sword) or some weird African ceremonial throwing sword, Egyptian sickle khopesh etc. These can definitely work in my setting too!

>QM: write in your choice of the style of weapons etc or any other lifepath background items for the characters
>write in any ideas for an additional ability or skill for the Barbarian
>write-in any other (mundane) utilities/tools/items you might need
The style of the item you choose may affect the "look" of the world, enemies and also how npcs react and perceive the background of your character.
If you are fine with my default choices, I can just pick some and we can move to the next scenario. This is the last chance to equip before whatever lies ahead, so make sure you have what you need!

I will leave this choice open for a while, and prepare the next battlemap, thank you!
>>
>>5494295
>If you are fine with my default choices, I can just pick some and we can move to the next scenario.
This.
>>
>>5494293
>Elf swaps to tanto
I just want that Napajese kino
>>5481321
I like the width of this picture
>>5489124
And colors+style of this one
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>>5494510
hehe, maybe Saorlai the Elf can become Saertu Moon-Arisen of the Langkasukan jungle, and look like this...

I remain open to any suggestions regarding character backstory and inventory style / look (Dungeoneer rpg makeover dressup fashion game!) as well as some Barbarian abilities / improvements. In the meantime though, the story can continue...
>>5494459
>>
The way ahead is temporarily clear after the battle, but Cantergloak remains tense. Though you survived unscathed, you realise you have expended a lot of your supplies.
>>5493968
>>5494011

In a strained voice, the Bird Mask Stranger warns:
-Stay alert! This area is not safe. We should keep moving!

Lescurel is shaken from the battle, but appears to have recovered some of his composure, though not any cheerfulness. The Red-Cloaked Troubadour whispers fretfully, with an undisguised accusatory and hopeless undertone:
- I thought you said this Mountain Path was a shortcut! Does it even lead to the Circus? Do you even know where we are going? These adventurers have a sky vessel, we could have just waited for daylight back at the Two-Necked Crow, and voyaged there on the ship! But now we have used so many supplies fighting! What are you really doing here, Cantergloak?

Cantergloak sighs as he slowly turns to look at the red cloaked bard. The Bird Masked Stranger seems to pause as he struggles internally with a great weight or secret, though finally he straightens himself as he sighs again and admits:
-I really wasn't much help back there, during the battle. If it weren't for you four adventurers, well... I dare not think what would have become of us all!

I have met the Maestro and ringmaster of Circus Charivari before, we have an... understanding. But that is not why I am here, nor why I came to the tavern and the village at the Two-Necked Crow. You see, it is not as easy as Lescurel believes - you cannot simply fly a sky vessel over the mountains. Not only are there dangerous gorges, treacherous winds and cliffs, but also the Maelstrom above - the Lightning Storm. The sky vessels of today simply cannot achieve or even control the elevation to ascend and pass safely. The Warguild know of this, which is why the East Galernese Trading Company have built their cannon-towers and wind-spires all along the alternative routes around and beneath the rock cliffs, so that you cannot escape paying their tithes - unless you want to run the risk of being shot down.

But what if an alternative route exists - a safe, hidden passage through the mountains? I have an idea as to how to find one...
>>
Langkasukan Kite Sail

Lescurel's eyes widen in disbelief and shock as Cantergloak describes his plan.
-You are insane?! You want to... jump off a mountain? Just leap off a cliff? How does that help you climb over the mountain?? Jumping is falling, the opposite of climbing?! I want no part in this...!

The Bird Masked Stranger is untangling and unfolding a very light, almost gossamery silken frame or sail, which consists of a series of cords and thin vanes and telescoping beams connected to a very wide armature akin to an enormous collapsible and steerable kite wing. You see now that this folding Kite Sail appears to explain the hidden belts and buckles that Cantergloak had strapped to his body when you first met him. >>5490912

You also see that despite its enormous size when unfolded, this kitesail appears tremendously thin and light. Indeed, it already appears to be rising, billowing and swaying upwards, carried by invisible eddies of mountain wind, as Cantergloak manoeuvres to secure and keep the sail held down.

The Bird Masked Stranger is explaining,
-I learnt this from the Khurultai of the Far Eastern Steppe. In the high mountains there they celebrate the gathering of the nomad clans with a kite festival, some call this organisation 4Khan, after the four clan elders. When I witnessed the kites in the mountains, I wondered if it could be used to show the current of the wind, and reveal a passage through the chasms and gorges. Because all have seen from afar the Old Monastery upon the snowy peaks, that dates to before the craft of the sky vessels was lost and forgotten. There must have once been a way through them, the Ruined Monastery in the snow proves that there was once a way through! And so if we find a high vantage and leap down, with the assistance of this Langkasukan Kite Sail, perhaps the wind will carry us through...

Lescurel folds his arms, but then throws them up again in utter disbelief:
-So you are... a smuggler? Or one of those Vourukasha pirates, trying to bypass the Warguild blockade! You are insane! You will either plummet to your death as you do a flip off your mountain cliff, but even if you succeed... you will just freeze to death in the mountain snow. You really have not thought this through! Now I realise, it would have been better off for all of us had we just surrendered to those Stranded Sons cultists. Maybe they would have let us all live if we all just mutilated ourselves and praised their devouring wyrm-god Lotan. They may be insane torture cultists, but at least they don't try to persuade people to just jump off a mountain!!
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QM: You can see two paths up ahead from where you currently stand.

There is a path that leads to the summit of the mountain. You suspect that the two surviving Stranded Sons cultist warriors, the Left Archer and the Sword And Mace Warrior, fled up towards here. Currently from where you stand you cannot see any signs of their presence. There is a strange cave here with what appears to be a peculiar axe jutting out of it (QM: very top left corner in the darkness of that picture) There is a chance that by the time you reach this cave, it will be nightfall, but if you hurry, and rush after the fleeing cultist warriors now, perhaps you can make it during the day.
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Cantergloak suggests you ignore this and make the leap from your vantage point where you stand currently, whilst it is day.

The cliff edge overlooks two bridges over the entrance to the ruined monastery. You would need to essentially leap straight through these bridges, riding the Langkasukan kite sail whilst tethered together. Cantergloak will steer it (you can assist him) but he will be essentially defenceless. Already you can see even in the daytime sunlight that this ruined bridge appears quite heavily guarded (QM: please see the map; the direction of travel of the jump is left to right, you will begin on the farthest left rock ledge).

QM: you can attempt both - first investigate the cave now, then make the leap past the ruined monastery in the night, but this will reduce your visibility and make the jump more dangerous. There is in fact no guarantee that the bridge will become less well guarded at night, though you suspect this might be the case. (QM: I will roll, and the probability will be tilted in your favour for reduced guards)

Or you can ignore the cave at the mountain peak, follow Cantergloak's advice attempting the ruined monastery bridge leap during the day right now, and brave the Stranded Sons cult guards that you see before you. (QM: this will not occur immediately, I will position you on the battlemap first and you can plan or prepare accordingly etc). Attempting this jump in the day reduces its difficulty.

If you attempt the leap off the mountain, there is no returning back to explore the cave with the mysterious axe blade.
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>QM: write-in what you would like to do, assigning actions to each character
You can for instance
- rush after the fleeing cultists now, explore the mysterious axe cave. There is a chance that you will catch them before night descends.
- ignore the cave, make the leap past the ruined monastery bridges during the day
ignore the cave, just wait until nightfall and attempt the leap in darkness

If you want to make the leap, please assign the heroes accordingly. The way the Kite Sail works is there is a central sail (20/20hp) and two tethered kites (10hp each). Each can carry two passengers. Cantergloak must steer the central sail and you can assign another to assist him. So you would have to decide how to place the heroes:

Main Kite Sail
-Cantergloak, steering
-??

Left Sail
-???
-???

Right Sail
-???
-???

QM: you can also choose to explore the cave and then just descend down the mountain path on foot to the other side, abandoning Cantergloak to attempt his death-defying exploration and jump off the mountain on his own.

>please roll 12d6, thank you!
>>
>>5495311
Can we like
>Analyze the path we will have to conquer from a vantage point during the day
>Make the leap during the night with (potentially) lowered guards and (less) increased difficulty
Due to being somewhat prepared, rather than just... winging it?
Also... how good is the dwarf's armor and the elf's throwing skill?
>>5495225
I was also thinking it'd be fitting for the dwarf to have the cutting edge technology (i.e guns and cannons), since dwarves are often depicted as the engineer-type. Not sure whether it'd work with the tiny wheel-lock, though... maybe if he kept it strapped as a surprise backup gimmick weapon. Idk.
>>
Rolled 6, 2, 5, 2, 4, 1, 4, 1, 2, 3, 6, 1 = 37 (12d6)

>>5495311
>>
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>>5495375
Dwarf concepts:
hehe, I made a little steampunk dwarf and assembled a loadout. Of course he has a brass monocle and also an 1890 Lancaster Instantograph brass hinged camera, I was hoping to save it for my 19th century Victorian setting hehe but still thinking about that one. His melee weapon could be one of those Order 1886 videogame stielhandgranates and he would have one of those rare Savage 1861 civil war Navy percussion revolvers with the lever ring trigger,
https://en.m.wikipedia.org/wiki/Savage_1861_Navy
they are the most steampunk guns in my opinion.
I also thought about giving him the drill from Bioshock but that might be too much lol

If enough anons really really want this I can change the setting a bit, but my default inclination is still to keep the setting at approx. 16th century wheel-lock black powder level. If we took the setting to 19th-20th century with revolvers, the Barbarian might shift from Conan / Cimmerian to maybe more Native American, Mesoamerican or African look (I always wanted to put kpingas and mambeles and trumbash throwing dagger-axes in my games yay)

Interestingly, no anons have yet asked how the sky galleons fly around, it might be worth investigating...
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>>5495375
Perhaps Tharfish the Dwarf Sky-Whaler looks closer to this in my mind. Of course he fights with a castoff metal ship anchor instead of an axe (not much use for it in the sky), he has a lucky sky-whale carved scrimshaw tooth amulet (sort of like Dishonored whale runes, and I like the funny meme picture of the whale face blinking at the galleon). I really really wanted to give him some sort of Meerschaum carved pipe, maybe in the shape of a mermaid or kraken or ship etc. For ranged weapons he could have one of those ridiculous real-life wheel-lock bombards or hand mortars, and also an old harpoon gun for reeling things in. Other concepts I considered were just a boat hook (they look pretty vicious) or handheld harpoon, or one of those old antique flintlock axe-rifles. But ideally I don't want to put too many guns in this game, it really should be about melee!
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>>5495375
>>5495491
QM: Was your intention to skip investigating the cave entirely? Because if you are going to make Cantergloak's cliff leap at night, you have time to investigate the cave also.

>how good is the dwarf's armor
So none of the characters are wearing any armour. If you find armour, I will show it to you as an item section, like this
>>5482480
(hehe, there was an option to ask for armour or buy it at the village tavern, the blacksmith write-in back here >>5491677 , too late now!)
In this game for simplicity armour is a single use item, essentially additional buffer hp. After absorbing the damage it breaks (can also be repaired) and serves no more protection.

>elf's throwing skill
Throwing weapons are Instinct rolls, Saorlai the Elf has a +1. So essentially 2d6+1,
result < 7 fail;
7<=result <=9 mixed /minor success;
result >=10 strong success. You can see the vague coverage of the attribute domains here
>>5484771 hope this helps!

QM: also, please indicate which hero performs each action, e.g. Dwarf scouts / analyses the path etc. Otherwise you might miss out on bonus modifiers!

This time, you rolled fairly well here
>Rolled 6, 2, 5, 2, 4, 1, 4, 1, 2, 3, 6, 1
6+2=8>7, so I will show you a bit of the cave map, (please see pic rel)
...
Lescurel grows increasingly nervous as you scout around this cave, even at a safe distance:
-I k-know w-what's coming... this- th-this must be the part with a dragon! There is always a dragon somewhere, that turns up around this moment! And weren't these Stranded Sons worshippers of Lotan, their all-devouring wyrm god? I bet they are torturing and murdering and sacrificing helpless victims to some dragon in there... And what was that old Deathseer myth again, that ritual with the balance and heart and feather...?
>>5491975

>QM: write in what you would like to do.
Both the "dragon" cave and the cliff leap are entirely optional, you could probably walk past both these encounters if you feel they are not worth the risk, though Cantergloak will leave the party as he is intent on finding a hidden route through the mountain. If you perform the cliff leap, you cannot return to the cave or this area.

Also, if you intend to help Cantergloak with his wingsuit jump hehe, please indicate the positions of the heroes as mentioned here
>>5495311
The first hero in each Kite Sail section is the one who has (limited) steering, to whom the modifiers for the craft actions will be applied. They may have limited combat options available as they are piloting the respective craft. Both the Left and Right Sails are tethered to the Main Sail, but they may become unanchored if they receive too much damage.
>Please remember to assign actions to each hero, and
>roll 12d6, thank you!
>>
>>5495620
>Elf and Cantergloak observe the terrain below and potential paths and tell the Sorcerer what they see
>Sorcerer and Cantergloak then use the information provided to decide where they should go
>Barbarian stays on the rear guard to cover their ass in case something starts crawling out of that cave
>Place Sorcerer at the front right
>Sorlai at the front left
>Dwarf at the rear right
>Barbarian at the rear left
I'm most concerned with the weight distribution.
>>
>>5495620
>Was your intention to skip investigating the cave entirely?
>if you are going to make Cantergloak's cliff leap at night, you have time to investigate the cave also.
The intention was to use the daytime in order to observe the route we're going to take and let the birdude mentally prepare for the flight to the extent it's possible from where we currently are. This way we minimize the chance of failure while flying at night, as opposed to just diving down and counting on visual cues and reflexes.
Why? Because I think the night is better than getting shot at during the day, but I don't like the idea of going in blind while it's dark.
>there was an option to ask for armour or buy it at the village tavern, the blacksmith write-in back here
I've been here for only like 2 updates.
>a bit of the cave map, (please see pic rel)
See this is why you avoid random axes in the dark. Lol. Lmao, even.
>>5495556
>stielhandgranate
Sounds lethal to the user, lol. Maybe it could be a heat-based weapon where chemicals inside would make the warhead so hot it could melt metal (but not itself)?
>navy percussion revolver
That thing is so stylish, damn.
>Panzar dwarf skin
That game's characters were as hideous and repulsive as its monetization, lmao. Posting another somepunk dwarf to bleach my eyes.
>If enough anons really really want this I can change the setting a bit
I'm by no means pushing the steampunk idea, just wanted to throw the dwarf+gun idea out there. Also it's technically gear/clockpunk, there isn't even any steam here. Is there a word for when people start massively misnaming an idea to the point where the new name replaces the correct term completely? There's gotta be.
>>5495557
Those bombards are exactly what I meant when I mentioned cannons here >>5495375.
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Rolled 1 (1d6)

Here is a roll for the warriors at the broken bridges by the Ruined Monastery gates (please wait as I will reposition the miniatures on the map afterwards)

1 Sometimes dithering and dallying is not worth it; unfortunately, the night patrol of Stranded Sons cult warriors has increased - now there are EIGHT guards.
2 The night guard patrol is reduced to FIVE
3 The night guard patrol is reduced to FOUR
4 The night guard patrol is reduced to THREE
5 The night guard patrol is reduced to TWO
6 At night, the ruined bridge pass is completely deserted!
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>>5495668
Oh no! Well to give you a better chance, I made the additional 2 guards just a Leash Guard with his wolf. You can see him near the very top left of the cliff.

Your target flight path is from left to right, past these bridges and through the mountain gorge.

So along the horizontal top upper edge of the cliff we have Leash Guard and Wolf; an Archer and a Stone-Thrower overlooking the broken bridge and pillar, an unmanned arcuballista, and alarm bells, also unattended.

On the vertical intact bridge, you have three Archers and a Horned Leader, who was no ranged weapon - just a sword.

You also notice that there is a gap that acrobatic heroes could cross (top upper left corner). You could do this in one of the smaller kite sails. So a dangerous strategy might be to try and get across that gap using the cover of night and stealthily eliminate some of the guards. But if the guards are ever alerted, whoever is on that side will be somewhat cut-off from the rest of the party, on their own.

Another strategy might just be to dash straight down past the two bridges in a huge mass all at once and together. The guards do not notice your presence currently. You will probably get a few turns before they even realise what is happening (note that neither the alarm nor the arcuballista is manned or attended currently). You will probably get at least one turn of being shot at, though if the guards realise what is going on and focus fire just one of the smaller sails (QM: I will roll for their reactions) then you may spiral out of control, but the Kite Sails together have a combined hp of 40 which may make a speed dash survivable, that is, unless one of them makes it to the ballista...
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QM: let me know if you need the view rotated at all to see the battlemap better / from another angle. Here is just the view from the other side, showing the gap in the chasm that you could leap across if you wanted to attempt to stealth eliminate some of the top cliff guards by hand, and prevent them from reaching the alarms or arcuballista. But if anything goes wrong here, you may get swarmed by reinforcements.
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The night version of the cave near the mountain summit, it is not very exciting. A few things you notice, though: firstly, the two daytime survivors, the Archer and the Sword And Mace Warrior that escaped your earlier battle and fled - they seem to have gone.
>>5495620 this pic related

Secondly, you see that the axe-bladed tail creature in the cave is on some sort of chain. You have no idea how long the chain actually is from where you are observing it. You also wonder that if you could create a diversion here, perhaps you could draw away some of the guards by the bridges and the old Monastery Ruins... but it would have to be a very loud and convincing diversion, hehe. Also, at night it is nearly impossible to see anything (QM: unfortunately, this is why the map is pretty much black too. Sorry, I cannot do much about the contrast / brightness with this free virtual tabletop app)

QM: write-in your plan and what you would like to do. Please remember to assign an action to each hero!

If you want to just make a dash straightaway in the kite sail, please indicate which heroes are seated in the various positions here
>>5495311

Main Kite Sail
-Cantergloak, steering
-??

Left Sail
-???, steering
-???

Right Sail
-???, steering
-???

Note that the first hero is mostly responsible for steering in each section of the wing, and so may have limited combat / interaction options

QM: if you think both of these encounters are far too dangerous / not worth it, you can just abandon Cantergloak to his insane endeavour, and use the cover of darkness to walk down the mountain. (The Bird Mask Stranger Cantergloak leaves the party)

>Assign actions to heroes, then please
>roll 12d6, thank you!
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>>5495668
>hand bombard, Dwarf, etc
Ok, unless any anon vehemently complains or has a better idea, I will switch Tharfish the player character model to this one of the Sky-Whaler Dwarf, >>5495557 he gains a wheel-lock Hand Bombard, and I think this has area-of-effect but not as much range. I think the Dwarf has a background of being well-travelled, with some sky galleon navigation abilities and also repair and shipwright stuff, as we have already established.

For balance avoiding too many guns in this game (they are meant to be relatively rare) I will take away Saorlai's wheel-lock, as she gains this loadout >>5495225 minus the Tanegashima matchlock at the end hehe, becoming Saertu Moon-Arisen, a former circus performer and acrobat from Langkasuka and she has her throwing stars, !notJapan knives and also caltrops, because they are in the picture as well and also cool. Maybe some Elves come from the jungle in this setting, just like in Dark Sun yay!

So slowly the generic Elf and Dwarf are gaining a bit of backstory and character development. If any anons have ideas for the Wizard or Barbarian, to make them a little more distinctive, please write-in as well, even if they are just superficial stylistic or aesthetic / dress-up fashion choices hehe. Also, I am willing to permit the Barbarian some skill or ability boost, because I think he was a bit neglected with the write-in choices at the start. So any ideas there are welcome too!
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>>5495665
>>5495747
>>5495782
updated the picture with your formation instructions from here, thank you!
>>5495665
>>
As I think a lot of players dropped out, due to either work or Christmas seasonal commitments etc, I thought I would just upload some of the battlemaps and unused planned areas for this game.
>>
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If you successfully completed Bird Mask Cantergloak's death-defying leap wingsuit jump lol through the guarded ruined bridges, this would be the arrived area to the mountain ruins of the Old Monastery. Cantergloak could probably be persuaded to permanently join the sky galleon and Lady Scantgrace, and he could help upgrade it with some flying kite sail vehicles. Also you would have effectively unlocked a secret alternative flying trade route through the mountains, that bypasses the Warguild tithes and cannon-towers and circumvents the Maelstrom and lightning storms above. I had some ideas for a cartographer type npc and some ship charting / portolan navigation upgrades but that was not fully planned out yet.
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Also failing the jump actually is not necessarily instant falling death, maybe you get blown off course and crash land into a blizzard or snowy mountain ice ravine somewhere.
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At some point the mercenary Haukwode and the Whitebeaks would arrive on their sky galleon and attempt to prise the valuable secret cartographical route information from you. Maybe their ship has some tentacles hehe noooooo. But I was actually undecided with this, I might have just gone for a traditional flying man o' war galleon look instead.

Another idea I had for Cantergloak is that maybe if you recruited him you could use his bizarre bird appearance to either infiltrate or convince the sinister plague doctor Whitebeak Oration inquisitors
>>5488023
that you were one of them or their agents; it might help bypass the chokepoints or cannon-towers and windspires. I was hoping some player would try looting their distinctive Whitebeak plague doctor bird masks, just like the disguises from Hitman videogames. I have so many pictures of plague doctor masks lol
>>
What is inside the snowy mountain Ruined Monastery? Well dungeons and monsters and treasure of course and typical mountain cave underdark stuff but maybe also something like this, the Synthemata technosorcery and Mandorla gates of old...
>>5490578
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>>5490574
So Berceuse is supposed to be the stereotypical white palace Disney castle or LOTR Gondor Minas Tirith looking vertical medieval hive spire thing. But actually the look I had in mind for it up close is a lot more war-torn, impoverished and grimdark, influenced by Mordheim, Necromunda, lol that Neill Blomkamp Matt Damon Elysium film, filled with beggars and refugees etc.
>>5490571
Maybe the entry gate section to the Beggar's District or Skelder's Market looks like this map instead
>>
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At the Circus there is of course a spare cannon for your ship, from the failed human cannonball act / accident or mishap lol unwittingly perpetrated by Maestro Charivari's blunders.
>>5489119
At some point in the circus you would get a Bioware (or even worse David Cage Heavy Rain lol) style moral decision, where the wounded horse rider who escaped your river rope bridge massacre
>>5489707
lol would show up and you would get a choice to quietly murder him so that the news of your slaughter antics did not spread or spare him etc.
>>5494510
With Cymbal the Sad Clown Girl who spoke her palindrome spells, there was a planned thing about how she is actually a twin, her counterpart is Thimble (Cymbal and Thimble, hehe)

If you look carefully when she does her palindrome skeleton horde fire illusion on the Burning River
>>5489635
her twin there Thimble is just her image mirror flipped left right along the vertical axis, her blue dog is held in the other arm etc. (Compare to the picture here
>>5489124 )
I had some plans for weird Cymbal and Thimble circus twin antics with this hehe
>>
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The look I had for Elves in this game setting and the Skraeling Tree was quite feral and wild, probably closer to horned beasts. Another concept I thought of was Elves being descended from Synthemata, akin to greek statues or marble or porcelain changeling automatons who had become feral and lost like ruins overgrown by a forest.
(had a lot of art similar to this picture >>5490597 )
The truth of which outcome emerged probably depended upon some whims of player choices along the way
>>
Synthemata child, maybe something you might find in the Old Monastery ruins. Oh no the game is now a bit Kojima like the videogame Death Stranding with that sci-fi bottled foetus lol. The Disinherited One very interested in this machine hehe
>>
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Instead of Elf Forest antics, the other choice, to head into the desert / Dead Land / Desolation and the City Of Scars,
>>5489709
was more for a sword-and-sorcery Barbarian feel playthrough. I mentioned how I thought about making the Barbarian a pit fighter, in homage to the Conan Schwarzenegger Soul Calibur Voldo cosplay scene lol but perhaps with a more retiarius gladiator armour look, and the old Warhammer Quest had an actual pit fighter character too. Needless to say the City Of Scars has fighting pits and pyramid ziggurat things and probably can also explain the mystery of why there is a random axe tail vaguely Egyptian crocodile being worshipped by Stranded Sons cultists on the mountain.
>>5495756
>>
File: cedric-duyck-closeup01.jpg (1.38 MB, 1920x3413)
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1.38 MB JPG
Anyway, these were just a few of the ideas I had planned for the choices and areas of the game and its lore. I really enjoyed using this virtual tabletop app and making the dioramas, converting and preparing the maps and miniatures as well as seeing all of the interesting decisions and write-in commands, actions and ideas from all the players!

Your decisions also helped expand some of the lore and factions and inspirations for my ongoing setting and worldbuilding, and I think a dice and miniatures quest was a welcome change from my previous diceless narrative games which were more serious and convoluted and involved hehe.

Thank you everyone who played and took part!
>>
Sorry, Souv



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