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 No.619497[Last 50 Posts]

Adventure Begins
You may all add your Income to your gold in hoof.

II Routine


Indy (Huge Beast Flyer/Walker — 65 XP): TL: 5
Str: 14/+2; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +4=3+1(dex) Melee: +7=5+2(str) Fort: +4=3+1(con)
Health: +9=4+1(con)+4(size) ~ 125/24 Ranged: +6=5+1(dex) Ref: +4=3+1(dex)
Def: 12=10+3+1(dex)-2(size) Comp: +2 Will: +3=3+0(wis)
Size: Huge (3×3); Reach: 1; Speed: 70 ft. flight, 20 ft. ground;
Qualities: achilles heel (cold), damage immunity (fire), fearsome, light sleeper, rend, veteran III.
Attacks: Fiery Breath [3d6/20] (damage II: damage type: fire; armour piercing 2), Bite II [1d12/17-20], Claw II [1d10/19-20]

Inferni (Tiny Beast Flyer — 55 XP): TL: 5
Str: 8/-1; Dex: 13/+1; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +5=4+1(dex) Melee: +2=3-1(str) Fort: +2=2+0(con)
Health: -1=3+0(con)-4(size) ~ 100/5 Ranged: +4=3+1(dex) Ref: +3=2+1(dex)
Def: 14=10+1+1(dex)+2(size) Comp: +1 Will: +2=2+0(wis)
Size: Tiny (1×1); Reach: 1; Speed: 40 ft. flight;
Qualities: damage immunity (fire, heat), everlasting, natural defense (fire), swift attack I.
Attacks: Talon II [1d3/19-20] (bleed), Phoenix Flash [DC 20] (blinding III: cone 20ft range)

Silver Blood (Medium Folk Walker — 78 XP): TL: 5
Str: 18/+4; Dex: 12/+1; Con: 16/+3; Int: 12/+1; Wis: 12/+1; Cha: 12/+1;
Init: +5=4+1(dex) Melee: +13=9+4(str) Fort: +10=7+3(con)
Health: +11=8+3(con) ~ 250/16 Ranged: +10=9+1(dex) Ref: +8=7+1(dex)
Def: 21=10+10+1(dex) Comp: +5 Will: +8=7+1(wis)
Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground;
Qualities: devoted (Erovi II, Erovi I ), honorable.
Gear: Full chainmail w/ heavy fittings (2xp), superior zweihander [2h, 1d12 lethal, 19-20, massive, Guard+1] (paid by Devoted)


You're aboard (well most of you are) the vessel Ornir. A Griffon cargo vessel going to Windgate.

This is the third day of your journey.

The captain, Wolfgang, is an older grumpy griffon whose face has numerous scars over it. The crew of griffons themselves is not very talkative, they seem to keep mostly to themselves.

The Sun is rising. Today is the day you should be arriving at Windgate.


Sit on the deck with Inferni!


"Is this your first time this far up north?"


What do I know about this Windgate?

Roll #1 8 + 8 = 16


Lazily fly about. Maybe I should fly ahead if the others…


How does the city look from the boat?


Some ambient music.

The wind has been very light today and now stops. The Griffons argue amongst each other and decide to bring out the oars to row along the last few hours to Windgate.

Not much beyond what you've seen on Ferriro's map.

It's the main western harbor of Hyperborea, which means it should be relatively friendly to ponies. Should be lots of business opportunities since it also trades with Dixie.

You Notice a plume of smoke in the distance on the water.

You're not there yet!
The shore is full of orange-leaved trees, typical of the Kingsreach. You figure you should be arriving soon however.
You notice a plume of smoke on the water in the horizon.


"You know, I actually like it when the leaves match my plumes like that."

"But I'm not a fan of all that smoke though…"


Fly down and coast the boat.
"I'm going to check that out.
You stay here, Iris."
After dumping her on the boat, fly over.


Whistle at him.
"Come and check it out with me."


"Yeah, It's getting me worried."

Take off after him.


You fly at rapid speed towards the plume of smoke.
Circling above it, you see it's the remains of a ship not unlike yours. It has been broken to pieces and you see parts of wreckage and crates floating on the water. One part of the ship is still on fire, accounting for the smoke.


"It is."


"There might be people in the water!"

Notice '1d20+8'

Roll #1 4 + 8 = 12


Ferriro flies up and away to a plume of smoke in the distance.

More of the crew has noticed it and gathers curiously on the deck.

That's a Search check, but also +8.

You don't see any survivors.


"Indy! Can you land and stop the fires?"


How far away is the smoke plume?


Roll a Ride for Indy to attempt to douse the fire by splashing water from the sea on it.

The horizon, but getting closer now.
You still can't quite make out what it is.


"Is this unusual?"


Makes sense.
on mobile, add my ride bonus for me please.

Roll #1 20 = 20


Activate the threat, 2 dice.


Note: made an error while posting the NPC sheets, here's the actual ones.

Silver Blood (Medium Folk Walker — 80 XP): TL: 1
Str: 18/+4; Dex: 12/+1; Con: 16/+3; Int: 12/+1; Wis: 12/+1; Cha: 12/+1;
Init: +2=1+1(dex) Melee: +7=3+4(str) Fort: +7=4+3(con)
Health: +7=4+3(con) ~ 50/16 Ranged: +4=3+1(dex) Ref: +5=4+1(dex)
Def: 15=10+4+1(dex) Comp: +2 Will: +5=4+1(wis)
Size: Medium (1×1); Reach: 1; Speed: 30 ft. ground;
Qualities: devoted (Path of Erovi II), honorable.
Gear: Full chainmail w/ heavy fittings (2xp), superior zweihander (paid by Devoted)

Inferni (Tiny Beast Flyer — 55 XP): TL: 1
Str: 8/-1; Dex: 13/+1; Con: 10/+0; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +2=1+1(dex) Melee: -1=0-1(str) Fort: +0=0+0(con)
Health: -3=1+0(con)-4(size) ~ 20/5 Ranged: +1=0+1(dex) Ref: +1=0+1(dex)
Def: 13=10+0+1(dex)+2(size) Comp: +0 Will: +0=0+0(wis)
Size: Tiny (1×1); Reach: 1; Speed: 40 ft. flight;
Qualities: damage immunity (fire, heat), natural defense (fire), story-critical, swift attack I.
Attacks: Talon II [1d3/19-20] (bleed), Phoenix Flash [DC 20] (blinding III: cone 20ft range)

Indy (Huge Beast Flyer/Walker — 65 XP): TL: 4
Str: 14/+2; Dex: 12/+1; Con: 12/+1; Int: 10/+0; Wis: 10/+0; Cha: 10/+0;
Init: +3=2+1(dex) Melee: +6=4+2(str) Fort: +3=2+1(con)
Health: +9=4+1(con)+4(size) ~ 100/24 Ranged: +5=4+1(dex) Ref: +3=2+1(dex)
Def: 11=10+2+1(dex)-2(size) Comp: +2 Will: +2=2+0(wis)
Size: Huge (6×3); Reach: 1; Speed: 70 ft. flight, 20 ft. ground;
Qualities: achilles heel (cold), damage immunity (fire), fearsome, light sleeper, rend, veteran III.
Attacks: Fiery Breath [2d6/20] (damage II: damage type: fire; armour piercing 2), Bite II [1d12/17-20], Claw II [1d10/19-20]


"Smoke on water doesn't seem like a common occurrence to me."


The fire is mainly concentrated on one end of the boat. Indy flies down on top of it, unharmed by the fire and pushes it down by pure strenght into the water before releasing it and letting it splash right back up.

The boat is now completely safe to investigate

One of the sailors speaks up.
"No it ain't. Might be a ship in trouble…or a trap!"
You see the fire has been doused. It's definitely a ship


"Fire always finds a way… It definitely doesn't look good now though."


Smirk and pat his back.
"Great job pal."
Down I go, off Indy's back.


"Indy is pretty strong!"

"Let's hurry and see if anyone could need some help!"


"That's… ship wreckage."
Cast Water Walk on myself.

Roll #1 3 + 16 = 19


The crew is preparing a small team to investigate the wreckage

You take a step on the wreckage.
It seems stable for now. You can walk around to do a quick search, both on deck and the lower level.
You immediately notice bloodstains but no bodies.

You jump down and run to the wreckage.
You see Soil and Pico on the main part still afloat.
Around you floats crates, trash, etc?


No bodies? Let's see if I can find the name of this ship, should be painted on the stern.


Prepare my shield.

"I don't like this."

Step forth, keeping my eyes open.

Roll #1 7 = 7


"This, so close to a Gryphon city, seems absurdly out of place."

"I'm with you on that."

Draw my chain and have a look around.


I should go with them.


1/9 GM dice used.

As you take one last look over the bow, you notice dark shapes in the water, approaching your boat fast.

You take a look through the lower deck. Part of it is flooded…and drenched in blood, but once again no bodies. You do find signs of struggle and splashes of some green substance on the floor and walls.

As you run towards the stern of the vessel you feel something wrap around your hoof and before you have time to react a large snake-like creature bursts from the water.
It seems like a mix between a snake and diamond dog, and has two large arms by which he tries to Grapple you.

Grapple '1d20+6'

You must roll an opposing Athletics check, you may add +2 to your modifier because you're smaller.

Roll #1 2 + 6 = 8


Get my sword out.
"Everyone! Look in the water! Something is coming!"


Adding a GM die to that because I can '1d6'

Roll #1 3 = 3


"Who and what could have done this? I didn't even see any bodies floating around…"


Holy balls!
"What in Tartarus is that!?"

Roll #1 1 + 7 = 8


Look at the thing. Can I identify it?


The green stuff, I mean.


Perhaps, what you gonna roll?


I was asking that!
Let's go with Investigate.

Roll #1 18 + 1 = 19


>8 vs 11
The creature quickly wraps around you, you must roll another opposing Athletics check or you will become pinned


The crew turns around.
You see a number of snake like creatures bursting out the water and climbing towards the deck, some bursting through one of the side holes into the lower deck.

You'll have to roll initiative.
Rollan for beasts + your crew backup '5d20'

Poison. You know of a number of creatures that could use this, but the creature most likely is the dreaded Naga. They drag their victims into the sea for food, leaving no bodies.
You hear Soothing shout "What in Tartarus is that!?" outside.

You notice a small trinket on the floor.

Roll #1 10 + 6 = 16 / Roll #2 7, 3, 7, 13, 10 = 40


And initiative for Inferni as well.



Pick it up. What is it?



Rolling twice because of Lighting Reflexes

Roll #1 15 + 6 = 21 / Roll #2 15 + 2 = 17


Gasp and spin around, running for the exit, and Indy.
The boat!"
Fly swift as the wind!


Whoops, messed up one of the rolls

Roll #1 8 + 6 = 14


I'll keep the 21, obviously


Shouting as I leave.


Okaaaay, boost that roll with an AD.

Roll #1 13 + 7 = 20



Roll #1 3 = 3


"What about the boat!"


"Don't you hear the shouting!?
It's Nagas!"


"I was too focused on here, but let's move!"


You may pin your opponent or chose one of the grapple benefits.


P.s. use a push limit or ride roll if needed.


Throw it away from me. Into the trash it goes.

Roll #1 8 + 7 = 15


AD again '1d4'

Roll #1 1 = 1




Hell breaks loose on the ship.

Combat is initiated.
Mabel may go first, then Inferni, then the Nagas.

Those not in combat must roll an Athletics check.
Beat 20 and you may roll initiative since you'll be at the boat next turn.
If not, you'll spend one turn running back.

It's an amateurish made protective charm, the back says says "To my Beloved Giron."
Subplot acquired: Return the charm"

You swing around and slam him right back into the water. It swims away out of sight


Or ride check in Soils case


for silver [1d20+3]

Roll #1 14 + 3 = 17 / Roll #2 12 + 3 = 15


Pocket the charm, then fly over.

Athletics '1d20+6"


Rerolling '1d20+6'

Roll #1 1 + 6 = 7




>Those not in combat must roll an Athletics check.
>Beat 20 and you may roll initiative since you'll be at the boat next turn.
>If not, you'll spend one turn running back.


I should get back to the ship before my spell runs out.

Roll #1 7 + 5 = 12


Oh WoooooooW Sorryyyyyy
Which mod, mine or Indy's?


Move up to the naga in front of me and cut it up with my rapier!

Inferni flies to the other Naga and starts to claw!

Roll #1 3 + 5 = 8 / Roll #2 10 - 1 = 9


Tell you what, I will roll in the meanwhile.

Roll #1 16 + 11 = 27


That's a pass even with Indy's +4 to athletics.
Rolling initiative.

Roll #1 2 + 8 = 10


And Indy init


Keep flying.

Unfortunately, BOTH are misses. The nagas are too slippery.

Two of them closest to you spit acid at both you and Inferni, pls roll Reflex save DC 15


The turn is not yet over.
I'll tell when Soothing and Pico may roll again


Mounts use the same init, I thought. But I guess I'm landing baside so we can fight alone.

Roll #1 20 + 3 = 23


I'm not finding that, I'll use this roll and we can figure it out after pause


'1d20+9' Me
'1d20+1' Inferni

Roll #1 20 + 9 = 29 / Roll #2 8 + 1 = 9


I'm going to spend an action die and turn that into a crit, for the hell of it.


Inferni is almost blinded, but in an amazing display of dexterity you do a double flip and deflect the poison towards inferni with your blade!


The new order has been established.
Check the map to see where you are.

Indy starts!

What a day to sleep in!
You hear the combat and run out with Silver, combat ready!

All non combat guys may roll init



Roll #1 20 + 4 = 24


Getting ready to fight.

Initiative '1d20+4'

Roll #1 19 + 4 = 23



2far! I'm gonna need to spend the entire turn sprinting!


It's Indy's turn
But Unless he goes in your way, I'll automatically do that once it's your turn.



New attack pls.


Move there and bite the one Amber and Silver will attack in the immediate future.

Roll #1 18 + 6 = 24 / Roll #2 11 + 2 = 13




Indy immediately runs forwar and bites the first Naga he sees.




FFS, wait, copied the wrong map



I try and slash at the Naga in front of me twice!

Roll #1 7 + 5 = 12 / Roll #2 6 + 5 = 11



You manage to hit once! Roll for damage



Roll #1 5 = 5


You slash the naga once, managing to make him bleed.
I also made you move towards the character, you can only take adjacent ones, you need reach 2 to slash from far.

Ambers is done automatically.


Inferni turn!


He flies closer to the other nagas, preparing for a bright surprise the next turn!



The first naga moves towards Mabel Biting her

Roll #1 6 = 6


Wait, forgot the hit roll '1d20+2'

Roll #1 2 + 2 = 4


Mabel quickly jumps aside to evade the bite.

Silver is done automatically.

The 3 remaining nagas converge on Indy attempting to Bite him

Roll #1 20, 1, 3 + 2 = 26 / Roll #2 5, 4, 9 = 18


However Indy's scales are nearly impenetrable, only one manages to hit Indy



Run around a naga and make marmelade of its brain.
Shield Slam!

Roll #1 9 + 11 = 20 / Roll #2 6 + 3 = 9


You slam the naga inbetween you and Indy.

The last naga attempts to bite Mabel

Roll #1 1 + 2 = 3 / Roll #2 2 = 2


But jenny is 2fast4him



Let's try to do this turn a bit faster shall we?
Soothings turn!


I'm going for the Magic Missile on the the serpent on the left of Mabel.
Force damage '3d6'

Roll #1 9 + 16 = 25 / Roll #2 5, 1, 2 = 8


You fire a glittering magic missile at the naga, hitting him fully by surprise!



'1d20+8' to hit the naga inbetween soil and indy.
'1d12+2' bite
And again, but this time the only naga who isn't sandwiched.

Roll #1 5 + 8 = 13 / Roll #2 8 + 2 = 10 / Roll #3 3 + 6 = 9 / Roll #4 1 + 2 = 3


Hit the naga inbetween me and Indy, twice.
First with normally, then with Shield Slam.

Roll #1 7, 17 + 11 = 35 / Roll #2 6, 5 + 3 = 14


Fucked up and posted before it was my time.


Indy grabs the one between you two and CHOMPS him to pieces.
He's ded, really ded.



Keep slashing at the Naga I already wounded!
Salt the Wound, twice!

if they hit
'1d8' '1d6'
'1d8' '1d6'

Roll #1 18 + 5 = 23 / Roll #2 4 + 5 = 9 / Roll #3 6 = 6 / Roll #4 4 = 4 / Roll #5 6 = 6 / Roll #6 1 = 1


You slap him across the head.
And stab him right in the stomach.
He drops down dead.




GRAPPLE TIME. Grapple the fish thing I'm facing! I don't want any tentacles.

Roll #1 15 + 13 = 28


Vs Athletics +6

You succeed automatically, the naga is grappled.




Phoenix Flash!

Roll #1 13 = 13


Your flash is automatic, it's the enemies in the neighborhood that have to look out.

Naga 1 '1d20+4'
Naga 2 '1d20+4'


Roll #1 5 + 4 = 9 / Roll #2 17 + 4 = 21


Naga 1 is blinded, awaiting Amber/Silver rolls


Mabel you bitch!
me [1d20+7]
silver [1d20+5]

Roll #1 19 + 7 = 26 / Roll #2 2 + 5 = 7


Silver is blinded for '2d6' rounds
Naga rounds '2d6'

Blinded means for any attack that requires sight -8!

the naga in Ambers grapple tries to get loose
Amber must make an opposing check

Roll #1 5, 1 = 6 / Roll #2 6, 5 = 11 / Roll #3 1 + 6 = 7



It is blinded SILVER TURN



"Silver! Just swing blindly! don't worry about me!"
[1d20-1] He attacks the Naga I'm holding!

Roll #1 13 - 1 = 12 / Roll #2 6 + 5 = 11


He wildly swings and manages to hit the Naga!


The Naga once again spits venom at Mabel, she must make a reflex save DC15



Roll #1 19 + 9 = 28



Rock the other naga inbetween me and Indy, '1d20+11'
'1d12+3' Shield Slam it, too.
And again.
With a Shove to have him exactly between me and Indy.

Roll #1 19 + 11 = 30 / Roll #2 7 + 3 = 10 / Roll #3 1 + 11 = 12 / Roll #4 4 + 3 = 7


You slam the Naga by surprise, slamming his brains in!




Going for another Magic Missile on the naga right of Mabel. 1 SP.


Roll #1 20 + 16 = 36 / Roll #2 6, 2, 1 = 9


You mumble another incantation and swing a magic missile right in the back of the Naga.




'2d20+8' for biting power on the naga beside Indy.

Roll #1 17, 11 + 8 = 36 / Roll #2 3, 2 + 2 = 7


Tell you what, activate the first Crit using my last AD.



Oh yeah I see it


Indy kindly asks Amber to hold out the one Naga she's grappling.

Amber obliges and gently Indy grabs it by the head lifting it up in the air before biting the head off.
"Mmmm, seafood."




Double attack the Naga beside me!
And a Practiced Blow!


Roll #1 4 + 5 = 9 / Roll #2 4 = 4 / Roll #3 3 = 3


You do a double flip over the naga and stab it in the back before doing a swirl and slicing his head clean off!


The griffons seem to have driven off the other naga as well and cheers come up!

I must now determine your XP and loot, feel free to pat each other on the back while I do so!


Stand down, setting the shield to a side.
"Hope that didn't ruin your appetite, kid."
"Good to see two didn't go soft while I was gone!"


Not even a scratch on my perfect body.

Let's see… do these things have any valuable body parts I know of?

Roll #1 5 + 8 = 13


Clean my rapier.
"I might even say I got better!"


"You got…"
Look at Inferni.


"I had a while to practice."


"Silver, are you ok?"

"Yeah! You made silver go blind!"


XP: each of you receives 365XP for defeating the Naga Mob

In addition, each of you receives 100 XP for exploring the smoked wreckage of the ship.

As for loot, you find 146 bits among the fallen enemies, to be distributed as you like.

You also find 1 set of raw materials from the poison glands of the naga(Chemistry: Poison) and 1 set of naga style jewelry worth 43 bits.


The captain Wolfgang approaches you. He looks grimly.
"I thank you for your help. But our situation is still dire. We must make haste for Windgate at once. These Naga always hunt in schools and I fear larger groups of them are already coming.
I hope I can count on your help. I will make it worth your while."

Silver rubs his eyes.
"Waaa- What happened? The world suddenly went dark! I thought nightmare moon had come back for a second."

Check the loot.

"Naga is pretty tasty actually. I think it would be better cooked, maybe with some grinded gems on top."


"Inferni and I might have to work a bit on that…"

Nod at the captain.
"We will do our best to fend them off if more show up."


"Mabel went flash!"



He turns to you
"You can make ponies go blind?"


"Well then, we better rest until the next attack comes our way.
I think you are done flying for the day, Indy."

Whistle at the loot and look at the pretty naga parts.
"Let's do the usual even shares, guys. I smell naga scaled armor in the future!"


Let's round it off, each of you receives 29 bits!

Who gets which raw materials?


"I can, but so can Inferni. I sort of inteded it to go against the Nagas."


"Give us a warning next time, please!"


Yoink. Taking those glands.
"This might come in handy."


"I will, sorry!"


Indy comes to perk on your flank.


Frankly, who can use them right now should, because I have no idea how, when, and if I will need them.
That oughta hurt.


Raw materials are good for those who have a particular crafting focus like Soothing has.
The one just worth bit you'll be able to sell inbetween adventures.


My poor pelvis!
I can't support a dragon!


I mean Inferni!


"Maybe we should keep in mind the others don't have the awesome eyes we do!"


Captain Wolfgang bellows his orders and the crew sets sail to Windgate posthaste.

For the moment you don't yet see any attackers


Then I can nap under the sun!


Go sit down, leaning against the mast as I relax.

Let them come if they dare.


Keep an eye out.
Inferni can fly abovehead to keep an eye out too.


I'll be very alert and ready for anything!


Everyone must now initiate a notice check



Roll #1 8 + 1 = 9



Roll #1 17 + 10 = 27



Roll #1 19 + 9 = 28



Roll #1 13 + 5 = 18


You notice the big shapes swimming to the water first.
But more alarmingly you see two bigger shapes swimming towards the back of the ship where Captn Wolfgang is.

You may do an Athletics check +3 to rush towards the end of the ship and be in a better position when combat starts.

You notice the shapes, but only when Amber and soothing start running for the back of the ship do you notice the big ones approaching fast.
You may also do an athletics check to be in a better position (no +3)

You're kinda sleepy and will only notice them when they're jumping aboard, no athletics check for you.


Ahw, just the check I'd have aced.


Majestically trot to the back of the ship.
"More crap coming our way, start greasing up people!"

Roll #1 5 + 10 = 15


Fast pone!
"Guys! Trouble's inbound! More battle ahead!"

Roll #1 1 + 16 = 17


Do those warnings count as being alerted?


Yeah, but no athletics check


Oh well.


If you want to mount Indy though, now's your chance


Try to spot parts of the ship that allow me to jump, cartwheel and somersault there, just like back in the circus!


Roll #1 11 + 5 = 16


Positions set.

Mabel cartwheels up the railing to the captain.
Soothing manages just barely to get up the stairs when the naga burst onto the ship.

When Amber runs up the stairs, a naga bursts from the sea and knocks her and Silver back down, doing '1d6' damage.

The crew starts fighting in the front trying to hold back the tide, but here you're on your own.
Don't let the captain get unconcious!

Roll initiative!

I will show the map already so you can start thinking about attacks.


Roll #1 4 = 4



Roll #1 17 + 8 = 25


initiative for me and Silver!

Roll #1 8, 20 + 3 = 31


My own initiative rolls


Roll #1 3, 10 + 7 = 20 / Roll #2 16, 1, 8, 20, 16, 3 + 3 = 67


And Indy.

Roll #1 5 + 2 = 7



Roll #1 16 + 6 = 22 / Roll #2 3 + 5 = 8



Roll #1 11 + 6 = 17


I'll keep the 22


"En garde!"

Roll #1 2 + 4 = 6


The Naga charge
Wolfgang shouts "Keep these beasts off me!"




Move here and Shove the first naga overboard.

Roll #1 3 + 9 = 12 / Roll #2 10 + 3 = 13


You grab and attempt to shove the Naga, but he pushes you back and stays on board.



Silver attacks the naga ahead of him two times in a row with his zweihander! [2d20+7] [2d12+4]
map: http://pyromancers.com/media/view/main.swf?round_id=113516
he doesn't move at all this turn.

Roll #1 8, 10 + 7 = 25 / Roll #2 8, 11 + 4 = 23


Silver quickly stands up to protect you. His Zweihoofer swings around slashing the naga twice in the chest, staggering the Naga.
The Naga makes a fortitude save '1d20+6'

Roll #1 8 + 6 = 14


And barely manages to hold his own…

The Red naga slithers quickly over the deck towards Soil.
Flanking him, the Naga attempts to stab Soil '1d20+7'

Roll #1 19 + 7 = 26


And hits for '1d6+2' damage
-DR of course



Roll #1 5 + 2 = 7


I run up to the Naga Royal and attack it with a Practiced Swing!



Roll #1 6 = 6


You do a cartwheel towards him and stab him right in the fins.

The Blue naga attempts to stab Soothing and Poison her.
'1d20+6' '1d6+2'
If the 1d20 roll is >13, Soothing must make a Fort save or be poisoned.

The brown naga tries to keep himself together and stab Silver.
'1d20+6' '1d6+2'

Further turns for me, waiting for these turns

Roll #1 9 + 6 = 15 / Roll #2 3 + 2 = 5 / Roll #3 1 + 6 = 7 / Roll #4 6 + 2 = 8



Soothing must make a Fort Save

Silver can exploit an Error in the brown naga if he chooses.


"Don't you dare touch me with that thing!"

Roll #1 20 + 5 = 25


Error neglected.
Silver merely dodges.

You get hit but luckily the poison is too weak to damage you.

The Royal Naga slithers forward and attempts to Bite the captain.
'1d20+9' '1d10'

The purple naga slithers forward and attempts to Bite Silver
'1d20+7' '1d10'

Roll #1 16 + 9 = 25 / Roll #2 7 = 7 / Roll #3 9 + 7 = 16 / Roll #4 7 = 7


The captain gets bitten.
"I'm gonna need some help here!"

Outflanked Silver gets stabbed by the Naga.




Smash that naga jerk who knocked me back with my warhammer! [2d20+8] [2d12+2]

Roll #1 16, 6 + 8 = 30 / Roll #2 10, 3 + 2 = 15


You slam your hammer against his head, before swirling around and delivering a blow right to his chin.

The Green Royal Naga mutters a few words and… '1d20+9'

Roll #1 1 + 9 = 10


Mabel may exploit an Error if she choses.



Action die spent.
The spell backfires and explodes in the Royal Nagas face doing 4d6 damage





Roll #1 4, 4, 5, 6 = 19


Inferni flies up to the Naga that the captain is fighting with in a flanking positions and claws away at the scaly monster!

Roll #1 9 + 4 = 13 / Roll #2 3 = 3


Inferni manages to distract the Royal Naga, but can't get close to hit him.




Run up to that naga and BITE!

Roll #1 16 + 8 = 24 / Roll #2 12 + 2 = 14


Indy runs up and bites the Naga in the back. Blood drips from his scales.

The purple Naga attempts to stab Soil and Poison him.

Soil must make a Fort save if this roll is >23
'1d20+7' '1d6+2'

Roll #1 7 + 7 = 14 / Roll #2 3 + 2 = 5


But no, Soil blocks it with his shield!




Moving out of reach of that spooky snake.


Then I cast Scorching Ray, firing three beams of fire at the Black Royal Naga attacking the captain.

"Taste my fire!"

'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
2 Spellpoints used. 4 Remaining.

Roll #1 10 + 16 = 26 / Roll #2 1, 4 = 5 / Roll #3 4, 3 = 7 / Roll #4 4, 3 = 7


You strike the Royal Naga perfectly.
An hole pierced in his armor.
He turns angrily to you.

The last Naga slithers towards his companions to surround Silver and Amber




Shield Slam to stun the naga between me and Indy,
And Shove the naga up north aside, out of the boat again.
And here's the fixed turn order.

Roll #1 7 + 11 = 18 / Roll #2 8 + 3 = 11 / Roll #3 7 + 9 = 16 / Roll #4 5 + 3 = 8


You slam the Naga inbetween you, breaking his neck and killing him.
Then you shove the other Naga off board.
He'll be on board again soon though.




Silver attacks the naga ahead of him once then attacks the naga to the right of him [2d20+7] [2d12+4]

Roll #1 16, 9 + 7 = 32 / Roll #2 1, 12 + 4 = 17



Silver strikes the naga right in the chest, finishing him off.
Then headbutts the other Naga and cleanly swipes his head off.
Silver can't help but give a little cheer.




I am going to attack the Naga Royal twice, with Salt the Wound.
'1d8' '1d6'
'1d8' '1d6'

Roll #1 1 + 5 = 6 / Roll #2 5 + 5 = 10 / Roll #3 5 = 5 / Roll #4 6 = 6 / Roll #5 4 = 4 / Roll #6 2 = 2


The naga grabs you by the throat, lifts you and spits poison right in your face before dropping you to the ground.

The poison does '2d6' lethal damage, in a few turns you might have to roll again to stave it off.

The Blue Naga sprints towards you and attempts to Bite Mabel
'1d20+7' '1d10'

Roll #1 6, 6 = 12 / Roll #2 15 + 7 = 22 / Roll #3 10 = 10


hitting Mabels dazed ass easily.

The brown Royal Naga focuses on Soothing…

Soothing must make a will save!

Roll #1 20 + 9 = 29


Can I Parry that bite?
Since you rolled damage at the same time I'M not sure.


Before descriptions, so you're too late after >>620601
I'll wait a little longer next time.




Roll #1 5 + 6 = 11


AD boost '1d4'

Roll #1 2 = 2


You fail the will save and feel yourself lifted up and thrown through the reeling, tumbling on the deck below doing '1d4' damage



Roll #1 2 = 2


Killing the naga next to me! [2d20+8] [2d12+2]
not moving: http://pyromancers.com/media/view/main.swf?round_id=113580

Roll #1 19, 10 + 8 = 37 / Roll #2 2, 5 + 2 = 9


You slam your hammer right in his ugly nose!

The naga overboard swims out of sight

The Green Royal Naga takes out his knife and attempts to stab Mabel.
'1d20+11' '1d6+2'

Roll #1 17 + 11 = 28 / Roll #2 4 + 2 = 6


Allright, I'll parry this one though.


And Mabel, still dazed from the poison doesn't manage to evade….


Roll Reflex



Roll #1 17 + 9 = 26


I'm going to try add a dice to it

Roll #1 3 = 3


And she parries, blocking the strike away!




The captain better close his eyes or blink, because muh Fiery Burd is about to blind the light out of two of those naga bastards for hurting mommy.


DC 15

Cap '1d20+4'
Blue Naga '1d20+4'
Royal Naga '1d20+5'

Roll #1 17 + 4 = 21 / Roll #2 3 + 4 = 7 / Roll #3 18 + 5 = 23


The Blue Naga is completely Blinded, he has -8 to his attacks.




"Go protect Mabel and the cap, I will deal with this one!"
Indy takes flight, reaching the naga attacking the captain only to Bite again.

Roll #1 19 + 8 = 27 / Roll #2 10 + 2 = 12


Activate crit.


Indy stomps the reeling before the captain down. Ouch.
Indy bites the Royal Naga so hard he starts Bleeding.



First I'm going to run back up. Then I'll do an encore of my last big hit: Burning your face off with magic.

Searing Ray on the black royal naga again!
'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
2 Spellpoints used. 2 Remaining.

Roll #1 17 + 16 = 33 / Roll #2 4, 3 = 7 / Roll #3 4, 2 = 6 / Roll #4 1, 3 = 4


You moved 7 squares, you can only move 6


Though, rereading the 5/10 rule, it seems to fit.
Sorry, movement accepted.


You sear the head of the naga once more.
You smell cooked fish in the air.

The brown Naga attempts to poison Amber…
'1d20+6' '1d6+2'
If this roll is >11 Amber must roll a Fort Save or get poisoned.

Roll #1 10 + 6 = 16 / Roll #2 5 + 2 = 7


dumb snake, why can't you just leave us alone!? [1d20+8]

Roll #1 2 + 8 = 10


action dice boost? '1d4'

Roll #1 3 = 3


That AD saved ya.
Your crystally body manages to deal with the poison.




Get in position here and sliding to an halt on my hooves, lifting the arm-mounted cannon up, pull the trigger string!
Aimed at the Naga Royal beside Mabel.

Roll #1 10 + 7 = 17 / Roll #2 2, 5, 3 = 10


It's a hit right in the chest!




Indeed he does


Try to Salt the Wound properly on the Naga Royal this time.
'1d8' '1d6'
'1d8' '1d6'

Roll #1 7 + 5 = 12 / Roll #2 20 + 5 = 25 / Roll #3 6 = 6 / Roll #4 6 = 6 / Roll #5 8 = 8 / Roll #6 5 = 5


I have one more action die left, don't I?
Because I'd like to activate that threat.


Your first is a miss, but the second strikes hard and true.
You jump on top of the naga and strike him right in the neck. After leaving him in shock for a second. You turn your blade around, causing him to shriek in pain before dropping dead…


The blue naga is dazed and blinded and tries to stab Mabel '1d20-1' '1d6+2'

Roll #1 18 - 1 = 17 / Roll #2 6 + 2 = 8


He hits more by accident than by skill.
Vitality Mabel: 26/58

The Brown Royal Naga spits poison right at the captain.
Save '1d20+3'

The Purple Naga…has disappeared…?

Roll #1 3 + 3 = 6


It's a hit.
'2d6' lethal damage

Roll #1 2, 5 = 7



[2d20+8] [2d12+2] to kill the naga next to me because that poophead is really getting annoying now!

Roll #1 9, 8 + 8 = 25 / Roll #2 10, 12 + 2 = 24


In a fit of righteous rage, you swing your hammer and crack his skull to pieces.

He's not getting up anytime soon…




Claw Claw

Roll #1 12 + 4 = 16 / Roll #2 1 = 1


The Naga starts bleeding from the eyes…




Don't move.
Naga royal needs to get fucked right this turn.
'2d20+8' to bite it.

Roll #1 3, 7 + 8 = 18 / Roll #2 3, 6 + 2 = 11


The Royal Naga manages to evade the first strike but Indy gets to feast with the second.

He looks close to death…





Searing Ray on the black royal naga AGAIN! THIRD TIME'S THE CHARM!
'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
2 Spellpoints used. No Remaining.


Roll #1 7 + 16 = 23 / Roll #2 4, 1 = 5 / Roll #3 1, 2 = 3 / Roll #4 3, 1 = 4


Going to use a free action this turn too. Rolling three AD's '3d4' to recharge some spellpoints as per my mage core ability.

Roll #1 4, 3, 4 = 11



Your ray burns a hole right in his head…
The Naga drops dead.
Hey that rhymes…

You feel recharged





[1d20+7] [1d12+4]

Roll #1 11 + 7 = 18 / Roll #2 8 + 4 = 12


And Silver runs up, cleaving the head of the snake right off


I'll need to do loot/XP stuff.
Feel free to cheer.

Those medicine minded among you might want to heal or even better, try to Stabilize Mabel and the Captain with Medecine checks since they are still poisoned.

For more info

This check may only be made in a peaceful location. With
success (DC 15), the character heals 1 stable character of 2d6
stress damage. With a critical success, the target heals 4d6 stress
damage. With a critical failure, the target suffers 1d6 stress damage.
A character may only be targeted by 1 Calm check per day.
With success (DC 15), the character heals 1 stable target of
2d6 damage (if the target’s a special character, this is split evenly
between subdual, vitality, and wound points and the patient
distributes any uneven excess). With a critical success, the target
heals 4d6 damage. With a critical failure, the target suffers 1d6
lethal damage. A character may only be targeted by 1 Mend check
per day.
This check is used to stabilize a dying or poisoned character,
staving death off long enough for more substantial treatment. It
can be used two ways.
• Stabilize Dying Character: With success (DC 15), the
character stabilizes 1 dying special character at 0 wound
points (unconscious). With a critical success, the target wakes
up and recovers 1d6 wound points. With a critical failure, the
target dies. This check may not target a standard character.
• Stabilize Poisoned Character: With success against the save
DC, the character freezes 1 poison victim’s current Incubation
Period for 2 hours — long enough for a Treatment check.
With a critical success, the poison’s Incubation Period freezes
for 4 hours. With a critical failure, the stabilizing character is
exposed to the poison.
This check is used to speed an injured character’s recovery
and treat serious maladies. With 2 hours of Downtime, a character
can perform one of the following treatments. A character may
only be targeted by 1 Treatment check per day.
[More in the corebook, but here's the poison part]

• Treat Poison or Disease: With success against the save DC, the
character grants a +2 bonus with Fortitude saves against the
contagion. With a critical success, the victim fully recovers
at the end of the current Incubation Period. With a critical
failure, the character is exposed to the contagion. This check
may be performed up to 5 times per victim, with cumulative

Keep in mind that as long as they're poisoned, I'm in my rights to do 2d6 damage to them a minute.


>Keep in mind that as long as they're poisoned, I'm in my rights to do 2d6 damage to them a minute.

Well, unless they pass the fortitude check of course, in which case the poison disappears…but do you wanna take that risk?


Let's try some self medication first.
Stabilize that poision.

Roll #1 18 + 7 = 25


You stabilized yourself!


"Sushi's back on the menu tonight!"


Help the captain out! Treat his poison!
"Don't panic! I'm a medical professional!"

Roll #1 8 + 9 = 17


You stabilize the poison for now.

He groans.
"Thanks, kid. I owe ya…"


I'll just chill.
What a nice day to be immortal.


"We should probably get out of this area, there's a lot of trouble around here by the looks of it!"


Shake my hoofsies.
"Looks like I missed practice before the show this time… that wasn't pleasant at all."


The boat slowly gets its bearings together after that attack. The crew is slapping bandages on and preparing for the final trek to Windgate

"Yes…let's g-"

I'll give you an extra AD for irony.



"Indy! Fly up and see what it is!"
I will go to the middle instead, grabbing Iris with me and holding onto the mast.


"Oh come on, what more do they even want?"
Ready my staff for whatever's coming.


"I talked too soon, didn't I?"


"This better not be tentacles! Silver, get ready!"




The whole boat shakes again and before your eyes an enormous naga armed with a spear and deadly intent climbs the boat.

Two more jump out ready to stab you in the back.

#~Prepare to Die~


And another AD for you because that did make me chuckle



"Oh god, gojira!"

Roll #1 14 + 4 = 18


Oh boy

Roll #1 7 + 6 = 13 / Roll #2 5 + 6 = 11 / Roll #3 18 + 5 = 23


I'm keeping the 13



Roll #1 10 + 8 = 18 / Roll #2 20 + 3 = 23


[1d20+3] me
[1d20+2] silver

"That's a big spear!"

Roll #1 4 + 3 = 7 / Roll #2 11 + 2 = 13




Alright, you both have one AD too!

Keep in mind that I can give extra ADs for good roleplay and funny stuff, in general things that make this whole quest good.
I'm aware that's not always possible during combat but I'll definitely reward good stuff out of combat and in.

Roll #1 12 + 4 = 16 / Roll #2 6 + 4 = 10






Covering our backs with a scorching ray. All three on the green guy near me after I've moved up.

'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5

Roll #1 6 + 16 = 22 / Roll #2 1, 2 = 3 / Roll #3 3, 1 = 4 / Roll #4 4, 3 = 7


Two spellpoints used, 9 remaining.


You focus gathering light in your hooves before seending it straight towards the Naga.
It howls at the unfamiliar heat…



Jump over there and get in opening it with a shield slam!

Roll #1 15 + 11 = 26 / Roll #2 5 + 2 = 7


Do a easy Acrobatics to do that climb


No athletics?
You know for jumping!
That'd be an auto-pass!

Roll #1 11 + 1 = 12


I see it as crossing an obstacle which is more related to acrobatics.


You quickly climb up the reeling and rush the beast smashing your shield against its soft snake belly.

The Ancient NAGA calls to the sea…'1d20+19'…

Roll #1 18 + 19 = 37



She won't be stronger much longer! Silver moves up and attacks!
[1d20+7] [1d12+4]

Roll #1 7 + 7 = 14 / Roll #2 12 + 4 = 16


boost the attack roll with an action dice quick! '1d4'

Roll #1 1 = 1


Silver runs forward, Zweihander at the ready and slices right in the belly.

The two Naga rush Soothing, tired of her magic spells.

'1d20+7' '1d6+2'
'1d20+7' '1d6+2'

Roll #1 12 + 7 = 19 / Roll #2 3 + 2 = 5 / Roll #3 2 + 7 = 9 / Roll #4 5 + 2 = 7


She nimbly evades one but the other is a hit!




Double whammy! Hit the giant naga twice! She's too big to grapple!
[2d20+8] [2d12+2]

Roll #1 12, 11 + 8 = 31 / Roll #2 6, 6 + 2 = 14


The Naga hisses as you deliver two hefty blows right on her tail.




Double bite.

Roll #1 12, 12 + 8 = 32 / Roll #2 1, 3 + 2 = 6


Even Indy has trouble fitting that into his mouth, but yes, you get some blows in.




Catch me if you can~

Another triple Scorching Ray on mister Green.

'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
7 spellpoints remaining.

Roll #1 18 + 16 = 34 / Roll #2 1, 2 = 3 / Roll #3 1, 1 = 2 / Roll #4 1, 2 = 3


Keep in mind that usually running straight past enemies initiates a reflex check to not give them a hit of opportunity.
But I have'nt done it yet during this fight, but it will pop up in the future.


You focus your light upon him and burn him till he's white and crispy.
You see Indy licking his lips.



Double shield slam. Let's rock its brains out.

Roll #1 13, 2 + 11 = 26 / Roll #2 9, 9 + 3 = 21


you're starting to get Neighponese traits Soil….

You shield slam it one more time. That's gonna ache in the morning if this creature survives.

The Giant Naga attempts to spear Amber…

'1d20+10' '1d8+3' And I'm throwing in an AD to boost that damage roll
4/12 GM dice used

Roll #1 2 + 10 = 12 / Roll #2 3 + 3 = 6


Forgot AD '1d6'

Roll #1 2 = 2


Amber gets pierced in the legs…


Silvers turn to save the day.



Have another AD weeaboo




Silver uses Brawn to boost his strength!
Silver attacks again! [1d20+8] [1d12+5]

Roll #1 12 + 8 = 20 / Roll #2 12 + 5 = 17


After a small prayer to Cadance Silver suddenly buffs up, barely fitting in his armor, and strikes the Naga as hard as he can.

Enraged by the death of his friend, the remaining Naga tries to stab and poison Soothing.

If this roll is >13 Soothing must roll a Fort Save

'1d20+6' '1d6+2'


Roll #1 17 + 6 = 23 / Roll #2 1 + 2 = 3



Roll #1 16 + 5 = 21


But you resist!



Going to repeat what I did last turn and smash at her
[2d20+8] [2d12+2]

Roll #1 7, 5 + 8 = 20 / Roll #2 11, 8 + 2 = 21


You smite with the wrath of the righteous!




Tell you what.
Talon it up this time.
'1d3+3' with bleed.
and as the talons dig deep into the naga, or at least try to, Bite it too!

Roll #1 9 + 8 = 17 / Roll #2 3 + 3 = 6 / Roll #3 20 + 8 = 28 / Roll #4 1 + 3 = 4


Eh, fuck it.
Activate the crit. Can I boost the damage too?


If you want.


Do that.

Roll #1 4 = 4


Go on.
It explodes



Roll #1 1 = 1


Indy grabs the upper body of the snake and trashes her about.
She's bleeding and showing open gashes.
For this turn, everyone gets +1 to doing damage against the beast.





I pout at the naga.
"Are you sad because your raid isn't working out so well?"


'1d20+16' Spellcasting roll.
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
'2d4' Fire damage with AP 5
5 spellpoints remaining.

Roll #1 8 + 16 = 24 / Roll #2 3, 1 = 4 / Roll #3 1, 2 = 3 / Roll #4 2, 3 = 5


'1d20+4' Fort save

Roll #1 11 + 4 = 15


The Naga is on Fire!



Double Shield Slam!

Roll #1 7, 19 + 8 = 34 / Roll #2 6, 1 + 4 = 11


Actually, tell you what.

Stardust Instability


You take advantage of the open wounds to mash some meat…


Spending 2ADs to nullify that Instability.
No fun allowed.

The Naga is dangerously close to death

The Naga seems to have gotten tired of Soil and attempts to spear him.
'2d20+8' '2d8+3'

Roll #1 13, 7 + 8 = 28 / Roll #2 2, 8 + 3 = 13


But Soils armor holds!



S-silver attacks the naga with his new strength upgrade [1d20+8] [1d12+5]

Roll #1 15 + 8 = 23 / Roll #2 1 + 5 = 6


Just once?


[1d20+8] [1d12+5]

Roll #1 3 + 8 = 11 / Roll #2 12 + 5 = 17


boost! '1d4'

Roll #1 4 = 4


The damage or the roll to hit?


roll to hit!



Ok, it's exploding so roll the AD again.
You may do so when you roll max with an AD



Roll #1 4 = 4


uh… '1d4'

Roll #1 1 = 1


Go on. Every 4


Silver strikes once with his sword before with a shout slicing his blade through the entire length of the naga and effectively slicing it in two.
As the Naga lays bleeding on the floor, the eyes still seem to shine with hatred.

The other naga at the loss of his mistress loses all courage and runs off into the sea.


The crowd is silent for a few seconds and then erupts in cheers!

Gotta go for like 10 mins. Brb. If people want to sleep, we can divide loot and such tomorrow if you all wanna drop by sometime.


>the other naga
Sure it did lots to help her mommy!
Lean back against the railing.
"I think that's dinner and breakfast and lunch cut out for you, Indy."


Also, bask in the adoration of the masses.


Wave the other naga off.
"Naga please."


Many of the Griffons come over to slap you on the back and congratulate you.
You guys are pretty great for ponies!


They're absolutely right, so I swell with pride.


You swell so much you have a hard time breathing in your armor.


Well duh!
Blow a kiss in the air, towards Iris, nodding at her.
"Now, this calls for celebration!"


Loosen it up a bit then. My ego needs room to expand!


You loosen up your armor a bit.

Will make the loot rolls now before more NPC interactions


The main source of XP during your adventure will be completing critical objectives. XP will generally be distributed evenly among all the party members.

>100XP for clearing the smoked wreckage

>365XP for defeating the first wave of enemies
>425XP for clearing the second wave of enemies
>100XP for captain surviving the second wave
>1000XP for clearing the adventure by beating the boss.
>250XP for captain surviving the second wave

That's for each of you.


The good stuff. This will mostly be randomly generated except for some exceptions.

>First encounter
146 bits

>second encounter


>third encounter

590 bits

TOTAL: 636 bits
(each 127 bits, 1 bit left)

All raw bits will be distributed evenly among the party members involved in the slaying of the enemies.
If there's bits left after each share you can devise a system for those

>first encounter
Poison Glands of a Naga (Chemistry RM) (Claimed by: Soothing)
1 set of Naga jewelry (43 bits)

>second encounter

2 Sunflower potions (healing potions)
3 Vials of the Banshee (vials of shattering)
Book "Poems from the Wilds" (60 bits)
The water hasn't done too much damage to this classic by the Griffon Jurgr.
1 crate of bronze ignots (Carpentry RM) (45 bits)
The markings on the crate have washed away too much to be read.
Ornate shirt (40 bits)
Dry it in the sun and good as new.
Quality Amethyst (60 bits)
A large gem of unusual purity.


Statuary (500lbs.) (60 bits)
Surprisingly you found this in a bag of the giant naga. Unfortunately the water decreased a lot of its original value.
A large bag of fragrant herbs (10lbs.) (475 bits)
These smell so good and fresh. They were probably only recently stolen.
A set of new silver tableware (5lbs.) (450 bits)
In perfect shape, probably loot from the other ship.

Distribute this stuff as you wish.


Reputation is given based on the Menace of the adventure + your own Legend + individual objectives achieved. Extra reputation will be given either individually or to the team based on what bonus objectives have been achieved and sometimes even for the way these objectives are achieved. Reputation can also be given during an adventure to a player/party for doing heroic/exciting things that will be sure the town will speak about for months to come.

Menace: 5
Legend: see character sheet
Critical objectives: 5

Total: 10 + Legend

As for the titles, I have decided not to use seperate titles for each country since this could in time lead to lots of wasted reputation. Instead you may spend Reputation on the titles you like, but you have ask me first so we can see if it "fits" and you might sometimes be required to finish a small subplot before you can earn a higher title.


You pick up the large spear of the Naga

Naga Poison Spear
Weapon: Lance
Qualities:AP 4, Reach+1, cavalry, massive Poisonous, Grip, negates underwater combat qualities
Dmg: 1d8
Threat: 19-20
Weight: 10lbs.
Worth: 50 bits



Guys can you divide/discard the loot while I write the intro for Windgate?


"We should pool all this useless crap together and sell it in the nearest port."


"I'd keep the herbs though."


"Y'can use'm?"


Inspect the herbs. What are they for? Cooking? Alchemy?

Roll #1 11 + 8 = 19


It's for smoking.


"Of course I can!"


"Alright. So let's do like this.
We get to pick one thing each to keep, and the things nopony wants are sold and the money shared. Seems good enough?"


Shiiiit, we gon get baked tonight.

Well, I do have a pipe. But 10 lbs. worth of herbs to smoke is a little much.
"This is not for cooking. We should sell it, unless one of you is very fond of smoking large quantities of herbs on a daily basis."


"Sounds fine by me!"

"I'd like to keep it for… this and that."


"Also, that statue is so heavy and it probably won't sell for much. We ought to chuck it back into the drink."
I'll take the healing potions, because I can heal everyone but myself with magic.

"Are you some kind of hippy?"
Scrutinize her. Does she smell of drugs?


Well, I want the book.


Raise one of my long donk ears.
"Am I?"


"This is 5 kilos worth of dried plants, do you really need that much?"


"We can always sell some of it when we are really short on coin."


"Well, it's your back."


"I think I'll be able to deal with it. I can always share it too."


Oooooh, I like that gem!


>Soil: Book "Poems of the Wilds"
>Mabel: Bag of fragrant herbs.
>Amber: Quality Amethyst

Unless more things are claimed before the end of this session, the rest will be sold in Windgate. This will be a Downtime roll done by the highest Haggler in the party. Which is Soothing. Please do that roll now.
I'll count your adventure money and deduct your prudence etc. The sold loot will be directly put in your stash.

The captain wants to help you guys out and promises to arrange for a guide to lead you to where you want to the edge of Unicornia in the Wild Lands. This will make your trip safer and faster.

>How will Downtime work?

During Downtime you can do a number of things.

There's downtime rolls (see Corebook p 68-69) that can give you some income/knowledge etc. You can make weapons if you want. If you do downtime rolls I'll try to incorporate it into the faff.

What I want to do is have your Panache come into play here. During downtime you don't have to pay for food/inns (you do have to pay for stuff you want to take with you on your adventure). But your Panache will decide how fancy it is. For example Soil has more Prudence than most of you so he'll have a bit fancier lifestyle than the rest of you.
I'm not gonna on-screen the entire 24 hours but I'll try to keep it to the stuff you guys wanna do on-screen.

Anyway…making description.


"We'll see."
Toss the potions in my bag.

"Captain, do you need a hoof with getting that statue out of your way? Seems pretty heavy."


"No…if you guys don't mind. I'd like to keep it. I think with some spitshine it will look nice in my cabin."


Claimed: Soothing: 2 Sunflower Potions


"Tell me anytime!"


So, what does the book say anyway?


"Well now, have fun with that. Thank you for getting us here in one piece."

Haggle roll for the downtime selling.
AD Boost '1d4'

Roll #1 4 + 10 = 14 / Roll #2 3 = 3


The city of Windgate is one of the oldest Griffon cities. The first real difference you see is how the wooden buildings are all far higher than those in pony towns. Many Griffons in the city simply build their houses on top of each other. The harbor is bustling with activity. Hens are selling the fresh fish of the day and there is shouting at the fish auctions.
You also see a few pony ships and one ship flying the Dixian flag. You don't see ponies here in the harbor however.

There are several things you can do besides just walking around, like visiting the shops, seeing the local druidic temple, see the pony part of town, go to a meadery.


The book is a long collection of old poems about the Hyperborean wilds. Perhaps if you take a few hours later tonight to read it (and do an Investigation check with it) you might learn something interesting.

Roll #1 20 + 6 = 26


Visiting the druidic temple sounds nice, but first… walk around a bit. See if I can find a crowd.



Roll #1 2 + 8 = 10


After the boat is docked, Mabel presumably says to meet you later and enters the town with Inferni. In a busy part of the harbor she sets up for a sword swallowing and firebreathing show but unfortunately you slip up with your sword and only manage to get some chuckles from the few Griffons that stopped long enough to check.


Stop by Iris.
"Feel like doing some sightseeing?"


Oh well, these things happen…
Did I cut myself?


People who don't know what to do you could go sightseeing with Soil and Iris…

You work your way through the market and find an old griffon buying any kind of material. But his grey feathers hide a keen intellect and after a hard negotiation you manage to sell it but at a lower price than you'd hoped. Well it's money.

Iris drops by. "Of course. Does anypony else want to come?"

A bit. You wonder how you can mess up so bad…
Then you remember that poison might still be fucking with you since it's not completely gone yet, merely stabilized.
You can go see a doctor/druid or ask one of your party members to treat you.


Hmm… I should have considered that.
Maybe that druidic temple is where I should head right now.


Let's go around and ask.


Goddamn. These turkeys are brutal.

"I'll come."


Silver and Amber are happy to join.
Silver grins. "This looks so special. I've never seen a griffon town before."

Inferni seems to know the way by heart.
He leads you to the center of town where a large building unlike the others stands. It's more of a tent decorated with colorful runes. The smoke of incense greets your nostrils from here.


"Neither have I, I figure most griffon settlements are high up in mountains."


Looks pretty nice!
Enter to see the interior!


"Bet you they are gonna make some joke about eating us."
So, what stores are there?


Silver nods.
"The Empire is right next to Hyperborea, there's some settlements in the mountains there. Very hard to reach if you don't have wings."

You enter the market district. There are a number of stalls selling fish, meat, vegetables, herbs, fruits. You see several smithies where you could look for griffon steel or armor. There's a shady stall with antiques. There's a…Rarity's Boutique here too? You had no idea they expanded to Hyperborea too. There are also several pubs and meadery's. One flies the Dixian flag. Others show flags of different Hyperborean districts, however you have no idea which is which.

The inside is dark and barely lit by candles. You see a large amount of beast skulls of different sizes decorating the place. There's an old griffon clothed in a bear pelt in the middle of the tent surrounded by two younger griffons who hold candles and hand him ink as he delicately writes scrolls.


"Ooooh! Smiths!"
Time to go take a peak at my favorite place!


I don't exactly need to buy anything. Maybe I should go inside the store with the Dixie flag. See how long before the redneck inside gets angry at the gook.


Quite the hunters, these druids!
Approach them without disturbing them.


Iris has taken interest in one of the fruit stalls and is discussing at length with Amber about a white berry fruit she found among the stalls.
Silver is going with you to see the stalls.
You can't read the name of it, as it is in Griffic.
The forge itself is outside and burning. A large Griffon is beating at a large steel plate trying to even it out. As you approach he stops wipes his face and says in broken Common. "Guud day. Help you?"

You go inside and smell the alcoholic smell of freedom. The tavern is decorated with flags, old guns, and paintings of the New World. There's a stage by the side and a chubby cowgirl with a cowboy hat is singing a country song while the whole inn clops along.

You approach.
For a few minutes the druids don't respond to your presence. Until the oldest druid is done with his scroll. Then he looks up to you.


"Show armor. Best you have!"
Answer excitedly.


Wait patiently.
Nod at him.
"Good day."


Slowly approach the bar and tap my hoof on it twice.


One of the younger druids whispers something in Griffic in his ear.
Then the druid nods to you.

Silver nods.
"Do you have anything shiny?"

Indy sticks his head in.
"Oh. Big dragon! Very good. I like!"
The griffon walks to his stock.
"Yes. Good armor here. Very good."
He shows you a large armor made of icy white scales. "Ysrim. Very though, very rare." He gives it a good slap. The inside is also lined with bear fur, for comfort and warmth.


Making Soothings…

One of the younger druids whispers something in Griffic in his ear.
Then the druid nods to you.


A chubby little mare comes over to you.
"Hi darling. My we don't see many chinamares like you in these parts. Whatcha want, sugar?"


Oh. My.
"How tough is it?"


"I might require your aid, wise druids."


Chubby bunny.
"I don't suppose you have some sake on tap? I'll have a glass of port wine if you have it."


He lays it on the anvil and offers you and Silver a hammer.

The younger druid whispers again.
And the old druid nods again.
The younger druid speaks up.
"You need medicine or tell future or else?"

She looks flabberghasted at you.
"What's saiké?"



Roll #1 16 + 9 = 25


"Rice wine?"


"I have been poisioned by nagas. I stabilized it for now, but I still feel it."


Not even a scratch.
Silver gives it a try as well, but nothing!

"That sounds pretty crazy. We got some fine Dixian wines and beers here. You know, you should try some root beer, sugar. Tastes better than all the rice in the world."

The young druid whispers something in the old druids ear.
The old druid slowly gets up and starts walking to another part of the tent. He waves his wing once to indicate to follow him.


"Pretty nice. How much you want for it?"


Follow silently.


"Sure, I guess."


Hidden behind a wooden screen is a large pool with the clearest blue water you've ever seen.
He motions for you to get in.
Inferni perks on the wooden screen.

"1500 bitz."

She taps a brown beer from a keg and puts it in front of you.
"You new in town, hun?"


"What about 15 bits and a book?"


Cautiously enter.


"I'm a traveler. I've never been to this country before, so I'm pretty new alright."


He laughs.
"You funny!"

You step into the pool.
The old druid waves with his hoof again.
The younger speaks up.
"All under water, except head."

"You staying here for trade? Most of the ponies here do."


Well, submerge in it until only my head is out.


"No. Or well, that's not entirely true. I'm a tradespony in my own way. Have you heard any interesting stories or rumors lately?"


"I will think'bout it. You got anything else interestin' here?"


The water feels warm.
The old druids opens a pot and sprinkles some fluid into the bath, which slowly turns a bit green, while mumbling stuff you can't understand.
Your wound stings for a few minutes and then starts feeling better.
The old druid walks away.
The younger speaks up. "You wait here some time. Medicine need time."

"Hmmmm, always something going on 'round these parts. But if you're a tradespony, ya might want to talk to Big Mesa over there." she points to a pony with a white beard and white fancy clothes near the stage. "He got a lot of shops throughout Dixie and he likes adding exotic stuff to his stock."

He shows you his stock, anything in particular you're looking for?


Padding and modifications for my current armor. Especially to protect against the cold.


"I will do that. Thank you little lady."
Take my rootbeer and walk over to the old geezer.
"Big Mesa?"


"Thank you."
Well… time to bathe around as I heal. Maybe give a teeny tiny splash to Inferni.


He looks over your armor and gets two pelts from his stock. One is a brown soft bear pelt, the other is a white wolf pelt.

Upgrades possible:
Griffon armor: your armor is padded with white fur, giving it Cold resistance 2 and +2 to sneak in snowy terrain. 125 bits.
Warm: the inside of your armor is coated with a warm bear pelt. Cold resistance 4
125 bits.

You can chose one or both. Though I'd need to calculate if you got enough for both, you'd not have much money left in any case.

He looks up. "Bonjour, little lady. How can I help you?"

He squeks as you do.
After 2 hours you may come out again.
The wound is totally gone and you feel refreshed.
The younger druid brings a blanket.
"Griffons here thank for service. Coin or food."
You can pay 10 coins for the healing or leave one of your fresh food rations.


Don-t even need to think about it.
"The white wolf looks rocking!"
Just take Warm.


"I'm told you are a tradespony. The most important one here, in fact."


The white wolf is the Griffon upgrade…




You listing them in that order made me think the opposite. That's good, I like bears more.


New Link:
Inventory: https://docs.google.com/spreadsheets/d/11IOIoOfDF6TXAj44DoBVQQPdthKEkyR9UcleARYenEc/edit?usp=sharing

Check your current inventory there! Give me a shout if you want to invest some rep in titles. I also started writing small descriptions for some items in notes (just hover your mouse over the black spots). This is only done for Amber and Feriro yet, but will eventually be done for all.

You get your armor back. The outside looks not much difference except for your neck showing bear fur. The inside now feels warm and fuzzy

You're sightseeing with Soil and Silver.
Currently Silver is looking inside a smithy with Soil, while Iris is explaining to you the difference between dark blue Bumble Berries and light blue Bumble Berries. You're at a stall in the market with her.

"I'm merely a humble tradespony, miss. Call me Big. Everypony does."


I will need the food more than the coin once the real adventure starts.
Pay him the 10 coins and dry myself. Maybe Inferni can help too.
"Excuse me, is there a shrine to the Fire Lords anywhere near?"


A pony in a suit like that is anything but humble.
"Maybe you could enlighten me, what makes this town worth trading in? It's near the tip of the world, where does it get its traffic from?"



"Iris! What are you even talking about!"


"You could do with some warm clothes too, Iris."


Noted. Keep in mind that fresh food spoils in time!
Inferni scratches that one spot in your back.
"Light spirits over there."
He points to a set of candles that at first don't ring a bell, but then you notice that there are 7 like there are 7 firelords, and that some have slightly different coloring.

"Easy miss. Minerals, metals, gems. The wild lands are a big oil well just waiting to be tapped. And some of them griffons are pretty simple, give them a few shinies and they'll carry goods all the way from Henora to here. I've managed to compete with some others who trade directly with Trotantium that way."

She looks confused.
"All I'm saying is, these light blue berries help regenerate magical energy in ponies and these dark blue ones are a powerful intoxicant! Same family, so little difference and color, but they're so different!
And if you mix them you end up with a deadly poison! Isn't that weird! I don't even get how such a thing is possible."



She looks up.
"Warm clothes! Yes, we've got to find a tailor. Come Amber, let's go get both of us some warm clothing."


It will be eaten!
Arch my back for Inferni.
Stealthily so it won't look weird for the groof.
"Thank you."
Approach the candles.


I scrunch.
"You read too much, Iris!"

"Alright, that sounds less confusing!"


"I heard the griffons are having a bit of a civil war though, doesn't that screw things up?"


Tailor time.


Pretty candles.

She scrunches.
"Why is it so confusing? It's just a few berries!"

Do you guys want more of a clothes shop or more like a real tailor?

He scrunches.
"Yes, these days it does.
It's hard to get supplies through. The only ones who manage to do so have special deals with the Salt Griffons. But they don't trust ponies to keep their word. For shame."


I do have enough dough left for a real tailor, no?


Sit down in front of them.
Try to discern which one belongs to Pyrruss.


"Why am I not surprised that griffons display ignorance."


I don't think I can afford an actual tailor!
"Yeah but you talk like some kind of biologist!"


It depends on what you want from the tailor.
If you guys want a good fancy suit for parties with Cha bonuses, it will cost quite a bit.
But warm tailored clothes that give some cold resistance are within both your price range.

"But enough about me.
What about you?"

Roll knowledge Elementalism


Warm clothes it be!


I really need to distribute my knowledge points

Roll #1 13 + 1 = 14


I want that then!


"I'm just a simple wandering mage trying to improve my skills. And the amount of money in my purse."


You think the golden yellow one is the Pyrrus one

You walk further down the street and find a small tailor shop ran by a griffon hen.
The shop carries large amounts of clothing made of fur.
Do you want simple Cold Resistance clothes? Or snowshoes as well? Or clothes with small Impress/Sneak bonuses?

"Mage hmm? Like in Unicornia?"


"Do I look Unicornian to you?"


I just want warm and comfy clothes for Iris.


Wait. Actually, since she's not my npc, let's pretend I bought stuff for her.
What I really need are cold res clothes for Indy.


Start meditating in front of it.
"Lord Pyrrus?"


I just need warm clothes for me and Silver! I don't want him to catch a nasty cold!


"No. I'm asking if you've been there? Are you familiar with it?"

Indeed she's not. You don't have to buy for her.
You (not really) buy for her a nice coat made of silver fox fur. The cloak covers her entire body and includes a cloak over her head.

As for Indy, you ask for the biggest vest for him to wear over his body. There's a knit woolen vest that would fit the description, with holes for his tail, wings, neck and legs. In a brown green color. Cold Resistance 4. Costs 10 bits.
The coat can be recolored.
Good customizations are applicable

After a period of focus…
I have come

Then might I suggest the Black wolf fur cloaks? They cover your entire body and have a cloak. Cold Resistance 4. 10 bits each.
Good customizations are applicable.
There's also snowshoes, for 10 silver each, speeding you up in snow


I'm amazed they come in his size.
"You know, my boy is a tad big."
Totally buy it. Wich customizations are available?


"No, never. I've mostly kept to Equestria and Neighpon."


As you might know, I'm here in the land of the gryphons. I think we are going to go visit the volcano from my visions.


I'll take two! Do we need snowhsoes? I don't think anybody has them!


Griffons are big boys.
Good Upgrades
Durable +1 failed Damage save before item is broken —/— +1 +2 +10% Primitive +100%
Hollow May contain item 2 or more Sizes smaller —/— — +5 — Ancient +25%
Masterwork –1 error range with skill checks involving item —/— — +5 — Ancient +400%
Lightweight — Good is lightened — — +5 ft. — — +2 –25% Ancient +100%

"A shame. I've been looking for somepony who wants to go there. Would fetch a nice sum of money…"

It seems that's where your destiny leads.

You try on the black wolf cloak and immediately feel a lot warmer, but your shiny doesn't shine as far anymore.
Same with Silver.

Soil and Soothing have snowshoes. They're not exactly necessary as they will only make a difference in some very specific situations that might never come up. You'll move faster with them in a snowy environment. Up to you if you want em, chances are they'll more be faff then a real boon.


I don't suppose you can share any details?



Nothing's to stop me from swinging by there some time."


I think I'll be a responsible pony and save my money!


Durable will be good.
That's 20 bits, right?


Concerning your journey there, or the volcano itself?

The grin on his face returns.
"Really, well if you're a tradespony would ya mind negotiating a deal with the Unicornian princess Platinum IX?"

You buy one cloak for Silver and your cloak becomes retroactively brown and is a bit worn. But it's a nice memory of Snacks. You might want to consider spending 3 bits to have it repaired good as new?



"You want me to be your agent to set up a trade agreement? Just a random foreigner?"


"You look good, Silver!"


The latter. The former would feel like cheating. Unless you need me to do something.


Guess I'm done with my shopping then! Sightsee in general and then read that book later tonight.


"It's okay, I understand you don't want to."
He takes a sip of his root beer.
"I just figured as a tradespony you'd like a business opportunity."

Wile your cloak is being repaired, Silver strikes a pose in his new dark cloak. "You like it? I think I'm even cloaked in the dark now! No more seeing a crystal pony from miles in front."

The Volcano itself, mt. Grifjell is the place where Ovrin together with the Sun, struck down Tirek and cast him into Tartarus.

Alright, you following Amber and Silver around for now if they want to do more?


"I'm just surprised, that's all. Asking a stranger to conduct a trade agreement with a princess? That's not what I expected when I walked in this bar."


"You're not a sneaker, Silver! You're terrible at being sneaky!"


I hope they do not plan to return


Yeah, but I won't be too active.


"Nuh-uh! I can sneak up on you anytime!"

"Strange things happen…"

Not for a long time.
The volcano is still active and being tended to by rune priests.

Iris shows off her new fancy cloak.
"What do you think, Soil? Like what you see?"


Oh wait I know this one, it's one of those things you answer 'yes' while making a seductive face to!


That sounds interesting! Can I meet them?


"You're crazy, but that's okay because I like that. I'll accept your offer of a trade mission, just don't expect me to get there quickly."


"Just try, I'll see you in no time!"


She gives you a hug.
"Aw, that's so sweet of you to say~"

Yes. They tend to the Skyforge near the top of the volcano. It is quite a climb however.

"Excellent! Now…"
He gets out a set of papers from his bag.
"These are the papers I need signed by the Princess, I've already sent her some letters so she should be familiar with what's inside them. All you need to do is get her to sign them, send it right back to me. And you'll be handsomely rewarded, not to mention we might be doing a lot more business."

"Wanna make a bet?"


"Sure I'm not afraid of you!"


When did I ever refuse a challenge?


Accept the papers.
"Understood, those instructions are clear enough to me."


"Barkeep, another root beer for the lady here!"
You get another glass of root beer.
"What's your name again, sugar?"

But your true destination is not the Skyforge. You will have to find the hidden passage underneath it, to the Underforge.

"Whoever loses, has the others gear for the next week!"


Actually, I know what to do.
What was Flower's destination, again?




I suppose it is not open for visitors


Start asking around if they saw ponies heading to Neverspring.


"My name is Soothing Mist. And please don't call me sugar."


"That's stupid, I don't want you to freeze!"


Roll a canvass check! (Investigate)
When you're with Iris in town you get a +2 to research in libraries/universities/etc.

"Miss Mist. To a good deal."

"Not the armor! Just the bedrolls and the camping gear."

Only one of the rune priests even knows it exists


I'm sure I won't have trouble if I let my inner fire guide me towards it.


"Well mister Mesa, I'll be going now. Once I get around to getting these signed I'll be sending them back to you via delivery."


"Alright, sure then!"


Nerd power.
I just reinstalled windows, you got the stats for me?

Roll #1 14 = 14


Leave the pub?

Your Investigate is +1 so you get a 15
Any AD's?

"Okay, the first one who boops the others flank sneakily wins!"
He holds out his hoof for a bump!

You will have to find the entrance yourself, but surely I will give you a hoof if the time comes.


Yes, I need to speak to those two crystals.


Bump it!


Sure. 2.

Roll #1 2, 3 = 5


Thank you.
Pause for a bit before asking.
Will this take me closer in my search involving… another Fire Lord?


Roll a Search to find them.

"Okay, we both go outside, walk a few minutes each in another direction and then the game begins!"

Roll Initiative.

You and Iris scour the town looking for ponies who know more about Neverspring.
After '1d4' hours you find a travelling salesgriffon who's been there recently trading Ysrim. Any questions?
You also talk to some traders from Valdar's Crossing who say that for the past few days before they came here no traders from Neverspring had arrived at Valdar's which is odd.

That is highly likely. The Underforge is Blacklights Domain

Roll #1 1 = 1


"Seen ponies in town?"


Can't be that hard to find them.

Roll #1 7 + 11 = 18



Roll #1 2 + 3 = 5


Then it truly is my destiny.


"Not too many. It's so far up north few ponies like it there. There was a bunch of those glass ponies, and I think a few earth ponies as well. Anypony in particular you were looking for?"

Init '1d20+4'

You find Amber, she's sneaking around curiously.

The meeting indeed, what will be the results of the meeting, not even I can say. The shroud of Blacklight clouds my vision.

Roll #1 10 + 4 = 14


Silver Searches Amber!
Amber must roll Blend to stay hidden!

Roll #1 12 + 5 = 17



Roll #1 16 + 1 = 17


I have a feeling that the talk we will have will be very…personal


Jump up excited at the mention of earthies.
"A mare, she's an earth pony, looks like [description here] and should be an adventurer!"


quick, an action die boost!

Roll #1 4 = 4



Roll #1 3 = 3


… Maybe I shouldn't disturb them. Is this some kind of a crystalline cultural thing? Who knows.

I'll just observe silently for a bit.



Green coat with yellow mane.
He thinks for a little bit.
"Ah yes, now I remember. There was a pony like you describe there. She was part of an excavation!"

The Tables are turned.
Roll Search vs my Blend

Here we see the Equinus Crystallicus roaming her habitat. She seems to be trying to keep her presence unnoticed, but why? Is she on to us?

Roll #1 20 + 4 = 24


Radiate joy!
"How long ago was this?!"


Findy pony! Action die boost! [1d4]

Roll #1 13 + 9 = 22 / Roll #2 3 = 3


I assume you know why I would think that.


"About 3 weeks ago.
She should still be there. That excavation would go on for a long time."
Iris smiles as well.
"We've found her, Soil!"

You lock onto Silver!
Now one more roll!
Roll Stealth vs Silvers Notice
Notice '1d20+5'
And boost with an AD '1d6'
AD 1/8 used

Yes. Blacklight likes to interfere in the affairs of mortals, though he understands little about them.

Roll #1 2 + 5 = 7 / Roll #2 2 = 2


"Yeah! And we found the crystal ponies too, we should tell Amber!"
Thank this guy profusely.


Is that all?


Sneaky pone! With an action dice boost! '1d4'

Roll #1 20 = 20 / Roll #2 3 = 3


He seems a little overwhelmed by your big bear hug.

Is there more you would like to know?

Ah what is this? Something has attracted the Equinus Crystallicus attention! A male Equinus. Absolutely fascinating! Look how the female sneakily prowls closer, hidden beneath the crowd. The male suspects nothing when the female bursts from the shadows with a grin booping the male right in the cutie mark!
The male jumps up in surprise and his ear droop in submission as he sees what booped him! How remarkable! This must be some Equinus Crystallicus mating dance.


What the hell guys.

Trot over.
"Enjoying yourself?"


"Gotcha, Silver!"


Stupid finns griffs.
Off to finding Amber.


He stomps the floor.
"Shoot! How did you do that!"
Soothing is here.

Silver looks to you.
"Oh Soothing…uh we were playing a game!"

Soothing is here as well.


"Right, don't worry, I don't judge. I actually had an offer for you two."


"That looked like those books Iris showed me."


"Yeah, I had to touch his butt to win!"


"I noticed on the ship that neither of you are carrying tents. As far as I know crystal ponies aren't immune to bad weather, so I would like to offer my tent to be shared by the three of us."


"Oh! That's not a bad idea, I didn't really think about tents before. Thanks for allowing us to share yours, Soothing!"


"Yeah, that's really nice, Soothing!"

"What books?" asks Silver.
Iris giggles.


"Books with lots of pictures."


Iris giggles. "Silver, you're blushing!"


"I'd just like to ask one thing in return…"
Plop the tent down on the ground.
"To carry it for me, because it's… heavy as hell. For me."


"Hey. You and you."
Point at her and Silver.
"I heard of some crystal ponies in Neverspring. Those the guys you are looking for?"



"Oh sure! Silver can carry that right?"

"Yeah! Must be! Pico's cousin told us about them!"


"Good! Then we all know where to look."


"A bet is a bet."
Silver picks up the tent.




I smirk.


Before we begin, I need to know if you guys want to immediately press on towards Unicornia, or if you'd rather visit another destination like Picostead.


I'm fine with whatever.


I think those in our team with stuff to do in Unicornia should say so, because I have no reason to go there whatsoever right now.


Unicornia would be lovely.


Whatever lies north because that's where our lost crystal friends are!


The reason why you might want to go is that through Unicornia, it is the quickest way from Windgate to Neverspring.

This is something Pico should have explained, but he's not here of course.


I thought we wanted to see Queren first.


I'm a very relaxed jenny, anything goes.


If that's so, we should go to Picostead first.


Well, I did explain that to Knight, the quickest way to Picostead was another of the 3 ways into Hyperborea.

Pico said this in his own way, and if you didn't tell him you wanted to see Pico I don't know what to say.

You can still go to Picostead but it would be a detour


If it's the fastest way then that's a good option to take!


Well without Knight the decision isn't really fair, is it?
I vote for Unicornia at this point, mostly because i don't wan to go to picostead without, well, pico.


He was here during the first session in which you made that decision!


Yeah well he's not here now.


Can we go to Picostead later on?


Alright, so Unicornia it is.

Yes, of course.


I'm going to write the OP of the second adventure.

Meanwhile, your money has been deducted and your Income given.


If you want to get more money out of your stash to take with you on this adventure, tell me now!


Give me like 40 bits from my stash.


Take my whole stash out.


uh… I'm gonna withdraw like all I have.


Also, what did I learn from the book?


Did you roll Investigate yet?



Roll #1 11 + 1 = 12


OP done, posting soon.

The book is partly written in Griffic and many poems are dedicated to the loneliness of the wilds and the elements. One of the poems has something odd though, it refers to something called a "Gravewolf", considered one of the most hard to find and dangerous beasts in Hyperborea. It would certainly make a worthy prize if you can track such a beast down.



Moved to >>>/g/129590.

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