/q/ - Quest


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Sheets and shit

(redesigned easy ones in progress)

Earlier post! >>626764


Silver nods. "I want to help, but we need to help those fillies first. I'm sure the sword will wait."


You have seen everything here already right?
Or did you….


"We're going to need to beat the evil out of that place first because I can feel there's a lot of it!"


When in doubt, keep looking.

Roll #1 12 + 10 = 22


Time to climb in.


"You're much braver in person. I can barely keep myself from running."


"Who's to help the helpless if even paladins run away from their duty?"


"Sure. When you have a plan on how to fix the fillies come and tell me."


You start investigating around again this room and find nothing.
You hear a stallions whisper in your ear "she's coming"

Silver snorts.
"I don't care how much there is. We're gonna drive it out!

Iris tugs on your armor.
"What about this sword? Is it magic?"

You climb in. Do you want Inferni to stay outside or follow?
You've entered the cellar. There's a large amount of barrels all around you.


"It's Varyan steel.
Gleams like a beam of light, I tell you!"


He should stay outside to be my lookout.
Check what's inside the barrels.


"Yes, you're right. Though I'll apologize now if I scream. If Queren went through all that with you, I'll do my best as well."


"Come on! Let's go back in! I won't tolerate this transvestite for a minute longer!"
Run back inside the tunnels!


I raise a brow.
"Like in a sexual way or in a horrific ghoul hungering for vengeance way?"


I'll stare at her enthusiasm to brave the dark.

"Wait for us!"


Groan and follow.
"Do you at least know how to kill this ghost?"


There's no answer…
The broken Tirekian rubble starts to tremble.

Pfffft, have an extra AD.
You go back in the dark tunnels below with Silver following.

You're in the tunnels again. You see the light of Soothings torch in the distance.

You don't even have to open them. The smell of wine is all around you.
You hear some ponies trot past the door.

"Oooooh. I've seen some Ysrim armor back in Windgate. It's so expensive!"


"Something must be binding them here, right?" I yell.

I'll grab another spare torch.


"Let's go kill ourselves a ghost…"
Light another torch and hoof it to Iris.
"You hold onto this, okay love? And stay close."


I'll take that as the ghoul option.

"Guys. I think our dead ladyfriend is coming over to say hi."


"Good, spares us the worry of finding her!"


Be ready to activate my anti-stress battlechant!


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The broken Tirekian rubble all flies up towards you.
Roll Reflexes!
Also Amber and Silver if they went to soothing.

Rolling for Iris '1d20+2'

Roll #1 17 + 2 = 19


Roll Reflexes too dear ponoe.


Reflex-ing '1d20+4'

Roll #1 1 + 4 = 5


Flex and re-flex.

Roll #1 15 + 4 = 19


Jump behind some of the barrels.


Fucking reflexes.

Roll #1 9 + 2 = 11



Roll #1 3, 18 + 1 = 22


The trotting goes away again without them entering here.

You get the full brunt of the hit and get '2d8' damage as the rubble hits all over you
Things are still moving, if you stay in this room you'll have to roll reflexes again next turn.

You manage to shield yourself as does Iris behind you.
Things are still moving, if you stay in this room you'll have to roll reflexes again next turn.

You get hit by a few of the pieces on your head.
You get '2d4' damage.
Things are still moving, if you stay in this room you'll have to roll reflexes again next turn.

Roll #1 3, 4 = 7 / Roll #2 4, 2 = 6


You get hit!
Silver manages to back off.
Things are still moving, if you stay in this room you'll have to roll reflexes again next turn.

You get '2d4' damage

Roll #1 4, 1 = 5


Anything else down here aside from wine?


"Out! Out! Out!"
Shield up protect Iris all the way back to the corridor.


I'm not moving!
"Come out and fight you coward! Enough with the tricks!"

Roll #1 5, 9 + 1 = 15


I'm out of here.


"Queren wouldn't have run, so I won't either."
Reflex '1d20+4'

Roll #1 1 + 4 = 5


Roll a Search to know.
There's the door of course.

You're safe out here again.
Amber, Silver and Pico are bravely or foolishly holding out there.

"Get out."
You get hit by a rock on the nose. '2d4' damage
Silver gets hit on the cheek '2d4' damage

You shake your head and get hit on the head again by the same rock '2d4' damage.

Roll #1 4, 2 = 6 / Roll #2 4, 3 = 7 / Roll #3 3, 2 = 5


Cast Cure Wounds II on Ferriro, he looks like he could use it.

Roll #1 9 + 15 = 24


Right well, try to find whatever is throwing stuff around.
"Iris! What do you know about ghosts?"

Roll #1 5 + 1 = 6


"NO! I'm not getting out of your way!"

Roll #1 7, 13 + 1 = 21


Going to search every nook and cranny!

Roll #1 19 + 4 = 23


"Whatever is here is playing with us."

"Thank ye!"


Also staying thanks to Soothing's help.

Reflex '1d20+4'

Roll #1 2 + 4 = 6


"You can't see them! You need to find what they want…but they can't move fast. And they can't attack for very long."

The rubblestorm dies down again.
But no sign of no ghost.

You heal him right up.

You search around.
You find some empty wine bottles that could be used to bottle some wine. And a key marked "Storage"


Angry scrunch!
"I've had enough of this circus! Soil! Where is that skeleton you mentioned?"


"Maybe the ghost weakened after throwing rocks at us?"


…"Everypony! Start attacking the air around you!"
Bull rush in and slam against a wall, avoiding my allies.

Roll #1 16 + 11 = 27


Oh well, if that is over my actions looked kinda foolish but still.
"The ghost is still here!
We just can't see it! Try and hit the air!"


I've no time for wine now.
Do grab the key, then get a glance at the other room through the keyhole.


You Bull Rush right into the wall.
The whole room shakes.

Iris nods.
"They can only be active for a bit at a time. Wait, I have an idea. Maybe we can call on the fillies!"

Corridor actually.
It looks empty for now.


Attack the air!


"Can my chain even hit a ghost?"

"Is that safe for them?"


"DON'T. Do that. Please."


"Ghosts move slow! And magic weapons can hit them, I remember the ones we fought already!"


You swing your shield wildly around.

"I…I don't know."

She scrunches. "Sorry. What about the stallion?"


Does that 36 matter or do I have to roll again?
Very slowly open the door and see where I can go from there


Not gonna hit anything, uh?
If there was a grid I might think I was doing some progress or actual work, but like this I just know it's silly.
How tall is the ceiling?


"Mine's just a work chain. Maybe if it was heated, but I've never heard of binding an evil ghost with something so simple."

"What about purifying them? If we did them one by one, wouldn't that make our jobs easier?"


"Soil! Where is that griffon with the sword!"


"I meant the slamming against the wall of this old… complex."

"You need force damage to take on ghosts. One of my spells can hurt them, but I'm not sure if that's the answer."


You are completely stealthed until someone who could see you beats your Stealth check or you choose to reveal yourself by talking/interacting with someone.
They're Air elementals and very perceptive, but they'll have a hard time beating your roll.

Don't bother.
They're incorporeal. You could hit them if one reveals itself but right now you're not hitting anything.

Iris looks around.
"What if we're missing something? Did everypone check everywhere?"

"Oh sorry. What about calling the fillies?"


"There was an unexplored area, if I recall properly from the conversations. Should we look there?"


Oh, cool.
Let's sneak along the walls and check the doors.


"They're probably mentally incapable of understanding what the deal is."
Goddamn, I need to keep checking. Check this room again, Investigate.

Roll #1 9 + 10 = 19


"Follow me."
Take them to the stone door.


You don't find anything.

You take them to the stone door.
There's also a room right next to it you haven't explored yet. The old door there has fallen down long ago.

Roll an Investigate.


Well they asked me about the griffon.
"Down these stairs."



Roll #1 18 + 3 = 21


"So there are Gryphon bodies in a Pony storm shelter. This is starting to become ludicrous."


"Oh these are like, millennia old. The door was super locked."


"super weird…"


Follow the others then.

But what's this? Another room? Check that too!

Roll #1 16 + 10 = 26


"So now we need to tell who was here first. Is this a pony built shelter, or a Gryphon stronghold that was used for safety?"


"We could ask the griffon zombie!"


"Watch your head. This place gives me the creeps."

"There's a zombie! WHERE!?"


The place where Soil is leading you is completely different than the storm shelter.
This is made of stone and engraved with old runes.
These are ancient, perhaps dating back to the time of the Ancients themselves. They're said to be cursed.

You enter the room and do a thorough check. At first there doesn't seem to be anything special here, but then you notice a small crevice in the wall.
You put your hoof in it and one of the dirt walls give way to reveal a stone room similar to the one Soil and the others went into right now. This one is covered in Griffon runes dedicated to Tirek. And in the middle lays an old pony skeleton. There's a black dagger planted in it's skeleton spine, pulsing with black magic.

You go to the bottom of the stairs. This hall is lighted by magical blue flame torches. There are several mummified Griffon corpses near the walls.
At the end on a throne is the remains of a fully armored Griffon clasping an Ysmir sword.
Iris mouth drops open.

Soil must roll a Notice check.

You manage to catch a flard of conversation between 2 unicorns with sky blue eyes. They're discussing a ritual they'll do soon. In the middle of the complex you manage to find a spot overlooking the Air altar made of stone but covered in rich silks and gold.


"Down there, with the sword!"

Roll #1 17 + 1 = 18


You notice there's a large colorful chest behind the throne this time.
That wasn't there before.


"Wow! Look at all this! Are you seeing this, Silver?"


"See, they are moving stuff already, that chest wasn't here earlier!"


Did I overhear what the ritual will do? Also, I should look for that storage. Maybe they have something flammable.


Can I touch that dagger without getting brain raped? And the runes, can I read those with Read Magic?
"Guys? More stuff here."

Roll #1 16 + 15 = 31


Shout back.
"Let's not split up for the moment."


What can I tell about these Gryphon's? I'll look around for a hint of name or titles.

Search '1d20+9'

Roll #1 8 + 9 = 17


Communication with one of the Air Lords.
Roll a Search.

You should roll an Identify to know if you're gonna get brainraped.
This isn't magical writing, but Griffish. Perhaps Pico could translate them for you.

He's standing next to you.
"Uh…yes I'm seeing it all.
Look at that sword! It looks awesome!"

Iris perks her ears.
"What do you mean?"
She looks at it.
"That…what is that?"

You carefully walk around.
Some of the tombs are unreadable.
Others are partly readable.
Arend Crowtongue
Havik …..
The names don't seem familiar to you. They don't appear in the stories you've heard about the Ancients.
Roll a Knowledge?


I just hope the storage is clearly marked

Roll #1 8 + 4 = 12


Action die on that

Roll #1 1 = 1


I giggle.
"It's bigger than yours!"


Right. I'll rejoin the group for now.


"These names are a bit odd…"

Knowledge '1d20+4'

Roll #1 10 + 4 = 14


"It's a chest.
They moved a chest here because there wasn't one earlier, and when we kill them we get the loot.
It's in every book!"
That's totally a mimic, isn't it?


You walk through the complex for a long time, dodging ponies as they pass by. By the time you finally find a door that the key fits you hear ponies gathering in the altar room.

He perks his ears.
"I…what? N-no. It's just as big!"

You don't have a clue.

Iris looks at it.
"It's so colorful…it looks like it doesn't belong here."

You're with them.
You go to the bottom of the stairs. This hall is lighted by magical blue flame torches. There are several mummified Griffon corpses near the walls.
At the end on a throne is the remains of a fully armored Griffon clasping an Ysmir sword.


Does Soil know anything about mimics?

Roll #1 9 + 4 = 13


That should have been Ysrim


"Hey what's with the chest?"


Lovely scene.

Take a closer look at the torches, they look swanky.


I have to work quick then!
Unlock the storage!
Search for anything that could make the fireworks go off!

Roll #1 8 + 4 = 12



Iris nods to you.
"Look at it, it looks so different than everything else here."

They just give light but no heat and you can wave your hooves through it without feeling pain.

You find several barrels of lamp oil.


"I don't like that chest."
Frown deeply at it.


What's this about a chest? Investigate it. Or Identify.

Roll #1 11 + 10 = 21


I'll write them down and keep investigating.

"Be careful. Some can be rigged even just by approaching."


Here we go… this is going to be a doozy. Take out my dagger.

Puncture some of them to make the oil flow everywhere, and prepare a barrel to be rolled down along the corridor.

I don't want to blow up the elementalists themselves, but burning down their house is going to spoil their summoning party anway. Hopefully once I manage to roll the barrel down the corridor I'll be able to run after it and flare the oil.
That's the plan, at least.


You carefully step beside the Griffon leader skeleton as not to touch it.
The chest is decorated with a checker pattern in all colors of the rainbow. It's made of wood. You detect a powerful spell on it preventing you from opening it or bashing it open.

You've got them written down.
The armor the Griffon on the throne is wearing is unlike the
shining armor from the stories.
You wonder if this tomb belong to Traitors who fought on Tireks side against the Ancients long ago. It would explain the lack of stories about these.

It doesn't open.

You do so.
If you want to end with a bang, you could roll a barrel back to the vantage point overlooking in the altar room, throw it on the altar and burn it in front of them.
Pretty reckless but Lavan would surely extra reward such daring and defiance in front of the Air Elementals.


"Okay ponies stand clear.
I'm gonna see if this thing is a real zombie or not. Everyone step away from the corpses."

Telling that to everyone in the room.
Then step up to the dead griffon leader.


That would certainly send them a message…
Plus the Air Lords did try to kill me once, so it's only fair I give them a suitably polite response.

Set it all up.


"Enchanted… damn. This chest has a spell on it to prevent it from being opened."

Step out of the way.

Roll #1 18 + 10 = 28


"Are you a villain they told me stories about, or just some body someone decided to desecrate?"

"Please be careful. We don't need more angry dead."


You step up to the Warlord.
His empty eye sockets stare at you.

You could set this here on fire already, you can make it to the altar vantage point before anyone will notice this fire.
Throwing the barrel from your vantage point on the altar would reveal you and then you'd need to spend another turn to use magic to light it. Or you could throw it on the altar already alight if you feel like it.

You're pretty close to the throne and behind you are also mummified corpses.

The skeleton doesn't respond.


Raise my shield…
And swat the sword away from his claws, back towards me.


A flaming barrel crashing into their altar would be more unexpected and make for a more awe inspiring entry.
Once a showjenny, always a showjenny.
Light it with Flare, and roll it down. Make sure that it has a line of oil leading back to the storage so all of that will go up in flames too.


Put some more distance between me and it.


I'll jeep searching. There has to be a book, a note, a record of their deeds or homeland or someone they swore fealty to and earned being entombed here.

Search '1d20+9'

Roll #1 5 + 9 = 14


The moment you touch the sword, the claw tightens around it and a cold light flares up in the dead skull.

The Griffon opens its mouth and screeches, sending you flying off your hooves and across the room back towards Amber, Silver and Iris.

He slowly rises from his throne, ready to fight once more.


Done. That's gonna be a bang soon.

Too late.

As you see all this happening, you hear the dead stir behind you.



Laugh like a maniac.
"I knew you were a zombie!"


"They might be Tirekians, so watch yourself!"


"Fought griffons before, fought ghosts before, fought tirekians before…
This one's already dead!"


Everyone roll Initiative


Roll #1 1, 18, 16, 3, 20, 18, 11, 14, 5 = 106



Roll #1 8 + 4 = 12


Me [1d20+3]
Silver [1d20+2]

Roll #1 3 + 3 = 6 / Roll #2 6 + 2 = 8



Roll #1 7 + 8 = 15


Stand up on the balcony quick, as it goes down.
Make sure they can see me if they look up.
"You get coal if you are bad on Hearth's Warming Eve, but this is what you get if you misbehave with the Fire Lords!"
Booms away!



Alright, get ready for a number of attacks on different people.

3 of the mages open up with a magic Missile on…

Silver '1d20+8' '3d6'
Soil '1d20+8' '3d6'
Soothing '1d20+8' '3d6'

two soldiers rush…
Silver '1d20+12' '1d10+1'
Soil '1d20+12' '1d10+1'
and attack with their axes!

Hold for crunching numbers.

Roll #1 7 + 8 = 15 / Roll #2 2, 4, 1 = 7 / Roll #3 9 + 8 = 17 / Roll #4 6, 1, 3 = 10 / Roll #5 17 + 8 = 25 / Roll #6 3, 4, 2 = 9 /


Soil gets hit by the Magic Missiles.
Silver manages to step aside at the last second.
Soothing gets hit by surprise.

Silver '1d20+12' '1d10+1'
Soil '1d20+12' '1d10+1'

Roll #1 6 + 12 = 18 / Roll #2 3 + 1 = 4 / Roll #3 15 + 12 = 27 / Roll #4 1 + 1 = 2


But your armor takes the largest part of the hit….



You throw the oil right onto the Air altar and enflame it.
The flames shootup to the ceiling and you can swear you hear a laugh in it.


I'm gonna go ahead and try to absorb the Magic Missile in my shield.
Shield Block.

Roll #1 13 + 8 = 21


"Hello beastie."
Blast the warlord using my magic missiles (1 SP). '3d6' for damage.

After that I'm running off.

Roll #1 6 + 15 = 21 / Roll #2 3, 5, 3 = 11


I think I know whose laugh that is.
Time to make a daring escape!
What do I have to roll for that?


Your shield flares up and blocks incoming magic missiles as well as providing cover.

You fire a salvo of magic missiles at the warlord damaging him.



The flames roll quickly over the floor, flaring up unnaturally.
Your first priority should be to go in hiding again as the Air elementals are flying up to get you.


"We are outnumbered!
Get to the mages first!"
Move over there and slice the motherfucker up. Slam its bones back into powder.
Shield Slam.

Roll #1 17 + 9 = 26


Blow them a kiss and jump into some dark corner where the fires would slow them down and they can't follow me

Roll #1 7 + 16 = 23


Need a damage roll too.

Search check '1d20+7'

Roll #1 9 + 7 = 16



Roll #1 3 + 3 = 6


You're hidden.
Time to get out, the flames are spreading and tiny elementals are jumping out of it spreading fire and attacking the elementals with glee.
Roll Athletics.

You shield slam his bones until they rattle. But it doesn't seem to harm him too much…
Subdual doesn't harm undead, but your shield does Lethal too

The blue mage fires two volleys of Magic Missiles on Amber.
'2d20+8' '6d6'

The warlord flies up and lands next to Soil, surrounding him.

The purple Warrior attacks Soil
'1d20+12' '1d10+1'

Roll #1 5, 15 + 8 = 28 / Roll #2 3, 3, 5, 4, 3, 4 = 22 / Roll #3 1 + 12 = 13 / Roll #4 1 + 1 = 2


Amber evades the first volley but gets fully hit by the second.

Error exploited by Soil
The axe bashes against Soils sheet, splitting off a hazardous torrent of Stardust energy, killing the warrior outright.

(the enemy isn't yet dead on this one but I'll kill it next round)



Better leg it and get out the way I came in!

Roll #1 15 = 15


I'll spend a die on that

Roll #1 4 = 4


Silver attacks the bloodsworn guy facing him twice! [2d20+7] [2d12+5]

"I'll get on it!"

Roll #1 19, 16 + 7 = 42 / Roll #2 10, 9 + 5 = 24


You have to get past 1 Air Elemental unicorn…..

Roll #1 9 + 7 = 16


action dicing that crit!


But she doesn't notice you and you manage to crawl out of the basement.

Outside you see smoke coming out of the building.
Inferni is here waiting for you

Silver smashes the blunt of his sword against the skull, smashing it to pieces before punching it the body apart with his hoof.

The red warrior rushes forward, blocking Soothings path.



Just a second, I'll redo the map to clear the dead enemies.


Nod to him that it's time we make a run for it.




Roll #1 15 + 5 = 20


Im activating my courage battle chant!
Then I run over to the infernalist! http://pyromancers.com/media/view/main.swf?round_id=120506
And attack him with my mace! [1d20+8] [1d8+4]

Roll #1 17 + 8 = 25 / Roll #2 5 + 4 = 9


You sing a hymn to Cadance and feel yourself filled with courage.
you rush over to the mage and slam his skull with your mace.

Number of attacks.
The red mage fires two Magic missiles at Soil. '2d20+8' '6d6' 1 AD Dmg boost on both attacks '2d6'

The purple warrior rushes forward and attempts to hit Amber with his axe
'1d20+12' '1d10+1'

The brown mage flies closer to Soil

The purple mage fires 2 Magic Missiles at Amber. '2d20+8' '6d6'

Roll #1 5, 14 + 8 = 27 / Roll #2 4, 2, 4, 2, 3, 5 = 20 / Roll #3 2, 3 = 5 / Roll #4 12 + 12 = 24 / Roll #5 4 + 1 = 5 / Roll #6 16, 17 + 8 = 41 /



Roll #1 4, 3, 3, 3, 1, 3 = 17


Soil gets hit by one of the missile volleys.
Amber gets hit by the Bloodsworn before getting a faceful of magic missile.



Blast this bloodsworn chasing after me with another magic missile volley '3d6'

I also try and trip him. '1d20+5'

Roll #1 12 + 15 = 27 / Roll #2 4, 2, 3 = 9 / Roll #3 17 + 5 = 22


Opposed Acrobatics '1d20+3' Boost with an AD '1d6'

Roll #1 12 + 3 = 15 / Roll #2 6 = 6


You handily trip over the undead while smashing him with a Magic missile.
He's flat-footed.




You Notice a crowd is forming to look at the building.
Roll a Blend to get away sneakily.

Opposing '1d20+4'

Roll #1 15 + 4 = 19


I think I somewhat stand out of the crowd… still, try to act cool and natural and leave like I was never even there.

Roll #1 2 + 2 = 4


Let's get the infernalist!

Roll #1 13 + 9 = 22 / Roll #2 7 + 3 = 10 / Roll #3 1 + 9 = 10 / Roll #4 8 + 3 = 11


Somepony notices you.
"Hey, you!"

You slam the mage once but as you brace for the second time, the warlord swings his sword against your shield with such force you shield flies out of your hooves and lands next to you.
you're unarmed!!!
(see the yellow spot on the map for where it is, once I post the map)

The blue mage screeches and shoots 2 rays of Ice right at Amber.
'2d20+8' '4d6'

The Warlord screeches and a black ray shoots out from his beak, slamming Soil for '3d6' damage, then he swings his Claymore to hit Soil
'1d20+14' '1d12+2'

Roll #1 1, 5 + 8 = 14 / Roll #2 6, 5, 4, 5 = 20 / Roll #3 5, 2, 3 = 10 / Roll #4 17 + 14 = 31 / Roll #5 4 + 2 = 6


"A bit busy at the moment, find me tomorrow!"
Keep walking!



The dark attack is a direct hit, but luckily for Soil, his armor takes the blunt of the attack.

Error ignored
You grab the undead next to you and slam him in front of you to take the icy ray, the skeleton is frozen and will be only able to attack once in his next turn.


Roll a Sneak vs this Search to get away

Roll #1 10 + 4 = 14


I'm sure I can find an alley where I can disappear.

Roll #1 16 + 16 = 32


You quickly disappear out of sight and are safe for now.
As you wonder where to go next, the mare is suddenly next to you.
"well done~"






Silver moves up to attack the bloodsworn guy attacking me! [1d20+7] [1d12+5]

Roll #1 8 + 7 = 15 / Roll #2 9 + 5 = 14


Silver moves up and manages to slam the frozen skeleton back awake.


The red warrior manages to get up again and tries to hit Soothing with his Axe.
'1d20+12' '1d10+1'

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


He hits, but it's just a scratch.



Go for the infernalist next to me who's harassing me! 2 swings!
[2d20+8] [2d8+4]

Roll #1 12, 2 + 8 = 22 / Roll #2 3, 8 + 4 = 15


"You did well.
Lavan will be pleased."

You miss once, but hit your second strike, rattling his bones.

AD to heal blue mage '1d6'

The red mage and brown mage both unleash a torrent of Magic missiles at Soil
'4d20+8' '12d6'

The purple Bloodworn gets into the clinch with Silver '2d20+12' '2d10+1'


Roll #1 5 = 5 / Roll #2 16, 6, 14, 4 + 8 = 48 / Roll #3 6, 3, 1, 2, 1, 5, 1, 3, 2, 2, 4, 2 = 32 / Roll #4 8, 3 + 12 = 23 / Roll #5 5, 6 + 1 = 12


Did one roll too many there


"Does he have a very spiteful laugh? If so, I think I've heard it."


The magic missiles hit hard, but Soil manages to hold his own.

The warrior headbutts Silver before delivering a hard blow to the leg.

The purple mage fires 2 Magic missiles at Amber '2d20+8' '4d6'

Roll #1 3, 13 + 8 = 24 / Roll #2 1, 6, 1, 6 = 14



This guy is starting to bore me, time to roast him.

Fire some scorching rays at him. That's 3 rays, each dealing 2d4 fire damage with AP5. 2 SP for this spell.


Does that kill him? Because if so I would like to move.

Roll #1 20 + 15 = 35 / Roll #2 1, 4, 4, 2, 3, 3 = 17



You unleash a torrent of fire at him turning him to ash in seconds

you've moved on.



I'm not gonna do anything foolish like rushing unarmed for the mages, and instead I will just pick the shield up, and use Triumphant Swing on the Warlord!
And in case I'm not horribly mangled, '1d6' vitality recovered.

Roll #1 3 + 9 = 12 / Roll #2 10 + 3 = 13 / Roll #3 6 = 6



You quickly grab the shield and in one movement recklessly swing it at the Warlord, but he swiftly evades, leaving you open to attack!
You're flat-footed

The blue mage tries to scratch Amber with his claws '2d20+4' '2d6'

The Warlord lifts his sword for a flurry of attacks on Soil
'2d20+14' '2d12+2'

Roll #1 20, 1 + 4 = 25 / Roll #2 3, 1 = 4 / Roll #3 17, 11 + 14 = 42 / Roll #4 1, 12 + 2 = 15


Can I shield block the second mage even as flat footed?
If I can, try.

Roll #1 14 + 8 = 22


It's the warlord not the mage.
>Once per round when the
character has a readied shield and isn’t flat-footed, after he’s hit
by an unarmed or melee attack but before damage is rolled, he
may make a Fortitude save (DC equal to the attack check result).


Guessed it but was worth rolling for anyway.


Error ignored

The claw attack slices right across Ambers face, creating a wound.

The Warlords attack hits heavy and does ferocious damage to Soil.



"Yes, he tends to laugh a lot."
She looks up to the fire in the distance.
"Isn't it beautiful?"


Glance at the fire too.
"Of course it is. They weren't so pleased with it though."


Silver has to kill that damn bloodsworn attacking me already! 2 swings! [2d20+7] [2d12+5]

Roll #1 8, 3 + 7 = 18 / Roll #2 8, 7 + 5 = 20


"Of course they aren't, but this is just the start of their night."
She hoofs you a piece of paper.
"I must go and pull some strings while they're distracted.
Visit me tomorrow as soon as you can. Lavan will not respond to summons during the night anyway."
The stars are twinkling above.

He stabs with his sword, but misses two times!




"Try to behave yourself, will you? They are a bit riled up, as you can imagine."
Read the paper.


Can I switch to my warhammer and attack the infernalist with that? [2d20+8] [2d12+6]

Roll #1 19, 9 + 8 = 36 / Roll #2 3, 8 + 6 = 17


"Orange Road XXII"

It's half an action to switch weapon.


I can use the first result as switch and hammer attack or you'll have to reroll damage.


Do that and then attack once.


That must be the destination where I'll have to meet her… and I guess I should find a place to sleep for tonight. Suddenly I don't feel like signing in to any hotel though… maybe the Earth worshipper could take me in.


You switch weapon to your holy warhammer and slam the Tirekian mage to death…again.


Another round of attacks follow.
The red mage targets Soil with two Magic Missiles
'2d20+8' '4d6'

The brown mage targets Soothing with an ray of Ice '1d20+8' '3d4'

Roll #1 3, 19 + 8 = 30 / Roll #2 3, 4, 3, 6 = 16 / Roll #3 9 + 8 = 17 / Roll #4 1, 3, 1 = 5


The missiles hit, doing significant damage.

And Soothing feels her blood freeze as the icy ray hits her.
Her shield starts flickering…

The purple mage fires 2 Icy Rays at Amber.
'2d20+8' '3d4'

The purple warrior attempts to finish Amber off with a cleave.
'1d20+12' '2d10+1'

Roll #1 15, 9 + 8 = 32 / Roll #2 2, 2, 2 = 6 / Roll #3 10 + 12 = 22 / Roll #4 6, 1 + 1 = 8



Roll #1 12 + 12 = 24


The combined attack hits Amber hard and she becomes fatigued
Warning, no vitality left.



Oh boy that was a doozie.
I will have to give this guy what's for.
Shove him down, close to those mages, quickly closing the gap.
And then try a triumphant swing again.
Also, posting where I'd like to shove it.

Roll #1 15 + 9 = 24 / Roll #2 11 + 3 = 14 / Roll #3 17 + 9 = 26 / Roll #4 4 + 3 = 7 / Roll #5 6 = 6


You Slam you shield sideways against the Warlord, shoving him where you want before swinging around and bitchslapping him with your shield.
You feel confident as your daring swing succeeded.

The Warlord shakes his head and attacks you again.
'2d20+14' '2d12+2'

Roll #1 2, 11 + 14 = 27 / Roll #2 12, 11 + 2 = 25


Totally gonna block the first attack!

Roll #1 1 + 8 = 9


The first attack was missing anyway.
The sword swing hits you hard across the head and you become fatigued.
Warning: No vitality left




You can try.
You find your way back to her cottage


Knock on her door again.





It takes a while but then she opens the door.
She looks in the distance to see the red glow of the fire.


Cough a bit.
"A bit of a… misunderstanding. Air elementalists. Their Lords tried to murder me once. May I come in?"


Firing more Scorching rays, this time at the warlord. He's in my way. '6d4' fire damage with AP5. 2 SP.

I'll have to risk moving past him so I can get healing next turn.

Roll #1 6 + 15 = 21 / Roll #2 3, 2, 3, 1, 1, 1 = 11


You hit him completely, burning his bony body.




She opens the door and lets you in.


Silver protect me! attack the bloodsworn! [1d20+7] [1d12+5]
Then also taunt the leader! [1d20+3]

Roll #1 4 + 7 = 11 / Roll #2 8 + 5 = 13 / Roll #3 20 + 3 = 23


Walk in with a thankful expression.
"Yes, air. Their lords unleashed a blizzard on me once out of spite. I… repaid them the favor with a fire. Don't worry, I'm not agressive or violent, I just tried to teach them a lesson."


Regenerating some spell points while I can.

Roll #1 4, 3, 1 = 8


His attack misses.
Sense Motive '1d20+4'

Roll #1 12 + 4 = 16


Silver picks up a rock and throws it right at the Warlords head.
"Hey shithead, you think Tirek is tough? Come over here and you'll get a taste of real holy power."
The Warlord turns his attention towards Silver.


Roll Bluff


It's just a teeny-tiny bit of a lie, totally!

Roll #1 19 + 2 = 21



Sense Motive '1d20+7'

Roll #1 13 + 7 = 20


[2d20+8] [2d12+6]

Roll #1 20, 6 + 8 = 34 / Roll #2 7, 6 + 6 = 19


just activate that crit with an action dice.


You go into full righteous rage and slam him right through him shattering him to pieces in one swing.
He won't be bothering nopony anymore.




I cast Cure Wounds II (2 SP) on Soil to heal some of his vitality.

After that I try to trip the warlord with my staff. '1d20+7'

Roll #1 15 + 15 = 30 / Roll #2 6 + 7 = 13


The purple infernalist rushes forward and attempts to hit Amber with his claws

'1d20+8' '1d6'

Roll #1 4 + 8 = 12 / Roll #2 5 = 5



Roll #1 6 = 6


Amber gets a slash across her face and starts bleeding.




Rolling for Initiative


Roll #1 16 + 4 = 20


Opposed Athletics check '1d20+4'

Roll #1 19 + 4 = 23


Soothing heals 20 Vitality of Soil.
He's starting to feel better again.

But the Warlord nimbly evades Soothings attempt to trip him up.

Entering you into the turn order.




Forgot to position Pico properly will do so when I can


Alright, time to get serious!
Bang his ugly, rotten, udead mug off!
'1d20+11' to just grind him to dust.
And then '1d20+11' and '1d12+3' and '1d6' for TS.

Roll #1 9 + 11 = 20 / Roll #2 11 + 3 = 14 / Roll #3 2 + 11 = 13 / Roll #4 1 + 3 = 4 / Roll #5 4 = 4



Triumphant, got it


You slam your shield right against his face, rattling his beak.
But your second swing is evaded and you're flat footed!


The warlord flies up and shoots towards Silver and attempts to strike him with his claymore.
'1d20+14' '1d12+1'

Roll #1 8 + 14 = 22 / Roll #2 3 + 1 = 4


It succeeds but Silver manages to take the blow



Silver uses his BIGGER claymore to retaliate against the leader zombie! Swinging twice at his head! [2d20+7] [2d12+5]

Roll #1 2, 19 + 7 = 28 / Roll #2 6, 5 + 5 = 16


It's a Zweihander actually!

Silver swings his zweihander around and bashes the warlord in the face.




Time to grapple! Grapple the infernalist!

Roll #1 9 + 13 = 22


Opposing Athletics '1d20+4' Boosting with an AD '1d6'

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


You've successfully grappled the rotting skeletal Griffon. ewwww
. It struggles to get out of your iron grip


The two infernalist rush forward to both Soothing and Soil to slash them with their claws
Soil '1d20+8' '2d6'
Sooothing '1d20+8' '2d6'

Roll #1 18 + 8 = 26 / Roll #2 4, 4 = 8 / Roll #3 17 + 8 = 25 / Roll #4 3, 3 = 6


Both get hit!



I'll move towards the Warlord, 1 space South. I will attempt to Disarm him of his sword.

'1d20+6' Expert Disarm + Chain

Roll #1 17 + 6 = 23


You can move it yourself on the map, then "pass turn" and post the url you get



Opposed attack check '1d20+14'

Roll #1 5 + 14 = 19


You swing your chain from a distance, wrapping it around the claymore and yank it from his claws, it drops on the ground next to him.


The purple mage struggles to get free.
Amber must make an opposed Athletics check '1d20+4'

Roll #1 15 + 4 = 19



Roll #1 18 + 13 = 31


He's not going anywhere.



Fire some scorching rays at the spellcaster facing me. That's 3 rays, each dealing 2d4 fire damage with AP5. 2 SP for this spell.

IF this is enough to kill him, I'm moving up: http://pyromancers.com/media/view/main.swf?round_id=120734

IF not, I'm going to hit him. '1d20+3' With my staff of course. '1d8+3'

Roll #1 3 + 15 = 18 / Roll #2 1, 4, 2, 1, 3, 4 = 15 / Roll #3 7 + 3 = 10 / Roll #4 4 + 3 = 7


Unfortunately no, he's still alive and evades your staff




Well, since we are here, let's get hammering on this evil evil mage.

Roll #1 14 + 9 = 23 / Roll #2 9 + 3 = 12 / Roll #3 7 + 9 = 16 / Roll #4 12 + 3 = 15


You slam him not once, but twice
Smashing him to pieces!

The Warlord grabs his sword once again and attempt to hit Silver
'1d20+14' '1d12+1'

Roll #1 13 + 14 = 27 / Roll #2 8 + 1 = 9



Keep hitting the fucker silver! Don't let up!
[2d20+7] [2d12+5]

Roll #1 3, 20 + 7 = 30 / Roll #2 6, 8 + 5 = 19




The first strike was a miss but during the second, Silver locks swords with the Warlord. They struggle, but Silver breaks through and manages an astounding slash through the skeleton form, sending it reeling back.




I'm just going to keep this guy held because I'm afraid of moving and getting killed…


There are a number of things you can do, like attempt to injure him unarmed.
If you spend one turn to handle item, you can equip your mace and next turn slam him with it while you hold him.
Of course, if you pass all the Athletics checks.
You sure you want to do nothing?


Uh… I guess I take out my mace then.


Roll opposing Athletics '1d20+4'

Roll #1 12 + 4 = 16



Roll #1 10 + 13 = 23


You grab the struggling mage with one hoof while slowly taking out your mace again.
Dis gon be good.


The brown mage attacks Soothing with his claws '1d20+8' '2d6'

Roll #1 5 + 8 = 13 / Roll #2 1, 6 = 7


The attack hits Soothing right in the face.





I'll stay where I am at right now and attack twice with my chain.

Attack '1d20+5' Damage '1d6+1'
Attack '1d20+5' Damage '1d6+1'


Roll #1 6 + 5 = 11 / Roll #2 1 + 1 = 2 / Roll #3 2 + 5 = 7 / Roll #4 2 + 1 = 3


It's hard to hit the Griffon from here.
You miss twice.


Not even gonna roll for that mage getting free.



"Hmmm, Air…bad. But…dangerous."


Firing some more Scorching Rays at the spellcaster facing me. One ray at him '2d4', then two rays at the Warlord '4d4'.

Also try to hit the spellcaster again if he lives.

Roll #1 18 + 15 = 33 / Roll #2 1, 1 = 2 / Roll #3 2, 1, 4, 3 = 10 / Roll #4 6 + 3 = 9 / Roll #5 5 + 3 = 8


"I don't think you need to worry?"
Point at my phoenix.
"Plus Inferni can keep an eye out. I don't want to bring you any trouble."


He's tough one, he holds his own against your fire and avoids your staff.
You hit the Warlord as well.




Turn to Soothing, seizing up her fight against the almost defeated infernalist.
"Back soon!"
Move up to the warlord and SLAM!
Right up the butt!

Roll #1 16 + 11 = 27 / Roll #2 8 + 3 = 11


You run over and slam him right up his skeletty butt.

The Warlord attempts to hit Soil and Silver once.

Soil '1d20+14' '1d12'
Soothing '1d20+14' '1d12'

Roll #1 2 + 14 = 16 / Roll #2 8 = 8 / Roll #3 6 + 14 = 20 / Roll #4 5 = 5


If ponies had obscene hoof gestures, now it'd be the time to use one in taunt.
Can't touch this.



How much longer can this guy survive? Finish him already Silver! [2d20+7] [2d12+5]

Roll #1 13, 17 + 7 = 37 / Roll #2 9, 11 + 5 = 25


Fortitude check '1d20+8'

Roll #1 10 + 8 = 18


Silver does a magnificent strike hitting the Warlord for 25 + '1d20' damage.
He grins as he sees the Warlord falter

Roll #1 11 = 11


She looks at Inferni.




Attack the guy I'm pinning with my mace twice! [2d20+8] [2d8+4]

Roll #1 7, 17 + 8 = 32 / Roll #2 4, 2 + 4 = 10


"Yes, he is my phoenix companion. Why?"


Doing that during your Grapple, it counts as a full action, so only the first dmg roll counts, but you don't need to do an attack check, instead you have to beat my Athletics '1d20+4'

Roll #1 15 + 4 = 19


For more info, you can check Grapple in the Corebook page 219.
If you're gonna Grapple a lot, you might as well check all the benefits you can do


Inferni hops on her back.



Roll #1 4 + 13 = 17


"Yes. He is very clever too!"


The guy struggles too much and he becomes held again.
He's still in your grasp, but another failed Athletics check might cause him to get free.

The brown mage tries to hit Soothing again
'1d20+8' '2d6'

Roll #1 16 + 8 = 24 / Roll #2 2, 6 = 8



Inferni hops on her head and settles down in her mane.
The mare giggles.


"Now is the best chance!"

I'll rush in close and separate him from his sword once more.

1d20+6' Expert Disarm + Chain.

Since I have two weapons already, I'll try to make it land between me and Soil.



'1d20+6' Expert Disarm + Chain

Roll #1 10 + 6 = 16



Roll #1 12 + 14 = 26


The Warlord resist your attack and holds on to his sword and bashes you back.
You're flat-footed

The purple mage struggles to finally get loose
Amber must oppose '1d20+4'

Roll #1 6 + 4 = 10


NEVERMIND, Amber succeeds automatically. The purple mage is pinned again





Roll #1 19 + 13 = 32


When the result is less than your modifier, you succeed automatically.


More Scorching Rays at the spellcaster. All of them in fact.

Roll #1 12 + 15 = 27 / Roll #2 2, 3, 4, 1, 1, 3 = 14


Your barrage of fire finally blasts him apart!




Bim bam butt!
Whack the baddie on the head.

Roll #1 14 + 11 = 25 / Roll #2 9 + 3 = 12 / Roll #3 20 + 11 = 31 / Roll #4 12 + 3 = 15


And yes indeed, activate the crit to inflict 15 wounds directly.


You take a few steps back and then charge right into the skeleton, smashing it completely to pieces.
The skull is is still moving so you crush it under your shield.

The warlord is defeated.




And just to drive the point home, spit on what's left of the skull.


Silver walks up to me and drives his sword through this infernalist! http://pyromancers.com/media/view/main.swf?round_id=120789
[1d20+7] [1d12+5]

Roll #1 16 + 7 = 23 / Roll #2 7 + 5 = 12


As Amber holds the mage, Silver runs up and drives his sword through the mage, slicing it to pieces….

Silence falls over the battlefield once again.

Most of you have escaped unscathed, except for Soil and Amber who have both gotten some cuts.

Iris, who has been hiding in the pathway runs to Soil and checks his wounds. Silver tries to look at Ambers cuts as well.

As you all take a breath of relief, suddenly you hear…


Raise my ears in worry and look around, holding Iris as close as I can in a protective manner.


"Hmm, where's that coming from?"

Look around, taking it by ear.


I impress even myself.

Perk my ears and look around.
"Well that's not creepy at all. Where's that coming from?"


"I'm fine Silver! Really! Just a flesh wound!"



You look around and see that the colored chest next to the throne has opened and music comes out of it.

"We'll patch that up…wait, what's that sound?"


"Is this what they were guarding?"

"It sounds nice, to be honest."




Approach the chest and tap it.
"Open sesame."


"Told you ponies that was the victory chest!"


"Music! Duh! You're not afraid of a musical box are you? Come on!"


"The sound is too soft to be a good victory theme, though."

"Have you heard this tune before?"




"Makes me wonder where they got it from, or what the name of the song is."


You open the chest.

On the inside of the lid is a drawing of a mask, one half white and smiling, the other half black and frowning.

In the chest itself you find.

Scroll of Nature's Ally I (50g, 0.1lb)
A white griffon skull (2lbs.)
Large Sack (Holds 1 Small or more smaller items (max 25lbs), 0.5lbs, 3s) containing 7 Vrill Potions (Healing Potion, 50s, 1,75lbs)
3 Werebeast Oil (Wildling Oil, 100s, 0,75lb)
1 Sunflower potion (Vitality Potion, 25s, 0,25lbs)
2 Ovrin Oils (Blessing Oil, 50s, 0,5lbs)

A set of small bones (Raw Materials (Carvings), 15s, 1lbs)
A set of steel bars (Raw Materials (Metalworking), 16s, 10lbs)

Gold: 1234g

AND on top of all this a sealed letter addressed
"To Soil, Amber, Ferriro, Mabel and Soothing"

In addition to this, the defeated warlord and his minions have evaporated to dust except for the warlords armor and weapon

Bane of the Sun
This ancient claymore has intricate carvings from the heft to the blade, detailing ancient battlefields and monsters.
This is all the more impressive as the blade is made out of white Ysmir steel, one of the toughest forms of steel found in Hyperborea.
It is white and cold as ice.
In the center of the heft is the mark of the Heart of Tirek.
Even after all this time the blade is still sharp.
Magic inspection reveals a dark magical essence in it. Tireks touch is upon the blade.

Prize Level 6
Essence: Alignment: Tirek
Charm: Damage bonus +1
Damage: 1d12+1 lethal
Threat: 19–20
Qualities: Reach+1, Massive
Armor-Piercing: AP2
Worth: 15 Rep (225g without magic)
Weight 6lb.

Malicious Lokrian Armor
This grey armor has been crafted by Griffon warlocks in times long past.
The armor has unnerving quality to it, making the wearer more intimidating
The scales have been infused with a magical essence, strengthening the wearer.

Prize Level 6
Essence: Intimidate +1
Charm: Magic bonus to CON +1
Full Scalemail
Blessed: Divine Resistance 4
DR: 4
Resistance: Edged 3
Dp: –2
ACP: –1
Speed: –5 ft.
Disguise: obvious
Weight: 45 lbs.
Worth: 16 Rep (750s without magic)

For defeating this group you get 2651 XP

Not sure yet if this will be the end of this adventure or not.
We'll discuss that.


Loads and loads of loot.
Iris' eyes shine as she looks upon it.
Silver is scrutinizing the Ysrim sword of the warlord.

As for wounds, the only one really wounded is Amber who has some bleeding cuts on her face.

Without any help, Ambers natural recovery will take 8 days. If all her wounds are healed with Medicine checks or healing potions, the healing would just take 3 days, same as the rest of you.



"Looks like you two like each other already."
Settle down in front of the fire in the fireplace.


"I didn't know today was mailday…"
Take the letter and open it up.


"Here, I brought a Doctor's bag along. I'm not trained in using it, but it should have something to help."


"Silver! Isn't that sword evil?"

"Thanks! I'm gonna have to treat these nasty wounds because they're hurting…"


"As much as there is still here, we should get you back to town."


It's pretty warm.
Inferni hops off the mare and hops beside you.

It's a pink letter in a beautiful hoofwriting, with some scribbles next to it clearly written by somepony else

Princess Cadance (scribbled next to it:) H.G.
Requests the honor of Your Presence
At the Marriage of
Clear Ice
Infinite Justice
Paladins of the Highest Distinction
in the Order of the Crystal Heart.

Twenty-Fifth of First Harvest
One-Thousand and Eleven
Twelve O'Clock at
the Basilica of Thousand Colors

(Scribbled:) Lokrivund

Reception and entertainment
to follow at the Diamond Gardens

It can take a while for a ful treatment check, perhaps you should go to town first and just apply some bandages for now?

Silver looks it over.
"Yes…there's some curse on it. We could attempt to cleanse it."
If Silver cleanses the weapon, which will take an hour, the weapon will no longer have its enchantment and will be worth less.
If you keep the enchantment on it, it will be fully powered and worth a lot of money, but the enchantment of Tirek might cause trouble.


I'm fine with Bandages.


Pet his head gently.
"What a day, huh?"


Give it to Silver and Amber.
"I think your princess's assistant was having a bad day or something."

I guess the gold should be divided among all of us. I'll take the werebeast oils, could be fun. Also one of the healing potions.


"We're paladins, of course we should cleanse it! We can't allow this evil stuff to fall in the hooves of somepony who could be corrupted!"


You put some bandages on Amber.

Silver nods and wraps the blade in a piece of cloth before putting it in his saddlebags.
"I'll cleanse it in town."

He nods.

Noted on your sheet.

EVERYONE RECEIVES 309 coins (except Mabel)

Silver takes it. "Uh…where did you find this?"

Soothing shows the letter to you and Silver.


"In the chest. Strange, isn't it?"


"So was someone waitingvfor us, just all the way down here?"


"And it was adressed to us?
Who even knows we're here?
You think it's somepony in town?"


Tap on the Warlord's armor once or twice.
"Hey, this seems sturdy!"


"You seem to have disliked that mare who was a friend of Lavann though…"


He looks away.

It is very sturdy indeed.
Silver looks up.
"Hey, watch out! What if it's cursed?"


"Somebody defiled princess Cadence's letter!?"


"What could 'H.G.' possibly stand for? Any thoughts?"


"I'm more interested in the Lokrivubd part. Seems weird to just have there."


Wait a minute
What date are we today? And isn't Infinite Justice… dead?


"What does it mean?"


Tilt my head.
"Come on, no need to hide it now. You made it very apparent to her."


"We were strong enough to take on the guy himself, whatever curse he has left can't be that bad!"
"Hate Griffons?"


"Well, it should make sense judging by our surroundings."

I point to the Tirekian soldiers and equipment.

"But as far as you should know, Lokri is how we call Tirek in Hyperborea. But why was it added here and the rest crossed out?"


You can roll a Knowledge check on Lokrivund.

It is the 24th of Leaffall (october) 1018 so this letter is dated 7 years ago, you may roll a knowledge check to remember something about that day.
Also yes Infinite Justice died as far as you know. During an attack on the Semiramis Changeling Hive.

"Hmmm, let me have a look at it."
Silver inspects the armor.
"Seems clean…but I don't like it…"

Suddenly Inferni hops into the fire, going up in flames.
The earth mare gasps in shock.


"It's referring to a time. The original date on this letter was over seven years ago. I'll guess Lokrivund is some sort of a special day in relation to Tirek."


Knowledge '1d20+4'

"It sounds familiar, but…"

Roll #1 2 + 4 = 6


"Hey, it's gonna make a good trophy!"
"What's the vubdub part bout then?"


"Infinite Justice died years ago… we met Clear Ice back during our time in Equestria, remember?"

Roll #1 20 + 7 = 27


"Wait, the pharia?"


"That's what we're trying to figure out. I'll try to look things up when we get to town."


"No! Clear Ice is still a paladin! They used to be partners but Justice died during our war against the changelings!"


Motion with my hoof.
"It's okay, he's made of fire. Mostly."
Turn to the fire.
"What are you doing?"


"Does that mean book diving?"
"Oh I remember her!"


File: 1432059716471.png (12.34 KB, 590x469, sorry_for_the_shitty_drawi….png) ImgOps Google

You do recall the name and check your Wild Lands map.
To the south, deep in the mountains, you see a marking "Lokrivund" but you can't recall what it was.
In any case, the journey there would take 7 days starting from Platina, through the mountain wilds.

You recall the date well.
It was the date when Infinite Justice and Clear Ice got married in the Capital. The whole capital was decorated and there was a grand celebration. Better times…
You see the heart shaped seal of Cadance on the bottom of the letter and as you hold your torch close to it, the heat causes invisible ink to appear.
It's not a word, but just a crude drawing of a round face, one part smiling, the other part frowning.
See pic.

"Suit yourself."

Suddenly two eyes peer back at you. And a friendly voice says back "I'm making it a little easier for us to communicate properly."


"Yes. It's kinda hard to remember things down here after nearly getting gutted."


"Oh, neat trick. I love your voice, too."


Hey, wasn't there another room I discovered earlier, before the fight? Go check that out.


Let out a loud laugh, slamming a hoof against your chest.
"What is it, too much excitement for one day?"


The earth mare comes to sit next to you. "Hello." she says to the fire.

"Hello to you.
I don't use this mode of communication often. One of the reasons I took the form of a phoenix was to not have to talk a lot."


Yes, you leave the room and go back to the dark tunnels.
You enter the hidden room again and are seeing the skeleton with the dagger planted into it again.


"Look at this Silver!"


"I don't know how you all do it. This is still so exhilaritng for me, and it seems normal to you."

"But, we should get Amber's injuries checked, this n we can follow a lead. I did recall something on the map, but not much else."


"Still, you could have told me earlier!"


I will Detect Alignment on the dagger.

Roll #1 7 + 15 = 22


"I didn't see any need to.
I'm sorry if that upsets you."

Obvious Tirekian.
You see shapes of fillies in the corner of the room.

He looks at it.
"That fiend. So that must be the signature of this H.G? He put it right over Cadance's seal."


Oh boy.

This must be the object. Pick the dagger up.
"This is it, isn't it?"


"Yeah! And he wants us to go to that Lokriplace!"


"It's just a waste of your talent!
Now I almost want you to read me a bedtime story…"
Smirk at the flames.


As you touch it, it burns your hoof.
It won't come out.

"Sounds like a trap.
The weird face seal is also on the chest."

"I can tell you a bedtime story. You wanted to know about Ember?"


"Yes. And why you screeched at her when you saw her."


Use my Unicorn telekinesis to tug at it instead?


"You feel those shakes? They never go away."
"It's the best part."
"That looks… Evil. Think it's linked to the mare?"
"Seems like an occasion to knock teeth!"


"It does sound like a trap, but we can't just ignore this!"


You try, but no it doesn't come loose.

"No, we can't, but we can't just go the two of us."

Silver nods. "But we don't even know what Lokrivund is…"

"There's some history between us.
We met before, on the Fire Plane."


"I guessed. What happened between the two of you?"


Go back to the others.
"I found something, come over here."


"It's a place. Here on the map, Silver. A few days out, but that's all I can recall."

"I don't know if I'll get used to that."


"We sho-"
Trot over.
"What's it?"


"Hmmm, we met about 500 years ago, on the Fire Plane during a project to create the biggest firestorm ever.
We worked closely together during those times and found companionship. She was hard working and ambitious, a joy to work with."

He looks at the map.
"Can we find out more about this place?"


Follow her.


"There might bevmore information in town."


"Right…well let's see what Soothing found."

Silver follows you.


Raise my eyebrows.
"Companionship, huh? I almost had a feeling, but thought it would be just my naughty thinking."


Show these ponies the room with the dagger.


For others who might not have seen that description:

The room is similar to the tomb.
Stone walls etched with Griffon runes and drawings of demons and battles.
In the middle, sprawled over the floor on its back is a skeleton of a pony with a dagger implanted into its chest.

"We never did beat the previous record of the biggest firestorm, but it was fun to work on."


"And you two stuck around afterwards, I'm guessing."


Cover Iris' eyes.


"Is this… a sacrificial chamber or something?"


"This is pretty grotesque."

Can I read the runes?


Point at the dagger.
"I think that may be the source of the ghost trouble around here."


They detail several of the old battles of the Tirekian armies vs the Ancients, told from a Tirekian viewpoint.
It does mention Lokrivund once, perhaps you remember the name from some of the old stories?

She's grown pale.

I remember those times fondly.
We were…it is not what you mortals call love, but it is close to it."


Run up to the dagger.
"Why this dagger though?"


Hold her very tight.
"Maybe it's best if I bring Iris out for a breather."


It looks normal, but there's an unsettling aura emanating from it.

She nods.


"What went wrong?"


"Ugh, I should be able to recall something, but there should be something about it backbin town."

"Cursed? The sword was too."


"Seems to be like that's the most plausible conclusion. This dagger is disturbing their rest, but I can't exactly get a hold of it because it's tainted."


Trot up, leaving the others to deal with this.


"We had…our differences."

It's night now and cold.
Iris sets down next to Indy near the campfire.
"Those poor ponies down there…"


"I don't suppose you want to share the details."


"There, there…"
As she sits down sit behind her, hugging her in my warm furry armor.


Sooooo… the dagger?


>it looks normal but there's an unsettling aura emanating from it.

What do you want to do with it?

"Ember was…is a very ambitious elemental.
She desired power, not just in our Plane, but the Material World as well while I wasn't too interested in it.
We ventured here a few times…"
He stops.

"Can you imagine what it must have been like to stay in that..that hole?"


"No. Do you really want to?"


"…and did something that hurt you."


"It's completely stuck. Maybe you should just destroy it?"
Knowledge check on ghosts and spirits.

Roll #1 20 + 8 = 28




Touch it carefully!


He's silent for a bit.
"We had some fights. That's all I'll say for now.
We drifted apart. It is no surprise to me that she eventually drifted towards Lavan."

Um…what are you knowledge checking?
If it's "can I destroy it?" the answer is yes, it can be destroyed by power of an opposing alignment."

It burns to touch.


"No…but I can't stop thinking about it. Those poor foals…"


Like I said, ghosts and spirits. How to deal with them.


Quickly retract my hoof!
"Silver? It burns!"


"…still, I don't know many allies who operate on this plane. If I were to work with her on this on that… you wouldn't leave me, would you?"


There's a variety of ways to deal with ghosts and spirits.

>Destroy them as they manifest physically with magical weapons or magic

>Find whatever binds them to this place and destroy it. This can be a physical thing or some personal reason you should resolve
>get a necromancer of Grogar to cleanse the place

He looks it over.
"Of course it burns, it's evil.
We should just smash it to pieces."

"Of course not. But you'll have to excuse me if I'm not going in her home or talk to her.
…and don't tell her I told you about this."


I'll take the bones and steel material. The Gryphon skull might be of historical value, so I'll wrap that up.

"Just how much power is it imbued with?"


Just as expected.

"Your coltfriend is right, you're a paladin so you should be able to just smash it to bits."


"We are gonna fix that. And they will be in a better place."
Begin cradling her side to side, calmly.


Take my hammer and smash the dagger!

"Enough to disturb those fillies!"

Roll #1 20 + 8 = 28


"How could you? You're a phoenix."



"She can understand me."

She suddenly stops shaking and blinks.
"…I feel a lot better suddenly. Like there's a weight of my shoulders. That's weird."

You take out your hammer and smash the dagger.
As it explodes, you're suddenly not around your friends anymore.
Your body walks around as if you don't control it. You walk through brightly lit tunnels and two fillies run up to you. "Mommy's back!"
You blink.
You're in a meeting of the townsfolk. The winter is lasting longer than expected, the remaining food will need to be rationed more strictly.
You blink.
You're hugging your two hungry fillies, trying to tell them they can't have any food today.
You blink.
As you clean up the room a voice calls you from behind the walls.
You dig and find the hidden chamber. In the middle lays fresh food and water. Without thinking you grab it and sneakily bring it to your fillies.
You blink.
You walk through the corridors with your head down. You hear ponies talking. She doesn't seem as hungry…is she hoarding food?
You vow to be extra careful.
You blink.
You're arguing with your husband. He says you've changed. You're acting weird. You look tired all the time. He's concerned about you.
You blink.
You wake up in the hidden chamber surrounded with freshly carved idols you don't understand. This isn't your bed and what's this knife? You throw it away and run off. Good your husband is still sleeping.
You blink.
There was no food in the chamber today, you don't know why…
You blink.
Finally there was food again. You hurry back to give it to your foals. But you were careless. Your husband has seen it and he asks where you got it.
You come clean in tears.
You blink.
You've brought him to the hidden chamber. He's in shock. This is heresy. This place is evil. But you did it for the fillies! He says we should tell the others, this place is evil. No, you can't let him. A heartbeat is pounding in your head.
You blink.
You hug your fillies tightly. What have you done…what if they find out? What will they do to you…to your kids. You look at them…and hear the heartbeat again in your head. There's only one thing to do…..

You blink.

And you're back in the hidden room again with your friends. You see the ghosts of a mare no longer armed, a stallion and two fillies in the corner.


"Even your screeches and everything? How does she do that?"


"She speaks the universal language. With it you can understand everything. I speak it now as well. That's why you both can understand me in your own language."


Wipe my eyes with my hoof.
"I saw what happened just now… I think we freed them. I think they can move on again!"


"What did happen exactly then?"


"I'm content with understanding what you mean just from looks for now. That's something, right?"


Tell her what I saw, all of it.


The ghost ponies nod and point to a point on the ground.
They wave and disappear.

"That's why I stay with you for now, Mabel."


"So just being here possessed her?"


"And I'm very grateful for it!"
Nod with a smile.
"You can turn back now, if you want."


"Interesting… taking the food must have triggered a curse. This is why you should never ever trust Tirek. Let's hope nothing in that chest aside from the armor and sword was cursed either."


Wave back!
What were they pointing at? Take a closer look!

"I'm happy we freed them either way! This must have been horrible for them! Unimaginably horrible."


"Starvation and curses, what a terrible fate. But, what shall we do with this room? Odds are, someone might try to use this place to smuggle things, or try to he it as a shelter again."


The other mare speaks up.
She says something in Old Equestrian.
Inferni answers.
"No, nothing bad happened in town. You won't have any trouble with it. I promise."

You dig in the ground and find a tiny chest.


"Never use ancient Tirekian temples as shelter. Maybe we should just put up a sign that says 'danger'."


Try to open it up!

"We'll warn the ponies in the village! And the government! And the crystal heart order!"


Raise an eyebrow, but let them converse.


"That'll attract people, though. The crazy kids looking to break the rules. There are plenty back home."

"You can send out a letter in town. Maybe we should call in exorcists too."


She says something else.
"She says we can stay here for the night."

You find 100 bits
And a pale glowing moongem worth 1000 bits.

Silver coughs.
"Or we could smash some of the support of the tunnels, they'll collapse and nopony will ever get to them. And nopony will know the tomb was here."


Turn to the mare.
"Thank you very much."


Oooooh! Put that stuff into my inventory!
"That's a good idea too, Silver! But don't you think we should still report this to the order?"


She smiles.
Inferni steps out of the fire again and hops back onto the mares head.

"Yes, of course, but our first priority should be no other ponies can come in here and get in trouble."


"We can block off the entrances. If there is work involved, most thrillseekers will gobfind something easier."


"I think you've got it under control then."
Go back to the treasure in the last room and take the large sack still there. I'll go give Ferriro 4 of the 6 remaining potions inside of it.


Smirk at him.
"Hey now, you stealer of hearts! I am going to get jealous! You never said I'm a joy to work with so far!"


"Get ready to leave then! I'm gonna do it!"


Before you guys leave and smash the tunnel, there's still some unclaimed loot

scroll of Nature's ally
Ovrin Oils
Sunflower potion

Who takes it or are you leaving it here?


Ferriro can take all the rest of it if he wants. I'll take the skull too even though it's worthless.


I can read it, so I can use the Scroll. I'll keep that.

"We can put the oils and the rest with the Doctor's bag. It'll make itbeasy to know where they are."


Just take everything mate.


I'll do so then.


Well, that's good."
Smile and squeeze her tight.


Gonna note that soon.

It's time to go to bed, it's late.
Amber and Silver systematically smash the tunnel support and block the tomb under tons of rubble.

It's already late at night.
Will you go to town and get an inn or camp here overnight?
If you're going to an inn, will you have a
Check Core p168 for prices and benefits.

He snuggles into the mare's hair.
The mare says "I think he like you."

The others are coming out of the tunnels


He makes for a nice hat. A good mane-warmer too.
"Do you?"


She nods.
"He shy."


Put a hoof to my mouth.
"Don't let you hear him say that! He might take it as an offense to his pride!"
Snicker slightly.


I'll camp out. I want to save as much money as possible.


The sheet above is in your bin, how much dough do I have?
Go towards them.
"What happened down there?"


What I need is an extended visit to a healer!

"We fixed it, they're free now!"


"Made sure no one can make the same mistake."

"They can probably use some of the oils we found."


"So… How!?"


"One bigger hammer with a lot of force applied to it thanks to Amber."


"What a clever plan!"


You wanna check in right now at the healer?
Silver or somepony else could do a Treatment check on you in the inn, or you can drink a few of Soothings healing potions.
There's gonna be a few days downtime anyway, if you can heal all your wounds you wouldn't need a doctor's visit, but it's your choice.


Very well.


She giggles and carefully walks to get you some sheets, to make sure Inferni isn't dropped.


Does that include the money we got right now?
Also, it says I'm wounded.


"Simple way to seal it while they get the word out."


Can I roll for medicine on myself to speed it up enough to the point where I'm healed after downtime?


I'm sure he can hold on!
Yawn, all this running around did make me tired…


You were very slightly wounded yes.
You have some minor concussions but nothing to bad, if we do the 3 day downtime after tomorrow, you'll be healed by the time next adventure begins.

If you roll a crit yes.
Otherwise you can speed it up significantly but not within the 3 days margin. I'd suggest a healing potion to help then you can do it if you or Silver or whoever passes a DC15


What if I go for a doctor visit for those three days? Is that enough?


Alright. Book me up for a Luxurious inn tonight.


"We'll get you checked into an Inn in the mean time. Queren said you were capable in a fight, but you have to rest too."


If we're having three days of downtime, is it possible to Earn Income during that time? I'm sure there's someone who can use my crafting or spellcasting skills for a few days, right?


Yes. Downtime will go in the day after tomorrow, so you'll be walking with some bandages for a day, but that way you have some time to buy stuff if you want.
This does mean you can't do any Downtime rolls during those days, since you'll be at the doctor.
Where will you stay tonight?

You, Iris and Indy (well Indy goes to the nice stables next to it) go to the Puddington Hotel, with it's gold bathrooms, silk tapestries, huge rooms, room service, magically warmed baths, daily shows etc.
Iris is dazzled.

Where will you stay?

Yes, any Downtime roll is possible.
But downtime goes in the day after next day, to allow for you guys to buy stuff or do investigate checks


Waaaait! But I want to stay with the others! This might need consideration.




A common inn, I don't need fancy! And I'll take doctor visits for me and Silver too!


"A place with warm bathe and room service would help deal with the hits we've taken. I'm sure Silver would like you off your hooves for a few days."


Mabel in town.

Soothing staying outside.
Amber common inn?

Let's try to come to some kind of consenus people…


A common inn should be fine. Not to expensive and keeps us out of the cold.


Oh fine, I'll pay for a common inn too then.


Common inn be it. Cheapstakes. For a 15bits difference!


You all go to the Butterscotch Inn.
And have a good night of sleep.


Next day
Mabel wakes up on the couch of the earth mare.

The rest of you wake up in the Butterscotch inn. The inn room downstairs is filled with Earth ponies having breakfast.
You all get a common meal with your inn.


I'll give my meal to Indy and eat one of my berries as a nice filling meal.


During the night, Silver has cleansed the sword and you have now an Ysrim Claymore worth 225g


I'll get something with seeds.


Can I stash my money in this town or do I have to wait until Platina for that?


Yawn and stretch with a smile before opening my eyes.


And I'll get started on that sled.


Stashing all your money this close before the adventure ends and you get the Prudence treatment would be unacceptable.
You or anyone else may stash half.
However, when you're in a town, and the adventure isn't about to close, you my stash or withdraw any amount of money you want.


It looks a beautiful day outside.
Inferni wakes up as well.

>rereading rule
Scratch that.
No stashing in the stake, unless it's through Prudence


You have a good meal.


Does mayor pony have a library?


Hop off the couch and thank the mare for letting us stay, then say our goodbyes.


There's a public library in the center of town.

Where to next?


I want to go shopping. Can I add fittings to my newly purchased armor?


Oh right, we're not in that village anymore.

Let's ask Iris if she wants to be a total dork with me and read all day.


Uh… I'm actually not quite sure how to find that mare.
Maybe cautiously approach the house I visited yesterday.
From a long distance.


"Remember to look for Lokri here. Most of the books and maps will probably have been written by Gryphon's or imported from the rest of Hyperborea."


You can do that.
You can find a local unicorn smith.

She'd be delighted to.
What about Pico?

You have a paper with an adress dummy!


Him too.

"And whoever this HG could be. Remember that strange signature?"


Oh, right!
All that excitement made me forget!
Go there then!


Can you both state your Investigate modifier?

You arrive at a large house. As you knock on the door Inferni flies off to sit on one of the roofs opposite the house.
An older pony opens the door.


I'll AD it too.


+9 to Investigate

And Bookworm 1 to double research speed


"Good day. Is Ember here?"


Soothing may make the roll.
You may both add AD's to the result if you want.
Bookworm will apply to Soothing's roll.

"Yes. Who shall I announce?"



Roll #1 13 + 10 = 23 / Roll #2 1 = 1




I should have an extra AD to throw in. '1d4'

Roll #1 4 = 4


And keeping it going. '1d4'

Roll #1 1 = 1


"Very well."
You follow the old pony upstairs.
He opens the door into a very warm room.
The room is beautifully decorated with paintings of volcanoes and storms. Ember is laying on a bench near a huge fire.
"Ah, Mabel! Come in."

You set to work scouring the books.
After about 2 hours of investigation you've managed to uncover the following facts.

>Not one reference to a H.G. anywhere.

>Neither to the symbol in any books, but you discovered something else instead.
>The symbol closely resembles the laughing face of the Seal of the Harlequins, too closely to be a coincidence.
>As you talk to one of the researchers there, she mentions she saw the symbol once when in the Old Quarter of Platina, but she can't remember where exactly, she has no idea what it means however.

On the other hand, Lokrivund is well documented.
>Lokrivund was the site of one of the great battles between the Tirekian armies and the armies of the Ancients and the Sun.
>After the battle, a large tomb was built into the mountain where the heretics were placed in, called Lokrivund.
>Lokrivund means Maw of Lokri.
>Lokrivund is considered a cursed place, a haven for warlocks and others with an interest in the darker side of magic.
>In one of the older tombs, a special place is mentioned in the deeper halls, the Hall of the Ancients, where the fallen heroes of the Sun were buried to guard the demons from escaping.
>one supposed account of somepony who went there talks of warlocks, heretics, outsiders and things much worse.


Do I know anything about the Harlequins or am I clueless?

Roll #1 18 + 8 = 26


Enter, get near her and the bench.
"Lovely decor."


There should be news of Warlocks coming and going. Have I heard anything about them?

Knowledge '1d20+4'

Roll #1 13 + 4 = 17


The Harlequins are the elite followers of the Laughing One.
They are the guardians of his Labyrinth, a place outside time and space rumored to even lead to the mythical Tree of Harmony, and dress in colorful clown suits.

"I'm glad you like it.
Where's Inferni?"

Nothing in particular.
The place is very remote. It's possible for warlocks to pass unnoticed.


Interesting. My desire to learn more about this Lokrivund has considerably increased.

"This seems like a lot of very advanced stuff."


Is there room for a jenny on the bench?
"He likes early morning flights."

Roll #1 17 + 2 = 19


Who claims those lands then? They should be able to tell us something if we go there.


Of course!
"I see.
I was fearing he was avoiding me for some reason."

It is marginally in the influence of the Jarl of Valdar's Crossing way to the south near Picostead. I say marginally because the Jarl doesn't enforce it and no claims on the territory have been made since most Griffons avoid it like the plague


Hop on then!
"Why would he?"


Look at Ferriro and Iris.
"Well, this sounds a wonderfully educative place I would love to visit. Don't you agree?"


"We could pass by Picostead on the way there. But was there any business further North for you?"


"It's awfully close to my home, I'm certain none would have objections to investigate it."


"Hasn't he told you about our little romance back in the days?"

Picostead is waaaaaaaaayyy south of there. Going to Lokrivund is a week. Going to Picostead is a 3 week journey.


"None at all. I'd like to go there."


To illustrate, look at the map in the OP. Lokrivund is just north of the red line under Unicornia.
Then look at Picostead


Act surprised and raised a brow.
"I'm still trying to figure out phoenix language, so no.
Do tell."


"Maybe if we are headed there, we'll just have to take the farther route. We should inform the others."


Roll a Bluff


Totally bluffy jenny.

Roll #1 1 + 2 = 3


"Right, one week isn't so bad."


She smirks and boops your nose.
"He even asked you not to say anything I guess? How cute."


"We have some supplies. A letter will be all we need just so they know where we are headed."


"I guess fooling centuries old, if not older, fire elementals is out of my leauge… for now."
Flap my ears down.
"I don't know all the details though."


"Hmmmm, well…
maybe I can tell you this."
She whispers in your ear.
"He was very gentle."


Snicker at that.
"Oh my…"
Will save not to blush

Roll #1 16 + 5 = 21


You manage to not blush.
She stretches out.
"Of course on the Fire plane, making sparks is a very different affair to the quite frankly messy fumbling around I see ponies around here doing.
Since we don't have any bodies."


Shrug with a smile.
"I'm not saying I'm not curious about that, but I can't complain about the method involving bodies either."


"If you ever become an Elemental you may find out."
She winks.


"I may be on the way for that to happen."


Now that we've got some time, I'll work on that Sled.

Crafting '1d20+10'
Also have a Masterwork Smith's kit

Roll #1 5 + 10 = 15


Now, let's get down to business.
Lavan was very pleased by what you did.
As far as I know, you only made one tiny mistake, somepony spotted you."


"You mean after the whole thing, right?
Showing myself to the elementalists was intentional. I wanted them to know who is sending them a message."


"Right…in any case, you might want to watch your back outside of town."


"I can take care of myself, don't worry."


"Now, as for your reward."
She hoofs you a bag.
"A bit of boring earthly money for your trouble and something far more interesing."
She gives you a smooth circular stone with a Lightning symbol on it.


Crafting (cooking) some sake. AD that '1d4'

Roll #1 17 + 9 = 26 / Roll #2 4 = 4



Roll #1 3 = 3


"As boring as it is, it's still useful."
Look at the stone.
"I'm guessing this is no ordinary stone."


"It is.
But I can put a charm on it.
Your choice, either I can charm it to make you move as fast as lightning or you can use it to call on me to help you.
But, don't call me for anything too mundane."

Lightning Stone
A circular stone inscribed with a Lightning Rune.
Touching it fills you with vigor.
Prize Level 6
Essence: Dexterity +2


Contact: Ember
Ember (Medium Elemental Folk Walker — 57 XP): Str 12, Dex 10, Con 12, Int 15, Wis 10, Cha 15; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def IV; Resilience VII; Health III; Comp VI; Skills: Spellcasting VIII; Spells: Continual Flame, Dragon's Breath, Energy Sink, Flame Blade, Flaming Sphere, Ride The Lightning, Shocking Grasp, Telekinesis I;

Gold: 300g


"Friends are more important than magic charms. Plus I always wanted a stone that would let me chat with a fire elemental when I'm bored."


"If you do, make sure it's interesting. I don't come over to talk about what you ate last week."
She puts her hoof on the stone and lightning sparks out of it.
Then she gives it to you.


Accept it with a smile.
"We can always gossip about stallions. I knew such a lovely pegasus, I wonder where he is now…"


She frowns.
"I'm not into mortals quite frankly."


"You could always admit your non-mortal crush then."
"Surprise me, say you like bad boys and have a thing for Asharr."


"Hmm, I've always had a thing for Nilus."


"Oh really? Tell me more."
Go to a head-resting-on-hooves gossipy pose.


"Do you know who Nilus is?"


What do I know?
Derp, my interests are blank so I'll roll without modifier for Knowledge

Roll #1 3 = 3


Hey I'm back now. What's the situation?


Nothing much going on.
Stopping soon, so make your buys quick

He's a Water Lord


Raise an eyebrow.


"Isn't it?"
She winks.


"I should have expected something like that!"


Heavy fittings for my new armor, should be a total of 75bits. Or not if I don't know how magic items work.


you currently have Light fitting if I remember correctly?
Then it's 45g to upgrade it to Heavy.
The new color to fit it is free


Sure, let's go with that. And buy food for 2 more weeks.



"Is it that obvious?"


"You just radiate that presence."


And you chat more enjoyably.




Reached Daisyville: 50XP
Helped Daisyville Villagers: 100XP
Reached The Crossing 50XP
(Not Mabel)Helped The Ghost Family: 100XP
(Not Mabel)Destroyed The Tomb Undead: 100XP
Soothing: Excellent Wendigo impersonation: 50XP
Amber: Broke the Ghost Curse: 50XP
Mabel: Lavan's Will Subplot: 2000XP

>Reached Daisyville
>Helped the Daisyville Villagers
>Reached The Crossing
>Helped the Ghosts
>Destroyed the Undead
>destroyed the Air Chapel

Soil: Donated Books to the poor
Soil: Donated Food to the poor
Amber: Lifted the Tirekian curse
Soothing: Impersonated Wendigo
Mabel: Helped Lavan

Each of these grants 1 Rep.
Plus 10 from the adventure's Menace
Plus your Legend

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