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nelson
Apr 12, 2009
College Slice
We need our Lune and Meals so just leave it up to chance alone. Give nothing.

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Runcible Cat
May 28, 2007

Ignoring this post

Give them a Meal and 4 Lune.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

We need our Lune and Meals so just leave it up to chance alone. Give nothing.

The Traitor's Reward posted:

We roll: 6.

The man smiles and bows. "It seems your intent is genuine indeed. Welcome to our humble camp. I am Duke Jahyan IV of Ellio - a noble without a home. Welcome soldier, if you are willing, feel free to partake of our humble hospitality, such as it is."

When you reach the camp, you feel overwhelmed by the sight of so many people. Thin with hunger and their faces streaked with dirt, they huddle around tents and makeshift buildings. Their clothes are patched and frayed, and each of them has a look in their eyes born of hunger and desperation. At the sight of approaching outsiders, several of the refugees have rushed to gather their meagre possessions to offer in trade.
We have the choice here of browsing their wares or "[investigating] a large tent that seems to have been converted into a makeshift tavern", but we can do both so long as we shop first, so we'll do that.

The Traitor's Reward posted:

You wander slowly among the hastily erected stalls and blankets, dismissing your men to refresh their own supplies and gather information as you peruse the items for sale.
  • A rusted Sword (Weapon) 12 Lune
  • A Spear (Weapon) 16 Lune
  • A Warhammer (Weapon) 8 Lune
  • A fine Salonese Axe (Weapon) 8 Lune
  • A Crossbow and 3 Bolts (Weapon)9 Lune
  • Meals (Backpack Item) 8 Lune
  • Hammer and Pitons (Backpack Items) 4 Lune
  • An iron Lantern (Backpack Item) 8 Lune
  • Tinderbox (Backpack Item) 4 Lune
  • A thick woolen Blanket (Backpack Item) 8 Lune
  • A Potion of Laumspur (This Backpack Item restores 4 ENDURANCE to your total when drunk after a combat) 20 Lune
  • Alether Berries (This Backpack Item adds 2 to your COMBAT SKILL when swallowed) 12 Lune
If you have any Meals or any of the listed goods above, you may barter them with the refugees for the same amount of Lune or items equal to their value. They will also accept any Special Items not listed above that you wish to sell at a price of 20 Lune each.

After you have bundled up your purchases, you can make your way to a nearby tent that seems to be a meeting place to gather some information.
What do we buy? What do we sell?

    Weapons:
  1. Pistol
  2. Axe
    Belt Pouch:
  • 14 Lune
    Backpack:
  1. Potion of Laumspur (+4 EP)


  2. Meal
  3. Meal
  4. Tinderbox
  5. Potion of Laumspur (+4 EP)
  6. Alether (+2 CS)
  7. Oil of Larnuma (+2 EP)
  8. Bautarian Antitoxin
    Special Items:
  1. Gambeson (+2 EP; counts as armour for Tough-as-Nails)
  2. Chainmail Waistcoat (+4 EP; counts as armour for Tough-as-Nails)
  3. Helmet (+1 EP)
  4. Wooden Shield (+2 CS)
  5. Boom-Powder Satchel (6/6 Shots)
  6. Redeemer's Potion (+7 EP; +2 CS for one fight)
  7. Map of the Great Forest of Salony






Hint: The weapons, as usual, are worthless. The Hammer and Pitons can be useful later (as we saw in the previous run) but if we don't buy them here we may have one or two opportunities to get some later - and it won't matter too much if we don't have them. The Laumspur and Alether are, of course, always useful. We can also offload some stuff we don't need any more here, ie. our Tinderbox, Redeemer's Potion and Map of the Great Forest of Salony. Those latter two are especially worth selling as we'd get 20 Lune each for them - more than enough to pay for the two potions and the hammer and pitons, and selling the Tinderbox just makes sense if we want to buy all three of the aforementioned backpack items as we need to clear space anyway.

Some might regard selling the Redeemer's Potion (which we know to be dangerous) to these people as unethical. But of course, Kalen doesn't know it's dangerous. Then again, Kalen would have no reason to trade it for a seemingly less-useful Laumspur or Alether potion. So I guess it really depends on how seriously you take your role-playing.

nelson
Apr 12, 2009
College Slice
Trade the Tinderbox for the Hammer and Pitons

Trade the Map for a Laumspur

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!

nelson posted:

Trade the Tinderbox for the Hammer and Pitons

Trade the Map for a Laumspur

This works for me.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Trade the Tinderbox for the Hammer and Pitons

Trade the Map for a Laumspur

Let's do this.

Runcible Cat
May 28, 2007

Ignoring this post

nelson posted:

Trade the Tinderbox for the Hammer and Pitons

Trade the Map for a Laumspur

Yeah, OK.

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Traitor's Reward posted:

The tent inside is filled with long carven tables rescued from the fall of Rhem. The room falls silent as you enter, every pair of eyes turning to regard you. A bearded man, his face covered in pockmarks, stands beside a pile of barrels, clad in an apron. Wordlessly he hands you a drink, mumbling that the "first is free, but after that you pay". Nodding thanks, you slip among the crowd.
Shall we buy a round (costs 4 Lune) and see if anyone wants to talk, or finish our drink and leave?

We still have 14 Lune.

Hint: If we buy a round we'll end up having to spend an additional 8 Lune, and then get the opportunity to gamble and potentially win or lose some money. But since we'll only have 2 Lune left at that point, we won't be able to win or lose very much. We'll also be able to leave without gambling if we want to. Regardless of how long we stay or what we do here, we'll end up in the same situation once we leave.

Black Robe
Sep 12, 2017

Generic Magic User


We're nearly broke, let's just go

nelson
Apr 12, 2009
College Slice

Black Robe posted:

We're nearly broke, let's just go

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Traitor's Reward posted:

You push slowly through a small cluster of people heading toward the camp's centre, where you agreed to meet your squad. Upon your arrival you realize your pack is lighter! Slipping behind a tent to check your Backpack, you find to your dismay that some of its contents are gone! Erase the items from slots 5 and 6, unless you have the Scrounging Specialty, in which case you may choose one to keep.

Cursing whatever thief may have stolen them you, you look up to see three figures approaching you, each holding a makeshift club. Eying them warily, you rest your hand within easy reach of your Weapon as they come close.

"We'll make this simple, soldier. Either you give us what food and money you've got or we take it," the leader of the trio, a skinny, rat-faced man says, eying you up and down - the other two are clad in rough forester's tunics. The state of the camp has rendered them desperate, and they seem ready to kill. Rather than let yourself be robbed, you fix the three with a glare. "If you're so eager to die, alright then. Hit me," you say without a blink.

We roll: 3.
Slots 5 and 6 of our Backpack currently contain a Meal and nothing. These sections where you're told to erase an item from a specific slot number never sit right with me since they're so easy to game if you know about them in advance, and in this case it's not clear whether we're supposed to lose anything (since we have Scrounging and can, possibly, choose to keep the Meal and lose the non-existent item from slot six). Therefore I'll put it to a vote how we resolve that.

As for the die roll here, if we had War-Leader then we'd get to add 2 to our result and that would be just enough to get the better result (which would score us a Silver Key and some more Bautarian Antitoxin as well as skipping following fight). But we don't.

The Traitor's Reward posted:

The group of would-be highwaymen are not intimidated by your harsh manner and swing at you with their clubs!

Robbers: COMBAT SKILL 16 ENDURANCE 30

The three of them attack you at the same time and you must fight them as one enemy. If you win this battle rather than trust the continued goodwill of the refugees, you gather your men as quickly as you can before the bodies can be found. You all leave just as the camp descends into an uproar.
Kalen: COMBAT SKILL 21 ENDURANCE 24
Robbers: COMBAT SKILL 16 ENDURANCE 30
Combat Ratio: 5

We roll: 4
Kalen: COMBAT SKILL 21 ENDURANCE 23
Robbers: COMBAT SKILL 16 ENDURANCE 21

We roll: 8
Kalen: COMBAT SKILL 21 ENDURANCE 23
Robbers: COMBAT SKILL 16 ENDURANCE 7

We roll: 7
Kalen: COMBAT SKILL 21 ENDURANCE 23
Robbers: COMBAT SKILL 16 ENDURANCE 0


This next section actually makes sense this time since we did get the potion and we do still have it.

The Traitor's Reward posted:

One morning, as you are searching through your Backpack, you find the Redeemer's Potion shattered on the floor nearby. Your eyes widen as you realize a slow leak from it has eaten through the leather and canvas frame!

Wondering what possibly could have been so harmful in this medicine that it could destroy your Backpack, you ask to borrow a new one from one of the Lyrisians, promising to pay him back at your journey's end.

Erase the Redeemer's Potion from your Action Chart.

With the exception of a few arguments breaking out between your men and the Lyrisian contingent, the next few days pass with little incident. You may also recover 6 ENDURANCE during this time; 9 ENDURANCE if you possess either Marcher or Triage (you must consume 2 Meals or lose 6 ENDURANCE. You may deduct only 2 ENDURANCE if you possess Marcher). The three Slovian Knights often step in as an authority, asked for or not, when a quarrel begins. Several of your men seem to resent their presence.

Attempting to keep the peace, you speak with the trio of Black Spurs several times. Terana in particular expresses her frustrations to you while speaking of her hopes for this mission. "With the purse from this I may well be able to purchase back our lands," she informs you one night, huddled around the fire in your hasty camp. Seeing your confusion, she explains, telling you a tale of her family's woes and fortunes while Hiran amuses himself with a lap-harp. How once they had been great and respected lords, servants to the Grand Prince of Suentina, until long ago they fell upon hard times. After selling much of the land that sustained their family, they now are only a withered remnant of their former glory.

Leaning back with a sigh, she sips from a small tin cup, bidding you to tell her your own tale. Gruffly at first, you explain to her the circumstances that forged you - the Darklands War. She had only been a child during its height and seems eager to listen to your war stories and of your time among Drennan's Dogs. She proves a good listener, not passing judgement as you tell her of the choices you have made and asking only a few polite questions. She pats your shoulder in a manner she seems to think reassuring, and tells you that she hopes as well for your success.

"No one should be deprived their homeland so, Kalen. I think we both can feel the other's pain," she says, mouth twisted into a wry smile. With that, she sits up and makes her way to her bedroll as you consider doing the same with your own. Leaning out from a rough canvas tent, Tellias catches your eye and gestures inside.

Endurance: 29 or 32 / 33.
It seems clear that, if we have only one Meal, we consume it and lose 3 EP. So, how many Meals do we have?
  1. Did Scrounging (and some lucky inventory management) allow us to hold onto that Meal, or did we lose it?
  2. Last time, we went to talk with Tellias, won 8 Lune from him, and lost 1 Loyalty point. Our other option is to go straight to bed.


Hint: Losing Loyalty is guaranteed if we speak with Tellias here, but gaining money is not; we could lose 1 or 2 Lune, or gain between 5 and 11 Lune, or break even. There is no reward or penalty for going straight to bed.

Runcible Cat
May 28, 2007

Ignoring this post

Hang on to the Meal and go to bed.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Lose Meal, Go to bed

nelson
Apr 12, 2009
College Slice
Keep meal and goto bed. We can role play it as we caught one of the ruffians with his hand in our pack and that’s what actually initiated our confrontation with them.

Black Robe
Sep 12, 2017

Generic Magic User


Runcible Cat posted:

Hang on to the Meal and go to bed.

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

achtungnight posted:

Lose Meal, Go to bed

Tiggum
Oct 24, 2007

Your life and your quest end here.


Guy Fawkes posted:

Lose Meal, Go to bed
Endurance: 29/33.

The Traitor's Reward posted:

Your patrols into the deeper parts of the forest turn little result. As you prepare to give up for the day, the quiet is split by the sound of a war-horn in the distance. Energized by the prospect of a lead, you order your men to gather equipment and set off as quickly as you can in its direction. You are rewarded with promising signs - hoofprints pressed into the dirt along with a discarded piece of clothing stuck to a branch. You recognize it as a piece of Salonese livery, the war-colors of the Prince's Honour Guard!

Cresting the edge of a small hill, you spot a roiling mass of bodies engaged in a melee in front of a ruined homestead. Soldiers in green and black Eldenoran uniforms are grappling with a force of men in blue, the colour of the city of Rhem. Commanding your attention is the youth in the midst of them, laying into the soldiers around him with his sword and seated atop a noble white charger, streaked with sweat across its shaking flanks. The thin, silver circlet upon his head proclaims him to be none other than the object of your mission - Prince Darthon of Rhem, heir to the rulership of the Confederated Principalities of Salony.

You can see from where you stand that his black hair is streaked with blood and his youthful face betrays an expression of fear as an eerie whistling and clicking noise - one you have become intimately familiar with over the past week - echoes over the horizon. As you watch, Tellias and Terana are both at your shoulder, looking askance at you while your men gather behind.
Last time we charged to the rescue. Our other option is to get to the farmhouse to establish a defensive position.

Hint: Charging straight in results in two fights. Getting to the farmhouse involves some luck, but if we make it then we skip at least one (and possibly both) of those fights. Without the Armsman specialty there is a possibility of instant death on the farmhouse route, but since we have Armsman there's no danger of getting a worse result by going that way.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!

Tiggum posted:

Endurance: 29/33.

Last time we charged to the rescue. Our other option is to get to the farmhouse to establish a defensive position.

Hint: Charging straight in results in two fights. Getting to the farmhouse involves some luck, but if we make it then we skip at least one (and possibly both) of those fights. Without the Armsman specialty there is a possibility of instant death on the farmhouse route, but since we have Armsman there's no danger of getting a worse result by going that way.

Secure the farmhouse!

nelson
Apr 12, 2009
College Slice

Guy Fawkes posted:

Charge to the rescue! (Yes, again)

nelson fucked around with this message at 23:42 on Jul 14, 2021

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
Charge to the rescue! (Yes, again)

Runcible Cat
May 28, 2007

Ignoring this post

achtungnight posted:

Secure the farmhouse!

Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Secure the farmhouse!

The Traitor's Reward posted:

You gesture for your men to follow close behind, pressing low to the ground and out of sight.

We roll: 4.

You creep along the edge of the treeline toward the ruined farmstead, bringing your men after you. You are nearly to safety when you hear a long, whistling shriek like a bird being strangled to death followed with a saurian roar. The Vorka have arrived. You have no choice but to fight them in the open.
We needed at least a 5 to get to the farmhouse safely. This puts us back on the charge to the rescue path, same as if we'd chosen it. So this next bit will be the same as last time.

The Traitor's Reward posted:

With a bellow of "Charge!" your men surge toward the Eldenorans, scattering a few of them and attempting to break their lines before the Vorka can arrive to support them. Despite his surprise at your sudden appearance, the enemy captain reacts quickly. He whistles sharply and you see several Vorka leap at your cluster of men, claws and fangs bared. One of the vicious beasts singles you out!

Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 28

Tellias and Terana fight beside you during this battle, ignoring all other foes to face the Vorka. Because of this, you may add 10 to your COMBAT SKILL for this battle. Note that you still sustain full damage due to the confusion of the melee around you. If you have the War-Leader Specialty you may add an additional 2 to your COMBAT SKILL for the duration of this battle.
Kalen: COMBAT SKILL 31 ENDURANCE 29
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 28
Combat Ratio: -4

We roll: 8
Kalen: COMBAT SKILL 31 ENDURANCE 29
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 20

We roll: 2
Kalen: COMBAT SKILL 31 ENDURANCE 25
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 18

We roll: 4
Kalen: COMBAT SKILL 31 ENDURANCE 22
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 14

We roll: 10
Kalen: COMBAT SKILL 31 ENDURANCE 22
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 4

We roll: 10
Kalen: COMBAT SKILL 31 ENDURANCE 22
Vorka Skirmisher (Wounded): COMBAT SKILL 35 ENDURANCE 0

The Traitor's Reward posted:

The enemy captain is taken with surprise by your speedy dispatch of the Vorka. His eyes narrowed in fury, he leaps to engage you with a black mace personally.

Eldenoran Captain: COMBAT SKILL 20 ENDURANCE 20

Due to the surprise of your charge, you may ignore any ENDURANCE losses from the first round against this enemy. If you have the Skirmisher Specialty you may extend this to two rounds. If you have the War-Leader Specialty you may add 2 to your COMBAT SKILL for this battle. Despite fighting alone, your mastery of tactics is of great help here.
Kalen: COMBAT SKILL 21 ENDURANCE 22
Eldenoran Captain: COMBAT SKILL 20 ENDURANCE 20
Combat Ratio: 1

We roll: 2
Kalen: COMBAT SKILL 21 ENDURANCE 19
Eldenoran Captain: COMBAT SKILL 20 ENDURANCE 15

We roll: 7
Kalen: COMBAT SKILL 21 ENDURANCE 19
Eldenoran Captain: COMBAT SKILL 20 ENDURANCE 5

We roll: 4
Kalen: COMBAT SKILL 21 ENDURANCE 17
Eldenoran Captain: COMBAT SKILL 20 ENDURANCE 0

The Traitor's Reward posted:

Demoralized by the death of their commander, the Eldenorans break as Prince Darthon and his remaining guard come charging into their rear. Thrown into utter panic, they scatter. Your men raise a victorious cheer for the prince. Mounted atop his white charger, he dismounts and approaches you, hand extended in friendship.

"I know not who you are soldier," he says, voice filled with the unsurety of youth, "but I owe you and your men my life, and those of my guard. You are Salonese. I can tell by your features and your manner of fighting. Tell me, from whence do you come?" Quickly, you kneel and explain that you are reinforcements sent by Knight-General Vysell. The Prince brightens. "You mean to say that we have won at Tekaro?" he asks eagerly.

His face falls as you tell him the truth of recent events. Setting his mouth in a firm line, he rests his hand on your shoulder in the manner of a prince to his subject. "Then, if this is to be the shape of things, I must live now not only for my own people but those of Slovia as well." he says.

As the prince opens his mouth to continue, you hear a human scream. A moment later, the body of one of Tellias" men lands with a clatter in a pool of his own blood beside the two of you. A pack of Vorka have reformed and are leaping to attack!
Here we have an option not available to us in our previous run: we can use our Pistol. Or we could just fight the Vorka hand-to-hand as we did last time.

Hint: If we didn't have Armsman, or we'd made it to the farmhouse and fired our pistol there, we could roll badly and die by choosing to use our pistol here. But as we do have Armsman and our pistol is still loaded the worst that can happen is we get the same fight we'd get anyway if we chose not to use our pistol here. So there's no reason not to shoot a Vorka.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
It’s lizard hunting season! Shoot them!

nelson
Apr 12, 2009
College Slice

kw0134 posted:

We have a gun and we wish to use it.

nelson fucked around with this message at 14:59 on Jul 15, 2021

kw0134
Apr 19, 2003

I buy feet pics🍆

We have a gun and we wish to use it.

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


kw0134 posted:

We have a gun and we wish to use it.

:blastu:

moosecow333
Mar 15, 2007

Super-Duper Supermen!
Blast them!

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense
...and so anyway we started blasting!

Runcible Cat
May 28, 2007

Ignoring this post

kw0134 posted:

We have a gun and we wish to use it.

Hell loving yeah.

Toplowtech
Aug 31, 2004

kw0134 posted:

We have a gun and we wish to use it.
:blaster:

Tiggum
Oct 24, 2007

Your life and your quest end here.


The Traitor's Reward posted:

We roll: 4 + 2 (Armsman) = 6.

As you fire your weapon, one of the Vorka is thrown back by the force of your blast, a ragged hole torn in its arm. Howling and whistling, it leaps at you, limb hanging limply by its side.

Vorka Skirmisher (Badly Wounded) COMBAT SKILL 33 ENDURANCE 16

During this battle, as you fight beside Prince Darthon, you may add 7 to your COMBAT SKILL (9 if you possess War-Leader). Additionally any ENDURANCE losses are halved (rounded down) as he shares in your injuries.
Kalen: COMBAT SKILL 28 ENDURANCE 17
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 16
Combat Ratio: -5

We roll: 7
Kalen: COMBAT SKILL 28 ENDURANCE 17
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 10

We roll: 2
Kalen: COMBAT SKILL 28 ENDURANCE 15
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 9

We roll: 2
Kalen: COMBAT SKILL 28 ENDURANCE 13
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 8

We roll: 2
Kalen: COMBAT SKILL 28 ENDURANCE 11
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 7

We roll: 4
Kalen: COMBAT SKILL 28 ENDURANCE 10
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 4

We roll: 6
Kalen: COMBAT SKILL 28 ENDURANCE 9
Vorka Skirmisher (Badly Wounded): COMBAT SKILL 33 ENDURANCE 0


As mentioned in the hint for the last section, if we hadn't had Armsman (or our gun had recently been fired and was therefore unloaded) then we could have rolled badly and died here. But with that off the table, there was a 40% chance of getting the same fight as last time, a 30% chance of this slightly easier fight, and a 30% chance of skipping the fight entirely. Regardless, we're now back onto the critical path.

The Traitor's Reward posted:

The Vorka and the Eldenorans surge into your midst as the entire field devolves into a brawl. Darthon is ripped from his horse and you see him bleeding as he fends off two Eldenoran soldiers while his bodyguards grapple with Vorka.

You suddenly are jerked into a position against a wall, shocked to see Tellias looming over you. "Alright, time to choose Kalen. It's now or never. Darthon is here, and no one will say for certain what happens if we do it now. Think of it my friend! Thirty-five thousand Lune and a sure place of prestige? We could retire here if we bring his head!" he whispers, holding you by the collar. His eyes seem deadly serious as they meet yours.
This is where, last time, we betrayed Darthon and killed Terana. Because our Loyalty is only 2 we could make the same choice again this time but, since it's the main point of replaying this, we're not going to. Instead we'll refuse to compromise our contract and principles.

The Traitor's Reward posted:

"With a snarl, you shove Tellias away from you. "I told you! No! I have a contract and I m not going to go back on it!" He stumbles out into the midst of the melee as the last of the Vorka is cut down, and to your surprise, the Eldenorans stop to watch. Every soldier's gaze turns toward the two of you. His eyes full of regret, Tellias looks you up and down. With a heavy sigh, he draws his Rapier.

"I wish it didn't have to end like this then, old friend." he says, gesturing for you to take a swing.
Kalen: COMBAT SKILL 21 ENDURANCE 9
Tellias (Wounded): COMBAT SKILL 17 ENDURANCE 24
Combat Ratio: 4

We roll: 10
Kalen: COMBAT SKILL 21 ENDURANCE 9
Tellias (Wounded): COMBAT SKILL 17 ENDURANCE 8

The Traitor's Reward posted:

Increase your Loyalty by 3.

Your last blow throws Tellias to the ground in a crumpled heap, blood streaming from a wound on his scalp. You look down at his body, your heart roiling with emotion as you narrowly avoid being decapitated by a blow. With a growl you turn to meet your enemy and realize that he is clad, not in black and green, but in red robes, with a ghoulish mask of opaque green glass covering his face. He chuckles.

"Not what you had expected soldier? No matter. You won't live long enough to know why we are here." he sneers, swinging at you with a curved short sword.

Cener Druid: COMBAT SKILL 15 ENDURANCE 23

In addition to his weapon, the Cener Druid is attacking you with his Mindforce. Reduce your COMBAT SKILL by 2 unless you possess the Iron Discipline Specialty, in which case you may choose to lose 1 ENDURANCE each round instead.

Loyalty: 5.
Kalen: COMBAT SKILL 19 ENDURANCE 9
Cener Druid: COMBAT SKILL 15 ENDURANCE 23
Combat Ratio: 4

We roll: 8
Kalen: COMBAT SKILL 19 ENDURANCE 9
Cener Druid: COMBAT SKILL 15 ENDURANCE 11

We roll: 1
Kalen: COMBAT SKILL 19 ENDURANCE 6
Cener Druid: COMBAT SKILL 15 ENDURANCE 6

We roll: 7
Kalen: COMBAT SKILL 19 ENDURANCE 6
Cener Druid: COMBAT SKILL 15 ENDURANCE 0

The Traitor's Reward posted:

As you strike down the Cenerese, you look around to see the field in utter chaos. During your battle with Tellias, a mounted force of red-robed men attacked, briefly forcing the Eldenorans and the Prince's men to fight side-by side. Rat creatures the size of youths ride and fight among them, clad in armor and wielding barbed lances. You see Terana fending off two bleeding Druids, both armed with daggers made from the teeth of some enormous creature, while Mero and Jansa duel with one of the verminous cavalrymen. You scan the field to see a black robed figure standing over the unconscious form of the Prince. He turns and you see the tell-tale clothes and fish amulet of a Redeemer, one of the order of silent pilgrims who study the healing arts and aid the Herbalish. To your shock, he laughs and speaks as your eyes meet.

"Well done, Sergeant! You are a most excellent bloodhound; my compliments. I should introduce myself - I am Ormutan. And since you went to the trouble of ruining my plans for Tido, I thought it only fair I should return the favour. But now that we have the Prince, we must be leaving. I thank you for him. His life is a gift, one that promises me immortality." You charge toward the blasphemous monk only to be knocked violently aside by one of his mounted companions. As you land in a heap, you see a smooth black orb slip from the Redeemer's robe when he spurs his horse into a gallop, his followers close behind.

After the battle, you can see that the Eldenorans have quit the field or lie dead upon it. The few Prince's guard that remain are all wounded or worse, and your men rush to see to their care. Cursing and fuming, you aim a kick at a stone and yelp with pain as it bruises your foot. Rubbing your sore toes, you look and realize that it was the black orb you saw Ormutan drop, pressed into the earth by one of their horses. Curious, you snatch a Dagger from a fallen Eldenoran and begin to pry it from the dirt. (You may keep this Weapon if you so wish).

After a minute of work, it comes free. It sits heavily in your hand, the size of an apple, smooth and utterly featureless except for its glossy black surface. You can see that it seems slightly translucent, but nothing you can do lets you see into its depths. When one of your men comes running up to report something they found, you pocket it to ponder later. Mark this Black Orb on your Action Chart as a Special Item. You must discard one in its favour if you already possess the maximum.

You are led to a man, lying crumpled against a building. He clutches at his wounded side, his brown robes slowly turning red - an Herbwarden of Bautar! Gingerly you lean down, providing him sorme water from your canteen as he murmurs his thanks. He explains that his name is Brom, and that he was a priest at the Temple of Anamar before the war began. Since the fall of Rhem and Ellio he had been accompanying the prince and ensuring the safety and well-being of his men.

"He relied upon me to see that they would survive," he says with a weak smile, "and it seems that even in death I shall do so. You have questions, I know, and I would answer them."

Brom informs you that of the little he overheard, Ormutan and his force have turned North. He confirms that indeed, they are Cener Druids and their servants. "What frightens me is to wonder how long he has been here, or how far spread their power is... and all the worse that we did not see." He coughs, blood staining the back of his hand. Brom's eyes go wide as he looks up at you. "You must stop him soldier! He... he spoke of something terrible, and the Prince's life may be at stake. E-Ellio - the Temple of Anamar... they will help you," he whispers, his breath escaping with his last words.

His burial is no grand affair. You and your men have no time to erect even a cairn for those who fell here, though the Prince's Guard who remain offer to do so while they recover - none are well enough to join you in a hunt for the Prince. Mero and Jansa both sport terrible wounds, likely to leave scars for life, and a moment's hesitation cost Lhaver an ear. Sadon and Ardal paid more dearly. Both lie dead, along with all of Tellias's remaining men save a soldier who introduces herself as Garin. A shy, quiet young woman, she had little to say before now. You offer to let her leave unharmed but instead she chooses to remain, dedicated to rescuing the Prince or - at least - her reward.

You have little time to mourn. Slowly you begin to wonder if the fat purse that awaits you at the end will be worth it. Ardal will never spend his share. Could the same fate await you? One body remains curiously absent - that of Tellias. Your men are surprised, though you are not among them. A head wound looks far worse than it truly is, a fact you had counted on. Ruminating on your decision to spare Tellias, you consider your next move. Orow informs you that he tracked your enemy's trail as far as he could. It seems to turn toward the town of Ellio to the north,
It's weird how Garin is given a name and a bit of backstory here - she's specifically mentioned on both paths - but is completely irrelevant.

The Traitor's Reward posted:

Taking the horses left by the Prince's Guard, you ride for Ellio intent on closing with Ormutan. The trip is exhausting. Most of your men are either injured or nearing the limits of their endurance, and several still grieve for fallen comrades. (Deduct 2 ENDURANCE from your total unless you possess Marcher.) Despite the gruelling pace, you can recover to a small degree - restore 2 ENDURANCE (you may recover 4 if you have Triage).

You know your destination well. Ellio is a small town of relative unimportance, one that would be forgotten were it not for the Temple of Anamar, an ancient Herbalish temple, and site of the peace treaty which formed Salony itself, as well as the Green Tower, home of Duke Jahyan IV, ruler of this region.

The forests give way to clear-cut waste. Mero seems heartbroken at the sight, having been born in this rich timberland himself. Dozens of trees have been felled, and as Ellio comes into sight, you can see why.

A rough palisade has been built around the town, encircling it with a wall of solid Salonese Elm. Several buildings outside the palisade have been torched to the ground, and you feel your stomach twist in revulsion at the sight of a row of heads on pikes thrust along the main road. The people of Ellio have not welcomed their occupiers it seems.

Knowing that your only lead to Ormutan's next destination lies within the town, you must find a way in.

Endurance: 8/33.
Here, obviously, things go differently because we don't have Tellias to talk us past the guards and get us a meeting with the scoutmaster.

The Traitor's Reward posted:

Swallowing your anxiousness, you order your men to form up and remove any signs of outward loyalty as you prepare to bluff your way past. As soon as you approach the gate, you and your men are met by a group of green and black-clad guards.

'state your business - you look like mercenaries. You got orders?" one of them drawls, his face pulled into a perpetual sneer, as if he smelled something foul.

We roll: 5 - 5 (Loyalty) = 0.

You bluster a story about being mercenaries from Magador returning from an important mission with a message for the captain while the guardsman eyes you leerily. He waves you through, but as soon as your men have passed the gate he shouts for his guards to attack.

You give an order to run, knocking the guards aside as you whip into the town's streets. You do not make it far when a squad of guards come running to intercept you and your men, ready to turn the cobblestone streets red. The Eldenorans lower their pikestaffs and your men draw their weapons in grim silence. You will have to fight to escape!

Eldenoran Guards: COMBAT SKILL 31 ENDURANCE 41

The Eldenorans have formed a circle to surround you and you must fight them as one enemy.

If you possess a Crossbow or a Bor Pistol and ammunition to use it, you may choose to fight the first round of combat as normal, but do not deduct any ENDURANCE from your total. If you are using a Bor Pistol, you may double any ENDURANCE losses you would deal to your enemy. Each subsequent round is resolved as normal.

Due to the presence of your squad you may add 10 (12 if you possess War-Leader) to your COMBAT SKILL for each round you do not fire a ranged weapon.
We can surrender at any time if we don't want to fight, and have to surrender if we have 10 Endurance or less. As our Endurance is currently 8/33, that would mean we'd have to surrender immediately, but we do have three Laumspur potions (+4 EP each) and one dose of Larnuma Oil (+2 EP), so we can use one or more of those before the fight if we want to try to win it. We also have some Alether (+2 CS) we could use to improve our odds if we do decide to fight.

So, do we surrender immediately or use one or more potions?


If we'd manged to bluff the guards (literally impossible with 5 Loyalty, unless you have the War-Leader Specialty) we'd have been taken to see the Scoutmaster and offered the same job we got when we were with Tellias - but this time we'd have had the option of refusing.

Hint: If we surrender here we'll be arrested and have to break out. If we win the fight we might still be arrested later, but we'll get some loot first.

nelson
Apr 12, 2009
College Slice
Drink all the potions and fight!

We have a Bor Pistol and wish to use it.

nelson fucked around with this message at 14:19 on Jul 16, 2021

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
I don’t trust the dice and I wonder if the loot is any good but what the heck.

Quaff all but one Laumspur and fight. No pistol on the first round though- the skill drop ain’t worth double damage.

nelson
Apr 12, 2009
College Slice

achtungnight posted:

the skill drop ain’t worth double damage.

I read it as we’d use our normal weapon also. Plus we’d not lose any of our own endurance on the first round, so we’d gain free damage to the enemy at the cost of 1 round of ammunition, which is worth it.

Tiggum
Oct 24, 2007

Your life and your quest end here.


nelson posted:

I read it as we’d use our normal weapon after the first round. Plus we’d not lose any of our own endurance on the first round, so we’d gain free damage to the enemy at the cost of 1 round of ammunition, which is worth it.
Correct. It's a free hit that does double damage. If there were a lot of opportunities to use the pistol it might be worth conserving ammo, but there aren't so it isn't.

achtungnight
Oct 5, 2014
I get my fun here. Enjoy!
Thanks for the clarifications. Changing my vote on the following issue.

Ok, we can use our gun.

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
I cast GUN

Guy Fawkes
Aug 1, 2014

Lvl 62, +5 meadow defense

nelson posted:

Drink all the potions and fight!

We have a Bor Pistol and wish to use it.

Black Robe
Sep 12, 2017

Generic Magic User


Get drunk and shoot things

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Tiggum
Oct 24, 2007

Your life and your quest end here.


achtungnight posted:

Quaff all but one Laumspur and fight.

Kalen (with Bor Pistol): COMBAT SKILL 23 ENDURANCE 18
Eldenoran Guards: COMBAT SKILL 31 ENDURANCE 41
Combat Ratio: -8

We roll: 8
Kalen: COMBAT SKILL 33 ENDURANCE 18
Eldenoran Guards: COMBAT SKILL 31 ENDURANCE 29

Combat Ratio: 2

We roll: 10
Kalen: COMBAT SKILL 33 ENDURANCE 18
Eldenoran Guards: COMBAT SKILL 31 ENDURANCE 5

We roll: 2
Kalen: COMBAT SKILL 33 ENDURANCE 15
Eldenoran Guards: COMBAT SKILL 31 ENDURANCE 0

The Traitor's Reward posted:

Even as you cut down the last Eldenoran guard, you hear more coming, along with the shriek of hunting Vorka. You cannot remain and you cannot hold off the garrison yourself. Your men do not need to understand your command to "Run!" all of them just following after as you bolt down the street. You shove aside any passerby too slow to move as they try to escape the wrath of the pursuing guards, all of whom are more than happy to beat any citizen in their way to catch you.

You feel your blood turn cold as they stop, levelling a line of Bor Pistols at your backs. You yell for your men to dive for cover as you vault over a crate and press your body against it.

We roll: 2 - 2 = 0.

Your result is the number of ENDURANCE you must deduct as your cover is riddled with pistol balls.

Terana screams and you look up to see what has horrified her as Hiran drops to the ground dead, his temple pierced by a bullet. Her eyes filled with cold fury, you see her's hand fly to her sword as Jansa drags her back from the square.

Desperate for a distraction, you catch sight of a cart loaded with logs and cut its supports. Timber rolls down the street, knocking Eldenorans over like ninepins. Running again, you turn to look see that the Vorka have not been slowed, leaping over the rolling logs to catch up.

You round a corner before coming to a skidding halt at a a dead end. You are about to turn around when you hear Bargar, eyes wide with terror, gasp "They're coming!" You do not have time to try another route.

You notice that the facade of one of the nearby buildings is bowing slightly. Your expertise in siege-engineering tells you that age and neglect have warped and split the timbers that support it and a well-placed blow could bring the entire thing crashing down into the street behind you. Snatching Jansa's axe from her hands as she gives a squawk of protest, you swing, shearing right through the rotting timber and collapsing the wall on the Vorka behind you with a thunderous crash.

You slip into one of the nearby buildings.

Your men close the door firmly behind, making it appear as best they can as if it had never been opened before barricading it. You explore your surroundings - your nose is assaulted by a faint, acrid smell. It takes a moment, but you realize you seem to have slipped into an abandoned tannery and shop - the locals responsible for this place were among those refugees forced out of Ellio during the early days of the invasion. You order your soldiers to fan out and look for an exit while you look through the stock for any useful items.
  • A battered Lantern (Backpack Item)
  • A Tinderbox (Backpack Item)
  • 3 Meals
  • 14 Silver Lune
  • 2 Daggers
  • A Short Sword

    If you have Scrounging, a skilled search also reveals the following, hidden under a shelf.
  • A Hammer and Pitons (Backpack Item)
  • 5 Silver Lune
Andys discovers a trapdoor buried under dust, but most interesting to you, aside from the shelter this storehouse offers, is a heavy oaken chest, locked tight. You hear the enemy starting to hammer at the barricade.

Automatically took all Backpack Items and money.
Do we attempt to open the chest, try the trapdoor, or prepare to fight?


If we didn't have Siege-Engineering we could still have gotten here by fighting a door (like in book six), but if you take too long then the guards catch up.

Hint: There's no reason not to try to open the chest. It's a 40% chance of success - Armsman with Daggers would push that up to 60% - but there's no penalty for failure (other than not getting the loot). Whether we go down the trapdoor or stand and fight doesn't really matter much. If we fight we'll be arrested, if we go through the trapdoor we won't. Either way we'll have to fight at least once. Take the trapdoor and we'll have to eat at least two of our recently-gained meals but gain 4 EP. Get arrested and we'll gain only 1 EP, eat no meals, and have a 10% chance of having to fight a second enemy - but the fights are slightly easier.

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