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File: Paladin of Joy Quest.jpg (134 KB, 620x453)
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You are Sireyi Valyenya, 21 years old, you have been made into a Baroness, and given lands on the border of the kingdom.
You’re busy solving the problems only a ruler has.

You wake up the next morning and crawl out of your tent to greet the dawn. A few of the soldiers are up and starting the cookfires. Ebonsong gives a murmur and rolls over; occupying the spot you just left. On this journey she’s taken to sharing your blankets for comfort, she’d never admit to being scared by this place, but you know she doesn’t like it.

The camp is slow to wake up but soon enough everyone is up and eating hard bread and the rough porridge that seems to be a staple of the soldiers diet, idly you wonder if one day your new powers will mean you no longer need to eat. Your camp is in the only part of the clearing not occupied by buildings or weird statues.

Philly climbs out of her tent looking like she just spent a day in a spa – refreshed and not a hair out of place.

Isla crawls slowly out of her tent, blinking the sleep out of her eyes, she gives Philly a surly look “Damn elves” she mutters.

“Sleep well?” asks Philly in a too-sweet voice.

Isla just gives her a dirty look and stalks off to get breakfast.

“Is she ok?” you ask as Isla leaves, wondering if she’s unwell.

“She didn’t sleep well” says Philly blandly “Kept thrashing around in her bedroll – maybe because she didn’t have company to do that with.” You’re not getting drawn into that conversation again.

Looking over at the ruins you can see the mechanical defender has settled down in the midst of the statues, apparently asleep, your spell having long since ended. The statues have also returned to their pedestals. The defenders weapon-limbs are still blackened stumps.
>>
Shortly after breakfast, the catfolk return. Your only warning is an explosion of swearing from your sentries. Rushing over you see perhaps 200 catfolk: seem they returned in force. Leading them are 5 catfolk that move slower than the others and have faded white fur.

“One minit they was nuthin’” protests a sentry “next minit there they was, just appeared outta nowhere.”

The older-looking cat-folk approach and address your group generally, without focusing on any one person. Behind the 5 are a dozen or so unarmed cat-folk – the rest are all heavily armed. You quickly cast Tongues.

“You must go” says one

“You must not unearth the secrets of the slavers” says another

“Leave or die” says another.

“We can remove these devices” you argue “They won’t threaten you then.”

“No” says the first cat-folk who spoke “You must leave.”

“We can’t leave!” protests Master Fedwin “There’s so much here we can learn.”

“Not liking out chances here My Lord” says Corporal Schwitz to no one in particular.

Perception check (1d20+10) please

>Alright, we’ll go
>We’re not going
>Other
>>
[Metaquest post]

Keeping changes to Redeeming Touch open for discussion for 1 more thread as some players might not have been able to contribute last thread.

[End Metaquest post]

Character Sheet http://pastebin.com/tsAx3JGT
Party http://pastebin.com/DMfRaXQV
Your Realm http://pastebin.com/jYjB9BBQ
Rules http://pastebin.com/yKvP3AiP
Party Powers http://pastebin.com/awA8AvWi
The World http://pastebin.com/3H9fnizc
Archive http://suptg.thisisnotatrueending.com/archive/33059651/
http://suptg.thisisnotatrueending.com/archive.html?tags=paladin+of+joy
QM Twitter https://twitter.com/anAspiringQM
QM Askfm http://ask.fm/AnAspiringQM
>>
Rolled 17 + 10 (1d20 + 10)

>>34948261
>>
Rolled 14 + 10 (1d20 + 10)

>>34948261
>>
>>34948261
>We're not going

Duh.
>>
Rolled 12 + 10 (1d20 + 10)

>>34948261
>We’re not going


>>34948276
I've said it previously, but I'll restate it here. I fully believe that Redeeming Touch should not be changed. I feel that it fits with the theme of the quest and I enjoy the way it changes common notions of redemption and punishment.
>>
>Success

The dozen cat-folk behind the elders (?) all have green eyes – no pupils or whites, the entire eye is green.

>Cast Arcane Sight, could be magic
>Don’t cast, could be seen as hostile
>Other
>>
>>34948361
>Cast Arcane Sight, could be magic
>>
>>34948361
>Cast Arcane Sight, could be magic
I cannot suppress my curiosity.
>>
You cast your spell, trying to be as subtle as possible as Master Fedwin provides a convenient distraction by arguing with the cat-folk leaders.

The 12 green-eyed cat-folk all shine with the light of magic: they are all spell casters of some kind. You can see that they have their own divination and protection spells active. Some of the cat-folk druids (?) focus on you as you cast your spell, but take no action.

You can also see some sort of protective spell upon the whole cat-folk tribe, it appears to be some sort of warding spell against weapons.

From each of the cat-folk spell casters you can see a line of magic reaching out and then splitting into thousands of tiny threads that disappear into the forest in all directions; they appear to be drawing power from the forest as you can draw it from storms.

Will leave it a few minutes in case people want to change stay/go votes, then write.
>>
“We’re not going” you say to the cat-folk “I’ve explained our reasons for being here.”

The elders are silent for a moment and then one says quietly “For our ancestors” and the entire tribe of cat-folk attack.

You’re battling on the edge of the forest.
The soldiers group around the mages and scholars with you, as the mages ready their spells.

Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Other

Isla
>Spell (what?)
>Other

Philly
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in half-dragon)
>Attack (unarmed)
>Spell (what?)
>Turn to dragon
>Other

And of course, targets
>Cat-folk
>Cat-folk leaders
>Cat-folk druids

Battlefield
Allies
10 soldiers
10 Mages
10 Scholars – civilians

Enemies
180 cat-folk warriors
12 green-eyed cat-folk
5 cat-folk elders
>>
>>34948604
Sireyi
>Power: Lightning Storm
>Cat-folk druids

Isla
>Spell: Antimagic Field
>Cat-folk Druid

Philly
>Attack (sword)
>Cat-folk

Ebonsong (in half-dragon)
>Turn to dragon
>Cat-folk druids
>>
>>34948604
>Sireyi
>Power (Lightning Storm)
>Cat-folk druids

>Isla
>Spell (Antimagic Field)
>Cat-folk druids

>Philly
>Spell (Divine Power)

>Ebonsong
>Turn to dragon
>>
Ok, roll 1d20+13 for Sireyi's lightning storm and vote on extra power used.

No roll required for other actions and I'm going with Divine Power for Philly.
>>
Rolled 1 + 13 (1d20 + 13)

>>34948771
10
>>
Rolled 11 + 13 (1d20 + 13)

>>34948771
15

lol was just about to second the Divine Power actually
>>
Rolled 2 + 13 (1d20 + 13)

>>34948771
15
>>
The cat-folk warriors surround the soldiers and mages with you, tearing into them. The soldiers are bravely fighting back and the mages are launching offensive spells into their midst.

The cat-folk warriors also go for you and your companions: you and Ebonsong take flight and Philly goes to meet them sword in hand as she prepares herself for combat with a spell.

Ebonsong resumes her natural draconic form.

You and Isla coordinate a magical assault on the enemy spellcasters: you blast them with a storm of lightning and she drops an anti-magic field around them, moments later the cat-folk warriors reach Isla.

[Isla AE 44/49; Sireyi DE 27/43]

Your lightning drops most of the druids where they stand, their protective spells overwhelmed by your power, only 4 remain to be suppressed by Isla’s spell. The four scatter and as they reach the edges of the antimagic field their bodies start to turn green and brown like the jungle around them and they disappear.

The 5 cat-folk leaders stay back from the fighting, yelling out commands.

“Help!” cries Isla as the cat-folk warriors reach her, she lays about her with her staff, trying to keep them at bay. She has 20 or so surrounding her and won’t last long. You can already see her bleeding from a couple of hits.

[Isla HP 5/13]

Philly is likewise swarmed by cat-folk but with her speed and sword-skill none come close to hurting her; she appears to be enjoying herself.
>>
Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Pick up Isla
>Other

Isla
>Spell (what?)
>Other

Philly
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in half-dragon)
>Attack (unarmed)
>Spell (what?)
>Pick up Isla
>Other

And of course, targets
>Cat-folk
>Cat-folk leaders
>Cat-folk druids

Druids can only be affected by area attacks targeting the jungle – essentially blindly hitting the area in hope of getting them.

Battlefield
Allies
8 soldiers
10 mages
10 scholars – civilians

Enemies
175 cat-folk warriors
4 cat-folk druids (concealed)
5 cat-folk elders
>>
>>34948924
Sireyi
>Power Lightning Storm
>Cat-folk druids

Isla
>Spell - Polymorph Dragon (if thats possible anyway)

Ebonsong (in dragon)
>Pick up Isla

Philly
>Spell - Blade Barrier
>Cat-folk


I was hoping that if we take out their spell casters that will dispirit them enough we can convince the Elders to concede.
>>
>>34948924
Ebonsong (She's not in half-dragon form, OP)
>Pick up Isla

Philly
>Attack (sword)
>Cat-folk

Isla
>Spell (Cone of Cold)
>Cat-folk
I think the Cat-folk are too close to be affected by Repulsion, may as well inflict some damage.

Sireyi
>Power (Lightning Bolt, Storm instead if Bolt can't hit five targets in this scenario)
>Cat-folk leaders
Take out the chain of command and hope that they flee.

>>34949009
Pretty sure Blade Barrier is a self-targeting aura-like effect, but the spell's description might just be misleading.
>>
>>34949063
My thinking with Blade Barrier was that it would damage the swarms of Cat-folk around Philly as she attacked them.
>>
>>34949063
>(She's not in half-dragon form, OP)

Thanks for spotting, will fix in next update.

>Pretty sure Blade Barrier is a self-targeting aura-like effect, but the spell's description might just be misleading.

It is a self-targeting aura, but target for this could be interpreted as 'who is Philly going to stand next to'.

Ok, with a dead-lock on everything except for Ebby picking up Isla, please re-vote with an unmodified d20 roll or change votes.
>>
Rolled 16 (1d20)

>>34949111
Ah, right, of course.

>>34949122
Changing my vote for Ophilian's action to Blade Barrier, otherwise it's still deadlocked.

Would it actually be possible to change into a dragon with polymorph, given that that's normally a ninth-level spell?
>>
Rolled 6 (1d20)

>>34949122
Sireyi
>Power (Lightning Bolt, Storm instead if Bolt can't hit five targets in this scenario)
>Cat-folk leaders
Take out the chain of command and hope that they flee.


Isla
>Spell - Polymorph Dragon (if thats possible anyway)
If possible, otherwise Cone of Cold

Ebonsong (in dragon)
>Pick up Isla

Philly
>Spell - Blade Barrier
>Cat-folk
>>
Rolled 18 (1d20)

>>34949122
>>
>>34949157
>Would it actually be possible to change into a dragon with polymorph, given that that's normally a ninth-level spell?

It is possible but you get *flying reptile* instead of *dragon*

In other words, no breath weapon, no magic, no elemental resistance or vulnerability.

Also Isla probably won't fly very well in dragon form, as she hasn't practised it.

Thanks for the rolls
So it's
Lightning Storm
leaders

Pick up Isla

Cone of Cold vs catfolk

Blade Barrier

Please roll 3d20 order is Sireyi, Isla, Philly. Please also vote on extra DE/AE/DE in the following format

X
Y
Z

With X being Sireyi's extra Divine Energy, Y being Isla's extra Arcane Energy and Z being Philly's extra Divine Energy.
>>
Rolled 5, 4, 1 = 10 (3d20)

>>34949233
15
10
15
>>
Rolled 19, 7, 9 = 35 (3d20)

>>34949233
10
15
15
>>
File: tg dice2.png (180 KB, 500x384)
180 KB
180 KB PNG
>>34949258
Please save us
>>
Rolled 3, 18, 18 = 39 (3d20)

>>34949233
10
15
15
>>
The soldiers try to keep the cat-folk back but are being overwhelmed, the mages with them launching every spell they have at the press of attacking jungle-dwellers.

At your signal Ebonsong dives down and grabs Isla carefully in her claws and climbs into the sky again, safe from her attackers for now.

You cast your lightning storm at the cat-folk leaders, when the flashing lightning fades all you can see are five smoking corpses.

[DE 13/43]

Held safely in Ebby’s grip Isla unleashes her own spell at the cat-folk army, dropping almost twenty of them, their frozen and unmoving bodies cracking when they hit the ground – though some are still standing – statues of ice that were once alive.

[AE 28/49]

Philly casts her spell and a swarm of blades appear around her, slicing apart the surrounding attackers, leaving her standing alone.

[DE 32/50]

With their leaders dead and so many catfolk dying in such a short space of time the rest keep attacking, but are looking scared.

Four huge trees uproot themselves and take on vaguely humanoid form. They each have two thick branch arms and dozens of vine-like limbs that twist through the air like snakes.

One heads slowly towards the huddle of soldiers and mages, though it hasn’t reached them yet.

One heads towards Philly and she raises her longsword with a determined look on her face.

Two rip clods of rocks and earth from the ground and heave them the masses at you and Ebonsong, but you both easily avoid those clumsy missiles.
>>
Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Angels Voice (fear) – to scare off the cat-folk
>Other

Isla
>Spell (what?)
>Other

Philly (blade barrier attacks those near her)
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in dragon form)
>Attack (unarmed)
>Spell (what?)
>Other

And of course, targets
>Cat-folk
>Cat-folk druids
>Jungle Ents

Druids can only be affected by area attacks targeting the jungle – essentially blindly hitting the area in hope of getting them.

Battlefield
Allies
6 soldiers
8 mages
7 scholars – civilians

Enemies
121 cat-folk warriors
4 cat-folk druids (concealed)
4 Jungle Ents
>>
>>34949427
Sireyi
>Angels Voice (fear) – to scare off the cat-folk

Isla
>Spell (Fireball)
>Druids
Philly (blade barrier attacks those near her)
>Attack (sword)
>Ents

Ebonsong (in dragon form)
>Attack (Breath Weapon)
>Spell (N, R) Breath Dispelling Weapon)
>Cat-folk Druids
>>
FUCK YEAH, PALADIN OF JOY QUEST!!!!!
>>
>>34949427
>Angels Voice (fear) – to scare off the cat-folk
Oh hey, since we got Redeeming Touch 2 refunded could we use the XP to grab Heavan's rebirth? Its in the same tree and it would make a lot of IC sense for Sireyi to be trying to figure that one out.
>>
>>34949427
>Sireyi
>Angels Voice (fear)

>Isla
>Spell (Fireball)
>Jungle Ent approaching Soldier/Mages
If Cone of Cold's range wouldn't put her at risk, I'd use that instead. Plants hate the cold.

>Philly
>Attack (sword)
>Jungle Ent near her

>Ebonsong
>Spell (Dispelling Breath Weapon)
>Cat-folk druids

>>34949541
It's not refunded yet.
>>
>>34949556
I'll agree to the target change for Isla.
>>
>>34949541
I was planning on refunding the XP at the end of the thread but if players want to do this now I'm ok with it.

Spend XP Now?

Y/N

Buy Heavens Rebirth?

Y/N

Also please roll 4d20 for actions and vote on

Isla Extra AE
Ebonsong Extra AE

In the same format as before.
>>
Rolled 16, 16, 14, 19 = 65 (4d20)

>>34949609
Y
Y
10
15
>>
Rolled 8, 15, 9, 7 = 39 (4d20)

>>34949609
Yes to spending and heaven's rebirth
No opinion
No opinion
>>
Rolled 18, 17, 2, 16 = 53 (4d20)

>>34949609
>N
I'd rather make sure everyone gets the chance to voice their grievances and participation hasn't hit the high point yet.

>N
See above.

10
6?
I can't find Ebonsong's Arcane Energy on her sheet.
>>
Rolled 11, 6, 16, 2 = 35 (4d20)

>>34949609
Y
N, However, if autism anon thinks its a good idea I'll support it. Hes been doing a good enough job with the XP that I'll trust his judgement.

10
15
>>
Forgot to give dragons arcane energy, cos it's not like they need it or anything...added now.

Ebonsongs AE is 23.
>>
>>34949660
>N, However, if autism anon thinks its a good idea I'll support it. Hes been doing a good enough job with the XP that I'll trust his judgement.
Well, we've basically promised Isla that we're going to turn her into an angel, so we're getting the power eventually. Plus we're stuck on an island with a bunch of Paladins, who all have massive sticks up their asses.
>>
Rolled 1, 13, 1, 2 = 17 (4d20)

>>34949609
Y, Y
10, 15
>>
>>34949725
We said we'd turn her into an angel if her transformations got out of hand, IIRC.

To be honest, I like her as a part-demon a lot more than I though I would.

Since all the things in her powerset might not transfer over into angelic blood perfectly, I'd at least like to pick up a few first-level powers and certain physiological changes before we transform her.
>>
>>34949774
I personally dislike the turn her personality is taking. Of course, that's because what attracted me to her in the first place is what some people apparently dislike about her.
>>
You call out in a loud voice to the cat-folk, pointing out the hopelessness of their situation; how quickly they are dying and how their leaders are dead or nowhere in sight.

As you call out you pitch your voice to dredge up all their primal fears and dreads. It works, slowly at first, but then faster and faster the effect spreads; the cat-folk break away from combat and flee, the last few who remain fighting are easily dealt with by the soldiers and mages with you.

From above Isla launches her fireball at the Ent lumbering towards the soldiers, it hits with an impressive explosion, burning away its vine limbs and lighting it on fire. It pauses in its advance to swat at the flames with its arms and then closes with the soldiers. Due to being delayed putting the fires out it does not attack the soldiers yet, it’s hurt, but still capable of fighting.

[Isla AE 16/49]

Philly dances around the Jungle Ent, distracting it by slashing at its ankles. Although her sword does little damage on its own the aura of blades surrounding her hack into the creature, hurting it. She easily avoids its clumsy attacks, dancing back as it slams both fists into the ground.

Ebonsong blasts the nearby jungle with her acidic breath: causing the trees to melt and decay. In the midst of the destroyed patch of jungle appear 3 of the cat-folk druids, though they appear unharmed by her breath.

One casts a spell that launches a tangling mass of vines at Ebonsong, she tries to avoid it but it hits her head-on and wraps tightly around her. Ebby and Isla crash to the ground in a cocoon of strangling vines, pulling tighter with every moment.

[Ebonsong HP 25/28; Isla HP 2/13]

The two others transform two more trees into Jungle Ents and they lumber forwards in the direction of Philly and the group of soldiers and mages.

One of the remaining Jungle Ents keeps throwing clods of rock and earth at you, as you easily dodge them you get the sense that he is herding you...
>>
As you get close to the other Jungle Ent its vines shoot up towards you, multiplying in length many times and grab at you, but you easily throw off the few that manage to touch you and fly higher.

Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Angels Voice (fear) – to scare off the cat-folk
>Other

Isla
>Struggle
>Other

Philly (blade barrier attacks those near her)
>Attack (sword)
>Spell (what?)
>Other

Ebonsong (in dragon form)
>Struggle
>Other

And of course, targets
>Cat-folk druids
>Jungle Ents

Battlefield
Allies
6 soldiers
8 mages
7 scholars – civilians

Enemies
1 cat-folk druid (concealed)
3 cat-folk druids
Jungle Ent (badly wounded, near soldiers)
Jungle Ent (wounded, fighting Philly)
2 Jungle Ents (targeting Sireyi)
2 Jungle Ents (not yet in combat)

Ok, modifying Redeeming Touch and adding Heavens Rebirth
>>
>>34949824
Her personality won't change further unless more mental alterations are purchased.

Also, remember that nothing said angel transformations would be totally free from mental alteration, though they'd likely be lessened.

Also, since I forgot to repost them on AskFM like a jackass...

>>34949712
Would you mind if I post the questions (and answers) I asked you in my last e-mail here?

I'll send them to AskFM regardless.
>>
>>34949864
>
Sireyi
>Heal Isla

Isla
>Struggle

Philly
>Attack

Ebonsong
>Struggle
>>
>>34949876
>Would you mind if I post the questions (and answers) I asked you in my last e-mail here?

Please feel free to do so
>>
>>34949864
can Isla use any of the spells that will get her out of this? Like anti-magic shield or something.
>>
>>34949911
She can try, but she'll have difficulty casting them.
>>
>>34949909
Alright then.

>>How, exactly, would each kind of mental power change Isla's mindset?

>Brilliance will make Isla appear less empathetic and emotional. She'd still feel the emotions but would display them less.

>Charm would make her more confident and more comfortable being affectionate in public, as well as boosting her sex drive.

>Magic would her proud and arrogant - particularly regarding her magical prowess. It would also make her a little erratic.

>>Would it change who she is severely, or would it just be a slight change, even at level five?

>She'd still be the same person these would be add-ons to her personality rather than a drastic switch.
>>
>>34949876
>Also, remember that nothing said angel transformations would be totally free from mental alteration, though they'd likely be lessened.
Well yeah, but they'll likley be in the direction of the Shy Isla we had originally, which was the entire point, of why I wanted a romance with her in the first place. Not much point in doing so if her personality becomes a carbon copy of the other two because of complaints by the people who don't like her.
>>
>>34949938
Right, want no part of any of those.
>>
>>34949955
>Not much point in doing so if her personality becomes a carbon copy of the other two because of complaints by the people who don't like her.

You're being paranoid at this point. Also incorrect, since anyone that didn't like Isla isn't a person.

It's not like I'm opposed to turning her into a part-angel; I just want to get a few mutations and first-level abilities to ensure they carry over.

>>34949989
It's not a severe change, and it would hardly be noticeable at first-level, which is as far as I plan to go for Brilliance and Magic pre-transformation.

Keep in mind, she already has first-level Demonic Magic and I've only noticed a bit more confidence and slightly more impulsive behavior.
>>
Ok, roll 3d20 for actions, order is Isla, Philly, Ebonsong
>>
Rolled 6, 1, 16 = 23 (3d20)

>>34950049
>>
Rolled 19, 1, 7 = 27 (3d20)

>>34950049
>>
>>34950030
I'm mostly worried about Charm really. I liked the fact that she was a character even more shy and retiring Seryi about certain things. I frankly don't want her to be more confident, I'd prefer some of her gains to be reversed really
>>
Rolled 2, 20, 14 = 36 (3d20)

>>34950049
>>
Rolled 14, 13, 7 = 34 (3d20)

>>34950049
>>
>>34950053
>>34950056
>>34950071
1
1
20

Huh...
So how does that work? Is that still a auto fail or...?
>>
>>34950065
The greater confidence can stay, the promiscuity can go away as far as I care.
She made a decent balance too Jal in that regard.
>>
>>34950082
Philly critfailed, writing
>>
>>34950086
She was cute when she basically followed Sireyi around like a puppy
>>
>>34950065
Her getting more confidence in herself is the main thing I liked about the demonic transformation, though I don't intend to take it any further.

I don't plan on purchasing any levels of Charm, is what I'm saying.

>>34950086
She's not promiscuous; the only thing resembling that behaviour is her desire for Sireyi, which was expected.
>>
>>34950131
>She's not promiscuous
You are right I suppose, sexual forwardness would be the better phrase.
>>
>>34950131
>Her getting more confidence in herself is the main thing I liked about the demonic transformation, though I don't intend to take it any further.
Yet her very lack of confidence was what attracted me to her in the first place. Nothing wrong with a retiring personality.
>>
>>34950131
What I'm saying is that I want the angel transformation so we can buy the exact opposite and make her more like her original character
>>
The soldiers engage the Ent attacking them as the scholars fall back at the mages start hitting it with spells. The Ent grabs at the soldiers but only manages to catch one of them, it lifts him up and crushes him in its fist before succumbing to the mages spells.

You dive down and touch Isla, healing her.

[Sireyi DE 10/43; Isla HP 13/13]

Isla struggles against the vines uselessly but you manage to rip enough off her and drag her from the growing mass.

“Thanks Sireyi” she says, holding onto you tightly, her legs a little wobbly “It almost had me there.”

Ebonsong thrashes in her vines, using her claws and teeth to free herself she spits out the remains of the vines “phlooo!” she complains.

Philly gets too close to the Ent she is fighting and its vines trip her over, as she rolls to her feet it grabs her in both fists and lifts her up high, squeezing tightly as she screams.

[Philly HP 6/18]

Philly won’t last long. Her aura of blades is still hacking away at the Jungle Ent even as it crushes her.

The two Ents targeting you are moving in your direction as fast as they can, though they’re not there yet they will be soon.

The two new Ents separate – one heads for the soldiers and mages, one swings a massive fist at you, which you easily dodge, dragging Isla with you as Ebonsong jumps away from you.

The druids cast some sort of spells at you, most of which has no effect, one which leaves you with a foul and spicy flavour in your mouth but no other effect.
>>
Actions?

Sireyi
>Attack (halberd)
>Power (what?)
>Spell (what?)
>Other

Isla
>Spell (what?)
>Other

Philly – Casting spells will be difficult due to being crushed
>Struggle
>Spell (what?)
>Other

Ebonsong (in dragon form)
>Attack
>Spell (what?)
>Other

And of course, targets
>Cat-folk druids
>Jungle Ents

Battlefield
Allies
5 soldiers
8 mages
7 scholars – civilians

Enemies
1 cat-folk druid (concealed)
3 cat-folk druids
Jungle Ent (badly wounded, fighting Philly)
3 Jungle Ents (targeting Sireyi)
1 Jungle Ent (not yet in combat)
>>
>>34950173
I'm not saying I want her to be hyper-confident, her previous character was fine with me; I just don't want her to be crippled by a severe lack of confidence.

>>34950193
It doesn't work like that, we wouldn't get an angel ability that makes her *less* confident.

>>34950163
That's as a result of increased confidence and her already-existent desire to be with Sireyi, I assumed.
>>
>>34950216
>Halberd + electric enhanced
>The ent that crushes Philly

Isla
>Fireball against one of the Ents advancing on Seiryi

Ebonsong
>Stay in the air and attack the other Ent closest to Isla

Philly
>Struggle
>>
>>34950216
Sireyi
>Spell (Disintegrate)
>Ent crushing Philly

Isla
>Spell (Fireball)
>Ent approaching Soldiers/Mages

Ebonsong
>Attack
>Ent closest to Isla

Ophilian
>Struggle
>>
>>34950223
>I just don't want her to be crippled by a severe lack of confidence.
She was never that shy, remember she took control of the party when Sieryi disappeared. I just want to bring Jixani's jokes about her wanting to be collared by Sieryi back
>>
>>34950216
I'll second >>34950248
>>
>>34950248
Electricity enhancement only adds five damage per Divine Energy used to empower it.

We'd get more damage for less cost by using a flat Lightning Bolt with no extra DE.
>>
>>34950216
>>34950248
Changing to
Sireyi
>Disintegrate
>Same target

Forgot about Disintegrate
>>
>>34950248
>>34950342

As this is the most popular option please roll 4d20 and vote on:

Extra Arcane Energy for Sireyi (Disintegrate)
Extra Arcane Energy for Isla (Fireball)

Roll order is Sireyi, Isla, Ebonsong, Philly
>>
Rolled 20, 20, 4, 11 = 55 (4d20)

>>34950363
10
10
>>
Rolled 11, 11, 1, 7 = 30 (4d20)

>>34950363
10
10
>>
Rolled 16, 9, 6, 4 = 35 (4d20)

>>34950363
10
10
>>
File: PalpatineLightning.jpg (36 KB, 800x456)
36 KB
36 KB JPG
>>34950372
>>
You channel your arcane powers into disintegrating the Ent crushing Ophilian. A thin beam of light flashes from your hand and touches the Ent, turning it to dust.

[Sireyi AE 35/48]

As the three Ents approach you Isla creates a huge fireball that catches all three in the blast, charring them and setting them on fire, though they still advance.

[Isla AE 4/49]

Ebonsong flies towards them and attacks one, though her claws and bite to little more than distract it.

Free from the Ents crushing grasp, Philly runs over to attack the one heading towards the soldiers, she does little damage but does distract it and it turns this way and that trying to track her as she dances around it.

The soldiers and mages head towards Philly and the Ent, keeping their distance, the mages launch off a few spells but it seems most of them have exhausted their powers.

Vines and roots wrap around your ankles, trying to crush you, initially they’re easy to shrug off but as more and more join them even your strength is overcome. You resemble some sort of jungle monster so thick are the growths. Thorns and spikes press against your skin, unable to penetrate. Just before the leaves and vines wrap around your eyes you see the three druids staring at you. With all the vegetation on you, it’s getting hard to breathe.

Actions?

Sireyi (immobilised, suffocating) – using spells or powers will be very difficult
>Struggle
>Power (what?)
>Spell (what?)
>Other

Isla
>Spell (what?)
>Other

Philly
>Struggle
>Spell (what?)
>Other

Ebonsong (in dragon form)
>Attack
>Spell (what?)
>Other

And of course, targets
>Cat-folk druids
>Jungle Ents

Battlefield
Allies
5 soldiers
8 mages
7 scholars – civilians

Enemies
1 cat-folk druid (concealed)
3 cat-folk druids
3 Jungle Ents (wounded, burning, targeting Sireyi, Ebonsong and Isla)
1 Jungle Ent (lightly wounded, fighting Philly)
>>
>>34950506
>Sireyi (immobilised, suffocating) – using spells or powers will be very difficult
Hold on, I thought we were full angel at this point. Pretty sure they don't need to breath.
>>
>>34950506
>Power (what?)
>Dimension Door

Isla
>Another Fireball
>Same Targets

Ebonsong
>Attack Philly's Ent

Philly
>Attack Ent
>>
>>34950551
We need to hammer the druids though. They're the squishy casters.
>>
>>34950555
Thats what I would like to use Sireyis next turn for, I don't think any of our allies can do anything about them at this point.
>>
>>34950549
>Hold on, I thought we were full angel at this point.

Not yet, you have access to certain powers but you are still a living being at this point and so you need food, water air etc. You are very tough though, and can survive a long time without air.
>>
>>34950506
Sireyi
>Power (what?)
>Dimension Door

Isla
>Another Fireball
>Same Targets

Ebonsong
>Attack (Breath Weapon)
>(N, R) Breath Weapon Alteration - Fire
>Attack Druids

Philly
>Attack Ent
>>
>>34950551
Isla is nearly out of Arcane Energy, it'd probably be better to throw a Lightning Bolt at the druids.

Less HP to chew through, therefore less need to overcharge, and even if it hits Sireyi, she's mostly immune to Lightning.

Also, Sireyi will take a -10 (I think it's -10?) to spellcasting due to being bound and choked.
>>
ok, only disagreement is who Ebonsong should attack, please re-vote and roll an unmodified 1d20 or change vote.
>>
>>34950635
Ebonsong should attack Druids, after changing her breath weapon. The druid are likely immune to acid.
>>
>>34950678
No roll?
>>
Rolled 6 (1d20)

>>34950635
>>34950678
roll
>>
Rolled 16 (1d20)

>>34950635
>>
>>34950678
They definitely are.

>>34949855
>Ebonsong blasts the nearby jungle with her acidic breath: causing the trees to melt and decay. In the midst of the destroyed patch of jungle appear 3 of the cat-folk druids, though they appear unharmed by her breath.

>>34950635
I was away, count this as a second vote for Mathrian's set of actions, even if it's unlikely Dimension Door will work.
>>
Ok, roll 4d20 and vote on Isla extra Arcane Energy use.

Isla has 4 remaining, 2 are required for fireball, leaving her with only 2 left so we might as well change it to:

>Use all remaining
>Save power
>>
Rolled 18, 7, 9, 9 = 43 (4d20)

>>34950758
>Save Power
>>
Rolled 7, 5, 8, 8 = 28 (4d20)

>>34950758
>Save power
>>
Rolled 20, 18, 20, 16 = 74 (4d20)

>>34950758
save power
>>
>>34950791
I did good.
>>
Rolled 6, 19, 18, 1 = 44 (4d20)

>>34950758
>Save power
>>
File: Yes!2.gif (1.85 MB, 300x169)
1.85 MB
1.85 MB GIF
>>34950804
>>
You draw upon your arcane powers and cast your spell, disappearing from the mass of vegetation and reappearing in the air above it, once again you have a commanding view of the battlefield.

[AE 34/48]

Isla uses her magic to blast the attacking Ents with another fireball, conserving what she can in her meagre reserve of arcane power. The Ents are badly damaged but still capable of fighting.

[AE 2/49]

Ebonsong channels her own arcane energy and breathes all over the cat-folk druids, what emerges is not acid but fire. When the flames clear the three druids are still standing, but look badly burned.

[AE 19/23]

Philly continues to battle the Ent fighting her as the blades spinning around her continue to hack chunks from it. The mages supporting her expend the last of their power in their remaining spells. The Ent is hurt, but still fighting. Philly is dancing around the Ent, avoiding its clumsy swings.

The Ents nearby switch targets from you to Isla, she manages to dodge most of their attacks until one massive fist comes crashing down on her “Sireyi he-” she yells before her cry is cut off by a huge wooden fist slamming her into the earth. When the Ent lifts its fist out of the way Isla lays unmoving on the ground.

[Isla HP dead?]

Actions?

Sireyi
>Heal Isla
>Power (what?)
>Spell (what?)
>Other

Isla cannot act

Philly
>Attack
>Spell (what?)
>Other

Ebonsong (in dragon form)
>Attack
>Spell (what?)
>Other

And of course, targets
>Cat-folk druids
>Jungle Ents

Battlefield
Allies
5 soldiers
8 mages
7 scholars – civilians

Enemies
1 cat-folk druid (concealed)
3 cat-folk druids (badly wounded)
3 Jungle Ents (badly wounded, burning, targeting Sireyi, Ebonsong and Isla)
1 Jungle Ent (wounded, fighting Philly)
>>
>>34950875
Sireyi
>Heal Isla

Philly
>Spell (Destruction)
>Ent fighting Philly

Ebonsong
>Breath Weapon Alteration - Fire
>Cat-folk druids
>>
>>34950875
Sireyi
>Heal Isla

Philly
>Attack
Attack the 3 Jungle Ents. Area of affect damage is better used against more targets and the 4th Ent may follow.

Ebonsong (in dragon form)
>Attack
>Druids
>>
>>34950223
You. Find a way to make our allies less squishy. This is a bit ridiculous.
>>
>>34951001
I'll definitely be picking up a level or four in Demonic Toughness for Isla next time there's XP.
>>
Use the angel we made, guys.
>>
Philly is either using Destruction on the Ent she's fighting or entering melee with the Ents standing around near you.

Ebonsong is either attacking the druids n melee or using fire breath again.

Change vote or re-vote with 1d20 unmodified.

Also people roll a d20 with no vote - just so you know I can't count it unless I know what you're voting for.

>>34951034
What physical mutations would a boost in health and toughness bring, I wonder.
>>
>>34951034
frankly, angelic toughness is probably the better bet.
>>
Rolled 7 (1d20)

>>34951087
Philly
>Attack
Attack the 3 Jungle Ents. Area of affect damage is better used against more targets and the 4th Ent may follow.


Ebonsong
>Breath Weapon Alteration - Fire
>Cat-folk druids
>>
>>34951087
Voting for
>Destruction
>Fire breath

Haven't voted yet.
>>
>>34951087
I'll change my vote (>>34950925) to attacking the three ents for AoE damage and distraction.
Sticking with flame breath for Ebonsong, though.

>>34951124
It's the same power.
>>
>>34951087
>spoilers

Aw yes, demon futa girlfriend!
>>
>>34951138
>It's the same power.
less anoying sideffects though
>>34951139
shut up please
>>
Heal
Philly attacks 3 (maybe 4) Ents in melee
and Ebby fire-breaths the druids.

Ok, roll 3d20 for actions
>>
Rolled 13, 15, 5 = 33 (3d20)

>>34951222
Here we go
>>
Rolled 1, 18, 4 = 23 (3d20)

>>34951222
>>
Rolled 18, 11, 2 = 31 (3d20)

>>34951232
>>
>>34951034
Lets be honest, we all know that as soon as Sieryi has the ability IC, she'll offer it to any part demon who wants it.
>>
Philly rushes over to the Ents standing over Isla, her enchanted blades trailing after her she launches herself at the Ents, seemingly attacking them all at once. The Ent she was originally facing follows her ponderously. They all swing fists and vines at her but she easily dodges them, she’s no longer laughing however and the strain of what she’s doing has turned her face grey.

Ebonsong glides over the druids once more and breathes flames all over them, when she has finished, there are only 3 smoking corpses left. There is no sign of the fourth druid.

With the druids dead the Jungle Ents freeze and slowly revert to unmoving trees.

Philly falls to her knees and vomits “Think I got a rib in smoothing important” she whimpers as she channels her divine powers to heal herself. Finally she climbs to her feet, her face is pale but already she looks better.

You dive down to Isla and pour divine energy into her, she doesn’t move.

No. Not Isla....

She’s been with you since the beginning, you remember the first time you met her, her nervousness followed by her intense adoration of you.

You remember lying in bed together telling her about your first trip to Gorim, waking up with her wrapped around you.

You recall having to save her from a whipping at the hands of an irate ships captain.

You recall Jianxi joking that Isla would willing be your slave, and Isla’s embarrassed reaction.

Despite the heat of the jungle you feel cold, an empty pit opening in your stomach, the taste of bile souring your throat.

Isla of House Wendmore, just...gone.

Tears drip from your face as you imagine all the moments you will never have with her.

You’ll never wake up with Isla cuddled under your wing.

You’ll never walk through the countryside arm in arm with Isla.

You’ll never stay up late with her researching some obscure bit of magical lore in a candle-lit library with her.
>>
>>34951304
Probably, as long as they're a good person or trying to be a good person.
>>
The children you suspected she wants are nothing more than a dream.

You will never hold her in your arms as you race above the clouds and share with her the glorious freedom of flight.

You’ll never see her shy smile as she adjusts her glasses, always looking to you for approval.

You wrap your arms around her “Isla, wake-up” you say in a voice drained of hope “Isla please wake-up...”

“Please don’t leave me” you beg “Isla, please...” You’re kneeling, Isla’s unmoving body held in your arms, things are happening around you but nothing else matters.

Your Isla is...

...not dead yet.

Your tears drip onto Isla face and she stirs in your arms, you daren’t hope and then she coughs, twitches and opens her eyes.

“Did we win?” she asks in a whisper

“Yes we did” you say as you hug her tightly to you “Couldn’t have done it without you.”

“Oh good” she says, and them relaxes in your arms and passes out, you can feel a strong heartbeat and she’s breathing evenly – she’ll be fine.

Isla nearly dying has kinda tangled up your feelings; you’ll need to talk to her once you get a chance.

With the battle over you stop to take a tally of the dead and injured, and you and Philly heal those you can.
“It wasn’t, it wasn’t supposed to be like this” mumbles Master Fedwin, having exhausted himself by casting spells in the battle “why couldn’t the savages just leave us alone – they clearly didn’t want anything here.”

“We should be getting back Milord” says Corporal Schwitz, tugging his forelock at you “After giving everyone a proper burial like, no knowing when they might come back.”

Master Fedwin says nothing, still standing over the body of one of his dead mages.

With no one arguing the case to stay, you agree. By early afternoon those who fell in battle have been buried and you begin the march back through the jungle. You feel like eyes follow you the whole way. It’s late evening by the time you get back and everyone but you is exhausted.
>>
You see the camp ahead. As you approach it’s clear that the place has seen battle, you take flight and soar over the camp until you one of your allies – Matthias. Ebonsong, Isla and Philly try to keep up but you quickly outdistance them.

As you descend Matthias is helping a bunch of soldiers rebuild the camps defences.

“What happened here?” you ask. Matthias abandons his task and rushes over.

“Ah Sireyi” he says “we were attacked by undead – but that’s not important, quickly, follow me.”

He heads away at a run, and you follow, your mind going over what might have gone wrong “Was anyone hurt?” you ask as you follow Matthias.

“Not in the battle” he says “but – look!”

You can see the makeshift prison that Garrond had erected on the first day the expedition landed – little more than a tight circle of wooden poles sunk into the ground its security value was dubious at best. The Commander made it clear that anyone committing crimes or disobeying orders would be whipped and then thrown in prison.

Jianxi is in the prison, though she doesn’t look injured, and there also appears to be a cat-folk child in there with her. The two are sitting as far away from each other as possible.

Knowing Jianxi she could break out of that place in her sleep, but she does have a half-dozen guards watching her, and three of the expeditions larger dogs prowling around the prison.

Matthias says “C’mon, say the word and she’ll be out of there.” His fists clenched and a scowl on his face he looks like he’d welcome a chance to fight somebody.

You approach the *prison* the guards notice your approach and visibly straighten up.

“The prisoner is not to be released without the order of Commander Garrond” one says.

Jianxi stands up in the prison and nods to you, she doesn’t look hurt or upset.

At the same time, Isla, Ebonsong and Philly catch-up, and another soldier approaches you with a message, apparently you’re wanted in the Commanders tent – immediately.
>>
Actions?

>Ask Matthias what happened
>Ask Jianxi what happened
>Ask the soldiers what happened
>Order Jianxi’s release
>Break Jianxi out
>Go to the Commanders tent (leave)

If leaving, who stays with Jianxi (if any) – those not listed will follow you.
>>
>>34951465
>Ask Matthias what happened
>Ask Jianxi what happened
>Ask the soldiers what happened
>Go to the Commanders tent (leave)
>>
>>34951465
>Ask Jianxi what happened
>Go to the Commanders tent (leave)
>Matthias stays.
>>
>>34951465
>Ask Matthias what happened
>Ask Jianxi what happened
>Ask the soldiers what happened
>Go to the Commanders tent (leave)

Matt and Isla stays.
>>
>Ask everyone what happened.
>Isla and Matthias stays
>Go to the command tent. Search fir Poppy?
>>
“What happened?” you ask Jianxi

“Some soldiers found him” she tilts her head at the young cat-folk “And wanted to have some sport – set the dogs on him, I said no, one thing led to another and here I am, and Lunia had to give them a bit of healing.”

“They were going to whip her” growls Matthias “Until Lunia talked them out of it - she’s imprisoned for the rest of the trip.”

“And I stayed near him” continues Jianxi with another head tilt at the cat-folk “Because if I hadn’t they’d have set the dogs on him.”

“The Duke” says one of the soldiers “said them jungle folk was our enemies – we weren’t doing anyfing wrong and the crazy lady just attacks us.”

You bite back a retort to that and head over to the commanders tent. You leave Matthias and Isla with Jianxi and take Ophilian, Ebonsong and Ophinus with you.

In the commanders tent...

The Commander and Master Fedwin are arguing, Corporal Schwitz is standing at ease, a ways back from the argument, his face an immobile mask, his eyes looking over the heads of his superiors as if he doesn’t know they’re there.

“-told you this was a fools errand!” snaps Garrond

“And now the whole expedition is under attack, I hope you’ve re-thought your orders!” shouts back Master Fedwin “We came here to claim the knowledge and wealth of a fallen empire and the longer we delay the harder it’s going to be!”

Neither of them seem to have noticed you yet.

>Interrupt
>Let them argue for a bit
>Other

Zero reaction to Isla almost dying huh...
>>
>>34951609
>Interrupt
>Zero reaction to Isla almost dying huh...
Well we already had the reaction really. Nice feels though
>>
>>34951609
>Let them argue for a bit
I'm fairly sure most were too busy desperatley hoping or searching through the rules for ressurection possibilities.
I know I was.
>>
>>34951609
>Interrupt

lol, I was on the edge of my seat. But I figured we'd find out fairly quickly whether or not she actually died. Speaking of which, how close did she get to actual death?
>>
>>34951609
>Let them argue for a bit
I'm leaning towards Garrond. We don't have the forces to push through the jungle and its inhabitants.
>>
>>34951634
You got a 31 on the roll to save her, you needed a 30.

Isla was dead (for a given value of dead) but you got to her quickly enough that magical healing had a chance of saving her.
>>
>>34951660
Holy shit! That was closer than I expected.
>>
Damn it PoJ, don't scare me like that again. I was getting ready to cry!

Also, this gives an idea fow a new power: Lifesense! Detect and measure life signs! And, uh, I guess that's it?
>>
>>34951660

I was worried too!

But exams frighten me more than character death, so I only intermittently check the thread during study breaks.
>>
Tied on the vote, giving it a few more minutes then I'll choose.
>>
>>34951660

Ah, so she was kinda dead. This is more than a scare, damn.
>>
>>34951660
How much would Healing 3 have lowered the DC?

How much would Ranged Heal have lowered it?
>>
>>34951763
Each would lower it some, and that's all I'm saying.
>>
You cough and interrupt their verbal battle. They both look at you in shock, as if completely unaware of your presence. Corporal Schwitz doesn’t react.

“Ah Baroness Sireyi” says Garrond with forced politeness, sitting down and switching his attention from Fedwin to you.

“Thank you for joining me, now, about your...hmmm...bodyguard-”

“No!” interrupts Master Fedwin “This isn’t over, thanks to Paladin Sireyi I have the location of the resting place of one of the Necromancer Kings, and I will not be denied, I demand this entire arm on the expedition move out in force as soon as possible!” He slams his fist down on Garronds desk in emphasis.

Garronds hand immediately goes to his sword hilt and then with obvious effort he controls himself and says “and I said no, we will move slowly and cautiously, and not risk more lives needlessly.” He half-rises and then sits again.

“Then...then I’ll go to the Duke!” threatens Master Fedwin.

“You do that” says Garrond “goodbye”

Master Fedwin storms from the tent.

“You are dismissed Corporal” says Garrond. Corporal Schwitz salutes and leaves without a word.

“Now” says Garrond “Your woman attacked my soldiers unprovoked and injured several of them. The Priestess of Velya convinced me that under the rules of honour, as a soldier sworn to your service, you have the right to take her punishment, or pay a fine instead.”

“Where is Lunia?” asks Ophilian

Garrond shrugs “In the medical tent I suppose” He doesn’t seem to concerned.

“Not unprovoked” you say “They were about to kill a child with their dogs.”

“One of the enemy” he replies with a sneer “Oh yes, I forgot you didn’t hear the announcement.” He reads the Dukes announcement classifying the cat-folk as enemies of the Kingdoms forces “see, perfectly legal.”

“What is her punishment?” you ask

“300 lashes” he says “But I’ll let you buy her out for say..15,000 gold.”
>>
The number is high for several assaults, it’s more than is required for many murders.

“You’re not hurting my sister” says Ebonsong, stepping forward. You put a hand on her shoulder and pull her back.

>Fine, I’ll pay
>I’ll take the punishment
>Defending a child isn’t a crime (not paying, not taking punishment)
>She’s not sworn to my service
>Other

Roll perception check (Int) 1d20+10
>>
>>34951996
>Defending a child isn’t a crime (not paying, not taking punishment)
>>
Rolled 8 + 10 (1d20 + 10)

>>34951996
>Defending a child isn’t a crime, enemy or not. (not paying, not taking punishment)
>>
>>34951996
>>Defending a child isn’t a crime (not paying, not taking punishment)
>>
Rolled 16 + 10 (1d20 + 10)

>>34951996
>Defending a child isn’t a crime (not paying, not taking punishment)
>>
>>34951996
>>
Rolled 17 + 10 (1d20 + 10)

>>34951996
>>
Rolled 2 + 10 (1d20 + 10)

>>34952007
whoops
>>
>>34951996
Is there a concept of warcrimes in this world? Killing enemies, sure why not, but making a sport of cruelly killing them, especially clear civilians, that might conflict with a code of conduct, or code of honour.
>>
>>34952081
I'm sure both Konig and Velya oppose killing children for sport, even if they are of an "enemy" race.
>>
>>34952081
Since the kid is not a demon or anything else predisposed to evil, I highly doubt Konig considers killing it for fun ok.
The laws of the realm however, might very well differ.
>>
>>34952096
>>34952116
Which would leave the option open to convince the commander of this force, who claims to be a follower of Konig, to place certain restrictions on killing enemies. Even if he refuses, this might allow us to turn the paladins against him.
>>
>>34951996
>Defending a child isn’t a crime (not paying, not taking punishment)

>>34952151
Good idea. It'd be quite amusing if we managed to turn the Paladins of Konig right from under Garrond
>>
>>34952081
>Is there a concept of warcrimes in this world?

There is, but it refers to soldiers of enemy kingdoms. Orcs and many non-human races simply aren't covered unless working as mercenaries.

>>34952096
Konig and Velya are both against hurting or killing children, yes.

"Defending a child isn't a crime" you say hotly.

"But attacking soldiers is" says Garrond smugly "And they weren't breaking any laws. If you won't intercede, I shall schedule her punishment for tomorrow at noon."

>Success
Garrond appears to be spoiling for a fight, a physical one rather than a verbal one. If you waged on a fight with him, or challenged him to a duel, he’d probably go for it.

You challenge him to a duel you’d need to insult him – saying his judgement of Jianxi was wrong is sufficient insult.

A wagered fight would be with blunted blades with the first to a set number of points the winner. You’d need to set terms including what happens if you lose.

A duel with real weapons would be to first blood, surrender or death (the challenged chooses). You wouldn’t need to set terms other than that Isla goes free.

And of course, although not illegal, what the soldiers was doing goes against the religious teachings of Konig. Garrond isn’t a paladin, but he did train with them, a religious argument might sway him.

>Wager
>Duel
>Argue on moral grounds
>Other
>>
>>34951996
>Defending a child isn’t a crime (not paying, not taking punishment)
If he insists, we can threaten leaving. Without our little group this place doesn't stand a chance. Of course we wouldn't leave, but we could to the same as that mage and go to someone higher up.

Actually, I suggest flying the mage to the Duke, as teleportation doesn't work in this place.

Wait a minute. Didn't we use dimension door earlier? Did I miss something or can we teleport again?
>>
>>34952207
>Argue on moral grounds
Duel if that fails.
>>
>>34952207
>Argue on moral grounds
>>
>>34952227
>Didn't we use dimension door earlier? Did I miss something or can we teleport again?

Teleporting works over short distances - as you've discovered.

Truth is: no one has investigated the limits of the teleport block and so they believe that it just doesn't work.
>>
>>34952227
>Didn't we use dimension door earlier
It was to be expected that short range telport would work, otherwise we could Forcecage everyone and everything into submission.
>>
>>34952207
>Argue on moral grounds
Failing that...
>Duel
Surrender.
>>
Roll 1d20+23 for persuasion
>>
Rolled 9 + 23 (1d20 + 23)

>>34952377
>>
Rolled 19 + 23 (1d20 + 23)

>>34952377
>>
Rolled 19 + 23 (1d20 + 23)

>>34952377
>>
Rolled 3 + 23 (1d20 + 23)

>>34952377
>>
“You recall what they told us in the Church of Konig about protecting the helpless?” you ask Garrond.

“He’s a savage, he’s not a child” he responds.

“His people are living, thinking beings” you argue “he is a child, and the soldiers that attacked him deserved whatever Jianxi gave them – she did nothing wrong in protecting a child from being murdered by soldiers.”

“Fine” he says with a grimace “but they can both stay in the cage overnight – as punishment for brawling.”

“If Jianxi is punished, the soldiers should be too” you insist.

Garrond gives you a black look “They’ll be on latrine duty for a week” he says “now since this child is so at risk, I’m putting him in your care.”

“Mine?” you say, somewhat surprised.

“Oh yes” he says “You can take him back to his family so that he can be killed properly on the field of battle when they attack, or make him your personal pet – I don’t care, but from now on, he’s your problem.”

You already have Ebonsong to look after...but maybe she can help.

Having got what you wanted there’s no point in antagonising him further and you leave.

It’s very late in the evening before you finish in the commanders tent and most of your allies are already in bed, including Isla.

You tell Jianxi about what’s happened and she doesn’t seem bothered – the nights here are warm enough that sleeping in the open won’t be a bother, you leave her trying to convince Matthias he doesn’t need to sleep on the other side of the cage in *solidarity*.

The young cat-folk is already asleep.

You know you need to talk to Isla about...matters but is it best to get it over quickly, or wait until you’re both rested?

>Sneak into Isla’s tent
>Wait until morning
>>
>>34952536
>Wait until morning
>>
>>34952536
>Wait until morning
>inb4 midnight raid
>>
>>34952207
>Isla goes free

He got even Isla? Damn him!
>>
>>34952536
>Sneak into Isla’s tent
>>
You decide that tonight isn’t the best time; you can talk to Isla later.

The next morning you awaken early to let Jianxi out of her cage. Matthias dozing on the floor outside indicates that Jianxi lost that argument.

You had planned on getting them together somehow, but maybe they managed it without you, either way that’s a problem for later.

With them both awake they wander off together in search of a morning wash, and breakfast, Jianxi thanks you for getting her out of trouble and Matthias remembers a belated thanks as well.

The young cat-folk is still asleep so you cast your Tongues spell and touch him lightly on the shoulder to wake him up.

The hissing, spitting ball of fury that attaches itself to your arm in a spirited attempt to bite and claw your hand off is a surprise, but not a painful one – his claws and teeth cannot penetrate your skin.

Eventually you pry him off and hold him firmly whilst you get a good look at him. He seems to be a typical cat-person, young, maybe the equivalent of a 10 year old if he were human.

“Kill you” he growls in a curiously deep voice “make your bones into wind chimes!”

“How about we start with names first” you suggest “I’m Sireyi Valyenya, Paladin of Velya.”

“I’m Rising Moon, a Forest Walker, and your doom!” he threatens, struggling in your grip to no avail.

“What were you doing in the camp?” you ask

“Hunting for food.” He says, after discovering he can’t get away from you.

“You mean stealing?” you ask

“No, hunting” he says “stupid outlander, don’t you know anything?”

“On your own?” you ask

He doesn’t answer

“Where are your parents?” you ask

“Got none” he says abruptly

“I’m sorry to hear that” you feel a little pity for this savage orphan.

He snorts “They’re not; they cast me out like the rest of the tribe.”

>Why were you cast out?
>Can you survive in the jungle on your own?
>From now on, you’ll be staying with me.
>Other

And roll Perception 1d20+10
>>
Rolled 3 + 10 (1d20 + 10)

>>34952840
>Why were you cast out?
>>
Rolled 18 + 10 (1d20 + 10)

>>34952840
>Why were you cast out?
>>
>>34952840
>Why were you cast out?
>>
Rolled 17 + 10 (1d20 + 10)

>>34952840
>>
>Success
This little cub has tiny patches of green in the whites of his eyes, though they don’t cover the whole eye.

“Why were you cast out?” you ask

“Because” he says, shrugging

“Because....?” you prompt

“Because they’re stupid!” he flares “The slave masters were bad but they’re all dead, what harm is there in taking their stuff?”

Thinks begin to become a little clearer.

“So they banished you for taking some of the things that once belong to the Necromancer Kings?” you say.

“That’s what I said isn’t it?” he says “stupid hairless outlander. Now let me go, I promise to stay away from your dumb tribe and their weird stuff” he sounds like he’s making a major concession.

>Release him into the wild
>I have questions (what?)
>Actually, you’re my responsibility now
>Other
>>
>>34953007
>What did you take ?
>Actually, you’re my responsibility now, at least until your parents take you back
>>
>>34953077
This. Let's also try getting the little tyke some victuals.
>>
>>34953077
Fine by me
>>
“What did you take?” you ask. He’s a while in answering

“Something like an eye on a stick” he says, his eyes staring into the distance “It didn’t work, but I think I could have made it work, it felt alive...like the jungle, y’know?”

“I think I do” you say “where is it now?”

“They took it from me before they banished me” he grumps.

“How long ago was that?” you ask.

“3 days” he replies, and then he returns from reminiscing “Well, can I go now?”

“Actually no” you say, explaining how you’re going to look after him.

“No, no, no, no!” he protests as you drag him from the cage “You outlands are weird and freaky and hairless and dumb.”

“Just let me go!” he protests as you carry him out under one arm “I can look after myself, strange outlander lady!”

“If I do that” you say “someone or something will kill you.”

“You’re not my mother!” he yells

“True” you say, as you head to the mess tent “I’m not going to feed you by hand, unless you make me.”

You’re sure if you take your eyes off him he’ll just run off and get himself killed, or try to steal from the soldiers again, and next time Jianxi might not be around to help him. You could watch him yourself, or get an ally to look after him.

>I’ll look after him
>Someone else (who?)

As you’re talking to *Rising Moon* you see Master Fedwin striding away from the navy’s signalling device, a piece of paper in hand.

He’s heading towards Commander Garronds tent and he’s wearing a smug smile.

>Ignore him
>Intercept him
>Head to Commanders Tent
>Other
>>
>>34953271
>I’ll look after him
>Intercept him
>>
>>34953271
>Someone else (who?)
>Jianxi, she helped him, she bought him. She can look after him together withj Matthias, he might respect another strong "feral" And its nice bonding for them.

>Head to Commanders Tent
>>
>>34953271
First choice, seconding
>>34953326
Seriously,we got enough squishy targets to look after.

>Intercept him
>>
>>34953271
>>Intercept him
Tell him the news that some of the tribe might share his sentiments. Also, this boy managed to steal something without being killed by the defenses, that might interest him as well.

Then congratulate him on getting the Count on his side.

>I'll look after him
>>
>>34953389
Changing my opinion regarding the feral to >>34953326
>>
>>34953271
>I will look after him
>Intercept him

Aw yes, a little brother for Ebonsong?
>>
You see Jianxi and Matthias exiting the mess tent, tin plates in hand.

“Congratulation to the happy couple” you say, thrusting the young cat-folk at them “it’s a boy”

“Uh what?” says Matthias, instinctively grabbing Rising Moon as the youngster attempts escape.

“I’ll explain later” you say as you hurry after Master Fedwin “just don’t let him get away.”

Rising Moons yowl of protest follows you.

You catch up to Master Fedwin “good news” you enquire.

“The best” he replies “Duke Kostvin has agreed we should make for the tomb with all haste, he’s agreed to give me nominal command until we’ve searched the tomb thoroughly.”

You know Garrond won’t take kindly to his command being usurped, and as much as you don’t like Garrond, you’re not sure that Fedwin is best suited to command.

You’re not even sure Fedwin wants to command – after all, Garrond would still have to lead the expedition to the Tomb anyway.

The two of you reach the commanders tent.

>Well done
>Are you sure this is wise?
>You should leave Garrond in command
>Other
>>
>>34953326
Good point. Jianxi can look after him.
>>
>>34953590
>Don't you think general command should be handled by Garrond ? You will be needed for the actual excavation. We have the order for the excavation of the tomb, Garrond can keep the details of base command.
>>
>>34953590
>Don't you think general command should be handled by Garrond ? You will be needed for the actual excavation. We have the order for the excavation of the tomb, Garrond can keep the details of base command.
>>
>>34953590
>Don't you think general command should be handled by Garrond ? You will be needed for the actual excavation. We have the order for the excavation of the tomb, Garrond can keep the details of base command.
>>
Ok, roll 1d20+23 to convince him
>>
Rolled 15 + 23 (1d20 + 23)

>>34953717
>>
Rolled 9 + 23 (1d20 + 23)

>>34953717
>>
Rolled 8 + 23 (1d20 + 23)

>>34953717
>>
“Don't you think general command should be handled by Garrond?” you say “You will be needed for the actual excavation. We have the order for the excavation of the tomb; Garrond can keep the details of base command.”

Master Fedwin considers this as you enter the commanders tent “You’re right” he whispers to you.

To a sleepy-looking Garrond, sat at his desk in a nightrobe and still unshaven, Master Fedwin says “Good morning my lord, are you feeling well?”

Garrond just glares at him.

“I have here” says Master Fedwin “an authenticated order to excavate the tomb with all haste – from the Duke himself.”

Garrond jumps up and snatches the paper from Fedwin, reading through it “giving you command?!” he bellows.

“Now now” says Fedwin “Managing the main camp is a vital task, I expect that if you remain here, and I take what troops I need, we need not both go.”

Garrond glares at him but doesn’t want to disobey an order from the Duke. The two of them wrangle for a bit until it is decided that Fedwin will be taking 200 soldiers and all the mages and scholars – another 100 people.

“We shall need to set out immediately” says Master Fedwin “There’s no time to waste.”

“You can set out tomorrow” growls Garrond “If you’re leaving me with so few soldiers I want them all building defences today.”

“And Baroness Sireyi and her companions will all accompany me” says Master Fedwin, as if he hasn’t heard Garrond.

“The Baroness goes where she pleases” ripostes Garrond

When?
>Set out now
>Go tomorrow

Who
>Well all go with Fedwin
>We’ll all stay here
>We’ll split up (how?)
>>
>>34953903
>Go tomorrow
I'd prefer not to have nearly half of our forces killed due to unnecessary haste.

>Well all go with Fedwin
They're safest with us.
>>
“I think it best if the camp is fortified” you say, supporting Garrond, who doesn’t acknowledge your help.

“And” you continue “I’ll be going with, as will my allies.”

“Fine” says Master Fedwin, seems nothing can dampen his mood “We leave at first light.”

He leaves the tent.

“If you get a chance to push him into a convenient trap” says Garrond “please take it.”

“No promises” you say as you leave.

With the rest of the day free you check in with each of your companions to ensure they are doing ok, and explain to them what’s happening.

It seems Matthias and Rising Moon are...getting along somehow. Rising Moon is teaching Matthias which plants are poisonous whilst Jianxi looks on with a smile.

Lunia and Ophilian are tending to the remaining wounded.

Ebonsong and Ophinis are happy playing on the beach hunting crabs.

Isla is chatting with the researchers, yeah, Isla.....

>Talk to her now
>It can wait
>>
>>34953903
>Set out tomorrow
>everyone goes except Jianxi and Mathias

Need someone to keep an eye on base. Taking the natuve kid will be useful, he alteady knows the tombs.
>>
>>34954119
>Talk to her now

She nearly died. She may need some emotional support.
>>
>>34954119
>Talk to her now
We should probably go a fair distance away from the camp for privacy.
>>
>>34954119
>Talk to her now
>>
>>34954119
>Talk to her now
>>
You coax Isla away from the other mages and take her away down the beach, out of the sight of others. She seems to know that there’s something on your mind and the two of you don’t start kissing as soon as you’re behind a convenient rock.

You’re not really sure how to start this conversation.

“Look Isla” you say “about what happened, I’m, I’m sorry I put you in danger” you say, though that’s not what you meant.

“I knew the dangers when I agreed to come” responds Isla, taking your hands in her own “I Know as long as I’m near you, everything will be fine.”

“No, no it won’t” you say, taking your hands out of hers “You almost died and I almost lost you and I don’t know what...what I’d do without you.” You say, turning half away from her.

“You won’t lose me” she says, hugging you.

“I could” you say “and I don’t want to, but Isla” you take her face in your hands and tilt her gaze up to yours “Isla I’m very, very hard to kill and I fight some very powerful enemies, and you’re...you’re...”

“I’m what?” She says, uncertainty in her eyes

“Only human” you say, hating every word but knowing you need her to understand “you could die so easily, and I don’t want to lose you.”

“Sireyi...” She says, the uncertainty turning to fear “What are you saying?”

You’re not sure what the solution is, but you know the problem: You don’t want Isla to get hurt.

>I need to take you back to the stronghold
>We can’t be together
>You need to get stronger somehow
>Offer angelic transformation
>Offer gifts (Blessing of the Most High)
>Other
>>
>>34954416
The first two are simply insulting, to both her and our other compatriots.

>You need to get stronger somehow
>Offer angelic transformation
>Offer gifts (Blessing of the Most High)
>>
>>34954416
>Offer angelic transformation
>>
>>34954416
>You need to get stronger somehow
>Offer angelic transformation
>Offer gifts (Blessing of the Most High)
Would the angelic transformation actually increase power at all?

It'd change some of the powers, but unless it lets her get XP faster or adds some bonus XP/powers immediately, I don't see much point.
>>
>>34954543
>adds some bonus XP/powers immediately

Yes
>>
>>34954558
Okay.

Does she keep the tail?

Would Tendrils (or equivalent) still be available to purchase?
>>
>>34954416
>You need to get stronger somehow
>Offer angelic transformation
>Offer gifts (Blessing of the Most High)
>>
>>34954416
>Offer gifts

I think transforming her into an angel is something for step two of their relationship.
>>
>>34954584

Yes

No
>>
>>34954687
Good.

Would they remain like the tail if we purchased them before transforming Isla or would they just be removed entirely and the XP refunded?
>>
>>34954726
Remain
>>
>>34954416
Offer transformation
>>
“I’m saying, you need to get stronger” somehow you say

Isla considers this, her eyes flickering back and forth “the demonic powers I’m developing, they will get stronger over time, I can make them stronger, I’ll...I’ll find some way of making them stronger” she’s talking fast.

“I’ll do whatever I have to, to be worthy of you” she says desperately.

You hug her close to you “It’s not about being worthy of me” you whisper into her ear “It’s about you being safe, being alive...and still being you.”

“What else can I do other than be a better demon?” she responds, holding you as tightly as she can, as if afraid you’ll escape her grasp.

“You could be a better angel” you say, she goes still in your grasp

“What do you mean?” she asks

“You know I can...show people their mistakes” you say “give them a chance to repent.”

“Yes...” she says uncertainly

“I can use this same power to turn demons into angels and part demons into part angels” you explain “and I can also use my powers to grant other people abilities.”

“And you want to do this...to me?” asks Isla, leaning back and looking you in the eye.

“I don’t want you dying” you say “and I’m willing to consider any option.”

Isla is silent for several moments “Alright” she says, I’ll do it, on one condition.” You can feel her shaking in your grasp.

“Which is?” you ask

“You agree to marry me.” She says, and then puts a finger to your lips “Not right away, I know you need to work things out with Jal and Sophia. But I want you to promise that you’ll marry me, and no one before” her red skin turns a deeper red “at the same time is ok” she whispers, her eyes looking down “but not before.”

>Yes, I’ll marry you
>No, we’ll find another way
>I need to think about this (postpone)
>Other
>>
>>34954841
Yes
>>
>>34954841
>Yes, I’ll marry you
>>
>>34954841
yes
>>
>>34954841
>Yes, I’ll marry you
>>
>>34954841
>Yes, I’ll marry you
Muh tendrils ;_;

So the tail is staying, what about the cute horns?

Out of curiosity, if we had chosen the option to tell her we couldn't be together because it'd be dangerous for her, would that have qualified as obstructing true love?
>>
“Yes” you say “I’ll marry you.”

She doesn’t say anything for a while, her eyes filling with tears and then she kisses you, gently at first and then with increasing passion.

“I’ll be the best wife ever” she whispers in your ear “I’ll give you all the children you want, breakfast in bed every day, I’ll never get mad at you-”

You cut off her litany of promises “Just be you” you whisper back “But first...”

“Right, right” she says, pulling back and looking at you, her arms around your waist “So how does this work, do I need to confess my sins or something?”

“Shhhhh” you say, as you gather your divine powers and flood her with transforming energies.

[Rules Stuff]

Isla is being transformed into a part-angel. The horns, red skin and tail remain, unless you change them.

You can also use Blessings of the Most High on her at the same time.

As this is the first time you’ve used this power you’ve discovered something new: you can use it to grant people additional powers.

In game terms this means you can grant Isla as many powers under Blessing of the Most High as you want, and she goes into XP debt – in other words all of her future XP will be used to pay off this debt before she can gain new spells, powers etc.

You can take the debt or Isla can, or you can split it.

Reposting Blessings

Blessing of the Most High: You can grant others angelic abilities. Whereas demons use the promise of power to bargain for a mortals soul; angels offer their gifts to those they deem worthy of their favour.
Those you bless can access angelic and elemental powers that you yourself possess, by spending XP (as if Sireyi was purchasing it). You can share this XP cost between the two of you if you so wish. You must intentionally grant someone a particular power, they cannot chose their own – giving you control over which powers they can learn.
The following innate abilities can also be granted:
>>
>>34955180
Boost Willpower/Fellowship: The recipient of this gift reduces the cost of increasing Willpower or Fellowship by 1, as long as they are not increasing either past Sireyi’s current total.
Disease Immunity: Immune to non-magical diseases. 2XP
Golden Eyes (Cosmetic, 1XP)
Immortality: Recipient no longer ages and cannot die of old-age. If granted to someone younger than adult age then it is Sireyi’s choice whether to stop them aging at their current age, or if they will age to adulthood and then stop aging – once made this choice cannot be changed except by granting this boon a second time. 10XP
Poison Immunity: Immune to non-magical poisons. 3XP
Regeneration (Low): The recipient heals 1 hit point per 6 hours rather than 1day. 2XP
Regeneration (Medium): The recipient heals 1 hit point per hour rather than 1day. 5XP
Regeneration (High): The recipient heals 1 hit point per 10 minutes rather than 1day. 10XP
Regeneration (Full): The recipient heals 1 hit point per minute rather than 1day. 20XP
Regeneration can be upgraded to the next level by paying the difference in XP costs.
Silver Hair (Cosmetic, 1XP)
Sireyi-like Appearance: The recipient of this gift appears as a mixture of their original appearance, and Sireyi’s appearance: their new height is half-way between their old height and Sireyi’s, other physical characteristics (bust, waist and hips for example) likewise change to half-way between theirs and Sireyi’s, their hair and eyes would have silver and gold highlights and flecks. They do not grow wings. These changes are based upon Sireyi’s appearance the time this change is made, if her appearance changes afterwards, theirs does not. Female humanoid targets only. 3XP. Sireyi would probably see this particular gift as very egotistical, and would be too embarrassed to grant it, without a good reason.
Sorcery: Recipient can learn sorcery, they have Angelic, Storm and Velya-domain themes to their sorcery powers. 5XP
>>
>>34955199
Spell Knowledge: You can grant any N-spells you know, allowing the recipient to learn them for 1XP less than normal.
Untarnished: Wounds heal without scarring, 3XP
Wings: The recipient of this gift grow angelic, white-feathered wings, just like Sireyi. They are capable of flight but have no innate knowledge of how to do so, and may spend weeks or months learning. 3XP
This power does not work on magical creatures, including dragons, angels and demons. It does work on part-demons and on giants and werewolves.
Every full 4XP spent upon gifts from this power permanently raises the recipients loyalty to Sireyi by 1. XP spent by Sireyi rather than the recipient does not count towards this total.

Remember: You can bestow angelic and elemental (storm) powers too.

A bit character creation-y but I’ll let the voting and discussion of this last for the rest of the thread. Feel free to ask questions.

Not this is Sireyi gifting Isla powers – some powers Sireyi might not want Isla to have.

You cannot grant deific powers.

[end Rules stuff]
>>
>>34955220
if say wings is a fun but but as for the basics give her regeneration (high), enhanced durability so she has at least 25 hp, immunity to poisons and illness, thats my thoughts at least
>>
Hmm, golden eyes would be a good change. Put a cosmetic mark on her, that sounds cool.
>>
>Cosmetic stuff

I'd remove the blatant demonic features (red skin, maybe horns). Tail is useful, but the other features will probably attract the wrong type of attention.

>Blessings

Poison and Disease Immunity seem pretty handy. Wings may also be useful to a caster who needs to generate distance between themselves and foes.
>>
>>34955220
Regenation (medium)
Immunity to poison
Blessed health (2)
Golden Eye or Silver Hair

Hosting intensifies?
>>
>>34955333
She can (probably) get wings herself, durability isn't one of the things we can grant, unless I'm missing something and regeneration may or may not be acquirable in s better form than our own for Isla, depending on how much her powerset changes.

We should wait to see what the angelic transformation does for her before we start discussing gifts, since that will likely change things.

>>34955220
To be clear, you are still writing up what the angelic transformation itself does for Isla and nothing we buy here will interfere with any hypothetical bonus powers or XP, right?
>>
After transforming Isla, the two of you return to the camp, hand in hand. The rest of the day passes uneventfully. The soldiers build their fortifications and Rising Moon runs Jianxi and Matthias ragged trying to keep up with him.

Eventually the next morning comes and you all head off into the jungle.

You follow the map Master Fedwin found through the jungle. As before its slow going; you need to cut your way past much of the vegetation.

With a group 200 hundred strong it takes 3 days to make it the 20 miles or so inland to the tomb. All of your allies are with you.

Most seem to take the jungle and its creatures in their stride.

Rising Moon, Jianxi and Matthias often go deep into the jungle to find all manner of strange creatures, the roasted snake didn’t actually taste too bad. Rising Moon attempts escape several times but Jianxi and Matthias bring him back every time; eventually Jianxi threatens him with a collar and leash if he tries to get away again. After wearing it for half a day he decides he doesn’t want to try escaping.

All the way there you feel like you’re being watched. The cat-folk that call this place home are undoubtedly tracking you, but perhaps they don’t want to risk attacking such a large group.

Eventually you come to the location marked on the map, the jungle ahead of you breaks and you enter a clearing, as you do so, you feel a chill running through your body.

You see a large circular clearing with a large building in it. The jungle just seems to stop in a circle around the building, with perhaps a quarter of a mile radius.

Inside this circle nothing grows: the jungle has halted, there isn’t even any grass – you stand upon dry soil. You cannot see any animals either; around the edges of circle is a thin layer of animal skeletons. The feeling of cold intensifies.
>>
The building looks a little like a keep – though the architectural style is unfamiliar to you. It has a large blocky central building as well as a wall surrounding a compound. Atop the wall and the top of the keep are a large number of metal spikes, each with a crown of smaller spikes at the top of it. They are spaced evenly along the wall, with perhaps two yards between each spike and the next.

As you stand there looking at it you see a group of cat-folk across the other side of the clearing.

They’re chained up and a wearing metal collars – a single long chain stretches from collar to collar, linking all 20 of them. Surrounding them on all sides are humanoid figures made from a patchwork of flesh and metal, prodding the cat-folk along using iron-tipped spears.

When one of the cat-folk is dragging his or her heels the patchwork guards jab them with a spear and you see electricity arc and the cat-folk convulse, before shambling forwards again.

As they approach the wall surrounding the keep a section of the wall splits apart, just wide enough for the column to enter.

This is no tomb to be excavated, this is a fortress; you wonder if the lord of this place is truly dead or not.

Thread End. Next thread is trying to break in, or getting the hell out of there.

Thank you for playing, and I hope you enjoyed yourselves.

Sorry about the short thread but I have work tomorrow. I will stay as long as I can to answer questions.

Sorry I didn’t explicitly say but you can choose to remove any and all of Isla’s red skin, horns or tail if you so choose. I also forgot that you can now gift paladin powers as well – effectively making the recipient into a Paladin of Sireyi.

I will of course check the archives tomorrow.

If there’s no clear consensus I’ll put it to a vote in a later thread as to what you did, and leave it ambiguous in the meantime.

If this is boring to you – don’t worry, I’m sure Autism Anon will help pick it up.
>>
>>34955448
>To be clear, you are still writing up what the angelic transformation itself does for Isla and nothing we buy here will interfere with any hypothetical bonus powers or XP, right?

Ah yes, I forgot. Isla doesn't have a lot of demonic powers right now.

Demonic Magic 1 will become Angels Magic 1.

The other changes are purchased with XP - you can grant (almost) any power that Sireyi has.
>>
>>34955220
>You can bestow angelic and elemental (storm) powers too.
With her survival in as our priority, I suggest
>Divine Warrior 1
>Giant's Endurance.
Damage reduction and a ton of extra health seems like the best.

>>34955433
We already have plenty of ways to heal out of combat. I don't like the cosmetic choices. The other two are fine.
>>
>>34955220
>Giants Endurance and Wings seems enough.
>Removing the redskin is the only cosmetic choice I would make
>>
>>34955596
i like the red skin honestly
>>
>Paladin of Sereyi

All my yes. It's also incredibly fitting for Isla to become such kind of paladin.

Imagine all the kinky RP they can make
>>
>>34955682
Have fun writing your own paladins code....
>>
>>34955433
There's no point in granting immunity to poison if you're going to grant Blessed Health 2, since that's part of the power.

>>34955596
Isla can probably still buy wings herself, for the exact same cost.

>>34955510
Yes, but are you actually granting Bonus XP to Isla's XP pool and would purchasing abilities with BotMH reduce that amount?

I'd prefer if I get to spend the Bonus XP, if there is any, before debt is incurred, since Angelic Toughness, assuming it's unaltered from demonic toughness, is more powerful than anything we can grant when it comes to survivability.
>>
>>34955731
>Yes, but are you actually granting Bonus XP to Isla's XP pool and would purchasing abilities with BotMH reduce that amount?

There's no bonus XP at the moment, the bonus xp/power answer was due to the fact you can grant powers via Blessings of the Most High
>>
Since Isla is super squishy, giving her Giant's Endurance would be pretty nice.

Divine Warrior 1 might be pricey, but it'd make her able to take a lot more hits as well. The other benefits aren't so great for a dedicated caster, but she might be able to defend herself martially if given some training. Might be worth bestowing if she has the time/inclination to become some sort of battlemage.

Immunity to poison is an obvious benefit, barring well-funded assassins or the like. Might be cheaper than giving her Blessed Health 2, and may avoid potential situations resulting from the fertility perks.

Immunity to diseases is also pretty spiffy.
>>
>>34955782
Great thread Pally. Have a good night
>>
Granting Isla any Paladin powers (at all) gives you an extra Deific Power point, raising your total to 2, and your maximum to 3.

DP can be spent to gain 10 angelic XP per point - which can be spent upon you or to grant Isla angelic powers.
>>
>>34955851

The DP increase only happens once, correct? Otherwise, that's one hell of a loophole.
>>
>>34955877
sorta, DP is based upon your worshipers (which paladins automatically are) but it's not 1:1 but rather that your first worshiper grants you a point.
>>
>>34955731
>Angelic Toughness
It might just be my terrible reading comprehension, but I can't find that on any sheets. If it is as powerful as demonic thoughness, it might also be interesting for Sireyi (as would some of the other demonic powers refluffed for angels)

As far I see, Giants' Endurance is the best choice to give hit-points.
>>
>>34955782
That would've been less confusing if the question wasn't asking specifically about the angelic transformation.

I'd still prefer minimizing spending somewhat because Angelic Toughness is better than most things we can grant, assuming it doesn't change too much.

>>34955812
Divine Warrior 1 is a prerequisite for Giant's Endurance and only half the cost, so it isn't that pricey and is completely necessary.

Disease and poison immunity are alright, though most well-funded assassins would likely use magical poisons.

Counting all four of those abilities, there would be an XP debt of 20. (10, 5, 3, 2)

>>34955902
Since OP said on AskFM that Isla's demonic powers would just be refluffed to be more 'angelic', I'm operating under the assumption that they won't change much, if at all.
>>
>>34955956
>That would've been less confusing if the question wasn't asking specifically about the angelic transformation.

My apologies for not being clear
>>
>>34955956
>Since OP said on AskFM that Isla's demonic powers would just be refluffed to be more 'angelic'
If true in that way it seems weird that these powers are not available to Sireyi already. An alternative interpretation is that, as with the tenticles, they would stay even after the transformation, but they cannot be bought as an angel.
>>
>>34955988
I just searched through the priest powers. True Resurrection references the power Resurrection, which doesn't exist.
>>
>>34956047
We're half-eladrin and have innate access to powers relating to that.

If we had selected more powers relating to Archons, the warrior caste of angels, then we might have access to physical boosts.

I had the same assumption earlier, but discarded it since it would be a pretty dick move for OP to do that.

We give her the transformation to make her less likely to die, and all it does is lower her potential survivability.
>>
>>34956153
I agree and hope you are right. Until the QM confirms, I'm not so sure, though.
>>
>>34956079
Thanks for spotting, fixed

>>34956153
>>34956194
I have refluffed and added angelic versions of demonic powers to the rules pastebin.

Was the quick & dirty version so feel free to critique.

Angels magic may get changed too, but not right now
>>
See you all next thread. Which is hopefully going to be Saturday at a later evening time of about 6pm. It will also be a shorter thread of around 6 hours.

Will confirm on Twitter closer to the time.



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