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Recon The Fort


Ryku

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RECON THE FORT 

Request Information

With the hunters now rescued, rumors have spread like wildfire throughout Alexius of sinister men working alongside monsters. We need a small team to scout the jungles of the third floor, find out who and what we're dealing with here.

 

As the days past the talks of the occurrence on the 3rd floor began to spin out of control. Everyone was curious of the truth and this fact was not exempt to the Council of Alexius. Under the orders of the Guild Manager a party was to be formulated of trusted guild members and a trip back into the area was to be conducted on the guise of information gathering so that further action could be taken if the rumors were found to be true. 

Unlike most request which were posted in the Quest Hall, each member was chosen by the Guild Manager himself in order to see the job through. 

In the dead of night, each adventurer was called upon via a Messenger Owl to meet at the Guild Hall. Upon their arrival Rolia and the Guild Manager stood in the meeting room with just a few candles lit barely enough for the group to see who was in front of them. This was rare... every adventurer knew that being in front of the Guild Manager was no normal occurrence. Standing there in his robe he would softly speak towards the group. 

 

spacer.pngGreetings Adventurers, 

If you are asking why you are here, it is because I have deemed you necessary for the completion of my important request. Days ago a rumor has spread around the city, that a human has been at the heart of the recent Orc increase on the lower floors. The attacks, along with the rumors are beginning to crush the cities markets and import of tower supplies. Its becoming harder for adventurers to safely protect contractors and merchants while inside of the tower. And some fear that if this is left unchecked that the Orcs could even invade the city itself. 

You all will go to the 3rd floor and find out more information about this fort and if there is any human activity. We have no factual data on the fort that apparently the Orcs and Human are within nor do we know what this human even looks like. The only thing we know is that the human has olive skin and wears a gold ring with a red stone attached. 

I know I havent given you much prep time, but this matter needs to be confirmed within the next 2 days. If I do not have this information, the other councilmen will begin to plot against the Guild for better options of control. 

So to make this more clear, gather information on human activity and get as much information about the fort as possible within the next 2 days. 

Again I understand that this is short notice... but this situation is critical... tell no one of your assignment and head out as soon as possible. 

 

Once the Guild Manager was done in his speech he would leave time for questions. 

 

Edited by Ryku (see edit history)
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Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.png"Do we need to intervene outside of gathering this information? or should we take our notes and stay out of things as much as possible, save for slaying any orcs that attack us?"

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Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

(+4) Fight
(+3) Lore, Physique
(+2) Provoke, Resources, Shoot
(+1) Crafts, Investigate, Notice, Will

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpgStanding in the meeting room is a red haired girl with a great axe that seems far too large to be wielded by her. She stands there, quietly thinking to herself as the Guild Manager speaks. I've heard the Guild Master doesn't provide an audience for just anybody. But it seems I've been requested for something dire. And it's my first quest! I must have impressed him in some way. I better not let him down.

After the Guild Manager finishes, a young mage asks questions about intervention. Maybe I should ask a question too. "This human, the one with the ring, how would you like us to handle him should we encounter him? Execution, capture, flee...?"

Edited by Brian Skies (see edit history)
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Shyrrik Zylcyne

https://i.pinimg.com/564x/f8/ab/32/f8ab321ae4164cc20753f3fc5751b1cb.jpg

Shyrrik Rubbed his shoulder and side as he entered the room. Still sore from his previous outing. Thankful it was easy enough to find someone capable of healing magic. He frowned a little at having the guild master themself show up to brief them for this mission. Listening intently, though it wasn't anything he hadn't heard already. His gaze moving over the others that were also present in the room with him. Curious to see who else had been summoned here.

 

"Sounds like this is more of a mission of stealth. Odds are, if they think we are on to them, they are likely to flee and hide." Fingers rubbing his chin in thought. Already trying to think of how they might accomplish the task ahead of them. "But still very good questions none the less." Giving the red headed human a small nod in agreement with her words.

Status

Shyrrik Zylcyne

High Concept: Cu-Sith Inspired Shape-shifter

Trouble: Uncomfortable in Own Skin

Free Aspect: Unorthodox Magical Training

Free Aspect:  Comfortable in Silence

Refresh: 2

Renown: Bronze Rank - 2 rp

Stats:

Great (+4) | {Lore}
Good (+3) | {Will}, {Physique}
Fair (+2) | {Fight}, {Stealth}, {Contacts}
Average (+1) | {Resources}, {Crafts}, {Notice}, {Investigate}

Stress:

P:OOOOOO M:OOOOOO

Consequences: [2][4][6]

Magic Disciplines

- Transform Magic

- Energy Magic

Stunts

- Shapeshifter - (Requires: Transform discipline) When you transform into another creature, you may choose a skill. All actions taken with that skill, while you remain in that form, now gain a +2.

- Specialist - Field of specialization - Creature biology. You get a +2 to all Lore rolls relating to that field of specialization.

- Stealing Words from the Wind -  You make no noise you do not wish to be heard. Not only does this allow you to move in absolute silence, but you can also use it selectively, such as speaking so only one person can hear you.

Gear

 Spellbook, Wizardly tools, robes,

Active Aspects

.

Actions

.

 

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spacer.pngThe Guild Manager would answer all of their questions.

" This is a mission of stealth and information gathering. How you all decide to achieve that is completely up to you. If this were my job I would stay out of sight as much as possible and not get involved with anything going on within the Fort. And as for the man with the ring, the mere confirmation of his existence is enough. Avoid engagement at all cost in regard to this man."

 

 

 

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Kukil the Totem Warrior

 High Concept 

Totem Warrior of the Forgotten Village

 Trouble 

Hunter of the Twin-Fanged Panther

Aspects

The Ancestral Greataxe, Hǫlknkljúfa

Seeker of Lost Totems

 

Bronze Rank Climber

RENOWN   🤍🤍🤍🤍🤍🤍🤍

FATE  💙

(+4) Fight
(+3) Lore, Physique
(+2) Provoke, Resources, Shoot
(+1) Crafts, Investigate, Notice, Will

BODY  d6BOIDt.png d6BOIDt.png d6BOIDt.png   d6BOIDt.png d6BOIDt.png d6BOIDt.png

MIND  a2OAdb8.png a2OAdb8.png a2OAdb8.png   a2OAdb8.png

[2: ][4: ][6: ]

Stunts

Discipline: EarthKukil has mastered control of stone and dirt. She can move earth (Physique), shape it (Crafts), and attack enemies at range (Shoot). She can animate piles of rocks or dirt into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Discipline: FireKukil has mastered the control of fire. She can create fire out of thin air (Lore) and use it to attack her enemies (Shoot). She can animate fire into a creature capable of following commands (Provoke), starting at a good (+3) difficulty.

Discipline: NatureKukil has mastered control over nature. She can grow plants from nothing (Lore), grab enemies with vines and tree limbs (Physique), fire thorns at a foe from range (Shoot), and secrete poisonous toxins (Lore). She can animate and command plants to do her bidding (Provoke), starting at a Good (+3) difficulty.

EarthriderKukil has learned to move with the earth as easily as she can walk. As long as she is in contact with a solid earthy or natural surface, she may use Physique instead of Athletics when moving zones.

Toxic FangsKukil has learned to incorporate secreted toxins into her defense. When she succeeds with style on a defend action against an opponent’s Fight roll, she automatically counters with a rapid strike of her own. She gets to attach the Poisoned situation aspect to her opponent, instead of just a boost. (This stunt is limited to enemies that can be poisoned.)

Twisted HelixKukil's hand-eye coordination is superb, allowing her to deflect projectiles with her Hǫlknkljúfa. As long as Kukil wields her Hǫlknkljúfa, she may use Fight to defend against Shoot attacks. (The GM may limit this stunt by having it only apply to slower projectiles or those fired from another zone.)

Items

 HǫlknkljúfaThe Ancestral Weapon of Kukil's family. A Greataxe with very sharp edges and the capacity to maintain magic.

 Hide ArmorBasic armor for a Totem Warrior. Provides protection to most vital areas while remaining light and easy to move in.

Travelling BagA leather bag used by Kukil to carry her necessities. Contains adventuring supplies, a leatherbound book, parchment, ink, and a quill. Also used to store anything valuable she may come across.

Contacts

NoneAn academy instructor and a well of patience.

 

 

 

Active Aspects and Consequences

None

 

Actions and Results

None

iBVPsjU.jpg"So the objective is just to gain eyes on the man with the ring," says Kukil. She was no expert in stealth, but her mind was churning attempting to come up with ways to achieve this objective without gathering attention. "Was there anything else we should know before beginning this mission?"

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spacer.png

" Confirm their existence and also come back with clear data on the fort. Whats its condition, how many Orcs are in the area, does it appear to be well defended. Things of that nature is what I need. Clear Data."
 

 

 

Edited by Ryku (see edit history)
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Shyrrik Zylcyne

https://i.pinimg.com/564x/f8/ab/32/f8ab321ae4164cc20753f3fc5751b1cb.jpg

Shyrrik would give a nod at the information given. Being much in line with what he figured would be the case. "Makes sense. I doubt our small number would be capable of laying siege to an entire fort. Let alone trying to abscond with someone withing its fortified depths." Giving another small nod as he considers how he will be able to aid the others in this mission. A glance at the others to try and gauge their skills. Believing he has everything he needs to know for the moment.

Status

Shyrrik Zylcyne

High Concept: Cu-Sith Inspired Shape-shifter

Trouble: Uncomfortable in Own Skin

Free Aspect: Unorthodox Magical Training

Free Aspect:  Comfortable in Silence

Refresh: 2

Renown: Bronze Rank - 2 rp

Stats:

Great (+4) | {Lore}
Good (+3) | {Will}, {Physique}
Fair (+2) | {Fight}, {Stealth}, {Contacts}
Average (+1) | {Resources}, {Crafts}, {Notice}, {Investigate}

Stress:

P:OOOOOO M:OOOOOO

Consequences: [2][4][6]

Magic Disciplines

- Transform Magic

- Energy Magic

Stunts

- Shapeshifter - (Requires: Transform discipline) When you transform into another creature, you may choose a skill. All actions taken with that skill, while you remain in that form, now gain a +2.

- Specialist - Field of specialization - Creature biology. You get a +2 to all Lore rolls relating to that field of specialization.

- Stealing Words from the Wind -  You make no noise you do not wish to be heard. Not only does this allow you to move in absolute silence, but you can also use it selectively, such as speaking so only one person can hear you.

Gear

 Spellbook, Wizardly tools, robes,

Active Aspects

.

Actions

.

 

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Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.png"Understood. we will scout the location out and report back with our findings." Aerith nods, and looks to the others, wondering if they have any questions.

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Lyra Wyrmforged

High Concept: Mighty Champion of Boreas
Trouble: Compelled to Greatness 
Aspect: The Wyrm Bone Arm
Aspect: I Will Wrestle a God

Refresh: 1

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 0/7

(+4) Physique
(+3) Athletics, Provoke
(+2) Will, Shoot, Notice
(+1) Empathy, Lore, Stealth, Craft

Body: 6
Mind: 4
Fate: 1

The Gift of Boreas: ( Air High Magic Discipline , Divine)You have mastered control over the air. This discipline allows you to fly for short bursts (Athletics), push and pull the air (Physique/casting skill), and even attack with it (Shoot). You can create an advantage to allow yourself or someone else to fly for longer periods of time (casting skill). The difficulty for creating an advantage to allow flight should be around Fantastic (+6). You can also animate the air into a creature capable of following commands (Provoke), starting at a Good (+3) difficulty.

Wrestler: Your unarmed attacks rely on brute strength rather than on technique. You may make such attacks against other humans with Physique rather than Fight.

Grappler: +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them.

Hammerlock:  (requires Wrestler.) Whenever you have hold of someone and they fail to overcome your hold, you deal 2 shifts of physical stress to them.

Wind Walker: +2 to create advantage with athletics while flying 

The Wind’s Blessing: +2 to defend with athletics vs ranged attacks

 

image.jpeg.e984137f4321de9d037483cd63386c23.jpeg

Lyra walked into the guildhall scratching her head and perplexed, she was tired and grumpy to have her rest disturbed, but a Simmons like this couldn’t be ignored and something about it completely intrigued her. Stealth and reconnaissance weren’t her specialty but she could do it. Plus when shit hits the fan someone like her might be needed. Head down as she thought she unexpectedly bumped into someone as she walked into the guildhall and the other red headed warrior exited. They both stopped briefly and gave a head nod to one another and then went about their business and kept moving.
 

Entering the guild hall and seeing a robed figure and several climbers. A few of which she recognized. Well this wouldn’t be that bad familiar faces and what is hopefully a good mission. One that maybe would give her some clues to her brothers whereabouts. Humans colluding with monsters. Harrumph. “Sorry I’m late. I hope you didn’t get started without me.”

 

 

Round Action and Outcomes

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Current Position

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Aerith Tollbeg

High Concept: An apprentice mage in over his head
Trouble: Haunted by the "ghost" of his master
Aspect: Curious to a fault
Aspect: Outsider with more knowledge of book than world

Situational: ...

  • [2] Mild Consequence
  • [4] Moderate Consequence
  • [6] Severe Consequence
 

Bronze Rank Climber: 2/7

(+4) Lore
(+3) Provoke, Will
(+2) Academics, Crafts, Shoot
(+1) Athletics, Investigate, Notice, Stealth   

Body: ❤️❤️❤️
Mind: 💙💙💙💙💙
Fate: 💛💛

Blood You can begin the healing process on consequences with your casting skill, curse or weaken enemies with your casting skill, and launch bone spears or fire blasts of necrotic energy with Shoot. You can animate flesh and bone into undead servants with Provoke, starting at +3 difficulty. This has nothing to do with souls. (Relentless Training; Casting Skill: Lore)

Mimic: You can can transform yourself with your casting skill, and transform others with Provoke. This is creating an advantage - you must be familiar with the resulting form, and changing portions of the target is easier than its entirety. You can also transform objects - mending, weakening, or altering their shape. [Cost: 1 Refresh]


- Stunts -

Animator: When you animate minions, they start with one +1 skill and a 1pt stress. You can also exchange any free invokes received for both a +1 skill and 1pt stress. If the minion has multiple +1 skills, they can be combined to increase their powers. So, if you exchange two free invokes, the minion receives 2pt stress and one +2 skill or two +1 skills.

Brute-Force Arcana: When using a magical discipline to Overcome a situation, I can replace Any Skill with Lore by spending 1 Fate Point.

Remnants of The Mage Markov's Mind:  When contacting the echo spirit of my master, I gain a +2 to Investigate when Creating an Advantage to Find or Discover a Monster's Weakness.

aerithICONSMALL.png.46e43e3bac764c5451dae56a48d37fe0.png"We did. we have a job to go investigate the 3rd floor to look for an evil person with a ring who's working with monsters." It's at this point the necromancer realizes the irony of this job, but decides that being in the same room as the guild leader is the wrong place to point it out. "He's working with orcs, we need to sneak around them instead of fight so they don't report to their master and make a bigger problem. It's just a recon mission."

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spacer.png

" Good, Im glad everyone is on the same page now... Id advise to do some planning before you guys run straight into the tower. With the increased amount of Orc Activity on the floors its going to be harder to travel without complications. Its important you all are on the same page."

And with those words the meeting would be over between the Manager and the Party. It was up to them to figure out the dangers ahead.

 

 

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Current Situation

The party must decide how the intend on traveling.

One party member each must take on the floor while others may assist by providing team work, failing any portion could cause additional complications.

Members are allowed to preform one CAA each but it must make sense if applied to the travel. If the CAA is failed it could further complicate the action. If Teamwork is applied the party member is unable to perform a CAA for that portion of the travel attempt.

Once all portions are decided the outcome will be reveled.

 


Travel Options by Foot (Heightened DC due to Tower Aspect in play)

2nd Floor 0.1

Pay to go through the Old Ruins [Resources+3] or Follow the Narrow Paths [Lore +3]

2nd Floor 0.2

Repelling the Goblin Hunters [Shoot +3] or Sneak past the Orc Hunter Unit [Stealth +3]

3rd Floor 0.1

Through the Dense Tree Brush [Notice +4] or Float down the Flooded Stream [Drive +4]

3rd Floor 0.2

Fight through Orc War Band [Fight +4] or Sneak past the Orc War Band [Stealth +4]

 

 

 

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After Player Discussion Alternative Travel Options have been presented

Traveling Under Ground

2nd Floor 0.1

Digging the Tunnel [Physique +3]

2nd Floor 0.2

Under Ground Navigation [Lore +5]

3rd Floor 0.1

Digging the Tunnel through thick roots [Physique +5]

3rd Floor 0.2

Under Ground Navigation [Lore +5]

 

Traveling by Flight if transformed or person altered

2nd Floor 0.1

Transporting the Party and Supplies [Athletics +4]

2nd Floor 0.2

Safe Sky Navigation [Notice +3]

3rd Floor 0.1

Transporting the Party and Supplies [Athletics +5]

3rd Floor 0.2

Safe Sky Navigation [Notice +5]

Edited by Ryku (see edit history)
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The Chosen Route has been Selected as Flight.

 

Traveling by Flight if transformed or person altered

2nd Floor 0.1

Transporting the Party and Supplies [Athletics +4]

2nd Floor 0.2

Safe Sky Navigation [Notice +3]

3rd Floor 0.1

Transporting the Party and Supplies [Athletics +5]

3rd Floor 0.2

Safe Sky Navigation [Notice +5]

 

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