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File: Farreach Barony.png (42 KB, 640x400)
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You sit by the hearth, stirring the stew you'd been keeping on a low boil for the last several hours. You sit cross-legged, your legs beneath you numb and stiff, your back groans from leaning forward, your arm burn with the monotonous circles you maintain with the spoon. You switch hands to rest, but your other arm isn't much better off. He should be back any moment now. You are Dirk of Calahann, young squire to your master, Sir Gowdy. You are of noble blood, though only just, and here at the fringes of the kingdom the name of the house Calahann carries little value, only enough to land you this near slave position for the last several months.

As the stew boils just beneath the surface, you boil as well, not against Sir Gowdy exactly, while surly he was a fair master. No it was just your position, a squire to a lesser knight put in charge of a small garrison in a lesser castle outside a minor village sprawling into the frontier, a day's journey from the most remote barony in the kingdom. Imeall, edge, a more fitting name for a castle was never conceived. Imeall was a single two story keep, the lower of floor of which you where cooking in, and which also served as a watch tower, a cellar, a stables, a servants quarters that was serving as the barracks for the dozen soldiers stationed, a small well, and a single outhouse. The tiny castle had been erected to serve as a bulwark for the expanding villages against the inevitable raids from bandits and barbarians, typical so far from established law. With uncharted forests and nigh impassable mountains so close, ragtag groups of ne'er-do-wells constantly harassed the peasants, and Imeall was the only defense in any position to do anything about it. Despite this important role, you chafe at your tiny part in a tiny story, and swear that by the coming of winter, only few months out now, you will have done something to improve your station.
>>
>>3104041
The door bursts open violently, and you begin to leap in surprise, but only just manage to keep from tipping into the fire as your stiff body fails to respond with you usual grace after remaining so still so long. Sir Gowdy stands in the threshold, scraping his boots on the frayed mat, trying not to track mud from the light rain he had to trek through between his door and the stables. You rise to your feet respectfully, hoping Sir Gowdy doesn't hear the creaks and complaints from your knees and back. He scowls at you, dropping his sword in its scabbard near the door as he stomps into the room. You move to help him out of his light armor, but he waves you off, "Get away, let me alone, I just want to eat. Go on, out, leave me in peace." You step back and move to set his sword on it's stand near the door. You look towards Sir Gowdy for instructions for the night, but notice he is already serving himself your stew, half armored. Better not to bother him, you can come up with what you should do anyway. He'll also be tired in the morning, he'll have chores for you in the afternoon, but you'll have to come up with something for the morning as well.

Current Skills:
Fighting: 2
Cleaning: 3
Cooking: 3
Subtlety: 1
Wit: 2
Riding: 2

Mechanics: Skill check are comparisons between skill total and CR of option. When choosing an option roll 1D3. 1 is -1 to skill total, 2 is +0, 3 is +1, all rolls for the same option are summed. While the total can be as high as rolled, the most the total can be reduced is -2. Passing or failing a check by 2 or more is a crit fail/success. Improve skills by using them, critical success may increase them more in addition to other benefits, crit fails will not decrease skills but may impart status effects where appropriate. Status effects may also be imparted on successes when appropriate.


Tonight:
>Train with your wooden sword into the night. Fighting, CR: 3. Will be tired (-1 to all skill checks) in the morning. Increased chance to improve skill.
>Find a place to go to sleep early. Subtlety, CR: 2. Chance to be well rested (+1 to all physical skill checks) in the morning.
>Clean the Barracks. Cleaning, CR: 2. May curry favor with the soldiers.
>Join the soldiers on watch and banter. Wit CR: 3 May learn some things.

Morning:
>Cook Sir Gowdy a breakfast before he asks. Cooking, CR: 2. May improve Gowdy's mood.
>Give Sir Gowdy's stallion a ride around the outside of the walls to warm him up. Riding, CR: 3. Increased chance to improve skill.
>Clean Sir Gowdy's quarters before he asks. Cleaning, CR: 2. May improve Gowdy's mood.
>Sneak out of the castle to join one of the routine morning patrols for a round. Subtlety, CR: 3. May curry favor with the soldiers, will get to see outside the castle.
>>
>>3104042
>Find a place to go to sleep early
>Clean Sir Gowdy's quarters before he asks.
>>
>>3104042
>>Find a place to go to sleep early. Subtlety, CR: 2. Chance to be well rested (+1 to all physical skill checks) in the morning.
>Cook Sir Gowdy a breakfast before he asks. Cooking, CR: 2. May improve Gowdy's mood.
>>
>>3104268
>>3104293
can I get rolls for these?
>>
Rolled 1 (1d3)

>>3104399
for
>Find a place to go to sleep early
>>
Rolled 1 (1d3)

>Cook Sir Gowdy a breakfast before he asks. Cooking, CR: 2. May improve Gowdy's mood.
>>
system calls for at least 2 rolls, so rolling the second for >>3104408
>>
Rolled 1 (1d3)

>>3104427
>>
Rolled 2 (1d3)

and >>3104414
>>
>>3104408
>>3104414
>>3104428
>>3104431
Total Subtlety:1-1-1=-1 vs CR 2 Crit Fail
Total Cooking 3-1+0=2 vs CR 2 Success

Writing. Also my posting tempo should be picking up.
>>
You decide to try to find a place to get some extra sleep, and find an empty sack in the cellar, but you don't sleep as soundly as you expected. A soldier comes down into the cellar for some ale for the watchmen, and finds your leg sprawling across the floor. Few sharp kicks and sharper words later and you're groggily serving the watchmen bread and ale, since "you don't have anything better to do." You wind up staying up most of the night for the soldier's amusements, and while they seemed happy enough for your service that they don't seem to have any hard feelings, but you don't get much sleep that night.

The next morning, you decide to cook Gowdy Breakfast before he wakes, and while your bustling in the keep wakes him a bit earlier than he's used to, his curse is cut short by the scent of eggs. Noticing the breakfast he suddenly flashes a grin unbecoming of his station and sits at his table eagerly. No words are shared during the meal, but none were needed. After Gowdy finished he stood and gestured for you to help him into his armor. s you do, he speaks. "We received a report last night, Druid's Root got a strange visitor yesterday, says she's a representative of some church no-one's heard of, wants to help us with the bandits or something. You haven't been to Druid's Root yet have you? That won't do. Get dressed, you'll be accompanying me today, it's about a half days ride, so pack up provisions enough for the both of use, the rest of the squad can carry their own."
>>
File: Calahann Knife.png (5 KB, 207x218)
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Practically giddy at the prospect of getting out of Imeall, you scurry about the keep, tossing on your better squire's clothes, and packing away bits of dried meat and cheese, you also grab the knife your father sent with you, a slightly longer than usual dagger with one side of the guard extending along the blade to catch and parry an enemy's sword. This type of side arm feature's on your family crest, and your father swears he'd take up on of these over a rapier any day, though luckily his retainers didn't take such recommendations to heart.

As you and Gowdy approach the stables, the other soldiers were already saddling up, 4 of them in total, saddling 5 horses. Gowdy points to one of them. "You, stay here, Sharpen you sword, spar a few rounds, then take the day off." Despite getting less work for the day, the soldier looked as if he was looking forward to the journey. When he noticed that you were the one taking his place, you realized he was the one that had discovered you in the cellar. The two of you share a look for a moment, and just as you begin to fear he would protest and reveal this, he suddenly struggles to contain a laugh. Probably at some joke at your expense last night you're better of forgetting. He gives a hasty salute to Gowdy before carrying out his orders for the day.

The day is bright and warm, despite the encroaching autumn, and the road is clear and dry, in spite of the light rain last night. There is a fair right ahead of you on the road to Druid's Root.

Current Skills:
Fighting: 2
Cleaning: 3
Cooking: 3
Subtlety: 1
Wit: 2
Riding: 2
Status: Tired -1 to all skill checks


>Ride Carefully alongside Sir Gowdy, resting Riding, CR: 2. Chance to rest and remove tired effect
>Talk with the Soldiers. Wit, CR: 2. Chance to learn about the report.
>Do some mounted combat drills with the Soldiers. Fighting, CR: 2. Increased chance to improve skill.
>>
Rolled 3 (1d3)

>>3104528
>Ride Carefully alongside Sir Gowdy, resting
>>
>>3104528
>Ride Carefully alongside Sir Gowdy, resting
>>
>Talk with the Soldiers.
Maybe don't put the results next to the actions. It encourages metagaming rather than the best or most interesting IC choice.
>>
>>3104528
>Ride carefully with Sir Gowdy
Being tired won’t do
>>
>>3104606
I think in a game with rolls being d3, and this much emphasis on stats, it’s alright to have the results. Thing is, we don’t know exactly what the tired effect does.
>>
>>3104580
>>3104636
Can I get rolls with each vote?
>>
>>3104638
>Thing is, we don’t know exactly what the tired effect does.
>>3104528
>Status: Tired -1 to all skill checks
>>
Rolled 2 + 1 (1d3 + 1)

>>3104723
>>3104636
>>
>>3105036
>+1
I swear I put a minus in...
>>
Rolled 2 - 1 (1d3 - 1)

>>3105037
>>3105037
You do it like that dice+1d3+-1
>>
>>3105036
>>3105165
Hmm, so that's a crit fail huh.
Writting, and then Imma go to bed, we'll pick bac up in about 9 hours after the next post
>>
>>3105338
Aight, thanks for running. It seems cool so far!
>critfail
I feel like with d3’s we will get a lot of these early on
>>
As you try to ride alongside Sir Gowdy and get some rest you missed out on, your fatigue quickly caught up to you. In fact, you managed to fall asleep in your saddle and your horse slowed down, leaving you in the rear of the march. Soon, you apparently began to snore, which spooked your horse quite badly, and you were awoken quite rudely by a sudden falling sensation, followed quickly by a face full of road. You scrambled to calm your mount as Sir Gowdy shook his head and the soldiers laughed openly. You did manage to get the horse under control and remount, but she had lost trust in you, and was slow to accept directions, largely only following the other horses. On the brighter side, your short nap and sudden fall eased your fatigue, or at least got your blood pumping enough to ignore it.

The rest of the ride goes quite smoothly, you soon pass through Fertile Wastes, which lives well up to its name. Only a few hours from the Castle, it is wholly focused on scratching what ever crops they can out of the barren dirt. Almost no grass grows anywhere around, but the trees dotting the landscape are lush and green, defiant against the approaching season. The farms are quite bountiful here, and the people are well fed and dressed. They wave you all on and even provide an unsolicited provision basket, a few hearty vegetables that can be eaten raw on the road, or roasted or stewed later.

Much further up the road, grass returns to either side. You are entering the area of Druid's Root. You see the village garrison before anything else, being so far from the castle, a half dozen more men are stationed here, along with a couple of the area's fastest horses and strongest riders, to call for reinforcements when needed. However, the town has few defensive structures, only a couple watchtowers in addition to the tall garrison, and no walls. The town is organized concentrically, with farmsteads making up the outermost, and then shops and craftsmen, further in official buildings, and finally, in the center, what the town is named for, the Druid's Root.
>>
You gawk at the sight, not even noticed as one of the local garrison soldiers trots up to walk alongside Sir Gowdy and mutter a few things to him. You just stare at the massive tree in the center of the town. It is a giant oak with twin, intertwining trunks. No less than ten feet off the ground, both trunks split into innumerable branches, extending and weaving in all directions, in many places, the branches stoop down nearly to the ground. Every branch is teaming with brilliant green leaves, thick enough that the tree looks as if it were a green cloud resting just above the ground, yet somehow the canopy still allows the sun to pass through it, like a living emerald. Only the furthest leaves are beginning to show a yellow color, putting the emerald tree in a golden setting. And resting just at the base of the tree is a woman. She wears a long flowing robe, matching the tree's green with golden traces, further accented by her long bright blond hair.

Sir Gowdy dismounts, and takes a few confident steps toward the woman. "Good afternoon, lady," he begins with a shallow bow, "I am Sir Gowdy, commander of all military forces in this area, and chief lawkeeper."

The woman opens her eyes and moves to rise, Gowdy extends a hand to help her up, which she accepts. "[Blue]Greetings, Sir Gowdy, I am Veldora" She introduces herself with an unpracticed but graceful curtsy, "High Druidess. I have come to offer a proposition regarding the bandits that have been camping in the forest for a great time now. My people fear them, and while we are wise in the ways of the forest, we do not think we would be successful in an all out attack." Sir Gowdy appeared to have gone white at the mention of Druids. "Is some the matter, Sir?" she asked worriedly, adding a hasty honorific, afraid she had offended.

"No, no, it's quite all right, I just, hadn't expected to speak with a Druid, honestly you have, faded into myth, to put it bluntly. But no matter, I will hear your proposition, if you have information regarding a bandit encampment, that at least I would like to hear. The rest of you, off. You can report to the local garrison for any duties they may have for you. I'll meet you there when this business is done."
>>
You know the garrison won't have any work for you, so you have a bit of time to do as you please before there are more chores to be done.

Current Skills:
Fighting: 2
Cleaning: 3
Cooking: 3
Subtlety: 1
Wit: 2
Riding: 2
Status: Untrusted: Your horse doesn't like you, -2 to ride check with her


>Ask to remain through the discussion with Veldora Wit, CR: 3. Will learn about the Druids, or the bandits. Chance to interact with Gowdy and/or Veldora. Failure takes no time. (if fail can try another, but crit failure may carry negative effects)
>Lurk Nearby, try to eavesdrop on Gowdy and Veldora Subtlety, CR: 3. Will learn about the Druids, or the bandits.
>Report to the garrison for some training. Fighting, CR: 2. Increased chance to improve skill.
>Try to ride you horse around town and regain her trust. Riding, CR: 4. Chance to remove untrusted effect.
>Explore the village, speak to locals. Wit CR: 1 Will learn about the village, locals, and may gather information on other things they know about. (can write in focuses for topics)

If you vote and roll for remaining, you can also make another vote and roll for another option for in case the check fails, make sure to respond to your first vote for remaining to make this clear.
>>
>>3105532
>Report to the garrison for some training. Fighting, CR: 2. Increased chance to improve skill.
>>
>>3105532
>>Report to the garrison for some training. Fighting, CR: 2. Increased chance to improve skill.
>>
>>3105597
>>3105642
Can I get rolls for these?
For the future, can yall roll d3s with each vote the first time? That'll streamline the quest. It will open the game up to some metagaming, but the system is built such that that's not too big a deal.
>>
Rolled 2 (1d3)

>>3106079
>>
Rolled 3 (1d3)

>>3106079
>>
>>3106130
>>3106142
excellent, success, witting.
Also, do yall want me to keep a running total of progress withi each skill, since each success using a skill progresses you a bit towards imrpoving it, or should I keep that information hidden?
>>
>>3106151
Prefer it hidden but it's no big deal anyways
>>
>>3106151
>should I keep that information hidden?
+1
>>
At hearing mention of the bandits you decide that you would be most useful as another fighter, and set off with the other soldiers to the garrison. They all receive some minor orders, relieving other soldiers at watch posts for a time and the like. After they are dismissed, you approach the local captain. "Are you running any training exercises at the moment? I'd like to get some practice in while I have the chance."

The large man looks down at you, "Ah, you're Sir Gowdy's squire, right? Dirk was it, of house, umm..."

"Calahann," you finish for him.

"That's the one, with the fancy knife, beautiful craftsmanship on those. I've been hoping to get approval for an order of a set of parrying daggers for the boys out here, tell you what, if you show a few of my boys how to use that blade of yours, and promise not to stick any of 'em, we'll practice with you." While the blade is an heirloom, it's construction is not a closely guarded secret, and while you have practiced the basics of using the blade and guard for it's intended purpose you are not expert with it, so you agree to the specialized practice.

The captain rounds up a number of his men and they take up dulled practice swords. You demonstrate some the of the basics of using the specialized knife for catching and disarming, and though you're quite a bit rusty as you'd only practiced more traditional techniques recently, the soldiers are impressed, and a few pick up the skill quickly. Soon they are disarming each other with your knife, and you learn a fair bit from watching their fundamentals, one of them in particular has excellent footwork, you'd wager he would be more used to wielding a rapier than the simple arming swords the garrison is issued. You also practice a bit with two weapons, an arming sword and the knife, and the soldiers pick this up quickly as well, some entirely too happy to be living boyhood fantasies of dual wielding.

Gain specialization with the Calahann dagger, +1 to fighting when using it to parry light blades and similar weapons.
>>
>>3106192
Cont.

Just as the practice is becoming tiring, Sir Gowdy strides around the garrison to see the training field. You all cease you practice and salute. "At ease, The Druidess and I have discussed the situation, as it stands, there is an encampment of bandits in the forest not far from here, they are in prime location to strike at this village any day. They believe they are safe, as the forest is nearly impassable, and we cannot take the horses, but the with the druids as our guides, we should be able to take them by surprise. We will not let a single one escape, they will all be captured or slain, such men cannot be allowed to roam with impunity. Preparations will begin immediately. Captain, prepare your best rider and fastest horse, I need him at Imeall by nightfall with orders to return and bring another half-dozen men here by sun-high tomorrow."

"Thats a hard ride Sir, it will be done, he can handle it."

"Good, and your next fastest man and beast are needed to take a letter I must pen for the baron. We have no time to lose and I cannot ask permision to carry out this attack, but he must be informed of the situation and my actions, posthaste."

"Of course, I'll have them both saddled and ready within the hour."

"Excellent, the rest of you, make your preparations, I'll be taking ten men on the attack, the rest of you will need to defend the village while we're gone with a greatly reduced garrison. While I doubt there will be trouble, precautions must be taken. Dismissed."

You need to prepare for the attack tomorrow in your own way.

Current Skills:
Fighting: 2
Cleaning: 3
Cooking: 3
Subtlety: 1
Wit: 2
Riding: 2
Current Traits:
Calahann Dagger Specialization: +1 to fighting when using it to parry light blades and similar weapons.
Status: Untrusted: Your horse doesn't like you, -2 to ride check with her


>Ask to stay in Druid's Root and help the garrison defend the village.
>Ask to Accompany Sir Gowdy on the attack
>>
>>3106196
>Ask to Accompany Sir Gowdy on the attack
We are his squire it would be weird if we wouldn't.
Op so we can use that dagger in the off hand?
Maybe don't show us progress but put a pip like a plus or something so we remember what was trained
>>
>>3106196
>>Ask to Accompany Sir Gowdy on the attack
>>
>>3106211
>>3106239
Writting.

>Op so we can use that dagger in the off hand?
Yes, that's what It's for.
>Maybe don't show us progress but put a pip like a plus or something so we remember what was trained.
I'll put a + for each time you've uesed it successfully, that'll give you a vague Idea about how much you've trained a skill since last increase.
>>
As Gowdy finishes his orders, you approach him. "Sir, permission to join the attack."

He considers for a moment, "Yes, you've progressed finely, I'd be glad to have you fighting by my side. Begin preparations at once, we set out at sun-high tomorrow, not a minute latter."

You grin and immediately scurry off, preparing for the journey. You first head into the garrison and locate the armory. You find a smallish chain shirt that fit you well enough and an arming sword that you can wield well. You also notice a selection of small shields, but you decide your dagger will serve that purpose well enough. You set about sharpening the sword to prepare for the attack.

The next day, the reinforcements arrive from Imeall earlier than expected. The soldiers gather around you and Sir Gowdy in the center of town. "Right men, today, we forge an alliance with the long lost people of the Druids. A new age of cooperation is upon us. With the Druids knowledge of the forest, we will finally raid the bandits, rather than them raiding us. Not a single bandit will escape, any that we do not capture, will be slaughtered, and given to the forest." The soldiers nod, ready for the long march and the heated battle.

The Druidess steps up "[Blue]My people have kept to ourselves long enough, long ago, your villages threatened us to the point we withdrew from civilization, but we have both progressed, and the time has come for us to regain the relations we had before. We will cross into the forest, and meet with my scouts, they will guide us to the bandit's camp, where we will support you from range. Are you ready?
" The men cheer, eager to be off, and glad to hear they would have another edge over the bandits.
>>
>>3106335
Cont.

You are soon crossing Bandit's Bridge, and moving into the outskirts of the forest. It is beginning to yellow, unlike Druid's Root, but despite this, it seems to still be teaming with life, song birds still chirping merrily as they gather food. Not far into the forest, Veldora suddenly stops, tipping her ear towards the trees. The procession stops for a moment, confused, there are no sounds other than the wind and birds. Then Veldora breaks the silence with a few whistled notes, and a louder whistle responds. A heartbeat latter, a form begins to emerge from the trees, a man, flanked by a large dog. A few soldiers draw steel at his approach, but he doesn't break his stride, though the dog looses a low growl. "Easy men, he's one of our scouts. Well? How is the forest?"

"Good, Druidess, these are the warriors? They look well armed, though they trample through the forest like a herd of buffalo."

"True enough, but we can get them close enough to the bandits. Lead the way."

As the party progresses, a few more scouts join the procession, unannounced and silently. You decide that there is an opportunity to speak with some of the party, and learn more about things you haven't been able to put together yet.

Current Skills:
Fighting: 2 ++
Cleaning: 3
Cooking: 3 +
Subtlety: 1
Wit: 2
Riding: 2
Current Traits:
Calahann Dagger Specialization: +1 to fighting when using it to parry light blades and similar weapons.
Status: Untrusted: Your horse doesn't like you, -2 to ride check with her


>Speak with Gowdy and Veldora about the alliance between The villages and the Druids. Wit, CR: 3
>Speak with the Scouts about the druids and the forest. Wit, CR: 3
>Speak with the Druid's Root soldiers about the garrison. Wit, CR: 2
>>
>>3106337
>>Speak with the Druid's Root soldiers about the garrison. Wit, CR: 2
>>
>>3106342
>>>Speak with the Druid's Root soldiers about the garrison. Wit, CR: 2
Can I please get rolls with each vote?
>>
Rolled 1 (1d3)

>>3106342
>>3106349
>>
>>3106365
gratzi
>>
Rolled 2 (1d3)

>>3106337
>Speak with the Druid's Root soldiers about the garrison. Wit, CR: 2
>>
>>3106365
>>3106887
Made a typo on the CR of that one, should have been 1, Success, writting
>>
With the two leaders focused on keeping the column in order, and the scout's imposing presence, you decide to take the opportunity to speak with the Soldiers you weren't familiar with. While most of the soldiers rotate between Imeall and Druid's Root, the most senior one are permanently stationed in the remote garrison, you approach the man you're pretty sure is the captain's next in command.

"Eh? You wanna here about Druid's Root? Not much to hear about honestly, quiet place." He scratches his chin in thought. "Fertile place, people don't oft goo hungry, but that attracts bandits, hence the garrison. The watch towers made the biggest difference, not a lot of cover around, so you can see em coming from a mile away, shoot a couple arrows at 'em, and they usually scatter. A wall would help even more, but folks around there were having none of that, something about not wanting to box in the tree or something. Superstitious nonsense, not unusual, and we didn't press cause the watchtowers seem to be working well enough." He tilts his head, "Not much else to tell about the garrison honestly, like I said it's pretty quiet. Oh, this may seem pretty obvious at this point, but the town's got a history of Druids, before we thought it was just local legends, but," He looks around pointedly, "Might be more truth to it than we thought. Anyway, passed down through the oral history of the place are tales of a tribe of druids that convened a council on that hill north of the river. They were there to figure out how to deal with incursions of the barbarians from the mountains, laying wast to the forest and the druids in it. At that council a young druid stepped up and challenged the elders to tell them all their plans for fighting the barbarians. When they couldn't answer he demanded that they appoint him dictator until the barbarians were repelled. The council resisted, but the tribe was behind him so they had to acquiesce, and the dictator was crowned on a stump at the top of the hill, hence it being called Druid Throne. The Dictator led the druids in bloody combat against the barbarians, and instead of retreating into the mountains, they crossed the river and approached the knoll from the south. But the Druids ambushed them, and wiped them out to a man. After their victory, they cheered for the man who'd carried them to victory, All hail the Dictator, Long live the Dictator, but he died there, and they buried him, and from that spot grew that giant tree. That man was credited with the rebirth of the Druid Tribe, and that battle, and the tree, was called their root."
>>
>>3107169
Cont.

You think for a moment. "Why did he die?"

"Hah! That's the question eh? I've heard a hundred different versions. He was wounded in the battle and barely able to live to see its end, he was poisoned by a barbarian blade and succumbed to it, Some say he didn't even live through the battle and people didn't realize that until after they'd won. Some say after he realized the day was won, he realized there wasn't a need for a dictator anymore and fell on his own sword. There's so many versions of it, I don't have any that I think are more likely. I hadn't given much thought to any of the stories until she came out of nowhere," he tipped his chin at Veldora ahead.

You walk in silence for a while, thinking about the story, wonder about the truth of this druidic dictator. Soon however the scouts start to bristle. "Were approaching the camp, draw your weapons here, move quiet."

The party begins to move more slowly, the scouts directing the soldiers around the forest almost step by step to keep the procession as stealthy as possible. Suddenly, they signal that you all stop, and indicate the bandits are just beyond the brush ahead, and true, as the party come to a halt the sounds of a camp can be heard ahead, the clattering of cookware, some low conversation, a few scatter laughs. One scout looks straight to Sir Gowdy, gives another bird whistle, and nods. Gowdy, getting the message, nods back. The scouts suddenly disappear up the surrounding trees, moving much more quickly than the soldiers could have, while still being almost entirely silent. You suddenly realize you hadn't received any orders regarding the actual battle. The rest of the soldiers appear completely ready, as if they know all their roles perfectly, but you have to think of what you're going to do in the coming battle.

Current Skills:
Fighting: 2 ++
Cleaning: 3
Cooking: 3 +
Subtlety: 1
Wit: 2
Riding: 2
Current Traits:
Calahann Dagger Specialization: +1 to fighting when using it to parry light blades and similar weapons.
Status: Untrusted: Your horse doesn't like you, -2 to ride check with her
Fog of war: Can't estimate the difficulty of tasks.


>Charge ahead with Sir Gowdy and the front line.
>Move around to flank bandits trying to escape.
>Move in behind the frontline to subdue bandits the front line doesn't kill.
>Stay close behind Sir Gowdy to assist him personally with any bandits that take up arms against him.
>>
>>3107172
>Move around to flank bandits trying to escape
>>
Rolled 3 (1d3)

>>3107172
>Move around to flank bandits trying to escape
>>
>>3107189
>>3107214
Writting, putting that roll toward the first fight check needed in the battle.
>>
A few tense moments later, You hear the same whistle, the signal. Gowdy tightens his grip on his longsword, and charges through the brush.just after he leaps through it, you can see past him into a clearing, and you can see the bandit's camp, a small fire, men roasting a hunt, tents set up tightly, men milling about, weapons at their belts, women washing clothes, WOMEN? Gowdy looses a fearsome cry as he enters the clearing, followed immediately by his men, but his cry is nearly drowned out by a battlecry coming to meet him, one of the bandits, well armored and wielding a small axe charges to meet them. How had he brought his weapon to bear so quickly? HE neared Gowdy, who was taken aback by the response, but prepared for the fight, but the man stumbled, an arrow suddenly sprouting from his left shoulder, just between his pauldron and chain shirt. He swings at Gowdy regardless, but the blow is weakened and does not phase him, and the man is cut down. Instantly the clearing is a chaotic battlefield, Gowdy and the soldiers spreading out in formation to meet the camp, the camp surging from tents, as if they'd been waiting for just such a moment. Most of the women scattered towards the forest, a few took up arms and charged with the men.

You circle the clearing, none were to escape. You catch up to a woman fleeing, and kick her legs from under her, she hits the ground hard and begins to gasp for air. You have no idea if you should have done that, only the words of Gowdy Ring it your ears, Not a single bandit will escape you leave to woman on the ground, chasing another shape escaping from the clearing. IT hears you and turns, you stop dead in your tracks, as you realize it's a boy, at least a year or two younger than you. He has no such hesitation however, and lunges at you with a knife you hadn't seen. In a flash, you parry, and the knife goes spinning off into the forest. The boy's hand retracts, glistening with blood where your blade caught him during the maneuver, but before you can tell him to surrender, he lashes out again, punching you squarely across the face, smearing his blood over your eyes. Suddenly blinded and unbalanced, you lose you footing and can only listen helplessly to the boy scurrying deeper into the forest.

The sounds of battle are fading, you stand and wipe your eyes, looking towards the clearing. Only Gowdy and 4 of the men are standing, the others are strewn across the battlefield with various injuries. Suddenly remembering, you bolt back to wards the woman you apprehended, she is trying to crawl away, still gasping for air. Unable to think of anything else, you tell her "You are under arrest, halt." She seems to understand she is captured, and rolls onto her back, focusing on regaining her breath.
>>
>>3107598

"WHAT IN THE NAME OF GOD WAS THAT!?!" Sir Gowdy's shout rings throughout the forest. "Bandits my mother's warty arse! There are children here! CHILDREN!" he gestures with his bloodied sword toward a couple of children sitting silently among the carnage, tears steaming down their face and mingling with the blood on their clothes you can only hope is not their own. "Tend to the children NOW, then the wounded, we need to get everyone away from here, back the Druid
s Root, there's a doctor there. NOW!" The soldiers drop their weapons in the dirt and start to carry out their orders. You sheath your and help the woman to her feet, and you, with a tight hold on her arm, guide her back into the clearing. When Gowdy sees you with her a flash of fury crosses his face, but he quickly swallows it, and strides to meet you. "You stopped her from getting away, with minimal injuries it seems. Good enough considering orders, and what happened to you?"

"I'm fine, but a boy got away."

"Blast, he'll be dead by nightfall if we don't find him."

Druid scouts star emerging from the trees to assist with the wounded. The one who had first emerged with the dog approaches Gowdy, "The attack seems to have gone well."

"WELL? YOU COULD HAVE INFORMED US THAT THIS WAS A COLONY, NOT A SIMPLE BANDIT CAMP![/BLUE]"

"What were you expecting?"

"MEN! NOT-- No, we don't have time for this, help my men gather the wounded, we're taking them all back to Druid's Root."

"What?!?"

"I'm not finished! Have your men go into the forest after those that fled, yell thet we're taking every to Druid's Root, and they're all welcome there, if any of them reveal themselves, bring them back."

You set about, cleaning the wounds that you can, and administering aid with the few medical supplies the party was able to pack. Only 3 of your soldiers were too wounded to walk, and one died in the battle, a deep cut running all the way across and down his body, he seemed to have dies of blood loss. However, 5 of the bandits had already succumbed to their wounds, 7 would have to be carried out, and not a one of the men was uninjured enough to walk. Additionally, on woman was too injured to stand, 3 more could help carry the wounded, and none had died. There were also 4 children still about, ranging from ages 9 to 14. They did not cry, and helped with the cleanup. You were soon making the slow procession back to Druid's Root.
>>
>>3107605
Reposted with corrected formatting

"WHAT IN THE NAME OF GOD WAS THAT!?!" Sir Gowdy's shout rings throughout the forest. "Bandits my mother's warty arse! There are children here! CHILDREN!" he gestures with his bloodied sword toward a couple of children sitting silently among the carnage, tears steaming down their face and mingling with the blood on their clothes you can only hope is not their own. "Tend to the children NOW, then the wounded, we need to get everyone away from here, back the Druid's Root, there's a doctor there. NOW!" The soldiers drop their weapons in the dirt and start to carry out their orders. You sheath yours and help the woman to her feet, and you, with a tight hold on her arm, guide her back into the clearing. When Gowdy sees you with her a flash of fury crosses his face, but he quickly swallows it, and strides to meet you. "You stopped her from getting away, with minimal injuries it seems. Good enough considering orders, and what happened to you?"

"I'm fine, but a boy got away."

"Blast, he'll be dead by nightfall if we don't find him."

Druid scouts star emerging from the trees to assist with the wounded. The one who had first emerged with the dog approaches Gowdy, "The attack seems to have gone well."

"WELL? YOU COULD HAVE INFORMED US THAT THIS WAS A COLONY, NOT A SIMPLE BANDIT CAMP![/BLUE]"

"What were you expecting?"

"MEN! NOT-- No, we don't have time for this, help my men gather the wounded, we're taking them all back to Druid's Root."

"What?!?"

"I'm not finished! Have your men go into the forest after those that fled, yell thet we're taking every to Druid's Root, and they're all welcome there, if any of them reveal themselves, bring them back."

You set about, cleaning the wounds that you can, and administering aid with the few medical supplies the party was able to pack. Only 3 of your soldiers were too wounded to walk, and one died in the battle, a deep cut running all the way across and down his body, he seemed to have dies of blood loss. However, 5 of the bandits had already succumbed to their wounds, 7 would have to be carried out, and not a one of the men was uninjured enough to walk. Additionally, on woman was too injured to stand, 3 more could help carry the wounded, and none had died. There were also 4 children still about, ranging from ages 9 to 14. They did not cry, and helped with the cleanup. You were soon making the slow procession back to Druid's Root.
>>
It was nightfall before you arrived, another of the bandit men had succumbed to his wounds, but you hadn't lost another soldier at least. back in town, the wounded are taken into the garrison, which is converted into an infirmary. The local herbalist is roused, and she sets to work on the wounded. With the excitement suddenly killed, and the town feeling empty and quiet, the remaining soldiers take up positions in the watch tower, Veldora lays a blanket in front of the tree and lies down, and Sir Gowdy holes himself up in his room. You are left alone, uninjured, and without orders.

Current Skills:
Fighting: 3 LEVEL UP
Cleaning: 3
Cooking: 3 +
Subtlety: 1
Wit: 2 +
Riding: 2
Current Traits:
Calahann Dagger Specialization: +1 to fighting when using it to parry light blades and similar weapons.
Status: Untrusted: Your horse doesn't like you, -2 to ride check with her


>Try to speak with Sir Gowdy Wit, CR: 2
>Try to speak with Veldora Wit, CR: 2
>Join the soldiers on watch Wit, CR: 1
>Train some solo drills Fighting, CR: 2
>Sleep
>>
Rolled 2 (1d3)

>>3107619
>Try to speak with Veldora Wit, CR: 2
>>
Rolled 3 (1d3)

>>3107619

>Try to speak with Veldora Wit, CR: 2
>>
>>3107643
>>3108290
Awesome. Writting.
>>
You stride out from the garrison. Veldora is setting up a simple bedroll at the foot of The Druid's Root. She looks up and sees you coming. She has a solemn face, making he look much older than she appeared this morning. "What was that all about? What kind of bandit camp is filled with women and children."

"Bandits from the mountains..."

"Barbarians? That would have been nice to know going in. It would at least explain why they fought to the last, even the women."

"Barbarians? That's what you would call them?"

"What else would you call them?"

She hesitates for a moment. "Not Druids," she finally answers, looking down.

She avoids you gaze, aware of the implications of that nomenclature. "Wasn't this place the site of a battle against the barbarians? From the mountains I mean?{/blue]"

She looks up, glad to have changed the subject, "Yes, the great leader gave his life for the tribe here, and became this great tree," she looks fondly up at the branches swaying gently in the slight wind, "It's been too long since I've seen it, beautiful, isn't he?"

You also look up at the tree silently for a moment, "How did he die?"

She drops her gaze again. "He was, ... no longer needed. Forgive me, I am weary from the journey, you must be as well, let us rest, there will be much to do in the morning."

You return to the garrison for the cot that'd been set out for you, burning questions mostly unanswered.

Indeed there was much to do in the morning, some of the barbarians were coming to, most of them sitting up suddenly and picking a fight with those around them. Calming them was a difficult exercises, mostly completed by the uninjured woman that returned. She avoided your gaze like the plague and only spoke in used tones to the barbarians. After they'd calmed down they often went outside, partaking in odd training drills involving bodyweight training and movement forms coupled with breathing exercises. The garrison soldiers watched them carefully from the watchtowers, but they made no trouble, nor made any attempt to leave. They had all been disarmed, but their stature was intimidating enough.

Not long into the day, the rider that had set off for Farreach returned, well ahead of schedule. He likely only reached the castle the previous afternoon, and he must have ridden hard through the night to arrive at this time. As such, his horse was tired and sweating heavily, and when he dropped from the saddle, he nearly lost his footing on the solid earth beneath him, despite this, he jogged unsteadily into the garrison. "Sir Gowdy," he addressed with a half-hearted salute, "From the Baron," he panted as he pressed a sealed letter into his hands. "A bed" he pleaded , staggering towards one of the cots recently vacated by a wounded barbarian and collapsing.
>>
>>3108443
Reposted with proper formatting
You stride out from the garrison. Veldora is setting up a simple bedroll at the foot of The Druid's Root. She looks up and sees you coming. She has a solemn face, making he look much older than she appeared this morning. "What was that all about? What kind of bandit camp is filled with women and children."

"Bandits from the mountains..."

"Barbarians? That would have been nice to know going in. It would at least explain why they fought to the last, even the women."

"Barbarians? That's what you would call them?"

"What else would you call them?"

She hesitates for a moment. "Not Druids," she finally answers, looking down.

She avoids you gaze, aware of the implications of that nomenclature. "Wasn't this place the site of a battle against the barbarians? From the mountains I mean?"

She looks up, glad to have changed the subject, "Yes, the great leader gave his life for the tribe here, and became this great tree," she looks fondly up at the branches swaying gently in the slight wind, "It's been too long since I've seen it, beautiful, isn't he?"

You also look up at the tree silently for a moment, "How did he die?"

She drops her gaze again. "He was, ... no longer needed. Forgive me, I am weary from the journey, you must be as well, let us rest, there will be much to do in the morning."

You return to the garrison for the cot that'd been set out for you, burning questions mostly unanswered.

Indeed there was much to do in the morning, some of the barbarians were coming to, most of them sitting up suddenly and picking a fight with those around them. Calming them was a difficult exercises, mostly completed by the uninjured woman that returned. She avoided your gaze like the plague and only spoke in used tones to the barbarians. After they'd calmed down they often went outside, partaking in odd training drills involving bodyweight training and movement forms coupled with breathing exercises. The garrison soldiers watched them carefully from the watchtowers, but they made no trouble, nor made any attempt to leave. They had all been disarmed, but their stature was intimidating enough.

Not long into the day, the rider that had set off for Farreach returned, well ahead of schedule. He likely only reached the castle the previous afternoon, and he must have ridden hard through the night to arrive at this time. As such, his horse was tired and sweating heavily, and when he dropped from the saddle, he nearly lost his footing on the solid earth beneath him, despite this, he jogged unsteadily into the garrison. "Sir Gowdy," he addressed with a half-hearted salute, "From the Baron," he panted as he pressed a sealed letter into his hands. "A bed" he pleaded , staggering towards one of the cots recently vacated by a wounded barbarian and collapsing.
>>
>>3108445
Cont

Sir Gowdy inspects the sealed letter in his hands, the seal of the Baron prominent on the wax. "I'm going to review this. The rest of you keep tending to the barbarians. This is going to be a difficult situation, don't let any new fights break out and make it worse." As he turns towards the back of the garrison where he'd set up a temporary office, he gestures you to follow him.

"Dirk, you've done well in this matter, you handled the battle well, better than I'd expected in fact. You've helped the morale of the soldiers, before and after the battle. I'm going to be here for a long time, watching this situation. I need you to go back to Imeall, and lead the castle in my stead. I'm going to send you back with most of the soldiers that are fit to travel, and you need to send the fresh ones from Imeall here to reinforce Druid's Root. Do not let your guard down however, Imeall is close to the mountains, and if barbarian activity in increasing it may be in danger. We didn't find any ranged weapons in the camp, so focus on practicing defending the walls with bows."

At first, you are against leaving the village, wanting help with the barbarians and speak with the Druids, but you realize the gravity of the request, and hold your tongue. "Yes sir, consider it done."

You set out that day, your horse seems to have forgiven you from the other day, but it is still slow going as all of the 5 soldiers you're traveling with are injured and cannot move at full speed. You get back to Imeall just as the sun disappears behind the horizon, the soldiers there are surprised by the news, but they sense the change in your demeanor, and seem to respect you. The first thing in the morning, they head for Druid's Root, leaving you in charge of a minor castle staved by 5 injured soldiers, and 2 uninjured ones. As you watch the soldiers make their way down the road, you turn and look up at the Titan Tooth mountains, the bed of the unrest you could feel bubbling under the uneasy surface of the calm that seemed to surround the isolated castle now.
>>
I'm definetly out of ideas for this quest for now, and this seems like a good place to leave the story for now. Sorry for tyou guys comming in just now hoping to take part in a quest, but I've definelty burned out my creative writting candle for the time being.

So what do you guys think? How as the story, choices, and mechanics? I especailly would like comments on the mechanic system I used.

I plan on running this again soon, with a more management focused stance since you'r ein charge of Imeall, and faster timeframe to reflect the changing landscape as the conflict wears on.
>>
>>3108462

>>3108462

I actually love the dice system you're using, for now it's working great. You've done a good job of showing the weight and effects of our choices. Management squire quest sounds pretty fun, Imeall certainly has room to improve. I like the small scale too, feels more real.
>>
>>3108491
Thanks, the dice system is actually a boiled down version of EABAnywhere, which is itself a boiled down version of EABA. I'm considering upconverting the whole thing to full EABAnywhere for the next run, so you'd have full character sheets and the like, and really the only reason I didn't for this one is because I wasn't sure if questers would come to terms with the system to the point I wouldn't have to explain every nuance in regards to each option, and I wasn't confident in my ability to TL;DR it. What do you think? would you like a slightly more robust RPG system behind the game, or is the minor skill listing with traits and status effect that effect specific rolls?
>>
>>3108581

More skill depth would be cool but I don't think it's necessary yet, I kind of like the simplicity of having all our skills easily visible in a few lines of text.

I appreciate the lack of nuance in the options. I much prefer something like "Talk to Veldora" over something more specific and convoluted, because the character wouldn't know how it was going to go down anyway. Your style is great
>>
>>3108630
I'm glad you like it. Really the biggest difference between the up conversion and the current system would be the addition of attributies, and the way those work is that skills add directly to attributes, up to twice the attribute.
>>
>>3108652

Sounds fine, seems like there'll be more options for specialization
>>
>>3108462
As someone who was on this quest from the start, I was initially pretty skeptical. The premise was kinda generic, but the writing was quite well done. I felt like having all the stats out there would be a hassle too.

Thankfully, I was proven wrong on all my skepticisms, this quest is pretty top notch and I hope you keep it going.
>>
I'm surprised this thread hasn't been archived, but I'll take the opportunity to update yall.
I'm working on the content for the next chapter, and I'll have time to run it sometime between the 21st and 23rd, I will not run it into Christmas eve, but I am looking forward to getting the next chapter off the ground, and I have a few other projects I've had on the back burner that I'm going to be unveiling, or reviving, in the near future.
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>>3119424
Nice
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>>3127167
>>3127164



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