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Anonymous ID: r4lXpBZo/qst/6257527#6259444
6/17/2025, 12:00:37 AM
Rolled 39, 70, 52, 19, 31, 11 = 222 (6d100)

>>6259261

Exploration and Knowledge Gathering

A. Retrieve the Skull of the Witch Saint: your scouts believe they have located an ancient catacomb of a witch saint from centuries ago. Problem is the place is infested with abomination. Clearing the place will take a lot of magic. DC 80 if you go with your small team, DC 70 if you ask Parmati for help, DC 60 if you spend lots of magic on top of it (2 magic expenditure). Reward: one or more Focus, some extra lore. 2 successes required.

B. Swallowed Thorp: some strange fluctuation in the Concealment ritual made an entire thorp disappear overnight. Investigate what caused the disturbance, maybe you can improve upon the ritual. DC 40, but you need 3 successes. If you spend a lot of magic (2 magic expenditure), you just need 1 success.

C. Find Friendly Aberration: your scouts heard of an aberration called Creepkin, who was once a forest creature before being turned into an aberration somehow. Most of the other aberrations consider him a traitor, and he lives isolated in the forest. DC 50 to convince him, you need three successes. If you offer him a lot of food (-1 food), you only need one success.

Defense and Diplomacy

D. Haunt the Borders: curse barbarian trailmakers for them to become lost in the forest, discouraging further incursions. DC 30, only need 1 success

E. Vampiric Alliance: You heard from a seer the vampires are planning a big attack on their enemies. Broker a pact with local vampires for a joint attack at the Primevals. Could build up trust for further diplomacy. DC 90, needs one success. Can reduce to DC 30 if you offer to be the vampire's thrall for a few years.

F. Caravan Raid: shadow and rob a valuable barbarian caravan returning east. DC 60. One success you learn what they are carrying, two successes you steal something valuable, three successes you leave them stranded, confused and vulnerable then come back with a big team to loot all their cargo

Write in:

G. Describe what you want to do.

In any case, roll 6d100 with your choices. My rolls can modify even the stated outcomes, if they are sufficiently better or worse than yours.