1
Forum Games and Roleplaying / [SG] The Planar Expedition [Good Friend]
« on: November 22, 2023, 01:30:37 am »
The scroll doesn't look like much. Coarse reed-paper, ragged around the edges, bound with a simple blue string rather than a wax seal.
The contents are... portentious, however.
A friend of yours has apparently acquired a position of some importance on a planar expedition, and he wants you to join him. You're not normally a fan of suicide missions, but you are a fan of eating. You've only recently acquired the qualifications for your chosen profession, and opportunities have been thin. Which makes you wonder why he'd ask for you by name in the first place.
You do have a few ideas, however.
The first would be your race. Major races all have talents and quirks that make them well suited to certain roles. It's not uncommon to want an elf on hand to handle agriculture, or a snakeman to manage a shrine. As for you...
A. Elf. You're beautiful and adept at controlling living things. Your flesh can be mended, mutated, or reverted without issue.
B. Dwarf. You're sturdy and hardworking. You can enhance or repair items as if crafting them from scratch.
C. Salamander. You're ambitious and cunning. You're immune to heat and flame.
D. Snakeman. You're ruthless and sinister. You can use social skills on otherworldy powers and divine skills on mortals.
E. Human. You're loyal and work well with others. You can trade hits or ailments between allies.
F. Orc. You're brutal and opportunistic. You can force foes to trade blows with you.
G. Other. Many races inhabit the land, some more capable than others.
The other obvious draw would be your recently acquired profession. You'd be lying if you said you made up for inexperience with talent, but at least he knows what you're capable of. Speaking of which...
H. Warrior. Your business is war, or at least looking tough just in case.
H1. Heavy Reaver. Armed with a two-handed sword and heavy armor, you focus on wading into battle and cleaving through multiple foes at once.
H2. Adaptable Warrior. Armed with a mace and medium armor, you focus on withstanding and grinding down whatever you come up against.
H3. Spear Dervish. Armed with a spear and light armor, you focus on getting in, hitting deep, and getting out.
H4. Battle Archer. Armed with a bow and light armor, you focus on keeping foes at range while whittling them down.
H5. Fire Battlemage. Armed with fire magic and medium armor, you focus on burning foes at close range.
H6. Frost Witch. Armed with frost magic and light armor, you focus on debilitating foes and utility options.
H7. Artillery Mage. Armed with lightning magic and fancy robes, you focus on decimating groups of foes from afar.
H8. Other Warrior. There's a lot of ways to fight and a lot of things to be good at fighting.
I. Specialist. Your business is being useful to people with exotic problems, or maybe just a lot of money.
I1. Biomancer. You can mutate and control living things.
I2. Necromancer. You can raise and empower the dead.
I3. Enchanter. You can imbue objects with magical properties.
I4. Alchemist. You can infuse or refine magical effects into or from materials.
I5. Golemancer. You can animate minions from base materials.
I6. Summoner. You can conjure and bind otherworldly creatures and forces.
I7. Priest. You can channel and bargain with otherwordly powers.
I8. Other Specialist. There are many magical or artisinal skills and many paths to leveraging those skills.
As to whether that combination would be handy to have on a planar expedition... well, yes, but that doesn't mean you'd survive it. Planar expeditions are notoriously dangerous; you're dealing with an entirely different reality functioning on entirely different rules. Most of them follow the same pattern- arrive, do alright, encounter something wild even by the local standards, and implode entirely. You don't envy your chances rolling those particular dice.
That said, the reason they're so dangerous is also why they're potentially so valuable. Anything from exotic monsters to precious stones might (or might not) be found in a given realm, and if you can survive long enough to exploit them- and again, that is a VERY big if- you can strike it rich in no time.
...come to think of it, you don't recall your friend being especially greedy. Ambitious, yes, and willing to take enough risks that he got him kicked out of where he was originally serving. But you suddenly wonder if he's up to something.
The only other things that comes to mind would be where you studied or where you're from originally. You don't see what either would have to do with anything, but you suppose that's what makes it a scheme rather than a plan. In any case...
(Choose twice, duplicates allowed)
J. The Elven Kingdom of Highblossom. Large, prosperous, and perpetually nervous about the western defenses holding back the magical hellstorms that threaten to sweep in and bring abject ruin in one fell swoop. Gain benefits related to commerce, mana harvesting, and elven pursuits.
K. The Dwarven Kingdom of Grimtallow. Positioned along a mountain range dividing Highblossom from a fetid undead marsh, the current king is known for being quite a bit more imperialistic than most dwarves. Gain benefits related to conquest, undead, and dwarven pursuits.
L. The Orcish Stronghold of Saltmarrow. Positioned at a desolate pass and over a chasm infested with crustacean hive horrors, Saltmarrow serves as a vital trading point for those who can bribe or fight their way through the orcs. Gain benefits related to endless carnage, trade, and orcish pursuits.
M. The Salamander City-States of Mount Doom. Ringing a volcano south of Grimtallow's range and east of Saltmarrow's pass, Mount Doom is surrounded by bickering city-states seeking to one-up each other through military might and ostentatious megaprojects. Gain benefits related to volcanic activity, megaprojects, and salamander pursuits.
N. Other Location. There are many lands further afield or simply more obscure than the above four, which are generally regarded as the extent of civilization locally.
Options exhausted regarding just what your friend is after, you turn to what YOU want. You're the kind of person who...
(Choose three, duplicates allowed)
O. Aggressive. You solve problems directly and without hesitation.
P. Tenacious. You don't give up easily.
Q. Flexible. You're good at going around problems rather than through them.
R. Analytical. You ponder what's under the surface.
S. Corrupt. Your boss is the highest bidder at any given moment.
T. Ruthless. You go hard when you go at all.
U. Diplomatic. You're good at working with others.
The contents are... portentious, however.
A friend of yours has apparently acquired a position of some importance on a planar expedition, and he wants you to join him. You're not normally a fan of suicide missions, but you are a fan of eating. You've only recently acquired the qualifications for your chosen profession, and opportunities have been thin. Which makes you wonder why he'd ask for you by name in the first place.
You do have a few ideas, however.
The first would be your race. Major races all have talents and quirks that make them well suited to certain roles. It's not uncommon to want an elf on hand to handle agriculture, or a snakeman to manage a shrine. As for you...
A. Elf. You're beautiful and adept at controlling living things. Your flesh can be mended, mutated, or reverted without issue.
B. Dwarf. You're sturdy and hardworking. You can enhance or repair items as if crafting them from scratch.
C. Salamander. You're ambitious and cunning. You're immune to heat and flame.
D. Snakeman. You're ruthless and sinister. You can use social skills on otherworldy powers and divine skills on mortals.
E. Human. You're loyal and work well with others. You can trade hits or ailments between allies.
F. Orc. You're brutal and opportunistic. You can force foes to trade blows with you.
G. Other. Many races inhabit the land, some more capable than others.
The other obvious draw would be your recently acquired profession. You'd be lying if you said you made up for inexperience with talent, but at least he knows what you're capable of. Speaking of which...
H. Warrior. Your business is war, or at least looking tough just in case.
H1. Heavy Reaver. Armed with a two-handed sword and heavy armor, you focus on wading into battle and cleaving through multiple foes at once.
H2. Adaptable Warrior. Armed with a mace and medium armor, you focus on withstanding and grinding down whatever you come up against.
H3. Spear Dervish. Armed with a spear and light armor, you focus on getting in, hitting deep, and getting out.
H4. Battle Archer. Armed with a bow and light armor, you focus on keeping foes at range while whittling them down.
H5. Fire Battlemage. Armed with fire magic and medium armor, you focus on burning foes at close range.
H6. Frost Witch. Armed with frost magic and light armor, you focus on debilitating foes and utility options.
H7. Artillery Mage. Armed with lightning magic and fancy robes, you focus on decimating groups of foes from afar.
H8. Other Warrior. There's a lot of ways to fight and a lot of things to be good at fighting.
I. Specialist. Your business is being useful to people with exotic problems, or maybe just a lot of money.
I1. Biomancer. You can mutate and control living things.
I2. Necromancer. You can raise and empower the dead.
I3. Enchanter. You can imbue objects with magical properties.
I4. Alchemist. You can infuse or refine magical effects into or from materials.
I5. Golemancer. You can animate minions from base materials.
I6. Summoner. You can conjure and bind otherworldly creatures and forces.
I7. Priest. You can channel and bargain with otherwordly powers.
I8. Other Specialist. There are many magical or artisinal skills and many paths to leveraging those skills.
As to whether that combination would be handy to have on a planar expedition... well, yes, but that doesn't mean you'd survive it. Planar expeditions are notoriously dangerous; you're dealing with an entirely different reality functioning on entirely different rules. Most of them follow the same pattern- arrive, do alright, encounter something wild even by the local standards, and implode entirely. You don't envy your chances rolling those particular dice.
That said, the reason they're so dangerous is also why they're potentially so valuable. Anything from exotic monsters to precious stones might (or might not) be found in a given realm, and if you can survive long enough to exploit them- and again, that is a VERY big if- you can strike it rich in no time.
...come to think of it, you don't recall your friend being especially greedy. Ambitious, yes, and willing to take enough risks that he got him kicked out of where he was originally serving. But you suddenly wonder if he's up to something.
The only other things that comes to mind would be where you studied or where you're from originally. You don't see what either would have to do with anything, but you suppose that's what makes it a scheme rather than a plan. In any case...
(Choose twice, duplicates allowed)
J. The Elven Kingdom of Highblossom. Large, prosperous, and perpetually nervous about the western defenses holding back the magical hellstorms that threaten to sweep in and bring abject ruin in one fell swoop. Gain benefits related to commerce, mana harvesting, and elven pursuits.
K. The Dwarven Kingdom of Grimtallow. Positioned along a mountain range dividing Highblossom from a fetid undead marsh, the current king is known for being quite a bit more imperialistic than most dwarves. Gain benefits related to conquest, undead, and dwarven pursuits.
L. The Orcish Stronghold of Saltmarrow. Positioned at a desolate pass and over a chasm infested with crustacean hive horrors, Saltmarrow serves as a vital trading point for those who can bribe or fight their way through the orcs. Gain benefits related to endless carnage, trade, and orcish pursuits.
M. The Salamander City-States of Mount Doom. Ringing a volcano south of Grimtallow's range and east of Saltmarrow's pass, Mount Doom is surrounded by bickering city-states seeking to one-up each other through military might and ostentatious megaprojects. Gain benefits related to volcanic activity, megaprojects, and salamander pursuits.
N. Other Location. There are many lands further afield or simply more obscure than the above four, which are generally regarded as the extent of civilization locally.
Options exhausted regarding just what your friend is after, you turn to what YOU want. You're the kind of person who...
(Choose three, duplicates allowed)
O. Aggressive. You solve problems directly and without hesitation.
P. Tenacious. You don't give up easily.
Q. Flexible. You're good at going around problems rather than through them.
R. Analytical. You ponder what's under the surface.
S. Corrupt. Your boss is the highest bidder at any given moment.
T. Ruthless. You go hard when you go at all.
U. Diplomatic. You're good at working with others.


I am not a magical girl.
I am, for a little bit more.














My two favorite things are healing comrades and beating skeletons.
Acid solves everything!













