@dialtones-rambles
We like your funky fellas, magic man
Ouh so eepy... c'mon J☆de time to hit the H☆y!
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@dialtones-rambles
We like your funky fellas, magic man
Ouh so eepy... c'mon J☆de time to hit the H☆y!
“Valarie, you’re a mess. What happened?”
Journal pages from Earth Day (April 22) and from spring, but more over still have left 2 days in Spring season till it ends within about a week later. Anyhow, Goodbye Spring & for now byes.
Onto More activities later, that is we shall see in time.
bad bunny portrait
Did this for class, getting better at realism since my last portrait! 😋
April Quests: Week 4 Results
Quest 1: With a bit of investigation, you figure out that it wasn’t the entire coven feeding on the townsfolk. There’s been a fracture in the coven, and the group that broke off is the one that’s been sneaking off and feeding on humans. The main coven actually didn’t realize they’d been doing that until you arrived. They decide there’s nothing for it except to run the faction off their land permanently. You help them with telling the faction leaders they aren’t welcome. They weren’t happy, but their numbers aren’t big enough to handle the humans and main coven memebers. Hopefully the issue doesn’t come back up.
Quest 2: You take one look at those fungle beasts and know exactly what they are. They’re people that have been taken over by a mystic parasite. It was invented by an evil wizard 5,000 years ago. It was a big issue a few centuries ago, but has mostly been eradicated. Honestly, you don’t know where this infection came from and you’ll be reporting it to the CMDC very soon, but luckily there are plenty of records of how to deal with the illness still about. Everyone is up and walking (uninfected) in no time.
Quest 3: Wow that was a tough fight! You don’t manage to kill the troll, but you manage to confuse it enough that it gets turned around. It’s too big of a job for just one wizard, so you report back to your trainer. They’ll get a group together and make sure the troll isn’t a threat, but the town is safe for now.
Quest 4: Surprisingly the solution to the gnomes being punted is… punting them. To be fair, they attacked first. Eventually, you punted enough gnomes with your legs and magic that they stopped trying to bite your legs. At that point, you were able to hold a civilized conversation. Everything seems to be dealt with now.
April Quest: Week 4
This week, your trainer is sending you to the local mystic forest to deal with a problem threatening the town as a whole. Please help to make sure this threat doesn’t leak out of the trees and into the streets.
Quest 1: A Coven of Energy Vampires
Description: A coven of energy vampires have recently moved in and have been getting rowdy at the forest edges. While energy vampires aren’t necessarily evil, these ones seem to have a bit of disregard for human life. A few local farmers have reported being suspiciously tired. An energy vampire feeding off of someone routinely can cause early aging and ultimately death. Can you make sure that the coven is not draining townsfolk dry?
Emphasis: Intimidation
Reward: +3 Intimidation, +2 Your Choice
Quest 2: Mysterious Fungle Beasts
Description: There have been sightings of a mysterious figure in the mist that seems to have a head made up of mushrooms. What’s worse, anyone who has gone near it has ended up with a horrible rash, a high fever, and delusions. Find the beast, figure out what it is, and make sure it can hurt no one ever again.
Emphasis: Cosmic Wisdom
Reward: +3 Cosmic Wisdom, +2 Your Choice
Quest 3: A Troll
Description: A huge troll has been spotted near the base of the mountain heading steadily towards the town. Trolls are dangerous, mindless beasts who can bring destruction to town in only a few hours. Can you stop it or at least get it on a different path?
Emphasis: Evasion
Reward: +3 Evasion, +2 Your Choice
Quest 4: Hordes of Feral Gnomes
Description: Someone punted a gnome again. They are, of course, very angry about this and they bite! Can you force the gnomes to calm down and listen to reason?
Emphasis: Force
Reward: +3 Force, +2 Your Choice
The modifier chart is below for those doing their own calculations.
April Quests: Week 3 Results
Quest 1: The siren’s have definitely been kidnapping fishermen. Luckily, they’re all still alive because they’d been planning to use them as hostages when renegotiating fishing waters. They try to take you captive too with their songs, but you’d been very prepared for that, having made sure to study their powers in the library before stepping foot in the water. You manage to free the captured fishermen and get them back to shore. The local guard is now taking their statements and will be communicating this to the mayor. Negotiations are going to be a bit tense in the coming months.
Quest 2: It’s a kraken! You don’t know a lot about krakens, but you know that is one. Luckily it’s a baby one (or a lot of people would have been dead already). The second you realize what you’re dealing with, you ask, no, tell the magical ocean-life preservation squad to get down here now and relocate that thing before someone gets hurt.
Quest 3: Ugh. There are a lot of piranhas. Luckily, you know a spell or two that will destroy their eggs. Unfortunately, it still takes you a few days of gross fishing with steel nets to get all of the adults out of the area without killing every fish in a mile radius (if there are any considering how many the horde of piranhas ate). You manage it though! Now someone just needs to clean up all those carcasses… Not it.
Quest 4: To be fair, after listening to the grievances, the bale has a point. You go upstream to convince the people using the river as a dumping ground to quit it. They refuse, but while you’re there you realize that their operation is not up to code. Turns out it was illegal for them to be dumping things there to begin with. The local government will be taking it from here. The bale is very thankful.
April Quests: Week 3
Your trainer decides it’s time for you to get your feet wet with some more intense quests to help the local fishermen deal with some hazards of the sea. Choose which watery adventure you’ll go on this week.
Quest 1: Spiteful Sirens
Description: Some sirens are encroaching on the fishing waters again despite the deal made with them only last year. Not only do they steal all the fish from the area, but a few crew members have gone suspiciously missing along with all of the fish. Help figure out what exactly is going on and possibly renegotiate the treatise.
Emphasis: Offense
Reward: +5 to Any Combination of Offensive Skills
Quest 2: Wild Sea Monster
Description: An unknown creature has been spotted multiple times near the local teen swimming spot. Last night, a 14-year-old boy was grabbed, and almost drowned by a thing with long claws. He was only able to get away when one of his friends cast a shielding spell. Can you figure out what the creature is and help defeat it before someone gets even more hurt?
Emphasis: Defense
Reward: +5 to Any Combination of Defensive Skills
Quest 3: Piranha Infestation
Description: A piranha infestation has been making the local bay unusable in the past few weeks. What’s worse, animal bones keep popping up all over the shore creating a creepy mess. Can you get rid of the piranhas so the bay can be reopened?
Emphasis: Offense
Reward: +5 to Any Combination of Offensive Skills
Quest 4: Angry Snapping Turtles
A bale of snapping turtles have been causing a ruckus along the river, protesting the pollution of their waters by the new magical garbage dump up stream. They’ve got a lot to say and a lot to bite. Can you mediate the controversy so the river can get back to being peaceful?
Emphasis: Defense
Reward: +5 to Any Combination of Defense Skills
The modifier table is below.
April Quests: Week 2 Results
Quest 1: It’s a hard job, but you eventually manage to make the poltergeist vacate the premises. It turns out the mayor's daughter had accidentally manifested one during nightmares about a sorcery exam coming up. That problem’s a little harder to fix, but it’s not what you were called out to deal with.
Quest 2: It turns out, the entire problem had to do with what flour the baker had been using for the past few weeks. Apparently, despite being warned about the quality of the flour by the brownies, the baker couldn’t pass up a good deal. Of course, it ended up not actually being a good deal since the flour is about 25% sawdust. Also, the matriarch of the brownies is apparently allergic to sawdust which only made the issue worse. You’ve managed to deal with the problem for now by making the baker throw out the horrible flour, but the rest is up to them.
Quest 3: To be honest you don’t quite know what that mist was. You think that one of the potion ingredients had expired, but you’re not sure why it caused that. After about a dozen failed attempts, you manage to find a dissipation spell that actually works on the mist. It’s gone for now. You tell Gino's TA to make sure all of his ingredients are fresh from now on and hope this doesn’t happen again.
Quest 4: Al’s ant hill refuses to move, and you figure out his table is made of enchanted wood. So, you end up moving the table. You set it up in a nice clearing in the middle of the woods and only get bitten by angry ants a few dozen times. Al makes himself a new table from a tree you drag back. Hopefully, this wood will not attract ants.