The Rally

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The Rally is a random event where two of the player's heroes cause grave injury to a respected elder at an anti-war rally. prompting a mob to demand their punishment.

Outcome summary[edit | edit source]

Choice Time Chance Outcome
Sending heroes to jail Special Justice?: Both heroes die.
10 years 25% Hail Jail: Both heroes gain School of Hard Knocks status and gain the larger of 500 XP or 10% of current XP.
25% Hello! Goodbye!: First hero gains School of Hard Knocks status and gain the larger of 500 xP or 10% of current XP.
25% Waited 10 Years For This: Both heroes lose 5% of current XP and become Disheartened.
4 years 25% The Hustlers: Both heroes gain the larger of 500 XP or 5% of current XP and become Shifty.
Pretending to punish none 33.3% So Sayeth the Ruler: No change.
33.3% Bracing for Impact: Both heroes lose 1% of current XP and become Disheartened.
33.3% Lie for an Eye: First hero dies and corruption increases in the relevant region.
Doing nothing none 50% Up in Smoke: No change.
50% Disappearing Act: Both heroes are lost.

The "Justice?" outcome occurs if either hero's natural lifespan was to end during the ten-year sentence and occurs at the earlier of the two dates. Otherwise, one of the other outcomes occurs randomly.

Start[edit | edit source]

The Rally

Today first hero name and second hero name attended an anti-war rally outside the Capital as peacekeepers and the speaker, a highly respected elder from region name, made some very inflammatory statements about you and the war. Things got out of hand and now the speaker's in critical condition thanks to your heroes, and a growing mass of unruly citizens are fuming outside of the Capital. Nobody knows what to do.

  • Send the heroes to jail for 10 years.
  • Say you'll punish the heroes, but actually do nothing.
  • Do nothing and hope that it blows over.

The heroes and region for this event are selected randomly. It requires at least two available heroes for it to trigger.

Sending heroes to jail[edit | edit source]

See You in 10

You have the heroes arrested and march them out of the Capital past the waiting mob. Satisfied with justice being served, they disperse and the night passes in silence.

Outcomes[edit | edit source]

There are five possible outcomes. If either hero's lifespan was to come to its natural end within ten years, then the "Justice?" outcome occurs. Otherwise, the remaining four possible outcomes are all equally likely. Except where noted otherwise, they occur at the end of the ten-year sentence.

Justice?

You've been informed that first hero name and second hero name, who were serving a ten-year prison sentence, were both found lying motionless on the floor. Hemlock was found on their bodies and the guards suspect it was self-administered.

first hero name and second hero name have died in prison.

This will occur on the date that the first or second hero's lifespan was to naturally end anyway. It will be on the earliest of the two dates.

Hail Jail

Your heroes have returned! first hero name and second hero name saunter back into the throne room looking completely reinvigorated. "You made the right choice, punishing us like that" they tell you, "and we're all the stronger for it."

first hero name and second hero name have returned and gained XP and the School of Hard Knocks status.

The amount of XP awarded is the greater of 10 percent of their current XP or 500 points.

Hello! Goodbye!

Your heroes' sentence is up! A small ceremony greets first hero name and second hero name upon their return to the Capital and while first hero's first name appears to have taken jail in stride, second hero's first name seems to resent being back. Coming up to you alone, second hero's first name confides, "I'm only here to make sure my friend got back safe. I did a lot of thinking in there about what I did and that rally wasn't wrong. I can make a bigger difference out there than in here. I'm done."

first hero name has returned and gained XP and the School of Hard Knocks status.

The amount of XP awarded is the greater of 10 percent of his or her current XP or 500 points. The second hero rejoin the retinue, even if the contrary has been stated during the private conversation with you (confirmed in 1.4 patch).

Waited 10 Years For This

The 10 year sentence is up! first hero name and second hero name return home, stride straight up to your throne, throw down their cuffs and chains, and storm off to the barracks without another word. It seems your heroes had no problem holding a 10 year grudge.

first hero name and second hero name have returned, lost XP, and gained the Disheartened personality.

The amount of XP lost is 10 percent of their current XP.

The Hustlers

You awaken to find first hero name and second hero name standing in front of you, grinning like idiots. It seems they got an early release from prison for good behavior! During celebratory drinks that night, /VAR_4/ confesses to you that the two of them actually won their release through their gambling skills, but you should keep that to yourself because there are quite a few inmates who will be looking for them when they get out.

first hero name and second hero name have gained XP and the Shifty personality.

This outcome occurs only after four years instead of ten. The amount of XP awarded is the greater of 5 percent of their current XP or 500 points.

Pretending to punish[edit | edit source]

Outcomes[edit | edit source]

There are three possible outcomes, all equally likely.

So Sayeth the Ruler

You send bulletins out to the mob stating that the heroes will be severely punished. They seem to accept this and the night passes by uneventfully with only a slight increase in vandalisms. Afterward, the heroes are warned to lay low for at least a few weeks just to be safe.

Bracing for Impact

Your heroes are surprised to hear that the mob believed your words without any proof! However, due to their fear of showing their faces in public and the shame of having to hide from the people they've sworn to protect, they've quickly turned into recluses.

first hero name and second hero name have lost XP and gained the Disheartened personality.

The amount of XP lost is one percent of their current XP.

Lie for an Eye

You send word to the mob that the heroes will be punished and leave it at that. Later that evening, however, a handful of mob members sneak into the barracks and discover the truth! second hero's first name manages to fight through the horde and escape with minor injuries, but first hero's first name isn't so lucky. The hero's body is discovered outside the Capital walls the next morning and by then news of the speaker's beating has begun stirring unrest in region name.

first hero name has been lost and corruption has increased in region name.

Doing nothing[edit | edit source]

Outcomes[edit | edit source]

There are two possible outcomes, both equally likely.

Up in Smoke

You wait. The air is tense that night until you hear that the speaker will survive, but without the use of her legs. Surprisingly, there's no further disruptions and by the following morning all traces of the rally, its supporters, and the speaker herself are gone.

Disappearing Act

You tell first hero's first name and second hero's first name to wait and see what happens, but they don't act reassured. That night the speaker passes away and the mob is so overtaken by rage that they storm the Capital in search of the two heroes responsible. The search proves to be fruitless, though, as the pair has disappeared completely!

first hero name and second hero name have been lost.