I think this largely comes from being a protagonist in a DnD campaign for a long time, especially a roleplay heavy one. DnD characters naturally build a portfolio of exploits that any NPC character would think insane to accomplish.
If you want the true gigachad energy though, the spell she used to contact Talona was Divination, which requires a sacrifice to the deity in question, worth at least 25gp.
Konsi thinks it's good etiquette to make your sacrifice something the deity would approve of. For example, when she contacted Selune, she crafted some art-piece quality functional navigational tools out of silver and used those as the component in the spell.
As Talona is the goddess of poison and decay, Konsi decided that a suitable "sacrifice" would be a bottle of lethal, slow acting poison. She spent a few days gathering appropriate herbs and mushrooms, made the poison, then promptly drank it to sacrifice it.
"DnD characters naturally build a portfolio of exploits that any NPC character would think insane to accomplish."
I appreciate how well your comics highlight this, leveraging the absurdity into humour.
"Konsi thinks it's good etiquette to make your sacrifice something the deity would approve of."
I love roleplaying like this. This is a wee bit of a tangent, so bear with me, but a phrase that is coming to mind is "ludonarrative dissonance", which describes when the "gamey" or mechanical aspects of a game (the ludic bits) conflict with the storytelling or roleplaying aspects of a game. I learned this term in a discussion around video games, but it sticks with me because of how it makes me think of games in terms of ludic and narrative components. (The "dissonance" part isn't relevant right now, that's just context for the term, and I never hear people talk about ludonarrative synergy(?) because when the ludic and narrative bits work well together, that's just good game design.
Anyway, with background context done: your Divination example makes me think about how some players/groups parse the spell requirements in a strictly ludic manner — they hone in on the 25gp cost and other requirements, caring little for the flavour text.
On the flip side, some players (especially ones who are new to roleplaying) may lean too hard on the spell descriptions for narrative support. This isn't a bad thing to do, but I think your wee story is a great example of the kind of ludonarrative synergy that TTRPGs have so much great potential for, if players are able to use the rules as a launch pad to make something with far more flavour than the rules are able to do by themselves.
The main comic seems to be really small. And the smaller ones were showing small for me too. I'm using lemmy.world. But I was able to fix it with css. Here's the css I have now if anyone is interested:
.img-expanded:not(.banner, .avatar-overlay) {
max-height: unset;
max-width: 100vw;
position: absolute;
left: 50%;
transform: translate(-50%, -75px);
outline: auto;
outline-color: black;
z-index: 1;
padding: 50px;
outline-offset: -50px;
pointer-events: none;
}
.md-div img {
max-height: unset;
}
/*Note: Links are exactly the same except without bg-transparent, so using not(bg-transparent) instead will outline the links instead of the expandos. Also, they're outlined orange unless you change it, so you could take that off, give them all outlines, and you can tell which they are based on the color.*/
.thumbnail.rounded.overflow-hidden.d-inline-block.position-relative.p-0.border-0.bg-transparent {
outline: auto;
}
The small one in the middle is what I'm using to fix the shrunken images in comments problems.