The gates of Felcross are behind you now. The city where you were raised, the city of your first failures and rare achievements, the last great city on the way east. You look back, as if to say goodbye. There is nothing of worth left for you there, only your bickering family and your more successful peers.You are a wanderer now. On your belt is a sword, on your back - a bag with tools, travelling gear, some money - whatever was left after your purchases - and rations. They won't last long, but you'll think of solving this later. Two javelins fit nicely in the quiver, slung over your shoulder close to the travelling bag.Barely a man, not a youth, you start down one of the roads. You don't know much of the world, but you've had dreams. Dreams of power, people bowing to your might, of... freedom, to do what you want, however indulgent your desires may be. Of immortality, like in the tales of the Flower Harbringer and the Collector of Names.They are far away, but one who doesn't begin his journey will most certainly never see its end.You possess basic ability in the way of the sword and the javelin, having been given basic training for the militia, like any able man of the kingdom. You also know your way around the streets, courtesy of your upbringing. You can repair and take care of your weapon, and know the basics of crafting, having helped around the smithy for a time. You think you can survive on the road and subsist if need came. That's about all you are capable of.You heard the road east leads to the frontier, the outlands. Not completely devoid of settlement, it is, nevertheless, a dangerous place - some of the monsters manage to sneak into the heartlands of the kingdom of Hien, not to speak of these wild lands, where they may have greater reign. Their distance from the heartlands means all kind of folk flock there, sometimes good in heart, but often dark. It also means greater freedom, whatever the cost. At least, that's what the caravans and travellers from that land told you when they passed through Felcross."Only madmen go east," your grandpa once said spitefully. "Those that don't know the worth of a family at your back or a proper home you can return to." Didn't stop one of your elder brothers from going there. Didn't stop you.The road is calm for a few days as you pass by caravans going west. You didn't have enough money to buy your place in one, so you're going alone.After the sun sets on the 4th day of travel, you consider making camp, like the previous days, but see a light further down the road. Approaching closer, you see a person sit by the campfire, a man, if you read their build correctly. He doesn't seem to have noticed you, tinkering with something in his hands. A tent is pitched nearby, and a spear rests by the fire. The faint scent of herbs and medicine drifts in the air. The smoke, too, of course.(1/2)
The stranger doesn't seem to have noticed you. There's no one on the road, and most likely no one will appear for the entire night since this hour.>Hail the stranger. Ask if you may rest here for the night. Initiate a conversation.>Sneak up to him and slay him with a precise strike. The crackle of fire and the sound of crickets will obscure your approach. His supplies will be yours.>Write-in
>>6305455>>Sneak up to him and slay him with a precise strike. The crackle of fire and the sound of crickets will obscure your approach. His supplies will be yours.
>>6305455>>Hail the stranger. Ask if you may rest here for the night. Initiate a conversation.Interesting quest, lets not be a roving bandit
>>6305455>Write-in, slowly approach the stranger and ask to sit by the fireIf that doesn't work il pick to hail the stranger
>>6305461>>6305569>>6305571>>6305584Was planning to update now in the morning, but it seems a tie appeared just as I checked the thread. I'll wait a couple hours for someone to break it.In the mean time, I will answer>Interesting quest, lets not be a roving banditI am glad to hear that. I feel compelled to say what I have in mind for it. Scumbag Antipaladin is a direct inspiration, but I imagine the mc less as a rampaging murderhobo with a terrible personality and more a neutral (?) self-serving and calculating man. You will find it reflected in the suggested options. There will be some stuff going on behind the scenes, but rolls will be very simple based on d100 against a set DC. That's about all I can say. Hopefully it will be fun for anons.
>>6305455>>Hail the stranger. Ask if you may rest here for the night. Initiate a conversation.
>>6305611Since it seems my write in isn't gaining support I'm changing my vote
>>6305611>>6305612I already treated it as a "Hail the stranger" vote for the purposes of deciding whether to use a diplomatic or aggressive approach.Either way, tie has been broken by >>6305604>Sneak up to him and slay him with a precise strike. The crackle of fire and the sound of crickets will obscure your approach. His supplies will be yours.Please roll 1d100 against 30 for sneaking up and killing. Not Bo3, just a single roll.
Rolled 90 (1d100)>>6305617
>90You quietly unsheathe your sword and begin approaching the figure. The man doesn't seem to have noticed you and continues doing whatever he is doing. Your heart thumps under your shirt, but you manage to approach close enough for a strike. All that's left is to land a killing blow, just like in training.A thrust into his back, around where the heart is, and blood sprays on the ground and grass. The stranger lets out a pained moan, but has enough strength left to scramble for his spear. You don't let him. Landing a slash, you make a deep wound on his neck. Blood pools under the stranger as life leaves him.Your first kill. Your father, a veteran of one campaign in the west, once told you that killing someone changes a person irreversibly. You feel... afraid, your consciousness yells you've done wrong. But at the same time, there is a fullness in your heart, and the lightness of freedom - is that not what you wanted? You calm down, filled with determination.You look what the person has been doing, and find a book - a journal, it would seem. It's not very thick, but well-used. You're not literate, so you can't make out what is written there, but you take it anyway.In the tent, you find a big rucksack with all manner of herbs and bottles, sorted neatly into various compartments. The smell of medicine is thick as you open it. The vessels are signed, though just like the journal, you can't read what's on the labels. Besides that, there's travelling gear similar to yours - cook pot, simple cutlery, rope, camping and survival tools - rations for a week, and several other books and envelopes.You can't take it all, but you take a good deal of the bottles and herbs - those that seem most interesting to you - the books, journal, envelopes and rations. Your bag is quite heavy now, but you should be fine.There's the grim question of what to do with the body. The most obvious solution would be to drag it off the road and bury it somewhere - you've got a small shovel as part of your survival kit. Fields of tall grass surround you, with a forest in the distance. If you're careful enough, you can very well conceal the grave in the grass.Maybe burning the corpse in the campfire beforehand would be good. Dried, burnt remains may leave less of a trail.As you ponder this question, you notice something glinting in the light of the flame on the neck of the stranger. You inspect it closer, paying attention not to sully your clothes with blood, and find a pendant. It seems to be in the form of a circle with lines going through it in a strange pattern, and 3 going out and upward. Through one of them, a necklace holding the pendant goes.You think you've seen this earlier. Travelling healers and medicine traders sometimes wore it, but you never bothered to ask the meaning of this symbol.(1/2)
Either way, there is still the question of the body. Maybe you can come up with something to do about the bloodied grass as well. What will you do?>Burn the body, then bury it.>Just drag it off from the side of the road and bury it. Try not to get too much blood on your clothes.>Write-inCamp here or travel a bit further afterwards?>Camp here.>Keep going down the road. Distance yourself from the site of murder.
I forgot to mention there's also some money. Quite a bit, in fact - enough to live for a month in a city. You take it with you as well.
>>6305644>Just drag it off from the side of the road and bury it. Try not to get too much blood on your clothes.>Keep going down the road. Distance yourself from the site of murder.
>>6305596>Scumbag Antipaladin, now there is name I haven't heard in a while>>6305644>Burn the body, then bury it.>Keep going down the road. Distance yourself from the site of murder.
>>6305644>Burn the body, then bury it.>Keep going down the road. Distance yourself from the site of murder.
>>6305661>>6305677>>6305680Calling the vote and writing for>Burn the body, then bury it.>Keep going down the road. Distance yourself from the site of murder.Probably going to be a short update.
You drag the body over to the fire, then arrange it in the middle of the flames in a fetal position. The disgusting stench of burnt meat fills the air. It takes until deep in the night for the entirety of the body to burn to coal. You find it still leaves marks - not blood, but black, ashen smears. If anyone looked carefully, they would spot the trail.Your shovel is not a big, farmer's one, rather a travelling tool to perform some light work. Still, it does its job, and after a couple hours of intense work, you manage to bury the remains in a shallow grave in the middle of a field. You do your best to bury what remains of the stranger's gear, too - don't want to leave a suddenly abandoned campsite - and throw some grass around where blood spilled so it isn't as obvious.You feel exhausted, both after a day's travel and the subsequent work, but you pick yourself up and keep going for an hour more until you set up camp. It is the height of summer, and the eastern horizon is already brightening at this hour, taking a turquoise hue, but you're too tired to care about that. You collapse into a deep, dreamless sleep the moment you close your eyes.You awaken in the late morning. By luck, it seems either the passing caravans and travellers didn't detect your crime or none have passed by. You pack up and continue your journey.After the previous night's events, you feel you have become a bit better at sneaking and manual labour. With first blood on your hands, you have hardened your heart a little.The next few days pass uneventfully. You reach the town of Agante. It's a far cry from the wealth and size of Felcross, but a town nonetheless. It has its market, school, healer and guard post, among other things. Several caravans seem to have stopped here, and roads lead from this town in all cardinal directions.Roll 1d100 for whether the site of your attack on the stranger is noticed. You've concealed it rather carefully. DC: 15.(1/2)
You can do several things while in this town. (Multiple may be chosen)>Ask someone literate to read the labels of the bottles for you. A town healer or one of the caravan masters. They may ask questions about how you got them and why you carry them, if you don't know their purpose... [write-in lie]>Pay a tutor at the school to start teaching you how to read. Your wealth is not enough to get even basic literacy, but you can lay the foundation - start memorising the symbols and whatnot. The foundation you didn't get as a commoner. [-2 weeks' worth of money]>Ask around for rumours at a tavern.>Train with your sword. You'll need a mentor or some other source of information to guide you later, but you can sharpen the basics for now.>Buy rations. Hardtacks, water, dried meat, whatever vegetables and fruit have already been harvested this season. [write-in for how many days]>Buy something else. [write-in]>Write-inYou have:- Collection of bottles full of liquids, with labels (medicine, most likely).- Some dried herbs.- Pendant with a strange symbol.- Stranger's journal.- Some books and envelopes.- Travelling gear & tools (shovel, axe, hammer, rope, cloak-tent, flint, etc.)- Short sword.- 2 javelins + quiver.- Rations and canteen (3 days).- Money (enough for 1 month of renting a room + keeping yourself fed)(I think that's everything, tell me if I missed anything)Probably gonna call the vote in about 9-12 hours but we'll see.
Hmm. Interesting quest. Let me read and catch up.
Rolled 28 (1d100)>>6305860>>6305861Train with your sword. You'll need a mentor or some other source of information to guide you later, but you can sharpen the basics for now.>Ask around for rumours at a tavern.Buy rations. Hardtacks, water, dried meat, whatever vegetables and fruit have already been harvested this season. [5 days]
>>6306079Only one vote, it seems. Well, so long as there's at least one player, that's something I can work with.Calling it and writing for>Train with your sword. You'll need a mentor or some other source of information to guide you later, but you can sharpen the basics for now.>Ask around for rumours at a tavern.>Buy rations. Hardtacks, water, dried meat, whatever vegetables and fruit have already been harvested this season. [5 days]>28 for concealment - Success! No one has noticed your actions.
You spend the mornings of 3 days training with your sword outside Agante, practicing your swings. It's not a lot, but it helps you get a bit stronger, and make your strikes swifter.On your second day, after resting from the journey, you enter one of the town's taverns and approach the keep, a lean man in his thirties. He flashes you a welcoming smile, one metal tooth glinting among healthy white ones."Hey," you say, placing a couple copper coins on the counter. "Anything interesting happening recently?""Not much, we ain't a very important town," he says, sweeping up the offer. "Though there's been some strange things in the woods to the east, on the road to the outlands. A few caravans have been attacked in the past couple of weeks. Odd thing - some have been really messed up, even well guarded ones, others pass through safely without so much as a bump. We've sent for knights and paladins to Felcross, but they're yet to arrive."The man scratches his chin. "Hmm... Ah, some strange folks arrived from the north a week ago. Claimed they were traders, but... been snooping around more than traders do. Also got a strange scent about them wherever they go. Like... earth, but also incense. Almost all departed just a day ago, but one stayed behind. Stopped at the Bonfire Inn.""Thank you," you say."Come back if you want a pint of ale or need a warm bed," the keep smiles again.You hit the market in the afternoon and buy some rations. While you're staying at the tavern, you won't be using them, but these should be enough for 8 days of travel in total.The northern strangers tug at your memories. You've heard all your life that the northern reaches of Hien are in constant danger from some warlord, or "dark lord". Squads of conscripts have been passing through Felcross on the way north every few years, or south as they returned from campaigns. Told some cool stories. Some of the older kids' parents have been drafted into the militia and sent there. They took out their grief on you if news of their relatives' death arrived.You dispel the memory. If this stranger staying at the Bonfire Inn really is an agent of darkness, it may be dangerous to associate with him. Paladins detect evil and whoever aided it very easily.Then again, it could just be travellers from one guild or another. Plenty of knights-errant, mages and whatnot travelling all the time. Just being "from the north" and snooping around is weak evidence of their connection to evil. Either way, the prospect of taking the stranger's information and items for yourself is exciting.The eastern caravans are intriguing. Perhaps there is something common about them that caused the attack? You'll need to investigate further if you wish to know.>Ask around about the caravans. Perhaps traders from the market know something.>Visit the strange person from the north at the Bonfire Inn.>Write-in
>>6306120>>Visit the strange person from the north at the Bonfire Inn.
>>6306120>Visit the strange person from the north at the Bonfire Inn.
>>6306123>>6306155Alright, calling the vote and writing for>Visit the strange person from the north at the Bonfire Inn.
The Bonfire Inn is a nice place. It doesn't serve food, only providing lodgings for travellers, so it's calmer than taverns with the sizzling, boiling and pouring sounds coming from the kitchen, and the chatter of merry people.You ask to meet the stranger that has arrived from the north, and the innkeeper gives you the room number and name: "Garvos".You ascend the stairs, and soon, you're standing in front of a door. The faint scent of earth and incense drifts from beyond it.Three knocks."Who's there?" A male voice responds."A stranger interested in your mission," you say.The sound of keys turning in the lock, and the door opens. A handsome man, young enough for age not to have left its marks on his face, but with a respectable black beard, peers at you from the room. His clothes are unremarkable."I don't know which mission you're talking about," Garvos says, "but if you wish to see or purchase some of my wares - you're welcome."You enter the room and close the door behind yourself."It's an open secret you're part of some shadowy group investigating something around these parts," you say. "I thought we may strike a partnership if our goals align."Garvos looks at you, appraising. He seems conflicted about whether to reveal his secrets, but eventually sighs and speaks. "We're a group of mages and mageblades searching for a disappeared mage and her research. Others moved on to investigate leads in the south, but I stayed behind to check some places connected to it around this town. I wouldn't imagine you knew anything about it, but... does the name 'Asta Cerimon' speak anything to you?"It most certainly doesn't."What kind of research did she specialise in? I may be able to help if I know what to look for.""Elementalist. Earth, to be specific."As you feign recalling something, you feel like if you don't prove useful soon, Garvos may grow disinterested in whatever "partnership" you offer.But how do you convince him, if you don't actually know even the basics of magic? Or whatever he's looking for? You could lie and lead him somewhere secluded, attacking him and taking his stuff for yourself, but... there will probably be a reckoning from his team, and the kingdom, for that matter. And he IS a mage. You're not sure you can take on him alone, even with the element of surprise on your side.Lies don't have to lead him into a trap, however. They could be a way to get more info from him. You'll have to be a bit inventive with them, though..."What's your name, by the way?" The mage interrupts your thoughts. "I am known as 'Garvos'."(1/2)
First choice:>Write-in nameSecond:>Say you know some nearby place that may be connected to research into... "earth" magic. Lead him into a trap. [write-in invented place]>Lie. Say you may know a place of "earth magic", but you're not sure it's what he's looking for. Ask if he can tell you more specifics. Which places in particular he's interested in.>Ask more questions. [write-in questions] [optional: write-in how to frame them, like in the Lie option]>Admit you don't know anything about it, but can help with... what? [write-in offer]>Write-in
Probably gonna call the vote in 10-12 hours, as previously.
>>6306336>Dan>Admit you don't know anything about it, but can help with gathering information. We are more local than he is after all
>>6306607Calling the vote. Ended up with 14 hours instead of 12. Writing for the only anon's suggestion.>Dan>Admit you don't know anything about it, but can help with gathering information. We are more local than he is after allUpdate may be delayed but we'll see.
You decide to be honest. "I'm not really experienced in magic. Can't even read, to be honest. But I'm a local, so I can help with gathering information. I just need to know what to look for. Oh, and name's Dan.""Hmm... Well, I can't say your help is unwelcome, but checking the sites I have in mind would require a mage," Garvos muses. "Tell you what, how about you ask the farmers from the surrounding villages if Asta helped them out and made the soil of their farmlands bear a bigger harvest? She disappeared 10 years ago, but executed soil enrichment where she was travelling, so they may remember something about it. If you find anything, tell me, and I'll go check the place.""You've got a deal. What's in it for me?""I'll pay you, of course. 50 silver sounds good?""Yeah." That's... even more than what you already have. A great price for just going around and asking for info. You wonder if Garvos even knows how much it's worth."Well then, go ahead. Report when you've found something or checked everything."And with that, the deal is struck.You can get to work immediately or take some time to check rumours about the attacked caravans. Or do something else, for now.>Farmer investigation.>Caravans investigation.>Write-in
>>6306633>>Caravans investigation.
>>6306633>Caravans investigation.
>>6306634>>6306668Calling the vote and writing for>Caravans investigation.
The market is your next stop. Just like ones in Felcross, it's noisy and packed with people at all times. Travellers and locals both mingle together, inspecting the goods and haggling. You walk around and ask the stall owners and caravan masters in their special area whether they know of anything about the attacked merchants."Good men, they were. Many expected their wares, and the master had a big heart as well! What wares? Well, uh... hmm... Edward may tell you more, he's in the northwestern corner. The guy with the big mole on his cheek, selling wine!""I don't know anything of their wares, but heard it's the bandits that got 'em! Couldn't have been anyone else. We're a peaceful area, no monsters or anything for a year now. Must've been that idiot, Rick, begged for copper ever since his leather workshop burned down. How he'd get weapons? Uhh... Well, maybe Karkril, the smith, knows. Might've given him some sword or something out of pity. Look how it backfired for all of us!""I'm not a smith, I'm his apprentice, and we aren't giving anyone weapons for free! Need to sharpen that shortsword of yours, by the way? Or exchange it for a longsword? Better reach - better odds your head isn't chopped off! Master Karkril specialises in them, too! And first order's at a discount!""Mordred's caravan carried magical weaponry."The grim, calm tone of the caravan master sharpens your attention in seconds, even after hours of wandering and listening to the vendors' pointless blabber and gossip.A tall man, the caravan master looks at you with little interest. His clean-shaven face would be gentle if not for those eyes. His clothes are not too adorned, but the materials betray wealth."Some of it for local clients, others for the kingdom's knights. We were scheduled to meet in Agante and go to Felcross, but...." The caravan master takes a long drag of his pipe and exhales slowly. Tobacco. Not a common product in these lands."Do you know what the other caravans carried?" You ask."Those that arrived safely told me their goods were spell books and items for mages, and the other - alchemical ingredients. Wisp essence, if I recall correctly. Including Mordred's, those 3 are the only ones that got ruined. Completely thrashed, corpses mangled. A terrible sight. Thank Ces I didn't have to see it firsthand.""I see.""I'd welcome payment for the info, but it doesn't seem you have much on you." The caravan master smiles condescendingly. It's a surprisingly bright expression."No, I- I do." You put 2 silver in his palm - a generous payment just for information, but you somehow get the feeling it's what's expected when you deal with such people."Anything else?"(1/2)
"Do you know anything about what kind of people travelled with them? Anyone important?""Just merchants, travellers that paid to go together and guards. Though Mordred did have a mage with him for protection. Guess it didn't help." The caravan master takes a drag of his pipe again. "Important people have their own escorts with them, you know. You won't find them in caravans. Even if they carry expensive goods.">Ask another question? [write-in]>"No, that will be all. Thank you.">>Follow-up to above option: write-in what to do next.I'm not sure if I'll call the vote in 10-12 hours or leave it up until the day after tomorrow, seems like the vote windows are too slim and some anons don't vote. /qst/ really has become slow, damn.If you pick to ask any other questions, I can do mini-updates to answer them.
>>6306729>"No, that will be all. Thank you."
>>6306752Anon, if you vote that you don't have any other questions, you should also vote what you want to do next, after you leave the caravan master. That's why I put the >>Follow-up line there. Sorry if that was unclear.
It seems voting windows weren't the problem, hm.There's no votes for what to do afterwards, so I guess I'll put it up like this:What will you do after you leave the caravan master?>Check the woods to inspect sites of caravan attacks yourself. [write-in whether you leave anything from your inventory back in Agante, or any other specifics]>Hit the shops, purchase equipment. [write-in: armour, weaponry, potions...]>Begin your information collection work for Garvos around Agante. Talk to farmers about soil and that mage, Asta.>Write-in
>>6307393>Begin your information collection work for Garvos around Agante. Talk to farmers about soil and that mage, AstaShould've made MC a cute girl. That's a proven anon bait.
>>6307405>Should've made MC a cute girl. That's a proven anon bait.Maybe, maybe. I like male MCs more though. Popularity is a small price to pay for vision.>Begin your information collection work for Garvos around Agante. Talk to farmers about soil and that mage, Asta.Alright, roll 1d100. You'll gather some info either way, but DC is 45 for extra.
Rolled 40 (1d100)>>6307762Rollen
You check the surrounding villages over the next three days, asking around if a mage improved the harvest years ago. Most give negative answers, but one farmer remembers something like that. He seems a little bitter as he recalls the events.With the third day nearing its end, you report your findings to Garvos."Hm... It's not much, but a deal is a deal. Let me get your payment."The mage rummages in his things for a while, then finally puts a hefty bag of silver in your palm."By the way, did the farmer mention any... No, nevermind. I can ask myself when I get there."Your work for Garvos done, you can engage in other activities. (Multiple may be chosen)>Wait, you wanted to ask the mage something. Even if he seems dismissive... [write-in]>Keep training in combat for the next few days. [pick: javelin throwing or sword]>Hit the shops. Buy something. [specify: blacksmith, potion maker, stables to purchase a mount...]>Ask the tavern keep if there have been any other interesting characters around.>Go to the eastern woods to inspect caravan attack sites yourself.>Write-in
>>6307839>Keep training in combat for the next few days. [Sword]>Ask the tavern keep if there have been any other interesting characters around.>Hit the shops. Buy something [potion maker}
>>6307839>ask the tavern keep about other interesting people>investigate the caravan attack site>keep training with sword (whenever you can)
>>6308048>>6308172Not going to be writing for a while (as in 3-9 hours from now), but calling the votes.>Train with the sword>Ask tavern keeper for rumours>Hit the shops [potion maker]I'm going to delay the second anon's caravan site check for now since it makes sense to prepare beforehand.
You spend the morning and afternoon of your next day training with your sword. You feel like you've improved, even if a little bit.The tavern keep swipes up the copper coins as you enter the tavern in the evening, your body aching from the training and calling for a hot meal and a bath."Any more rumours, huh? Not much happened since you last asked. We got a reply from the knights - they'll be here by the end of the week, 3 days, give or take. Probably gonna deal with whatever is in the woods. Other than that... Shady gal arrived from the heartlands recently. Caravan members let loose gossip she's working with some papers and documents all the time, has a bag full of 'em, but no one knows what she really is. Inspector? Archivist? Historian? It's anyone's guess.""Where's she staying?""Upstairs," the keep grins. "8th room. She may very well just tell you to fuck off, if what I'm hearing is true."The keep switches his attention to other customers, and a few minutes later, your order arrives. You sate your hunger, then go upstairs to sleep.On the morning of the next day, you go to the potion maker's shop. Bottles of various sizes and shapes, with a multitude of concoctions filling them, line the light wooden shelves, protected by glass on which the barely visible weave of symbols is etched. There is a faint sour, acidic smell.The man at the counter, long auburn hair tied in a ponytail, asks if you need something. You admit that you don't know how to read."Well, I don't really want to read every label in my shop," he says with a bit of annoyance in his voice. "Tell me what you're looking for, and I'll pick something for you. You seem the adventuring type, am I right? I've got blessing potions: haste, strength, toughness, magic vision; healing ones; explosive with different effects: freezing, fire, slowing, acid, enraging... Just name something and I'll tell you the price. Mind you, none of my concoctions are cheap! Prepare 20 silver at least if you wish to buy a small healing one. More, if you wish for those with more exotic effects."You seem a bit lost at this, but after a moment of deliberation, you name something you want...>Write-in a potion from what the potion maker named or your own suggestion.You have about 90 silver. If what the potion maker said is true, it should yield you no more than 4 potions. 2 if you want to leave some money for other stuff or stay in town for a while without working.(QM comment: I'm thinking of trying to run a series of updates as a session tomorrow. Like 3-4 in a row, lasting about 3-4 hours total. Would that be fine with anons? Would someone show up to vote? I'm thinking of doing it 8-9 hours from now, if everything goes well. I may just sleep lol. If anyone would be up for it I'd make an effort to show up on time though.)
>>6308410I would go for haste and healing, only 2 potions to save moneyI do want to go upstairs and talk to the woman, at least try to, but I will wait for other anons to inputI would be fine with a series of updates like that
I'm here and ready to run, roll call. If at least 2 anons are here, I'll begin writing. Otherwise gonna wait for a day since last update as usual (so about 12-14 hours from now).
>>6308410>>6308412+1
>>6308412>>6308604Alright, writing for>Haste and Healing potions>Talk to the womanThe only anon that showed up was after over 1.5 hours, none responded to the roll call. I went back to sleep by that time. ig sessions are no-go.
"Haste and healing would be good."The potion maker approaches one of the shelves and unlocks it, whispering something. The symbols on the protective glass flash faintly and disappear from view. He grabs 2 potions from it, then locks it again."Yellow's the haste one, red the healing one. Haste makes you move and act faster. It won't lower energy expenditure, so be careful not to starve if you use it. Healing weaves together open wounds. Don't use it too often - it's addictive and hampers natural regeneration if used regularly. That'll be 55 silver," he says.You pay what's due and leave the shop, committing the types to memory.You go back to the tavern next. The woman seems like an interesting person. You hope she isn't too hostile to visitors.You ascend the stairs and knock on the door."Who's there and what do you want?" A female voice calls."My name is Dan. I heard of you from rumours and wanted to know what's your deal.""Well, Dan, I don't want you to know what my deal is. So get lost. I've got plenty of stuff to occupy myself with without random visitors."Well... that didn't go well. You consider for a moment what you can do to convince her.>Feign interest in her work. "I actually heard you're working with papers. I'm in need of your services. You're..."Sub-choices:>>"...a historian, right? I need to learn something from the past.">>"...an inspector from the heartlands, right? I know of a shady organisation that could be dangerous to the town.">>Take a guess at her work [write-in]>Express interest in helping her out. "I'd like to work together if you need help.">Offer a bribe. "Even if I were to pay for learning your 'deal'?">Write-in
>>6308762>express interest in helping her out and feign interest in her workbut if that doesn't work we can also try to go through her stuff if she leaves the room at any point, get a feel for what she is doing based off of the tools she has with her, if there is anything besides papers
>>6308762Attack and subdue her
>>6308784>>6309009While attacking and subduing her is an option, it's not something Dan would do. Not because it's wrong, but because you're in a tavern packed with people, and the door is locked, so you'd have to break it open somehow, most likely alerting everyone, or pick the lock and face a screaming woman, alerting everyone again. If you do wish to subdue her, taking her outside the city, or just somewhere isolated, would be a good first step.Anyways, calling the vote for>express interest in helping her out and feign interest in her work (without a particular guess)Please roll 1d100, DC: 70 for convincing her.
Rolled 29 (1d100)>>6309030
>>6309037>29"I heard you work with papers," you say. "It's a curious occupation. Truth be told, I wanted to talk to you because I wanted to help, whatever it is you're doing.""I need neither your help nor your attention. I work alone. Now, get lost. Don't make me repeat it for the third time."You frown, but don't press on. Who knows, maybe she'll get really angry and ask the tavern keep to get you off her back. An idea flashes in your mind to attack and subdue her when she's somewhere isolated. You'd need to watch her, however.What will you do now?>Check the caravan attack sites. Knights should arrive soon, so you better investigate them if you wish to gain something from them for yourself. [write-in if you do any specific preparations]>Start following the papers woman in an attempt to corner and capture her.>Engage in some menial labour until the knights and paladins deal with whatever has attacked the caravans. It's just too dangerous to go there yourself.>Keep up the combat training for the next week. [specify: javelin or sword]>Write-in
>>6309046we can always check her later, I think we should check the caravan sites first
>>6309048Waited until now to call the vote in hopes more would vote but guess not.Anyway, calling and writing for>Check the caravan attack sites
You spend the rest of the day training with your sword, growing a bit more powerful again, then set out at dawn after a night of rest. You also feel like you've grown a bit more relaxed in social situations after your investigation of details about caravans and talking to Garvos and that mysterious woman. The last one wasn't that successful, but what's a failure if not an opportunity to learn?The woods grow closer, and soon you're travelling along a stone road in the shade of the trees. The morning turns into afternoon without much happening or meeting any other travellers. It takes a few more hours until you happen upon a site of battle.There is a series of overturned carts, pushed to the side of the road, and dried blood still stains many stones. No corpses - horse, mule or human - but remnants of fire and freshly dug earth by the side of the path. An acceptable burial in such circumstances, likely carried out by other caravans that stopped by.You inspect the carts to check if any goods are left. Scavenging from sites of murder is frowned upon, but as veterans returning from the north told you, "dead men have no use for their swords".While most of the goods have been taken before you reached this site, you do, in fact, find something interesting. A blade, medium in length - a longsword. You feel the hairs on your arm stand as you touch it. It is, most certainly, magical. Which reminds you...All caravans carried magical goods with them: weaponry, alchemical ingredients, magical paraphernalia. With you in possession of alchemical potions, and this sword in front of you, would you happen to be... a target, for whoever - or whatever attacked these caravans?Your suspicions are confirmed. From deeper in the forest, you hear steps. Looking between the trees, you spot a beast running towards you!The beast looks like a wolf in shape, but its head is on a longer, more flexible neck, and it constantly sticks out its forked tongue like snakes you saw once, when a traveller from the east entertained the common folk with snake charming.You have never seen anything like this before. As it approaches, you ready your weapon, but note that it is large - twice the height of a regular man in its scruff. Is this really how your wandering life ends?Just as you prepare to roll to the side if it leaps, the beast is struck by a projectile that explodes in a purple blast, knocking it off course with its power. You turn your head to see a person in a hooded black cloak holding a short bow. Her skin is of a gentle violet tint, and her ears are pointed. This must be a dark elf!(1/2)
You have no time to comprehend what just happened. Your saviour shouts something in a language somehow both melodic and harsh, pointing at the beast. It seems to have a large, bleeding hole in its side, but gets back up and growls at you, launching itself into an attack. In the moment, you decide to grab the magical longsword and face its rage with all the strength you can muster...Roll 1d100. WRITE-IN if you wish to use any particular strategy or item. DC: ???
I'll be calling the vote and writing in about 9 hours, give or take. Hopefully more than 1 vote comes in by that time lol.
Rolled 45 (1d100)>>6309240 I would make distance to throw a javelin at it, maybe drink a potion of haste (though that would be hard)being very close may interfere with the dark elf attacking it due to the blastso, I would say try to dodge it and let it carry itself forwards and try to either throw a javelin or drink a haste potion. if need be we can use the sword to slash at its side
Rolled 18 (1d100)>>6309269+1
Well, that 9 hour vote call was a lie. Overslept, so ending it only now. Sorry for misinformation.>>6309269>>6309339>Make distance to throw a javelin at it>If possible, drink a haste potion>Try to dodge if it launches an attack>Keep out of the elf's way>45 rollI have to confess, I totally forgot about the javelins you have. fml I'm literally worse than ChatGPT at keeping track of items and mechanics.Writing.
>45 vs 50 - narrow failureAs the beast gets back up with a bit of clumsiness in its movement, you throw a javelin at it. A sure throw, just like you were taught back in the militia... but it goes wide.Your enemy starts its charge towards you. You throw your other javelin, and it impacts it right into the neck. It growls in pain, slowing down a bit, but recovers and continues its run.The elf peppers it with arrows. They're far weaker than the blast she landed on the beast initially, but the sheer amount the archer sends its way will surely make a difference.You roll away just as the beast approaches you, but it lunges with its head like a rattlesnake and bites you in spite of your dodge! The sheer strength of the bite leaves a grievous wound in your side. The beast, however, keeps charging by inertia and crashes into one of the carts before stopping. It seems a little disoriented, and seriously wounded, but as it turns around, you sense it is still very dangerous by its movement.You're losing blood, and you feel dizzy from the shock of the wound. Drinking a healing potion would help, but would expose you to an attack - and what's the point of healing a wound if you'll get another one immediately?You look to the sword. You still don't know its magic. Maybe using it will end the battle quicker. As these thoughts race in your head, you feel the hand gripping the sword going numb a little. A sign of its magic?What will you do?>Try to get the elf to use her magic again. Point at the beast and make a striking movement with your hand.>Attack it with the magic sword and hope you can finish it off before the wound incapacitates you.>Drink a potion [specify: haste or healing]>Write-in (combination of the above or another strategy)
>>6309453drink both of the potions at once and square up with the thing, use the sword and really try to fuck it up
>>6309618
>>6309618Calling for>Drink both potions>KILLAlso lmao at the meme.Roll 2d100. First DC: 40, second DC: 50, lowered to 35 if you succeed on the first roll.(it's basically a roll for if you manage to chug the potions while the beast is recovering, and then for the actual combat)
Rolled 94, 50 = 144 (2d100)>>6309911Wonder what the taste will be?
>>6309916>both successesYou grab the potions from the bag and uncork them in one swift motion, then start pouring them both into your wide-open mouth.Glug-glug-glug.The sour and sweet tastes with a tinge of alcohol-like burning about them mix in your mouth. You finish the potions in a few seconds, and by the time you look at the beast again, you feel fast.It's approaching you, but you're FASTER. And that wound in your side? Knitted together, not even leaving a scar.You grip your sword tightly and charge into combat. The snake-like lunges of the beast's head are easy to dodge now. You stab and slash at its hide, inflicting plenty of wounds, while dancing around it to evade its tooth and claw.You notice something about the sword. Once, it lets sparks out, and the beast seems to spasm, twitching in place for a few seconds. It happens again after a while.The wolf howls. Its body is now full of wounds and arrows. The beast moves sluggishly, and your opportunistic ally lets loose her magic once more. The blast, carried forth by an arrow, finishes the monster off, and it slumps on the ground, unmoving.You breathe heavily from all the exertion, and only now do you notice how hungry it has made you. But before sating your hunger, you look at the elf and start approaching her... before she trains her bow at you, saying something in her language.As you stand there awkwardly, you recall all you know about the dark elves. It's not much. They are rarely seen on the surface, usually living in their underground cities, and are known to be an evil race. Your mother used to tell tales of them - that they are slavers, ruthlessly pursuing their goals through torture, domination and cruelty. They are said to be cursed by the elven gods.As you recall all of this, you grow tense. Your saviour looks beautiful, but who knows what's on the mind of this elven woman? Why is she here, on the surface, alone in the middle of the woods? Does she have allies nearby? And she still has her bow trained on you.If it comes to combat, you're still under the effect of the haste potion, so you probably can rush her down. You'd rather not get shot by an arrow, though. You have no more healing potions left.What will you do?>Introduce yourself, pointing at yourself and saying your name, but don't put away your sword. Try to work out a method of communication. Maybe draw some pictures in the dirt?>Drop your weapon and raise your hands. This should calm her down.>Slowly back away to gather your javelins. Keep communication to a minimum. Try to part ways amicably.>Write-in
>>6309931>Introduce yourself, pointing at yourself and saying your name, but don't put away your sword. Try to work out a method of communication. Maybe draw some pictures in the dirt?trust no bitch my friends, trust no bitch
>>6309931>Slowly back away to gather your javelins. Keep communication to a minimum. Try to part ways amicably.
>>6309949if no one responds in a few hours just consider my vote changed to this
>>6309931>>Slowly back away to gather your javelins. Keep communication to a minimum. Try to part ways amicably.
>>6309948>>6309949>>6310204>>6310298>Slowly back away to gather your javelins. Keep communication to a minimum. Try to part ways amicably.Writing. Thought there would be more interest in this NPC, but it's my fault for giving the option to leave without talking lol
You slowly back away, taking care not to alert the dark elf. She lowers her bow, goes towards the beast's corpse and starts plucking arrows from its hide. You take the javelins in turn, cut off the beast's head as a trophy and retreat back onto the road to Agante.The way back is peaceful, and you arrive in the town at night. A thought appears that the guard or caravan masters may have some kind of reward for your slaying of the beast. This, however, can wait until tomorrow.You feel like you got better at sword combat and javelin throwing by taking part in a real battle. 16/100 sword combat, 12/100 javelin.Entering the tavern, you notice the patrons and late visitors grow silent upon seeing your trophy. You ascend the stairs to your room, too tired to care about people staring your way, and collapse into a deep sleep.In the morning, you go to the guard post, reporting killing the beast. The captain listens to your story and nods. He gives you 70 silver as a reward. While returning to your tavern room, you are approached several times by common folk interested in hearing your story. You tell the first couple times, but later just refer to tiredness and walk past.You have:- Collection of bottles with labels (medicine, most likely).- Some dried herbs.- Pendant with a strange symbol.- Stranger's journal.- Some books and envelopes from the traveller you slayed.- Travelling gear & tools (shovel, axe, hammer, rope, cloak-tent, flint, etc.)- Short sword.- Longsword (enchanted - paralysis?)- 2 javelins + quiver.- Rations and canteen (6 days).- Money (100 silver)What will you do next?>Having collected the reward, depart east once again. The outlands are still days of journey ahead.>Buy some equipment at the smith's or leather worker's workshops.>Pay a tutor at school to start learning how to read (40 silver)>Follow the papers woman? You probably can't abduct her in the middle of a town, but... [specify: threaten into revealing who she is, just observe or something else]>Write-in
>>6310417>Having collected the reward, depart east once again. The outlands are still days of journey ahead.we are wanderers after all
>>6310417>Having collected the reward, depart east once again. The outlands are still days of journey ahead.
>>6310451>>6310521>Having collected the reward, depart east once again. The outlands are still days of journey ahead.Writing.
You depart east once again, leaving Agante behind. Travelling along the same road, you pass the site of your battle with the beast after a day of walking.The journey is uneventful. There are a couple caravans you meet over the next few days, but you're left mostly to yourself. You also encounter the 2 other attack sites, but there is nothing of value left in the abandoned carts.Finally, you reach another town by the name of Grindea. It's smaller than Agante, but there's more activity and less housing here. It must be not an artisan and agricultural town, but rather a trading outpost and meeting place.You rent a room in one of the local taverns and ask for rumours next morning, once you've rested. The tavern keeper, a mountain of a man, seems a bit grumpy, but indulges your curiosity."There's a forge in the outlands we've been regularly receiving magical equipment from, but recently that route dried up. Something must've happened to them. Could be plenty of things - monsters, raiders, those Yamato bastards from the east. Might be worth it to help them out. What else... Some hunters found ruins in the northern woods. Knowledge vaulters will probably send their expedition soon, but someone quicker may grab useful stuff before they arrive and claim the area. Who knows, though - there's been bandits and people of the dark there since the past few years. Might complicate things. Well, adventurers are not the sort to care about that. If you go there and want any help - there's one guy who planned to check those ruins. Nasty man, nearly started a fight in here, but I managed to cool him down. Good fighter, though, if what I've heard is true.""Where may I find him?" you ask."Dragon Inn.""Thank you.">Ask the tavern keeper another question. [write-in]>Go see that fighter. Negotiate an agreement to check the ruins together.>Stock up on rations and continue your journey. [specify: towards the smithy/forge or random eastward direction]>Train with your weapons. [specify: sword or javelin]>Check the local workshops to buy something. [write-in which workshops]>Write-in
>>6310824>Go see that fighter. Negotiate an agreement to check the ruins together.>Check the local workshops to buy something. [potion seller]
>>6310891Calling the vote and writing for>Go see that fighter. Negotiate an agreement to check the ruins together.>Check the local workshops to buy something. [potion seller]
The potion seller's shop is smaller, more cramped than the one you saw in Agante. Still, its assortment of potions is impressive. The shopkeeper and alchemist, an older man with calm eyes, says much the same things you heard before.>Specify which potions to purchase. You still have enough for 2 to leave a comfortable reserve of coin, 3 if you leave yourself about enough for 5 days' stay at the tavern, meals included. You can pick one from the list below or ask me for something else.Common types of potions:- Blessings: haste, strength, toughness, magic vision, stealth- Healing- Explosive: freezing, fire, slowing, acid, enraging, disorient..."The fuck do you need at this hour?"The warrior the tavern keep told you about doesn't seem too pleased to meet you. You wonder what he's talking about with "at this hour". It's almost noon. Any labourer would be long at work by this time. You know this - the master smith back in Felcross drilled this into you during your apprenticeship."Name's Dan. I heard you're planning to go to the northern ruins. Thought you'd need some help. For a share of the loot, of course.""Hmm..." the warrior theatrically scratches his chin. "Well, I could let you tag along. An extra hand is always helpful, even an unskilled one. 30/70 split of the loot sounds good? My share is bigger, of course. Since I'll be doing all the heavy lifting."Holy shit you already want to punch his teeth in. The keep wasn't lying. You can't deny he's more powerfully built and intimidating, with his menacing stare, bristle and messy black hair accentuating it, but it doesn't excuse his character.>Negotiate to a 50/50 split. You can tolerate him, if only for the duration of the trip.>Fuck this guy. You'll go there alone. Or maybe you'll assemble your own party. He can't be the only adventurer in this town.>Write-in
>>6311099I think magic vision and healing are gonna be goodtry for 40/60
Not dead, just unorganised, update in 10-12 hours probably.
>>6311136You buy the magic vision and healing potions. The shopkeeper instructs you that magical vision lets you see in the dark, as well as detect invisibility and spirits. It also offers limited see-through capability against regular materials. Dangers? Degradation of regular vision from frequent consumption, much like regular usage of healing potions...."50/50 would be best for me," you say, "but let's settle on 60/40 if you really are as good as you claim.""You have a deal." You shake hands as the warrior grins. "My name is Geheim. We'll be heading out tomorrow morning. Make sure to get ready and meet me on the northern border of Grindea."You've still got some time to spend until the expedition. While training remains a good option, you can't help but think it's been a while since you took some time off to waste trading stories with a tavern's patrons or hitting on a maid.What will you do?>Train with your weapons. [specify: sword/javelin]>Ask around about the ruins. Better go there knowing what you'll face, what kind of place that is. Those hunters that found them should know something.>Waste some time in a tavern.>Familiarise yourself with the town, look for more rumours. Maybe the caravan masters know a few more interesting people around. You've learnt already Grindea is something of a trading town - many different people must go through it.>Write-in
>>6311943>Ask around about the ruins. Better go there knowing what you'll face, what kind of place that is. Those hunters that found them should know something.
>>6311943>Waste some time in a tavern.
>>6311943>Train with sword - maybe even practice with Geheim, see if he can show us a few tricks>Waste time at the tavern Have a few drinks, a proper dinner, maybe play some dice, and talk to the locals. We deserve to relax a bit after all this adventurin’
Update in about 10-12 hours probably. Fuck, I've slowed down recently... gotta pick up the pace again.
>Ask around about the ruins>Train with sword (ask Geheim for tips)>Waste the remaining time in the tavernYou ask around where you may find the hunters that located the ruins, but it seems like their house is in the woods, beyond the city's limits. Not willing to go searching for them, you nevertheless get responses from those that talked to them that the ruins are an ancient hunting and recreation manor...."Watch your footwork. It's subtle, but at its core, there are a few basic stances that are the best. Shift between them, and you'll never be caught out of balance... Yes, something like that. Good job!" Geheim slaps you on the back, and you reel from the force of his hand.After your companion gives you a few quick tips, you spend the day training again. His wisdom, although mainly used for two-handed swords, gives a new insight into fighting.You feel like you've learnt a bit more. Learning another man's wisdom has also raised the bar of how much you can learn by yourself, though not by a lot - not as much as many assisted practice sessions. 18/100 sword combat, 20 -> 22 cap.Sore from another day of training, you spend the evening at the tavern, teasing the maids, trading stories with men gathered around the tables, and playing some dice with change you have left after your dinner. It feels good to waste time like this once in a while, to forget your dreams for a couple hours and live in the moment.As you drift off to sleep deep in the night, you think of what you've seen in the men you met, of their different demeanour. You note a single thought just before your consciousness submerges in dreams: some of those you met, perhaps even Geheim, are not to be trusted.Morning comes, and with it appears a reckoning from the evening before: a hangover. Nevertheless, you sluggishly drag yourself out of bed, prepare your weapon and supplies, and go to the meeting point. Your companion is there, fresh and ready to depart.You leave Grindea behind and start your trek through the woods. The way is tough: there are some tracks where hunters and peasants from neighbouring villages must pass, but they're still hard to follow. It takes almost an entire day, with Geheim consulting a map frequently for landmarks, to reach the ruins.(1/2)
They seem like a manor to be sure. It's a two-floor building that would be magnificent in its day, but is now only a husk with a collapsed roof and wooden walls covered in creeping vines and moss. The second floor, however, should still be traversable. The manor stands not far from a stream, and there are remnants of an old road here, probably used in the past, but now overgrown, just like the building.You inspect it from all sides with Geheim, identifying 3 entrances - one front, and two backdoors. Behind the latter ones, both with somewhat intact doors, you hear some kind of noise, shuffling and quiet squeaking from the first, and bubbling, sloshing from the other. No sounds escape the front one, and you can make out a staircase from behind the debris and moss."We could also go through the windows, I guess," Geheim notes. "Well, where from do you think we should enter?">The backdoor with the bubbling and sloshing noise.>The backdoor with the shuffling and squeaking noise.>The front entrance. It'll take some time to clear the debris, but at least there are no strange sounds.>One of the windows. Same as the entrance, it'll take some time to clear the vines and debris.>Drink the potion of magic vision.>Write-in?
>>6313218>One of the windows. Same as the entrance, it'll take some time to clear the vines and debris.lowest chance of traps
>>6313218>One of the windows. Same as the entrance, it'll take some time to clear the vines and debris.>Drink the potion of magic vision.May as well drink the potion, less chance of getting ambushed/surprised>>6312972You’re all good, thank you for QMing despite the low participation - been really wanting a quest like this for ages, reminds me of banished quest when it first started.
>>6313219>>6313251>You’re all good, thank you for QMing despite the low participation - been really wanting a quest like this for ages, reminds me of banished quest when it first started.I'm glad you like it. But I think I should say at this point, maybe to the disappointment of some of you, that it's meant to be a oneshot. We're still a ways away from from the thread dropping off the board with current /qst/ speeds, so we should be able to cover some of the plot I have in mind. There are some forces at play in the outlands and surrounding areas and I want to give a glimpse of them.Anyway, calling and writing for>One of the windows. Same as the entrance, it'll take some time to clear the vines and debris.>Drink the potion of magic vision.
Before proceeding into the manor, you uncork and drink the magic vision potion. Its taste is... strange. The purple concoction is sweet and sour, leaving a feeling of dryness in your mouth.You blink a few times as the potion absorbs and activates, and your world transforms into odd colours. It takes some time to get used to, but you think there's now a hunch within you, and a ghost-like picture of what is behind the walls of the manor. The spaces immediately behind walls, at least.There is no magic or traps inside - of that you're sure."What did you drink?" Geheim inquires."Magic vision. Figured we should check for traps... Let's go in through the windows."The next 20 minutes or so are spent tearing the vines off and getting the debris out of the way. Finally, having cleared an "entrance", you go inside.The manor is better preserved inside than the ruined outer view would suggest. As you go through it, you find a large area with small rooms, each fit with a bed, a bed stand and miniature closet. The clothes inside, simple and unsophisticated, are moth-eaten and old. Nothing of interest inside the stands' compartments either. Some trinkets which you vaguely recognise as religious symbols, some that are just pretty things, a few coins which you pocket, but mostly undergarments and grooming tools.There is what looks like a dining hall, adjacent to a kitchen. As you go through the corridors, you note the walls still bear portraits and hunting trophies.As evening gains power, plunging the world into dusk, you ignore the rooms with the strange sounds and reach the second floor. It takes some time and effort to clear the debris from the collapsed roof - quite a lot of time, in fact, but at last you reach the more interesting rooms. The furniture here, still intact, is evidently of higher quality than the simple stuff from the first floor. The rooms themselves are more spacious as well, and would be fit for nobles - in times past, that is. Years of abandonment have brought about disrepair and sapped their glory.You find some journals and documents here. They seem to be personal or unofficial records - there is the lack of clean, careful writing of proper documents or the tables and straight lines of accounting papers. There are some pictures of what looks like animals and... magic seals even. Still, your lack of literacy doesn't allow you to decipher them. Geheim isn't literate, either. This is becoming a bit of a problem.(1/2)
You note some valuables to get from these rooms for when you'll depart, but return to the suspicious ones downstairs - those with the backdoors.Using your magic vision, you identify a... blob of something in one with the sloshing and bubbling noises, about the height of a particularly short adult or a tall child. The other room, one with squeaking, has 3 creatures the size of child hanging from the ceiling.The rooms are fairly spacious. You think you can see a table with something stacked on it behind one, along with cabinets along the walls, and stacks of... something, with stands bearing tools, behind another. Magic vision affords limited see-through capacity, but it is not very precise."I can go in first," Geheim says, "but you'd better back me up quickly. It looks like we've got some monsters to deal with."What will you do?>Go inside the room with the blob behind Geheim.>Go inside the room with the ceiling hanging creatures behind Geheim.>Just grab the valuables and written records from the second floor and go back.>Write-in(You can also write-in specific tactics, if you have any on your mind. Like using your javelins instead of the paralysis sword.)
I can write in about 12-14 hours if everything goes well and there are votes. Probably gonna need rolls at that time as well.
>>6314179>>Just grab the valuables and written records from the second floor and go back.
>>6314179Normally I would vote for playing it safe and just getting the valuables and written records from the second floor (focus on what looks like magic seals).But the more fun option is trying to clear the rooms with monsters and possibly backstabbing our companion if the monster is too strong, and looting his corpse.Don't want to logjam the quest so +1 to whichever option has the most votes.
>>6314182>Probably gonna need rolls at that time as well.Perhaps it's best to not wait for rolls, and just roll by yourself. It's safer (no cheating from players) and faster. Like this https://archived.moe/qst/thread/5425420/#5426104
>>6314314>>6314437>>6314438Writing for>Just grab the valuables and written records from the second floor and go back.Sorry for the delay. Probably going to be a small post.>Perhaps it's best to not wait for rolls, and just roll by yourself. It's safer (no cheating from players) and faster.Yes, that makes sense. I've had rolls come in pretty quick though, and with me taking only the first one, only 1 anon is needed.
You shake your head. "I'm not going into either of those rooms. Too dangerous. Let's grab the stuff from second floor and go back.""Are you serious?!" Geheim scowls. "We still haven't found the hunters' rooms. Nobles and servants, but not hunters. These must be where they keep all their equipment. We could get weapons and armour of old from them, for sure!""There are monsters in there. I'm not sure we can take them on, even with the two of us.""Tch. I didn't think my companion would be so useless." Geheim looks away.You think about his words for a few moments. It is true that hunters of old would have weapons and maybe even armour for the task. But who can say these are their rooms at all?What will you do?>Confirm your decision. You're grabbing the second floor stuff and heading back. If Geheim is so eager for battle, he can kill the monsters himself. You'll forfeit the share of loot that those rooms have.>You've changed your mind. Agree to back him up against the enemies within these rooms.(This is a small vote, but an important one for the next post. I plan to call it in about 13-16 hours.)
>>6315216>You've changed your mind. Agree to back him up against the enemies within these rooms.Support Geheim but backstab if feasible.
Rolled 73 (1d100)>>6315218Alright, calling, rolling and writing for>You've changed your mind. Agree to back him up against the enemies within these rooms.>Support Geheim but backstab if feasible.DC: 28
Rolled 81 (1d100)>73"Fine," you say. "Let's go kill 'em, loot 'em, and get out of here.""Thaaat's more like it," Geheim smiles.You prepare to enter, your companion first in the line, into the first of the backrooms, the one with the blob. Geheim grips his sword tightly and kicks the door, rushing right in immediately.What greets you is... a slime. It's not really a surprise - not many other monsters have a signature amorphous structure like this one.The blob, a blue-tinted mass of corrosive fluid, immediately attacks Geheim, rolling towards him and deforming to catch his sword. Your companion swings it to cut off the nearest growths, and entire chunks of the slime splash upon the floor, sizzling and dissolving as they are separated from the main body.You help out as well, striking the slime again and again to slowly shear off swathes of its body. A couple times, the blob seems to shake and get paralysed by your sword, making the job easier.A few minutes of fighting later, and with splotches of your clothes melted from unfortunate sprays, you are victorious."Gods damn it, it damaged my sword!" Geheim grunts."We'll have to manage. There's the other room as well," you respond absent-mindedly, looking over the room. Your weapon seems to still be in fine condition.You didn't pay much attention for your surroundings while fighting, but now you inspect them closely. This seems to be an accounting room of some sort, cabinets filled with scrolls. There's the main desk where a scribe worked, neatly ordered and covered in dust. You search the cabinets for any valuables, and find luck: there's a bag full of silver and even 3 gold coins - the design is old, but merchants should accept them.You pocket them to split with Geheim later. The scrolls themselves... you leave. Perhaps if you knew how to read, you would glean something from these accounts, but you don't. And taking them all with your would be impossible, considering the volume required."Ready to clear the next one?" Geheim asks after you finish searching."Yeah. Let's go."As you burst into the second room, which looks much larger than the last one, three things catch your attention. The stacks of pelts, the armour stands, and three huge bats hanging from the ceiling. The monsters turn towards you and let out a shriek, spreading their wings. You can't help but notice their teeth are quite sharp.You ready your sword...DC: 38 / 60
>81Sorry for the delay, fell asleep for a bit and by the time I woke up the PC was occupied. Got it back and started writing only two hours ago or so.The bats fall from the ceiling, spreading their wings and stabilising mid-fall. Two of them target Geheim, while the third one attacks you.You swing your sword, trying to get it, but it evades with a flap of its wings. Same for the second and third strike. You decide to let it get closer, so you can land a sure blow.The bat flies around for a while, trying to make you trip, but eventually sends itself in a rush towards you, right for your neck. You thrust your sword, and with a wet slosh of cut flesh, the bat is impaled. It struggles for a few seconds, but the wound is lethal. Still, you chop its head off to be sure.You look to Geheim. One of the bats is dead on the floor, its body split open in a grievous, large wound. Your companion seems battered, with a couple bite marks on his body, but seems to be holding up.You approach him from the back and stay your blade. He isn't paying attention to you at all, so a kick in his back sends him wildly out of balance. Geheim falls flat on his stomach and tries to get up, but the bat is upon him before he can.The monster bites his neck, and bright red blood sprays out as Geheim moans in pain."You... bastard... Got me before I could..."The warrior tries to get up, but with quick blood loss and the bat still digging into his neck, he can't.You take the opportunity to finish off the last monster. It tries to rise as it notices you approaching, but one swing, right at the head, splits its skull and ends its life. You run your sword through Geheim's back next. Just to make sure he's dead.With this, the battle is over. As you're breathing heavily from the exertion, you have a strange numbness in your heart. It's the second time you've wet your sword with the blood of man - not completely innocent this time, and judging by his last words, preparing to betray you as well, but...Strangely, it doesn't feel too painful or upsetting. Maybe you could get used to this. Maybe you should get used to this. After all, this is all just a means to an end.You calm down a little and wipe your sword. Inspecting the room, you notice the pelts you saw earlier are in remarkably good condition, in spite of their age. You could get a fair price if you take them with you. The armour stands have leather armour. You try it on. The first is too big, the second is a bit uncomfortable, but overall fit for your build. You may have to visit the leatherworker if you wish to remove the imperfections. Though maybe selling it and having one custom-made for you would be better. You should be quite rich with all this loot. For a no-name wanderer, at least.(1/2)
There are also unstrung bows and weapons left here, but none seem to echo with the same magic that the one scavenged from the caravan does.Geheim's corpse contains little. His bag has rations, travelling gear much like yours, some money... Essentially basic adventurer gear, nothing special. However, he also has a map of this area of the kingdom and outlands. This should be useful.As you almost put down the bag, you notice he has a small wrapping paper, and between its folds, a small iron idol of a naked woman, surprisingly detailed. 3 red gems glint even in the dusk of the evening, placed on the idol's nipples and lower area. As you touch it, you feel a sense of wrongness creep up your arm. You can't quite understand what this is, but that's definitely an evil premonition.There's a book on the hunter's table. It also has some diagrams, much like those on the second floor.Now, all that's left is to sort out all this loot. You don't have the capacity to carry it all with you, and those "Knowledge vaulters" or whoever may arrive by the time you return to claim the rest.What will you take? (You have 5 units of space)>Valuables from the second floor. Ornate candleholders, gilded combs and grooming tools, pens and other stuff you can sell to an antiquarian. (up to 2 units of space)>Pelts from the first floor. (up to 5 units of space)>Books from the second floor and the one on the hunter's table. (2 units of space)>The second set of leather armour. (2 units of space)>Write-in other loot? You already took all the money you could.Do you take Geheim's idol?>Yes>NoYou also feel like you've learned a bit from these fights, both in terms of general sword combat and fighting monsters specifically. However, for further training, you will soon have to find a master to teach you or learn to read, find a book on swordfighting and practise on your own. You have also become a bit better at skulduggery with betraying your companion at an opportune moment. You also may have attracted a small amount of attention from some strange powers...
>>6315597>Valuables from the second floor. Ornate candleholders, gilded combs and grooming tools, pens and other stuff you can sell to an antiquarian. (up to 2 units of space)>Books from the second floor and the one on the hunter's table. (2 units of space)>No
>>6315597>Valuables from the second floor. Ornate candleholders, gilded combs and grooming tools, pens and other stuff you can sell to an antiquarian. (up to 2 units of space)>Books from the second floor and the one on the hunter's table. (2 units of space)>Pelts from the first floor.>Yes
>>6315597>No>try to search for ways to get rid of the body>before doing anything sit down and think of a cover story and a sequence of actions we have to take in order for the story to be as plausible as possible
>>6316120>>6316163>>6316170Honestly thought quest was dead from loss of interest or I seriously fucked up with my battle and loot description after 36 hours with no votes, but glad anons showed up in the end. I'll call the vote and begin writing in about 12-14 hours.For now, I see 2Mc7NNE2 anon picked only 4 units of loot. If that wasn't clear, those marked as "up to x units of space" can be taken partially e.g. 1, 2, 3... units of pelts or 1 unit of valuables. Items marked as simply "x units of space" are fixed. I will assume that anon takes 1 unit of pelts in addition to the 4 that he picked.
>>6316163 Was me on phoneShame no one else wants to fulfill our MC's dreams of immortality by dealing with cursed idols. We already got the attention of whatever is in there, might as well treat its things respectfully and hear it out, I say.>>6316238Yeah, it took me a little bit to find time to read up from when I said I would.
Alright, calling the vote and writing as promised.>No, do not take the idol>Valuables (2 units) Books (2 units) Pelts (1 unit)>Think of how to conceal Geheim's death and invent a cover story before taking any lootProbably will be a short update to accommodate the last anon's vote.
You move to start looting, but stop yourself. Geheim's body is still there, and besides the wounds from a bat tearing open his neck and bites on his body, there's the sword wound from you finishing him off. You'll have to think how to deal with that.One path would be to burn the body, like you did with the apothecary traveller. It would leave remains that could be readily buried, and the sword wound would be unnoticeable among the charred flesh and bone.You could also just bury it, not like anyone will dig him up and check. Saves time - and with the night taking full power soon, you'll probably have to camp in the woods either way, it would be better to leave yourself some time to start a fire and set up your tent.That... would be about all that comes to mind immediately. For the cover story, it's pretty simple: the warrior died in battle against monsters, and you had already used the healing potion for your own wounds, so couldn't heal him in time. You decided to bury his remains to give him proper rest, as much as possible without a priest nearby, that is.Unless you have a better idea?>Burn and bury the body. Going to take some time.>Just bury the body.>Write-in
>>6316535>Just bury the body.
>>6316535>Burn and bury the body.Burning the body and then burying remains is probably way less time and effort intensive than just burying the body. We only have some kind of trench shovel if I'm not mistaken, and I assume we are in some kind of at least gently sloped forested terrain - likelihood of finding some kind of sandy or similar area of dirt deep enough for burial is quite low. With the trench shovel and just normal dirt it would take us at least one full day to dig a grave deep enough for animals not to dig out the body later. On top of this, very likely we would strike some kind of hardened stone-like layer already one or two meters into digging the hole. I think successfully burying the body without burning it first actually has very high difficulty level.
>>6316605Unironically more in-depth analysis than one I could come up with as QM lol. Yes, you have a trench shovel. I assumed you were going to bury Geheim in a shallow grave. I wouldn't give that task an entire day - speaking from my little experience with digging (in regular earth, not a sandy area).If you're sure, I'll say other anons can take this post as an addition to my own, overwriting my assessment.
>>6316693Not sure how much realistic we want to be;we spent most of day hiking, then we had couple of rounds of combat (very intense activity) and now it's late evening. Having enough energy to dig a grave at this point is close to heroic levels of stamina. Another thing is we may not even have enough time to set a proper camp. Pretty much collect some wood, light a fire and it will already be dark, and even with light from a fire you can't get much done. Another thing is big open fire can be seen from very far away so that's a security risk. Also later if we return to the settlement I think our story will be super suspicious, irl in medieval society I think we would be instantly detained if we were unable/unwilling to lead others to inspect the body.
>>6316700Stamina is a very good point.>Also later if we return to the settlement I think our story will be super suspicious, irl in medieval society I think we would be instantly detained if we were unable/unwilling to lead others to inspect the body.I would say adventuring and battling monsters is dangerous enough work that telling someone a person died during it and you decided to bury the body on the spot rather than go through an entire forest alone and with it on your back would not raise too many questions. That's how I see it, at least.
>>6316535>>6316559Changed to >Burn and bury the body. Going to take some time.
>>6316535>>Burn and bury the body. Going to take some time.>>6316700>irl in medieval society I think we would be instantly detained if we were unable/unwilling to lead others to inspect the body.If he was a local, maybe. But the first thing we heard from the tavern keeper about his is that everyone thought he was shady. We'd get side looks, but if people think we killed him, they'd be just as likely to assume it was self-defense.And there's the QM's point about adventuring, especially in a rather lawless area like this.
>>6316605>>6316717>>6316721>Burn and bury the body. Going to take some time.Calling the vote and writing.
As the danger of battle subsides, you notice just how tired you are. You won't be able to make camp and bury the body in time for the night, so you focus on the former task. An hour later, you've got a small fire going and your tent is set up. You observe the flames for a bit, then fall into sleep.You dream of struggle. Of wispy hands, each beckoning you atop their own mountain, to climb and claim their summit's bounty. You do not make the choice, slowly drowning into blue waters at the base of the mountains. The last and only memory you have of the dream is breathing underwater.Morning comes, and with it soreness in your body from the previous day of work. You've become fairly strong back during your apprenticeship at the smithy and militia training, but these amounts of hiking and labour are too much even for you.Still, you've got things to do. Overcoming the tiredness, in the next few hours, you reignite the fire, drag Geheim's body into it, and once it's turned into charcoal, find a suitable place and bury his remains.Taking the valuables, books and some pelts, you leave the manor behind and start your trek back to Grindea. It takes the rest of the day and frequent stops to regain your strength to reach the town. As you arrive by the evening, you take your much-deserved rest in a tavern room.The next day, you ask around about any antiquarians or jewellers in Grindea, and carry your loot to one of the shops that is said to offer good prices for adventurers. You end up selling the valuables for 5 gold coins, each worth 100 silver, and pelts you exchange for 70 silver to one passing caravan's traders. A decent yield, in addition to the 80 old silver coins you looted from the manor as well, and Geheim's 50...With this, you've become rich - for a wandering adventurer of your skill, at least. You inspect your inventory, which is gradually becoming quite big...You have:- Collection of bottles with labels (medicine, most likely).- Some dried herbs.- Pendant with a strange symbol.- Stranger's journal.- Some books and envelopes from the traveller you slayed.- Travelling gear & tools (shovel, axe, hammer, rope, cloak-tent, flint, etc.)- Short sword.- Journals and books from the manor (personal and magic)- Longsword (enchanted - shock/paralysis?)- 2 javelins + quiver.- Canteen and rations for a day.- Money (730 silver = 7 gold 10 silver)(I think that's all, but if I missed anything, do mention it)(1/2)
As you think of what to spend this wealth on, you hear a knock on the door.Opening it, you see a woman with long dark hair and an inquisitive stare, dressed inconspicuously in travelling clothes as dark as her hair. She scans the bit of the room she sees before you block the entrance completely."Can I help you?""Ah, yes. Um," she stumbles over her words a bit. "I'm a scholar. My name's Beretta. Beretta Gliss. I heard you returned recently from a... trip, and you have ancient artefacts. I'm interested in records and books, if you have any."She gives you a cautious smile.You think for a moment, then reply.>"I'm not selling."Sub-option:>"...but if you can read and explain your findings to me, I'd allow you to study them.">"Alright. Come on in. You can inspect them and name a price.">"I'd like to know more before I decide whether to sell or let you inspect them..." [write-in questions for Beretta]>Write-in(I'll try to organise my time better in the future so delays between end of the vote and posting isn't so long)
>>6317115"(730 silver = 7 gold 10 silver)" is meant to be 710 silver, fucked up due to last-minute changes.
>>6317116We'd be hard pressed to catch her lying, we don't even know how to read. We might have to go on a limb to make a potentially valuable connection here. Maybe work out a deal where she can study the books while teaching us some basic reading on them? She doesn't pay as much, and we get:-Potential connection to someone who could find more ruins for us-Reading skills-Loot value assessment skills-Some good rep with locals, or at least not being see as too suspicious anymore>Write-in"Alright, I'll see what I've got and bring them down in the common room. Not too interested in selling, but you can have a look at the covers and first pages. If you want any more I'll throw in an hourly fee (I'm not too sure on values, but make it not too cheap), halved if you take some time to teach me how to read. How's that sound?"
>>6317116>"I'd like to know more before I decide whether to sell or let you inspect them..."Order some food and drinks and invite her in so we have privacy and let her tell her story. Also I assume she's at least somewhat attractive? Can we make a seduction roll? Nothing too edgy, just socialize and don't push too much if she refuses our advances. Seems in-character, and I also prefer to just rest and have fun from time to time, we are not a robot. Support for >>6317289 letting her read what she wants for free if we are into her and/or her story and in exchange she teaches us at least some degree of literacy.
>>6317289>>6317578>Also I assume she's at least somewhat attractive? Can we make a seduction roll? Nothing too edgy, just socialize and don't push too much if she refuses our advances.Yes, she is fairly attractive, both in body and in face. You can make a seduction roll, but in that case I'd prefer if you gave me a more specific direction of your advances, e.g. complimenting her knowledge or something, or even a straight up direct speech reply. But that can wait. I'll go with socializing in general for now.For now, calling the vote and writing for>Ask her to tell her story in privacy>Let her have a look at first pages of books you looted>If she wants more, suggest a moderate hourly fee, less or even none if she teaches you how to read>Socialize / flirt if an opportunity presents itself
(I completely forgot, you also have leather armour, the one that fits you but not very comfortably.)"Come on in," you say. "Tell me your story first, then we can discuss a deal. Name's Dan, by the way.""Alright."15 minutes later, you've got some snacks and drinks. You're ready to listen to whatever your new acquaintance will tell you."It's not a long story," Beretta says, reminiscing. "I'm a student of Acerine Academy, from a city of the same name, near the Hien-Pandorian border. Studied good enough to get a special patronage from the faculty to do my own research... I picked a certain ruler for my object of research. I think everyone's heard of Jin the Scourge, right?""I think I know that name from the tales my grandma used to tell me," you recall. "He was a raider, right?""That's what the heartlands' scholars would have you believe," Beretta smirks. "In reality, he built an entire kingdom in the outlands, with its own laws, economy, even pacts with the dwarves and Yamato... It's all quite fascinating. I came to the outlands to study him and his legacy."Beretta pauses to take a sip of her ale."So I've been travelling around with caravans and looking for any books, records, documents of his time. But, well... the Knowledge Keepers, or Knowledge Vaulters have made this hard. Doesn't help that many ruins are in remote places, and you know how many monsters are all around the outlands, right?""I've faced some.""So, yeah, that's about it for my story.""I've heard of Knowledge Vaulters before, from a tavern keeper. Who are they, exactly?""An alliance of universities tasked with 'gathering and keeping knowledge'. They're basically an organisation that bars regular scholars from whatever artefacts or records they can get their hands on because of 'the dangers they may pose'. An irritating bunch," Beretta grows exasperated as she explains. "But they've got His Majesty Ermin behind them, so they basically have carte-blanche to do whatever they want with their findings. They use this protection to occupy and loot whatever ruins they can in the outlands.""Why didn't you join them? Seems like it would be beneficial for your research.""They wouldn't take me," Beretta looks away, then takes another sip. "Acerine Academy isn't part of the organisation, and it's not too prestigious of an academy. I'm basically a big fish in a small pond... And good riddance, really. Fuck keeping knowledge locked away. Books are meant to be read and studied, not concealed.""That's quite a dedication," you smile. "I can respect that."Beretta smiles back at you. "Thanks."(1/2)
You pause to think this all over for a few moments. This girl seems sincere about what she's doing. She could be a valuable ally, even if not a very influential one."Alright," you say. "I'll let you check the books I have - just the first few pages. If you're interested in what you see, you can study them for an hourly fee. 40 coppers per hour or so. Also... if you can teach me how to read, I can lower the price.""You're not literate?" She raises her eyebrow. "I thought you knew how to read since you took books as loot.""I thought they may be useful in the future...""Well, whatever. Show me what you have."Beretta inspects the books you looted from the manor in silence for 20 minutes or so. She seems mildly surprised at what she's reading."I see," she finally says, putting away the last book. "These are not something from the period I'm studying, but... they are intriguing. You've probably seen the seals, right? I saw one on the first pages of this book... They're talking about magic for the most part. I'm not a mage, so I don't know the meaning of most phrases, but... they seem to deal with animal communication and manipulation. The journals also record the daily lives of nobles from the time of Rulinian Kingdom. Ah, you... you probably don't know what I'm talking about, right?""I got the part about talking with animals," you say."Eh... Anyway. Yes, I can teach you how to read in exchange for letting me study the books. Not paying a fee in addition, though. They're not close enough to my field of study for that.""That's fine.""Great. I'll need to get my stuff to take notes of what I'm reading."Beretta stands up and stretches, preparing to leave.>Ask Beretta something / say something. [write-in]Timeskip? You've got enough money to coast along for a while now, and learning to read will take some time. You can also specify what you'll do in addition to studying, e.g. training with your sword. You can also suggest that you keep travelling together with Beretta while she teaches you. Or visit a particular shop / workshop, like the smithy or leather worker, to get armour, weapons, potions...Basically tell me what you want to do next.>Write-in what to do during timeskip and / or particular short actions.
>>6317612>Visit a leather worker to refit our leather armor.>Train with the swordFine with a timeskip.
>>6317612>"So... what does one do for fun around these parts?" *roguish smile*Seduction roll and regardless of outcome suggest we escort her to the ruins tomorrow. There is still loot to be had, correct? Including books, scrolls and what not.Also can we make a Sense Motive roll eventually? We can ask all kinds of questions about political situation etc. while hiking (or doing whatever with her), things a literate scholar like her would know and we don't, and which presumably she likes to talk about/educate someone else about. Beretta got a special patronage from someone who lets her travel by herself, as junior researcher? Okay, but does not seem like the full truth. What is she not telling us? Probably something more going on than just historical research.
>>6317997>Also can we make a Sense Motive roll eventually?I would say no. You can ask questions and draw your own conclusions from her words. I may give a tip like with Geheim's trustworthiness, or not.>There is still loot to be had, correct? Including books, scrolls and what not.There's the scrolls and records you left in the room with the (dead) slime. Also pelts and leather armour. Other than that, you already took everything of value.Also I have to say, I'm glad to see you commenting on the choices, anon. You put me on the spot with your posts about endurance and corpse burial, now I have to think about my updates more than usual lol.I'll let the vote run for about 15-16 more hours.
Rolled 22 (1d100)>>6318036>15-16 more hoursI lied.>Visit a leather worker to refit our leather armor.>"So... what does one do for fun around these parts?" *roguish smile*>Loot the manor for whatever was left.>Talk about politics, world ... try to discern Beretta's hidden motives (if any)Rolling for seduction and writing.DC: 80
Your first study session occurs the same evening. Beretta shows you which letters are in the Hien alphabet, and you try to write a few of them with ink. It's hard. The writing turns out messy, your hand not used to such small manipulations, and the symbols blend together as you struggle to discern them."Let's stop here, for now," your tutor says. "It's going to be a long way. Don't worry if it's difficult right now.""Alright," you sigh and put down the pen. "So, since we're done for today... what does one do for fun around these parts?"You give Beretta a roguish smile. She answers it with a dubious stare."Trade stories in the tavern, I guess. It's the Departure month, so Paladins' festival is close. Not many celebrate it in the outlands and nearby lands, though. It's more of a heartlands' thing.""Want to celebrate it together?""Not really," she looks away awkwardly, "I'd rather study in that time. 'Through dedication, excellence', and all that.""I see... You know, I got these books from a manor, and there was a room with more scrolls and tomes. I could take you there, if you'd like. Some loot as well, what I couldn't take alone. Pelts and armour.""Is there?" Beretta muses. "It's worth a look, I guess.""Yes.""Let me prepare, then. I'll be ready the day after tomorrow. I hope you're strong enough to protect a defenceless woman in the woods," she smiles."You can count on me." You grin in return....The leather worker names a reasonable price when he finishes measuring you. 20 silver for everything done. You pay, but notice him staring at some part of the armour."Something the matter?" You ask."No, just... there's an engraving, or seal, here. Probably a master's or workshop's mark. Not one I know, though.""Makes sense," you mutter, then leave the artisan to his work....With the armour set to be refit, and Beretta somewhere in the town, you've got time to check some shops. Who knows if any more monsters, or even bandits, would attack you on the way to the manor? The potion seller is still there, ready to provide you with his wares.Perhaps other places are worth visiting as well?>Purchase potionsSpecify from this list:Common types of potions:- Blessings: haste, strength, toughness, magic vision, stealth- Healing- Explosive: freezing, fire, slowing, acid, enraging, disorientPotions cost 25-50 silver depending on effect and its strength>Check other workshops. [write-in which]>Do something else?(more dialogue with Beretta may occur on the way to the manor and during further study sessions, this is an intermediate thing before the hike there)
>>6318367>Purchase potions-2 Healing potions>Check other workshops. [Blacksmith]Sharpen our weapons perhaps?
>>6318367Support for >>6318507 and additionally buy also 1x haste, 1x fire and 1x acid vial, try to haggle down price. If we have time, research a little bit about Knowledge Vaulters, maybe what kind of equipment is standard issue for them (is it reasonable to assume they have enchanted cloaks or similar magic protections?) - in context of how would one go about beating them in battle.
Rolled 82 (1d100)>>6318507>>6318575>2 Healing potions(I also forgot to mention that you have 1 healing potion left over god damn it)>1 each of acid, fire and haste vials>Haggle>Sharpen weapons (Blacksmith)>Research about Knowledge VaultersRolling for haggling and writing.DC: 80
You visit the potion maker first. After you receive the price for all the potions, 165 silver in total, you begin haggling, mentioning how the magic vision one you used in the manor wasn't that clear, that you've "seen" potions at other shops with different colours and viscosity, so his must be of lesser quality...This improvised haggling pisses the alchemist off, but he eventually yields, giving you a 20% discount on everything. You pay 132 silver and take the flasks."If you're ever going to haggle again - forget the way to my shop," he warns as you're leaving. "This is a one-time deal."You nod, then leave for the smithy.Sharpening blades is a simple operation, so the blacksmith charges you only 5 silver for it. You receive your razor swords and sheathe them with satisfaction. (You will receive a small bonus to combat)(1/2)
...The day of the second expedition comes, and Beretta is ready to go, meeting you on the first floor of the tavern. You notice she carries a small dagger now. Your swords, leather armour and potions provide better protection.Soon, you're on the same trail that you and Geheim recently travelled along. You notice it is more well-trodden now. Something to keep in mind."You told me about these Knowledge Vaulters," you say. "What if we meet them? What to expect if we come to fight them?""Don't even think about it," your companion says. "You could defeat one with some luck, but they usually go in groups - a researcher and a bodyguard at least. Maybe if I knew how to fight, we could try, but I'm no warrior, archer or mage. Besides, remember they've got an organisation behind them. Best not to piss them off.""Hm."You travel in silence for some time, then you ask something else, "I don't know much about politics, but are Knowledge Vaulters really the only ones with power in the outlands? I thought it was a free area, with little governance.""It is. They're really only powerful in the ruins. And deeper in the outlands, there are others to contest their claim. People from Yamato in the eastern reaches, artefact raiders, dark lord's minions in the north. I also travelled to one city built on ruins that didn't welcome them. Aen it is called. Nice place. One of the safer ones in the outlands. Some other areas also bar them from entering.""You seem to know a lot about the outlands. Have you been here a long time?""Not really. A year or about so. I just pick up rumours. Tavern patrons are all too eager to share a tale. Maybe on par with academy girl cliques gossiping.""Your research-" you stop mid-phrase as you notice something between trees.A strange monster, the body and head of a bird merged with a snake acting as its tail. It stalks you, and begins rapidly approaching once it understands you've noticed it.You think you've heard of such beasts - it is a cockatrice. Its spit and snake's fangs have venom. Best be careful. Especially since you don't know much else about it.Beretta notices where you're looking and draws her dagger, hiding behind you. You've got some time before the cockatrice reaches you.What will you do?>Drink a haste potion.>Throw an acid flask at it.>Throw a fire flask at it.>Save the potions. Draw your sword and prepare to fight.>Write-in
>>6318779>Drink a haste potion.>if feasible, throw javelins at it before engaging in meleeCan't risk throwing fire or acid potion and missing or the beast having resistance against it. Initially I was thinking about using the haste potion against the vaulters, but with this new info from Beretta seems like fighting them is just not a good course of action. So let's play it safe and use the haste potion now.
>>6318779>>6318783+1
Rolled 20, 41 = 61 (2d100)>>6318783>>6318814>Drink a haste potion.>if feasible, throw javelins at it before engaging in meleeRolling for javelins and sword combat, then writing early for once.1st DC (javelins): 452nd DC (melee): 28
(meant to be 23 due to sharpening of the sword, but you won anyway)Javelins are your first line of defence. First throw, then another one... They go wide.You take the haste potion from your belt, uncorking and gulping it down. The familiar feeling of acceleration washes over you. The cockatrice's charge seems manageable now. You can do this.Pushing Beretta out of the way and sidestepping just as the monster makes its lunge, you slash at it with your sword. Sparks and lightning erupt from the blade, and the cockatrice is briefly paralysed, making it trip and dig into the forest floor with a cluck and hiss of its heads.You approach to finish the job, but the snake part rises, ready to bite. This will be a bit of a problem.Approaching carefully, slowly, even if it allows the beast to regain its footing, you detect the snake's attack and can react in time thanks to the haste potion. You plunge the sword deep into its throat, the scaled head thrashing about, then dying.With half of it dead, the cockatrice is woozy, and it doesn't take much effort to finish the job.The monster lies dead at your feet."Wow." Beretta says. "That was kinda impressive. Didn't take you for a monster hunter.""Good enough to protect a defenceless woman in the woods, remember?" You smile despite the tension of battle still hammering in your heart."Hah. Right." Your companion smiles as well, and you think you catch more blush on her cheeks than previously."Do you know how to cut out the venom glands?" Beretta asks. "I heard a cockatrice's glands yield a fair price with the alchemists and apothecaries.""No," you say. "Can't be harder than butchering a regular animal. Probably.""Best just cut off the head, then. I heard it's dangerous. Can't say how bad, I'm no apothecary, but better safe than sorry.""Right," you say, glancing at the snake head. Now that the battle is over, you realise just how close you came to death with that snake attack. It gives you a chill.You cut off the head and take it with you, leaving the greater corpse behind, retrieve your javelins, then continue your hike."Hey, Dan, um... could you slow down a little?" Beretta breathes heavily from exertion. You look at her in surprise. You're barely breaking a sweat at this pace.Then you remember. The haste potion. Right."Sorry." You slow down.(1/2)
"So, about your research," you say after several minutes of quiet walking. "What inspired you to pick Jin as your object of study?""Well, when I first heard his story, I decided to check the records out of curiosity, and found a different point of view. It fascinated me that even in such a negative person, there could be good... You know, maybe we just don't know something about these warlords of the past that could justify their actions? Maybe even the dark- um... I mean, there's different views, and I just want to find the truth and share it.""I see," you say. "Does your academy cover everything with its sponsorship? I don't really know about this kind of system, but these conditions seem really generous.""Not everything. It's enough for food and a room at an inn, but not much else. I have to offer my services to people if I want to purchase books and a place in a caravan. Usually helping antiquarians estimate the worth and historical period of an item, or sorting and inspecting records and loot for adventurers like you. I also sell whatever I find after reading it and making notes, unless it's really important for my research."You think of other questions to ask Beretta...>Write-in questions?>Keep travelling in silence.
>>6319023>Ask Beretta about her lifeNo angle here, just wanting to get to know her as a person.Perhaps we should be having rapid speech pattern, chittering teeth, or nosebleed or throwingup or anything from the haste potion? Any tolerance developing? Maybe need to sit down, rest,eat once we come down? Right now it seems like get out of trouble for free card, there are justno drawbacks.
>>6319098If you keep it unchecked, you may collapse due to starvation as it burns your energy. Rest after it wears off is a good idea. You didn't ask the alchemist about tolerance development. Otherwise, it doesn't have particular side effects like chittering teeth, nosebleed and throwing up. You just go FAST. It's magic. Purchased for a moderate sum of silver, but magic nonetheless.
>>6319023Support >>6319098Maybe her earlier life, since she's already told us about her university life. If she asks, we can tell her a bit about our life too, our brother going off into the outlands, our desire for freedom, etc.
No update today, but not dead, will try to do one in 10 hours or so.
>in 10 hoursI lied again.>Ask Beretta about her earlier life"What about your life before the academy? How did you come to study there?""The perks of nobility. Gliss is not a major house, but it's enough to get preference when enrolling. As for the rest... it's nothing important. I won't bore you with the details of noble life. Anyway. What about you? How'd you come to the life of an adventurer?""I've started on this path not long ago, a month maybe. I'm from Felcross. There's not much to it. I've heard tales of the outlands, and it seemed better than wasting my entire life away where I was born. My family... wasn't pleasant. Neither were my neighbours. This looked like a better life. Besides, my brother went east as well. So I packed my things and headed out.""A rebellious youth, then.""You may call me that," you chuckle.The rest of the way is silent bar the songs of forest birds and the shuffling of undergrowth as you hike to the manor....The building greets you with much the same view from your expedition with Geheim. The net of vines creeping along the walls, the half-collapsed roof, the old road's sturdy stones peeking from the overgrowth.You lead the way through the window you cleared, but are soon interrupted by a shout."WHO GOES HERE?"You put your hand on a javelin, just in case."Travellers," you say, scanning the surroundings. "On our way to loot this manor.""This place is now under the control of Knowledge Vault Society. Be on your way.""Fuck," you mutter, finally noticing the figure beyond the second floor's window."Well," Beretta says quietly, "looks like our trip was for nothing."What will you do?>Try to negotiate with the Knowledge Vaulters. Cooperation can speed up the process of study, and Beretta can get something out of this.>Turn back. Best not to participate in this.>Write-in
>>6319811>Try to negotiate with the Knowledge Vaulters. Cooperation can speed up the process of study, and Beretta can get something out of this.If we fail, then we can pretend to leave and then try to sneak back in, depending on how many of them there are. There are multiple entrances, after all. We should also take note of their numbers, to assess whether it'd be worth fighting them or not. If it is only a single bodyguard and a researcher, our fire flask and magic sword could carry us through.
>>6319811>"Travellers," you say, scanning the surroundings. "On our way to loot this manor."Kek this is so lame. I would vote for bluffing here (for example trying to sell we are some kind of lawful authority) but it's too late for that now.The fun option is confrontation but it's also likely a very dangerous option. If we try to stake them out they won't fall for it, they already know we are here, they are not stupid. Probably have detection spells and traps laid too. Don't want to come back with empty hands but don't have any good idea here. +1 to whichever option has the most votes.
>>6319829>Kek this is so lame. I would vote for bluffing here (for example trying to sell we are some kind of lawful authority) but it's too late for that now.Fuck, this seems so obvious in retrospect. It's a wonder you guys put up with this kinda retardation from me.