This is but one of the legends of which the people speak...Long ago, there existed a kingdom where a golden power lay hidden. It was a prosperous land blessed with green forests, tall mountains, and peace.But one day, a man of great evil found the golden power and took it for himself. With its strength at his command, he spread darkness across the kingdom. But then, when all hope had died, and the hour of doom seemed at hand......a young boy clothed in green appeared as if from nowhere. Wielding the blade of evil's bane, he sealed the dark one away and gave the land light.What became of the hero is lost to myth, another mystery of the past casting a long shadow. In one village, it is customary that when children come of age, they make a pilgrimage to the nearby ruins, and bring back an artifact. In doing so, they bring what was left in the dark to the light, and keep their history alive. You are from that village, and today you turn 18, and must make your own pilgrimage. Your father was an archeologist at Hyrule University, and now that it is your day to recover an artifact, you are determined to follow in his footsteps with your diligence. But shadows hang over more than the past, now. A ruthless warlord has rallied an army, and has laid siege to Hyrule castle for nearly a year, seeking to claim the golden power. Darkness gathers across the kingdom, and shadows stretch ever farther each passing day... Welcome to LOZ: Umbral Tower, where you will play an unlikely hero destined to save the kingdom from a neverending shadow. In this game you will roll pools of D6s based on your stats, which will improve over time, against competing pools of D6s, where 5's and 6's are considered successes. Ties normally go to the aggressor, not the defender. I may tweak this as we go. This quest will probably roll very slowly and sporadically. I will roll a 1d2 or similar to break ties if they drag.
I am going to clarify now: you are not playing as Link, you are not the hero of time. As we decide who you are together, leave that stuff at the door. Let's go ahead and get started with that now, shall we? What's your name? Are you a boy or a girl? What's your heritage? >Human, Hylian (bonuses to melee, athletics, and riding animals) >Human, Shiekah (bonuses to stealth, magic, and crafting) >Goron (enhanced strength, reduced damage from fire, cannot swim)>Zora (capable of breathing underwater, faster swimming) >Rito (capable of gliding, can glean information from the wind) What skills do you favor most? Choose only three. >Melee weaponry >Ranged weaponry >Magic>Athletics >Crafting >History & Lore >Stealth >Animal riding >Speech And your village is located where? >On a cluster of islands forming an atoll a few miles off the coast of the mainland. >In the rocky plateaus overlooking the great desert valley. >Deep in the lush forest by the foot of the mountain. >Underground, in the face of a great cliff not far from the volcano. >Under the blue skies of the great grass plains, near the shore of a mighty river.
Testing
>>6330929>Name: Zuzo>BOY>HUMAN SHIEKAHSkills:>Melee>Stealth>MagicVillage:>On a cluster of islands forming an atoll a few miles off the coast of the mainland.
>>6330936Based
>>6330929>GirlName: Mimi>Human, Hylian (bonuses to melee, athletics, and riding animals) Skills>Melee weaponry >Athletics >Crafting >On a cluster of islands forming an atoll a few miles off the coast of the mainland.
>>6330929>Name - Liru>Boy>>Human, Hylian (bonuses to melee, athletics, and riding animals)>Melee weaponry >History & Lore >Athletics >Deep in the lush forest by the foot of the mountain.
>>6330929Supporting >>6330936
>>6330957+1>>6330929
>>6330936Qm said this was based, so im honored bound to +1 this choice
>>6330936>>6330929I support the Metal Gear Shiekah character. We shall be the best Huryle CIA Agent imaginable.
>>6330936Support
>>6330936+1 YOU'RE THAT NINJA
Locking in our votes, you will be playing as Zuzo the Shiekah. Will post our first set either late tonight or tomorrow some time.
You are Zuzo, a Sheikah boy of eighteen years. You have a wirey build, messy black hair, a pallid complexion, and sharp eyes. Hearts: 3 Mana: 6Your Attributes are as follows Wisdom: 2Resolve: 1Charm: 1Strength: 2Stamina: 1Dexterity: 2Your Skills are as follows Melee combat: 2Ranged combat: 1Magic: 3Athletics: 1Crafting: 1History & Lore: 2 Stealth: 3Animal riding: 1Speech: 1 You know the following Techniques Ninja Smoke - One of the secrets of the Sheikah. You can throw a Deku Nut at your feet, creating a puff of grey smoke and a flash, which you use as cover to disappear. Roll Wisdom+Stealth, you are able to instantly move three yards, plus an additional two yards for each success after the first if there are any. This ability does not allow you to move through walls or across distances you could not travel by foot or climbing, it is a trick and not proper teleportation. Still, it can mean the difference between life and death for a lone ninja. Requires a Deku Nut, on a failure, you are too slow, not only remaining in place but stunning yourself briefly with the blast. Heavy Slash - This sword technique was developed for duels of honor between Sheikah warriors. You take a lunging step and bring the blade down with both hands to overpower the defender. Roll Strength+Melee+1 if the defender is resisting with Dexterity, or +2 if the defender resists with Stamina. You must use Stamina to defend against attacks during that round. You know the following Spells Minor Purify - An ancient spell used by the Sheikah to dispel demon magic, maintain tools, or clean food and water. The target of this spell can be no larger than would fill a common bowl, or held easily in one hand, and must be an inanimate object. Roll Wisdom+Magic, and on a success you remove tarnish or stains from the object, and disease or pollution if it is water or food. If the object is cursed, you must achieve more successes than the Magic level of the one that cursed it, and this may be done with multiple cumulative castings of Minor Purify.You possess the following Items Wooden Katana - Handed down to you by your mother, it is the sword you trained with your entire childhood. Tent & Bedroll - Your father used to use these to camp during long expeditions. Deku Nut - 5x - You keep some of these in a pouch. They can be thrown at enemies to daze them, or at the ground to use your Ninja Smoke ability. >Cont'd
Kakariko Atoll is a remote cluster of islands off of Hyrule's Southern coast, some of them more settled than others. This is the home of the reclusive Shiekah, a clan of ninjas and mystics sworn to protect and guide the Royal Family. According to legend, they sailed to these islands long ago to train in secret and hide their treasures, awaiting the time when they would again be needed to honor their ancient oath and fight for Hyrule against the gathering darkness..... ======================YYAAAWWN You wake up, groggily stretching out your arms. The sun is rising over the ocean horizon outside your window, with just a few wispy clouds floating by in the distance. You roll over in your bed to face away from the light and close your eyes again. Just as you feel you may fall back under and steal some more time asleep, you hear a very loud knocking on your bedroom door. You recognize it as the sound of your grandmother's wooden cane. "ZUZO...! ZUZO WAKE UP DEAR!" She calls out from behind the door. "DON'T YOU KNOW IT'S YOUR BIRTHDAY TODAY? YOU NEED AN EARLY START BEFORE YOU GO TO CATACOMB ISLAND!" Your grandmother, Momoh, moved in to help look after you when your father disappeared ten years ago. Ever since your mother, Impa, left the village to fight in the war a year ago, she has been your sole caretaker. You get up, sleepy smile on your face. You know she will not let you rest any longer, and so you get dressed in your simple robes, and open the door. "There you are, Zuzo! Come downstairs, I prepared breakfast. You need to eat, you will need your strength for your pilgrimage to Catacomb Island!" You nod, and follow her down the stairs. She is half your height, partially from her hunched posture, with bright eyes and an easy demeanor about her. The two of you sit on the floor across from one another at a low, square table. She has boiled eggs, steamed rice, sliced a sweet orange, and grilled a side of pork for you both to share. The smell is incredible, and you feel your body relax as she serves portions into a bowl for you with chopsticks. "Zuzo, your parents would be so proud of the young man you are becoming. I am so proud of the young man you are becoming." She begins, grinning. "I know you are prepared for what lies ahead. Today you will face the Trial of Illumination. I want to talk to you about what that means." She says. You nod, straightening your posture to listen attentively. >Cont'd
"We Sheikah were chosen long ago to protect the descendents of the Goddess, the royal family of Hyrule. In this duty, secrecy has long been our greatest weapon. That includes the secrets of our past, and the secrets we keep from ourselves." She says, speaking carefully and with intention. "There are many secrets which are kept from the children of our village. The Trial is about uncovering those hidden truths as one becomes an adult. It is also about preserving our history, bringing it out from the shadows and into the light. We learn our past to sustain our future, we bring it back so it isn't forgotten, and we discover what is unknown about ourselves so we can fully know who it is we become." She pauses, and sighs a gentle sigh, smiling a soft smile. Something flashes behind her eyes as she regards you for a quiet moment. "When you are ready, go to Yaro at the boatyard, he will give you your father's canoe. You will go to Catacomb Island and enter the Shadow Temple, and you must find one Sheikah Artifact to return here to the village. You will discover more than relics inside, however, and by learning and keeping the secrets of our past, you will have transitioned into your adulthood." You nod, smiling confidently. You will not fail. "Also, your friend Tano came by just before the sun rose to wish you a happy birthday. He wanted to say goodbye to you, he will be leaving soon for the mainland, to fight against theWarlord. You can find him in the watchtower." She adds, nodding. Finally, she reaches into her robes, and then extends her hand out to you, holding a red rupee for you to take. "Last of all, please take this, Zuzo, a small birthday gift from your grandmother. I love you very much, and will be here waiting for your return." You take the rupee, and release a satisfied exhale, bowing to her slightly from where you're seated. Then you enjoy the wonderful breakfast she prepared for you. What will you do next? >Go to the watchtower to see Tano >Go to the merchant's hut to spend your rupees>Go to the boatyard to speak with Yaro
>>6331575>Go to the watchtower to see TanoGotta hit up our boi
>>6331575>>Go to the watchtower to see Tanoinb4 he forms this timeline's yiga clan and we end up having a tearful final duel 10 years from now
>>6331575> go to the watch tower
>>6331575>Go to the watchtower to see TanoGotta tell him not to end the war too quickly, we still want a piece of the action ourselves!
>>6331586Heh, I like that
>>6331575>>6331586 +1>Go to the watchtower to see Tano
When you've finished eating, you pack a couple of boiled eggs and a small box of rice into your bag, and wash your bowl. You also take your Wooden Katana off of it's display on the wall of your bedroom, and sheath it at your waist. Finally, you step out of your house and onto the soft sand of Hidden Village Island. There are only dozen or so buildings, mostly one or two bedroom houses of dark, old lumber with grey paper windows. A few are larger, however, like the four story Pagoda of Whispers in the center of the village, where the Elders meet to confer on matters both worldly and spiritual. The inland side of the village features a handful of rice terraces just alongside the treeline, and the farmers have already begun working them for the day while the sun is low and the breeze is warm. On the beach, a couple of middle aged men are fishing with long bamboo rods, and near them is the wooden pier that extends out into the open water, with short docks extending along the left side, closer to you. There are a few canoes and sailboats still tied down, but most are out at sea, collecting fish or awaiting pearl divers to below the surface to return. Past the pier, on the far end of the beach, is the start of a stone path that ascends up a cliff face just along the water's edge. You make your way directly there. Gentle waves dash against the ancient steps, spraying bits of cool salt water on the side of your leg as you bound up to the plateau where a tall bamboo watchtower is situated. You waste no time climbing up the ladder, and when you start to emerge at the belvidere, you see Tano is facing out to the ocean in front of you, and positioned in a battle stance. Above his head, between his knuckles, he is holding the Gale Shuriken, the powerful Sheikah Artifact he recovered from the Shadow Temple a little over a year ago when he came of age. You also notice there are lengths of parchment hanging sporadically from the canopy of the watchtower, affixed to strings, with monsters drawn on them in black ink brush strokes. You don't move, staying on the ladder with only your head having come up above the bamboo platform that serves as a floor here. "AIYAH!" With this battle cry, Tano arcs his arm and looses all three of the Gale Shuriken at three of the paper targets. They slice the substitute beasts in half despite being narrower in diameter than the paper - blades of cutting wind carry the projectiles through the air. What's more, this magical wind curves their trajectory, and each individual shuriken diverges in flight path, honing in on separate targets. In only a moment, they've bisected another two pieces of parchment each, and returned to Tano, who catches them from the air with one hand. When he does so, he turns to the side, and notices you at the ladder. >Cont'd
Tano is a bit taller than you, and already wearing the armor of a Sheikah warrior. He's just a little over a year older than you, having turned eighteen just two months before the Warlord marched on Hyrule Castle and the surrounding city that thousands call home. The traditional training regimen of a Sheikah assassin is one year, and just a few days prior, Tano completed the final rite. You have long thought that you might do the same, so you could also travel to Hyrule to fight alongside your mother. "Oh, Zuzo, there you are. I'm glad you came by, I wanted to wish you well on your birthday." Tano says, eyes expressing his gladness at seeing you despite much of his face being masked. "I told your grandmother to let you rest longer, just so you know, at least one last time. When you become a ninja, you have to be awake early every day." He goes on. You smile, and nod to him. It will take more than that to scare you off the warrior's path. Tano tucks away his shuriken, and crosses his arms, then shifts his gaze back to the ocean. "I also wanted to say goodbye to you, Zuzo, at least for now. I don't know when I will return here, and I will have to leave before you return from your trial, I'm sorry to say. The boat that is coming to take me is on a very tight schedule, it's very tricky business to get to and from the coast because of the blockade." He says, turning back to look at you. To this, you quirk a brow, and then tilt your head slightly. "That's right, you wouldn't have heard. Admiral Onox has established a naval blockade of the Lost Marsh. He's the top naval officer in the Warlord's army. Luckily, don't pay Kakariko Atoll any mind or send any warships because they think we're just peasant farmers with canoes, and no interest in going to the mainland." He explains, and his eyes become a touch smug towards the end. He removes a wood and brass telescope from its leather holster on the small of his back, and holds it out to you. "See, look right out there." The ninja invites you. Tano points out towards the horizon in the direction he was facing earlier. You put the telescope to your eye and peer through it in the direction he gestures to. Looking through the glass you see the silhouettes of big ironclad battleships in the far distance, arranged neatly in a row. It seems impossible to you that a few Sheikah could ever sneak past undetected. You frown, and hand him back the telescope. >Cont'd
Tano accepts it from you with a nod. "But that's where I have to go. Beyond the Lost Marsh is a great big lagoon, that's the domain of the Zora, see? There's a garrison of Hylian infantry there, and that's where I have to go in order to receive my first mission..." He trails off at that, and sighs. "You've always been a great friend to me, Zuzo, you're like my brother. I'm going to miss you when I'm out there... So don't skip any of your training, I want you at my back as soon as you're able, alright?" You stand tall and proud, a confident smirk creeps across your face. You nod once, emphatically. "Good. In return, I promise not to win the whole war on my own, ok? Wouldn't want you to miss out on the action." He responds, giving you a sarcastic looking sideye. Then he sighs, and laces the fingers of his hands together behind his head, with his elbows out in either direction. He stares out in the direction of the blockade again. "Say, I haven't given you your birthday gift yet, have I?" He says suddenly. Your friend steps over to his ruck sack, which is leaned against the railing of the watchtower, and kneels down to remove something. When he stands back up and turns around, he is holding out a black mask that comes to a point at the chin, with three points at the top, adorned with the red Eye of Sheikah symbol your people are known by on its face, and lacking any other features at all. You step over to him and accept it. You have received... The Sheikah Mask! This mask can conceal your identity, which is often necessary for Sheikah assassins. The mask also provides some armor protection to your head, and will always remind you of your friend Tano. When you put the mask away, Tano can't help but sigh again, placing a hand on your shoulder. "You'll need this when you're a ninja like me, Zuzo, and I know it won't be long at all before you are. Thanks for being my friend all these years. Until I see you again, right?" He says. You nod, and the two of you embrace in a tight hug. After that, you climb down the ladder to the base of the watchtower. From here you can see Yaro on the end of the pier, and the merchant's hut. You also notice a Rito woman with tawny brown feathers and a messenger's bag near the Pagoda of Whispers. Now that you're through seeing Tano, day has fully broken and you're into the early morning. You have some time for another quick errand or two, you think, before going to Catacomb Island. Still, you pay attention to the sun, as you wouldn't want to be exploring the Shadow Temple alone after dark... What will you do next? >Go to the boatyard to speak with Yaro >Go to the merchant's hut to spend your rupees >Go to the Pagoda to meet the Rito woman >Write-in
>>6331730>Go to the merchant's hut to spend your rupees
>>6331730>Go to the Pagoda to meet the Rito womanCan't leave the tutorial zone until we've broken every pot, cut all the grass and having spoken to all the characters.
>>6331730>Go to the Pagoda to meet the Rito woman >>6331751 is right, damn it.
>>6331730>>Go to the merchant's hut to spend your rupees
>>6331730>Go to the Pagoda to meet the Rito womanAlso lemme just say that I like how you're incorporating the whole 'Doesn't really speak' tradition of the LoZ games, QM. Wasn't too sure of it at first, but it's pretty endearing now that I read it!
>>6331730>>Go to the Pagoda to meet the Rito woman
You make your way down the steps, and across the beach towards the Pagoda. You pause only once, when a small, purple crab scuttles across your path, and soon you are within earshot of the Rito woman, treading up the dirt trail that leads to the center of the village. Visitors to the island are very rare, as the Sheikah have been mostly forgotten by their mainland counterparts. You can recall seeing a handful of different Hylians and Zora over the years, and perhaps twice one of the Rito."Hoy!" She waves and greets you as you approach. Closer now, you can tell from the fading at the edge of her feathers that she is in her late middle age. She has a blue Hylian robe on and a leather messenger's bag slung over her shoulder. She smiles when you're finally just in front of her. "Hey there, I think I know who you are. Do you remember me?" She asks when you come to a stop. You consider for a moment. She does seem familiar, but you aren't sure why. You shake you head. She nods understandingly in response. "Well that's ok, when you first met me you were still very young. My name is Medlali, I was a friend of your father's back at Hyrule University. You must be Zuzo, right?" You answer her question with a confirmatory nod, crossing your arms. "I thought so, my how you've grown... I almost couldn't tell it was you, at first, but you look so much like him." Medlali says, pausing for a moment to really look at you. "Anyways, I was away from the University on an expedition when the siege began. Since I couldn't go back, I became a courier for the resistance. That's why I came to Kakariko Atoll, actually. I was sent by Impa with several letters. I just delivered the first of them to Captain Kuro over on Ironclad Island, and a couple more to the Elders here at the Pagoda. My last letter is for you, and I was just headed over to leave it with Momoh; your mother said that you may be busy today with your Trial. I'm so glad you hadn't left yet, she'll be so glad to know that I saw you and that you're alright." Her voice is soft and kind, and she reaches into her bag as she explains her business on the island. It doesn't take her long, and she holds out a letter in a plain white envelope bearing a red wax seal embossed with the Eye of Sheikah. >Cont'd
Excitedly, you accept the letter and waste no time opening it to read. It says: Zuzo, Happy birthday, son! I miss you terribly every day, but I wanted this letter to reach you in time so that you know I am thinking of you always. I know you will have great success in your Trial of Illumination, and am looking forward so much to seeing you again and hearing about the Sheikah Artifact you recover. The war has grinded itself to a halt. The trenches and battlements of the siege are impossible for troops to penetrate. My task has been to sneak across from Hyrule Castle to the garrisons and fortresses outside of the siege, spying on the enemy and delivering tactical commands from the Hylian general, in hopes of mounting an attack that can break through. For now, I am resting at an outpost on the Faron Steppe, but soon must return to the Castle with word from our Goron allies about the skirmishes in the East. Remember always that I love you with all my heart, Zuzo. I would give anything to be able to spend this special day with you, but I must fight for the world that I want you to live in. I pray to the Goddess that we will be able to win before you have completed your training. I know you will make a fine warrior, but no mother wants to see her son bleed, even for a good cause. Take good care of your grandmother for me, and be diligent in your work and studies. I feel in my heart we will see each other soon, and it gives me strength. With all the love under the moon and stars, Impa You tuck the letter away in your bag, a calm smile on your face. You take a big, deep breath, and let out a long sigh, somewhat at ease to know your mother is well. Medlali adjusts her bag a little, and shifts her weight. "Say, would you want to write a letter for me to take to your mother? I'd be happy to deliver it for free, just think of it as a little birthday gift from an old friend. Here." She says cheerily, and pulls another letter and envelope from her bag, these ones blank, with a bit of twine to seal it. Write a letter to your mother, vote on which letter to send. You only have a small piece of paper, so it can't be too long (1500 character limit).
>>6331892>Mother>I will make you and Father proud, I just know I will find something extra special during my pilgrimage! Something that no one else has ever found before, for real! Don't laugh, I'll show it to you when we next meet, it will be the most spectacular thing you've ever seen. Honest!>ᴬnᵈ ʸᵉˢ, ᴵ ʷᶦˡˡ ʰᵉˡᵖ ᵍʳᵃnᵈᵐᵃ ʷᶦᵗʰ ᶜʰᵒʳᵉˢ ᵉᵛᵉʳʸ ᵈᵃʸ, ᴵ ᵖʳᵒᵐᶦˢᵉ.>Wait for me,>ZuzoI'm not the best letter writer by far, but I think this is fine enough for a character we haven't quite fleshed out yet personality wise.
>>6331969Haha that chore line is cute!! And, to be honest, I felt this might be an opportunity to let players apply a little more personality to Zuzo and see what sticks. I might do stuff like this sporadically in the story, it will probably be challenging to walk the line between undermining that classic Zelda vibe of a mostly silent, minimally expressive protag... And having our MC feel hollow or boring. Though! I do think the exploration and action of the world are what anchor all of the LoZ stories, yaknow?
>>6331969+1yeah funny if we never really speak verbally but then we get all expressive when we write.
>>6331969+1>>6331977>>6331892I like it.
>>6331977>I felt this might be an opportunity to let players apply a little more personality to Zuzo and see what sticks, I might do stuff like this sporadically in the storyFair, but be cautious in leaving things too open ended when you do. In my experience with the board, complete freedom of input tends to leave most anons stunlocked, it might be better to provide some gentle direction instead or you risk grinding the quest to a halt because no one has the courage to post first. Or alternatively you might end up getting only safe, boring ones like mine lol.
>>6331969also +1ing this
>>6332142I thought yours was quite nice, anon. It sets us up as ambitious, eager to prove ourselves to both parents, and maybe a little immature still.
>>6332142>>6332149I think good advice, but I do agree with the other anon! A good start(:
>>6331969Going with this! Will file it in my notes and write an update when I can steal a minute.
You gladly accept the material from her, then crouch down, taking a moment to consider what exactly to say, but not much longer than that. When you've finished writing your letter, you tie the envelope shut and hand it back to Medlali with a grin on your face. "Wonderful, I'm sure this will mean so much to her. I'll try to get it to her soon, but it may take some time if she's busy out in the field." She says, tucking the letter away into her bag. "Though, with some luck, I don't think she will have to keep fighting that much longer. I made a stop on the edge of the Lost Marsh before I got on the secret ship to sneak past the blockade. When I was there, I saw the Hero of Legend!" She goes on, and when Medlali mentions the Hero she can't help but beam with joy. Not knowing what she means, however, your eyes widen a little and you cant your head slightly to the side. She recognizes your confusion and goes on. "Oh, right, you're all so isolated out here, you must not know! For the past month, rumors have spread all over that the Hero of Legend had returned, and would defeat the Demon Warlord, rescue the Princess, and save the kingdom! I wasn't sure I believe them until I saw him in person. He was a Hylian boy, just about your age by the look of him, all clad in green just like the legends said. I was flying overhead and saw him take on two Lynel marauders singlehandedly! He beat them both with nothing but a wooden club." She explains, sounding a bit mystified even at the mere retelling of his martial prowess. "I stopped to meet him, and asked if he was looking for the forgotten shrine where the sword of evil's bane is said to rest until a Hero comes to claim it. There's no telling how many people have disappeared in the Lost Marsh hoping to find it. Turns out he hadn't given it any thought. He was on his way directly to the Warlord's camp, I guess to fight him with that club of his. That was maybe a week ago? He could be at the trenches any day now." If the stories you've heard are even half true, it's hard to believe anyone could defeat a Lynel with a piece of wood, let alone two. Your brow furrows a bit as you take in this information. Could it be true? Will the war finally be over soon? When she notices you begin to get lost in thought, Medlali can't help but look a bit sheepish and scratch at the back of her head. "Don't let me be too distracting, dear, suppose I'm just excited to know things may be changing for the better. It's wonderful getting to see you, Zuzo, I'll give your letter, and love, to Impa as soon as I see her. You just focus on your Trial today, ok? Be safe out there!" >Cont'd
You nod, half smiling, and take a deep breath. Turning around, you glance to where the path leads off to the boatyard, and to where it diverges to wind over towards the merchant's hut. You try to focus on what lies before you, but can't help but be a little spellbound by the idea that the Hero of Legend has finally returned, and is questing to deliver the kingdom from the evil Warlord once and for all. It's hard to say exactly how you feel. You feel a lot of things, really. Joy, hope, excitement are flickering at the front of your mind. You feel like you'd give anything for your mother to be able to come home. You have a healthy sensation of awe, and wonder, too - the world can be a remarkable place, but there's something almost overwhelming about knowing that a mythic Hero is out there somewhere, fighting evil and rescuing the realm. A small part of you, though, feels almost disappointed. You wince at the realization like it's a paper cut. You practiced your katas diligently, studied the ancient Sheikah arts of stealth and magic, your mother is one of the village's finest warriors - maybe even it's best. Since the day she left you've been thinking of today, the day you would become a man and begin your real training, begin the real path of a Sheikah ninja so you could follow her into battle for your people, and all the other people of the kingdom. You shake your head as if to expel the thoughts with centrifugal force. You need to focus. What will you do next? >Go to the boatyard to speak with Yaro>Go to the merchant's hut to spend your rupees>Write-in
Two notes: - trying to emulate the text in the games with formatting is definitely making me better at using /qst/ text effects, but also it loads the character limit up and so I end up having less text per post and having to tinker more to break them up before I update - yes, in this timeline, Link is a speed runner who has decided to skip the master sword and take on Ganon directly. I am writing and imagining this as a real World, not a video game, even if I'm emulating elements of the games, but that's essentially a way to look at what's going on with him KEK
>>6332450>Go to the merchant's hut to spend your rupeesWe may find something worth buying for our own legendary quest!
>>6332450>Go to the merchant's hut to spend your rupeesMight as well. I get the feeling we won't be able to again for a while...
You decide to take the chance to purchase some supplies, just in case. You already had ten (10) rupees before, and with the gift from your grandmother this morning, you are now up to a full thirty (30)! That should be enough to afford some last minute provisions. It's a short, easy stroll, and you pass a few stalls selling fruit, or fish, or simple tools of bamboo and stone. Eventually, you approach the single story merchant's hut, which serves as the main general store for your village. Stepping inside, you see shelves and tables laden with multi-colored bottles, clothing, and equipment. Behind the counter on the opposite side of the room stands Shishu, the proprietor. He's a particularly old, weary specimen of Sheikah, and also quite worldly. His boots, overalls, and striped hat are quite unlike anything found around Kakariko Atoll, and you've heard tell that his bandaged hands have counted rupees from the Lost Marsh all the way to the Gerudo Crater, and many places in between. "Ayoy!" He greets you as you draw nearer. His long, droopy mustache can't fully conceal his soft smile. "Hey there Zuzo, let me guess, you got yourself some rupees for your birthday and they're burnin' a hole in your pocket, eh?" "EYHEHEHEE!" The old man cackles at his own observation. "That's just swell, I say. You haven't set out for Catacomb Island yet, eh? Smart of you to consider making some last minute preparations. Why don't you have a look see at what it is I'm selling today. Just got me a shipment in from the mainland, I got a sweet deal having it brought in on the secret ship they built over on Ironclad Island. My empty crates and barrels get loaded on over at the pier in the middle of the night, I pay them a fee, and when the containers come back, they're loaded with all kinds of great stuff from my old buddies far and wide!" "EYHEHEHEE!" Shishu erupts into another bout of cackling at that, seemingly tickled by his arrangement with the secret ship. He gestures to the shelf behind him. "Anyways, have yourself a look see, my boy!" >Cont'd
Shishu's Surplus & Supply Shop InventoryBag of rice (4 servings) -------------- 5 rupeesSalted side of pork (2 servings) - 5 rupees Deku Nut ----------------------------------- 5 rupees Torch ----------------------------------------- 5 rupees Telescope ------------------------------- 10 rupees Arrows (bundle of 20) ------------- 10 rupees Smoke Bomb --------------------------- 10 rupeesBasic Grappling Hook -------------- 20 rupees Steel Shuko* ---------------------------- 30 rupees Steel Tanto ------------------------------- 30 rupeesSteel Kanabo --------------------------- 50 rupeesSteel Katana ---------------------------- 80 rupeesSheikah Ninja Armor ---------------- 80 rupees Sheikah Samurai Armor --------- 200 rupeesZuzo's Inventory Deku Nut (5x) ------------------------ 5 rupeesRice & Egg Bowl -------------------- 5 rupeesSheikah Mask ---------------------- 30 rupeesWooden Katana ------------------- 30 rupeesTent/Bedroll ------------------------ 60 rupees*Can be used in combat as a weapon or to apply a +2 bonus to Strength+Athletics rolls made to climbWhat would you like to buy? >[XXXXX] What would you like to sell? >[XXXXX]
>>6332522> Buying:Torch 5 rupeesSteel Shuko* 30 rupeesTelescope ------------------------------- 10 rupeesSalted side of pork (2 servings) - 5 rupees>sellingWooden Katana ------------------- 30 rupeesLeaving us with 10
>>6332522>Buying1 Torch and 1 Steel Shuko.>Selling1 Deku NutSurely our sentimental boy wouldn't sell the wooden katana his mother passed down to him and which hes trained with his whole childhood would he? Plus I kinda like the image of the wooden katana in one hand and steel shuko on the other hand, feels like he could be very mobile rolling around.Though I wouldnt mind getting the telescope and grappling hook instead of the shuko.
>>6332522>Buying:Torch 5 rupeesSalted side of pork 5 RupeesBasic Grappling Hook 20 rupeesI don't think we really need a telescope at this point.I'm also unwilling to sell anything at this time.
>>6332648Eh sure I'll change and support. I do want that grappling hook.
>>6332648+1
>>6332648>>6332522+1, this is fine for now. I'm eyeing up the Ninja Armor for when we actually leave for the mainland but right now we don't need it.
>>6332648+1>>6332522
You make some purchases...You have received... The Torch! This torch can be used to light fires and provide some illumination while exploring in the dark. You have received... The Basic Grappling Hook! The rope on this grappling hook is sturdy, but only about fifteen (15) yards in length, with a simple, three-pronged steel hook on the end. Perfect for scaling walls and rock faces, this tool grants a +2 on Strength+Athletics rolls made to climb. You have received... Side of salted pork! Yum! You put your new items into your pack, feeling much better equipped for the journey ahead. "Come back soon, maybe even tomorrow! I should be getting a new shipment in tonight! And good luck with your Trial, eh?" Shishu says as you make your way to the door. Just as you're about to leave, the exit is blocked by a new arrival, your friend Kyokimi. She is a few months older than you, and like Tano has embraced the warrior's path, wearing a suit of ninja armor. Her face lights up at the sight of you, and you step back so she can enter the shop. "Oh Zuzo! I didn't expect to see you here, I would've thought you would have already set sail for Catacomb Island. I'm so glad, happy birthday!" She says, leaning in for a quick hug that momentarily paralyzes you. She is, after all, the most beautiful girl you've ever seen. You stiffen and blush, but manage to recover quickly enough to return the friendly squeeze. Kyokimi looks you up and down, as if measuring whether turning eighteen has changed you noticeably just yet. "I actually came here to pick up your birthday gift, it was a special order that took some effort from Shishu and I to get our hands on. Why don't you find me at the Tea Tree later, once you're back? I can give it to you then." She says. Your pointy little ears burn a bit at that, and you nod twice. Knowing you have that to look forward to will get you through whatever is awaiting you in the Shadow Temple. "Yay! I can't wait. For now, why don't you go on your way? I wouldn't want to spoil the surprise with you being here. See you later, Zuzo!" She says, stepping by you and towards the counter. You do as she bids and leave the merchant's hut, proceeding down the path. >Cont'd
Maybe at the Tea Tree you will finally work up the Courage to tell Kyokimi how you feel about her. You've worried for some time about missing your chance. Her older sister, Kyokari left the island to fight in the war not long after the siege began. You know that, like you, Kyokimi is eager to enter the fray if it means being able to reunite with, and protect, her family. She still has half of a year or so before she will be able to claim the title of ninja and enlist, but the past few months have already flown by. You take a deep breath. Your eyes are on the pier, now, but you can't help glancing over your shoulder... What will you do now? >Go looking for spare rupees in the tall grass and maybe some of the pots and urns around the village center, maybe you could gather enough to buy some more supplies >Use your stealth skills to eavesdrop on Kyokimi and Shishu, you can't resist knowing what the birthday gift is... Plus, they may say something about the Trial of Illumination that will prepare you for the journey ahead >Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your own>Write-in
>>6332846>Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your ownLet's get it done, wouldn't do to make it seems like we're avoiding it.>Maybe at the Tea Tree you will finally work up the Courage to tell Kyokimi how you feel about her.Aaaaaaw, cute.QM do you honestly think I don't see that tragedy flag? I better be wrong or so help me.
>>6332846>Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your ownWhat a beautiful budding romance waiting for us at the tea tree
>>6332848Let me cook!!!
>>6332846>Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your own
>>6332846>Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your ownI did say we had to stick around to cut all the grass, but I feel now is the time to get things going proper.>>6332848She'll be the first of our friends to die in the war. So it is written.
>>6332846>Proceed to Yaro, it's time to set out and claim a Sheikah artifact of your own>>6332878her or our best buddy, maybe
>>6332850FIne but I'm watching your licence!>>6332878>>6332881It is as they say, Suffering Builds Character!
One foot after the other, you proceed down the path, past the fisherman, and to the pier. Adrenaline starts to buzz in your face and hands and your heart catches when you take that first step onto the wood planks. Despite having running across the docks countless times, today that step is the crossing of an invisible threshold. At the end, you come upon Yaro while he is pulling a crab trap up from the seabed by a dirty old rope. When he heaves it onto the deck, he sighs, and turns, noticing you at last. Yaro is a man late in years, with a bundle of bamboo fashioned into a peg-leg below his left knee, and a pigskin eyepatch dyed white, with a red Eye of Sheikah stitched into its center. He has a stern look as he first appraises you, which then relents to a half smile. His goatee and mustache are thin and long, blowing in the sea breeze, and he's got a small length of driftwood in his hair, keeping it done up as a top knot. "Young master Zuzo, at last it is your day to visit the old Temple and enter the next chapter of your life. Hmmmm..." He says, greeting you. A pause hangs in the air, and he eventually nods deeply a few times. "Yes, yes, I would say you are quite ready, yes. Come for your father's old canoe, I presume? I have kept it safe since his having disappeared all those years ago, of course, in hopes that he would return for it before the time came to pass it on to you. I'm sorry that did not happen, my friend. But I will hold on to hope that I may see him again." You tense, and your breathing slows. You've long since accepted that you won't see your father again. It's... Well, Yaro's words are kind, but it's unpleasant for someone else to cling to that hope. Still, he has been a friend to your family for longer than you have known him, and you're glad he is here for you today. Yaro sighs, and gestures to the little wooden boat. "But of course, on this day, you are the man of your family, and it is time for you to follow in the footsteps of so many before. I remember the day when your father came of age, you know? He was so curious about the secrets of the past, and so inspired by his Trial, he dedicated his life to uncovering the mysteries of the ancient Sheikah." He goes on. At that point, he begins pointing to the islands along the Atoll. "That first one there is Ironclad Island, where our ancestors built warships for the royal navy. The small one, there, is Echo Island. None go there anymore, it is long abandoned, and all that's left is the old Sheikah Stepwell, and the ruins of the Pagoda of Echoes. The one just near it, the large one, you see it? That is where you will go, Catacomb Island, the resting place of our people for generations, and the site of the ancient Shadow Temple, which you must enter to recover a worthy Artifact." >Cont'd
You nod, keeping your eyes locked on Catacomb Island as he explains the task at hand. Many of the villagers return with shards of ancient pottery, or sometimes weapons forged with inscrutable methods, out of unidentifiable metals from mythic age. The upper catacombs leading into the sunken Shadow Temple are a trove of forgotten trinkets and pieces of lives lived long ago. You've been told it can be frightening, and many cannot bring themselves to delve very far within. There are some, however, with the rare Courage needed to reach the Shadow Temple itself, and search within. They, too, often recover tokens that are ultimately mundane in nature, though certainly far more storied than their counterparts from just above, an example might be the wooden flute that Kyokimi recovered. A rare and fortunate few, however, discover tools imbued with ancient magic, weapons or implements capable of miraculous feats, which are returned to the Temple in their sunset years, to perhaps be found again by another member of the tribe in the following years. "When you return, Zuzo, you must go to the Pagoda of Whispers to have your discovery appraised by the Elders, they will help you to learn it's history, and it's meaning for you. Some Artifacts serve as powerful omens for the future of whosoever returns them to our village. They will speak to you also of the other things you may find and learn while within the catacombs, or below, if you are so brave... May the ancestor spirits hide your hand, and guide your steps. May the Goddess protect you." You bow deeply in respect to the veteran-turned-fisherman, appreciating his guidance. Then, you step into the canoe, a fine old craft passed down to your father by his, a long, thin wooden vessel painted red and white. The waters are calm now, and the current is particularly favorable - roll Strength+Athletics with a +2 bonus, for 5d6
Rolled 6 + 2 (1d6 + 2)>>6332978Heave ho! To adventure!
>>6332985Roll 5d6, my dear, bonuses are to the die pool, not the total value.
Rolled 1, 2, 4, 4 = 11 (4d6)>>6332986I was going to let others roll their own die if they wanted, but if you insist you can have four more.
>>6332987I am considering my options there. I worry about requiring too many different anons roll - my other quests have fizzled down to about two voters, so if I need multiple dice I end up having to ask them to reroll after some time has passed. This quest seems well liked so far, but I'm bracing for people to lose interest, even though I am trying to put in a lot of effort. For now I think I will stick to single rolls, first come first serve, but if interest persists (fingers crossed!) I will maybe alter that.
>>6332987I liked your first roll better, lol.
You have canoed before, but never so far from shore. You aren't the fittest, something you hope to address with your ninja training in the near future. Now, though, you have to work with what you have, and you find yourself tiring out. The sun is hot, and the salt in the air makes you feel thirsty all across your body, so you pull the gourd canteen from your pack for a quick drink of water. Looking around, you see that you're starting to drift a bit towards Echo Island, which you've never heard very much about. Curiosity starts to root in the back of your mind at what you might find there... You can make a decision here, out on the open sea: >Paddle the rest of the way to Echo Island to explore (no roll needed) >Re-attempt sailing to Catacomb Island (roll 4d6) First to three votes goes, and I'll choose the highest of the three rolls to go to Catacomb Island, as you're already halfway there
Rolled 4, 6, 6, 6 = 22 (4d6)>>6333013>Re-attempt sailing to Catacomb Island (roll 4d6)Give ourselves a few claps on the cheeks to refocus, we have to go spelunking first!
Rolled 2, 3, 5, 6 = 16 (4d6)>>6333013>Re-attempt sailing to Catacomb Island (roll 4d6)Focus
Rolled 5, 5, 2, 4 = 16 (4d6)>>6333013>Re-attempt sailing to Catacomb Island (roll 4d6)
>>6333031Yay (:
You take another sip of water, and a deep breath after that, and take a tighter hold of your paddle. You know you can do this. And you're right. The rest of the way is very smooth sailing, and in no time you are gliding up the shallows, stepping out into the water to pull your boat all the way ashore on the soft white sand. There are a couple of crabs scurrying off across the beach, and all sorts of curious seashells scattered about. Ahead of you is a stone pillar with an Eye of Sheikah engraved on its face, and just next to it is the trailhead that leads into the inner island. The treeline here isn't as dense as that of Hidden Village Island, being a mix of palmetto trees, banana trees, and ferns. You also notice that there are beautiful flowers growing in small bunches in a handful of places, with dark green stems and delicate, lustrous golden petals. They must be Golden Spider Lilies, you've seen pictures, but they bloom so rarely that they've never been brought back to your island for you to see. Legend says they grow where teardrops fall when one cries while mourning a true hero, and you have heard rumours they can serve as potent ingredients in magical potions. Through the trees, you notice a couple of other pillars, far from each other, and quite tall, they jut above the sparse canopy and would provide a high vantage, but the trail will be very easy to follow to the catacombs without going through the effort. You begin down the trail, putting a hand on the pommel of your wooden katana. A breeze shakes the fronds overhead, and makes the ferns shiver by your feet. You hike for some time, listening to the buzz of cicadas, and chirping of crickets in the undergrowth, passing a couple more of those tall pillars along the way. Eventually you come to a clearing with several short, stone cylindrical stools, and another pillar on one side. You sit down to have some water, and notice, curiously, a trail of very narrow footprints in the sand, which seem to start from the woods and cross through this clearing at an angle, back into the wilderness on the other side, and there is a line in the sand along the right side as if a stick or something were dragged alongside. You contemplate them for a moment while you drink, and glance to another bunch of those flowers. You probably have another half hour of hiking before you're at the catacombs, and if something delays you until it's dark, you'll have a much harder time gathering any of them, which you're strongly considering. You can't imagine what would have left the trail, but you also can't tell how recently it was left behind, or how far you'd have to follow the tracks before you found anything. >Cont'd
You are trying to be mindful of your time, but decide to maybe make some use of this stop along the way. Choose two options from the following: >Gather some spider lilies, they'll make a perfect bouquet for Kyokimi when you see her later, or alternatively, fetch a very fine price at Shishu's shop for their rarity and beauty. >Climb to the top of the pillar, your grappling hook should just about reach, and maybe it would be a good idea to get a lay of the land. >Gather some bananas from the trees nearby, they aren't worth much but it won't hurt to keep some extra food with you. >Eat some of the food you packed, paddling over here was a bit strenuous. It would be disrespectful to eat inside of the catacombs or temple, and while you were planning to snack just outside the entrance, the notion that you might not be alone has you reconsidering that, and you'd rather be safe than sorry.Or just select just one of the following options, instead: >Gather all the flowers you can, enough for three or four bouquets. That way you can give one to Kyokimi and sell the rest for a decent sum, maybe even saving some for your own use later. >Follow the tracks into the woods. You don't like the idea that someone... Or something... Is here on the island with you, and you want to investigate. >Don't stop at this clearing, you aren't sure how long you may be exploring as you intend to enter the temple itself, and you know it's unwise to stay over night, every minute saved could make the difference.
>>6333518>Gather some spider lilies, they'll make a perfect bouquet for Kyokimi when you see her later, or alternatively, fetch a very fine price at Shishu's shop for their rarity and beauty.>Eat some of the food you packed, paddling over here was a bit strenuous. It would be disrespectful to eat inside of the catacombs or temple, and while you were planning to snack just outside the entrance, the notion that you might not be alone has you reconsidering that, and you'd rather be safe than sorry.Food so we are ready to explore, flowers so we can lock in the best girl route before her eventual tragic end.
>>6333518>Gather some spider lilies>Eat some of the food you packed
>>6333536>>6333544Aren't Spider Lillies an insult in flower language?>>6333518>Gather some bananas from the trees nearby, they aren't worth much but it won't hurt to keep some extra food with you. >Eat some of the food you packed, paddling over here was a bit strenuous. It would be disrespectful to eat inside of the catacombs or temple, and while you were planning to snack just outside the entrance, the notion that you might not be alone has you reconsidering that, and you'd rather be safe than sorry.
>>6333518>>6333536+1
>>6333545>Death & Mourning: In Japanese culture, the red spider lily is often linked to death and the remembrance of loved ones who have passed. Separation: The flower also symbolizes the separation between life and death, or the moment of transition, as it blooms just as summer fades into fall.>Some legends have it thatif you see someone whom you may never meet again, these flowers will bloom along the paths you takeQM absolutely phoning it in over several phones right now, possibly even an entire switchboard, but no it's not insulting. I think it's cute to pick flowers for someone you love so I will vote for it.
>>6333545>>6333563Anons.... This is Hyrule, the cultural legacy of Japanese spider lilies (which are red, and exist in reality) has no bearing on the history or connotations of golden spider lilies (which have petals like gold leaf, magical powers, and don't exist). It's a rare, pretty flower that is coveted in Sheikah culture. Relax. I am aware, in real life, of the associations between spider lilies and death, and wanted something Japanese flavored and themey for the burial ground island. Was thinking about a hydrangea situation too... But I'm not referencing Victorian flower code or applying real world baggage, and I am at least trying not to phone anything in here.
>>6333563
>>6333567Oh, I didn't realize they were magic golden lilies. I just read 'spider lilies' and remembered 'wait a sec isn't that one of the flowers you send to someone to insult them'?
>>6333570...Anon, the QM bolded the name "Golden Spider Lilies" and then immediately described them as rare, magical, and legendary.
>>6333570It's ok, I genuinely appreciate anyone with a streak of floral autism, I used to dabble in doing flower arrangements actually - a surprisingly stimulating and relaxing hobby.
>>6333573Unfortunately, anons on this board are one and all retarded until they are not. Me included.
Before anything else, you decide to take the opportunity to nourish yourself. You'd already planned on doing so before entering the catacombs, but hadn't expected the trip over to be quite so arduous towards the beginning, and this seems a perfect spot to have a lunch. You sit quietly, enjoying some of the salted pork your purchased earlier, and listen to the wind in the trees and the not too distant sound of waves caressing the shore. A pair of dragonflies dance around each other across the clearing a couple of times, and you feel a great peace come over you. You have a sense that you have been here before, and also that you will be here again. When you've finished eating, you gather your things and take some additional time to collect some of the Golden Spider Lilies growing along the edge of the clearing. They look so delicate to you, but their stems are sturdy and their petals are firm, they aren't too fragile to bunch together or even place in your pack. You work carefully, if not quickly, and eventually have an excellent bouquet in hand. You suspect it could sell for at least fifty rupees, maybe even a hundred. You also suspect that it would make an unforgettable gift to Kyokimi; they weren't in bloom when she underwent her own Trial, and may not be again for many years. For now, you put these ideas out of your mind, however, as you have rested long enough, noticing the sun beginning to approach noon in the sky. Continuing down the trail, you eventually begin to see more weathered stones on either side of the path, some broken or crumbling, all of them overgrown with moss and lichen. They are great big blocks for building, twice your height and the same in width, and some even have worn engravings along their surface, images of monsters, heroes, and the frequently present Eye of Sheikah. You see also, another set of tracks, which meander from the forest and onto the trail, and then back off of it. These ones are different than the others, however, even smaller and closer together, appearing to you to belong to some manner of quadrupedal animal. Perhaps a deer? Hopefully not a lone Wolfos or other predator... While the thought causes you some concern, it doesn't deter you at all. It is your duty to complete this pilgrimage, and you will defend yourself in so doing if you must. You proceed down the path, noting that now small patches of worn, mossy cobblestone are appearing underfoot every so often along the way. >Cont'd
After rounding a long, wide bend, and then moving down a decline for some time, the trail opens up to a wider clearing, and there is a great stone mound across from you as you step into it. In the face of this ancient, weathered rock, an opening has been carved, flanked on either side by massive pillars akin to those you passed through the woods. these two are much broader, and taller, perhaps as high as thirty yards, holding aloft the boulders above and creating a vast, yawning entrance into the Sheikah Catacombs. You see wife, flat stone steps leading downward into the darkness beyond. A chill creeps down your spine at the sight of it, but so too does an ember of an excitement...Your grip returns to your katana, and tightens. You reach back with your offhand to withdraw your torch, dragging it across an exposed stone block to ignite it like a great big match. You steel yourself, and begin your descent into the dark. The stone steps wind back and forth for many dozens of yards, serpentining around exposed rock faces that are mostly unadorned. It isn't long before you lose the light of day behind you, and are surrounded by an impenetrable darkness on either side of you, though the torch provides excellent visibility in a radius of just under ten yards. It is quiet down here, with only the flickering of the flame and your cautious footsteps producing any sound at all. Before you begin to wonder if the steps will ever end, but after you've begun to be awed by their scale, you see warm, orange light spilling up the steps from below, and an archway leading to another chamber. Crossing the threshold, you see there is a small, stone bowl on a short pedestal with a small fire inside, barely greater than a candle, not enough to illuminate the whole chamber, which seems to spread out wide on either side and beyond. Your torchlight has a larger circumference, and as you step towards the bowl, it engulfs the radius of the smaller flame. It also reveals, just along its edge, other, similar stone bowls on similar pedestals, which are unlit. You step over to one, and thrust your torch into it, causing it to ignite. FWUSH-FWUSH-FWUSH-FWUSH-FWUSH >Cont'd
You're startled by the sound, and your head snaps around to see that five more of these braziers ignite automatically in response to your lighting this one, producing enough illumination to see the fullness of the room. For a moment, you're frightened to see that the walls on the left and right sides are covered floor to ceiling with human skulls, all arranged in neat, even rows, separated every so often by a stone column. The ceiling is perhaps ten feet high, and the room is two dozen yards wide, perhaps twice as long. There are three archways leading into other, darker chambers, each on a different wall. You barely have time to absorb the layout or it's macabre decoration before you hear the flapping of wings and high-pitched screeching from overhead and to the left. Swinging your torch aloft you see that three Keese have been disturbed by your arrival, tiny fanged mammals with leathery wings and short talons. Their beady red eyes are fixed upon you, and they swoop forward aggressively. You draw your katana, prepared to defend yourself! Choose one of the following: >Melee attack (katana) [Strength+Melee] >Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth] >Total Block [Strength+Stamina] >Total Dodge [Dexterity+Dexterity] >Attempt to flee [Dexterity]
>>6333596>Melee attack (katana) [Strength+Melee] Hesitation is defeat, and Heavy Slash isn't useful here; they'll probably die in one hit anyways.
>>6333596>Melee attack (katana) [Strength+Melee]
>>6333596>>Melee attack (katana) [Strength+Melee]Cute bats
>>6333596>Total Dodge [Dexterity+Dexterity] Let them tucker themselves out and see we mean no harm. They are protectors of this holy place, kind of.
Rolled 3 (1d6)>>6333598>>6333610>>6333614>>6333618Roll 4d6 (Strength+Melee)
Rolled 4, 3, 5, 5 = 17 (4d6)>>6333621
>>6333621Wrong hat, forgive my infidelity
Rolled 1 (1d6)>>6333622Two successes! Against certain, weaker enemies, individual successes are enough to triumph You side-step one of the beasts as it arcs downwards through the stagnant air of the catacombs, then move your other foot backwards, twisting your torso and swinging with your wooden katana for the other two Keese coming close behind. "KIYAAH!"The blow connects with them both, making an audible THWACK when it lands, batting them both out of the air, and to the ground. The remaining Keese circles around, casting shadows with its wings that flicker across the skulls that watch this first duel like a captive audience. It dives again! Roll 4d6
Rolled 4, 5, 4, 2 = 15 (4d6)>>6333627Dice!
>>6333628The creature shrieks and flaps, meaning to scratch or bite you, but you take a deliberate step forward and swing your katana upwards at an angle. "KIYUH! Again, you land your hit, bringing the dull 'blade' of your training sword up under its fragile jaw, and knocking the Keese out of the air, away from you. You take a deep breath, looking around the grim chamber for signs of other danger, but it is quiet once more, but for the faint crackling of the braziers. Your eyes drift between the three archways leading further into the catacombs. Which way will you go? >Right>Left>Forward
>>6333631>>RightIt is the 'right' path, after all!
Rolled 1 (1d3)>>63336311 = right2 = left3 = forward
>>6333631>Right
>>6333631>RightAlso splitting up your writing into smaller sections and using >Cont seems to be a good choice to get around character limits. I appreciate the effort you're putting in with your formatting.
You keep your sword drawn for now, opting to stay ready should any other hostile wildlife see fit to accost you. The air is still, however, and you decide to continue to explore, moving towards the rightmost exit. When you enter, you notice a sconce with a paper lantern just to the right of the door, and set it alight with your torch. FWUSH-FWUSH-FWUSH-FWUSH-FWUSH-FWUSH-FWUSH You are less surprised than before, when once again this triggers other flames to burst alive in succession, this time igniting seven more lanterns spaced evenly throughout the large, rectangular room. It is ten yards wide, and three times that in length, with a single doorway on the far end. The left and right walls here are lined with the sorts of bones you imagine make up legs, arms, and ribs, probably from the same people that provided all of the skulls in the prior chamber. They are arranged horizontally, stacked alongside one another, giving the appearance almost of a tapestry if you squint. There are square panels in the middle of each section of the wall, six in total, which are inscribed with a Hylian script that isn't too old or stylized to be illegible, but certainly apart from the text you were taught growing up. And near the door on the far end of the room is a black wooden chest, just to the left. You also notice some broken pottery scattered along the edges of the room, and a rusty, pitted metal shield with a large crack in it, leaned against the left wall, farther to the back. You take some time to read the panels, which need to be put all together to form a single message. It's cryptic, like poetry almost, but you surmise that these are the bones of warriors that died in battle for the kingdom. You wonder for a moment how many of them knew one another, in life. What do you do next? >Claim the shield, it is an acceptable relic, and all the sooner you will return to the village, Kyokimi, and the Elders >Ignore the shield, check the chest for anything of interest>Delve deeper, into the room beyond>Return to the previous chamber
>>6333691>>Delve deeper, into the room beyondWe said we'd recover something no one ever has and by jove I will not settle for this shield! Deeper, until we reach something truly unique.
Couple notes - Give me active feedback on the dungeon delving. I want it to feel reminiscent of the games, and I do have ideas for puzzles, even, as we go and am not totally sure how I'll implement that mechanically just yet, but a bridge to cross later - The mechanics generally are an abridged version of a ruleset that /tg/ developed, which I once used to run a tabletop game IRL. If it gets to feeling too clunky or not fun I may re-orient to 1d100 or open the floor for some input. Regardless of how that ends up looking if it DOES change, I want you anons to please trust that I have a robust story developed that I really believe will entertain fans of the series.
>>6333694+1 to the rationale, but also, there's no reason not to...>>6333691>Ignore the shield, check the chest for anything of interest
>>6333696>dungeon delvingFun so far, with a very classic feel in part due to the art and in part due to your evocative, game-reminiscent writing/narration choices (silent protag, diligent formatting).>mechanicsSo far, so good!
>>6333691>Delve deeper, into the room beyond
>>6333691>Ignore the shield, check the chest for anything of interest
>>6333691>>Delve deeper, into the room beyond
>>6333691>Ignore the shield, check the chest for anything of interestBut maybe open it with out sword if possible, just in case. Could be trapped for all we know
>>6333691>Delve DeeperGood thing we're not dwarves!
Having read all of the panels, you move to the far end of the room at an even pace, remaining wary. You glance to the chest, but don't disturb it for now. Instead, you cross over the threshold and step into the next cham- "HHEHSSSSSSS!" KLANG A blade arcs down at you just as you enter, but you somersault forward and out of the way, then twist around and extend your torch forward to see, sword raised at your side. "HHHEHSSSSSHHH!" At the edge of the light stands a lurching, skeletal figure, armed only with a dented, rusty old straight sword, humanoid in shape and taller than you by a foot. This can only be a Stalfos, a malignant spirit of death that manifests when evil magic permeates a burial ground, or where the dead are disturbed by the unwelcome. You've never seen one, or even heard of one being seen in the catacombs here. Something is amiss for such a monster to have appeared here, for you know your presence is permitted in this place. The dry hiss it makes as it regards you causes the hairs on the back of your neck to rise. Choose one of the following:>Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Attempt to flee [Dexterity]
>>6333870>Ranged attack (Deku Nut) [Dexterity+Ranged]
>>6333870>Ranged attack (Deku Nut) [Dexterity+Ranged]We've got a bone to pick with him
>>6333870Actually are we too close for the deku nut to be a good idea? I know we rolled away but idk how far
>>6333870>Technique: Ninja Smoke [Wisdom+Stealth]Wisdom+Stealth is 2+3 total dice compared to Dexterity+Ranged which is 2+1, we should leverage our strengths here. After we've gone stealth we can then hopefully hit the skeleton boy with a Heavy Slash ambush and deal massive damage.
>>6333898You are not too close, the 'blast' is rather small, after all, so you're able to step back and use one as a projectile.
>>6333870>Technique: Ninja Smoke [Wisdom+Stealth]Seems reasonable that its better with more dice
>>6333870Supporting >>6333899, if it goes well we can destroy the thing with one blow.
>>6333899>>6333932>>6333936Roll 5d6
>>6333937(^:
Rolled 2, 3, 6, 2, 4 = 17 (5d6)>>6333937Rollan
Rolled 4, 2, 5, 6, 2 = 19 (5d6)>>6333937
Rolled 5, 6 = 11 (2d6)The popularity of My Hero Academia has irreversibly impacted search results for the term 'Deku Nut' >>6333945You sheath your katana in a quick motion, using the same hand to withdraw a single Deku Nut from the pouch at your side. "HYUH!" You throw it at your feet hard, producing a flash of yellow sparks and a larger than usual plume of thick grey-white smoke. CLAGGG After the small blast, the sound of your torch hitting the floor and rattling a bit echoes through the dark cavern. You've disappeared from where you were standing, and moved deftly, near instantly, just a yard behind the Stalfos, unseen and shrouded in the darkness on the edge of the torchlight. Both hands grip your Katana and hold it overhead. You expend one Deku Nut, leaving you with four (4) in your pouch. Roll Strength+Melee+2 using Heavy Slash, for a total of 6d6
Rolled 2, 4, 1, 3, 4, 4 = 18 (6d6)>>6333966
>>6333966>'Deku Nut'Kek, add Zelda and turn on safe search.
"KIYUH-HAAH!" You swing down with full force, stepping into the strike and making to strike directly on the monster's exposed shoulder. THONK Your katana connects instead with the dull blade of the skeleton's sword, which it raised up and behind its back to block at the very last moment. Your blow is deflected handily, and the rebounding of your sword makes you take a step back. "HHESSSS!" The Stalfos twists around, arcing it's sword into an upward slash aimed at your mid-secton. Because you used the Heavy Slash, you must rely on your Stamina to defend, having failed your attack roll. Because your Stamina score is lower than the number of successes the Stalfos made to parry, you will be unable to exceed that number and block, as such, you take one half Heart of damage, leaving you with two and a half (2 1/2) remaining. The blade is, thankfully, too worn and rusted to cut your flesh or even tear your robes, but the power behind the strike still winds you. Your floating ribs on the left side are bruised, and you stagger back further into the darkness. Choose one of the following:>Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Attempt to flee [Dexterity]
Ah crap, I was too distracted by other stuff and missed the attack roll.>>6333974>Melee attack>>6333966>'Deku Nut'Lmfao. thanks for the laugh QM
>>6333974Did the ninja stealth actually change the skeleton's ability to defend against our heavy slash? Though we failed to get any successes on it anyway
>>6333974>>Melee attack (katana) [Strength+Melee]
>>6333974>Melee attack (katana) [Strength+Melee]I suppose we have no other effective way to attack other than hitting it really hard and hoping we don't just get fucked by the dice. Bonus though, we could purify the sword if it sticks around after we've defeated the Stalfos so we have a better weapon than just a stick going forward.
>>6333979Yes, surprising it forced it to rely on Stamina instead of Dexterity (not a huge get here, it would have anyways, but more nimble enemies would be more badly affected), and penalized it's defense. There are Techniques that can be learned to passively improve the quality of your surprise attacks, and until learned, Zuzo only gets the basic benefits.
>>6333978>>6333980>>6333988Roll Strength+Melee for 4d6
Rolled 3, 5, 5, 3 = 16 (4d6)>>6333992Well then, time to lose once more.
Rolled 2, 5, 4, 3 = 14 (4d6)>>6333992
Rolled 1, 2, 4 = 7 (3d6)You exhale through your nose, and tighten your grip on the wooden sword, determined to eradicate this evil from your ancestor's burial ground. "HAH HAH KIYAH! You charge forward and swing laterally at the monster. It blocks, but takes a step back. You swing again, backhanded, and it narrowly redirects the path of your sword with its own. You then lean in to another downward strike, hoping to land the blow right between it's empty eye sockets...
>>6334000THOCK The wooden blade cracks right through the creature's dry skull, expelling puffs of brown dust. The Stalfos crumbles under the strike, just a pile of loose bones rattling on the floor. Within a few moments, these darken into shadow, then dissolve into thick curls of dark violet smoke which dissipates quickly into nothing, leaving no trace at all of the spirit's presence, except for a little blue gem that is expelled by the dissolution, bouncing three times on the stone floor before it settles. Tink-tink--t-tinkA Blue Rupee! This is worth five (5) normal rupees. You let out a relieved exhale, and step over to your torch, picking it back up. You noticed a sconce by the door, and decide to illuminate this room before you proceed. FWUSH-FWUSH-FWUSH-FWUSH Four large, red paper lanterns hang from chains on the ceiling, with white Eyes of Sheikah on their four sides. These give the chamber an eerie crimson glow. The walls are perfectly round and forty yards apart at their farthest, and there is no door or archway leading out aside from where you entered. There are four columns helping to hold up the ceiling, which is about twenty feet high and covered in Sheikah names engraved long ago. The columns are composed entirely of human skulls. There is another black chest here, in the very center of the room. What do you do? >Investigate the chest >Exit to the previous room, and check the chest there >Exit to the first room where you entered
>>6334006>Investigate the chest
>>6334006>Investigate the chestWell why not, time to engage in the inner loot goblin.
>>6334006>Investigate the chestBig loot moment.
>>6334008You reach into the chest... And find an object... You have received... The Catacomb Map! This old piece of parchment shows the layout of the Sheikah Catacombs, the location of several treasure chests, and the entrance to the Shadow Temple. You handle the map carefully, noticing that from where you entered, the left arch will lead into the main burial area, and the far arch leads to a spiral staircase that extends deeper underground, to the entrance of the ancient Shadow Temple below. You contemplate for a moment whether you should enter the burial chamber to search the chests within, at the risk of encountering more enemies, or simply proceeding to the Temple now, to continue your search for a worthy Artifact... Which way will you go? >To the burial chambers on the far side of the catacombs, checking the chest in the next room along the way >To the Shadow Temple below, checking the chest in the next room along the way
Fuck, I totally blue it
>>6334033>To the burial chambers on the far side of the catacombs, checking the chest in the next room along the wayAs long as we're sneaky this will go without a hitch.
Also forgive my lack of ambition with the first map - I am learning the basics of dungeonscrawl, and also didn't want the catacombs to be too vast since I know most of you are interested in digging deeper for something more impressive in the temple proper.
>>6334033>To the Shadow Temple below, checking the chest in the next room along the way
Actually nevermind... more loot>>6334033Change>>6334039to>>6334037+1ing this
>>6334037>>6334042Will note that it is hard to sneak while carrying a torch; a problem in an environment that isn't already at least partially illuminated. Perhaps you could acquire some kind of Item, or even learn Magic that would allow you to perceive your surroundings in the dark... A decent ways off, but if it's a consolation, the shadow temple has dim illumination, while the catacombs are typically just dark
>>6334033>To the burial chambers on the far side of the catacombs, checking the chest in the next room along the wayHmmmm. I say we see about getting at least one of the chests in the main burial area.Besides, it's good to check if there's more of those Stalfos' about or if that one was just a freak occurence. I'm sure the Elders will appreciate us reporting to them,which we will totally be able to do without any issues. :)>>6334034>Fuck, I totally blue ithttps://www.youtube.com/watch?v=BinWA0EenDY
You leave this chamber, returning to the one you entered from. There is a disquieting chill in the air, still, after having defeated the Stalfos. Normally your pride at having triumphed over a monster would have you practically skipping, but you remain tense... You just know something is wrong.... Before continuing, you stop to check the chest... You find an object... You have received... A Red Rupee! This rupee is worth twenty (20) normal rupees. You rise to your feet, putting the rupee into your wallet, and turn your attention back to the main chamber. According to the map you recovered, there should be three more treasure chests in the main burial chamber off on the left side. You don't suspect you will find the kind of rare Sheikah Artifact you are determined to claim, but according to tradition you are welcome to what you find here, as your possessions will eventually rest here after you pass away. You sigh, hoping that that doesn't happen any time soon, and touch the part of your torso that the Stalfos struck, considering yourself very lucky it wasn't armed with a proper weapon. You walk back into the main room, glancing around. "HUH?"You can't contain yourself from letting out a surprised gasp when you see it - towards the far end of the room, leading to the Shadow Temple, you notice what is unmistakably a disembodied hand, dull grey in color and emerging by the wrist directly from the floor, fading into shadow where it meets the ground. It glides like a shadow across the stone tiles, off towards the spiral staircase and out of sight. You think your dad may have described something like that once, while talking about ancient ruins protected by magicians, what was it he called them? Floormasters? You don't remember much else, and the presence of such a creature here is peculiar indeed. >Cont'd
Nonetheless, you continue into the left room, and light the sconce next to the arch when you do. FWUSH-FWUSH-FWUSH-FWUSH-FWUSH-FWUSH-FWUSHThis room mirrors the second you entered in dimensions and decoration, with the same kinds of bones stacked in the same way. There is no chest here, however, and the six panels are also different. You take a moment to read them. The text is similarly cryptic, but alarmingly, it suggests that this room is for the bones of Sheikah warriors that fell in battle serving an entity that isn't precisely identified, but your understanding of the symbols is that they refer to something called the Shadow Demon. Your brow furrows, and you recoil a step. Why would they be interred here in a place of honor, separate from the main burial chambers just beyond. These bones seem older, too, than those belonging to warriors that perished for the royal family. You don't understand what this means... You shake your head, but hold the torch aloft, and steady your resolve. You will have to ask the Elders of this, but you refuse to leave until you have claimed a suitable Artifact. You enter the final room, which according to your map is the largest and oldest by far, where the Sheikah still inter their dead to this very day. As you cross the threshold, you hear a dry, guttural snarl from the cavernous dark beyond what your torch can reveal... What will you do? >Illuminate the room>Proceed with only your torch, and sword raised>Leave the room, returning to the main one >Write-in
>>6334089>Illuminate the roomI think this is the better play, using just the torch will give our position away while limiting how far we can effectively see.
>>6334089>Illuminate the room
>>6334089>>Illuminate the roomSomething is not right in this tomb, flush whatever is in here out with light.
You decide to ignite the sconce by the entrance in order to get a better look at this place. FWUSH-FWUSH-FWUSH-FWUSH-FWUSH Five large paper lanterns come alive, hanging from the ceiling evenly, with the biggest in the center. These are also red, like the circular room where you fought the Stalfos, bathing everything in a dim, red light. This first area is the largest part of the catacombs by far, a square chamber that is fifty yards by fifty, with a ceiling that is perhaps a dozen yards high. To the left and right there are great big arches, ten yards wide, leading to burial dens beyond, and on the wall opposite you there are two more of these archways, evenly spaced to the left and right. The remaining, vast sections of wall do sport some human skulls, but just in single columns that are cut into the stone every so often. The vast majority of this space is taken up by stone reliefs depicting ninjas, monsters, gods, and demons, or long passages of text in that old Hylian script. It isn't very well lit in here because of the lantern's hue, but if you get closer you'll be able to make out what they say. Off towards the right-hand side you see another chest nestled along the wall. You hear that dry growl again coming from the farthest burial chamber with the two entrances, which seems, like the others, to be similarly illuminated to where you are now. How will you proceed? >Sneak along the edges of the room, into and around the burial chambers, and attempt to get a look at whatever is in here with you - or possibly ambush it >Take the time to read some of the panels now, you're still reeling from the previous room's revelation and need to understand what this means >Check the treasure chest in this area right away, before that creature spots you or is able to take the contents for itself >Write-in
>>6334112>Sneak along the edges of the room, into and around the burial chambers, and attempt to get a look at whatever is in here with you - or possibly ambush it
>>6334112>>Sneak along the edges of the room, into and around the burial chambers, and attempt to get a look at whatever is in hereTime to put that stealth skill to use.
>>6334068My suspicion is that the Stalfos have formed in response to whoever or whatever left those tracks on the island. We're welcome here, but they're not.>>6334112>Sneak along the edges of the room, into and around the burial chambers, and attempt to get a look at whatever is in here with you - or possibly ambush it
>>6334129>>6334136>>6334147Roll Dexterity+Stealth for 5d6
Rolled 3 (1d6)>>6334150Oop
Rolled 1, 6, 1, 6, 2 = 16 (5d6)>>6334150Dice!
With this final area illuminated, however dimly, you decide it is safe to but your torch away for now. You plunge it into a small pile of sand on the ground next to the wall, and step on it twice to help kill the flame, then tuck it into the side of your pack for quick access. You take a deep breath, and drop to a crouch. Before you can learn any more of your history, or comb the chests in this room, you have to know what else is lurking in this, the most sacred of the catacomb's chambers. Your steps are practically undetectable, and you make sure to control your breathing carefully, just as your mother taught you. You hold your katana with both hands, keeping it pointed ahead of you. Entering the right side burial den, you see that the ceiling goes even higher, and there are ladders with scaffolding to access different levels along the wall, which again features some human bones, but is largely just a tremendous grid of vertically arranged burial plots. The Sheikah tradition dictates that the bones of those slain in battle are separated and used to festoon the chambers as you have seen throughout, supposedly so they cannot be reanimated by ill-intentioned wizards and made to use their battle prowess for wicked ends. All others, however, are mummified according to the old rites, placed in bamboo caskets, and slid into slots along these very walls. You continue on, to the farther burial den opposite where you entered. A ways off you see the source of the sound... A low, quadrupedal animal of some sort. It's steps sound hollow and hard, and you hear claws tacking against the stone. You skulk closer still, unseen by the crude beast, and are able to identify it. The skeletal, canid creature must be a Stalhound, another spirit of the restless dead, resembling a misshapen dog stripped of all flesh, almost larger than you are. Choose one of the following:>Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Sneak away [N/A]
>>6334160>>Technique: Heavy Slash (katana) [Strength+Melee]We got the drop on it before combat began, surely this time it will work.
>>6334160>>Technique: Heavy Slash (katana) [Strength+Melee]
>>6334160>Technique: Heavy Slash (katana) [Strength+Melee]One shot, EZ mode.
>>6334160>Technique: Heavy Slash (katana) [Strength+Melee]
Rolled 1 (1d6)>>6334166>>6334168>>6334171>>6334172Roll Strength+Melee+2 for 6d6
Rolled 5, 1, 1, 3, 5, 4 = 19 (6d6)>>6334175
Rolled 6, 2, 6, 5, 5, 5 = 29 (6d6)>>6334175
>>6334180God DAMN.
Rolled 6, 4, 3, 6, 2, 1 = 22 (6d6)>>6334175
>>6334180Oh yeah. That's the stuff.
You take two careful, deliberate steps forward, standing up to your full height and raising the katana overhead with a white knuckle grip. "KIYUH-HAAH!"No sooner than the battle cry escapes your lips, the wooden sword is crashing down on the monster's spine, it doesn't even have the chance to turn it's head before-THWACK You shatter it's backbone and send ribs skittering across the stone floor in either direction. In short order, the broken pieces of the Stalhound fade and sublimate into a dark violet smoke. A small, red, heart-shaped jewel erupts from the noxious gas, just as the rupee did in the other room, bouncing on the floor a couple of times before landing at your feet. Tink-t-tink You pick it up, and it melts into nothing inside of your palm, magically restoring some of your vitality. You received a small piece of heart, restoring one quarter of a Heart, and bringing you up to two and three quarters (2 3/4) With that, there's no sign that the monster had ever even been there, and yet your trepidation about what may be amiss in the catacombs is more present than ever... You take a breath, and sheath your katana for the moment. Before you take the time to fully analyze your surroundings, you decide to check the three chests in the room. You rummage through the chests... You find objects... You have received... A Red Rupee!This rupee is worth twenty (20) normal rupees You have received... A Glass Jar! This jar can be used to store all sorts of things, like liquids, bugs, or maybe even a fairy... You have received... A Deku Nut! These nut pods produce a small bang and flash when they strike a surface hard, and make excellent projectiles. >Cont'd
After tucking away the spoils, you rise to your feet and return to the largest part of this massive burial chamber. There are more pottery shards here, cloth scraps, and a broken sandal crafted from wood. You become enraptured looking all around at the disparate images embossed in ageless stone. You re-ignite your torch and approach the first relief, beginning to read. While the walls must contain centuries of history, maybe thousands of years, the most significant legend begins to piece itself together... Long, long ago, in an ancient age, darkness swept the land... demons campaigned endless wars to claim the Triforce from its resting place in the Sacred Realm. The Goddess of Light, Hylia, had been tasked with guarding this Golden Power by the three Golden Goddesses that created the realms of men and spirits. Hylia conceived of an idea to hide the Triforce in the mortal world by taking on a human form among her chosen people. In doing so, the Triforce was broken into its three components, one remaining with Hylia's descendents, another with a Legendary Hero, while the last was stolen by a Demon King. Possessing the power of Wisdom, her descendents knew that the Demon King would forever seek to seize the rest of the Triforce for himself: their family line would need guardians, and when the Hero of Legend would arise to stem the tide of destruction, he would need guidance. For these purposes, they established a clan of loyal bannermen, and their chief Elder was the first to be made one of the Six Sages. These bannermen were the very first of the Sheikah Tribe. For many ages the Sheikah served nobly and reliably as the royal family's most capable protectors... Eventually, however, the ferocity and loyalty of the Sheikah extended to new depths entirely... they became blinded by devotion, paranoia, and cruelty... They began to torture enemies of the kingdom both real and imagined. They began to relish in violence. They were ruled by fear. Reasoning that protecting the dynasty of Hylia was worth any cost, some of their Elders began trafficking with sorcerers in order to learn arcane secrets, and methods for better detecting - or monitoring - threats to their charges or the kingdom at large. In time, they turned to the worship of an evil spirit: Umbravarth, mightiest of the shadow demons. The Sheikah sought to master the darkness in order to best resist it, and long desired to learn the secrets of Hyrule's deepest shadows... >Cont'd
When the Golden Goddesses discovered the wickedness that had taken root in the hearts of the first Sheikah clan, they rebuked them utterly. They were cursed with red eyes, and a pale complexion, so they could be easily distinguished from the Hylians that had not strayed from the path taught by the Goddess of Light. This is how they came to be known as the Shadow Folk, and those that did not already dwell on Kakariko Atoll were exiled there. Their numbers began to dwindle, and history began to fade. Seeing what could be the end of their tradition, the Elders gathered at the Pagoda of Echoes and swore a sacred vow that the Sheikah would atone for their transgressions against the Goddess of Light, no matter the cost, thus beginning countless generations of Sheikah dedicating their entire lives to the kingdom, yet remaining always in the margins, operating in secrecy, avoiding the public eye but always watching the shadows for danger...An incarnation of Hylia gathered the Six Sages, combining their powers to seal away the great shadow demon, Umbravarth, trapping his essence within a Horned Statue many hundreds of years ago. The Sheikah placed this statue in the same dungeon where they had previously locked away their mortal prisoners, and it became the Shadow Temple. When you've finished, you fall onto your knees, trembling... So much of what you thought you knew about your people has been a lie... So much has been kept hidden. It is difficult for you to reckon with this dark legacy. It makes tears well up in your eyes. What will you do in the wake of this revelation? >Take the sandal, it will be a passable relic, and leave this place >Leave without an artifact, go to the Pagoda of Whispers to confront the Elders at once about the lies you were raised with>Steel yourself and proceed to the Shadow Temple, you must see more of the truth
Weird, I double checked my formatting, but maybe I don't fully understand the nuances at play when including that many different effects on top of each other. These are at least legible, though. Also surprise! Hyrule Guantanamo Bay
>>6334365>>Steel yourself and proceed to the Shadow Temple, you must see more of the truthGoodness gracious. I sure hope our childhood friends aren't in grave danger
>>6334365>Steel yourself and proceed to the Shadow Temple, you must see more of the truthWe need to know more, delve deeper.
>>6334365>Steel yourself and proceed to the Shadow Temple, you must see more of the truthI refuse to settle for a *sandal* of all things.Bets on the seals holding ol' Umbra imprisoned still being in one piece?
>>6334375It's probably just leaking evil due to age. There would surely be more evil in the tomb if it was actually broken, right? ...right?
>>6334365>Steel yourself and proceed to the Shadow Temple, you must see more of the truth
>>6334365>Steel yourself and proceed to the Shadow Temple, you must see more of the truthYeah, it is unlikely that the seals are fully broken, and Umbravarth's power is either leaking out or someone is in the middle of breaking the seals
You close your eyes and calm yourself. You must maintain a warrior's focus. It is clear that these are the secrets your grandmother expected you to discover here. It is clear that this Trial is an initiation into your people's most sacred duty, it is your inclusion in the knowledge of where you come from, and what you are honor bound to do. You understand that the unspeakable legacy of the Sheikah must remain hidden. Your tribe stays in the shadows, while striving for the light... Taking a deep breath, you rise to your feet, and exit the burial chamber back to the first room with the stone bowls. You reference your map, and see that the one remaining path leads to a spiral staircase, which should take you to the Shadow Temple below. You are rattled by what you have learned, but undeterred. More than ever you understand the importance of your culture and your ambitions to serve the realm, body and soul. The staircase is cool, and dry, with smooth, dark stone tiles that make hardly a sound as you tread across them. You move carefully down what feels like a dozen stories before exiting into a large atrium, which is illuminated by many dozens of black candles along either side of the room, all placed in large, eye shaped alcoves. Their flame is a pale blue that allows you to see clearly, but still reminds you of the seashore at night. You extinguish your torch once more and tuck it away. Opposite you, there are a pair of tremendous metal doors, each emblazoned with a large, crimson Eye of Sheikah. Curiously... One of these doors is slightly ajar, enough for one to pass through and into the Temple beyond. You pause, and place one clammy hand on your katana. Perhaps there will be more dark spirits ahead...>Cont'd
Peeking through, you see that the chamber beyond is enormous indeed, rectangular in design and stretching on for for two hundred yards or more, fifty wide, with a grand, vaulted ceiling from which chandeliers hang far above. The chandeliers and many alcoves along the walls are brimming with more of those black candles, and a row of a dozen stone braziers, as large as you, runs the length of the chamber, blazing with more of the blue flame. On the very far side of the room is a set of metal double doors as large and imposing as the ones you just entered by, which appear to be closed. On the left and right sides of the room, there are four large metal doors, totaling in eight altogether, evenly placed. Only two are open - the second from you on the left, and the first from you on the right. You notice this because just upon stepping into this chamber two Floormasters dart from the right exit, across the floor, and to the left one. Where will you go? >Door 1 on the left >Door 2 on the left, following the Floormasters >Door 3 on the left >Door 4 on the left >Door 1 on the right, where the Floormasters emerged from >Door 2 on the right>Door 3 on the right >Door 4 on the right >The double doors at the far end >Write-in
>>6334426>Door 1 on the right, where the Floormasters emerged from
>>6334426>>Door 1 on the right, where the Floormasters emerged from
More of those creatures, but where could they have come from? Despite the secrecy around the Temple's contents, you are sure that Tano or someone else would have warned you if they were aware of the presence of so many monsters. You decide to enter the first doorway to your right to see where they came from. Stepping around the door rather than opening it further and risking the hinges betraying your presence, you come onto a raised cat-walk of cut stone which is only two yards in width, and extending for twenty yards to another metal door on the far end of the room, with two large chandeliers like the ones behind you to illuminate the space. Below the cat-walk is nothing but a yawning abyss, with the right and left walls a dozen yards away, with sheer surfaces. You cannot see the bottom of the pit beneath you, and can only wonder at its true depth. Crossing this solitary bridge, you find that the far door is unlocked, and step through. >Cont'd
This room is curious to you. You find yourself standing on a stone ledge that juts out seven yards from where you entered and runs the width of the room, which is roughly twenty yards. The left and right walls are extremely sheer and taper upwards just slightly, and the far side of the room is separated from where you stand by another bottomless ravine, this one beyond twenty yards in length, the same as its width. There are a pair of metal double doors on the far side of the room, on a ledge with the same dimensions as the one where you stand. Aside from there being no means of getting from this side of the room to the other, what strikes you as odd is that all of the illumination comes from two lanterns, one on either side of where you entered and hanging from above by chains. These are brighter than in the previous areas, and a paler white - they are dangling a mere few feet from the ceiling and thus able to easily illuminate everything in this chamber except the impenetrable darkness inside of the pit. Place even with them, but just in front and on the very edge of the pit, are two stalagmite-like pieces of metal about your height and maybe a foot at their widest, and four inches at their narrowest, shaped like long teardrops. Even with these and on the wall from whence you entered are two metal cranks. Opposite the cranks, sculptures, and lanterns on the wall across the abyss, two Eyes of Sheikah have been inlaid with a glossy black stone, like onyx, but with a single peculiarity - they lack the teardrop underneath which is always an element of the symbol, to your knowledge. You puzzle over what this could mean... What will you do? >Solve the puzzle on your own (explain how you think this can be done based on the description, a correct answer will provide XP) >Roll Wisdom+History & Lore to determine how this puzzle is solved >Leave the room
>>6334508Ah, it's a shadow puzzle!>It is easily assumed that the cranks lower the paper lanterns. The lanterns must be lowered enough that the stalagmites cast their shadows upon the eyes, and in so doing complete the symbol of the Sheikah clan.
>>6334525Support
>>6334525This guy gets it
>>6334365Sheikah are dark elves? Neat!>>6334525+1>>6334508
Do we have paper and charcoal? Could we go back and take a rubbing of the mural at some point?IIRC, you can make a rubbing by pressing paper up against an embossed or carved image (as this one is) and then rubbing charcoal against the side of the paper facing you, creating a negative of the image/writing.Even if it's not our 'real' offering, our father would probably love to see it.>>6334525Support this btw.
>>6334525>Easily LMFAO yeah, fair! Wanted to ease into it. I am, frankly, nervous about failing to describe things clearly enough to allow for the kind of spatial thinking that puzzles rely on - especially with no visual element. Very glad you were able to put it together so quickly! >>6334610You know, I knew I was being very cliche with this legend but wow the Bethesda programming is so fucking deep, I feel like I owe Kirkbride a check now KEK >>6334614I really like the way you are thinking, clever way to interact with the environment. Sadly, not in the cards on this action for a few reasons: >No charcoal or paper >Zuzo has just gleaned that the true purpose of the Trial of Illumination is, in fact, revealing the true history of the Sheikah to members of the tribe when they come of age - bringing back relics helps protect the history/culture for a reclusive and near extinction tribe, yes, but having members visit the Catacombs when they come of age is the crux of it. As such, your father was (is?) aware of the Sheikah legacy>I did only mention it briefly, but Zuzo's father disappeared ten years ago while on an expedition, causing his grandmother to move in with him and his mother. Anyways, I am gonna keep this rolling. I need a distraction, pet cat got out and disappeared across the street earlier, came half a foot from getting hit by a car and still isn't back): done all we can do, though, at least for now. Send up a prayer for our little buddy if you believe in that stuff.
>>6334700>Bethesda programmingI was thinking of the classic Drow getting cursed with black skin and red eyes, actually.I'm sorry to hear about your cat... Put out a litter box near the front and a food bowl nearby, if you haven't yet. Smelling comforts of home, like their own marking-scent and their favorite food, can sometimes help them find their way back
>>6334700... Considering that there's some relics by the front of the temple, I imagine there's a fair few people who just. Didn't go deep enough... I wonder if they occasionally plant artifacts in the temple so that you don't run out.Also, lmao, Zuzo's smarter than I am here. I forgot that there normally isn't monsters dissuading people from going deeper.
>>6334727It's really just that there aren't that many Sheikah, and haven't been for a very long time, but there is a lot of junk left behind.
Approaching the crank on the right, you grab the handle and begin to turn counter clockwise, lowering the lantern. You smirk, piecing it all together rather quickly. You continue turning the crank until the lantern is even with your chest, casting the sculpture's shadow directly across the room - when the lantern is low enough, the top of the teardrop sculpture meets the bottom of the eye, completing the symbol. Completing the second eye, you hear the sound of gears turning and stone grinding against stone. The Sheikah have a rich history of master engineers; you've heard tell of the elaborate mechanisms they developed to confound enemies seeking their treasure. This seems to be just one such marvel, and before your eyes, a bridge just like that of the prior room arises from the void. It locks into place so that you can access the far side of the chamber, and you proceed across to the double doors. The next chamber you enter is a symmetrical octagon, each side measuring a dozen yards. Moss and lichen grow between dark stone bricks, and just a bit of water trickles down from the ceiling on the left side of the room. In the exact middle of the octagon, facing you directly, is a stone archway with a single, metal door set inside of it on hinges. The arch is no thicker than a foot at any point, and is also laden with moss. The metal door has an Eye of Sheikah on its front, filling the dimensions of the frame. There are no other doors here except the one you came in by and the strange singular one in the middle of the floor. The ceiling is twenty yards above the ground, and decorated with a sprawling red, black, and white mosaic which depicts the Golden Goddesses at the center, surrounded by Sheikah supplicants. Each of the goddesses are shown with both hands raised at their sides, palms up, and there are bright, glowing crystals inlaid in each of these palms. The glow doesn't shine broadly, however - each of the six crystals cast a narrow beam of white light. This does dimly illuminate the lower half of the room, but not very much, and you trace the path of the lights. Each beam is directed at a different wall, to an alcove about ten yards from the floor, each hosting a different statue. There are seven alcoves, one on every wall but the one you entered from, and the six statues that are being illuminated with the mystical spotlights are robed, or carrying staves, one noticeably a Goron, and you see another looks to be an elderly Sheikah samurai. You suspect they are the Six Sages. Every one has one hand held up with their fingers curled as if they were holding something, but it isn't present. The final, seventh statue is in the alcove on the wall directly opposite you - you recognize the figure immediately as Hylia, holding a triangular mirror at her chest. >Cont'd
You're making note of all these features carefully, your gaze moving up to analyze a statue of a Zora wielding a scimitar when you hear an unfamiliar voice. "Oi-yoh?!?!" Your attention snaps to the source: a man in red ninja garb, holding a steel sickle in one hand and a burlap sack in the other, which is laid over his shoulder. His features are concealed by a white mask with an inverted red Eye of Sheikah on its otherwise flat surface. You've never seen one like that before. "Who are you?! Oh crackers, you're just a kid - it must be your Trial of Illumination! You oughta scram, and I mean real quick like, see?" The strange man in red blurts out. "Trust me, you don't want Verak to learn you're here!" You move one foot back, defensively, and place a hand on the wooden sword at your waist... How will you respond to his threat? >Tell him to leave >Ask who Verak is>Flee this room >Attack the interloper If you attack, choose one of the following: >Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]
>>6334773>Ask who Verak is
>>6334773>>Ask who Verak is
>>6334773>Ask who Verak isSure, let's go with this. Since he didn't sneak attack us and seems to be a talker maybe we can get info out of him.Fighting him is probably gonna go poorly for us, he's got an actual weapon instead if a shaped wooden stick!>>6334700Oh man, I swear i didn't mean anything with 'easily'! I just figured that there wasn't anything else in that room that the cranks would affect. I also just didn't stop to think on my phrasing very hard!
>>6334773Is the zora statue holding a real scimitar we could take?
>>6334894No, it's stone; part of the statue
"Verak?" You bark out, eyebrow raised with a burning curiosity. Was this man's presence causing the dead to become restless? Or worse, has he - or Verak - brought evil magic into this sacred place? When you say the name, the masked figure jumps with distinctly skittish fear, and raises a Deku Nut over his head. "Verak?! Where!? Oh crackers, you scared me, kid!" He says, and then his posture relaxes somewhat, before he brandishes that sickle in your direction. "Verak is a dark wizard, you don't wanna mess with him! The Demon Warlord told us to bring him here. Now why don't you scamper off before I tell him you're here, you'd be in real trouble then!" You exhale through your nose. Well, that answers the question of what has caused monsters to infest the ruins. You're also starting to think that this stranger is originally from your village - who other than a Sheikah would know of the Trial and the location of the Shadow Temple? What will you do now? >Tell him to leave this sacred place at once >Ask about the warlord>Throw a Deku Nut and yell Verak's name - this ninja seems easily frightened, perhaps you can scare him off. >Flee the room, back to the first area of the dungeon >Attack the interloper >Write-inIf you attack, choose one of the following:
>>6334943>Flee the room, back to the first area of the dungeon
>>6334943>Throw a Deku Nut and yell Verak's name - this ninja seems easily frightened, perhaps you can scare him off.
>>6334945 >>6334834Oh what, I had an IP change again and didn't notice uuughI'm >>6334525>>6334375>>6334299
>>6334943>Throw a Deku Nut and yell Verak's name - this ninja seems easily frightened, perhaps you can scare him off.Yeah get this loser out of here so we can continue our trial.
>>6334943>>Throw a Deku Nut and yell Verak's name - this ninja seems easily frightened, perhaps you can scare him off.What a funny guy.Seems like we need to find the 6 items that each sage statue should be holding, which are probably all mirrors to reflect light into the triangle held by the hylian statue. Hopefully we can find some better weapons before this guy shows up again.
>>6334943>Attack the interloper
>>6334943>Throw a Deku Nut and yell Verak's name - this ninja seems easily frightened, perhaps you can scare him off.Think fast, idiot
The ninja takes a step towards you, and let's the sack off his shoulder to hang in his hand at his side, while raising the sickle high in a threatening pose. "Last warning, you little stinker, I'm a dangerous assassin from the Yiga Clan, see? You run back to the village now before you get hurt!" He says, and takes another step forward. "VERAK! CR-BANGYou shout the wizard's name and toss a Deku Nut just near the intruder, causing a loud bang and sparks to fly. "AIYEEEEE!" CR-BANG A second Deku Nut combusts on the cold stone floor, this one hurled by the ninja himself when he yelps in bloody terror. As you suspected, he is a coward, and uses the Ninja Smoke Technique to vanish out of sight. CLANG-NG That sack he was carrying slips from his hand when he makes his escape, making a muffle clatter, and when the dust settles it's the only remaining trace of the ninja's presence. You turn your head to look around the room, wondering if he is hiding in the shadows, but he is gone. Returning your attention to where he stood, you see something metal sticking out of the sack, and choose to investigate. Inside are six silver hand mirrors, all shaped exactly like the Eye of Sheikah but with a reflective surface inside of the eye part, and the teardrop serving as a handle. You glance to the statues of the Six Sages...What do you do next? >It sounds like there may be more members of this 'Yiga Clan' around, Verak, and probably more monsters - this may be too dangerous, and one of these mirrors would be an impressive Artifact to return to the village with; take one and return to the Elders. >You feel sure you can use your grappling hook to climb into those alcoves and place the mirrors in the statue's hands. This may reveal treasure or allow you further access into the Temple - the only way to continue your Trial and learn what it is this Verak is up to... >These mirrors seem important, maybe too important to return to the village with, maybe attracting the enmity of this wizard and his ninja accomplices. Leave this room and find something mundane in the catacombs to return to the village with while you still can. >Write-in
>>6334968>>You feel sure you can use your grappling hook to climb into those alcoves and place the mirrors in the statue's hands. This may reveal treasure or allow you further access into the Temple - the only way to continue your Trial and learn what it is this Verak is up to...No guts no glory
>>6334968>You feel sure you can use your grappling hook to climb into those alcoves and place the mirrors in the statue's hands. This may reveal treasure or allow you further access into the Temple - the only way to continue your Trial and learn what it is this Verak is up to...Momma didn't raise no wuss!
>>6334968>You feel sure you can use your grappling hook to climb into those alcoves and place the mirrors in the statue's hands. This may reveal treasure or allow you further access into the Temple - the only way to continue your Trial and learn what it is this Verak is up to...
>>6334972>>6334981>>6334984Roll Strength+Athletics+2 for 5d6 to climb the alcoves Roll Wisdom+History for 4d6 to make observations about the statues Just need one of each roll
Rolled 3, 5, 5, 2, 3 = 18 (5d6)>>6334996The greatest artifact; A whole-ass dark wizard infesting the catacombs.
Rolled 6, 4, 4, 4 = 18 (4d6)>>6334996>Roll Wisdom+History for 4d6 to make observations about the statuesRolling to think really hard about stuff.
You tuck the mirrors into your pack and withdraw your grappling hook, rising to your feet. You think the Yiga assassin was put here to guard this door, and thus the mirrors, or perhaps had just finished gathering them himself. Either way, you're clever enough to see how the mechanism in this chamber must function, at least partially, and approach the nearest wall on the left. You are able to find purchase on the statue above with your hook, and hoist yourself with your arms, pushing off the wall with your legs. As you suspected, the placement of the mirrors is such that the beams of light from the mosaic are reflected to the mirror held by the effigy of Hylia, causing a broader ray of light to be cast directly at the door in the room's center, casting a shadow behind it. After you climb over to place the second mirror, you notice that as the intensity of the light on the door grows, so too does its shadow deepen. Going abour your task, you do spare the occasional moment to identify the Six Sages, but don't have a great deal of luck. Upon closer analysis, you recognize the Sheikah samurai as being Shikashi. He was the chieftain that led your people to the Atoll, and a frequent subject of your father's research. He was the Sage of Shadow in his time. You also recognize the Goron to be Darbus, though you've only heard the one, admittedly famous, legend about his battle with the dreaded hydra Volgorax, deep in the belly of Death Mesa. The others are unfamiliar to you, but you are at least able to discern the different symbols each of them are adorned with - elemental runes. Shadow for Shikashi, fire for Darbus, and among the others you note water, wind, forest, and time. In her mortal incarnations, Hylia serves as the seventh Sage, and her element is light. When you've placed the final mirror with the statue representing the Sage of Water, the beam of light bathing the strange door intensifies sharply, and the shadow it casts on the floor, which shares its dimensions exactly, darkens into a solid, impenetrable black. Climbing down from the alcove, you approach the door, and attempt to open it, but it refuses to budge at all. You try harder, shaking at it as you tug, and are surprised when you hear the sound of rattling come not from the door itself, but its shadow... >Cont'd
You peek around the frame, looking at the dark portal on the floor, wondering...You step around and crouch, laying your hand down on the floor for where the latch should be. It's unnaturally cold where the shadow lies, but feeling around, you actually do touch what feels like a latch, thought the absolute darkness of the shadow prevents you from seeing it. When you pull... The door opens! You fling it open, and look down inside, expecting to find a staircase or to be peering in from the ceiling of an adjacent chamber. Neither is the case, in fact, and mind-bendingly the floor of the room on the other side of the shadow door is even with it, on a perpendicular axis with the room you are in. Gazing through, you see a statue of the Goddess Hylia, holding what looks like another one of the hand mirrors but red, placed on a raised dais in the middle of a dome-shaped chamber with four evenly placed columns surrounding her. There are white paper lanterns hanging from sconces, illuminating the area well. You decide to climb down into the room, expecting to fall, but gravity shifts across the threshold - when you let yourself down through the portal in the floor of the octagonal room, you find yourself laying on your side on the ground in this shrine... Nevertheless, you get up to your feet and dust off You glance back through the door, and find yourself looking directly at the mosaic on the ceiling of the room beyond. You turn back, though, focusing your attention on your new surroundings. The dome-shaped shrine has a diameter of fifteen yards, and a height of the same in its center, with no visible exits. The columns are an even distance from the edge of the floor and the central statue, all of them being just a yard in width. You approach the Hylia statue to analyze it more closely, getting a better look at the implement in her hand. It is indeed shaped like the hand mirrors from before, but with a few key differences. Firstly, instead of a reflective mirror inside the eye, it has a glass lens. Secondly, instead of silver, the metal this object was crafted from has a polished, violet finish, the three spike-shaped lashes on top are scarlet, and the interior of the lens has a scarlet, vertical 'pupil' inside, similar to that of a cat... And it's moving across the surface of the glass to stay trained on you. You sense immediately that it is humming with potent magic...What will you do now? >This is a remarkable Artifact, one of the great Sheikah treasures, claim it and leave the way you came to present to the Elders, along with all you have seen. >This is a remarkable Artifact, one of the great Sheikah treasures, claim it, but continue exploring the Temple. Perhaps with this tool you will stand a chance against Verak and his minions... >The magic of this thing intimidates you, and you fear it may be what Verak is seeking, so you will return to the catacombs and forget you were here. >Write-in
>>6335074>>This is a remarkable Artifact, one of the great Sheikah treasures, claim it, but continue exploring the Temple. Perhaps with this tool you will stand a chance against Verak and his minions...
>>6335074>This is a remarkable Artifact, one of the great Sheikah treasures, claim it, but continue exploring the Temple. Perhaps with this tool you will stand a chance against Verak and his minions... We can't just let them defile our sacred temple!
Also, put some questions about the quest over in /qtg/, consider checking them out and sharing your thoughts: >>6335097>>6335097>>6335097
>>6335074>This is a remarkable Artifact, one of the great Sheikah treasures, claim it and leave the way you came to present to the Elders, along with all you have seen.
You step closer, reverent of the idol and treasure before you. One trembling hand reaches out to touch the object, a legendary Sheikah Relic you never expected to see with your own eyes, let alone possess... You have received... The Lens of Truth! This magical tool was forged by ancient Sheikah mystics to be used by their most elite spymasters. Over the millennia, it has served many heroes, and now it will serve you. Handling it, you intuit the device's capabilities as if you inhaled them by breathing. This immediate familiarity tells you that by expending one point of Mana, you can activate one of the Lens' three abilities for the following hour, and you may spend multiple points of Mana to activate multiple abilities simultaneously. The three abilities are: 1) Night Eye The lens can reveal your surroundings in perfect darkness, peering through it shows what is on the other side clearly as if it were perfectly illuminated. This can allow you to move unseen in the shadows without needing to rely on a torch, or reveal enemies waiting to ambush from the unseen dark. 2) Reveal Truth Peering through the lens allows one to see through illusions and obfuscating magic. Invisible foes are revealed, magical facades are penetrated, and shapeshifters are shown for what they are. 3) Sneak Peak Holding the lens in front of a door let's you view what is just behind it, but does not render the door transparent. Holding the lens in front of a chest or container allows you to view its contents. This does not function against enchanted doors or containers. >Cont'd
You cradle the Lens delicately in your hands... Your father considered there to be no finer example of Sheikah enchantment, and to merely hold it was one of his most cherished dreams. Your eyes well up with tears thinking of how he would feel to know that you would recover it one day. But you don't cry, heaving a steady sigh instead. You tuck the Lens into your waistband for ease of access. Part of you considers leaving now, it's basically a straight shot back to the catacombs and then the surface. You have completed the main objective of your Trial, and you aren't sure how you would have fared if the ninja from earlier had attacked you directly, much less managed an ambush... But you cannot abide servants of evil defiling the sacred Shadow Temple, certainly not after learning how much has been sacrificed by your forebears to cleanse the tribe of its wickedness. You decide to press on. You are not sure how you will confront this Verak character, but you must try. What will you do next? >There don't seem to be any exits here, return to the previous room with the mirrors.>While the Lens is a mighty tool, you aren't sure if it can protect you from any other monsters or villains you may encounter down here... Maybe you ought to leave and report to the Elders.>Activate the Lens of Truth and investigate the room further; the Shadow Temple is known to be laden with secret passages and powerful illusions...>Write-in
>>6335261>>Activate the Lens of Truth and investigate the room further; the Shadow Temple is known to be laden with secret passages and powerful illusions...
>>6335261>Activate the Lens of Truth and investigate the room further; the Shadow Temple is known to be laden with secret passages and powerful illusions...
>>6335261>>While the Lens is a mighty tool, you aren't sure if it can protect you from any other monsters or villains you may encounter down here... Maybe you ought to leave and report to the Elders
>>6335261>>While the Lens is a mighty tool, you aren't sure if it can protect you from any other monsters or villains you may encounter down here... Maybe you ought to leave and report to the Elders.
The cat came home(:
>>6335354Glad to hear it
Mana: 5/6 You look all around, and decide that you find it peculiar there is no trace of an exit, even the implication of one like the previous room, or anything else in the shrine you've entered except the statue. Your eyes narrow, and you withdraw the Lens of Truth, deciding that it may be precisely what's needed to proceed. This room is illuminated well enough to see clearly, as are the ones you have passed through, so Night Eye is not needed, and likewise there are no chests or doors you haven't already passed through. As such, you use your magic to awaken the Lens, and will it to penetrate illusions with Reveal Truth. Scanning the edges of the room and the columns, you see nothing unusual, but when you turn back to the statue, your efforts are rewarded - in the hand that was holding the Lens, there is a large, gold key, with horns on the top, a red gem set in it, and hooked teeth. It's invisible without the Lens, until you touch it, sliding it out of Hylia's stone fingers. The key has a real heft to it, and you are sure that it is meant for an expecially large and important lock. Finding nothing else of not in the room, you decide to exit back into the previous one, with the statues and mirrors. You spend some time analyzing this chamber as well, wondering if there was something you missed on your first pass through. It so happens there was: above the door you entered lies an eighth alcove, which has an illusory wall concealing it, and there is a wooden chest placed there where a statue would be. You're looking up at it when you hear footsteps from the chamber containing the shadow puzzle, it sounds like two people and they are moving pretty quick in your direction. What will you do? >Stand your ground, sword raised in a defensive position, you will attempt to dispatch them if they are enemies. >Retreat to the room with the Hylia statue, it may be a dead end but perhaps the people approaching won't realize that the shadow on the floor is actually an entrance to another room. >Use the grappling hook to climb up into the alcove above the door, you can disappear behind the illusory wall and be hidden like the chest, unless those approaching have their own means of penetrating the dungeon's magic facades. >Write-in
>>6335376>Use the grappling hook to climb up into the alcove above the door, you can disappear behind the illusory wall and be hidden like the chest, unless those approaching have their own means of penetrating the dungeon's magic facades.Time to skulk in the shadows. Man this grappling hook's coming in real handy.
>>6335377Yeah, Zuzo is still shrimpy rn, having to scrabble up these walls without a +2 would've been sketchy as hell
>>6335376>Use the grappling hook to climb up into the alcove above the door, you can disappear behind the illusory wall and be hidden like the chest, unless those approaching have their own means of penetrating the dungeon's magic facades.Yeah if one of the approaching people is the Yiga Ninja chances are good he'll figure out the shadow door.
>>6335376>Use the grappling hook to climb up into the alcove above the door, you can disappear behind the illusory wall and be hidden like the chest, unless those approaching have their own means of penetrating the dungeon's magic facades.Seems like this is the move.
>>6335377>>6335384>>6335385Roll Strength+Athletics+2 for 5d6
Rolled 1, 2, 2, 2, 5 = 12 (5d6)>>6335397Time for dice.
Rolled 6, 1, 6, 6, 6 = 25 (5d6)>>6335397Rollan
Rolled 1, 4, 6, 3, 5 = 19 (5d6)>>6335397
Rolled 4, 5, 6, 2, 6 = 23 (5d6)>>6335397
They'll be upon you soon, so you make sure to move quickly, hurling the hook up over the ledge and onto the other side of the chest. It catches, and you scramble up the wall with all the speed you can muster, pulling up the rope behind and ducking back. You quiet your breathing and wait next to the chest in a crouch, looking down. Two figures emerge into the room after a moment. One looks to be the ninja from before, though you can't be sure, with the mask. The second is taller, with a much broader, muscular frame, and armed with a steel odachi rather than a sickle, but dressed in a similar garb, including another mask with the inverted Eye of Sheikah on the face. They both scan the chamber laterally, and the smaller one moves over to the burlap sack, picking it up by the bottom and shaking it out. "Oh crackers and crumbs! The kid musta got the mirrors, this is completely horrible!" He says, dropping the empty bag and turning to face his companion. By his voice and demeanor you can tell it is in fact the same assassin from earlier. The larger of the two crosses his arms. "Fool! Verak bid you guard the mirrors so that no other could claim the key which accesses the Abyssal Vault, and you have utterly failed this task. Your incompetence will be relayed to the Mistress when she returns from the Lagoon... There is no sign of the boy here... he may be in the shrine. Go and look, Tetsugo." He says in a deep voice that drips with disdain. Tetsugo nods anxiously, and opens the shadow door, setting a foot in and stepping through while shifting his weight forwards to orient correctly in the next room. You recognize the name, he was another resident of your village, perhaps ten years your senior. He left years ago and never returned, and you did not know him personally. After a moment you hear him call out from within. "He isn't here either! You think he went back to the Elders to warn them?" >Cont'd
The big one shakes his head. "We would have seen him exit. I believe he remains within the temple. If your description is correct, I believe it is Zuzo... If I recall his age correctly, it may be time for his Trial, and what horrid misfortune the waif is afflicted by for it to be today." He replies, taking a knee to reach into the door and pull his companion out. "B-b-but that's Impa's son! What if he's already on his way back to the village to warn the Elders that we're here?! Oh crackers and cookies and crumbs!!! What are we gonna do, Jotaro?!" Replies Tetsugo as he's lifted out. You don't recognize the name Jotaro but it feels safe to assume he is also a Sheikah beneath his mask. The large ninja places his hands on his hips and laughs, throwing his head back. "HOHAH-HOHAH-HOHAH-HOHAH!" He looks back down at Tetsugo then. "It matters not if he has fled to report our doings to those old codgers; Verak has already entered the Vault with the aid of his familiars. Zuzo could not return to the village before our work here is complete. But you are correct about one thing, he is the only child of Impa. As such, he is not to be harmed, at least not too terribly... If he is still within the Temple we must capture him, for he would serve as the perfect hostage so that we might finally ensnare the interloper Impa... Let us search a little longer." He explains. The two of them begin to creep around the room, analyzing it carefully. What will you do next? >Jump from your hiding place to attack Jotaro with the element of surprise. >Jump from your hiding place to attack Tetsugo with the element of surprise. >Wait in hiding for the two of them to leave from whence they came, then leave the area cautiously and return to the first main corridor of the Shadow Temple >Attempt to sneak past the pair of ninjas from your hiding place to get back into the main corridor, if you are going to confront Verak it seems you need to act quickly. >Write-in
Wugh double posted with a fix bc it bothered me
>>6335442>Attempt to sneak past the pair of ninjas from your hiding place to get back into the main corridor, if you are going to confront Verak it seems you need to act quickly.
>>6335442>Wait in hiding for the two of them to leave from whence they came, then leave the area cautiously and return to the first main corridor of the Shadow TempleI want to wait so we can get whatever is in this hidden chest without alerting them, maybe its a real weapon. Then go after Verak.I don't suppose theres any chance we could wear our mask upside down to pretend we're one of them if the big one finds us lol
>>6335456You would be rolling Charm+Stealth with a penalty because of your robes and the mask shape, but could still conceivably fool Tetsugo with a success; others, however, would have better odds of seeing through the disguise.
>>6335442>Wait in hiding for the two of them to leave from whence they came, then leave the area cautiously and return to the first main corridor of the Shadow TempleI want to leave immediately but my inner loot goblin has been activated. I will not leave this chest in the hands of the betrayers.
>>6335456>>6335479You guys don't care about stopping Verak? This is our only chance.
>>6335442>>6335449+1 to this
>>6335494I mean both actions take us back to the main corridor and correct me if Im wrong but it took us hours of rowing to get here right. If we go by his words we've got hours. You really wanna try the boss room while we still have our basic wooden stick? This is our ninja dungeon sneaking around while not getting caught.I do have a funny idea though. >Write-inIf they went into the shadow room/sanctuary, could we knock down one of the mirrors so it closes the door and traps them in there?
>>6335501That's pretty smart - the door is still open on this side, and below you... Could toss a Deku Nut in when their backs are turned...
>>6335501I like this write in!
>>6335505Make it so Skull-Kid, if the fellows will support it.
>>6335442>>6335501Oh hell yes, anon! Swapping >>6335496 to >>6335501
>>6335501Don't remember if I've voted already. Either way, I swap to supporting this.
>>6335501All he said was that it would take less time for Verak to accomplish his mission than it would take for us to get home. Theoretically that's anywhere from a minute to several hours. Not specifically several hours. And I wouldn't assume the chest has a weapon either.
>>6335442>>Wait in hiding for the two of them to leave from whence they came, then leave the area cautiously and return to the first main corridor of the Shadow Temple
You really don't like the idea of being taken hostage and endangering your mother. You also aren't sure you'd be able to sneak past the two of them and out into the previous area, it just isn't that large of a room and it's decently illuminated now. But hearing that Verak is already in the heart of the Temple and pursuing his wicked ends, you don't think you can afford to wait them out, either, if you mean to try and stop him. They've split up to either side of the room, and are inspecting individual stone bricks in the wall, and tiles on the floor, probably also aware of the legends regarding the Shadow Temple's many illusory defenses - in fact, being Sheikah like yourself, it's entirely possible that they've been here before. It's possible they are aware of the alcove you're hiding in... Glancing between them, and seeing the open shadow door leading into the shrine, you feel you're about to panic when you have a stroke of genius. Fishing into the pouch at your hip, you withdraw one of your four remaining Deku Nuts and clutch it tight between your fingers. You only have one shot but it's an extremely easy throw - the portal is directly in front of you and below, on the floor. When you pitch the little projectile forward, it falls in and you hear it strike a surface. CR-BANGThe signature detonation of the Deku Nut echoes out from the shrine, and both of the ninjas snap to attention, looking at one another first, and then the portal on the floor. They rush for it, both hopping right in and out of the room you're in. Just where you want them. You're able to shimmy around the corner from one alcove to the other easily, and slide the mirror out of the Shikashi statue's outstretched hand, laying it at his feet. The beam of light from Hylia is immediately diminished significantly, and the door on the ground slams shut before fading into just a normal shadow. You're grinning ear to ear as you shuffle back to the hidden alcove with the treasure chest. You've got time now to grab what's inside, you figure, and kneel down to open it up. >Cont'd
You search the chest... You find an object... You have received... An Orange Rupee! This rupee is worth one hundred (100) normal rupees. Your eyes glint when you pocket the orange gem - you've never seen one so valuable in person before. After that, you climb down to the floor, and exit to the room with the shadow puzzle. Crossing the bridge, you decide to raise the lanterns, undoing the symbols, and causing the bridge to lower, just in case the Yiga Clan ninjas manage to escape the shrine, it may buy you more time. Then, you head to the room before that, and across that bridge to the main, enormously corridor with the vaulted ceilings and blue flames where you first entered the Temple. As before, the only open door is the second on the left where two of the Floormasters you saw earlier went, and all the others are closed, including the tremendous double doors on the far end of the room. You hold up your Lens for a quick sweep of the room to see if anything significant is revealed at a glance, and when you pan across those doors in particular, the Lens shows six huge, heavy gold chains wrapping across the doors and meeting at a lock that'd half your size in the middle and close enough to the ground for a normal human to reach. These restraints would be invisible if not for your Artifact, and you suspect that the key you collected earlier will let you through and into the Abyssal Vault... What will you do next? >Unlock the great doors and enter what lies beyond to confront the evil wizard.>Leave for the catacombs, your bravery earlier was a lapse of judgment, and you are beginning to realize how dangerous this is. >Explore another door, looking for clues or other tools to help you, please specify [Left 1, 2 (open), 3, 4 or Right 2, 3, 4]>Write-in
So we don't lose track, Zuzo now has: >145 rupees >3 Deku Nuts >5/6 Mana>2 3/4 Hearts of 3
>>6335583Big money!>Explore another door, looking for clues or other tools to help you, please specify [Left 1, 2 (open), 3, 4 or Right 2, 3, 4]Left 2 since its already open I suppose. I hope its a ranged weapon or at least one better than our wooden katana lol. We bought ourselves some time to check these rooms, I guess we could use the Lens to peak on the other side which could speed things up too.
>>6335597This
>>6335597+1 Sure, why not?
>>6335597>>6335615>>6335620Roll Dexterity+Athletics for 4d6, twice
Rolled 1, 6, 5, 5 = 17 (4d6)>>6335640
Rolled 1, 3, 3, 2 = 9 (4d6)>>6335640
>>6335354Hooray! Congrats.
Rolled 2, 1, 3, 4 = 10 (4d6)>>6335640
You peek around the slightly ajar door, and seeing an empty hallway before you, step inside. It's only three yards wide, just a yard taller in height, and runs a length of forty yards, straight, with another door on the far end, which is shut. Every two yards or so there are small alcoves along the walls containing more candles with the pale blue flame, and these provide serviceable lighting for the length of the hall. Seeing nothing particularly amiss at a glance, you hold up your Lens, and verify that there are no illusions present. Stepping further in, you stop just short of a pair of the alcoves when a gout of blue flame bursts out from either end, one at an upward angle to, and the other at a lower angle, so that simply having ducked below the height of the candles or jumping would not have protected you. You freeze up at the sudden sound and heat, and land on your back foot. That was close. When it stops, you step further in, measuring the trajectory of the flames as you eye up the pair of alcoves between you. You move to one side and begin to duck and step through the slanted opening you anticipate, but the candles erupt into streams fire again at new angles - you're nimble enough to avoid getting burned, however, moving all the way past with a quick twist. The ones you were moving through shot at angles opposite to the previous pattern, and the ones behind that are now firing directly at one another horizontally. So you aren't sure you'll be able to simply anticipate or plan. Turning forward again, you see that you have some way to go. You take a deep breath, and begin to move forward. >Cont'd
With a display of acrobatic dexterity you weren't aware you had in you, the following dozen flame traps are skirted under, leapt through, or even hurdled over. Each trap you pass continues to erupt in unison with every new one you approach, causing the hallway to become quite warm. You break a sweat, but it's hard not to smirk at your success. Still, it isn't exactly quick work. At some of them you wait, hoping to detect a pattern in the random changes both in direction and timing, but you can really only rely on your body for this one. FWUH-SHSSSSS It burns! You're at the fifth from the exit and catch some of the flame on the back of your left calf. It doesn't burn your clothing, but the ghostly flame burns your skin all the same, causing you to lose your balance and nearly face-plant into the next burst of fire, before you catch yourself and through your back to the wall between the two. You suffer a half Heart of damage from the trap, leaving you with 2 1/4 remaining. You take a few clarifying breaths and regain your composure, then somersault past another trap, bound sideways around another, and press on. Soon you are at the door on the far side of the room. You open it, and move inside, to escape the uncomfortable heat. You're startled to be looking directly at multiple copies of yourself in each direction, but blink, and see that they are just mirrors. Floor to ceiling mirrors, in a hallway that is three yards wide by four in height like the last one, in a T-intersection with the previous hall. On your left and your right, the hall turns into a corner about seven yards from where you're standing, with the left side turning right, and the right side turning left, both going in the same direction deeper into this area, it would seem. It at least seems to be silent ahead, for the moment, but you can't count out that you may not be alone. What will you do next? >Take the left path further in >Take the right path further in >Leave back to the main corridor >Write-in
>>6335999>Take the right path further in
>>6335999Oh!!!! Meant to add!!!! There are two candles on either side of the door, providing enough light for you to see each of the corners on either side of you, but beyond that is darkness. >Proceed in darkness, feeling along the mirrored walls to find your way >Ignite your torch, allowing you to see but betraying your position, possibly quite severely with the mirrors here >Activate the Lens of Truth's Night Eye ability My bad, anons, gotta be mindful of lighting in a dungeon crawl, especially in the Shadow Temple....
>>6336030>Activate the Lens of Truth's Night Eye ability
>>6335999>Take the right path further in>>6336030>Activate the Lens of Truth's Night Eye abilityGlad we got this first.
>>6336036Pssssst I am pretty sure it was Ocarina of Time where you didn't actually NEED the Lens of Truth to get through the Shadow Temple but if you did use it, you could see all of the false walls and shit and so it was extremely useful to have and basically intended to be gotten first. Actual spoiler below The people that made this place did NOT intend for visitors to be able to get the Lens, much less the Big Key, first thing.... You may have noticed that the total number of mirrors before the shrine was the same as the number of side doors in the main shrine that you haven't entered yet. *ahem* This is a high level dungeon
>>6336036+1>>6335999>>6336030
>>6336018>>6336033>>6336036>>6336056Roll Wisdom+Resolve for 3d6, BO3
Rolled 6, 4, 4 = 14 (3d6)>>6336122
Rolled 3, 2, 3 = 8 (3d6)>>6336122
Rolled 1, 6, 4 = 11 (3d6)>>6336122
There's something rather terrifying about navigating the hallway in total blackness, except for what is revealed inside the frame of your magic Lens. Someone could be standing directly behind you, or beside you, and you would not know until orienting the device in their direction. You scare yourself a couple of times with that exact notion by seeing your own reflection in a mirror that was closer than you thought - the hall becomes a maze of corners, turns, switchbacks, and dead ends very quickly. You notice, also, that your Lens is seeing beyond some of the mirrors you pass, revealing additional paths, possibly shortcuts, and for a moment wonder how much more disorienting the passages would be, even with a proper source of light, if you couldn't discern which panels are false and which are real. Even with the benefit of your Artifact, however, proceeding through this area is quite confusing, and while it likely saved you a lot of time, it takes the better part of half an hour of silent trekking before you reach what seems to be the end. A final corner brings you to another T-intersection like the one you entered from, leading into another room with mirrors for walls and mirrors on the ceiling. It's an octagonal chamber with symmetrical walls that are the same height as those in the hall, but ten yards in width. There is a statue in the center of a Sheikah warrior poised atop a stone, and a column of pale blue light is coming down from a circular hole in the ceiling like a spotlight around the figure, which doesn't shine out into the hall beyond but just barely illuminates this little area. The stone figure's hands are curled as though to hold two different items, but they're empty. The right hand, held aloft and at an angle seems to have held a thin handle - perhaps one of those mirrors from earlier? The other, held low and to the side, has three slots between the knuckles, as if it had once held three shuriken. There is a wooden chest sitting on the ground just behind it.>Cont'd
Your attention is so captured by the statue that it takes you a moment to notice... Your reflection isn't showing in the mirror beyond it, or the one to the left or right... You keep turning and- "HUH?!" You take a bracing step backwards and can't contain a surprised sound when you face the figure in the rightmost wall mirror. It's you! But not quite as you're used to seeing yourself in the mirror. Same size, same shape, same katana at your side... But lacking color, the figure is shrouded in dark black, the sword is black, the pack is black. It's hair is a lighter grey-white than yours, an odd inversion, and while your own eyes are red... Those of the silhouette in the mirror are a much deeper, severe crimson hue, which seem to shine like fire inside its otherwise monochromatic frame. Most eerie of all, this 'reflection' is not positioned as you are, is not a copy of your own posture and movements. It's standing still, straight, with its hands by its side, staring at you with those intense red eyes. The other features of its face are impossible to see, such is its shadow-like quality. You take a other step back, but it remains still, staring. What will you do next? >Break the mirror which contains the shadowy figure >Use the Lens of Truth to see if this is some manner of illusion >Activate the Lens of Truth's Sneak Peek ability to analyze the chest before opening it >Ignore the figure in the mirror for now, and open the treasure chest >Flee this room, the figure in the mirror is too unsettling to be around >Write-in
>>6336521>Write-in>Wave. See if it responds. Your ancestors did all that screwing around with shadow magic to try and serve Hylia, maybe this weird mirror is part of that and thus not ACTIVELY hostile.Imagine if we just ruined Link's dark link fight (assuming he would even do it) by turning the blank slate into some random sheikah lmao. More likely, it just transforms into whatever it's facing but I think it'd be way funnier if it was a blank slate that has now imprinted on us.
>>6336521>Break the mirror which contains the shadowy figureHeres my thinking. Someone was here, grabbed the mirror and the likely shurikens. But they didn't open the chest or it would be open, or couldn't open it. So we could use another mana and check to see if whats in it is worth it, but I think it will be and I'd rather save the mana.>Write-inCould maybe snack on one of those pork sides we bought and see how much hp or mana it restores. We had 2 1/4 remaining out of 3. Or save it for after the fight.
>>6336521>Use the Lens of Truth to see if this is some manner of illusion
>>6336527+1>>6336564Also +1>>6336521
>>6336521>Activate the Lens of Truth's Sneak Peek ability to analyze the chest before opening it>>6336541I'm pretty sure the Shurikens were taken by our chldhood friend, Tano.>>6331725>With this battle cry, Tano arcs his arm and looses all three of the Gale Shuriken at three of the paper targets.He might have chosen this passage first and found the Shurikens for his Trial... meaning he did it "legit" while we're "cheating" thanks to third party interference I'm looking forward to the banter caused by this difference
>>6336527>>6336564>>6336589So, we have: >1 vote to interact with the entity by waving hello >1 vote to use the Lens of Truth on the mirror with the entity in it >1 vote to activate the Lens third ability to analyze the chest >>6336541Anon will you clarify whether you would like to break the mirror or have a snack? >>6336569And anon could you clarify whether you would prefer to wave to interact or use the Lens on the mirror?
>>6336541+1 mite b funny
>>6336609If we can wave and also peak through the lens, that would be great, but I'll choose waving if we can only do one.
>>6336609Well I was thinking we could snack on the pork and then smash the mirror.
>>6336666You potentially can, but any votes for more than one action here are operating in the assumption that Dark Zuzo is just going to stand there - which! He very well might, seeing as he is right now. Maybe certain actions will provoke him to some kind of action and others won't. Maybe he's waiting for the right opportunity. Maybe he is about to leave. Unable to know, Zuzo has to commit to one action, for now.
>>6336656And I am going to count this as a +1 for smashing the mirror.
>>6336656>>6336710Wait this was my bad, I wanted to vote for waving at the shadow>>6336527
>>6336745Ok bet, that brings us to three votes altogether for waving hello, so I will lock that in.
You regain your composure, and stare back at your dark reflection, standing up straight. You tuck the Lens of Truth into your waistband again, and take a tentative step forward, closer to the mirror. The tenebrous figure on the other side, however, remains motionless. Nothing about it seems alive except for the intense curiosity in that piercing gaze. You raise a hand and wave. A silent hello in the near dark. It remains still. You reach for your Lens, thinking that next you may investigate what this thing really is, but that's when the doppelganger finally moves, reaching for its own waist to pull a perfectly black Deku Nut out of a pouch and throwing it down at its own feet. All of the mirrors on all eight walls, and the mirror covering the ceiling, fill with smoke. You draw your wooden katana and turn your head this way and that... When you look to your left, Dark Zuzo is no longer confined to the mirror, but is instead standing just two yards away with his own sword raised. You shift your fighting stance, taking a step to the side, and the entity mirrors you, taking the exact opposite stance, and making the opposite step. Choose one of the following? >Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Attempt to flee [Dexterity]
>>6336786>Total Block [Strength+Stamina]Will it attack, if we don't? If we choose Total Block, will it?
>>6336786>Total Block [Strength+Stamina]
>>6336786>>Total Block [Strength+Stamina]
Rolled 5, 2, 6, 4 = 17 (4d6)Roll Strength+Stamina for 3d6
Rolled 5, 1, 3 = 9 (3d6)>>6336908
Rolled 5, 4, 6 = 15 (3d6)>>6336908
At this, you take another step, and Dark Zuzo copies your movement again, in the other direction, causing the two of you to begin to circle one another near the statue. Now that he's closer to the light, you can make out his facial features better, and they are indeed a faithful copy of your own. His expression, however, has evolved from blank stare, to wicked sneer. His eyes are still wide and staring, but his mouth has formed a menacing smile and his nose is wrinkled. Holding the katana before you with both hands, you square your feet and take a fully defensive position. Perhaps he will continue to mirror your movements, and is ultimately just another puzzle to solve in this strange dungeon; by refraining from attack, you may cause him to refrain as well... "KEEYOH!" THONK THACK Your opponent startles you by shouting a battle cry in a voice similar to your own, but deeper, and raspier, following up with a back slash that breaks through your defenses, and a punishing downward slash that lands on your right shoulder. You suffer a quarter Heart of damage from the wooden katana strike, leaving you with 2 remaining. You manage to side-step after that and collect yourself enough to assume another fighting stance. It would seem this is not a puzzle. Choose one of the following: >Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Attempt to flee [Dexterity]
>>6336921>no hammer or din's fire to cheese the Shadow Zuzu withIt is a little sad that we have 3 in Magic but we have no offensive tools to use with it. We're just going to have to hit each other with sticks until one of us dies.>Melee attack (katana) [Strength+Melee]
>>6336921>Technique: Ninja Smoke [Wisdom+Stealth]
>>6336921>Melee attack (katana) [Strength+Melee]
>>6336974>We're just going to have to hit each other with sticks until one of us dies.Such is the nature of war Patience, anon, this is gonna be a looong adventure, and it's still early to load you up with too much ebin loot at once
Rolled 6, 5, 2 = 13 (3d6)Roll Strength+Melee for 5d6
Rolled 6, 2, 4, 3, 1 = 16 (5d6)>>6337145>mob roll two out of three successesRight we're not having a good time with that.
Rolled 5, 6, 2, 5, 1 = 19 (5d6)>>6337145
Rolled 4, 2, 2, 1, 5 = 14 (5d6)>>6337145
>>6337150Nice work, anon!
>>6337150>>6337163Had he only been a touch faster.. Most rolls won't have the BO3 quality, and I'll specify when they do. Still, this isn't much of a choke, Dark Zuzo was rolling his Dexterity to defend on your attack action, and since he has your Techniques, he hasn't learned Parry yet.
Another day another couple of formatting L's and 4chong won't lemme delete and add the couple of [/shits] I need... C'est la vie...
>>6337197>Rest here for a moment, eating some of the food you packed and having a drink of water before continuing onIt's gonna be a slog, better take any rest we can.>>6337196>The sneer opens up to a gleeful, toothy grin and those wide, burning eyes staring down at you.What a smug fuck. I wanna come back and teach him a lesson in the future.
>>6337198Well, looks the site let you delete your posts after all lmao
"HAH-HYAH-KIYAAH" You don't waste any time retaliating, and press your foe with two horizontal slashes, followed by an aggressive forward thrust for his midsection, hoping to wind him and open his defenses to an overhead strike of your own. Unfortunately, he's every bit as nimble as you are... WHUF WHUF WH-TCH He ducks under one slash, steps back and twirls quickly to avoid the next, and when you lunge to extend your faux-blade at him, he shocks you with a picture perfect forward flip - exactly like the one your mother taught you - and sticks the landing on top of your sword. He weighs nothing, perhaps as a result of being wrought from shadow and magic. The sneer opens up to a gleeful, toothy grin and those wide, burning eyes staring down at you. You withdraw the blade and he demonstrates an equally effortless backflip to land on the ground again, facing you. You're raising your katana with the intention of making another attempt to land a blow, and the stones beneath your feet tremble. The entire chamber shakes, including the mirrors, which are still full of swirling grey smoke on the inside. You have to widen your stance and steady yourself not to lose balance completely. Dark Zuzo looks up to the left and then right, seemingly also confused by the sudden disruption, but says nothing. Instead, he sheaths his katana at his waist and takes a step back. He raises a hand and... Waves to you, exactly the way that you had waved to him just moments ago. Unsure what to make of this, you watch as he continues to step backwards, right through the surface of the mirror and into the clouds of smoke trapped behind its surface. He is still smiling, and staring, as he disappears into the haze. After a few seconds, all of the whirling dust and smoke inside of the reflection dissipates, revealing a more accurate depiction of the chamber - this time all of the walls, and the ceiling, contain a reflection of you which is accurate in color, posture, and fidelity to your movements. >Cont'd
You look around for a few moments, still curious as to what could have happened, and why Dark Zuzo left so suddenly. After taking a few breaths, you decide to at least investigate the chest behind the statue before continuing your journey. There is no exit from this room except the labyrinth you arrived by. You open the chest... You find an item... You have received... A Piece of Heart! Collecting four of these Pieces will create one Heart Container, permanently increasing your number of Hearts by one.You close the chest, and heave a sigh. This is a strange and dangerous place indeed... What will you do next? >Rest here for a moment, eating some of the food you packed and having a drink of water before continuing on >Make for the main corridor now, that tremor seemed to indicate imminent danger>Write-in If you choose to leave now, which path will you take? >Leave this chamber from the same hallway you entered by at the T-intersection >Leave this chamber from the opposite hall on the T-intersection
>>6337199>>6337200It did (^: so that's my fuckin bad big dawg, but your votes stand, and don't worry, you're def gonna have chances to teach him a lesson sooner than that, I reckon
>>6337202>Rest here for a moment, eating some of the food you packed and having a drink of water before continuing on
>>6337202If the aggressive fuck decided to bail, then we also need to bail.>Make for the main corridor now, that tremor seemed to indicate imminent danger>Leave this chamber from the opposite hall on the T-intersection
You rub your shoulder, wincing a bit. Hard to say what that was about, but it definitely wasn't an illusion any more than it was a puzzle. Not the ideal way to get the measure of your own strength, either, for that matter. Feeling alone, you decide to take the opportunity to rest before continuing on. It's considered rude to eat inside the Temple, according to custom, but you also know that you're hardly the first - some members of your tribe have reportedly spent multiple days inside these halls, lost or waylaid by traps and illusions. None have spoken about the details of those experiences to the uninitiated, of course, but you've gathered that the grounds become particularly dangerous at night.Recalling this, you consider that it has been the better part of two hours since first entering the catacombs, and so you have another four or so until the sun will set. Of course, it also occurs to you that both the catacombs and the Temple have already proven unusually perilous. You have a seat on top of the treasure chest, leaning back against the base of the statue. You have a long drink of water from your gourd, and you withdraw your remaining side of salted pork. For just around twenty minutes you sit, and eat, and wonder about all that you've seen thus far - surely well beyond anything the Elders would imagine you finding in a thousand years, even... The food restores some of your energy, and you feel better for having rested. By remaining fed, rested, and hydrated, you avoid incurring cumulative penalties to your actions. You're having another sip of water when another tremor reverberates through the chamber. This one is more severe than the last, and you spill some of your drink onto your chin and chest before you can steady yourself. As it passes, you feel the temperature drop, and the silence of the hallway beyond seems to crystallize into a quiet that feels unnatural to your ears. Something's... Wrong. You rise to your feet, and step in the direction of the exit. Which way will you go? >The exit on the right, which you entered from>The exit on the left, where you have not yet been
>>6337360>The exit on the left, where you have not yet been
>>6337374>>6337378>>6337386Ok fellers Roll Wisdom+Resolve for 3d6, BO3
>>6337388Forgot my hat! Ok you may roll now (^:
Rolled 2, 3, 1 = 6 (3d6)>>6337388
Rolled 3, 5, 1 = 9 (3d6)>>6337388
>>6337392>>6337393Oh jeez. Hopefully Anon # 3 saves us.
Rolled 3, 1, 2 = 6 (3d6)>>6337388Watch THIS
>>6337406Alack.
In short order, you realize that this path leads to another labyrinth of mirrors, also shrouded in total darkness. Possibly, it's the same one, but from this direction and with only your Lens to help guide you, it's impossible to be sure. Your wits are sharp enough that you make what feels like rather quick progress, but it's after ten minutes of wandering through the maze that you walk directly into a mirror, and realize, startled, that it's been over an hour since you activated your Artifact's ability to penetrate illusions. This complicates matters, but not so much that you can't make your way through the next leg of the maze, albeit more clumsily. This, unfortunately, does mean that after another twenty minutes or so you still haven't escaped, and run out of time with the Night Eye enchantment that you activated on the way into this area. You're standing still, alone in the darkness, and decide that to continue on you've no other choice, so you ignite your torch. While you're wary of being so visible, you at least appreciate that the mirrors reflect the light and provide a much less obstructed vision of your surroundings. Even still, it's yet another twenty minutes before you free yourself of the winding passages, back at the first T-intersection, feeling lucky you didn't become lost entirely. When you step through the door, however, the long hall is different... There are no alcoves, no candles, no jets of fire. It has precisely the same dimensions but is illuminated instead by paper lanterns above that glow with pale blue light. You suspect that, whatever's happened, this path will be no less dangerous than the one prior... What will you do next? >Proceed, carefully, through the hallway >Activate the Lens' Reveal Truth ability to assess whether there is an illusion before you, and then move through accordingly >The change in geography unnerves you, go back through the labyrinth with your torch, and to the other exit from before - a long walk, but at least one you've already made unharmed>The change in geography unnerves you, go back through the labyrinth after reactivating the Lens Night Eye and Reveal Truth abilities, and to the other exit from before - the Lens will make the trek shorter than without, surely, but it will still be a long walk >Write-in
>>6337668>Activate the Lens' Reveal Truth ability to assess whether there is an illusion before you, and then move through accordingly
>>6337668>>Activate the Lens' Reveal Truth ability to assess whether there is an illusion before you, and then move through accordingly
Locking this in, and updating basic stats for reference: >145 rupees>3 Deku Nuts>3/6 Mana>2 Hearts of 3Annnd Roll Dexterity+Athletics for 4d6, BO3
Rolled 1, 1, 6, 3 = 11 (4d6)>>6337762
Rolled 2, 2, 4, 4 = 12 (4d6)>>6337762Oh right the flame traps, but this time we know about it right?
Rolled 4, 2, 2, 5 = 13 (4d6)>>6337762
Unsure of what's before you, and even how you got here, to some degree, your first impulse is towards an abundance of caution. You pull the Lens of Truth from your waist and imbue it with some of your magic in order to awaken its power once more. Your hesitation is rewarded: the Lens reveals that different tiles in the hallway are moving. They slide, silently, opening up to pits of thin, black spikes below. There is something resembling a pattern to which tiles move, but the timing is at least more uniform. A misstep could cut you badly, maybe even hobble you. But, risky though it may be, you believe you have what it takes to brave the passage - and you're correct. A couple of the first hops require a real effort, due to their distance, but after that it seems to be smooth sailing as you bound across a handful more. In no time at all you've cleared the area, and with just one final glance over the shoulder you depart through the door, on to whatever's next... Which happens to be the main corridor again. Somehow... You've emerged from the second door on the right. You're opposite the one you last entered from here, and next to the very first one you went through. You aren't sure how that's even possible considering what at least felt like the tightness of the labyrinth against the vast width of both this chamber and the two booby trapped hallways. You don't dwell on this, however, because you realize that you aren't alone in here. On the very far end of the room, just over a hundred and fifty yards from where you stand, you see... Well, something unlike anything else you've ever seen, actually. An enormous, blue hand with clawed fingers is emerging from the stone floor, fading into shadow where it connects there at the wrist. It's facing up, flat, with the fingers splayed out, and the palm is wide enough for four people to stand atop it. You know this, because there are indeed four figures stood atop it, all looking in your direction. >Cont'd
The two at the margins you recognize immediately by their outfits, though their faces are still concealed - the two Yiga Clan ninjas from earlier, or at least two with similar builds and armaments, since you can't be precisely sure. The other pair are even more outlandish. On the left is an elderly man, wearing a red tunic and dull purple cloak, with the hood drawn over his face, obscuring his features. Scarlet red eyes gleam through the shadows over his face, and a long grey beard and mustache spill out over the front of him. He has a rope sash about him which is connected to a large cauldron he is carrying on his back. Reaching out of the cauldron, and up over his head, is a red, demonic arm, also ending in curved, black claws. To the right of him is a taller, younger looking man, wearing a cloak as well, but one which hides less of him. His skin is the color of ink, and there are faint markings on his face you can't make out, his visage framed by long, stark white braids of hair. The stranger's eyes are a vibrant red-orange and they glow in the dim light of the great hall, allowing you to better register the mix of repulsion and boredom on his face. Your eyes are wide with shock, and you tuck the Lens behind your back instinctively, feeling quite sure that this is no trick of the mind, and that these people should not be aware that you possess such a rare, potent enchanted tool. What will you do now? >Move in to confront them >Stand your ground with your weapon ready >Flee back into the spike-pit corridor you just entered from, hope to lose them in the labyrinth >Flee back into the first door on the right, leading to the Hylia shrine >Flee to the third door on the right, which is as near as the other two, but which you have not yet entered >Flee to the catacombs and hope to lose them in the darkness>Write-inIf desired, choose one of the following as well: >Activate the Lens Night Eye ability >Activate the Lens Sneak Peek ability >Use Technique: Ninja Smoke (be mindful of the potential range on this, it would be helpful for disappearing behind a door or wall, but can't be used for expansive movement)
>>6337894>Flee to the third door on the right, which is as near as the other two, but which you have not yet entered
>>6337894>>Flee to the third door on the right, which is as near as the other two, but which you have not yet enteredUH OHHHHHH
>>6337894>Flee to the catacombs and hope to lose them in the darknessOur stealth skill is the highest, we better utilize that to escape.
>>6337993These are also Sheika, though. Or at least some are.>>6337894>Flee to the third door on the right, which is as near as the other two, but which you have not yet entered>Use Night Eye
Whoever these people are, they're definitely dangerous. Thankfully, there is still some distance between you with which to decide what to do, though you only have moments to commit. The shadowy figure with the white braids waves a hand in a sort of dismissive fashion, and when he does so, eight puffs of thick violet smoke erupt around the large hand that he is standing upon. The smoke is cleared and brushed away by the six creatures that emerge from their summoning - Redeads. They are emaciated, slouching humanoids, with leathery grey skin that clings wrinkled to their boney frames, with flat, red faces, teeth bared, and eye sockets as black and empty as an exhumed grave. The hairs on the back of your neck stand up to behold the monsters, which until now you knew only from the scary stories your grandmother told you as a child in order to get you to behave around the house. The eight of them begin in your direction at once, shambling with sinister purpose at a walking pace. The two Yiga Clan ninjas take this as their cue to pursue you as well. The larger of the two leaps forward, using one finger as a springboard to somersault in the air, over the front two Redead, and begins sprinting right at you. The slighter ninja sits down on the edge of the palm and awkwardly let's himself down to the floor, nudging past a Redead to quickly catch up with his partner, and the two of them begin closing the distance. Be it a product of their age, height, or training (or perhaps your own lack of fitness), you're alarmed to see they are both almost twice as fast as you are. >Cont'd
At this point, the enormous hand closes its fingers around the two men still standing in its palm, and sinks into the floor without leaving a trace. All that remains are the dark spirits and ninja warriors all coming to seize you. For a moment you consider fleeing to the catacombs and back to the village. You have, after all, completed your Trial, and found much treasure besides. But you reconsider, thinking that perhaps there will be something else within these hallowed halls that you can use to deliver yourself from your foes. You run forwards to the third door on the right, unfortunately cutting out more of the distance between you and your pursuers, but managing to get to it well before them. You fling the metal door open and close it behind you. You are shrouded once more in total darkness, and the ninjas saw you enter this passage, so they will be upon you soon; there can be no hesitation. You take one step forward, reaching for your torch, but your foot misses the ground...THUD-UD-THUNK-THUND You tumble eight or nine steps, revealing that this is a staircase leading down, and get groggily up to your feet to ignite your torch. You can still see the doorway in, behind you, but you can't see the bottom of these steps up ahead, just a yawning darkness. You suffer a quarter Heart of damage from your fall, leaving you with 1 3/4 remaining. What will you do now? >Continue down the stairs using your torch to guide you, analyzing your surroundings with the Lens' Reveal Truth ability >Put out the torch and activate the Lens' Night Eye ability, using it and Reveal Truth to analyze your surroundings as you proceed>Attempt to exit the stairs back to the corridor before the ninjas are able to reach the door >Write-in
>>6338047Mistyped this at one point - there are EIGHT (8) Redead pursuing Zuzo, moving just a touch faster than a walking pace.
>>6338050>Put out the torch and activate the Lens' Night Eye ability, using it and Reveal Truth to analyze your surroundings as you proceed
>>6338050>Put out the torch and activate the Lens' Night Eye ability, using it and Reveal Truth to analyze your surroundings as you proceedlol woops
>>6338050>Put out the torch and activate the Lens' Night Eye ability, using it and Reveal Truth to analyze your surroundings as you proceedcan't go back really, and using the torch isn't a good idea.
>145 rupees>3 Deku Nuts>2/6 Mana>1 3/4 Hearts of 3Locking in the vote
You extinguish the light quickly, and instead rely once more on the Lens of Truth, invoking its power of Night Eye to see ahead of you. Paired with the already active Reveal Truth, you're able to get an accurate vision of what lies ahead. The stairwell is just three yards wide, and about twice as high, with smooth walls and neatly cut stone steps. You're maybe just four or five yards in, and can see through the Lens that it goes on for another twenty yards give or take, before reaching a landing. What seems to you especially curious at first blush is that the door on the other end is on the floor, not the opposite wall, and it's orientation from the one you entered being at a ninety degree angle reminds you of the shadow door from the shrine. You begin racing down the steps, looking down with your Lens so your feet don't betray you again in the dark, and you feel you must be near the bottom when you glance up... And see that you haven't gotten any closer to the end. Your heart freezes in your chest, you start to pick up the pace, glancing from feet to landing, trying to line up the Lens to see both. It's an uncanny, easy to miss thing, but each step you take is replaced by another, and you're left spinning your wheels just a third of the way. You're becoming frantic, unsure of how to get past this. You know it is an illusion, but it's also some kind of spatial enchantment, an obscure application of Shadow Magic that seems to have been favored by the builders of this place. It isn't long before you hear the door behind you opening. Light spills in and down the steps, and you turn to look back. The two ninjas stand in the threshold, peering down behind their masks. "Can't see a thing... ya hink he's down there?" The smaller one asks while igniting a torch, and you recognize his voice, confirming that it is still Tetsugo and Jotaro you're dealing with. >Cont'd
"Quiet, fool. He may yet be. He wasn't brandishing a torch." Responds Jotaro. You wonder what he means by that, but it seems they're aware of the enchantment here. He raises his voice, and leans into the hall more. "Little waif! Zuzo! If you are still trapped on the stairs, I bid you come up. We do not want to hurt you. If you hand over your weapon and come with us, we will return you to your mother. If you resist... we will kill you with our blades." He calls out to you, unable to make you out just beyond the edge of the light from the great hall, but seemingly hoping to take you peacefully. "If you have reached the bottom, I implore you, reverse the stairs and come back. Beyond that door dwells a terrible Ghost. Even together, my compatriot and I could not subdue it earlier. If you venture within, you will surely die. Come back, now, and I swear you will be taken unharmed to our Mistress, and you will see your mother again soon." He quiets his voice and turns to Tetsugo then. "And if the poor, desperate waif has actually gone into the Ghost's cave, he will surely flee for his life in short order, or perish within a few minutes. Let us wait. We can search the stairs later if we must, but I would avoid drawing any nearer to that door than I must, yes?" You quiet your breath so much you feel as if you've become stone. Did he say there's a Ghost at the end of this hall? And what did he mean by reverse the stairs? And he mentioned a torch earlier? >Solve the puzzle of the staircase, bonus XP if you can do so with the minimal clues provided, roll Wisdom+History for 4d6 otherwiseWhat will you do next? >Walk up the stairs, surrender your pack and your weapon to the ninjas and hope another opportunity arises to escape alive. >Use Technique: Ninja Smoke to get behind the two ninjas and sprint for the main entrance. (Being just about 10 yards away, you will need 3 successes on your Wisdom+Dexterity roll of 6d6 for this to succeed) >Wait in the darkness for now, perhaps with a little time you will think of something, or the pair of them will get bored? >Write-in If you are able to infer what the mystery of the staircase is, and how to get to the far end, you may choose: >Break the spell on the staircase using the solution to the puzzle, and proceed to the Ghost's chamber.
>>6338286>Solve the puzzle of the staircase>"reverse the stairs and come back"Walk down the stairs backwards (slowly, feeling each step so we don't fall, and quietly so we don't inform the two ninjas of our presence). When we get to the bottom we can just chill (or open the door (and hide behind it) and loose the ghost at our adversaries... (while we loot the cave?)>Break the spell on the staircase using the solution to the puzzle, and proceed to the Ghost's chamber.
>>6338299I'm assuming the trick is "walk forward to ascend, and walk backwards to descend", and you get stuck if you try to descend while walking forward (and presumably if you try to ascend while walking backwards).
>>6338299Solid first stab, but it's not quite that simple. Will count this as a vote to go down the stairs if/when it's solved. The first roll will be the roll we take for solving the puzzle, so you can fail to figure it out IC, but I'll accept an unlimited number of guesses directly from anons (until we have enough votes/enough time has passed, anyways).
>>6338302Hmm...>>6338299>>6338301>He may yet be. He wasn't brandishing a torch.I think this just means they figure we could be skulking in the darkness, but maybe a torch is the secret? risky play, though. Maybe...>>6338286>Break the spell on the staircase using the solution to the puzzle, and proceed to the Ghost's chamber.What happens if we just jump down into the door on the floor? We'll presumably get launched out sideways on the other side...?
>>6338305I will say that in your frantic flight down, you tried a couple of leaps, and once you hit that ten yard mark you just stopped making progress; something seemingly must be done to proceed to that other door. The two clues that you received are pretty cryptic, and so the only other 'hint' I might offer, which doesn't feel like much of one, is to also consider the nature of other puzzles you've encountered this far in the dungeon - not necessarily just illusions, which are dispelled mechanically rather than 'solved' spatially, if that delineation makes any sense.
>>6338286Use a torch to cast our shadow on the door
>>6338320Significantly closer to the answer, but you can't get your shadow to stretch twenty yards with the torch.
>>6338324Just light the torch and descend normally? Close our eyes and descend?Attempt to step on the vertical surface of the steps to switch the orientationIdk that's I'll I got guys
>>6338326>vertical surface of the stepsShit, that's clever. Let's do that.
>>6338326>>6338331Stuck the landing - the shadows cast by the steps determines their orientation. If you hold the torch out far enough you can change the direction of the shadows, and then you can step onto the vertical surface and proceed. So, with that solved, proceeding to the next room is an open option for you here.
>>6338335Let's do it
>>6338336+1
>>6338335Kudos for the effort you're putting into this quest with all the puzzles and a preplanned dungeon layout. This is good stuff.
>>6338335yeah I'd like to go see what this ghost is all aboutIC Zuzo will want to get away from these two guys. Surely them talking about reuniting him with his mother is more about leverage or some hostage situation
>>633835920 bucks says it was only a hostile ghost to them because they are supporting evil. It might even be our Navi.
>>6338493Yeah that's best case scenario
For a moment, you pause there in the dark, considering the precariousness of your position. You could ascend the steps and surrender to the Yiga Clan ninjas, whereupon you will either become their prisoner or be murdered. Or you could descend into the lair of a hungry Ghost. That is, if you can solve the riddle of these stairs, anyways... That little problem is a perfect distraction from your thoughts about which way you may be dying down here. Torch... Reverse the stairs... The other true puzzles in this dungeon relied upon shadows and light. The door at the bottom of the stai- Wait. You hold your Lens steady looking at the door on the floor down below. You realize that it looks like it's actually at the top of the stairs. But how... The torch! You realize that if you step onto the vertical faces of the stairs with your torch, the shadows would shift and perhaps the orientation of the room with it... You have a strong gut feeling that you've just cracked the nut on this enchantment.You have accrued enough XP for one Attribute Point and one Skill Point.The cost of raising an Attribute or Skill is a number of points equal to its current rating, except for raising to the 5th, which always costs 5 points. That is, to raise an Attribute of 1 to 2 requires 1 point, from 2 to 3 requires 2, from 3 to 4 is 3, and from 4 to 5 is 5. You can bank points for as long as desired. >Cont'd
You feel a real sense of pride for a moment, but this is punctuated by a fearful question in your mind... What does it mean about the room below that the ancient Sheikah would guard it with such a confounding mechanism? You aren't sure you want to find out. Using the torch to get to the bottom also means giving yourself away to the ninjas above. But at least by forging ahead, there's a chance of finding some way out of this... You decide to take the plunge. SKRR-FWUSH The tip of your torch ignites readily against the wall of the tunnel, and you waste no time holding the light out ahead of you and moving down to test your theory out... You take a very big step, trying your best to balance yourself as you attempt to cross the mystical barrier that has waylaid you until now... It works! You tip over a bit and are adjusted immediately, now ascending a flight of stairs instead of descending. It's so absurd it almost makes you laugh through your smile. "AIYOH!" Tetsugo can't contain his shock at your sudden appearance in the dark hallway. "Oh crackers, that's him! He's makin' a break for it!" He exclaims. He doesn't pursue you though. Neither does Jotaro. In fact, the larger ninja just laughs that annoying laugh of his. "HOHAH-HOHAH-HOHAH-HOHAH" You pay them no mind, and simply rush ahead and hurl yourself at the door. >Cont'd
The room that you've entered is another octagon, this one elongated in shape. The wall you've emerged from is fifteen yards wide, as are the two directly adjacent. The rightmost and leftmost parallel walls are forty yards in length, and the three farthest walls are, again, fifteen yards wide each. There are six, pale blue paper lanterns here, with red Eye of Sheikah symbols painted on each of their eight sides, but they don't dangle from chains or sit recessed on alcoves - they float lazily through the air. Sweeping over them with your Lens, you see they are all held by invisible, severed hands, with ropes tied around their mangled wrists and a metal ring at the top of each lantern, which the gnarled, clammy fingers also hold. The long middle walls on the left and right are both lined with three doors each, evenly separated, and the doors seem clearly those for holding cells, all of them being a lattice of old, pitted iron bars. Near the edges of the room, both to the left and right, you also notice various torture devices: Chairs studded all over with thin, sharp nails, a metal sarcophagus filled with the same, and a couple of piles of dented, rusty metal cages with masks on the front, which you imagine were once worn by the poor unfortunates imprisoned here. On the very far end of the room in the middle is a statue of a masked Sheikah warrior in a meditative, seated position, atop a stone sculpture of a pyramid of skulls, with a wooden chest just in front on the ground. It's left and right hands, set atop the knees, seem open enough to have once held two objects, but they seem to be gone. To the right of this is a table with a number of wicked, though terribly rusted or broken, implements for inflicting pain. To the left is an upright table with rope loops at the top and bottom, with wooden gears and wheels - some kind of cruel device meant to stretch out and break the bodies of those placed upon it. In the very middle of the floor, in the middle of the room, two ancient, tarnished Sheikah katana lay crossed in an X. One is broken nearly in half, making it almost appear to be a large wakizashi at a glance. The other is particularly long, and you determine that it is an odachi sword, typically swung with two hands. While the naked eye cannot perceive it, your Lens reveals red blood stains on some of the walls, and all of the torture machines, around the entrances to the cells, and in a few places on the floor. The sight of all this horror causes you to break into a cold sweat. It's one thing to read about the sins of your forebears... It is another to be confronted by it so viscerally... You douse your torch and tuck it away, not needing it to see with both your Lens in hand and the light of the haunted lanterns. There is a silence in here, and a coldness, which nearly reduces you to shaking. But, you know that you must be brave, and so take another step into the forgotten prison... >Cont'd
>Cont'd THU-THUM You hear a heartbeat. You hear a heartbeat in both of your ears, as if each lay against someone's chest. THU-THUM It's slow. Deliberate. But it's strong. THU-THUM SKRRRRRSHING The two swords in the middle of the room scrape and clatter across the tiles, moving of their own volition to float in the air, separating, then arcing opposite outwards, they reorient to both turn down at an angle...THU-SHNK The ghostly heartbeat is silenced suddenly as both swords plunge down together, crossing each other to form an X facing you, which floats in the air. Looking through your Lens, you see that they have sheathed themselves in a figure only visible by its magic - a figure that terrifies you with its misshapen features and ghostly visage... The apparition is fully invisible but for the swords lodged in its body crossways, without the use of your Lens. It's humanoid, with boney legs and arms, and with a torso that is double its natural length, causing a crooked, bent forward posture that makes it appear all the more imposing. It's wearing black bamboo Sheikah samurai armor befitting a warrior of much esteem, with a red Eye of Sheikah on the breastplate and two on the visor that covers its eyes. Below them you see a skeletal jaw clamped onto a large, metal smoking pipe, a kenka kiseru. Embers glow in the pipe and smoke swirls out through its ribcage behind the armor. The swords have been slid between the plates of armor and cross where the heart ought to be, and you see a red glow emanating from under its breastplate, above its pale, exposed belly. You notice that it's wrists and ankles are adorned with rope loops, like nooses, cut and frayed at just a few inches. You suspect this poor creature suffered on the rack behind it before meeting its end. "SHREEEEEEEEYAHH" The specter shrieks in an unnatural, piercing tone that seems to rattle the entire chamber. And it takes the pipe from its mouth with one hand, soaring twenty yards in a rush right towards you, putting it a mere six yards apart from where you stand.RESTLESS RONIN WRAITH <><><>DEAD HEART<><><>Choose one of the following: >Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Flee through the door behind you >Write-in (If applicable)
If a decision spend your skill points can achieve three votes, or if a decision to bank them for now can do so, I will apply the change (or not) before you take your combat action (or non-combat action)
>>6338349Also.... Thank you for saying this, anon. Another leftover from a long ago game that's been fun to finally crack open, though I have improvised on a couple of the puzzles a touch.
>>6338558Tough call, I'm tempted to ninja smoke and go for another door to see if we could snack and recover a heart. Or maybe since we see its weakspot with the lens we can thug it out.
>>6338571You would need 6 successes to reach the nearest cell door, as you're still just a yard from the one you entered by, if you want to go that route. You would need 2 successes to get behind Dead Heart, but that would have you directly adjacent.
>>6338558Stun it with a deku nut and remove the smaller sword. Do the swords need to be returned to the hands of the statue?
Made two slight adjustments to the stats (Speech is now Music, as we settled on a thematically terse protagonist, and I added Wits so Wisdom doesn't become overly relied upon), as I am still paring things down to work with the /qst/ format, reposting it all here for reference, if any anons do want to spend Points, or for help deciding what to do. Hearts: 1 3/4 of 3Mana: 2 of 6 Your Attributes are as follows Wisdom: 2Wits: 1Resolve: 1Charm: 1Strength: 2Stamina: 1Dexterity: 2Your Skills are as follows Melee combat: 2Ranged combat: 1Magic: 3Athletics: 1Crafting: 1History & Lore: 2 Stealth: 3Animal riding: 1Music: 1 You know the following Techniques Ninja Smoke - One of the secrets of the Sheikah. You can throw a Deku Nut at your feet, creating a puff of grey smoke and a flash, which you use as cover to disappear. Roll Wisdom+Stealth, you are able to instantly move three yards, plus an additional two yards for each success after the first if there are any. This ability does not allow you to move through walls or across distances you could not travel by foot or climbing, it is a trick and not proper teleportation. Still, it can mean the difference between life and death for a lone ninja. Requires a Deku Nut, on a failure, you are too slow, not only remaining in place but stunning yourself briefly with the blast. Heavy Slash - This sword technique was developed for duels of honor between Sheikah warriors. You take a lunging step and bring the blade down with both hands to overpower the defender. Roll Strength+Melee+1 if the defender is resisting with Dexterity, or +2 if the defender resists with Stamina. You must use Stamina to defend against attacks during that round. You know the following Spells Minor Purify - An ancient spell used by the Sheikah to dispel demon magic, maintain tools, or clean food and water. The target of this spell can be no larger than would fill a common bowl, or held easily in one hand, and must be an inanimate object. Roll Wisdom+Magic, and on a success you remove tarnish or stains from the object, and disease or pollution if it is water or food. If the object is cursed, you must achieve more successes than the Magic level of the one that cursed it, and this may be done with multiple cumulative castings of Minor Purify.You possess the following Items Wooden KatanaTent & BedrollDeku Nut - 3xTorchBasic Grappling HookLens of Truth Bouquet of Golden Spider Lilies Egg and rice bowl You have 145 Rupees
>>6338622>Improve STAMINA>Improve MELEE COMBATIt's what we need right now. Stamina will help us block (I think), Melee Combat might also help us block but will also help us fight if need be.>>6338595Support this plan, though.I can't help but wonder if the katanas would be salvageable... That pipe definitely should be, and if it's cursed we can purify it.
>>6338636As per >>6338553You'll have to wait for another Skill Point before you can raise Melee Combat to 3 Counting this as 1 vote to raise Stamina and a 2nd vote to attack with a Deku Nut using Dexterity+Ranged.
>>6338641Dang, I seem to lose my ability to read on this board. Athletics to 2, then, should help with getting around.
>>6338558Melee Attack>>6338622Increase staminaIncrease athletics
Ok, so 2 votes for a ranged attack, 1 vote for melee 2 votes for an increase to Stamina and Athletics I am gonna wait a little bit to call it on your action, I prefer to have at least three votes behind a move buuuut I'd like to try and put one more update out tonight. I won't spend Skill Points without at least three anons in agreement, however, so if there isn't another anon weighing in there that might get tabled for a spell. Thanks all for playing so far, by the by! This has really moved quick with all the player participation! Zuzo has definitely ended up in a real bind. I'd say that with some good rolls and quick thinking you may end up escaping without getting captured, but it's also very possible that Zuzo may not survive. If we have a GAME OVER would you prefer we honor the dice/decisions and call it a wrap? Or would you be interested in being video-gamey and having us go back a few turns to a 'checkpoint', and try again from there? I have already put a lot of writing/planning in for Zuzo but we're still just at what is sort of the story's outset, so I think that if I tried to re-run this all the way from scratch with a brand new MC, I'd feel burnt out about it and struggle to make progress. What would you prefer if Zuzo perishes? >Let him and the story rest>Go back to the most recent 'checkpoint' and continue from there >Some other creative idea
>>6338723I would honestly advise against outright killing the protagonist. I know it ties in with how the source games work and all, but quests tend to run a little different. I can't speak for every quest with a bad end out there, but if you kill the protagonist then that's it--might as well start a whole new game. If you give us a 'checkpoint' then suddenly there's no consequences.It might be hard when you're trying to emulate the games, but in the event that we do fail or something I'd contemplate how you can punish us without outright ending or resetting the story. Some QMs do this where the protagonist escapes, but is scarred/maimed/messed up (can do this with permanent debuffs to certain checks, ex. losing the use of an arm inhibits certain actions), they can miss out on important events, they can lose access to info or rewards, or maybe someone dear to them suffers for their failure.Again, not going to tell you how to run your quest, but as a fellow QM I thought I'd share what I've seen and experienced. There are a lot of creative ways to implement failure in a quest, but killing the protagonist or resetting from a checkpoint might not be the most optimal. If you need any other advice or ideas I'd recommend asking in the /qtg/. They usually have some solid tips!
>>6338723>>6338727What this anon said. I've only seen once case of killing off the MC in the tutorial done well, and it was Sworn to Valour killing off the first MC because he rolled a critfail on a risky attack and using it as a teaching moment for the players that 'Hey, be careful!' and then moving to another MC.If you have Zuzo die, then fair enough, but I cannot recommend reading StV enough to see how the QM does it. A checkpoint is bad because then there's no stakes, unless you maybe get meta with it (Zuzo, the character, remembers going back in time and may have something to say about doing the exact same thing that just killed him over again), but having us receive a persisting debuff or bad circumstance because of the failure would make most sense for keeping the quest going. For example, if we go down here we get cursed by the spirit and/or captured by the Yiga.
>>6338727>>6338731Mmmm good input! I will say, just walking up the stairs and surrendering would get him captured, so I think that if he chooses to fight the miniboss instead, AND loses, there should probably be an additional hiccup. Working with a health bar system, especially with Zuzo being so low level and still rocking his 3 starter hearts, has death feeling especially present. So with that in mind, I think that (at least until we are suitably deep into the story, and probably thereafter depending on the situation), losing your final Heart should mean that the last hit you received does impart permanent damage/maiming, as well as falling unconscious for a time.
>>6338740Sounds reasonable. The more you gamble, the more you lose.
>>6338740Sounds reasonable to me. Honestly I think that idea will also make this a more compelling/interesting story in the long run. I mean, Majora's Mask began because Skull Kid stole Link's Ocarina and Epona stuff. Would have been a much shorter story if Link beat his ass right there!
>>6338740Works for me
>>6338745You mfers LOVE to gamble too... Though I actually am really charmed by the extraordinary bravery underneath Zuzo's decision to continue to fight through the dungeon despite the rapidly mounting danger. Because he expresses so little verbally, I find myself characterizing his actions more which characterizes him in turn; it's gratifying to see that our hero has so much raw Courage right off the bat.
>>6338749Does... d-does that mean we'll get the Triforce in a bit?
>>6338750>Link's face when he's walking down the road and the triforce peels itself off his hand and goes flying over the horizon to some random shiekah kid
>>6338750>>6338751Somewhere in the world there is a glassy-eyed autistic twink with a big wooden stick, Skills That Kill, a dozen Techniques, and the same 3 starter Hearts as you, redefining reckless jackassery with combinations of dungeon relics that would make a physics textbook conflagrate instantly were you to but vaguely describe it in the presence of one
Rolled 5, 2, 6, 1, 6, 4 = 24 (6d6)Ok with that, I am gonna call the vote for now. Will extend another opportunity to vote on Skills and Attributes soon. Could someone please Roll Dexterity+Ranged Combat for 3d6
Rolled 6, 3, 4 = 13 (3d6)>>6338757Lol we're screwed
>>6338759You're better than screwed! You're COURAGEOUS!!! :D
Rolled 6, 4, 6 = 16 (3d6)>>6338757Perhaps we should have gotten a point of Ranged Attack skill
Rolled 1, 6, 2 = 9 (3d6)>>6338753I wonder; does it count as courage if you're disassociating from reality? Probably, in Link's case.>>6338757
>>6338622Skill choice>Melee combatSince most of the time players will vote for combat and we need to be better at combat than our opponents to not die.Did you already tell us what attributes do? Like is strength better than dexterity for melee?>>6338723>Some other creative ideaKind of like the StV, we could continue the same story line you have planned, but as a new character (my preference would be for one that has recently passed the trial but not gone off to war yet. Then you can explore the fallout from Zuzo never returning from the island trial, which might prompt an investigation and discovering that evil doers have been defiling the temple etc)That way we don't have to do the tutorial again, and you can continue on the plot. This is probably a reason to introduce more side characters, so we can switch POV to another 'backup' character who might want to avenge the original MC.Also falling unconscious and getting imprisoned/mutilated (for permanent stat loss) is an option.>>6338595also this is a good idea. There is a trope about a warrior with a lot of swords in them and you defeat them by removing the swords. picrel
>>6338773I'm dumb. Attributes are listed with choices.Skill choice:>Strength(used for melee attack, heavy slash, total block, grappling hook/climbing, and rowing our boat)
>>6338723I'll +1 increasing Stamina and Athletics>>6338558>>6338595 +1 to this strat, too>>6338727>>6338731I think maiming works... Or a checkpoint-plus-memory thing a la Re:Zero where we suffer a permanent (or at least long-lasting) debuff/malus and cannot proceed down the same route could be a clever "gamey" approach? i think that's what m8kWoE8e was maybe suggesting?>>6338751Kek.
>>6338622+1 for Stamina and Athletics>>6338723Outright death would sting pretty hard even this early. Injuries/Curses/Maiming/Cirppling would probably work best, and could maybe fit with a sort of checkpoint system with incurring phantom injuries that compound until we're left with a ghost unable to meaningfully interact with the physical world.
Still wanna get an update out but I got sooo distracted,,,, >>6338773I actually haven't really explained how Attributes function in relation to Skills or sometimes against them, and your question about Strength vs Dexterity is a good one. The short answer is that the majority of enemies and NPC's in this world are pretty fragile compared to actual warriors with skill, right? So Techniques allow for specializing and overcoming the default mechanics for combat (and some other actions). For example, without knowing how to Ambush, surprising an enemy grants an advantage, but not much of one against a skilled opponent. Learning the Technique called Fighting Finesse that allows one to use Dexterity instead of Strength for Melee attacks. There are also certain weapons and tools that have Attribute or Skill requirements. The Lens of Truth actually wouldn't have worked for you if your Magic skill were below 3, and if you acquired something like the Megaton Hammer you would need at least 3 in Strength. >>6338810>>6338823Counting these too so I will squeeze in a stat increase!
Rolled 5, 3, 1, 3, 3, 5, 2, 2 = 24 (8d6)This is unequivocally the most terrifying moment of your entire life. You've never seen anything like Dead Heart. You'd rather it had stayed that way. You are afraid. But more than that, you are brave. You are steadfast, you are strong, and you have the Courage to face this challenge despite the abject horror, despite the seemingly insurmountable odds of a teenager with a wooden sword contending against a violent undead spirit.Your Stamina Attribute is permanently raised to 2Your Athletics Skill is permanently raised to 2You plant your feet, even as the wraith glides at you through the stagnant dungeon air. You keep the Lens trained on Dead Heart with your left hand, and your right darts for one of your remaining Deku Nuts, withdrawing it from your pouch and casting it sidelong towards the monster with all your might. KACHONGDead Heart retaliates with a rapid rightwards twist, all the way around into a backhanded smash that bats the projectile out of the air and off to the wall on your left, where it detonates on impact. CR-BANG "SHHHHHHSSSHEEEYAAAAAAUGH!" It continues barreling right for you, and raises the kiseru overhead in one large, skeletal hand; just the bowl of the pipe is large enough to cave in half of your skull. Roll Stamina+Melee for 4d6
Rolled 6, 3, 4, 1 = 14 (4d6)>>6338972
Rolled 2, 4, 5, 5 = 16 (4d6)>>6338972
Rolled 5, 4, 6, 6 = 21 (4d6)>>6338972
You're extremely quick on the draw with your katana, surprising even yourself. Is it adrenaline? Instinct? THONK-KRRK You manage to put your sword between you and the strike, and block it, but your knees half-buckle under the weight of the powerful blow, and you widen your stance to push up and get the pipe away. Just a bit of splintering and strain on the wood. "SHREEEYUUUAAAAHHH-HAAGHH" Rebuffed, Dead Heart grasps the kiseru with both hands now, bringing it down again, harder. THONK-KRRRRKK More weight, more pressure bearing down as you. You spread your hands on the katana to either side of where the pipe has impacted it, holding it up like a staff instead of a sword to better fend off the creature's unbearable strength. But then it arches it's deformed, extended torso backwards just enough to let up, while you are using all your power to hold firm - the sudden shift catches you off guard, and the ghost punishes your opening by letting go of the pipe with its left hand and arcing it around and under your block to strike your undefended midsection. You stagger back a couple of steps, winded by the thrust into your sternum. You suffer three quarters of a Heart of damage from the strike, leaving one Heart remaining. Choose one of the following: >Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity] >Flee through the door behind you >Write-in
>>6338998>Technique: Ninja Smoke [Wisdom+Stealth]Stealth, then sneak attack!
>>6338998Question; what does Total Block/Dodge do? Is that just an option for stalling, or do we get a benefit later on for it (IE, you mentioned a parry skill, and we do more damage on a counter attack after a dodge)?Also, how many Deku Nuts do we have? I have an idea. You see, if we ninja smoke and then dodge behind him for a sneak attack he'll totally see it coming because he, himself, is a shiekah, but if we ninja smoke and then come at him head on (with Heavy Slash if possible, regular melee if not) then he'll not be prepared for it; hopefully he'll have even turned around to try and block our supposed sneak attack.
>>6339008Put that as my vote, BTW if it's possible. Otherwise put it down for stunning him again.
>>6339008For just about every combat scenario so far I have given the initiative to Zuzo due to stat superiority or circumstance from movement actions or the way an enemy has chosen to approach. When you are attacked, normally you are rolling just one attribute, Stamina or Dexterity, to attempt to defend. The fight with the Stalfos is instructive here, because when you made an attack, it resisted with its Stamina taking a -1 penalty because of the surprise. But, you failed your attack, it succeeded in its defense, and it knows the Parry Technique, which means you automatically take a hit in that situation. Committing to a Total Block or Dodge allows you to forego your attack, and get extra dice to defend on the opponent's turn. There is a Technique called Martial Defense that allows you to passively add your Melee Combat Skill to resist incoming attacks, and I actually am just giving Zuzo the benefit of this technique for the moment to reward his Courage. Even though I don't think he can take win this fight. The intent of this system is to highlight the disparity between a trained warrior and a garden variety enemy like a Bokoblin or Stalfos - if they were matching or even outclassing your die pools to hit them every round, things would grind to a real halt as soon as you end up having to fight more than three of them. A way of looking at it is that Zuzo, like most basic enemies and NPC's, isn't very good at fighting at all, yet. Improving Skills and Attributes will obviously help, but Techniques are how you specialize as the game progresses, and alter or circumvent mechanics to get a heroic edge.
>>6339008Also, you have 2 Deku Nuts remaining. You would get the same benefits from using Ninja Smoke to attack him in front or behind, which is a -1 penalty to his defense and having to make a Stamina based defense instead of Dexterity, which he used last time. Though, being a miniboss, Dead Hand still has a decent base there, even if his Dexterity score is solidly better.
>>6339023I meant to say Dead HEART [OC DONUT STEAL]
>>6338998>Technique: Ninja Smoke [Wisdom+Stealth]Bro why is this encounter here lol this is nuts
>>6338998>Technique: Ninja Smoke [Wisdom+Stealth]
Roll Wisdom+Stealth for 5d6 And choose on of the following >Move behind Dead Heart and attack (1 success needed)>Move to the other side of the door you entered from, back into the staircase (1 success needed)>Move behind one of the doors to the prison cells (5 successes needed, but even just a couple will get you closer, and make it easier to try again - though that would also be your last Deku Nut)
>>6339079Ever play Windwaker or Four Swords? Or play BoTW/ToTK and explore too hard before getting certain gear? The idea of Verak waking up the dungeon's enemies while you're on an in-and-out fetch quest with your starting gear comes from the feeling of Helmaroc King dropping me in the ocean as a kid, or Vaati showing up first thing to push your shit in, etc. I really thought you guys would bail after the second or third indication things were getting out of hand, but I think my LOZ autism is getting in the way of my GM understanding that, if a player is having fun crawling through a dungeon, they will probably continue to try and do so if given the opportunity, despite the risks.
>>6339116>Move behind Dead Heart and attack (1 success needed)I'm convinced >>6338595 is right, we should try to pull the swords out
Rolled 3, 4, 4, 3, 1 = 15 (5d6)>>6339116>Move behind Dead Heart and attack (1 success needed)>>6339120I'm more motivated by wanting to stop or at least learn more about the bad guys
>>6339128Damn. Is this a bo3 roll or no
Rolled 16 (1d100)>>6339127Shit forgot my roll
>>6339129Oh ouch, no it's not. Zuzo is stunned for the next round..
>do something your supposedly very good at>fail miserably every single time>die in the first dungeonThat's how it is on this bitch of a world.
>>6339133To be fair to Zuzo, since skills and attributes max at 5, it'd be accurate to say that he's a novice at most things and kind of mids in a few areas of specialty. Even still, not getting a single 5 or 6 on a pool of five dice is pretty awful luck...
You take a deep breath, and withdraw another Deku Nut from your pouch, leaving you with only one remaining. This is nothing like the relatively weak Stalfos or Stalhound earlier. The dark magic has roused something here that is extremely deadly, and you're coming to understand how Jotaro might have failed to contend with it. But you feel sure that if you could just get the drop on it, you may win out. Seeing the glow under its breastplate through the Lens, remembering the sound of its heartbeat, and noticing that the swords impaling it are the only part of the creature that isn't ephemeral, you feel sure that the creature's weakness involves the blades, or at least lies at its core... You cast the Deku Nut at your feet with what strength remains in you, springing to yo- CR-BANG You flinch. Pain in your ribs as you exhale on the throw. Fear of the phantom attempting to kill you. You aren't fast enough on your feet to initiate the technique. Smoke and sparks from the Deku Nut fill your eyes, and the detonation makes your ears ring. You double over, dizzy, unaware of your surroundings for a few moments... >Cont'd
Rolled 1, 3, 1, 5, 5, 2, 1, 3 = 21 (8d6)>Cont'd
"SHRRAAGHH-SHEEEEEEYYYARRRGH!" Seeing your moment of weakness, the cruel ghost seizes upon it to strike you again. Dead Heart twirls the kiseru in it's right hand and brings it down diagonally on your right shoulder. THWACK-CRNCH The pain is terrible, rattling your entire body and causing you to stumble sideways a few yards, but it at least knocks you, forcefully, out of your self-induced daze. You suffer three quarters of a Heart from the harrowing blow, leaving you with one quarter of a Heart remaining... You hear your own heartbeat now. THU-THUM It punctuates the tinny ringing in your ears. THU-THUM Choose one of the following:>Melee attack (katana) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (katana) [Strength+Melee]>Technique: Ninja Smoke [Wisdom+Stealth]>Flee through the door behind you>Write-inDw about Total Block/Dodge, I will let Zuzo keep adding his Melee to resist until he conks out as a treat for him having giant stainless steel nads.
>>6339142Meant to say a few feet, not yards, but that measurement is just drilled all the way into my head from map autism
>>6339142>Technique: Heavy Slash (katana) [Strength+Melee]
>>6339145I think it's fair to say we've approached this quest the wrong way in this dungeon but at this point we might as well follow through
Rolled 1 (1d2)>>6339142I'm gonna roll a d2. On a 1 put me down for Heavy Slash, on a 2 put me down for running.
>>6339146>>6339148Well, I think you guys were doing quite well despite the risks up until that last run-in at the great hall; but I am feeling a touch guilty that I didn't broadcast the danger better, and maybe the trope of getting your shit rocked by a high level bad guy off the bat is just better in a video game/cutscenes, and kinda ass in this kind of RPG..........As a final, optional out, I'd make my own suggestion for a write-in: palm the last Deku Nut, pretend to surrender to the ninjas, use Ninja Smoke right next to them to create some distance while stunning them, and sprint for home. You'll still have to make the normal roll, but it's probably your last best shot at getting out of dodge. If you stay the course and get smashed though (or caught), it won't be the end of things, I may give you a tiny treat for being a badass to the end.
>>6339142>Flee through the door behind youTo then>palm the last Deku Nut, pretend to surrender to the ninjas, use Ninja Smoke right next to them to create some distance while stunning them, and sprint for home.Hate to bitch out, but we REALLY should've known when to fold 'em
>>6339169My pride as a quest player will not allow me to take your out
>>6339169Honestly this could just be used as essentially a scripted loss that progresses the plot in an interesting way
>>6339169THE DIE HAS CAST ITS VERDICT. WE SHALL HAVE VICTORY OR (hopefully not) DEATH!
>>6339178It will if it goes that way, I think, but I confess I'm thinking about Kyokimi waiting under the tea tree...
>>6337268I'm this anon, for reference>>6339169Tbh you did broadcast the danger really well, it's moreso that other anons were dead-set on exploring further even though we probably should have bailed a while ago. The Shadow Temple is definitely not an early location, and the Yiga haven't made it any easier.I do feel like you also don't want to have our guy get BTFO because he kept fighting for no good reason, so I'll take your out as well - it also aligns with what I've been wanting, so it's win-win.A little railroading never hurt anyone after all, and if it's your first quest, I definitely don't want you to get unmotivated.>>6339142>Flee through the door behind youTo then>palm the last Deku Nut, pretend to surrender to the ninjas, use Ninja Smoke right next to them to create some distance while stunning them, and sprint for home.
>>6339172>>6339145>>6339179>>6339205I just need one more vote to break this tie...
>>6339169Fuck it, stand our ground. The Triforce and the Goddesses favor the bold!>STAND OUR GROUND AND FIGHT! DIN! NAYRU! FARORE! CHECK THIS SHIT OUT
Rolled 2, 1, 4, 6, 5, 3, 5 = 26 (7d6)Roll Strength+Melee Combat+1 for 5d6 Oh anons...
Rolled 4, 4, 1, 1, 4 = 14 (5d6)>>6339286
Rolled 6, 3, 3, 2, 6 = 20 (5d6)>>6339286
>>6339285...Shit, we shoulda bottled a fairy, boys
Rolled 4, 1, 5, 1, 5 = 16 (5d6)>>6339286It's so fucking over Zuzobros...
Rolled 3, 5, 5, 2, 2 = 17 (5d6)>>6339286AAAAAAAAAIn all seriousness I feel like this goes well with how we're still young and, like... not a seasoned warrior or whatever yet
Rolled 4, 1, 3, 6, 5 = 19 (5d6)>>6339286
>>6339290Ties go to the aggressor right?
Rolled 3, 1, 1, 6, 3, 3, 6, 4 = 27 (8d6)THU-THUM You're so... Dizzy. THU-THUM You're so exhausted... Deep in your bones, you're so tired. THU-THUM But so long as your heart is beating, you will fight. Tears well up in your eyes. You think of your mother. You think of Kyokimi waiting for you under the Tea Tree. You think of your Trial, and how you might have completed it with the most legendary Artifact of a generation... But you think also of the Evil that has been ushered into this sacred place. Armed only with a wooden sword, panting, woozy, close to death... You decide to stand your ground and fight. THU-THUM Taking the sword firmly in both hands, you step forward to perform a Heavy Slash... But you're too disoriented, and too weak. Your foot placement is all wrong, and you stumble. Dead Heart gracefully avoids the underpowered swing with a backwards step and a repulsive contortion of its too-long torso. "SHEHEH-HEH-HEH-HAH!" It's wailing approximates a laugh, knowing that it's triumph is at hand. Roll Stamina+Melee for 4d6
Rolled 2, 1, 2, 4 = 9 (4d6)>>6339300
>>6339299Yes, and this was not a BO3, you guys unfortunately rolled 0 successes )^:
>>6339302Ah I thought the +1 was to each individual roll, not an additional roll.
>>6339184>perspective switch to our not-girlfriend having to rescue usCould be kino.>>6339301Woof, we'll need an out if this quest isn't going to die here, too.
>>6339301>Anons vote to persist in a doomed battle>Immediately die horriblyMany such cases
You recover your stance, and attempt to hold your sword out between you and the ghost while keeping a hand on the Lens, having to shift a foot as you are near collapsing beneath your own weight. The tears are streaming down your cheeks now, but your features are set firmly as stone, a dark intensity rooted in you as you face down this monster. "SHREEEEEEEEYYYYYAAAAAHHK-HAAGH! It twirls the kiseru between its thin wicked fingers as before, and twists backwards around in a manner that reminds you of a salamander or snake with the length of its body proportionate to its limbs. When Dead Heart arcs around, it is swinging the pipe hard right for you, around the outside of the feeble defense put up by your sword. The blow connects with the left side of your face, and you feel the bone splinter for a fraction of a second before dark nothing envelopes you completely... You have no remaining Hearts <><><><><><><><><><><><><><><><><><><><><><>
Ok guys, I will start working on an update, I am not going to end the quest here. May have it out later tonight or some time tomorrow - I already know what I'm gonna do, but ironing out details. also I am gonna probably railroad you a bit more occasionally...
>>6339314all good, we can fail forward. we knew we were over our heads going in there, you warned us well enough with the dialogue from the baddies on the stairs warning us. I've seen a tendency in quests to have a gambling addict mentality that we just need one lucky throw to make everything go out way. I think we should have fled once we realised the dice weren't going our way (sorry I was too late to tie break), but like true addicts we kept rolling to save ourselves, all while digging ourselves further into trouble.If you're continuing on with Zuzo rather than some other POV then the "railroading" could be framed as the over-abundance of caution based on this experience.
Anons truly are retarde-foolish, I mean. Good luck QM...
>>6339318I think we were screwed no matter what happened, it was either keep fighting the ghost or run back to the entrance to two goons and maybe eight redeads
>>6339314I don't think it's foolish to explore options, even if they are out of our depth. Failure was bound to come up in this quest eventually and like I said above I think it's important to hash the consequences out early on so we know what's at stake.I don't regret fighting it out. I stand by that failures can make for much better stories rather than constant successes, and in this case I think even if the odds were against us it's not exactly unheard of for the protagonist to try and stand their ground, especially with a piece of crap like Verak skulking around.That said, I'm fine with whatever consequences OP cooks up. I just hope it makes for a better story in the long run. It's a completely different game, of course, but I'm reminded of Red Dead Redemption where John gets his shit wrecked almost immediately after going after Bill Williamson and ends up meeting a bunch of people and doing a lot of growing before working his way back up to him again.I'm rambling, but yea. Lots of opportunities in failure, and now that we're about to see what happens we can plan more accordingly in the future.
>>6339318I think that I was working under an assumption that absolute no-win scenarios are rare in most quests. Now we know this isn't that kind of quest. We would've needed clutch rolls to succeed and we got extremely bad rolls too.
Hey maybe this insane samurai ghost likes our moxie and bestows upon us a boon(curse)
You feel a warm ocean breeze caressing your face, winding through your loose, greasy hair. The sky above you is painted in blanket-soft pastels by the setting sun on the horizon, over a sea dyed a rich crystal violet. The waves are gentle on the shore, and a few gulls cackle overhead in the twilight... You're on the roof of your home. You're ten years old again, and you've climbed up here because it's your second birthday since your father disappeared while on an expedition into some ruins along the edge of the Gerudo Crater. You are soothed by the beauty of the sea, but the tears still flow, dripping down your chin. You wish so, so badly he were here. You wish he were here so badly you could cry a second ocean with your tears. You think of the times he and you would sit here together, and he would show you the constellations, and tell you the great myths and histories of Hyrule until you fell asleep in his arms. "Zuzo?" You recognize her voice, and glance behind to see that your mother, Impa, is standing just a few feet away. She is capable of such disciplined silence that you can't be sure how long it's been since she joined you up here. When you meet her gaze, she approaches, and sits down next to you. Her features are sharp, and her complexion is a little darker than yours, but you have her keen eyes, and angular jaw. She is also muscular, with a strong frame and an imposing stature of six feet. But here, now, with you... She is soft as the sky, gentle... Quiet, rather than silent. "I was wondering where you'd gone, sweet boy... Do you want to be left alone, or can I sit with you here for a time?" She asks. You heave a sigh, refocusing your gaze on the horizon. But you follow with a short little nod. She leans on you, and wraps a firm arm around your tiny shoulders, drawing you in close. The two of you sit there in the warm wind, and eventually she strokes the side of your head, teasing your hair with her fingers. >Cont'd
"Zuzo... Have I ever told you the story of how your father and I fell in love?" She eventually asks in a hushed tone, as if not wanting to speak over the sound of the waves lapping at the sand below. You shake your head, turning slightly to regard her as she speaks, noticing a small smile on her face as she continues to look out at the ocean, playing with loose curls of your hair. It's her turn to sigh, but this is one of contentedness, rather than resignation. Impa gives you a little squeeze. "Well, it was a few months after my Trial of Illumination, and just a day after your father's. We hadn't spoken very much before that. We'd taken some classes together, we were close in age and so knew each other from certain social events, but he'd never caught my attention. Back then I thought so little of boys. I'd convinced myself I would give my whole life for the kingdom, you see. I felt it was what I needed to do, and I was taking my studies so seriously, Zuzo. I was a scrawny little thing back then, like you. But not as scrawny as him." She grins when she recalls this, as if completely charmed all over again. "Well, the Artifact I had recovered was a spoon. A little spoon carved from bone. We still have it, it's in a box near the kitchen. I found it in the catacombs... I didn't tell anyone, but I'd been frightened terribly by a half dozen hungry Keese that I had disturbed... I swatted a couple with my torch, but I was so rattled I couldn't bear to stay there a second longer. I had to grab the first thing I tripped over as I was running out. It was that spoon. I felt so ashamed that it was just the most convenient thing, you know, and so mundane. I yearned to be like one of the heroes that returned with a great treasure, something used to serve the realm and being honor to our people..." She trails off. You allow the silence to persist for a couple of moments, and look out to sea again. >Cont'd
She strokes your hair slowly, and continues. "Well, I couldn't let anyone know my shame, I was afraid of what they might think of me, what they might say. So I projected a lot of confidence. I wore the spoon on a necklace all the time, said nothing of being scared off by little animals before ever entering the Shadow Temple. I was in the village square, on my way to the Dojo and overheard some gossip about your father, someone rarely spoken of before. He had recovered the Sheikah Mask once worn by Elder Shikashi himself. It had a map on the inside, etched with a cipher. He thought if he could crack it, the map would lead him to one of the great Moonshadow Relics, the village was quite abuzz with it... I have to admit, I was jealous. I could not believe that a bookish, mild little fellow like him was able to explore the Shadow Temple, when I couldn't. That he would return with something so significant! I went looking for him immediately. I was going to confront him, probably contrive a reason to hit him. Or at least make him feel small... That was my shame, and my fear, it made me want to reduce him to make myself feel larger, less afraid, less embarrassed." She goes on, and her demeanor becomes more tense as she recounts this lapse in poise. Another pause emerges and hangs in the air between you for a couple of moments. But, eventually she continues. "When I found him, I marched right up to him, ready to give him the worst of me... And he only met my gaze for a moment before his eyes shot to the stupid spoon on my neck. Zuzo, I have scarcely ever been so surprised in my life as that moment..." You glance to see that as a smile breaks on her face once more, tears are starting to well in her eyes. "He was immediately fascinated, and before I could even introduce myself he was asking to hold the spoon, and then telling me everything about it, things that not even the Elders knew. He could discern so much from the tiniest cracks or markings. He made me feel... He made me feel special, and his enthusiasm was infectious, he made it seem as though I had discovered the most legendary spoon in all the world! All of my shame, and all of my anger melted away like sugar in the sea. That was his way, so readily able to observe the beauty in the mundane, so full of wonder." >Cont'd
Impa let's out another another dreamy sigh. "Well, that was all very charming of course, but I'm not quite that easy. It was what happened next that captured my heart... He had made the conversation so easy, we moved to the topic of his mask, and he showed it to me. He was so humble, talking about it just as he had spoken about the spoon. I asked him how he was able to explore the Temple at such length, wasn't he afraid, you know? Do you know what he said to me?" She finally asks. You shake your head. You've never heard this story before, which she of course knows. "Light does not destroy the darkness; it embraces it." She heaves another dreamy sigh when she recites this line. "It was a quote from Elder Shikashi, and it took me some time to understand what it meant... That we have to accept our fears, our worries... The ugly parts of ourselves and the ugly parts of the world. To him, it meant understanding those things as well, truly acknowledging them and being true to ourselves anyways. He said that it gave him Courage to remember that quote, and so even when he was frightened, he embraced the darkness, both outside and within him." She leans into you, putting her cheek on the top of your head, then, and you can feel the deep breaths she is taking in her chest. "I didn't stand a chance after that... This meek little bookworm had me wrapped around his finger from that moment on, I felt so outmatched in ways I had never known. Throughout my training, and ever since, I always remembered what he said that day... I remember it now, and I want you too as well, Zuzo. I am so proud of who you are becoming, and I want you to grow to be as brave as he was... He gave that Courage to me, and I want to share it with you now..." As she speaks, the sky is darkening into a rich navy, punctuated with countless twinkling stars overhead. Your gaze sweeps across the firmament as if you might find some sign of him there... And you eventually see one star begin to shine more brightly, expanding outwards into the form of a triangle, beaming intensely with a golden hue. The rays of gold light wash over you, brighter and brighter still, until the light is blinding warmth that embraces everything in sight... A golden void of pure, glittering light... <><><><><><><><><><><><><><><><><><><><><> >Cont'd
<><><><><><><><><><><><><><><><><><><><>Your sight comes to you in blurry flutters as you awaken from your vision... Memory? Dream? You do remember that night with your mother eight years ago... But not the light... Not the warmth... You regain your consciousness, and have one Heart remaining You stir, feeling out your limbs, which all seem to still be attached... You're on a wooden floor, and can feel a rocking sensation. You're on a ship...You sit up abruptly, looking around to get your bearings. But before you can even do so, you register something is wrong. Reaching up with your hands to feel your face, you realize that there are bandages around your head, completely covering your left eye. You can't find a mirror anywhere around you, and your head hurts, especially around the eye socket - you decide not to touch the bandages. You're in a small, bare wooden cell, with a door of iron bars that even your small frame couldn't slip through. It's locked, and rattles only slightly when you push against it. Across from it is another cell door, and you see straw on the floor of that chamber, but don't notice anyone in there. There is a window, just high enough for you to reach with your fingers, also blocked with iron bars. You see the moon high in the sky... How long were you out? You notice that your pack is gone, your wallet, your sword... All of your possessions, including the Lens of Truth. Unless you are able to recover it and return to your village, you will have failed your Trial of Illumination, and will not be permitted to attempt it once more until your next birthday, a year from now. Until then, you will still be regarded as a child, and be barred from many aspects of village life... To your mind, this is unacceptable, even under the highly unusual circumstances - you've never heard of another Trial where the initiate had to contend with actual monsters, let alone agents of the Demon Warlord himself... Even still, you will not allow your family to be dishonored by your defeat in this rite of passage. You will escape this cell. You will reclaim the Lens. You just aren't sure how, yet. >Cont'd
"Oi-yoh? Ah-haha!" You recognize the confused expression, and unfortunately the voice that makes the excited laugh as well, and turn to face your cell door again. A familiar ninja in red is standing there, still wearing his mask: Tetsugo. "Glad you're awake, kid! Was worried you weren't gonna last the night, you sure did take a clobberin' from that Ghost!" He says, leaning up against the bars of the cage with one arm, and placing his other hand on his hip. "Real sorry about your eye, too... Would you, uh, mind terribly telling your mom that one was on you? We didn't hurt you one bit, in fact, Jotaro and yours truly managed to pull you out of there just in time, and patched up your head pretty good... But your left eye was too trashed to salvage. Half your head was caved in! So nasty... Sorry, uh, you know what I mean... Anyways, you just sit tight! We're on our way to hand you off to Admiral Onox at the Naval Blockade! Should be there in no time, now. Here." The ninja pulls out a cloth pouch tied with a pair of metal chopsticks, and tosses it between the bars of the door, onto the floor just next to you. "Some sticky rice from the galley with half a banana I grabbed from the island. You need to eat, gonna be a long trip. See ya later, tough guy!" With that, he strolls off, and you hear a door open and close. Zuzo has lost his left eye. In the short term, he will suffer a -3 on all Ranged Combat attacks, though as he acclimates, this will reduce to -2, and later may even reduce to -1 if he undergoes training to compensate for his damaged depth perception. But he will always suffer at least a -1 to Ranged attacks, as well as a -1 to certain Perception checks due to his limited peripheral vision. You take some much needed deep breaths, and use the chopsticks to eat small clumps of rice and slices of banana. As you do so, you continue to look all over the cell for anything at all that may help you to escape. Eventually, you notice an exposed nail on a board in one corner of the room, it juts up just a bit and is bent. You stare at it with your one eye as you finish the last of your meal, and glance between it and the chopsticks in your hand... Then to the door to your cell... >Cont'd
Just as you are piecing together the beginnings of a scheme, you hear that door open again, and brace yourself. But it isn't a Yiga Clan ninja that passes by - it's someone in the Sheikah ninja armor of your village, complete with the proper mask, holding a tanto in one hand. As they skulk by, they look into your cell, and meet your singular gaze. They pause, but say nothing, holding a finger up in front of where their mouth is hidden by the mask in an indication for you to remain quiet, and then continue on through the hall, out of sight. What will you do next? >It seems someone has come looking for you, and they're on board the ship, perhaps conducting a rescue. You will wait for them to return. >You could file one of the chopsticks against that nail to make a screwdriver or other tool to attempt to loosen the hinges on your cell door and possibly escape yourself. You shouldn't wait to start making progress, even if one of your captors might see.
>>6339371>>You could file one of the chopsticks against that nail to make a screwdriver or other tool to attempt to loosen the hinges on your cell door and possibly escape yourself. You shouldn't wait to start making progress, even if one of your captors might see.Welp, coulda been worse! And I figure we get started just in case shit hits the fan
>>6339371>You could file one of the chopsticks against that nail to make a screwdriver or other tool to attempt to loosen the hinges on your cell door and possibly escape yourself. You shouldn't wait to start making progress, even if one of your captors might see.
Phew.. Taking a page out of Windwaker's book and throwing you in an escapable cell. Consequences are kind of harsh because, frankly, I feel this was very avoidable, especially at the very end. You do need to figure out how to get the Lens back, if not your other possessions. You have missed your date with Kyokimi. You lost an eye... Though this is a magical world where that can be mitigated down the line. If you fumble the escape, you will end up on a battleship that will be even harder to bust out of, and then used as a random to trap your mother... That would be bad! Thanks to everyone that has made it this far, and for sticking it out as we move forward into the next phase of things (^:
>>6339374Ransom* AnywaysLet's resume!
>>6339369Also whichever anon it was that made the joke about Metal Gear Sheikah... You fuckin' called it LMFAO
>>6339371>>You could file one of the chopsticks against that nail to make a screwdriver or other tool to attempt to loosen the hinges on your cell door and possibly escape yourself. You shouldn't wait to start making progress, even if one of your captors might see.
>>6339372>>6339373>>6339380Roll Dexterity+Crafting for 3d6, BO3
Rolled 1, 4, 3 = 8 (3d6)>>6339381Heh... who needs an extra eye?
Rolled 3, 5, 6 = 14 (3d6)>>6339381Hopefully we can steer Zuzo into being more of a Garett than a Big Boss
Rolled 1, 5, 3 = 9 (3d6)>>6339381we better get a killer eyepatch out of this
Rolled 2, 2, 6 = 10 (3d6)>>6339381>We get a badass eyepatchThis is the best possible outcome, ranged combat is for nerds anyways
>>6339387>>6339388We better go back to the temple later to kick that ronin's ass and loot-er- RECLAIM his pipe. We can't be a badass samurai without a comically long smoking pipe.Also, I can't tell if that Tetsugo is just being indulgent/thankful we're not dead in a manner that would almost certainly send Impa after them with a vengeance, or if he actually respects us throwing hands with a ghost.
>>6339367Btw did we just steal the triforce of courage?
>>6339400I doubt it, but getting a divine thumbs up doesn't seem too unlikely.>>6339371Forgot to mention; I like how you handled it. Good negative, good bad circumstance, good overhanging threat.
As relieved as you are to know you aren't alone, you aren't feeling patient about the situation at all. You crawl over to the nail on the floor, tucking one chopstick into your waistband and taking the other to that exposed nail. You have never been particularly gifted when it comes to making things. Sculpting, weaving, even cooking - all have evaded you. But they say necessity is the mother of invention, and it's very necessary that you get out of this cell. The kind of implement you need isn't complicated, thankfully, and you're feeling especially inspired, so you manage to complete the task in half the time you would have thought, just fifteen minutes or so. One end of the chopstick is flattened into a wedge, while the other your grind in four places to give it grooves for slotting into screws. You waste no time, and start attacking the bottom hinge of your cell door. One screw comes free without too much effort, but the second is giving you some trouble, and you start to scrape some of the wood up to try and wedge it under the plate and loosen things up. "Hoy." You hear a calm, masculine voice from across the aisle, and shift your focus from the hinge to the other cell. You don't know how in the world you didn't see it before, and blink a couple of times to make sure the eye you have left isn't damaged too. The occupant of the other cell is a little furry creature, vulpine in shape but with bright yellow fur, and three tails ending in black tips that remind you of ink brushes. It's perhaps just a yard in height altogether, like a large housecat, with red eyes. There is a collar of silver around its neck, with a chain that goes down to the floor, where it's bolted in. After all you've seen since leaving the village, this ranks among the more unbelievable - the creature you behold is a Keaton, a rare and elusive Fairy Fox. "Hey neighbor... You look like you've got some place to be, huh? Would you mind being a pal and helping me get outta here too?" The little spirit says. He doesn't move his mouth at all, but you hear his voice in your ears as plainly as if it were a person speaking just beside you. "They put this magic collar on me, see? The Quartermaster and the Captain both have keys. Seeing as you're trying to skip out on this loser cruise, I'd consider it a real solid if you'd bring one over and get me outta this thing, I wanna flake too, sooner the better..." He goes on, tilting his head either way to better show the collar. How will you respond? >Ignore the Keaton, they are known to be tricksters and you need to focus on getting out of here >Agree to assist the Keaton, they are known to be very wise and he could help you escape Additionally you make select up to TWO (2) of the following for more information: >Ask about the Quartermaster >Ask about the Captain >Ask about the ship >Ask about Verak>Ask about the Lens of Truth
I would like you to please imagine the Keaton as having the exact voice of famous actor George Clooney
>>6339404>Agree to assist the Keaton, they are known to be very wise and he could help you escape>Ask about the Quartermaster>Ask about the Lens of Truth
>>6339404>>Agree to assist the Keaton, they are known to be very wise and he could help you escapeListen, if a magical fox asks for help, you help>Ask about the Lens of TruthCould be useful if we can find it again while we're in here.>Ask about the QuartermasterThis guy might know where our shit is too
>>6339402Thanks anon!!! While I will admit I was hoping Zuzo would get back with the Lens for his date and some more exposition before really opening things up... the ship you're on DOES provide some really excellent opportunities for moving some different things along, and it was nice to write a little dream sequence.I do kinda wanna make this one other Bad Thing happen while you're on the ship, but I'm not committed... I am gonna feel it out and maybe it will feel right narratively, maybe not.
>>6339407Support
>>6339120It also doesn't help that you stated that even if we left we would get to the elders too late to stop Verak. At that point even though I wanted to run several times before, it felt like we had to try and finish things>>6339404>Agree to assist the Keaton, they are known to be very wise and he could help you escape>Ask about the Lens of Truth>Ask about the ship
"Yeah, yeah, I'm a Keaton, don't just stand there all slack-jawed about it, help a guy out, huh?" He follows up as you regard him in curious silence. Your brow furrows at being called out, but you exhale through your nose and nod decisively. You'll do what you can to help him, and maybe he'll be able to help you back... You suspect you're going to need it. The fox's ears perk up at your gesture, and he seems to smile. "Really? Oh, that's just swell, thanks pal! The name's Oshi, don't wear it out. That Yiga clown called you Zuzo when they tossed you in here, is that right? Great to meet you, pal." He says, clearly quite relieved at you commitment to help. You go back to working on the cell door hinge, wondering about this Quartermaster that Oshi mentioned, you suspect he may be easier to deal with than the Captain... He might even have your Lens of Truth. "Woah woah, THE Lens of Truth? You were packing that kinda heat and these jokers still took you in?" You hear from nowhere, and your eyes widen in surprise. You stop your work again and stare back at your fellow inmate. Oshi tilts his head slightly but doesn't move otherwise. "Oh yeah, sorry, I can read your thoughts. A little, just the top of mind stuff, but I can't deep dive your memory bank or anything, that's part of our little deal. You have my word I'm gonna do right by you, Zuzo, that's a promise." He telepathically clarifies. You sigh and get back to tinkering with your metal chopstick, but he continues. >Cont'd
"Anyways, I can't say I know where it is for sure, but I have two solid guesses. One would be the Captain's cabin, that'd be sternside. The back of the boat, if you aren't ship-savvy. Only run across him once so far, but he seems like a real greedy snot, might wanna keep it for himself, right?" He explains to you tipping his snout down somewhat to better look at you with his eyes. "The other would be the Quartermaster or in his pantry in the bow, the front. His job to keep track of inventory, after all. Could be a sweet little score in there even if the Lens is somewhere else... If you run into him, Quartermaster Honda is apparently a real tough fighter, so use that one eye to watch your back... I've overheard some of the crew talk about how rough he gets when he can't find his Rum; supposedly turns the whole ship upside down and beats the tar out of anyone in his way until he finds it, and tends to drink it on sight. I think it's on his shelf in the mid-ship galley, or supposed to be. Do with that what you will." As you listen to Oshi share what he knows about what's on your mind, you manage to get the second hinge free, and pull the door into your cell, setting yourself free. "Not bad, big guy!" Your new friend congratulates you. Where will you go? >Sneak to the back of the ship, where the Captain's cabin is, and the same direction the Sheikah warrior went >Sneak into the mid-ship where the galley and crew cabins are located >Sneak into the lower decks where the cargo is held >Sneak to the front of the ship, where the pantry is located >Sneak up to the top deck, where you may find a canoe to escape with >Stay in your cell, position the door back so it looks like you are still trapped, and wait for the right moment to use the element of surprise on one of your captors and seize a weapon or other items >Write-in
>>6339423You know what buddy? I think that's a very fair point and a rational way to respond to that information.
>>6339435>Sneak to the front of the ship, where the pantry is locatedsince there might be loot
Hmm. Right, so. I'm thinking we steal the Rum and just... toss it overboard or spill it on the floor? Depends on how big of a container this rum is in, if it's something we could carry easily we could use it as bait. Either way, it's important we get the Quartermaster to take out as many crew members as possible.Problem is the mid-ship likely has the highest amount of enemies in it and all we have are our clothes.>>6339435>Sneak to the front of the ship, where the pantry is locatedFirst things first, FOOD. We only have one heart and very little room for bad dice rolls.
>>6339435>Sneak to the front of the ship, where the pantry is located>>6339437I do get why you mentioned it though, it makes sense that you felt it would be unfair to let us go back thinking that would solve everything perfectly when the timeframe for that had passed
>>6339488I think pantry is a solid vote, but will clarify since it may help - you did just eat some food from Tetsugo, and in fact, having had breakfast, and having stopped twice to have a lunch and afternoon snack, Zuzo's food needs are covered until tomorrow. I am departing from the newer games where food can be eaten instantly and heals damage or gives magic powers - you need to eat food/drink water to keep your strength up, getting a cumulative penalty to all actions if you don't stay nourished. That doesn't mean you shouldn't acquire more food though, or that there aren't healing items on the boat like Red Potions. >>6339491You know I was actually thinking that if anons heard an evil wizard was doing something in the room behind the Big Key while only having a stick and a couple hearts, they would either 1) decide to leave before he finishes and nebulous bad things happen (the dungeon fills up with enemies, in this case) or 2) confront him before he could finish his evil plot (whereupon you'd have been more outmatched than with Dead Heart, but not recognizing you, Verak would've sent Zuzo back to the catacombs with a swarm of Floormasters, making departure easy and suggesting that a rematch would go poorly). Six or seven turns and an hour and a half in-game time later is when Zuzo ended up back in the great hall, too late to stop him, and with the Yiga ninjas having got out, Verak wouldn't just let him get away. That's when I REALLY thought Zuzo was gonna bail, and gave him a 150 yard head start. Looking back I don't even think I should have listed the door leading to the miniboss, but I was thinking spatially that you'd be as close to it as the first one, idk why I felt compelled to list all the available options just because they WERE available... One of a few not great calls. Either way, I am liking the boat adventure direction things have gone in.
Anyways, let's raid the pantryRoll Dexterity+Stealth for 5d6, BO3
Rolled 5, 3, 1, 3, 4 = 16 (5d6)>>6339542
Rolled 5, 1, 2, 6, 5 = 19 (5d6)>>6339542
Rolled 4, 6, 1, 5, 2 = 18 (5d6)>>6339542
You skulk from your cell and up the hall, stepping through a door and into a narrow corridor. There are a few candles here or there, but the interior of the ship is dark, it must be quite late indeed and much of the crew must be sleeping. You aren't sure how big the vessel is, or how many others are on board, but you have the benefit of having grown up on a remote island - you know your way around boats, and can intuit a path towards the bow. Your determination has been honed by the ordeal that led you to this point, and you exercise the very best of your sneaking abilities. You step heel-to-toe, moving along the seams of the boards and close to walls, ducking into shadows along the way, and you manage to reach a small corridor running along the middle of the ship. On the far end is a staircase and latticed hatch that lets in scattered moonlight, leading to the top deck. On the right is a closed door labeled 'Quartermaster's Office', and you see there is no candlelight spilling from under it, so perhaps it's unoccupied. Directly across from that door is another one of iron bars, like the one to your cell, but with a fat iron padlock on the front. The hinges are set with flush rivets, and the frame is reinforced with metal slats, making you quite sure you won't be able to pry your way in with so little as a chopstick, not any time soon. Peering through the bars, you see a lidless wooden crate against the back wall with a familiar wooden katana protruding next to a familiar ruck sack. You see some other things, as well. There's a shelf cluttered with some pouches and Potions, both Blue and Red, a few empty Glass Jars, a half dozen Deku Nuts, and a Lantern that's shaped like a cicada, with the wings acting as metal shutters. You see a locked chest near the crate with your belongings, and above it there's a wooden bow hanging from a hook, with a few arrows hanging in a leather quiver next to it. On the right wall there is a wooden boomerang, and a steel naginata that looks to be of Sheikah origin. Three simple steel cutlasses with brass handguards are set in a rack on the left wall, and on one side of the rack are two barrels that are sealed, with wooden scoops hung on their sides by nails.On the other side of the rack is a barrel with four weapons you don't recognize - they're long poles with metal on the end, like spears, but instead of a point, the metal is sculpted to resemble the head of a boar, with read tassles around the neck where it meets the pole. The boar's snout is seven or eight inches long with hollow, wide nostrils. The mouth is open, with tusks protruding that curve like hooks, and on top of its forehead is a little rope wick. You suppose you could use the mouth to catch a blade or to cut an opponent with its tusks, and the metal effigy would be a serviceable blunt instrument, but the design seems impractical to you compared to a simple spear or polearm. >Cont'd
Aside from all of this, there is one large set of shelves on the back wall to the right with ropes hooked across here and there for fastening things in place, which is laden with nothing but food - bags of rice already portioned into day rations, tins of salted meat and fish, wooden boxes labeled to suggest they carry hard tack or tea leaves, short, round bottles of red wine, and a few canteens with blue water drops painted on the sides to denote their purpose and contents. You speculate that there's likely more food in the galley, with the materials locked away here serving as emergency rations or perhaps food meant to go to troops deployed from this vessel. You'll need at least one Small Key to open the pantry, and while you aren't sure of the chest's contents, you'd need a second to open it as well. You're assessing the situation when you hear planks creaking overhead - someone on the top deck is approaching the hatch that leads to this corridor... What will you do? >Enter the Quartermaster's Office to hide >Sneak away back to the Brig where you came from >Sneak away to the mid-ship where the galley and crew cabins are located >Write-in
>>6339649>Enter the Quartermaster's Office to hide
>>6339649>>Enter the Quartermaster's Office to hide
>>6339649>Sneak away to the mid-ship where the galley and crew cabins are locatedMay as well get the rum
Gonna call it because I have a spot of free time and am restless: Zuzo heads into the office Roll Dexterity+Stealth for 5d6, BO3
Rolled 6, 5, 6, 1, 3 = 21 (5d6)>>6339794
Rolled 2, 1, 6, 3, 5 = 17 (5d6)>>6339794
Rolled 3, 5, 5, 6, 3 = 22 (5d6)>>6339794
Thinking quickly, you slip inside the Quartermaster's office. It's quite dark here, but a window letting in some moonlight allows you to see well enough if you draw close to something or strain your eye. There is a desk facing the door directly, and so you move around and crouch beneath it. As you do so, you notice that there is a hammock running along the left side of the room, and there is a large body inside of it, fast asleep. The hammock rocks gently back and forth with the rhythm of the ocean, and the person inside, presumably the Quartermaster himself seems to be slumbering very deeply. The pungent smell of liquor coming off of his sweat, which fills the cabin, suggests to you how he got that way.Squinting, you determine that he is not exactly a person, however. He has scraggly fur all over his body, and a canid face, like a jackal's, with a couple of fangs poking out over his jowls. You suspect he has a foot or two of height on you at least, with biceps as large as your head. That's about all the detail you can make out, however, in the silvery gloom of his office. You hear footsteps come down the stairs and stop in front of the office door. Beads of sweat begin to form under the bandage across your brow and the side of your face, and you make sure to measure your breaths. Then you hear keys jingling but they drop to the floor. "Oh crackers..." You recognize the hushed voice of the one in the hallway, and the parlance. It would seem Tetsugo has waited for the Quartermaster to fall asleep in order to do a little furtive filching in the pantry. He picks up the keys delicately, unlocks the door, and steps inside. After a few moments of rummaging, he closes and locks the door back up, then returns to the top deck. The sound didn't disturb the other occupant of the office, thankfully, and you feel your heartbeat begin to slow back down to a normal rate. This at least reassures you that you can do your own plundering undetected if you're reasonably quiet - and no one happens to walk by, anyways. The intrusion also makes you aware that not everyone in the crew is asleep, and if someone happens to walk through the brig, they'll know you've escaped and sound the alarm. There's also the matter of the Sheikah ninja you saw, and whether they can avoid alerting the crew with whatever it is that they're up to... You need to be quick and decisive if you're going to gather your things (which may not all be in the pantry), free Oshi, and escape alive. >Cont'd
You take a deep breath and consider your options, as it seems there may be a few ways to come out on top...How do you think you should get into the pantry? >Tetsugo is clumsy and stupid, you can possibly sneak up to the top deck and retrieve his pantry key without too much effort at all. He may not be the only up top, however, so even if you move quickly you'll have to be extra careful.>Quartermaster Honda seems to be in a deep, boozy sleep. It may take slightly longer to search the room in the dark while keeping quiet, but you bet you can find a pantry key and a key to Oshi's collar in here. >If you place something sharp near the rope to the Quartermaster's hammock, like the chopstick from earlier, the rocking will cut it after ten or twenty minutes, waking him with a start. He'll likely head right for the galley to get his Rum, allowing you to search the room much faster without worrying about his presence. >Write-in That last idea has you considering a similar option that may require a little more time and luck due to complexity, but possibly better results... >You could search this room for the keys you need, set something sharp next to the rope to the Quartermaster's hammock, then sneak off to the galley in order to steal his Rum. When he goes down in order to drink himself back to sleep and it's missing, the ensuing rampage could be an excellent distraction to come back and raid the pantry or explore other parts of the ship. If you're especially devious and sneaky, you could leave a trail of Rum leading to the Captain's cabin in order to set them against each other. And you also consider something else that would require a touch of luck and definite speed...>That ninja doesn't know you've escaped, if you go find them - either around the Captain's cabin or the cargo hold below based on where they went - you could coordinate to accomplish multiple objectives at once.
>>6339893>>That ninja doesn't know you've escaped, if you go find them - either around the Captain's cabin or the cargo hold below based on where they went - you could coordinate to accomplish multiple objectives at once.
>>6339893>Quartermaster Honda seems to be in a deep, boozy sleep. It may take slightly longer to search the room in the dark while keeping quiet, but you bet you can find a pantry key and a key to Oshi's collar in here.
>>6339893>Quartermaster Honda seems to be in a deep, boozy sleep. It may take slightly longer to search the room in the dark while keeping quiet, but you bet you can find a pantry key and a key to Oshi's collar in here.Let's be fast - we're on a timer due to the brig issue.
>>6339405Not Michael Keaton?>>6339893>Quartermaster Honda seems to be in a deep, boozy sleep. It may take slightly longer to search the room in the dark while keeping quiet, but you bet you can find a pantry key and a key to Oshi's collar in here. A bird in the hand is worth two in the bush. Ancient Sheikah proverb, kek.
Rolled 2, 2 = 4 (2d6)Roll Dexterity+Stealth for 5d6, BO3 Even if Honda gets not successes for awareness of his surroundings, which seems likely, you need to score as many successes as you can in order to cut down on time here.
Rolled 3, 6, 3, 2, 5 = 19 (5d6)>>6340026Sneaki beakie
Rolled 4, 1, 5, 3, 3 = 16 (5d6)>>6340026Watch THIS
Rolled 6, 2, 1, 3, 6 = 18 (5d6)>>6340026
You don't let yourself waste too much time thinking about it though, ultimately resolving to focus on the simplest and most straightforward move for now, even if it isn't very quick. You climb out from under the desk and begin with its various drawers. You make sure every move is deliberate, being as cautious and quiet as you can manage when picking through the various trinkets and trifles only barely visible in the limited moonlight you have to work with. You find one Small Key in the second drawer you check, a simple iron thing with a gear shaped head at the top, which you believe will open the pantry. There's nothing else of interest in the desk, just ledgers and empty bottles that still smell faintly of alcohol. You move on to a tall cabinet that seems mostly to contain more ledgers, letters, and scrolls, all of which are written in a Gerudo script you barely recognize, and can't translate. It's a bust, and so you move to the other, wider cabinet. Here you have success - there is a very small Silver Key hanging from a nail here. You also notice a bladed implement with strange edges and sharp points jutting out in different directions. At a glance you wonder how it would be useful at all to fight with, and then realize that it's meant to be thrown, probably as a boomerang. While you aren't sure you're in any shape to hit any targets, you could maybe use this as a sword without cutting yourself too badly, though the pantry seemed to have a few other weapons that you're more familiar with. There's a leather pouch in here as well containing three Deku Nuts and a breastplate made of wood and leather that is a few sizes too big for you to wear, with some bracers of the same make and same large size. You definitely will take the Deku Nuts, and attach the pouch to your waistband, but you decide to leave the Quartermaster's strange weapon behind. You grab the key, now having both, you need to decide what's the next best move. You could pillage the pantry right now and be armed for whatever's next, healed with the potions, too. Though, if the Quartermaster does wake up, he'll see your belongings gone from the pantry, along with anything else obvious that you decide to take, as soon as he opens his door - you imagine that's why it has bars instead of being solid metal, and why he chooses to sleep in the office across from it instead of the crew cabins. Going elsewhere and then doubling back here to get your things could cost more time, and further risk detection as you move through the ship, however, and so you're ultimately deciding which will be more of a potential danger. >Cont'd
Now that you have moved through half of the ship, you suspect it's a sizeable Caravel, or at least of a similar design and shape, and having moved from the brig to here, you know you could at least get back there very quickly without being seen, then release Oshi. He would surely appreciate your haste, and possibly be of further assistance with whatever remains to be done before you make your getaway. You could also make your way to the mid-ship from here, where the galley and crew cabins are located. It's more centrally located than the brig, even, and going to either would allow you to continue on to the lower deck cargo hold, top deck, or Captain's cabin. How will you proceed? >Go to the pantry first, with your gear and some of the other equipment inside, you stand a much better chance of surviving a confrontation, even if it creates a second trace of your having escaped for someone to come across. >Go rescue Oshi first, he may have more advice or be able to coordinate with you to make the rest of your escape. >Sneak down to the mid-ship instead, you know time may be running short, but you also feel it may be worth the risk to try and find that Sheikah warrior. >Write-inIf you choose to raid the pantry now, what will you be taking? You will automatically retrieve whatever you find of your own possessions, but some of the other supplies in there caught your eye... Choose up to THREE (3) from the options provided, or none. Travelling light will help you sneak and move quickly. >One cutlass (may be selected up to three times) >Food rations (may be selected up to three times, each providing two servings for a maximum of six)>One of the strange boar staves (may be selected up to three times) >Three potions (may be selected up to three times for a total of nine; Red will heal you, and Blue will restore mana, specify what quantity you would like of each if you pick this option) >One scoop of an unfamiliar black powder from one of the barrels, you aren't sure what it is but they have a lot of it (may be selected up to three times)>One scoop of the large metal pellets from one of the barrels, they are round and about two and a half inches in diameter, you could scatter them on the ground to possibly slow or trip an enemy (may be selected up to three times)>The six Deku Nuts>The naginata >The strange lantern >The three empty glass jars >The wooden boomerang >The bow and accompanying eight (8) arrows
>>6340138>One cutlass (may be selected up to three times)>The six Deku Nuts >The strange lantern the lantern seems magic, the deku nuts are good, and the cutlass is a Real Weapon.Also are you sure you mean 2 and a half inches for those Definitely Not For A Gun pellets? That's the size of a small naval cannon.
>>6340144You're right big boss I got my numbers mixed, they are on the bigger side but not quite that large - one and half inches. Zuzo is unfamiliar but these are primitive hand cannons.
>>6340138>Write-inIdeally, we want to free Oshi so he can help us out - but I'm not sure if he can be trusted to uphold his end of the bargain...If it's allowed, I'd take>The six Deku Nuts>Two health potions and one magic potion>The black powderThose are hopefully small items that the Quartermaster wouldn't be able to notice are gone, and easy to conceal on us.Then, go back to the brig, unlock Oshi's door, and wait for someone to check up on us. Once they do, we ambush them, steal their weapons, task Oshi with getting rid of the rum and use the powder to create a massive distraction... Somehow. Surely he'll know what it does?Then, once everyone's awake and checking on that, including the Quartermaster, we sneak back in, pillage everything, and see what happens.
>>6340147Yeah, I figured. One and a half inch is still absurdly large but it's the kind of absurdly large that people actually shouldered and fired in the past. If you brace the cannon properly I can see it being used.I feel like taking the gun and its ammo is a trap option because we don't know what it is in character.
>>6340152Not necessarily; they are all next to each other, and Zuzo is already established as being very curious by nature at this point, maybe even dangerously so. It would be a serviceable club and a weapon with some reach is good to have, even if he doesn't figure it out. The issue is that if he does figure it out, his missing eye and lack of adjustment to that condition means he will struggle badly to land a shot. I think there are definite pros and cons to selecting one with its accompanying components.
>>6340156... Maybe Zuzo can invent the shotgun later, then. Can't miss if you hit everything!But for now I'd say leave it. We need to focus on one thing at a time; get the Keaton free, get the quartermaster distracted, find that shiekah ninja, reclaim the Lens of Truth, steal a lifeboat, etc.
>>6339988>Michael Keaton kek also very good, but I am thinking in the direction of Fantastic Mr. Fox... Meant to reply to this earlier. >>6340149I would note for you that if Quartermaster Honda wakes up due to an explosion on board, he won't look for his Rum before investigating the cause of the detonation, like the rest of the crew, and if you come back to the pantry a second time to gather more items, I would probably limit it to one, for now. I am keeping in mind the quality of Zuzo's basic ruck sack, his low Strength attribute, and on a meta level, balancing the quest by not allowing him to cart off whatever it is he sees at any time. I think if you want to take advantage of Honda's alcoholism you will have to be more subtle. You don't have to, obviously, there are probably six or seven ways to accomplish your current objectives, and you're able to start looking for an escape boat at any time if you decide to bail on them, but it is one way of going about it and presently on the table, since you're in his office and able to get the ball rolling. This whole ship sequence is a mix of strategy, timing, and a bit of luck.
>>6340157Or he can get strong enough to use the Hinox Hand Cannons, which do have 2.5 inch shots that explode, and if he misses the shrapnel may make up the difference.....
>>6340158Hmmm, well, if that's how it'll be, we may as well grab our stuff alongside what I outlined. After that, we can still pull the ambush and distraction, then prepare for our escape once we recover the Lens of Truth. I assume our friend might also be nearby, since he was meant to infiltrate the blockade or some such.
So I don't lose track as we chatter: Two votes>Raid the pantry now And>Take the Deku Nuts One vote>Cutlass >Bug lantern>Two health potions and one magic potion>Scoop of black powder
>>6340159We're going to start cosplaying as Isshin eventually at this rate, aren't we?
>>6340149+1Alcohol burns, if we can make an explosion wherever they're storing the drink we could have a fire that'll hopefully draw most of the crew and the quartermaster in one place and keep him pissed enough to allow us to grab a few more things from the pantry.And if we can I'd like to chug a red potion now so we're back to full hearts
>>6340138Hmm. Supporting >>6340144>>6340156>his missing eye and lack of adjustment to that condition means he will struggle badly to land a shot."Listen Ganon, I'm not a very good shot. But. The [insert gun name] uses REALLY big bullets.">>6340160>then prepare for our escape once we recover the Lens of Truth.I'm honestly worried that, since it seems that the Captain has it (either him or Tetsugo) that the other Sheikah has managed to recover the Lens instead.
>>6340138>Go to the pantry first, with your gear and some of the other equipment inside, you stand a much better chance of surviving a confrontation, even if it creates a second trace of your having escaped for someone to come across. >One cutlass>Food rations>Three potions (red)
>>6340207Say, how big is the lens of truth anyways?
>>6340214Same size as your average hand mirror, or a large magnifying glass. Visual reference: >>6335259
>>6340214QM posted a couple artworks of it >>6335259 >>6338757I'd say the Lens' diameter is roughly the same or slightly larger than an adult fist and therefore too large to simply graft onto Zuzo's ruined eye socket, sadly.rather easy to carry on one's person though.
>>6340228Exact same idea as I was having lmao
Lots of stuff so just continuing to keep track so I don't get confused: Five votes>Raid the pantry now Four votes>Deku Nuts Three votes >Cutlass Two votes >Scoop of black powder>Bug lantern >Two Red potions, one Blue potion One vote>Food rations>Three Red potions When I call the vote, I will go down the list in order of most votes, then call another vote to tiebreak between what's left. So, were I to call it now, you would be asked to pick either the Black Powder, Bug Lantern, or two Red Potions plus one Blue Potion to be your third choice. Hope everyone is following that. I am gonna leave this going for a little while, though, pretty consequential and also complex decision I think.
>>6340236Lmao, good to see another galaxybrain in this thread
>>6340228>>6340236Being that this is a world full of sorcerers, spirits, and sometimes crackpot inventors, I am open to the idea of Zuzo attempting to mystically replace his eye using the Lens as a component. This would involve finding the right NPC or NPC's, and then acquiring the needed materials, but could be a cool long term solution to his injury. Afterwards he could have a cool magic demon eye that helps him across his adventures... Which, funny enough, more or less happened in one of the other quests I am running right now, in a much worse way. If I had a nickel, etc etc
>>6340243I don't like the idea of using an ancient artifact as material to just restore our sight. I do hope we get some way to restore it if just to get rid of the -1 Perception malus though
>>6340243>Picrel is the Sheikah youth way after Zuzo's time when they're told that they gotta lose an eye to get the most out of the pretty glass orb found in the Shadow Temple. "Left or right?" asks an Elder.
>>6340248Totally fair! I can imagine a sequence where a wizard or somebody transforma the Lens into a glass eye and just implies it will change back to its original form when (or if) removed from your head, but this would also be a long term project that's not even on the horizon at the moment anyways - you guys may find a different way to 'fix' his sight before then, or decide you don't care. I will say, even though the anon made me kek when they said that Ranged Combat is for nerds, I can't recall a single LoZ game where you didn't need to use a bow, boomerang, or slingshot at some point...
>>6340251LMAO
>>6340252Zuzo will use a gun instead! Ranged combat is for nerds, but explosions are badass, so it balances out!Imagine loading a handful of deku nuts into a gun and flashbanging/smoking an entire room...
>>6340248It'll get returned to the ritual coming-of-age dungeon when we die, as is glorious tradition.
Ok, gonna call it because I do have five votes and all of them agree on the main course of action. You will take from the pantry one cutlass, the six Deku Nuts, and... Select one:>One scoop of mysterious Black Powder >The strange Cicada-Shaped Lantern >Two Red Potions and one Blue Potion When you are finished in the pantry, where will you go? >Back to the brig to free Oshi>Back into the Quartermaster's Office to set Honda's hammock to break>To the mid-ship where the galley and crew cabins are >To the top deck where there may be a canoe for escaping
>>6340335>Two Red Potions and one Blue Potion >Back to the brig to free Oshi
>>6340337This works
>>6340335>Two Red Potions and one Blue PotionToo invaluable - we could offer it to the other sheikah.>Back to the brig to free Oshi
>>6340335>POTIONS>Back to the brig to free OshiMaybe we'll run into Ninja Pal on the way
Remaining slow, steady, and careful, you move around the desk and let yourself out of the Quartermaster's office and back into the narrow hall, facing the pantry once more. Withdrawing the Small Key that you found, you let yourself inside in order to prepare yourself for what may come next. You're able to notice that a couple of those bottles of wine have gone missing, and some of the food rations as well, but nothing else seems to have been touched. Perhaps Tetsugo is having a late night celebration to himself for having helped to capture Impa's son. You roll your eyes and smirk, all too happy to ruin the occasion by getting back home. With that in mind, you waste no more time recovering your possessions from the crate in the corner, checking through the ruck sack to see what condition everything is in, and checking under and around it for anything you might miss as well. You gather the following items from the crate, using your pack and waistband to secure them: Wooden Katana Tent & BedrollTorch Sheikah Mask Basic Grappling Hook The bowl of rice and two boiled eggs you packed in the morning is gone, along with all of your rupees, and even the bouquet of Golden Spider Lilies you gathered on Catacomb Island. Worst of all, the Lens of Truth is nowhere to be found, though you were half expecting as much - it's worth everything in the pantry combined, several times over, and if the legends are to be believed, has been used by a number of Mythic Heroes to battle and subdue the forces of darkness. While it's possible that Tetsugo or Jotaro claimed and kept it when they rescued you from Dead Heart's chamber, you don't think that's the case. You eye the locked chest on the floor just to your right, thinking it may be locked inside - something of value is. It's heavy, but you're able to shake it gently with an ear close by... It sounds like a load of rupees, probably including your own, so it feels doubtful the Lens would be nestled inside. More likely that Oshi was correct and the ship's Captain has taken it for himself... You sigh. Couldn't have been that simple, of course, nothing else has been today. >Cont'd
Before you leave, you make a few additional selections to prepare for the next phase of your getaway. You weigh the options, but end up avoiding the more exotic, and in some cases, superior weapons available, settling on one of the simple steel cutlasses on the rack - if it's good enough for your captors, it'll be good enough for you. Then you add the Deku Nuts on the shelf to the ones already in your pouch, and to round things out you pocket two Red Potions and one Blue Potion. Feeling how depleted your Heart and pool of Mana have both become, you go ahead and drink one of each as you lock the pantry door behind you. You drink a Red Potion, replenishing two of your Hearts, you have 3 of 3 remaining. You drink a Blue Potion, restoring two of your Mana points, you have 4 of 6 remaining. Zuzo's full inventory is comprised of the following items: Wooden Katana Tent & BedrollTorch Sheikah Mask Basic Grappling Hook Steel Cutlass Deku Nuts - 9x Red Potion When you step into the corridor you keep the key, not wanting anyone else to claim any of the pantry's contents for now. Then, you head back the way you came, clinging to shadows and repeating all of your quietest steps. Shortly, you've returned to the brig, where you see that Oshi is still sitting patiently in his cell. "Hoy." He greets you calmly with a vulpine smile, and one red eye closed in a wink, tails swishing behind him with a bit of conspiratorial glee. "There's my good buddy! Was worried you might have already dipped, couldn't have blamed you for it. That Sheikah warrior that breezed through here earlier came back, by the way. You just missed her, maybe five or ten minutes? She kinda flipped her lid when she realized you busted out, said something about having to get to the Fuse? I couldn't get a word in edgewise, jetted off back the way she went the first time, either to the Captain's cabin or the cargo hold, couldn't say." He reports, head tilting sideways towards the end. "Anyways, that cutlass you got there has me thinking you've been up to no good, huh? Wouldn't have happened to find a certain Silver Key for your old pal Oshi by any chance, or am I hoping for too much?" He asks with a sly grin. >Cont'd
Rolled 3 (1d10)You quirk a brow at what he says about the warrior, not sure what to make of that. But when he asks about the key, you offer a direct nod, and produce it from your pocket. Luckily for you, it functions with the lock on his cell door first, allowing you to step inside kneel down next to him, and then unfasten the silver collar. When you do so, it and the chain it's connected to both disintegrate into a swirl of glittering white dust, which melts into the air without leaving a trace. The little yellow fox springs up immediately, running in a circle around you with its fur bristling in excitement. "Well would you look at that? You're a real stand up guy, Zuzo, don't let anybody tell you different!" He exclaims. He circles you once more, then sits and looks back up at you with that one red eye of his. Is he mimicking your injury? Or is this some Keaton gesture you don't understand? It doesn't really matter either way, you suppose. "Alright big guy, what's your next move? I'm trying to put this bozo boat behind me yesterday, so how can I help make that happen for us both?" How can he help make that happen? What are you going to do next? Someone could notice things missing from the pantry at any moment, or even enter the brig and see you both... >Sounds like that Sheikah warrior is up to something, you will get out of here while you still can, taking Oshi with you to the top deck to look for a getaway boat >There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. You're taking Oshi to the Captain's cabin to get it back, and if you're lucky you'll find that Sheikah warrior and learn what she's up to. >There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. But, you need to know what that Sheikah warrior is up to first. You'll both go to the cargo hold to look for her, or anything else that might be helpful, and if you have no luck you'll move to the Captain's cabin. >There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. But, you need to know what that Sheikah warrior is up to first. If she already came for you once, then left to attend to something, she may come back through to look for you. It's risky, but maybe you should wait here with the door set so it looks like you're contained, and if an enemy arrives first, ambush them. If she comes back, all three of you can go to the Captain's cabin together. >The two of you are going to split up, with you taking the Captain's cabin, and Oshi going to the cargo hold. >The two of you are going to split up, with you taking the cargo hold and Oshi going to the Captain's cabin. >Write-in Pay no attention to the mystery dice behind the curtain
>>6340410>There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. You're taking Oshi to the Captain's cabin to get it back, and if you're lucky you'll find that Sheikah warrior and learn what she's up to.Remember guys we're on the clock here
>>6340410Incredibly lucky die roll giving you a Triforce crit. These d10's won't come out often, when they do this is what you're looking for.
>>6340414Meaning what exactly?
>>6340410>There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. You're taking Oshi to the Captain's cabin to get it back, and if you're lucky you'll find that Sheikah warrior and learn what she's up to.
>>6340410>There's no way you'll leave the Lens in the hands of the Demon Warlord's servants, especially not after everything you've sacrificed. You're taking Oshi to the Captain's cabin to get it back, and if you're lucky you'll find that Sheikah warrior and learn what she's up to. I bet she won't want to leave here without us, anyway.
>>6340424I shant say until the vote is concluded so as to not influence anyone's decision.
Oh, three votes already! When things start to get dicey or cut close to the wire, a D10 Destiny Die might be rolled. 3 is a stroke of 24 karat good luck. 1's, 6's, and 9's are good, they mean things continue to go your way. 4's, 5's, 7's, 8's, and 10's are bad, in this case it would influence how soon someone noticed your absence and/or the pantry being pilfered. 2's are REALLY bad, and will throw a wrench in the works immediately, requiring you to be adaptive, quick, and lucky to get things back on track.
There will be more post-tutorial big boy mechanics down the line. Sometimes with a situation like this, I will decide off the bat how long it will be before an NPC does a certain thing/goes to a certain place, and getting more successes on rolls may lead to you working more quickly and getting more done before that time. Other times, once enough time has elapsed, it may be time for a Destiny Die. I might also roll one at a critical juncture in your adventure, or because nothing interesting has happened for a while and fate wants to wind up for a curveball.
Your brow furrows and your jaw sets. Whatever that Sheikah ninja is up to will have to wait - maybe if you're lucky you'll run across her as you hunt down the Lens of Truth. You think the best place to go next is the Captain's cabin. "Hold up pal, you want me to go with you to the Captain's cabin?" Oshi says, interrupting the very thoughts he's reading. "You know that's where the Captain is, right? Captain Takatomo? He's the nastiest, bloodthirstiest, bad-tempered Goriya I've ever seen, and a on top of that a privateer for the Gerudo Warlord. Well, far be it from me to argue, seems like you're committed. If that's so, let me give you some advice, alright? He has an enchantment on him, a little boon from his benefactor: any weapon he throws will arc back to his hand like a boomerang, and the guy has an arm like a cannon. If you move on him, be fast and close the distance. He's got really sharp ears, too, uses them to hit targets without even looking at em', so even if he doesn't see you coming, he might land an axe in your chest anyways. Probably won't get the drop on him, but if you could do something really loud, it might stagger him for a tick, give you some kinda leg up." His one eye squints as he shares this information. "Suppose loud isn't exactly your style, huh?" You frown. Oshi flashes his teeth again with a grin. "I'm sure you'll think of something. In the meantime, I can't say I'm up for a scrap. But I'll stay close. Check this out." When he says this, he begins to transform before your eyes into a plume of yellow smoke with a few streaks of dark black. This swirls through the air and towards your hip, where it coalesces into a wooden Keaton Mask, a perfect facsimile of Oshi himself, with both eyes closed tights and ears pointed upright. It's painted a glossy yellow, and feels to you by weight and texture to be made of real wood, fastened to your waistband with a bit of thin rope. It doesn't move at all, and had you not seen the transformation firsthand you'd have no clue this weren't an ordinary mask. "You can wear me on the back of your head, or even on your bag - just don't tuck me away in there, I get claustrophobic, ok? Now if you don't have anything else for me, I say we roll out." He adds. You nod, and then take your cutlass in hand before moving down along the corridor towards the back of the ship. >Cont'd
There's not much navigating between the brig and the stern, just a hallway that curves around a room labeled 'Quartermaster's Cabin', which seems to have gotten no use at all any time recently, and down to another narrow corridor that ends with a wooden door. You put an ear to it first, but don't hear anything on the other side. You open the door and move cautiously into the room, shutting it behind you as quietly as you're able. There are a fe- WHU-SHINGG-WHUSH-WHUSH-WHUSH-TCH You duck just in time to avoid a spinning hatchet that whirs through the air on an elliptical path and back into the claw of a black furred Goriya warrior, just a little smaller in stature than the Quartermaster you saw earlier. He has a sword in his other hand, with angry red eyes and yellow fangs bared in hatred. His outfit is practical for his profession, combining linens and a black, sleeveless leather duster with leather bracers and some pouches at his hip."GGGRRRRGRRGRARRGH! The canid pirate snarls angrily. "How'd ya slip yer cage?! Drop yer weapon or I'll gut ya where ya stand, scalp ya, make a mop of yer hair, and have ya cleanin' up the mess with it until we get to Onox!" He threatens in a low, grizzly, guttural voice dripping with venom. The cabin is twelve yards wide and almost as long from where you stand in the left corner to the rear wall, which is set across with large windows overlooking the inky black ocean waves beyond. There is a large desk in the center, and in the opposite corner from you, on the right side of the room, there's a comfortable looking bed. The left and right walls feature some bookshelves and you see a few footlockers also. Illumination is provided by six evenly placed metal lanterns that are affixed to the walls. The Captain is standing on top of the desk, and as you regard him with your cutlass held up before you, a familiar violet tool catches your eye from the surface of the desk, laying atop some papers between the creature's clawed feet: the Lens of Truth! >Cont'd
Captain Takatomo begins to raise that axe above his head again, snout wrinkling with canine fury. You aren't sure you'll be able to dodge this one now that he has a good eye on you. CR-BANG CR-BANG Then, in a puff of grey smoke and sparks, the Sheikah warrior from before appears suddenly on the other side of the room, by a door on the right that you believe leads to the top deck. She immediately hurls a second Deku Nut at the desk, causing a burst of yellow sparks and more of that acrid grey smoke. "YEE-ARHF!"The Captain recoils backwards and falls off of the desk, onto the floor, whining like a struck dog in between bitter growls. You don't hesitate for even a half moment before sprinting directly for the desk. You snatch the Lens of Truth from where it rests and tuck it back into your waistband, overwhelmed with relief at having recovered it so quickly. You turn, and then run towards the Sheikah warrior that's joined you, planning to usher her along on a dash for the top-deck and the first escape boat you can find. WHISH-WHISH-WHISHONK WHISH-WHISH-WHISHONK Two spinning daggers arc through the air and lodge themselves in the tops of the two doors leading out and the door frames, sinking into the wood deeply. Prying them out wouldn't be impossible, but it will take more than a few seconds... and the doors are stuck shut until you do. At least this will keep any other pirates from joining the fight if they hear a commotion. On the other hand, you're a little frightened that the Captain feels confident taking you both on at once without any backup, to the point of temporarily trapping you in here with him. You turn back around to face him, holding your cutlass tight in your fingers. The mysterious warrior steps forward and assumes a battle stance just beside you. Captain Takatomo is rising back up to his feet on the other side of the desk, his snout twitching with rage. You have the initiative, will you close the distance and attack while he is recovering, wait for a certain moment, or do something else? >Attack now>Hold back>Something elseIf you attack immediately, choose one of the following: >Melee attack (cutlass) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (cutlass) [Strength+Melee]If you hold back, to what end? Choose one of the following: >Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Ready a Ranged attack, but wait until he has thrown his axe [Dexterity+Ranged] If you do something else, choose one of the following: >Technique: Ninja Smoke [Wisdom+Stealth] >Jump through the far windows, into the open water [Dexterity+Athletics]
>>6340243Wait, you're Rat-king?>>6340511>Melee attack (cutlass) [Strength+Melee]
>>6340521>>6340524>Attack now>Melee attack (cutlass) [Strength+Melee]
>>6340524Yes (^: I really wish that quest had gotten as popular as this one
>>6340521>Attack now>Melee attack (cutlass) [Strength+Melee]
>>6340521Coordinate a strike with the other sheikah. She hits him with a deku nut to stun him due to his sensitive hearing while we hit him with a melee attack
>>6340521>Attack now>Melee attack (cutlass) [Strength+Melee]Close up, he'll be less scary than when he's throwing stuff.>>6340585+1, this is a good addition to the plan.
Roll Strength+Melee for 4d6
Rolled 1, 4, 3 = 8 (3d6)
Rolled 2, 2, 2, 6 = 12 (4d6)>>6340670
Rolled 3, 5, 1, 3, 5 = 17 (5d6)>>6340670Stand back I'm about to ruin this guy's whole career
>>6340521>>Technique: Heavy Slash (cutlass) [Strength+Melee]Let's see how similar a cutlass is to a katana...
Rolled 3, 3, 6, 4 = 16 (4d6)>>6340675fuck I meant 4d6 my bad
Rolled 5, 4, 4, 2, 3, 4, 5, 3 = 30 (8d6)Rolling for the Sheikah warrior and the Captain both. First 5 dice are hers, the last 3 are his.
Rolled 2, 1, 3, 3, 3 = 12 (5d6)RRH-KSH The Captain uses the claw he's holding his sword with to also grasp the edge of his desk and shove it abruptly aside, while winding up his left arm that's holding the axe for another throw. He's narrowing his eyes right at the ninja beside you. But you're faster. "KIYAAH!" With one mad dash you manage to get in close and slash sideways, aiming for his midsection. He steps one foot back and attempts to redirect the attack with the edge of his sword, but you're too far into the swing, and press through. Your blade cuts across his chest, eliciting a wounded sounding howl. "Hey, listen!" You hear Oshi pipe up in your mind. "Pretty good, kid, you got him right where we want him. Seemed like one of those Deku Nuts popping off close to him really took the wind out of his sails. Most folks probably aren't too bothered unless they get hit in the chest, or right at their feet, but if you dropped one even right where you are, it'd probably spazz him out again..." He advises. As you receive this advice, assuming a defensive posture with your eyes locked on the large canine monster before you, the other Sheikah in the room does a somersault forward to get out to the side of you both, triangulating her own attack. She withdraws a pair of thin, steel bo-shuriken and slings both at the privateer's head, side by side. He's quick enough to shift and dodge one, but in so doing falls into her trap, lining up with the trajectory of the second, which grazes the top of his snout. Blood begins to trickle down his muzzle and over his fangs. "ALRIGHT THEN WORM, EAT STEEL!" The Captain bellows with an incandescent fury, and lunges for you with his sword... Roll Dexterity for 2d6
Rolled 4, 6 = 10 (2d6)>>6340711
Rolled 5, 2 = 7 (2d6)>>6340711
His retort is sloppy, however, and you easily side-step his attempt to skewer you without even having to use your own sword. He tries to follow up with a downward strike using his hatchet, but you jump sideways from under it to the side of him opposite your Sheikah counterpart. "WHRHOOO!" Takatomo releases a malevolent howl at this, and the fur all over his body bristles with animal anger. He raises up that hatchet of his again, and you see wisps of dark violet smoke begin to curl around it in his fingers. He tosses it behind him to give it a wicked spin, and it starts to spiral through the air as though it has a mind of its own, curving around to the rear of you, while he shifts his posture dramatically, flipping the sword backwards in his grip and curling his arm across the front of his chest in a defensive fashion. His gleaming red eyes dart between you and the other Sheikah. Will you make another direct attack, wait for a certain moment, or do something else?>Attack >Hold back>Something elseIf you attack immediately, choose one of the following:>Melee attack (cutlass) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (cutlass) [Strength+Melee]If you hold back, to what end? Choose one of the following:>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Ready a Ranged attack, but wait until he has thrown his axe [Dexterity+Ranged]If you do something else, choose one of the following:>Technique: Ninja Smoke [Wisdom+Stealth]>Jump through the far windows, into the open water [Dexterity+Athletics]
>>6340718>Something else>>Technique: Ninja Smoke [Wisdom+Stealth]This way, even if WE get stunned, so does he. Also he might hit himself with his own axe, because it's going to return to his hand and if he can't catch it, that's going to hurt.
>>6340718>Technique: Ninja Smoke [Wisdom+Stealth]
>>6340718>Total Dodge [Dexterity+Dexterity]Let's avoid this!
Rolled 6, 4 = 10 (2d6)Gonna call this vote Roll Wisdom+Stealth for 5d6 Roll Strength+Melee for 4d6
Rolled 6, 6, 1, 6, 4 = 23 (5d6)>>6340880uh oh
Rolled 1, 3, 2, 6 = 12 (4d6)>>6340880>>6340882Nice roll
Rolled 2, 6, 3, 5, 5 = 21 (5d6)
You'd noticed what Oshi pointed out to you about the Captain, and so you think his suggestion is the right way to go. CR-BANG Deftly casting a Deku Nut to your feet, you employ your Ninja Smoke Technique to instantly appear on the far side of him in a burst of sparks and oily vapor. "AWRHROOOUH!" The Captain howls and yelps, using his free hand to cover his eyes while his ears flatten to the sides of his head and he staggers back a dazed step. Right up to where you've positioned yourself at his rear, unseen. "HYAH-HAAH!" You make two diagonal slashes across his back, in an X pattern, eliciting another pained yelp and not a small amount of vicious growling. He still hasn't taken the hand from his eyes, and staggers back forward a couple of paces in response to your strike. From where you're standing you can see the axe has continued to spin through the air along the far edge of the room, seemingly aimed at the other Sheikah in a long arc, not you. It's maybe halfway to its destination when she makes her move. "KYAH!"Noticing his incapacitation, your would-be rescuer doesn't fail to seize the opportunity. She does a backflip towards the door again, in order to once more keep a clean line of sight for your sake, and in her movement looses three more of those bo-shuriken she's carrying. They zip through the air in a tight pattern right for the monster... SHINK-SHINK-SHINK Two embed themselves in his neck, and the other in the side of his head. He crumples to the floor, and then bursts into a shower of black flakes and violet smoke, which dissipates into nothing in moments. His sword is left laying on the ground, and the hatchet swinging itself for the other ninja clatters suddenly to the floor, losing its mystically imparted vector as soon as the Captain succumbs to his injuries. >Cont'd
You and the other Sheikah freeze for a moment, just looking at each other. You're about to say something when an interruption almost makes you jump out of your shoes. THUNK-THUNK-THU-THUNK A banging on the door that leads to the top-deck. "Hey boss, what's tha racket about? You an' Honda havin' another wrestlin' thing in there or whatever ya call it?" Comes a raspy voice from behind it. You glance around, unsure of what to do next. It's a miracle already that your battle didn't rouse the suspicion of more of the crew. Maybe it has, and you don't know it yet. You're sure that if more than a couple of them meant to get in, they could bust down the doors quite easily, and then you'd be cornered yet again. What will you do next? >Open the back window and jump into the sea, try to swim for the nearest shore. Probably the riskiest option but it guarantees you're off the boat. >Open the back window and use your grappling hook to climb from there up to the top deck. There seem to be at least a couple of people up there, but one of them is Tetsugo, so maybe you can fight your way free before the rest of the crew can arrive and surround you. >Open the door suddenly and use the element of surprise to land a critical strike on the privateer behind it. >Pry the knife loose from the door you entered by, and make your way back to the brig, maybe you can figure out an escape from within the lower parts of the ship. >Wait to see what the Sheikah warrior does, she may have training or some kind of contingency for this situation. >Ask Oshi to handle this, Keaton are known to be clever tricksters, and he may have just the magical trick to resolve this little problem. >Write-in
>>6341072>Ask Oshi to handle this, Keaton are known to be clever tricksters, and he may have just the magical trick to resolve this little problem.Surely he can replicate his voice? That's a known fae trick!
>>6341072>Ask Oshi to handle this, Keaton are known to be clever tricksters, and he may have just the magical trick to resolve this little problem.There may be some intel to be gathered in this room, have Keaton buy us some time to search
>>6341072>Ask Oshi to handle this, Keaton are known to be clever tricksters, and he may have just the magical trick to resolve this little problem.
>>6341072>>Ask Oshi to handle this, Keaton are known to be clever tricksters, and he may have just the magical trick to resolve this little problem.
Panic begins to creep up from the bottom of your stomach to the top of your chest, this could be it for your getaway. If only you had a means to fool the pirate on the other side of the door... "Ah, but you do! Let me handle this one, good buddy, I do a great Goriya impression. Just put me on and let me do the talking." You hear Oshi pipe up in the back of your mind. Glad for the help, you grab the mask from where it's hanging on your waistband. Between your fingers, the wood begins to warp, and the paint flakes into little chips that disintegrate rapidly. The simple, non-threatening visage of a fox is quickly replaced with that of a sharp-fanged, darkly colored wolf. You affix it to your face carefully, tucking the string behind your ears.The Sheikah regards this with quiet caution, and as you move towards the door you notice her stepping back and towards the rear window. THUNK-THUNKThe interloper knocks on the door a couple more times before speaking up again. "Boss? Why's it all quiet alluva sudden? Ya know we don't care what tha two of ya do together, just sounded rougher than usual! Don't be embarrassed or nothin'..." He says. "GRRGRGRRAARFH!" Oshi barks loudly, audibly instead of with his telepathic powers, and you can practically feel the crew mate whince on the other side of the door. Your fairy friend goes on, however. "GOT QUIET ON ACCOUNT OF I'M LOOKIN' FER ENOUGH HATCHETS TA CHOP YA INTO SIX BITS WITH ONE SWING IF YA DON'T GET BACK TA YER POST THIS MINUTE! DON'T COME BACK TIL' WE'RE AT THA BLOCKADE YA BILGE-BUG, OR I'LL FLOG YA FER A WEEK AND A DAY AND TEN MORE AFTER THAT!" He snarls with startling wrath. His voice is uncannily just alike the now destroyed Captain, and were you not wearing the mask on your own face you'd fear that he'd somehow returned. "Y-Y-YESSER, SORRY BOSS, RIGHT AWAY!" Replies the rattled inferior, and you hear footsteps scamper off and away. Oshi snickers at this, and reverts to the form of a Keaton Mask. "Heh, like a charm... Ok pal, let's put this place behind us with a quickness, I got hands to shake and babies to kiss." He says. You keep the mask on, but turn it around so it rests on the back of your head and doesn't obstruct your view. Turning around, you can see that the other Sheikah has opened one of the rear windows and is looking out at the sea. She seems to feel your gaze, and turns to face you, and stands still a moment as if measuring you - the bandages on your head, the Lens of Truth at your waist, and of course the magic mask that you are wearing backwards. >Cont'd
When she removes her own mask, and pulls down the wraps concealing the lower part of her face, you're astounded to see that it's none other than Kyokimi! Clearly her training has paid off, but you don't understand why she would be permitted to come somewhere like this on her own - and maybe she isn't. The surprise in your eyes must be evident, because she grins a little, and nods. "Yes, it's me. When you didn't return earlier, a few of us became worried, though it isn't unheard of for someone to take an extra day, or even a few... But then we saw that Black Tower appear, and Yaro noticed this ship sail around the far side of Catacomb Island... The Elders forbid anyone from investigating, but I was afraid you might be in trouble. Guess I was right, huh? But it also looks like you didn't need my help so much as I'd thought, I'm really impressed, Zuzo. You look hurt, are you going to be alright?" She asks, voice becoming soft with concern. You nod firmly, and move towards her. What does she mean by Black Tower? As you approach, you see for yourself out the back window of the cabin. In the not-too-far distance you can make out the silhouette of Kakariko Atoll, and even distinguish a couple of the islands. One feature, however, is horribly amiss: An enormous, featureless, perfectly black shadow stretches up vertically from the center of Catacomb Island like a column, reaching up to the clouds and above them... You stare at it with your one good eye, immediately sure that whatever that thing is, those intruders from the Shadow Temple are responsible. Your firsts clench, but you loosen when Kyokimi places a gentle hand on your shoulder. "They have Explosive Powder in the cargo hold for their weapons, I found it while looking for the key to your cell after I snuck aboard. I was going to set it alight with a fuse and then free you. Look there." She points to a rope extending from just below the window, on the outside, and down to the water where a canoe with a small triangular sail is secured on the other end, being towed behind the ship quietly and inside of a blind spot for anyone on the top deck that isn't right along the rear edge. "At this pace, the ship will be at the Naval Blockade in under an hour. I think we should leave, the Elders will want to know what happened on the island... But I have to admit, a part of me still wants to destroy this ship for what they did to you..." She trails off, and Oshi takes the opportunity to make a commentary of his own. "Oh man, that looks really bad... Haven't seen Shadow Magic like that in a few hundred years, at least. Surprised you made it out of there with just an eye missing, kid..." >Cont'd
You tense up a bit. You aren't really sure what this means, though you concur it's nothing good. The Elders will probably know something, and as Kyokimi said, be quite eager to hear about what you experienced within. With her here, though (and especially after seeing her skill with those throwing darts), you feel more confident about being on the ship - even if you are probably still outnumbered about a dozen to one. What will you do next? >Coordinate with Kyokimi to re-ignite the fuse in the cargo hold and destroy the ship before it reaches the blockade. >Search the cabin for another key or the Golden Spider Lilies - it may be risky, but you don't want to leave without those flowers, or your rupees. >Go with Kyokimi in the canoe, disappear on the dark water and let the pirates keep sailing unaware until there's too much space between you to do anything about it. >Write-in
>>6341118>Write-inI have a silly idea: could we theoretically rig the powder and the ship to blow as it reaches the blockade?
>>6341118>Search the cabin for another key or the Golden Spider Lilies - it may be risky, but you don't want to leave without those flowers, or your rupees.We need this one at the very least...>>6341119Supporting this, otherwise. Ram the ship into the blockade and blow it up!
>>6341118>Coordinate with Kyokimi to re-ignite the fuse in the cargo hold and destroy the ship before it reaches the blockade.
>>6341119With successful Crafting rolls and the right materials you could possibly rig a fuse to go for that long, though that also means the pirates have until they reach the Naval Blockade to find and stop it, so I would probably roll a die to determine whether that occurs or not.
>>6341119I'm not sure that should be the priority right now personally
>>6341118>Search the cabin for another key or the Golden Spider Lilies - it may be risky, but you don't want to leave without those flowers, or your rupees.Get our loot and skedaddle. We already technically killed ourselves once because we couldn't take a fucking hint to leave.
>>6341118>Coordinate with Kyokimi to re-ignite the fuse in the cargo hold and destroy the ship before it reaches the blockade.Well, as far as dates go, could be worse. Don't fuck about any more than this, just light it and skedaddle. It's pushing it enough as is.
>>6341118Fine, fine, swapping my idea >>6341119 to >>6341134
Rolled 1 (1d2)>>6341121>>6341134>>63411371>>6341122>>6341136>>63411522
>>6341158Searching the cabin it is (^:
You look out at that ominous Tower for a few moments longer, and glance down at the canoe waiting below. But then you turn back around, and gesture to the footlockers with your cutlass. Kyokimi nods. "Right, maybe going all the way down to the cargo hold is more trouble than it's worth... But if we check the cabin we may at least find something else useful. I'll help you look." She replies, moving over to a bookshelf to rifle around for anything of interest. You start with the Captain's desk. Most of the drawers contain nothing that catches your eye, but in the shallow one in the middle you find a letter sporting the symbol of the Gerudo tribe on its broken wax seal: Captain Takatomo The great and mighty Warlord Ganondorf has been most pleased with your efforts since enlisting your pirate crew into his campaign. Aside from harassing and robbing ships sympathetic to the enemy, your transporting of supplies has proven very useful in maintaining our Blockade, which is essential to cut off vessels from the Quillwind Cliffs to the West, and the Lanayru River to the North. When next you arrive, two agents of the Yiga Clan and the wizard Verak will board your vessel to be taken to the Shadow Temple on Kakariko Atoll. Weigh anchor far from shore and let them sail from the far side by smaller boats, so as not to be seen. The wizard will depart from the island by his own means, and when the ninjas return, bring them back to my battleship; you needn't concern yourself with discretion upon leaving, as the islanders will be too late to thwart our mission. None of them have made landfall since the commencement of the war. Their irrelevance to our designs will surely persist, and should they cause any trouble, bombarding the Atoll with a deployment of ships should be a small matter. For your diligence, you are invited to retain six of the Boko Cannons from your current munitions shipment, and enough Black Powder and Iron Shot to sufficiently wield them, along with a payment of three hundred rupees when you collect the Yiga ninjas and Verak. Regards, Admiral Onox You fold this and slip it into your pocket, for now. You'll share it with Kyokimi when you are safely aboard the canoe. >Cont'd
You continue to comb through the desk and discover a Small Key in a lower drawer, which by its size and make you are certain will open the chest you saw in the pantry, all the way on the other end of the ship... Moving on to the footlockers you mostly find clothing and jewelry that is of no use to you, but are pleased to come across a little stash of rupees in a leather pouch, five of them, all red, coming out to a total value of one hundred (100). The last thing you pick out is a single Red Potion, which you tuck away with the one you have remaining. Kyokimi finds very little, but does happen across a rolled up Sea Chart on one of the shelves, holding it up for you to see. "Look at this, Zuzo, it shows the two supply lines between the Blockade and a pair of fortresses, one to the West and one to the East. The Western one appears to be a small outpost on an island, between Onox' position and the Quillwind Cliffs. The fort to the East is pretty big by the looks of it, situated where the far edge of the Lost Marsh meets the Akkalroy Salt Flats. Maybe if we get this to the Royal Army, or even just the Resistance Network, they could use it to fight back." She says, rolling it back up and fastening it to the small of her back with the same loose belt that already has a few leather pouches attached. It seems you've both discovered anything of note that was being kept here, and you're disappointed that this only includes some of the value of your stolen rupees, and none of the flowers you collected earlier. If the Golden Spider Lilies aren't here or in the pantry, they must be on the top-deck or possibly mid-ship, assuming they haven't already been rendered into a potion. What will you do next? >This search was fruitful, but you've pressed your luck far more than enough for one day. There are surely still a lot of pirates on board and you're lucky to have avoided detection thus far. You'll have to accept your remaining losses and make your escape. >If the rest of the rupees from the payment mentioned in the letter, as well as your own, are in the pantry chest, that's at least another 245... But probably more, based on the sound of it. That kind of money is worth a little more danger... >If this vessel is helping the Demon Warlord by attacking Hyrulean ships and ferrying supplies between his troops, maybe you should set off the explosives in the cargo hold after all, so others don't have to later. >Write-in
>>6341186>If this vessel is helping the Demon Warlord by attacking Hyrulean ships and ferrying supplies between his troops, maybe you should set off the explosives in the cargo hold after all, so others don't have to later.Might as well!
>>6341186>>If this vessel is helping the Demon Warlord by attacking Hyrulean ships and ferrying supplies between his troops, maybe you should set off the explosives in the cargo hold after all, so others don't have to later.And, unless I'm misremembering how the ship is laid out, we can snag a gun while we're down there.
>>6341186>If this vessel is helping the Demon Warlord by attacking Hyrulean ships and ferrying supplies between his troops, maybe you should set off the explosives in the cargo hold after all, so others don't have to later.And the lillies....... We need to give them to her before her inevitable sacrifice!
Rolled 7 (1d10)Alright fellers... Roll Dexterity+Stealth for 5d6, BO3
Rolled 2, 5, 4, 5, 5 = 21 (5d6)>>6341211
Rolled 3, 4, 2, 1, 1 = 11 (5d6)>>6341211
Rolled 6, 5, 3, 4, 6 = 24 (5d6)>>6341211
>>6341206+1 to this sentiment, btw.
While it would certainly be Wise to escape now to your village while you still can, and the Selfish part of you dictates that the only decent reason to stay would be to go back for the rest of the rupees, it is ultimately something else that wins out in your heart - the Courage to do the right thing, even when it scares you. If this ship has aligned itself with the Demon Warlord - moving supplies, sinking Royal Naval vessels, and even robbing or killing merchant sailors - you're willing to risk your life to put a stop to it. You heave a deep sigh and point your cutlass to the door that leads lower into the ship. Kyokimi meets your eye and nods in agreement. "I... I think you're right, these privateers are killing innocent people, they're helping to keep the naval theatre in a gridlock, which is just what Onox wants... If you want to double back to sabotage the ship, I'll g-" She starts to speak, but is interrupted by a voice that addresses you both, as the mask fastened to the back of your head evaporates into a yellow mist that coalesces between you on the floor in the shape of a three-tailed fox. "Hold up, hold up... Look, I like that your hearts are in the right place, but I barely just got free by the tip of my third tail... so I think this may be where we have to part ways." Oshi interjects. His head twists to look up at Kyokimi first. "Maybe for the best we don't do names? I attach easily." Then his attention focuses directly on you. "You aren't one of those Legendary Hero types, are you? Hard times for that whole enterprise, yaknow... Anyways, uh, it's been a real laugh and a half, old pal. Come find me in the tall grass sometime, we'll make a day of it." He opens that one scarlet eye again, and disappears from sight in a blink. Kyokimi's gaze gradually escalates from where the fox was sitting to meet your own. "Was that... A Keaton? How...?" She starts, then flutters her eyes perhaps in an attempt to see if she is dreaming, before shaking her head to physically dispel the questions from inside of it. "Nevermind, let's hurry. I cut the fuse earlier when I went to go looking for you, and I originally had it measured for fifteen minutes in case we ran into trouble. Once we re-ignite it, I think we'll have about ten, so we'll have to be fast. But if the munitions go off, it'll sink the whole ship without a doubt. Come on, I'll show you." >Cont'd
Once you pry the dagger from where it's wedged in the doorframe, the pair of you descend through the hall and down to the cargo hold like ghosts. Maybe you're trying to impress her, even, with how careful your footfalls are, and she does seem to lend some of her situational awareness to notice. You get through the small chamber leading to the crew cabins and close the hatch behind you. It's completely dark down here, and for a moment you consider withdrawing your Lens of Truth to see. Before you can, Kyokimi holds up a finger, and a small orb of dim crimson light forms at the end of it, expanding to the size of an apple and bathing the chamber red. She gestures for you to follow down the steps. Much of the space is occupied by sloppily stacked crates of varying shapes and sizes, punctuated by the occasional large barrel. It is one such container that Kyokimi directs you to, where a small hole has been bored into it by an implement roughly as wide in diameter as one of her throwing darts. Extending from the puncture is a waxy looking fuse of some sort that's long and thin. Just as she takes it in her fingers, you hear feet moving above, and muffled voices - they're yelling. Then you hear stomping. More yelling. You can't tell if they found the pantry missing items, or the brig empty, or worst of all, the canoe tethered to the rear of the Captain's cabin, with him conspicuously missing... Or how long it will take them to find whatever they haven't already.Or find the two of you.Both of you stare at each other wide-eyed with anxiety over the gloomy red light at her fingertip. Will you still light the fuse? >Yes, you must destroy the ship despite the risks, it's killing people >No, it's too dangerous, and they may find it and put it out anyways when they search down hereIf you light the fuse, what will you do? >Mad dash for the Captain's cabin, only fighting if you must to get through, you can't afford to be around when this barrel detonates - you've only got one eye left, after all. >Fight through the crew cabins and galley to reach the top deck; it's farther but youcan keep an eye out for the flowers and there might be another boat to escape with up top. >Write-inIf you don't light the fuse, what will you do? >Mad dash for the Captain's cabin, if you're lucky you'll get there before the pirates and you know there's a boat waiting. It may be very difficult to outrun their ship in a canoe, however, but you'll at least benefit from the darkness and they may not be able to keep a visual on you. >Hide inside some of these cargo crates, they'll never think to look inside. You may end up at the naval blockade, but you could possibly escape from there and it's better than being butchered upstairs. You might also be shipped to one of those two fortresses, which would put you quite far from home.
>>6341303>Yes, you must destroy the ship despite the risks, it's killing people>Maintain stealth. Get to the nearest porthole and use the grapple hook to climb the exterior of the ship and hang on the edge, making our way over to the nearest escape boat
>>6341303>Yes, you must destroy the ship despite the risks, it's killing people >Fight through the crew cabins and galley to reach the top deck; it's farther but youcan keep an eye out for the flowers and there might be another boat to escape with up top. Surely they'll be heading to the cells and captain's cabin first
>>6341313Unless they found one of those places first... Or both...
>>6341314Would it be feasible to grapple up to the top deck from the outside?
>>6341302I know you said Clooney, but I'm hearing Norm McDoanld in my head, kek.>>6341303>Yes, you must destroy the ship despite the risks, it's killing people >Fight through the crew cabins and galley to reach the top deck; it's farther but you can keep an eye out for the flowers and there might be another boat to escape with up top. DERRING-DO
>>6341316It would with a Strength+Athletics check, and I think is a pretty good idea, but sneaking to a port-hole undetected - while also possible - would not be easy. You'd be making a single Dex+Stealth roll and need at least 2 successes. On a failure you'll run into someone. Just a few people are up and aware right now, but by the end of next round you can expect most of the crew to be on their feet and searching for you.
>>6341303>Yes, you must destroy the ship despite the risks, it's killing people>Mad dash for the Captain's cabin, only fighting if you must to get through, you can't afford to be around when this barrel detonates - you've only got one eye left, after all.
I'm gonna be honest guys I don't love the idea of breaking this tie myself. However, if it still hasn't swung one way or the other by noon or so tomorrow, I'll roll a d2 about it
>>6341303>Yes, you must destroy the ship despite the risks, it's killing people>Mad dash for the Captain's cabin, only fighting if you must to get through, you can't afford to be around when this barrel detonates - you've only got one eye left, after all.>>6341771Alright boss, I'll do it myself
>>6341772Thanks brother, I'll call it on that one and start an update, probably get rolling again tomorrow.
Ahead of that... Roll Dexterity+Athletics+1 for 5d6
Rolled 5, 6, 1, 3, 5 = 20 (5d6)>>6341784
Rolled 1, 3, 4, 5, 3 = 16 (5d6)>>6341784
Rolled 5, 1, 5, 6, 2 = 19 (5d6)>>6341784
The two of you, while not exactly full-fledged ninjas, do at least know enough to understand that the smartest play is to get out of dodge before the full crew begins organizing a protracted search. There's a chance that your flight back to the canoe will be waylaid... And if it is, there's a chance you'll still be on the ship when this cargo combusts, if you light the fuse. Kyokimi's mask is off, though the lower half of her face is once again covered by her wraps, and while you can't make out her full expression you see those red eyes of hers calculating the possibility of being killed in an explosion. You reach out with one hand, grabbing onto hers, the one that's holding the fuse. Then you use your other hand to grab onto the one she is using to summon light. You thought the first time you held her hands like this, you'd be under the Tea Tree on Hidden Village Island. But you're in the belly of a mercenary pirate ship crawling with monsters, standing over barrels of explosive munitions with both of your fingers on the fuse. She is looking you in the face. She's frightened, you can tell. But you stay cool. You nod to her directly. You share your Courage with her in this moment. You're both in it together, and you're both going to stop these villains and escape alive. She barely hesitates to return the nod to you, and withdraws her hands from yours. With the one she's used to summon the dim light, she makes a few gestures with her fingers, and it shrinks down while brightening orange, becoming a little candle-flame hovering above her fingertip. She touches it to the tip of the fuse, which starts sparking green and yellow, crawling down slowly to its destructive destination. "We can do this, Zuzo, we can beat them. Let's run for it!" She declares in a hushed tone, clearly inspired by your resolve. If you didn't know better, you might even think she's smiling under that face wrap. >Cont'd
You go first, and both of you scramble up the steps and out the hatch. Racing through the vestibule leading to some of the crew cabins, you can hear better that someone is going room to room trying to wake more of their number up, barking instructions. Several of them are grumbling and shouting over each other and you're moving too quick to fully make anything out, but you glean that they were tipped off by the absence of certain items in the pantry, someone is likely checking the brig now. The pair of you are moving triple time, desperate to get up and out, and almost barrel over one another down the narrow hall towards the Captain's cabin. Bursting through the door, you find that someone else has arrived just before you - another Goriya warrior, this one in simple leather armor and brandishing two weapons - a steel cutlass like your own, and a wooden boomerang. He is facing towards the open window that leads to your escape. THU-THUNKTHUNK-THUNK-THUNKTHUNKTHUNK Someone is banging on the other door, from the top deck, but there's still that dagger keeping it shut for now. "WHROHROOOOOOOOOOOO!" A muffled, but still quite loud, howl echoes from farther within the ship. Over a dozen more, nearly as loud, sound off in reply. The lone Goriya in the cabin turns in that direction and lays eyes on you both, muzzle curling up with disgust to bare sharp fangs towards you. There should be roughly seven minutes left before the cargo is set to explode. You have the initiative, what will you do next? >Use the Ninja Smoke Technique to move directly to the other side of this warrior, then jump for the canoe without wasting time to fight. >Attack to dispatch this pirate quickly and leave no witness of your escape. >Write-in If you attack immediately, choose one of the following:>Melee attack (cutlass) [Strength+Melee]>Ranged attack (Deku Nut) [Dexterity+Ranged]>Technique: Heavy Slash (cutlass) [Strength+Melee]If you plan to fight but choose to hold back, to what end? Choose one of the following:>Total Block [Strength+Stamina]>Total Dodge [Dexterity+Dexterity]>Ready a Ranged attack, but wait until he has thrown his axe [Dexterity+Ranged]
>>6341978>>Use the Ninja Smoke Technique to move directly to the other side of this warrior, then jump for the canoe without wasting time to fight.Let's GTFO. Magazine explosions are no joke.
>>6341978>Attack to dispatch this pirate quickly and leave no witness of your escape.>Technique: Heavy Slash (cutlass) [Strength+Melee]
>>6341978>Use the Ninja Smoke Technique to move directly to the other side of this warrior, then jump for the canoe without wasting time to fight.
Gonna give you a +1 bonus for a little extra luck, it looks like you guys might get clear of this place with a bit more loot and fewer scratches to show for it than I was expecting. Roll Wisdom+Stealth+1 for 6d6
Rolled 4, 3, 5, 6, 4, 5 = 27 (6d6)>>6342012NIGERUNDAYO KYOKIMI
>>6342016Three successes for the Joestar Secret Technique (^: very nice
Rolled 6, 1, 5, 4, 6, 4 = 26 (6d6)Rolling for fun and to see how catastrophic it would've been if I got here earlier.
>>6342017Hopefully they include some golden lillies for the lady! If not, well... I feel like we ought to let her know we tried to get her some.
No time to spare on this poor pirate. He's already defeated anyways, if you can just get past him. And, as it happens, you can. Easily. You sheath the cutlass at your side, and reach into your pouch for a Deku Nut, then glance to Kyokimi with a spark in your eye. She's of a like mind, already clasping a Deku Nut of her own in her opposite hand. You both nod to one another and clasp your other hands together, rushing right at the Goriya almost as if to clothesline him. But you both bring your outside arms across, casting the little combustible seed pods at each other's feet- CR-BANGCR-BANG And you reappear on the other side of your foe, still holding hands, and bounding directly for the open window. Kyokimi is giggling at the ease of your maneuver, and you're feeling giddy yourself, despite it all, squeezing her hand tight just as the both of you leap from the cabin and into the night, feet first. In that crystal clear moment of weightlessness, between the ship and the cold ocean below, neither of you can help yourselves from laughing like a pair of kids skipping a day's classes to play in the creek. KR-SPLOOSH The water is cool, bracingly so, but not enough to shock either of you, and the ship pulls the canoe right to you both. Grabbing onto either side you hoist yourselves aboard and settle, dripping and elated, into the little vessel. You swing the cutlass to sever the tether and suddenly, distance begins to stretch out between you and your captors. Rocking on the waves rolling away from the pirate ship's wake, you notice a lupine head silhouetted by the candles inside the window of the Captain's cabin, and then another appears over the shoulder of the first. You can faintly hear more howling, but the speed of the other vessel hushes this. It looks like one of the life boats on the left side, a canoe somewhat larger than your own, is starting to lower itself. But as it touches down on the water, you see that it doesn't mean to pursue you. The two figures on board, whoever they are, jettison themselves in another direction entirely just before the ship's sails lurch rightwards to try and turn. Your breath catches as you consider they may attempt to fire blindly into the dark with their broadside cannons, and grab a paddle, causing Kyokimi to do the same. Both of you make haste propelling yourselves farther away. Even a fairly indirect hit would likely capsize or even kill you both, and you're terribly far from shore. You know it would be a difficult shot even in fair conditions, but the trajectory of today's misfortunes has you especially paranoid. Frantically you paddle, and your companion even moreso, shoveling big heaps of seawater behind you expecting the end to hurdle towards you at any moment and then- KRAKRROKOOOOOM-CHUKOOM-KRRREEAAARRRRRRKKRKRKR >Cont'd
The guts of the ship erupt in sideways showers of sparks and red fire that dances across the surface of the sea like skipping stones for many yards. A locust swarm of splintered timber flies out into the dark wind for an instant, tumbling down into the ocean while the hull buckles, disemboweled by the explosion from within. The mast snaps, and the weight of the ocean's fingers closing around its fractured frame causes larger structural pieces to likewise break asunder. You smile quietly at the catastrophe you helped cause. Kyokimi stands up and cheers, clapping with apparent glee - it's her first taste of success as a ninja warrior, and not an insignificant one. While this 'mission' may have been entirely unsanctioned, your victory here will certainly help to justify the inherent recklessness of it all. When the ocean has swallowed up what remains, and inky smoke is wafting up into the air from the little remaining debris, the two of you set yourselves to the task of paddling home, now at a more measured pace so as to not burn yourselves out too far from shore. The moon is still high, and your eyes rest on the Towering Shadow which looms so far above the Atoll from the outlying island you were exploring just earlier... You both know that an open mouth loses much moisture, and being that you have so little water left in your gourd, you both opt to remain silent for much of your voyage home. It's only when Hidden Village Island has finally come into plain view, and the Black Tower is behind, getting farther rather than closer, that you finally speak about the fullness of your ordeal, and she about her decision to rescue you. She used her magic to catch up to the ship, and her stealth skills to board. When you tell her that you had collected Golden Spider Lilies as a gift for her, you could swear she blushes under the silver moonlight that shines against her white hair. But she keeps her face wrap on, and turns away from you to keep paddling. She asks that you meet her at the Tea Tree tomorrow, after you have finished debriefing with the Elders about the many harrowing details of your Trial. You gladly agree. >Cont'd
When you reach the shore, she gets out first, and runs ahead back to her home after a quick goodbye, she knows her parents will be worried. There are torches lit at the watchtower and bonfires along the beach, indicators of a great emergency in the village. You are breathing heavy, sitting in the canoe alone, when suddenly a familiar voice emerges inside of your mind. "Hoy." Upon the stool where Kyokimi had been sitting, a little yellow fox appears, one red eye winked shut and the other trained on you above an impish grin. "I gotta give it to you, brother, that was a mighty fine showing back there. Dangerously Hero of Legend-esque, if I might be so bold as to say as much, and bold certainly seems to be the flavor of the day. You've got a real spark, kid. Hope you aren't disappointed to see I hitched a ride... Wasn't sure my foxy-paddle would cut the mustard on a few leagues of open sea, you understand. But look, we're back, we're together again, Oshi and Zuzo, famous friends!" He greets you, sitting up a bit straighter when he calls you friends. For your part, you're mostly confused, and your head cocks to the side ever so slightly while you quirk the brow that isn't fully obscured by bandages. "No? Too much, maybe? I did say that I attach easily, yaknow. The whole elusive fairy fox deal is a great gig and everything but I can't help it, I'm just a people person, I get lonesome in the tall grass and sitting in tree branches dispensing riddles, yadda yadda, look, I'm rambling, aren't I? I'm being yappy, that's my bad. You're a man of action, a stalwart of few words, the strong silent type... Or, at least, you're knocking out silent and we're getting there with the strong part, but I can see the vision. I may even..." He goes on (and on), but eventually trails off as you simply stare down at him.A pause squats between the both of you for a moment that probably feels much longer for him. >Cont'd
Oshi finally exhales through his snout, and tries again. "Ok, look, all my cards on the table, I will go ahead and admit it: I figured a teenage cyclops and his equally young arsonist rescuer were not going to nail their first attempt at sabotage terrorism on the high seas while outnumbered a dozen to one. I'll own that. I'm kind of a pessimist, Zuzo, a good few centuries of Hyrule will do that to a guy. But, you made it out in the same number of pieces as I met you, right? I concede I could've done with a little more faith. I've got it now... And that's why I wanted to ask if you'd consider doing me another favor? Kind of a biggie this time..." when he asks, his ears flatten sort of pitifully to the sides of his little head. "They captured my two brothers. I was looking for them, and that's how they got me too. Keaton tails are, naturally, very potent magical components, very sought after... I was wondering if you'd be willing to help me get them free, too? I'd tag along for the ride, help you however I can. I'll even teach you some magic! A spell before we leave, and one more for each of my brothers. You don't have to decide this minute, I can smell the house that must be yours from here - I can wait in the grass just behind it, near the palmetto tree. You could find me there if you're interested. But, uh, whattaya say, pal? Up for a- oh!" As he speaks, he suddenly halts and vanishes in a blink again, detecting another presence. You were so distracted, and your vision so much more narrow than you're accustomed to, that you didn't notice Elder Tei approaching along the beach. "Hoy, Zuzo." He is bald, wearing white and grey linen robes with a long, thin beard and mustache draped down the front of him, and a gnarled driftwood cane in his hand with a silver Eye of Sheikah ornament atop it. His eyes are small, but study you appraisingly and quickly so. "It is good to see you have returned from your Trial of Illumination. You must come with me at once to the Pagoda of Whispers, to complete the ritual... And I expect we shall have much more to discuss tha- Oh! Oh my... You bear the Lens of Truth at your waist, young master Zuzo! Come, come at once, we have very much to discuss with the other Elders!" He begins to say, but becomes excited at seeing your Legendary Sheikah Artifact. You glance from him to the stool where Oshi was a couple of times, but he's gone now. You'll have to consider what he said, and speak to him later. You do not refuse Elder Tei, or consider protesting, though you very much yearn for a long sleep and to see your grandmother after what you've endured. You rise calmly from your seat and follow the old man up the beach, to the tower at the center of the village, saying nothing to each other as you make your way there. <><><><><><><><><><><><><><><><><><><><>
Ok everybody, I know we could probably press things on for a little bit longer, but I wouldn't want to get caught up in anything too big this late in the thread, and this feels like a great place to stop while I prepare the next leg of our adventure.In the meantime, thank you so much to everyone for your time, for voting, for reading, for your advice, for your input, all of it super appreciated! This is the third quest I have started, and it got popular enough to surge ahead and close out before either of the other two!!! If you liked this story, consider checking out my kind of rough first quest: Gauntlet Sundered, a World of Darkness story about the Spirit World and Mortal World becoming one again, and a burglar-turned monster hunter trying to protect his daughter and find his friends in the chaos of a Chicago alive with all of its myriad demons. >>6319556>>6319556>>6319556It will appeal to fans of WoD, Hunter: The Vigil in particular, survival horror, post-apocalypse, and media like The Walking Dead or Supernatural. So, quite different from this, and while I am still wet behind the ears even as a I wrap up this first chapter of LoZ, I have been dripping soggy for most of that one. Also, please consider checking out my second better imo quest: Cyberpunk Fairytale, a Changeling: The Lost story about a Privateer in service of a True Fae dragon, who is also the CEO of the megacorporation responsible for discovering the means of creating true synthetic life in the form of obedient androids. Our 'hero' will have to maintain his fragile sanity while doing the bidding of a truly mad and truly evil otherworldly being, and avoid the predations of other supernatural movers and shakers, megacorporate monster hunters, plus more using the vast scientific and paramilitary assets at his command. >>6324793>>6324793>>6324793Like the other, this is for fans of WoD and Changeling in particular, horror, but more of a noir, with political intrigue and asset management elements. This is a story that's really close to my heart and I am looking forward to making real on this board. When one of those two threads concludes I will launch into our next thread, officially changing our title to: Legend of Zuzo: The Umbral Tower From there on out I will only run two at a time. With the pace of the other two, I thought another even slower one would be manageable, but this one seems to have really caught on! So I want to be able to budget more attention for it as I proceed. >Cont'd
Thank you so much again for making this so fun!!!!! For now, please use this thread to share any and all feedback I could use to improve this quest or bring to the others I have cooking! In particular I want to know: >Are there particular recurring enemies, bosses, locations, or NPC's from the LoZ franchise that you are eager to encounter in this story? Which ones? If you have a reason, why? >Did you feel my descriptions were clear and easily followed as you navigated your environments? If not, how could I do better? >I am still learning some of the 'unspoken rules' of Questing as a way of storytelling, though I have experience in running text-based RPG's, some of them quite expansive like a MUSH that ran for about a year. Are there things that you think I may be missing, or need to know early? >How did you feel about the way I offered options for votes? Do you think I may be listed too many, or was overindulgent? My background in horror games means I'm inclined to provide some options that are mostly bad, or dangerous, even if they don't readily appear so - and that may be a learning curve for me as I tell a by the numbers fantasy adventure. Do you think I should have had more variety, or less, or is there something else you would change? >The system I am using is a tinkered with and pared down version of a homebrew, and it seems to be working alright, but do you have thoughts on the core mechanics? What would you change if you could? Would you rather the story be narrative based with far fewer dice tumbling about, or would you prefer I shift to a d100 system that might be a little more streamlined in some regards? What have you had success with?
I also do not know how to archive but I will head to /qtg/ later tonight to figure that out(^:
>>6342066Were you running three quests simultaneously????
>>6342073That is correct (^:
>>6342070Thanks for running! Good stuff so far. That said, this thread (if you look at the bottom of the page at the third number) is on page 3 of the catalog. Folks normally don't archive until they're around page 9 or 10. I'm not gonna tell you what to do with your quest, but you can keep going in this thread even if this 'part' is finished.>Particular folksWizrobes and Darknuts are cool, but I think I'd be more into more characters and allies. Not, like, FAMOUS CAMEOS or whatever, just more pals of our own.>DescriptionsYea, no complaints here. >Unspoken RulesAlready went into a few with death mechanics and where your quest currently is on the catalog... looks like you're doing fine so far, but keeping open like this is definitely the way to go.>Vote optionsWorked for me as long as they worked for you! Just remember the golden rule of /qst/ing: don't offer a choice you aren't willing to write!>MechanicsFine by me so far, seems fair enough without being dull.
>>6342066>Cyberpunk FairytaleI'll check it out!>Legend of Zuzo: The Umbral TowerGet hype!>>6342070>Are there particular recurring enemies, bosses, locations, or NPC's from the LoZ franchise that you are eager to encounter in this story? Which ones? If you have a reason, why? I am interested to see the Gerudo and Zora, who are my favorite races, as well as if any of the more obscure monster show up and in what form.>Did you feel my descriptions were clear and easily followed as you navigated your environments? If not, how could I do better? You did great, SK.>I am still learning some of the 'unspoken rules' of Questing as a way of storytelling, though I have experience in running text-based RPG's, some of them quite expansive like a MUSH that ran for about a year. Are there things that you think I may be missing, or need to know early? No, you seem to ave the format down pretty pat, here, especially after working out how you'd handle loss/death.>How did you feel about the way I offered options for votes? Do you think I may be listed too many, or was overindulgent? My background in horror games means I'm inclined to provide some options that are mostly bad, or dangerous, even if they don't readily appear so - and that may be a learning curve for me as I tell a by the numbers fantasy adventure. Do you think I should have had more variety, or less, or is there something else you would change? It worked fine for this sort of quest. The tactical system could maybe sue a bit of refinement, but there's only so complex you can get on 4chan. Sometimes it wasn't clear why we shouldn't spam the best option in terms of number of dice we get to roll, apart from flavor.>The system I am using is a tinkered with and pared down version of a homebrew, and it seems to be working alright, but do you have thoughts on the core mechanics? What would you change if you could? Would you rather the story be narrative based with far fewer dice tumbling about, or would you prefer I shift to a d100 system that might be a little more streamlined in some regards? What have you had success with?See above. I think your system works, but maybe situation modifiers on DCs or bonus dice could crop up more often to reward "right" choices or clever write-ins?All said and done: excellent quest so far, QM! Thanks for running it!
>>6342070I had a lot of fun thanks my man.
>>6342097 >you can keep going in this thread even if this 'part' is finished.I think my goal is going to be for most threads to end around 800 mayyyybe 900 posts, for pacing and consumptions reasons mainly. Being that I'm still getting a feel and it's a solid way to end his beginning and this ended up being decently popular so I need to wind down one of my two other active quests both of which require longer updates and more improv....... this seemed like the best place to park. I will keep that in mind though, and maybe get in a rhythm and push later threads past what I'm imagining right now...>more pals of our own.Yeah how are you and others feeling about Oshi? He is my obvious pitch for a 'guide' character. I actually downloaded an emulator to replay some Windwaker and Twilight Princess while running this (very helpful in so many ways), and I am noticing just how powerful the assistance from Midna is across that story, and yet she doesn't outshine Link at any point, nor am I left wondering why she doesn't just handle everything herself. It's an impressive balance. Her speech is a little annoying, moreso than funny, but she has a lot of depth as things go on. Another idea was a sentient katana... Maybe even Oshi possessing one to make Metal Gear Keatana... LOLAnyways, I was thinking of the suggestions you guys made in the /qtg/ and realized that Twilight Princess handles this perfectly. They have a Resistance group that reaches out to Link for help, they track down different dungeons he has to visit and give him help, are friendly, and in the manga I think one of them fights some enemies with him? In the game they let you handle all the dungeon crawling. So I am studying how the devs wrote them.>>6342150 >I am interested to see the Gerudo and ZoraThe Gerudo Tribe will feature heavily in a lot of this story, as they are the core of Warlord Ganondorf 's mighty army...Speaking generally to the group I forgot an important question:>What Legend of Zelda games have you personally played?I will potentially tailor some encounters and world elements based on what you guys experienced firsthand.
>>6342182>Resistance group https://zelda.fandom.com/wiki/Resistance For reference^^ I am thinking something slightly more involved, but similar; this version of Hyrule surely has a more urgent need for an even more organized Resistance Network to assist in the War Effort.... And I would rather your friends be more hands on with your adventure.
>>6342182I have to say, Oshi is doing pretty well as a pal. He actually reminds me more of Nintendo's newest exposition-companion, Calamo, from Age of Imprisonment, than he does of Midna. Why doesn't Oshi do everything himself? He's just a Keaton. While a quick wiki-walk tells me that they CAN fight (at least in the Minish Cap, where they go bipedal and grab a knife)... they're not too good at it. More of a trickster/rogue type. While Zuzo is also a rogue, he's more of a swashbuckler, and might end up leaning more towards 'samurai who can sneak' than 'ninja who's good at fighting'.In much the same vein, Calamo is also a minor magical creature starting with K; a Korok. He's only good at fighting for a korok (actually he's really good at it in general but that's just because Age of Imprisonment is a Hyrule Warriors game), so he needs AoI's Hero to help him out during tough times. They both also have similar tones of voice. Like, uhhh.... similar manners of speech. That and they both are fairly reluctant to go along with the crazier of their companions' plans, although I think Oshi takes it further by outright dipping early.
>>6342182Oshi is a great guide character. His dialogue is really well written and distinctive and his abilities are interesting.I really like the idea of the resistance group.I've played ocarina of time, majora's mask, twilight princess, and breath of the wild. Twilight princess is underrated in my opinion.
>>6342076In that case you definitely don't want to close this thread here, you can only have three active quests at once and it will take several months for any of them to drop off of the board
>>6342182>What Legend of Zelda games have you personally played?LoZ1,Ocarina of Time, Majora's Mask, Ocarina of Seasons, Four Swords, Spirit Tracks, Twilight Princess, Skyward Sword, and both CD-i games.
>>6342250Oh shid ;__; Can I delete a thread after I archive it?
>>6342253Why did I even ask that lmfao oh man
>>6342254Well good news, I didn't see this quest on notatrueending
>>6342253I don't see it on suptg but if it is archived don't worry too much, the suptg thread will update live until the thread 404s so there won't be any loss of content, just a potentially partial description
>>6342383>>6342385I haven't archived it yet, ended up getting distracted, I also noticed the sticky says 5 threads per IP? Is that out of date info?
>>6342386As far as I know it's up to date
>>6342388Ok great, I am not gonna sweat then! I think ratpocalypse will definitely die before I am making a fifth thread, so I should be good. Thanks all so so much for your responses!
Ok we are archived! https://suptg.thisisnotatrueending.com/qstarchive/2025/6330928/That was easier than I thought!
>>6342252>Oracle of Seasons Patrician... I am making a good few callbacks to both of the Oracle games, which I haven't played but find extremely interesting.