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>>
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Select your character!

>Human male fighter (Japan)
>Human male fighter (Undead)
>Human male fighter (Archer)
>Human male fighter (Female)
>Human male fighter (Bandit)
>Human male fighter (Crusader)
>>
>Human male fighter (Undead)
Our goal? To find a way to get our dick back.
>>
>>6331629
>Human male fighter (Undead)
>>
>>6331630
>Human male fighter (Bandit)
BrigandGODS rise up
>>
>>6331630
>>Human male fighter (Crusader)
WE WILL TAKE your fantasy equivalent of JERUSALEM!! DEUS VULT!
>>
>>6331630
>Human male fighter (Crusader)
Because Leper Knight died.
>>
>>6331630

>Human male fighter (Undead)

Playing as a rogue skellie might be amusing
>>
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>Human male fighter (Undead)

You're dead tired.
Some ̶p̶e̶a̶s̶a̶n̶t̶ Master has interrupted your eternal rest.
You just want to lie down, but he orders you to rise and pick up a weapon, you're compelled to obey.

>bec de corbin
>bardiche
>>
>>6331654
>bec de corbin
Can't go wrong with a crow's foot.
>>
>>6331654
>bec de corbin
>>
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>>6331654
>bardiche
>>
>>6331657
>>6331654
Based Mount and Blade reference compels me to vote for anon.
>>
>>6331654

>bec de corbin

We are GRUMPY!
>>
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>bec de corbin

You select the Bec De Corbin, a weapon you favoured in life for its bone crunching power.
Unbearably, you rise from your sarcophagus. You're in a crypt. The risen dead shuffle about dragging any remains they can find to this room.
Master disregards you and helps himself to your grave, tossing aside your father's sword and sister's necklace like trash. Your bardiche, he gives to a zombie.

Without orders you're not compelled to take any action.

>Wait
>Hide
>Wander off
>Talk to the dead
>Talk to Master
>>
>>6331662
>Talk to Master
>>
>>6331662
>Talk to Master
What's up homeslice?
>>
>>6331662
>Talk to the dead
Hello fellow Human Male Fighters. Who is this prick looting the family tomb?
>>
>>6331674

Support. I sort of feel like we should gank Master right off the bat, what the fuck is his problem?
>>
>>6331662
Rebury your father's sword and sister's necklace with care. It might be trash to the asshole Master but it's a family keepsake that is precious to us.
>>
>>6331662
>Talk to dead
*Points at Master* What's his problem?
>>
>>6331682
+1
>>
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You wait, then when Master moves on you quietly rebury the items in your sarcophagus.
Warriors are always buried with their weapons, but you did not know you would be interned with these keepsakes.
Your Will has increased to 4
>>
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It's laborious, but you're somehow able to emit a Nazgûl voice from inside your skull. You try speaking to your undead fellows, "Who goes there?" Most of them can only provide a fraction of a sentence. "Can't rest" "Must go" "I'm Killed" "Save your strength", some a non verbal. Those with tasks can't stop working to talk to you. Eventually you find a zombie as articulate as yourself.
"I was Krom, woodcutter."
You points at Master What's his problem?
"Somon. The Necromancer who raised us to undeath. We haven't much time to speak."

Ask what?
>write in
>>
>>6331692
>Why is he robbing my family tomb? What does he want?
>>
>>6331692
tell him the flesh is weak and the bone is strong
>>
>>6331692
>Catch the game last night?
But really
>Why has Somon raised me?
>>
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>"Why is he robbing my family tomb? What does he want?"
"A black knight sent him to make undead. They are making an army."

>"Why has Somon raised me?"
"Warriors are raised first. No doubt he will use you to kill."

Before you can talk more, he wanders off and acts like the other undead. Not soon after Somon finds you.
"Do not wander off." he snaps, "Your mind should be at least partially intact, so you should have no problem with complex tasks. Go out and find me some provisions." With little choice, you ascend from the crypt.

>Hunt
>Steal
>Find a village
>>
>>6331706
>Find a village
>>
>>6331697
>the flesh is weak and the bone is strong
The MIND is strongest
>>
>>6331706
find a village
>>
>>6331706

>Find a village

Warn the local dummies that they’re about to get slaughtered if they stay put and then loot their stuff when they run?
>>
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If you reveal yourself to villagers, your ̶s̶o̶ ̶c̶a̶l̶l̶e̶d̶ Master might be exposed which is ̶g̶o̶o̶d̶ bad. You need to get supplies.
Necromancers were few and far between in your time. The church upon your crypt was destroyed a long time ago but you know if you follow the stream you will eventually reach a village. You can walk indefinitely, you feel very tired mentally but feel zero fatigue.
When you reach a village you find Orcs are attacking! You used to protect the commoners from beasts like these. Only some hapless militia are there to fight them.

>Master needs supplies
>Attack the orcs (temporary -1 Will)
>>
>>6331722
>Attack the orcs (temporary -1 Will)
We're undead but human we remain, down to the marrow of our bones.
>>
>>6331722
>Attack the orcs (temporary -1 Will)
>>
>>6331728
+1
>>
>>6331722
>Attack the orcs (temporary -1 Will)
>>
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>>6331728
supported.
>>
>>6331722
>>Attack the orcs (temporary -1 Will)
bones remember what the mind forgets
>>
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They must be stopped! You charge into the fray!
The orc growls "The dead fight!" and whirls to engage you. You recall all your combat skills, your body knows what to do.
Things are a bit different now. 1: You don't weigh very much and don't get tired, you're now a very agile fighter.
2: You don't bleed, certain attacks that would normally be fatal are now harmless.
Obviously this orc doesn't fight skeletons often, but you've killed dozens of orcs.

WILL: 3/4

Roll 1d100. Only the first roll counts.
If you roll over 50 the orc takes 1 damage
Below and you both take 1 damage
>>
>>6331739
oooh a draw, what an honour!
>>
Rolled 57 (1d100)

>>6331741
>>
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>>6331743
*Crack* He's no match for you! This feels a bit different. It's not just battling evil, you feel a ̶s̶t̶r̶a̶n̶g̶e̶ compulsion to kill.

Roll 1d100.
>>
Rolled 3 (1d100)

>>6331746
Rollen
>>
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Accursed luck! He gets a clean hit on you before you take him down. Killing feels good.

WILL 2/4

It's getting hard to concentrate. Harder to think about things unrelated to getting Master's supplies. There's one orc left.
The militia men are shouting something about the undead.

>Fight!
>Withdraw
>>
>>6331750
>Withdraw
>Loot the orc though
>>
>>6331752
+1
>>
>>6331753
supported.
>>
>>6331750
>>Fight!
>>
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On second thought better not stick around. You quickly loot the D'orc, grabbing his coins and sword. Then bolt for the mill and make off with a sack of flour. Mission success. The villagers will probably be fine.
By nightfall you've made it back to the crypt and throw the sack at Somon's feet.
"Flour??? Imbecile! How am I supposed to bake bread in a CRYPT!" He eats a small handful anyway. He finally looks at you and sees you're injured. "You are damaged. Why?" He suffuses you with dark magic, restoring you.
WILL 4/4

>Truth
>Lie (-1 Will)
>>
>>6331768
>Truth
We killed an orc to get supplies, sort of, kind of.
>>
>>6331768
Truth
>>
>>6331769
>>6331772
A clever truth. We killed the orc for it's supplies.... ~~which it had not yet taken from the human village.~~
>>
>>6331769
+1
>>
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"I fought a fierce orc and slew him." You decline to mention you showed yourself to the village.
Solom's eyes widen a little. "You are quite articulate... Good. You will make an adequate lieutenant while I establish my power..."
He puts you on guard duty in the entrance, and authorises you to command the other undead for defence purposes. You stand for hours thinking about the world you've awoken to, how are monsters threatening villages? Where are the king's men? The crypt door swings open wide and a lone ̶p̶a̶l̶a̶d̶i̶n̶ intruder enters boldly. He must die.

>Fight
>Call reinforcements
>Warn him (-1 Will)
>>
>>6331811
>Call reinforcements
oh hell naw
>>
>>6331811

“My master Solon is very dangerous, only a team of FOUR heroes could possibly defeat him!! he also sleeps from 3am to 10am, and has a sweet tooth!”

> basically, bluff a bit and kick the can down the road
>>
>>6331811
We can "command undead for defense purpose" right?
I'd love to
>Call reinforcement and Defend the Lone Paladin toward Master's location
>>
>>6331830
If doable, this. If not, >>6331828 is also good.

>>6331811
>>
>>6331811
>Warn him (-1 Will)
>>
Aw hell naw where is seeker quest 2
>>
>>6331811
>Call reinforcements
You guys need to take the minion pill
>>
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>>6331854
Who said there's gonna be a Seeker quest 2??? I want to know his name!
>>
Rolled 66 (1d100)

>Power attack [75]
>Power attack [75]
>Power attack [75]
>Power attack [75]
>>
>>6331811
Call reinforcements
>>
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>Call reinforcements

You let out a bloodcurdling shriek and the sound of wailing dead and dragging metal starts closing in.
̶H̶o̶p̶e̶f̶u̶l̶l̶y̶, haphazardously this will render the crypt's fire safety exit undefended and leave ̶t̶h̶a̶t̶ ̶l̶o̶w̶l̶i̶f̶e̶ Master exposed.
Unfortunately, being a human male PALADIN this intruder is not savvy in the finer points of attack vectors or tactics. From his perspective you're just some monster that made an evil screech. He attacks! He must die.

Reinforcements arrive next round

WILL 4/4

Roll 1d100, need 50
>>
Rolled 49 (1d100)

>>6332109
>>
>>6332112
An harder roll than a 50+ in all honesty
>>
>>6332109
C'mon baby!
>>
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>Rolled 49
You both take one damage. He's good with a sword, but 100 swordsmen have fallen before you! He does however have some holy magic. He uses his Lay on Hands power to restore his health to 3. The door behind you slams open and your terrifying undead minions surge in! Being the bad guy has its perks!

WILL 3/4
Roll 1d100, need 50
>>
Rolled 44 (1d100)

>>6332119
>>
>>6332124
Woof, anon.
>>
>>6332124
Another whiff. Somebody else roll, I'll just go to bed before I roll more lows.
>>
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You both take 1 dmg. WILL 2/4
Paladin takes 1 dmg from your minions.
He's hurting you! Obviously Paladins are a lot more threatening to you now that you're an undead! But he's outnumbered. He's looking to escape but it's too late! He should have run away as soon as the door opened, now he's doomed. Master will be pleased... ̶i̶f̶ ̶y̶o̶u̶ ̶f̶o̶r̶c̶e̶d̶ ̶y̶o̶u̶r̶s̶e̶l̶f̶ ̶t̶o̶ ̶h̶o̶l̶d̶b̶a̶c̶k̶ ̶h̶e̶ ̶m̶i̶g̶h̶t̶ ̶b̶r̶e̶a̶k̶ ̶t̶h̶r̶o̶u̶g̶h̶ ̶a̶n̶d̶ ̶e̶s̶c̶a̶p̶e̶.̶

>Slay him (become stronger)
>Spare him
>>
>>6332134
>Slay him (become stronger)
He's too weak and too foolish to be our salvation.
>>
>>6332134
Slay em
>>
>>6332134

>Spare him

We need to break free of our mind shackles!
>>
>>6332134
>Slay him (become stronger)
He is a Paladin, practically guaranteed paradise.
>>
>>6332134
>Slay him (become stronger)
>>
>>6332134
>Slay him (become stronger)
>>
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>Slay him
With his immense disadvantage you're able to finish him without risking further damage. He roars and fights to the to the last breath, before being overtaken. A telepathic command reaches you. "Bring me the body." You drag his carcass into the darkness.

You place him on a stone plinth before Solom. "Damaged again are you? No time to mend you, I need to raise this one immediately." He sets to work reanimating the corpse, leaving you to stand there (You were told to "not wander off" at some point). As you stand there you feel the dark energy fuelling your body grows stronger, perhaps killing makes you more powerful.

Choose an upgrade:

>+10% on combat rolls
>+1 damage on successful rolls
>Life steal attack (1 per combat)
>>
>>6332194
>+1 damage on successful rolls

Flexx McNasty in the bone zone.
>>
>>6332194
>>Life steal attack (1 per combat)
We'll need to have a way to heal that is not reliant on Master
>>
>>6332194
>+1 damage on successful rolls
>>
>>6332194
>+10% on combat rolls
Anything that helps you hit more is better.
>>
>>6332194
>Life steal attack (1 per combat)

Only option that gets us independent healing
>>
>>6332194
>Life steal attack (1 per combat)
>>
>>6332215

Support, we need to start working on a Plan B when Our Leader gets shanked
>>
>>6332194
>Life steal attack (1 per combat)
>>
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You feel a new technique in your bones. A life draining attack!
At bit magicky for a self respecting fighter, but as long as it involves attacking with your weapon.
Come to think of it, you used to know many techniques... looks like you don't recall "all your combat skills" after all. After Solom remembers you standing there he sends you to "guard the halls", a nice open ended order that affords you some freedom. You find Krom again, finally someone you can talk to.

Talk about
>Your past lives
>Necromancers/Undead
>State of the word
>>
>>6332285
>>Necromancers/Undead
>>
>>6332285
>Your past lives
We can learn the rest from anywhere.
>>
>>6332285
>Your past lives
Build some rapport
>>
>>6332285
>Your past lives
>>
>>6332285

>Your past lives

Seems fun
>>
>>6332285
>Your past lives
>>
>>6332285
>>Your past lives
>>
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"You were a knight?" he asks?
"A man-at-arms. Fought from the saddle, but not knighted." Speaking takes a fair bit of concentration, making your sentences terse. "Battled monsters, kept them from the villages."
Krom slowly nods his decomposing head gloomily, "Now we are they."
It's true. Now all of a sudden you're the "monster" threatening the peasants. If there are no soldiers protecting them, it's only a matter of time before Master attacks them...
Krom speaks of himself, "Was a peasant, before that a monk. Read and write very well. Slain by bandits not long ago I think..."
Krom's WILL increases.
>>
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After your short discussion with Krom, you wander the halls. Occasionally having very brief exchanges with the other zombies and skeletons. Eventually you're given your next mission. You're handed a rusty crossbow and sent out to kill someone that can be raised or something that can be eaten. "No children, I can't raise them OR eat them." grumbles Solom.
"Will go..." you rattle and march into the light.

>battle an orc
>slay a person
>slay a horse
>hunt a rat
>hunt large game
>>
>>6332512
Hunt a rat (person)
>>
>>6332512
>battle an orc
Mama didn't raise no knave
>>
>>6332512
>battle an orc

Kill green creature, get stronger.
>>
>>6332512
>>battle an orc
If we get destroyed... no big deal, we were meant to be dead. It would be a good ending, but then again that would end the quest.
>>
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Yes killing orcs is good. That's something that was true in both your life and your undeath.
More power for you and another corpse for the Master...
Foot prints! You have never done tracking yourself, but since these orcs are so brazenly close to human settlement how hard can it be?

Roll 1d100

1-60 bad result
61-80 success
81+ great result
>>
Rolled 43 (1d100)

>>6332524
>>
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>Rolled 43
You've tracked your way into an ambush! A spinning throwing axe strike you. You need to get some damn armour.
An orc leaps from his hiding place. "Me smash you!"

WILL 1/4

Roll 1d100, need 50
>>
Rolled 54 (1d100)

>>6332527
oh fuck oh shit
>>
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>Rolled 54
He takes 1 damage.

You quickly swap to the sword you looted from the first orc. He lunges to finish you off but you easily deflect him and counter with your Life Drain attack. You gain 1 WILL.

WILL 2/4

Roll 1d100, need 50
>>
(The MC can use abilities/make decisions on his own, but players can request specific actions in combat in the current or coming turns as long as it's before the dice roll)
>>
Rolled 79 (1d100)

>>6332531
call him ugly before we stab him
>>
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>Rolled 79
He takes 1 damage.

"Ugly thing..." you drone. Before running him through. He howls in pain and hits the ground dead. You remove the throwing axe embedded in your skull and pick up your crossbow.

>You must bring the body to Master...
>But not right away... -1 WILL
>>
>>6332536

>You must bring the body to Master...

I actually think we have to play the long game here, can’t be too rebellious all at once
>>
>>6332536
>You must bring the body to Master...
>>
>>6332536
>You must bring the body to Master...

Yeah best to save the will
>>
>>6332536
>You must bring the body to Master...
>>
>>6332536
As we walk:
try to throw the axe. Actually throw it. Did we ever do this in life?
>>
>>6332536
>You must bring the body to Master...
>>
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>>6332561
>try to throw the axe. Actually throw it. Did we ever do this in life?
You sure did, but as a drinking game, not in live combat. Nonetheless you have very good aim with thrown weapons, especially with spears/javelins.
>>
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>You must bring the body to Master...

It's a slow march dragging this carcass, but you move unceasingly.
Soon enough you've returned to the crypt. Solom examines your latest catch. "An orc? Good... with this many undead warriors I can wipe out those worthless peasants in an instant!" He wastes no time in preparing to raise the dead orc from death. He continues to talk to himself while waving his rod to and fro "Better to act fast before some adventuring party invades my base." Finally he gives you a sideways glance, "You will lead the assault. Lieutenant".
̶T̶h̶a̶t̶ ̶d̶o̶e̶s̶n̶'̶t̶ ̶s̶o̶u̶n̶d̶ ̶g̶o̶o̶d̶.̶

>advise him to wait a bit longer
>persuade him to hunt down the orc camp instead
>make up some outrageous lie about the village defences (-1 WILL)
>>
>>6332666

>persuade him to hunt down the orc camp instead

“Orc camp better, stronger bodies…”
>>
>>6332666
>persuade him to hunt down the orc camp instead
>>
>>6332666
>>persuade him to hunt down the orc camp instead
What good would a couple peasant corpse do? Nah, orcs are everywhere outside. They're the menace.
>>
>>6332666
>persuade him to hunt down the orc camp instead

Orcs bigger and more warlike than peasant
>>
>>6332666
>persuade him to hunt down the orc camp instead
>>
>>6332666
Tell him he has the stature and bearing of a women
>>
>>6332666

>persuade him to hunt down the orc camp instead

When the guy is distracted or something, lead him to a mass of orcs that will butcher him. Sell the trap by walking into it with the necromancer.
>>
I like how the failures are hilarious and not deadly terrible consequences.
>>
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"Kill orcs camp first" you intone.
"What?" he snaps, "you dare speak to me!?"
He's NOT happy, but the magical compulsions in your mind don't resist you speaking to him.
"Orcs fewer than militia, easier to defeat. Become better zombies too..."
Somon considers what you suggested. "An... adequate plan. Lieutenant. The problem is I don't KNOW where the local orcs are hiding."
"I will find" you say resolutely.

You're not a good scout. But he doesn't know that. He agrees to make you his spy and places a well preserved eyeball in your skull... the process mends you slightly. WILL 3/4

Roll to find an Orc base.

1-60 bad result
61-80 success
81+ great result
>>
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>>6332805
kek what makes you say that?
>>
Rolled 55 (1d100)

>>6333127
>>
>>6333134
We are, without a doubt, the DEADLIEST skeleton to ever serve Somon.
>>
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>Rolled 55
After mixing up the Eastern Sword constellation with the Sewing Needle you get lost. If only there was a human male ranger around! You have an internal sense of which direction your Master is though, with little choice you start to return. While crossing a bridge you encounter another lone adventurer.
"Undead abomination! Prepare for destruction!" he squeaks. Obviously this guy is a novice.

>KILL
>Talk him down
>dive into the water
>>
>>6333139
>Dive into the water
A novice like him will never expect it.
>>
>>6333139
>dive into the water
>>
>>6333139
>dive into the water

Maybe catch a fish or crab. The boss is probably hungry.
>>
>>6333139
>dive into the water
>>
>>6333139
>Talk him down
Maybe this guy can get a party and take down Somon?
>>
>>6333132
There's something on his gait, in the way his shoulders move. The way he keeps his knees together I don't know, something about him is just fruity

>>6333139
Into da watah
>>
>>6333139
>dive into the water
We don't have the webbing to swim, but we don't need to breathe either so we can just walk under the water.
>>
>>6333139
>dive into the water
>>
>>6333218

The idea that Solon is so amped to be a dark lord but his undead lieutenant keeps suggesting that he’s a dainty little princess is pretty hilarious, I have to say

>dive into water
>>
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You say "You'll never take me alive" and spring into the water. The magician shouts "Coward!" as you plunge into the stream. Hopefully he doesn't cause you any problems in the future.
Since you don't need to breathe the stream actually makes a good highway for you. Your weapons being dulled by the water is no big deal, they were already in poor condition anyway.
>>
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Somon is MAD when you get back. He throws an empty goblet at your head. "FOOL. You didn't find ANYTHING! You didn't even kill that lone wizard. Good help is so hard to animate from the dead." He plucks the eye out of your skull and puts it back in a glass jar. "I'm running out of Marrow, better sack that village before someone else does. Rally my army lieutenant! I'm making my attack."
Although your Master is leading the assault, he's ̶l̶a̶z̶i̶l̶y̶ intelligently delegated commanding the minions to you.

What's your priority in this raid?

>Sparing innocents (-1 WILL)
>Endangering Somon (-1 WILL)
>Increasing your own power
>Your own survival (+1 WILL)
>>
>>6333294
>Increasing your own power
We can't spend all our will, we're already at 3/4
>>
>>6333294
>Your own survival (+1 WILL)
>>
>>6333294
>Sparing innocents (-1 WILL)
Let's not dishonor our family so quickly.
>>
>>6333294
>>Endangering Somon (-1 WILL)
We have some way to heal, let's capitalize on Somon's current weakness to get him rekt, and take the lead of our little gang of undead.

Then we turn into a guild/cheap labour for the village.
>>
>>6333294

>Sparing innocents (-1 WILL)

Being dumb on purpose is our specialty! Make sure that the citizens see us helping them though, we want to start spreading the idea that we are not totally aligned with Solon
>>
>>6332666
>persuade him to hunt down the orc camp instead
We lead plenty of assaults on orc camps in life, we’re familiar with their layout and tactics and can win more efficiently with fewer losses.
>>
>>6333429
If only we'd been able to find it. Alas, the last 15 hours have proven otherwise.
>>
>>6333294
>Endangering Somon (-1 WILL)
>>
>>6333294
>Endangering Somon (-1 WILL)
We are the captain now
>>
>>6333294
>Endangering Somon
I mean seriously what the fuck is his problem
>>
>>6333294
>Sparing innocents (-1 WILL)
>>
>>6333294
>>Endangering Somon (-1 WILL)
I just have issues with this princess dude. Maybe suggest he attire himself in something with lace and grills. Go full robe a la francaise
>>
Anon's crushing hard on our boss.
>>
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>Endangering Somon (-1 WILL)

̶A̶l̶t̶h̶o̶u̶g̶h̶ you d̶o̶n̶'̶t̶ want the i̶n̶n̶o̶c̶e̶n̶t̶ villagers to be harmed. This might be your best chance to be free of your Master before he's protected by 7000 skeletons. WILL 2/4 You devise a basic swarming attack, for maximum target saturation. You recall when you served under earl Gaymer he lost an expensive ballista trying that. With your own undead soldiers spread out there won't be many nearby to defend your own "ballista" if threatened. You assemble the troops and give them instructions.

After a grim night march you loom over the sleepy village. Somon points forth his rod, "Destroy them!"
You charge.
>>
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Immediately a magic alarm spell is triggered ringing with noise, followed by a conventional alarm. The light of torches and lanterns rapidly appear. The panicked militia start running out to engage the undead who are spread out EVERYWHERE. Smashing in doors and clambering into houses. You spot a ragtag group of low level adventurers! Looks like the town was anticipating this attack, possibly thanks to your initial appearance. This could be just what you need!

You have no choice but to attack someone.

>civilians
>militia
>adventurers
>>
>>6333684
>adventurers
Worthy foes who we can, if we're lucky, manage to talk to.
>>
>>6333684
>adventurers
>>
>>6333684
>adventurers
"the adventurers must not kill my master who is commanding the undead and hiding behind that hill over there i must protect him"
>>
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You advance menacingly on the adventurers.
They react immediately and brace themselves, "Look! a miniboss!", "A foul undead knight, be on guard!", "Smash it to bits!"

Which target?
>left
>middle
>right

Other options
>call reinforcements
>talk (attack roll penalty)
>Defend (You inflict no damage)
>>
>>6333707
>call reinforcements
>right

kill elf
>>
>>6333707
>call reinforcements
>>6333708
probably want to get the wizard first
>>
>>6333707
>talk (attack roll penalty)
"Hey, my master Somon definitely isn't hiding up on that hill like a bitch. So don't go up there and bash his brains in with a rock, please."
>>
>>6333707
>talk (attack roll penalty) + Defend
>>
>>6333707

>talk (attack roll penalty)
>Defend (You inflict no damage)

Please kill my waifish master, Solon, and free me from servitude! He’s like literally right over there! A child could take him out and end this entire raid!
>>
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You let out your signature ghoulish shriek, and every undead that isn't already engaged starts closing in. More importantly, Solom draws closer to bolster his minions (from a safe distance.)
"Free ussss..." you groan, trying your best to sound like an unfortunate trapped soul.
"Poor creatures." remarks the elf, "Destroying them is the only way to free their tormented spirits!"
They're not getting it. Time for the Art of War: "Dooooon't let them attack the Master~" you wail. Finally they pay attention to the shadowy necromancer in the back row.
"The enemy leader!"
"Cut through them!"
Perfect! ̶W̶e̶l̶l̶ ̶s̶o̶r̶t̶ ̶o̶f̶.̶ ̶T̶h̶e̶ ̶o̶n̶l̶y̶ ̶p̶r̶o̶b̶l̶e̶m̶ ̶i̶s̶ you're directly between them and Solom and are compelled to defend him from them...

WILL 2/4

Roll 1d100
Need 60
>>
Rolled 94 (1d100)

>>6333821
>>
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>>6333822
>Rolled 94
You easily manoeuvre into their midst and attack their archer. Using your life steal attack you do deal 1 damage and drain his succulent life energy. WILL 3/4
"Ellendelloretholon!" Shouts the wizard in shock.
"Elf!" follows the Dwarf.
"Don't worry about me" Cries Ellendelloretholon, "Defeat the necromancer!"
Finally some sense!

The enemy is outnumbered. They lose 1 hp.
>>
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Rolled 74 (1d100)

The wizard casts a magical Leaping spell on the Dwarf! He jumps a tremendous height whirling through the air straight towards Somon!

He only needs to roll higher than 30.
>>
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"AAAAAAAAIIIIIIEEEEEEEEEE!!! Minions! To me!!"
Uh oh. Master's in trouble! Which is ̶g̶o̶o̶-̶ ̶b̶a̶d̶ ̶g̶o̶o̶d̶ ̶b̶a̶d̶ ̶v̶e̶r̶y̶ ̶g̶o̶b̶a̶d̶ ̶ BAD

>Defend him at once!
>Finish off the Elf and Wizard! (-1 WILL)
>>
>>6333837
>Finish off the Elf and Wizard! (-1 WILL)
Yeah go get that corpsefucker, shorty.
>>
>>6333837
>>Finish off the Elf and Wizard! (-1 WILL)
>>
>>6333837
>Defend him at once!
My life for the master!
>>
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>Finish off the Elf and Wizard! (-1 WILL)
You're raging in your mind against the invasive command to DEFEND MASTER. The minions are all rushing over to help him. You'd be outnumbered here, but the Elf is the only one attacking you. Easy kill.

WILL 2/4

Roll 1d100
Need 50
>>
Rolled 85 (1d100)

>>6333862
>>
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>>6333865
>Rolled 85 (1d100)
Felled! You do 1 damage to Elf, slaying him without taking a scratch.
>>
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The Dorf is also doing well...
Your instincts scream at you to defend Solom!
>>
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Oh wait... he has a Life Drain spell.
>>
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The minions are about to strike. The Dwarf won't survive another round!
>>
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The Wizard is about to cast a spell.
The bonds of undeath are like a clamp around your mind. You have to either strike down the Wizard or defend the Master, but if you do either of those things he will likely survive!

>Attack the Wizard
>Defend Somon
>>
>>6333881
Double-tap the archer, clearly he's trying to sneak an arrow in
>>
(also his right name is Somon, if I accidentally call him "Solom" it's because I'm dazed and confused)
>>
>>6333881
>Defend Somon
It takes us time to get over there, enough for the wizard to cast some spells in peace.
>>
>>6333881
>Attack the Wizard
>>
>>6333881

>Defend Somon

But like, take our sweet time getting over there, you know?
>>
>>6333881
>Defend Somon
>>
>>6333881
>Defend Somon
>>
>>6333881
>Defend Somon
Like the other anon said we're in this for the long game. Patience to our undead friends.
>>
>>6333881
>>Defend Somon
Maybe we'll get lucky and fail to defend... pray for low rolls.
>>
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>Defend Somon
Yes! Moving to defend Somon will take longer. Give the adventurers the precious seconds they need! You WILL yourself into that mode of action, but suddenly your body acting on its own takes out your one throwing axe. By force all your skill in throwing is summoned and your hurl the weapon at the Dwarf before he can strike!

Roll 1d100
You need higher than 50 to hit.
>>
Rolled 19 (1d100)

>>6334178
>>
>>6334179
At least it was a good time to roll low, lol.
>>
>>6334179
>Rolled 19 (1d100)

A miss! A ̶s̶w̶e̶e̶t̶ ̶g̶l̶o̶r̶i̶o̶u̶s̶ miss! ̶G̶o̶o̶d̶ ̶t̶h̶i̶n̶g̶ he was a short target!
>>
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The wizard at last unleashes his ultimate spell: Magic Missile!
Your Master is in GRAVE danger.
>>
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Rolled 44 (1d100)

The final blow! Solom is trying to block it!
The Dwarf will take 1 damage from being outnumbered and be slain this round. He just needs a 50 to finish off Solom. (If below he only gets a partial success)
>>
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"I've WON!" *inhales* "Ahahhahahah hee hee hee hahaaaa!"
>>
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"Oh..."
>>
>>6334201
Oh ho ho! You're fucked now, bucko!
>>
He is NOT going to be happy with us
>>
>>6334201
Smite this nigga
>>
>>6334201
He is in DEEP. SHIT.
>>
>>6334201
Ah, he is in trouble.
>>
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Something changes. The undead around him start closing in menacingly. It's no wonder an amateur like him could command so many undead at once, he was relying on that staff to control them! Now the mindless ones are defaulting to their "kill living things" behaviour. As for you, aside from a strong impulse to slay the living you're free to act as you wish.

The wizard is running away. Somon is looking nervous, but he uses a spell to give himself the visage of a corpse. This is enough to make the mindless undead lose interest in him, but not you.

>write in
>>
>>6334221
>Take grisly revenge
>>
>>6334221
defend the villagers, as was our way in life
>>
>>6334221
>Charge at Somon and smash our trusty war hammer into his chest
>>
>>6334221
>Charge at Somon and smash our trusty war hammer into his chest
>>
>>6334225
...Ah shit, that's a good point.

>>6334221
Changing my vote (>>6334224) from grisly revenge to backing this. It's what a true Human Male Fighter would do.
>>
>>6334221
Can we command some undead to assist? There's a few who have their wits about them. They might help as we take vengeance upon him.
>>
>>6334221
I want revenge, but I want a rivalry more.

>>6334225
Backing this.
>>
>>6334221
Kill Sodom
>>
This quest is becoming very interesting.

>>6334221
Supporting >>6334225, but also
>Smash the skull on Somon's staff. Make sure it can never be used again.
>>
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>>6334247
But first we have to find him!
>>
>>6334221
>take vengeance against the defiler of our family tomb
>>
>>6334221
Tied among >>6334224 and >>6334225
>>
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Alright looks like a split decision. I'll just roll for a tie breaker:

odd: Take vengeance on Somon
even: Defend the innocent
>>
Rolled 1 (1d100)

>>6334353
>>
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No! The nightmare won't be over until the necromancer is slain. You advance. He's MAD as usual, he stamps his foot and starts yelling "Lieutenant! A fine mess you've made here. Hurry up and wipe out the remaining guards."
"I'm afraid I can't do that, Somon." you reply gravely. He snarls, like a wolf. "What!? Mutiny! I'll carve your bones into a chess set you traitor!" You just keep walking, your grip tight on your weapon. Suddenly your erstwhile master starts laughing, "HA! Fool. You think you can defy me so easily? I am your Master! Behold!" Before you can strike him down he casts a Command Undead spell. "Throw all your weapons into that well." He commands.

Roll 1d100 to resist his command

You need at least 50
>>
Rolled 47 (1d100)

>>6334356
>>
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You resist with all your might, but have no choice but to toss out your weapons like trash, even your orc sword and crossbow disappear into the darkness of the well...
>>
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You are unarmed! Even a wimp like Somon is dangerous when he's wielding an axe while you're empty handed. You throw a good punch, but you're no human male monk. This does not look good. He snickers at you, "Now do you see? You had no hope of defying me."
>>
quest continues tomorrow
>>
>>6334359
:( Nooo! Our bec de corbain!

>>6334368
Curse you, Slalom!
>>
>>6334368
We are armed... TO THE TEETH! AIM FOR THE JUGULAR!
>Close in rapidly and BITE HIS NECK
>>
>>6334368
We are a warrior and he isn't.
>Snatch the axe from Somon's arms and attack him with it.
>>
>>6334368
Bitch slap him then knee in the knuts
>>
>>6334371
You dare? This displeases me
>>
>>6334499
Somon bitch femboy hands typed this
>>
>>6334368
>Kneel and apologize for your disobedience, then beg for mercy and a chance to redeem yourself.
>>
>>6334368
>>
>>6334368
>Disarm him
It's our only chance!
>>
>>6334368
We can use life steal right?
>>6334534
>what are you doing step-minion
>>
>>6334534
>make a quest with an evil/bratty twink
>get Soj
>>
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>>6334534
WOW, Somon looks like THAT? Thanks Soj. Very cool.
>>
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You give him the ol' bitch slap. Discombobulating him.
>>
>>6334534
Wtf I love him now
Backing >>6334529
>>
>>6334617
Can't kill him now. 2cute.
>>
>>6334574
if we're actually voting, I back this, btw.

>>6334368
>>
>>6334620
Kick him in the balls
>>
>>6334620
DISARM HIM
>>
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Now's your chance, you lunge and try to disarm him.
"Let go of it you scoundrel!" he screeches.

Roll 1d100
Best of 3
Need 50
>>
Also, I have to add, since he raised us, wouldn't we "die" if we killed him? That's usually how it works - kill the necromancer and the undead go back to being dead. We might just have to keep him around.
>>
>>6334620
>Disarm
>>
Rolled 90 (1d100)

>>6334628
Rolling!

>>6334629
Good thinking, anon.
>>
Rolled 2 (1d100)

>>6334628
SHATTER THY BALLS!!!
>>
>>6334620
Waiting to be given the option to vote
>>
Rolled 72 (1d100)

>>6334628
>>
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You wrestle the axe from him and he tumbles to the ground. "Nooooo stay away!" he wails.
It's over!

>finish him
>>
>>6334638
Finish him
>>
>>6334638
Cut or tear out his tongue and call him a loser. What kind of shitty necromancer ends up at the mercy of his own undead?
>>
>>6334638
Kiss him and make him your servant as penance!
>>
>>6334643
>>6334647
the duality of /qst/
>>
>>6334638
>Knock him out, tie him up
>See about saving some peasants
>>
>>6334648
That implies these actions are mutually exclusive.
>>
>>6334649
+1

We need him alive because we might turn back into a pile of bones otherwise.
>>
>>6334638
Wait, the wizard adventurer still lives
>turn to the wizard, "soooo... what do you want to do with this piece-a-shit-omancer?"
>>
>>6334638
Rest in piss Shalom
>>
>>6334652
I repeat, we can't kill him. We need to keep the Necromancer alive for now.
>>
>>6334649
+1
>>
>>6334652
That pussy ran away after he saw his elf and dorf friends eat shit. Magic is clearly for cowards and twinks.
>>
>>6334659
Magic steals your masculinity and in this setting it's a f*****-up world dolomite came up with
>>
>>6334638
>Tell him killing villagers is wrong
>>
>>6334661
This is why Human Male Fighters are superior to Human "Male" Wizards.
>>
>>6334638

>finish him
Just finish him. Then we can go back to our grave and chill with dad's sword and sis's necklace. Tell them all we did and take a fuckin' nap.
>>
>>6334666
I don't wanna end the quest that quickly. We have more stuff to do.
>>
>>6334638
>Finish him
Go for the brain so he can't get resurrected o algo. Keeping him alive is a liability and a danger to the peasants. If we go back to being fully dead, we do so as heroes.
>>
>>6334638
>finish him
BEHEAD HIM!
>>
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Despite everything, you hesitate a moment. What if you die if the necromancer that raised you is slain? What if you kept him prisoner and used him to heal you? No! He's harmed too many innocents. This ends now! With one swift motion the defiler of your grave, the villain that used you as a weapon for evil, is slain.
>>
Leave it to anons to choose the lamest option
>>
>>6334687
It was well-deserved, and I'm sure we'll meet other interesting characters

>>6334534
next time
>>
>>6334686
So, are we... Still "alive"?
>>
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>>
>>6334688
Deserved schmerved it's the lame option that leads to nothing.
>>
>>6334690
See? Literal nothingness
>>
>>6334690
Ignore the troll, your quest is very entertaining.
>>
Retards ended a good quest just like that.
>>
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After you decapitated him, you make certain to destroy the remains so he can't return as an undead. The remains of his rod you also destroyed. The amount of undead Somon had raised in the crypt, combined with the defeat of the adventurers (and your rather aggressive swarm tactics) is too much for the militia and they flee the village leaving it to the mindless dead.
You go to the watch tower with some of the more cognizant undead to contemplate your future. Krom even fishes your gear out of the well for you.
>>
>anyone who disagrees with me is a troll
>>
>>6334690
>>6334692
kek

>>6334694
Bigger kek at this, though.

>>6334695
>Try to fin a way to become a Human Male Fighter (Living) again.
>>
>>6334696
You're acting like a child and you threw a fit over nothing. If you're not a troll, you're certainly a mongoloid.
>>
>>6334699
>a fit
You're the one crying "troll" like some sort of baby
>>
>>6334699
>>6334701
Guys, can we play the fucking quest??
>>
>>6334695
>Gather the cognizant among yourselves for a meeting.
It's best we coordinate to decide how things are going to be. There's a power vacuum with the necromancer gone and we have to address it quickly. There's a lot of directions we could take.

>Gather supplies from the crypt and resettle in the woods, become protectors of the forest
>Disguise as knights and go on quests for gold and glory now that your second (un)life grants you another chance
>Hunt other necromancers and liches to become a liberator of sorts
Many possibilities.
>>
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"In my time, the good king Balin would never allow orcs and skeletons to harm the townsfolk" you state.
The spear wielding skeleton speaks. "The crown and barony are at war. There are no soldiers free to defend."
Krom continues "Then came the Black Knight and necromancers. Raising the dead unopposed."
No wonder the poor village was relying on militia and low level adventurers. The land is in total disarray. Fate has given you another chance to fight for the realm. You have your freedom and a small number of intelligent undead that may follow you. What should you do?

>join the war
>become a freelancer
>oppose the necromancers
>defend the villages
>return to life
>>
>>6334711
>defend the villages
This is the option we're the most familiar with because we did this when we were alive. We're well-suited for this task accordingly. Joining the war without knowledge of what is going on is a bad idea. Becoming a freelancer is a tough sell when you're undead, although an armored disguise could help. Returning to life would seem like an impossible goal to most of the others, and it would be out of character for our MC to focus on that while the realm is in peril.

Opposing the necromancers would be my second pick, but I get the sense that we only get one vote.
>>
>>6334711
>defend the villages
>>
>>6334711
>defend the villages
>>
>>6334711
>defend the villages
and if we get an opportunity or things calm down
>return to life
>>
>>6334711
>oppose the necromancers
Total Necromancer Death
>>
>>6334711
>join the war
If this trouble making baron is sorted out the good king Balin can get back to protecting the kingdom.
>>
>>6334711
>defend the villages
>>
>>6334711
>defend the villages
>return to life

Return to life through good deeds and holy actions!
>>
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>>6334738
>defend the villages
Yes! You shall once again protect the people of this kingdom! A penance for the evil deeds you were forced to enact by "Solom" or whatever his name was. With no place in the world and no purpose, your undead companions are eager to join you. You find some mix maxed scraps of armour, a friendly draft horse to act as a steed, and a simple flag to herald your company. You set out to find monsters, and peasants in need of help filled with renewed purpose. Your max WILL has increased to 5
>>
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Actually I'm calling it here. The quest has been fun, but I don't want to roped into running a lengthy fantasy epic. So I'm ending the quest here at the end of the first arc. Thanks for playing all, and cya next time I run a short quest.
>>
>>6334821
Good End.

>>6334826
Thank you for running. It was fun, Dolomite.
>>
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Select your character!

>Human male fighter (Japan)
>Human male fighter (Archer)
>Human male fighter (Female)
>Human male fighter (Bandit)
>Human male fighter (Crusader)
>>
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>>6334832
My own clone!
Okay I endorse this guy as the new qm.
>>
>>6334832
>Human male fighter (Japan)
>>
>>6334832
>Human male fighter (Bandit)
>>
>>6334832
>Human male fighter (Archer)
>>
See? Told you people you ended the quest.
>>
>>6334821
>>6334826

This was a great quest, Dolomite. I thoroughly enjoyed. It’s always better to end a good quest definitely rather than run one for too long. At minimum, you’ll spark copycats and therefore create more quests in the long run
>>
>>6334832
>Human male fighter (Bandit)
>>
>>6334832
>Human male fighter (Bandit)

>>6334826
Thanks for running! It was fun.
Gendor Vendor Thread 2 when?
>>
>>6334832
>Human male fighter (Bandit)
>>
>>6334826
Thank you for the fun, QM. We all enjoyed it.

>>6334832
>Human male fighter (Bandit)
>>
ok so you are a bandit, big deal everyone has to chase that bread somehow. But what kind of bandit are you?

>the kind of bandit that way leads people on the road
>the home invasion type of bandit
>the kind of bandit who hangs out in alleyways
>a power in numbers kind of bandit
>>
>>6335064
>the kind of bandit that waylays people on the road
BrigandGODS rise up
>>
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>>6335064
THE HIGHWAYMAN
>>
>>6335064
>a power in numbers kind of bandit
Fear our bandit horde
>>
>>6335066
+1

>>6335064
>the kind of bandit that way leads people on the road
>>
Rolled 89 (1d100)

>>
The crown and baranies are at war, Orcs roam the country side, and now even the dead rise. The world of peace you have grown up in is long gone and in these hard times you were cut from your job at the mill. You tried to find work elsewhere but its the same old problem everywhere, there is simply not enough jobs to go around.

in these dark times you make the hard choice. You grab your trusty daggers and begin your life of crime. But what kind of criminal will you be, that's yet to be decided.
>>
-89

You wait by the side of the road waiting for your first victim. Lo and behold you don't have to wait long. You recognize the loner as old Earwig. He used to have a bit of land up in the hills but after all his sons got drafted into the army he sold his lands to the magistrate and lived quietly in the village. Now it looks like he is abandoning the village all together.

>"your money or your life"
>Let this one pass, you don't want to attack old people...
>>
>>6335137
>Let this one pass, you don't want to attack old people...
Ok so from my perspective, we don't wanna let people know this road has a highway man until we get an actually good victim. There's no way some poor old guy is gonna have a lot of cash. We need to wait for our first strike to be worth it.
>>
>>6335140
He sold all his lands, so he very well might.

>>6335137
>"your money or your life"
Gotta start somewhere!
>>
>>6335145
A small peasant patch of land? Unlikely. Someone with money wouldn't be traveling alone with a knapsack.
>>
>>6335137
>"your money or your life"
If we're going to be a bandit and earn a full dollar!, we've got to harden our hearts.
>>
>>6335137
>kill him and take his stuff
Dead men tell no tales
>>
>>6335137
>>"your money or your life"
no mr nice guy bandit. From now on we're an absolute knave and rascal
>>
"Your money or your life!" you shout.

"HMPH! I have dealt with your kind before sunny boy, get lost!" he swings his stick at your head which you aptly dodge. Thats the problem with old people, they have been pushed around so long, and they know the end is near, so they just don't give a fuck anymore. He is NOT going to simply let you take his stuff despite the obvious physical difference between you two.

>Roll 1 1d100. beat 20 to win
>>
Rolled 45 (1d100)

>>6335176
>>
Rolled 3 (1d100)

>>
Luckily the old man is more bark then bite and a swift punch to the gut and a few stomps while he is down is all that's needed to pacify him. You steal the totality of his belongings and looks like the old fool was cocky. You steal a kingly sum from him, 4 gold coins and some silvers too! All this money and no guards.

This is the most money you every had in your life! Its all TOO EASY!
>>
- 03

Your luck takes a hard turn however. As the next day you find yourself identified and supposedly surrounded by militia! They call out to you by your TRUE NAME and tell you that you to give up. No bloodshed need be spilt!

Those bastards! Its your hard won money and you never even got a chance to SPEND IT YET! You wonder if they are perhaps bluffing about being surrounded. Additionally they are also just militia and not the REAL guards that used to be in the village before they were taken away to fight for the lord...

>what do?
- CHEESE IT, you attempt to leave this blasted village behind!
- Come out swinging and fight your way out!
- Try to bribe the millita... Everyone needs coin...
- Give yourself up, you are no fighter and there is nowhere to go
>>
>>6335192
- CHEESE IT, you attempt to leave this blasted village behind!
>>
>>6335192
>- CHEESE IT, you attempt to leave this blasted village behind!
We can live like a king! For, like, 24-48 hours. Then we'll need to do more crime.
>>
>>6335192
>CHEESE IT, you attempt to leave this blasted village behind!
Blast it all, old man Earwig is smarter than he lets on!
>>
>>6335192
>you are no fighter
How could you even CONSIDER making that a prompt?!
>>
>>6335201
If we gave up we would have no right to call ourselves a fighter. They'd hang us from a tree and we'd swing stiff in the wind.
>>
>>6335192
>- CHEESE IT, you attempt to leave this blasted village behind!
if fighting will not result in victory, then you must not fight
>>
you decide to CHEESE it!

You dart out of your hiding spot and deeper into the woods! However, as you run you suddenly find yourself ambushed! Looks liek it wasnt a bluff after all and they really did have you surrounded. Old man earwig must have really had some friends around town! Perhaps you should have killed him after all...

>roll 1 1d100 to evade capture. You need to beat 50
>>
Rolled 105 (1d1000)

>>6335232
>>
Rolled 61 (1d100)

>>6335232
Nyeheheheh
>>
>>6335233
CAUGHT!

What an unfortunate turn of fate... You dodged two of them but a fishing net is suddenly thrown over you and its all over.

At first your captors are jubilant at the prospect of catching the vile bandit. But the mood suddenly shifts as they retrieve your ill gotten gains.

"f-four gold coins... Thats... "
"The old man had this much coin..? the whole village is starving and he was just leaving with it..."
"That would save my fathers shop..."

They quietly murmur among themselves, a decision is quickly made before other militia catch up. The oldest of the man approaches you with his knife drawn
>>
"consider this your lucky day!"

your bondage is cut and you get a boot to the ass to send you running

"never show your face around here again or it will be the end of ya! you hear?"

It looks like the militia need the coin as much as you do, desperation makes even good men turn bad. You lost your gold but you kept your freedom. With out a moment to lose you run deeper into the woods and out of sight.

But if they think they have seen the last of you...

>what do?
- They are right, its time to get gone
- sneak back into town and take revenge on old man earwig
- set up shop in the same place and keep robbing people
- Write in
>>
>>6335239
>They are right, its time to get gone
The law is too strong in these parts
We need to assemble a crew if we want to pillage here
>>
>>6335250
Seconding to this, we need to put together a team
>>
>>6334826
Great quest! Thanks for running
>>
>>6335239
>They are right, its time to get gone
>>
>>6335237
ruined by at typo. It was a fix. A frame job.

>>6335257
supported. The countryside is likely rife with fellow men of integrity, just like us.
>>
You decide to take their advice and get gone. You run through the woods and wait until dark. Once things have settled down you sneak back into town to grab some supplies, say goodbye to your shack, and head to the next village over to try your luck there.

While on the road you encounter two brothers, after exchanging a few words with them you all agree to travel together. The roads are more dangerous then ever, as you well know, and its best to stay in groups. That night you all throw together what little you have into a pot and talk about yourselves.

You learn that the two brothers have the same situation as you, lost their jobs and are desperate to find some work and survive. They are travelling to another village in hopes of finding employment and assume you are doing the same.

That night, you toss and turn thinking about how much gold you had and how you let it slip through your fingers.

>What do?
- Rob the two brothers in their sleep and run off alone
- Try to sway the brothers to your way of thinking (the bandit life)
- Leave the brothers on good terms at the next village, its better to have some contacts in a new place
-write in
>>
>>6335516
>Try to sway the brothers to your way of thinking (the bandit life)
Join me, and you too can have a cool mask.
>>
>>6335516
>Try to sway the brothers to your way of thinking (the bandit life)
Every bandit needs his gang.
>>
>>6335516
>Try to sway the brothers to your way of thinking (the bandit life)
Use the story of the old man's hoard and the greedy guards as evidence that everyone's a crook, anyway, these days. Might as well be an honest crook!
>>
>>6335516
>Try to sway the brothers to your way of thinking (the bandit life)
ain't no jobs for the likes of us
>>
>>6335516
>- Leave the brothers on good terms at the next village
Don't want to be saddled with any old NPC with no skills, and don't want to rob unemployed peasants
>>
>>6335516
>Leave the brothers on good terms at the next village, its better to have some contacts in a new place
>>
Rolled 33 (1d100)

>>6335516
>>
it turns out that the two brothers were already bandits! They wait for you to fall asleep before robing you... Truly, these are dark times indeed.

As your NET WORTH/ HP BAR hits the negatives you DIE.
>>
>>6335979
Robbing us for WHAT?
>>
>>6335979
I know we're dead but what did they steal? I'm curious. I figured they murdered us for the love of the game.
>>
>>6336081
nothing, your HP bar and your net worth bar being the same thing is the quest mechanic, since you had no money to steal we hit the game over state
>>
We shouldn't have lost the money to the guards anyway. We beat the DC.>>6335235

The first roll wasn't even a 1d100 so I don't know why that was counted as a failure
>>
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>>6335979
Foolish Soj, running a human male fighter quest is not for the feint of heart!
>>
>>6336106
Bummer. We shall now play HUMAN MALE MAGIC-USER QUEST. Select your character!

From left to right...

>DRUID - Specialty: BIRDS
>WARLOCK - Specialty: DARKNESS
>WIZARD - Specialty: LIGHTNING
>>
>>6336202
>DRUID - Specialty: BIRDS
>>
>>6336202
>DRUID - Specialty: BIRDS
>>
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>>6336203
>>6336210
Bird druid it is!
-
You are something a hermit, as you tend to live far away from civilization. When you were only a boy, your mother abandoned you in the wilderness for whatever reason. Yet thankfully, a family of giant birds swooped upon you, took you to their nest, and fed you. As you have grown, the powers of the wild have smiled upon you, granting you the ability to speak to animals, and also transform into birds and beasts alike.
Many moons and suns have passed, and you grow restless.

You sit atop your family nest with your adoptive giant bird brother. Mama and Papa bird have died natural deaths, and your other bird siblings have gone off to find mates and build their own nests. Your brother stayed behind, likely because he worries for you.

(1/2)
>>
>>6336210
Birds.exe
>>
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>>6336226
You speak with a heavy heart, pacing back and forth in the great nest set high in the towering rocks of the badlands. "What am I to do? I am a man, and you are a bird. Older brother and older sister already left to find mates. Shall I find another of my own kind to mate with, or do I stay among the giant birds? Perhaps mating isn't what I want..."

Your bird brother stares at you, as he usually does. To anyone else, his face would be expressionless, but to you, his emotions are clear. He just wants you to be happy. You've been at this for several suns already...

"You're right, brother. I'm simply delaying out of fear. I must decide what I shall do with myself. I can't hold you up in this old nest forever!"

He preens his feathers. He only wishes the best for you.

What shall you do?
>Time to search for a mate! (Human)
>Time to search for a mate! (Giant Bird)
>Explore the nearby town!
>Explore the nearby forest!
>Explore the nearby badlands!

(2/2)
>>
>>6336231
>Explore the nearby forest!
>>
>>6336231
>Explore the nearby forest!
Find ourself, first.
Maybe find a crow picking at a failed bandit's body
>>
>>6336231
>>Explore the nearby town!
touch base with our human heritage
>>
>>Explore the nearby forest!
>>
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>>6336236
>>6336238
>>6336259
You decide that what you REALLY need is some cool forest air. Perhaps also some food would be good. There is no end of grubs and worms and other tasty critters in the forest.

"Brother, let us go into the woods. I think some food and cool air would do me well."

The giant bird before you squawks timidly in agreement. You can tell that he's thinking some meat and fruits would be nice as well. Without delay, you close your eyes and focus on the shape of a giant bird. Mama, Papa, Elder Brother, and Elder Sister... You do miss them dearly. Painlessly, you can feel your skin shifting and feathers sprouting all over your body. Your arms become wings and a great beak extends from your face.

You are now a giant bird, looking similar to your brother aside from a great fluffy plume of feathers around your neck in place of your beard. You feel the wind on your feathers and leap out of the nest, soaring over the rocky desert and out towards the forest...

(1/2)
>>
>>6336469
My deepest apologies for the delay, friends. Let's get back on track!!
- - - - -

You and your brother land in your usual spot in the forest, a cozy little clearing on the west side of the forest. There's a log there that usually has the fattest, tastiest grubs in the whole wood. Much to your surprise, you see two raven-haired humans, a young male, and a young female.

"Mighty Akvon, please hear my prayers!" The young woman speaks as if someone else hears her. "Have mercy on my brother's soul and send us your aid!" Tears are in her eyes, and her brother lays on the dew-moistened grass and clutches his belly in agony. A couple of poisonous mushrooms lay beside him. It seems the poor lad has eaten some of them.

Your brother looks at you, worried. He's always a sucker for creatures in pain. Usually, if this were a small wounded beast, you or he would deliver a killing blow as a act of mercy. This is different. You've never been so close to another human since you were abandoned.

>The young man is poisoned. There are joybell flowers just a ways off that can cure him.
>Transform back into your usual self so you can speak to the humans (Write in what you ask or say).
>Deliver a mercy blow to the boy to end his suffering.
>>
>>6336823
>Transform back into your usual self so you can speak to the humans (Write in what you ask or say).
Explain that he is poisoned and that the joybell flowers nearby can save him
>>
>>6336825
Excellent idea, anon!
Oh, and before I forget -- stats and mechanics!
We'll keep things relatively simple. When we need to, we'll roll 1d100 and the goal is to roll higher than your Prowess, Cunning, or Magic. PROWESS is fighting ability, athleticism, and fortitude.
CUNNING is trickery, stealth, and charm.
MAGIC is knowledge, medicine, and well - magic!

[b]Bird Druid[/b]
HP: 5/5
Prowess: 70
Cunning: 50
Magic: 40

Perks and abilities:
GIANT BIRD - You can transform into a giant bird at will. It takes a moment of concentration. In bird form, you can fly and gain +5 HP and your prowess becomes 50. You cannot cast spells or speak in this form.

SHAPE CHANGE - You can transform into any beast you have become familiar with, or consumed with a successful Magic roll. Current list of beast shapes: Desert viper, rabbit, small bird, log beetle, grub.

SPEAK WITH ANIMALS/PLANTS - You can speak with animals and plants. Animals that you can transform into you understand the best. Some things are lost in translation otherwise. Plants aren't much for conversation and usually answer with yes/no.
-- -- -- -- --

You focus on your usual shape, closing your eyes. Feathers turn back to hair and skin, and your beak retracts into your nose and mouth. The girl stares at you, eyes wide and maw practically agape!

"A-an angel of blessed Akvon, sent from the skies..." She looks like she's about to faint.

You waste no time wondering about her strange reaction, and quickly explain the situation. "The boy is poisoned! I'll fetch some joybell flowers before it gets any worse. Please, stay here and wait for my return!

The girl nods, still mesmerized by you.

(1/2)
>>
>>6336845
You rush deeper into the forest, heading towards the last place you remember seeing joybell flowers. As you arrive in the small nook where the joybells tend to grow, you cannot believe your eyes. Strange plants grow among the joybells, with drooling mouths, needle-like teeth, and rife with the foul stench of dark magic. While you have never met another magic-user, you have come upon evidence of their existence in the past. You've experienced this sour sensation before, from when you've encountered skeletons and zombies in the wilderness, but this magical aroma is somewhat different. Someone has placed these strange creatures here, likely to guard the precious flowers and keep them for themselves. That just will not do. The fruits of the land are to shared and enjoyed by all creatures, together! The existence of this mockery to nature turns your stomach.

>These carnivorous plants must be uprooted and destroyed. With your brother, you both can do it. (Roll 1d100, for Prowess.)
>Speak with the plants, and try to uncover their origins. (Write-in questions!)
>Give up on this patch of joybells. Though rare, there must be more somewhere else. Begin to search the rest of the forest.
>>
>>6336850
ask them who made them and why, then ask them to stand aside while you collect the precious flowers
>>
>>6336862
You approach the accursed plants and begin to list off some questions. As you step forth, the plants extend long gangly vines. You can tell that they are preparing for action.

Your brother gives you his usual worried glance. You can tell that he's warning you to be careful.

"Who made you?" You ask.

The toothed plants all respond, not exactly in unison. "Yes."

"Why were you made?"

"Hungry..."

"Can you please stand aside as I pick some flowers?"

"No..." The carnivorous plants grin, drooling ever more.

Well, you tried. You can sense that the plants will attack if you draw any closer or try to harvest the joybells.

>Destroy the plants. Brother will help. (1d100 roll higher than your Prowess of 70).
>Snatch what you can, and dodge the attacks you'll incur (1d100, roll higher than your Cunning of 50).
>Give up on this patch of joybells. Maybe you'll find some more elsewhere?
>You have another idea... (Write-in)
>>
>>6336866
Tell them you can feed them but there's only enough for two of them, they'll have to get rid of the third carnivorous plant first
>>
>>6336926
I like your plan, but I don't think they're smart enough to understand that, and thus are too dumb to trick.

>>6336866
>Snatch what you can, and dodge the attacks you'll incur (1d100, roll higher than your Cunning of 50).
Time is of the essence. We can come uproot these abominations later.
>>
Rolled 64 (1d100)

>>6336930
Rollin'!
For those that don't know, the next time we need to roll dice, type "dice+1d100" (without the quotes) in the OPTIONS line of the post. Easy peasy.
>>
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>>6337143
You realize that talking to these things is getting you nowhere. Every moment you waste, that young man is drawing closer to death. What is important is getting the joybells! Lunging forward, you manage to snatch one of the precious yellow flowers, and leap backwards to your previous position. The closest grinning plant snaps at you, trying to bite into your flesh. Sadly for them, these abominations will have to stay hungry.

You run away, joybell in hand. You sweat from the pressure, and your heart pounds in your chest. It's been a while since your reflexes have been tested like this.

(1/2)
>>
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>>6337153
You run as fast as you can back to the two siblings. There's not a moment to waste! Once you make it back to your favorite log, the two humans are back within eyeshot. The young man is still laying on the ground, groaning in pain. His sister is there at his side, hands clutched and whispering prayers.

"I have it! I have it!" You still have the joybell in your hand, although due to all the running it is somewhat wilted. No matter. That will no effect on its potency. You kneel down to the young man. "Open your mouth. I have a cure for you. Make sure to chew thoroughly and swallow." You speak sharply, but you're more afraid than angry.

The man opens his mouth, and you gently slide the whole flower past his teeth. He chomps down on the joybell and chews for a while, then swallows as you instruct. His eyes pop open after a few minutes.

"Great sky above! You healed me!" He gets an eyeful at your less than presentable appearance. Your beard is unkempt and your cloak is ragged. The young man sits up. "Are you a sage?"

"He is a holy angel, dear brother! I saw it. He came down from the sky as a giant bird, and then he changed into this man. Akvon heard my prayers!" The young woman is practically crying. "Thank you, blessed one!"

The young man gets to his feet, and begins to stretch and flex his muscles. "I've never felt this good before!" He hits a few masculine poses while his sister practically throws herself at your feet, bowing.

>You've never been worshipped before, but you could certainly get used to this. Keep up the facade of being a holy angel of this "Akvon".
>Clear up the misunderstanding. You live among the giant birds, and came to this clearing for some grubs. Please step aside.
>Ask the two humans what they're doing out here in the forest. They are young and don't seem to have any weapons.
>Those grinning plants will only grow and spread through the land. You need to uproot them immediately! Go back and deal with the accursed creatures.
>>
>>6337214
>Ask the two humans what they're doing out here in the forest. They are young and don't seem to have any weapons.
We can clear out the invasive plants and eat bugs after we're done learning a bit more about humans.
>>
where'd the other players go >.>

>>6337214
>Ask the two humans what they're doing out here in the forest.
What's going on in the world to cause evil killer plants to appear?
>>
>>6337389
It's Sunday evening. It's always slow.
>>
>>6337214
>Ask the two humans what they're doing out here in the forest. They are young and don't seem to have any weapons.
>>
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Hello friends! This is BirdDruidQM. I'm posting from a friend's house so my IP is different. I'll resume the game in a bit. Thank you for your patience!
>>
>>6337873
Have fun, QM! See you soon. The update is appreciated.
>>
>>6337873
ok cool
>>
Sorry for the wait. Looks like the IP I was posting from was caught in a range ban. Bummer! I'm trying to post from my phone.

>>6337218
>>6337389
>>6337414
You furrow your brow. "You're young and you don't have any form of protection. It is obvious that you also do not know the ways of the forest either... If it were not for me the young man here would have --,"

"But you are here! You saved us. Now that we have Great Akvon's blessing, we will surely make it!" The girl cuts you off before you can finish.

Sighing, you ask, "You keep speaking of this Akvon. What are you talking about?"

The girl looks at you as if you hurt her. She turns to her brother, who quickly skitters over to her. She takes a deep breath, obviously disappointed. "If you really were an angel, you would know the name of your Master."

The brother finally speaks up. "Akvon is the mighty god of the waters both above and below. Sky, rain, clouds, wind, storms, seas... He controls it all! See sister, I knew he wasn't an angel. He's obviously a wise sage who lives out here, all alone."

Something about that bothers you. "I never made any claim to being anything other than myself!" You frown. "None of that explains why you are alone. Where is your mother and father?"

The two siblings look at one another with a flash of sorrow. "Father is gone. Mother has fallen ill. It is for her sake that we're travelling through the forest. There is said to be an old shrine to the north, that if we gather the waters from the shrine, it will cure any illness. We have no money for weapons, or for anyone to train us. This is our last hope."

Well, that's just great. Two defenseless youths on a last-ditch effort to save their dying mother. A twinge of sadness echoes in your heart. If you had the chance, surely you would do the same for Mama and Papa? Your brother looks at you. Of course, he pities these foolish young humans as well.

"Before I make any commitments, I would like to know your names." You try and force a smile.

The brother nods. "I'm Arne."

Sister takes a deep breath, still deeply offended that you're not a real angel. "My name is Sabina." She does a small bow towards you. "And what is your name, kind sir?" Her look of disappointment seems to fade away.

Your name? You've given other things names in the past, but you never stopped to name yourself. Mama and Papa always referred to you as something like "my child," and occasionally something like "my gift", and when they were upset with you they called you "no-egg"! You were never "hatched one", or "white feathers", understandably so, because you were not hatched and you have no feathers.

>I have no name. What do you wish to call me? (Sabina and Arne will name you...)
>I was raised with the giant birds, who found me as a child. My name is Found.
>Though I live among the giant birds, I was never hatched. My name is No-Egg.
>My name is... (Write-in a name for our bird druid!)
>>
>>6338045
>Though I live among the giant birds, I was never hatched. My name is No-Egg.
This is a good one.
>>
>>6338045
>Though I live among the giant birds, I was never hatched. My name is No-Egg.
A most fitting moniker.
>>
>>6338045
>Though I live among the giant birds, I was never hatched. My name is No-Egg.
>>
>>6338121
>>6338136
>>6338140
"My name is No-Egg."

The siblings give you an interesting look as you tell them your name. Arne seems to be stifling some laughter. Sabina nudges him in the side, wordlessly.

After all this time, the sun begins to get low in the sky. Arne gulps. "It's getting dark already?" You did spend a while looking for those joybells and dealing with the toothed plants.

"This wasn't supposed to take this long! You just HAD to go and eat that weird-looking mushroom, didn't you?" Sabina raises her voice at her brother.

Arne makes a sound of exasperation, "I was HUNGRY! I'm still hungry!"

Your own stomach growls. You came to this clearing with the log to get some delicious food, but that's been postponed. Your brother squaws, flapping his wings a little. He's feeling the hunger pangs as well, and flies off, likely to get some of the fruit he's been craving. Well then...

>The sun is setting and it will soon be dark. Leave the humans here to fend for themselves. It's none of your business anyway
>Fly and carry the humans back to their home. It'll be an exhausting flight, but you and your brother can make it happen.
>Set up camp in the forest. It's far too late to travel, lest you bump into any wild beasts or monsters.
>Agree to help the humans on their journey to the abandoned shrine. If you hurry, you can make it there before it gets too dark
>>
>>6338166
>Set up camp in the forest. It's far too late to travel, lest you bump into any wild beasts or monsters.
Well kids, let's gather some grubs!
>>
>>6338166
>Set up camp in the forest. It's far too late to travel, lest you bump into any wild beasts or monsters.
>>
>>6338166
>>Agree to help the humans on their journey to the abandoned shrine. If you hurry, you can make it there before it gets too dark
>>
Rolled 6 (1d6)

>>6338256
>>6338368
>>6338369
We'll combine these results and say you agree to help the humans on their journey to the shrine in the morning once you survive the night...

Also, rolling to see if you find anything interesting when foraging. 1 is no, 6 is yes.

Creating post...
>>
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>>6338400
Your brother eventually comes back, carrying a bundle made from a large leaf full of fruits. Looks like he didn't just leave to fill his own belly. How thoughtful! You quickly get to plucking some fat tasty grubs off of the underside of your favorite log, but not before slurping a couple down to ease you own hunger. Slimy, yet satisfying!
With the grubs in hand, you give the two siblings a little run-down on some easy to distinguish edible plants and roots, making it VERY CLEAR as well what plants and mushrooms are poisonous and inedible. Arne and Sabina seem to take to the lesson well, and start to pick out a number of mushrooms, plants, and roots that are good for eating. You feel a little proud watching them forage. Seeing as Arne can carry more, he also picks up some firewood alongside the food items.

As you begin to put together all of the foraged goods into a pile to double-check what the siblings have gathered, everything seems to be fine, so you gather everyone together for the meal. Sabina and Arne look at one another, and then look at you. "We're not going to cook any of this?"

You meet their gaze after crunching on some sweet roots and chomping on a handful of grubs. "What do you mean?"

Arne laughs. "Don't tell me you've never started a fire before."

"The bright yellow-orange thing? It seems dangerous, and I never thought to learn. I eat everything as I find it." You speak matter-of-factly.

"Fire isn't just for cooking. It keeps you warm, and you make all kinds of things with it too." Arne smiles, and takes some of the gathered wood and begins to place them together into a conical structure. "See Sabina, I knew the firestarter would come in handy!" The boy produces a small pair of objects you don't recognize, strikes them together, and a spattering of sparks alights the wood he's gathered. Arne blows on the sparks as they jump onto the dry wood, and soon he has a small tongue of flame. You watch intently as Arne continues to tend to the small fire, feeding it until it grows and grows.

Is this magic? You sense no mysterious energy from the burning ball of crackling light, but you really can't believe your eyes. You've never witnessed how fire is made before. "I am speechless..." You gaze into the fire for the first time in your life. Within the fire, you can feel a boundless potential that scares you. The boy feeds it wood, and it grows. Its hunger seems to have no end...

You try and shake off the strange feeling, and enjoy the warmth and light the fire provides. Arne goes off to pick up more wood. After a little while, he calls out your name.

"No-Egg! I think you'll want to check on this!" He sounds quite concerned. You rush over to the sound of his voice, and find the long dead remains of another human. They died wearing a wide-brimmed hat with a pointy tip, and loose-fitting robes almost like the garment you have on. The bones lay on the ground, hands reaching towards an odd thick-looking book.
>>
>>6338415
You can smell the aroma of wizardly magic on the remains, similar to the stench you've caught on the toothed plants and the undead creatures you have fought in the past -- but this magical aroma is not sour or bitter. Interesting. Perhaps the magics this individual wielded were harmonious with nature?

Sabina runs up after the two of you, leaving your brother by himself to enjoy the warmth of this newly discovered fire. She gasps, "A witch!"

Arne presses his lips together, making a face. "Or a wizard, maybe? Look, that must have been his magic book," he points. "At the very least, we can sell it! There's always people in the market buying oddities, aren't they?"

The young woman shakes her head. "I don't want to be cursed by a dead witch! What it turns you into a witch?" She shudders at the thought.

Arne sighs. "Wizard. They're different. Wizards are good and witches are bad. Right?" The boy looks at you for clarification.

"Don't ask me! I'm neither of those things... Whatever it is, it's dead now." You consider what to do next.

>Allow Arne to take the spellbook. The kids could use the money anyways.
>You agree with Sabina. Wizardry, witchery, it's all the same. Far too dangerous to trifle with. Leave it alone.
>Take the spellbook and hold on to it yourself. You'll decide what to do with it later. All you know is that young humans can't be trusted with something like this.
>>
>>6338420
>>Allow Arne to take the spellbook. The kids could use the money anyways.
I assume No Egg can't read
>>
>>6338420
>Take the spellbook and hold on to it yourself. You'll decide what to do with it later. All you know is that young humans can't be trusted with something like this.
We'll bring it back to civilization with you and, if we figure out it's safe enough to sell, you can have the money... Whatever "money" is.
>>
>>6338420
>>6338817 +1
>>
>>6338791
You would be right to assume that. I can't think of any reason that he would, so I say he can't!
>>6338817
>>6338963

You pick up the book from the ground, and feel the leather cover and pages within tingling with energy. It almost feels as if there's a warm breeze blowing on your fingertips as you hold it. It's a strange sensation, and you doubt the children can sense the dead wizard's residual mana and the spells he locked away inside of his book. Sighing, you tuck the book into your cloak for safe keeping. Once it's deemed to be relatively safe, you'll relinquish it to Arne, seeing as he's the most interested in it.

The young humans watch you with baited breath. You scratch your beard and speak, "I'll hold on to this for now. If it contains anything evil, I'm destroying it. If I deem it to be safe, I shall allow you to keep it, Arne."

"Yes!" Arne clenches his fist in victory. Sabina still seems weary, but after you reassure her that you'll keep any strange curses at bay (even though you're not sure you can if there really are any) she lightens up.

You all head back to the small campfire and see that your bird brother is all curled up in a ball near the fire. How sweet. The rest of you eat, and the children teach you the benefit of cooking. The fact you never knew that people could use fire this way astounds you. The roots, grubs, and even the leaves taste five times better once they spend some time over the fire! You sleep with a full belly and rich flavors on your tongue you've never tasted before.
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>>6339470
You begin to fall into a deep sleep. For a time, there is no sensation. No aromas. Nothing to see. Slowly, like light creeping through a thick mist, you hear a voice calling your name. The sound starts as a dull rumble, but eventually becomes loud enough to fill your ear.

"No-Egg... No-Egg!"

Your vision returns to you, and you find yourself at the bottom of a dark hole. Stone surrounds you, and you are submerged up to your waist in water. You cannot tell if you are still asleep or awake...

The voice echoes throughout the deep pit you are in. You finally find your voice and make a response. "Hello? Where am I? Who are you?"

"You may call me Sploosh. I am the spirit of the sacred well hidden in the forest. I have heard the fervent cries of your children." The water around you sloshes a bit.

You almost laugh. "They're not MY children."

"I speak to you now because my well has become tainted. My waters are no longer pure. There is a sinner who has violated my shrine and perverts my power. Please, free me from their trap so I may be purified and my power restored..."

"What must I do to release you from the hold of this foe?" Stepping back and forth in the water a little, you rub your forehead. This is starting to become more complicated than you anticipated.

"Smite them while they are still weak. Please free me, or their corruption will spread throughout the land."

You wake up with your eyes slowly creaking open to take in the breaking dawn. The fire is a pile of smoldering ashes. Thankfully, the two young ones are still sleeping, cuddled next to one another. It seems you now have an answer to the mystery of the toothed plants. But, do you really have the strength to defeat the individual that is performing blasphemies against nature? You lay down on the ground, trying to piece together your thoughts.

>Cut your losses and ditch the kids. This was never your battle to begin with.
>Take the young humans home. It's far to dangerous to continue with them. You and your brother will slay the well-poisoner.
>Continue on to the shrine with the young humans. This is their fight too.
>Go into town and see if you can recruit any help.
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>>6339480
>>Go into town and see if you can recruit any help.
>>
>>6339480
>>Continue on to the shrine with the young humans.
If we said we're going to do it, we should do it.
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>>6339480
>Continue on to the shrine with the young humans. This is their fight too.
>>
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>>6339514
>>6339547
>>6339613
We'll move forward, and perhaps if the trouble is too big we'll go back and ask for help from any townspeople.
-
You slowly rise to your feet, taking in the warm beams of sun. Stretching, your joints and back pop. You certainly feel refreshed after that mouthwatering meal. You'll have to have Arne teach you how to make a fire next time!
Surely enough, the others wake from their slumber as well. First, your brother lifts up his head and coos softly. This is one of the first times you've both slept outside of your nest atop the tall rock. Then, Sabina wakes, and immediately sits up begins to murmur prayers. The last to get up is Arne, who snores softly until his sister finishes her morning prayers and gently nudges her brother until his eyes open.

Arne smacks his lips. "Guh... Hmm?" He looks around with a puzzled expression. It seems the lad is still not all there yet.

Sabina calmly rubs her brother's hand. "We slept in the forest. We're going to the sacred well, remember?"

The young man rubs his face and nods. "Mn. Yep. I'm awake."

You take a deep breath. "We'll continue on to the well. I received a dream from the spirit of the sacred well warning me that there is an enemy we'll have to face. I wanted to inform all of you."

Arne picks himself up, and makes fists. "Don't you worry, No-Egg, sir. I'm not afraid of anyone if we're together." The young man grabs a sturdy stick and starts swinging it around. "We've got this!"

The young woman nods, clasping her hands together. "The might of Akvon goes before us. I really thought it was over when my brother ate those bad mushrooms and became ill. You came as an answer to my prayers! Surely that means that we have Lord Akvon's favor."

You're not as convinced, but you didn't expect anything else from these young ones. Oh, to be young and naïve again! You have never prayed to any gods before, but you quietly say a prayer to this Akvon. "Please help..."
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>>6340528
You move through the forest, guided by the young humans to take a now unkempt path. It looks as if the path was once well-trod, and there are several wooden pillars along the way sporting worn carvings of different religious symbols, but mostly the raindrop, which Sabina tells you is the most common holy symbol of Akvon.

Eventually, the greenery becomes rather overgrown with a strange type of thorned vine that you haven't seen in this area before. The path is no longer fit to walk, especially for the young humans. You can feel a strong presence of foul magic approaching up ahead.

A beautiful woman clad in a mossy green garment that hugs to body steps through the thorny brush, and with a gesture is lifted up by the prickle-covered vines.

"You... You dare approach my abode? What could lead you to commit such foolishness?" She purses her rose-colored lips and leans her head to the side in genuine interest. "You aren't like the others that came before... An old man, a giant bird, and two darling children..."

Looks like you have an opportunity to talk with this strange enchantress.

>Waste no time talking. Attack! (Roll 1d100, higher than 70 is a success.)
>Talk to the enchantress. (Write in questions)
>Try and convince the enchantress to leave the sacred well shrine. (Write in dialogue)
>Something else... (Write in)

-
No-Egg

HP: 5/5
Prowess: 70
Cunning: 50
Magic: 40

Perks and abilities:
GIANT BIRD - You can transform into a giant bird at will. It takes a moment of concentration. In bird form, you can fly and gain +5 HP and your prowess becomes 50. You cannot cast spells or speak in this form.

SHAPE CHANGE - You can transform into any beast you have become familiar with, or consumed with a successful Magic roll. Current list of beast shapes: Desert viper, rabbit, small bird, log beetle, grub.

SPEAK WITH ANIMALS/PLANTS - You can speak with animals and plants. Animals that you can transform into you understand the best. Some things are lost in translation otherwise. Plants aren't much for conversation and usually answer with yes/no.
>>
>>6340540
>Talk to the enchantress.
Why is she here? Is she responsible for the upset of the spirit in the sacred well? Does she even know about it?
>>
>>6340540
>>6340611 +1
>>
>>6340540
enchantress sex

But seriously, since we can sense the presence of "foul magic" straight up just tell her, her magic is BAD
>>
>>6340624
>eww, u stinky
Kek, 10/10 response.
>>
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>>6340611
>>6340614
>>6340624
>>6340706
I HAVE NOT ABANDONED THEE. Some of the places I frequent are range banned? It's a bummer, which limits my availability to post... Curses! Anywho, let's get back to business.
- - -

You clear your throat and take a deep breath. "Ah, so you're the source of that STENCH I've been catching throughout this forest. The spells you're weaving are disrupting the harmony of the land!"

The enchantress giggles, swinging a little on the vines that hold her up. "My, my! You must be a fan of my work. What do you think of my fang plants? With the extra power from that dinky old well, growing my little pets takes hardly any effort!" She laughs again, as if she hasn't a care in the world.

Something about this woman turns your stomach. You grit your teeth. "Why are you here? Where did you come from?"

"Tch." She clicks her teeth. "I was cast out from the humans as a girl. I could speak to the plants, and they obeyed me... Once the village found out, I was punished as a witch. They cut out my eyes, and they were to drown me had not my parents pleaded for my life. So instead, I was banished to the wilderness, and left to die!" She giggles again. "So what is a girl to do? I'll gather enough power until I'm strong enough to slay every last wretched human that wronged me!"

The larger vines twist and creep along the ground near your group. This doesn't look very good. But, at least now you know for certain that this enchantress is siphoning power from the sacred well and is responsible for creating the 'fang plants'.

>Waste no more time talking. Attack! (Roll 1d100, higher than 70 is a success.)
>Try and persuade the enchantress to abandon the path of vengeance. (Write-in, and 1d100 Cunning roll higher than 50 is a success.)
>You and your party can still flee and likely escape with your life. She isn't directly hostile towards you yet.
>Something else (Write-in)
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>>6341802
>Try and persuade the enchantress to abandon the path of vengeance. (Write-in, and 1d100 Cunning roll higher than 50 is a success.)
Maybe we could split the difference and find out WHO exactly instigated the accusation.
Punish the ones that started it?
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>>6341802
>Try and persuade the enchantress to abandon the path of vengeance. (Write-in, and 1d100 Cunning roll higher than 50 is a success.)
She has many reasons to be upset, but indiscriminate massacres aren't the answer.
>>
>>6341802
Offer to find her a new eye
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>>6341802
>Try and persuade the enchantress to abandon the path of vengeance. (Write-in, and 1d100 Cunning roll higher than 50 is a success.)

"What happened to you is truly terrible... No child should be harmed in such a way, least of all for something so beyond their control as a predisposition towards magic. But your path of vengeance is not the answer! Your magic is harming the forest, killing other innocents no more guilty than you were. It may make you strong now, but in time, this craft will destroy the very forest that has protected and nourished you. Like a parasitic vine blocking out the light, and weighing down the branches until they crumble and break, this meddling in the ecosystem will cause too many of the animals to flee and too many of the plants to wither. The interconnected cycles that keep this place alive and in balance will fray... They will collapse... Surely you would not pay so high a price for something as fleeting as revenge? I would ask that you consider going with me to the village. We can exact restitution from those that blinded you together, by other means. Perhaps they will be hostile and we must slay them, and I will lend you my own power to do so. But there are other children there, as well, not all of them should be made to suffer for the ignorance and cruelty of a few. Please, do not let that cruelty be multiplied in you, do not let the pain they inflicted upon you be made into a scar on this beautiful forest, or an axe that fells those with no culpability for your misfortune. Show the world that your gift can be a thing of beauty, and kindness, lest you justify the very prejudice that was leveled against you... What say you, enchantress? Will you spare the well and mend the forest, and accept my aid instead to claim justice? Or will you destroy what you love, and embody the worst of human imaginings about the mystical arts, all for a bloody revenge that you know will not fulfill your heart? There is another way... Let us walk it together, I implore you desperately, let us choose another way!"
>>
>>6341802
>Try and persuade the enchantress to abandon the path of vengeance. (Write-in, and 1d100 Cunning roll higher than 50 is a success.)
>>
>>6341802
>Harming nature and the spirits to hurt humans inly perpetuates injustice to all
>Let us find you replacement eye(s), instead
>And tyen maybe we can work together to punish thsoe directly responsible?
>>
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>>6341992
Excellent write-in anon. We'll go with this.
>>6341850
>>6341926
>>6341935
>>6341993
>>6342043
Also other lovely options. Looks like two people agree on trying to find some new eyes for the enchantress. I like that idea as well.
- - -

The enchantress freezes at your words. At first she bares her teeth at you in shock and anger, but as you continue on in such a gentle tone, she falters. She looks back at the overgrowth of giant thorned vines she's caused to wall out anyone from the path towards the sacred well.

"How can you understand? They betrayed me. They disfigured me! I've been alone all this time!"

You take a breath, stilling yourself. "I too was abandoned by the humans. I was left to starve in the wilderness as an infant. I would have died, if not for the giant birds raising me." Being daring, you take a few steps forward. "If anything, I am the only one in this land who can understand what you're feeling."

She screams, and her cries give way to her weeping. The vines slowly lower her to the forest floor, and she kneels on the dew-covered grass. "Please... Leave me alone. It is the only thing I know." You watch as her thorny vines grow frail and withered. The path forward becomes clearer with each pained sob of the enchantress!

You couch down to the weeping woman, and you can sense that she is relinquishing her hold on the forest. Her enchanted vines are wilting away, no longer being sustained by her magical power. You assume this means that the well is also no longer being tapped for its holy waters.

You have never touched a woman before this moment. Coming this close, you can smell a faint floral scent on the enchantress, along with the obvious smell of the forest, her magic, and her natural aroma as a human. You try not to focus on the new sensation making your stomach flutter, and gingerly grab the hand of the enchantress. "You are now part of this forest, and the lands beyond. You were never alone."

This makes her cry bitterly, the years of frustration, malice, and sorrow finally being expressed. After all these years, there is now another person who sees her for who she is. Eventually, her crying becomes weak sniffles. You stay and wait, simply to see.

The enchantress speaks with a voice hoarse from her weeping, "Go to the well. I am not worthy to be in its presence any longer."

Arne and Sabine watch, dazzled by this whole debacle. Of course, they have never seen such a display of supernatural power before in their life. "Mister No-Egg sir, is it safe to go on?"

>STRIKE DOWN THE WITCH IN HER WEAKNESS, DIE DIE DIE!
>"You are coming with us, enchantress. Let us go together."
>Go to the well without the woman. Come back for her later.
>Something else... (write in)



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