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A quiet dripping sound slowly wakes you. The room you wake up in is dim, dusty and cramped. As you stumble to your feet, some of the junk that is lying around seems familiar, but nothing you can fully recognise. A broken crystal is illuminating the torn up books, broken machinery and furniture and shattered walls inscribed with gylphs. You were lying in a pool of strange, viscous liquid that spilled out of a barrel. You wipe the residue off, but your skin seems to be absorbing it. With each second you feel more alive. You drop down, frantically trying to smear some more on your skin, but the spilled liquid does not seem to have any effect anymore. You pick yourself up, dragging your left leg behind you, and look around. The room has two exits, one leading left into darkness, one leading forward and is dimly lit. You find a mirror shard and peer into it. You see a smooth clay-brown face with red, intricately carved stones for eyes. In the middle of the face there is a button nose and an axe wound that passes for a mouth. It is a stranger's face. You try to recall any memory of your reflection, but you are drawing a blank. You cannot remember anything about yourself. Terror races through you and you toss the shard into the nearest wall, causing it to shatter. You kick the the only table that survived the assault on the room with inhuman strenght, breaking it in three pieces and smashing what remained of the bookcase. Stunned by the power of your strikes, your anger subsides and you think on your next move.

>Search the room for clues or useful items
>Take a crystal shard and explore the left tunnel that is shrouded in darkness
>Explore the forward, dimly lit tunnel
>Write-in
>>
>>6410250
>Search the room for clues or useful items
>>
>>6410250
>Take a crystal shard and explore the left tunnel that is shrouded in darkness
>>
>>6410250
>Search the room for clues or useful items
>>
>>6410263
>>6410769
Locked in and writing!

You look around the thrashed room, trying to find anything useful or anything that could explain how you came to be. You pick up one of the torn up books and the shiny crystal shard in an attempt to decipher their contents. You recognise the symbols inside. The book is describing the magical process of transmuting copper into iron, but is missing a lot of pages and you cannot gleam any insight out of it. Most of the books are like this, treateses on magical transmutations, enchantment or alchemy in many languages or scripts, singed, torn apart or sliced up. After sifting through interesting, but incomplete books, you notice one of the bookcases had a secret compartment in the back. It used to be protected by magic and likely made invisible, but any charge the spell had was long gone. You reach in carefully with your fat clay fingers, but the items inside remain beyond your grasp. After fiddling with the hole and what remained of the mechanism for a few minutes, you have enough. You forcefully tear the wooden and metallic compartment and find a vial, full of opalescent green liquid and an untitled book . You open the book, but cannot understand a word. It is written in a spidery, loopy handwriting, with no pictures. While you are examining the book, you hear an echoing hissing sound that is coming out of both tunnels. The sound is accompanied by scraping steps and quiet thuds, like wood hitting stone. Whoever is making the sound is slowly coming closer. The noisemaker might be friendly, or might not.

>Hide in the dark tunnel to the left and wait for the noisemaker to pass
>Wait for the noisemaker in the ruined room
>Ambush the noisemaker by playing dead
>Try to outrun the noisemaker by running through the dimly lit tunnel
>Write-in

I will also need you to roll 3 hundred sided die to determine how successful you are in your actions.
>>
Rolled 37 (1d100)

>Hide in the dark tunnel to the left and wait for the noisemaker to pass
Let's do our best statue impression
>>
Rolled 75 (1d100)

>>6410899
>Hide in the dark tunnel to the left and wait for the noisemaker to pass
>>
Rolled 60 (1d100)

>>6410899
>>Hide in the dark tunnel to the left and wait for the noisemaker to pass
>>
(One failure, one success, one great success)

You decide to avoid the unexpected clawed visitor and just wait them out in the shadows. Stepping lightly into darkness, you make sure you do not make any noise despite your bulky frame. You hold the journal and the vial tighter, concealing them. While you make your way through the tunnel, you miraculously avoid all the fragile junk in your way and take your place next to a rectangular shape, doing your best to resemble a decorative sentry. The sound becomes louder and a small blue floating light soon emerges from around the corner, followed by a large, thin silhuette. After it comes closer, you see a large bipedal reptilian, holding a huge wooden staff, fitted with gleaming metal. They are wearing light leather armor with a short sword in their belt. The style is entierly practical, worn, but well maintained, without decoration. The replite uses the staff to hit various objects in its way while hissing under its breath. Their feet are bare and finished with sharp claws, which are making the scraping noises each time they hit the floor. The lizard quickly inspects the room, moving some of the broken items out of the way, seemingly searching for something. After a minute, they start checking the only closet left, which is the one near you. You feel a strange sensation, a need to get the hell away from them, but you suppress it. They start taking a few flasks out of the closet. The flasks are filled with viscous liquids, but none of them seem to be what the lizard is searching for because it tosses them back into the closet hissing:

Ussselesss!

Before turning to you and observing you for a minute. The feeling intensifies and you can barely control yourself. If you were not made of clay, you would be trembling. The lizard is marked by straight red lines on their gray, scaled face. Their face is long and their teeth are sharp and yellow teeth of a carnivore. They start to wave their stuff around, but seem to change its mind after the floating light comes closer, giving them an opportunity to observe you under stronger light. Its eyes are dark silts and contempt is dripping out of their voice as they repeat:

Ussselesss!

before leaving, joining another scraping, hissing lizard and leaving the room in near darkness. You slump in relief after you cannot hear them anymore. Just as you want to leave, you notice a faint blue glow. It is coming out of the closet, where the lizard smashed the vials. You hear quiet knocking, like wasp was hitting a window repetedly.


>Follow the lizards and try to find out more about them
>The lizards seem bad news. Try the opposite direction
>Check the wasp in the closet
>Write-in
>>
>>6411338
>>Check the wasp in the closet
>>
>>6411338
>Check the wasp in the closet
>>
>>6411338
>>Check the wasp in the closet
>>
>>6411367
>>6411369
>>6411624
Locked -in and writing.

With the lizards gone your curiosity gets the best of you and you slowly peak into the closet. The smashed vials are everywhere on the upper shelf, obscuring your vision of the glowing object. You clear the glass out to get a closer look and you find a small humanoid, trapped in a glass jar. You realize it is a faerie woman. She has shiny, blue and green butterfly wings as big as its lithe body and is otherwise stark naked. The bottom of the jar is filled with glowing blue dust which had to be the light source. She freezes when she sees you, but starts banging on the glass with renewed fury:

Oi, golem! Let me out right now or I'll pry those stones you call eyes right out of your skull!

Her high pitched screeching sounds like a flute made by an incompetent and untalented shepherd. You remember fairies are impulsive, mischevious and hate captivity. This is a shame because they have many magical and alchemical properties amd are frequently kept in cages. The knowledge floods into your mind, almost overwhelming you.

Faerie wings are used in flying magic.
Their dust is a powerful stimulant when snorted or ingested.
Their blood is a strong magic booster.
Their hair can be used to increase the power of enchanted items.


Let me out you lumbering oaf!

Her deafening scream brings you back to reality. You try to respond, opening your mouth, but you are unable to form words. Of course. A golem is supposed to listen, and obey. It has no need to speak. You are a tool to perform your masters bidding. But why are you plagued with these thoughts? Why were you created like this if you are unable to communicate with the outside world? The fairie starts banging both of her fists on the glass, waking you out of your rumination. Can she be trusted to remain friendly to you if you let her go? But she is small, unlikely to seriously threaten you despite her loud mouth. If you had lungs, you would sigh. If only she could lend you her voice...

>Let her out of the jar. She might be grateful and lend you assistance.
>Take the faerie with you in her cage. She might prove valuable in the future.
>Crush the faerie and use her blood to enhance your magical powers.
>Leave the faerie be. She is of no use to you.
>Try to communicate with the faerie in writing (write-in)
>Write-in

[Spoiler] Not putting naked faerie due to SFW. Sorry for AI [/spoiler]
>>
>>6411848
>Let her out of the jar. She might be grateful and lend you assistance.
Only if she promises to be NICE though!
>>
>>6411848
>>Take the faerie with you in her cage. She might prove valuable in the future.
>>
>>6411848
>Try to communicate with the faerie in writing (write-in)
Agree to let her out if she promises not to attack you
>>
>>6411852
>>6411922
>>6412179
Hmm, three-way tie. Much worse than a threesome. I'll wait this out a bit to get more votes.

Also, I seem to have gotten the spoilers wrong. Can anyone help me get them right?
>>
>>6411852
I'll change this to
>>6412179
since my vote's pretty much the same thing
>>
>>6412427
For spoilers you don't capitalize the first one. If you want an easier way to do it you should be able to just highlight the text you wanna spoil and press Ctrl+s.

If that doesn't work it's
[s poiler]text[/spoiler] without that space between s and p. Hope that helps!
>>
>>6412435
>>6412179
Ok, then I'll need you to roll 3 d100, to see how well can you communicate.

Thanks.
>>
Rolled 39 (1d100)

>>6412609
Here's hoping we roll 'fairy' well
>>
Rolled 37 (1d100)

>>6412609
>>
Rolled 3 (1d100)

>>6412609
>>
>>6412610
Oh you.
>>6412846
>>6412867
Damn bros, these are some really rough dice, two failures and one critical failure.

Locked-in and writing.
>>
You eye the fairies little tantrum. This will not do. You need to make sure she will be on your side if you let her out. But how to communicate? Aah, you could try to write her a message! You rack your mind for a suitable from of writing and where to write. You look around and your eyes rest on the leaked potion. You could use it as ink, and the strange implements (You mind whispers: Pipette!) could be used as a pen! You start writing on the back of the closet door in the most common tongue you know:

I will let you go, if you promise to help me and not attack me.

The faerie did not even notice your writing, but has started pushing the lid off while frantically fluttering her wings and grunting in high pitched screams:

MOVE! MOVE!

You tap the glass to try and get her attention which startles her, causing her to fall down into the three finger deep layer of faerie dust on the bottom of the jar. She pull herself up, sneezing and causing an entire duststorm in the jar. You impatiently tap on the glass again and on the closet door, trying to get her to look there. She sniffles and wipes her face, and angrily growls:

You big hunk of clay, stop scaring me and let me out!

You desperately grab the jar and shove it next to your writing, tapping on it again. She starts to sob and yells:

All right, I will help you with your problem, just let me go!

You are ecstatic! She will help you find a voice and in the mean time act as your interpreter! You will be able to do what you want and achieve your goals! You quickly unclasp the lid. She looks up and uncertainly flies out, still sobbing. She slowly flies out to your face and you pull back a bit, but she dows not seem aggressive. Is she going for a hug? You let her do her thing and she suddenly shoves two handfulls of faerie dust into your nose. You step back, shocked. Fearie dust does not work on golems, there is nothing in your memories to suggest it could. You don't even have a real nasal cavity, this should do nothing to you. Your head starts spinning and you are SPEED! You can do anything if you put your mind to it! You are sure you can just find something to use as you voice box here in this room! You can dig your way to the surface, find your creator and make him spill all his secrets!

In the next half an hour, you smash all the furniture in this room while searching for useful items, tearing, breaking, shattering. After destroying everything that was still standing and finding nothing useful, you start digging yourself out of here. You manage to tear a few pieces of stone out of the wall before the effects of the drug wear off, chipping your hands in the process. The faerie quietly sobs in the corner while you are riding your high.
>>
>>6413074
You slowly regain your senses, look around at the destruction you have wrought. You feel like a fool. You approach the faerie. She cowers when you move close to her.

Please, don't hurt me! I promise I will make more dust for you.

You drop down and start qriting with the potion:

I will not hurt you. I want to know why you gave me the dust.

She read the words and starts stammering:

W-w-ell, master always wanted me to give him his treats and I thought you wanted to-o.

You nod and start writing again:

I do not want to have the dust ever again. I want to get out of here and gain my voice. Do you know a way to get it?

She looks at you, confused.

I'm sorry, mister. I don't know a way out or how to get you a voice. But if you want, we can try to get out together. The world is big. I'm sure we can find something to be your voice. I can speak on your behalf. What is your name? Mine is Belle.

Your head spins. A name? A companion speaking for you? You have never thought about this.

Fearie dust addiction stage 1: Mild. You do not have difficulty stopping snorting faerie dust. You have difficulty refusing it if it is offered to you or if you could snort it easily. You do not have any withdrawal simptoms.

Your hands are damaged in your binge. Your health drops by 1. Current health: 7. Max health: 11.

You have three choices to make here:
1.
>Pick a name for our golem

2.
>Accept her request
>accept her request, deny the need for an interpreter
>Reject her

3.
>Explore further into the dimly lit tunnel
>Try to pry off more of the rocks and make your own tunnel
>write-in

The next update will be next week because I will be drinking and eating heavily during the weekend. Family stuff, sorry.
>>
>>6413075
>Name: Brick
>Accept her request
sweet, sweet DRUGS
>Write-In: Ask the fairy to scout ahead. Also what's their name?

>spoiler
No problem, QM. Enjoy! Thanks for running so far
>>
>>6413075
>Name: Mordre
like old times.
>Accept her request
>Explore further into the dimly lit tunnel
>>
>>6415197
>Observe the statue
We're kind of a statue so
also qm for italics you do [i]text[/i]
>>
>>6413215
>>6413076
Still alive, guys. Thanks for your patience

You have never had a name beyond golem, or servant. No need, you suppose, your former master just needed you to do their dirty work and nothing else. While you rack your brain for an answer, you have a brilliant idea, perhaps a remnant of the dust. You will just name yourself! You push some rubbish away to gain some space and write:

I am Mordre the Brick. And who are you?

I have already told you, you silly statue! I am Belle, daughter of Aisling. I was trapped by a witch who obsessively sniffed my dust. She couldn't get enough of me, shaking me day and night, lending me to her friends. I can't remember how long I was in her captivity, but I soon felt drained...

Her voice trailed off.

After a while some people grabbed me in the middle of the night and the next thing I remember is your clay face.
Don't like it here though. Can we go somewhere else?


You are surprised by her sudden chattiness. She was crying just a minute ago. You suppose faeries are mercurial creatures, with temperamants as volatile as sand oil. You are not interested in staying, so you pick yourself up and point to the room where you sprang to life. You take a long stride, walking through the dark hallway and the first room towards the dimly lit hallway. Belle is riding on your sholder and hanging tight. The hallway is comparatively short, but its walls are oranately carved with flowery patterns. The walls have numerous holes in the patterns, where you assume used to be imbedded gems, before robbers scraped them out. When Belle noticed, she whistled:

Fjoo, pretty rich for a cavern in the middle of nowhere. I wonder who took them.


She sniffed and almost gagged before you could answer.

What is that smell?! It smells like a whole bunch of cows died and were left to rot in the midday sun! You go on ahead, I'll wait here for a bit and catch up later.

She was hunched over and seemed ready to lose her lunch. You went on ahead towards the huge chamber. You couldn't smell a thing, which you were grateful for when you entered the large archway. The floor was littered with corpses in various state of decay. Human, lizard, others you could not recognise due to their advanced decomposition. The celing has caved in, but the massive arches were still four times as high as you. The walls were cracked as if shattered in a massive earthquake, but the gemstones were intact, complementing the floral patterns. On the other side of the chamber there was a singed device whose purpose you could not understand. Next to it stood an obsidian black statue of a strange insect. You could not recognise it, but the amount of appendages seems... off.

>Check the corpses for cause of death
>Investigate the device and try figuring it out
>Observe the statue
>Call Belle to help you with your search
>Try prying the valuables out of the walls
>Write-in
>>
>>6415207
Thanks bro, I deleted the original post when I noticed. I will that your vote into account.
>>
>>6415209
>>Check the corpses for cause of death
>>
>>6415209
>Check the corpses for cause of death
>>
>>6415465
>>6415465
Locked-in, but I will take >>6415207
Into consideration. I need you to roll 3 d100 and 2 d6 to proceed.
>>
Rolled 83 (1d100)

>>6415793
>>
Rolled 59 (1d100)

>>6415793
>>
Rolled 1, 4 = 5 (2d6)

>>6415793
If it's okay I'll also roll those 2d6's
>>
>>6415848
It's cool. If no one else rolls the third d100 in the next 12 hours, people who have already rolled can roll again.
>>
Rolled 76 (1d100)

>>6415793
>>
>>6415805
>>6415832
>>6415848
>>6416068
Good rolls bros. One critical success, one great success and one success. Locked in and writing.
>>
You walk to the nearest intact corpse and bend down to observe. It is a middle aged man, drapped in an expensive dark blue satin robe. His face is an image of pain, body twisted and bent. Whatever killed him had to be swift, brutal and relentless. All of the corpses seem to be littered in the same direction, like trying to escape from the statue or the machine. You see that the corpses are not decomposing further and notice the dead insects that are lying around the corpses. Your mind rings Cloud of death. Images of dying people flash before your eyes, of inscribed spells on obsidian and of dark twisting energies draining all living things in vicinity. You realize the entire chamber is under a strong necrotic spell, killing all living things in range. Because you are mostly clay, the spell does not affect you immediately, but will need to penetrate your natural defenses. You have time to look around. You observe the statue and try to find the source of the spell. You trace you finger along its long, hard legs, touch the spidery torso and knock on its claws and eyes. The spell is anchored there, but such strong magic needs a power source. You trace your fingers along the walls touching the gemstones. The gemstones are loose and you unconsciously pick them up as you search for the source. The search brings you next to the device. It is sending pulses of unrestricted energy into the room, discharging the bleeding, overloading power core and accidentally synchronizing with the death spell in the statue. You check the machine again. It is larger than you and just as imposing. The marble command deck is in front, leading to the long bronze pipes pointing straight to the celing. On top of the pipes there is a huge brass globe, hinged on top and bottom. It appears like it should be spinning, but the globe is dead as a golem. Broken glass is lying everywhere, the power lines on the bottom are torn but the command deck is clear, if dusty. On the command deck there are three dials marked X, Y and Z. There is a note on the deck:

Home X149 Y362 Z372
Lab X54 Y462 Z254
Storage X10 Y473 Z132

You stare at the note and then it hits you: This is a teleportation device. The platform next to the deck is the landing platform and the broken glass was the entrance waygate. If you could repair it, you could operate it and get the hell out of here! There are even basic repair tools under the rubble, a magical welding rod, a hammer and some conduction nails. You could hide Belle under a large piece of protective glass to protect her from the spell... A hiss forms on your skin and you realize you have to get out quickly and decontaminate before the spell hits YOU. Stepping with alacrity, you move along the other side of the chamber, grabbing a few of the gems off the wall along the way, getting more than a fistful.
>>
>>6416290
When you exit the chamber, Belle is already waiting for you several steps away, pale, but determined. She squeeks:

What's inside? Is it safe?

You shrug. You explain in a few words and wonder if it is worth repairing the device. The danger is great, but the opportunity... You have some time to think while you are decontaminating. What do you do while waiting?

>Jam the diamonds into your mouth. A golem needs a winning smile. (Stat increase)
>Get to know Belle more in depth. Maybe she has an idea
>Read the looted book. Maybe there is a useful secret inside.
>write-in

Where to go?
>Repair the device and go:
>1. Home
>2. Storage
>3. Lab
>The risk is too great. Go back to the lizard territory
>write-in
>>
>>6416291
>Jam the diamonds into your mouth. A golem needs a winning smile. (Stat increase)
>Repair the device and go:
>3. Lab
>>
>>6416291
>>6416470
+1 to this! To the LAB!
>>
>>6416291
>>Jam the diamonds into your mouth. A golem needs a winning smile. (Stat increase)
>1. Home
>>
>>6416470
>>6416474
>>6416476
Locked in and writing.

When you observe your reflection in a puddle on the ground, you realize you look shabby and worn out, like a statue someone has tossed out and forgotten about. This will simply not do! How can you walk among the people looking like that?! They would assume you are a slave of some third rate alchemist. You look at the precious stones you have pried out of the walls and pick all the diamonds out. Each is as large as a quails egg. You take one and jam it directly in front of your jaw, damaging the fired clay surface of your mouth and forcefully fitting the diamond in. The process should be excruciatingly painful, but you feel nothing, which makes you uneasy and Belle's yelling into your ear:

Yeah! Jam the bastards in! You'll be the most expensive golem in the history of golems!

Only makes it stranger. Still, you press on and are soon a proud owner of shiny, brilliant dentures that could crush bones, granite pillars or steel plate, in whichever order you prefered. You forge a binding spell on your new teeth, fixing them firmly in place. You smile at Belle and and she giggles back, a sound not unlike a tiny, out of tune tit bird.

Your Charisma increases from 1 to 3

Now please, gentleman, roll me 3 d100 and 2 d6 to see how well you repair the teleporter.
>>
Rolled 43 (1d100)

>>6416600
Watch THIS
>>
Rolled 35 (1d100)

>>6416600
>>
Rolled 68 (1d100)

>>6416600
>>
Rolled 3, 4 = 7 (2d6)

>>6416617 #
>>6416756 #
>>6416885 #
Alright, I'm rolling the d6, then I'm writing.

Two failures and one great success.
>>
You write to Belle:

We are getting out of here. I can fix the teleporter and we can leave this forsaken place. I will bring you protecton from the necrosis spell, then we sprint to the teleporter and blink out of here.

Alrighty mr. Mordre, I'm game. Anywhere has to be better than here.

She answers, the determination drawn on her face clashing with her squeaky voice. You go back into the death chamber and examine the device. The power lines are partially torn, the resonation chimes are twisted and what is the biggest problem, the direction sphere is completely missaligned. The power lines supply the power to the spell, the chimes provide a conduit to the ether, through which you travel and the direction sphere ensures you arrive at the coordinates you specify. All of them need to be in working order if you wish to teleport. You take the hammer and start working on the resonation chimes. You slowly straighten them out, hammering in the right shape. Your fingers are too large for the tool and you manage to fix roughly two third of the chimes before you break the hammer handle. It will have to be enough. You take a break, decontaminating yourself for a bit before you return to work.

You check the cables and follow where they lead with your finger. You understand where each cable has been torn, take the welding rod, provide the starting jolt of mana yourself and start welding the copper nails to the torn cables. Your work is not professional, but considering the shabby quality of the tools and the materials it is adequate, even good.

After another break, you come back and climb up the pillar next to the teleporter. You reach the direction sphere and start twisting and turning it into the correct direction. After solid 10 minutes of fiddling the sphere buzzes and starts turning. You flash your brilliant in a bright mockery of a smile. You've done it! You only need to grab Belle and that's it!
>>
You slide down the pillar but before you reach the ground you hear scraping along the walls, like a hundred lizards are coming this way. Have they sensed that the teleporter has turned back on?! You panic and grab the biggest piece of bent protective glass you can reach and sprint towards Belle. She chirps:

Mordre, monsters! Lets bail!

You stuff her under the glass and sprint back. Fireballs start raining behind you, deafening you with their explosions. Belle starts unintelligibly screaming when you reach the corpses, but you have no time to react, you run to the console, set the coordinates to "Lab" and start the teleporter. The entire machine brims with energy. The chimes starts shaking and singing like a xylophone. You ignore them and pray to whichever gods that can hear you for the chimes to hold until you finish teleporting. Belle starts wheezing when the lizards appear at the entrance. A large hissing, staff wielding lizard points his staff at you and a bolt of energy wooshes out. You jump into the machine, barely making it before the bolt turns into a gigantic fireball that engulfs the teleporter, shattering the chimes. You don't have any time to care however because you are already flying through the aether towards your destination. Lights fly in unrecognisable patterns through the aether, wind, that is not wind, howls with the voice of a thousand dying hamsters. For one eternal second you float through the aether but are soon cruelly ejected into a pristine, dark space 3 paces in the air. You fall down, flipping over a table covered with crystal instruments. They fly in an elegant arc and shatter in a cacophony of broken glass and metallic clanging. Belle is lying on the floor next to the table, skin an unnatural pallor, groaning. The room seems silent as a grave, except for strange steps that seem to come from far away.

Your front clay plate has broken along your chest, exposing a bit of your insides. Your health drops from 7 to 5 (max=11).

Belle was not protected during your sprint towards the teleporter and has taken the full damage from the death cloud. Her health drops to 1. (Max=8)

>explore the room
>check yourself
>check on Belle
>check the strange noise that is coming from outside

Thanks for your patiance guys. Do you wish to see the full stats of our characters in the future or do you prefer these mechanics obscured?
>>
>>6417130
>check on Belle
>>
>>6417130
>check on Belle
I wouldn't mind seeing stats at least once so we know what we're dealing with
>>
>>6417130
>>check on Belle

Sure
>>
>>6417391
>>6417392
>>6417397
Alright, locked in and writing.

Here are the stats:

Mordre the Brick
Strenght 6
Body 5
Dexterity 2
Intelligence 4
Charisma 3
Willpower 2
Health 11 (current=5)
Move 8
Defense 7
Perception 6
Initiative 6
Stun 5

Skills:
Change magic 2
Brawl 4
Alchemy 2
Craft - Blacksmithing 2
Language 3
Magical devices 2

Talents:
Made of clay
Photographic memory

Flaw:
Mute

Belle
Strenght 1
Body 2
Dexterity 5
Intelligence 3
Charisma 3
Willpower 4
Health 8 (current=1)
Move 7
Defense 7
Perception 7
Initiative 8
Stun 2

Skills:
Illusion magic 2
Animal handling 2
Acrobatics 4
Performance 2
Larceny 2
Stealth 3

Talents:
Magic dust
Flight


I'm using a modified ubiquity system from hollow earth expeditions that includes magic and resolves using d100 to better fit the board culture. I was thinking to include style points, but they are awarded for good roleplaying and it seems silly to pat myself on the back and give you a style point for my "great writing".
>>
>>6417450
I've forgotten:

Belle
Mana 14

Mordre
Mana 13
>>
>>6417391
>>6417392
>>6417397
You pick yourself up carefully off the table, trying to minimize the damage to your front plate. Your eyes immediately go to Belle who is lying in front of the table, completely immobile. You walk to her, bend down and observe her. She is pale, with her long blonde hair disheveled and sprawled all around her. Her dust is sprinkled around her and you have to fight the urge to sniff it. With an extraordinary effort of will you tear your eyeballs away from the shiny narcotic and check her breathing. It is shallow, but steady. She's just unconscious. You gently lift her and place her in her jar, leaving it unscrewed and hide it behind the table leg. A bit of sleep will do her some good. After taking care of Belle, you look around the room. A dim magical light reveals a cramped storage and travelling room. The table you crashed on has one alembic still intact, the rest is, you presume, broken laboratory glassware. In the back there are dusty shelves full of strange jars filled with unknown liquids, assorted animal body parts including a large reptile skeleton and trinkets, odds and ends. On the other side there are large shapes, some as tall as you, covered with thick woolen blankets. In the back, there is the teleporter, dead silent, dusty. Like it has been never used. When you turn away from the teleporter, you see one closed door, reinforced woth metal, that seems to be locked. The steps are certainly coming from behind it and are getting closer.

>Check the hidden shapes
>Try to open the door
>Find some useful loot from the alchemical ingredients or trinkets
>Observe the teleporter
>Write-in
>>
>>6417542
>>Check the hidden shapes
>>
>>6417542
>Check the hidden shapes
Shape up!
>>
>>6417653
>>6417658
You decide to ignore the ingredients and the teleporter and leave the steps outside the as a problem for future Mordre. The strange shapes have caught your attention so you step closer and feel up the nearest hidden object. It is hard and unyielding, with elegant contours. You grab the woolen blanket and dramatically pull it off revealling an large purple bench with torn cushions and golden handles that are peeling off. You pull off the rest of the blankets and you reveal a garish scarlet couch that has white stains all over cushions, three rickety tables and four chair with missing legs. When you pull the blanket off the largest piece you reveal a large black piano. The piano is clearly worn, but well taken care off. You do not dare pressing any of the ivory or ebony keys but you assume it is still perfectly tuned. The note holder is empty, but on the piano there is a bright shell about the size of your thumb, encased in solid glass. It immediately draws your eyes, your memory whispers mermaid . It couldn't be! A mermaid's voice could be grafted and moulded into your throat and provide you with a voice, provided you could manage the correct spells. Your hands shake when you pick the glass pearl and place it next to your ear. It's gentle murmur, like a whisper of the waves is all the conformation you need. But how to get it out of the glass? It would be almost impossible to use it in this state. You could try smashing or melting it, but you risk damaging the shell. You could also try finding an abrasive material to grind the glass down, but this would require patience and a steady hand.

>Melt the glass with a calcinator
>grind the glass down with an abrasive that you can find here
>Try finding the ingredients for the binding spell first
>Stash it for later and go explore something else:
>1. Door
>2. Shelves
>3. Teleporter
>write-in
>>
>>6417918
>Try finding the ingredients for the binding spell first
>>
>>6417918
>>6418307
+1 this!
>>
>>6417918
>>Try finding the ingredients for the binding spell first
>>
>>6418307
>>6418308
>>6418324
Allrighty, locked-in. Please give me 3 rolls of d100.
>>
Rolled 8 (1d100)

>>6418403
>>
Rolled 68 (1d100)

>>6418403
Here goes!!!
>>
Rolled 51 (1d100)

>>6418403
>>
>>6418421
>>6418441
>>6418654
Two successes (one by a hair) and one critical failure.

You place the seashell bead inside your bag and start rummaging through the shelves at the other end of the storage room. You discard the strange horns, claws and teeth. They are of no use to you. You observe a few jars for anything useful and see a few that capture your interest. One is full of rocky centipedes that seem to crawl all over each other in a frenzy of legs and torsos. Their juice can be used to regrow limbs, but only if its fresh and in enormous quantities. Unfortunately the centipedes feed exclusively on living flesh and one accident could leave a person dead or crippled. More than one alchemist has met an ignoble death at their jaws and some were not accidents. The other interesting jar contains floating imp eyes which seem to follow you whereever you go. They are used in potions of invisibility and sight enhancement, but spontaniously combust when exposed to air. The rest are uninteresting or spoiled. Moving to the next shelf, you find a wide variety of powders, most are used in enchanting physical, non-living items. They are in pretty bad shape like someone tried to ransack them, but was disrupted and had to leave in a hurry. After searching for a while you still find crushed bluebird beak powder and distilled banshee ectoplasm. The ingredients are a bit dusty, but just what you needed for the binding spell. The rest are pretty standard strenght and elemental enhancement powders, but could only be used on metallic materials. Useful for a smith, but not without a smithy. Curiosity leads you to the next shelf, where different talismans, trinkets and odds and ends are stored. Most are made of precious metals, gold, silver, platinum, but you see nothing that isn't broken, damaged or twisted. Most might even be magical, but the shelves look more like an attic of an old goldsmith.
>>
>>6418829
One bracelet in particular grabs you attention. It is made of gold, big enough for a golems hand and still gleaming and lustrous. The bracelet captures your mind and you simply cannot stop yourself. You have to have it! You reach out and the bracelet springs to life like a venomous desert snake and coils around your hand. You can feel it suppressing your mind and horror clouds your judgement. You have donned a golem control bracelet. It links you to the mind of anyone with a golem control rod and it forces you to obey their mental commands like you were an extension of their body. There is no escape, only servitude. Your mind swims in panic and you grab the bracelet and desperately try to pry it off you wrist. The thing sees baked in your clay and you grab the biggest animal bone you can find and ram it inbetween the bracelet and your hand, using it as leverage. It creaks and you feel a glimmer of hope as you try to twist it in the slit, but the loud crack of the bone dashes it and black despair fills you to the last clay grain. You will never make it out of here. You will be a servant forever. It is enough to make stone weep and rocks whimper. You don't know for how long you have been lying on the floor, but you remember that you can still move as you wish and this means you are still free. For now. You can unclasp the bracelet if you find a control rod and cast the unbinding charms, freeing yourself from this accursed object.

DAMN ALL HUMANS AND LIZARDS, WHO HAVE INVENTED SUCH EVIL OBJECTS! DAMN THEM ALL TO HELL!

Your thoughts buzz with rage and you are ready to find a control rod and get the thing off. It has to be near. This hope is the only thing keeping you from losing your mind.

Gained bluebird beak powder and banshee ectoplasm. Inventory: potion in a glass vial, small book, mermaid voice in a glass bead, 20 gems (no diamonds) golem control bracelet.

You lose 2 points of willpower. Willpower=0. Consequently, you also lose 2 points of mana and health. Mana=11, current health=3 (max=9).


>Get through the door by force
>Wake up Belle and ask her for help (with what?)
>Write-in
>>
>>6418834
>Get through the door by force
>>
>>6418834
>>Get through the door by force
>>
>>6418834
>Get through the door by force
HULK SMASH
>>
>>6419139
>>6419207
>>6419295
You approach the door with furious abbaddon and grab the metallic hinges and start pulling, twisting and rattling them. They resist as best as they can but after a solid minute of wrangling them they start to rattle, pop and crack. You twist them off, one by one. On the last, sixth one, you just use the door as leverage and the hinge gives in like a bone in a rabid dog's muzzle. The door hits the floor with a loud thud and you see an old, brick hallway, well lit with magical lamps. The lamps are made out of glowglass, shaped like a torchfire and they lit the hallway with warm yellow light. At the end of the hallway there is a twisted wooden staircase, still well lit amd made of dark, rich oak. You advance into the hallway and the steps you heard outside the door start squeeking down the stairs. You go into a boxer stance, ready to pounce on anything that would come down. The steps are steady and you move closer at the edge of the stairs, ready to sucker punch the thing as soon as it get in range. The stair just above you squeeks and a clay leg appears on the next step. You are so surprised you for get to grab or hit them and a moment later a clay torso and head walk right into your face. It is a basic face, much like yours but even less distinct. Its mouth is a sliced hole and eyes dull granites. It takes a second to get a good look at you, then it turns back and lumbers up the stairs, judging you as one of their own. Or perhaps not a threat. You are not sure which. You follow him up and soon arrive in a more comfortable hallway. There are three doors in here.
>>
>>6419484
You decide to check them out, carefully, one by one. You open the first one and see a basic golem inside, equipped with steel gauntlets, guarding the lab, filled with alchemical equipment. It activates when you look in, but after a long stare from its dark granite eyes it. Assumes prevoius position. There are several cabinets behind the tables filled with familiar equipment. Opening the cabinets or using the equipment could turn the golem hostile, so you decide the check the other rooms first. The second room is a basic bedroom with a old, unwashed bed, a washstand amd a closet. There is also a smaller golem inside clothed in a maid's outfit, but otherwise as featureless as the previous ones. It silently observes you when you enter, but makes no other moves. You move on and explore the third room. It is a smithy, with three large golems guarding an ashy fireplace, an anvil and a wide assortment of smith tools. In the corner there is also a strange altar-workplace with clay, stones, sculptor and magical tools surrounding it. The golems pay no more attention to you than the rest of them. No control rod anywhere in sight. You will need to conduct a deeper search, but the golems seem like they wouldn't appreciate you browsing the rooms.

>Search the alchemical room, there is only one golem here and you can use alchemical substances to overpower it
>Search the bedroom, the maid looks weak and easy to overpower
>Search the smithy, the sculptor's tools are rousing your curiosity and you can pretend you are on patrol.
>Wake up Belle and use her stealthiness to search for the control rod upstairs
>write-in
>>
>>6419486
>>Search the smithy, the sculptor's tools are rousing your curiosity and you can pretend you are on patrol.
>>
>>6419486
>Search the smithy, the sculptor's tools are rousing your curiosity and you can pretend you are on patrol.
>>
>>6419496
>>6419679
The smithy calls to you, especially the sculptor's tools. You are certain they could be useful, perhaps even point you to the control rod. You assume your best patrolling pose and hope for the best as you march through the smithy. The shiny, beady eyes of the golems are following your every step of the way, but they do not make a move. The unmoving oculars, so similar to yours, unnerve and worry you, but you wear your best confidance mask. You are meant to be here, you say in your mind, while you are examining the sooted fireplace. The smithy has extensive runic coverage, suitable for complex and powerful enchantments but the runes are worn out and would need to be rewritten with ink made out of salamander eyes to be useful for enchanting again. The weapons and tools scattered around the forge are not remarkable. They are rusted and dull. They might have been well crafted once, but time has worn them out. You move forward and see a massive battle axe hung on the wall that was hidden behind a pair of pillars. The handle has gilded boars cravings and the edge is bright and sharp as a razor. You feel magical energy radiating from the weapon like a warm light of summer sun. Next to the pillar there is the sculpting atelier, filled with tools that are in considerably better shape than the smithing ones. The mallet and the chisel are brimming with magic, despite looking ordinary. The worked stone in the middle was granite with dark red occlusions which makes it look like a piece of ember. The clay is placed in the four buckets, coveted with water . It still looks malleable, despite staying here for who knows how long. A memory stirrs in your mind. Use the gray one to fix the smaller golem! A stern looking pale woman commands you and you gently fill the cracks in the smaller golem's skin. The memory fades, but you find yourself directly in front of the bucket with the gray clay. You press forward and observe the back of the smithy. There is a book, splattered with blood on a small stone table. The table looks like a sacrificial stone, with runes you recognise. They assist with essence transfer and are usually used in necromantic rituals. Not something you are interested in, but they might be of some use. There is only a stone wall beyond the table. You have to turn back to convincingly embody a patrol. The question is: do you wish to use any of the useful objects in the smithy or do you judge this too risky?

>Refurbish the runic smithy using salamander eyes from below
>Use the grey clay to repair yourself
>Read the necromantic book
>Use the sacrificial stone to graft mermaid's voice into your throat
>This is too dangerous. Leave (where to?)
>write-in
>>
>>6419933
>Use the sacrificial stone to graft mermaid's voice into your throat
>>
>>6419933
>Use the sacrificial stone to graft mermaid's voice into your throat
>>
>>6419933
>>Use the grey clay to repair yourself
>>
>>6420094
>>6420110
>>6420184
Alright, locked in. Please give me 3 roll of d100. I will count the highest one only for success rate due to good ingredients and suitable transformation conduit.
>>
Rolled 18 (1d100)

>>6420427
>>
Rolled 11 (1d100)

>>6420427
HEH
>>
>>6420725
>>6420728
Oh man, I hope the third one comes in with a win.
>>
Rolled 53 (1d100)

>>6420427
>>
The last roll saves the day.

You turn back to the sacrificial stone, ready to get your voice and connection to the outside world. While walking there you feel excitement, fear, joy. Emotions swirl inside you and you feel like you might burst. You step to the stone, ignoring the stony stares of the golems and wipe the blood off and start tracing the runic patterns. Blood is a good conduit for magic, that is why amateurs use it in so many rituals, but you could also use salty water and its effect would be the same. You take the ingredients out of the bag and place them on the altar. You mix the blood with the crushed bluebird beak and channel some magic into the runes you trace, once, twice, three times. Then you take the banshee ectoplasm and smear it all over the crystal bead, containing the mermaid voice and infuse it with magic again. The golems start to move toward you and you know you have to act fast before they reach you. You ram the infused bead down your throat and a burst of magic shoots through your mouth when the voice fuses with you. The golems are nearly upon you, fists up and ready to beat you down when you gain command of you new vocal cords:

HALT!

Your voice is an average sounding baritone, a bit raspy, like a elderly taskmaster who is used to yelling at their people. The golems stop in the positions they are in and they look like a deranged sculptor depicted a lively brawl. You try your voice again, breaking the scene:

Return to your posts!

They obey without pause and take their place next to the walls. You feel like singing and dancing. You open your mouth, but you do not know any songs to sing, so you close them again. Still, you feel elated! The world seems brimming with possibilities until you accidentally bump the altar with the command bracelet. This brings you back to reality. There is work to be done.

Flaw: Mute removed

>Leave the room to search any of the remaining ones (Bedroom or Lab)
>Refurbish the runic smithy using salamander eyes from below
>Use the grey clay to repair yourself
>Read the necromantic book or the book you have brought with you
>Check on Belle
>write-in
>>
>>6421027
>Use the grey clay to repair yourself
Just before we get banged up by another trap
>>
>>6421027
>>Use the grey clay to repair yourself
>>
>>6421027
>Use the grey clay to repair yourself
>>
>>6421029
>>6421202
>>6421354
Locked-in and writing. Please roll me 2d6 to see how well you have performed the repairs.
>>
Rolled 6, 4 = 10 (2d6)

>>6421456
Rollin
>>
>>6421644
Because the golems obey your commands, you decide to use the clay to undo some damage you have suffered in your recent misadventures. You step towards the clay in the atelier, grab the masons trowel and start applying the grey clay to your wounds, taking special care to fill all the cracks you can reach. You pay special attention to your fingers and carefully repair the damage you have suffered in the underground tunnels. There are no mirrors here, but you use the stagnant water pools to check your back and the back of your legs to find any additonal cracks as best as you can. After filling the cracks with clay you take a cloth rag off the ground. It is dirty and worn, but still good enough to wipe the excess material off of you. Then, you cast a series of heating, changing and connecting spells on yourself, drying the clay and integrating the filled cracks into you skin. You feel ready to take on any challenge after the ordeal and actively plan what to do next, when a tiny voice whispers in your ear:

"Oi, big guy, there are three golems just waiting to pounce if we make a wrong move. Lets get out of here!"

You recognise the voice as Belle and you turn around, trying to see where the hell she is.

"Stop trying to see me. It looks suspicious. I'm invisible."

You reply:

"Allright Belle, but there is nothing to fear. They obey me."

There is a pointed short pause, then she screams:

"You can talk!? Why didn't you say something sooner?! And the golems obey you?! Is this some sort of trick?! I will never go back into the jar, you hear me, wizard!"

She seems to fly away from you and you assume is making an attack pose.

"Calm down."

You reply, with amusement in your voice.

"I used a spell and mermaid's voice to give myself the ability of speech. I am not a wizard and you don't need to go into the jar, if you don't want to."

She hisses, still suspicious.

"Look, if were a wizard, would I ever free you from the jar?"

"No, I suppose not. Oh, this is amazing Mordre! You can speak! Tell the golems to do a headstand!"

The sudden change in her voice from hissing suspicion to shrill excitement is almost too much for your sensitive ears. You endulge her, making the golems flail around like a jester trio. Belles laughter sounds like an out of tune piccolo. It is as hilarious in its own right as the clumsy golem dance, but every dance ends and you need to think ahead and figure out, what to do next.

Mordre gained 10 health. Current health=11=max health. Belle gained 3 health from sleeping. Current health=4. Max health=8

Mordre uses 4 mana for repair. Current mana=7. Belle uses 4 mana for the invisibility spell. Mana=9

>Leave the room to search any of the remaining ones (Bedroom or Lab)
>Refurbish the runic smithy using salamander eyes from below
>Read the necromantic book or the book you have brought with you
>write-in
>>
>>6421647
>>Read the necromantic book
>>
>>6421647
>Read the necromantic book
>>
>>6421686
>>6421901
"Hey Belle, I'll just read this book over here to try to find what is this place and who was the owner."

"Eww, it is so bloody. I'll just play with golems over there."

You leave Belle to mess around with the golems, which she is smearing with the differnet clays, pick up the necromantic book and start reading it. The pages are covered with blood, but most of it is still legible. The rituals and spells described inside are various life force stealing and corpse reanimation spells which are not of great interest to you, so you skim through them. All of them require a victim or a reciever of the benefits and that cannot be you. Undead servants just seem too much work and are a bit too similar to you for comfort. Just as you wanted to put down the useless book, you encounter a page, covered with scribbles. It contains a spell that is supposed to bind a thinking spirit in a corpse. The scribbles describe using a construct, one that has never lived instead. A golem. Your head spins in vertigo as you realize the implications. You tremble, but force yourself to read on. The spell is supposed to forcefully bind a spirit to animate the remains and do the casters bidding. The scribbles describe forcing the spirit into a golem, with some small modification of the spell amd using rare ingredients, such as basilisk teeth and fearie dust. The use of a construct increases the durability and the magical potential of the spirit, enabling them to be modified as their creator sees fit. Both of them together paint a picture of an insane mage, one who is creating a thinking armada of nonliving beings for their own nefarious purposes. Are the golems thinking beings here? You look at them, covered with different color clay. You cannot be certain. One thing is certain though. You need get the control bracelet off and get the hell out of here.

>Search the bedroom
>Search the lab
>Use the teleporter in the basement (where to?)
>write-in
>>
>>6422038
>Search the lab
>>
>>6422038
>Search the lab
>>
>>6422038
>>Search the lab
>>
>>6422460
>>6422461
>>6422466
You decide to search the lab. You are certain to find some tips and answers there.

"Belle, come, lets search the lab."

"Really? Oh well, these statues were getting rather boring."

She flies over your shoulder in a neat piruette and you meet the hallway guard at the door. He does not pay attention to you at all and turns around, taking you for granite. This suits you just fine, but Belle whispers:

"Rude."

You reach the lab, walk through the door and Belle sighs:

"Oh boy Mordre, I smell dead people again. Why don't we ever go somewhere nice, where is smells like honey and flowers, where people would worship us."

"We can go somewhere nice as soon as we get out of here. And I'll settle for not getting killed over worship. Living people dissapoint their worshippers and then they get destroyed."

You reply, unsurprised there are more corpses in this forsaken place.

"Aren't we cheerful today. Tell me again how we are going to die."

Belle murmurs, clearly annoyed. You do not reply and start checking the lab. The three tables are clearly three experimantal set ups. On the other side of the table there are three cabinets. One is locked, one unlocked and one is opened and a dim blue light shines out. Of the set ups, only one is still standing. It has a water destillation flask with three openings plugged in a magical glass chiller and another flask plugged on the other end of the chiller. The destillation flask has a small fireplace under, but the fireplace has long burned out. The other two openings are closed with a cork. The rest of the glassware is partially smashed, but it was clearly high quality. When you step to the other side of the tables, you see what has likely smashed them. There are two decomposing corpses on the other side of the table, dressed in dark, drab and plain clothes of a footpad. Both are clearly women, with small bodies, suited for sneaking, climbing and gwtting through partially opened windows. Next to their bodies there is the prize they have died for. There are piles of fearie dust on the floor, mixed with glass shards and small bones that must have belonged to fearies. Belle moans when she sees them, a small, sorrowful sound. You are not able to soothe her though. The dust calls to you and it is taking all of you willpower not to drop down and start snorting the shiny luxury. The closet is full of broken jars and bright fearie dust as well.

Please give me two rolls of d100. I will take the average and check how well you resist your addiction. You need to roll 55 to pass. You can pick multiple choices here after the check is resolved.

>Take the contaminated fearie dust. You can sell it to addicts since it comes pre-cut with glass shards
>Open and search the unlocked cabinet
>Have Belle pick the lock of the locked cabinet
>Soothe Belle
>Leave the lab (where to?)
>write-in
>>
Rolled 44 (1d100)

>>6422571
I would hope we could do multiple actions here...
>Open and search the unlocked cabinet
>Have Belle pick the lock of the locked cabinet
>Take the contaminated fearie dust. You can sell it to addicts since it comes pre-cut with glass shards
>>
>>6422591
Correct, multiple choices are possible, as long they are not contradictory.
>>
Rolled 40 (1d100)

>>6422571
>Open and search the unlocked cabinet
>Have Belle pick the lock of the locked cabinet



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