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/tg/ - Traditional Games


File: OP.jpg (17 KB, 236x361)
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17 KB JPG
Your name is Adria, and you’ve just finish washing and brushing you new pet fox.

Now that she is properly clean, Tamamo’s russet fur and hair reflect the light. Her tails seem to have practically doubled in size just from fluffiness alone, and while her hair is all a bit course even yet, that’s nothing a few more baths won’t fix.

Underneath the accumulated dirt, her skin is pale, almost like snow. And now that she is sleeping, she looks almost like she could be a spirit of some sort, come like a visitor to the land of Mortals.

You shake your head. That was a bit too sentimental.

Tamamo and Sree are both on your bed. Sree is just dozing lightly, with one long wing folded over Tamamo like a blanket. She smiles happily at you as she pulls her new fox pillow a little closer. Tamamo stirs for a moment, before a contented sigh escapes her lips and she nuzzles more deeply into your friend’s plumage.

You smile, running your fingers through her hair one more time before pulling the curtains shut and heading out to the practice yard.

Your mom still isn’t back yet from the temple yet, where you’re pretty sure she’s handing out food or something like that. You also have a large pile of loot to go through. With only the three of you, there isn’t a point in keeping much of it you suppose, though you’re eyeing the broadsword, wondering if you could use it one handed.

Other than that, you have a few other weapons, along with the furs and used bedrolls.

Just to be clear, upon further inspection, the bedrolls clearly aren’t worth keeping. Well, the smallest one, which you assumed the archer used, is salvageable, given enough washing, but the other either reek or are just to torn and ratty that you might as well sell them all to a second hand shop for a handful of copper. At least the furs should fetch a decent price, though being uncured means that they won’t net you quite so much money.

[1/2]
>>
>>40579873
You decide to add ‘errands’ to your mental list of things to do before the end of the day, though if you want to finish the quest fully you do need to go scout out the ‘Squares’ and be back by sunset.

Right now its noon, Tamamo has been asleep for about an hour and you spend some time organizing your loot into piles and doing some cleaning around the house. By one o’clock, Tamamo and Sree both wander out into the yard as you’re playing around with the broadsword some. Yes, you can use it with one hand, though it might slow you down some.

“Sleep well, little one?” You ask as Tamamo scampers over to your side.

Sree lands on your shoulder with a grin. “She did, she did!” She chirps. “Made sure of it! Fox had a good warm nap.” Tamamo, hides her face behind her sleeves and nods.

“That’s great!” You say, sliding the broadsword back into its harness. “So, now that you’re all rested, would you like to come along while Sree and I do some things?”

“H-hai! Ah-” Tamamo shakes her head vigorously. “I-I mean y-yes! I want t-to come!”

You smile and ruffle her hair, which does something to calm her down at least. “Okay. First off the three of us are.”

>Going to do some errands. Sell your loot and kit out your new friend
>Finish of the scouting job, the Squares are calling your name
>Go see what mom is doing. Introduce you fox.

Tamamo Character sheet added to Pastbin.
>>
>>40579886
Welcome to RE: Human quest!
In RE: Human quest, you play as Adria, the young adventurer who’s setting out to make her mark on the world.

Voting period is 10-15 minutes in length. Write ins are accepted but I reserve the right to veto any that I deem unfeasible. Dice are 1d100 and best of three, roll high with modifiers as I give them. I will ask for other dice as needed.

During Combat scenes I cut the voting period to about 7 minutes to keep the pace up. So far that hasn’t been a problem.

Important information:
Twitter: @argentorum
Archive: http://suptg.thisisnotatrueending.com/archive.html?searchall=RE%3A+Human+Quest
Character Sheet: http://pastebin.com/TYYV4u7r
>>
>>40579886
>>Finish of the scouting job, the Squares are calling your name
>>
>>40579886
>>Finish of the scouting job, the Squares are calling your name
>>
>>40579873
>Finish of the scouting job, the Squares are calling your name
>>
>>40579886
>Going to do some errands. Sell your loot and kit out your new friend
>>
>>40579956
>>40579964
>>40579984
Finish scouting it is.
Writing!
>>
>>40579907
“First off the three of us are gonna go take a look at something up stream.” You say. “With how good you are at sneaking, you’ll be a really big help.”

Tamamo’s face grows red at the praise, before she sets her mouth into a determined line, and nods. “Y-yes!” You manage to hold back your smile at how serious she’s being. Sree, on the other hand, coos.

“Anyway.” You continue. “Even though you’re nearly invisible when you want to be, we need to get you a weapon. Is there anything in particular you would like?” She shakes her head, so… it’s pretty much up to you to make sure she has a weapon she can actually use.

Right now, you have a short sword (which would practically be a longsword on her) a bow and a quiver of arrows, and a pair of daggers. By her own admission, Tamamo doesn’t know how to use any of these weapons, or really weapons at all.

You suppose you could pick up something on the way through town, though anything fancy would be currently out of your price range.

What do you give her?

>Bow and arrows
>Sword
>Daggers
>Write in.

Do you decide to use the two hander as your main weapon?
>Y/N
>>
>>40580345
>Daggers

>Y
unless we need a free hand to imbue, then no.
>>
>>40580345
>Bow and arrows
>Daggers
Give her a dagger as a backup.

>Y
>>
>>40580345
>Bow and arrows
>Daggers
She can use the dagger until she learned shooting with the bow
>N
>>
>>40580378
Monkey grip lets you wield a two handed sword with one hand.
>>
>>40580345
>Bow and arrows
>Daggers

>Y
>>
>>40580472
>>40580388
>>40580385
>>40580378

Bow's and dagger, take the bigger sword.
Writing!
>>
Bit of a slow day isn't it.
Should I not run on Saturday afternoons in the future?
>>
>>40580765
Its mixed I suppose. Although I think you started a bit later than announced, so some people probably haven't joined yet.
>>
>>40580873
Yeah, it took me longer to finish Tamamo's sheet than I expected. Plus a friend called me unexpectedly, so I was talking with him for a bit. Anyway.

>>40580345


You make sure Tamamo knows how to, at the very least, hold a dagger and draw a bow before you strap your new two handed broadsword to your back and head out. As for clothes well, her old outfit was (and is by your standards) completely unserviceable. So you end up making modifications to one of your shirts, cutting it and hemming it some so that it serves as a dress.

Tamamo laments the last of sleeves, albeit silently.

After leaving the town, you make quick time up the river. Sree scouts overhead, checking back periodically to let you know no one has set up shop in the area since the last time she checked. Mainly, you think she’s just using your relatively slow walking past as an excuse to go fast, and you catch her diving out of the sky and swooping back up in the distance for no discernable reason.

After about half an hour of walking, you reach the squares.

Now, what Sree through were white squares in the riverbank were actually the tops of two pillars. Recently made visible when a large chunk of rock brock off from Tymera’s crest after the latest flood. You can see it washed a bit downstream.

The crest itself is a large, hill by the side of the river. Or rather, you and everyone in Reiln though it was a hill.

The open doorway with a carved marble lintel recessed into the rock face proves otherwise.

“Think we should check it out?” You ask. Tamamo remains silent, but Sree is a bit more vocal on the matter.

[1/2]
>>
>>40581068
“Small looking. No space to fly!”

You nod in agreement. Still… maybe just a quick look inside? You’re about to speak when your beltpouch begins to vibrate, upon inspection, it’s the compass. It’s needle, which (the last time you checked) was pointing east, is now facing the temple.

“Just a peek won’t hurt us.” You decide.

It takes a bit of doing to get Tamamo across the river (you can just swim it, even with your sword). But in a few minutes you’re creeping through the doorway, into the room on the other side.

The interior is lit, with lamps filled with what appears to be glowing water set into the walls. And two rows of pillars reach up to touch the vaunted ceiling. The room is large, and even, rectangular, and several statues stand in alcoves which break the even stone of the walls.

On the other side is a single passage way leading deeper inside, also lit by the selfsame water lanterns.

Sree, to contradict her earlier statement, jumps off your shoulder and does a quick lap of the room. It’s a bit cramped but she can fly, if she flaps hard enough. The passageway on the other hand, is much too low. Though it’s wide enough for her wings.

>One look means one look, leave and turn in the quest.
>Explore the room some
>Head deeper into the structure.
>>
>>40581099
>Explore the room some
>>
>>40581099
>>Explore the room some
ADVENTURE!
>>
>>40581099
>Explore the room some
>>
>>40581099
>Explore the room some
>>
>>40581099
>>Explore the room some
>>
>>40581128
>>40581155
>>40581163
>>40581202
>>40581204

Looking around more it is.
Writing!
>>
>>40581244
Roll me 1d100+2 for perceptiveness.
I just remembered we had dice here apparently.
>>
Rolled 60 + 2 (1d100 + 2)

>>40581433
>>
Rolled 21 + 2 (1d100 + 2)

>>40581433
>>
Rolled 71 + 2 (1d100 + 2)

>>40581433
>>
>>40581450
73!
Writing!
>>
>>40581099
The three of you spread out some and look around the room. Sree continues to circle around the pillars, looking for something to perch on. Eventually she lands on one of the water lanterns. “Not warm!” She calls down. “Just shiny!”

Tamamo seem entranced by the statues lining the walls. They depict a woman, with flowing hair and robes that are carved to look like water, cascading down the unmoving stone. She seems familiar, despite how time as worn away what was once a clear carving of a face.

Still… the flowing robes… and she’s holding something in her left hand. It looks like a dragon’s tooth?

Suddenly, it hits you, all of these are statues of Tymera, in different parts of her mythology. This one shows her after she defeated the Dragon. She planted his teeth in the ground to the west, in order to mark the land under her protections, so that others would know what it meant to challenge her…

You suppose her martial prowess is part of the reason why Women are accepted as warriors in this world, while in your old one they were not.

The water lamps make much more sense now, they are (according to your mother) a standard feature in many of Tymera’s temples. Which also explains the two channels of water that flow across the floor.

The run straight across the room, from the entry door and into the passage way, and they’re more than deep enough for Mermaids to comfortably swim through. After all, it makes no sense if Tymera’s temple wasn’t accessible to one of her chosen peoples.

So, you’ve found an old Temple beneath Tymera’s crest. What do you do know?

>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
>Head back to Reiln and tell the guards what you’ve found, surely this is enough for the full payment
>Something else?
>>
>>40581596
>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
>>
>>40581596
>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
What if we hand the fox the compass and see where it points? just to see if it tells her to gtfo and find something easier?
>>
>>40581596
>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
>>
>>40581596
>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
We know any prayers to Tymera we could say before we keep exploring? Couldn't hurt.
>>
>>40581668
That is an option.
>>
>>40581596
>Keep exploring, this temple has been hidden for ages, who knows what else may be inside?
>>
>>40581708
Hey Archive, I looked over some of the QA session from AEQ. From what I saw the biggest problems were power bloat, cast bloat, and plot bloat correct? Most of those issues I think I can avoid without much difficulty if I just keep them in mind, especially now that I'm aware of them. Did I miss anything more nuianced?

>>40581713
>>40581708
>>40581677
>>40581668
>>40581634
Exploring it is!

>Say a prayer to Tymera?
>Y/N

Have Tamamo hold the compass?
>Y/N

Roll 1d100+2 if you pick Yes for either/both option(s).

Writing!
>>
Rolled 22 + 2 (1d100 + 2)

>>40581830
>Y
>Y
>>
Rolled 30 (1d100)

>>40581830
>>Say a prayer to Tymera?
>>Y
>
>Have Tamamo hold the compass?
>>Y
>>
Rolled 20 + 2 (1d100 + 2)

>>40581830
>Y
>Y
>>
Rolled 35 + 2 (1d100 + 2)

>>40581830
>Y
>Y
>>
Rolled 12 + 2 (1d100 + 2)

>>40581830
damnit forgot the modifier
>>
Evidently we suck a praying
>>
wow, our dice were not kind.
>>
>>40581830
Those were the main ones. If there's anything else, I missed it myself. Honestly, I had dropped the quest about 20 threads ago.

>>40581856
>>40581879
>>40581893
We're not very religious, I guess..
>>
>>40581596
Before heading on you kneel before the statue and rest your forehead on her feet, as is custom.

“Dear mother of mercy.” You whisper. “Giver of the waters of life and the sweetness of a mother love. Safeguard us, on water and so too on land, hold us like a mother holds her child. And keep us safe in the bosom of your love.”

In your last life you were a devout Christian, and you still have not truly determined how you feel about this worlds gods. But Tymera at least, you feel confident in praying to. You prayed to Mary as well after all.

Still, questions of theology are best left to another time.

As you stand you see the water lamps, which were dimmer than you remember from other temples, flare slightly, bathing the room in a brighter glow than before. Sree, still perched on one such lantern, squawks and launches herself back into the air, causing you to laugh.

“Come on bird brain!” You call, “let’s see what else we can find.” You make a gesture to Tamamo as well, and she scampers to you side. “Can you hold this for a moment honey?” You ask her, holding out the compass. She nods and takes it in her hands.

The needle spins and she gasps. “Okami ga Imasu!” She bows her head reverently, cupping the compass gently. “There’s a spirit here!” She whispers to you. Your eyes wide as the compass needle spins three times, stopped in three different direction, before continuing to point deeper into the temple.

Slowly, you take the compass back and look it over. Despite the obvious enchantment, it appears as nothing more than a simple battered compass. “A spirit?” You ask, turning it over in your hand. Sree lands on your shoulder and shrugs. “Gleams brighter than it should yes?” She says, and Tamamo nods in agreement.

[1/2]
>>
>>40582473
“A young spirit!” Tamamo confides. “Playful and helpful and eager to teach!”

You smile at her enthusiasm. “Amazing…” You look back at it one more time, still silently pointing in the direction it was before. You shut it gently and slide it back into your belt pouch.

“Well if it’s eager to teach I guess we should be eager to learn right?” Both of your friend nod, and the three of you head deeper into the temple.

The hallway is clean and well lit, the lanterns here having grown brighter as well. As you turn the corner, there’s another large room, a large statue of Tymera in the middle, an empty pedestal at her feet, for offerings. However, there are also four kelpies in the room.

As you walk in their milky white gazes snap to you, their furtive motions freezing. The largest, her long seaweed like hair a deep and abiding green, hisses in flowtongue. “Seaith’feourith! Aeulea!” Land walker! What do you seek!

Good thing you speak the language.

How do you respond?

>Aggressively. Demand answers form them
>Peacefully. You mean no harm
>With a sword, you don’t have time to deal with kelpies
>Other
>>
>>40582506
>Peacefully. You mean no harm
>>
>>40582506
>Peacefully. You mean no harm
>>
>>40582506
>Peacefully. You mean no harm
>>
>>40582506
>Peacefully. You mean no harm
>>
>>40582506
>Peacefully. You mean no harm
>>
>>40582631
>>40582628
>>40582622
>>40582552
>>40582528

Peaceful and Polite.
Writing!
>>
>>40582506
>Peacefully. You mean no harm
Again, if we know any greetings common to followers of Tymera...
>>
>>40579873
My mental image for Tamamo is literally just Vulpix.
Not anthropomorphized at all.
Is that weird?
>>
>>40582993
Goddamnit anon, now that's gonna get stuck in my head too.

I'm gonna replace any Japanese she says with "Vulpix Vul!"
>>
>>40582506
“Peace sister!” You say in kind, the half sibilant half bubbling language flowing as easily as it always has. “We found this temple, and wanted to explore it.” You motion to your friends to stay calm.

Tamamo lowers and bow, and you have no idea how she got it into her hands so fast. But anyway.

“Yess.” The kelpie nods, the four of the relaxing. “We found this temple when the rocks in the front fell away. We have been cleaning it from our lady.” Well that explains the last of dust.

You motion to the corridor beyond them, where you can see webs along the walls. “What about the rest of the temple? Is all well?”

She shakes her head, sending the green strands of her hair flailing about. “No! There are murlocks, defiling our lady’s Temple!” She hisses, the other three grow tense at her statement, casting angry glances down the passageway. “And other monsters besides!”

Another one, this one with ocean blue hair speaks. “We are too few and weak to deal with the intruders…” She murmurs. “And the Feeias do not listen to us when we say we have found a temple.” Feeias is a word for Mermaid. It’s a bit… rude, spanning the divide between ‘blessed child’ and ‘pompous brat’, and that’s often how other follows of Tymera refer to the mermaids.

You raise an eyebrow. “Murlocks?” You ask. They hiss.

“There are many enough!” Green hair says. “four or five would be easy, but there are many many of them, and a chieftan too!”

Blue hair nods. “They wish to take Temple away from our Lady.” She glowers at the thought. “Our Lady will not let them, but we are still not enough to clean out the infestation.”

[1/2]
>>
>>40583054
That’s very true. Kelpies are one of the weakest races in terms of combat, especially on land. To provide an example, you could probably handle four or five murlocks by yourself with a bit of difficulty.

“How many exactly?” You ask. The mention of a chieftain is more worrying. Chieftains can be difficult, and not only because of their greater size.

Blue hair hisses. “Ten, more maybe… we cannot venture deeper any more… for fear they will realize we are still here.”

You nod, crossing your arms. You quickly relay all the information you learned to your friends. And they share a glance. “Murlocks are weak prey!” Sree says. “Should deal with them now.” Tamamo shrugs helplessly.

What do you intend to do?

>Go deeper, finish of the Murlocks
>Head back to town and gather some reinforcements. You won’t be able to come back until tonight though.
>Ask additional questions.

If you have any further questions about in world knowledge let me know, I’ll fill in the gaps as needed.
>>
>>40583092
>Ask additional questions.
What other monsters are in the temple? DO the murlocks have magic?
>>
File: Vulpix.png (409 KB, 560x728)
409 KB
409 KB PNG
>>40582993
>>40583034
"Vulpix Vulpix!"
>>
>>40583092
>>40583115
Second
>>
>>40583092
How do the other aquatic races generally feel about Half-breeds, or was the Mermaids hating on us in town a local thing?
>>
>>40583092
>Go deeper, finish of the Murlocks
I think we can handle it. Water based creatures are typically weak to lightning.
>>
>>40583133
Mermaids of Tymera's Blood generally look down on other aquatic races, seeming themselves as the first of Tymera's children.

Most others don't much care either way. They have various relations with land dwellers based on the area, and will generally view you and other half breeds in the same or better light as the do the rest of the humans.
>>
>>40583115
You know that Merlocks 'can' have magic. But they have very weak spell casters, especially out of the water. But, if they're trying to claim Tymera's Temple as their own, they probably have a spell caster of some kind.
>>
>>40583180
Mermaids be bitches, standard operating procedures then.
>>
>>40583092
>>Go deeper, finish of the Murlocks
>>
>>40583133
It's probably one of those, 'We are the chosen people of a Goddess and you're not, deal with it [s]juden[/s] half-breed!
>>
>>40583092
>Go deeper, finish of the Murlocks
Alternately, can we bring them outside somehow? Sree would have a better advantage if we could draw them out.
>>
>>40583092
>Go deeper, finish off the Murlocks
Maybe Tamamo can do a bit of recon first before we we start the purge?
>>
>>40583254
Humans are one of the chosen people of Tymera too, as are many of the Monsters (big M) that live in her river.

She just chose the Mermaids first.

>>40583115
>>40583128

"You mentioned other monsters." You say to the kelpies. "What about them."

The one with green hair makes a dismissive gesture. "Water spiders in the hallways." She hisses. "Easy enough to run out, but noise would alert the merlocks about us!"

You nod. "Where are they?"

Blue hair points down the hallway behind them "Down the left fork. Right side of the hall has nothing. Does not seem very stable. Murlocks past them all."

>Head deeper.
>More Questions
>Other?

>>40583281
You could try, but murlocks, despite being the goblins of the water dwelling races are rather timid and prefer to make enemies come to them.

If a chieftain or a brute were to lead them at you they might follow, otherwise you'll just be giving your position away.
>>
>>40583372
>Consult the compass, obey the compass
>>
>>40583372
Given the lack of questions and the earlier votes to take out the murlocks, we're going in deeper.


>>40583489
Compass still points into the temple.

Which side of the path do you take
>Left, Spiders and potentially giving away your position
>Right, potentially not stable structurally.
>>
File: image.jpg (71 KB, 500x374)
71 KB
71 KB JPG
>>40583489
I can totally see this quest becoming pic related.
>>
Well, we could use the kelpies to probe the murlocks, then retreat into a room where we've set up a killing floor.
>>
>>40583521
>Left, Spiders and potentially giving away your position
>>
>>40583521
>Right, potentially not stable structurally.
>>
>>40583541
Of course not anon! Remember what Tamamo said, the spirit is helpful!

>>40583574
Kelpies will probably say no. Feel free to give it a shot.

>Convince the kelpies to bait the murlocks?
>>
>>40583521
>Right, potentially not stable structurally.
>>
>>40583521
>>Right, potentially not stable structurally.
>>
>>40583578
>>40583609
>>40583672
Calling it for heading to the right.

Roll me 1d100+3 for perception.
>>
Rolled 56 (1d100)

>>40583699
>>
Rolled 82 + 3 (1d100 + 3)

>>40583699
>>
>>40583699
>>40583718
Whoops. missed the 3.
>>
Rolled 85 + 3 (1d100 + 3)

>>40583699
>>
Rolled 1 + 3 (1d100 + 3)

>>40583699
>>40583718
>>40583740
I'll get it right eventually!
>>
>>40583792
....Fuck you namefag.
>>
>>40583792
YOU RUINED IT
>>
>>40583792
Apparently you never will
>>
>>40583792
YOU'VE DOOMED US ALL
>>
>>40583699
So... Do you discount malformed dice?
>>
>>40583792
Rocks fall, everyone dies.
>>
>>40583792
Well somebody just died.
>>
It's best of three right? So that one doesn't count?
>>
Alright, I've ruined everything forever.

First critfail of the quest, I believe.
>>
>>40583866
We don't count malformed dice
>>
>>40583866
Anon thanks to him fucking up >>40583718
by leaving out the modifier, it IS the third roll.
>>
>>40583792
Eventually, but not yet.

What even is the point of adding the modifier with the roll?
It just puts a +x next to the result.
It kinda made sense back when it'd tally it up, but now?
>>
>>40583905
>>40583878
>>40583792
>>40583718
I call bullshit on account that he rolled twice.
>>
>>40583878
Remove your fucking name, You don't deserve it
>>
>>40583792
Holy shit. Yeah, that's roll number three. I just came back from writing to double check on the rolls and boom

That changes thing slightly... give me a second.

>>40583937
First roll didn't count. That's the rules and such.

To everyone else! Don't worry you won't die because of that roll. It just makes things... a bit harder...
>>
>>40583092

https://www.youtube.com/watch?v=waa2ucfgVgQ

You sigh, undoing some of the latches on your sword so it will be easier to draw. The kelpies tense until you say “We’ll deal with the murlocks for you. Feel up for lending us a hand?” The kelpies share glances and Blue Hair speaks. “We would only… get in your way sister… we are sorry, but there is nothing more we can do…” She shrugs helplessly.

You nod, “Well, thanks for all the information at least.” Switching back to Riverspeech you say. “Let’s go guys. We’ll see if we can’t clear out the Murlocks.” Sree flairs out her wings once. Tamamo only pauses for a moment before nodding as well. She pulls back the string on her bow slightly, before relaxing and slinging it over her shoulder.

You cast a questioning glance at her as the three of you move down the hall. She just smiles lightly, and seems to flow into the shadows of the hall. In a moment even you’re having trouble picking her out.

You’re so amazed by her skill that you’re not paying attention to the hallway.

“Fishy watch out!” Sree cries, jolting you out of your reverie as she launches herself backwards off of your shoulder. You glance up just to see the ceiling start to sag, and only have time to throw yourself sideways through a broken part of the wall. The ceiling comes down into the hallway, throwing dust everywhere. You cough staggering to your feet.

“Tamamo!” You shout “Sree! Are you okay?!”

“Fine!” You hear Sree, muffled from the other side of the hall. “Dodged the rocks.”

“Murlocks are coming! Quick hide!” You hear footsteps quickly fade and be replaced by the telltale gurgling of Merlocks as they swarm the hall. Wait a moment… one of those sounds a bit closer than it should be-!

>Dodge!
Roll 1d100
>>
Rolled 76 (1d100)

>>40584189
>>
Rolled 72 (1d100)

>>40584189
>>
Rolled 95 (1d100)

>>40584189
Here we go then.
>>
>>40584214
95! Writing!
>>
>>40584214
Well, we may not know what's going on, but at least we know how to avoid it.
>>
>>40584214
I take pride in my ability to roll too avoid things, I did good anons.
>>
>>40584189
You hurl yourself sideways into a roll just in time to see a large axe cleave through the space you had just been standing. With grace you didn’t realize you had you come back to your feet, broadsword leaping out if its sheath into your hand as you turn to face your foe.

It’s a murlock, but built three times as tall and twice as wide as the average little monster. It’s bigger and broader than you, clad in ill-fitting plates of metal in chain.

It yanks it’s massive two handed axe out of the stone and turns to face you. Red eyes glowing brightly in the gloom.

The room itself is roughly square, but with an uneven floor and walls. While you can swing your sword easily enough, there is little room to dodge. And the ground is made worse by water flowing from one wall and out the other.

But you have bigger problems to deal with.

What do you do?

>Attack!
>Magic!
>Wait!

Voting period now seven minutes.
>>
>>40584324
In the words of my favorite mentor
DODGE.
>>
>>40584350
>>Attack!

Lets not start zapping when we are standing in water
>>
>>40584350
>Magic!
Make a lightning at him!
He's probably pretty wet.
>>
>>40584350
>>Magic!
>>
>>40584350
>Attack!
>>
>>40584350

>Wait!

His axe is large and unwieldy, if he swings again we can counter. Attacking on the bad ground would be more likely to put us on the wrong foot, and lightning magic + wet floor is very bad idea.
>>
>>40584350
One thing.
Due to Spellsword job, Imbuing you sword with lightning is now a quick action.
>>
>>40584403
Can we do that then? I vote to do that
>>
>>40584413
You can. Sorry, I'm trying to let you guys do more planning for combat on your own, so I didn't put it as a choice.

Imbue blade along with action?
>Y/N
>>
>>40584350
>>Magic!
>>
>>40584350
>>40584403
What's his axe made of? If it has a metal handle, I vote
>Imbue,
otherwise
>Attack!
>>
>>40584444
Nice quad 4s.

>Y
I don't see why not.
>>
>>40584444
>Y
>>
>>40584444
>Y/
>>
>>40584466
This posts makes me realize I need to make a comprehensive rules sheet or something.

At the very least to define combat actions... Something to add to the to do list.

>>40584373
>>40584391
>>40584466
Calling it for Imbue and attack.
>>
>>40584516
Need 2d100, I'll add the modifiers myself this time.
>>
Rolled 27, 70 = 97 (2d100)

>>40584538
>>
Rolled 80, 25 = 105 (2d100)

>>40584538
>>
>>40584550
>>40584559
86 and 77 with modifiers.

Writing.

So would you guys prefer that I roll for the enemies in the thread? Or do it in another window like I have been so far?
>>
>>40584612
Do whatever you feel is best
>>
Rolled 23, 95 = 118 (2d100)

>>40584538
Late third set cause why not.
>>
>>40584612
obscuring the enemy rolls is fine.
>>
>>40584654
That's an unnatural crit for lighting. You've better at the spellsword job then you let on apparently!
>>
>>40584350
You swing your sword out to your side, as you cross the room with three bounding steps. Lighting snaps into existence across your metal blade as you swing it at the murlock. It staggers back, fear overriding it’s ability to think clearly.

The beast’s block is sloppy and you smash through it easily, carving a gash into its side. It roars in pain, but its scales prevent you from dealing a truly massive wound. Its weapon rips through the air towards you. You won’t be able to get your blade up in time to block, but that doesn’t mean you’re out of tricks just yet!

>Counter!
>Dodge!
>Write in!

Dodging takes a minus five due to the slippery floor!
>>
>>40584760
>>Counter!
Lighting counts as countering right?
>>
>>40584760
>Counter!
>>
>>40584779
>Counter!
>>
>>40584760
>>Counter!

Blast it!
>>
>>40584760
>Counter!
>>
>>40584809
>>40584801
>>40584799
>>40584793
>>40584779

Counter it is!

Roll me 1d100+6
>>
Rolled 96 + 6 (1d100 + 6)

>>40584835
>>
Rolled 67 + 6 (1d100 + 6)

>>40584835
>>
Rolled 88 + 6 (1d100 + 6)

>>40584835
>>
Rolled 24 + 6 (1d100 + 6)

>>40584835
rolling
>>40584845
nice!
>>
>>40584845
nice
>>
>>40584845
102!
Writing!
>>
>>40584760
Hah! It’s weapon is low, Trying to cut off any way of escape! But you’re already a step ahead of it as you, instead of ducking or rolling back out of the way, JUMP over its axe, bringing your broadsword up even as it’s weapon coasts harmlessly beneath you.

“Eat lighting bitch!” Your sword streaks down like a bolt of its own, sparks dancing off the blade as it rends a massive tear in the beasts hide. Those thick scales part like wheat before a scythe. Not slowing you down for an instant.

The Murlock Brute roars in agony, as its blood steams out of its veins. Casting it’s weapon to the side it bulldozes you in midair. Dropping its shoulder into your chest and plowing you into the far wall of the cavern!

You gasp, air stolen, no smashed from your lungs. Your Cuirass is perhaps the only thing that stops it from shattering ribs.

Your head swims as its clawed hands reach up to squeeze the life out of you. This… this is bad…

>What do you do?
>>
>>40585046
How the fuck did it beat our roll of 102!? I call bullshit!
>>
>>40585046
Did you know armor is conductive? Shocking grasp!
>>
>>40585046
>>What do you do?

LIGHTING EVERYWHERE!
>>
>>40585068
You beat it by one, which is why you got the perfect counter attack.

Then it went berserk. And rolled a 103 to hit you while you were in the air. So no contest roll.
>>
>>40585087
What the hell is it's bonus!?
>>
>>40585068

It didn't, we cleaved the fuck out of it. That's just its reaction to being cleaved the fuck out of.

>>40585046

If the sword is still embedded in it, light the bitch up.

Otherwise, kick it in the crotch.
>>
>>40585046
>Lightning, aim for his head if you can.
>>
>>40585087
Our luck is all over the place, huh?

Seconding LIGHTNING EVERYWHERE, since we always have our magic.
>>
>>40585126
When berserk? Plus ten. It rolled a 93.
>>
>>40585142
>>40585137
>>40585079
>>40585076
Calling it for lightning burst! Roll me 1d100+6
>>
Rolled 17 + 6 (1d100 + 6)

>>40585173
>>
Rolled 82 + 6 (1d100 + 6)

>>40585173
>>
Rolled 63 + 6 (1d100 + 6)

>>40585173
We'll see if I'm still cursed
>>
OKAY! my d&d game finally ended, I'm here for the thread
>>40585199
apparently not
>>
>>40585192
now to hope the murloc's luck is worst this time.
>>
>>40585046
You try and struggle out of its grasp, but to no avail. Before it can squeeze the life out of you, you change tacks. Like hell you’re letting it just have its way with you just because it’s bigger and stronger than you!

You were one of Rosie’s fucking Riveters. This Murlock can go to gods’ damned hell!

You push your mana into your limbs, running it down your nerves, as it morphs from pure creative energy into your lightning. With a crack of thunder that leaves you deaf for a moment, it explodes out of your body in a torrent.

The murlock doesn’t stand a chance. And as lightning courses through its veins it staggers backwards, sinking to its knees. It doesn’t fall though, catching itself with one hand as you fall to the ground.

It reaches forward a clawed hand growing to fill your vision. Okay, okay! Apparently it stands a better chance than you thought! Damn it damn it what now?

You scrabble backwards, back pressing against the roughly hewn wall as the monster drags itself forward. “Just Die!” You shout, kicking at its hand.

The beast groans, steam escaping from its mouth. And the massive hand collapses on top of you, moving no more.

“Gods above…” You whisper, after you’re sure it’s really… truly, dead. Then you cough, shoving it’s hand off of you and staggering to your feet.

[1/2]
>>
>>40585468
Your cuirass is badly dented and too tight around your chest, restricting your air flow. You take a few sputtering breaths while you work the straps, letting it fall to the ground. You sink back to the ground, coughing before regaining your feet once more and yanking your sword out of the murlock’s corpse.

Your check and ribs feel bruised, but it’s nothing that will impede you too much 1 wound. Gods that thing was a monster. You’d heard about Brutes before, but you didn’t think they’d be that hard to kill!

But still, it is vanquished, and you are not. Now to plan out your next move.

The hallway is a bust, there’s no way to shift the rubble out of the way. A perfunctory glance of the chamber reveals a door set in the wall. Apparently this was a storeroom of some sort, there are a few broken and empty chests scattered around. Murlocks must have taken everything.

You sigh, rubbing your chest as you slip your sword back into its sheath. What to do, what to do…

>Go through the door
>Explore the room some more
>Something else?

You do have some regen potions, as long as they didn’t get broken when you were slammed into the wall…
>>
>>40585492
>Explore the room some more
Drink a regen
>>
>>40585492
>>Explore the room some more
>>
>>40585492
>>Go through the door

Our friends could need help. We can loot later.
>>
>>40585541
good point, deleting old vote
>>40585534
>>40585492
>Go through the door
>>
>>40585576
aaand I tagged the wrong vote. meh, still deleted my old one
>>
>>40585517
>>40585534

>>40585541
>>40585576
Tied, one more vote?
>>
>>40585653
Go through the door.
>>
>>40585492
>Go through the door
>>
>>40585492
>Go through the door
If any murlocs are there yell, call them our bitches and demand they run away or end up like the brute.
>>
>>40585691
>>40585680
>>40585674
>>40585576
>>40585541
Going through the door it is! Writing!
>>
>>40585691
Take your name off, You don't deserve it after rolling that one
>>
>>40585761
dah fuck off it happens to the best of us
>>
>>40585492
You don’t have time to explore every inch of the room, or indeed even any inch of the room. After seeing the door you move over to it and push it open. Beyond is a dusty hallway, with muddy murlock footprints drying on the floor, you make your way down it quickly.

The sound of Merlocks burbling about quickly grows in your ears, and you stop before the second turn to peak around the corner. You see the hallway open up into a large room with a vaunted ceiling. There are four Merlocks in sight, two of which arguing about whether they should investigate down the hall or not.

You pull your head back around the corner, apparently they heard your fight with the brute… this really isn’t your day…

You hand eases up to grip your sword before letting go. In the hallway, you’ll have trouble drawing, best to rely on magic instead, though if you ready a spell they’ll hear you. Lighting is noisy.

You hold your breath, and wait/

After a few moments you hear the sounds of them pulling away and you let out a sigh of relief.

You peak your head back around the corner, but there’s a limit to what you can see from the hall. Perhaps you’ll have to get closer or-

“Adria-sama-!” Gah!

You stumble backwards away from the corner, eyes snapping downwards to see- Tamamo? Yes, she crept up on you down an empty and brightly lit hall.

You sigh, placing your hand over your heart. “Don’t scare me like that honey!” You protest quietly, though even your shock cannot override the smile on your face upon seeing that she’s okay. “Is Sree fine too?” You ask.

[1/2]
>>
>>40586055
Tamamo nods. “She’s hiding up in the rafters!” You close your eyes and sag against the wall. They’re both fine, thank Tymera for small mercies. “Adria-sama, are you okay?” Tamamo asks, yanking on your hand worriedly.

“I’m fine…” You breathe, kneeling down to catch her in a hug. “Especially now that I know both of you are save.” You take a moment more to center yourself before continuing. “What’s the rest of the room like?”

“A-ah!” Tamamo takes a step back, out of your arms. “E-e-eleven normal murlocks! They- they have spears. A-and there’s a locked door. N-none of th-them have the key.”

“A locked door that need a key? How did you tell?”

“A-ah. I ch-checked the door. And none of the m-murlocks were wearing clothes!” You nod, resting your chin on your hand. If there is a key, someone more important than the normal Murlocks would be holding on to it anyway.

Well, if you know anything about temples, the locked door will be baring entry from the inner sanctum, usually only priests and priestesses get to go in there. Tamamo didn’t mention a chieftain, so he might be in there.

You have to either find the key or another way in apparently. Now that you know both your friends are safe you have some time to go over your options…

>What do you do?
>>
>>40586081
>Go back and check the room and the brute for the key.
>>
>>40586081
>Set up an ambush with us as the bait
>>
>>40586081
check the brute
>>
>>40586081
Merlocks are cowardly, right? Bring out the corpse of the brute, and order them away. Anyone who runs fast enough won't get roasted by the lightning storm we're about to unleash.
>>
>>40586107
seconded
>>
>>40586081
Check the brute.
>>
>>40586107
>>40586120
>>40586120
>>40586136
>>40586142

Checking the brute it is. Writing!

Do you want to drag it's corpse of up the wall and scare the merlocks away afterwards?

>Y/N

If yes, how do you intend to go about intimidating them?
>>
>>40586196
>N.
>>
>>40586196
N

It is kinda large and heavy
>>
>>40586196
>N
>>
>>40586196
>N
>>
>>40586196
>Y
We can always chop it apart for further intimidation factor.
>>
>>40586196
>>Y
Have the others help us move it?
>>
>>40586081
“Come with me.” You whisper to Tamamo as you make your way back down the hall. The corpse of the brute is still there of course, and you quickly go through the scraps of cloth that it was wearing and find an ornate bronze key, carved in the goddess’s image. You pocket it and return to your post just around the bend from the large antechamber.

According to Tamamo, the room is just a vast open space, high enough that Sree can easily fly around it. There are broken tables and benches on the floor, but not so many to make walking around dangerous.

The eleven murlocks are just milling about. Though occasionally they make an effort to look like they’re guarding the big door. After glancing around the corner again you can tell that they’re starting to get more and more worried about how the brute hasn’t returned yet, though luckily they don’t see you. Also, they seem to be giving the hallway that the water spiders are nesting in a wide berth.

Some way or another you have to get past those Merlocks. How do you plan to do it?

>Have Tamamo and Sree pick them apart piecemeal while you keep them from organizing?
>Charge out and deal with them as fast as possible?
>Try and make them run away? Might be hard if there’s a chief here like the kelpie said
>other?
>>
>>40586365
Also, if you want any clarification, just ask and I will do my best to clarify what you and Tamamo have seen.
>>
>>40586365
>>Have Tamamo and Sree pick them apart piecemeal while you keep them from organizing?
>>
>>40586365
Have Sree and Tamamo use flight and stealth to chase the Water Spiders into the murlocs.
>>
>>40586365
We charge, Tamamo and Sree take deserters and stragglers.
>>
>>40586365
is there any way to locate the chief?
>>
>>40586438
roll 1d100+3 for perception
>>
Rolled 91 + 3 (1d100 + 3)

>>40586471
As you say.
>>
Rolled 26 + 3 (1d100 + 3)

>>40586471
>>
Rolled 58 + 3 (1d100 + 3)

>>40586471
>>
>>40586491
>>40586365

When you're thinking about how you might locate the chieftain, you remember how there was a veritable stream of water rushing through that store room. Through you didn't pay much attention to it at the time, there was a hole in the wall big enough to admit even through brute... One way obviously leads back to the river, but you could swim up the other way and check out where it leads...

However, you friends won't be able to come with you.

>Swim up the aquifer
>Come up with another plan
>>
>>40586576
>Come up with another plan
Never split the party
>>
>>40586576
>>Swim up the aquifer
Could be a good flank
>>
>>40586365
>Come up with another plan
I admit, I just want to roll up in their faces with lightning blasting all over and calling for their deaths so long as they stay in the temple.

I mean, have Sree and Tamamo hide up above to get the drop on those that don't run, but I just want to have fun scaring them away.
>>
>>40586576
>>Come up with another plan
>>
>>40586649
>>40586647
>>40586588
>>40586576

After thinking about it you decide that splitting the party has happened enough for this dungeon without you doing it voluntarily. So you nix that plan. Still, that means you're back to square one with regards to the Murlocks in the next room. You do have to deal with them somehow.

So

>What do you intend to do?

Revote, so if you already voted once, feel free to do so again.
Let's aim for something other than three votes for three separate plans this time.
>>
>>40586801
>Bait them into an ambush, With our selves as the bait
>>
>>40586833
As in make ourselves look injured, Mess up our hair a lot and if the morlock blood isn't a different color use that to try and make ourselves look near death, Then lead the morlocks to the ambush site
>>
>>40586365
>>Have Tamamo and Sree pick them apart piecemeal while you keep them from organizing?
>>
>>40586801
Kill them all, create an ambush? try to pick them off one by one by trying to get some of them (but not all of them) investigating the brutes disappearance?
>>
>>40586801
Cause a ruckus further out. Make them think something is going on, to compound their worries about the brute. then we try to sneak past them, while they're out searching and panicking. Even better, we might be able to pick them off one by one far easier this way. just avoid the water spiders.
>>
>>40586868
So you're goal is what now? Or are you just laying out some options?
>>
>>40586895
bit of both, kill them all, but not all at once, because that could be too messy. plus some brainstorming.
>>
>>40586893
Viable plan, You could swim down the aquifer back to the river and reenter the temple that way.

>>40586857
>>40586833
Being convincing about it will certainly make them more likely to go after you.

BTW is this one vote or two?
>>
>>40586935
Okay so I'm seeing two major schools of thought here, and they're both under "Set up an ambush and pick them off."

So new vote.
>Pretend to be wounded, bait them into the hall while Sree and Tamamo ambush them from behind.
>Leave the temple Via aquifer, draw them out of the antechamber and pick them off a few at a time, a la B list horror movie.
>>
>>40586986
>Pretend to be wounded, bait them into the hall while Sree and Tamamo ambush them from behind.
>>
>>40586986
>>Leave the temple Via aquifer, draw them out of the antechamber and pick them off a few at a time, a la B list horror movie.
>>
>>40586986
>Pretend to be wounded, bait them into the hall while Sree and Tamamo ambush them from behind.
>>
>>40586986
can we swing our sword properly in the hall?
>>
>>40587017
Decently well after you get it out of your sheath. Magic would be easier to use.

The Murlocks all have spears, so that isn't an option for them.
>>
>>40586986
>>Pretend to be wounded, bait them into the hall while Sree and Tamamo ambush them from behind.
>>
>>40586986
>Leave the temple Via aquifer, draw them out of the antechamber and pick them off a few at a time, a la B list horror movie.
>>
>>40586986
>Pretend to be wounded, bait them into the hall while Sree and Tamamo ambush them from behind.
>>
>>40587112
>>40587040
>>40587010
>>40586994

Pretending to be wounded takes it.
Roll me 1d100+3 for how good your bluff is.
>>
Rolled 2 + 3 (1d100 + 3)

>>40587146
Welp
>>
Rolled 84 + 3 (1d100 + 3)

>>40587146
>>
Rolled 72 (1d100)

>>40587146
>>
Rolled 68 + 3 (1d100 + 3)

>>40587146
>>
>>40587183
Shit fucking modifiers, ahh well doesn't matter anyway we still did good at bluff.
>>
>>40587178
Yeah you pull the scales over their eyes
>>
>>40587260
That sounds painful and/or disturbing, man our rolls must have been really good.
>>
>>40586801
You take one last look over the situation before coming to a decision. “Tamamo.” You say, “I need to you sneak back out in to the antechamber, and let Sree know what the plan is okay?” She nods. “Right, here’s what we’re gonna do. I’m going to pretend that I got really hurt during the fight with the brute, and try and bait them into chasing me down the hall. When I do that, I need you and Sree to attack them from behind okay?”

She nods, a small smile working its way over her face. “What?” You ask. “Not shy about getting into a fight?”

Tamamo shakes her head slowly. “I… don’t like m-murlocks.” She says. You grin, ruffling her hair.

“Neither do I” Then you stand. “Now go tell Sree what the plan is, please. And try not be too worried when I come out covered in blood.” She looks a bit, off put by that, but nods anyway and slides into the shadows of the hallway.

You return to the other room to get ready. You have to cut a few more openings in the corpse, with is macabre you admit, but some fresh blood, plus some torn clothes, and you look like death warmed over. Add a limp to your walk and you’re positive the Merlocks won’t be able to tell the difference.

You stagger back down the hall, using your sword as a makeshift cane, so you won’t have to draw it. You’re sure the merlocks hear all the noise you’re making, and you keep your head pointed down until you make it to the edge of the antechamber.

[1/2]
>>
>>40587487
When you look up, all eleven murlocks are staring at you, spears at the read. Luckily, they’re still spaced out, so they won’t be able to mob you at once.

You widen your eyes and stagger back, doing your best to make it look convincing. “Gods no…” Unbeknownst to them, your stagger was merely to disguise how you flipped your sword into a ready positon. Still, no one ever accused merlocks of being intelligent. With a gurgling battle cry and they charge you en mass.

You see Sree swoop off of the rafters and Tamamo jump onto a table, bow knocked. The merlocks notice neither while you…

>Charge through the mass, disrupt them even more
>Stand your ground and do (what?)
>Retreat back around the corner, staying just ahead of them
>write in
>>
>>40587515
>Charge through the mass, disrupt them even more
>>
>>40587515
>Stand your ground and do (what?)
>imbue sword
>take stance (ability)
>>
>>40587515
>Stand your ground and do (what?)
lightning
>>
>>40587515
>Stand your ground and do (what?)
>imbue sword
>take stance (ability)
>>
>>40587515
>Stand your ground and do (what?)
Blast em good
>>
Rolled 1 (1d2)

>>40587587
>>40587562

>>40587586
>>40587550

1-Blast em with lightning
2-Feed them your steel
>>
>>40587715
Right, roll me 1d100+6 for lighting.
>>
Rolled 81 + 6 (1d100 + 6)

>>40587737
>>
Rolled 47 + 6 (1d100 + 6)

>>40587737
Not a 1 pls
>>
Rolled 13 + 6 (1d100 + 6)

>>40587737
>>
Rolled 12 + 6 (1d100 + 6)

>>40587737
>>
Rolled 95 + 6 (1d100 + 6)

>>40587737
>>
>>40587748
86 it is! Writing.
>>
>>40587785
Damn it anon!
>>
>>40587515
Sree dives out of the rafters, catching one of the stragglers and bearing it up into the sky in a heartbeat. It lets out a gurgling scream as she drops it at the apex of her arc, letting it crash to the ground in a broken heap.

As the rear merlocks turn in surprise, Tamamo loses an arrow from her bow. While sub quality arrows by your own observation, it flies true, take another merlock in the chest. It staggers back, curling in on itself.

All in all, none of them are prepared for the lighting storm you release from your hands. They can’t get out of the way.

Oh some of them try. Buy the gods to they try, but the lightning is just too fast by several orders of magnitude. It arcs out, hitting four merlocks in the span of an eyeblink. Three of them keel over dead, while the last one sinks down to the floor in a groaning mess.

For a moment you think they’re going to break and run, but one of the murlocks raises his spear overhead and roars, leading the last five right at you, determined to swamp you with numbers before you can pick off the rest of them.

What do you do?

>Counter charge!
>Retreat into the corridor!
>Stand your ground and take them as they come!
>>
>>40588002
>>Stand your ground and take them as they come!
>>
>>40588002
>>Stand your ground and take them as they come!
Another lightning volley!
>>
>>40588002
>Stand your ground and take them as they come!
>>
>>40588002
A lot of typos in this post. Apologies.
>>
>>40588002
>Stand your ground and take them as they come!
>>
>>40588092
>>40588048
>>40588043
>>40588035


Standing your ground!
You have time for one quick action before they reach you!
>Imbue
>Stance
>>
>>40588146
>Stance

let's stay mobile.
>>
>>40588146
>>Stance

We'll imbue next turn, we need extra defence to break their charge.
>>
>>40588146
>Imbue
>>
>>40588146
>Imbue
>>
>>40588146
>Stance
>>
>>40588184
>>40588188
Stance only gives us a plus one to rolls involving sword combat, Not very useful
>>
>>40588146
>Stance
>>
>>40588146
>Imbue
>>
>>40588257
>>40588205
>>40588188
>>40588184

Calling it for stance
Roll me 5d100+6
>>
Rolled 34, 80, 95, 37, 14 + 6 = 266 (5d100 + 6)

>>40588278
>>
Rolled 31, 17, 30, 91, 82 + 6 = 257 (5d100 + 6)

>>40588278
Here's hoping for epic sword action.
>>
Rolled 56, 97, 23, 52, 75 + 6 = 309 (5d100 + 6)

>>40588301
>>
Rolled 5, 27, 5, 54, 99 + 6 = 196 (5d100 + 6)

>>40588278
Luck be a lady
>>
Rolled 52, 57, 22, 46, 66 + 6 = 249 (5d100 + 6)

>>40588278
>>
>>40588301
>>40588315
>>40588317
62,103, 101, 98, 88

Writing!
>>
>>40588278
56, 103, 101, 97, 88
Two unnatural crits. Not bad at all.
>>
>>40588341
We did good. Two unnatural crits.
>>
>>40588341
jesus we good, hopefully our stance just got stronger
>>
>>40588002
You settle into a ready stance as they come, sword in a guard position. Despite their coordinated attack, the broken furniture littering the floor forces them to come at you one at a time.

“Come at me!” You yell. Drawing your massive blade back.

The first one leaps, and you bat it aside. Then you bring your sword back around in an arcing sweep. You catch the next two merlocks with ease. Grinning as your blade bifurcates the both of them, four pieces dropping neatly to the floor.


The fourth is too fast for you to get your blade back up, but you shoot an arc of lightning off the metal. Your eyes track Tamamo’s arrow that finishes off the first Murlock just as your magic blasts the fourth away so you can-

*THUD*

“Grk-!” You stagger backwards, blade dropping from nerveless fingers. What just…?

You glance down, the last murlock was too quick apparently. Because it snuck right past your guard and plunged its spear into your stomach.

As you fall onto your back you realize that you didn’t even feel it.

*Thud* you hit the ground with a gasp. For a second the Murlocks weight is still on top of you, before it vanishes. You have bigger problems.
>>
>>40588721
“Ah-” You gasp for breath, hands scrabbling to reach the pouch hanging at your hip, where the regeneration potions lie. Another set of hands moves to help you, uncorking the flask and holding it to your lips.

You drink, or at least, you try too. Perhaps a quarter of the potion spills down your cheeks. It tastes foul, so perhaps that’s the other reason why regen elixirs cost a fourth as much…

You let out a laugh, which morphs into a coughing fit half way though. Your head is swimming, but you feel someone apply pressure to your stomach.

The pain spikes for a brief instant, causing you to gasp. Before the elixir finally begins to do it’s job, and seal up the whole in your stomach. After a few, eternal, minutes, you can breathe normally again.

Blinking, you stair up at two worried faces, peering down at you with large eyes. “Ah.” You let out a breath. “I’m… okay.” You say. “I’m okay.” The relief in the air is palpable. Gods above.

>Just… lay there for a moment
>Get back up
>Ask Tamamo and Sree to help you to your feet.
>>
>>40588742
>Get back up
>>
>>40588742
>Just… lay there for a moment
>>
>>40588742

>Just… lay there for a moment
>>
>>40588742
>>Get back up
>>
>>40588742
>Ask Tamamo and Sree to help you to your feet.
No need to appear macho in front of our friends.
>>
>>40588742
>Get back up
No time to rest!
>>
>>40588742
>Get back up
We wont be stopped by a measly spear in the gut!
>>
>>40588742
>>Ask Tamamo and Sree to help you to your feet.
>>
>>40588742

>Just… lay there for a moment

So we beat one with a 62 but another gutted us when we had an 88.

Enemy dice are nuts in this quest.
>>
... Kinda feel like I played that scene wrong. Did I shortchange the suspense of your first near death experience?

I kinda feel like I did.

Okay... So, going to take a quick break after the next post. Will be up for continuing in bit, just have to help a friend with some stuff.

Do you guys want to finish off the temple tonight?
And also, did I short change the near death experience?

>>40588814
Dice system pending a rework at the moment. Mostly because of how you totally owned the brute but almost got laid low by the merlocks.
>>
>>40588742
>Get back up
As group mom our job is to be tough.
>>
>>40588742
>>Get back up
>>
>>40588751
>>40588787
>>40588793
>>40588798
>>40588840
>>40588844


Nothing keeps you down. You hope.

Roll 1d100
>>
Rolled 33 (1d100)

>>40588833
Finish the temple
I dont think it was short changed,
>>40588850
>>
>>40588833
Well.... Not really? I mean this is a world with healing magic and potions so near death isn't as much of an issue here. You can have us freak about it a bit later if you want.
>>
Rolled 10 (1d100)

>>40588850
>>
Rolled 92 (1d100)

>>40588850
>>
Rolled 23 (1d100)

>>40588833
>Do you guys want to finish off the temple tonight?
Yes
>And also, did I short change the near death experience?
Kinda but I think it was the MC about to go into shock more than anything.

As far as dice go, Set a Dc we need to beat, the stronger the foe the higher the dc. Smarter and better actions lower dc, worse actions raise it, etc.
>>40588850
rolling
>>
>>40588870
>>40588875
>>40588886
>>40588895

Right, writing.
>>
>>40588870
>>40588875
>>40588886
>>40588895
...jesus fuck you gotta be kidding me
>>
>>40588870
And STAY DOWN.

This, of course, leads to a very sweet scene with the fox and the bird doting over us.
>>
>>40588895
so close
>>40588875
why would you delete that? It's bad form
>>
>>40588833
it's less that it happened. It's more, that it didn't seem to make sense with the dice. I think maybe you should have the enemy rolls done here, because it's looking really really really weird when we roll high or decent and still get beaten on. It's a disconnect that confuses the players.

Also, let's wrap up the temple tonight.
>>
>>40588875
...really?
You cheating fucklord.
>>
I saw that deletion. Nice try anon.

I was going to write you something cool for it. But now I'm thinking about just giving you a minor concussion when you hit the ground again.

But nah, I'm not that kinda guy. I already know what's going down
>>
>>40588870
>>40588875
>>40588886
fail. Both the dice, and the cheater.
>>
>>40588940
Don't worry.
Everyone else in the thread hates him for it too.
>>
>>40588940
Glad you aren't going to punish everyone for the mistake of one faggot, You're a good guy Argent!
>>
>>40588940
yeah, please just stick to the cool thing, it didn't work no need to punish the rest of us for it.
>>
>>40588940
Just so you know, we're just hitting autosage, so if you want to run more later you'll probably need a new thread.
>>
>>40588833
It's the same thing that happened in Kobold Quest. Enemies getting to roll their own dice means a lot more chances to get completely wrecked by mooks we otherwise should have no problems with at all. It's why a flat DC is better.
>>
>>40588742
You… Aren’t out of this yet though. And you’re not finished clearing out the damn temple either.

The regeneration potion is still taking care of your wounds, but you’re not dying anymore. And so, there is absolutely NO reason, for you to be laying on your back like this! You struggle to a sitting position, brushing off your friends help.

And then, you try to stand.

Key word, try.

You fail miserable at your attempt.

The moment you get your legs beneath you they give out, sending your careening back to the floor.

Tamamo catches you before you make contact with the cobblestones.

See brain? This is why you have friends. So that you don’t end up getting knocked out in such an ignoble way. “… Thank you.” You murmur as the lay you back down on the floor. Slowly, you let yourself relax as the potion does its work. “Just… give me a minute."

taking a break, should be back in a bit.
>>
>>40589066
I have to back the idea of a flat DC. Less rage all around, and generally makes more sense, game wise.
>>
>>40588833
The issue with dice on both sides is that it massively increases randomness in combat. Randomness in combat benefits whoever's got least to lose, which is the mooks.
>>
>>40589066
Been lurking. Just popping in to say opposing rolls don't work too well since they become glorified coin flips.
>>
>>40589231

Its still random, but the results become a bit more predictable. Adding a second die roll makes the result a closer fit to to the bell curve. This makes the modifiers matter more.
>>
New thread

>40590706
>>
>>40590723
ARG! How do I link across threads.
>>
>>40590744
>>40590723
Two arrows
>>
>>40590744
2 dashes
>>40590706
>>
>>40590706

New Thread.



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