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File: Embalse de Valmayor.jpg (26 KB, 730x684)
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This is a side Quest from: >>1129120

Jacob drops you off and waves goodbye, despite saying he'd only drive you the part way he drove you all the way to the coast. The moon hangs heavy in the rippling surface of the reservoir. Arthur knows where to go. You start feeling a sense of urgency and begin to pick up the pace slowly until you're running. The urgency changes to strange nausea.

This isn't right. You begin having a bizarre double vision as the vague vision-memory impressions begin conflicting. A strange noise fills your mind. You arrive at where the woman should have been.

Blood covers the sand. The sound is a clicking alien laughter. You are cut from the trance as you hear a sound like delicate china shattering, a raw scream of beauty breaking. You turn towards it and the forest, a chill crawls slowly down your spine. Inch by terrible inch.

>What do you do?
>>
>>1142520
First, post your full current character sheet. We will use its current form to prevent players from gaining skills on the fly specifically to deal with a current situation. (Also for my sanity)

Second, narrate your actions. If you think you need a roll for an action include one if I think you need one I'll let you know. This will be narration-heavy, and more like a traditional Quest.

Let's begin.
>>
>>1142529

An odd yet very eager student who comes from a disgraced noble family. He has come to the school to reclaim his family's honor and prove to the world that he is worthy of his family's true name.
SPELLS:
Augment Body Strength 2/3
Cure Minor Wounds
Strong Arcane Fist 2/3
Diminish Reflexes(self)
KNOWLEDGE:
T4 Biology 0/8
T3 Magical Theory 0/5
T4 Anatomy 2/8
SKILLS:
T3 Unarmed Combat 0/5
T3 Sparkling Flexing 0/5
T2 Swimming
T1 Smithing
T2 Meditation 2/3
T2 Inner Strength 1/3
T1 Inner Fire
TRAITS:
T4 Strength 1/8
T1 Endurance 0/2
T2 Speed 0/3
T2 TOO SWOLE TO CONTROL 1/3
Social:
Friends with Athena 2/3
Friends with Alic
Academic Fame 1/2
Friends with Platina
INVENTORY:
Spare Uniform
Towel
Book on Athletics
Boxing Tape
Glorious Speedo of Invincible Family Jewels
>>
>>1142520
Name: Gram Roderick
Bio: Gram hails from a famous, some say infamous, Knight family. While most Mage Knights hold themselves to a certain image of honor and respect, at least on the surface, the Rodericks have shown little and less care for typical "honor". While they fight with weapons and armor typical of knights, their combat style more closely resembles that of assassins. While technically Mage Knights, Roderick knights are nicknamed "Assassin Knights".
>Skills:
-Swordsmanship
--Proficiency: Expert Ultra Greatsword [3/8]
---Cleave
---[4-Hit Ultra Greatsword Combo]
---Warp Assault
-Armor
-Rage
-Advanced Spatial Theory[3/5]
-Advanced Shadow Theory
-Advanced Dark Energy Theory[+1]
-Geography
-History
-Military history
-World History
-T1 Fishing
>Attributes:
-Capable Strength (22)
-Significant Stamina (26)
-Above Average Mana Reserves (11)
-Above Average Endurance (12)
-Capable Speed (16)
>Spells:
-Dark Implosion
--Big Dark Implosion
--Sustained Dark Implosion
-Dark Explosion
-Dark Mine
--Dark Minefield
-Cast Dark Pulse
-Cast Infuse Weapon
-T2 Warp Step [0/3]
-Shadow Step
-Cast Twin Portal Doors
-Quick Cast Twin Portal Doors
>Relations:
-Bjorn (Acquaintance)
-Clarah (Acquaintance)
-Sammy and the boys (Acquaintance)
>Possessions
-Ultra Greatsword
-Body Armor
-Bamboo Spear
-Sandvich [restores 30 health when eaten]
-Crate of unknown unrefined ore
-Crate of Low-quality Iron
-Material
>Status Affects
>Events
-Spooky Wizard and That-Which-Comes-From-Beyond [1/4]
>Misc
- Knighthood in the Order of the Laureate Cross of Saint Ferdinand
-Popularity +1
-Reputation +2
-League Point 1
>>
>>1142529

I suggest that we enter the forest as a group, with myself and Gram on the outside and Arthur and Zoot in between us.
>>
>>1142534
"Good enough for me. Let's find whatever we're supposed to do here and get it over with."
>>
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Name: Zoot Martingale

A 19 year old charismatic stoner that likes to party, gamble,and be social. His family is renown for their potion making and they expect him to carry on the legacy.

>Spells: Time Slow

>Skills: Basic Athletics, Basic Kite Flying, Advanced Firearms Proficiency [2/5], Basic Pistol Dual Wielding, Intermediate Potion Making [0/3], Intermediate Public Speaking [1/3], Basic Charisma [0/2], Stoner powers

>Knowledge: Basic Statistics, Basic Explosives, Basic Game Theory, Basic Weather Theory

>Clubs: Gambling club, President of the HIGH club

>Buds: Jozin Redregard (friends), Jacob (close friend), Captain Dema, Cristoph
Brooke T2 Romantic Interest [2/3]

>Items: $40, Super dope beanie, 1 CZ-75 pistol

-1 double turn 2 left
"Well buds spooky screams in the forest aside, what are we gonna do first."
>>
>>1142534
"Sweet getting plans together I like it"
>>
"So uh, where do you guys think all that blood in the sand came from."
>>
>>1142549
"Probably from someone who's too dead to matter at this point."
>>
>>1142549
"I hope that whoever it belongs to is still alive, so let us hurry and find them."
>>
>>1142561
"Hahaha you look a bit down bud. I can give you something to pick you right up if you want." Pulls out blunt and shows him.
>>
Rolled 71 (1d100)

>>1142529
Arthur Belrose
The only son of a poor farming family, his parents had pooled their life's savings together in order to get him into this academy. Unused to the more social society of the academy, due to having only lived on a solitary rural farm his whole life. Aspires to make his parents proud, even with little magic ability from his poor bloodline.

Skills:
Intermediate Animal Handling [1/3]
Master Swordfighting [0/13]
--Basic Longsword Proficiency [0/2]
--Superslash
--Basic Dash Step [0/2]
Basic Herbalism
Intermediate History
--Intermediate knowledge of the [Spanish Sorcerer Wars] [1/3]
--Basic knowledge of [Sabina Belrose] [1/2]
Basic Sword Safety
Intermediate Horseriding [2/3]
Intermediate Smithing [1/3]
Basic Architecture
Basic Sand Castle Construction
Basic Pray to [The Light]

Quests:
Asunder (A fragment of a sacred blade is located somewhere in France. The fragment holds much power on its own, though the other pieces have been lost to time.)

Status Effects:
Facially Deformed: -20 to all interactions with strangers, as well as looking ugly as hell. Thank goodness it's temporary. [1/3]

Inventory:
Ornate Wooden Sword
Superb Longsword

Social/Contacts/Other:
Nurse Kiru
Ex-Summoning Teacher Lucia [Good Friends]
Bob [Friends+1]
James Baxter [PC]
Gram Roderick [PC]
Basic Watched By [The Light]
Knight of the Order of the Laureate Cross of Saint Ferdinand
+3 Popularity
+2 Reputation

"Alright, guys, let's head into the forest. I agree with James's plan." I take a step forward, then stop. "Wait a second, though, I want to try something."

>Kneel and pray to [The Light] for guidance.
>>
Name: Zoot Martingale

A 19 year old charismatic stoner that likes to party, gamble,and be social. His family is renown for their potion making and they expect him to carry on the legacy.

>Spells: Time Slow

>Skills: Basic Athletics, Basic Kite Flying, Advanced Firearms Proficiency [4/5], Basic Pistol Dual Wielding, Intermediate Potion Making [0/3], Intermediate Public Speaking [1/3], Basic Charisma [0/2], Stoner powers

>Knowledge: Basic Statistics, Basic Explosives, Basic Game Theory, Basic Weather Theory

>Clubs: Gambling club, President of the HIGH club

>Buds: Jozin Redregard (friends), Jacob (close friend), Captain Dema, Cristoph
Brooke T2 Romantic Interest [2/3]

>Items: $40, Super dope beanie, Death and Taxes (2 semi-auto CZ-75 pistols), Shitton of bullets, Lighter, Lots of blunts

double turn 2 left
Making my character sheet up to date.
>>
>>1143348
I think the point of posting your sheet the first time was so you couldn't update it while on the quest.
>>
>>1143356

yea but i did a turn before going on the quest and i wanted to get all that stuff in there before this all started. so the earlier post was out dated a bit.
I won't post my sheet anymore after this.
>>
So I guess we wait for Alic?
>>
yep he'll be around in a couple hours I think.
>>
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>>1143345
You pray to the light, and for a time, nothing answers. You're about to give up when the horse, lathered and breathing heavily, steps carefully onto the sand, staring straight into Arthur's eyes.
It snorts softly into the silence of the full moon, before turning and walking into the forest -- straight towards the source of the scream.

You begin traveling through the forest, presences are felt, the horse whinnies, dark silhouettes surround you.

>Were you surprised? Roll some form of perception.

NOTE: We will be experimenting with a slightly different system, for each roll state the primary skill/ability being used, roll 1d(100+X*10) where X is the tier of the major ability. DC's will be partially determined by secondary relevant skills so please also include those. If you have any questions feel free to ask.
e.g. Alic with Blood Sense T2 would roll 1d120
>>
>>1144512
>for each roll state the primary skill/ability being used
Warp Step/Attack is my bread and butter. Which is the primary skill? Warp Step or UG Proficiency?
>>
Rolled 46 (1d100)

>>1144512

Nothing Surprises JAMES BAXTER... Unless it does.
>>
Rolled 5 (1d100)

>>1144512
Average Perception
>>
>>1144529
primary skill is up to you, as long as you can justify it. Secondary will impact the DC of the check. I'll do the math to figure out what mechanically makes sense for the secondary skill. Any additional skills that would be useful can be included. Just post a little "relevant skills" bit over the action and indicate primary and secondary skills.
>>
Rolled 30 (1d100)

>>1144512
Oh boy here we go.


>>1144548
So something like
>DO: Warp step and attack
Major: T4 UG Proficiency
Secondary: T1 Warp Step, T3 Spatial Theory, T1 Swordsmanship
Roll 1d140
>>
>>1144568
>30
I was honestly expecting a 1.
>>
>>1144568
yep!
>>
>>1144579
Hey at least you passed the roll rip me 5's.
>>
Rolled 116 + 10 (1d140 + 10)

>Surpise Attack
>>
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Rolled 35 (1d100)

Roll for some hopefully good stoner perception.
>>
Rolled 95, 102, 81 + 3 = 281 (3d120 + 3)

The blades fall doing their terrible work, even in close, the darkness seems to hang heavy around the figure's red eyes glaring under deep hoods.

>Cursed Blades
>Cloak of Shadows
>>
>>1144616
>>1144633
>116
>95
>102
>81
And then everyone died.
>>
>>1144633
didn't accept the second roll.

First three rolls are attacks, none are crits as crit range is top and bottom ten. Post a defensive action against the daggers then some other action (offense being one choice.)
>>
Rolled 2, 68, 110 = 180 (3d110)

>>1144643
and I capitalized dice in the options line...
>>
Rolled 108 (1d110)

>>1144643
>Trust in [The Light] to guide me.
Wew I should probably get myself some defensive skills. Also, this roll is for the defense.
>Superslash at the shadowy figures with Superb Longsword.
>>
Rolled 8 (1d150)

>>1144643
Rolling for attack with Superslash and Superb Longsword, primary skill being Master Swordfighting, and secondary skill being Basic Longsword Proficiency.
>>
Rolled 104 (1d110)

>>1144633
>DO: Quick Cast Twin portal, redirect the attacks back to the attacker.
Major: T1 Quick Cast Twin Portal
Secondary:T3 Spatial Theory
>>
Rolled 49 (1d140)

>>1144685
>DO: Warp Step and attack the nearest enemy.
Major: T4 UG Proficiency
Secondary: T2 Warp Step, T3 Spatial Theory, T1 Swordsmanship
>>
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Rolled 78 (1d110)

>Defend: cast time slow and move away from their attacks
Major: T1 time slow

>Social: Well these guys look kinda pissed. Offer one a joint and befriend him.
Major: T2 Public Speaking
Minor: T1 Charisma, Stoner powers, Dope Beanie

"Whoa whoa dude smoke some weed and chill out
>>
Rolled 112 (1d120)

>>1144714


dice roll for second action
>>
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Rolled 93, 5 = 98 (2d130)

>>1144633

>Dodge out of range of his attacks
Major T3 Unarmed combat
Minor T2 Speed

>Flex for my comrades
Major T3 Sparkling Flexing
>>
>>1144664 [Arthur]
The horse screams as it's hoofs struck into one of the figures making sickening crunches, your attack which out of surprise goes wide, happens to strike the figure just as they are thrown to the side. The sword is ripped from your hands as this occurs.
[2/3] Shadowy Figures remain.


>>1144685
The figure gurgles weakly as their own blade presses into their back. You waste no time warping behind them to finish the job.
[1/3] Shadowy Figures remain.

>>1144714
From their perspective you move unnaturally fast, the blade hits air and they turn to see you with a grin and a joint extended. You see something akin to awe and fear in their eyes as you deliver your line. They drop their weapon and hesitant accept the joint.
"I-I surrender."

[0/3] Shadowy figures remaining.

>>1144740
>You gracefully dodge out the way of the attacks
+1 speed progress
>However you misjudge your newfound speed while flexing and strain a muscle.
Cannot use speed for the rest of the scene.
>>
>>1144875
The figure doesn't seem to even register their fallen comrades, "do you have a light?" she, at least you think she, hard to tell from the toneless voice, extends the joint towards Zoot.
>>
Rolled 89 (1d100)

>>1144885
While their getting stoned or whatever, go examine the other bodies. Make sure they're dead first, don't want anymore surprises, then see who/what they are and if they have anything on them.
>>
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We'll go in rotating actions, so gram will wait until the other three have posted before going on.

>>1144899
While you think they are dead or dying, you don't have the medical knowledge to really tell. You seriously doubt they are getting up, however. Just to be safe you take their daggers away, other than dark robes and simple black trousers they both wear a simple stone pendant with a strange sigil (pic related) carved all the way through the stone.

The two on the ground are both men of utterly generic detail.
>>
Rolled 22 (1d100)

>>1144885

>Scan surroundings, something else might be out there
>>
>>1144923
You gaze into the darkness, but see nothing but the trees.
>>
>>1144885


"Sure dog" pulls out lighter and lights the blunt for her. "So what's the deal, why are you guys attacking us?"
>>
Rolled 1 (1d100)

>>1144885
>Try to find my sword.
>>
Rolled 14 (1d100)

>>1144922
Certain enough the other two aren't getting up, take the pendant and show it to the (depending on her answers, for now) survivor. Ask (demand) to know who she is, what this pendant is, and why she attacked us along with those other two. You know what, just ask (demand) she tell us everything.

Rolled an 89, time to roll a 3.
>>
Rolled 4 + 10 (1d50 + 10)

>>1144939
>>1144978
It wouldn't be quite correct to say YOU found the sword. Rather it found you.
It fell, somehow precariously embedded in a tree right onto your shoulder. Take damage total in roll.
(Starting HP is 100+20*X where X is the tier of hit point increasing stats. Post current HP for each combat related roll.)

>>1144933
She breathes in slowly, holding for a moment, before slowly breathing out. "You've got good taste. We're attacking you because we were told to. You know, death cults, it's a whole thing." She takes another drag as Gram speaks, "Oh god are you trying to intimidate me?" Her body shakes with laughter, "kid unless you can torture my soul forever you can't really compete with the punishment for rats." Another drag. "I think he could use one of these." She grins wickedly to Zoot before catching sight of the horse.

"That's a nice mare," she nodded to Arthur, "I can't tell you where to go, but I'm pretty sure she can."
>>
Rolled 111 (1d120)

>>1145006
100-14= 86 HP remaining

I thank the woman for the advice, and go to the horse.

>Attempt to find out what direction we should go in by speaking with the horse calmly.

Main Skill: Intermediate Animal Handling
Secondary: Intermediate Horseriding
>>
Rolled 89 (1d100)

>>1145006
Once we get everything we need from her, kill her.

"What? She's a member of a death cult, she'd be executed anyways when we turned her in, and this way we don't have to deal with her."
>>
>>1145006
"Aww sick, can I sign up for this death cult. The names Zoot, what's yours?"
>>
Rolled 64 (1d120)

>>1145038
>DO: Tell gram to chill the fuck out.
Major: Intermediate Public Speaking
Minor: Basic Charisma, Dope Beanie, Stoner powers

"Naw man she's cool, we're buds now, maybe she can help us out."
>>
Rolled 97 (1d130)

>>1145006
"Then we will follow her, but we can't have you following us. If you don't move then you'll wake up after this is all over." I grab her and using my knowledge of Anatomy I make her unconscious.
Major T3 Unarmed Combat
Minor T4 Anatomy
>>
>>1145038
Before I actually turn off my computer I do want to mention that while you can do whatever you want if that action is discovered you would be tried for murder. The same is true of executing fallen enemies.

Just an FYI.
>>
>>1145092
"Fine, we'll play it your way big guy. But if she says or does the slightest thing I don't like, which is pretty much anything, she isn't going to make back to stand trial and be executed."
>>
>>1145092
"I'm down with this. We've been standing here too long I say we blow this joint." Heh stoner jokes
>>
>>1145092
It's hard to tell but she seems to flush as you come behind her applying a sleeper choke. Her hands tighten on your thighs as you do it.
As she goes limb you can't help but feel slightly violated.

The horse seems not to approve. It does, however, snort and stomp impatiently. Leading the party deeper into the forest...

You all hear the chanting before you see them. You're still a ways off,

>What do you do?
>>
Rolled 36 (1d110)

>>1146209
Try using portals to spy ahead to see and hear without advancing/revealing ourselves.

Primary: T1 Twin Portals
Secondary: T3 Spatial Theory
>>
>>1146209
"Well buds we should make some kind of plan now. I'm pretty sure they already know we're here since they sent some of their own to attack us already. I can probably walk up and introduce myself while you guys hang back and step in if anything goes wrong."
>>
>>1146390
"Yes, just walk up to them. I'm sure they won't try to kill you like the first group did. Obviously we just got off on the wrong foot."
>>
>>1146402
"I could drag you in as a prisoner so they would believe my more. If your down."
>>
>>1146402
" You just gotta act natural. I've done plenty of shady dealings before bud."
>>
>>1146442
"We have to be careful, these people are clearly willing to kill, so let us not resort to schemes from a Saturday morning cartoon. Let's try scouting ahead and see what there is an then make a plan."
>>
>>1146736
"I agree with James here. We can always try interacting with them after we find out what's going on. After Gram finds out what's happening, and what the situation is, we can make more informed decisions."
>>
Rolled 81 (1d310)

>>1146231
I'm sorry for being blind I only just noticed this roll D:
>>
Rolled 34 (1d130)

>>1147508
That was not the right die...
>>
>>1146231
>>1147510
>36
>34
So I barely succeed?
>>
>>1147510
They are immersed in the chant and do not notice your approach. You hover in the shadows, but cannot decipher their words. On a rough stone slab in a young woman in a blood-stained white dress. Five are in a circle with one next to the women, hands outstretched.

She does not move and looks very pale.
>>
>>1147535
"Well guys, we got a few options.
One: We just walk away, this isn't our problem.
Two: Hang out here and see what happens.
Three: Burst in and kill everyone.
I'm partial to three myself. I can maybe open a portal to let us drop in right on top of them, hopefully getting the element of surprise, or we can sneak closer the old fashioned way. Leaving it up to you guys."
>>
>>1147535

"Well this looks worse than I thought, I guess I don't want to go in there after all. Time to strategize buds, 4 on 5 but we can take em with a good plan."
>>
>>1147535

"You said there was a woman? We need to get her out of here, and those people don't seem to be doing anything that would lead to a more productive society. Zoot can you enter from the side to distract them while Arthur and I attack them from the other. Gram can you take care of the man by the woman? you have the best mobility of all of us. We need to hurry so if you have any suggestions make them quick"
>>
>>1147554
"I'm one for hanging out and seeing what happens, but if they're trying to summon another pitfiend then we should stop em before they finish."
>>
>>1147586
"I'll right bud I'll go distract them you just give the go."
>>
>>1147586
"If that's fine with everyone else, sure."
>>
>>1147554
>>1147567
>>1147586
"Alright, guys, I think we really do need to charge in. We may be able to potentially save the woman, and it looks like they're doing some fucked up ritual or some shit, so it would be best to interrupt that as soon as possible."

I turn to look at the mare that guided us here. "I've got a few suggestions for your plan, James. We should probably do something with the horse, as she seems pretty important, and we don't want to risk losing her. I'll ride her into the battle, unless someone else wants to. I'm alright at horseriding. I can burst in and be the main distraction on horseback, while Gram can flank them from behind. Zoot should probably try to get the woman out of there, since she seems to be a major part of the ritual, and James, you can charge in after my distraction thing. Is that okay?"
>>
>>1147595
"Good, lets do that. As soon as you're ready"
>>
>>1147595
"Yes even better idea. I can use my time slow to run, in grab her, and get out. You just gotta be a good distraction."
>>
Following the plan, you all go in.
>Roll for initiative
>>
Rolled 120 (1d120)

>>1147608
>Ride the horse in to cause a distraction, waving my sword around.

Major Skill: Intermediate Horseriding
Secondary Skills: Master Swordfighting, Basic Sword Safety, Intermediate Animal Handling
>>
Rolled 67 (1d100)

>>1147608
>>
Rolled 45 (1d100)

>>1147608
GOTTA GO SLOW
>>
Rolled 12 (1d110)

>>1147608
>DO: Cast time slow run in grab the girl and run out.
Major: T1 Time slow
Minor: T1 Athletics
>>
Rolled 13 + 10 (1d150 + 10)

Rolling
>>
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>>1147830
For those of you that don't know how initiative works you roll it before your action ;)
I'll let it slide this time, though.

As Arthur charges in, the surprise makes one of the cultists stop chanting, for a single syllable.
The man in the center screams, a figure made of shadow and mirage (pic related.) Thin trickles of blood seem to flow off thin air, the woman begins to stir, the cultists starts to run. Scattering in the night.

It makes some, noise, Arthur, of course, recognizes the sound. It's the laughter he heard before. It lunges towards Zoot as he runs by but seeing the danger Zoot backs off.

The laughter stops, "Thanks are in order, you have freed me after all." You get the feeling it's smiling.
>>
>>1147880
"Uhh, You're welcome I guess. Who are you and what's going on here?"
>>
>>1147880
I try to get to the woman as quickly as possible and pray to [The Light] in my head.
>>
Rolled 96 (1d110)

>>1147880
"Zoot, back off for now, we'll deal with this."

>Circle around to the woman, use Cure Minor Wounds on her
Major: Cure Minor Wounds
Minor: T4 Anatomy
>>
Rolled 47 (1d110)

>>1147927
Major: Basic Pray to [The Light]
>>
>>1147880
"Congrats Arthur, you let them get away. It was you damn plan and you couldn't even follow it yourself. Had you waited for everyone else, we could've got them all. Nice going. I mean it, really good job there buddy. Next time you have a plan, remind me to ignore it."
>>
>>1148513
"Alright, man, yes, I screwed up, and my plan didn't work. I thought the cultists would attack me to defend their ritual, and that then you guys could kill them and screw up their ritual while they were distracted, but obviously fucking not. How the hell was I supposed to know that the cultists would just fucking run away from their ritual, or that they were pretty much fucking done already?"

I sigh heavily. "Anyway, this is not the time for this. You can hate on me all you want after we kill this shadow thing. If you really want to, you can go after the escaping cultists, but we need you here. We have no idea what this shadow thing is capable of."
>>
Rolled 116 (1d150)

"How rude, it is customary to introduce oneself first." It speaks to Zoot, as Gram begins his monologue it seems to almost be twitching with anger about half way through Arthurs response, "ENOUGH"

You are both so absorbed in the conversation you do not have time to get out of the way of its attack.
>>
Rolled 130 (1d150)

>>1149788
A blade of immaterium rips through gram, it seems to do no damage on the surface but he immediately feels weaker. -30 on total dice (so if you would roll a 1d100 normally not roll 1d70)

It wheels on Arthur, "Kneel." A thousand whispers brush over your ear as you feel the compulsion flow through you. You try to pray for the [The Light] but feel nothing. It seems you are on your own. (You must exceed the amount shown on the roll to resist, the DC drops by 10 every turn and you may make as many attempts as you like.)
>>
Rolled 4 (1d110)

>>1149788
>DO: Apologize for Gram and Arthurs behavior.
Major: Basic Charisma
Minor: Intermediate Public Speaking, Dope Beanie, Stoner powers
"Oh I'm sorry bud, the names Zoot what's yours. And I'm sorry for my comrades making you so angry they can be a bit hard headed sometimes. So whats happening here?
>>
Rolled 56 (1d150)

>>1149821
Typo, meant to write *now roll 1d70

>>1147935
You're not sure if the distraction was intentional, but you manage to stop the woman's bleeding. You notice two deep wounds in her upper back. In any case, she seems stable now. In fact, her eyes flutter open, revealing pale-yellow iridescent eyes.

>>1149888
It goes very still when you say 'bud'.
It turns slowly, and with a disquieting calm utters a single horrid syllable. "D̲͕̮͚̱i͍͔̝͇̱͕͖̮͔̮̖̺͈̤̭͓͙̣͉e̖̞͉̬̗͇."
>>
>>1149943
>>1149888
Your heart goes cold in your chest, you will take 50 damage a turn until you exceed the roll.
>>
Rolled 14 (1d100)

>>1149888
"Fuck all this shit. Fuck the horse, fuck the cultists, fuck whatever the hell you are!"
>DO: Cast Infuse Weapon and attack.
Major: T3 UG Proficiency
Secondary: T3 Shadow Theory, T1 Infuse Weapon, T5 Strength, T4 Speed
>>
Rolled 18 (1d110)

>>1149943

CAST Cure Minor Wounds on the woman again. Hopefully this will help.
Major: Minor Cure Wounds
Minor: T4 Anatomy
>>
Rolled 14 (1d100)

>DO: Fight off this shadow cunt trying to stop my heart.
>>
Rolled 15 (1d100)

>>1149821
Struggle to stand and fight back.
>>
Rolled 120 (1d150)

>>1149980
It moves fast, too fast. A chill goes down your spine as you spin to see it behind you, it's blade screams as it flows through the night.

>>1149990
You keep trying to heal the right areas but something seems wrong, it's like the anatomy isn't quite working out. Her eyes fill with terror seeing the thing that is attacking you and screams.
It's that sound.
That breaking china.

>>1150017
Your breath catches in your throat, suddenly it's cold.
So cold.
-50hp.
Next DC: 46
To those that see you, your eyes begin to glow blue.

>>1150604
Your will crumbles before it's unholy gaze. You're faintly aware of a pain in your knees as you drop heavy. Enough of you is aware to fight back, but not much.
Next DC: 120
To those that see you, your eyes begin to glow blue.
>>
Rolled 7 (1d120)

>>1150761
>DO: Fight off the shadow man trying to stop my heart using the power of inner love for waifu Brooke.
Major: T2 Romance with Brooke

Inner Thoughts

"Well i'm about to die, this sucks. I haven't even had my first kiss with Brooke yet."
"I WILL GIVE HER THAT KISS."
>>
Rolled 30 (1d100)

>>1150761
Zoot's dying, Arthur's down on his knees, and James is dicking around with that girl. I guess that leaves me to fight this shitty shade. Or maybe its the girl that's the problem? She is the one on the altar... I'll come back to this line of thought after the next engagement.
...I really should just kept the fucking headache and stayed at the Academy.

>DO: Cast Infuse Weapon and attack.
Major: T3 UG Proficiency
Secondary: T3 Shadow Theory, T1 Infuse Weapon, T5 Strength, T4 Speed
>>
Rolled 58 (1d80)

>>1150834
>DO: Defense - Bread and Butter Twin portal attacks back to the Shade.
Major: T1 Twin Doors
Secondary: T3 Spatial Theory, T3 Mana reserves.
>>
Rolled 68 (1d100)

>>1150761
Continue to resist the darkness, and stand up. I must continue to fight.
>>
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Rolled 92 (1d110)

>>1150761
>Have to deal with the Shade, but maybe it might be a good idea to get the one who was called here back on his feet.

>Got to Arthur, he looks lost, put my hands on him and try to use my Inner Strength to give him some of my Inner Fire, perhaps that will light his own?
Major: T1 Inner Fire
Minor: T2 Inner Strength, T2 Meditation
>>
>>1150823
Despite your attempt to rally yourself, your body falls like a sack of wet cement.
Zoot is dying and will need medical attention if he is to live.
The woman crawls over to him.

>>1150861
You begin to open the portal, but the blade has already done its work. (Further -20 total dice)
>>1150834
But you take it and deal it back, a hiss like water on hot iron escapes what must be its mouth.

>>1150915
A hand rests on your shoulder, burning hot.
You blink, your eyes are cleared. As you stand to see James with a hand on your shoulder; the fire in his eyes as he stands beside you. You realize something as he does.
>Arthur gains Inner Light T1
>>1150947
After putting your hand on Arthurs' shoulder you turn to face the creature locked in combat with Gram.
>>
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Recoiling it hissed out, "Insolent currs!" Before screaming an alien pitch.

(Beat the result or lose your action and take 10hp damage)
>>
Rolled 60 (1d130)

>>1151091
Forgot rolls
>>
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Rolled 40 (1d120)

>>1151091

My HOT BOD is too strong to be harmed by such an attack.
Major: T2 TOO SWOLE TO CONTROL
Minor: T2 Inner Strength
>>
Rolled 28 (1d100)

>>1151093
Major: T5 Stamina
Secondary: T4 Strength, T3 Endurance
>>
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>>1151091
Lying there dying having a trippy unconscious dream.
>>
Rolled 47 (1d100)

>>1151091
>>
Rolled 2, 15 = 17 (2d110)

>>1151141
>>1151101
>>1151749
You waver before the terror of the scream.

"Finally. Now you mongrels will -"

"DEUS VOLT!" A small group of men and women in red attire seem to be-

It's the fucking Spanish inquisition. You never expected this. You really should have. Two initiates rush to the woman, a Paladin and an Inquisitor stands before the creature. The Paladin steps forward, a mountain of a man, he must be seven feet and covered in beautiful plate armour, the red tabard on his front.

The Inquisitor begins to chant: "Then sware they all together and bound themselves by mutual imprecations upon it. And they were in all two hundred; who descended in the days of..."

The thing tried to scream again, but the voice seemed to catch in its throat. It tried to rush forward and the Paladin brought it's shield forth displaying symbols radiating holy fervour.

It stumbles back and turns to rush the woman. The initiates display crosses...
>>
>>1152363
It laughs at their pathetic efforts, two quick cuts dropping them. It continues towards the woman more leisurely, the paladin rushes forward but will not reach her in time. Only you are near enough.

The chant continues: "...Jared on the summit of Mount Hermon, and they called it Mount Hermon, because they had sworn and bound..."

The chanting loosens the bonds on you, you may attempt to resist the unholy terror once more.
DC: 50 to take an immediate action.
>>
Rolled 52 (1d70)

>>1152385
>DO: Warp Step to the Paladin, then Portal us in front of the Shade. Let him deal with this shit.
Major: T2 Warp Step
Secondary: T3 Spatial Theory, T1 Twin Doors

Rev up that critfail.
>>
Rolled 37 (1d100)

Roll is for whether or not i get immediate action

>Strong Arcane Fist this smuck
Major: Strong Arcane Fist
Minor: T3 Unarmed Combat
>>
Rolled 21 (1d110)

Roll for Arcane Fist
>>
>>1152437
You can now take the action, now roll again for the action.
>>
Rolled 62 (1d70)

>>1152437
Time for flub.
>>
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Still dying over here.
>>
>>1152385
Rolling for whether I can take action.
>>
Rolled 81 (1d100)

>>1154208
Forgot roll, heh.
>>
Rolled 42 (1d150)

>>1154212
>Rush to the woman and defend her with my sword.

Major: T5 Swordfighting
Minor: T1 Dash Step, T1 Longsword Proficiency
>>
Arthur and Gram break the curse simultaneously. Gram casting a portal and Arthur rushing to the woman.

The Paladin does not question the portal, stepping through. Arthur goes to meet the blade but phases through it, there is a moment of horror when the portal opens. The horrid screech of the blade on the runed surface of the paladin's shield. He wields the five-and-a-half-foot sword like a horsewhip, it whistles as the end cleaves the thing nearly in two. It seems to attempt to reform...

"...themselves by mutual imprecations upon it." There is a deafening emptiness as the darkness fills everything as if the world itself blinked.

Where it was, there only the night, the moon watching you all.
The initiates do their work, the paladin moves over to Zoot placing a hand on his fallen form.

Life returns to Zoot, with a jerk and a cough.
>You are weakened, for the remainder of the plot, your max HP is 80.

The Inquisitor looks at the dead cultist and eyes all of you carefully. His eyes rove the place, seeing tracks leading into the forest.
"Thank you. If not for your intervention we would have been too late, I will take penance for this Brother Abram." He first speaks to you, then the Paladin -- who doesn't answer.

"I, on behalf of the Holy Order of Madrid, request you speak of this to no one. She is hunted."

One initiate picks her up gently, "Brother Abram has seen to your wounds." He seems to be saying goodbye. Indeed, at that, he turns and leads the group into the forest.

>What do you do?
(Note: you may choose to simply head back to the school and/or talk amongst yourself should you choose to.)
>>
"Well shit what now. Those guys didn't even give an explanation on whats going on here."
>>
>>1154772
"Well, we came out here, only killed two cultists, and Zoot nearly died. And we didn't even get a crappy t-shirt. Time well spent if you ask me."
>>
>>1154772
"Are you guys down to just follow them."
>>
>>1154772

"She is hunted they said, but we were called to help her, we need to more about her and what those people are so we know what happened to us, I say we follow them and get some answers."
>>
>>1154934
>>1154993
"Doesn't seem like our business. Besides, we nearly died to the Shade, and those guys killed it like it wasn't shit. If they don't like us following them or refuse to tell us anything, what then?"
>>
>>1155042
"Well if they don't like it then I guess we just go home. But I still wanna know why the fuck we're here in the forest fighting a shade thing for a girl I've never meet."
>>
>>1155063
"Fine, let's go. What else could possibly go wrong tonight?"
>>
Let's seem some rolls to follow them.
>>
Rolled 5 (1d100)

Rolling to follow
>>
Rolled 3 (1d100)

>>1155880
They see me rollin'
They hatin'
>>
Rolled 97 (1d100)

>>1155880
Please based dicegods send help down from the heavens.
>>
>>1155886
Eating out but posting for my bois
Follow the Spanish Inquisition, they'll never expect it
>>
Rolled 49 (1d100)

>>1156744
>>
Rolled 61 (1d130)

>>
>>1155886
>>1155890
Heavy mailed hands fall on your shoulders as the Inquisitor appears in front of you.

"You did not misunderstand, you stalked us." He pauses, "I was hasty, you may be cultists." The Paladin's heavy hands make it clear you are going nowhere.

>>1156750
He then turns and stares straight at where James is hiding in the woods.
"Redeemable. Return to a righteous path."

>>1156085
You see the exchange, hidden in the night. You don't think you'll have trouble remaining unnoticed, you sense not so much as see the horse following you at a distance.
>>
>What do you do?
>>
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>>1156764
"No cultists here. Just trying to help you Spaniards out if I can."
>>
>>1156908
"You can help by coming with us."
>>
>>1156937
"Ok. So can you guys explain why there was a girl in the forest being used to summon a shadow thing."
>>
>>1156785
"You better get your hand off me if you want to keep it."
>>
>>1156954
"Yes." He offers nothing further.
>>1156968
"Threaten again, and we will show you how little of your body we need to answer our questions."
>>
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>>1156990
"All right, well lead the way Spaniards."
>>
>>1156785
Keep on following them.
>>
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>>1156785
"I apologize, but my companions and I were called here this night and put in grave danger, I must know the reason for this. Again, I apologize, but I will not leave until I know the reasons for why I was called here."
>>
I think it's time for escalation.
>>
Rolled 10 (1d130)

>>1156990
"Fair enough."

Kill the Inquisitor grabbing me.
>DO: Twin portal below myself, and drop from above driving my blade down through him.
Major: T3 UG Proficiency
Secondary: T4 Strength, T1 Twin Doors, T3 Spatial Theory


Is it still critfail time?
>>
Rolled 85 + 25 (1d150 + 25)

>>
Rolled 8 + 40 (1d150 + 40)

>>1157033
"Your cooperation is noted."

>>1157417
He gives a moment of thought, "Come with us. Not safe here."

>>1157621
>The paladin is grabbing you, I will assume you are going after him.
You start to fall, his grip tightens -- crushing your collar bone. He pushes Zoot back and throws you to the floor. Slamming a metal boot into you stomach he...
>>
Rolled 120 + 10 (1d150 + 10)

>>1158059
Goes to impale you with his sword but you manage to roll out of the way grimacing from the pain in your shoulder. He miscalculates his strike, stumbling through your portal and falling in a heap of metal.
>Broken collar bone
You cannot raise your left arm and have taken 20 damage. Any roll made that normally would use your left arm will take a -40

The inquisitor raises a hand, "Hold Person."
>Roll to resist.
>>
Rolled 47 (1d140)

>>1158119
Major: T4 Strength
Secondary: T3 Endurance
>>
>>1158119
Does Hold person stop spellcasting?
>>
>>1158181
nope, it just stops you from moving.
>>
Rolled 41 (1d110)

>>1158221
If I can still cast after failing a Resist:

>Do: Twin Portal below me and the Paladin. Drop us from as high as I can manage. Mid fall, portal myself to fall on top of the Inquisitor.
Major: T1 Twin Portal
Secondary: T3 Spatial Theory
>>
Rolled 105 (1d110)

>>1158119
>>1158254
Whew, alright, things are going to shit. Gram suddenly just decided to attack the paladin, while the cultists were getting further away, and we were not a bit closer to finding out what the hell was going on with this mess. It was time to intervene.

>I step out from behind the trees and try to resolve the conflict.
Major: T1 Inner Light

"Gram, what the hell are you doing? We're supposed to be chasing after cultists, not fighting with Inquisitors of the Spanish Inquisition! We're supposed to find out what's going on here, not try to kill the people that just helped us kill that shadow thing! You can pick a fight with them afterwards, but remember, we're still trying to chase down those cultists that ran off too!" I turn to the Inquisitor. "Sir, I'm extremely sorry for this, and I hope we can continue to have cordial relations."
>>
Rolled 116 + 10 (1d130 + 10)

>>1158254
He sees you casting and tries to interrupt with his own spell...
>>
Rolled 94 (1d110)

>>1159319
The spell is canceled, he immediately casts in offense.
>>
>>1159320
Wafers fly from a jacket pocket wrapping around Grams limbs, in order to cast he will need to overcome the roll.
>>
>>1158481
>>1159322
As you berate Gram you feel something rise within you. The Paladin releases Zoot dropping to a knee. The Inquisitor stares in disbelief. The initiates merely look confused. You only notice this as you turn back.
"Y-yes I'm sure we can."
Gain T1 Holy Fervor
+1 progress Inner Light
>>
>>1159334
They collect themselves, and the procession moves on.
>>
>>1159342
OOC: Unless interrupted we'll wrap the scene and move onto thread#2.
>>
Rolled 29 (1d140)

>>1159322
Major: T4 Strength
Secondary: T3 Endurance
>>
>>1159344
Oooo a second thread. Gimme
>>
>>1160909
Sorry forgot to post here!




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