[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: 979758.jpg (381 KB, 1920x1280)
381 KB
381 KB JPG
After their defeats on the golden fields, the forces of the sons of Alar fell along the walls of the Gray Mountain.

The survivors were forced to raise the walls again under a new banner, as their former king was assassinated and his throne usurped.

Now there's a new ruler in Dalaan, and the crown needs minions!

>Choose who you want to be.
>One skill of choice will be decided after this vote.


>Warrior: When the recruiter found you shaking two guys like they were rag dolls, he knew you would perform well doing the same with the kingdom's enemies. Big and strong, there's not much the peasants can do against you.
>+30 in fights
>+30 in all physical activities
>One skill of choice

>Thief: You're not very strong, but you have some brains. You can't fight the big guys to steal their money, so you do it while they were looking the other way. Now you do the same but with a salary and a nice uniform. Quick and agile, you have not found anyone who can catch up with you.
>+20 in fights
>+30 to move in stealth or run.
>One skill of choice

>Mage: A minor talent found on the streets. Some would call it finding a diamond in the rough, but to be honest you're more like a slightly bitten silver coin. You're not much use in hand-to-hand combat, but that's not why you earned your place in the army.
>An elemental spell that you can use twice (you will need to rest to use it again)
>+25 in all intellectual activity
>One skill of choice (non-physical)
>>
This Quest is based on an old one that I played a bit on and couldn't find later.

If the PC dies, we'll make another one.
If you do something big or advance a lot, you will be able to choose new characters when you die.
>>
>>5677441
>Mage: A minor talent found on the streets. Some would call it finding a diamond in the rough, but to be honest you're more like a slightly bitten silver coin. You're not much use in hand-to-hand combat, but that's not why you earned your place in the army.
>>
>>5677441
>Warrior: When the recruiter found you shaking two guys like they were rag dolls, he knew you would perform well doing the same with the kingdom's enemies. Big and strong, there's not much the peasants can do against you.
The King do need enforcers.
>>
>>5677441
>Warrior: When the recruiter found you shaking two guys like they were rag dolls, he knew you would perform well doing the same with the kingdom's enemies. Big and strong, there's not much the peasants can do against you.
>>
>>5677449
>>5677453
>>5677454
Warrior then
>>
>>5677458

A (mostly) original quest on /qst/? Sounds good to me OP
>>
>>5677471
Thenks bro

>>5677458
Your job as a Warrior seems simple to most, and most of the time it really is, but it would be a lie to say that you haven't changed since your recruitment into the forces of Laran. After all, now you can...

>Throw: You can throw almost anything you can pick up. Added to your strength this opens up a wide range of possibilities.
>+30 throwing

>Camaraderie: You can make friends with people of the same or lower hierarchical level more easily.
>+30 Being sociable with people of your level or less.

>Intimidation: You're gifted at making the weak piss himself, but now you turn it into a technique.
>+30 Intimidate people less powerful than you.

There is also the issue of your motivation to move forward in life...

>Greed: The kingdom has more money than you'll get in your whole life beating up fools, joining them sounds like the natural step. Then you went to battle. You saw bigger and stronger guys, in heavy and shiny armor, being crushed by horrors that still haunt you at night. Then you learned that, just like when things go wrong in a robbery back home, everyone takes care of themselves in the end.
>You will not be able to make decisions that do not favor you and it is difficult to convince yourself otherwise.

>Loyalty: In the city things made sense, the normal people below, the gang and you above them and the knights above. Then you joined the latter to go to battle. You saw bigger and stronger guys, in heavy and shiny armor, being crushed by horrors that still haunt you at night. Then you learned that, just as you took care of the new ones in the gang, the kingdom takes care of you.
>You will not be able to make decisions that do not favor the kingdom and it is difficult to convince yourself otherwise.

>Indifference: You never had much ambition when you grew up, you moved by inertia. You're strong, so you acted like everyone thought you would. Life wasn't hard. Then you went to battle. You saw bigger and stronger guys, in heavy and shiny armor, being crushed by horrors that still haunt you at night. You don't know what to think of having survived when many have die, so you kept doing what you always did, just keep going.
>You don't have any convictions.
>>
>>5677484

>throw
>loyalty

I’d like to be the mid game boss standing between the heroes and the BBEG please
>>
>>5677485
>I’d like to be the mid game boss standing between the heroes and the BBEG please
That is the idea of the quest, so I hope you like how i run it
>>
>>5677484
>Throw
>Loyalty
>>
>>5677442
You mean Mid Boss Quest? The one where we are a middle manager soldier serving a dark queen or something?

This it? https://suptg.thisisnotatrueending.com/qstarchive.html?tags=Mid%20Boss%20Quest

Or was it some other one from the plethora of dark fantasy kingdom quests from over the years?
>>
>>5677484
>Throw
>Loyalty

Get a set of XXL javelins and dunk on everyone.
>>
>>5677540
Oh men yeah it was this one, thenk you really.

I knoe it was about boss something but i just couldnt find it
>>
>>5677484
>Throw: You can throw almost anything you can pick up. Added to your strength this opens up a wide range of possibilities.

>Indifference: You never had much ambition when you grew up, you moved by inertia. You're strong, so you acted like everyone thought you would. Life wasn't hard. Then you went to battle. You saw bigger and stronger guys, in heavy and shiny armor, being crushed by horrors that still haunt you at night. You don't know what to think of having survived when many have die, so you kept doing what you always did, just keep going.

Finding convictions is half the journey in life anyways. It also fits for a dark warrior, just not giving a shit.
>>
>>5677485
>>5677489
>>5677544
>>5677573

All want throw and all but one be loyalty. Im gonna end this here and go to sleep.

Thenks for playing

But before that I want someone roll 1d2.
This dont affect the PC, just the background.

>1 Female
>2 Male
>>
Rolled 2 (1d2)

>>5677576
>>
>>5677584
Noted
>>
>>5677585
If someone who knew you in your previous life saw you now, they would say that you were only given dirty armor and the freedom to annoy whoever you want. To say that this is a lie would be wrong, but at the same time is understandable.

On your way through the battlefields you will go through many things: Confront the tribes of cannibals that plague the eastern steppes, see the giants that inhabit the Spiral Mountains that surround the Circular Sea, and fight alongside a battalion of men. of the south against a large group of dark cultists who were trying to sacrifice an entire city to a strange god. By the grace of the sky, you saw an elf! She was in the general's tent, talking to the men himself, maybe giving a message or something, when you came in to pass some reports. To this day you swear that she smiled at you as she left.
>>
>>5677783
But to tell the truth, the experience that marked you the most was fighting in that city against the cultists. It all started simple: There are some crazy people loose robbing and murdered, we have to capture them. So you faced them. Those bastards ran like rabbits between every corner, jumping everywhere and being a source of frustration and general anger all day. In the end, the general decided to swallow his pride and ask the nearby kingdom for help, knowing that they had experience dealing with this type of scum.

When the southerners arrived and explained how the cult operated, it all started to make sense. They sought to generate negative energy and lower the morale of the troops, in order to focus it on a ritual that would drive the general population crazy until the situation was insurmountable.

From some of them you learned that while no one denies that your forte is hand-to-hand combat, your strength has other uses as well. You put aside your sword and took spears, knives, stones, boxes, vases and basically everything that was at hand. Heh, you even managed to stop one by throwing him the general's chair at a banquet.

But leaving that aside, and looking at it in perspective, it could be said that his didn't change as much as you... grow?

On the streets things were hard for everyone, and even though you didn't have much education (The only reason you can read and write is because your superior didn't want to do all the paperwork alone) you always had one thing clear: Numbers matter. The band with the most members will always have the advantage. But when others just wanted more warm bodies between them and the danger, but you wanted something more solid. When others were hurt and abandoned, you decided to take care of them, to be what you believed was the best you could be, a protector of your people.

You were never the leader of the gang, or the most intimidating guy even, but you always liked to believe that you were the heart of it.

Your service didn't change that, it just opened your horizons.

While you took care of the boys, the knights did the same for everyone, facing scary things that took advantage of difficult times of the land.

And now you will pay that debt.
>>
File: 1669267514353.png (2.18 MB, 1128x824)
2.18 MB
2.18 MB PNG
>>5677784
You walk the little-traveled dirt road, passing through a town lost in the middle. It's not a big deal, maybe twenty-eight houses, maybe less. The atmosphere isn't the best, with some houses having holes roughly patched up, the streets littered with rubbish, and a general air of neglect.

Your mission? Protect and take care of it.

At least they aren't killing each other. It's a start.

Following the path is the fortress where you will reside. Two large stone buildings surrounded by a solid wall. It's not Gray Mountain, but that's okay, you didn't expect much from a place like this, especially guarded by goblins.

As you advance you adjust your armor and weapons. They are a gift for your performance in the war, and a mark for what you went through.

>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.

>Wooden Shield: +65 resist hits, can be broken.

>Knife: More a tool than a weapon.

If something you miss from the army is your sword, it was a thing of beauty. You don't blame your superiors for taking it away when you finished your service at the front, you knew more than one who planned to sell it when you got back home, but your new weapon isn't that bad.
>>
>>5677788
>Choose primary weapon.

>Axe.
>The old sharp stone on a stick, but improved. Good for chopping sticks and heads like logs.
>Slashing damage.

>Mace.
>The old big stone on a stick, but improved. Good for splitting heads and breaking bones.
>Blunt damage.

>Spear.
>The old sharp stone on a long stick, but improved. Good for impaling and hitting enemies
>Sharp damage.
>Not very good in enclosed spaces.

(The damage type is a bit more meta. If you want to cut something and you chose the spear you'll have to pull out a knife to do it, for example.)

>Choose throwing weapon.

>Three javelins.
They used as a short(For you) spear.

>Five knives.
They can be used as daggers.

>Seven rocks.
They can be used as rocks.
>>
>>5677792
>Axe.
>Three javelins.
This covers two damage types
>>
>>5677788
>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.
Forgot to reply to this too
>>
>>5677788
>Wooden Shield: +65 resist hits, can be broken.
>Spear.
>Seven rocks.
>>
>>5677788
>>5677792
>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.
>Axe
>Three javelins
>>
>>5677788
>>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.

>>Mace
This synchronizes with our strength better if you ask me.

>>Three javelins.
>>
>>5677834
Honestly an axe is a greater all-rounder. With either the mace or spear, defense is very limited especially with the mace, which is a short range but mass concentrated weapon. It would be a stunlock loop should you encounter a spear user. While a spear seems good at first, we likely will be pressed into rather close range so it would be wiser to avoid the trap. Plus the javelins can perform that function too. The axe is sure to be broad and dense of blade, with a curving point it should be able to fulfill the role of a crude crossguard as well to catch an incoming blade. Blunt damage seems to be one that will be most protected against.
>>
>>5677844
Remember, spears are the king of war. Reach is the best defensive tool you can have outside of a shield. But a club is man's first love. Elegant simplicity. Just hit something really, really hard. Even fancy armor won't save you from getting your bell rung.
>>
You dont have to choose the Mainmail, Gambeson, Wooden Shield and Knife. That is all yours.

Sorry for the confusion.

Only vote if you see
>Choose whatever
Over it

I am gona let the vote going for some hours or so if someone want to change vote.
>>
>>5677792


>>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.
>>Mace
>>Three javelins.
>>
Rolled 2 (1d2)

>>5677800
>>5677813
>>5677824
>>5677834
>>5677848
Three javelins wins

2 Axe vs 2 Mace

1 Axe
2 Mace
>>
>>5677893
All right
>>
File: warriorgoblin02d1.jpg (23 KB, 267x400)
23 KB
23 KB JPG
When you get to the gate, you decide to knock hard to make sure they hear you.

They already know you're coming, but it doesn't hurt to be careful.

Immediately you hear something fall on the other side.

After a couple of unintelligible shouts in a strange language, the door opens and you can finally see your new comrades.

>>5677584
You are greeted by a pair of male goblins.

And their disgusting edor.

Goblins are one of the "loyal" monsters of the crown. The advantages of having them under your command is that they do not need a lot of food and they can reproduce so quickly that there is a whole logistical system designed for the purpose of they don't doing so without control, which is why the battalions and platoons are only women or men, never by ANY reason, they must be mixed without royal authorization.

But as you can see, looking at the trash, boxes and what looks like shit lying in the middle of the road, they are not disciplined or clean unless they are forced to.

And that's your job.

Your position here will technically be the same as the Goblin Boss, although you will have no direct authority over the troops. You can ask the soldiers for help to do jobs in the fortress, which they can deny or accept, but if you want to move the soldiers out of the fortress you will have to make an agreement with the Boss Goblin.

Seeing as the reports said that there are seventeen goblins here and there are only TWO guarding the gate, with one apparently asleep, this does not bode well.

Continuing past the door, you hear a commotion from the building to your left.

Going up the stairs and opening the door, you arrive at what looks like a dining room.

It's a big room, with a long table on one side and the remaining goblins running and screaming around the place. There's food scattered everywhere, puddles of beer dotting the place.

There's even a goblin tied with a rope and a bucket on his head spinning in circles as two others prepare to hit him with sticks. It looks like a gambling game.

Looking around he finally spotted the goblin boss.

He is sitting at the head of the table, viciously devouring a chicken. He is like a goblin version of you, bigger and taller, although much fatter and stinkier.

What you gonna do now?

>Shout at them to stop. (Mid roll)
(It will be hard to intimidate them when half of them are drunk and the other is excited)

>Join the gambling game.

>Go directly to the boss goblin to introduce yourself.

>Other.
>>
>>5677919
>>Go directly to the boss goblin to introduce yourself

It would be rude to do otherwise, besides consorting with the lesser goblins would give the impression that we are their equal.
>>
>>5677919
>Join the gambling game.

I love goblins
>>
>>5677919

>Go directly to the boss goblin to introduce yourself.

Time to enforce discipline. We should make the goblin boss our bitch.
>>
>>5677943
>>5677946
>>5677965

Introduce yourself to the local boss win
>>
>>5677982
Deciding to start your new job on the right foot, you go to the table where the lord of the castle is eating.

It's almost hypnotic the way he can eat so wildly and at the same time seem to enjoy every bite, as if every movement is calculated for the greatest pleasure.

After a few seconds he realizes your presence.

At first he seems to choke, but after some struggle he swallows and coughs up what doesn't go down his throat.

"You cam' ea'ly." He says hoarsely, beating his chest. "I am Ruy'h, holy lor' of t'e land and of thos' who live here!" He declares, offering you his hand.

You don't want to think about where that hand was.

Now it's your turn to introduce yourself.

>Choose a name.
(You can make one, but I'd like it to be short and sound unimportant)

>Tulle
>Lok
>Suth
>Other

>Shake hands
He will see you as a goblin

>Grabs his arm
He will be confused

>Refuse to shake hands
He will see you as a rival.
>>
>>5677993
>Tulle
>Shake hands
>>
>>5677993
>Wuxian
Fuck that fat ducking Frenchman I bet he smells like a goblin

>Refuse to shake hands
>>
>>5677993
>>Other
>Tulle, but spelled as Tully

>Fist bump
????
>>
>>5677993

>tulle

>shake his hand (to better betray him later)
>>
>>5678005
>>5678009
>>5678010
>>5678012

I will keep this open until 22:00

>Tulle, but spelled as Tully
Are the rest fine with this?

>Fist bump
Lol
Is valid
>>
>>5678025

Sure I wouldn’t mind “Tully”
>>
>>5678025
You consider fist bumping like with the boys back home, but in the end you decide to accept his hand.

Yeah, it's as sticky as you thought.

"I'm Tulle, I'll be your partner from now on." You say as you wipe your hand on your pants. "I see you're having a party here. Did something important happen?" For a party to go on overnight to morning you would expect them to have killed a golem or something.

The Boss starts muttering "Tully, Tully..." before realizing you asked a question. He blinks and looks at you confused, only to snort. "T'ey arrived wit' food and beer, a gift. I wis' all tr'velers more like t'em and appreciate our good work."

You raise an eyebrow.

"Just like that?" You ask with suspicious. "Didn't they ask you for anything in return?"

The great goblin scratches his cheek meditatively. "T'ey asked us to seal papers f'r some boxes."

Sounds like some guy is trying to make money by evading taxes.

"Anyt'ing else?" The goblin asks you.

>Questions: You can choose more than one.

>"Why is there shit everywhere?"
>"Have you had any problems lately?"
>"Do you have an assignment I can help with?"
>"What happened to the guy who came before me? The report just say he die."
>Other.
>"None."
>>
>>5678034
>>"Why is there shit everywhere?"
>>"What happened to the guy who came before me? The report just say he die."
>>
>>5678034
>"What happened to the guy who came before me? The report just say he die."
>"Have you had any problems lately?"
>>
>>5678034
>"What happened to the guy who came before me? The report just say he die."
>What you good at? I can throw really hard.
>>
>>5678043
>>5678045
>>5678174

>"Why is there shit everywhere?"

Goblins aren't usually clean, but even the wild ones know better than this.

"The shit 'ole broke." He answers immediately.

Makes sense.

>"What happened to the guy who came before me? The report just said he died."

The Goblin Boss gets nervous, but tries to act nonchalant. "Wolfbear killed him."

What?

"Did a bear or a wolf kill him?" You ask, confused and somewhat worried.

"Wolf bite marks, but t'e size of bear ones." He tries not to show it, but this scares him. "'is fault anyway! 'e went into deep forest alone!"

Your confusion grows. "Why did he go alone?"

"Don't know." He answers, wanting to end the matter. "Mad. Fool and mad."

You decide to change the subject.

>"Have you had any problems lately?"

"No good food like this every day." He says he while he licks his fingers. "And a drunk causes trouble in town. We lock and beat 'im up, but 'e always ends up coming back. 'e's in t'e cell."

>"What you good at? I can throw really hard."

He must have taken it as a challenge, because he immediately got up with more agility than you'd expect from someone of his physical build and began to... Roll? It's like watching a green ball of grease rolling around the room.

Because it is.

"Are you good... dodging?"

The goblin, which was going on a collision course against a wall, suddenly change of direction and jump towards his chair, falling with more grace than you expected (None).

The goblin raises his head proudly, although somewhat tired. He goes on to ignore you and continue eating.

Now what are you going to do?

>Choose.

>Look around the fortress.
He creates a mental map.

>Join the gambling game.

>Go to sleep.
It's morning, but no one seems to care about discipline here.

>Other
>>
>>5678382
>>Look around the fortress.

See if we can find someone fucking up hard enough to force them into latrine duty
>>
>>5678382

>>>Look around the fortress.

Let's find the drunk and see if we can shake any plot hooks from him.
>>
>>5678405
>>5678436
When you finish talking to the local Boss, you decide to familiarize yourself with your new home.

Leaving the hall you decide to look for the bathroom to see how big the problem is.

Going down the stairs your nose leads you to a small wooden box between the building on the right and the wall, past the waterhole where about six goblins are splashing their faces to get rid of the drunkenness.

Against all natural instinct you open the door.

It's worse than you imagined. It's a fucking hole in the wall and they somehow plug it up.

You immediately close the door and walk away, taking a moment to catch your breath.

Out of morbid curiosity you cross the area and check the bathroom on the other side.

Sparkling clean.

Fucking goblins.

Putting the whole thing aside you head to the building on the right. When you go up the stairs and through the doors you realize they are the bedrooms.

To your left is a surprisingly tidy room, with a human-sized bed. This is probably the room of the guy before you, and yours now.

To your right are the rooms where the goblins sleep, with a separate one, probably for the Boss.

Continuing down the corridor you arrive at a staircase, and going down it you arrive at the cells for prisoners.

There are three, with one being occupied by a dirty old man.

What do you want to do?

>Choose

>Check your new room.
Look for valuable things.
Try to find out why that guy went alone into the forest.

>Clean the fortress.
You can ask the goblins for help.
Maybe you find something of value.

>Talk to the old drunk.
Investigate how this man became a public nuisance.
>>
>>5678469
>>Clean the fortress.

>Tell them that if they don't get into shape, you'll beat them into shape
>>
>>5678469
>>Clean the fortress.

Discipline and morale begins with the basics, even if they are filthy goblins.
>>
>>5678469
>Clean the fortress.
>>
>>5678478
>>5678547
>>5678585

You leave the building with a clear goal for today.

Clean up this pigsty.

Outside are the six goblins from before, discussing something in that weird language of theirs.

How do you want to do this?

>Choose your approach

>Be intimidating
+15 because you're a big guy
If you stop being intimidating (if you miss a roll or do a weird action like make a flower crown) they will abandon you.

>Be social
+0
If the fear or disgust of the situation overcomes your roll, they will leave you

>Do the cleaning by yourself.

What place should you clean?

>Choose

>The road

>The Hall

>The shit hole
>>
>>5678606
>Be intimidating

>The shit hole

I think it’d be really funny if we made these goblins clean the shit hole
>>
>>5678606
>>Be intimidating
>>The shit hole
>>
Rolled 14, 28, 31, 26, 6, 47 = 152 (6d60)

>>5678613
>>5678648
All right time for rolling

Roll 1d100+15
Best of three
If your best roll win over half of the group's roll they will follow you.
>>
Rolled 3 + 15 (1d100 + 15)

>>5678655
You stinky little pissants, we said clean. Now.
>>
Rolled 91 + 15 (1d100 + 15)

>>5678655
s
>>
I know that you win with the 91, but i would like see if someone can get a 100

1 is not an autofail in this quest.
>>
Rolled 70 + 15 (1d100 + 15)

>>5678655
>>
>>5678657
>>5678663
>>5678675
"HEY!"

The goblins jump in fright at your call, only to realize your looming presence above them.

"You guys had a good night of fun and games, but today is work day!" You try to imitate your superior in the army, and to your surprise you don't do so badly. "Stand firm!"

The goblins look at you in fear and confusion.

"I say STAND FIRM!"

They quickly stand up straight, afraid that you won't repeat yourself again.

"Well soldiers, today the task is simple. Today we will cleanse this place as it is proper of a fort of this great kingdom." You say firmly as you circle around them. "These will be your orders, you three, get the shovels! The rest bring buckets of water!"

They stand still for a moment, too afraid to move.

"NOW!"

They immediately jump into action.

You stand for a moment in front of the doors of the shithole, while your goblins get what you asked for.

In less than a minute all six are standing in a line in front of you, with shovels and water.

This is going better that you expected.

Roll 1d100+60 (Every goblin is a +10)
Best of three

DCs: 40/90
>>
Rolled 58 + 60 (1d100 + 60)

>>5678687
>>
Rolled 73 + 60 (1d100 + 60)

>>5678687
>>
Rolled 82 + 60 (1d100 + 60)

>>5678687
>>
Rolled 53 + 60 (1d100 + 60)

>>5678687
>>
File: METALTHING.png (195 KB, 2220x2220)
195 KB
195 KB PNG
>>5678689
>>5678723
>>5679032
With clear instructions and specific threats, you guide the goblins in their work, shouting and walking close to them when they seem to lose strength.

The task is not an easy one however, and hours pass as you and your soldiers try different ways to not only unplug the hole, but to discover how it got covered in the first place.

It doesn't help that the goblins' attempts to unclog it the first few days could be summed up as throwing things into it until something happens.

After trying with a stick and a stone, you tie a rope to shovel.

After a couple of failed attempts, you manage to hook on something down there.

Quickly you direct the goblis to pull the rope, while you apply pressure with another shovel.

The strategy works when a Y-shaped hunk of metal shoots out of the hole and days old shit and trash finally falls out.

You let the goblins celebrate for a moment before directing them on the task of cleaning the room.

While they work you take a moment to examine the strange piece of metal.

It's dirty and somewhat battered, but you can't help but notice how old it looks. This thing feels older than you, and it doesn't even have rust on it. Cleaning it up a bit with a stick, you can't help but notice how it seems to be marked with symbols.

Maybe it was part of the castle? A broken part of a mechanism?

Tied loosely by a rope is a bag, which upon careful examination, you discover contains 18 silver coins.

You take that money.

>Total money: 46 coins.

What should you do now?

>Choose

>Keep working.
You didn't mess this up, so the goblins will still be with you, just a little more tired

>Try to lead the goblins.
You can try to train with them or practice tactics.

>Go to town.
See how things are.

>Talk with the drunk
Ask him how he ended up here.

>Go to your room
You can sleep or examine the room.
>>
>>5679258
>Keep working.
>>
>>5679258

>keep ‘em working

Let’s keep momentum, plus it gets them in the habit of following orders
>>
>>5679258
>Keep 'em working
Set them to drills. Tell them we'll be checking in and expect PROGRESS. Then...
>Talk with the drunk
>>
>>5679273
>>5679276
>>5679295

Which part you want to clear next?

>The hall

>The road
>>
>>5679310
>The road
A message to the civilians.
>>
>>5679310
>The road
LOGISTICS
>>
File: LUCK (1).png (8 KB, 512x512)
8 KB
8 KB PNG
>>5679316
>>5679319

The road then.

Roll 1d100+30 (Every tired goblin is a +5)
Best of three

DCs: 40/90
>>
Rolled 5 + 30 (1d100 + 30)

>>5679361
31
>>
Rolled 44 + 30 (1d100 + 30)

>>5679361

Get to work boyos
>>
Rolled 28 + 30 (1d100 + 30)

>>5679361
Work work
>>
>>5679371
>>5679378
>>5679381

You take a moment to move the piece of metal to the side and gather the goblins in front of the waterhole.

They try to stand straight in front of you, but exhaustion is taking its toll. This has been more work than they've done in weeks for sure.

Even so, looking at the sky and realizing that it is already noon, you decide that there are still things to do.

"You did well soldiers, but I hope it never has to happen again that this fortress is in such a state!" You declare with authority. "We represent the kingdom and our Majesty, we cannot allow ourselves to sink so low!"

Pointing to the dirt and shit around you, you address them firmly. "From now on if you have to shit, the first thing you'll do is ask someone to substitute your position and use the shithole! Do you understand me?"

They quickly nod.

"Excellent. We'll finish cleaning here and a bit outside on the way, then you guys will use the bathroom and then, and only then, you will rest."

The process of leading a group of tired and scared goblins is not easy. Many times you have to run from one place to another, correcting them when they do things wrong and giving them a good lesson when they try to play with you.

But when the afternoon comes you can say that it all was worth it.

Not only is the interior ground cleaner than it has been in a long time, but the road to the fortress is respectable for receiving messengers.

Not bad for your first day.

What now

>Choose

>Keep working.
The goblins are dead in their feets, so if you want to keep working, you would have to do it.

>Go to town.
See how things are.
Walking on the road at night can be dangerous.

>Talk with the drunk
Ask him how he ended up here.

>Go to your room
You can sleep or examine the room.
>>
>>5679420
>Talk with the drunk
What'a his deal? Why's he such a troublemaker? Can't be having that.
>>
>>5679420
>Talk with the drunk
>>
>>5679420
>Talk with the drunk
>>
>>5679420
>>Talk with the drunk
>>
>>5679423
>>5679427
>>5679440
>>5679476

Deciding to follow your curiosity, you head to the right building.

Going through the bedrooms you go downstairs and find the old man lying in his cell, looking tired and confused.

You raise your voice as you approach. "Are you awake, old man?"

The man stares at you for a while, as if he doesn't know what to think. Then he sighs. "I'm a-a little dizzy."

You raise your eyebrow. "Still? It's already afternoon, grandpa."

"I'm not your grandfather, you dog of the cursed crown!" The old man responds with disgust, somewhat more awake now. "It's my problem how I handle alcohol. If you're going to free me, do it or don't!"

Looking around you notice that the keys hang on a wall, too close to the cells for your liking.

Looking at the prisoner, you wonder what to do.

>Choose your questions.
You can choose more than one.

>What do you do when you're not here?
>Don't you have family that take care of you?
>Why do you drink if you know you can't handle it?
>How are things going in town?
>Other

>Choose

>Release him
The penalty for public disorder is one night in prison, so he technically served his sentence.

>Keep him locked up
You can't think of anyone who would care if he doesn't come home today.
>>
>>5679488
>>How are things going in town?
>>Release him
>>
>>5679488
>Why do you drink if you know you can't handle it?
>How are things going in town?

>Release Him
>>Lightly throw him
>>
>>5679673
>>5679896
You remain undecided for a moment whether to do it or not, and in the end curiosity wins.

>"Why do you drink if you know you can't handle it?"

The old man snorts, but he doesn't say anything.

When you're about to assume he's not going to talk, he decides to reveal the truth.

"I sometimes help the young mens who bring wood from the forest. These days there is someone new with them, a girl. I think she is daughter of friend of mine, but I'm not sure who." The old man tells you. "Me and her talk about everything and nothing. Sometimes she asks me for stories about the days when true kings ruled this land."

If the "hint" wasn't enough, his glare helps convey the subtle fact that he doesn't like the new management.

Which is fine. If the kingdom needed an old drunk to keep it going, it would have all gone to hell years ago.

"She sometimes brings me a sweet juice that she makes. I always try to tell her that I'm not good with alcohol, but she wins over me, so nice. We talk all night and then I end here." Explains the old man.

You smile. "You should be careful with those bad companies."

"Say a dog like you that surely don't knows what a woman's company is..." The old man answers, irritated.

>"So, how are things going in town?"
You try to change the subject of the conversation before you are forced to beat him up.

He starts to laugh. "The best, kid! Living of the leftovers, watching everything fall to pieces. The damn goblins live better than us. Every year that we don't meet the quota, they take our young men to die in ditch somewhere."

"As it should be. The security of the kingdom is-" You start, but he cuts you off.

"Go to hell with you, your kingdom and that cursed foreign witch!"

Apparently deciding not to speak anymore, the man lowers his head and leans back against the wall.

Part of you wants to leave him to rot here, but suddenly an idea crosses your mind.

Opening the cell's door, taking him by the waist and taking him under your arm like a sack, you carry him between shouts and insults all the way to the gates of the fortress.

The goblins guarding the entrance grin madly as they open the doors, knowing what you're about to do.

Grabbing him by the collar of his dirty shirt and his pants, you toss it just like a tavern owner would to an unruly customer.

Not hard enough to hurt him, but hard enough to make him remember it.

"And don't come back!" You say as you close the doors.

The goblins are laughing their ass off, and you feel better now that you've taken out the trash.

What now?

>Choose

>Fix this place.
The goblins are dead in their feets for today, so if you want to keep working, you would have to do it.

>Train.
You can try to train or practice tactics.

>Go to town.
See how things are.

>Talk with someone.
Try talking with the Boss.

>Go to your room
You can sleep or examine the room.
>>
>>5680094
>Go to your room
Early to bed and early to rise makes a man healthy, wealthy, and wise.

Well be more productive rested, and we'll have our gobbos restored and ready to help us with whatever we wanna' do.
>>
>>5680094
>>Go to town.

May as well take a look
>>
>>5680094
>Go to town.
>>
>>5680094

>Go to town.
>>
>>5680114
>>5680131
>>5680196
>>5680216

>Choose

>Go in full armor
Completely protected than what any ordinary villager can throw at you.
Everyone will know what you are.

>Go with your casual clothes.
Totally a random traveler, nothing to see here.
If you are up against something dangerous, you will be in a bad position.
>>
>>5680233
>Go with your casual clothes.
>>
>>5680233
>Go in full armor
>>
>>5680233
>>Go in full armor
>>
>>5680233
>>Go with your casual clothes.
>>
>>5680233
>Go with your casual clothes
>>
>>5680233

>Go in full armor

I don’t think we’re a subtle guy here
>>
>>5680233
>>Go in full armor
>>
>>5680233
>Go in full armor
>>
>>5680233
>Go with your casual clothes.
>>
File: TOWN.png (438 KB, 2220x2220)
438 KB
438 KB PNG
>>5680242
>>5680244
>>5680258
>>5680273
>>5680277
>>5680283
>>5680295
>>5680303
>>5680368
(Blue = Wall
Yellow = Houses
Orange = Abandoned Houses
Red = Stone Building)

It might be reasonable to go through town to see what you're dealing with.

Deciding to go armed just in case, you tell the Boss your plans to leave the castle.

"Don't die like a fool." The goblin warns you, already preparing to sleep.

Going through the gates and following the dirt road, your gaze goes to the town that rests in the valley. In the evening light it looks like a ghost town.

When you leave the main road and take the route to the town, you take note of the small and collapsed stone wall that surrounds it. It seems that someone has tried to repair it these days.

In front of the entrance to the town there are a couple of men watching.

Noticing your presence, they quickly get up, putting their hands on their waists looking for their weapons, surely knifes, but when they notice the marks on your shield and armor, they resign themselves to sit and watch you as you walk by.

Passing a couple of houses you arrive at a central square. You decide to stop here and look around.

When you passed by in the morning you calculated by eye that there shouldn't be more than twenty-seven houses here, and you weren't that much wrong. But neither did you contemplate that some of them could be abandoned.

Now that night is approaching, most of people are in their houses, with some curious looking at you from their windows, which makes it easier to tell which houses are empty. Some don't have doors while anothers have whole chunks of wall missing.

The dirt and garbage on the streets that you saw in the distance is present, although fortunately there is no shit lying around.

It is interesting how in the doors are hung with pieces of metal in the shape of birds.

Technically it is a very serious crime to be part of a cult without the approval and constant supervision of the kingdom. The line between simple superstition and idol worshiping is nebulous however, but the kingdom is kind and so as long as you only think of them as simple charms you, your family, all your friends and acquaintances will live to see another day.

Another thing that catches your eye is a stone building that stands out among the wooden houses. Maybe it's where they keep the grain and things like that.

What should you do now?

>Just walk around.
See what you can find.

>Gathers the people in the central square.
It's almost night, so you'll probably bother more than one.

>Try to talk to someone.
Try to find out who runs things here.
Talk to anyone.

>Go back.
Nothing to do here.

>Other
>>
>>5680389

Check out the stone building? No doubt the bird cultists have an awful bird-freak in there.
>>
>>5680392
+1
>>
File: MYSTERY (1).png (3 KB, 225x225)
3 KB
3 KB PNG
>>5680392
>>5680401
Suspicion and uncertainty begin to envelop your mind the more you look at the large stone building.

Everyone knows that remote towns have secrets, and in the city bars there were always stories of witches' covens, monsters using skin suits and sacrifices to evil gods practiced in the farthest corners of the kingdom.

With your axe and shield in hand, you begin to head towards the building, ignoring the dark gazes of the residents.

When you reach the reinforced doors of the building, you take a moment to collect yourself.

You are here to investigate. If you are lucky, will find illegal material or some embarrassing secret among the hay and grain. If there was a monster in the town, everything around here would only be ashes.

With one kick you open the doors and face the unknown!

>Rolling time!

Roll 1d100
Best of three
DCs 65/85
>>
Rolled 79 (1d100)

>>5680426
>>
Rolled 47 (1d100)

>>5680426
>>
Rolled 1 (1d100)

>>5680426
>>
File: mfw (26).jpg (29 KB, 632x472)
29 KB
29 KB JPG
>>5680598
>>
>>5680431
>>5680438
>>5680598

You jump into action, ready for anything...!

And you fall face down on the floor.

You quickly get up and look around.

No one see you. Perfect.

A few tools here and there, and stacks upon stacks of seed sacks.

Luckily there are no feathered abominations trying to kill you (none that you can see at least).

Feeling silly, you decide to look there just in case.

You move a couple of sacks that are in an odd position, expecting to find a secret stairway to a basement, but only find a stone floor.

When you're about to leave you notice the strange column in the middle that doesn't connect to the ceiling.

Investigating more carefully, you realize that it is not a column.

This thing is a battering ram

You walk around it, not believing what your eyes see.

What is this doing here? Did villagers find this-?
>>
File: FIGHT (1).png (12 KB, 512x512)
12 KB
12 KB PNG
Rolled 39, 37 + 20 = 96 (2d100 + 20)

>>5680722

Something fall behind you, and try to jump at you!

Roll 1d100+30
Best of three
Your rolls aganst mines
>>
Rolled 91 + 30 (1d100 + 30)

>>5680724
Turn to meet
>>
Rolled 93 (1d100)

>>5680724
>>
>>5680643
Redemption~
>>
Rolled 18 + 30 (1d100 + 30)

>>5680724
Oh no! The bridman is real!
>>
>>5680741
>>5680749
>>5680759
For a moment, which could not have been more than a second but felt like an eternity, your mind was filled with images of nameless horrors, of feathers and claws attached to feet and arms, of beaks where there should be mouths.

With a roar that surprises even you, you spin around, sweeping your shield and swinging your fist, completely forgetting you have an ax in that hand.

Blind with anger and fear, you rant at the top of your lungs. "I WILL NOT DIE TODAY, EGG FUCKER! NOT TODAY!"

A human-sounding groan of pain makes you stop to take a closer look at your opponent.

No, is not the dreaded chicken-man. She looks like a young girl, though you can't get much under the cloak she covers herself with. She seems to be a bit confused after taking a nasty left hook from you.

On the ground lies a short sword.

"WHAT'S GOING ON HERE-?" You demand answers, but the girl soon stands up and pulls out a dagger.

She's still a bit dizzy from the blow, but you know well that if you don't care this could end badly for you.

>Choose

>Use the blade of the axe.
You don't know what's going on and you don't like that, so you'll end this now and go back to the safety of the castle.

>Use the back of the axe.
You don't know what's going on and you don't like that, so you will try to get answers.

>Run away.
You don't know what's going on and you don't like that, so you will try to go back to the safety of the castle.
>>
>>5680806
>Flat of the Axe
Bring to safety of Castle while ko'd, learn more
>>
>>5680806
>>Use the back of the axe.
>>
File: images.png (2 KB, 235x214)
2 KB
2 KB PNG
Rolled 79, 52 + 20 = 151 (2d100 + 20)

>>5680819
>>5680827

You lunge with your ax held high to end this fight!

Roll 1d100+30
Best of three
Your rolls aganst mines
>>
Rolled 10 (1d100)

>>5680832
>>
Rolled 23 + 30 (1d100 + 30)

>>5680832
Obviously a shapeshifting chicken-an in disguise, but we have ways of making them squawk.
>>
Rolled 5 + 30 (1d100 + 30)

>>5680832
>>
>>5680884
>>5680870
>>5680838
>these rolls
>>
Rolled 38 + 30 (1d100 + 30)

>>5680832
Damn these other guys sure suck at rolling
>>
>>5680886
Bo3, anon.
>>
Rolled 58 + 20 (1d100 + 20)

>>5680838
>>5680870
>>5680884
Your attacks are deflected with more grace than you ever expected her to possess.

From one moment to the next she breaks through and manages to throw a few thrusts at you!

Lucky you have your shield!

Roll 1d100+65
One roll
Your roll aganst mine
>>
Rolled 61 + 65 (1d100 + 65)

>>5680901
URAAAAAAAAAAHHHHHHHHHH
>>
Rolled 62 + 65 (1d100 + 65)

>>5680901
>>
Rolled 80, 29 + 20 = 129 (2d100 + 20)

>>5680910
With a bash, you push her off you. It is her posture that is open to attack now!

You can't help but notice how screams can be heard around town now. Whatever's going on, staying here could more time can be dangerous.

Roll 1d100+30
Best of three
Your rolls aganst mines
>>
Rolled 90 + 30 (1d100 + 30)

>>5680927
>>
Rolled 67 + 30 (1d100 + 30)

>>5680927
>>
Rolled 52 + 30 (1d100 + 30)

>>5680927
>>
>>5680929
>>5680931
>>5680947
With grace, speed, and cunning, the assassin moves between your blows like a fish swimming through the current. She even takes a moment to laugh at you.

Angrier than you've ever been in your life, you pounce on her and squeeze her into a bear hug.

All joy drains from her face as her bones bend under your power. Over the sound of her muffled screams you can hear the dagger fall to the ground.

You quickly throw her against a wall and hit her on the head with the ax before she can pull another trick up her sleeve.

Her unconscious body falls to the ground.

Still with the excitement of the fight running through your veins, you look outside.

There is a group of villagers, maybe seven, carrying shovels, clubs and axes heading your way.

You have to go now. Maybe they are involved in this. They are not soldiers, many of them are elderly in fact, but no fight where you are outnumbered is a fight you want to be in.

But first there is the issue of the battering ram...

>Choose

>Throw a torch into the building.
Destroys the weapon.
If the villagers are not involved, you will have wasted kingdom resources and they will be doomed.

>Just run with the girl.
You risk that someone use the weapon.
>>
>>5680969
>Just run with the girl.
>>
>>5680969
>Just run with the girl
>>
>>5680969
>>5680971
+1
>>
>>5680971
>>5680975
>>5680977
You run through the streets with the unconscious girl on your shoulder.

Ignoring the main path by which you came to the village, you run up the hillside, passing through one of the holes in the stone wall.

Your legs start to ache when you see the fortress gates, still visible thanks to the last rays of the sun. Looking back you can see how some villagers are following you.

Finally reaching the fortress, you scream at the top of your lungs to be let in.

When the doors open you immediately jump inside, yelling for them to close them and reinforce with whatever they can find. Quickly you go to the right building, running past the dormitories and almost falling down the stairs, until you reach the cells and carelessly throw with the girl inside.
After locking the door, you run outside. There the Boss and almost goblins wait for you, all the armed but confused.

"W'at's going on wit' you?" The big goblin asks you, a mace on his shoulder.

"I went to the village, they attacked me, I had to escape." You answer between gasps.

The Boss gets angry. "I told you not to do anything stupid! You're safe here, just wait until morning and I'll clean up the mess."

"You do not understand." You manage to catch your breath. "They have a battering ram."

The face of all the goblins turns pale. Immediately the Boss starts giving orders left and right, yelling and cursing at the top of his lungs.

While goblins run around like headless chickens, you plan your next move.

>Choose

>Stand over the gate to throw javelins at the invaders.
Good position to attack, but if the door falls the enemies will block your only exit.

>Stand at the door.
If they enter, you can fight them with the goblin's help.

>Take cover in the hall with the Boss.
The best defensible area if all else fails, but you'll be trapped and they can run free through the castle.
>>
>>5681013
>Stand over the gate to throw javelins at the invaders.
[REDACTED] is our name, and throwing stuff is our game!
>>
>>5681013
>>Stand over the gate to throw javelins at the invaders.
>>
>>5681013
>Stand over the gate to throw javelins at the invaders.
>>
>>5681013
>>Stand over the gate to throw javelins at the invaders.
Best for a dramatic entrance
>>
>>5681020
>>
>>5681023
>>5681024
>>5681062
You decide to go up the ladder to climb the wall.

A pair of goblins accompany you, armed with sacks filled with stones.

You wait, watching the road as darkness begins to take over the landscape.

Just when you start to think that the villagers are reconsidering the whole idea of following you, a torchlight procession emerges from the village, follows the path and heading towards the fortress.

When you do manage to catch details, your mood drops even more than you thought that was possible.

The battering ram is there, being pulled by four villagers. Around them are three men carrying planks of wood and rustic spears. But that's not what catches your attention the most.

Leading them is a young man, wearing armor like you, a sword and an engraved metal shield. You are not well versed in the symbols of the noble houses, but everyone recognized the gray lion of House Alar. Particularly since it's death penalty to wear that emblem.

A rebel? Here? What's going on? You heard that they tried to get allies and start a shitshow in the south, but that was because there was an iron and gold mine there.

There's nothing of value here, just trees, poverty and goblin shit.

>Choose

>Let him come closer
Try to convince him that this is not worth it and to give up.

>Start attacking.
The guy is not only a traitor, but a fool too
>>Attack the villagers
They have no armor, any hit will put them down.
>>Attack the rebel
You will need a miracle directly from his Majesty's hand to hurt him, but you can try.
>>
>>5681073
>Attack the villagers
Kill enough, and they'll break and flee. The gobs got anything we can set on fire and hurl at the battering ram?
>>
>>5681077
There is fuel for torches somewhere, you can ask them to bring it.

There is also beer
>>
>>5681085
HUMAN beer isn't usually very flammable. Not sure about goblin beer, though...
>>
>>5681088
think of a concoction of mushrooms, dirty water, spoiled food and grime, and then you'll have an idea of what goblin beer generally is. Many times it doesn't even have alcohol.

Now imagine it all over you.
>>
>>5681097
...
>Ask them to bring the beer
>Attack the villagers with the beer

Amending my earlier vote at >>5681077
>>
>>5681073
>>Let him come closer
>Try to convince THE VILLAGERS that this is not worth it and to give up.

"Can't you lot see that this whoreson is ready and willing to get you lot killed for his own gain? We're up here and we've got rocks, you're down there and you have neither a roof nor armor to stop them. And for what? This shitpile? Some promise of wealth and glory? You lot leave the ram, leave the rebel, and go home and I'll do my best toget this all to blow over."

This rebel is likey a diehard, but the villagers certainly aren't.

If they say no...
>Wait until he gets close, then pelt him with rocks, that'll rattle him through his armor.
>If he doesn't, then pelt the villagers with rocks, focusing on the ram.

I'd rather not use the javelins unless he gets close enough for them to REALLY hurt.
>>
>>5681100
>>5681099
>>5681097
...
Pelt the villagers with beer at first, if they don't fuck off, then get the rocks.
>>
>>5681077
>>5681100
>>5681101
I get a sense a general idea of warning the villagers of what they are about to do, if they don't quit throw them goblin beer first, then rocks/javelins as well as try to set the ram on fire.

You all support this? you want to change some thing?
>>
>>5681110
Support.
>>
>>5681110
Sounds about right to me.
>>
>>5681110
support
>>
Rolled 40, 46, 17, 16, 2, 6, 54 = 181 (7d80)

>>5681115
>>5681116
>>5681120
You discreetly call out to the eight goblins below you and ask them to bring their beer and torch fuel.

Meanwhile you wait for the group of rebels to get close enough for them to hear you, being careful that the two goblins next to you don't attack too soon.

When you are sure that they will hear you, you rise from your position with a firm posture.

"HEAR MY VOICE, CITIZENS! ANY LIE THE TRAITOR HAS BEEN SELLING YOU IS FALSE, NO MATTER HOW SWEET IT SOUNDS! I BRING YOU THE HARD TRUTH, IF YOU KEEP ON WITH THIS MADNESS, EVEN IF YOU WIN, EVERYTHING YOU CALL YOURS AND PRECIOUS WILL BE DESTROYED!"

You point your finger to the rebel. "IF YOU LEAVE IT NOW, YOU AND YOUR FAMILIES WILL LIVE!"

Roll 1d100+15
Best of three
Your rolls aganst mines

Like the rolls aganst the goblins, you need to win half or more of my rolls to make them stop and think about this.
>>
Rolled 41 + 15 (1d100 + 15)

>>5681160
>>
Rolled 28 + 15 (1d100 + 15)

>>5681160
>>
>>5681160
>>
Rolled 95 + 15 (1d100 + 15)

>>5681185
>>5681160
let's try that again stupid capital D on "dice"
>>
Rolled 46, 87 = 133 (2d100)

>>5681172
>>5681177
>>5681186
The boy is enraged when he sees how the procession slows down at your words.

Standing in front of them and posing like the heroes of old, he began his own speech.

"I know you're scared, my patriots! I know you're scared and want to flee, back home, to your families! But don't think for a second that monster over there would forgive you for showing the courage to oppose his corrupt tyranny!" He barked passionately, looking at each man. "This is not only for you, it is for all those who have suffered in these years, for all the children separated from their families, for all the abuses towards our lands and traditions!"

"Today I say enough! Enough of their whips! Enough of their deceit! What are they going to do tonight, stay here without doing anything or fight for the honor of this land?!"

These are his rolls
>>
Rolled 28, 34, 27, 19, 53, 55, 45 + 10 = 271 (7d80 + 10)

>>5681188
And these are the ones of the farmers

+10 because the >>5681186 roll
>>
>>5681190
Writhing
>>
>>5681193
The procession begins to speed up again, to your misfortune. they are still scared, but now that fear is what drives them.

Thrice cursed brat.

A hand on your thigh makes you look down.

It seems the goblins came back with the things you asked for.

You now have three stinky leather bags of what you assume to be goblin beer and a jar filled with a black liquid.

You never expected such a vision to fill you with peace of mind one day.

Following your plan, you prepare to throw the bags at the guys pushing the ram.

Roll 1d100+30
Three rolls
Each roll is a throw

DCs: 50/100
Normally with a weapon, 50 is hit and 100 is a kill, but since this is not a weapon 50 blinds them in combat and 100 knocks them out off combat.
>>
Rolled 47 + 30 (1d100 + 30)

>>5681203
>>
Rolled 92 + 30 (1d100 + 30)

>>5681203
>>
Rolled 34 (1d100)

>>5681203
>>
>>5681208
>>5681210
>>5681214
You carefully take the bags and trace in your mind the trajectory you want.

Your first shot lands on one of the guys pushing the ram. You can see in his face how he is already regretting his decisions.

As the boy tries to instruct the villagers to put their wooden planks up to protect them, you score another shot at the guy next to your previous victim.

Apparently he opened his mouth to say something, because when the bag slammed into his face, he quickly abandoned formation and flung himself to the side of the road, vomiting all the way.

The last shot wasn't quite as satisfying, but it got the job done as he landed on one of the men holding the wooden planks. His partner has to take his arm so he doesn't fall.

>Results:
-A villager out of combat.
-Two are dead weight in a fight.

As much as you'd like to celebrate, things haven't gotten much better. Now they are at the gates, preparing to charge. The goblins at your side have their rocks at hand.

What do you want to do?

>Use the jar of torches's fuel.
>>Throw it into the ram
The fire will not destroy the siege weapon outright, but it will prevent them from using it effectively.
>>Throw it to the villagers
Without armor and armed with wooden planks and torches, you may leave more than one out of the fight.
>>Throw it to the rebel.
He might dodge it, but if he stops it with the shield you will have remove that protection.

>Use the javelins.
>>Target the villagers
If you manage to get past his protection, you will most likely leave them out of combat .
>>Aim for the rebel.
With metal shield and armor, it would be very difficult, but no impossible.
>>
>>5681610
>Use the jar of torches's fuel.
>>>Throw it into the ram
>The fire will not destroy the siege weapon outright, but it will prevent them from using it effectively.

Then we're effectively immune to assault from up here and can keep pelting them/yelling at them to fuck off to our heart's content
>>
>>5681610
>>Throw it into the ram
Fire vs wood not good
>>
>>5681667
>>5681708
All right
>>
>>5681610
>Throw it into the ram
>>
>>5681841
Sorry, I forgot to write.

Roll 1d100+30
One roll

DCs: 50/100
If you pass the first DC, the ram catches on fire, if you pass the second you will hurt the villagers.
>>
Rolled 96 + 30 (1d100 + 30)

>>5681845
>>
Rolled 4 + 30 (1d100 + 30)

>>5681845
>>
>>5681848
Nice
>>
>>5681848
Grabbing the jar with both hands, you quickly toss it between the wooden planks. Luck smiles at you when you hit not only the siege weapon, but also the two guys you don't hit with the beer bags.

When one of the villagers jumped as he was hit by the sticky black substance, he also hit his companion who was holding the wooden plank, causing him to drop his torch.

The boy's face as he watches the torch move through the air out of his grasp, out of his control, is downright hilarious.

When the fire touches the incendiary mixture, a large ball of fire consumes the the ram and the two men. The victims of fire quickly run out onto the grass, rolling uselessly.

>Result
-Two villagers out of combat.

Still, that doesn't stop the two remaining mens. With all the force they can muster, they smash the gates with the battering ram.

The doors creak, but don't fall.

Instead of going through the door in one nice swoop, they would have to hit again.

>Choose.

>You
>>Target the villagers
If you manage to get past their protection, you will most likely leave them out of combat .
>>Aim for the rebel.
With metal shield and armor, it would be very difficult, but no impossible.

>The goblins
>Target the villagers.
If they're lucky, they can leave them out of combat
>>Aim for the rebel
If they're lucky, they might hurt the hand that's holding the shield.

Villagers forces:
In total: 7
Out of combat: 3
Hurt: 2
>>
>>5681890
>The goblins
>Target the villagers.
They're right below us, even the gobs won't fuck it up.

>You
>>Aim for the rebel.
Even if we hit his armor, we're breaking a rib or two considering we're huge AND good at throwing.
>>
>>5681925
Supporting!

>>5681890
>>
>>5681925
>>5681943
Rolling for the goblins

Roll 1d60+15
Two rolls
Each roll is a throw

DC:50
>>
Rolled 37 + 15 (1d60 + 15)

>>5681971
>>
Rolled 4 + 15 (1d60 + 15)

>>5681925
>>
>>5681977
>>5681996
Now your roll.

Roll 1d100+30
One roll

DC: 50/100
50 you leave his arm sore, 100 and you will leave it useless.
>>
Rolled 15 (1d100)

>>5681999
>>
>>5681977
>>5681996
>>5682006
As they prepare to charge again, your goblins attack.

The first shot hits one of the remaining villagers in the leg, forcing him to drop the wooden plank that protect him. It's the perfect opportunity for another shot to hit him in the head, but the other goblin misses.

You are not doing better.

Seeing an opportunity to damage your opponent through the shield, you throw a big rock at the rebel. Unfortunately he just steps aside, completely dodging your attack.

While that was happening, the two guys behind the non-flaming wheel of the ram push again.

With a crash, the sound of cracking wood resounds in your ears.

Enemies quickly get under the door, making it impossible for you to hit them from above while they finish breaking the door.

You decide to go down to fight with the eight goblins, against the invaders.

But from where?

>From behind.
You can attack with your javelins, but you will have to wait until all the goblins are dead to fight.

>From the front.
You will be fighting face to face with everyone, but you will have two goblins supporting you.
>>
>>5682021
>From behind.
Leverage that +30
>>
>>5682021

>From behind.
>>
>>5682021
>From the front.
Are we really more cowardly than a goblin?
>>
>>5682021
>>From behind.
>>
>>5682021
>From the front.
they may be goblins but they are still our men
>>
>>5682026
>>5682036
>>5682054
>>5682069
>>5682073

Withing
>>
Rolled 12, 7, 46 = 65 (3d80)

>>5682075
The gates swing open from side to side, admitting three villagers armed with sticks and makeshift spears, with another and the rebel on their back.

The goblins in front of you get into position and prepare themself for the attack.

>Roll 1d60+10
Your first roll vs my first roll
Your second roll vs my second roll
Your third roll vs my third roll

The last roll will have a -20 because he is still affected by the goblin beer.
>>
Rolled 16 + 10 (1d60 + 10)

>>5682088
>>
Rolled 27 + 10 (1d60 + 10)

>>5682088

Here you go boss
>>
Rolled 11 + 10 (1d60 + 10)

>>5682088
>>
>>5682092
>>5682093
>>5682099
-2 Villagers
-1 Goblin

Now your roll.

Roll 1d100+30

DCs: 50/100
>>
Rolled 51 + 30 (1d100 + 30)

>>5682104
>>
>>5682104
>>5682106
Writhing
>>
Rolled 73 + 20 (1d80 + 20)

The first to attack is the villager on the right, attacking with a spear.

He does not calculate the distance well and ends up nailing it to the ground.

His opponent isn't so rude, and he manages to plunge his spear into the villager's neck.

In the middle, a similar case occurs when the invader raises his stick to hit the goblin with all his might, but the goblin is faster and cuts the goblin's stomach open with a knife.

Seeing the success of his comrades, the third goblin became confident, rushing at his opponent with his knife raised.

His opponent is one of the ones you mowed down with goblin beer, which prevents him from seeing straight, but that doesn't stop him from punching the goblin out of the air and finishing the job when he splits its head open with his club.

He doesn't have time to think about his feat, because before he knows it, one of your javelins goes through his leg. He immediately falls to the ground.

You have finished off the first enemy wave.

In front of you now stands the rebel and the last villager.

Roll 1d60

One goblin vs the villager
Two aganst the rebel

This roll of mine is the villager
>>
Rolled 88, 23 + 30 = 141 (2d100 + 30)

>>5682122
And this is the rebels rolls
>>
>>5682122
That is a -20 no a +20 sorry
>>
Rolled 54 (1d60)

>>5682125
You have to roll it as "dice+1d80+-20". Yes, it's weird.

>>5682122
Rolling!
>>
I still need two more 1d60

>>5682128
Nice roll
>>
Rolled 19 (1d60)

>>5682135
>>
Rolled 49 (1d60)

>>5682135
>>
>>5682140
>>5682147
Thenks.

See you all tomorrow
>>
The first to attack is the last villager.

Showing more skill than you thought a simple peasant could display, he leaps into battle and stabs forward with his spear, using the full weight of his body in the attack.

His vision isn't as good as his ability, however. Aiming to his opponent's right, the goblin manages to deflect his spear with his own.

Unable to stop his advance, the farmer dies impaling himself on his enemy's spear.

Now only the rebel remains.

The two goblins in front of him go on the offensive, willing to do anything to end this.

The first goblin ends up with his head severed before he can react.

The second tries to dodge the attack but is too slow and ends up being cut in two.

The remaining five goblins take a step back to stand in a more compact position.

The rebel ignores them, his gaze is fixed on you.

>Choose

>Charge the offensive with the goblins.
You will have a greater chance to overwhelm your opponent, but also to get hurt.

>Command the goblins to attack.
If you're lucky they might hurt your opponent enough that fighting him afterwards won't be so hard.
>>
>>5682463
>Charge the offensive with the goblins.
>>
>>5682463
>>Charge the offensive with the goblins.
>>
File: images-1.png (2 KB, 225x225)
2 KB
2 KB PNG
Rolled 75, 82 + 30 = 187 (2d100 + 30)

>>5682467
>>5682503
Facing your soldiers, you raise your shield and charge at the traitor!

Roll 1d100+80 (Each goblin is a +10)
Best of three
Your rolls agans't mine.
>>
Rolled 54 + 80 (1d100 + 80)

>>5682562
>>
Rolled 33 + 80 (1d100 + 80)

>>5682562
>>
Rolled 73 + 80 (1d100 + 80)

>>5682562
>>
Rolled 40, 74 + 70 = 184 (2d100 + 70)

>>5682565
>>5682576
>>5682600

You and your goblins get under his defense, now is time for take the shield away!

That won't be easy however.

Roll 1d100+80
Best of three
>>
Rolled 31 + 80 (1d100 + 80)

>>5682607
>>
Rolled 49 + 80 (1d100 + 80)

>>5682607
>>
Rolled 3 + 80 (1d100 + 80)

>>5682607
>>
Rolled 21, 80 + 30 = 131 (2d100 + 30)

>>5682611
>>5682615
>>5682638

It seems that your opponent demands that you fight more skillfully.

Roll 1d100+80
Best of three
>>
Rolled 4 + 80 (1d100 + 80)

>>5682650
>>
Rolled 29 + 80 (1d100 + 80)

>>5682650
Bonk
>>
Rolled 72 + 80 (1d100 + 80)

>>5682650
>>
Rolled 57 + 70 (1d100 + 70)

>>5682667
>>5682690
>>5682701
Once again, a last push!

Roll 1d100+80
One roll
>>
Rolled 1 + 80 (1d100 + 80)

>>5682712
>>
>>5682701
Nice!
>>
File: 1468447144106.jpg (32 KB, 890x577)
32 KB
32 KB JPG
>>5682714
...Not nice.
>>
Rolled 1, 98 + 30 = 129 (2d100 + 30)

>>5682714
Lol

You fucked up, now you lose your axe.

Roll to avoid losing a goblin too
Roll 1d100+80
Best of three.
>>
Rolled 47 + 80 (1d100 + 80)

>>5682730
>>
>>5682730
1 for a 1
>>
Rolled 89 (1d100)

>>5682730
>>
Rolled 10 + 80 (1d100 + 80)

>>5682735
Fistfight time!

>>5682730
>>
Rolled 7 + 70 (1d100 + 70)

>>5682734
>>5682746
>>5682757

Time for end this!

ORAORAORA!

Roll 1d100+80
>>
>>5682766
One roll
>>
Rolled 86 + 80 (1d100 + 80)

>>5682766
ITS USELESS
>>
>>5682783
Glorious anon, glorious.

The siege ended, the fight ended.

You win.

Thenks to everyone, I will see you all tomorrow.

WWWA4
>>
I wonder what a party of proper rebels could do, if only an young one with some peasants managed to get this far.
>>
>>5683035
>I wonder what a party of proper rebels could do, if only an young one with some peasants managed to get this far.

(You caught the rebel cell with their pants down. I planned for them to be a recurring enemy, with you being able to upgrade your soldiers and stuff so you could to take on a bigger army, but that all went to hell.

You defeated your archenemy on your first day.)
>>
>>5682792
You raise your shield, and with a roar you charge at the traitor, your soldiers following behind.

The boy smiles confidently, probably expecting you to do this, and he lashes out with a slash at face height.

You dodge the attack, moving to the side, and deflect the next one with your axe.

By this point the goblins have surrounded him and pummel him with their spears and clubs. The rebel's face goes from arrogance to nervousness when he realizes that this wasn't so easily as he expected, and the consequences of the position he himself chose.

As he throws more slashes around, you manage to lower his defense and aim a blow to his neck.

He parries the attack with the shield, and kick you to get away. Deciding to ignore the goblins he quickly puts all his energy into eliminating you. For this, he advances with his sword raised, seeking to attack over your shield.

Ignoring the group of goblins surrounding him proves costly however, as one places his spear between his legs, knocking him off balance.

You quickly lunge to split open his head as if it were a log.

The sound of something breaking stops the fight dead.

In your hands is the handle of the axe, but not the head. The boy looks at you with confusion, surprised to be alive. Even the goblins stop, trying to understand what happened.

A goblin lifts your ax head off the ground.

Apparently it collided with his sword, and did not survive.

Filled with anger, you kick the brat and throw the stick in your hand at him.

The boy smiled again as he thrusts with all the force and weight of his body, trying to break through your shield.

The tip of the sword ends inches away from your face.

Turning the shield in your hand, you throw a punch with your right. Not expecting that, the boy falls backwards, helped by a couple of blows to his legs from behind, the classic goblin tactic.

You land on him, and immediately start hitting him with the edge of the shield in the face, repeatedly.

The last thing he sees through the blood running down his face is you pulling his sword out of your shield and stabbing him in the neck with it.

You remain sitting on his corpse, trying to catch your breath.

The sound of cracking wood brings you back.

The battering ram in front of you fell apart, consumed by fire.

You get up, and almost instinctively, you roar to the wind your victory.

"WAAAGH!"

Your first day of work is, finally... over.

With out a word more, you go to sleep.
>>
Yellow = Town
Red One = Fortress
Red Two = Courier Station
Violet One = ???
Violet Two = ???

>>5683117
When you wake up, you feel like a dragon has used you as a pillow.

As you slowly get up and stretch, you curse the fact that you didn't take your armor off when you went to bed.

Looking around you, you notice a desk littered with papers, probably reports, and a map of the area, most likely belonging to the guy you're replacing.

What do you want to do today?

>Choose

>Talk to the Goblin Boss about making a report about this.

>Examine the room.

>Talk with the woman you capture.

>Other


Congratulations, you've leveled up!

>Choose

>Upgrade Fighting
+30>+50

>Upgrade Fittness
+30>+50

>Upgrade Throw
+30>+50
>>
>>5683169
>Talk with the woman you captured

>Upgrade Fitness
>>
>>5683197
+1
>>
>>5683197
+1
>>
>>5683197
>>5683206
>>5683214
You decide to go down to see your prisoner.

Going through the corridor you notice how some goblins are sleeping, but not as many as you expected. They're probably outside, guarding the gate.

Walking down the stairs, you notice how much lighter you are on your feet now than usual. You suppose that all the activities of yesterday, mostly running all the way back while carrying the woman, helped you improve your physical condition.

When get down, you immediately meet the woman's gaze. Seeing you, she starts cursing like a sailor as she puts her hands to her face. He insults you, the kingdom, your majesty, and a guy named Skal.

"-Why did you have to throw yourself like that, you fucking son of a bitch, idealistic idiot, damn-"

"Hey!" You hit the bars. "Insulting the queen is two gold coins or two months in slavery, and I don't think you have much money right now."

The woman gives you a dark look, but she keeps quiet.

"Who are you and what are you doing here?" You ask, I decided to start with the easy questions.

She keeps quiet, trying to ignore you.

"Answer me!" You shout.

Your prisoner shudders, but she doesn't seem ready to speak.

What do you want to do?

>Choose.

>Try to intimidate her.
+15

>Try to be sociable.
+0

>Go away.

>Other.
>>
>>5683222
>Try to be sociable.
She is probably expecting intimidation and punishment, so this might catch her offguard.
>>
Rolled 61, 48 = 109 (2d100)

>>5683234
All right, time for roll.

Roll 1d100
Bo3
Your rolls vs mine's
>>
Rolled 77 (1d100)

>>5683306
>>
Rolled 74 (1d100)

>>5683306
>>
Rolled 67 (1d100)

>>5683306
>>
>>5683320
>>5683321
>>5683394
Writing
>>
>>5683411
"Sitting there staring at the wall all night couldn't have been easy." You tell the girl, not press your voice like you usually do when you want someone to follow your orders. You don't exactly sound nice, but it's the best you can do to appear neutral. "If you don't talk to me you'll have to do it again until they come looking for you."


She shudders at the last comment. You don't blame her. Maybe they'll send a Black Nail to this place when they find out what happened.

When you start to believe you failed, she talks. "Sanna. They hired me as a spy to scout the place."

"I see." You already calculated that she wasn't exactly the head of the organization, but it's still funny how she ended up here. "At what point did you think it was a good idea to accompany a guy who was carrying an emblem that means immediate execution?"

She looks down at the floor and starts pulling at her hair.

Guilt and remorse are common among these types of situations. It is not a little thing, the charge of treason against the crown not only falls on the person who commits the crime, but also on their friends and the people who helped them.

You can often get out of trouble by paying a fine and serving the realm one way or another, especially if you didn't know what you were getting into, but executions are not uncommon.

"He offered me a gold coin." She answers, her voice cracking.

Your eyebrows go up more than you thought possible.

That's one hundred, ten tens, of silver coins.

This girl had more money in her hand than you and many people have been able to raise by working (or beating up working guys, in your case) in a month in one night.

You're not very smart, it's not something you've been depending on a lot in your life, but you're not stupid. There's something weird here.

"What is so valuable? Here there are only trees and a town falling apart." You declare, knowing that no one would spend so much to take over a town lost in the west. Not without having the certainty, or at least the hope, of not only covering your losses, but also making a profit. "What did he promise you?"

She starts to laugh softly. When you look for her look to see if she has gone crazy, you see how her dark eyes are empty. "A gold coin for every week of service that I have worked for him."

Your heart jumps in your chest. Your mouth starts working while your brain is still holding the information. "Madness."

"And I believed him." She says as she stares into space.
>>
>>5683449
"How?" You ask, trying to make sense of it. "What was the job he wanted you to do?"

She points around. "Get inside and find a map and a key. The ones from the former human guard."

"What key?" You can understand that a map has information about treasures, but that the key to said treasure is in a fortress full of goblins is stupid. These fuckers have a sixth sense to find money and waste it

"He said it would be big, in the shape of a Y." She answers and you get a chill.

What should you do now?

>Keep talking to her.
(Insert question or topic to talk about.)

>Talk to the goblin boss about the report of what happened yesterday.

>Go to town.
Check to see what happened to the rest of the villagers.

>Go to your room.
Sleep or investigate.

>Other.
>>
>>5683452
>>Keep talking to her.
anything else about the map or key? where they might be hidden? and would you like some food or drink?
>>
>>5683452
>>Talk to the goblin boss about the report of what happened yesterday.
As (presumably) the head disciplinarian, ask to be the one to determine and serve the punishment.

>Go to town.
Get a headcount, root out everyone that rose up for punishment.

I suggest hard labor. Also, did we remember to loot that guy? A nice sword and new shield would do us well, not to mention that their armor may well be better made than ours.
>>
>>5683456
>As (presumably) the head disciplinarian, ask to be the one to determine and serve the punishment.

You will have to discuss this with the representative of the crown who appears to judge the case, but do not expect to change their opinion much if they decides on a specific punishment.

Your role here is to stop the goblins from doing stupid shit and keep order. You can arrest people on common charges, but in matters like treason a judge has to come in to do his own investigation and impose punishment.
>>
>>5683452
>Talk to the goblin boss about the report of what happened yesterday.
>Loot rebel leader
>Go to town to get a headcount, root out everyone that rose up for punishment.
>>
>>5683468
in THAT case

>>5683452
Changing to just going to town/looting. Got to keep up the momentum.
>>
>>5683452
>Keep talking to her.

Whats your name?
Where in the world would he think a treasure would be?
Tell me about yourself, like why a girl needs so much gold
Tell me everything you learned about the rebels, like their hideouts, possible contacts to other regions and people.

"Lost causes often need someone who can make people believe, especially when it gets them into a lot of trouble. But I don't think you want to die for someone who couldn't even pay you. For a cause without the gold or the smarts to back it. Perhaps that someone was actually working for the Queen the whole time and can now offer me everything they've learned. The rebels couldn't pay you anything, but perhaps you can still earn your freedom. The Queen's service, unlike the Rebels, does pay."
>>
Rolled 87, 93 = 180 (2d100)

>>5683455
>>5683491
>>5683513
>>5683584

So some more questions, talk with the boss, loot the rebel and go town.

Roll me 1d100 to keep her talking
Best of three.
You rolls vs mine's
>>
Rolled 64 (1d100)

>>5683715
>>
Rolled 53 (1d100)

>>5683715
>>
Rolled 64 (1d100)

>>5683715
>>
>>5683754
>>5683817
>>5683825
"And where exactly would that map and key be?" You ask, even if you already suspect you know the answer.

She remains silent, staring at nothing.

"Hey, Sanna?" You raise your voice.

There is no answer, the only change is that she begins to shake.

Thinking that she is laughing at you, you hit the bars again. "Answer, girl!"

She begins to cry on the cell floor. You try to make her react a few more times, but she's trapped in her own mind.

Deciding let her be, you walk up the stairs and go out of the building.

With the sunlight you can see more clearly the carnage that took place last night. The goblins dragged the bodies outside, next to the door, next to what was left of the ram. The smell of death feels heavier now that you're not fighting for your life.

Walking over to the pile of corpses and shooing the crows away as kindly as possible (Crows are one of the queen's favorite animals), you soon find the rebel.

Dragging him by the feet to the middle of the path, you take the sword still stuck in his neck.

It's a bit old, probably a family heirloom, and doesn't have the quality of army swords, but it will serve you well.

Then you take the shield. It's a bit difficult, now that the corpse is petrified, but with a firm tug you manage to get it out of his hand. This is a key piece of evidence when they come to investigate. This is not just a shield with a painted emblem, it is one of the originals used by the old knights who served House Alar.

Putting it aside, you look at the corpse curiously. Maybe he has more stuff like that?

Roll 1d100
Bo3

DCs: 65/80
>>
Rolled 20 (1d100)

>>5683889
>>
Rolled 70 (1d100)

>>5683889
I'm looooooooooting
>>
Rolled 73 (1d100)

>>5683889
>>
>>5683896
Ignore this roll, the page didn't update so I thought it didn't go through the first time.
>>
>>5683898
Happen sometimes

I still need a last 1d100 anons!
>>
File: I dont need it.jpg (13 KB, 225x225)
13 KB
13 KB JPG
>>
Rolled 66 (1d100)

>>5683889
>>
>>5683891
>>5683892
>>5683918
Searching through his pockets and under his armor, you examine his clothing for any strange bulges.

You don't have much luck with your search, until searching around her neck for some silver chain, you find a strange pendant on a leather band. It is composed of a bronze coin covered with an iron ring.

It has some strange symbols. Maybe it's like one of those tattoos and markings that gangs used in the city to recognize each other.

When you investigate a little more, prompted by your discovery, you only find dirt and a map of the area. The map is crude, only marking the fortress and the road.

Giving up, you get up and head to the hall.

The atmosphere is tense, in contrast to yesterday's party. The Boss is at the head of the table examining a sheet of paper, but now he is surrounded by ten goblins, all with their weapons at the ready.

Approaching the table he raises his head, at which point you can see his face. He was never handsome, but with those dark circles around his bloodshot eyes he looks almost possessed. "You finally arrive, 'ere."

He offers you the severed arm of a goblin.

You stare at him without knowing how to act. Then you remember that goblins have strange... customs. One of them is eating the bodies of their fallen, something about making yourself stronger with mistakes.

"I pass, I don't like white meat." You make your way through the goblins. "I see you made the report. May I see it?"

"Sure, and send it to the courier post." He says.

You try to ignore that and he starts reading the report.

The goblin doesn't have the best handwriting, which makes the experience of understanding what is written even more bizarre.

The first part of the report goes on and on about how he was enjoying eating a pumpkin in more ways than you thought possible.

Then tell how you came back yelling about the attack.

From there the goblin remarks how he tactically stationed himself in the safest place in the fortress while his loyal servants followed his every order.

What follows is the retelling of an epic battle between an evil army that cover the hills(?) and his valiant servants.

He doesn't seem decide on whether he was behind you, telling you what to do or in the hall.

Leaving that aside, the Goblin Boss points out how four lost goblins were vital to the running of the place and asks for an armed group of ten goblins, as well as a new door and more supplies, such as food and more fuel for torches to replace the three (Yes, three) that you threw.

Do you want to edit the message?

>Choose

>The attack
>>Rewrite it to tell the truth.
It will include why you decided to investigate the stone building.
>>Rewrite it to praise your struggle.
It's not a crime as long as you don't say something that didn't happen.
>>Leave it as is.
It's not your problem.

>Requests.
>>Change the request of ten goblins for one human soldier.
>>Ask for something else.
>>Leave it as is.
>>
>>5683956
>Rewrite it to tell the truth.
>Ask for something else.
Add a request for some weaponry, preferebly javelins, and maybe proper siege oil to the king's request.

Tell that the rebels have put disproportionate interest in the area and we need them to increase defenses.
>>
>>5683963
+1 to this
>>
>>5683963
The goblin boss request, I keep thinking he is called goblin king instead.
>>
>>5683963
Supporting.

>>5683956
>>
>>5683963
>>5683991
>>5683998
>>5684026

Writing
>>
>>5684039
You leave the hall and go to your room.

Pulling the reports and the map to one side, you find a blank paper and begin to write a more truthful and readable report.

You decide to keep the boss's requests (remarking who requested it), but add equipment and weapons to avoid having to defend this place with rocks next time.

After taking a moment to place the metalthing under your bed, you head out onto the path.

Halfway, your gaze rest on the town.

Even from here you can see how there is no one walking through the streets.

Moved by curiosity, you decide to visit the place.

Careful to keep an eye out in case they want to ambush you, you turn off the main path and follow the dirt road. With each step your suspicion of what happened grows until you get to the central square.

There is nobody here.

Entering one of the houses, you discover a table with dishes ready. In the kitchen the pots are missing, as are several objects that are difficult to replace.

Leaving the house you decide to look for the villagers in the same way you would hunt a wild animal, following their footprints.

It's hard to follow the farmers individually, but you can tell that they probably escaped through the woods, following the river.

What should you do?

>Hunt them.
It will be very difficult for you to reach them now.

>Check the houses.
If you're lucky they left valuables behind in the chaos.

>Ignore this and deliver the message.

>Other.
>>
>>5684092
>Check the houses
It's free if they left it. We'll hunt them down if they don't come back by the time we have more men, but either way they ain't getting their shit back.
>>
>>5684092
>>Check the houses.
>>
>>5684097
>>5684105
Roll me 1d100
Bo3

DCs: 70/80
>>
Rolled 9 (1d100)

>>5684134
>>
Rolled 61 (1d100)

>>5684134
>>
Rolled 71 (1d100)

>>5684134
>>
>>5684143
nice
>>
>>5684138
>>5684139
>>5684143

All right see you all tomorrow.

Thenks gor playing.

>>5684146
Nice indeed
>>
>>5684163
Walking through the houses, you start looking in rooms and drawers.

The houses don't have much, as is expected from simple peasants, but at least you managed to keep a couple of pots and some knives.

When you are about to give up, you enter the house of what was surely the leader of the town. He not only has better furniture and beds, but even rugs and bottles of wine.

But the jackpot was hidden under a loose board in front of the door.

It is a silver dagger. A little longer than such a weapon has a right to be, with a eagle's head on hilt. It has no edge, but the point is quite dangerous.

It is a common belief that silver is like a poison for evil spirits. Over time that became the idea that everything kills better if it's made of silver. But there is some truth in that.

You're not sure what the secret is, but silver is one of those materials that is good for conducting magic, with the others you know being copper and bronze. It is for this reason that the staffs given to wizards in the army were made of copper encased in iron.

Even if this dagger can't kill a Storm Ruler in one hit, you're sure it could put someone's eye out or filling your pockets quite nicely.

Walking the stone building you pick up Sanna's short sword and head back to the road.

It is then that you hear a whimpering and someone banging on a door.

It comes from a house with its door blocked by an axe and a rope.

Taking the tool out of place, you are surprised by a little girl, no more than ten years old, who jumps at you, hitting her head with your body.

She falls onto her butt, looking at you in fear.

What should you do?

>Talks to the girl. (About what?)
>>Intimidate her
+15
>>Socialize
+0

>Do something else in town. (What?)

>Go to the courier post.
>>
>>5684518
>>>Socialize
>+0
"Where is everyone?"

>Take the girl with us
We can't be leaving a child unattended in the middle of nowhere. Admittedly, in the middle of a fortress full of goblins likely isn't much better, but we can scare 'em off.
>>
>>5684530
I'll suport this.
She can even serve as some type of hostage. Although if she was left behind, there's a chance that the vullagers didn't care about her.
>>
Rolled 22 (1d100)

>>5684530
>>5684542
Time for rolling

1d100
Bo3
Your rolls vs one mine.
>>
Rolled 37 (1d100)

>>5684543
>>
Rolled 100 (1d100)

>>5684543
>>
>>5684615
Ok, what now?
>>
>>5684619
Bonus, of course.

I need a 1d100 roll more!
>>
Rolled 44 (1d100)

>>5684543
>>5684620
>>
>>5684556
>>5684615
>>5684622
Writing
>>
>>5684615
extremely nice!
>>
>>5684623
You stay petrified for a few seconds, not knowing what to do.

Then you decide that just like when you intimidate someone, confidence is the key to everything.

Slowly you take off your helmet and put it aside, showing your smile. It's not a big, exaggerated smile, and it's not the blank face (you like to think it's stoic) that you normally use to intimidate people. Just a little smile.

"Do you need help, little rabbit?" You say calmly.

She blinks, still scared, but now confused too.

"I'm not a rabbit," she says, her voice low.

You narrowed your eyes, while bringing your free hand to your chin. "Are you sure? With that speed you'd be jumping into the Roth Mountains before I knew what happened."

She slowly puts her fear aside, and begins to look around her. You move to the side, so she can see the empty houses more clearly.

"What happened? Where did everyone go?" She asks. Her fear is evident, but you can tell that it isn't directed at you.

"An attack by a group of traitors on the fortress. They all left while the battle was going on. I also want to find out where they went, would you help me?" You offer your hand to the girl.

She hesitates, but taking it.

With the help of a little (for you) tug, she stands up. She is somewhat disheveled and has tear marks, but overall she seems fine. Her clothing consists of two dirty gray pieces of cloth.

"Want water?" You offer.

She moves faster than you expected as you pass her your canteen.

When she finishes drinking you start your questions.

"Tell me, do you know of a place in the woods or passing through the woods that they might have gone to?"

"Once they said that nothing was worse than the caves' water."

"Are there caves here?" Maybe in the Roth Mountains, but those are far away, across several valleys and rivers to be something a group of villagers could count on in case they had to escape.

She shakes her head. "I searched once and found none. But I don't search in the forest."

"You did well, I've heard it's dangerous these days. Was there anything else the town was doing that you thought was weird?"

"Boats." She answers. "There were a couple in the barn." She points to the stone building.

"Boats? Really?" You swear you would have noticed a couple of boats laying there. She nods.
>>
>>5684688
She tries to hide it, but she is shivering from the morning cold.

"Why don't you get your things and a coat and come with me to the courier post? I have a report to deliver and I don't want to leave you here alone." You offer.

She is unsure at first, but then she throws herself back into the house. She comes out with a small bag, but she doesn't go to you, but to the neighboring house. When she returns she is dressed in a blue dress, a fur coat and a pair of leather boots.

It seems you have something in common with the girl.

The rest of the way you spend it explaining to her why looting is a natural right and that the attempt to stop this sacred practice was one of the reasons why the Alar house and its subjects fell.

When you arrive at the courier post you see that the doors are broken, both hanging from their hinges, the wood charred. You instruct the girl to stay behind you.

"ANYONE THERE?!" You shout. "I AM AN OFFICER IN CHARGE OF MAINTAINING ORDER-!"

"I already heard you!" A male voice comes inside.

Poking your head inside, you find the place in a mess, with a couple of broken chairs and a battered table in the middle of the room.

Behind a counter stands an older man wearing studded leather armor.

"Did they attack you too?" You ask.

"Yeah, a wizard appeared out of nowhere, wasting a spell on the doors and killing my rider with another. The fool didn't even consider what to do if there was more than one guy guarding this place." He spits on the ground. "I saw how they attacked you there. I didn't know whether to help or run, and by the time I finished extinguishing the fire here you had already won."

"So there is no one to send a message?" You can't contain your irritation.

"I didn't say that. I haven't ridden in a long time, but the road from here to Goll Castle is a straight line." He assures you.

You sigh and take your report out of your pocket. "Good. How long do you think it takes for a reinforcement to come here?"

"The journey is half a day on horseback. But I'm sure it will take a day for them to get there when they get the message while they are gathering the troops."

So tomorrow, at noon? It could be worst.

"But there is a problem."

You take your hands to your face. "Which is it?"

"Someone needs to take care of this place, I can't leave it alone." He clarifies.

You think, looking at the girl who is playing with a broken piece of a chair.

What should you do?

>Take care of the place while the guy sends the report.

>Delivers the report and leaves the girl here.

>Go deliver the message with the girl.


>Congratulations, you now have +20 Socializing
>>
>>5684692
>Take care of the place while the guy sends the report.
Godspeed fellow servant of the kingdom.
>>
>>5684692
>Take care of the place while the guy sends the report.
Its not a wasted spell if it was his intention to burn the place down, perhaps they wanted to burn all the letters in addition to preventing us from calling for reinforcements.

Stay here and go through peoples mail for clues, maybe theres an old map of the area for the post workers. Lets ask him. If we get lucky maybe we can figure out where the cave is then lead the reinforcements there when they get here. Or go ourselves with some goblins.
>>
>>5684692
>Take care of the place while the guy sends the report.
>>
>>5684692
>Take care of the place while the guy sends the report.
>>
>>5684692
>>Take care of the place while the guy sends the report.
>>
>>5684703
>>5684738
>>5684749
>>5684802
>>5684846
"Fine, I'll stay here." You accept, giving the report to the man, who goes to the back where the horses are.

"Hey, is there anything of value here that the rebels would like to destroy? Like papers or something?" You ask, knowing that this attack was not random.

"We do not keep other people's papers, we only have reports of dangers on the roads." He answers as he settles into the saddle. "The last notices these days were about some bandits in the north."

"Is there anything I need to know for this job?" You ask.

The man takes a couple of test walks with the horse. "In my desk there are some papers where the official seals are marked, compare them with the ones they bring you. Also check the loads and compare them with the reports."

"What if I find something unreported?"

He smiles at you. "You can keep it. I sent my wife a beautiful dress last month, and now she send me love letters every week." With a wave of the hand, the horse bolts down the path.

You return to the building, and head behind the counter. After a bit of searching you find the papers.

When you lookout the girl with your gaze, you find her dragging a chair to the front door, where another one stand.

Thanking her, you sit with her.

"Well, it looks like we'll have to stay here until sunset." You explain to the girl. "I think we haven't introduced ourselves, I'm Tulle." You offer her hand.

The girl take it. Or at least she tries, your hand is not exactly small. "I am Vaan."

"Nice to meet you Vaan."

While you wait for something to happen, she opens the leather bag that she brings with her and takes out a small knife and a piece of wood and begins to carve it.

What should you do now?

>Choose what to do while you wait

>Talk to Vaan. (About what?)

>Compete with her in wood carving.

>Cook something for her.

>Other.

Also someone roll one 1d100 for random encounter.
>>
Rolled 31 (1d100)

>>5684952

>Compete with her in wood carving.
>>
>>5684952
>Talk to Vaan. (About what?)
About the wood carving. Maybe, about her family too?
>>
Rolled 67 (1d100)

>>5684982
And the roll
>>
>>5684970
>>5684982
Just one roll anon.

Thenks for playing, sorry this was a slow day.
>>
>>5684952
>Cook something for her.

>>5685007
Don't sweat it. Could use more slow days.
>>
>>5684952
>>Compete with her in wood carving.

>>5685007
this is a slow board.
>>
>>5684982
+1
>>
>>5684982
+1
>>
>>5684970
>>5684982
>>5685023
>>5685197
>>5685226
>>5685288

All right
>>
Rolled 42 (1d100)

>>5685374
"So, did you learn by yourself or does someone teach you?"

The girl smiles at you. "Nobody taught me, one day I started doing it and I just wanted to do more things." She reaches into her bag. "This is the best I've ever made." She presents you with a carving of a wolf's head. Aside from a couple of things, like it's eyes not being at the same level, it's pretty good, the kind of thing you'd find in the shopping district back on the city.

"Not bad, girl. People will pay you for this kind of stuff." You congratulate her, returning the carving to Vaan. She tries to hide it, but you can tell that she is excited. "A skill like that can be very valuable."

"I was always good with wood and making things." She confesses.

"Your parents must be proud." You say without thinking.

Her face seems to lose color while her hands lose strength.

Roll 1d100+20
Bo3
Your rolls aganst one mine.
>>
Rolled 26 + 20 (1d100 + 20)

>>5685394
>>
Rolled 69 (1d100)

>>5685394
>>
Rolled 26 + 20 (1d100 + 20)

>>5685394
>>
dubs
>>
>>5685398
>>5685479
>>5685547
Lol

Writing
>>
>>5685613
"You don't have to talk if you don't want to." You said, giving the girl an way out.

She seems tempted to use it, but she decides to take a deep breath and look into your eyes.

"Dad don't... I'm not like mom, he says that I... kill her." She makes you uncomfortable, watching her tremble in her chair, looking smaller and smaller. "He doesn't talk to me much, he just... we stay quiet at home until we sleep." She explains, almost whispering at the end.

You nod, having heard similar stories in your years on the streets. "Have you made any friends? In town?"

"It's hard..." She starts kicking on her seat. "I did... stupid things... and now everyone remembers that."

"That's normal" You reassure her, knowing that childhood is always a collection of bad ideas and foolish plans. "You must understand that even if those mistakes are important to improve, you shouldn't let them weigh too much on your head. You can still make friends."

You have seen men fall apart after losing their companions and friends in battle, they were like moving corpses. The last thing the world needs is for Vaan to turn into one of them when something serious happens.

She stays quiet, but now she's not shaking anymore.
>>
>>5685653
After waiting for a while you start to hear a noise outside, voices and screams.

Telling Vaan to stay inside you go out to see what caused the commotion.

Of all the things you expected, none was seeing a carriage driven by an oriental couple coming from the north.

The woman argues with a slow and deliberate way, as if each word were a weapon.

The husband just stares ahead with a blank, dead stare.

Whatever discussion they're having in their strange language, you can bet it has to do with the map in the woman's hands.

When they see you they both rush their horses to meet you.

"Hey, officer!" Said the woman while her husband controls her horse. "Hello, hello. Do you know where it is..." She looks at the map. "Dalt City?"

You blink, and without saying a word you extend your hand to see the map. When you can see it your suspicions are confirmed.

Not only is this an old map where there are still the cities destroyed by the great wave more than ten years ago, but it is from the southern part of the kingdom, not the west.

What should you do now?

>Choose

>Help them.

>Ignore them.
>>
>>5685656
>>Help them.
>>
>>5685656
>Help them.
>>
>>5685656
>>Help them
>>
>>5685656
>Help them.
>>
>>5685670
>>5685689
You explain slowly and in simple terms that the map they are using is not the correct one.

The man sighs with relief as the woman raises her hands to her face as she starts to speak softly, probably insulting someone.

When they calm down you ask them where you wanted to go.

The woman then explains that she is an artist and that she was hired to paint the Eagle's Shadow waterfalls.

You point the road to the east and explain how it's not that far, passing a couple of cities and reaching the red mountains.

After a little check at the back of the carriage to make sure what they say is true and the woman giving you a small good luck pendant, you watch them slowly drift away over the horizon.

Looking at the sky, you notice how it is already noon.

What should you do now?

>Talk to Vaan. (About what?)

>Compete with her in wood carving.

>Cook something for her.

>Other.

Some one roll one 1d100 for the next random encounter.
>>
Rolled 16 (1d100)

>>5685699
>>Cook something for her.
>>
>>5685699
>Cook something for her.
We Dad now.
>>
File: Showstopper.jpg (903 KB, 1284x2553)
903 KB
903 KB JPG
>>5685707
yes
>>
>>5685701
>>5685707
>>5685711
You decide that maybe it's time to give Vaan something to eat.

Deciding that jerky and chunks of bread in your pocket are not an option, you decide to search the building for something.

Apparently these guys enjoy more trust in the subject of supplies than the goblins in the fortress, to the surprise of no one.

With the pots you looted you have a few options.

>Choose

>A soup.
You can do it even asleep.

>A steak.
The good old reliable steak.

>Steak ayu provile (You don't remembered what was called).
One time your gang was protecting a restaurant, the cook made this dish. You had to stop one of your companions from taking the cook's plate away when he finished it.
(You will have to roll)
>>
>>5685725
>Steak ayu provile (You don't remembered what was called).
Because anon suggested it
>>
>>5685725
>>Steak ayu provile (You don't remembered what was called).
>>
>>5685734
>>5685738
Time for cooking.

Roll 1d100
Bo3
DCs:40/70
>>
Rolled 3 (1d100)

>>5685759
>>
>>5685779
sad
>>
Rolled 49 (1d100)

>>5685759
>>
>>5685787
Marginally better... Anon # 3: save us and this little girl from a terrible meal.
>>
Rolled 47 (1d100)

>>5685759
>>
>>5685779
>>5685787
>>5685794

Not perfect, but can be eaten.

See you tomorrow anons!
>>
>>5685800
You decide to take a risk with your food today.

Half remembering the steps and ingredients of a plate you saw once years ago, you start to make a fire and cutting the meat.

Just as you feared, it's not easy. Many times you have to juggle with the pot, the oils and the seasonings.

You and Vaan jump in fright when the food catches on fire, until you remember that this was part of the steps to follow. Vaan doesn't seem very convinced.

When you are almost sure that you followed all the steps, you serve for the two of you.

The image of your memories and what is in front of you now are different as night and day. Instead of an appetizing piece of juicy meat, you're looking at what looks like charcoal.

Vaan, in an act of bravery, decides to take a bite. Waiting for her to spit it out, you were already preparing to make a soup, but you stop when she not only finishes devouring that piece, but continues with the next.

Moved by curiosity, you try yours.

The outside is crispy and not very flavorful, but the inside is juicy and delicious.

You and Vaan proceed to stuff their bellies as the hours pass.
>>
File: covered_wagon.jpg (1.27 MB, 2496x1986)
1.27 MB
1.27 MB JPG
>>5686210
As you watch the horizon, you spot a wagon coming from the north.

When you see the driver you can't help but have the feeling that there will be problems.

He is a man covered in a dark robe, but who does not hide the fact that he is measuring you with his eyes and that he is armed with an axe.

When he arrives, he hands you a scroll heavier than it should be.

You don't need to compare the seals on the scroll to know they're fake, and you assume that's why he added a couple of silver coins as well.

What should you do?

>Let him go, you don't feel ready to fight.

>Arrest the criminal and end his misdeeds.
>>
>>5686215
>Arrest the criminal and end his misdeeds
>>
>>5686215
>>Arrest the criminal and end his misdeeds
>>
>>5686223
>>5686242

>Choose

>Throw your sword at him.
>>Use the javelin to fight next.
>>Use the short sword to fight next.

>Fight with your sword.
>>
>>5686255
Aren't we like a foot away from him and like 2 feet taller? Just grab his arm, and pull him off the wagon so we can cuff/tie him before we search him.
>>
>>5686288
I forgot to add >other sorry.

If someone vote your post you can try to do it.
>>
>>5686288
I don't think it was specified what his height was.

>>5686255
>Throw your sword at him, aiming to disarm
>>Then, wrestle him into submission and tie him up
>>If the disarm fails, Javelin
>>
>>5686288
Are you ok with >>5686299 ?
>>
>>5686299
I will go with this then

Roll 1d100+30
Bo3

DCs:50/100
50 you hurt his arm, 100 and you hit the axe.
>>
Rolled 44 + 30 (1d100 + 30)

>>5686382
Just in time
>>
Rolled 64 + 30 (1d100 + 30)

>>5686382
>>
Rolled 83 + 30 (1d100 + 30)

>>5686382
>>
Rolled 60, 76 + 30 = 166 (2d100 + 30)

>>5686383
>>5686425
>>5686427
Now roll to take him to the floor.

Roll 1d100+50
Bo3
Your rolls aganst mines.
>>
Rolled 82 + 50 (1d100 + 50)

>>5686435
>>
Rolled 6 + 50 (1d100 + 50)

>>5686435
GERMAN SUPLEX
>>
Rolled 47 + 50 (1d100 + 50)

>>5686435
>>
Rolled 31, 80 + 20 = 131 (2d100 + 20)

>>5686438
>>5686449
>>5686484

You win, but it seem that there was another enemy on the wagon.

Roll 1d100+30
Bo3
Your rolls aganst mines.
>>
Rolled 51 + 30 (1d100 + 30)

>>5686500
>>
Rolled 56 + 30 (1d100 + 30)

>>5686500
>>
Rolled 66 + 30 (1d100 + 30)

>>5686500
>>
Rolled 92 (1d100)

>>5686508
>>5686533
>>5686540
???
DCs: 50/100
>>
Rolled 4, 21 + 20 = 45 (2d100 + 20)

>>5686557
Before he could atack you, Vaan has throw a rock at your enemy, and hit him!

You can attack again!

Roll 1d100+30
Bo3
Your rolls aganst mines.
>>
Rolled 67 + 30 (1d100 + 30)

>>5686558
A lot of rolling, QM
>>
Rolled 69 + 30 (1d100 + 30)

>>5686558
>>
Rolled 9 + 30 (1d100 + 30)

>>5686558
>>
>>5686568
>>5686573
>>5686591
The criminal doesn't have time to think when you throw your sword near his waist, through his dark robe, where his great axe rests. When he tries to take it out, the cloth doesn't allow him to draw the weapon, and by the time he tries to take the sword, you're already on him.

Grabbing him by the neck of his clothing, you throw him out of the vehicle, lunging at him as soon as he hits the ground.

He's strong, which makes it all the more satisfying when you take advantage of your newfound strength to hug him with all your might, before throwing yourself back, bending your back, making sure he meets the ground with his face.

When you get up, the criminal still hasn't recovered from the blow to the head, so you to take his hand behind his back and tie them up.

Before you can enjoy your victory, you have to duck as a spear nearly splits your neck open.

He's a guy wearing the same dark ropes as the driver, but he doesn't look that big. In his hands he carries a short spear, which he wields with brutal skill.

Without a weapon, you try to grab a javelin from your back while protecting yourself with your shield, but your opponent is quick and manages to leave you open to a direct attack.

Things seem to move slower as you try to avoid the tip of the spear.

Then a rock hits your attacker between the eyes, stopping his attack and affecting his balance.

You hit him with the shield in the face and push him away. Taking your javelin, you decide that it is time to end the fight.

How do you plan to end this?

>Choose

>Go for the kill.
+30 Fighting

>Subdue him.
+50 Fittness
>>
>>5686810
>Subdue him.

>Then a rock hits your attacker between the eyes, stopping his attack and affecting his balance.
We got help from our little girl. Nice
>>
>>5686810
>Subdue him.
Bigger bonus.
>>
>>5686810
>Subdue
>>
Rolled 60, 54 = 114 (2d100)

>>5686819
>>5686841
>>5686914

Roll 1d100+50
Bo3
Your rolls aganst mines.
>>
Rolled 41 + 50 (1d100 + 50)

>>5686922
>>
Rolled 20 + 50 (1d100 + 50)

>>5686922
The ol bonk on the head
>>
Rolled 76 + 50 (1d100 + 50)

>>5686922
Wrestle him down Tulle!
>>
>>5686937
>>5686955
>>5686961
You lash out with the blunt end of your javelin, straight for his head. The guy loses his senses, throwing attacks in your general direction.

Using your superior strength you manage to grasp his spear and push him to the ground, falling on him with your whole weight and forcing the air out of his lungs.

From that position it's child's play to punch him in the face and throw his spear aside.

You quickly turn him around and tie him up, dragging him along with his partner.

As you sigh, you look towards the door to talk to Vaan, but she's not there.

Her laughter leads you to look behind you. Apparently what you thought was part of the courier post wall was a window. Vaan is smiling as she copies some of your moves, talking about the things you did faster than you can understand.

How do you feel now?

>Choose

>Worried.
She shouldn't get involved in these things.

>Relieved.
She didn't do anything stupid and she's fine.

>Proud.
She thinks you are an amazing person.

>Other
>>
>>5687013
>Relieved.
She didn't do anything stupid and she's fine.
>>
>>5687013
>Proud.
She thinks you are an amazing person.
>>
>>5687013
>>Proud
>>
>>5687022
>>5687029
>>5687086
You feel proud when you see the girl's admiration.

Making a show of strength, you carry the criminals under your shoulder and tie them both to two nearby posts while you check them for hidden items. The warrior has nothing but a knife, while the thief has a whole collection of daggers.

Going through the wagon you find boxes over boxes of many valuable goods, from elaborate rugs, glassware, high-quality implements and tools, and even a collection of dresses and suits.

Moving everything carefully, also helped by Vaan, you pile all the surely stolen belongings inside the building.

When you finish leading the horses to the stable, you and Vaan take a moment to rest in the last rays of the sun.

The post manager hasn't returned yet, he probably overestimated his speed to ride, or something slowed him down.

What do you want to do?

>Talk to Vaan. (About what?)

>Compete with her in wood carving.

>Cook something for her.

>Other.

Someone roll 1d100 for a random nocturnal encounter.
>>
Rolled 44 (1d100)

>>5687133
>>Talk to Vaan. (About what?)
Ask her her favorite colour and all that mundane stuff. Maybe what she wants to do when she grows up.
>>
>>5687133
>Talk to Vaan. (About what?)
Old man said the stuff we collect from guys like this is ours, lets imagine and guess where all this loot came from. Rugs from southern princes, glass from the sailing folk, tools from the big cities. If theres some high quality wood carving tools give them to her, as an early birthday present.
>>
>>5687171
>>5687184
Both are cute ideas. Support. Small talk with the kiddo.

>>5687133
>>
>>5687171
>>5687184
>>5687217
"I think Mr. Fargar is lying about slaying a dragon."

You and Vaan are sitting on the floor, on a comfortable rug with feather patterns. In front of you is a beautiful set of glass cups, which contrasts gracefully with the old kettle that today contains a mysterious liquid that cannot be seen or touched, but its taste, almost addictive, seems to be of all things good that a peasant girl can name.

Walking through the ballroom doors, burned after a servant fell while holding a torch, are the evening's special guests. Mr. Fargar leans against a pillar, looking almost defeated, his face hidden by a wide-brimmed hat, while his betrothed Higga, her face veiled, writhes with excitement under the starry sky.

Both would like to do something, surely unite in an embrace of perpetual love, but it is as if something strong that tied them to where they are. The nerves of finally meeting after only talking through letters, presumably.

"I thought the same thing, do you know? Everyone knows that the tail is the dragon's it's weak point, followed by his elbows. But you have to admit that the emotion in his words was exquisite." You, butler of the lady of the palace, add enthusiastically.

The lady nods with her eyes closed, taking sips from her cup. "And what good was that to the poor thing, when she didn't even look into his eyes after such a gesture? Her heart is made of ice, I swear."

Smiling, you take out a roll of leather that was hidden behind you.

"Speaking of gestures, the servants found this present at the gate." You pass the heavy leather roll to the girl, who looks at it without understanding what it symbolizes, or what she should do.

Opening it, it reveals various knives, brushes, files and other tools organized in leather pockets.

She is speechless, looking at the object in her hands. You can barely help but laugh. "They must have heard about the ball in her honor, and-"

Before you can finish, she hugs you, unable to hide her tears.
>>
>>5687400
As night settles, you keep watch outside the building as Vaan sleeps wrapped in soft golden cloth inside.

The sound of footsteps and laughter directs your gaze to the east. Following the path, are a couple of men armed with clubs, wearing thick clothes to ward off the cold of the night.

Their faces are covered, but you know they're grinning like wolves at the two men tied up.

They probably looking for trouble.

What should you do?

>Intimidate them.
+15
+10 Because you captured two bandits already.
Ask questions or try to convince them of something.

>Socialize.
+20
Ask questions or try to convince them of something.

>Ignore them.
As long as they don't provoke you or do something stupid, they are not your problem.
>>
>>5687400
2cute

>>5687404
>Intimidate them.
"Who goes there", "what do you want", "why shouldn't I rough you up and file you with these blokes", all that good stuff.
>>
>>5687404
Intimidate
>>
>>5687404
>Intimidate them.
>You better not be looking for trouble
The questions is who they are and what they are doing.
Convince them to not start any trouble.
Part of me wants to recruit them and get them to find and round up the villagers. We are an ex-gangster, we ahould know how to get bandits in line.
>>
>>5687732
>>5687647
>>5687423

So...

>Who and what are you doing.
>Don't start shit here.
>You want to make money hitting people? Join me!
>>
>>5687771
First two for now, depending on their answers we can try to pitch to them to serve the kingdom.
>>
>>5687771
>Who and what are you doing.
>>
Rolled 92, 87 = 179 (2d100)

>>5687773
>>5687819
You clear your throat as you move towards them.

"Who are you and what are you doing here at this hour? And you better be honest with me, unless you want to spend the night like these two." You firmly declare.

The two guys stop where they are.

Roll 1d100+25 to intimidate them.
Bo3
Your rolls aganst mines.
>>
Rolled 33 + 25 (1d100 + 25)

>>5687866
>>
Rolled 17 + 25 (1d100 + 25)

>>5687866
That's some high rolls
>>
Rolled 2 + 25 (1d100 + 25)

>>5687866
>>
>>5687869
>>5687881
>>5687873
Oh no.
>>
>>5687889
Guess we are going to have to fight again.
>>
>>5687869
>>5687873
>>5687881
They start laughing at you.

In your face.

"Don't you have anything better to do old man?" One asks you, doing tricks with his club.

"I'm twenty-four stupid boy!" You answer him immediately. "I took money from guys bigger than you two put together when you couldn't walk yet."

They seem to laugh more and more every moment.

"Would you mind demonstrating it then, old man?" One challenges you while the other gets into a defensive position.

>Choose

>Fight.
These brats will wish they had stayed home tonight.

>Leave.
It's not worth it
>>
>>5688008
>Fight.
>These brats will wish they had stayed home tonight
Good ole show of strength, should be fun
>>
>>5688008
>Fight.
Education, lesson 1 kicking ash in their faces and knocking them out.
>>
Rolled 100, 13 + 15 = 128 (2d100 + 15)

>>5688017
>>5688064
All right, fighting time.

Roll 1d100+30
Bo3
Your rolls aganst mines.
>>
Rolled 69 + 30 (1d100 + 30)

>>5688071
Oh no
>>
Rolled 73 + 30 (1d100 + 30)

>>5688071
>>
Rolled 80 (1d100)

>>5688071
We got cocky. Our luck was bound to turn at some point.
>>
Rolled 79, 85 + 15 = 179 (2d100 + 15)

>>5688095
>>5688098
>>5688118

The brats broke you shield and now are about stomp you ass!

Fight!
Roll 1d100
Bo3
Your rolls vs mines.
>>
>>5688125
Sorry forgot to add the +35 for your armor.
>>
File: 2gi1lylqezh21.jpg (30 KB, 750x379)
30 KB
30 KB JPG
Rolled 66 + 35 (1d100 + 35)

>>5688125
Hope Vann avoids getting beaten up too.
>>
Rolled 45 (1d100)

>>5688125
>>
Rolled 100 + 35 (1d100 + 35)

>>5688125
>>
>>5688161
Phew
>>
>>5688130
>>5688135
>>5688161
Epic comeback boys!

How you want to beat the shit of them?

>With your bare hands

>With your weapon

>With their weapons

>Other

Fighting
+30>+50
>>
>>5688172
>With your bare hands
>>
>>5688172
>With your bare hands
>>
>>5688173
>>5688186
Noted

See you tomorrow, thenks for playing.
>>
>>5688172
>With their weapons

>>5688161
Good work, anon.
>>
>>5688172
>With their weapons
>With your bare hands
With their bare hands.
>>
>>5688173
>>5688186
>>5688204
>>5688207
Why our hands?
>>5688172
>with their hands.
>>
>>5688207
>>5688250
>>
>>5688173
>>5688186
>>5688204
>>5688207
>>5688250
>>5688268
>>5688268
You advance with a relaxed posture towards the one on the right who acts as if he knows how to fight, feeling that you can throw him to the ground given his bad posture.

"When I'm done with you tw-"

The moment you take your eyes off the one on the left, he jumps with his club high in the air. Using your shield, you easily deflect the weak blow.

"That's the best you have-?"

You are on the ground.

Your arm feels weird.

There are laughs all around you.

You barely have time to think before the shadow of a boot causes you to roll to the side. The boot lands hard where your head had been a few seconds before.

"Age is catching up with you old man!" A scream comes from behind you. By lowering your stance and twisting it, a blow to the kidneys becomes a blow to the back. It still hurt, but your armor took the brunt of it.

The next few seconds you dodge or take hits while trying to figure out what happened.

The shield is broken, with only the bottom part still attached to your arm.

The damn brats broke your shield.

"Not so strong now?" Says one, preparing to deliver a decisive blow while the other tries to hold you. "You should have stayed inside!"

Vaan.

With a roar of fury you take the arm of boy behind you and grab his belt, before throwing him at his partner.

The two fall to the ground, tangling each other as they try to get up.

Grabbing the one on top of the pile by the leg and back, you lift him up into the air, before using him as a human club against his partner.

"DUMB KIDS-"

"-YOU SHOULD NOT-"

"-GO OUT-"

"-AND CAUSE TROUBLE-"

"-AT THESE HOURS!"

When you're done with them, you grab their ankles and drag them into the stable. Maybe being tied to the shit makes them think twice about not listening to the adults.
>>
>>5688431
After a while, the post manager returns.

He doesn't seem happy.

"Those useless pigs in the reception hall spent hours eating and talking as the line got longer. I had to yell about a rebel attack so some guards could let me into the castle." He tells you while he ties up his horse. "Who are those there?"

"Some children who need discipline." You answer him. "Caught another pair, they're tied up front. They tried to bribe me."

"Hard night?" Asks the man, smiling

"I'm getting used." You nod, tired. "So... Will the reinforcements come?"

"Yes, the Lord sent his son to fix all this mess." Both make their way through the night until they reach the doors of the building. "Light... Did you confiscate all of this?"

"Every one, except for the girl's things. She earned them." You clarify.

"The lord's son will surely take them for you, I have heard that he plans to move and this will suit him like a glove." He says he as he examines a set of glasses.

"I hope he brings money then."

>Choose

>Stay the night here.

>Go to sleep in the fortress.
>>
>>5688436
>Go to sleep in the fortress
>Set Vaan up with a bed, too
>>
>>5688445
Support
Also, angry dad mode Tulle that was great.
>>
>>5688445
+1
>>
>>5688445
Support
>>
>>5688445
+1
>>
>>5688445
>>5688469
>>5688487
>>5688506
>>5688527
Carrying Vaan with one arm while with the other you carry the bandit's short spear that tried to assault you, you head to the fortress under the light of the full moon and stars.

When you arrive, the goblins look at Vaan curiously, but pay no more attention to him.

Heading to your room, you place the girl as gently as you can on the bed.

Taking off your armor and sitting against the door, you prepare to rest.
>>
>>5688621
A few knocks on the doors wakes you up like a bucket of cold water.

You get up, looking for enemies, but you only find Vaan in your bed and your armor on the floor.

Carefully opening the door you find the face of the Goblin Boss, who looks at you with irritation.

"So you're alive. You abandoned us w'en we were weakest! W'at 'appened t'at was so important?" He screams, furious.

"The courier post was attacked too, I had to stay there to take care of it!" You answer him, also annoyed. "You command yours soldiers, I can do what I want."

The goblin snarls, but decides not to pursue the subject further. "W'en will my reinforcements come?"

"Today at noon." You respond. "A noble will come with them."

When the goblin leaves, you close the door and check on Vaan. Still asleep. This girl could sleep in the middle of a siege.

Putting on your armor you go outside and start checking out the place. Not much has changed since you left, but it's better to make sure than to make a fool of yourself in front of a guest.

Placing the shield next to the piece of metal, and clearing the entrance a bit, you watch the goblins go into the hall.

Returning to your room for your weapons, you find a Vaan confused as to where she is and how she got there.

Today is the day to receive your reinforcements and probably start the hunt for the villagers.

From where do you want to receive the forces that are on the way?

>From the courier post.

>From the fortress.
>>
>>5688628
>From the fortress
Let's not create mroe friction with GobBoss
>>
>>5688628
>From the fortress.
>>
>>5688628
>>From the fortress.
>>
>>5688628
>>From the courier post.

Besides we have four able bodies to shanghai, unless they'd rather wait to receive justice from a noble.
>>
>>5688628
>From the courier post.
The noble wants the things we confiscated, right?
Also we cleaned the toilet and roads, but not the hall, so better to give a good first impression in the courier post with the gifts, and the lead him into the fortress.
>>
File: u8dhddx8wmf01.jpg (149 KB, 1200x1640)
149 KB
149 KB JPG
>>5688632
>>5688649
>>5688664
>>5688686
You quickly warn Vaan of what is happening and that you must present her as a witness.

She seems more concerned with the fact that she will be near the goblins, but she understands what you are asking.

Going outside, you help the boss lead his goblins in formation in front of the fortress, and make sure they stay that way until noon arrives.

Vaan is next to the water well, not wanting to go near the door.

When the sun approaches its highest point, you can see in the distance the ranks of heavy soldiers marching down the road.

In front are a pair of figures riding horses. One dressed in black carrying a banner of what you assume is the emblem of the local lord's house, and a knight in shining armor. Behind the soldiers is a wagon covered with a blanket, your supplies you assume. To one side is a line of marching goblins.

When they stop in front of the fortress you can't help but open and close your hands anxiously.

"Sir, happy to receive you here!" You stand firm, with the goblins trying to copy you.

The knight approaches with his hand raised. "Greetings soldiers, I am Derth Draum, son of Flast Draum! I have heard of the attack and the battle you fought, I congratulate you all for your efforts in this fight!"

"As a reward, I have brought the reinforcements you requested." He announces as he makes a hand signal for the goblins to be brought in.

All semblance of order is broken as they run to sniff and beat each other like a pack of dogs welcoming a new member to the pack.

It is expected that they do, they are goblins after all, but that does not make you less nervous.

As that happens, the nobleman gets off his horse and walks towards you. "You're Tulle right? I saw what you did with those guys at the courier post. Seems like troubles are after you."

"I hope I'll be ready when they find me, sir." You answer immediately.

Derth must have found your answer funny, because he started laughing. "You are like my father, soldier. Tell me, what happened here? Your report talks about many things, but I'd like to hear it from you now."

>Choose

>Tell him and show him absolutely everything that happened these two days.

>Don't tell him about the treasure thing.
You don't want to look like a fool if all this is a rebel pipe dream.
>>
>>5688706
>Tell him and show him absolutely everything that happened these two days.
>>
>>5688706

>Tell him and show him absolutely everything that happened these two days.
>>
>>5688706
>>Don't tell him about the treasure thing.

Some things are best kept private, wouldn't want to seem like a fool or anything now would we? Hidden treasure? Bah
>>
>>5688710
>>5688722
>>5688725
Writhing
>>
>>5688722
I'll change my vote, I'll wait and see if this Derth guy can become a friend we can trust. Loyalty to the kingdom doesn't mean giving up our hard won clues to just anybody.
>Don't tell him about the treasure thing.
>>
>>5688727
You hesitate a bit, but in the end you tell him everything you have been able to see and hear these days, from the shield of the knights loyal to the Alar house to the strange piece of metal, in addition to the confessions of the thief you captured .

He seems dubious about the whole thing, until you pass him the medallion the rebel was wearing.

"I think I know what's going on." he says, looking at the bronze coin with interest. "It was said that the dwarves had a community here, but when my father came to drive them out they had disappeared. Perhaps they left behind a door to return, thinking they would just have to wait."

For a moment you wish that the rebel had made it to the dwarven city, expecting riches, only to be met with traps and darkness. It is true that some of its ruins contain treasures but they are labyrinths in their own right, full of nooks and crannies and corridors that go for miles and miles.

"Speaking of treasures..." The noble interrupted you. "I saw what you got on the way here, and I'm willing to buy something if you have an offer."

What do you want to do?

>Low ball it.
100 silver coins.
He is technically your boss, and he is the son of your actual boss, you don't want to make him angry.

>Try to negotiate.
Start with 200 silver coins.
It's almost impossible for him to accept it, but maybe you can get more than just 100.
>>
>>5688737
Can we go for a middle ground of 150? Unless that's also going too high
>>
>>5688744
That is what the second option is for. You roll to get a better deal or take the 100 silvers
>>
>>5688737
>make a deal

Consider it a gift if we can be considered a full partner when it comes to discovering any treasure the key and map might lead to.
>>
>>5688756
This is a valid option
>>
>>5688756
Support
>>
>>5688756
Support.

>>5688737
>>
>>5688737
>>5688756
+1
>>
>>5688744
>>5688756
>>5688779
>>5688787

How you want the deal be like?

>Money equivalent to the value of the objects you gifted.
150~200 silver coins depending on how you roll.

>Being able to keep relics and items you find.
3~5 items depending on how you roll.

>Money and objects.
75~125 silver coins and 1~3 items depending on how you roll.
>>
>>5688808
>Money equivalent to the value of the objects you gifted.
>>
>>5688808
>Being able to keep relics and items you find.
Dwarven goods from an older period are bound to be worth a lot, or be some high quality gear.
>>
>>5688808
>>Being able to keep relics and items you find.

Whatever we can carry on our person, old coins are relics too mind. I mean, the key is ours.
>>
Rolled 49, 66, 25 + 30 = 170 (3d100 + 30)

>>5688812
>>5688820
>>5689339

Time to talk about the deal with Derth

Roll 1d100+40
+20 social
+20 for the deal
Bo3
Your rolls aganst mines.

If your roll is less than his roll you will have the minimum, 75 coins and 1 item.

If you beat his roll by 10, you will have 100 coins and 2 items.

If you beat his roll by 20 you will have 125 coins and 3 items.
>>
Rolled 90 + 40 (1d100 + 40)

>>5689383
>>
Rolled 86 + 40 (1d100 + 40)

>>5689383
>>
>>5689398
Sorry i was blind, I dont read these posts right>>5689339
>>5688806

The rolling sistem is the same, just the minimum is 3 and the maximus is 5, and giving what Im seeing here >>5689386
>>5689398

You already won the best deal. Just one roll more and we can continue.
>>
Rolled 59 + 40 (1d100 + 40)

>>5689404
>>
>>5689386
>>5689398
>>5689410

Writing
>>
File: 1669656635658287.jpg (96 KB, 1024x1481)
96 KB
96 KB JPG
>>5689419
You consider making a simple money offer, but you come up with a better deal.

Hearing the word "gift", the noble gives you his full attention.

You propose a mutually beneficial association between the two of you. If the dwarven hideout is found, you get to keep their relics, while he gets to keep everything else. And if there is no such place, he will have the things you confiscated anyway.

Your arguments, added to your new confidence in social situations, make the nobleman agree to let you choose five relics from all the found when the search finish.

Continuing talking with him, Derth expresses sympathy for what you had to go through these days and seems quite happy with how you handled the situation.

The cordial conversation is cut short by a shrill cry from a girl.

Fearing the worst, you run to the waterhole where you last saw Vaan.

There you find her, being examined like a farm animal by one of the heretics' and traitors' worst nightmares made flesh, a Black Nail.

They were a legend before the fall of the Gray Mountain, a force of invisible assassins tasked with protecting the kingdom from the shadows. It is unknown if they were created based on the legend or if they already existed and just continued to serve the crown, even when it changed hands.

Not that it matters much, now that you have one in front of you.

The short spear in your back becomes heavy, but you manage to have the good sense not to attack.

You were standing at the gates of the fortress, that means she either walked past you without you seeing her or jumped the stone wall to enter. Neither option are good omens that you can win any kind of showdown with the assassin.

After a few more seconds of pressing her fingers into Vaan, she lets her go. Immediately the girl runs to hide behind you.

"Didn't I tell you not to scare people just because you feel like it?" Derth asks behind you, rhetorically it seems.

For a second you fear that the nobleman will die where he is standing, but the woman doesn't seem to care.

"I already got all the information I wanted on the girl, I just wanted to check something..." She replies, her voice monotone.

"What exactly?" Derth smiles at him. "How much does an infant scream?"

"The girl has potential for magic, very good I would say." Reveal the woman, much to the astonishment and surprise of you and the nobleman. "She'll make a good recruit for the temple."

You try to say something, but before you can collect your thoughts, Derth raises his voice.

"No. You already took that child I found." He seems quite irritated. "Cities need more battle mages than ever. You can take the next one."

"That boy did not have half the potential of this girl, besides that the bone structure of this one is much better." She answers coldly.
>>
>>5689449
As they keep argue, a small hand tugs at your armor.

Turning and crouching, you watch as Vaan peers at the two over your shoulder. "What they want?" she asks confused.

"They talk about recruiting you." You reply, wondering if it's a good idea to explain in more detail.

She seems to get nervous, until an idea crosses her mind and she looks into your eyes. "To be like you?" She asks, hopeful.

You blink, puzzled by her change of mood. "Something like that, yes."

"Do you think I can do it?" She looks at you doubtfully.

What should you do?

>Recommend her to go with the nobleman.
>>Upgrade Mage>Battle Mage.

>Recommend him to go with the Black Nail
>>Upgrade Thief>Assassin.

>Tell her it's her choice.

>(Well here comes the upgrade part. I didn't plan for this to be so fast but you guys just find the way)
>>
>>5689451
>Recommend her to go with the nobleman.
>>
>>5689451
>>Recommend her to go with the nobleman.
>>
>>5689451
>>Recommend her to go with the nobleman.
>>
>>5689451
>>Recommend her to go with the nobleman.
I might be a patriot, but even a patriot ought to be concerned about spies.
>>
>>5689451
>Tell her it's her choice.
I'm sure whatever she picks, she will be great at it.
>>
>>5689451
>Tell her it's her choice.
Recommend the battle mage.
>>
>>5689452
>>5689461
>>5689471
>>5689516
>>5689523
>>5689744
Writing
>>
>>5689919
You are at a crossroads, knowing that you cannot go back. You have no authority over these people, not even the strength to fight with both of them.

Your only power resides in the heart of the girl that you have taken care of this day and that now looks up at you with admiration.

What should be something that should be a difficult decision, becomes just a clear choice.

You trust the kingdom, but not in all of its servants. The assassins and spies who patrol the cities are not known for their respect for the rules and laws, putting their secret plans and missions above all else. And although it is said that they work directly under the power of the crown, that does not reassure you very much.

On the other hand, you know the nobles. They may act like real idiots from time to time, but they also take risks every day. No one who is careless can keep a city under his power for long, especially in these times.

You recommend Vaan go with the noble, arguing that mages tend to live longer and have more comfort than any spy.

Steeling herself, the girl walks between the two adults still arguing and raises her voice. "I want to be a wizard!"

Derth and the assassin stop their chatter abruptly, looking at Vaan as if she's grown a new head.

"Well." The nobleman speaks. "Looks like the majority wins again. Too bad you're not on the winning side this time." You can't see it, but you're sure he's wearing a shit-eating smile now.

The woman doesn't seem so jubilant. "Now you count the children's votes too?"

"In the same way you count the votes of the dead ones." He laughs as he calls for some soldiers to start forming up the troops at the entrance to the forest.

The assassin, meanwhile, goes to the right building to begin the interrogations on the theft.

What do you want to do?

>Talks to the Black Nail.
Ask her things
Talk about the thief.

>Talk to Derth.
Talk about the mission to find the treasure.
Talk about Vaan.

>Go with the soldiers who are heading to the forest.
You will start the mission to search for the villagers. (Until the mission is over you can't go back)
>>
>>5689943
>Now if you die or decide to leave the campaign you will have the option to be a battle mage, either Vaan or create your own character.
>>
>>5689943
>Talk to Derth.
ask what lies ahead for her.
>>
>>5689943
>Talks to the Black Nail.
No hard feelings, eh?
>>
>>5689943
>Talks to the Black Nail.
>Talk about the thief.
>>
>>5689943
>>Talk to Derth.
>>
>>5689943
>>Talk to Derth.
>>
>>5689946
>>5689947
>>5690072
>>5690265
>>5690482
Writing
>>
>>5690774
Deciding not to approach the possibly angry assassin, you head over to Derth, questions on your mind.

"You need something?" The man asks without turning around, watching his soldiers advance through the abandoned town with Vaan at his side.

"Yeah, a couple of questions, if you don't mind." You say, trying to sound formal.

"I feel in a good mood today, ask whatever you want." He says passively.

You look at Vaan, trying to think on what words to use to express the questions he's on your mind. "Will I be able to contact her when she leaves?" You decide to start with the easiest.

"Of course. Send the letters to the academy, not to me. I only manage the money that enters that place, nothing more." He explains.

You nod, getting the point. "How long do you think her education will take? Will they have any problems with her?"

He turns to look at you. "You mean because she's a peasant?" You nod quickly. "Don't worry about it, they would train a rat if they found one with magic. And normally the training lasts four years to make minor talents into mages. I'm not sure what the difference is with battle mages, but they are generally two or three more years of training."

"I understand." You say. "I also wanted to talk about the topic of the mission. When does it start?"

"Anytime you want Tully. I'll be stationed in a camp in town while my men comb the woods. If you find evidence of a dwarf stronghold here I'll stay longer." He points out to some of the men that are cleaning houses and setting up tents.

What do you want to do?

>Have more questions
Write in.

>Start to investigate.
>>Gather some goblins to accompany you.
>>Ask Derth for the help of some of his soldiers.
>>Go alone.

>Other.
>>
>>5690824
>Gather some goblins to accompany you.
Goblins should be good in caves.
>Other
>Equip the goblins with the new equipment we requested, and train then first.
>>
>>5690833
Supporting.
>>
>>5690833
+1
>>
Rolled 55 (1d80)

>>5690833
>>5690864
>>5690963
You go with the Goblin Boss to talk about taking some of his goblins.

Roll 1d100+20
Bo3
Your rolls vs mine
>>
Rolled 24 + 20 (1d100 + 20)

>>5690964
>>
Rolled 55 + 20 (1d100 + 20)

>>5690964
>>
Rolled 11 + 20 (1d100 + 20)

>>5690964
>>
>>5690965
>>5690968
>>5691013

You win!

Now choose how many goblins you want to take.

>4

>6

>8
>>
>>5691049
>8
They die easy.
>>
>>5691049
>>8
>>
File: wagon.jpg (69 KB, 504x502)
69 KB
69 KB JPG
>>5691052
>>5691074

Where do you want to start your search?

>In the mountains north of the fortress.
The biggest difficulty is the terrain, but you wouldn't be surprised if there were giant eagles there.


>In the woods where the guy you replaced died.
Pass the bridge and crossing the forest shouldn't be much of a problem, but surely that guy thought the same thing.

Roll 1d100 to find out what the lord of the castle sent you.
Bo3

DCs: 50/80
>>
Rolled 42 (1d100)

>>5691098
>>
Rolled 47 (1d100)

>>5691098
>In the mountains north of the fortress.
>>
>>In the mountains north of the fortress.
>>5691117
>>
>>5691098
>In the mountains north of the fortress.
>>
Rolled 99 (1d100)

>>5691098
Forgot to roll
>>
>>5691170
SCOOOORE
>>
>>5691170
>>5691119
>>5691117
Nice
>>5691119
>>5691121
>>5691169
Writing
>>
>>5691441
Going to the goblins who are still... welcoming the new recruits, you speak to the boss who is grabbing the head of one of them and examining it, as if looking for something.

"I know you're doing your thing, but I want to ask for some of your soldiers." You start off, speaking clear and loud.

The big goblin looks at you as if you told him that you found a Fire Wisp. "And how are we going to defend ourselves?! You know we're under attack here!"

You point to the soldiers in the valley. "Ask those guys for help, they'll stay here for a while." You say nonchalantly.


The goblin Boss grunt, before he stops paying attention to you.

You smile. Goblin diplomacy is not very complicated. Acts as if they owe you, never say "I need", be indifferent to their problems.

Gathering eight goblins, you head to the wagon to find out what they sent you.

Pulling the blanket to one side, your eyes almost fall out of their sockets in surprise.

Two reinforced doors, crates full of supplies, weapons and armor for the goblins (Mostly spears, shields, helms, and breastplates just the right size for the average goblin), javelins, and the grand prize, a Giant Crossbow.

This thing would have killed all those rebels with a few shots before they could even know what happened, let alone get to the gates.

Next to it is a box full of ammunition.

Taking two javelins to recover the ones you lost, you start taking out armor and instruct the goblins how to put it on.

Perhaps a little training will do them good.

>Choose a tactic.

>Backs-breaker
You hold the enemy, and then the goblins do as much damage as they can on his back.
Ignores shield defense, but not armor.

>Air Attack
You hurl goblins at opponents so they attack their heads directly.
Ignores shield defense, but not head armor.

>Crush
You and your goblins coordinate to crush an opponent.
The opponent cannot attack, but you are vulnerable.

>Other
>>
File: images-4.jpg (7 KB, 242x209)
7 KB
7 KB JPG
>>5691458
Wrong pic sorry
>>
>>5691458
>Backs-breaker
>>
>>5691458
>Backs-breaker
Decent frontline soldier tactic.
>>
>>5691458
>Other
(Goblin) Phalanx

Nice battle wagon we got here.

I'm feeling a battlebrothers moment incoming so getting them to put their shields up and covering each other would be solid. Nice little goblin phalanxes while we toss some javelins, or poke over their heads with a longer spear, the giant crossbow putting people down. The goblins aim low while we aim high.
>>
I will clouse this at 16:00.

See you all there!

>>5691482
This is valid.
>>
>>5691482
I'll change to support the goblin shield wall
>>
>>5691469
>>5691482
>>5691517

Roll 1d100+15 to to instruct them in this strategy.
Bo3

DCs: 50/100
Reach 50 they remember how to do it, but you have to roll to do it.
Reach 100 and you don't need to roll.
>>
Rolled 9 (1d100)

>>5691567
>>
Rolled 99 + 15 (1d100 + 15)

>>5691567
Honestly, the goblins just remembering it would be impressive by itself.
They aren't the most disciplined bunch.
>>
>>5691586
Nevermind, these goblins are going to be proper fighters instead of a mob now.
>>
>>5691586
9 is popular today it seems
>>
Rolled 62 + 15 (1d100 + 15)

>>5691567
Rolling...
>>5691586
Though I doubt I need to. Good roll, anon!
>>
>>5691574
>>5691586
>>5691600
Writing
>>
>>5691604
You start your training by showing them how to properly use a shield.

It's like trying to teach a horse to shit in a corner.

Deciding not to give up, you grab the nearest goblin and start yelling in his face as you correct his stance.

"-They will eat you alive soldier, do you want that?! DO YOU WANT THAT?!"

"Nwo!" He answers you, his accent coming out thanks to his fear.

"They'll cook you alive with spices and lemon, you damn bug, LEMON!"

He starts yelling in his language as he stands his ground.

You continue to push, threaten, scare, and pester the goblins until they can all hold their shields steady. Then you walk them through how to create a Phalanx. Given their size, they have to put a second row of shields on top of the first to reach the standard height of a shield wall.

You order them to walk the path to the mountains in the north like this.

With you behind with an attentive eye to those who want to try to relax, you lead your soldiers from the surroundings of the fortress, along the road, passing through the fields until you reach the foot of the mountain.

You congratulate them, since it seems they already seem able to arm and disarm the formation with ease.

With the problem of the goblins aside, you now face another.

The gray rock wall in front of you is too steep to climb.

You'll have to find another way up.

>Choose

>Go east, where the river runs down the mountain.
Climbing with a rip current to one side is dangerous, but not impossible.

>Go west, where the slopes are not as steep.
The loose rocks will make the trip somewhat slow, but it is the safest.
>>
>>5691636
>Go west, where the slopes are not as steep.
>>
>>5691636
>Go west, where the slopes are not as steep.
Let's not lose gobs on a training exercise before our big expedition.
>>
>>5691639
>>5691643

Roll 1d100+30 to not get your tired.
Bo3

DC: 30
>>
>>5691677
>>
Rolled 4 + 30 (1d100 + 30)

>>5691677
>>
>>5691687
With a few stumbling blocks you manage to reach the top of this part of the mountain.

Roll 1d100 to search here.
Bo3

DC: 80
>>
Rolled 16 (1d100)

>>5691708
I spy with my little eye a key hole?
>>
Rolled 82 (1d100)

>>5691708
let's see if it eats my roll this time
>>
Rolled 57 (1d100)

>>5691708
>>
>>5691713
>>5691725
>>5691801

You have found a gate!

I will will write tomorrow, see you there. Thenks for playing.
>>
Writing
>>
>>5692311
You decide to go west, where the slopes are not as steep.

You lead your goblins at a steady pace across the road, past the fortress and onto the path that circles the mountain.

When you come to a slope of loose rocks, you begin to lead your goblins up, with you trailing behind to catch anyone who falls.

The goblins have some difficulty climbing, but at least they can use their new spears for better balance.

After a few hours you reach the top of the mountain, which extends to the east and north.

Heading east, you ask the goblins to look for any kind of cave or crevice.

Dwarven cities are notorious for having large gates that are almost impossible to open, or small entrances that are hard to see unless pointed out.

With this in mind, you look for stones that are oddly shaped, or that seem out of place.

Carefully you begin to strike the ground with your short spear, keeping an ear out for any noise.

After a few minutes, you find a smooth surface of stone that extends for a few meters. Examining it more carefully you find a fine and straight notch.

Using your spear as leverage, you pull out the stone tile that concealed a ladder.

Going down you discover a fairly large room.

It's dusty, with only light coming from the doorway above you and from small white stones on the ceiling.

The room is connected to two others, one to the right and one to the front.

>Choose.

>Right.

>Forward.
>>
>>5692337
>Right.
>>
>>5692337
>Right.
>>
>>5692357
Going through a narrow corridor, you come to a large room.

To the left is a wall with two holes marked on it.

To the right at the end of the hall is an enemy.

It is a golem, but not a particularly dangerous one. Instead of a monolithic mass of unstoppable metal, it is a stone statue the height of a dwarf, with slender limbs holding a shield and a stone mass.

Even so, it will not be easy to defeat him.

>Examine the wall to your left.

>Fight the lesser golem.

>Go back to where you came from.
>>
>>5692492
>>Examine the wall to your left.

Hmm do we go through the dwarven traps ourselves or call in that noble guy so he can put some work into his share of the treasure. Though I suppose we could always take it for ourselves if we are feeling evil and then report we found nothing.
>>
>>5692492
>Examine the wall to your left.
>>
>>5692492
>>Examine the wall to your left.
>>
>>5692495
>>5692498
Careful to not to make noise on the dust and loose stones, you approach the left wall.

The holes are about the size of coins, and through them you can see a small room.

Inside the room there is an enemy hiding behind some old boxes. It's a minor golem too, except that it only has a huge stone hammer.

Surprises and traps like that abound in places like this. At least now you know he's there.

What do you want to do?

>Choose

>Go back to the first room.

>Go to the room you didn't explore.

>Attack the golem behind you.
>>
>>5692506
>Go to the room you didn't explore.
>>
>>5692506
>>Go to the room you didn't explore.
>>
>>5692511
>>5692526
With your spear in hand you go back the way you came and head to the room you didn't explore.

It is a large room, although not as large as the other, full of empty and dusty boxes.

On the right wall is the door that leads to the room with the lesser golem.

On the left wall is a mural of a dwarf crushing a two-headed snake.

There doesn't seem to be anything here.

>Attack the golem in the room on your right.

>Attack the golem at the end of the other room.

>Get out of here.

>Other.
>>
>>5692545
>>Attack the golem in the room on your right.
kill it, then we go back and kill the other one.
>>
>>5692545
The one on the bottom seems to lead to a dead end, while the one on the right seem to leads to another corridor.
>Attack the golem at the end of the other room.
Let's see if we can deal with a golem somewhere with more space first
>>
>>5692549
>>5692551
What do we plan to kill a statue with? Our stabbing weapons? Am I missing something?

>>5692545
>Get out of here.
>>
>>5692603
>Am I missing something?

You can throw a old box at him to left it blind, but yeah, fighting a golem with a spear will not be easy, but is not impossibe.
>>
>>5692611
We have forces and materials we can requisition or source if we go back to base, though.

But we'll see which way the vote goes...
>>
>>5692612
>We have forces and materials we can requisition or source if we go back to base, though.

Carrying a angry golem to Derth as a proof that you find something will be fun, if really difficult.
>>
I will have to end thing here, i have to sleep.

I hope you had fun, see you tomorrow
>>
>>5692616
Do we have our old mace, or did we only bring the new spear?
Maybe we can get some rocks from the outise and try to break the golem's limbs, to make it easier to being it back as proof.
>>
>>5692545
Lure the right one outside then knock it over so it falls down the rocks. Retrieve its head and use it as proof, after we check out what it was guarding.
>>
>>5692549
>>5692551
>>5692603
>>5692629
>>5692852

You decide to attack the golem in the room to your right.

How you want to do it?

>Bait the golem into attacking you with its great hammer, and then try to keep the weapon on the ground while the goblins attack it.

>Try to drive him out of the masmora and throw him into a ravine.

> Dodge his attack, and fight with him.

>Other

You want to use your spear, or take a rock from outside?

>Fight with the spear.

>Fight with a large rock.
>>
>>5692918
For qeapon, anon above was rigt: what about our mace? If possinle, I vote
>Mace
and
>Try to drive him out of the masmora and throw him into a ravine.
>>
>>5692918
>our mace?
What mace?
>>
>>5692918
>masmora
dungeon*
>>
>>5692954
This one, from the chargen
>>5677893
Did we lose it?
>>
>>5692918
>Bait the golem into attacking you with its great hammer, and then try to keep the weapon on the ground while the goblins attack it.
>Fight with a large rock.
Maybe we can steal the hammer
>>
>>5692976
Sorry I confuse axe for mace in that vote, but it was broken in the fight with the rebel later on.
>>
>>5693088
Alright, so big rock it is.
>>
Rolled 2 (1d2)

>>5692941
>>5692978
>>5693101

Rock that is.

1 bait
2 kick ou the mountain
>>
Rolled 50 (1d150)

>>5693164
You have awakened the golem, now you have to run from it!

>Roll 1d100+50
Bo3
Your roll vs mines
>>
Rolled 47 + 50 (1d100 + 50)

>>5693166
Seems we can't lose this roll
>>
Rolled 39 + 50 (1d100 + 50)

>>5693166
>>
>>5693166
>>
Rolled 83 + 50 (1d100 + 50)

>>5693166
damn phone posting didnt go through earlier eh
>>
>>5693288
Nice! Let's shove this nerd in a puddle!
>>
Rolled 58 (1d150)

>>5693172
>>5693176
>>5693288
Sorry I fall sleep yesterday

Now roll to kick it down!
Roll 1d100+50
Bo3
Your rolls vs mines
>>
Rolled 22 + 50 (1d100 + 50)

>>5693665
>>
Rolled 67 + 50 (1d100 + 50)

>>5693665
We all gotta' sleep sometime
>>
Rolled 38 + 50 (1d100 + 50)

>>5693665
>>
>>5693692
>>5693772
>>5693898
You win

Writing
>>
File: MCI-3199.png (65 KB, 850x850)
65 KB
65 KB PNG
>>5693910
Deciding not to leave here empty-handed you begin by ordering your goblins to wait outside.

When they leave you alone, you begin to move the old boxes out of the way, careful not to make a sound.

With everything ready, you approach the room with the golem.

When you walk in, you're glad you looked through the holes.

The room is dimly lit by the light from the white stones, which added to the small size of the golem behind the boxes, makes it almost impossible to see coming. You would have simply gone to the door and from one second to the next your brain would have painted the wall.

Picking up a box, you throw it near the golem.

Immediately the heavy stone hammer disintegrates the box.

From the darkness you can see two blue lights focusing on you.

Running down the hall, you make it to the stairwell as the sound of footsteps and the grinding of rock is heard behind you.

Rising to the surface, you quickly order the goblins to make a shield wall while you watch the hole.

It doesn't take long for the golem to rise to the surface, hammer on shoulder, where you can better examine it in the sunlight.

The stone that forms it is worn, with some cracks in it's expressionless face, but it's eyes, crystals that spectrally shine in a deep blue tone.

Ignoring all instinct, you lunge at it and charge with all your might.

The golem certainly didn't expect that, and even drops its stone hammer to try to push you off, but it's too late, and with a last ditch effort, it tumbles down the mountain, shattering on the way.

The goblins celebrate your feat, while you look down on the remains of the construct.

Leaving that aside, you examine the dropped weapon.

The stone hammer is heavy, just as you expected. If you hadn't increased your strength these days, you sure as hell couldn't handle it comfortably.

>Stone Hammer: Heavy instrument consisting of a steel bar that ends in a mass of stone.
>Tier One weapon.
+10 When fighting with it.

What do you want to do now?

>Continue exploring.
>>See that the golem you killed was guarding.
>>Fight with the other golem.

>Collect the remains of the golem and report what you found.

(Sorry internet went off)
>>
>>5693964
>See that the golem you killed was guarding.
>>
>>5693964
>>>See that the golem you killed was guarding
>>
>>5693973
Going down the stairs, you decide to see what that golem was guarding.

Going through the room where he was hiding, you head to the stone door that blocks the way to the next room.

Pulling with all your might, you manage to open the door.

Immediately a current of air hits you from the corridor.

You've heard of things like this happening in mines, when a hole is made into a sealed chamber, but this feels different.

You can't explain it, but you feel this place doesn't want you to move forward.

What do you want to do?

>Advance to the next section.

>Fight the golem.

>Get out of here.
>>
Better pic
>>
>>5694001
>Fight the golem.
Oh, I thought we had fought the golem in the bottom that looks like it leads to the dead end room.
I'm still betting that it's the one with treasure in it, and now we have a hammer that can damage it.
>>
>>5694001
Fight golem with new hammer. Use a goblin as bait so we can smack it as it runs after gobo.
>>
Rolled 123 (1d150)

>>5694014
>>5694031

All right.

Goblin vs Golem

You roll for the Goblin.
If you pass my roll the goblin live.
Roll 1d60
Bo3
>>
>>5694039
Fuck...

If you roll 60 you can keep the head.
>>
Rolled 4 (1d60)

>>5694039
>>
Rolled 9 (1d60)

>>5694039
Rip gobbo
>>
>>5694039
Well that's why we sent Billy first. Or was that Bob? Thornton? Whom knows. Inb4
Captcha sgaTKP
Le sigh
>>
Rolled 8 (1d150)

>>5694044
>>5694047
>>5694050
Now the attack!

You have the back of the Golem, avenge... eh... Him!
Roll 1d100+60
>>
Bo3
>>
Rolled 56 + 60 (1d100 + 60)

>>5694060
For the goblin!
>>
Rolled 56 + 60 (1d100 + 60)

>>5694060
>>
Rolled 6 + 60 (1d100 + 60)

>>5694060
>>
>>5694063
>>5694065
>>5694074

He was avenged!

I think I'm gonna end this here. Thenks for playing, see you tomorrow!
>>
>>5694084
Thanks for running it, QM.
>>
>>5694084
Good night
>>
>>5694084
You examine your eight goblins, and choose the one that seems the fastest.

You go to the door that leads to the room where the last golem is. There you explain your plan.

He will wake up the golem, and then run to the other end of the room. The golem will follow him, leaving his back vulnerable.

The goblin smiles, as expected. There aren't many things more rewarding to a goblin than the idea of tricking the opponent.

You wait crouched in the doorway, while the goblin makes his way silently to the golem.

You control your breathing as you wait for the goblin to run past with-

The goblin flies off to the other end of the room.

You blink a few times, disbelieving of what you saw.

Seeing the golem run after him to finish the job assures you that yes, it happen.

You quickly follow it, hoping you can save the goblin, but by the time you arrive his head is already a stain on the ground, the golem hammering away at the bloody remains.

In anger and shame, you raise the hammer above your head and bring it down on the construct's head.

It's head shatters, which doesn't stop you from landing another blow that splits the body in two.

As you observe what is left of the goblin, the others approach. They poke the body with their spears, almost expecting its skull to rearm just like that.

They will probably start eating it now. You don't want to see that.

Looking inside the room it's was guarding, you see that it is an old armory. There are different weapons, shields and armor, but they are all rusty and broken.

Looking closer, you notice a chest in a corner.

>Advance to the next section.

>Open the chest.

>Get out of here.
>>
>>5694383
>Open the chest.
Then
>Get out of here.
We would have proof that there is a dwarven stronghold, it's guarded by golems and that there's treasures left behind.
It should be more then enough to convince Derth.
>>
>>5694383
Have a goblin open the chest
>>
>>5694441
Supporting.

>>5694383
>>
>>5694402
>>5694441
>>5694449
Ok

Someone roll 1d3

1 Armor.
2 Shield.
3 Weapon.
>>
Rolled 3 (1d3)

>>5694457
>>
>>5694463
Now roll 1d3 for the type of damage

>Blunt
>Pierce
>Slash
>>
Rolled 2 (1d3)

>>5694467
>>
Rolled 1 (1d2)

>>5694483
Goblin god have mercy of your boy...

1-Yes.
2-No.
>>
>>5694616
Writing
>>
>>5694616
Does this mean he lives?
>>
>>5694619
You don't like this fortress, and you strongly suspect that this place doesn't like you either.

With this in mind you send a goblin with the express mission of taking whatever is in the chest in that room and running away the faster he can.

You don't need to point to his partner's pulverized body for him to realize what could happen to him if he doesn't.

The goblin puts down his shield and spear, and starts doing a couple of practice laps, displaying more intelligence than you'd expect of him. His companions don't seem to share your admiration, urging him to jump into the unknown to see what happens.

Running through the door, you start to hear how he crashes against every box, shelf and piece of rusty metal that is inside.

Already fearing for his death, you start to review other candidates, but it is at that moment that the goblin bolt out of the room.

Checking him from head to toe, you find that he's fine, just a little bruised.

He doesn't take long to hand you a strange spear.

It's stout and thick, but not as heavy as you'd expect from a dwarven weapon. It doesn't take long for you to realize that this is a hunting spear, made to be carried over long distances.

Although it's not a weapon of war, you know that won't stop it from killing any unfortunate enough to come face to face with it's blade.

>Boar Spear: Hunting weapon designed for large beasts.
>Tier One weapon.
+10 fighting with it.

What do you want to do?

>Advance to the next section.

>Get out of here.
>>
Fuck
>>
>>5694636
>Get out of here.
Ok, I think we have more then enough evidence.
>>
>>5694643
Supporting.

>>5694636
>>
>>5694643
Support, that noble guy has to put in some work too if he wants a cut. No need to use up our little goblin phalanx.
>>
>>5694643
>>5694649
>>5694698
All right.

Someone roll 1d100 because is getting dark outside.
>>
Rolled 84 (1d100)

>>5694705
>>
>>5694738
Your way down the mountain is much easier than the way up, even with the darkness embrace all that the dim light of the waning moon does not touch. Goblins have good night vision after all.

With some difficulty, you manage to collect some of the golem bits you threw down the mountain. It was difficult in the dark, but thanks to the goblins you managed to get the head and the arm of the construct.

When you reach the road, you come across a merchant caravan.

There are several wagons pulled by horses and oxen, with mercenaries surrounding them and watching the way.

Do you want to buy and sell something?

>Yes

>No

You now have in your inventory:

>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.

>Knife: More a tool than a weapon.

>Short Spear: Weapon of penetration. Common.

>Stone Hammer: Heavy instrument consisting of a steel bar that ends in a mass of stone. Tier One weapon.

>Boar Spear: Hunting weapon designed for large beasts. Tier One weapon.

>Total money: 46 coins
>>
File: 300px-Oregon_trail.png (208 KB, 300x275)
208 KB
208 KB PNG
>>5694780
>>
>>5694780
Was the short spear issued by the kingdom, or is it ours? Depending on the answer I say we sell it or not.
>>
>>5694798
You looted form a bandit you arrested
>>
>>5694808
Then sell I'll vote to
>>5694780
>Yes
>Short Spear: Weapon of penetration. Common.
>>
>>5694780
>Yes

What have they got. Might sell that short spear we took. Do we not have the sword of the rebel to use as a weapon? If it was good maybe we could repaint it or something lol
>>
>>5694811
>>5694834

Okay

(I forgot about the sword after it was throw, sorry.)
>>
>>5694860
Maybe the goblins looted it and gave it to the boss
>>
>>5694860
You approach the merchant.

He seems doubtful upon seeing the goblins, but you calm him down by ordering the goblins to stand in line. He is somewhat impressed by your feat in disciplining.

After some small talk, he agrees to show you his wares.

>Choose.

>Buy.

>Armor.
>>Ask for something better that the one you have.

>Shield.
>>Ask for new shield.

>Weapon.
>>Blunt
>>Pierce
>>Slash
>>Something in specific.

>Other.

>Sell

>Mainmail and Gambeson: +35 resisting slashing and blunt damage. Immune to normal arrows.
+40 coins
>Knife: More a tool than a weapon.
+2 coins
>Short Spear: Pierce weapon. Common.
+10 coins
>Sword: Slash weapon. Common.
+12 coins
>Stone Hammer: Heavy instrument consisting of a steel bar that ends in a mass of stone. Tier One weapon.
+20 coins
>Boar Spear: Hunting weapon designed for large beasts. Tier One weapon.
+25 coins

Total money now: 46 coins
>>
>>5694867
>Ask for new shield.
>Short Spear: Pierce weapon. Common.
>>
>>5694867
Sell shortspear.
Buy some javelins, if available.
>>
>>5694867
>>Ask for new shield.
>ask for javelins
>sell
>Short Spear
>Boar Spear
>>
This vote will be open until 18:00 of tomorrow.

>>5694887
You have a box full of them at the fortress, are you sure you want more?

Or you are looking for a special one?
>>
>>5694867
>Shield.
>>Ask for new shield.

>Armor.
>>Ask for something better that the one you have.

>Other.
Any neat trinkets? Fairy in a cage? Medicine?

Sell the short spear, we got the Boar Spear now
>>
>>5694879
>>5694887
>>5694909
>>5694933
Ok writing
>>
>>5695541
You sell the short spear for 10 coins.

>Total coins: 46->56

You also ask for a new shield and better armor than the one you are wearing.

>Shields

>>Wooden shield:
+65 resist hits, can be broken.
-8 coins

>>Steel Shield: +70 resist hits, can't be broken.
-14 coins

>>Knight's Shield: +85 resist hits, can't be broken.
-24 coins

>Armors

>Steel plate and helmet: Add +15 to your current armor.
-25 coins

You ask about javelins too.

>Javalines: He has 5.
(Put here how many you want.)
8 coins each.

Note: You still have your three javelins. And there are more in the fortress.

When you ask about any curiosity, the owner presents you with the following objects.

>Ring with runes: Unidentified magic ring. It could be dangerous.
>Tier Two Item
-30

>Black Arrow: Arrow used by the assassins of the kingdom. Reduces the Fitness and Fighting of the enemy injured with it by 20.
-50
>>
>>5695560
>>Steel Shield: +70 resist hits, can't be broken.
No need for more javelins, we have a lot of them.
>>
>>5695560


Buy
Knights Shield
-24

>Ring with runes: Unidentified magic ring. It could be dangerous.
>Tier Two Item
-30

>>Barter Information for something, or a discount.
"I've got some information on a good opportunity for your caravan."

"Theres a noble lord of this land who is going to be hanging around a town nearby for a while. Plenty of silver by himself as he wants to buy things for his new home, plus his military men. if your caravan stops there I might have more to buy and sell later."
>>
>>5695560
>Barter Information for something, or a discount.
What the anon above me said: let him know about the noble and retinue.

>Buy Steel Shield
>Buy 3 javelins
>>
Rolled 49, 77 + 30 = 156 (2d100 + 30)

>>5695567
>>5695617
>>5695620

Barter Information is valid. Lets begun now!

Roll 1d100+20 (social)
Bo3
Your roll vs. Mines
>>
Rolled 52 + 20 (1d100 + 20)

>>5695625
>>
Rolled 64 + 20 (1d100 + 20)

>>5695625
>>
Rolled 35 + 20 (1d100 + 20)

>>5695625
>>
>>5695627
>>5695666
>>5695677
Sorry the page don't update the new post and the the internet die.

You lose the roll, but still you will buy just the steel shield. If the votes don't change of course.
>>
>>5695764
Writing
>>
>>5696031
You are interested in the steel shield, but also in a discount or favor for the information that there is a nobleman in the nearby town.

He seems tempted, but he explains that the journey he's on cannot be diverted like that.

Understanding the merchant's situation, you buy the steel shield from him and head to the fortress.

>Steel Shield: +70 resist hits, can't be broken

When you arrive at the abandoned town, you notice how the soldiers have placed small wooden palisades between the houses, in addition to the fact that you see more than one on the roofs, watching with bows in hand.

There are different tents made in the place, but on a hunch you head to the house of the village leader.

After the pair of guards stationed at the door do a little checking on you, you enter.

Inside you find the nobleman playing a board game with Vaan.

"Tully!" Vaan yells at you, running to hug you.

"I see you've found more than just rocks on the mountain." Derth says, looking down at the remains of the golem in your hands.

You then proceed to explain what happened.

>Explain everything that happened.

>Try to magnify your feats.
You're going to need roll.
>>
>>5696039
>Explain everything that happened.
Why lie in this case?
>>
>>5696039
>Explain everything that happened.
>>
>>5696039
>Explain everything that happened.
>>
>>5696073
>>5696146
>>5696154
Writing.
>>
>>5696174
You tell them how you climbed the slope northwest of here to climb the mountain, and then start looking for a hidden door or entrance.

Then you go on to describe your journey through the subterranean rooms and passages, and your encounters with the golems.

The nobleman listens attentively to your story, asking for details on the walls or strange symbols. His eyes light up when he hears of the dwarf facing the two-headed serpent.

Vaan seems a bit bored by the way you recount what happened, but that doesn't stop her from being excited to hear about your fights with the constructs, brief as they were.

While the nobleman looks into the eyes of the golem's head, you wait for his verdict.

"Not only are you a strong man, Tulle, but you are far from a fool." He gets up and looks you in the eye. "I think I'll stay a little longer. My father will be very happy to know that the secret of the dwarven city's location has been revealed."

"Now it is time to establish an action plan." He says with barely contained emotion. "Since we are partners in this venture, I would like to know how you want to continue this exploration. I am willing to help you if you ask me."

>Choose where you will go tomorrow to continue the investigation.

>>Continue investigating the mountain.

>>Investigate at the place where the old guard was eaten.

>Choose

>>Ask the nobleman to accompany you on your mission
He will bring soldiers with him, you won't have to ask him for that.
You will not be able to magnify your feats.

>>Ask the nobleman to investigate the place where you are not going.
You will have to ask for soldiers if that is what you want some.
You can magnify your feats.

>Choose

>Talk about other topics.
(Which one?)

>You have nothing to talk about.
>>
>>5696190
>>Continue investigating the mountain
>>Ask the nobleman to accompany you on your mission

>Talk about other topics.
Talk about the board game they were playing
>>
>>5696190

>Continue investigating the mountain.
>Ask the nobleman to accompany you on your mission

>Talk about the board game they were playing
>>
>>5696212
>>5696283
Writing.
>>
>>5696291
You tell Derth that you are interested in further investigating the mountain.

He seems to have anticipated that. "The taste of adventure is bittersweet and addictive, my father always says." He laughs. "I hope you don't mind if I accompany you this time."

You immediately shake your head. "I am honored to have the opportunity to fight by your side."

"I hope you'll be glad to know that you'll be fighting more than just me then." He smiles at you.

>Choose Derth's bodyguards.

>You have five slots (0/5)

>Rookie Warrior: Worth 1 slot.

>Rookie Thief: Worth 1 slot.

>Rookie Wizard: Worth 2 slots.

"Do you mind if I ask you about that board game?" You point to the square wooden board with small red and white chips.

"Oh, this game is called checkers. It's of Eastern origin from what I heard, the princess became obsessed with it like everything that comes from that place. I don't share her interests myself, but I must admit that it's fun in its own way. " He points to the arrangement of the pieces to demonstrate something, but you don't understand what. "And it's easy to learn. Or maybe this girl is too smart." He explains, patting Vaan on the back.

"Do you wanna play?" He offered you

>Accept

>Refuse.
>>
>>5696306
1 rookie warriors
2 rookie thief
1 rookie wizard
The extra thief instead of warrior is because we and the gobs should already fill that roll
>Accept
>>
>>5696306
> 1 wizard
>1 theif
>2 warriors
>accept
>>
>>5696350
>>5696353
I will keep this open until 18:00 tomorrw

See you guys, good night!
>>
>>5696306
>Accept

The squad:
>1 wizard
>1 thief
>2 warriors
>>
>>5696350
Support
>>
Rolled 2 (1d2)

>>5696350
>>5696353
>>5696369
>>5696700
Okay

1-Warrior
2-Theif
>>
>>5696886
Now you will face off aganst Derth.

You want to bet something, or just do it for fun?

>Do it for fun

>Bet 10 coins

>Bet 25 coins

>Other
>>
>>5696887
>Do it for fun
>>
>>5696887
>Do it for fun
>>
>>5696887
>Do it for fun
>>
Rolled 58 + 30 (1d100 + 30)

>>5696933
>>5696941
>>5697015
Sorry I fall sleep

Roll 1d100 to face the noble on his game.
Bo3
>>
Rolled 82 (1d100)

>>5697018
>>
Rolled 71, 88 + 30 = 189 (2d100 + 30)

>>5697018
Fuck
>>
Rolled 64 (1d100)

>>5697018
King of Games?
>>
Rolled 24 (1d100)

>>5697018
>>
>>5697019
>>5697022
>>5697127
You give him a good fight for a complete noob in the game, but he has talent in these matters.

See you tomorrow!
>>
>>5697152
Sitting across from Derth, the nobleman proceeds to explain the rules of the game. They are not as complicated as you thought they would be.

You suddenly realize that Vaan has advanced quite a bit in the game.

"I think she's smart, even if this game is easy to understand." You pat Vaan's head sitting next to you.

Starting the game, you decide to go on the offensive, not expecting to win. You surprise yourself when you not only lose pieces, but you manage to break through Derth's defense.

Deciding to play seriously you enter into a resistance fight with the nobleman.

With Vaan supporting you from behind, you begin to try different strategies, beginning to notice patterns in Derth's moves. But by then you've already lost a lot of pieces and the nobleman's attacks lock you in a corner where there aren't very good positions.

When you lose, you notice how you have a smile on your face, and you're not the only one.

Shaking hands with your opponent, you can barely contain your laughter. "That was more intense than I expected for a game."

"Is it right?" The noble seems unusually cheerful today.

"I'll win for you!" Vaan says, sitting on your lap and rearranging the pieces on the board. You let out a chuckle.

"Can I ask you something?" Derth says as he decides how to start his game. You agree. "I'm going to base myself in the south, near the Roth Mountains. The territory is already pacified, but the amount of rebels and cultists there will be significant while I settle in the area, so I'll need all the men I can. Would you be willing to follow me there when this matter is over?"

>Choose

>>Accept.

>>Refuse.

>Choose where you will sleep.

>In the fortress.
You will have to explain to the Goblin Boss why one of his soldiers died.

>>Here in town.
The seven goblins will continue with you tomorrow, but you couldn't ask for more unless you talk to the goblin boss.
>>
>>5697453
>Accept
>In the fortress.
>>
>>5697453
>>Accept.
>In the fortress.
>>
>>5697453
>Accept

Seems like this place is pretty much taken care of. The only things left to do are the dwarven city and if we really wanted hunting down the rebel peasants who probably escaped by boat down some hidden cave's underground river. Not really our area of expertise. I suppose there was the corruption of the Goblin Boss and possibly replacing him with someone more competent, but other then ourselves or Derth I don't see a lot of options.

>>Here in town.
Explaining that the dwarven city exists to the goblinoid boss back at the Fortress seems like a bother, and we havent used up any javelins either.

Though if we do end up in the fortress I did want to try working on the prisoner woman thief again. She could be useful for disarming the dwarven city traps if we could work out a deal. Have the old man take a message to the castle to bring the prisoner with some goblin escorts. A stay of execution in exchange for service or something.
>>
Rolled 42, 31 + 20 = 93 (2d60 + 20)

>>5697499
>>5697628
>>5697685
Ok

Roll so the Goblin Boss dont get too mad a you.
>Roll 1d100+20
Bo3

Goblin boss get a +20 because the dead goblin
>>
Rolled 96 + 20 (1d100 + 20)

>>5697691
come on baby
>>
Rolled 92 + 20 (1d100 + 20)

>>5697691
Rolling.
>>5697697
Woo!
>>
Rolled 80 + 20 (1d100 + 20)

>>5697691
>>
>>5697697
>>5697705
>>5697713

Worrys then.

Writing.
>>
>>5697716
You think about the offer, and you really can't think of anything to tie you to this place.

"I would like to go with you, sir." You respond.

"Excellent, I'll make sure you have a better place than this where you're going." He says to her as he moves his pieces.

You and Vaan play a few more games, before you have to drag her into one of the rooms, where you tuck her in one of the heavy sheets they didn't take and wish her good night.

The path to the fortress is unusually tiring for you. Maybe because you walked all the way to the mountain and climbed it, maybe because of all the experience of running through the dark corridors, or maybe because you saw a golem destroy one of the soldiers entrusted to you, even if it was just a goblin.

To do everything but the damned Goblin Boss is waiting outside the hall, "playing" with the new ones as goblins usually do.

When he sees you he looks at the goblins that follow you and you can see in his eyes how the wheels of his mind turn and turn processing what he is seeing.

"You lost one!" He yells, walking towards you.

You feel as if a house were falling on you, and you stand up instinctively, as you did when you were just another recruit years ago.

"You lost your mind?! You can't take my soldiers and let them die whenever you want! I won't stand thi-!"

He stops when one of the goblins gives him a leg.

He seems undecided between continuing to scream or taking the severed member, but in the end he takes the piece of meat and begins to chew it.

When he turns to beat up the other goblins, you head to your room.

Your heart almost jumps out of your chest when you open the door and see the Black Nail lying on your bed.

She is not dressed in her dark outfit, just wearing pants and a shirt, but you recognize her by her dark eyes that seem to pierce your soul.

You stand paralyzed at the door.

She just looked at you like someone who looks at a cat that got into their house.

"Are you going in or not? Remember to close the door when you make up your mind." She says slowly as she prepares to sleep.

As she does so, you can't help but notice how her body is not only built as if it were made of steel bars, but is marked by long, dark, tattoo-like markings that run all over her body.

>Fuck off.

>Enter.

>>Ask her a question.
What do you want to know about her?

>>Tell her that's your bed.
You feel suicidal today

>>Other
>>
>>5697740
>Ask her a question.
>Have you interrogated the thief? She was cooperative when I did.
>>
>>5697740
>>Tell her that's your bed.
Bruh get the fuck off our bed
>>
>>5697751
>>5697754
Support for both.

>>5697740
>>
>>5697740
>Enter

>>Ask her a question.
A name would usually come before sleeping in the same bed dont you think. Show each other our scars, I bet she has some good stories and perhaps we can try to one up with something like a troll or a david and goliath fight that made use of our throwing skill. Show us all the tattoos.

>>5697754
>>5697797
Jesus Christ why
>>
File: Spoiler Image (367 KB, 680x519)
367 KB
367 KB PNG
>>5697880
She's being pushy and rude.
>>
>>5697885
Lmao
>>
>>5697880
Well, we are part of a gang once, so we might have some tattoos of our own as well, so we could have stories to tell.
Unless hers are magical enchantments or something like that
>>
>>5697751
>>5697754
>>5697797
>>5697880
>>5698070

Ok

>Talk about the theif
>What is your nama?
>Cool tattoos bro! Wanna see mine?

And you feel suicidal today...

How you want to take her of your bed?
>Be social
+20

>Be intimidating
+15
>>
>>5698082
I don't particularly want to risk it, but if it wins count my vote for social
>>
File: Spoiler Image (11 KB, 272x185)
11 KB
11 KB JPG
>>5698082
>Be intimidating
Assert dominance!
>>
>>5698082
>>Be social
I want the best chance i got.
>>
Rolled 2 (1d2)

>>5698088
>>5698089
>>5698125

1>Social

2>Intimidating
>>
Rolled 120, 42 = 162 (2d150)

>>5698280
Okay

Roll 1d100+15
Bo3
>>
Rolled 14 (1d100)

>>5698280
Why did you roll a 1d2 when social was ahead by one?
>>
>>5698291
Also RIP Tulle
>>
>>5698296
The guy say the if social wins, his vote would count as such.

Or maybe I am retard and I cant read.

What you want?
>>
>>5698297
Yea tulle is fucked if he dont get a 100
>>
>>5698300
I meant to say if wanting to take her out of the bed won, then to count the vote as social
Sorry if I wasn't clear.
>>
Rolled 105, 104 = 209 (2d150)

>>5698308
All right then, everyone fuck up sometimes, I should have asked you before closing the votes sorry.

Same as before.
Roll 1d100+15
Bo3
Your rolls vs mine
>>
>>5698316
Fuck, I mean you have +20
>>
Rolled 99 + 20 (1d100 + 20)

>>5698316
I probably should have written in a better way, after rereading it, it was a bit ambiguous
>>
Rolled 68 + 20 (1d100 + 20)

>>5698316
Rolling.

>>5698319
I think we're good, lol.
>>
Rolled 60 + 20 (1d100 + 20)

>>5698316
nat1
>>
>>5698319
>>5698326
>>5698348

You have done motherfuckers, holy shit.
>>
>>5698380
Step 1 Interesting lady assassin character finds the only quarters that dont smell like goblin shit. Step 2 We walk in and talk her up a bit because she is interesting. Step 3 Retarded voices in head want her to leave because 'no way fag' outweigh reasonably sharing a bed in less than ideal conditions. Step 4 Contemplate the fragile nature of sanity as we bond with assassin lady over rough childhood and how damn goofy we are.
>>
>>5698404
>how damn goofy we are.
We are that kind of villain's minion aren't we?
We did go into town and end up coming back with an adopted a kid
>>
>>5698404
>sharing a bed
Is this what she meant? I didn't vote to tell her to get out, but I imagined we would sleep in the floor or something like that.
>>
>>5698380
You manage to ignore your animal instincts and step inside, closing the door behind you.

You start taking off the armor, starting with the boots. "Do you mind if I ask you something?"

She looks you up and down curiously, tucking herself in YOUR sheets. "Go ahead."

"What's your name?" You decide to start with the most basic.

She remains silent for a few seconds, probably just to annoy you. "Annaria."

"I'm Tulle, nice to meet you. What happened to the thief in the cell below?" You ask while you finish taking off your greaves. "She was very cooperative with me."

"She is just as you left her last time, a broken little thing, mowed down with grief and regret. A street rat led by greed down the wrong hole..." Her words contrasted with her dispassionate tone from hers. "She will be sent to a place where she will atone for her sins."

You try not to tremble as you remove your chain mail and continue with your vambrances. "And what about your tattoos? They're great, although the pain must have been terrible."

Annaria's eyes light up at your words. "Thanks for the sympathy, Tulle, but they didn't hurt as much as the process of getting them, that much I can tell you." If you were crazy, maybe you could have thought that she seemed like a normal person for a few seconds.

You show him your arm, where there are four parallel lines with several X's marked between them. "I have these, and one of a star on my back."

"I recognize that kind of mark, a street fighter?" Annaria asks as you remove your gambeson. "Each of those marks are people you killed?"

"No, just the ones I defeated. If I had killed them I would have been executed long ago." You say, for a second forget who you're talking to. "And because that would be a crime, of course."

Annaria nods in understanding. "Is something wrong, Tulle?" She asks when you stand in front of the bed.

Your bed

"I don't know how you normaly do it, but if you're going to walk into someone's room and lie on their bed, you have to ask permission." You cross your arms in front of her, your shoulders back and your posture loose.

Let no one say that the great Tulle did not die a coward.

To your surprise, your headless body doesn't fall back, but stays where it is.

"Fine" Says the Black Nail. Annaria pulls back the covers to get up, but then she looks up at you from top to bottom and her eyes sparkle again.

She lies back on the bed, but this time she makes space in the small bed for you. "I don't want to lie on the floor, can't we share?"

>Accept.

>Refuse
>>
>>5698414
>Accept.
>>
>>5698412
sleep on the floor the night before we go dungeon crawling? I dont think she implied for us to sleep on the floor but I suppose its up to interpretation.
>>
>>5698414
>Accept
>>
>>5698418
>>5698420
>>5698422

All right.
>>
File: 1681921336895383.jpg (1.03 MB, 800x1000)
1.03 MB
1.03 MB JPG
Rolled 80, 60 = 140 (2d100)

>>5698425
Deciding that this is the best you'll get from her, you agree.

When you lie down, you notice two things.

The first is that she is cold. Not just in her hands and feet, but her entire body. It's not like ice, but it's not something you can easily ignore.

Second, she likes to snuggle up against you. You at first think it's because of the size of her bed, but with the way she rests her head in the crook of your neck, you know is her doing.

Deciding to put that aside, you manage to sleep somehow.

You are suddenly surprised when you not only dream that you are on an old battlefield, but you know that you are dreaming.

Around you are banners and broken weapons on the ground, but no bodies. The sun is blocked by a layer of black clouds, only letting in weak rays pass.

Thinking is complicated, but no matter how hard you try, you don't remember this battle.

Something moves next to you.

Turning around, you see that it is your shadow.

It's strange, stretching and tightening at times, before it begins to spread around you.

From one second to the next, the shadow condenses in front of you, in a vaguely human form.

Despite what is happening and the gloomy environment, you do not feel fear.

>Roll 1d100
Bo3
>>
Rolled 79 (1d100)

>>5698440
Is this one of those nightmare horrors mentioned in the chargen?
>>
Rolled 27 (1d100)

>>5698440
nightmare must be from being cold grumble grumble
>>
Rolled 62 (1d100)

>>5698440
>>
>>5698443
>>5698462
>>5698498
Writing
>>
>>5698540
The shadows envelop you completely, blinding you to the world and engulfing you in complete peace.

When you wake up, you feel rejuvenated, more lighter, and in control than usual.

Looking around you, you notice that Annaria is gone.

Putting on the armor you go outside.

Contrary to your fears, it is morning, earlier than usual to wake up in fact. There are only three goblins trying to put the new doors in place outside.

Leaving the strangeness aside, what do you want to do?

>Examine your room.

>Talk to the prisoner.

>Gather some goblins and start the mission.

>Other.
>>
>>5698549
Examine your room
>>
>>5698549
>Examine your room.
>>
Rolled 99 + 20 (1d100 + 20)

>>5698549
>Talk to the prisoner.
She's a thief and rogue with some skill, right? She wants freedom? If she is better than our novice rogue, maybe we can bring her. She'll get no money, but it might help her atone for her crimes in a less brutal fashion than our Black Nail friend woukd otherwise inflict.
>>
>>5698562
Ah yeah that's right. Yeah I'll support that. A stay of execution or whatever punishment if she works it off.
>>
>>5698549
>>Examine your room.
>>
>>5698558
>>5698560
>>5698562
>>5698572
>>5698764

Roll 1d100 to examine the room.
Bo3

DCs: 70/80.
>>
Rolled 90 (1d100)

>>5699110
Gift?
>>
Rolled 66 (1d100)

>>5699110
wasted a 99 baka
>>
Rolled 11 (1d100)

>>5699110
>>
>>5699116
>wasted a 99
Sorry, my mobile extension retains dice rolls between posts in the same thread. :(
>>
>>5699115
>>5699116
>>5699179
You start checking under the bed and around the desk. You can't find much, just digging out a pair of old boots.

Everything changes when you move the bed and a misplaced floorboard catches your eye. Pulling it out of place, you find a small book and a bag.

In the bag are twenty-three silver coins.

>Total Coins: 42 -> 65

The book is a diary, marked with the name of Gurro, the guy who died in the forest.

Going through the pages, you begin to understand what kind of person he was.

He hated everyone, or at least he distrusted everyone he met. He spends page after page insulting the Goblin Boss for being corrupt, and for being bad at being corrupt. He talks about how he take of the villagers' food and some of their things when they looked at him wrong, going so far as to exile some families, forcing them to wander the roads when he heard them talking about him behind his back. It also seems that he had a bad relationship with the rider who was killed in the attack on the courier post, although he does not delve into it, only referring to him as a toad-faced and dirty son of a pig.

Fast forward to the last days of him, you find out that he was not only an idiot, but he was also a traitor.

He apparently had an encounter with Flur, a rebel who had found a cave in the forest.

The two seem to have made some sort of deal, with the rebel showing him a dwarven pendient that would serve as a key to enter a dwarf fortress, and Gurro using the goblins as cannon fodder to rid the cave of giant spiders, the two had the idea that the they could discover a treasure, fake an attack on the fortress and run with the money while the soldiers of the kingdom kill everything that move.

You have no idea if Flur planned to keep his word to leave alive or not, but clearly Gurro wasn't going to. His plan was to call in reinforcements the day before the attack so he wouldn't have to share anything, and then escape west across the sea.

Inside the diary there is a sketch of the piece of metal you found, although somewhat different, referred to as the "key", and a map of the area, where the same points are marked as the one on the desk. Below he describes how they found the piece of metal and a map in the cave. Gurro quickly burned the old map by "accident", before ghinnn could see it. Gurro suspects that Flur found something down there, and he regrets not being able to steal that and the pendient in time.

The diary ends with Gurro talking about an old fortress in the forest where the missing part of the key could be.

You take the diary with you.

>Do you want to talk about this to Derth?

>>Yes, but it recommends following the mission as it was planned.

>>Yes, and recommends changing the objective.

>>No.

>>Other

>What do you want to do now?

>>Talk to the prisoner.

>>Gather the goblins and starts the mission.

>>Other.
>>
>>5699873
>>Yes, and recommends changing the objective.
The key could be useful
>>Gather the goblins and starts the mission.
Remember to say bye to Vann!
>>
>>5699873

>>Yes, and recommends changing the objective.

>>Talk to the prisoner.
Perhaps she overheard Flur talking about some of this, what Gurro suspects that Flur found. About the old fortress in the forest. The Cave where the people took the boats. About delaying and erasing her punishment if she works for the kingdom in earnest with us, probably need to do some good tongue wagging.
>>
>>5699955
Seconded.
>>
>>5699873
How goes it mein QM?
>>
Aw. Liked this one, too...
>>
>>5708084
Yeah, it was very good while it lasted.
>>
File: 818k1CLbUbL.jpg (487 KB, 1648x2560)
487 KB
487 KB JPG
>>5708088
He will return, the once and future QM
>>
>>5705481
>>5708084
>>5708088
>>5708119
QM here.

I'm very sorry for leaving you like this, I thought I had told you all that I would close this thread here but I think I dream it up. I will do part 2 in the future, and I wanted to close this thread now that it is over 700 posts.

Again, I'm so sorry.
>>
>>5714318
HE LIVES!
>>
>>5708119
You are vindicated!

>>5714318
Tha sk for getting back to us. I'll excitedly awwait tye continuation.
>>
File: vindication.gif (3.85 MB, 500x281)
3.85 MB
3.85 MB GIF
>>5714318
Phew I was getting a little worried there for a second
>>5714376
VINDICATION



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.