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The lands of Proelium, a continent cut and divided by sword and fire. Kingdoms and fortresses, bastions of stone, steel, and servitude, stand high above the muck and turmoil. They stand as safeguards against roving gangs of marauders, wild monsters mutated by concentrations of magic, and the armies of Hell themselves.

Beings of darkness and ruin, servants of their respective Lord of Hell, appear seemingly at random through massive Gates to smash against the vanguards of humanity. They are without number. They are unrelenting. Inexhaustible legions with only the desire to fulfill the will of their Lords.

In response to the plight of humanity, the Gods of Light sent down their aid to those chosen few they deemed strong enough to accept the burden of their gifts. Reinforced by divine might and faith, these Paladins stave off the worst the lands of Proelium can throw at them and formed Grand Orders to train the next generation of knights to stand against Hell.

At least, that's what the stories say.

Maybe, just maybe, you'll find out the truth to those long standing mythos. Since you're a Dreadknight and all now.

[1/2]
>>
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Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dreadknight+Quest
Twitter: https://mobile.twitter.com/storyteller_QM
Discord: https://discord.gg/WA5wRv3

>>2341045

It set in slowly, after a long day of hiking through the thin forests of the Eastern Lands you had to prepare camp for yourself and only yourself. When you were gathering some firewood and clearing a small area for you to hunker down for the night was when it really hit you; whether you like it or not, you've left behind everything you've known after your run in with a High Lord of Hell.

In the dark, all alone with nothing more than a dwindling fire to keep you company, you try your best to stave off the cold and solitude.

You think you were successful. The fact that you don't remember if you dreamed or not upon awakening doesn't help your confidence.

Gods... you wish you something to drink...

Unfortunately, you're still flat broke so even if there was a bar nearby you'd be shit out of luck. At least you still remember your father's hunting lessions, so instead of spending your morning grumbling on an empty stomach you munch on what's left of a rabbit.

Throwing away what's left of your meal, you pack up your pitiful gear and plan for the coming day's travels.
> Follow the nearby river downhill, always civilization along rivers
> Travel along the open prairie, see if you can't find a convoy traveling
> Keep wandering through the forest, maybe you'll run into a resident at some point
> Other
>>
>>2341063
>> Keep wandering through the forest, maybe you'll run into a resident at some point
>>
>>2341063
> Follow the nearby river downhill, always civilization along rivers
At least we will always have water.
>>
>>2341063
>Travel along the open prairie, see if you can't find a convoy traveling
Took a long time for a second thread
>>
Rolled 1 (1d3)

>>2341079

Just finished a four month long story arc on my main quest last night; cut me a little slack here anon.

>>2341076
>>2341077
>>2341079

Rolling to tie break unless someone else votes.
1. Forest
2. River
3. Prairie
>>
>>2341063
>Keep wandering through the forest, maybe you'll run into a resident at some point
>>
>>2341109
>>2341076

Forest it is.

> Roll me three 1d100+5's please
>>
Rolled 2 + 5 (1d100 + 5)

>>2341117
>>
Rolled 90 + 5 (1d100 + 5)

>>2341117
>>
>>2341117
rolling again just to keep thread running
inb4 nat 1
>>
Rolled 27 + 5 (1d100 + 5)

>>2341161
dont mind me
>>
>>2341131

That's a 95, let's see what you see.

Writin'
>>
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>>2341063

You mull on it for a few minutes before deciding to stick to the forest for now. You'll have more opportunities to hunt in the future if you're hungry and it'll give you some cover if you need it.

Setting off, you begin slugging through the underbrush. Admittedly, you're not like Will who can move like a wraith, but you can still navigate without getting lost. It's just that subtlety isn't your strong suit.

The entire day passes quickly and uneventfully, the shadows growing larger and large as the sun sets.

What gives you pause is when your armor shakes for a few seconds, the enchanted metal scraping against itself in what you can vaguely pick up is... anticipation.

That's moderately disturbing...

A few minutes later and the sun is going down, darkness rapidly taking hold of the area. You don't see a good place to set up camp yet so you continue onwards.

Eventually, you come across something interesting. There's a few game trails that you've been using to travel, but this is the first that has something of not. Among the myriad of animal foot prints in the mud is a single boot print. Odds are good that someone's hunting in the area.

On the other hand, you catch a smell of wood burning and, after looking around a bit, you catch the faint outline of a campfire off in the distance. Who knows who is out there, but you know for a fact that they're there.

Lastly, you could just continue on with looking for a place to camp out. Less risk on your own, but you still don't have an idea of where the closest town is.

Now what?
> Try to find the hunter
> Check out who is at the camp site
> Just find another place to hide out for tonight
> Other
>>
>>2341230
>Check out who is at the camp site
>>
>>2341230
>camp site
>>
>>2341230
>Try to find the hunter
camp dude wont go anywhere, we can check later
>>
>>2341230
>> Check out who is at the camp site
>>
>>2341233
>>2341246
>>2341292

Camp it is.

> Roll me three 1d100+5's please
>>
Rolled 11 + 5 (1d100 + 5)

>>2341296
remind me again how "hellish" we look?
>>
Rolled 12 + 5 (1d100 + 5)

>>2341296
>>
Rolled 54 + 5 (1d100 + 5)

>>2341296
>>
>>2341298

Currently, not at all. Your physical appearance hasn't changed at all and to the naked eye your armor looks exactly like the set you work previously. If you run into a perceptive mage, they're going to think something's strange with the armor.

>>2341306

That's a 59, let's see what you see.
>>
>>2341230

The camp, and it's guarantee of someone being there, more or less makes the decision for you when you barely pick up the sounds of laughter coming from it. Guess there's some kind of group there.

Getting closer, while staying as quiet as you can, you a look at the people occupying the camp. It's not a particularly good look, as the dark night makes it hard to pick out details aside from those directly around the fire.

What you can see, however, is a few grizzled, unkept men jovially drinking around the fire. You can barely pick up the outlines of the camp around them, but you don't see any women or children around which makes you a bit suspicious.

These guys could be mercs, ones that don't know how to use a razor apparently, or they could be bandits. The simple fact that nothing else really sticks out at you isn't helping to make this decision for you.

Now what?
> Just leave, no need to risk it
> Go right up and talk to them, they probably know the area better than you do
> Cut first, ask questions later
> Other
>>
>>2341317
>> Go right up and talk to them, they probably know the area better than you do
examine the area for weapons as we walk in
>>
>>2341317
>Other
circle camp, maybe the hunter is still out prowling
>>
>>2341317
>Go right up and talk to them, they probably know the area better than you do

Ask for directions
>>
>>2341317
do this >>2341321
>>
>>2341322
Supporting.

Here's hoping the hunter isn't already stalking us.
>>
>>2341322
this
>>
Well, I suppose if the shit hits the fan, we can get some practice in.
>>
>>2341317
>>2341322

I'll support this
>>
>>2341322
>>2341321
support
>>
>>2341321
>>2341328
>>2341361
>>2341446
>>2341503
>>2341848
>>2341872

Scope the place out then go say hello.

Writin'
>>
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>>2341317

Well, you might as well go say hello to them all. Worst comes to worst, you could just start cutting off heads until they decide to listen to you.

First, though, it's smart to scope the area out before you head in; no need to be stupid here.

With a thought, you vanish from sight, walking forwards in practically plain sight without an issue thanks to your Invisibility spell. It is really like cheating, but in situations like these you don't exactly care.

You start by going around the outside, mostly checking to see if the hunter whose tracks you noticed before is nearby. Nothing particularly jumps out at you, but if it's someone like Will that's not exactly any indicator.

From there, you check out the camp in particular. It's pretty standard fare here, rough cloth forming temporary tents and shelters among the trees. You don't see anything out of order or strange, nor do you see anything that could be considered loot.

Lastly, you look over the jovial men. They're, as you first noted, a bit ragged around the edges but other than that, they're clothed, have minimalist supplies, and are armed to the teeth. At one point in time, you'd have been concerned at the weapons, but you well and truly know that no one lives out in the wilds for long without knowing how to fight.

Nothing left to do here than drop your spell and ask them your questions. So, with a thought and a cough, you do just that.

They react about as well as you anticipated they would to someone materializing within their camp, weapons flying into hands as all pretense of good cheer go out the window in favor of survival instincts.

"THE HELL?!" One of them points a spear in your direction, "NICK, DID YOU FALL ASLEEP ON WATCH AGAIN?!"

You follow his, and the the other men's, sight and you see another man snoozing against a tree.

"Oh, for fucks sake..." The spear user looks like he can't decide on whether he's more frustrated or pissed at the moment, "Alright, you! The hell do you want?"

Your response?
> Ask where the nearest town is
> Ask what they're all doing out here
> Ask why he has Nick on watch if he's so bad at it
> Other
>>
>>2342948
>> Ask where the nearest town is
tap nick on the shoulder on the way out
>>
>>2342948
"Yeah Nick, way to drop the ball... just kidding, I was invisible."
>> Ask where the nearest town is
>>
>>2342948
>Ask where the nearest town is
>>
>>2342948
>> Ask where the nearest town is
>>
>>2342948
>>2342957

I'll second the sass.
>>
>>2342978
>>2342975
>>2342963
>>2342957
>>2342953

Ask for some directions it is.

Writin'
>>
>>2342948

"Common problem with Nick?" Your attempt to break the ice doesn't really work, as the spear user just narrows his eyes at you and inches his weapons forwards, "Doesn't matter; would you know where the nearest town from here is?"

"You...want directions?" He doesn't move his weapon, but you can tell that the grizzled man in front of you is struggling to comprehend the situation in front of him.

You don't make any motion towards the sword at your hip, just calmly standing there, "Yeah. I'm a bit new to the area".

"Alright, I'll tell yeah. But you fuck off and don't come back you hear?" The spear is lowered, but not by much, "There's three towns around here: Warlington, Southwold, and Briar Glen. Warlington's to the north, across the prairie, and about a day's travel from here. It's a trading town, lots of money change hands there. Southwold is, obviously, to the south; just follow the river until you see farmland in a few hours. Briar Glen is straight east, three days away. I'd stay away from there, word's getting out about something fishy going down there and that a few of the damn bucket heads are on their way. You got that? Now get!"

Stifling a laugh, you thank the man for his time and walk away, practically feeling the weapons against your back as you do. You can't help yourself as you walk by and flick 'Nick' in the forehead as you pass before you vanish off into the night.

Settling down for the night after you get a few minutes out of sight of the camp, you close your eyes and decide on where to go next.
> Warlington
> Southwold
> Briar Glen
> Just keep wandering
>>
>>2343101
>> Southwold
closest
>>
>>2343101
Do we recognize any of them?
>>
>>2343115

Nope.
>>
>>2343101
>> Warlington
Trade hubs mean we can figure out where we are easier.
>>
>>2343101
>Briar Glen
>>
>>2343101
>> Southwold
>>
>>2343101
Warlington
>>
>>2343101
> Warlington

Probably has more work and information, shit, caravan duty in the direction of home would work well
>>
>>2343101
>> Warlington
>>
>>2343101
>Southwold
>>
>>2343126
>>2343150
>>2343152
>>2343155

We'll begin the journey to Warlington tomorrow. I've got work in the morning, so I have to head off now.

Later everyone.
>>
>>2343185
Aww, I just got here.
>>
>>2343183
Got the towns mixed up and deleted my first vote, sorry.
>>
Ah yes I'm hyped for this I can't wait
>>
>>2341045
Man you had like no plan at all for this thread huh? At least for the first day anyway, you might be brainstorming at work. There are only so many generic CYOA 'Forks in the road' prompts you can have before people catch on.
>>
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Back now and writing.

>>2344169

The plot will be picking up shortly, but unless you want me to timeskip straight to that, and stir up the 'choo choo railroading' comments next, the fact that you have multiple, branching paths at this point in the story is due to the fact that Morgan was dropped into the middle of bum fuck no where. Also, I don't run once a week; I run whenever I can.

>>2344166

Welcome back.
>>
>>2343101

When you wake up in the morning, wincing a bit at the fresh set of aches and pains that come with sleeping in armor, you decide to head to Warlington. Of the three nearby, it's got the best chance of giving you some actual work so you don't have to keep sleeping outside.

A few hours of trekking through the forest and you come out to the massive prairie you saw when you first returned to the land of the living. At least the flatlands aren't a place that you're likely to get ambushed in, but you keep your guard up regardless as you walk.

And you walk, and you walk. A day's travel feels a lot longer than it should when you have no real points of reference. When the sun goes down, you're able to use the start to make sure that you're still on track and, after traveling for a few hours after dark, you settle in for the night.

It's just after noon the next day when you arrive at Warlington, which you note is really more of a glorified fort than a proper entrenched town. The stone wall around it looks sturdy, but you can tell even from here that it's not that thick of a wall and, as such, wouldn't survive any kind of siege. After taking off your helmet to reassure the guard that you're not some kind of monster in armor you head on in.

At least the place is rather lively, you can hear people shouting within the marketplace and several people are chatting on the streets. You don't see an inn or a mercenary or adventure's guild around, though you're sure there's something in this town.

Now what?
> Go check out what's going on in the market
> Try to find an Inn
> Try to find a merc or adventure's guild
> Other
>>
>>2344332
>The plot will be picking up shortly, but unless you want me to timeskip straight to that, and stir up the 'choo choo railroading' comments next

Honestly? I would love that. I vastly prefer focus and plot over meaningless branching paths.

Imagine if you just had Morgan find a road with some signposts with the choices in the last update. Boom, you just shaved off hours of meaningless faffing about.

Imagine if that signpost had only one option and it was where the interesting plot was? Even more time shaved off and we can get back to what matters. Whatever that is at the time.

Does wonders for pacing.
>>
>>2344457
>Go check out what's going on in the market
>>
>>2344457
>try to find an inn

barkeeps know rumours, or they aint barkeeps
>>
>>2344457
> Try to find a merc or adventure's guild
Ask the guard for directions, he's likely familiar.
>>
>>2344457
>> Try to find a merc or adventure's guild
>>
>>2344457
> Go check out what's going on in the market
>>
Rolled 2 (1d2)

>>2344461

I understand you concerns for pacing, which is why things will be gaining steam shortly.

I'd like to point out that the reason for why things are slow currently is because Dygteus literally just announced Morgan's succession. The very pissed off demons aren't capable of turning around, teleporting right to where he is, and then jump him; that's just not consistent with how this world works.

Also, I'm hoping to have a moderately fleshed out world so when it gets to the point in the story where there's elite Paladin squads and high form Demons hunting Morgan down, you all have places you can go to either hide out or entrench yourselves.

>>2344478
>>2344482
>>2344486
>>2344488

Rolling to tie break unless someone votes within 5 mins.
1. Market
2. Guild
>>
>>2344482
>>2344486

Guild it is.

> Roll me three 1d100+5's please
>>
Rolled 41 + 5 (1d100 + 5)

>>2344506
>>
Rolled 72 + 5 (1d100 + 5)

>>2344506
>>
Rolled 6 + 5 (1d100 + 5)

>>2344506
>>
>>2344510

77 it is. Let's see what you see.

Writin'
>>
>>2344457

As tempting as it is to head over to the market to see what all the commotion is about, you've got the chance to make some coin here.

That is, of course, assuming they let you work without being a member. Somehow, you don't think they'll keep your membership if you get outed.

With that in mind, you walk over to some of the nearby people and ask a few questions. You ignore the curious glances they throw you and focus on the fact that while there's no mercenary guild in the town, the adventure's guild takes over those jobs when they come up.

Thanking them for their time, you follow the directions to the middle of town, where you find a moderately sized building with a few assorted individuals standing around.

Heading inside, you note a job board on one side and a young woman working behind the counter on some paperwork. Other than that, there's no one really around.

Now what?
> Go check the job board, you'll probably find something there
> Go talk to the clerk, she's the best to ask about jobs
> Leave
> Other
>>
>>2344585
>> Go talk to the clerk, she's the best to ask about jobs
"Hello miss, I got a big sword and an empty wallet. Got a jobs that need the former and fills up the latter?"
>>
>>2344585
>Go talk to the clerk, she's the best to ask about jobs
>>
>>2344585
>> Go talk to the clerk, she's the best to ask about jobs
>>
>>2344585
> Go check the job board, you'll probably find something there
receptionist are snarky don't like doing there jobs.
>>
>>2344595
>>2344604
>>2344631

Clerk it is.

Writin'
>>
>>2344585

You could fumble around with the job board, but with the clerk being right there there's really no reason.

So, you walk right up to the woman who, upon hearing your approach looks up at you. You can see her eyes boggle for a moment, clearly not recognizing you, before she fumbles a few pieces of paper.

"Just a moment!" She ducks under the counter to collect the fallen paperwork, before standing back up and presenting you with one of the most fake smiles you've seen, "Hello! My name is Hannah! I'm the main receptionist for the Warlington Branch Adventurer's Guild! You're new to Warlington, aren't you? Are you a member of the guild?"

"No, I'm not," No point in mincing words here, as you're going to take a while guess and say she's got something better to do right now, "Any jobs to take that can get me some quick coin?"

"We don't deal in blood money, if that's what you're implying," Hannah's eyes narrow slightly, to which you just shrug, "If not, then you could always gather materials for potions. We've got alchemists here so basic materials are always in demand. It doesn't pay much, but it does pay per material and it's quick. Other than that, there's nothing else here that wouldn't involve becoming a registered member".

You're about to respond when someone practically bursts through the door, "HANNAH!"

"SHUT UP, PIERCE!" The clerk fires back, glaring over your shoulder at a guy in somewhat dressy clothing, "Sorry about that... errr, what's your name?"

"Morgan".

"Yes, right, Morgan. If you want to take that job, it's on the board. Now, if you'll excuse me..." Hannah turns back towards her pile of paperwork, pulling out a few things before stomping over to where 'Pierce' is.

Guess they're going to have words or something...

Now what?
> Grab the materials job, it's shit but it's money
> Go wander the town more then come back, might as well get registered while you're here
> Eavesdrop on Hannah and Pierce
> Other
>>
>>2344767
>> Eavesdrop on Hannah and Pierce
>>
>>2344767
>Grab the materials job, it's shit but it's money
>>
>>2344767
>Eavesdrop on Hannah and Pierce
I forget, how common is magic such as our invisibility?
>>
>>2344767
>> Eavesdrop on Hannah and Pierce
> Grab the materials job, it's shit but it's money
>>
>>2344767
> Eavesdrop on Hannah and Pierce
>>
>>2344801

Invisibility is uncommon in terms of prevalence, though it should be known that people in this world tend to, how do I say, 'follow their talent'. Most people with Morgan's magic go for roles along the lines of infiltration, assassination, and subterfuge. TL;DR, no one's really expecting the guy with the greatsword and full armor to turn invisible.

>>2344812
>>2344807
>>2344790
>>2344780

Eavesdrop on the two and grab the job it is.

Writin'
>>
>>2344767

Gathering grass isn't exactly the most glamorous job you've been on, but you suppose you've done worse. Granted, the 'worse' also paid far, far better than this, but your empty wallet means you're not going to question work.

Walking over to the job board and grabbing the paper, rather one of the many copies of the paper for this job, you also overhear what those two are talking about when the screaming starts again.

"WHAT DO YOU MEAN YOU GABLED ALL YOUR MONEY AWAY!?" Hannah sounds furious, though you can't exactly see her expression.

"I was doing great! Was making a killing in challenges today when some punk Acolyte stole my earnings; I'm the best damn fighter in this town, no way in hell am I going to accept losing to a greenhorn!" So that's what that was all about earlier. Too bad, you would have liked to watch the show.

"Whatever!" There's the rustle, then airy slap, of papers being pushed about before the clerk speaks up again, "Here's your assignment for the day. Don't come back until it's complete".

With a huff, you hear Pierce walk out of the building.

"AND DON'T ASK TO BORROW COIN FROM ME AGAIN!"

There's a slam and you turn around to leave just in time to see Hannah, face red with anger, head back to her post. Now's probably a good time to leave.

Now what?
> Go out on the job
> Do some more exploring
> See if you can't find this Acolyte
> Other
>>
>>2344987
But it would be incredibly obvious if we did it right now wouldn't it?
>>
>>2345046
> See if you can't find this Acolyte
>>
>>2345046
>> Go out on the job
>>
>>2345046
>See if you can't find this Acolyte
>>
>>2345046
> See if you can't find this Acolyte
Are we gonna do a good ol invisboogle robberoo?
>>
>>2345046
>> Do some more exploring
find a bar
and a qt elf waifu
>>
>>2345047

Yes.

>>2345151

Humans only in this world; sorry anon

>>2345050
>>2345068
>>2345141
>>2345151

Take a look around, particularly for the Acolyte it is.

> Roll me three 1d100+2's please
>>
Rolled 30 (1d100)

>>2345271
>>
Rolled 62 + 2 (1d100 + 2)

>>2345271
>>
Rolled 43 + 2 (1d100 + 2)

>>2345271
>>
>>2345151
>>2345271
>Inb4 we fall for the first girl we see like the last quest.
Where's that qt.14 sword maiden we fought? Have to find her ASAP.
>>
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>>2345309

You mean Claire? She's on the other side of the continent best you know.

>>2345281

That's a 64, Failure.

Writin'
>>
>>2345309
We could also take the second woman we met.

I don't think we've seen her face though.

Also I feel like I've seen a character with the same "eating super fast while remaining helmeted" trait and can't for the life of me remember where.
>>
>>2345391
Goblin Slayer?
>>
>>2345391

It's a pretty common gag.

>>2345046

You're ready to go out and get this job done with, but Pierce's mention of an Acolyte sticks with you. It might be a load of horseshit, but if there really is an Order member around, even a trainee, you might have a problem.

As much as you and others might joke about them, they really, really, don't fuck around when it comes to training those kids.

Shaking a few memories off, you start discretely poking about the town.

An hour or so later, you haven't seen hide nor hair of anyone even resembling an Acolyte. It's not like you really have much to go on in the first place, so you weren't exactly expecting to find anything.

Oh well, you'll have to just keep it in the back of your mind then.

Heading out of the town and back into the wilderness, you start your search for these fucking plants.

> Roll me three 1d100's for luck please
>>
Rolled 48 (1d100)

>>2345421
>>
Rolled 31 (1d100)

>>2345421
Rollan
>>
Rolled 23 (1d100)

>>2345421
>>
>>2345426
>>2345427
>>2345429
Oh wow. Compared to the awesome of the last thread this is pretty sub par. Maybe all our luck is saved for combat?
>>
>>2345438
I'm betting a smug-looking goat ate most of the herb we were looking for.
>>
>>2345438
Isnt lower rolls good in the system QM is using?
>>
>>2345438

Would make sense, given Morgan's record.

>>2345426
>>2345427
>>2345429

Well, let's see how this goes.

Writin'
>>
>>2345457

Nope; system is meet or exceed DC.

>>2345421

You're not exactly sure what you were anticipating, but the plants you're looking for are few and far between in this area. There's several good spots that you come across, but the sun is going down by the time you're satisfied with what you've collected.

Stuffing your pockets with the gathered material, you stand up and brush yourself off. Turning about to return to Warlington, a noise captures your attention.

High up in a lone tree, a pitch black raven, barely visible against the dusk, caws at you, looking down at you with beady eyes, before flying off.

Huh, that's not omin-

Growling cuts through your thoughts, turning around again shows a single, gray wolf snarling at you.

It's not a direwolf, thank fuck, but you're not stupid enough to think this wolf is alone. If it's here, then the pack is sure to follow.

Now what?
> Stand and fight, no reason to turn you back on them
> Try to scare off the wolf, you've got the magic for it
> Attempt to escape, you don't want to get surrounded
> Other
>>
>>2345513
>> Try to scare off the wolf, you've got the magic for it
>>
>>2345513
>> Try to scare off the wolf, you've got the magic for it
>>
>>2345513
> Try to scare off the wolf, you've got the magic for it
>>
>>2345524
>>2345552
>>2345606

Fire for effect.

> Roll me three 1d100+5's please
>>
Rolled 45 + 5 (1d100 + 5)

>>2345615
fir
>>
Rolled 33 + 5 (1d100 + 5)

>>2345615
>>
Rolled 93 + 5 (1d100 + 5)

>>2345615
>>
>>2345620
there's the good old morgan luck
>>
>>2345620

That's a 98, Success.

Writin'
>>
>>2345513

The wolf snarls again as it stalks forwards, fangs barred on approach.

You, on the other hand, raise a hand and, as you snap your finger, let loose a pretty damn good imitation of a thunderclap.

Perhaps, you did too good of a job, as you'd gather anyone is the remote area of you just heard that. It sure as hell scared off the wolf, as it can't scramble away into the underbrush fast enough.

It's about time for you to be going too, considering you don't want to be in the area if anything, or anyone, gets attracted to the sound.

The trip back to Warlington is, thankfully, quiet and uneventful. It's dark to the point where you can barely see your surroundings, but you manage to not get lost on the way back.

The streets are far emptier now, but you ignore that fact and head back to the guild. Hannah's still there, a candle on her desk burning away as she continues dealing with paperwork.

She doesn't say a thing as she tallies up your collection, just sorting through a lock box before handing you your pay.

> You have obtained: 2 Silver, 25 Copper Coins!

Now what?
> Ask Hannah about Pierce
> Ask Hannah about something else (what?)
> Go find an Inn, get some rest for tonight
> Go look around the town more
> Other
>>
>>2345733
> Go look around the town more

Is it wrong to hope for thugs to kill and loot?
>>
>>2345733
> Go find an Inn, get some rest for tonight
food!

>>2345744
I feel like actively looking for someone to kill is an ethically dubious thing at best, even if the intended target is criminals
>>
>>2345733
>> Ask Hannah about something else (what?)
When's the next caravan west?
>>
>>2345733
>>2345763
I second this question, now that it's been brought up
>>
>>2345763
I'll go with this too.
>>
>>2345763
Support. Changing my vote
>>
>>2345763
>>2345766
>>2345774
>>2345776

One last question, then find an Inn it is.

Writin'
>>
>>2345733

"Do you know when the next caravan west is leaving?" Considering this is a decently sized trading town, there's a good chance you might be able to get a ride elsewhere from here. Granted, you're not sure you want to drag your friends and family into this mess, but it'll be good to have your options open.

Hannah doesn't react to your words at first, blinking a few times before looking up to you, "West? Uh...". She turns around and looks over a few things, "There was a merchant caravan that went out there last week, kinda. They really don't go west though, for the most part they're lumber traders from further north. I don't know when they'll be back, considering they come and go as they please. That's about it, sorry".

"It's fine, I'll see you around".

Biding the clerk goodnight, you leave the guild and find a nearby Inn. There's one that you find after walking a few blocks that looks relatively clean.

A room for one night is a decent chunk of your day's earnings, but for the chance to sleep in a bed for a change it's worth it.

> You have lost: 75 Copper Coins!

Heading up to your room, you lock the door behind you and start settling in. Your new claymore, still untested, goes off but stays within your reach before you move onto your armor. You dread the worst, but the metal plate easily comes off your form. It doesn't look like it's doing anything strange even as you put it into a pile on the floor, so you walk over to the room's window.

The view's not too bad, despite not really overlooking anything other than the nearby street. At least the it's a clear night, so you've got a nice, clear shot of the stars in the sky. Really, it all comes together well, the moonlight illuminating the quiet town around you, your dark room, the writing glowing on your window pa-

Wait, what?

Your eyes snap down to right in front of you, where flowing, but glowing red, script is forming on the glass.

> You can see this, right?
> Good, good.
> I know you're there, Dreadknight.
> And I think we can be of mutual benefit to one another.

> And that's where I have to leave things for tonight, work night and all that. Same as yesterday, I'll be picking things off here tomorrow at around 4 pm EST. See you all then.
>>
>>2345754
What if your a hunter looking for game?
>>
>>2346028
one is to provide food to live.
The other is killing for jollies.
(I take issue with trophy hunting if you can't tell, exceptions for conservation reasons that take advantage of trophy hunter money.)
>>
>>2346057
So you okay with Cecil the Lion dying? Monster!

Just kidding. I'm just yanking yer chain, I mostly agree with you there.

I don't like hunting endangered, species but if there are game reservations with guides that help the overall species of animals prosper, while sacrificing older individual animals to pay for it, or hunting for food, I'm down for it.

I think there should be exceptions for invasive species like wild boar or pigs in places that have no nature predators, and will eat everything and destroy crops, then I think "sport hunting" to save on culling costs would be overall beneficial to everyone.
>>
>>2346160
Generally speaking invasive species aren't even protected by seasonal limits.
>>
Back now, working on the next part.
>>
>>2347261
Qm, are you the same storyteller that ran Evoker quest and ember's edge?
>>
>>2345868

Experimentally, you tap a finger against the glass, just to make sure what you're looking at is real.

> Stop that.

Yeah, it's real. The question is where the hell is the sender? They have to be nearby if they're able to see you...

You take a few minutes to thoroughly check your room for anyone hiding, making sure there's no false walls in your closet and that no one's under your bed. With a huff, you return to the window to see some new text is there.

> I'm no where nearby, if that's what you're wondering.
> Seriously? Under the bed?
> Just speak aloud, I can hear you that way.

Your response?
> Ask who the speaker is
> Ask where the speaker is hiding
> Ask how the speaker is able to communicate with you
> Just go to sleep, no reason to deal with this
> Other
>>
>>2347297

Nope, my other quest on here is Artificer Quest.
>>
>>2347304
"The fuck you want, and dont go spouting out what i am. i am pissed enough already adn i dont want a lynch mob or the fucking paladins on my case "
>>
>>2347304
> Ask who the speaker is
>>
>>2347304
>>2347309
Similar amount of expletives, but ask what their proposal is, and how much it will take them to fuck off
>>
>>2347309
>>2347310
>>2347331

Basic run down it is.

Writin'
>>
File: Theyreprobably2020.png (13 KB, 194x149)
13 KB
13 KB PNG
>>2347304

Thinking it over, you might as well start this off simply, "So, who the fuck are you, and what do you want?"

There's nothing for a moment, in which you feel like a complete idiot for talking to a piece of glass, before the text starts up again.

> Charming.
> As for who I am, well, I'm hoping to show you that if we can meet face to face. I'm not involved in this little game of succession Dygteus is trying to play, but I am terribly fascinated by all of it.

"Bullshit," Crossing your arms, you glare at the text, hoping to convey your anger over the situation across whatever medium you're talking through, "I'm already pissed enough from being thrown into this 'game', I'm not going to risk getting involved with you when there's already fucking Paladins coming into the area. So, start explaining what the hell you want, or this conversation is over".

> So much anger, but it isn't unfounded.
> And I was getting to that, until you cut me off.
> I'm an unknown in these parts but I have eyes everywhere

At the words, two thin red eyes blink open upon the glass and stare at you. You're taken aback by the suddenness of it, but they don't appear to do anything before fading away.

> I have information and a bit of influence. You have ambiguity, for now, and experience beyond my own in combat. I believe the mutual benefit is rather obvious here?

You don't speak up, thinking to yourself for a few seconds. Whoever this individual is, they don't really seem hostile to you, but then again that's almost something to suspicious of in and of itself.

> Or, you can't waste your time here in Warlington, collecting grass to pay for an overpriced inn until a demon comes along and tears out your guts.

That's... also a possibility.

> Well, what do you think?

Your response?
> Agree, ask where the speaker wants to meet up
> Don't commit, ask to meet first before you do
> Reject, you can't risk it
> Other
>>
>>2347417
>> Don't commit, ask to meet first before you do
>>
>>2347417
this>>2347422
and use profanity
>>
>>2347417
>Don't commit, ask to meet first before you do
>>
>>2347417
> Don't commit, ask to meet first before you do
>>
>>2347297
If he were the MC would be a lesbian.
instead of a dude.

also that QM moved to akun/fiction.live
>>
>>2347447
>>2347431
>>2347429
>>2347422

We'll continue this later then.

Writin'
>>
>>2347417

"I'm not going to make a deal through a bloody window pane," Scowling at the fading text, you contemplate flipping off the window before thinking better of it, "Where are you currently? I'll meet up with you and we can talk more about this then".

> Hmm...
> Your caution is understandable.
> I'm within the Briar Glen area right now, so if you head over here we can talk.

You narrow your eyes at that new nugget of information, "I've heard some interesting things coming from that area; you're behind it all, aren't you?"

> And if I am?
> Just joking, you'll be able to verify what's happening when you get here.

"Alright," Sighing to yourself, you walk away from the window, "I'll be seeing you soon. Now fuck off; I need some damn sleep".

> I'll be in the outskirts of the city at night, that's where you can find me

With that, the text fades away and you settle in for the night.

You were right, it's a damn nice change of pace to sleep on an actual bed for once. Too bad morning comes all too quickly.

Forcing yourself to abandon the comfy confines of your room, you head out of the Inn once you've got your armor back on and contemplate what you're going to be doing next.
> Go check by the Adventure's Guild
> Go check out the market
> Leave for Briar Glen now
> Other
>>
>>2347492
>> Leave for Briar Glen now
>>
>>2347492
>> Go check out the market
get supplies
>>
>>2347492
> Go check by the Adventure's Guild

First guild for job, then Glen, then market for supplies to complete both might be the most efficient.
>>
>>2347492
> Leave for Briar Glen now
>>
>>2347429
Support
>>
>>2347666
>>2347510
>>2347505
>>2347502

Looks like the general consensus is head to the market for supplies then head for Briar Glen.

Writin'
>>
>>2347492

Well, you have someone, or something, of rather dubious nature that wishes to talk to you. Might as well keep digging your hole in the ground deeper and deeper...

You're not going to be stupid about this, though. Which means that you're going to want some supplies to make sure you don't starve to death.

Heading down to the market, you find a few stalls that are selling basic supplies. Of them, you find a few decent enough deals and decide on what to buy.

> Ration Packs, Five Copper Coins each
> Simple Bandages, Two Copper Coins per roll
> Water Canteen (empty), Ten Copper Coins each
> Glaemoroth Region Map, 1 Silver Coin

What are you buying? (Current coin: 1 Silver, 50 Copper)
> Write in
>>
>>2347782
>> Simple Bandages, Two Copper Coins per roll
5
> Water Canteen (empty), Ten Copper Coins each
> Glaemoroth Region Map, 1 Silver Coin
> Ration Packs, Five Copper Coins each
6
>>
>>2347795
Support if able
>>
>>2347795
hate to be broke but that looks like a good spread for our purchases
>>
>>2347795
>>2347909
>>2347910

Alright, going for broke it is.

Writin'
>>
>>2347795
rip money
>>
money just jingles and gives you away anyways, not very good to have a lot on hand when you're a man of our skillset.
>>
>>2347933
Isn't the entire point of being a mercenary to make money?
>>
>>2347782

Coins are great, but they're not going to help you out in the wilderness.

At least, that's what you tell yourself when you pull out every last coin on you and hand it over in exchange for your purchases. The merchant was kind enough to throw you a free rutsack into the deal so at least you have something to put away all your new gear.

> You have lost: 1 Silver and 50 Copper Coins!

> You have obtained: 6 Ration Packs!
> You have obtained: 5 Simple Bandages!
> You have obtained: 1 Water Canteen (empty)!
> You have obtained: 1 Glaemoroth Region Map!

The map cost you the majority of your coins, but at the bare minimum you won't be getting lost while you're in this region.

With all your gear stowed away, you steel yourself for the coming journey.

> Roll me three 1d100+5's please
>>
Rolled 60 + 5 (1d100 + 5)

>>2347970
>>
Rolled 69 + 5 (1d100 + 5)

>>2347970
>>
Rolled 56 + 5 (1d100 + 5)

>>2347970
>>
>>2347989

That's a 74, Bare Success.

Writin'
>>
>>2347970

The first day of the trek isn't that bad, the fact that you're still within familiar terrain making it rather easy. You save up your provisions that night and snack on another hunting kill. Might as well take advantage of it while you still can.

The next day you leave behind the prairie and begin hiking up into a set of rolling, rocky hills. The going's far rougher than before, but you can manage for the most part regardless of how trying it is. When night comes, though, you just find a small alcove to hide under and munch on one of your ration packs.

The third and last day starts easily enough, as you can see the beginnings of the dark forest that surrounds Briar Glen when you start off in the morning.

You're traveling along another rocky outcropping when instincts flare. The only warning you have is the faint sound of wings flapping and a black blur flying at you before the area around you explodes.

Despite making it to the ground in time, you can feel debris ping off your armor. Pushing yourself to your feet quickly, you've got your greatsword in hand when the dust suddenly clears.

What stands behind you is an absolute titan of a man clad in plate armor, appearing to practically float across the ground as he turns around to face you. You shouldn't be surprised at this point, but the set of two glowing red eyes within his helm give you pause.

All thought of figuring out the situation end when he reaches behind his back and pulls free a rough metal blade, pointing the end of it right at you.

[b]DREADKNIGHT GERALDUS, THE RELENTLESS TALON[/b]
> Go all out, try to end this here and now
> Test out his defenses, see what tricks he's got
> Stay defensive, try to wear him down
> Try to run, you have no idea if he's got backup
> Other
>>
>>2348102
>Other
>Go invisible and disengage

I think running might be a good idea here. He got the jump on us and we dont know if he has back up.
>>
>>2348102
>> Test out his defenses, see what tricks he's got
>>
>>2348102
>Test out his defenses, see what tricks he's got

I feel like this is the dude who was in the windowpane, and it was bait.
>>
>>2348102
>> Test out his defenses, see what tricks he's got
>>
>>2348102

> Turn invisible, summon an illusion of ourselves and have it flee in panic, when they attempt to chase it, we stab them in the back.
>>
>>2348121
>>2348119
>>2348118

Test defenses it is.

> Roll me three 1d100+5's please
>>
Rolled 82 + 5 (1d100 + 5)

>>2348159
>>
Rolled 71 + 5 (1d100 + 5)

>>2348159
>>
Rolled 99 + 5 (1d100 + 5)

>>2348159
>>
>>2348172
There's that Morgan luck!
>>
Rolled 63, 9, 20 + 5 = 97 (3d100 + 5)

>>2348159

[DREADKNIGHT GERALDUS ACTIVITY]
>>
>>2348172
Lol
>>
>>2348172

That's a 104 versus 68, Success.

Writin'
>>
>>2348102

You're tempted to just go right for the kill here and now, but showing your hand early on against someone who has clearly seen combat would be risky. Better choice would be to keep things simple for now.

And that's exactly what you do, as you lead into the fight by side stepping his first slash and jabbing for the breaks in between his guard.

The guy's good, you'll give him that, but he's throwing his weight around and trying to just bully his way through the fight. It'd probably work on someone else, but you've fought against Claire so many times you could do this in your sleep.

Despite moving like he's floating over the ground, you know that having that heavy armor is going to impair his movements, so you stick on the balls of your feet, jinking back and forth to throw off his aim. You block and deflect the first few slashes, wincing a bit as your arms struggle to withstand the punishment. Waiting patiently, your efforts pay off as the enemy Dreadknight begins to struggle to keep up with you and you're doing more dodging than blocking. It doesn't last long, though, as he jumps back after the second missed swing to gain some distance.

Your opponent drops his shoulder and charges at you with his shield, covering himself as he bring his blade around for another attack. The charge balks when you slam your own shoulder right into his shield, knocking him off balance and forcing him to continue his attack while on the back foot.

It misses entirely as you duck underneath it, getting right inside his guard you get to work by first stabbing your claymore into the gaps between his plate mail and ripping the sword up. Blood sprays out as you do, a portion of it splattering over yourself that you pay no mind to as you continue to brutalize your enemy.

By the time the Dreadknight pushes you back, your sword's drawn a heavy toll for his negligence, though despite the blood now staining his plate armor, the titan of a man doesn't seem too bothered by his wounds. The impromptu staring contest ends when he suddenly pulls a javelin from no where and throws it at you with his shield arm.

You're able to dodge to the side in time, though it is a close call. Looking back up at the Dreadknight, you question just where he pulled that from.

DREADKNIGHT GERALDUS, THE RELENTLESS TALON
> Go all out, you've drawn this out long enough
> Keep going at this pace, no need to strain yourself
> Shift to a defensive stance, see what he does while cornered
> Try to run, you've tangled with him long enough
> Other
>>
>>2348314
>> Keep going at this pace, no need to strain yourself
>>
>>2348314
>> Keep going at this pace, no need to strain yourself
>>
>>2348314
> Shift to a defensive stance, see what he does while cornered
>>
>>2348314

> Keep going at this pace, no need to strain yourself
>>
>>2348314
> Keep going at this pace, no need to strain yourself
bet this sucka never sparred with the dark lord.
>>
>>2348314
>> Keep going at this pace, no need to strain yourself
>>
>>2348319
>>2348320
>>2348324
>>2348329
>>2348331

Same pace it is.

> Roll me three 1d100+5's please
>>
Rolled 80 + 5 (1d100 + 5)

>>2348333
>>
Rolled 32, 25, 68 + 5 = 130 (3d100 + 5)

>>2348333

[DREADKNIGHT GERALDUS ACTIVITY]
>>
Rolled 92 + 5 (1d100 + 5)

>>2348333
>>
Rolled 97 + 5 (1d100 + 5)

>>2348333
>>
>>2348342
Snicker Snack
>>
Is everything alright?
>>
>>2348456
QM is probably in bed.
>>
>>2348464
Should make a post letting us know.
>>
>>2347942
Making dough is fine, keeping it on you at all times is probably a bad idea though
>>
>>2348539
magical pocket dimension pockets for our gold when?
>>
>>2348464
>>2348456

Sorry about that, passed out right after my last post. I'll be back same time as yesterday.
>>
>>2348342

That's a 102 versus 73, Success.

Writin'
>>
>>2348314

Ignoring the javelin, you stalk forwards towards the enemy Dreadknight. You've got the advantage here, in both condition and speed, and there's no way in hell you're going to give those up.

Quickening your pace, you resume the fight with several more testing jabs, all of them reflected off that massive iron buckler of his. This doesn't dissuade you, as you're just waiting for the inevitable counter attack.

He doesn't keep you for long, pushing back against you before reaching out with that massive blade of his in a horizontal slash. You duck and push your claymore up, sparks flying as several dozen kilos of metal flies over your head, before you step into his guard once more.

Your own greatsword slashes up right into that same wound you created earlier, leaving the weapon wedged between his plate you let go of it and smash your shoulder into his chest. The Dreadknight heaves as you twist, grab an edge of his armor in one hand, before punching right into the damaged section with your other.

You can feel your armored gauntlet creak and groan from the impact, a jolt of pain running up your arm accompanying it, but it's all worth it as you see his chestpiece, a stark sheet of gray stained with his own blood, crack.

Taking a step back, you yank your claymore back into your hand, getting it up just in time to take a rather late, but no less heavy, shield bash. The force of the blow alone sends you skidding backwards, your armored boots digging into the rock and dirt as they attempt to retain purchase, which they eventually succeed at.

Adjusting yourself back into a ready position, you're just in time to see the Dreadknight get picked up by an absolutely massive Great Crow, the dark shape rapidly shrinking as it makes a long, slow turn to head back out over the prairie.

You and the man, whoever he is, lock eyes for a while as he is carried away, his sword arm lying limp at his side and his armor practically in pieces. He'll be back, at some point, that much you gather is practically guaranteed.

After making sure he's gone, and that there's nothing else in the area, you give yourself a moment to breathe. It hasn't been that long since your last fight, but even still that was enough to get your blood pumping.

Taking stock of yourself, you note that aside from being a bit sore, your left arm in particular, and your claymore showing some signs of stress from the fight, you got through that in one piece.

You are slightly splattered with blood, which is an issue for about a minute before your armor makes a strange creaking noise and the blood is suddenly gone. Despite the troubling implications of that, you note that at least the damaged gauntlet is now practically good as new.

Now, it's time to get to Briar Glen proper; you've got some questions for your damn mystery speaker.

> Roll me three 1d100+2's please
>>
Rolled 43 + 2 (1d100 + 2)

>>2349194
>>
Rolled 39 + 2 (1d100 + 2)

>>2349194
>>
Rolled 4 + 2 (1d100 + 2)

>>2349194
You know, the next this happens maybe we should try harder to actually kill the guy if it was going to run, since these guys actually return stronger each time if we don't kill them and only hurt them.
>>
Rolled 73 + 2 (1d100 + 2)

>>2349194
>>
Rolled 60 + 2 (1d100 + 2)

>>2349194
>>
>>2349228

That's a 45, let's see what that gets you.

Writin'
>>
>>2349194

Coming down from the hills, your pace is immediately slowed down upon discovering that the forest in front of you grow on top of some kind of marshland. Thick rivers of mud and muck crisscross between the overgrowth and grabs at your boots every time you step in them.

The wet slop sticks to your heels and you make a mental note to thoroughly clean your legs sometime soon lest you lose your feet to boot rot.

Thankfully, the muck doesn't last that long, though thanks to it and your run in with that Dreadkight, it's just becoming dusk when you make it to Briar Glen.

The town, or rather the large village, is a quiet place; a few people walking around but other than that there's nothing else going on. No market, no caravans, and no signs of outsiders.

That, of course, means that you attract a hell of a lot of attention as you walk through the town in search of the center of it.

It's indicative of just how small this place is that you find an old, weathered stone fountain. The thing must have been put in during the original construction of the town and it's still capable of pulling up water from whatever source it's placed on top of.

Sitting down next to it and pulling out your canteen, you pull off your muddy boots and get to work cleaning off your footwear and feet.

While you do, you consider how to handle your coming meeting with whoever the hell contacted you.
> Just go straight there
> You've got magic for a reason, might as well use it
> Don't go, this was a stupid idea
> Other
>>
>>2349336
>> You've got magic for a reason, might as well use it
>>
>>2349336
>You've got magic for a reason, might as well use it
>>
>>2349336
>> You've got magic for a reason, might as well use it
>>
>>2349336
>> You've got magic for a reason, might as well use it
>>
>>2349336
>nagic
>>
>>2349456
>>2349449
>>2349416
>>2349365
>>2349357

Magic it is.

> Roll me three 1d100+2's for effectiveness please
>>
Rolled 90 + 2 (1d100 + 2)

>>2349535
>>
Rolled 90 + 2 (1d100 + 2)

>>2349535
>>
Rolled 60 + 2 (1d100 + 2)

>>2349535
>>
>>2349538
>>2349541

That's two 92's, Success.

Writin'
>>
File: WhosthatHoodedFigure.png (89 KB, 310x317)
89 KB
89 KB PNG
>>2349336

By the time your boots are done drying, you've decided to play this safe. Yeah, sure, you could probably get away with just walking right up to whoever this person, or thing, is and getting this over with but for fucks sake you didn't survive getting dropped into Hell just to die to an amateur's ambush.

With that, you slip on your boots and get to your feet. In order to properly pull this off, you're going to need a moment unseen for the misdirection to work. Sighting a small alleyway, you walk over to it and turn the corner.

Once you know that you're out of sight, you focus on your magic and let it loose. In the same second, you drop out of vision and a complex illusion comes into existence just in front of you. You can feel the beginnings of a headache coming on as the strain of holding an Invisibility and Major Illusion simultaneously, but it's a somewhat familiar pain and you don't let it interrupt your concentration.

With a thought, your illusionary copy strides out of the alley with your invisible form following just behind it. It's a good thing that the sun's below the horizon at this point since even being invisible doesn't mean you don't occupy space, and thus cast a shadow. The devil's in the details and all that...

You mentally order your duplicate to walk out of the town and turn around a building, appearing to lean against it and overlook the forest ahead.

Meanwhile, you actually slink into the forest itself and start scanning the area for your mysterious contact. If this person, or thing, is lurking about they're going to notice your illusion and stake it out.

Mind games were never really your strong suit, but sometimes you've just gotta do it.

Apparently your trick worked, as a few minutes later you spot a figure in a dark, hooded overcoat peeking around a tree at your illusion. The figure doesn't seem to have noticed you, even as you approach from a blind spot.

Now what?
> Call out to them
> Drop your illusion, see how the figure reacts
> Sneak up and disable to figure, no chances
> Other
>>
>>2349784
>Get behind them
>"Boo"
>>
>>2349791
Support
>>
>>2349811
>>2349791

Sneaki Breeki

> Roll me three 2d100's please
>>
Rolled 13, 12 = 25 (2d100)

>>2349860
>>
Rolled 28, 74 = 102 (2d100)

>>2349860
>>
Rolled 79, 73 = 152 (2d100)

>>2349860
>>
>>2349888

That's a 79, Success.

Writin'
>>
>>2349784

Clearly, this person, whoever the hell they are, planned this out to some extent. And if there's one thing that you can't stand, it's someone thinking they can lead you around by your nose.

So, clearly, you've got to mess up whatever little schemes this person has planned just to keep things even.

Making sure to step carefully, you slink right up to the hooded figure, luckily not making a sound as you do, before dropping your Invisibility.

"Boo".

That word alone is enough to get a reaction, as the person practically jumps a meter into the air before whirling around to face you.

"Wha?" The voice belies the fact that the individual is a woman, a fact that's confirmed when her hood falls down to reveal her face. You really can't tell her age, but she's definitely younger than you are. Regardless, it is a bit amusing watching her look between your illusion and yourself, at least until you disperse it while she's looking at you, "How did you pull that?"

You just snort at her question; there's no reason for you to willingly give up your trick, "Don't worry about it. Who the hell are you anyways". Despite knowing there's no way she can see your eyes, you unconsciously narrow your eyes as you look her over, "Are you even the person who contacted me?"

That gets a wicked grin out of her, eyes suddenly shifting from a normal, if a bit unique violet to a pair of harsh red slits, a set of three eyes like the ones you saw on that window pane along each one of her cheeks, "Is this better?"

Laughter spills from her lips, mostly cheerful but it caries an undertone of mild mockery. It makes you frown a bit, only relaxing back into something more neutral when her traits recede into something more approaching human.

"So, now we're here, face to face," Smiling at you, the woman looks up at you somewhat expectantly, "I can't imagine you went through all the effort to get here, nice fight by the way, just to say nothing; so speak".

Your response?
> Ask what her name is
> Ask what she's been getting up to here
> Ask her how her powers work
> Say nothing, just stare at her
> Other
>>
>>2349984
> Other
"Why are you contacting me?"
>>
>>2349984
>What's your deal going to cost me? I don't mean in coin.
>>
>>2349984
>> Ask what her name is
>>
>>2349984
>> Ask what her name is
Who is this?
>>
>>2349984
>> Other
What do I have to do to make you fuck off?
>>
>>2350040
we could have said we weren't interested back at the inn.
>>
>>2350042
ah yes, forgot we had the choice to ignore the plot hook back then.
I'll switch my vote to
> Say nothing, just stare at her
>>
>>2350047
>>2350030
>>2350023
>>2349994
>>2349989

We have some questions.

Writin'
>>
>>2349984

For a few seconds, you just stare at the young woman in front of you. Despite your expectations, and her own actions, she doesn't really seem all that malevolent for someone who's apparently up to her neck in this demonic bullshit.

You see her start to sweat a bit, a twitch shoots through her eyes as it looks like she's struggling to return your gaze.

Oh, yeah, right; you're wearing your helmet right now. Just staring at her probably looks all kinds of creepy.

"...What's your name?" You start out calmly, making sure to keep your usual bite out of your voice, "Unless you want me to call you 'young woman' constantly".

At your words, the young woman relaxes a hair, her shoulders lowering a bit underneath her coat, "Verona. I'm Verona, Warlock to the Chaos God Dragon Hyancia. And you are...?"

"...Morgan," Despite your hesitance over offering up your name, you are trying to keep things civil here.

"Mor-ga-n..." Verona slowly pronounces your name, as if testing how it feels to speak it before smiling thinly, "Morgan, Dreadknight to the High Lord of Hell Dygteus".

"Just Morgan," You face twists up a bit in response to hearing your... 'benefactor's' title, causing you to reflexively grunt out a response.

The Warlock's expression gains a rather catty quality to it at your words, "Fine, just 'Morgan' it is".

"Verona," Deciding to cut to the heart of the matter, you speak up a bit more forcefully, "Why are you contacting me? What is this deal going to cost me? And I'm not talking about a cost in coin here..."

"You're so cautious, Morgan. Don't worry, I don't have the skill set or the power to mess about with your soul. As for the deal, I told you that I need someone skilled in fighting on my side," Leaning forwards, Verona stands up on her toes and mimics looking into your visor, "Are you shy and you're just being coy~? Is that why you wear that helmet all the time? C'mon, take it off!"

Your response?
> Ask who she wants dead
> Ask exactly what she's willing to give you in return
> Ask how she became a Warlock
> Ask something else
> Just stay quiet

And
> Humor her, take your helmet off
> Ignore her jabs, leave your helmet on
>>
>>2350129
>Protigy

but in all seriousness
> Ask exactly what she's willing to give you in return
>Why exactly do you need someone with combat skills?
>>
>>2350129
>> Ask who she wants dead
>> Ask exactly what she's willing to give you in return
Question her eagerness to have us remove our helmet
>>
>>2350129
>> Ask who she wants dead
>> Ask exactly what she's willing to give you in return
Gotta know the details of the job before accepting it. Who, what, when, where, and most importantly pay.

> Ignore her jabs, leave your helmet on
>>
>>2350129
> Ask exactly what she's willing to give you in return
>Why exactly do you need someone with combat skills?
> Ignore her jabs, leave your helmet on
>>
>>2350146

I seriously misspelled that... Now I've gotta fix that or it's going to bug me.

>>2350146
>>2350158
>>2350165
>>2350172

Looks like we'll be asking exactly what the terms of the deal will be, and keeping our helmet firmly on our face, tomorrow. See you all then, same time as before.
>>
>>2350129
> Ask exactly what she's willing to give you in return
Take off our helmet, but make an illusion that gives us a dead skeleton face/skull look!
>>
>>2350264
I like that
>>
>>2350129
>Ask exactly what she's willing to give you in return

> Humor her, take your helmet off
>>
>>2350129
> Ask exactly what she's willing to give you in return
> Ignore her jabs, leave your helmet on
>>
>>2350264
If we don't do the illusion then keep the helmet on.
>>
>>2350129
>> Humor her, take your helmet off

But cast an illusion so that we look like her to fuck with her.
>>
>>2350264
This would be fine too.
>>
>>2350443
That is too obvious, she would be surprised but only for a second before it becomes obvious. Death skull look for a dreadknight to the king of the underworld fits and is more believable.
>>
>>2350467
Of course it's obvious.
we sound like a dude, it's not meant to be a serious disguise.
>>
>>2350443
Backing
>>
>>2350467
supporting
>>
>>2350129
>> Ask exactly what she's willing to give you in return
>>Why exactly do you need someone with combat skills?
>> Ignore her jabs, leave your helmet on
>>
>>2350158
>>2350165
>>2350172
>>2350264
>>2350308
>>2350330
>>2350373
>>2350419
>>2350443
>>2350449
>>2350467
>>2350473
>>2350673
>>2350680
>>2350683

Alright. Looks like we've got a few popular write ins. So we'll do one more vote, and I'll leave things open until I start things back up.
> Ignore her barbs, leave your helmet on
> Humor her, take your helmet off
> Screw with her, make yourself look like a skeleton
> Screw with her, make yourself look like her
>>
>>2350746
Humor her

Also bro you don't cast a shadow because you occupy space, things cast shadows because they block light. Just make our invisibility an imperfect spell that still casts a shadow.
>>
>>2350746
>> Ignore her barbs, leave your helmet on
>>
>>2350746
Ignore her barbs, leave your helmet on
I'm just going to go with this since we can pull the illusion on her at a later date.
>>
>>2350746
>> Ignore her barbs, leave your helmet on
don't reveal our magical potential
>>
>>2350746
>helmet off, make a skelly
>>
>>2350752
If you want to ge tall since and technical then wouldn't it mean we can either modify light or send magic to their eyes since in order to see our illusion it would have to reflect or send something back to the eyes to be perceived as such?
>>
>>2350766
If this is possible. Let's do it.
>>
>>2350767
I'd assume so.
>>
>>2350766
This
>>
>>2350746
> Screw with her, make yourself look like a skeleton
>>
>>2350746
> Humor her, take your helmet off
>>
>>2350746
> Screw with her, make yourself look like a skeleton
>>
>>2350746

> Screw with her, make yourself look like a skeleton
>>
>>2350758
Guess I can scratch this and go back my first choice if there weren't enough votes already.
>>2350746
> Screw with her, make yourself look like a skeleton
>>
>>2350746
>> Screw with her, make yourself look like a skeleton
>>
>>2350746
>> Ignore her barbs, leave your helmet on
>>
Spooked ya!
>>
>>2350746
> Screw with her, make yourself look like her

Go full on Empire Strikes Back on dis beeyatch
>>
Rolled 24, 12, 84 = 120 (3d100)

>>2350752

It was poorly worded since I couldn't for the life of me figure out a good way of putting it, but I suppose a better version of it would be, "Invisibility doesn't mean you don't exist".

>>2350767
>>2350775

Morgan's magic is all smoke and mirrors, so despite what others may perceive is happening nothing is actually occurring. The best correlation I can think of would be something like a visual decoy, where it emits the appearance of what's being displayed, but the thing in question does not actually exist.

>>2350755
>>2350758
>>2350760
>>2351312

Ignore.

>>2350792
>>2350752

Humor.

>>2351606

Look like Verona.

>>2350766
>>2350773
>>2350776
>>2350789
>>2350795
>>2350797
>>2350803
>>2350953

Look like a Skeleton.

Let's see how Verona takes it...
>>
>>2350129

The look she's giving you is slightly irritating, but you have a feeling that she'll just keep giving you shit about it until you relent. Kyle was just the same when he was younger, the little shit...

With a sigh, but without a word, you reach up and unclasp your helmet, leaning forwards a bit so you can smoothly pull it off. Of course, after years of dealing with a troublesome little brother, you've learned a few tricks.

So, when you pull your helmet down far enough to reveal your face, what Verona is greeted with is the visage of a bleached white skull, You don't even bother with including eyes, just leaving the two empty pits to be left as hollowed out replacements.

The Warlock looks surprised for a second, both her eyebrows raising while her eyes go wide, before a look of glee crosses her face. The woman starts laughing again, this time with a far lighter tone than before, to the point where she has to wipe away a few tears before she speaks up again, "So you're an illusionist then? Pretty good for something you just put together". At this, she reaches up and pokes your cheek, clearing feeling your flesh rather than the bone she should currently.

You bat her hand away before you reach up and put your helmet back on, "If you're trying to butter me up, it's not working. Back to the deal, who do you want killed?".

"Killed?" Verona appears to sober up a bit at this, looking up at you curiously, "I never said I wanted you to kill someone. I mean, you can, if you want, but I don't know where you got the idea from".

"I'm a merc," You can't help the irritation that seeps into your voice, like you're talking to a complete idiot, "I get hired when someone wants someone else dead. You want my help, therefore you probably want to kill someone".

The Warlock taps a finger against her lips, thinking over what you just said. After a few seconds of awkward silence, she speaks up, "Well, I've got a few... designs for Briar Glen. Nothing all that bad, I just think it'd be a shame to let my hometown rot away to obscurity. But, I got a bit careless a while back and now the Order Decretum has a squad coming here to investigate. They're slated to be here soon, so naturally that's where you come in. They're definitely going to look into you, since you're an outsider and all that, so if you're smart, you'll be able to head them off before the dig too deep. How you do this is up to you, but just remember that if you do kill the squad, you're just going to bring more of them down here".

"And, in exchange for pissing off an Order, what are you offering exactly?" You cross your hands over your chest as you talk, clearly displaying your displeasure at the task ahead of you.

[1/2]
>>
>>2351859

[2/2]

"Well, I told you that I'd be willing to give you information in exchange. For example, I can help you hunt down that Dreadknight you ran into earlier if you want to go after him. Other than that, if you manage to get rid of the Order's suspicion, you're more than free to stay within my little home if you need a place to hide out in. And if that's not enough, maybe I'll talk to Hyancia about how this big, strong, and brave Dreadknight helped out his favorite Warlock in her time of need~?" She ends the sentence with a wink, though you don't really move to acknowledge it, "You know? Hyancia? The Chaos God Dragon I work for? Pretty powerful guy; I'm sure he'd be willing to give you some kind of gift if you pull this off without exposing me".

You just grunt, thinking things over with a scowl on your face. The benefits and the risks, always a hard balance to strike.

There's a reason why you let Pat do it.

Now what?
> Accept the deal
> Reject the deal
>>
>>2351863
one one hand, we accept and we have good favour with this dragon. as well as an ally and a place to hide.
We also piss off an order of templars, and we have to not kill them

on the other we reject, and she may use black mail. we can not kill her in certainty because of the dragon freak.........all in all, i suspect we should take the offer

>Take the deal

and i have a rough idea that if we talked about some demonic artificact in town then went off obviously east, then the pally's will hear that and run off east
>>
>>2351863
> Accept the deal
Seems we won't make allies out of the Templars.
Better to have some allies rather than none.
Besides i'm done gathering grass for shit money.
>>
>>2351863
>> Accept the deal
Sure. Being able to go on the offensive feels better than waiting to get ganked.
>>
>>2351863
Accept deal

How do chaos god dragons stack up against high lords of hell?
>>
>>2351863
>> Accept the deal
That dreadnights location as an advance please
>>
>>2351863
>> Accept the deal
>>
>>2351863
Accept the deal
>>
>>2351923

Higher form Demons and mid to lesser Gods are around the same tier, as they are, technically, mortal. Because of this, they tend to be extremely involved in human affairs, mostly in a bid to increase their own power.

On the other hand, God Dragons, of all alignments, and the highest Gods are within their own bracket and are, for all intensive purposes, immortal. They tend to be more withdrawn, focusing on their areas of governance rather than involving themselves with mortals, including Demons and mortal Gods. According to some stories, they didn't always act this way; maybe they learned the lesson of why immortals getting attached to mortals is a bad idea...

>>2352034
>>2351978
>>2351945
>>2351923
>>2351902
>>2351901
>>2351872

Accept it it is.

Writin'
>>
>>2351863

After a few seconds of deliberation, you let out a hiss of a breath between your teeth before sticking your hand out.

Verona looks at your hand curiously, glancing up at you, then tentatively shake it.

Her hesitance proves correct when you tighten your grip to a point where it's just painful, and you drag her closer to you, "I accept the deal, but if you're lying to me there's going to be greatsword going through you spine". You let go and step back, watching neutrally as the Warlock tries to subtly shake some blood back into her hand, "You can start by telling me where that Dreadknight has run off to".

"Well..." She looks about for a few seconds, clearly thinking on it, "Last time I checked he was heading south to recuperate. I'll have to look into it further; when you head out I'll be able to update you from time to time on where he is. Speaking of which, what are you thinking of plan-wise? If they keep going at the pace they are, they'll be here around tomorrow evening so you've got some time if you want to rest up".

She's right, if you want to pull this off you're going to need a plan. The question is what exactly to do.
> Go head into the town now and cause a commotion. If you scare the shit out of the residents and let them see where you run off to, they'll probably fall over themselves to tell the squad how to follow you.
> Wait until the squad gets into town then cause a commotion. You'll know who exactly is going to be following you, and it'll get them well and truly on your case, but you won't have as much of a lead getting out.
> Wait until the squad gets into town then try to infiltrate their ranks as some kind of guide. If you play your cards right, you can frame that Giant Raven riding Dreadknight as the perpetrator and keep your reputation clean, but if you fuck up they'll know you a bit too personally for comfort.
> Other
>>
>>2352142
>> Wait until the squad gets into town then try to infiltrate their ranks as some kind of guide. If you play your cards right, you can frame that Giant Raven riding Dreadknight as the perpetrator and keep your reputation clean, but if you fuck up they'll know you a bit too personally for comfort.
>>
>>2352142
>> Other
>Head down the road they are coming from in the morning. When we spot them in the afternoon, use illusion magic to look like the Dreadknight that ambushed us and fuck with them. Beat them with the flat of our greatsword, trip them on their faces, just make them look like chumps. Then run away to the south and lose them with another illusion.
>>
>>2352142
>> Go head into the town now and cause a commotion. If you scare the shit out of the residents and let them see where you run off to, they'll probably fall over themselves to tell the squad how to follow you.
>>
>>2352164
Wait i like this
>>
>>2352164
Oh, and maybe have the illusion Dreadknight be 'taken away' by a giant raven illusion.
>>
>>2352142
Shit, we never asked what precicely Verona did to draw the ire of the Pallys. we probably should find that out.
>>2352164
Blame the shit on that ass who attacked us, then get our payment from Verona and keep trying to work out the best way home.
>>
Hi. I'm jumping on the bandwagon.
>"Don't be ridiculous, Pat. You know that we're good enough that landing any kind of clean blow, never mind a lethal one, is incredibly difficult. Hell, we've fought so much there's no one else I'd trust to fight bes-"
So what was the consensus? I'm still catching up.

>BARON OF HELL TIHONE
>flaming long sword
>"This armor conforms to its owner and, upon slaying a Baron or higher rank Demon will absorb a portion of their power.
It would have been interesting if we got to keep it. Don't we get an upgrade from killing him?
>>
Disappointing with the illusion trick.

what if we just bluntly have them chase us to the other dread knight.

This is the closest i guess.
> Wait until the squad gets into town then try to infiltrate their ranks as some kind of guide. If you play your cards right, you can frame that Giant Raven riding Dreadknight as the perpetrator and keep your reputation clean, but if you fuck up they'll know you a bit too personally for comfort.
> Other
>>
>>2352192
Hm? we got the armor after we killed him.
so it doesn't really make sense to get an upgrade for it.
as far as the long sword goes, it was a longsword for the fairly large demon.
for us it was probably too big to even lift.
>>
>>2352192

Welcome anon, have fun catching up.

> Consensus
Freudian slip.

> Tihone
As much inspiration I'm taking from the DS series, the boss characters do not drop souls as an item. In order for the armor to absorb the portion of their power, you need to be right there on top of them when they die to get it otherwise their soul will simply disperse.

Also, in regards to the 'Baron or higher rank' requirement, I'm opening that up to beings of equal or greater power, not just Demons.

>>2352198

I think you'd agree with >>2352164

>>2352164

Looks like this is a pretty popular write in. Go with it?
> Y
> N
>>
>>2352225
what about minor souls from tough people? Do animals have souls? would legendary giant monsters and animals have souls?
>>
>>2352192
Consensus on what?
>>
>>2352225
Sure lets go with that.
>>
>>2352225
>Y
>>
>>2352229
Claire as a "good friend"
>>
>>2352237
I think most people agreed on having a tsundere-type crush on her. Morgan and Claire bully each other, but deep down they wanna fug.
>>
>>2352247
Well, maybe Morgan does, but we have no idea how she feels about him.
>>
>>2352228

Certain people would give you armor features if you kill them and absorb their powers; same thing with animals. I say this tentatively, because while I want to give you all reasons to go out and hunt down optional armor upgrades while staying consistent, but I don't want to get to the point where you have 20 armor features and 2 of them get used. So if I shoot down requests for side quests in the future, it's because I want to keep bloat to a minimum not that I've retconned things.
>>
>>2352275
would increasing the 3 nat 100's bank be a good enough reason to kill more bosses?
>>
>>2352275
So our armour gets more powerful, but not us?
>>
>>2352288

Fate Points can only be used to cancel out nat 1's, so increasing the cap wouldn't do much in that way.

>>2352289

I'm using a skill rank system, so over time Morgan will get better on his own. The armor will grant you additional bonuses and features depending on what you choose to gain.

>>2352231
>>2352230

That's the plan I suppose, unless someone wants to object now.

Writin'
>>
>>2352142

"No need, I've got a plan and I'll be heading out now," Turning on your heel, you start walking back towards the way you came to Briar Glen originally, "Won't even need to worry about the squad coming into town".

For a few minutes, the only sound through the forest is you slugging around through the mud. It slightly irritates you, since you just cleaned your bloody boots, but you need to move now if you want things to have a chance of working.

"MORGAN!" Turning about, you see Verona pulling herself above the muck with a nearby tree. You don't call back out to her, electing to just let her figure out whatever she's going to say in quiet. Whatever she wants to say, apparently it's not coming to her all that easily as she appears to have a few false starts. Finally, the Warlock gets her act together long enough to string a few words together, "I-It was nice talking to you".

You don't get a chance to respond to that, as she turns and disappears off into the forest, her hooded coat rippling out behind her.

Blinking blankly for a few seconds, you just turn around and continue to the edge of the forest. Pulling yourself up into a nearby tree, you climb up into it and get stuck in to wait for the Order squad to arrive.

> Roll me three 1d100+2's please
>>
Rolled 28 + 2 (1d100 + 2)

>>2352355

That was an odd outburst from her
>>
Rolled 28 + 2 (1d100 + 2)

>>2352355
>>
Rolled 26 + 2 (1d100 + 2)

>>2352355
>>
I wonder if it was a smart choice for Morgan to use his real name at the guild

what's the conversions between coin type? 1 high grade for 100 low grade?

I remember Morgan doing 3 3d100's+5 again the lord. What was up with that?

>>2352355
Would we get an additional 1d100 to each of the rolls if we take our time- oh shit. only a 30? I hope these guys fumble their roll.
>>
>>2352359
I wonder if she's gonna be the "lacking in social grace, but has high potential" archetype
>>
>>2352383
I don't see it hurting him much currently.
Morgan can't be that uncommon of a name
>>
>>2352383

The world that this quest takes place in suffers heavily from an inability to effectively communicate across long distances. Abilities like Verona's are extremely rare, and the dangerous nature of this world means that there's barely even a postal system in place.

Coin conversion is 1:100 just like you say.

Morgan's Greatsword Fighitng skill is at Adept Rank, which gives him a +5 to all combat rolls he makes with his Claymore. Or, are you talking about when I did 3 2d100+5's, because that's something different.

>>2352359
>>2352360

That's two 30's, not going to see much with those.

Gotta leave things here, though I might be able to continue much earlier than usual tomorrow due to a storm coming through right now. I'll find out in the morning if I have work or not.
>>
>>2352387

It's more the hasn't spoken to another human being in a few years archetype.
>>
>>2352416
But she was in a mercenary company?
or did she take the loss of morgan that hard?
>>
>>2352419
I think you're mixing up Veronica with Claire. That or I'm the one who is confused.
>>
>>2352432
Considering that Claire hasnt been relevant in this qst since last thread, Id wager he's talking about Veronica
>>
>>2352432
I'm the confused one, I was thinking of claire for some reason.
>>
>>2352192
The consensus is that Morgan is Tsundere for the carrot top
>>
>>2352542
Wasn't she a brunette?
>>
>>2352713
Ginger, at least a strawberry blond.>>2345328
>>
>>2352832
I still love the PC being a thundere dude
>>
>>2352961
It is the greatest
>>
>>2352355

Getting yourself set up in a few of the thicker branches, you let yourself zone out as the time passes by. As much as you want to be diligent, you just can't be bothered to stay alert for the next thirty or so hours.

Some amount of time later, something catches enough of your attention to snap you back into awareness. You blink a few times, your tired mind not comprehending what's in front of you before you let out a curse at what it is.

Rain is beginning to pour down, which wouldn't be as much of an issue if it wasn't accompanied by a thick fog rolling in alongside it. Visibility is rapidly dropping, forcing you to keep your eyes peeled.

Just when you're about to lose sight of the rolling hills ahead, you spot three figures wrapped in thick cloaks heading right for you. The good news is that there's no way they've seen you yet, but the bad news is that you can't gather anything important based on their appearance.

You're going to have to make a choice here.
> They're here, it's time to start the show
> Wait for them to get within the forest to jump them
> Pop Invisibility, try to get a closer look
> Other
>>
>>2353779
>> Wait for them to get within the forest to jump them
>>
>>2353779
>Wait till they get closer

I am surprised we managed to sit in branches for more than a day without being phased
>>
>>2353779
Pop invisibility and do some stretching. It'll do the body some good.
>>
>>2353779
>Create a illusion fog to help hide us. I think using invisibility while it's raining might still get us spotted.
>>
>>2353779
>> They're here, it's time to start the show
>>
>>2353779
> They're here, it's time to start the show
>>
>>2353779
>Start the show
>>
>>2353933
>>2353932
>>2353852

It's showtime!

> Roll me three 1d100+5's please
>>
Rolled 17 + 5 (1d100 + 5)

>>2354011
>>
Rolled 90 + 5 (1d100 + 5)

>>2354011
>>
>>2354011
Cool. This will be fun.
>>
1d100+5
>>
File: DiceExample.png (15 KB, 309x259)
15 KB
15 KB PNG
Rolled 66 + 5 (1d100 + 5)

>>2354027

Like this, Anon.
>>
>>2354027
Sorry I'm new to this
>>
Rolled 6 + 5 (1d100 + 5)

>>2354030
Ok. Sorry for wasting posts.
>>
>>2354035

We're already in Autosage, so you're not wasting anything at this point.

>>2354017

That's a 95, Success.

Writin'
>>
>>2353779

Now's not the time for getting cold feet, you think as you dig a gauntlet into the side of your tree and slide down it to the ground. No time for second guessing, or doubt.

After all, it's show time.

--

[CUTSCENE START]

"Here we are; Briar Glen is right through this forest," Shepard calls out, turning to look at the two men she was hired to guide.

"Good, we can get out of this damn rain," The serious one, easily welding his polearm in one hand, responds before looking over his shoulder, "WATT, HURRY YOUR ASS UP!"

Watt, trailing the group while constantly pulling his cloak closer to his body, scowls from underneath his hood, "I told you, Rawkin, I need to be careful with the prototype. If it gets wet, it. Won't. Work!"

Turning around fully, it looks like Rawkin is about to really chew the kid out when Shepard shushes the two of them.

"What's wrong?" The knight questions, only getting another shush in response.

No one speaks for a few seconds, following the scout's vision as she scans the treeline with her crossbow raised.

"Thought I saw something," Lowering her weapon slightly, Shepard starts walking forwards again, "Guess it was not-"

Her words are cut off when an absolute titan of a man practically materializes out of the fog, the red glow coming from his eyes cutting right through the poor conditions.

Snapping her crossbow back up, the scout snaps off a shot as she screams, "DREADKN-".

The warning is cut off as the monster ahead moves impossibly fast, dodging past the bolt before a gauntlet smashes into her stomach; knocking the wind out of her and sending her sprawling into the mud.

[CUTSCENE END]

--

The first one goes down hard, slamming into part of the hillside and making no attempt to get back up. Your attention can't stay on her for long, as you bring your sword up to clash against a polearm aimed for your head.

The effort required to keep the illusion in place as you strain against the Order member ahead of you causes sweat to break out along your brow, digging your heels into the ground to keep yourself from being pushed back.

After a few seconds of stalemate, you bulk the man off you and take a half-step back to take in the situation.
> Keep attacking the polearm-user in front of you, he's the main threat here
> Try to jink around and hit the guy fumbling with his cloak, he's the weak link
> Go grab the first guy and threaten her, force them to make a mistake
> Other
>>
>>2354077
> Try to jink around and hit the guy fumbling with his cloak, he's the weak link
>>
>>2354077
> Try to jink around and hit the guy fumbling with his cloak, he's the weak link
>>
>>2354077
>> Try to jink around and hit the guy fumbling with his cloak, he's the weak link
>>
>>2354097
>>2354084
>>2354082

Guy in the back it is.

> Roll me three 1d100+5's please
>>
Rolled 83 + 5 (1d100 + 5)

>>2354102
>>
Rolled 13, 8, 12 + 5 = 38 (3d100 + 5)

>>2354102

[RAWKIN ACTIVITY]
>>
Rolled 86 + 5 (1d100 + 5)

>>2354102
>>
Rolled 91 (1d100)

>>2354102
>>
>>2354112

That's a 96 versus 18, Success.

Fucking hell this squad's getting destroyed

Writin'
>>
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>>2354104
>>2354109
>>2354112
>>
>>2354114
>TFW we become too good at what we're pretending to be, and when the real Dreadknight shows up they can't tell which one is fake.
>>
>>2354123
Presumably we'll be running away from them and getting out of sight before the other guy shows up.
>>
>>2354077

Whoever the guy in front of you is, he's certainly got some experience until his belt. Unfortunately, he's no where near good enough to fight a superior opponent without back up.

The knight himself realizes this as you reach out with almost contemptuous ease and catch his polearm when it jabs forwards. You can only imagine the look on his face as you pull him forwards and off balance, but it swiftly ends when you smash the pommel of your claymore into his helmet. To his credit, he doesn't crumple from the attack, managing to catch himself before he hits the ground.

The guy's definitely out of the fight for now, so you turn to where the last man is fumbling with his cloak in some attempt to grab at a piece of gear and start moving towards him.

"WATT!"

"Just a bit... GOT IT!" 'Watt' finally pulls something out of his cloak, looking up just in time for your boot to hit his chest. Whatever trick he was about to pull follows him into the mud, evidently he doesn't have the durability his squad mate has.

Turning back around to where the knight is pushing himself to his feet with his polearm, managing to get himself upright and weapon leveled at your form.

Now what?
> Push the point home, knock the knight out
> Make your 'escape' here, you've done enough
> Other
>>
>>2354139
>> Make your 'escape' here, you've done enough
>>
>>2354139
>> Make your 'escape' here, you've done enough
>>
>>2354139
> Make your 'escape' here, you've done enough
Woop woop woop Look at me! My wife is a giant bird and my penis is really really small!

While our real slef whispers "smoke bomb" and fades into the mist
>>
>>2354139
>> Make your 'escape' here, you've done enough
>>
>>2354123
Well we are a real Dread Knight, and the other one probably wont be showing up on account that we fucked him up and he ran away south.
>>
>>2354139
>> Make your 'escape' here, you've done enough
>>
>>2354139
> Push the point home, knock the knight out
>>
>>2354139
>> Push the point home, knock the knight out
>>
>>2354172

Geraldus is a real Dreadknight as well, he just got his ass handed to him.

>>2354180
>>2354171
>>2354161
>>2354158
>>2354143

And we're out of here.

Writin'
>>
>>2354211
Ya, which makes him a chump, Chuuuuuump!

I am kind of bummed since Shepard is kind of a cutie. plus it has the added bonus of the whole forbidden angle.
>>
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>>2354244
I forgotted my picture
>>
>>2354244
Nothing stopping us if we get away still disguised as Sir Tail between his legs.

Assuming we somehow figured out how to travel with them.

Like hunting down Geraldus with them
>>
>>2354139

That should be enough damage dealt to send the message; now, it's time to go.

The illusionary form of the titan Dreadknight around you raises an arm up, the storm around the two of you appearing to break for a single moment as a black blur snatches him away.

You see the knight attempt to track the illusion as if floats off southwards, taking the opportunity to slink back into the fog while he's distracted.

From there, you waste no time at all putting as much space as possible between yourself and the disabled squad. Despite how one-sided it was, keeping those many illusions up at the same time is downright exhausting for any length of time. Add that together with the fact that you've been awake for about two days at this point, and you're about ready to take a dirt nap here.

Stumbling about in the elements, you finally crash between a few rocks that vaguely form a kind of shelter. Leaning back against the stone, you feel sleep quickly coming up to claim you. A small part of your mind notes that your sword is oddly warm and is making some kind of buzzing noise, which are two things you don't normally associate with a claymore.

Now what?
> You've got the chance to sleep now, take it
> Check what your claymore is doing
>>
>>2354277
>> Check what your claymore is doing
>>
> You've got the chance to sleep now, take it
>>
>>2354277
You've got the chance to sleep now, take it
>>
>>2354277
Check the claymore. I guess we can cuddle it for warmth. Not bad.
>>
>>2354277
> Check what your claymore is doing
>>
>>2354277
>> You've got the chance to sleep now, take it
sleep is a necessity for a fighter. We got enough problems and a lack of rest doesn't need to be one.
>>
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>>
>>2354277
its fiiiine its a hell claymore, its probably just annoyed we arn't feeding it souls. well it should take that up with upper management.

>Sleep time. warm sword is almost as good as warm blanket.
>>
>>2354363
>>2354313
>>2354310
>>2354292
>>2354291

Sleep away your problems.

Fading fast here, so I'll be continuing things tomorrow after I get up. No work, which is always good, and since it's been doing nothing but freezing rain and sleet all day and night I'll have nothing to do. See you all tomorrow.
>>
>>2354277
> Check what your claymore is doing
if it is misbehaving we leave it in a manure pile while we sleep.
>>
>>2354031
Read the pinned thread in the board, newfag
>>
>>2354277
>Check what your claymore is doing
>>
>>2354277

Blearily, you reach to your side to figure out what the hell your sword is up to. You manage to get a hand around the grip, and the blade barely clears the sheath when your head lulls to the side and you pass out awkwardly on top of it.

Exhaustion drags you down into the black, pushing conscious thought to the side and plunging you into a twisting ride of loosely connected nightmares.

You wake up after a few hours with the feeling of burns against you skin, ash chocking your nose and throat, and the lingering screams of those you couldn't save in your ears.

Forcing yourself to your feet, your foggy mind slowly clears and you take stock of your situation. The rain has lightened up and the fog has cleared to the point where you can vaguely see your surroundings. There's no sign of the Order squad you jumped, which is both a good and bad thing, but you have a fairly good idea of where they'll be heading.

Gathering your belongings, especially making sure that your map hasn't been ruined, you grab your claymore and secure it to your side. For a second, you question why it's ice cold and inert. The second quickly ends and you remind yourself that swords are metal, idiot, and they don't do anything on your own, moron.

Leaving the little crack in stone you holed up, you consider what to do next.
> Head back towards Briar Glen
> Head back towards Warlington
> Start heading vaguely South
> Other
>>
>>2355593
>Head back towards Briar Glen.

What exactly can mr god chaos dragon do for us?
>>
>>2355593
>Head back towards Briar Glen
>>
>>2355593
>Head back towards Briar Glen
Gotta make sure the Order squad HAS gone after our illusion.
>>
>>2355637
>>2355641
>>2355652

Back to the bog it is.

> Roll me three 1d100+2's please
>>
Rolled 37 + 2 (1d100 + 2)

>>2355656
>>
Rolled 27 + 2 (1d100 + 2)

>>2355656
>>
Rolled 23 + 5 (1d100 + 5)

>>2355656
>>
Rolled 69 + 5 (1d100 + 5)

>>2355656
need a worse roll
>>
Rolled 56 (1d100)

>>2355666

That's a 39, eeh. Let's see what it gets you.

Writin'
>>
>>2355722
I guess we drowned in the bog.
>>
>>2355593

Well, the entire point of this was to make sure that Verona wouldn't have an Order squad breathing down her neck; you might as well go back and make sure it worked.

Setting off, you wander about a bit to get a feel for where you are. It takes a while, longer than you'd like to admit, but at the end of it you do manage to figure things out to the point where you know you won't be walking about in circles.

Despite the greater visibility, you don't see hide or hair of the Order squad you so thoroughly kicked around, but maybe that just means they've already packed up and left on their way.

Eventually, you make it to the edge of the forest. Just getting out of the rain is a nice feeling, though the bog is a bit higher now thanks to it so you're going to have to be careful.

Now... where to find Verona...

Your musings are cut off when your claymore shakes a bit, neatly drawing your attention to where the sword is practically vibrating in its sheathe. There's a slight impulse to just throw the damn thing away at this point, but you don't want to get rid of it when you can't get another sword currently.

Now what?
> Ignore it, go find Verona
> Examine your claymore, see what's going on with it
> Just leave and try to follow the squad
> Other
>>
>>2355785
> Examine your claymore, see what's going on with it
let's try to find out why our weapon's a sex toy now.
>>
>>2355785
>Examine your claymore, see what's going on with it
>>
>>2355785
>> Examine your claymore, see what's going on with it
>>
>>2355785
> Examine your claymore, see what's going on with it
>>
>>2355794
>>2355817
>>2355828
>>2355835

Let's get a look at that sword.

Writin'
>>
>>2355785
Here's hoping it just slowly turns more hellish with use and doesn't do something worse.
Like talking
>>
>>2355785

Whatever this is, the fact that you vaguely remember your claymore acting up like this last night means that it's probably important.

Or Dygteus was a fucking liar and gave you some kind of soul-devouring sword. Prepared to punch a sword-Demon in the face, you draw the greatsword and look it over.

There's no demon attempting to rip your head off, but even more curiously enough is there text suddenly scrawled across the metal blade.

> Morgan, Morgan! There, finally!

Oh, it's Verona, "Yes?"

> What do you mean, 'yes'? I lost track of you when the storm came in, and then you didn't respond when I tried to contact you last night. I thought...

"I was exhausted and passed out before I could. Anyways, can you find the squad? I kicked three kinds of shit out of them, so hopefully they're following my trick, but it can't hurt to be sure," You walk out of sight and behind a tree, just to be sure as you await a response.

> I can't see them clearly, but they're definitely not within the forest. So, uh, I've got no idea what you did, but I guess it worked?

"Did you seriously doubt me?"

There's no response from the Warlock at your question, and you can't help but scowl at your sword. Guess you got her there.

Now what?
> Ask how Verona is talking through your sword
> Ask Verona if she's got her end of the deal ready
> Ask Verona where she is so you can meet up again
> Ask Verona something else (what?)
> Tell Verona you'll talk to her later, you're going to go trail the squad
> Tell Verona you'll talk to her later, you're heading back to Warlington
>>
>>2355917
>> Ask how Verona is talking through your sword
>>
>>2355917
>> Ask how Verona is talking through your sword
>>
>>2355917
>Ask how Verona is talking through your sword
> Ask Verona if she's got her end of the deal ready
>>
>>2355967
>>2355964
>>2355951

Ask how she's talking to you, and if she's planning on upholding her end of the deal.

Writin'
>>
>>2355917

"How are you talking to me anyways? Did you fuck with my sword somehow?"

You look around while you wait, making sure the squad isn't about to come out of the fog.

> Oh, no, your sword is fine. I... Well, I can look and communicate through reflective surfaces. It's a bit complicated, but that's what it is; it doesn't leave a trace behind after I'm done, so don't worry about it.

Any response is slightly cut off by four of those strange, red eyes blink into existence along the flat of your claymore. You just look at them blankly until they fade away.

When they do you're about to put the sword away when you think of the other parts of the deal, "I hope you have your end of the deal ready, Verona".

> Well, I said I'd be willing to give you information, and I am right now...

"I'm talking about that gift you mentioned, or have you forgotten?" You tap a finger against your greatsword, hoping your slight impatience is conveyed through however she's talking to you currently.

> Yeah, about that, I haven't been able to talk to Hyancia recently. I'd push the issue, but he is a Chaos God Dragon; just a bit above my stature.

"So you promised me something you don't have, great," You sigh, getting ready to put your sword away when a flurry of writing makes you pause.

> Hey, hey, hey, I promised you information. I said I'd ask my benefactor about something better once you've finished, but that squad's still around. I'll check in from time to time to see how you're doing, so get back to work on whatever trick you're pulling and I'll see about contacting Hyancia.

And with that, the text vanishes from your sword, the blade itself losing the strange warmth that lets you know that the conversation is over.

Putting it away, you get ready to head back out.
> Try to catch up with the Order squad and trail them from afar
> Try to slip past the Order squad and find that Dreadknight before they get further
> Head back to Warlington
> Other
>>
>>2356303
>> Try to slip past the Order squad and find that Dreadknight before they get further
we can kill the dreadknight while they watch
>>
>>2356303
> Try to slip past the Order squad and find that Dreadknight before they get further

If we play it right, we can have them arrive just in time to see us finish off the Dreadknight. Worst case scenario, they can arrive in time to help us.
>>
>>2356303
> Try to slip past the Order squad and find that Dreadknight before they get further

If we can have them catch up to us wrecking his face we can convince them were totally not a dreadknight.
>>
>>2356303
>> Try to slip past the Order squad and find that Dreadknight before they get further
>>
>>2356387
>>2356355
>>2356350
>>2356323

Chase after the Dreadknight it is.

> Roll me three 1d100's for progress please
>>
Rolled 45 (1d100)

>>2356393
>>
Rolled 100 (1d100)

>>2356393
>>
Rolled 4 (1d100)

>>2356393
>>
Fuck me, I wasn't expecting that.
>>
>>2356414
wew
>>
>>2356414

Oh, okay.

That's Morgan's first natural 100. Would anons like to bank this crit and gain 1 Fate Point?
> Y
> N
>>
>>2356462
>Y
>>
>>2356462
Its still a success so
>Y
>>
>>2356462
Y
>>
>>2356462
>> Y
It's not a particularly special roll so yeah
>>
ugh, I cant even join in right now, but really guys, we are going south when north west is our actual destination...

When Verona couldn't pay up right away we should have just abducted her and headed on our way. now we are going to be stuck in this hell hole for even longer and potentially have to kill some paladins on top of it.

>>2356462
>Y
>>
>>2356514
You want us to try and abduct someone on our own?
Besides, it's not like we can't start heading west when we're done killing this dreadknight.
>>
>>2356514
I dunno, having Verona as a remote asset could be useful. With her ability, she's very well suited for an information gathering role.

She's the mission control earpiece NPC
>>
>>2356533
Eh, her being separate from us depends on her range, how many things she can see at once and whether or not she can move while doing it.

Could be better to keep her nearby in some cases.
also if she has combat magic that'd be helpful.
>>
>>2356467

Still a success yep.

>>2356465
>>2356467
>>2356468
>>2356483
>>2356514

Yes it is.

> You have gained: 1 FATE POINT!

Writin'
>>
>>2356568
That reflective blade part makes me think you've read some Terry Pratchett.
>>
>>2356303

You've got the Order squad chasing the tail of an enemy of yours, which is good. Verona's kind of bullshitting you at this point, but she's actually coming through on the information side of things so you'll stick to this temporary alliance for a while longer.

Besides, you've got to go kill that damn Dreadknight. The fact that your slightly-demonic armor makes a strange grinding sound and physically moves one of your legs in a vaguely southern direction in what you can only assume is some form of battle-hungry impatience is slightly concerning, but not all that much at the moment.

You'd be concerned about how jaded you're becoming at the prospect of wearing some kind of power absorbing armor from hell, but you figure you'll have plenty of time to think about it in the coming days' journey.

As it turns out, you grow bored of musing about the general shittiness of your situation by the end of the first day. It's good, since you don't enjoy brooding on things, but it also makes the next few days a bit of a boring slog. At least the weather improves enough to the point where you're not sleeping in puddles of water.

Verona contacts you one night, informing you that the Order squad took some time to lick their wounds and are about a day's travel behind you. The Warlock also mentioned that she got a brief message from a certain God Dragon. From what she told you, they exchanged a few words, including your current deal, but he was a bit too busy for anything more than that; apparently, some idiot High Lord proclaimed a human as his successor and Hyancia been dealing with warding off a constant stream of Demons from doing something even more stupid or what not.

Much more important to you is the fact that she's done some scouting for your target, and the Giant Raven loving bastard is holed up within what's left of an old fort out here. The place itself is pretty much in ruin, so you don't have to worry about serious fortifications, but he'll have some kind of home field advantage. At least you're slated to get there first, so you'll have some freedoms for deciding the engagement.

Your choice?
> Head there now, go kill the bastard before the Order squad arrives
> Wait a bit, try to time it so that the Order squad arrives in the middle of the action
> Wait a while, let the Order squad engage first
> Other
>>
>>2356651

Nope, I haven't. I just thought that a Seer having the limitation of only being able to look through reflections would be cool.
>>
>>2356739
>> Head there now, go kill the bastard before the Order squad arrives
>>
>>2356739
>> Wait a bit, try to time it so that the Order squad arrives in the middle of the action
>>
>>2356739
> Wait a while, let the Order squad engage first
We swoop in for the kill (we save em!)
Hey if this dread knight wants to play dirty and attack us from behind, then run away like a lil bitch, then we don't have to give him a good or honorable death.
>>
>>2356739
> Wait a bit, try to time it so that the Order squad arrives in the middle of the action

eh, if it looks like we're kicking his ass I think we'll be okay.
>>
>>2356771
This. Maybe even get in their good books......and maybe they dont know a dread knight when they see one, maybe give us the benefit of the doubt..........Ahh who am i kidding

>>2356739
>>
>>2356739
> Wait a bit, try to time it so that the Order squad arrives in the middle of the action

This clears all tasks at hand and puts us in the best position for whatever is next.
>>
>>2356771
Nooo, no no no. They will wonder why he's injured. It's easy enough to explain away, but it's still a question we don't want them asking.
>>
>>2356853
Say we are chasing the guy, ask them, "this coward run away from you too? He ran from me after attacking me from behind, then ran with his tail between his legs when I fought back.
>>
>>2356739
>> Wait a while, let the Order squad engage first
There's no need to go against it first when someone else can soften it up for us.
>>
Rolled 2 (1d2)

>>2356763
>>2356774
>>2356844

Timing

>>2356881
>>2356841
>>2356771

Wait

Rolling to tie break unless someone else votes.
1. Timing
2. Wait
>>
>>2356863
It just introduces additional complexity, though.

Additionally, if he's worse-off than we thought and they take him on without needing us, we don't get the opportunity to ingratiate ourselves, while if we kill him ourselves and they witness it, we've both done them a favour and proven ourself as a tentative ally in one swoop.
>>
>>2356885

Wait it is.

> Roll me three 1d100+2's please
>>
>>2356739

>> Wait a while, let the Order squad engage first
>>
Rolled 90 + 2 (1d100 + 2)

>>2356893
>>
Rolled 86 + 2 (1d100 + 2)

>>2356893
Oh, I'm late. Oh well.
>>
Rolled 5 + 2 (1d100 + 2)

>>2356892
We're fineeeee.
>>
>>2356893
>>
Rolled 7 + 2 (1d100 + 2)

>>2356898
Ignore this, I already rolled.
>>
Eh, I disagree with letting them go first...It'll be a bit suspicious if the guy who gave them a resounding asswhupping doesn't go first.

also rep gains are significantly reduced.

But too late now I guess
>>
>>2356906

Morgan wiped the floor with the Order squad while holding an Illusion of Geraldus around himself and being invisible. They never even saw him.

>>2356895

That's a 92, let's see what you see.

Writin'
>>
>>2356898
I'm just trying to be strategic here. I'd rather reduce the number of failure conditions if possible.
>>
And if all else fails, we just kill the order squad.

they are already weakened, we proved we can and we have more time to prepare for the next squad to come along.

Maybe hold up an illusion of different armour?
>>
>>2356916
yeah, misworded, had a brainfart on that one.

I meant to say it would be a bit odd if the guy who wiped the floor with them
>>
>>2356935
If the guy who wiped the floor with them suddenly had great difficulty.

Man, I need sleep.
>>
>>2356938
But they find the guy wounded, which we did to him. We claim credit for wounding him which is in part to how hes not fighting so well. Best part is, its all true.
>>
Actually, brb dinner break.
>>
>>2356991
Can we kill his crow so he can't escape? How much food do we have left? I remember something about waiting in a tree for three or so days and some traveling involved. Did Morgan ration out his food with a combination of foraging and hunting?

>>2356892
I might be worrying over nothing, But does anyone thing the Dreadknight is strong enough to be absorbed by Morgans armor and claymore? Would it be weird if the Order members see that his armor repairs itself, or does the armor have the insight to not do that in polite company? Same for the claymore.
>>
>>2357306
Hmm the last part is a good point you raise.
>>
>>2357306
It is a concern, but we have no idea what the absorbing looks like, if it even has a visual component (it probably does)
>>
>>2357325
What if Morgan puts up an illusion around himself and the Dreadknights corpse so they dont see or anything we don't want them to know?
>>
>>2357342

That'd be one hell of a roll.

You can try; going to be real hard to attack it without a ranged weapon though.

Morgan waited in that tree for maybe 20 hrs or so max. He certainly was hungry after that, but yeah he's been saving on rations when he can. I'm managing that on my end.

>>2357306
>>2357320
>>2357325

Well, I guess you'll be finding out then won't you.
>>
>>2356739

You tell Verona that you're going to let the Order squad hit the Dreadknight first, so if she could let you know when they're on approach that'd be great. She responds in the affirmative, though she does let you know that you'll be on your own for a bit as she's got Warlock business to attend to or some bullshit. Leaving her to her own devices, you continue on your way after taking a short rest.

The old fort must have been constructed during the last major war on this side of the continent, as its crumbling stone infrastructure is barely standing. From what you can tell, the layout of it is a pretty standard outpost, with the usual square perimeter wall and tightly packed interior. Or, it would be tightly packed, if there was anything left within. You can see from a few gaps in the walls that the inside of the fort, made originally of wood, has long since rotted away.

The fact that you can't see the Dreadknight, or his Raven, is a bit of a troubling thought, but you suppose that's why you have a group of three distractions coming in to solve that problem for you.

After finding a good lookout point, you get stuck in to wait for the squad to arrive.

> Roll me three 1d100+2's please
>>
>>2357342
We'd have to put it up before the lightshow happened...or whatever it may be.
But it sounds doable? we won't really know until it happens though
>>
Rolled 19 + 2 (1d100 + 2)

>>2357417
>>
Rolled 97 + 2 (1d100 + 2)

>>2357417
>>
Rolled 10 + 2 (1d100 + 2)

>>2357417
>>
>>2357450

That's a 99, Success.

Writin'
>>
>>2357417

The next day and a half go by slowly. Really, really slowly.

It gets to the point where you have to get up and do another walk around of the area, just out of restlessness and a pure need to work off some nervous energy.

When the time for the Order group to arrive comes and go, then you really feel your nerves start to twitch. You spend the rest of the day up at your vantage point, trying your best to calmly munch on a ration while you wait.

Night falls, darkness covering the quiet lands and you keep your eyes peeled. Your patient ends up paying off, as you spot three distinct blurs moving towards the fort.

Guess the squad didn't want to approach in broad daylight. Smart.

Either way, they're already past your spot, and will be at the fort's broken walls in a few minutes.

You're in the middle of packing up your gear and preparing to go when you notice more movement, this time far up in the night sky. You can't see much more than that, nor can you see how many, but you know there's a few fliers up there.

Now what?
> Pop Invisibility and follow the squad in
> Circle around the fort and approach from another direction
> Wait for the squad to get inside the fort before moving in
> Other
>>
>>2357537
>Circle around the fort and approach from another direction
>>
>>2357537
> Pop Invisibility and follow the squad in
>>
>>2357537
circle around while invisible. them crowknights better not be in liege with that dreadknight.
>>
>>2357572
>>2357560
>>2357549

I'm just going to put these together to circle about while invis.

> Roll me three 2d100's please
>>
Rolled 95, 18 = 113 (2d100)

>>2357601

Totally not wishing Claire was here to fight Dreadknights with us, no Sir.
>>
Rolled 41, 32 = 73 (2d100)

>>2357601
>>
Rolled 3, 79 = 82 (2d100)

>>2357601
>>
>>2357605
I miss Claire. Nice roll by the way!
>>
Rolled 17, 7, 39, 27 = 90 (4d100)

>>2357601

[??? ACTIVITY]
>>
>>2357605

That's a 95, Success.

Writin'
>>
>>2357537

In the face of unknown threat, you might as well take this slowly. With that in mind, you vanish from sight and begin circling around the fort to approach from what you hope is everyone's blind spot.

There's no sounds of fighting yet, though you imagine that'll be changing shortly.

Making it to the far wall, you slip past a pile of worn stone without making a sound and arrive just in time to see the Order members, with weapons raised, begin sweeping the area.

Still no sign of the Dreadknight, which is a bit unsettling, but you can't see any place where a titan of plate armor could ambush the group from.

Now what?
> Keep snooping around, see if you can't figure out what's going on
> Quietly reveal yourself to the Order squad, they're going to need your help shortly
> Stay right where you are, wait for the ambush to spring
> Other
>>
>>2357770
> Keep snooping around, see if you can't figure out what's going on
>>
>>2357770
> Stay right where you are, wait for the ambush to spring

Hes probably high up above on the raven.
>>
>>2357770
> Stay right where you are, wait for the ambush to spring
>>
>>2357770
> Stay right where you are, wait for the ambush to spring
hes prepping for an alpha strike. I'm tempted to step out and make ourselves the target since I'm worried he'll one shot one of the Scouts.

Can we do something like illusory whispers to warn them or to look up?
>>
>>2357770
He's gonna drop through the ceiling
>>
>>2357813

You can rather easily as it is.

>>2357813
>>2357796
>>2357786

Looks like the consensus is to wait for the trap to spring.

Warn the squad if you see an attack coming?
> Y
> N
>>
>>2357833

It's an open air fort now; all the old wooden buildings are piles of mulch chips at this point.
>>
>>2357836
>Y
>>
>>2357836
>> Y
>>
>>2357836
>Y
>>
>>2357845
>>2357849
>>2357857

Warn of ambush it is.

> Roll me three 1d100+2's please
>>
Rolled 1 + 2 (1d100 + 2)

>>2357869
>>
Rolled 50 + 2 (1d100 + 2)

>>2357869
>>
Rolled 91 + 2 (1d100 + 2)

>>2357869
>>
File: Mura_MynameisGendo.png (169 KB, 388x320)
169 KB
169 KB PNG
>>2357885

That is a natural 1, critical failure.

Morgan currently has 1 Fate Point; use said Fate Point to negate the crit fail and take >>2357897 's 93 instead?
> Y
> N
>>
>>2357904
>> Y
>>
>>2357904
>Y

The dice gods giveth, the dice gods taketh away
>>
>>2357904
>> Y
>>
>>2357937
>>2357942
>>2357966

> You have lost: 1 Fate Point!

Well, now I need to roll a few things...
>>
well, there goes the fate point. We shall miss you comrade.
>>
Rolled 82, 21, 35, 56, 69, 85, 33, 51, 24 = 456 (9d100)

>>2357986

[ORDER SQUAD ACTIVITY]
>>
Rolled 39, 40, 79, 45, 46, 4, 5 = 258 (7d100)

>>2357986

[??? ACTIVITY]
>>
>>2357993
>>2357997
whoa nelly thats alot of dice
>>
>>2357993
looks like squadie one and two pulled something off.
>>2357997
Chuuuuuuump
>>
>>2357997
World's Least Competent Dreadknight gets shit slapped by mooks
>>
>>2358058
>this is how the npc guards became level 3 fighters
>>
>>2358004

Welcome to my quests, you'll see me throwing a lot of dice around now and in the future.

>>2358058
>>2358064

I've had Hyper-Competent Mooks strike repeatedly in my other quest. Then again, this Order squad is definitely not a group of mooks and are several steps above npc guards, despite how hard Morgan fucked them.

>>2357770

Making sure you're not about to get ambushed yourself, you begin quickly looking about the area. Just because you're not the one in the kill zone doesn't mean you don't want to know where the attacks will be coming from.

After a tense few seconds, the only noises in the fort being the almost silent steps of three cloaked figured searching the place, you see the titan in plate mail float around a corner after one.

You immediately react, your magic bursting into existence in the form of the sound of metal grinding against stone.

The nearest squadie, who reveals himself to be the one with the polearm as he whips around, manages to barely block a slash to his head, grunting in exertion as the Dreadknight throws his weight forward. His two mates go to react, but you notice two blurs diving out of the sky and alert them to the incoming attack.

One draws a crossbow and nails one target, the black blur crash landing but manages to roll to a stop.

The other fumbles, only barely side-stepping an attack that the attacker evidently didn't think entirely through, as a loud thud from the ground being churned up rings through the fort.

The squad has things mostly under control, but you don't know for how long that'll last.

Now what?
> Jump in now, just to be sure
> Wait where you are
> Other
>>
>>2358097
> Wait where you are
We want to jump in when they're struggling, if we can.
>>
>>2358097
> Wait where you are
>>
>>2358097
> Wait where you are
we can jump in, after they're either beaten to a pulp or unconscious.
>>
>>2358126
>>2358107
>>2358103

Waiting game it is.

Time for rolling...
>>
Rolled 89, 95, 52, 92, 8, 98, 22, 31, 80 = 567 (9d100)

>>2358136

[ORDER SQUAD ACTIVITY]
>>
Rolled 14, 40, 65, 43, 91, 31, 95 = 379 (7d100)

>>2358136

[??? ACTIVITY]
>>
>>2358097
> Wait where you are

>>2358126
I feel like beaten to a pulp or unconcsious is a bit late for an intervention. when they're fighting to the death.
>>
>>2358141
>>2358146
This isn't even fair anymore, god
>>
It seems the "heroically intervene" plan

might not happem
>>
>>2358154
This is almost too one sided it's funny.

>>2358158
Think we should jump in to deliver the killing blow to the Dreadknight if they survive one more round?
>>
>>2358158
To be fair, I don't think this reflects badly on our ability to judge things. Nobody was expecting the squad of not-quite-mooks to suddenly be hyper competent after we slapped them about without issue earlier
>>
>>2358167
I was thinking just come in on the next go, at least take on the crows.
>>
>>2358158
I'm more concerned about killing the Crow if the Dreadknight actually loses and runs. In the end it doesn't matter so long as we land the killing blow.
>>
>>2358097

You curb the desire to run out there and start attacking, not really sure if it's coming from yourself or the armor at this point. No, you force yourself to sit here and wait.

Down below, the Dreadknight tries to finally bulk back from the polearm user in front of him, only to take a heavy blow to his shield arm as the Order Knight spins his weapon around to the hammer side and gets to work.

The crossbow users elects against reloading the weapon, switching off to a survival knife as the dark blur you know recognize as a Hell Knight lunges forwards. Sparks fly as a long sword is barely deflected away from an unarmored throat, and the two also come to a desperate deadlock.

The last man isn't nearly as lucky, as his opponent scrambles to its feet with unnatural speed and bodily throws itself against him before he can properly draw the short sword against his side.

The screech of sword against armor draws the attention of the two other Order members, each of them now caught in a fight while the weak link is pinned against the ground and is a few seconds from having his face smashed in by a Hell Knight.

Now what?
> Keep waiting
> Jump in, help out the weak link
> Jump in, help out the polearm user
> Jump in, help out the crossbow user
> Other
>>
>>2358188
If it trys it how how should we toss our claymore.
Overhand? Underhand? Javalin style?
>>
>>2358206
> Jump in, help out the weak link

Also tell the other two to focus on the giant evil birds.
>>
>>2358206
> Jump in, help out the weak link

Guess we can salvage this
>>
>>2358215
Javelin is for the best.
though preferably we don't have to try chucking a large lump of metal at something that can probably fly faster than we can throw.
>>
>>2358206
> Jump in, help out the weak link
for the brownie (I wonder if those have been invented or cacao been transported to this region) points, then
> Jump in, help out the polearm user
> Other
and announce you want to 1v1 the Dreadknight for personal reasons.
>>
>>2358235
>>2358219
>>2358218

Weak link first it is.

> Roll me three 2d100+5's since you're unseen please
>>
File: latest.png (2.12 MB, 1366x768)
2.12 MB
2.12 MB PNG
>>2358206
> Jump in, help out the weak link
>>
Rolled 58, 3 + 5 = 66 (2d100 + 5)

>>2358238
I hope we find a bag of holding.
>>
Rolled 72, 57 + 5 = 134 (2d100 + 5)

>>2358238
Saving those in need is just common sense!
>>
Rolled 75, 26 + 5 = 106 (2d100 + 5)

>>2358238
>>
>>2358206
> Keep waiting
>>
Rolled 86, 71, 78, 93, 7, 89, 33, 86, 12 = 555 (9d100)

>>2358238

[ORDER SQUAD ACTIVITY]
>>
Rolled 22, 30, 63, 55, 35, 68, 34 = 307 (7d100)

>>2358238

[??? ACTIVITY]
>>
>>2358251

That's an 80 versus a 68 and a 68, Success.

Writin'
>>
>>2358260
>>2358271
>>
>>2358206

Yeah, right about now should be good. Smoothly drawing your claymore, you weigh the greatsword in your hand, then draw it back and throw it.

The weak link manages to get a hand up and catches the pommel of a longsword before is smashes his helmet in, when the Hell Knight on top of him is suddenly impaled by a heavy blade through the chest.

By the time your boots hit the dirt, you're fully visible and sprinting over. Grabbing the grip of your sword before the shell of a demon can full fall over, you step past the weak link and pull your claymore free, making a royal mess of your first victim as you tear the upper portion of its spine, along with its head, right out of its chest.

Not slowing down, you continue to where the polearm user is continuing to smash holes in the titan's plate armor, their engagement suddenly ending when you come into vision and the Dreadknight immediately charges you.

You duck under the first swing, spinning your greatsword around in your grip, and you smash the guard like a pike into the knee joint of his armor.

The Order Knight apparently doesn't dwell on your sudden appearance, as he runs off to help finish off the final Hell Knight.

You have no time to observe them now, as you're going to need to focus if you want to end this before he gets the chance to run away again.
> Go all out, give him no chance of escaping
> Stick to the pace, no need to tire yourself out
> Go on the defensive, it'll be easier if you can get the Order members in the fight
> Other
>>
>>2358317
How is the Dreadknight fairing? What of his previous injuries?

> Go all out, give him no chance of escaping
>>
>>2358317
Ah shit now I can't get Gospel of the Throttle out of my head

> Go all out, give him no chance of escaping
>>
>>2358317
>Go all out, give him no chance of escaping
>>
>>2358334

The Order Knight took a few chunks out of him, but the Dreadknight's mostly fine. As for previous injuries, he doesn't seem impaired by the previous fight.

>>2358347
>>2358345
>>2358334

All out it is.

> Roll me three 2d100+5's please
>>
Rolled 41, 63 + 5 = 109 (2d100 + 5)

>>2358351
>>
Rolled 38, 70 + 5 = 113 (2d100 + 5)

>>2358351
>>
Rolled 38, 76 + 5 = 119 (2d100 + 5)

>>2358351
I wonder is there is anything of material value on him.
>>
>>2358351
>>
Rolled 95, 96, 48 + 5 = 244 (3d100 + 5)

>>2358351

[DREADKNIGHT GERALDUS, THE RELENTLESS TALON ACTIVITY]
>>
>>2358365
Holy shit, he stopped jobbing
>>
>>2358355

That's a 46 for distraction, Failure.

And
>>2358361

That's an 81 versus 100, Failure.

Writin'
>>
>>2358368
well shit. at least its not by a land slide.
>>
>>2358317

Taking a deep breath, you focus yourself; preparing to blend mind and body into a brutal assault. With the first of your illusions, you hide your approach within an illusion of you staring the Dreadknight down combined with a quick invisibility spell around yourself.

And that, right there, is where your luck runs out as the titan lowers his shield and charges for where he thinks you are, inadvertently smashing into your cloaked form and dropping the entire charade.

Rolling with the blow, you push yourself up to a knee just in time to block a full strength swing that knocks you off your feet once again. Stone crumbles around as you smash into a wall, the debris half covering you as the remnants of the superstructure break down.

Pain spikes through your body, the crash evidently doing something to you as even your armor lets you a groan you'd normally associate with metal fatigue. Still, you force yourself to your feet, ripping your limbs free from where they'd be half buried.

The titan is there, a pair of burning red orbs in place of his eyes that none the less bore into you. Thankfully your helmet is still intact, so your enemy can't see you as you wince.

DREADKNIGHT GERALDUS, THE RELENTLESS TALON
> Go all out again, you need to end this
> Pace yourself, you can't over commit like that again
> Go on the defensive, buy time for now
> Other
>>
>>2358403
> Go all out again, you need to end this
>>
>>2358403
> Go on the defensive, buy time for now

Wait until the other guy is more injured first. We have other people to fight with, thus they can do DPS while we hold aggro. It's only targeting us when it sees us.
>>
>>2358366
>>2358401

I was half expecting you all to crush this first boss in the first fight, kinda nice to see him putting up an actual fight since he's about on the same level as Morgan.
>>
>>2358403
> Pace yourself, you can't over commit like that again
If we hear a bird flapping down, take it's head
>>
>>2358403
>Pace yourself, you can't over commit like that again

The others should take him out if he attempts to run again, hopefully.
>>
>>2358403
>Pace yourself, you can't over commit like that again
>>
>>2358403
> Pace yourself, you can't over commit like that again
>>
>>2358421
>>2358414

Pace it is.

> Roll me three 1d100+5's please
>>
Rolled 48 + 5 (1d100 + 5)

>>2358426
>>
Rolled 11, 65, 85 + 5 = 166 (3d100 + 5)

>>2358426

[DREADKNIGHT GERALDUS, THE RELENTLESS TALON ACTIVITY]
>>
>>2358426
>>
Rolled 96 + 5 (1d100 + 5)

>>2358430
Wew
>>
Rolled 47 + 5 (1d100 + 5)

>>2358426
>>
>>2358434

That's a 101 versus 90, Success.

Writin'
>>
Rolled 66, 12 + 5 = 83 (2d100 + 5)

>>2358434
nice
>>
Rolled 99, 60, 68, 29, 79, 38, 84, 59, 79 = 595 (9d100)

>>2358429

Forgot about these guys...

[ORDER SQUAD ACTIVITY]
>>
>>2358440
fuck I forgot the extra 1d100
>>
>>2358444
So have these guys been promoted to side character status yet?
>>
>>2358450
I think so. Just look at their rolls.
>>
>>2358450
I don't think they were ever mooks, considering they seem set up like an PC party
>>
>>2358450

The fact that they've all got distinct character photos didn't tell you that already?

>>2358403

Readjusting the grip on your greatsword, you hold back for the moment. Being too hasty was your mistake, so you have no plans on repeating it right now.

The Dreadknight doesn't leave you waiting for long, pulling another javelin from seemingly no where and throwing it right for your throat. You dodge to the side, avoiding the flying spear but losing your sure footing as the titan charges again.

You manage to jink back, letting the shield charge pass you by while you swing for the damaged knee, shattering the weakened armor as you turn around.

He roars in pain, giving you enough time to plunge the tip of your claymore into the same gap in his armor that you exploited in the first fight. You keep your grip on the blade as best you can while your enemy thrashes, though your next action is interrupted as the sound of thunder suddenly rips through the night.

There's a few seconds of stunned silence throughout the fort before someone speaks up, "HOLY SHIT IT WORKED!"

"SHUT UP WATT, IT DIDN'T DO SHIT!" You hear the polearm-user bellow out in response, the heavy sound of his footfalls approaching.

You have to jump back for a moment, as a crossbow bolt rebounds off plate armor and narrowly misses you. It does put you in a great position to follow up when the Order Knight smashes into the titan's front, knocking the Dreadknight back towards you.

Without flourish, you rip your claymore from its place in your enemy's shoulder and swing it around, cleanly removing the man's head and sending it flying away from you with another splash of blood.

DREADKNIGHT GERALDUS SLAIN

The shock of the armored titan suddenly going slack on you is immediately dwarfed by the sudden urge you feel emanating from your armor, and you realize with a cold sense of dread that it's about to perform the 'absorbing power' portion of its qualities.

You're about to absorb the strength of another Dreadknight. In front of a trio of Order Members.

Thinking quickly, you focus your magic into the highest quality illusion you can muster...

> Roll me three 1d100+2's please
>>
Rolled 59 + 2 (1d100 + 2)

>>2358536

Going to readily admit, I ENTIRELY forgot about that absorption thing.
>>
Rolled 32 + 2 (1d100 + 2)

>>2358536
>>
Rolled 19 (1d100)

>>2358536
>Roll me three 1d100+2's please
>>
>>2358545
FUC KFUC
>>
>>2358540

That's a 61, Failure.

Writin'
>>
>>2358550
Welp, time to run again
>>
Can we like at least change our appearance or something to not reveal our identity
>>
>>2358536

Even with how impulsive and sudden your spell is, you're confident that it'll work.

That is, until your arms are physically wrenched down by your own armor, causing your spell to simply send your surroundings into a hazy mess that reminds you of the numerous accidents you had teaching yourself magic.

Any thought towards how screwed you are are temporarily put to the side as you grab the edges of the titan's armor and the entire thing begins to smoke. You're frozen in place as your own armor does whatever the hell its designed to do, only relinquishing control back to you when the corpse in your hand is a blackened and smoldering heap.

The sound of a dead pile of metal collapsing into the ground brings you back to your senses, and the magical haze around you clears to reveal the Order Squad looking at you in abject horror, weapons raised at you.

You have no idea what you look like right now, or how it looked when you... well, you guess Dygteus wasn't lying about the 'absorbing power' part.

The tension of the moment is slightly ruined when your armor makes another set of groaning noise and, you swear, you hear it quietly burp.

"We trade one demon for another, it seems," The polearm-user takes a step forwards, clearly preparing for a fight, "Well, hell spawn, are you done devouring your brethren?"

Your response?
> Fight your way out
> Run away
> Cloak and run
> Try to lie your way out
> Other
>>
>>2358571
We *might* be able to convince them.
maybe,
if we crit
>>
>>2358601
"He was no brother of mine"
>Cloak and run
>>
>>2358601

>"Technically it's just the armor that's a demon."
>Cloak and run
>>
>>2358601
How rude.
We weren't even born in hell. We can't be a hellspawn.
>>
I kind of want to suggest we truth our way out of this.

But...I think they'd have an even harder time believing that than a lie.
>>
>>2358601
>> Run away
>> Cloak and run
gogogo.
>>
>>2358619
>>2358606
>>2358605
>>2358603

And we're out of here.

Writin'
>>
>>2358601
>"That's a hell of a way to show gratitude for pulling your asses out of the fire. Despite what you think you saw, I'm not your enemy."

If it seems that they might be responsive to that, we can open up a dialogue. If not,
> Cloak and run
>>
>>2358624
Basically this.
>>
>>2358601
>other
Did it mean anything that I saved your friend over there? At least it's one last demon to worry about.

Do they want to initiate the fight?
>>
Oh dang. Think they'll speak word to their friends about Morgan? I hope they fumble the description.
>>
You know, I'm mildly concerned Morgan will become a dude trapped inside am autonomous suit of armor.
>>
Remember to say smokebomb
>>
>>2358641
They will definitely spread it. Though our magic is the big giveaway. "Guy in slightly battered armor with a greatsword" is probably not too uncommon. "Guy in slightly battered armor with a greatsword who can use illusion magic" is apparently pretty uncommon.
>>
>>2358648
This
>>
Why would we say smokebomb? Were tsun, not 16.
>>
>>2358653
>"Guy in slightly battered armor with a greatsword who can use illusion magic who is also THE REAVER OF SAINT PETER'S KEEP"

I mean we are far from our stomping grounds but we were famous.
>>
>>2358624
There's no need to try to convince them. In the end, this is just one non-special group out of the many that will see us do this in the future, and s such it's better to prepare to deal with it as it is than to try to convince them otherwise. Or else we'd be forced to try to tell everyone that see us absorb that we're not that evil, and that's just too much work. We can simply get work by using illusions and Verona's connections.
>>
>>2358659
It's a classic case of misdirection
>>
>>2358661
Famous does not necessarily mean recognizable on sight. Especially in an age where stories of fame.spreading are like one big game of telephone. And we definitely didn't introduce ourself as that.
>>
>>2358664
The qm gave them character images and made them a structured team... my moneys on them becoming a bit of a nemesis
>>
>>2358601

You just look over at the Order Knight, silently staring him down without really thinking about it. There's no reason to fight these three; both in that you're not that far along and that you're a bit too banged up to feel confident in doing so.

So, it's time to leave.

"He was no brother of mine," With those words, you vanish from existence.

The Order squad pauses at your words, and you take the chance to run off right then and there.

You don't run fast enough to not hear the storm of swears behind you and, far more worrying, exclamations of getting the hell back to the Order.

Ignoring the implications of tonight, ignoring the shit storm that's likely to come down on your head in the near future, you run fast and far into the night.

Going on and on, past your vantage point and out of sight of the fort. You run and run until your legs give out from under you.

Dragging your bruised and exhausted body into what little cover you can find, you succumb to unconsciousness within seconds.

...

Darkness lays out in front of you, a cold, motionless void that's been devoid of life for centuries.

But that falls to the wayside, as something indistinct and formless to the point of practically being a wraith suddenly stands before you. It looks at you, no aggression or malevolence directed at you, and slowly unfolds its hands towards you.

Information suddenly floods your mind, giving you a slight headache even within what you know is a dream.

> ARMOR OF THE NIGHT RAVEN
> As a Free Action, you can cause your armor to transform into a fearsome set of plate and chain. While transformed, this armor gives you all the benefits of Heavy Armor with none of the penalties. This effect lasts until dismissed with another Free Action. While in effect, your appearance is Demonic.

> BULWARK OF THE LEGIONARIES
> As a Free Action, you can summon a Kite Shield capable of supplying a battalion. While summoned, you can store and retrieve an infinite number of weapons from within the shield. These weapons, Simple and Martial, Ranged and Melee, cannot be Improvised Weapons, but it can hold appropriate ammo for Ranged Weapons. The Kite Shield starts empty, but can be used as a normal shield in combat. All weapons stored within appear Demonic.

Your choice is?
> Armor of the Night Raven
> Bulwark of the Legionaries

> It's a bit after 3 am at this point, so I really need to be getting off now. I'm going to leave the vote on until I wake up in the morning, so do carefully consider your choice here. See you all tomorrow.
>>
>>2358664
There's no reason not to at least try to minimise the issue if possible.
>>
>>2358670
> Armor of the Night Raven
>>
>>2358670
> BULWARK OF THE LEGIONARIES
Guys its the closest thing to a bag of holding!
>>
>>2358670
> Bulwark of the Legionaries
We can store regular no stuff in there too right? Money, slaves, food, and lawn chairs right?
>>
>>2358670
>> ARMOR OF THE NIGHT RAVEN
>>
>>2358686
Armor too
>>
File: TimeShield.png (688 KB, 1248x701)
688 KB
688 KB PNG
>>2358670
>> Bulwark of the Legionaries

more weapons are useful for flexibility in multiple situations. But the true value is infinite weapons and ammo storage. We could loot a fortress and carry enough weapons and ammo for an entire army, with no additional weight.penalty I assume since otherwise it would be useless for it's purpose. It's essentially an unlimited Inventory for arms and ammo only. Best used with planning and preparation to ensure victory in any fight by having a plan to use everything needed to win.

It also reminds me of the time shield Homura has in that Mahou Shoujo anime.
>>
>>2358694
We can just ditch this lame dark lord thing and become a smuggler king!
>>
>>2358670
>> Bulwark of the Legionaries
>>
File: Ballista.png (114 KB, 762x599)
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>>2358670
Do Ballistas count?
>>
File: LordofWar.jpg (76 KB, 800x532)
76 KB
76 KB JPG
>>2358697
Hah, now that's a useful way to gain funds. We can be Lord of War as main job, and part-time as Dreadknight hunter when we meet them
>>
File: MERCHANT_cONCEPT.jpg (19 KB, 185x427)
19 KB
19 KB JPG
>Morgan, The Merchant of Hell
>>
>>2358715
>>2358717
I am so down for this!
>>
>>2358670
>> Armor of the Night Raven
>>
>>2358670
>> Armor of the Night Raven
>> Bulwark of the Legionaries
I have thought about this for a while and i can't deny the benefit of the legion armor i also can't shake the thought of some random dude in armor all of a sudden bursting into a full blown demonic knight in the middle of combat so
> ARMOR OF THE NIGHT RAVEN
>>
>>2358670
>Bulwark of the Legionaries
The weapons appear demonic is a far cry from us looking demonic. and the utility is just huge, I mean even if we just used it the way he did and stuff it with javelins it would be super useful.

Is the demonic appearance of the stored weapons a permanent change or if we decide to dump a weapon will it eventually revert to its original state?

Does the shield look more or less as demonic as our armor?

>cannot be Improvised Weapons
Would tools that would not usually be classified as weapons but could easily fill the role still apply, such as prybars, spades, and smiths hammers?
Would a shield be considered a weapon in this instance? If not then how much of a cutting edge do we need to apply to the shield before the BotL will accept it as a fancy kind of axe.ooo smooth acronym too Its an armory in a Bottle

>>2358686
>>2358693
It specifies weapons maybe with enough spikes you could trick the shield, but then when you pull it out it would look extra double demonic.
>>
Man, I gotta say, I really like this quest.
I hope you run it more often in the future.
>>
>>2358670
>Bulwark of the legionaries
>>
>>2358670
Bulwark
>>
>>2358670
Bulwark
>>
>>2358670
> Bulwark of the Legionaries

Just seems like there's too much utility there.
>>
>>2358686
>>2358693

The 'No Improvised Weapons' clause of the description was purposefully put there so you all couldn't pull the 'If you swing it hard enough its a Weapon' argument.

I will, however, allow Shields to be stored considering how frequently they were used as weapons. No armor though.

>>2358711

Siege Weapons are still Weapons.

>>2358759

Stored weapons are permanently changed to look Demonic. They aren't actually Demonic, and have no negative qualities to them, but still look like it.

Shields I am allowing; as for tools... They'd really fall under the Improvised Weapons clause.

>>2358772

Once my first quest is done, DQ will take over the spot of the primary quest and thus have priority for running.

>>2359107
>>2358893
>>2358827
>>2358808
>>2358759
>>2358709
>>2358694
>>2358686
>>2358682

Bulwark of the Legionaries it is.

Writin'
>>
>>2358670
Armor
>>
>>2358670

You awake with a start, not really remember that strange dream. You remember... someone? A choice?

An unusual weight on your left arm captures your attention and you lift it up to reveal a Kite Shield has appeared within your grip. It's a blackened, worn piece of metal, with a dent that looks as if it contains the deepest of abysses just under the surface. The inscriptions that once adorned it are faded to the point where only the faintest outlines are still visible. None the less, the shield gives off a slightly sinister air.

It's not really helped when you dismiss the Kite Shield and it cracks, the metal folding and collapsing until it molds seamlessly into your left gauntlet without a trace. Your armor itself makes a few metallic clicks, somehow giving off the feeling of contentment with the new addition.

You try not to think about it too much.

> Congratulations! You have obtained the Armor Upgrade: BULWARK OF THE LEGIONNAIRES!
> Congratulations! You have gained the Armor Mastery: Bulwark Control! Current Mastery level: Untrained!

> Congratulations! Your ability of observation and discernment has further refined! Your Perception Skill is now at Adept Rank!
> Congratulations! Your ability to fight using heavy blades has further refined! Your Greatsword Fighting Skill is now at Seasoned Rank!

Standing up and trying to ignore the several new aches and pains along your body, you get ready for the day ahead of you.

Now what?
> Head back to Briar Glen
> Head back to Warlington
> Travel to Southwold
> Check your map, see where the nearest fortress is
> Keep heading south, see what you run into
> Other
>>
>>2359178
>Head back to Warlington
We probably shouldn’t make ourselves seen in Briar Glen since it may draw the palidins back there, and there are some opportunities to make a little money at Warlington, like the arena.
>>
>>2359178
>> Check your map, see where the nearest fortress is
Demonic plundering of a fort to draw the Order away from Briar Glen?
>>
>>2359178
> Check your map, see where the nearest fortress is
It can't hurt it double check.

Remind me. Briar Glen was Veronicas home town, but I can't remember much else besides that. Warlington was the first town we entered since leaving hell.

Considering the three Order musketeers know of Morgans apparent demonic nature it would be worth investing some coin in an unassuming knight tabard and cloak for the purpose of hiding his armor?
>>
>>2359178
>> Head back to Briar Glen
>>
>>2359178
>Check your map, see where the nearest fortress is
maybe there will be some surplus weapons to start stuffing into our spooky shield.
>>2359222
we never went in
>>
>>2359315
Oh. Then in that case I want to go back and take all the weapons the Dreadknight head on him (assuming the the Order guys left) then head to Warlington.
>>
>>2359219
>>2359222
>>2359315

Looks like we're looking for a fortress to raid.

But first, it's time to head back to the fort for loot.

> Roll me three 1d100's please
>>
Rolled 27 (1d100)

>>2359555
>>
Rolled 56 (1d100)

>>2359555
>>
Rolled 30 (1d100)

>>2359555
>>
>>2359567

That's a 56, not getting too much loot out of this.

Writin'
>>
>>2359178

The situation isn't an issue now, but once that Order squad gets back to their superiors you know you're going to be on the clock.

And there's no time like the present to start stocking up on the literal armory on your wrist.

Heading back to the fort, which takes a few hours of time to hike back, but you do manage it. The place is in considerably worse state than before, particularly in the place where you got swatted through a wall.

After checking to make sure that there's no one else around to ambush you, you step into the ruins and start poking around.

Unfortunately, the vicious battle last night left things in a destroyed state, as the two Hell Knights were almost entirely scoured when the Order squad left. The Dreadknight you... absorbed... isn't in a good state either, as whatever your armor did to him left his body and gear in a state of disarray.

His massive, hulk of an iron blade is still in one piece, thankfully, so you pull it from the dirt and stick it away into your summoned Kite Shield. It's a strange sight to see, as the weapon impossibly vanishes into the abyss contained within the shield.

There's nothing else around, so you sit down for a moment to pull out your map. With this shield, the possibilities are almost limitless but you're going to need more weapons to pull anything off.

And, well, there's no real better place to find weapons than within the armories of fortresses. Of course, the more gear within the better protected it will be.

You're just glad there isn't a war going on around this part of the continent, otherwise you wouldn't be able to move about so freely.

Rolling out your map across your lap, you start looking around for the nearest strongholds.
> Bode Hold, Seven days to the East
> Calbourne Fortress, Four days to the South
> St. Augustine Citadel, Five Days to the Southwest
> Go back to Warlington
> Other
>>
>>2359714
>Bode hold

Far away from here
>>
>>2359714
>> Calbourne Fortress, Four days to the South
>>
>>2359714
>> St. Augustine Citadel, Five Days to the Southwest
Might as well start making our way back west
>>
>>2359114
are spiked gauntlets on the table for weapons?
>>
>>2359714
>> Calbourne Fortress, Four days to the South
we can hit up augustine quickly after that
>>
>>2359714
>> Calbourne Fortress, Four days to the South
>>
>>2359848
This
>>
>>2359714
Warington
>>
File: ArmoroftheNightRaven.png (187 KB, 450x301)
187 KB
187 KB PNG
If anyone was curious, pic related is what the alternate upgrade option would have looked like.

>>2359890
>>2359881
>>2359848
>>2359780

Calbourne Fortress it is.

> Roll me another three 1d100's please
>>
Rolled 88 (1d100)

>>2359952
>>
Rolled 91 (1d100)

>>2359952
>>
Rolled 60 (1d100)

>>2359952
dont be a nat 1 that fucks these other rolls...
>>
File: 1510200365377.gif (1.55 MB, 400x200)
1.55 MB
1.55 MB GIF
>>2359959
Nice one
>>
>>2359959

That's a 91, Success.

Writin'
>>
Is it wrong that I want Morgan to pay a prostitute coin so she can suck him or a friend?
Is it wrong that I want it to be a succ-cess?
>>
>>2360138
Yes and yes.
>>
>>2359714

After some thought, you decide on Calbourne Fortress as your first place of interest. You're not familiar with the area, so you don't have a clue what awaits you, but if you head south first you can swing down to the St. Augustine Citadel afterwards. Not that running headfirst into an Order outpost sounds like a good idea, but then again that's more or less the last place they'll expect you to show up at.

With a vague plan in place, you roll up your map and get on your way.

The next few days are long ones, as you travel across the seemingly limitless prairie that sprawls out in front of you. Hunting is sparse thanks to the terrain, but you supplement what little you can scrounge together with a bit of ration and keep soldiering on.

You're maybe a day away from the Fortress when your sword starts acting up again. Knowing what it means, you draw your claymore without a word and wait for whatever Verona wants to tell you.

> Morgan, what did you do?!

"What?" There's a fair amount of confusion in your voice; you haven't done anything, never mind seen anyone, in the last few days, "Is this about the Order squad returning?"

> No, no. Uh, good job with that by the way. But, you've got something else to deal with. You haven't been spotted yet, but there's large groups of... I can't tell you exactly. But they're out there, and they're sweeping the area around you right now. Don't know what you're going to do, so good luck out there Morgan.

"Yeah, I'll see what's going on," Sliding your claymore back into place, you take a deep breath and look about the area around you.

You don't see anything immediately, but then again it's also after dark now so that's not a very good indicator. You're a bit out in the open here on the prairie, though looking around there's not much else in the way of terrain.

Taking a deep breath, you consider what to do next.
> Keep going and keep your eyes open
> Hunker down here, they won't be able to spot you in the dark
> Other
>>
>>2360406
> Hunker down here, they won't be able to spot you in the dark
Let's cover ourselves in some mud and grass to help with hiding. in case we fuck up our magic.
>>
>>2360406
> Keep going and keep your eyes open
We just need to watch for torch light and pop invisibility around them.
>>
>>2360406
>> Keep going and keep your eyes open
How much effort would it take to keep a camouflage pattern around us?
>>
Wow this took me way too long to realize. The shield could be used to block shots from cannon balls, hails of arrows, bullets. Possible boulders if they count as ammo. Well maybe not boulders but everything else is fair game. But what about exsplosives? What happens when a lit bomb enters the shield? Is it frozen in time within the infinite pocket dimension until released? Does it detonate harmlessly inside? Would the explosion be directed back outside?
>>
>>2360406
>> Keep going and keep your eyes open
>>
>>2360406
>Keep going and keep your eyes open
>>
>>2360426
>>2360432
>>2360443
>>2360446

Try to spot them.

> Roll me three 1d100+5's please
>>
Rolled 22 + 5 (1d100 + 5)

>>2360465
>>
Rolled 80 + 5 (1d100 + 5)

>>2360465
>>
Rolled 95 + 5 (1d100 + 5)

>>2360465
>>
Rolled 53, 91, 29, 95, 45, 54 = 367 (6d100)

>>2360465

{??? ACTIVITY]
>>
>>2360488

That's a 100, Success. Let's see what you see.

Writin'
>>
>>2360406

You're tempted to just take a dirt nap and wait for this all to blow over, but you should keep moving. If you get caught with your thumbs up your ass, you're going to get piled on.

So, you keep moving and keep your eyes towards the sky.

Perhaps thanks to what you saw the other night, you manage to pick out several dark shapes circling in the sky. They're probably more Hell Knights, like the ones that were backing up that Dreadknight, but the question is why they're out here.

You keep your eyes on