You are Sir Alaric Lener, a newly minted paladin of the Order of Angels. Orphaned at a young age by an undead horde that ravaged a nearby kingdom, you were raised in their keep's orphanage. Growing up, you prayed that you'd get adopted, but it never happened... As time went on and you went through puberty, you decided that the gods must not want you adopted... so you decided to try and train as a paladin. Eight long years passed under your strict mentor, and father figure, Sir Dorn Graybrook. You bear a grudge against the undead for what they took from you...You've had nightmares about the rotted faces of your family devouring you alive. You secretly fear that when you finally fight the undead, you'll freeze up. You're also rather stubborn, refusing to give any ground whatsoever. Finally, you've finished your training, and have been kicked out of Angelis Keep to wander the world and smite evil. How are you equipped? Highest roll decides.
>>70007Forgot to say, roll a 1d20.
>>70007Full chainmailA pair of Nikesand a two handed mace disguised as a mop.and a map, always need a map.
Rolled 14 (1d20)>>70051A fucking Halberd son.
Rolled 16 (1d20)>>70097Forgot to roll, derp.
>>70097>>70109There are no Nikes to be had. Other then that, full chainmail and a two-handed mace are just fine, writing it up now.
Rolled 17 (1d20)>>70007A short spear, a small hatchet, chainmail, and holy fury.
>>70180>17>>70097>16Am I overruled?
Rolled 3 (1d20)>>70007Classic Warhammer and heavy ass blessed plate, with a sidearm of a shortish arming sword.
>>70210oh well fuck me then
You grip the handle of your large, two-handed mace as you take a deep breath. You whisper, "This. This is where it all begins..."You take out your map and take a look at it... Where will you go first? Will you just start walking? Will you head north, to the safe, backwater of Stonehaard? South, to the seashore? West, to the hill country? East, to the forest? Or will you head to the nation's capital? Highest roll decides.
>>70180Too bad.>>70201Nope.>>70210I liked that, too bad.
Rolled 20 (1d20)>>70239Wherever needs some mighty fucking blessing!
Rolled 7 (1d20)>>70239Let's get to the nation's capital. Any news of a place needing a good smiting will be found there.
Rolled 5 (1d20)>>70239As tempting as it is to go the sea and gaze out and contemplate deeply on things, we don't got much of anything to contemplate just yet. How far away is the nation's capital from where we are? If it's far I say Stonehaard, maybe we can catch some leads on whats going on or at least find out on how to get a horse or a wagon or something.Plus we'll probably find people more empathetic to the whole paladin thing more likely in towns or cities.>>70267>20Whelp
>>70267By that do you just mean just walk wherever?>>70239And htejrfd typo. Stonegaard, not Stonehaard.
>>70300As a paladin, can't we sense some nefarious evils? If not, travel to the Capital, stopping by villages to do some labor to at least get the people knowing who we is.
>>70308You can sense it if it's nearby, within a one mile radius. You just know that it's there, though not where it is.
>>70300Don't paladins have some kind of sense evil or increased selective hearing for people in distress? Maybe kneel down in a prayer and see if we can get some divine help in pointing whicha-way the evil is?Can we get a gist of what are capabilities are from what we learned from Angelis keep or do we need to level up first?
You decide to head to the capital. Always wanted to see it... You heft your pack over your shoulder and start walking. Roll 3d20 for random events.
Rolled 2, 9, 4 = 15 (3d20)>>70342i hope we stumble upon a greater daemon or something.
Rolled 16, 5, 13 = 34 (3d20)>>70342R-r-r-r-r-r-r-r-r-r-r-r-r-r-rooollin
>>70353Step 1: Train PaladinStep 2: Toss said novice Paladin at greater daemonStep 3: Watch as noob gets evisceratedStep 4: ??? Step 5: Profit!
You get moving. Walk, sleep in bedroll, walk again. A simple rhythm that holds you in it's grip for a week and a half on your way to the walled capital city. Until you sense some evil nearby... It's rainy, and the cobblestone road you're in is cutting through a small forest. You don't even think about whether or not to confront it, and you start hunting around... Roll 1d20.
Rolled 8 (1d20)>>70457IT IS TIME!
Rolled 14 (1d20)>>70457What evil lurches forth?
>>70515>that pic >that message>my sides: gone
>>70515oh gods, that's...
You sally forth, hunting down whatever villains await. You can't seem to find them, however... Then you happen to spy someone in a dark robe shuffling into a bush and disappearing. Person in a dark robe, mysterious disappearances, and evil in the area. Not hard to put the dots together.You poke the bush with your mace, and eventually clear it to reveal a small entrance, through which you can go underground... There's something down there, for sure. You jump into the entrance, mail jingling, and swiftly go down the tunnel. Roll 1d20 for how bad it is down there.
Rolled 5 (1d20)>>70580
Rolled 3 (1d20)>>70580Let's see how fucked we are.
Rolled 3 (1d20)>>70580It's time to r-r-r-r-roll.
>>70638>>70610>>70604sweet mother mercy
You hit the ground underneath you with a light thump, and quickly take stock of the situation. About a dozen chanting cultists in dark robes, no obvious weapons. Person on an altar, unconscious. Cultist standing above said person with a knife. Evil circle on the floor. Area lit by flickering candles set around the circle.You recognize this from your training. Demon summoning... They're trying to summon a gods-damned demon! You're uncertain about your ability to face a demon, especially since you have no clue what kind of a demon they're summoning, or how powerful it is. What do you do? Try and rush them? Hang back, wait and see what they summon? Something else?
>>70658dice+1d20wait for the right moment to strike and cause the most panic
>>70688Put it in the options field, newfriend.
>>70658This is not difficult. Paladin+Evil Cultist Sumoning= Time to SmiteLets not forget that ignoring evil tends to make for fallen paladins. Leap in and start 'blessing' heads with your holy mace of smashing. Deus Vult!
Rolled 3 (1d20)>>70712ugh. Dice fail
>>70658Interrupt the ritual, but try to avoid killing anyone. That might be what they need, whether it's suicide or not.
>>70712Roll a 1d20, so we can see how well this goes.
Rolled 7 (1d20)>>70658Shit, by chance are we any good at throwing or immitating with our voice? If we can get them to squabble amongst themselves or start a commotion we could do way more and possibly sneak off with the sacrifice or at least have the option to get a good jump on them.I'll toss a roll just in case we can actually pull something off but this smells like it's going to end in us attempting to make T-balls out of everyone's skulls, either way I vote for making a distraction via voice or a rock maybe to at least draw some of them away.>>70720>they need bloodThis guy's got a good point.
>>70717Sweet Mother of Head Splitting. This doesn't bode well.
Rolled 15 (1d20)>>70728Time to smash!
>>70739Praise the gods, Finally something above a 10!
>>70720Only if they can avoid the distraction of your killing them off and complete the ritual. Also it might have a number constraint, some demons must be summoned by specific numbers of cultists
>>70739Confirmed, time to write.
You smile. There's only one option. Anything else is unworthy. You don't know why you thought there was anything else.You heft your mace and charge, letting out your order's battlecry, "An angel is upon you!" The cultists panic. Some draw daggers, others try to flee. One of the braver ones counter charges you, and gets his brain replaced with your mace for his effort. One of the cultist's robes catches fire from after he got a bit too close to a candle. You gather up your blessed power and smite one of them, sending him down like a sack of potatoes. A dagger digs into your mail from the side, but your mail holds fast. A quick twirl of the mace sends it crashing into the daring cultist's temple, killing him instantly.The ritual is thrown into chaos. You killed the two bravest ones, and none other are eager to get within range of your mace. The apparent leader, the one about to sacrifice the victim, screams at you. "Do you know what you've done, you fool!? Now whatever comes is out of my control, we'll both die!" Indeed, something appears to be forming in the center of the circle... Roll 1d100 to see what is summoned, first to post is what gets summoned. 1-10 is an imp. 11-20 is a random number of hellhounds. 21-30 is a succubus. 31-40 is nothing, the ritual fizzles out harmlessly. 41-50 is the ritual fizzling out explosively. 51-60 is a small squad of soldier demons. 61-70 is a gargoyle. 71-80 has a horrid stink from beyond. 81-90 is multiple imps. 91-100 is a demon lord.
Rolled 38 (1d100)>>70822ROLLING FOR DEMON LORD
Rolled 42 (1d100)>>70822oh boy oh boy
Smoke billows up from the evil circle as an ominous presence fills the room... Then the smoke starts dissipating, revealing... nothing. At all. An anticlimax, but one you're relieved for. No need to face a demon in your first fight as a paladin! The remaning cultists have huddled up away from you. A tempting target... You charge into the knot of cultists, swinging your mace in wide arcs. Cries of pain and the crunching of bones reward you as you wade into them. They go down easily, being untrained and armed solely with daggers. The leader, however, was not among them and was still at the altar. He lets out a cry of rage... He appears to have magical powers, judging by the bolt of lightning he shoots at you. It electrocutes both you and the cultists, heedless of loyalty. What do you do next? Roll 1d20.
Rolled 13 (1d20)>>70891throw the mace at him
Rolled 18 (1d20)>>70891Call upon our deity of course. No heathen sorcery will end us when we have our god smiling upon us. Also, what >>70901 said
Rolled 76 (1d100)>>70822Shit got distracted, lets see whats behind demon door number 1!
You mutter a quiet prayer, hoping you learned well. "Oh god of nobility and light, let not this blandishment strike down the faithful...," Your instructors were not, apparently, full of shit as a shield of light blocks the sorcery.You see that the fleeing magic user is beyond your immediate reach, so you try something new. You murmur a hopeful prayer and toss you mace at him.In a perfect world, the mace would strike the back of his head with ruinous force, spraying blood, skull, brain, and other bodily fluids across the chamber.This is not a perfect world. You're not trained in how to throw heavy objects, and were unable to muster any form of accuracy. He scrambles up the exit, quickly getting out of sight. You're surrounded by the failed remains of the ritual, dead and injured cultists, and the unconscious person, who appears to be covered completely in sackcloth. What will you do? Vote for it.
>>70995Check the uncovered person. Smiting evil is useless if we do not help the innocent.
Rolled 8 (1d20)>>70995Now it is time to see if the unconscious figure can be woken, if they are injured maybe we can assist them. Say thankyou to god. Also, fighting makes one hungry, is there anything to eat?
>>70995Don't these people usually freak out when they wake up to scenes like this? Shouldn't we maybe heft the guy out someplace less, uh... bloody? Guy was probably just minding his own business last thing he remembered, ain't like you get suckered into these things like a timeshare presentation.
>>71032this is true, but it is not good to move them if they are injured without assessing the injury first
>>70995Heal with lite magicks
>>71045Use eyeballs of looking on the guy. Maybe he was just bonked unconcious.
Checking person out first confirmed. Now to decide if this person should be important or not...
>>71090If they ain't important they can at least be a nice introduction and bridge to the initial task we had of heading to the capital or some kind of town. It's always nice to strut in saying "Hey I saved this guy for you" over just expecting everyone to want to suck your dick for being a paladin.
>>71115Is that not what a paladin is about?
You start taking off the sack over the person's head... It's a woman, out cold... She doesn't look like anything special, with light blond hair. You start taking off the rest of the sackcloth covering her body, but stop when you realize that's all she's wearing.Chivalry and your oaths prevent you from taking a peek or taking 'advantage' of this situation. Wake her up?
>>71150dont wake her up, she might panic and you dont need that with an evil sorceror on the loose while youre down here
>>71131Correct, hence why they are called PALadins, and not Fagadins.>>71150Add unconscious woman to inventory.
Also I gotta scoot for the night, I'll mark this thread on my phone and try to keep an eye on it and keep onto it.Gotta sleep now tho.
>>71183sweet dreams birdfriend
Two different opinions, what will you do?
>>71249Well if she doesn't appear injured except for the unconsciouness I'd say it were safe to remove her from the dank chamber she's in and try to wake her in some nice sunlight so she doesn't panic. Also if we have a long tunic or something offer her something a little better than the sackcloth, you know from your vigil that stuff is itchy as fuck
You decide to carry her outside. A dank, bloodstained place is not a good place to wake up in... you know from experience.You gently pick her up, briefly debating how to hold her. You decide to carefully place her on your broad shoulders... The trip back up is easy. Fresh air... The sorcerer is nowhere to be found.Meanwhile, the woman is stirring. "Mmffh... what..?" She looks around. At herself in sackcloth. At the muscular, armored young man holding her. At the unfamiliar surroundings. "... Are you planning to marry me?"What do you do?
>>71318Well. I mean. That wasn't the thought, initially. So probably not. No. Just saving you from cultists trying to sacrifice you.
>>71318"what do you remember last, lady?" Lets not leap to conclusions, I guess kidnapping brides is a fairly common occurrence among the peasant class for this to be her immediate assumption. Ask if she can walk on her own.
Roll to see how well you keep your composure. Handle it like an ace, or spew spaghetti everywhere?
Rolled 15 (1d20)>>71358
Rolled 17 (1d20)>>71358YOU BEEN HIT BYYOU BEEN STRUCK BYA SMOOOOOOOOTH PALADIN
>>71363>>71365Dammit, no spaghetti. I wanted that.
>>71399Aw c'mon man, you gotta know the Angel paladin order maxes out your charisma.
You briefly lose you composure, but quickly regain it. Since she can't see your face, no loss. She doesn't seem panicked... "No, ma'am. I rescued you from some villains. They intended to do something dark to you."There's a moment of silence. Then, "You don't have to lie, you know." She seems thoroughly convinced you intend her to be your bride... and doesn't seem unhappy with the prospect. What do you do next? Take her to the nearest village? Find out where she's from? Try and find that sorcerer? Keep walking with her on your shoulders?
>>71417Ima say, let her walk, take her to the nearest village, see who's missing a girl. make sure it hasn't been taken over by cultists
>>71452You're the only person left, christ. Alright, I'll continue.
You try to let her off you, but she doesn't seem inclined to get off. You sigh and resolve to carrying her... it's not like you're going to force her off. You take her to the closest village... whereupon she asks if this is where you live. She doesn't seem familiar with the area at all...What do you do?
its night time now isnt it? better find a place to sleep and can ask about town if any one knows about a girl missing and or evil things happening
You decide to find an inn, informing her that no, you don't live here. You get some... attention... because of the woman on your shoulders. You enter the inn, resolving to look and find out in the morning. Morning comes, and it seems nothing's amiss around town, no rumors of missing girls or anything. There IS rumor, however, of some 'odd things' happening to the north. Apparently there's been a greenskin uprising in Stonegaard province.Nobody recognizes the girl... What do you do next?
>>71574well looks like we are going to be stuck with this woman as we cant just leave her here as she knows noone so tell her that your going to Stonegaard to put down a greenskin uprising and if she wants to come she is going ot have to make herslfe usefull till your able to find out where she comes from
crap seh till dosnt have any cloths dose she?? better ask around town if theres anything you can do to get her cloths then head off
>>71574Are we from a mendicant order or can we have gold and stuff to buy things? If the latter, see if we have enough to get her something to wear.
>>71574I also vote that if she insists on sticking around to train her so she isn't useless and we can have ourselves a shieldmaiden. Because that'd be badass.
>>71910You have a small pouch of gold.
You decide, in your wisdom, that she needs clothing. Roll 1d20 to see how well you manage to obtain clothes for her.
>>71955bitchin'. None o' that 'I'm too pure for remuneration' bidness. Obviously we can't ask for too much, but a little help in return is always nice.
Rolled 2 (1d20)>>71958
>>71961jeebus crise. Looks like our combat is godly. Our bartering? Less so.
You, while able to get clothing, find that it's little better then the sackcloth she's wearing now. You decide to skip using up some of your precious money on something she already has and doesn't need more of at the moment. Upon questioning, you find she's from Tsun.You have no idea where this is, and upon further questioning tells you it's... in the next province over, to the west. She lives over half the country away. What will you do?
>>71973Ask her if she was taken at random, or if there is something goin' down in her village. I'm curious as to why the hell the cultists took her so far across country before trying to stick a knife in her. If her hometown is safe and she is agreeable, I say we go kill greenbacks with her in tow, teach her some combat on the way, mebbe some archery or something so she can help but isn't necessarily gonna be in the thick of things. If she is unhappy with the idea, take her to Stonegaard and see if you can afford to put her on a caravan to her home province.
Upon further questioning, you find out that she doesn't even know that she's halfway across the country. She muses, "I was wondering what happened to the hills..."The western province is hill country, and the people who live there are constantly harassed and attacked by the ogres which infest that land. What will you do? Head west, drop her off there and fight some ogres? Head north and lend your mace to combating the green menace?
>>71993Still don't know if she wants to go to Stonegaard with us. Offer the options we thought of, ask her if she wants to go home or follow you for a bit. I say deal with the closer menace of greenskins first, then we can play with the ogres. Also you forgot your name GM
You pop the question to her, offering to take her along and have her fight with you. She declines, and asks you to take her home. It's dawned on her that you're probably telling the truth... Though she does seem disappointed that you don't intend to wed her. And so you start traveling. She asks to be carried again, and you decline. Roll 1d20 for random events.
Rolled 19 (1d20)>>72009
>>72019now why the hell couldn't I have that for the clothes? ugh
>>72019A couple of days into the trip, you sense something and shove the woman aside. She briefly complains, before an enraged roar silences her. A large brown bear, foaming at the mouth, charges out of the woods!Roll for reflexes!
Rolled 12 (1d20)>>72024
You ready your mace, but are bowled over by the aggressive bear. It bites, hard, fangs going through your mailed arm. You mutter a prayer, and smash the bear in the side of his head, as hard as you can. Which, unfortunately, is not hard enough to kill it. It is, however, stunned... How will you take advantage of this? Roll to see how well your idea goes.
Rolled 20 (1d20)>>72035uppercut with the mace right on the jaw.
>>72037An impressive roll. This post will be the last for the night.
>>72037>>72035Son I told you our combat is godly XD
You take the opportunity and smash it on the jaw. Hard. There's a heavy crunch as the jaw shatters, to a bellow of pain. Another smash, to it's already deformed and broken jaw, finishes it as it's own teeth are embedded in it's brain. The fight over, you take a deep breath, then grit your teeth as you look at your arm. The mail will need repairing at first opportunity, and your arm... it's a bit mangled. You murmur a prayer of healing. "May Her breath wash over the faithful..." Soon a light slowly coats your arm, and when it dissipates, your wound is gone. The blood is still there, though...The woman seems shocked by these events... you realize you never got her name.((Off for the night.))
>>72045Ask her name of course.
And lo, though the spirit of light slumbered, the people had faith that he would awaken one day...And awaken he did, and the people rejoiced!Back.
You ask her, and soon you receive an answer. "My name? It's Selora. Selora Oathkeeper." Oathkeeper... that name, it seems familiar. Like you've heard it somewhere before. How odd...What will you do next?
>>73995Birdanon on mobileAsk her if she knows how to skin a bear or what she did for a living. Let's start working to find out if this girl is from an impressive family/background or if we basically found some random person. Also is she any good looking btw? There's too much adventuring to be done but if she's gorgeous that could be a hint on her background maybe.
>>74312Aye, returning a possible noble woman is a quick way to get notoriety and maybe even some cooler armor and weapons. While we're there we could try to coerce some other people to go to Stonegaard to put down the rebellion and maybe even earn some land as thanks.
You decide to make camp here... it's mid afternoon, and you might as well rest. No hurry, right? You, while sitting at the fire with her, question her. She's moderately pretty, but not gorgeous. Sort of a girl next door type. She appears to be the... daughter of a farmer? She doesn't quite seem to remember... The cultists must have knocked her on the head too hard.Neither of you have any clue how to skin the bear, so you end up dragging it into the woods, away from the road. Morning comes... What will you do next? Head to Stonegaard, fight orcs? Take her home to hilly Brelon Province? Something else?
>>74444As a paladin our duty is for the people, and the closest person is this comely lady, I say go to Brelon, get some gears and head to Stonegaard for some good ol' fashioned rebellion-crushing oppression.
Can I only get one person at a time now? Ah well. Writing.
>>74562you're so nice. shame this thread don't get the love it deserves
You decide to take her home, to Brelon. She asks to be carried again. You decline. You'll pass by the capital at this rate... Do you go through or around it?
>>74574A paladin and a good looking woman in rags, nothing out of the ordinary. I say go through it, say we're on a holy mission and pick up some equipment.
It's only a day and a half until you reach the capital... A large city of stone, with high walls and emplaced siege weapons rises before you, it's gates open. People stream in and out, more people then you've ever known are in front of you. As you walk in, the guards give you a cursory look and nod at each other. You're accosted by them. "Sir, what's yer business in Centralis?" How do you respond?
Rolled 36 (1d100)>>74692Tell the truth, you're returning this lovely woman to her homelands. Also, flex your holy muscles, rolling for swol.
Rolled 16 (1d100)>>74721Seconding
The guards don't seem very impressed by your explanation... but she confirms it cheerily and makes eyes at you. The guards roll their eyes and let you into the big city. Buildings of stone, people everywhere! You're in Centralis City, and excitement builds in you... You've never been to a proper city before. You're not sure what you're going to do first!Roll for what you do, highest roll wins.
Rolled 1 (1d20)>>74847Check in with our local Temple of course, perhaps they can help get her home
Rolled 7 (1d100)>>74847Wat Do: Go to the nearest church and ask for a holy blessing. Then try to get some new chainmail, maybe some armor plates for your arms and legs and a leather tabbard for your chest
Let me clarify, roll a 1d20.
>>74862>>74857the gods do not smile on us, fucking hell our rolls are terrible.
>>74874You're telling me man, you've got another chance to beat my 1 though, we shall see where the gods favor falls
Go to the church and ask for guidance and blessing
Rolled 18 (1d20)>>74953whoops, forgot to roll
You decide to head to the local church, surely there's one here, of all places? And boy, are you right... it's no mere chapel, this is a full blown cathedral. Stained glass windows of gods adorn the cathedral, all of whom you recognize from your training... You recognize the three gods that most paladin orders worship in particular depicted here. Hyjun, God of Justice, Sustia, Goddess of Light, and Zidall, God of Loyalty.You pray at the grand altar... You pray for blessings. You pray for wisdom. You pray for guidance. You pray for strength... You pray that Selora makes it home safely. Your prayers take about a half hour. Afterwards, a priest compliments you on your piety. You smile and nod... What will you do next? Head out of the city? Check it out more? Procure lodgings for the night? Something else?
>>75043We've been marching for a day and a half. Let's get some meat in our belly.
You decide that food would be a good idea, and Selora agrees with you. You search out a decent tavern, not too expensive or bad, and order some food. Pretty basic, but good fare. You realize this is how adventures stereotypically start, with adventurers meeting n a tavern or inn by happenstance...Roll 1d20 to see if any other warriors, odd looking people, or other such folk are in the tavern.
Also, something's come up. Have to leave for now, try and keep the thread alive.
Rolled 16 (1d20)>>75163rolllin
Back, let the thread continue.
You see a shifty looking man sitting in the corner, picking his teeth with a knife. A boisterous man in hide 'armor' is guzzling down beer like a madman, and a man in an ornate dress robe. You idly muse that there's an adventuring party in the making here... What do you do?
Rolled 2 (1d20)>>76456Stand up and shout "Who wants to undertake dangerous jobs with no guarantee of personal safety but you might end up with a ton of loot?"
Rolled 18 (1d20)>>76456Stand up, flex, let the light shine down upon our glorious bod, in hopes that all are charmed into joining us with the spectacle that shows how amazing we are
>>76480... Only one poster. And he suggests this. Gods have mercy.
>>76570Seems I was mistaken, we'll be doing this.
You get an idea, that might result in one of the 'parties' of legend, that you were raised on. You look around for a good light source. You find one, and stand in front of it. "Who here wants to join in on a quest for glory, fame, and righteousness?"Your slightly mangled mail shines in the light, and you cut quite a heroic figure. You've definitely got some attention, it seems... Roll 1d20 to see how well your tactic works.
Rolled 17 (1d20)>>76607FLEEEEXXXXX
Rolled 20 (1d20)>>76607*put on some shades*
The barbarian hefts his large sword and laughs. "Come on, lads! To adventure!" The Wizard looks down, teeth gritted. "I cannot." The Rogue looks intrigued, but says nothing... At least you weren't laughed at. Selora looks at you strangely... You have at least one companion, on your quest to return her home. You have eaten, and are ready for... something. When will you set out? Today? Tomorrow?
>>76742The food and companion joining us has invigorated our spirit! No need to rest when glory awaits us!
>>76742Tomorrow, hanging out with our new companion. Getting to know him before he turns out to be a skellington in disguise.
Tomorrow. Hang around town a bit more.
>>76864>>76887Actually, these guys are right. Let's chill for a bit.
You decide, and tell him that since it's getting late, you'll leave tomorrow. He rolls his eyes and accepts that with a minimum amount of grumbling. You make plans to meet the next day at the west gate. Belly full, and with a small amount of alcohol in your system, you leave the tavern. What will you do next? Wander around? Seek a smith to fix your mail? Something else?
Rolled 15 (1d20)Rolling for random encounter on the way to the smith.
>>76949Rolling for the smithy, can't walk around with busted chainmail now can we
You decide now is as good as ever to get your mail repaired. You set out towards the closest smith, catching directions from a random guard. On your way, however... you suddenly feel the presence of evil. What do you do? Try and seek it out? Keep moving? Alert a guard? Something else?
>>77078Seek the source of the evil aura! We must not falter in our cause!
>>77078As a paladin we have no choice but to smite this evil presence.DEUS VULT
You stop, and start looking around. Selora looks at you. "What?" She's confused... You can feel the evil, intense... Some scouting around reveals that it's centered around an old, abandoned looking house...Will you charge in? Ask around about the house? Something else?
>>77198Burn it. Force whatever evil is in there to fight in the Light of the Lord
Rolled 18 (1d20)>>76949FOR HONOR. Break down door and confront the evil while brandishing your mace
>>77272This. Make sure Selora doesn't follow you in though.
>>77370Why can't we make her a female paladin? There's a term for them but...Keep exposing her to the abyss and try to groom her for combat on the way to her homeland.
>>77380Bringing her in at this stage just begs whatever's inside to use her as a hostage or something. We'd be a roll away from losing a potential heroine.
You decide something needs to be done. You think about burning the house down... which you reject for two good reasons.The first is that, like most buildings in Centralis, the house is made of stone. The second is that it wouldn't be wise, at all, to starts a fire in one of the biggest cities in the known world. You heft your mace, and tell Selora to stay put. There's smiting to be done. You take a few, then severa, steps back... then charge, smashing your mace against the wooden door. It breaks, being rather rotted, and you make a dramatic entrance, setting sun shining behind you. Unfortunately it's wasted, as there's nothing of real note inside the first room. Whatever's inside is aware of you now.There's two doors... one straight in front, at the end of the hall, and one to the left. Where will you go?
>>77480Understood, so I guess softly bringing her in? Intentionally find ways to slow progress to her home, but don't outright lie.
>>77509Halls are evil. go straight for the hall
>>77524You started this mini-dungeon in the hall.
>>77509End of the hall. They'd want to hide as far away as they can. No point tiptoeing either, dash in!
You decide that whatever's in here is probably hiding as far in the house as possible, and so you storm ahead, forcing the door ahead open. Inside is what looks to be a once-comfortable living room. There's an archway leading to what seems to be an abandoned kitchen ahead and two doors, one on either side of the room. The whole area has a general pallor, a feeling of neglect.Which way do you go?
>>77769Kitchen. Find food for our heroine in training so she can git /fit/
>>77769>>77810Seconding rummaging through an old dilapidated kitchen. >>77810 maybe there's still some protein powder there
>>77769Look for a trapdoor or the entrance to the basement. Even if no one's there, there might be shit that went down below.
You decide to search the kitchen, in vague hope of finding something. The kitchen is old, worn, run-down... there's some old, rusty knives inside... some rotten food... nothing of real interest inside it. Other then the archway out, there's no exits from it. You leave the empty kitchen and go back to the living room. Go to the right or left?
>>78046A living room with nobody living in it? CLEARLY IT MUST BE UNDEAD WHO WERE NOT-LIVING IN THE ROOM.No can we sense evil or detect where the evil might be or is it coming from all around?If not I say we go left.
>>78085Your 'detect evil' has already been used to it's full extent. You know something evil is here, but you don't know where.>>78221Left confirmed.
>>78046Find the basement! There's always something evil there. If you can't really spot anything I guess left is fine.
You decide to venture left. Opening the door, you find a small hall, with two doors, one to your left and close, one to the right.The one to the left, upon peeking into, bears a small bathroom. Go to the right, or back up and go the other way from the living room?
>>78265since we are here lets lookin the rgight door, cant ave thing sneaking up on us, can we roll to pary for the ight to show us the way?
>>78265>Indoor bathroomWhat is this sorcery? I say investigate further.
>>78294Try again, use the arcane art known as 'spelling'.
>>78350i naver leraned that spell:(
>>78350cheack out the door on the right as we cant leave any place unlooked at, also pray for the light to show us the unclean we are looking for
You go to check the room on the right... it appears to be a small, dilapidated bedroom. There's a small, rotten chest near the bed! Score!Roll to try and open/what's inside.
shit how do i do the rolling thing?
>>78518Put 'dice+1d100" into the options field and post
Rolled 11 (1d100)>>78543thanksi just have 1d+20now leets see whats in that cheast
Rolled 16 (1d20)>>78569are we doingg out of 100 or 20?
>>78585Almost always 100 unless specified otherwise. It gives the GM/Narrator freedom of outcome as opposed to only 20 results.
>>78597ok good to knownow would someone eils roll as my one was shit
Rolled 14 (1d20)>>78471Rolling for LUUT
Rolled 56 (1d100)>>78471big money big money big money
>>78597I prefer 1d20 rather then 1d100. Personal preference, but sometimes I will use 1d100.
You open the chest with your foot, and crouch down to search it. Rotten children's clothes, mostly, a few Marks, dated looking, and a small kid's journal. You take the scattered coins, and debate whether you should read the journal.
>>78787read the journal as it could tell us what has happened and wha we are looking forand whats up with all the store fronts i have to look for in captcha
>>78787Read it, again, nice get.
>>78827thanks nice dubs
>>78787As long as it's a journal and not a diary we need not fear the ethical concerns of it.[spoilers] maybe cooties tho [/spoiler]
Reading it confirmed.
You flip open the journal... It starts with childish writing, scribbled and a bit hard to read. What you can read is more or less the things the little boy who used to live in this room experienced. Then it starts getting darker, about how his dad got sick and mom started frowning all the time.The last entry details how devastated he is by his father's gruesome death by illness... What do you do now?
>>78924Lay down on the floor, try not to cry, cry.
>>78924Shit, wonder what the kid's old man caught. Anyway, I'd say hold onto it just in case we need to rip out a piece of paper or if there might be something else we can use it for, maybe find a writing tool as we go.I don't suppose there's anything else left of interest left in the room? If not I say lets get to checking on that other room.
>>78984head back the the livingroom and head the other way which i think is right?and keep the book
You bite back tears and stash the book away in your small pack, and briefly look around the room. Other then a few bits of wood that might have been toys, there's nothing.You go back the other way, and you get a feeling of dread as you enter the hall to the right... There's two doors there, one of which is missing.Basement or master bedroom?
>>79179Master Bedroom for some potentially kinky demons.
>>79179which one has the missing door?head down into the bassement as thats where all the bad things happen in
>>79246Basement door is missing.
>>79179>feeling of dreadhttps://www.youtube.com/watch?v=5_8UyMzms10....Investigate missing door, see if you can see what the cause of it was, magic, human hands... scratches ps this song gives me chills every time
Check out the basement confirmed.
You decide to check out the basement... the missing door simply appears to be gone, no indication... you feel a sense of trepidation as you walk in, going down the thankfully non-creaky stone stairs. It's dark, and with a quick prayer, you light your mace up to serve as a torch.The basement is small and... empty. Nothing of real note, no place to hide.What will you do next?
>>79457Something stinks, glance back at the stairway just to make sure we're not falling for a trick, then scrutinize the surroundings a bit more. Check the walls and the floor, doors don't just up and fucking leave.Also I'm punching out for the night I'll see you tomorrow though if you'll be writing Lightguy
>>79457dammit well off to kinky demons'probs a ghost of the child or the mumbedroom
>>79499true mybe a srecit door???
You decide that, since the basement is the most likely place for something evil to lurk, to search more carefully... However, you are unable to find anything secret or lying in wait. What will you do next? Also, taking a break.
>>79731Bedroom next. Sure there ain't any hollow walls or such? I'm concerned with the lack of door. Cellars and basements have doors. It's a thing.
>>80095This.Quick question, I can't find the options box in Clover, it's starting to really piss me off. does Clover not have it? It seems like it should be really obvious.
>>80286I'm on Clover and I can't find it either.
After one last test, to see if there are any hollow walls (there's not), you head back upstairs... You grip the bedroom's doorhandle, anticipation growing in your gut. You know you're on the right track...How will you do this? Roll 1d20
Rolled 5 (1d20)Door handle? I think we're a bit above using such trivial things to get through doors when we have our MACE. Rolling to crash through the wall if its wood, if stone the door meets its end today
>>80286>>80307Found it, don't use "quick reply." Tap the speech box icon in the top right and paste the post you want to reply to. You will see "Name" and "Options" on the top.Not trying to take this off track, just letting my fellow Clover users know so they can participate if they'd like. Enjoying the story so far.
>>80785Put our mace next to the door, grab the small book in one hand and open with the other.Say: I come with the light and salvation. I have read what happened. Be ready to grab mace and smite the evil.
Rolled 5 (1d20)>>81017dice this time?
>>80874>>81024Tie in rolls. Reroll
Rolled 9 (1d20)Our intrepid hero knows not of "caution". Smash that door and let the light flow through!
You shed your fears, murmuring a quick prayer. You light up your mace, and smash the door down, shining with light...Unfortunately, what's inside is not intimidated.Standing on the bed is a tall, emaciated figure... one wearing a strange mask. It's curved into a vaguely beaklike shape, appears to be made of wood, and has a bloodred 'X' on each cheek.The figure seems shriveled, with leathery skin... It stands there, body limp, and it stares at you. Silent. Unmoving... What do you do?
Rolled 4 (1d20)>>81088Order the vile creature to submit to our holy will or be smote!
>>81102I just have terrible luck with rolls, especially at the most inopportune moments.
Come one, come all, to the Paladin Quest!
Rolled 3 (1d20)>>81088smite evil first, ask questions later
>>81102>>81481Alright, a vote for each of these. Now quick, choose one.
>>81102Submit, foul thing
You decide that you should just try and yell at it. And so you give a manly roar of, "SUBMIT, VILE THING!" Unsurprisingly, it doesn't work. Before you can say anything else, you... hear? Feel? .. a horrific scream, that mentally paralyzes you. You can't move. You can't scream. Not until you manage to shake it off...Roll 1d20.
Rolled 18 (1d20)>>81702
>>81734Options field, friend. >>81728Sheesh, someone's salty about something.
>>81734I tried dose it not work on mobile or am I just retarded?You just type "roll+1d20" without the marks right?
Rolled 12 (1d20)Rolling?
You shake off the terror with righteous fury and charge the strange revenant. One good blow from your mace ought to do it... A dark light glimmers, then flashes from within the eyes of the mask. Roll to resist further attack.
>>81811this will not harm us
>>81822Almost immediately after an explanation on how to roll, this happens. Facepalmed IRL there, lad.
Rolled 3 (1d20)>>81811Just wanna say this /qst/ is fantastic
Rolled 2 (1d20)>>81843fml thort i did it right this time3rd time lucky
Rolled 19 (1d20)>>81811
>>81852Well, I'm glad you're happy. Writing
You chant a prayer from the Eternal Codices as you advance against the foul thing. "And lo, though evil's might is cast against me, I shalt not waver! For I am a bulwark against evil, an impregnable fortress! YOU CANNOT PREVAIL!"Unfortunately, as you get closer, the intense barrage of evil staggers you. You grit your teeth, falling to your knee as you feel the tide of evil flowing over you and wearing your spirit away... A foreign feeling of hopelessness slowly fills you. What use is it, trying to fight against evil? The world is corrupt, you cannot hope to fight it... This is how it's always been, and always shall be. There is no hope. There is no salvation..."No." You strain, and manage to pull yourself to your feet. "No. I will not accept this." You glare at the emaciated thing, the despair being pushed out of your body by glorious purpose. "So long as heroism beats within the heart of Man, your blandishments cannot fell me!" You take a faltering step forward... then another, surer step. The tide of evil and despair seems to weaken as you approach. You heft your mace and and smash the vile thing's body, hard. Bones break, flesh comes apart as the thing collapses... but the mask stays where it is, floating motionlessly in the air. What do you do?
>>81920wear the mask
>>81920Add mask to inventory.
>>81920Pull out the cloths you bought before and throw them on the floating mask and try to pull the mask down and store it away to bring it to the church for study and find out more about it
>>81967You never actually bought anything.>>81928>>81963And you two, what in the world makes you think that's a good idea!?My temper is frayed from buillshit and too little sleep.
>>81967Wait, did we buy any clothes? I thought we were cheap and left our heroine wearing a sack.
>>81986What, it's already tamed. Might as well bring it along.
>>81987Then use old blanket from the bed
>>81989y would we bring it with us? so it can fuck up all the things e.g the wmoan we leaft chilling outsidebreak it
>>81989... ... ... Fuck it, I'm going to sleep. Maybe after I wake up, either I'll be able to figure out how to do this without it being retarded or someone will have suggested something better, and gotten support for it.
>>81995Not really sure how that would help, but I guess that works. Also tend to like the prospect of having a demon with you that's weakened by your divine aura which might eventually join the party. Would make trips to the church to pray quite fun.
>>82011You don't want to touch a evil article it may poison your soul with evil. I always pick up unknown magic shit with a cloth of some kind. Or we could just yell at our companion to go get the priest from the church and have him come to the artifact and have him asses the thing either way we can't just break it we need to know WTF that thing was and why it's in the city
>>82051I agree. Break it and who knows what shit might flow out.
>>81920Fire cleanses evil! Seek out the fireplace and lit it up! Unless there is a church we know of, with priests that could remove the evilness of the mask, we have no need to be carrying it around as it could drag others into the darkness> Evil mask feeds from the surronding despair
You get a few pieces of cloth from the child's bedroom, put the journal around the mask as best you can and wrap the cloth around it- then cover it in more bedcloth and make a "ballon" out of it, go to the church with the foul thing.
>>82260I told you guys to burn down the house... now we're possibly tainted with evil.
>>83105It's a stone house. See here: >>77509
>>85560Who cares? Throw a torch inside the house and let it burn from the inside out.I wonder if the capital has more evil places to cleanse.
I'm back, posting from my phone.>>82920Don't try and impersonate me.
Rolled 5 (1d20)Rolling for finding some way to contain the mask to bring it to the church.
You decide to try and contain the mask, maybe you could get it purified. Before you can, however, another rush of evil and despair hits you... But you've already resisted this once. The mask starts spinning, then... Flies off? Before you can really do anything, it's gone... Well, whatever... It appears to be over. The feeling of evil dissapates... And you realize just how tiring this was. You're exhausted.What do you do next?
>>86675I'd say report to the church, but go get your mail fixed first. Also we should really consider getting your heroine out of a sack. That shit should be itchy as all hell.
>>86797Yeah I'm wondering how we are on supplies too. I mean do we have basic food/water gathering stuff, maybe a pot for cooking/boiling water, a blanket for staying warm under the stars, maybe some firestarting equipment and stuff, some extra food? Am I going too deep, are we just presumed to have all the stuff we need in our pack? Something I would definitely make sure I stocked up on before leaving the city, especially since we can't even skin a fucking animal, apparently. Who knows, maybe barbarian dude will help with that. Not that barbarians are in any way skilled.
>>87480You've been trained since around puberty to be a holy knight. Wilderness survival skills are not included in that training.
>>87648That's.... pretty gay. Gotta admit. Fix the mail, buy a skinnin' knife, and go train our heroine.
>>87648He does have a point though. We are going to be adventuring outside a lot so having some gear could help. If we're in town we should consider some. Make us roll for it or something. Though that's if we still have any money left after we fix the mail. Actually how the hell will we be making money anyway? There any quests to be had in town?
You're tired, and you slog your way out of the house. You idly think that you should get some more gear amd supplies...There's a lot of guards outside, and they appear to be questioning her about the mailed man who smashed his way into a house...What do you do?
>>87965Be honest. Introduce yourself as a paladin in training and describe what happened in there. If necessary show them where it happened and imply you were just heading to the church now to report what happened.
>>87996>>88256Confirmed. Also, you are a fully trained and anointed paladin, just inexperienced.
You mutter to yourself and stride to them. "Sirs, might you be talking about me? I am Sir Alaric of the Order of Angels." They didn't seem to expect you to be a paladin, and after some confirmation, leave you and Selora in peace.You slump in exhaustion, which she notices... "What happened in there?" You idly brush it off, saying you both need supplies and she needs better clothes. She's not amused by your deflection of the question... "You're exhausted, something happened in there, and you're talking about shopping!?" She seems incredulous...What do you do next?
>>88354If we'll be travelling together might as well keep her informed with what she'll be facing as well from now on. Tell her you're tired and don't feel like giving a detailed explanation but do need a change of mood. Still, give her a short briefing of what went on while moving along.Also is there no one else here? Feels a bit disappointing being the only one coming up with ideas.
>>88704Ah sorry, senpai came up from the south. Been busy the whole day.
>>88798Oh fuck me, forgot about that.
You tell her that, since you're travelling together, she might as well know about the things you intend to face. Her response?"I thought you were taking me home!"In response, you mumble something about a mask. You're really weary...She rolls her eyes and takes your hand and starts dragging you off to an inn. How do you response?
>>90619Go with her, sleep and get a early start.
>>90619Tell her we're taking her home, but it'll be a bit.
You mumble at her. With your adrenaline rush gone, you're dead on your feet. You do, however, feel like you're a better Paladin for having resisted the thing's evil power, so there's that. She ends up grabbing your moneybag and pays for a room... If you were more lucid, you'd be alarmed at the fact that she only got one bed...You wake up sore, still in your mail... And with a nubile body in the bed with you.What do you do?
>>91213remember my vows, and focus my every desire on the righteous destruction of evil instead of the temptations of flesh. My calling is to defend precious creatures like her, not to indulge in them!
You freeze, face lighting up, and carefully remove your hand from her breast, then slide out of bed as cautiously as you can. Roll 1d20 to see how successful you are.
Rolled 11 (1d20)>>92157Gotta keep it holy in here.
>>70216haha YOU SUCK!
Rolled 11 (1d20)Rolling for amazing succes.
Rolled 6 (1d20)>>92157Roll for full plate stealth mode
Rolled 8 (1d20)>>92157Not too late to roll I see. I say get up and do some push-ups to let the energy out.
You slowly ease your way out of bed... You think you're home free. You desperately try and think of things that AREN'T naked, pretty, soft, and... You curse yourself, hoping you haven't gotten an erection. You smile as you get out of bed, thinking you've done it... But then you hear, "Mmm... Alaric? Ease come back..."You freeze again... She still sounds half asleep.What do you do?
>>95123Tell her you'll be back in a bit you have some things you must do, pull the blanket over her to keep her warm and leave some money on the table for her to buy herself some breakfast while we go buy her new cloths
>>95175>I thought the lack of the p was intentional because she's still half asleep
>>95123Tell her you still have to get your mail fixed. You'll be back to take her shopping for everything else after, and to keep resting there until he returns since you'll be leaving today and she needs the energy. Say that with your back facing her making the utmost effort to hide your excited self.
Rolled 17 (1d20)>>95123Ignore her, go and get your mail fixed and buy some basic supplies or whatever.
You decide to just quietly leave, willing your morning wood down.You head out to get your mail repaired... Roll 1d20 to see how ot goes.
Rolled 7 (1d20)>>96057Here's hoping we get a good smith. Are his prices good? Can we get something else as well? We still have to buy supplies and clothes for our heroine though so let's not overspend.
Rolled 19 (1d20)>>96144
You find a halfway decent smith, and ask him to fix up your mail... He agrees, and seems to have great regard for paladins, as he offers to upgrade you to half plate. Anything heavier is impractical for travel...You regretfully decline his upgrade, as you have to leave today. Perhaps later... Instead, you get a small discount. Turning your mail over, you feel naked, despite your thun cloth undershirt.What will you do next?
>>96917Too bad. Half plate sounds legit. Maybe some other time. We should go to the church and report the incident/ask them about why we feel so tired. There's also still the matter of supplies after that... our departure time seems to keep getting pushed back.
>>97813The tiredness is gone after you slept.
>>98445Alright then to the church it is. Shall we go but supplies and clothes before or after we wake her up by the way? Keep her out of the sack.
>>98655It's your choice, people.
>>98757Was asking anyone else in here. If I was to pick I'd go pick her up first, go to the church and report then head shopping.
>>98827I'm with you dawg, lessdoit.
I feel that going to the church and asking about the phenomena of the mask is of paramount importance. The damsel seemed content to be naked and asleep, so the time is right for recon.
You decide that the Church needs to know, and walk briskly there. It's still early, around Seven. You have to meet the barbarian at noon. You walk there, and stride into the cathedral. You seek out the priest in charge, and have a talk with him about the mask and what it was doing there.."So... what you're saying is that you don't know.""Off-hand? No, I can recall nothing but an old children's story about an evil mask""Could that story...?""Nay, I doubt it. Many details are wrong, and while they could be attributed to it being an old children's story, and thus changed and altered over the years, this also means the story cannot be relied on.""I see...," you concede. "Nevertheless, I think it would be prudent to record this evil thing, especially as it escaped me." "Oh, certainly." Thus assured, you make your farewells to him...What will you do now?
Having been assured about the mask, perhaps gathering supplies would be prudent. I feel we should speak to some of the shopkeeps and see if they have any goods they'd be willing to sell or donate to our cause. Worst case scenario, if we have the bear or could guide a learned hunter there, we could barter with its carcass.
This thread is autosaging. I'll keep it going until it dies, but I'll be archiving it.
>>100422no plsWhy is it autosaging?
>>100593Been up past the limit, over 72 hours or somesuch.
>>100612No that's if there's no replies within 72 hours.... I think...
Automatic permasage after 72 hours, just checked.
Alas. My thread dies with a murmur.
Well if we're done with the church go pick her up, she probably slept enough already and let's go pick her up some clothes and supplies. How are we doing money-wise? Did we pay for the mail in advance? Wouldn't want to waste all of our money, return to get the mail, and be unable to pay for it. Either way, go pick her up and tell her you're going shopping for things while you're still in town and she should come along.Also make a new thread OP, simple as that.
>>101540This OP, new thread plssss! I'm sick of stupidass stories about going on dates or farm simulators, this one is actually legit fun.
>>101540>>102301Confirmed. Also, an explanation.I had absolutely horrible timing in starting this quest, as not long after I started it shit started to happen, bad stuff RL. Then mom got a blood clot in her lungs, and... Well, the next thread will help me forget. Should be home clear this time...
New thread is up. >>104742