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/tg/ - Traditional Games


File: 1389980573592.jpg-(55 KB, 576x467, Rags3.jpg)
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>Sparkle sparkle
Days pass, and become weeks, and then months. Winter takes its leave and spring comes to center stage. The Feywood, once white and cold, is now warm, wet, and colorful. The trees have sprouted their new leaves, most of which are a bright and vibrant green. Travel through the canopies is no longer possible, but tall grass and flower patches has made hunting even easier. Your clothes, though rugged and tough, are not suited to the knew temperature or humidity, and so Helda has seen fit to sew you something more appropriate. What started as robes similar to hers have been modified at your request. Black and gold tunic and trouser, with a cloak of the same cut as the rangers. Your normal boots suffice, but Helda has added a leather jerkin and bracers for protection. Finally, Helda has gifted you with a red gem pending from a gold chain, which she tells you increases your ability to sense magical energies.

Your studies in magic have come along quite nicely. Learning after the initial stages is slower with Helda, but somehow you feel as though you know more about magic as a philosophy, as opposed to a simple tool. You have managed to learn a few new spells, each more powerful than the last.

A) Learn 'Mend'
B) Learn 'Knock'
C) Learn 'Bar'
D) Learn 'Heat'
E) Learn 'Edge'
F) Learn 'Curse'

A) Learn 'Volt'
B) Learn 'Kiss'
C) Learn 'Meditate'
D) Learn 'Bubble'
E) Learn 'Familiar'
F) Learn 'Terrain'

A) Learn 'Presence'
B) Learn 'Beast'
C) Learn 'Silence'
D) Learn 'Shade'
E) Learn 'Stone'
>>
>>29580620
>E) Learn 'Edge'
>A) Learn 'Volt'
>D) Learn 'Shade'
>>
>>29580620
-Spell List-
0) Lantern Reach Chalk Confound
1) Float Combust
2) Shock Vox
3) Freeze
>>
>>29580620
>F) Learn 'Curse'
>F) Learn 'Terrain'
>B) Learn 'Beast'
>>
>>29580620
>Knock
>Volt
>Shade
>>
>>29580620
>A) Learn 'Mend'
>A) Learn 'Volt'
>D) Learn 'Shade'
>>
>>29580620
>A) Learn 'Mend'
C) Learn 'Meditate'
C) Learn 'Silence'
>>
>>29580855
>>29580915
>>29580945
You learn the spell 'Edge'. You can enchant any cutting or piercing weapon. This spell will make the edge of such a weapon potent enough to cut through steel, but only for 24 hours.

You learn the spell 'Volt'. You can fire a bolt of electricity from your hands, stunning and damaging opponents. The damage this spell does decreases when you are further from the target, and it will be ineffective at longer range.

You learn the spell 'Shade'. Touching your hand to a person's forehead will leave them completely blind for a few minutes. This spell can be combined with Reach to increase its effective range, but is still subject to the limitations of Reach.

Your Freeze spell has been improved. You can now cast it to become impervious to the effects of heat from any natural source.
>>
>>29581297
The sun sits high above the Feywood as you help Helda with her brewing. This mixture is an unusual one for Helda to make, because she is using it to teach you the fundamentals of brewing. It it simply meant to be Hawkeye, a potion that heightens a person's vision. You have made several mistakes since beginning, including burning the Dragonroot, adding too much carrot, and even knocking over the pot. Today is your fifth attempt at getting the process right. Helda dips a wooden spoon into the pot and blows on the bubbling brew. She then takes a light sip.

"So far so good. Doesn't seem to be overcooking. Now, what's the next step, in order to make sure the product is as thin as possible?"

A) Simmer
B) Stir
C) Strain
>>
>>29581466
>C) Strain
>>
>>29581493
"Good! The herbs we added have already given up their juicy bits by now, so letting them dissolve any more will only make the final product thicker and harder to drip." Helda hands you a sort of slotted ladle, which you use to scoop the chunky ingredients from the pot. It takes a few minutes, but you seem to get them all. After, Helda sets the pot to simmer, then cool. The two of you sit down to have a drink and talk about the final step.

You hear a knock at the front door.

A) Get up to answer it
B) Let Helda answer it
>>
>>29581679
>A) Get up to answer it
>>
>>29581695
You motion for Helda to stay seated as you rise from your chair. You walk over to the door calmly, as the knocking repeats. When you open it, you see two men in green cloaks standing outside.

"We're sorry to disturb you, but the headmaster wished for us to give you a message. The mana spring in the Feywood has finally thawed, and he extends an invitation to you to visit it. Shall we tell him to meet you there this afternoon?"

A) Yes
B) Not today
C) No
>>
>>29581877
>A) Yes
>>
>>29581923
You agree to meet the headmaster this afternoon to see the mana spring. The rangers bid you farewell and head back to the outpost. You return to the kitchen, where Helda is playing with her yarn again. She asks what they needed, and you explain about going to see the spring this afternoon. She recommends finishing your brewing test first, and you nod.

Once the potion is set to cool, the two of you grab your things and get ready to make the trip. The rangers are already waiting outside when you exit the house. They lead you deep into the Feywood, into older and thicker parts of the forest than you've ever seen. Sundown arrives by the time you make it. You enter a small clearing between huge trees, with a stone well at the center. The headmaster and a few rangers mill about there. When they see you, they circle around the well silently. The headmaster approaches.

"It is good to see you again, brother. As you asked, we watched the spring until the ice of winter thawed, and now it is ready. You may approach, as we believe the guardian is still dormant."

A) Approach the well
B) Ask about the spring
C) Ask about the guardian
D) Other
>>
>>29582130
>B) Ask about the spring
>C) Ask about the guardian
>>
>>29582160
"Admittedly we rangers do not care much for magic. It twists the natural order of the world. Still, we are not blind to its benefits, which is why we make such trades with you and your master. From what I have read in records, this spring seems to have some connection to the Feywood as a whole, but we have never dared to interfere with it. As for the guardian, we only know that he is said to be a powerful creature who lives deep within the well. Take care not to anger him, for we are not sure what power he may hold."

You walk past the headmaster and approach the well. As you get closer, you indeed do detect dense magical energy emanating from it. When you come close, you peer down into it. There is nothing but darkness, but you do hear the faint slosh of water.

A) Call down
B) Drop a stone in
C) Cast a spell
D) Other
>>
>>29582486
>A) Call down
>>
>>29582486
this is the last post for me. I'm off to lab. Hope you get other players soon.
>>
>>29582486
call down
>>
>>29582518
>>29582894
You look down into the dark depths of the well and call to who or whatever may reside at the bottom. For a moment there is no response, but then you hear a meek voice bouncing off of the stone walls.

"H-hello? Is there someone up there? Can you help me?"

A) Ask who's there
B) Ask how they got down there
C) Ask for something in return
>>
>>29583187
Ask who's there. could we use float to help get them out?
>>
>>29583439
You call down into the well again, asking the person who they are. A moment passes by before they answer. "Well it's sort of hard to say. I'm the guardian of this well, but not by choice. I was trapped down here some time ago, by a bastard of a turtle. It's rather embarrassing. I don't mean to be any trouble, but if you could drop a bucket or even just a rope down here, I'm sure I could climb out. I'd very much appreciate it."

A) Ask what's in it for you
B) Drop a rope down
C) Other
>>
>>29583526
B) Drop a rope down
>>
>>29583596
You ask one of the rangers for a rope, which they are happy to provide. You wrap one end around your arm for security, and toss the remaining length down into the well. There is a very faint splash, followed by a thank you from the bottom. The rope begins to wriggle about, but you don't feel much difference in the weight. After a few minutes, something emerges from the dark. It is a small frog, no larger than your hand. He shimmies up the rope and hops up onto the rim of the stone well.

"Thank you kindly, sir! I've been down there for ages. It's good to see the sun again. I suppose not much has changed about the woods though. Tell you what, since you helped me out of such a pickle, I'll do you a favor. Go on, have a lick." The small toad turns around and presents his back.

A) Lick him
B) Refuse
C) Ask why
>>
>>29583778
A) Lick him
Seems legit.
>>
>>29583778
Hallucinogenic frog in 3... 2... (finally drug magic)
>A) Lick him
>>
>>29583913
You reach down and scoop up the little toad, then stick out your tongue and lick up his back. He tastes foul, but in a moment things change. The world around you slowly warps and swirls. Colors become more vibrant, then change to new colors entirely; colors you could never have imagined. The breeze tickles you as it blows by. You turn and see Helda standing at the edge of the clearing. There is a large and pulsating storm of colors surrounding her. When you look down, the colors also surround and orbit your body. The rangers seem to be void of this. After a moment, things come down and return to normal. You look to the toad and ask what happened.

"I split some of my power with you. Not a big deal at all. From now on, you'll be an ally to toads everywhere. Also, if I remember correctly, you'll be able to morph into a toad for kicks. Not sure what good that'll do ya, but it could be fun. Thanks again, mate. I'm off to stretch these legs. Come see me again if you're ever in the neighborhood."

The toad hops away into the woods. The rangers look to each other in confusion. Helda approaches you, and asks if you're ready to go home.

A) Yes
B) No
C) Tell her it's time to leave the Feywood
>>
>>29584157
>A) Yes
>>
>>29584157
yes
>>
>>29584174
>>29584296
The two of you say your goodbyes to the rangers and make your way back home. You can still taste a bit of the toad in your mouth as you walk, and no amount of spitting seems to alleviate it. During the trip, Helda tries to make small conversation to pass the time.

"Your magic is really coming along well. You're almost as good with spells as me now. I suppose its my fault for not practicing so much. What do you want to use your magic for anyway?"

A) Fun
B) Power
C) No reason
>>
>>29584439
>B) Power
>A) Fun
The ability to kill monsters/enemies and have fun adventuring.
>>
>>29584439
>A) Fun
>B) Power
>>
>>29584507
>>29584512
"I suppose that's as good a reason as anybody has. But you'll never get any better here. My books have a limit. Eventually you'll have to find other mages with powerful magic, or make your own. I'll go with you, if you like. I know I was nervous before, but I really thought about it, and I want to see the world outside the Feywood too. In fact, I know a place we can go that might have a really powerful sage. I'm sure he'd be willing to teach you a few things if you showed him how talented you are."

A) Agree
B) Tell her you have other ideas
C) Tell her you think you have enough magic for now
D) Other
>>
>>29584587
>A) Agree
>D) Ask if she knows anything about the war, and the current state of affairs. This will be important for the next part of our adventure.
>>
>>29584646
seconding
>>
>>29584646
>>29584696
"I don't really. For all I know the war hasn't even gotten hot yet. Though if they tried to do anything that would harm the Feywood, the rangers would be more than enough to get rid of them. Lycans are one thing, but mere soldiers won't stand a chance in a place where the rangers have the advantage. I suppose if it came to that, we'd know the war was serious. But really, even if things have gotten pretty bad, two people traveling alone wouldn't bother an army would it?"

A) Probably not
B) It's still good to be careful
C) You'd be surprised
>>
>>29584771
>C) You'd be surprised
>>
>>29584771
>B) It's still good to be careful
>>
i can't reach you on facebook or skype pls get on nerd
love your friend
>>
>>29584840
Well this is new.
>>
>>29584874
we're supposed to playing d&d right now, sorry to crash the party
>>
>>29584903
I don't see a problem, mate, just thought it was a funny break.
>>
>>29584804
You make it back to the house and Helda tells you to start scooping the potion while she starts dinner. You find a crate of bottles and begin spooning the liquid into them one by one. The stuff smells unpleasant. When you finish, you have a quick supper and get to bed. Helda seems to take extra time with your brushing.

The next day sees the both of you packing up for the trip to come. With little luggage, you're forced to travel light.

A) Take your axes
B) Take your bow
C) Bring some potions
>>
>>29585160
A) Take your axes
Bow has limited ammo and can be crafted, potions are useful but we need at least one physical weapon no?
>>
>>29585265
You put on your sling and place your twin axes inside. Any more would only be too awkward to carry. You and Helda make a point of stopping by the outpost before you go, to say goodbye to the rangers. When you arrive, they greet you warmly, but aren't as happy when you tell them that you're on your way out. It seems they are only concerned with their supply of potions, to which you say they'll just have to be more careful. The headmaster himself isn't able to make it, but he sends a man with his regards. Then the two of you make for the edge of the forest.

At the edge, you spy the road. It looks the same as it did months ago. You step out and plant your feet on the dirt, then look back at the Feywood. It seems so alien, even though it was your home for so long. You look down and see Helda, hiding behind one of the trees. She seems nervous.

A) Tell her it'll be alright
B) Tell her to hurry
C) Go back for her
D) Other
>>
Compromise then, take the axes and our arrowheads. We can make a new bow and arrows as we go/when we get there.
>>
>>29585925
>C) Go back for her
>D) Take her hand and take her with Owain
>>
>>29585993
This
>>
>>29585993
>>29586063
You walk back to the edge of the forest and reach out your hand to Helda. She still seems hesitant. You then take her hand, Grasping the side of the tree before, and firmly hold it in yours. You slowly lead her out and onto the road, the whole time expecting her to dart back into the treeline. She shivers like a wet cat the further she goes beyond the trees, but you give her as much time as she needs to adjust. In time, she calms down and looks up from the floor, to see the open sky and rolling hills.

"Oh my. It's so big out here. I feel like I'm going to start falling up."

A) Tell her she'll get used to it
B) Tell her you need to get a move on
C) Tell her you'll hold her hand to make sure she doesn't
>>
>>29586629
>A) Tell her she'll get used to it
C) Tell her you'll hold her hand to make sure she doesn't
>>
>>29586629
>C) Tell her you'll hold her hand to make sure she doesn't
>>
>>29586647
>>29586698
You squeeze her hand a bit tighter, telling her that she'll get used to it after a while, and assuring her that you'll hold on tight enough that she won't have to worry about falling anywhere. She smiles, and you lead her by hand down the road.

A) Head back to your old town
B) Head to the East
C) Head to the West
>>
>>29586910
>D Ask her where the great sage she mentioned is.
>>
>>29586955
West. I guess I didn't make it clear.
>>
>>29586910
>C
>>
>>29586910
>C) Head to the West
>>
>>29587063
>>29587439
You come to the signpost dividing the roads that cross. You turn west, into the setting sun, and begin walking. The whole time, Helda grips your hands like a lifeline. You continue your trip, getting as much distance as you can until nightfall. Finally, you see that Helda can't go on, and decide to call it a day. You start to set up a small camp, and Helda woozily offers to collect wood.

A) Let her
B) Tell her to sit down
C) Go with her
>>
>>29587701
>C) Go with her
>>
>>29587701
>B) Tell her to sit down
>>
>>29587701
>C) Go with her
>>
>>29587892
>>29588045
You set down the supplies you were preparing and tell her that you'll help her to make it go faster. She frowns, but doesn't stop you. Together the two of you gather a bundle of grass for tinder, and some stick to fuel the fire. As you are picking up twigs, you notice something moving about in a patch of nearby grass. You turn to Helda, but she seems unaware of it. There is no sound after, no matter how long you wait for another. Helda calls you back to the fire.

A) Go back to camp
B) Toss a stick into the grass
C) Examine the grass
>>
>>29588139
>D Combust that shit
>>
>>29588139
>C) Examine the grass
>>
>>29588139
C) Examine the grass
>>
>>29588139
>C) Examine the grass
Howdy folks.
>>
>>29588485
>>29588277
>>29588228
You tell Helda to wait, as you approach the patch of grass. You carefully walk toward it, prepared to react should something dangerous emerge. You reach the grass and look in, but see nothing. You reach your arm in to feel around, and then feel something grab you. You struggle for a moment, than pull your hand away and stumble back. Something begins to emerge from the tall patch of grass.

A) Run to Helda
B) Draw your axes
C) Cast something
D) Other
>>
>>29588707
>D Wait
>>
>>29588707
>B) Draw your axes
>>
>>29588707
>D) Other
See what it is.
>>
>>29588728
>>29588792
You stop and wait to see what may emerge. The grass rustles for another second, and then a dark figure bolts out of it. You are tackled to the ground, and see two more figures break out. One runs past, and as you struggle against your assailant, you hear Helda scream. When you gain your senses, you see a man above you, his face covered by some sort of bandana. The third member of his group is already trying to sort through your pockets as you are held down. You try to reach for your axes, but they are pinned beneath you.

A) Punch
B) Wrestle
C) Spell
D) Other
>>
>>29588914
>C) Spell
Cast Spark. We're immune to heat damage now.
>>
>>29588914
>C) Spark
>>
>>29588951
>>29588988
>>29588914
Agreed
>>
>>29588951
>>29588988
You're immune to heat damage when you cast 'Freeze'
>>
>>29589258
That's oddly situational.
>>
>>29588951
>>29588988
>>29589124
Let's light that bastard up!
>>
>>29589305
Not really. If you're going to walk in some lava, you just cast it on yourself and walk right in.
>>
>>29589258
Oh, dear. Perhaps Shock would be the way to go, then.
>>
>>29588914
C) Spark

Seems to be the common choice, and sounds good to me too.

>>29589346
>If you're going to walk in some lava, you just cast it on yourself and walk right in.

We must find a volcano to build our pirate hideout in.

We are still going to be evil, right guys?
>>
>>29589394
Yeah, we just gotta ditch the lady in a nice way, she did help us after all.
>>
>>29588951
>>29588988
>>29589341
You snap your fingers and the man on top of you goes up. Unfortunately, being so close to you, the sparks also catch your cloak on fire. The man rolls off of you and wiggles on the floor in an attempt to put himself out. You are forced to cast freeze to prevent your clothes or yourself from taking any further damage. By the time the flames are doused, the man who was until a moment ago picking your pocket has drawn a knife and is threatening you. His friend fares about as well as a turkey dinner.

A) Draw your axes
B) Tell him to stand down
C) Spell
D) other
>>
Is there an archive of these threads?
>>
>>29589403
>Ditch the lady
>Not add her to the harem
>>
>>29589411
C
Volt
>>
>>29589411
>C Combust!
>>
>>29589411
>C) Spell
Combust

>>29589394
>>29589403
>ditch her after taking her with us
What. We invited her to the party, why would we ditch a caster.
>>
>>29589403

Ditch or corrupt. Either one is fine by me.

>>29589421

http://archive.foolz.us/tg/search/subject/Rags%20to%20Riches%20Quest/type/op/

Most people seem to like suptg more, but this is an automatic archive. And it has the first thread for this storyline.

>>29589411

C) Combust
>>
>>29589411
What's Helda doing anyways? Is she just standing there?
>>
>>29589461
Sup/tg/ is better because it has an index that sorts threads by date in a list. Foolz saves everything, but unless you know exactly what you are looking for (or someone tells you) you will never find it.
>>
>>29589454
>>29589460
>>29589461
You snap your fingers and watch as dozens of sparks catch his shirt ablaze. He falls to the ground and begins trying to put out the flames, giving you time to assist Helda. She is struggling with the third attacker, and not doing nearly as well as you. You can see from here that he is trying his best to hold her while she struggles, and reach for a sickle tucked into his belt at the same time.

A) Charge
B) Spell
C) Other
>>
>>29589748
>A) Charge
Can't risk a spell hitting her, charge and chokehold that asshol.e
>>
>>29589748
A
B
we can charge and freeze him
>>
>>29589748
>A We will sever his goddamn head from his shoulders for touching our witch.
>>
Rolled 6

>>29589748
B) freeze. It's single target anyway.
if it gets to close to helda stop the spell, just stoping him should be more than enough. we just need ime to get there to break his neck. or ask him some questions.
>>
>>29589748
>A) Charge

I kind of wanted to mix up our spells with a freeze, but we'd probably get her stuck in a block of ice too.
>>
>>29589777
>>29589821
>>29589797
You sprint toward Helda and the attacker, drawing your axes as you move. He is shocked by your sudden assault, and tries to shove Helda into you. She trips forward, forcing you to catch her to spare her from harm. She is shaking as you set her down, and you see the man trying to run. Behind you, the attacker you just set on fire has beaten out the flames and is searching in the dark for his weapon.

A) Chase the runner
B) Cast a spell at the runner
C) Tackle the burnt man
D) Cast a spell at the burnt man
E) Other
>>
Rolled 73

>>29589968
volt the runner and axe the guy looking for his weapon.
>>
>>29589968
>B Volt!
>>
File: 1390008474884.jpg-(8 KB, 259x195, where do you think we are.jpg)
8 KB
8 KB JPG
>>29589811
>It's single target
>>
>>29589968
>B) Cast a spell at the runner
Combust.
>>
>>29589968
>B) Cast a spell at the runner
VOLT!
>>
>>29589986
>>29589989
>>29590041
You learn the spell 'Volt'. You can fire a bolt of electricity from your hands, stunning and damaging opponents. The damage this spell does decreases when you are further from the target, and it will be ineffective at longer range.
He's running. It's not going to be that effective.
>>
>>29589968
>D) Cast a spell at the burnt man
freeze
>>
>>29589986
>>29589989
>>29590041
You hold out your hands and spread your fingers as much as you can. Tendrils of electricity rush down you arms and jump from your fingertips. They stretch out, and eventually find a home in the running man. He is struck, then spasms in midair like some kind of dark marionette, before finally falling to the ground, motionless save for a few errant twitches. You turn back and see the last remaining attacker is stunned and silent. He seems to frightened to move.

A) Tell him to run
B) Spell
C) Motion for him to come closer
D) Other
>>
>>29590203
>B) Spell
Freeze him.
>>
>>29590203
>C) Motion for him to come closer
>>
>>29590203
>C) Motion for him to come closer
>>
>>29590203
>C
>>
>C)
Go with the flow
>>
>>29590232
>>29590244
>>29590255
You motion for him to approach with a single finger. He looks around for a moment, then swallows and slowly begins to walk. He shuffles, frightened, clearly trying to debate whether or not to make a run for it.

He gets to you, just a couple of steps away and stops dead. His legs are shaking and you can see his nose running from here.

A) Spell
B) Axe
C) Make him talk
D) Other
>>
>>29590497
>C
>>
>C make him talk
then
>B cut his achilles, let him remember who he fucked with
>>
>>29590497
>D) Other
Grab him, hold him down.
then
>C) Make him talk
>>
>>29590497
C,
then cut out his tongue and his eyes
>>
>>29590522
>>29590532
>>29590601
You tell him to kneel, which he does without question. You approach and take the knife from his limp hand. You tell him to spill everything, and he speaks through light sobs. He tells you that he ans his comrades were residents in a village a few hours away that was burnt along with the fields when soldiers marched through it. Most of the town was killed, and the few who escaped formed a bandit troop to steal from travelers on the road. He ask about any more of his friends, but he assures you that the rest of them are more than a day back down the road.

A) Ask more questions
B) Deal with him, then move camp
>>
>>29590764
>B) Deal with him, then move camp
>>
>>29590764
b
>>
>A)
Food for thought, could this be a remnant of your old village?
>>
>>29590776
>>29590791
You hold his knife up to him, and watch as the blade takes on a blue glow. Then you swipe it across his face, slicing his cheeks open. He screams and falls over, holding his bleeding mouth. You drop the knife at his feet and go back to collect Helda and the camp supplies. She hugs you and thanks you for saving her, to which you respond with a half hug, and ask her to pick up the wood while you gather your things. You walk another mile down the road to get away from the screaming, bleeding man, and reestablish your camp. As you lay down to sleep, you see Helda sitting up and staring at the moon.

A) Let her be and sleep
B) Tell her to get some rest
C) Other
>>
>>29591030
>C) Other
Sit with her and ask what's wrong.
>>
Rolled 50

>>29591115
this
>>
>>29591115
thirding
>>
>>29591115
fourthing
>>
>>29591115

Concurred.
>>
>>29591230
>>29591217
>>29591202
>>29591121
Huh, not every day, not even here.
>>
>>29591234

Miracles happen, Commander. Too bad we just wasted that one.
>>
>>29591115
>>29591121
>>29591202
You climb out of your bedroll and walk over to Helda. You take a seat next to her and ask if there's something wrong.

"For some reason, the moon looks a lot bigger out here. But at the same time, it looks smaller. I can see a lot more stars too. It's still kind of exciting to be so out in the open. I've never even slept somewhere so big and spacious. I know I have to get used to it, but every time I close my eyes I feel like I'm going to float away with nothing to hold onto. I don't know, I'm just confused I suppose.

A) Be realistic
B) Be stern
C) Be comforting
D) Be charming
E) Other
>>
>>29591352
>C) Be comforting
>D) Be charming
Meh, sleep along her/hugging her if that's what it takes.
>>
>>29591352
>C) Be comforting
>>
>>29591352
>C
>>
>>29591373
This works
>>
>>29591373
>>29591457

How old is this lady again? Because I thought she was a hag.
>>
Rolled 66

>>29591373
this shit is gona happen!
>>
File: 1390013756738.jpg-(59 KB, 600x626, OldLady.jpg)
59 KB
59 KB JPG
>>29591552

Grandma Needs Loving To
>>
>>29591552
Words of Wisdom, with Commander J. Shepard:
"If it's alive it's game"
Addendum:
"Artificial life counts"
>>
File: 1390013900434.jpg-(55 KB, 598x449, ImOut.jpg)
55 KB
55 KB JPG
>>29591638
>>
>>29591373
>>29591457
>>29591563
You wrap one arm around her and pull her in for a hug. This seems to be becoming a trend. She leans into you, responding with her own arms. You tell her that things will only get easier from here, and assure her that you'll keep anything bad from happening. She smiles and thanks you. You then offer to squeeze her while you sleep, if that'll help. She doesn't say anything in response. You help her up and take her by the hand to your bedroll. The two of you slide in, and wrap your arms around each other. She exhales and seems to relax. The two of you sleep that way that night, and every night for the next few weeks.

You continue your long journey, watching as the green hills and plains dry up, and start becoming long stretches of hot soil. The desert isn't far now. You approach a town, and Helda asks if it would be okay to sleep there for the night. You have no money to speak of, save for a pouch of silver coins Helda has from the rangers, long ago. That might be enough for a night or two, but it's still only morning and you honestly don't feel very tired.

A) Stop for the day
B) Tell her you should keep moving
>>
>>29591794
>A) Stop for the day
>C) Look for any opportunities to get some cash
>>
>>29591819
>A) Stop for the day
Seconding. We're going to need more dosh if we want to continue travelling.
>>
>>29591819
>>29591855
You enter the town. The people seem to be going about their business as usual, without much to worry about. If the war has broken out, it's not anywhere near here yet. You walk through the town, keeping a casual stride, but still managing to attract attention. Your clothes are clearly a bit much for the people here, especially your burnt cloak and Helda's gold bangles. You find a small inn that seems like it will suffice to house you.

A) Enter with Helda
B) Tell Helda to go inside while you take care of a few things
C) Bring Helda with you to gather some coin
>>
>>29592106
>C) Bring Helda with you to gather some coin
Never split the party.
>>
Rolled 45

>>29592143
agreed. working in pairs more eyes.
leave NOTHING valuable at the inn.
+ she might be able to find work as well.
>>
>>29592106
>C) Bring Helda with you to gather some coin
>>29592143
Agreed.
>>
>>29592143
>>29592205
>>29592213
You decide to stick together for now, and bring Helda along with you to gather some money. The two of you begin walking through the town in search of anything that may provide a decent fistful of coins. You come to an intersection, and look around. Down one road you see what appears to be a help wanted sign, but the business it stands before doesn't have any identifiable marks. Down another road, there appears to be a square. A number of performers are scattered about, doing tricks and playing music for small change. Finally, down an alley you see a group of tough looking men with swords, passing a pipe around and laughing.

A) Head toward the shop
B) Head toward the square
C) Head toward the alley
>>
>>29592513
My gut tells me not to do this buuuuut.

>C) Alley
>>
>>29592513
>A) Head toward the shop
>>
>>29592513
>A) Head toward the shop
>>
>>29592554
>>29592587
>Let's be evil
>Let's earn an honest wage
>>
>>29592669
I honestly think there's something shady about the shop.
>>
Rolled 62

>>29592669
agreed..C
>>
>>29592669
>>29592700

Also, robbing thugs =/= evil.
More like chaotic good or true/chaotic neutral .
>>
>>29592669
We need to get set up first. We're not equipped to be evil yet and we just need some cash.
>>
>>29592554
>>29592587
You turn and head toward the shop with Helda. When you get there, you see no sign out front. You approach the door and see that there is no knob. You give it a little push and it opens. You peer inside and see that the place appears to be a normal curio shop. You and Helda enter and begin browsing. There is almost no consistency to be found. It's as though the owner merely collects valuable looking objects they find and polish them up for sale. Helda begins browsing a section of oddly designed shirts.

A) Check for anything interesting
B) Head back outside
C) Call out for the owner
>>
>>29592879
>C
>>
>>29592879
>C) Call out for the owner
Smells like cursed items.
>>
>>29592879
>A) Check for anything interesting
>>
>>29592888
>>29592900
You call to the owner of the shop, and wait for a response. Nothing happens. You call again, and this time hear a bump from the second floor. Still, there is no sign of a person. When you call a third time, you hear a voice asking you to wait a moment. There are footsteps, and then you see a women emerge from the staircase behind the counter. She is brown haired and wears a large apron. She seems out of breath and a bit flustered. You try to ask if she's alright, but she holds up a hand to stop you. She takes a dew deep breaths and then dusts off her apron.

"Hello and welcome! It's wonderful to see you today. Please have a look around the shop and see if there's anything you might like. Or perhaps you already found something?"

A) Ask about the shop
B) Tell her you cam about the sign outside
C) Other
>>
>>29593196
A) Ask about the shop
C) Ask about the town
B) Tell her you cam about the sign outside
>>
>>29593196
>A) Ask about the shop
>B) Tell her you cam about the sign outside
>>
Rolled 9

>>29593260
this. best we know a little about the shop and town.
>>
>>29593260
>>29593343
>>29593294
"Actually it used to be my dad's shop. He passed away a few months ago, and I took over it. The problem is, when he left there wasn't a single scrap of merchandise in the place. I actually still don't know exactly what he sold here. Now, I mostly buy things off other people and turn them for a profit. It's not as easy as you'd think. The town is nothing special. Just ordinary. The only thing significant about it is that it lies on the great road, and so travelers pass through a lot." You ask about the help wanted sign. "Oh yes! You see lately I haven't been able to gather any really valuable stuff. But I hear there's a band of thieves that have started hiding out in the abandoned for south of here. I'm not very strong or brave myself, but I figured that some adventurer might be willing to let me pay them to loot the den. Supposedly they only steal clothes and blankets and things like that. Not even money! But unfortunately, nobody seems interested in my offer."

A) Take her up on it
B) Wish her good luck and head somewhere else
>>
>>29593542
>A) Take her up on it
We should butcher them and put their heads on spikes.
>>
>>29593542
>A) Take her up on it
>>
>>29593542
>clothes and blankets
War refugees?
>>
>>29593619
>>29593640
You tell her that you'll accept the job, and she smiles and claps. Familiar. You head over to Helda, who is now holding various sweater against her chest and looking into a mirror to simulate how they might look. You tell her that you're going to check out an old fort of thieves a couple of hours away.

A) Tell her to stay in the shop until you get back
B) Tell her to head to the inn and wait
C) Tell her she's coming with you
D) Other
>>
>>29593772
>B) Tell her to head to the inn and wait
>>
>>29593772
>A) Tell her to stay in the shop until you get back
>>
>>29593813
You tell Helda to head to the inn and stay there until you come for her. You also tell her to spend her coins as she likes, but not to get in any trouble. She agrees and the two of you head out together. You swing by the inn to drop her off, and then head down the road heading south.

Just as the shop owner said, there is a small fort just two hours or so away. It appears mostly burned out and crumbled, but the walls still seem like they could serve as protection from most.

A) Approach boldly
B) Approach subtly
C) Other
>>
>>29594088
>B) Approach subtly
>>
>>29594088
>B
>>
Rolled 8

>>29594088
B. what kind of asshole goes into a fort of thieves boldy.
>>
>>29594282
The asshole who is proficient with two axes and is able to set people on fire with a click of his fingers or freeze them with a clench of his fist. That asshole.
>>
>>29594119
>>29594133
>>29594282
You make your approach quietly, sticking to the tall grass on the side of the road. You squat down, in order to appear to the untrained eye as nothing more than a wild animal roaming in search of food. You come to the out wall of the fort. There is a door around the side that is blocked by stacks of wood, but you think you can maneuver around them if you try. There is also ivy growing up the side of the wall, that you might possibly climb.

A) Climb the ivy
B) Sneak in the doorway
>>
Rolled 34

>>29594436
except he can only do one at a time. THIEVES.. fort. probably more than 2.
he needs to focus his assaults to single targets. what he needs to do is acess his skills so that they are instant.
>>
>>29594556
>A
>>
>>29594556
>A) Climb the ivy
>>
>>29594595
>>29594613
You tug on the ivy to make sure it's secure. It seems strong enough. You then begin climbing the wall of the fortress. You start to hear faint voices as you move up. You get to the top and peer over the edge. Inside the fortress you see a group of 5 men with light weapons huddled around a small firepit. They hold a conversation about nothing particularly interesting. There is also a man nodding off up the wall. He must be on lookout duty.

A) Make a dynamic entrance
B) Kill the lookout silently
C) Cast a spell
D) Other
>>
>>29594827
>C Freeze the lookout
>>
>>29594827
>B) Kill the lookout silently
>>
Rolled 46

>>29594855
B. time to break necks.
>>29594851
this would cause so much fucking noise.. him running around for a few seconds saying " FUCKING IM FREEZING!
" lol
>>
>>29594855
>>29594953
You climb over the wall and land on the other side. The wood planks that serve as a deck creak slightly, but the men on the lower floor don't seem to notice anything. You creep silently up to the lookout, and with two strokes of your axe, his throat is sliced open, and his head caved in. You catch him before he tumbles over and lean him back against the wall where nobody will notice.

You peer down into the fort again. One of the men around the fire has gotten up, and is making his way to what looks like a storeroom. It might even go under the fort itself. There's no way to tell. He opens the door and enters, leaving it slightly ajar. The other men stay around the fire, still talking.

A) Cast a spell
B) Try to sneak down and into the storeroom
C) Shout at them
D) other
>>
>>29595081
>B) Try to sneak down and into the storeroom
>>
>>29595081
>B
>>
>>29595148
You slide over the side of the wooden deck and swing under it. The walls below are lined with barrels and crates that you are able to move between. This way, you manage to sneak over to the door to the storeroom and slip in without the men at the fire noticing.

The door leads to a wooden stairway that goes down, just as you suspected. You carefully make your way down, and find yourself in a large underground room. There are several piles of food and supplies, not to mention tons of blankets and simple clothes. You duck behind a crate and look around. There are 3 men taking inventory.

A) Get closer to them
B) Cast a spell
C) Cause a noise to draw them over
D) Other
>>
>>29595588
>C) Cause a noise to draw them over
>>
>>29595620
You bang your fist on the side of the crate that is your cover. You hear one of the men speak, and then footsteps begin approaching you.

A) Cast a spell
B) Pop out with your axes
C) Other
>>
>>29596085
>A)
Volt the furthest one. Then get ready to fight.
>>
>>29596085
>A) Cast a spell
Volt the nearest one.
>>29596105
Why the fuck does everyone want to use volt on people that are far away? It gets weaker further away, and the closer one is obviously going to be the soonest threat.
>>
>>29596153
Because it's a closed space, the furthest one's still pretty close, and the purpose is to not let him escape. The closet ones we take on melee.
>>
>>29596180
Wouldn't we be closer to the door since we just came in?
>>
>>29596209
Not necessarily, depends on the room layout and how things are placed/where the enemies are.
>>
>>29596288
In that case, we may as well take the door out of the equation because we don't know where it is. All we know is that the spell we're using loses it's effectiveness further away.
>>
>>29596336
But considering it worked perfectly before against a foe escaping and there's nothing showing it to be too far, plus our reach has a pretty good reach...
>>
>>29596358
In that case it was one person and they were already fleeing.
We can use it on the further away one, but it just bugs me that we're not using it on the closer one for maximum impact.
>>
>>29596105
You emerge from behind the crate and cast Volt on the furthest enemy. The electric tendrils fly out and collide with him, causing him to writhe in mid-air and collapse to the ground. You can still see the sparks flying off of him as the other two draw weapons. They each have little more than woodaxes, but your armor won't stop them from hurting you if they get close.

A) Face them in melee
B) Cast another spell
C) Weave around the room to split them up
D) Other
>>
>>29596400
>C) Weave around the room to split them up
>>
>>29596400
>C) Weave around the room to split them up
>>
Rolled 54

>>29596400
B) Volt then face other guy in melee.
GUYS, we don't know a few things.
1. Who these people really are.
2. If they really are thieves, we just took the word of some store owner. That says THIEVES WHO ONLY TAKE CLOTHING. we may be sabotaging her competitor for all we know.
So I would kill only when we need to.
3. How many in total, so knocking them out = win. putting them to sleep and if we have to killing.
4. I do doubt that are the law since it wouldn't be a shady fort in the middle of no where. from what I gather.
>>
>>29596464
>>29596468
You run behind the crates and out of their line of sight. You hear one of them call up to the others above ground, and soon all 6 of them are gathered down here and searching for you. You look around a barrel of cloth and see that they are breaking into groups of two. One pair is coming straight at your hiding spot. Another is checking behind a few bushels of apples. The final two are searching through some blankets to see if you might have ducked under them

A) Stay where you are
B) Head left, toward the blankets
C) Head right toward the apples
>>
>>29596634
>B) Head left, toward the blankets
>>
Rolled 1

>>29596685
this. first clear shot you have cast volt!
we need to lower the numbers man!
>>
>>29596685
You duck around the outer edge of the room and approach the pair of thieves checking beneath the blankets. You watch carefully until they turn their backs, and then quickly grab one of the sheets and toss it over them, trapping them beneath.

A) Axes
B) Shock
C) Volt
D) Freeze
E) Other
>>
>>29596825
>D) Freeze
>>
>>29596901
You clench your fist and watch as the blanket is slowly enveloped in ice. There isn't quite enough time for proper freezing, however, as soon the other thieves have caught onto you and are already rushing at you, seeing that you're occupied. One of them gets in close with his blade and swings at you, missing your nose by an inch as you backstep.

A) Axe
B) Shock
C) Shade
>>
>>29597142
>A) Axe
>>
>>29597142
>B) Shock
>>
>>29597142
>A) Axe
>>
Rolled 85

>>29597142
B) SHOCK.
we need them incapacitated not dead.
freezing takes time. shock and volt get them down fast.
>>
>>29597176
>>29597222
You reach back for your axes and engage him up close. His wild swings with a knife are deadly, but with your hooked weapons you are able to quickly disarm him, and hammer the side of his head with the blade. Only three remain, but they are quick. Two of them get close and begin assaulting you, one with another shortblade and the other with a woodaxe. You weave around their swings momentarily, then receive a shallow slice across the forearm. It seems you need to remove one of them from the equation before the fight gets too dire.

A) Attack the axeman
B) Attack the swordsman
>>
>>29597276
>A) Attack the axeman
>>
>>29597276
>B) Attack the swordsman
>>
Rolled 24

>>29597276
swordsmen.
longer reach and all. + thats actually made to fight while axeman is still using a woodaxe
>>
>>29597276
>A) Attack the axeman
>>
>>29597276
Not wanting to be early but, what should be the description for today's thread?
>>
>>29597370
Sure, why not
>>
>>29597409
Wait, what.
>>
>>29597302
>>29597321
You spin and chop at the swordsman's arm, causing him to drop his weapon. You then hook your axe into his shoulder and pull him in toward you, driving a knee into his stomach, followed by an upward swing into his jaw. He falls like a sack of potatoes. Then you feel something hit you in the back and knock you over. The axeman has hit you square in the back, and you think you may be bleeding. you try to get back to your feet, but another heavy swing hits you, pushing you back down to the dirt floor. If not for the jerkin Helda made for you, you might very well be dead now. You roll away, feeling a stinging in your back as you move, and get back up. Now two men are all that's left, both brandishing heavy axes. They are slow, but another hit from them and you might be done.

They come at you and both try for an overhead swing, likely hoping to bash your head in in one go.

A) Backstep
B) Try to catch their weapons
C) Roll to one side
>>
>>29597430
That's the description
>>
>>29597499
>C) Roll to one side
>>
>>29597499
C) Roll to one side
>>
>>29597532
You roll, feeling another twinge of pain in your back. The axes come down and hit the dirt. They are too heavy, clearly, for them to recover from very fast. giving you time to deliver a crushing blow to the forehead of the nearest opponent. The other backs away as his last comrade falls, and holds his weapon out in an effort to defend himself from your inevitable attack.

A) Finish him off
B) Tell him to surrender
C) Cast a spell
>>
>>29597584
>C) Cast a spell
Shock
>>
>>29597584
C
freeze
>>
>>29597584
>C) Cast a spell
Shock.
>>
Rolled 55

>>29597584
wtf guys.. VOLT
Shock means we have to put our hands on him.
>>
>>29597696
right, volt not shock
>>
>>29597595
>>29597645
You feint by rushing in with your axes, which he tries to defend against, but then as you are about to hit him, you drop them both and instead lunge forward with your hands outstretched. You touch him with both, and send a jolt of electricity rushing through his body. You almost think it's over, but then he somehow manages to find enough strength to drive the butt of his axe into your head, sending you to the ground right before him. You both writhe, you holding your head and he twitching from the shock spell. You find your feet first however, and fall on top of him, sending another surge through his body and finishing him off. The fort is now taken. You stand up and check yourself, and indeed find that your back is bleeding lightly. For now, you should head back to town.

A) Find a doctor
B) Meet up with Helda
C) Report to the shop owner
D) Other
>>
>>29597731
>B) Meet up with Helda
>>
>>29597731
>B) Meet up with Helda
>>
>>29597731
>B) Meet up with Helda
>>
Rolled 70

>>29597752
>>29597748
>>29597740
sounds good we can get healed and then loot the place.
>>
>>29597740
>>29597748
>>29597752
You make your way back to town, bleeding and dizzy, and find the inn that Helda was supposed to wait in for you. It's just before sunset now, so you have at least two hours of daylight available. You enter the inn and look around the front. Tables and chairs filled with dirty looking folks from who knows where. In a corner, you spot Helda sipping on a glass of something with a wedge of lemon in it. You think it must be iced tea as you approach and sit across from her. She smiles and asks how the job went.

A) Without a hitch
B) A bit messy
C) It got pretty hairy near the end
D) I think I need some stitching up.
>>
>>29597812
>B) A bit messy
>C) It got pretty hairy near the end
>D) I think I need some stitching up.
>>
Rolled 35

>>29597812
B and D.
Don't want to worry her.
>>
>>29597819
>>29597812
This.
>>
>>29597819
>>29597892
You tell her that it could have gone better, especially toward the end. She seems pleased, saying that she is happy you weren't in too much trouble. You try to stand up from the table so you can head to the shop, but a twinge of pain in your back knocks you back into the seat. Helda asks if you feel okay.

A) Tell her it's nothing
B) Tell her it's just a small cut
C) Tell her there might be a gash in your back
>>
>>29597967
>B) Tell her it's just a small cut
but ask her to check us for any more wounds, like our back, for instance.
>>
>>29597967
>C) Tell her there might be a gash in your back
>>
Rolled 14

>>29597984
good thinking. well after next post i'll be off. been a great day for this. :D
>>
>>29598088
'night. see you next session
>>
>>29598088
See ya.
>>
>>29597984
You assure her it's nothing major, but ask her to check your back to be sure. She seems uneasy, rising from her seat and walking over to you. You unfasten your cloak and loosen the strings on your jerkin. She peels the clothing off of you and looks at your back. You hear a faint gasp, and ask her if it's okay.

"No it's not okay! You're bleeding! Oh, poor baby. We need to get you some bandages!"

She pulls you up, grabbing your clothes and drags you out the front door of the inn. You find a surgeon who sews you up and bandages you. The whole time Helda won't let go of your arm, to the point that it causes trouble for the man as he tries to treat you. After, you redress and head to the shop to collect you pay.
>>
>>29598129
I'm gonna get some sleep too, guys. Love you all, see you in about 8 to 9 hours.

Oh, and if someone would be an absolute darling and make sure the archive is updated, I'd appreciate it.
>>
>>29598146
nighty night
>>
>>29598146
Update, Rags. Goodnight, see you next time
>>
>>29598166
Updated*
>>
>>29598146
Night Rags. See you tomorrow.


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