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/tg/ - Traditional Games


File: 1392667327962.jpg-(240 KB, 680x402, #Starter.jpg)
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Welcome to Banished Quest!
You take the roll of a young mage, labeled a criminal by his people and cast out into the wider world. Right now you're traveling north, to the former lands of the ancient Rhynian Empire. There, you hope to rediscover their lost knowledge and use it for your own purposes.

Dice:
http://pastebin.com/nhswziq6
Magic:
http://pastebin.com/aYPzn0aU
Archives:
http://suptg.thisisnotatrueending.com/archive.html?tags=Banished%20Quest
>>
You dream of the sun god, Surya, looking down at you disdainfully from on high. He reaches across the great distance and stabs his finger roughly into your shoulder, the flesh seared where he touches. When he speaks, it is a language you've never heard before.
“Γεια σου; καμήλα πόρνη;”
He slaps you in the back of the head, sending you falling forward. The ground gives way and you tumble through blackness. As Surya grows ever more distant, his voice booms forth once more in that strange tongue.
“Μιλάτε νότιο; Γιατί κοιμάσαι σε ένα παλιό φρούριο;”
As you think you're about to hit whatever serves for the ground in this plane of endless blackness, you jolt awake. Someone is prodding you in the back. They haven't killed you yet, so they're probably not a bandit. You're also laying on your left side, obscuring the brand on your cheek. They might not realize you're one of the Aghtaki.

Your armor and outer robes are laid out on the stone platform across from you, but your spear is within easy reach, and of course your magic is always available.

>10/10 Vys

What will you do?
>Grab our spear and spring away from the sleeping platform, get ready to defend or attack (Roll 3d10)
>Leap at the stranger, ready to paralyze them with a spell. (Roll 3d10)
>Pretend to be asleep and see what the stranger does.
>Write-in
>>
Rolled 7, 3, 10 = 20

>>30305984
>>Leap at the stranger, ready to paralyze them with a spell. (Roll 3d10)
>>
>>30305984
covertly ready our paralysis spell.
>>
>>30305984
>Roll over and grumble
>>
>>30305969
>Ready a paralysis spell but don't immediately attack till we know they're hostile
>>
>>30305969
>>Pretend to be asleep and see what the stranger does.
>>
>>30305984
>Grunt, roll a bit away from them and make a shooing gesture.
>>
I think I'm getting the general gist here. "Ready a paralysis spell but wait and see what the stranger does" sound good for everyone?
>>
>>30306226
Yep
>>
>>30306226
Nope. Still want to paralyze them.
>>
>>30306226
I'm good with it.

>>30306286
Doesn't matter, majority rule.
>>
>>30306226
I'm cool with it
>>
You subtly shift, channeling vys into the palm of your right hand and mouthing the incantation for a paralysis spell. You feel your hand grow numb as the energy pools and tendrils of cold creep up your forearm. You need merely touch him to leave him frozen in place.

You hear a sigh from behind you, and more mumbling in that strange language.
“Αυτό εραστή καμήλα κοιμάται σαν πέτρα.”
This is followed by cloth rustling and footsteps along the flagstone floor. It sounds like whoever they are, you think they're male judging by the voice, is moving away from you. To do what? Maybe they're getting reinforcements? Fetching a weapon? Leaving you to your rest?

>Try to sneak up on and paralyze them, now that their back is turned. (3d10)
>Try to sneak out one of the other doors in the room. (3d10)
>Grab your spear and attack! (3d10)
>Write-in
>>
Rolled 4, 6, 5 = 15

>>30306401
>>Try to sneak up on and paralyze them, now that their back is turned. (3d10)
>>
>>30306226
Yes.

OP, you should add a count to the thread subject (i.e. Banished Quest 2)
>>
>>30306427
I'll remember to do that next thread.
>>
Rolled 10, 8, 2 = 20

>>30306401
>Try to sneak out one of the other doors in the room. (3d10)
>>
>>30306401

There's more than one of them. I don't know if we want a confrontation.
>>
Rolled 6, 3, 1 = 10

>>30306401
>Try to sneak out one of the other doors in the room. (3d10)
>>
Rolled 1, 5, 1 = 7

>>30306401
>Try to sneak out one of the other doors in the room. (3d10)
>>
Writing for sneaking out.
>20, 15, 10. Average success.
>>
You carefully raise yourself off the platform you slept on, hide boots muffling your footsteps as you collect your spear. A glance towards the doorway you entered through reveals the nuisance who so rudely awakened you.

A tanned human with a long ponytail and a scraggly beard wearing some bastardization of your own robes walks towards the doorway. Are those robes made of wool? He'll collapse in the sun trying to traverse the desert in that, the fool! Ah well, not your problem... You manage to pick up your armor and toss your robes over one shoulder without alerting the man, and make your way towards the eastern door, which happens to lead deeper into the fortress.

You exit into a wide hallway, with deep furrows in the flagstones of the floor. This was probably a route carts took to carry supplies into the store room. You can tell it's brighter to your left, but that man might have friends outside. Going right would probably lead to the store room, though you can't be certain.

>Left?
>Right?
>Write-in?
>>
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>>30306742
Forgot my image.
>>
>>30306742
>>Right?
always right
>>
Head right but move cautiously
>>
>>30306742
>right
>>
Writing for Right.
>>
Rolled 6, 5, 2 = 13

>>30306742
Right
>>
>>30306962
Forgot to remove dice from my email >_>
>>
As you proceed further down the right hallway, you hear the man shout out behind you.
“Αίθριος! Απλά κάποια ηλίθιος ύπνο!“
Followed by the echoes of more footsteps coming further into the fortress. You can't be certain, but it sounds like two more people. Suddenly, the man shouts again. He sounds surprised, maybe slightly panicked? It's hard to tell from this distance.
“Περιμένετε, πού στο διάολο πήγε;”

You make sure to proceed cautiously, careful not to let your footsteps echo in the cavernous corridor. The wall carvings here seem to depict the god Surya sitting high above the land, and your people dying below under his cruel gaze. Until the god Pani stabs Surya in the throat, releasing Vys into the world. Your people use Vys to battle Surya, and though many die, eventually the sun god is shackled to the will of the Shah. To direct against the enemies of your people, so long as he is placated with sacrifices.

The hallway you're in ends at a set of double doors. Once, they were probably magnificent slabs of intricately carved stone, on hinges of polished bronze. Now, they're glorified piles of rubble. One has fallen completely off its hinges, which are now tarnished green from age. The other hangs languidly, seemingly moments from collapsing to the floor next to its brother.
(1/2)
>>
(2/2)
The chamber beyond is truly vast. Instead of a ceiling, the top of the chamber merely fades away into darkness. In the center of the room is a pit ringed with soot, a great fire roaring up from somewhere below and illuminating the room. How it still burns after what surely must be centuries of disuse is beyond you. Along the left wall you can see row upon row of rusted iron cages. The floor is one massive mosaic in black and white marble depiction of the god Surya, the pit in the center representing his mouth.

You take a moment to pluck a torch off the wall and light it in the flaming pit at the center. You can see stairs leading up to a raised platform at the back of the room, and another double doorway to your right.

>Explore the chamber
>Up the stairs to the raised platform
>Through the doors to your left.
>Turn around
>Write-in
>>
>>30307200
>Up the stairs to the raised platform
>>
>>30307200
>>Up the stairs to the raised platform
>>
>>30307200
>Up the stairs to the raised platform
>>
Forgot to mention, writing for up the stairs.
>>
Try to hide maybe those guy are searching for you
>>
You decide to see what lies atop the raised platform.

As you climb the stairs, you hear footsteps behind you. It probably won't be long before that human or whoever it was he had with him find this chamber. You pick up the pace, taking the carved stone steps two at a time, but try to keep your footfalls as soft as possible.

You manage to reach the top before your guest arrive, and are greeted by the sight of a great stone pillar, and behind that what you'd likely guess is the priest's quarters. If they're anything like priest's quarters today there might be some artifacts to find in there, ornamental weaponry and old holy books. Maybe even a treatise on the Vys and its manipulation. Of course, it might also be a dead end for you to trap yourself in, making you easy prey for whoever it is following you.

>Inspect the pillar?
>Hide in the priest's quarters?
>Prepare to meet your guest? (If so, how?)
>Write-in
>>
>>30307511
>>Hide in the priest's quarters?
they wouldn't dare enter a holy mans chambers
>>
>>30307511
>inspect the pillar
>>
>>30307511
>>Inspect the pillar?
>>
Hide and prepare an ambush just in case
>>
>>30307511
>Hide in the priest's quarters?
>>
Writing for Hide in the Priest's Quarters
>>
Rolled 4, 7, 7 = 18

You decide that the pillar likely isn't going anywhere, you can always inspect it later. Instead you rush into the priest's quarters just as you hear a gasp echo from down below. Deciding to prepare an ambush, you move into the first room on your right. It seems like this was a dressing room, you note musty white robes that priest of Surya wear hanging from hooks. You place your torch here on the flagstones and cross the hallway to the next room over. This room seems to be a library, ancient books lining the walls on all sides.

You figure that the strangers will investigate the changing room first, since light is coming from that room. You'll be able to attack them from behind if you so choose.

You quickly change into your scale armour and pull on your red Vatis robes, spear clutched in hand while you listen for the approaching footsteps of the strangers. They're coming up the stairs now, though they're certainly taking their time.

>Attack them as as soon as they walk into the changing room. (3d10)
>Try to sneak out while they investigate the changing room. (3d10)
>Try to paralyze them, then escape. (3d10)
>Write-in.
>>
Rolled 1, 5, 5 = 11

>>30307853
>Try to paralyze them and escape
>>
Rolled 8, 7, 5 = 20

>>30307853
>Try to paralyze them, then escape. (3d10)
They don't seem openly hostile, but it pays to play safe.
>>
>>30307853
>Other: Paralyze them, then take a good look at them. Maybe bind them and ask them questions when they come to.
>>
Rolled 1, 9, 4 = 14

>>30307933
forgot dice
>>
Rolled 10, 1, 5 = 16

>>30307853
>>Write-in.
Paralyze them
tie them up
remove weapons
check out some of the scrolls and stuff in here
>>
Rolled 6, 1, 10 = 17

>>30307933
I'll second this.
>>
>>30307853
>>30307933
I like this one
>>
Rolled 9, 8, 1 = 18

>>30307853
>>Try to paralyze them, then escape. (3d10)
>>
Alright, writing for
>Paralyze them
>Take a good look
>Tie them up and ask some questions

>11,14,20
Regular failure.
>>
You wait, holding your breath lest it give you away. The familiar sensation of numbness spreads through your palm, and frost creeps up your forearm as you prepare a paralysis spell. The men approach, you assume they're men at least, and from just outside the priest's quarters you hear an urgent whisper.
“Κοιτάξτε, ίχνη στο χώμα!”
Followed by a second whisper, this one definitely from a different person.
“Δύο σετ. Θα χωριστούμε. Πάω αριστερά, πηγαίνετε δεξιά.”

You wait, heart pounding in your chest, as the men enter. One of them takes the bait, you hear him mumbling from the changing room and the light flickers as he picks the torch up off the floor.

The other one, however, enters the room you're in. He turns, and stares you dead in the eye. He's tanned skin, like the other man you saw, and wearing some sort of bronze breastplate over yellow robes. He has a sword on his hip, and wears a turban. Before your hand can reach his throat, he cries out.
“Από τους θεούς! Ένα φάντ-”
(9/10 Vys)
You cut him off with your paralysis spell, his jaw locking up immediately and eyes flying wide. Unfortunately he's already alerted his companion, who draws forth an iron scimitar and turns to face you. You push the paralyzed soldier(?) aside, and drop into a combat stance.
(1/2)
>>
Combat initiated! You managed to paralyze one of the strangers, so he is a non issue for the duration of this combat.

Available spells
>Water (Can heal yourself, or weaken an opponent)
>Poison (Slowly corrupts a person's vys, can knock someone unconscious if vys drops to negative.)
>Paralysis (Locks a person's joints up for an hour, can't move or speak)
Metamagic:
>Weapon Affinity (Can cast a spell through a weapon, instead of by touch)

>Attack? (3d10+1)
>Try to cast a spell? (3d10, provokes an attack of opportunity unless you use Weapon Affinity)
>Try to escape out the door? (3d10)
>Write-in
>>
Rolled 8, 10, 2 = 20

>>30308339
>Try to escape out the door
>>
Rolled 3, 10, 7 = 20

>>30308339
Use the spear to cast paralysis.
>>
Rolled 3, 4, 4 = 11

>>30308339
Cast paralysis through the weapon
>>
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>>30308308
Forgot my image.
>>
Rolled 1, 6, 3 = 10

>>30308339
Spear paralysis.
>>
Rolled 6, 3, 6 = 15

Alright, writing for paralysis+WA.
>>
Rolled 9, 7, 7 - 4 = 19

You channel vys into your palm, the familiar numbness spreading through your hand before you push the spell into your spear. It glows with an unnatural light for a moment, the shaft cracking and reshaping itself into a gnarled black root. Frost creeps across the iron spear tip. The whole thing gives off a vaguely sickly aura.

You thrust the spear forward, and the man moves to parry it aside. Fortunately that was only a feint, and you swiftly pull back and thrust again. The spear tip buries itself in his left shoulder, and he grits his teeth. You can already see his left arm locking up, and his jaw clenching, but he tries to duck under your guard and slash at you with his scimitar before the spell takes full hold.

(Roll 3d10 to dodge)
>>
Rolled 4, 6, 3 = 13

>>30308670
>>
Rolled 9, 8, 6 = 23

>>30308670
Rollan.
>>
Rolled 6, 4, 7 = 17

>>30308670
>>
>>30308772
>>30308748
>>30308700
>Regular failure.
(7/10 Vys, by the way)

You try to maneuver your spear in such a way that he impales himself in his attempt to slash at you, but the cramped quarters make it difficult to maneuver! Instead jump backwards, into the library, in an attempt to get out of the way of the attack but are too late. The blade slashes through your cotton breeches and leaves a deep gash in the top of your thigh. You wince as you land, but manage to keep yourself upright.

Fortunately, your spell takes full effect. The man falls forward with his arm still outstretched to swipe at you, and fingers still locked around the blade. The two men are at your mercy.

>Tie them up, wait for the paralysis to wear off so you can question them?
>>If so, do you explore the library in the mean time?
>Kill them?
>Escape now that they can't stop you?

>>Heal yourself of 1 minor wound for 1 vys?
>>
Rolled 9, 10, 6 = 25

>>30308929
>>Tie them up, wait for the paralysis to wear off so you can question them?
>>>If so, do you explore the library in the mean time?
>>
>>30308929
Whoops, dropped my trip.
>>
>>30308929
>>Tie them up, wait for the paralysis to wear off so you can question them?
>>>If so, do you explore the library in the mean time?
Yes.
>>
>>30308929
>>Tie them up, wait for the paralysis to wear off so you can question them?
>Explore library
>>
Writing for
>Tie them up
>Explore the library
>>
Tie them up make sure to get their equipment as far away from them as possible and question them
>>
>>30309086
>everyone voting for questioning them
many lols will be had by me when the QM gets to this
>>
Rolled 8

Need a roll, one second.
>>
>>Tie them up, wait for the paralysis to wear off so you can question them?

Also might want to make sure the dude we stabbed isn't going to bleed to death.
>>
You grab the two men and drag them into the changing room. Carefully, you pry the scimitar free of your attacker's (Well, technically you struck first) grasp and pull the sword's sheath off his belt. The puncture wound in his shoulder looks pretty bad, but he's not at risk of bleeding out anytime soon. Still, you could try to heal him if you wanted. You secure two daggers and another sword from the first man you paralyzed.
>2x Scimitars gained
>2x Daggers gained

You use one of the daggers to cut the priest's robes into shreds. They're old and dusty, but the silk is still strong. Probably because of how dry it is this far in the temple, and the fire below warding off critters. You maneuver the two men's hands behind their backs and feet together with some difficulty and tie them hands and feet with the strips of cloth. That should hold them once they can move again.

The gash in your thigh isn't anything too severe, so in the meantime you decide to investigate the library. You leave the torch outside so as not to risk igniting any of the old books. Many of the bindings are cracked and faded, and opening one up you find the writing to be in some archaic form of samjan. You can get the gist of what's being said but the details elude you.
(1/2)
>>
(2/2)

Still, there's a lot of value here. You find what you think is the priest's private journal. You also find an old book of rituals you might glean some spell knowledge from with dedicated study, and a scroll detailing the issuing of silver coins. Seems this fort served as a regional mint, there might be a stockpile of silver somewhere.

>Heal the man you stabbed? (1 vys)
>Heal yourself? (1 vys)

The men will be coming to soon, but you have enough time to start investigating one of the books if you want.
>Ritual book
>Priest's journal
>>
Rolled 7, 1, 6 = 14

>>30309285
>>Heal yourself? (1 vys)
>Priest's journal
>>
>>30309285
>heal both of you
>ritual book
>>
>>30309285
>>Heal the man you stabbed? (1 vys)
>>Heal yourself? (1 vys)

Best make a good impression

>Priest's journal
>>
Rolled 8, 5, 3 = 16

>>30309285
>>Heal yourself? (1 vys)
>Ritual book
>>
>>30309285
>>Heal the man you stabbed? (1 vys)
>>Heal yourself? (1 vys)

>>30309285
>>Priest's journal
>>
Calling it for
>Heal Both
>Priest's Journal
Writing
>>
Lol I just remember these guys speak a completely different language
>>
>>30309422
yeah that's what I was talking about here >>30309131 (You)
>>
You tuck your findings under one arm and return to the changing room, seating yourself on one of the benches against the wall. You set the books down next to you and pull apart the fabric of your breeches to inspect your wound more carefully. Gently, you place your hand over the gash and will energy into your palm. Rather than the numbness and cold of a paralysis spell, you feel warmth flood through your palm into your leg. Slowly, the wound knits shut.
>(6/10 Vys)

You repeat the procedure on the man you stabbed, pulling his armor aside to get a look at his shoulder. It's pretty deep, but not a problem for your spell.
>(5/10 Vys)
>(You're starting to feel a little hollowed out, hungry, maybe even depressed?)

Once injuries are taken care of, you seat yourself once more and pick up the priest's journal. You notice the men have regained control of their fingers, so it'll probably be about fifteen minutes before they have full range of motion.

>Praise be to Surya, from whom all magic flows! Worship him and let his gifts be received by you! Today was a day of the good tidings for the society of priest! I have been of the recipient dreams from Surya, and they have revealed themselves to me many things. By meditating above the mouth of Surya, with the flames attacking my feet like so many ravenous beetles, I have had in a moment of clarity. Though it will be much time between now and then when I can walk, I feel that my knowledge of the fire life has been greatly revealed.

(1/2)
>>
It's at about this point when you hear the two men whispering to one another in that strange language of theirs. Seems they've regained control of themselves.

What will you ask them? You don't understand their language, but you had to know a few words in Vulgar Rhynian to trade with foreign merchants. They might understand that.

>Write-in
>>
>>30309655
>where the fuck am I
>>
>>30309655
Ask them what this building is.
>>
>>30309655
Just leave
>>
You crouch down in front of them, and try to recall what you know.
"What erection is this?"
The men look at you like you're crazy. Maybe they just don't understand the trade language? You try a different approach.
"Where am I?"
One of the man lets out a barking laugh, while the other seems to finally get what you're trying to say. He tries to nudge his companion with his elbow, but with hands bound behind his back it's difficult.
"All the traders, stop is in the wilderness. With him, I do not Rhynian. Chavdar speak. He is in the camp. Shall we go?"

You don't know how much you trust this guy, and who the hell is Chavdar? Still, they don't seem overly hostile, it seems you won some good favor healing his wound and not hurting the other guy.

>Untie them, have them lead you to Chavdar?
>Untie them, tell them to get out?
>Leave, screw these guys?
>Write-in?
>>
>>30309916
>>Leave, screw these guys?
>>
>>30309916
>GTFO, fuck these losers
might wanna loosen the ropes so they can get out easier though
not easily enough to chase you
just easier
>>
>>30309916
Paralyze one of them and untie him. Should give us enough time to leave.
>>
Writing for
>Screw you guys, I'm goin' home.
>>
>>30310047
we can probably just hand one of them one of the daggers we took

I don't want to use up more vys after that last description
>>
You decide that untying these guys isn't worth the risk. You collect your books, and attach a dagger and a scimitar to your belt. You're not particularly well trained with either, but you know the basics enough you won't hurt yourself. Before you go you grant the men one small mercy and loosen their ropes just slightly. Enough that if they really, really struggle they'd escape.

Then, spear in one hand and books in the other, you leave the priest's quarters. Where to from here? You know that somewhere in this fortress is an old silver mint, there might be something of value there. Of course, those men won't stay tied forever. It might be best just to get out.
>If you go straight, out the way you came, you'll eventually get to the exit
>To your right are a pair of double doors, almost off their hinges.
>>
>>30310153
>To your right are a pair of double doors, almost off their hinges.
>>
>>30310153
>Check the double doors
>>
Writing for
>Investigate double doors
>>
You go right, deciding maybe finding this silver mint would be worth it. Unlike the door you came in through, both of these doors still stand. Even if it is just barely. With that in mind you carefully slip through the crack in the doors and into the hallway beyond.

The path here is notably more narrow. Plus, the darkness seems an almost physical force. Fortunately your people have always had good night vision. It's the only safe time to travel through the desert after all.

You make haste now that stealth isn't really a concern. After walking a few dozen feet you start to see regularly spaced holes in the ceiling with light streaming through them. If you had to guess, you'd say they were ventilation shafts. You must be getting deeper into the mountain. It isn't long after that the hallway ends in a iron door. It's held up surprisingly well, these last few hundred years. Probably because of how deep in the mountain it's set. Still, there is some rust on the hinges and on the lock itself.

>Try to bust the lock with your spear haft? (3d10)
>Try to knock the hinges loose? (3d10)
>Turn back?
>Write-in?
>>
Rolled 10, 4, 10 = 24

>>30310509
>>Try to bust the lock with your spear haft? (3d10)
>>
Rolled 9, 9, 2 = 20

>>30310509
lock busta
>>
Rolled 1, 5, 1 = 7

>>30310509
>>Try to knock the hinges loose? (3d10)
>>
>>30310563
>>30310586
>>30310600
>24,20,7
>Regular success
Write-an
>>
You raise your spear carefully in the cramped corridor, bringing the bronze plated haft to bear against the lock. It takes a few tries, but eventually the lock's casing breaks apart and the whole thing falls apart. You clear away the last few pieces and then grab hold of the door's handle. The hinges squeal loudly as you pull, putting your back into the effort, but eventually the door opens enough that you can slip inside.

The chamber on the other side is lit by the shafts of light filtering in from the holes in the ceiling. It's a large room, not as large as the temple chamber but still big. On one side of the room are the forges, fires long since extinguished, and the coin molds. On the other side of the room are the crates they'd pack the newly minted silver coins in to ship throughout the region. You can tell from a distance that most of them are empty, but maybe there was a treasure trove hidden in there somewhere?

>Roll 3d10 to search the room!
>Remember, you can expend up to 5 vys to enhance any roll.
>>
Rolled 7, 8, 6 = 21

>>30310767
>>Roll 3d10 to search the room!
expend 5 vys please
>>
Rolled 1, 8, 10 = 19

>>30310767
>>
Rolled 7, 4, 8 = 19

>>30310767
Only spend 1 Vys, I don't want to know what happens if it dips too low.
>>
Rolled 2, 1, 9 = 12

>>30310767
Search the room
No vys spent

>>30310796
fuck no son
fuck
no
>>
Rolled 3, 6, 5 = 14

>>30310796
Hell no, I don't want to be unable to cast.
>>
>>30310796
>>30310797
>>30310815
>19,19,21
>Great Success! Writing

Seems spending no vys seems the most popular option.
>>
You give the room a cursory sweep as you make your way towards the long abandoned crates, and pause when something catches your eye. A silver gleam in the dull light from between two of the coin molds.

Curious, you investigate. It seems that an old courier's bag was abandoned between two of the coin molds. The sturdy leather bag is remarkably well preserved, it's silver buckles not the least bit tarnished and the symbol burned onto the bag's flap you recognize as the imperial seal of Hiacia, the empire once ruled by your ancestors so many hundreds of years ago. An artifact like this would go for a fortune, even back home. You could sell it for even more to the gullible nobles of the Rhynian successor states, or keep it for yourself as a mark of distinction.

Opening it up, you find a few letters written in that same archaic form of samjan the priest's journal was in. It's all gibberish though. Maybe code? You also find a small coin purse with a few gold and silver coins, probably worth about two hundred silver total.

You store your books in the courier's bag, leaving plenty of room for anything else you might find, and then sling it over your shoulder before moving on to the crates. You use your spear as a lever to pry the tops of the crates off. By and large you find disappointment, empty crate after empty crate.
(1/2)
>>
(2/2)
You're about to give up when you try to pull one crate off the pile and find it too heavy to lift. Hope renewed, you eagerly scale the pile of crates so you can wedge the spear tip into the lid of the crate and pry it off.

You're greeted by the sight of hundreds, maybe even a thousand silver coins, all stamped on one side with the imperial symbol of Hiacia, a great palaka worm curled in upon itself.

>Fill the courier's bag as full as possible, even though it will slow you down?
>Fill the courier's bag with as much as you can comfortably carry?
>Take a light load that won't hinder you at all?

(Dropped my trip, >>30311139 is me.)
>>
>>30311164
>>Fill the courier's bag with as much as you can comfortably carry?
>>
>>30311164
>>Fill the courier's bag as full as possible, even though it will slow you down?
>>
>>30311164
>Fill the courier's bag with as much as you can comfortably carry?
We better cover up our find afterwards. We can come back for more or sell the location of the cache if we're too busy.
>>
Writing for
>Only as much as you can comfortably carry.
>>
You quickly but carefully count out the coins as you load them into your courier's bag. You start by filling the rest of that coin purse with silver coins, bringing its total contents to 320 coins worth of silver (10gp, 170sp). Next you start filling the bag's smaller pockets, and then the main section itself. In the end, you manage to pack roughly 430 silver pieces in the bag all told. Still, that's barely a dent in the crate's contents...
>New Wealth: 753 silver; Moderately Wealthy

You reseal the crate, pounding nails back into place with the haft of your spear. With some difficulty you push it into the back of the pile of crates and cover it with some of the empties. That should do to conceal it until you can come back later or sell the cache to some merchant or noble.

Courier bag slung over your shoulder, you make for the exit. You shut the door securely before making your way once more down the hallway. As you emerge into the temple chamber once more you can hear the men in the priest's quarters shouting, though you can't tell for what exactly. That's probably a sign they haven't freed themselves from their bindings yet.
>Time to GTFO and start heading north?
>Investigate that camp they mentioned?
>Write-in?
>>
>>30311480
>>Time to GTFO and start heading north?
>>
>>30311480
>Time to GTFO and start heading north?
Yep, overstayed our welcome a bit.
>>
>>30311480
>>Time to GTFO and start heading north?
>>
Writing for
>Get the fuck outta here.
>>
>>30311480
Can we hide the silver somewhere that we can retrieve it at a later date?
>>
>>30311593
The crate holding the silver was too heavy to really maneuver, but you hid it amongst the boxes and closed the door again. It wouldn't be too hard to hire some wagons and come back later.
>>
You decide you've already overstayed your welcome, it's best to just beat feet and get out while you're ahead. You head to your right and exit the chamber through the door you originally entered through. It doesn't take you long following this hallway to emerge into the blinding light of midday. You hadn't quite realized how long you'd been in there. Fortunately the walls of the pass will provide you ample shade, travel through here won't be nearly as taxing as through the desert.
>1/4th of your waterskin left
>No food

You set your eyes north, hurrying along until the abandoned fortress is well behind you. You don't want to risk running into anyone sent to find their friends. After a few miles you relax and take an easier pace. You realize belatedly this is the furthest you've ever been from your homeland, you've no idea what awaits you on the other side of the pass.
>How do you feel about the future?
>Optimistic?
>Pessimistic?
>Neutral?

(OP needs to go get some food. Back in... a half hour? There abouts. Will answer any questions/comments/concerns when I get back.)
>>
>>30311778
>>Pessimistic?
>>
>>30311778
>Neutral
>>
>>30311778
>>Neutral?

On one hand, we just got kicked out of our tribe and left to die. On the other hand we just looted a bunch of money.
>>
>>30311778
>Optimistic?
Hey, we've managed so far without much trouble, we found a huge cache of money, and we're far away from that asshole Shahzada.
If I were MC I'd be feeling pretty pleased.
>>
>>30311778

>Neutral

A new set of challenges and opportunities and dangers lie ahead - best keep our head clear and our eyes open.
>>
Aaand back. Writing.
>>
You don't want to say you're optimistic about the future, but things could certainly be worse. Sure, you'll never see any of your friends or family again, but most of them spit on you and wished for your death as you were carted through the city streets. Now you've got more money than you've ever had and a whole new world of dangers and experiences lie ahead of you.

As the sun starts to dip below the horizon and night begins to fall, you start to think about setting camp again. The pass is full of alcoves you could take shelter in, but you'd be awfully exposed to anyone passing by. You're also rather hungry, and nearly out of water. You could use up some of your remaining Vys to try and find a water source somewhere, or you could try to hunt something. Amongst your people drinking animal's blood is a common way to survive dehydration in the harsh desert. You also know of a variety of edible plants.
>Find an alcove to set camp?

>Look for a water source?
>Scavenge for edible plants?
>Hunt for a meal.?
>>
>>30312421
>Scavenge for edible plants

they'll probably have water either in them or nearby
>>
Writing for
>Scavenge edible plants
>>
You start the look around for some edible plants. It isn't much further up the pass that you find an outcrop of Well Flower. Well Flower is a type of creeping vine found often, as the name would suggest, growing up the inside walls of wells. It stores water in bulbous sacks across the mass of vines and during the spring these break open, spilling nectar to attract desert pollinators.

The water from Well Flower vines is sweet, often purchased by nobles and wealthy merchants as somewhat of a delicacy, and the flesh of the vines itself is edible if somewhat tough and unsavory. This vine in particular seems to grow over a natural spring revealed by the cleft of the pass. You use your newly acquired knife to cut free a portion of the vines with a water sack and carefully slice it open, pouring the water into your skin.
>Waterskin Full

You cut off a few more portions of Well Flower and tie them to your belt before continuing on. You absentmindedly gnaw the flesh of the vine as you walk, debating whether you should bed down for the night or just keep walking until morning.
>Sleep now, recover your Vys and continue in the morning
>Walk through the night, get out of the pass tomorrow night.
>>
>>30312802
>Sleep now, recover your Vys and continue in the morning
>>
>>30312802
>>Sleep now, recover your Vys and continue in the morning
>>
>>30312802
.>sleep
>>
>Writing for sleep
>>
File: 1392688248308.jpg-(90 KB, 680x538, Sadik.jpg)
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You decide it'd be best to sleep, and continue on in the morning refreshed. You find a deep alcove that provides plenty of cover from the weather and takes you out of sight of the main thoroughfare. You strip off your outer robes and your armor, setting them aside. You decide to keep the courier's bag close though, just in case someone does try to rob you.

You fall asleep quickly despite being forced to lay on the hard ground, and don't really dream. The next morning you wake up early, before the sun has even begun to rise, and busy yourself getting armored and armed for the day ahead. As you're about to set out, you hear the sound of a whip crack cut the still morning air, followed shortly by the distant rumbling of a cart's wheels through the dirt.
>(10/10 vys)

You sling your courier's bag over your shoulder and take up your spear, carefully creeping forward until you're sheltered behind a rocky outcrop. You peek up only briefly, to see a man driving a cart loaded with all manner of junk. That's all it is too, useless bits and bobs. Novelties at best.

>Hail him in the trade language, ask him what he's selling.
>Wait for him to pass, move on.
>Write-in
>>
>>30313138
We don't need useless junk slowing us down, let him pass
>>
>>30313138
>Hail him in the trade language, ask him what he's selling.
>>
>>30313138
>>Hail him in the trade language, ask him what he's selling.
>>
>Writing for hail and ask.
>>
>>30313205
But Anon he might have something super duper cool
>>
>>30313260
I suppose talking to him doesn't mean we'll buy anything...
>>
You step out from behind the rock and make your way towards the road, waving your arm above your head to get his attention. You recognize that an armed and armored man with a fresh brand on his cheek probably doesn't put many merchants at ease, so you clear your throat and try to sound jovial and look nonchalant leaned against your spear at the side of the road.

"Hello, friend! What do you sell?" You've got a pretty good grasp of this aspect of Vulgar Rhynian.

You can see him reaching into his jacket, probably for a dagger, but he shouts back amicably enough. "All variety of things, friend! I travel the world, collecting oddities! I'm on my way to El-Amin to peddle my wares to the nobles and merchants!"

That seems like quite the fancy way of saying he's got nothing of value, but you suppose it would be worth checking out what he's got. As the cart starts to pull closer you call out once more, asking if you could take a look. After glancing around he warily pulls to a stop, though doesn't step down immediately.

"Take a look! See if you find anything you like!" He says with just a hint of nervousness in his voice. Unfortunately, the cart looks like a disorganized, hastily assembled pile of junk. It'll take some searching to find anything of value...

(Roll 1d20. 3 rolls.)
>>
Rolled 8

>>30313472
can we burn 5 vys?
>>
Rolled 5

>>30313472
>>
>>30313491
It's not really a "higher is better" kind of roll. I'm just checking things off a table.
>>
Rolled 4

>>30313472
>>
>>30313491
>>30313494
>>30313540
What the fuck
>>
Rolled 8

>>30313564
good think it wasn't higher is better
>>
File: 1392689774295.jpg-(64 KB, 1000x830, Compact blade.jpg)
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You approach the cart somewhat warily, starting to dig through the great pile. The first thing you pull free of the mess you think nothing of at first. It's simply a decorative ivory statue in the shape of a coiled snake, or so you think. You find a raised portion of the statue and, after pressing down on it, a blade springs forth seemingly from nowhere. Whatever metal the blade is made of is unlike anything you've ever seen before, it's the thinnest blade you've ever seen, but seems just as sturdy as the iron blade of the scimitar on your hip.

The merchant speaks up proudly. "Ahhh! Yes, an old Elaudian construction, believe it or not! Retrieved from the ruins of a snake temple by a dear friend of mine. That one will be... rather expensive."

>(1/3)
>>
File: 1392690100194.jpg-(308 KB, 520x736, Ancient Armor.jpg)
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Next you pull forth, after some struggling, what seems to be an old set of armor... Each segment is connected to the other, it seems like it'd be near impossible to get on without help. Much more protective than what you're wearing right now though. It's a little scuffed up, and the red silken decorations are rather tattered, but with a little polish and maintenance it'd be really beautiful armor.

"You have expensive taste, my friend! Rhynian Centurion Armor! Quite sturdy, some say there's been nothing better since the fall of the Empire! A dear friend of mine retrieved it from a ruin in Aleamond, even tried to claim it was 'enchanted' or something. Bunk, I say! Just trying to swindle me out of a few extra silver! Everyone knows by now any spell the armor was fortified with would've faded away."
>>
Rolled 2, 3, 8 = 13

>>30313700
>>30313819

Ask him about the price of these goods in a confidant manner. Reveal that you are definitely interested in the sword and are willing to trade your scimitar in exchange to lower the price a bit.
>>
File: 1392690416826.jpg-(19 KB, 246x342, hand crossbow.jpg)
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After a few more minutes of searching, you're just about to give up when you pull forth one last gem. It seems almost like a bow, well, portions of it seem almost like a bow. You're not really sure what to make of it but you can tell it's supposed to shoot something.

"Ahhh, good choice! That, my friend, is a crossbow! It's a recent invention by Aleamond, I wouldn't expect it to have made it to this backwater yet..." You're not sure if you should be offended by that or not. "It fires metal bolts, much like a bow fires arrows, except it's much more powerful. So they say, at least. Maybe not this model in particular, but it'll still put someone in the dirt with good aim."

Will you purchase anything?
>Compact Blade: 150 silver
>Ancient Armor: 400 silver
>Hand Crossbow: 50 silver
>Crossbow Bolts: 1 silver per bolt
>>
>>30313943
>>Ancient Armor: 400 silver
Other stuff I can take or leave. But I REALLY want this armor.
>>
>>30313931
Trading the scimitar for the compact blade will shave 50 silver off the price.
Trading your scale armor for the ancient armor will shave 25 silver off the price.

Oh, and since I forgot to mention. You can roll 3d10 to try and barter the prices down.
>>
>>30313959
I support armor acquisition
>>
Rolled 4, 6, 2 = 12

>>30313990
>Trading the scimitar for the compact blade will shave 50 silver off the price.
>Trading your scale armor for the ancient armor will shave 25 silver off the price.
Trade in both. We have enough money. Also rolling for bargain
>>
>>30313943
trade a scimmy for the blade
>>
Rolled 1, 9, 5 + 4 = 19

I'm seeing interest in the blade and the armor.
So total would be 475 without bartering.
>>
Rolled 6, 7, 3 = 16

>>30313990
Trade-in and bargainin.
>>
>Writean
>>
>>30314166
Barter for the armor. We already have a spear, we don't need the sword.
>>
Rolled 8, 8, 7 = 23

>>30314079
Trade in and bargain go.
>>
You try to negotiate the price down just a little bit, and manage to get him down to 450 silver pieces just for the sake of having a nice even number, but he won't budge past that. Hell, even getting there was a hard fought battle. The sun has risen properly by the time you shake hands on it and money changes hands.
>New Wealth: 303 Silver Pieces

You end up needing to empty out your courier's bag, and even have to pull from the coin purse you found with it, but in the end the money is counted and packaged away by the merchant. You strip off your outer robes and scale armor, passing the armor and the scimitar along the merchant.

As you inspect the centurion armor, trying to determine just exactly how one goes about putting it on, you prick your finger on something. You flinch, and draw your hand back, but it seems the cut closes up quickly. The armor, however, is starting to grow hot. It glows with that same unnatural light your spear does when you channel a spell through it. Just as you're about to drop it to prevent from getting your hands burned, the back snaps open quite violently, the helmet sliding upward. The merchant for his part watches on curiously in silence. It'd be a simple affair to slide it own now... but do you want to?

>Put the armor on.
>Better hold off on holding strange magical things to your chest.
>>
>>30314326
>>Better hold off on holding strange magical things to your chest.
It might be cursed.
>>
>>30314326
>Put the armor on.
Sure, why not?
>>
Rolled 10, 2, 3 = 15

>>30314326
Put it on and use your water vys to partially shield yourself from some possible ill effects of the armor.

It seems like it is more magical than cursed though. Does the armor drain vys in order to be used?
>>
>>30314326
>Put it on.
Just looks like it needs a bit of blood to put on and maybe take off
>>
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>>30314326
>Put the armor on.

We didn't get the compact blade?
>>
>>30314427
You did, the armor is just a more pressing concern.
>>
>>30314427
Haven't made the deal yet
>>
>Writing for put the armor on.
>>
You slide your arms into the attached mail and plate sleeves, then fit the armor itself closely to your neck. It's a little awkward, holding it like this. You don't have to for long though. You feel the back snap closed with a loud, metallic clang and feel the armor tighten itself around you. The helmet slides into place, seemingly of its own accord, and conveniently happens to cover most of the brand on your cheek, though some of it still peeks out. Even the mail constricts itself to fit you comfortably. In less than a minute, it's gone from a bulky hunk of metal, to feeling like it was custom made by an armorer for your frame.

A metal plate covering your forearm lights up, glowing brightly in the early morning gloom. You're not quite sure what to make of it, when you look at it. You can tell that it's displaying Rhynian letters but you can't quite make out what they're saying. Before you have a chance to parse it the metal plate goes dead again, covers sliding over the holes that displayed the letters. You tap at the covers a few times but they're not opening up again.

Huh, now you're forced to wonder how the hell you remove the thing...
(1/2)
>>
(2/2)
You slide your vatis robes over your new armor, carefully adjusting them so they're comfortable. You'll need to find a tailor and get him to incorporate them into the armor instead of that tacky red cape and skirt. With the armor on and robes donned, you pick up the compact blade and slide it into a pocket in your sleeve. It should be well concealed there.

The merchant speaks up for the first time. “Well... maybe I should've trusted my dear friend's word after all...” He mumbles, mostly to himself, before a twinkle comes to his eye and he perks up. “Say, friend... you wouldn't happen to be looking for work, would you? I tend to drop by just about anywhere, and I have a job for a strong young adventurer such as yourself.

Well, are you looking for work?
>Yes
>No
>Maybe some other time
>Details first
>>
>>30314709
>>Details first
>>
>>30314709
Details first always.

He seems like a shifty bastard.
>>
>>30314709
>>Details first
>>
>>30314709
>Details first
>>
>>30314709
>>Details first
>>
Write-an.
>>
The merchant holds his hands out placatingly. “Ahh! Now you grow suspicious of your friend as he offers you work? A cruel man you are, a cruel friend!” After a pause, when it seems clear guilt tripping isn't going to get him anywhere, he sighs. “Well... you see, many of my dear friends have a bad habit of coming to a quick and violent end.” He seems to realize how that sounds and quickly adds. “To the traps and hazards of the ruins, of course! Yes yes."

He clears his throat. "Well... you see, friend, without people to dive ruins for me I run out of wares, but I might have heard about a particularly juicy find just a few days north of Licae. Something about a working generator, the first one found outside of Aleamond in generations... if someone were to explore those ruins they would surely find many great treasures, and if some of those found their way to me... well, fair compensation would of course be awarded.”

>Interested?
>Yes
>No
>Ask some questions.
>>
>>30315005
>yes
>>
>>30315005
>>Yes
>>
>>30315005
Tell him no and proceed towards any sort of civilization where you can hopefully find reliably less dangerous mercenary work.
>>
>>30315005
>>Yes
>>
>>30315005
>>Yes

We should make for a city first though to get properly outfitted for an expedition.
>>
>>30315005
You think on it for a moment, although in truth it's only a brief moment. In the end you respectfully bow your head. "I'll happily do this for you, friend."

The merchant swells up excitedly. "Ah, wonderful! Well then, Licae is a city northwest of this pass. When you exit the pass, follow the old roads north keeping to the left at cross roads, eventually you should start seeing stele, and after that just follow the directions to Licae. To reach the ruins, go out the north gate and head towards the east, when the terrain starts to get hilly strike out west and you should find an old main. Tell the man guarding the entrance that Old Man Sadik sent you."

The old man smiles beneficently as he concludes his brief directions. You make careful note of all he's said.

"Well then, my dear friend! I suppose this concludes our dealings until you've got some artifacts for me. I wish you the best of luck, and may the earth be soft for you." He concludes with an elaborate bow before tossing your scimitar and scale armor onto the vast pile of junk and climbing into the driver's seat of the wagon. With a whip of the reins, the oxen lurch forward and Old Man Sadik's Emporium of Oddities rolls on down the road.

(I think I'll call it a night here. Fun session everyone, we got a lot done. Next session I think I'll probably pick up with a short timeskip to get us out of the pass.)
>>
>>30315284
>you should find an old main
Should be
>you should find an old mine

Tired.
>>
>>30315284
Thanks for running
>>
Oh.
You can follow me on twitter here:
https://twitter.com/Quidam_Asino

Archives are here:
http://suptg.thisisnotatrueending.com/archive.html?tags=Banished%20Quest

And I'll stick around for a while to answer questions/et cetera.
>>
>>30315367
so long as no one finds the silver treasure.

BTW, can we not heal the scar? if we can't get rid of it at least make is less visible by healing it completely?


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