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/tg/ - Traditional Games


File: Paladin of Joy Quest.jpg (134 KB, 620x453)
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You are Sireyi Valyenya, 21 years old, you have been made into a Baroness, and given lands on the border of the kingdom.

You're on an expedition to the Drowned Lands

Character Sheet http://pastebin.com/tsAx3JGT
Party http://pastebin.com/DMfRaXQV
Your Realm http://pastebin.com/jYjB9BBQ
Rules http://pastebin.com/yKvP3AiP
Party Powers http://pastebin.com/awA8AvWi
The World http://pastebin.com/3H9fnizc
Archive http://suptg.thisisnotatrueending.com/archive/33059651/
http://suptg.thisisnotatrueending.com/archive.html?tags=paladin+of+joy
QM Twitter https://twitter.com/anAspiringQM
QM Askfm http://ask.fm/AnAspiringQM

You have arrived in the Drowned Lands, part of a much larger expedition led by Duke Kostvin.
The expedition has split into 5 smaller groups, each focusing on a small group of islands.
Each group has about 2,000 people, including soldiers, sailors and researchers.

The islands your group currently occupy don’t even make a tenth of all the islands in this chain, and that’s just the islands – the mountains and underwater terrain covers even more ground.

It’s hot and humid out here in the Drowned Lands, and everyone drips with sweat. The islands are covered by dense jungle that’s hard to move through, a lot of time is wasted cutting paths through the area.

As you were told before you came: teleportation doesn’t work here – all the attempts you’ve made have simply failed. Testing the limits of this you discover that at about a thousand miles away from the island chain you are able to teleport normally. You can go home to your stronghold when you want but it takes a day to get there, and to get back, with your strength you can also take up to two companions with you at a time on such a trip.
>>
Scrying doesn’t work here either: all you see is a confused mess of images that make no sense. Fortunately your Dream spell does – and you talk to Sofia once or twice a week to ensure that the realm is doing well under her guidance.

Your arm of the expedition has split itself down further amidst your group of islands; you’re currently in a group of 500 people exploring a medium sized island, perhaps a 30 miles across.

Due to the rank that you, Poppy and Philly hold, the three of you are regularly invited to the daily briefings led by the commander of your little group...Gustas Garrond, Knight of Konig (not Paladin).

Gustas is the commander of the knights and paladins that the church of Konig sent with the expedition, and also appointed commander of the forces on South East Island Four – as the researchers and wizards with you have imaginatively called this place.

The first few days are pretty boring: you supervise soldiers sent to protect the wizards and researchers who have been surveying the beach and cliff-faces, looking for...something.

Maybe Isla knows what they’re looking for. And thinking of Isla...your cheeks warm: ever since that afternoon on the ship the two of you have been pretty close. You’ve not gone as far as you did that time since then: your romance has been limited to staying up late talking by the fires made from driftwood, or sneaking a few minutes to kiss in hiding behind a convenient tree or boulder. Poppy and Philly have been helping to cover for you, both seeming amused by your antics.

You’re watching a group of soldiers erect a curious device with lots of spars, wheels and flags – apparently ships use them to communicate over long distances – and you can just about see the group on the shore of a nearby island erecting a similar apparatus. The soldiers are working under the watchful eye of a grizzled old sailor and clearly don’t need your help, but as this is your assigned station...you do your duty.
>>
Or at least you plan to, until you feel a pair of arms snake around you from behind and a familiar voice whisper in your ear “Sireyi I need you”. You chuckle at how forward Isla has become in the short time you’ve been together and you let her lead you into the edge of the forest, out of sight of the beach. Once you’re in private you gather her up in your arms and kiss her deeply, Isla makes a happy contented noise and you linger over the kiss before she pulls back and gives you a look full of embarrassment.

“Actually” She says “There’s something I need to show you before we go any further.”

“What?” you ask, not sure where she’s going with this.

“I noticed it this morning” she says, twisting her fingers together, “I guess I still haven’t stopped changing with the whole...demon thing.” She looks uncomfortable “I noticed it this morning, how could I not? I woke up and there it was, protruding out of my...um anyway” she says “I need to decide what to do about it, and I wanted your advice.”

“What are you talking about?” you ask

“This” she says, pulling up her long skirt; underneath the fabric something pushes against it, as if straining to be free. Isla pulls up her skirt to show you a twitching, long, thick demon-looking...
>>
...tail. It’s about 4ft long, perhaps an inch and a half thick and ends in a flattened triangle, a little like a blade, though not sharp. It’s hairless, has red skin a little darker than Isla does and as Isla turns around and lifts her skirt of higher you can see its attached to the base of her spine, where you might expect a tail to emerge from...if Isla was supposed to have a tail.

“It wasn’t there yesterday” she says, talking a little faster “I just noticed it this morning, it must have grown overnight.”

“True” you say “It wasn’t there yesterday, I would have noticed it when we-” you stop, realising what you’re saying “Anyway” you say “You said you wanted to ask me about it?”

“Yes” she says “Sireyi what do I do? Should I hide it? Should I just act like it’s nothing new? What if I keep changing? What if I turn into a demon?” She smoothes her skirt down and the two of you face each other.

She’s babbling a little and she looks scared, searching your face as if looking for signs of...rejection? disgust?

About the tail...

>Keep the tail hidden (mundane disguise or magic?)
>Let it hang out
>Remove tail, it probably won’t grow back
>Touch tail...
>Other

About the other stuff...

>If you keep changing, we’ll deal with it
>We’ll find a way to turn you back
>I might be able to turn you into an angel
>Other
>>
[Metaquest post]

Please see Ask.fm for answers to many of the questions asked last thread; I posted a few from last thread myself.

To be absolutely clear: I am not comfortable giving a personal email address out on 4chan.

If you want to discuss things in private, away from the other players then get my attention via twitter and I’ll send you my email that way.

I don’t want to seem hostile to my own players, but these threads are archived and QTG recently claimed to have found where another QM lives.

Quest Schedule

I originally planned to put Paladin of Joy Quest on hold at the end of September, then run another quest for 3 months, then a third quest for 3 months, then return to Paladin of Joy in April.

However it’s going to take longer than expected to get Paladin of Joy to a good hiatus point, so I’m tentatively extending the time-line to the end of December rather than September, whilst keeping the other quest schedules (3 months each) the same for now.

As always, this is the plan and it’s not set in stone.

I’ll reveal more about these planned quests closer to the time, right now it’s in concept stages.
>>
>>34833326
Redeeming Touch

After reading through the discussion regarding Redeeming Touch I propose the following changes:

Redeeming Touch Rank is removed: It’s a single discrete power (XP will be refunded).

Redeeming Touch: By using your divine powers you force the target to re-live his past actions that have hurt others, both from his own point of view, and from the point of view of his victims.
By doing so the target of this power has to either justify his actions to himself or reconsider what he did, in light of these revelations.
This all happens in the space of a few seconds.
If affected by this power the target may be unchanged, or may realise what he did wrong, and seek to atone for his actions.
This power does not force a target to atone; they can choose to try and redeem themselves, or not.
The Willpower roll used in execution of this power is to have this power affect them; if the check fails, the target experiences nothing, the Willpower roll does not reflect the chance they will atone – only whether the power affects them at all.
Because of this Critical Successes and Critfails have no effect with this power.
This power costs 3 Divine Energy; extra Divine Energy spent upon it has no effect.
This power can be used upon anyone, but its effects on evil people are more dramatic, as they have typically caused more harm than good or neutral people, but even good or neutral people can hurt others in pursuit of a just cause.
This power has no effect on demons or other similar evil magical creatures.
>>
>>34833333
Reform Demon: Demons are now valid targets for Redeeming Touch, because demons are laced with corrupt magical energies, Redeeming Touch has little chance of affecting them.
Extra Divine Energy can be used to overcome this resistance – adding to the Willpower check.
As before, Redeeming Touch cannot force a demon to reform: instead it has its normal effects and counters briefly a demons natural inclination towards evil and cruelty.
Whether a demon chooses to try and reform afterwards is its own choice, but it has now literally seen through the eyes of its victims and felt their pain.

Heavens Rebirth: A demon or part-demon affected by Redeeming Touch can choose to cast aside its demonic nature, being transformed (with your help) into an angel or part-angel, you can do so immediately after using Redeeming Touch, or chose to use this power later.
The targets demonic heritage is transformed into angelic heritage (i.e. demons become angels, half-demons become half-angels etc), who they are does not change, not does their overall focus (i.e. a warrior demon becomes a warrior angel, a succubus becomes an angel of love and pleasure etc), though their powers and appearance will certainly change. This costs 50 extra Divine Energy. These angels owe no allegiance to any particular God, for all intents and purposes, you are their divine overlord. You have no special power to control these angels.
Requires Redeeming Touch, Reform Demon, Willpower 35

As always I welcome discussion and debate, the above represent my own ideas and thoughts after reading what players have written, it’s not set in stone.

If no one has any objections, this will be the new power.

[End Metaquest post]

Sorry for the walls of text. TL:DR version - Isla have tail, wat do?
>>
>>34833320
>Touch tail...
>Keep the tail hidden (mundane disguise or magic?)
If it prove to much
>Let it hang out
>If you keep changing, we’ll deal with it
>I might be able to turn you into an angel
But then, you'll have a new set of problems, namely wings
>>
>>34833320
>Touch tail...
>Keep the tail hidden (mundane disguise or magic?)


>If you keep changing, we’ll deal with it
>I might be able to turn you into an angel
>>
>>34833320
Ask if she'd be comfortable with it showing at all. If she would be, I don't see the issue with letting it hang out.
>Touch tail...
Of course.
>If you keep changing, we’ll deal with it
I wanna wait and see before bringing up the angel thing.
>>
>>34833320
>Let it hang out
>If you keep changing, we’ll deal with it
>I might be able to turn you into an angel
>>
>>34833320
>Let it hang out
>Touch tail...
>If you keep changing, we’ll deal with it

Really not seeing the problem with her having a demonic tail, since her altered heritage is already visible just from looking at her.
>>
>>34833352
>>34833361
>She’s babbling a little and she looks scared, searching your face as if looking for signs of...rejection? disgust?
To me this would indicate that hiding the tail in any way is a 'wrong' option, with more extreme measures being more 'wrong'.

Just my personal interpretation, but I felt the need to mention it.
>>
We can expect getting shit from the more militant Konig Paladins and Knights if she keeps changing into a demonic form.
Not that that bothers us all that much. Just have to make sure Isla isn't alone, in case anyone feels particularily zealous.
>>
>>34833415
Keep in mind we are around paladins and knights of Konig. They might blow a gasket if they see a tail.
>>
“Let it hang out” you say, thinking that the Knights of Konig will just have to deal with it – being demon-blooded by not be seen favourably in the Kingdom of Dornmer, but it’s not illegal.

“You really think I should?” asks Isla hesitantly

“Sure” you say “I know it feels really uncomfortable hiding my wings, don’t put yourself through a lot of discomfort just because of what others think.”

“What if it’s not the only change?” asks Isla “What if I grow tentacles or wings or something?”

“If you grow wings” you say “I’ll teach you to fly.”

“Don’t worry” you say, giving Isla a reassuring hug “If you keep changing, we’ll deal with it.”

“Thanks Sireyi” she says, returning the hug and resting her head on you, her eyes closed “You’re the best.”

“And” you add “If you keep changing, well I think I might be able to change you into an angel.”

“Sireyi’s Angel” says Isla, her hear resting on your chest “Yeah I think I could get used to that.”

“One thing I have to know” you say after a few minutes “What does having a tail feel like?” Letting Isla go you reach down to gently take hold of her tail and run your hands over it.

It has a smooth silky texture, unlike human skin and is warm to the touch, the tip twitches in your hands as you check to see if the tip is sharp or bladed (it isn’t either of those things).

“Hnnnnggng!” says Isla. You look at her in concern, she’s pulling quite the face, her jaw askew, one eye screwed shut the other eye open wide, the pupil rolling back into her head.
>>
“Oh wow Isla I’m sorry!” you say, letting go of her tail “Did I hurt you?” You grab her by the shoulders “Are you ok?”

“No, no” she says “I’m not hurt, I’m fine, that was just a little...intense, I guess my tail must double as a sensory apparatus of some kind, like fingers, yes the number of nerves within it would account for the extreme physical sensations – exacerbated by my lack of familiarity with...”

Having gone into scholar mode, you know Isla is ok.

“Still” you say “I shouldn’t have done that, lots of people want to touch my wings and I get tired of it after a while.”

Isla snaps out of her monologue “It’s ok” she assures you “Just...just not in public ok?” She’s breathing pretty quickly.

Isla modifiers her clothes to allow her tail to move freely. Most people don’t give her more than a second glance.
Isla confides in you after a few days that the Knights and Paladins of Konig keep giving her foul looks, and a few have spat on the ground when she’s walked past. You can see she’s a little upset by this, but none of them have done anything where you could see.

The next few days are likewise boring, you find yourself wondering what Jal and Sofia and your children are doing.

One day you’re entering the commanders tent to attend the morning briefing, it sounds like there’s an animated discussion going on. Philly and Poppy are with you.

“-no hostile people or creatures at all” says Master Fedwin, the head of the researchers, scholars and mages in your little subsection of the expedition “so why you insist that this excursion is forbidden is quite frankly difficult to understand, Commander Garrond.”
There’s a dozen people standing in the tent, two of them, Fedwin and Gustas Garrond, appear to be arguing.
>>
“That’s too far inland for my soldiers to be able to quickly respond if you are attacked.” Says Garrond “just because nothing has attacked us yet, doesn’t mean there’s nothing out there, I say no.”

“We came here to rediscover lost mysteries, discoveries that could provide enormous benefit to the kingdom” declares Master Fedwin passionately. He’s a typical old wizard: long beard, looks 50 going on 80. He’s wearing more of a practical travellers outfit rather than a typical wizards robe and hat.

“We’ve got a real lead – our best since landing” he continues “and you won’t let us go an investigate it because you’re afraid of the unknown? I never thought your be a coward, commander.”

You see Gustas stiffen, as if he’d been struck.

“I might not be able to command you rabble of scriveners” he says harshly “but I am responsible for the safety of this camp, and I said no.”

Master Fedwin sees you enter and tries to recruit you to his side of the discussion.

“Baroness Sireyi” he says “Surely, as a Hero of the Kingdom, you are not too scared to allow an expedition to the islands interior?”

“What’s this about?” you ask, you’re not committing yourself to a side without knowing what’s going on.

“We have discovered” says Master Fedwin, in a lecturing tone “a partial map showing a treasure trove of ancient magical objects, about 10 miles from here. It’s the best lead we’ve had on the relics of the Necromancer Kings we’ve had, it’s the whole reason we’re here, we should go and investigate immediately.”

“The safety of this expedition is paramount!” insists Commander Garrond “I’ll not deny this is a goal, but I want my scouts to check the area before you go anywhere near there.”

“That could take weeks” protests Fedwin “We’ve seen nothing hostile in this jungle – my scholars can be there in a day if we head there directly.”
>>
“If I give you enough troops to protect you, I’ll risk compromising the security of this arm of the expedition” says Garrond “No.”

Gustas Garrond is directing his response to Master Fedwin, and isn’t looking at you, you’re not sure if that’s deliberate or not.

>Don’t take sides
>Support Fedwin
>Support Garrond
>Suggest Compromise
>Ask question (what?)
>Other
>>
>>34833593
>Suggest Compromise
>Not wanting to compromise the safety of the camp is definitly the right decision however
>Sireyi accompanies the researchers with her own team, that way both the researchers are protected and enough soldiers stay in camp.
>>
>>34833593
sounds good >>34833605
>>
>>34833593
>>Ask question (what?)
What kind of treasure are they talking risking the lives of good men for?
Also necromancie, touch the wrong thing and you'd wake up the lich kings and their minions you wanna do that with a small group?
>Suggest Compromise
Try to "clean" up the land in the direction of that treasure trove to have a safe passage with maybe a place to set up a garison, it hasn't moved for years if not century it can wait a few months.
Try to find something that'd weakend whatever enchantement that prevents scrying, have Sireyi and Ebby do flyover to get an aerial view of things.
No need to rush, keep it safe, keep it simple.
>>
>>34833649
It's spelled necromancy.

Your suggestion is not a compromise at all, since it's actually a step further than what Gustas wants to do.

It's pretty likely that we have nothing incapable of overpowering the scrying enchantment, given the people it was made by.
>>
I assume the "shard of divinity" is the thing AA was waiting to be revealed before we could go to hell ?
So I hope we can put that on our list for next year as major task, and work towards getting 5 Deific Power and the necessary enhancements for Seiryi in this year.
>>
“How about a compromise” you say “protecting the safety of the camp is the right idea however if I accompany the researchers with my own team that way both the researchers are protected and enough soldiers stay in camp.”

“Yes” says Master Fedwin, after thinking it over “That would be sufficient.”

“Fine” growls Garrond, obviously upset about something “You can have 10 soldiers, no more.”

The rest of the morning briefing passes quickly enough: the groups on the other islands are in much the same situation: nothing useful has yet been found, and there is no danger.

Food and water is plentiful: freshwater streams have been located and the jungle has plenty of game for hungry soldiers.

Eventually everyone is dismissed. You, Lunia and Ophilian are the last to leave the tent, Garrond remains behind.

“Good luck out there” says Garrond “You’ll need it.”

>Ignore him
>What do you mean?
>Other

And who will you be taking with you?
(Please pick 3)
>Matthias
>Jianxi
>Ophilian
>Lunia
>Isla
>Ebonsong
>>
>>34833770
>Ignore him
>Ophilian
>Isla
>Ebonsong
>>
>>34833770
>What do you mean?
>Ophilian
>Isla
>Ebonsong

may or may not switch out Lunia and Ophilian
>>
>>34833770
>What do you mean?
>Isla
>Ebonsong
>Ophilian
>>
>>34833770
>What do you mean?

>Ophilian
>Isla
>Ebonsong
Necromancer king sounds like undead, and our girl Ophilian got that covered, always.
Isla can't be left in camp on her own, and swamps and jungle are perfect for Ebonsong.
>>
>>34833770
>What do you mean?

>Ophilian
>Ebonsong
>Isla

I feel obligated to mention that everyone we brought with us has gotten updates to their abilities except for Ebonsong, who has been added to the Party sheet.
>>
>>34833770
>“Good luck out there” says Garrond “You’ll need it.”
"Thank you"
Just because he's a dick doesn't mean we have to be impolite if he does decide to say something nice.

>Matthias
>Ophilian
>Ebonsong
>>
Meta:
I've been thinking about our Deific Power. It's regenerating once a year, right? Does that mean, with our two max points we generate 1 point in six months, or do we get all points at the start of the new year? I guess it must be the latter, unless there is some weird event every year that makes us suddenly generate a all points at the same time.
>>
>>34833320
>>34833310
>tail

Oh, you. I actually fell for the ruse,

>>34833770

>thank him and ask what he means
>Mathias
>Isla
>Ebonsong
>>
“What do you mean?” you ask, turning in the tents entrance to look at Garrond.

“You haven’t changed” he says, looking over his map of the camps defences and surrounding area and not bothering to look at you “Still wilful and stubborn and unwilling to accept authority, mark my words – it will get you into trouble.”

You shake your head and leave, just more of Garronds hot air.

You decide to take Isla, Ophilian and Ebonsong with you: It’s best if you keep Isla close to you for now, plus she would be the ideal person to examine any strange devices you come across.
Since any danger here is likely to be undead or something similar, Ophilian is a natural choice, and Ebby would probably love a trip through the jungle.

You set out with Master Fedwin that very same day. Commander Garrond very graciously assigned 10 soldiers, led by a corporal, to you. You are also accompanied by 20 of the expeditions scholars and mages, led by Master Fedwin. You are officially only in command of the soldiers, but Master Fedwin seems easygoing enough to listen to your suggestions, now that he has his own way.

Master Fedwin has shown you the map to what was allegedly a factory or workshop of the Necromancer Kings, long ago. Your trip through the jungle is long, boring and uneventful. You can’t shake the feeling that someone or something is watching you however.

Eventually you arrive at a large clearing with the remains of several buildings. Master Fedwin clutches his map in glee “We found it!” he says “It’s here, it’s real!”

As the scholars and mages start cataloguing everything, you wander through the remains of...a town? A warehouse complex? You’re not sure. Either way, whatever once lived here is long gone. Isla, Ophilian and Ebonsong stay with you.
>>
To you this place doesn’t look worth all the excitement displayed by the academics...until you round the corner of a particularly large building and see a menagerie of fantastical beasts, you prepare to fight...

...only to realise they are all statues, rendered in black stone. You see dragons, unicorns, hippogryphs, chimeras, manticores, many-headed serpents, animals and monsters made of creatures blended together and things too strange to describe. The statues range from 6ft to 12ft tall and/or long – large, but not life-size. There’s about 30 of them, spread over an area of a couple of acres.

You and your allies have wandered further than the scholars and mages, as you swept this place for threats they started writing down and drawing everything they saw. You left the soldiers with them, just in case.

Set into a wall nearby appears to be a huge circular mirror 10ft across that bulges out slightly. Curiously neither the mirror nor the statues have anything growing on them – the jungle has made a spirited attempt to claim everything else, but the statues and the mirror have no vines or moss on them at all.

>Examine mirror
>Examine statues
>Arcane Sight
>Fetch mages
>Leave
>Other

Ebonsong wanders through the statues, sniffing at them cautiously.

Philly doesn’t seem to care for them “Well?” she says “Is this what we’re here for?”

Isla seems fascinated, getting close enough to touch one of the statues “It’s magical” she says “But dormant I think, like it’s waiting for something.”
>>
>>34833942
>Arcane Sight
>Fetch mages
Not touching anything, I don't want to unleash a horde of eidolons in this jungle.
>>
>>34833942
>Examine mirror
>Examine statues
>Arcane Sight
>>
>>34833942
>Arcane Sight
>Fetch mages
>Examine statues

Mirrors are always bad. Always. No exception. No looking into strange mirrors.
>>
>>34833942
>Examine statues
>Arcane Sight
>Fetch mages
Where is our little angel ?
>>
Ok, Arcane sight seems a lock, vote is still open for the other options of course.

Roll 1d20+13 for figuring out things
>>
Rolled 2 + 13 (1d20 + 13)

>>34834034
>>
Rolled 12 + 13 (1d20 + 13)

>>34834034
>>
Rolled 16 + 13 (1d20 + 13)

>>34834034
>>
“Creator” says Ophinus, flying near your shoulder “What is this place?”

“I’m not sure” you say, casting your spell “I’m trying to see what my magic can tell me...”

There’s certainly magic in this place, all the statues radiate some sort of creation/transformation magic and threads of magical energies tie them to something behind the large mirror.

The mirror (or windows, or whatever it is) has several strong types of magic coming from it: the same sort of creation/transformation as the statues as well as protective magics, some sort of communications magic, two...no three magical weapons and divination magics.

With a start you realise that threads of divination magic are laid throughout this area and several of them are beginning to attach themselves to you and Isla – the two people using magic.

Counting votes, chance to change if you want
>>
>>34834106
>Disjunction on the mirror
Fuck that.
>>
>>34834106
uhhh... I'm thinking we get the fuck out of Dodge. Lets go to the mages and fill them in on the situation. Before using more magic we may want to see if we can block ourselves from divination magic or something. Either way staying here might end badly.
>>
You examine the statues: they are made of some sort of black stone that is smooth and appears to have no flaws or imperfections, were it not for the slight sheen of light reflecting from them, they’d be pure black.

Cautiously you touch one of the statues: to no effect.

You’re not sure if these are guardians, or works of art, or something else entirely.

More threads of divination magic have attached themselves to you and Isla, a few are reaching towards your other companions: Ophinus has more than his fair share interested in him.

Unsure what to do, you decide to call the mages over; an answering shout indicates your call was heard and you can here several of the mages heading your way, they’ll be here in a few minutes.

>Wait for them
>Examine Mirror
>Disjunction Mirror
>Leave Area
>Dispel Divination magics
>Other
>>
>>34834171
>Dispel Divination magics
>in him
Check your privilige Pally
>>
>>34834171
>Leave Area
If the threads continue to attach to us then
>Dispel Divination magics
>>
>>34834171
>Send Ebby to tell the mages to wait for a moment
>Have Isla cast fly and carry Ophilia up
>Then fly yourself and Dispell the Divination
>>
With more and more of the threads attaching to you and your companions you retreat a ways, in case something goes wrong.

You cast your dispel and the faint threads of divination magic vanish. For a few moments there is calm, then the wall surrounding the mirror shudders and a mechanical beasts tears itself free of the ruined building.

It looks like several metal boxes joined together and supports itself on 4 many-jointed limbs ending in four-toes feet with long claws.

It has no head, instead the metal box housing the mirror, or perhaps, eye, sweeps back and forth, taking in the scene.

The mirror now glows with a pale yellow light.

Mid-way down its *body* emerge 2 more limbs that rise up over the creature, both are long and flexible: one ends in a hollow tube of some sort – like the barrel of a cannon, the other in a box with a lot of small holes in the end.

It’s about 50ft long and 20ft tall. It’s *eye* takes up the entire front of its *head*.

Ebonsong screeches in alarm and runs back to you, hiding behind you, Ophinus lands on your shoulder and takes a firm grip on your hair: he tends to react like this when confronted with unfamiliar things.

Isla likewise gets some distance and raises her staff, ready to fight but looking to you for her cue.

Philly draws her sword and starts to circle around to the things side.

The statues do not move.

The yellow eye of this creature (machine?) orients on you and blurts something out in a strange language. Repeating itself. You cast Tongues.

<Password> it grates mechanically <You have 20 seconds>
<Password; you have 19 seconds>
<Password; you have 18 seconds>

Actions?
>Try to guess password
>Talk to it (saying what?)
>Flee
>Attack (combat options next post)
>Wait
>Other

You can hear the mages approaching faster now; they’ll be with you any minute.
>>
>>34834347
>Attack (combat options next post)
>Send Ebby back to warn the mages
>>
>>34834347
>Try to guess password
Well its either this or straight to a fight
>>
>>34834347
>>34834365
Seconding
>>
>>34834347
>Try to guess password
>Send Ebonsong back to warn mages
May as well try to guess it; maybe we'll crit.
>>
A tie eh? Ok, let's go with guessing the password, make an intelligence check 1d20+2.
>>
Rolled 12 + 2 (1d20 + 2)

>>34834491
>>
Rolled 6 + 2 (1d20 + 2)

>>34834491
>>
Rolled 15 + 2 (1d20 + 2)

>>34834491
>>
<Password; you have 17 seconds>
“Necromancer Kings” you try
<Password; you have 16 seconds>
“We come in peace”
You try several more passwords
<Password; you have 8 seconds>
“Undead”
<Password; you have 7 seconds>
“Vampires”
<Password; you have 6 seconds>
“Glory to the Overlords?”
<Password; you have 5 seconds>
“Oh dammit.”
<Password; you have 4 seconds>

You direct Ebby to warn the approaching mages and prepare for combat.

As the count reaches zero the cannon limb orients on you and you dive sideways: there is a flash of bright green light. When it fades you look at the ground where you were standing: it’s gone.

There is a large trench gouged into the earth that steams: perhaps 6ft long and very, very deep. Well you really don’t want to get hit by that: you’re not sure you can survive it, and if it hit one of your frailer companions they would almost certainly be killed.

You’re facing a gigantic mechanical and magical device. It appears to be a guardian of some sort.

Sireyi
>Attack with Halberd
>Use Spell (what?)
>Use Power (what?)
>Other

Location
>Eye
>Body
>Legs
>Arms

Philly
>Attack with Longsword
>Use Spell (what?)
>Other

Location
>Eye
>Body
>Legs
>Arms

Isla
>Use Spell (what?)
>Other

Location
>Eye
>Body
>Legs
>Arms

Foes
Mechanical Defender (bod undamaged, eye undamaged, 4 legs undamaged, two arms undamaged)
>>
>>34834563
>Everyone except Sireyi gets the hell out of here.
>Isla tells those mages to start summoning what they can

Sireyi
>Lightningbolt
>Cannon limb
>>
back in 20 minutes
>>
>>34834563
agreed >>34834621
>>
>>34834563

>Sireyi, Philly and Ebonsong keep the guardian occupied, while leading it away from the precious artifacts.
>The rest retreat in another direction.

As soon as the others are away, the three fighters leave as well and as fast as possible. If it's a guardian it will hopefully not follow far. And even if it does, I would rather fight it away from all those precious artifacts. Wouldn't want to lose precious artifacts to stray blasts of magic.
>>
>>34834699
The only thing we would lose at this point, would be the statues, which are clearly traps themselves.
>>
>>34834711
The only thing we have notices so far are the statues and mirror. Not the only thing in the whole vicinity. Also, the artifacts being traps would not make them any less interesting to dismantle. In fact, it might be more interesting because you have clear practical applications of what you learn.

I also want to take out this guardian with the least damage possible, so that it can be studied. Sadly, I don't know how that would work.
>>
>>34834699
>>34834733
Ophilian and Ebonsong are both very fragile compared to us; I'd prefer not endangering them for little to no benefit.
>>
Back, roll 1d20+13 for lightning, and vote on extra Divine Energy (if any)
>>
Rolled 11 + 13 (1d20 + 13)

>>34834814
20
>>
Rolled 20 + 13 (1d20 + 13)

>>34834822
10
>>
Rolled 8 + 13 (1d20 + 13)

>>34834814
>>
“Get out of here” all of you, you yell to your companions adding to Isla “Get the mages summoning any elementals or monsters they can – the more targets we can confuse this thing with, the better.”

“Right” she agrees, taking Ophinus with her and heading after Ebonsong.

Summoning your powers you fire off a lightning bolt at its cannon-limb.

[DE 30/43]

You lightning crackles around the limb and its cannon glows red, there’s several popping noises and then the cannon locks in place. Previously it was moving freely on its mount, now the defender would need to move its whole body to have the cannon target someone, effectively taking that weapon out of the fight, unless it faced an unmoving target.

Philly starts to head after Isla as you watch the defender. Its second limb: the box with the holes tracks after Philly.

“Philly Look out!” you yell, just in time. Philly dives behind the statue of a kneeling minotaur just as dozens of tiny metal pellets spray at her.

Most hit the statue, doing no damage to it that you can see; a few hit Philly, who screams in pain.

“Are you ok?” you yell as you take flight and try to distract the machine monster. “Philly talk to me” you add, when you get no response.

“Been better” she says “Went right through me, and my armour, without stopping; like it wasn’t even there.” She’s crouched behind the statue of the minotaur, the though arm is still pointed in her direction: if she breaks cover she might get hit again.

[Philly HP 9/18]

Sireyi
>Try to distract it
>Attack with Halberd
>Use Spell (what?)
>Use Power (what?)
>Other

Location
>Eye
>Body
>Legs
>Arms

Philly
>Attack with Longsword
>Use Spell (what?)
>Cast Cure Minor Wounds on self
>Other

Location
>Eye
>Body
>Legs
>Arms

Foes
Mechanical Defender (body undamaged, eye undamaged, 4 legs undamaged, gun arm undamaged, cannon-arm disabled)
>>
>>34834931
Sireyi
>lightning
>gun arm


Philly
>Cast Cure Minor Wounds on self
>attempt to flee while staying behind cover.
>>
>>34834931
>Try to distract it
>Use Power (Lightning Bolt again)
>Target: Gun arm
Lightning bolts are pretty distracting.

>Keep moving while staying behind cover when possible, the cannon can still fire at unmoving targets
>Cast Cure Minor Wounds on self
>>
Ok, roll and vote on DE

1d20+13
>>
Rolled 8 + 13 (1d20 + 13)

>>34835089
10
>>
Rolled 8 + 13 (1d20 + 13)

>>34835089
10
>>
Rolled 14 + 13 (1d20 + 13)

>>34835089
Ten
>>
The best way to distract it is to disable it you decide. Gathering your powers you send another blast of lightning at the gun arm. This one reacts more spectacularly – rather than seize up it explodes moments after your lightning hits it, leaving behind only a jagged stump.

[DE 17/43]

Meanwhile Philly runs away from it, hopping from cover to cover behind statues and casting a spell to heal herself.

[Philly HP 18/18, DE 49/50]

As you watch the huge glass eye of the thing opens slightly and lots of tiny mechanical things swarm out. Each is perhaps 12 inches across and looks like a miniature version of the creature you are fighting.

Unlike your foe their arms do not appear to be equipped with weapons, but tools of some kind.

As you fly around this monster they swarm across it, attaching themselves to its damaged cannon arm; as you watch they begin to dismantle it, replacing the damaged parts. They’ll be at it for a while yet, but eventually they might get it working again.

With its weapon arms destroyed for now, the creature turns its partially opened eye upwards at you.

<Enemy of the Lords of Life> it intones in a grating, mechanical voice <You cannot->
<You cannot->
<You cannot->
<You cannot win> it declares <The Empire Endures>

The mages have arrived, with a variety of summoned creatures: mostly earth and air elementals. With shouted commands they send their human-sized elemental minions at it.

Surrounded by elementals the thing rears up on its hind limbs and lashes out with its claws – tearing elementals to pieces. It’s focused on this task as it’s smaller versions repair its cannon limb.

The mages and your companions hang back, awaiting your orders.

“Get it big sister!” yells Ebby in encouragement, Ophinus perched on her head.
>>
Sireyi
>Attack with Halberd
>Use Spell (what?)
>Use Power (what?)
>Other

Location
>Eye
>Body
>Legs
>Arms

Companions
>Stay back
>Action (what?)

Foes
Mechanical Defender (body undamaged, eye undamaged, 4 legs undamaged, gun arm destroyed, cannon-arm disabled - repairing)
>>
>>34835179
>Use spell (Disintegrate)
>Cannon Arm
Let's keep the rest of our Divine Energy in reserve for the moment.

>Stay back for now
I really don't want to risk anyone catching a stray blast from that cannon.
>>
>>34835179
If talking is a free action, I would like for Sireyi to yell that we are not enemies of the Lords of Life and that we wish to talk to someone here. There might be protocols in place for new visitors.
>>
>>34835192
>>34835195
Unless there's a tiebreaker I'll combine these two into
Talk followed by Disintegrate (if talking yields no response).
>>
>>34835213
Thats fine by me
>>
“We’re not the enemies of the Lords of Life” you say “We just want to talk”.

<Aberrant Input> it declares <Discarding: All catalogued specimens designate *Angel* serve the so-called *Gods* of the slaves. Rebellion against the Empire is Treason; you must be destroyed.>

It seems it’s not going to listen to you, with a sigh of annoyance you cast your spell.

Roll 1d20+13 and vote on extra Arcane Energy used.
>>
Rolled 14 + 13 (1d20 + 13)

>>34835241
12
>>
Rolled 17 + 13 (1d20 + 13)

>>34835241
5
>>
Rolled 14 + 13 (1d20 + 13)

>>34835241
Now that's something interesting to ask our goddess about. The necromancer kings having freed themselves from oppressive gods might be quite a find.
>>
>Success
A thin bar of light erupts from your hands, striking the immobile cannon-arm. The entire limb shines brightly and then disappears – dropping the confused repairers to the ground: they quickly scuttle up the legs of the defender.

[AE 40/48]

“Now will you listen” you ask of the (literally) disarmed machine “We don’t want to fight you.”

It pauses and then you see it gathering magical energies: as your arcane sight is still active.

An invisible burst of energy radiates outwards, as it touches the statues they start to move, tearing themselves from their pedestals.

They move slowly at first and then faster, moving almost as fast as living creatures. Flightless, they ignore you and head for your allies, including the soldiers and mages.

“Fighting retreat lads” says Corporal Schwitz calmly “Back to the trees – those things will get all tangled up there.”

“No!” insists Master Fedwin “We can beat these things: I’m not going to lose such a treasure trove!”

>Support the Corporal
>Support Fedwin
>Other

Foes
Mechanical Defender (body undamaged, eye undamaged, 4 legs undamaged, gun arm destroyed, cannon-arm destroyed)

30 Stone Statues (undamaged)
>>
>>34835354
The Necromancer-Kings didn't free themselves from oppressive gods, their slaves worshiped gods and goddesses with angelic servants, which likely means they were good gods like Velya or Konig since evil gods usually have demons for servants.
>>
>>34835387
>>Support the Corporal
whilst we kill robits
>>
>>34835387
>Support the Corporal
How many of these things can we catch in a lightning storm?
>>
>>34835434
5, more if you can convince them to cluster together
>>
>>34835387
>Support the Corporal

Sadly I can't stay up for the rest of the thread. Good night Pally. Thanks for running as always.
>>
>>34835396
Reading comprehension is not one of my strong suits in this quest.

>>34835387
Now if only we had some magic control powers. No matter, attack the stone statues while the rest retreats. They can send summoned creatures from way back to assist us, if they are far enough that the statues don't attack them anymore, but I don't want them to fight right now.

Which would be
>Compromise between Fedwin and the Corporal

>Attack the statues. If a group is close enough together, use area of effect attacks.
>Try to save a bit of arcane energy to put the last ones into a force cage.
>>
>>34835387
Can we get some specifics on how Disjunction works in this setting?

If it's like Mage's Disjunction, then we can probably use it to permanently disable most of the statues in short order.
>>
>>34835387
>Support the Corporal
He means retreat as a maneuver meant to give us advantageous ground, not in the sense of running all ten miles back to the camp, right?
>>
>>34835462
>Can we get some specifics on how Disjunction works in this setting?

- Dispels active magic (spells, powers etc) - very high chance of success
- Temporarily suppresses constant magical effects (i.e. Divine Warrior)
- Destroys Magical Items (medium chance of success)
- Destroys artifacts (powerful magic items: low chance of success) - a destroyed artifact almost always results in some sort of magical backlash.
- Indiscriminate: You can set the side of the area affected and the centre of the area but it affects allies and enemies alike - including you.

>>34835512
Yes, he wants to retreat into the trees where the larger statues will have trouble fighting, and then fight them there.

>>34835446
Thanks for playing
>>
>>34835543
>Yes, he wants to retreat into the trees where the larger statues will have trouble fighting, and then fight them there.
Yeah, let's do that. Also, if some of the mages can work together to capture and incapacitate one of the statues, that would be cool. Survival and winning the fight are more important, though.
>>
“Back into the trees!” you yell to Master Fedwin. The soldiers guard the scholars from the statues as they retreat back to the jungle. Philly, Ebby and Isla stick with them for now as you hover over the battlefield.

It quickly becomes clear that the soldiers weapons have no effect on the statues, and that even a glancing hit from a statue can break bones and mangle limbs – the soldiers and scholars flee for the trees.

The statues do not pursue them into the jungle – stopping at the edge of the ruins. The Defender spins around in circles, looking up at you but doesn’t do anything else. Its repair aides worry at its severed limbs, but appear to be unable to fix it.

The statues begin stalking through the ruins, perhaps looking for other intruders.

>Wait, maybe they’ll go dormant
>Attack defender
>Attack statues
>Use Disjunction
>Use other spell or power (what?)
>Other
>>
>>34835593
>Attack defender
>>
>>34835593
>Sireyi does strafing runs on the statues using Disintegrate
We've disabled the Defender's ranged weapons and the statues can't fly.

Can we make Disjunction only affect a single target?

Does increasing the area of Disjunction consume extra Arcane Energy? If so, what is the ratio of energy consumed to area increase?
>>
>attack the defender >>34835593

Aim for the head.
>>
>>34835639
>>Can we make Disjunction only affect a single target?

Yes

>Does increasing the area of Disjunction consume extra Arcane Energy? If so, what is the ratio of energy consumed to area increase?

As standard Disjunction covers the same area as a Lightning Storm - so 5 of the statues.

If you can get the statues to cluster, you might be able to get 10.

By spending AE to increase the area you'd get 1 extra state per 2 extra AE (or 1:1 if gathered together).
>>
Maybe if you damage its eye that will do something.

You fly down to try to smash its eye with your halberd.

Roll 1d20+11 for halberd strike
>>
Rolled 9 + 11 (1d20 + 11)

>>34835758
>>
Rolled 14 + 11 (1d20 + 11)

>>34835758
>>
Rolled 3 + 11 (1d20 + 11)

>>34835758
>>
You dive down and slam your halberd into the creatures glass eye, It swings its foreclaws at you clumsily but misses as you rise back up to circling above it. As you watch parts of its eye crack and break away.

You can see complex moving parts within the defender. You think one good spell will probably wreck it, if you fire it in the hole where much of its eye used to be.

“Don’t destroy it!” yells Master Fedwin from the trees “It’s a priceless artefact, try to take it intact.”

What do you do?

>Retreat
>Forcecage
>Disintegrate
>Other capture attempt (what?)
>Other destruction attempt (what?)
>Other
>>
>>34835811
>Dimensional Anchor (R)
>Forcecage
>>
>>34835811
Are we strong enough to carry the guardian with away? Or at least grap a few of the repair bots?

>>34835831
That would lock it in place. The problem is, that it's already staying here, together with all the statues. If we want it to be examined in peace we would either have to disable the statues, or to take it with us. Unless the guardian follows us beyond the trees, unlike those statues.
>>
>>34835847
>Are we strong enough to carry the guardian with away? Or at least grap a few of the repair bots?

The guardian is too big for you to carry but the repair buts are easy for you to handle.
>>
>>34835847
It still has it's legs to attack with, so we'll still need some method of containing it if we can take it with us.

I was planning on disabling the statues after we forcecage it and letting the mages deal with the problem of transporting it.

I think it's programmed to defend this place, so following is unlikely.
>>
Dimensional Anchor + Forcecage it is, writing.
>>
You summon your arcane powers and use one spell to prevent it from teleporting whilst using another to trap it in place and prevent it from moving away.

It’s big, so you expend more energy than normal making a force cage big enough to hold it.

[AE 30/48]

The defender turns around several times in its cell and then slams into the walls several times, seemingly unable to escape.

“Yes, good!” says Master Fedwin from the sidelines “Now if you could trap a few of the statues as well.”

Can’t he cast the damn spells himself? As you glide over the settlement looking for a few statures close together to trap you are distracted by yells coming from the soldiers and scholars sheltering in the trees.

Ebonsong sends you a confused image that makes it look like a group of animals are attacking from within the forest.

You quickly fly back to them.

The mages and soldiers are being attacked by a feral-looking group of humanoids that look like a mixture of cat and human: they’re human in shape but have fur all over their bodies, ears on top of their heads and long tails.

They’re attacking using long blowpipes to fire darts at the soldiers and scholars: from the way some are slumped on the floor with only minor wounds those darts are probably poisoned.

You see one soldier with a dart in his arm start to slump, only for a cat-person to scurry in and stab him in the throat using a crude metal knife.

Ebonsong and Isla are back to back as Ophilian attacks the cat-folk, her longsword gracefully taking a bloody toll on them.

The remaining soldiers are trying to protect the scholars without being forced from the forest even as the mages with them launch bolts of fire into their attackers.

It looks like maybe a hundred of these cat people have attacked.

>Try to talk to the cat people (Tongues is still active)
>Calm them (Angels Voice)
>Scare them off (Angels Voice)
>Attack (combat options in next post)
>Other
>>
>>34836089
calm them(angles voice)
>>
>>34836089
Would scaring them off with Angel's Voice violate the possible restriction of Doctrine of Velya to not induce fear/despair/anger?

I'm aware we don't have that restriction at this point, but this is a good situation to use as an example of whether it would be acceptable or not, since we'd only have done it to save lives.
>>
>>34836177
>Would scaring them off with Angel's Voice violate the possible restriction of Doctrine of Velya to not induce fear/despair/anger?

Yes
>>
>>34836089
>Calm them (Angels Voice)
>>
>>34836089
>Scare them off

Don' think calmin them down will change anything. One can still fight even when calm.
>>
ok, roll Fellowship 1d20+13 to get everyone to calm down
>>
Rolled 12 + 13 (1d20 + 13)

>>34836278
I hope this doesn't backfire.
>>
Rolled 9 + 13 (1d20 + 13)

>>34836278
>>
Rolled 4 + 13 (1d20 + 13)

>>34836278
>>
>Success

You manage to calm both sides of the fight, putting an end to hostilities, for now at least.

The two forces separate a little, each looking after their own wounded.

One of the cat-folk, a large male walks up and says something to Master Fedwin, who casts a Tongues spell on himself.

“You must leave!” insists the cat-man

“Why?” asks Master Fedwin

“This place is cursed!” insists the cat-man “no taking anything, bad luck, bad magic!”

“We are scholars and researchers” insists Master Fedwin “we can take care of any such bad magic.”

“Sure” whispers Philly to you, cleaning her longsword “If by *we* you mean *have Sireyi do all the lifting*”

Isla and Ebonsong come over to stand by you, neither appear to be hurt.

“Hush” you say to her “I’m trying to listen.”

It’s not going well, the cat-folk don’t want to take no for an answer, and Master Fedwin is simply ignoring their cautions.

Eventually they come to an impasse “You said none of this belongs to you” says Master Fedwin “Only that it’s *bad magic* - I see no reason why we can’t take these relics to study.”

“If you take” says the cat-man “We kill.” Though no longer angry, the cat-folk seem willing to restart the battle.

What do you do?

>Nothing
>We’re taking the relics they belong in a museum!
>Best if we left Master Fedwin, to avoid bloodshed
>Why is this place bad?
>Other

Roll Willpower 1d20+13
>>
Rolled 13 + 13 (1d20 + 13)

>>34836372
>Why is this place bad?
>>
>>34836372
>Tell the catfolk that we have encountered similar bad magic before.
>Argue, that the magic will not go away by itself. If nothing is done it will remain a 'cursed place', as they call it, for as long as their tribe exists. We believe, that we could work around the bad magic, or destroy it, or take it away entirely.
>We realize that this is a difficult endeavor, and we understand if they fear that our group will agitate the magic, and that their tribe will suffer for it. However, we can promise, that we are very good at dealing with this and think that the situation will improve in the long term, even if there are risk in the near future.

Please consider this seperately, as promises are serious business for Sireyi:
>Also promise that we will do our best to keep any harm away from their tribe.
>>
>Why is this place bad?
>what if we manage to find a way to cleanse it?
>>
Rolled 14 + 13 (1d20 + 13)

>>34836372
And the forgotten roll.
>>
“Why is this place bad?” you ask the cat-man talking to Master Fedwin

“Long long ago” says the Cat-man “The Lords ruled and we were slaves, when the Lords fell, we left their evil magics, for there would no longer be slaves. No one can take these, for now there are no slaves.”

“Baseless superstition” scoffs Master Fedwin “Probably some tribal legend passed down.”

He addresses the cat-man “We do not take slaves” he insists “But we do search for relics: to learn from them and improve our understanding of ancient cultures, and of magic. In time we might be able to learn how to recreate some of what we find.”

Apparently that was the wrong thing to say.

The cat-folk all raise their weapons, most of them hissing in anger. “No Lords!” insists the spokes-cat “No slaves! No bad magic!”

“Well that’s torn it” says Philly, taking a two-handed grip on her sword, Isla raises her staff and prepares to cast a spell; Ebonsong bares her teeth and Ophinus takes flight, ready to provide healing.

Choices

>Fight
>We’re taking the relics
>We can cleanse this place
>Best if we left, Master Fedwin
>Other

Just 2 rolls huh, ok

>Success

You can feel a faint sense of evil magic (demon)...coming from Isla.
>>
Sorry PoJ, much of /tg/ is banned until tomorrow. Board is incredibly slower than usual.

Also, I hate rolling, my luck is shit.

>we can cleanse the place
>tell Isla to just stay back and not ise magic if a dight happens
>when possible, ask her how she's doing and see if there are external influences on her
>>
>>34836660
pls tell why banned
>>
>>34836585
>We can cleanse this place

>>34836660
>From Isla's character sheet:
>Wil 18 (+4), Demonic Magic 20 (+5)
It's just her demonic powers growing.

>>34836678
Evidently just talking about it gets threads deleted as well, so...
>>
>>34836585
Stupid Fedwin.
>"Fedwin, in the future leave the talking to others. The construct said something similar, this is no mere legend."
To the cat-folk:
>"I agree! No Lords. The Empire has fallen everywhere, and it shall remain dead! We will retreat for now, and I would like to talk with one of you leaders about this. I'm sure we can come to an agreement!"
To Isla:
>"What are you doing? You are casting magic."

>>34836660
>much of /tg/ is banned
What?
>>
>>34836678
>>34836723

The short version

Someone posted a pokemon/porn quest thread and picked up a lifetime ban.

Everyone who posted in it - including apparently those complaining about the thread - got a 1 day ban.

Please do not discuss here as it could result in a ban.

Mods please do not ban me as I feel my account has been purely factual and I have not complained or criticised the mods.
>>
And roll 1d20+23 to convince them you can cleanse the place.
>>
Rolled 4 + 23 (1d20 + 23)

>>34836810
>>
Rolled 2 + 23 (1d20 + 23)

>>34836810
>>
Rolled 18 + 23 (1d20 + 23)

>>34836739
That's already more information than I care for.

>>34836810
>>
"In the future leave the talking to others. The construct said something similar; this is no mere legend." You say to Fedwin

To the cat-folk you say “The magic will not go away by itself. If nothing is done it will remain a cursed place, for as long as your tribe exists. We believe, that we could work around the bad magic, or destroy it, or take it away entirely.”

The lead cat person thinks this over “I will talk to elders” he says “elders decide. I return at sun-up, until then – stay away from the cursed place.”

“But...” protests Master Fedwin

“One day won’t make a difference” you scold him “and if it stops more bloodshed...”

To the cat-man you say “I agree.”

The two of you agree that your group can camp at the edge of the settlement under the trees for the night – as long as you stay away from the ruins they will leave you be.

The cat-folk sneak away into the forest, soon it’s like they were never there, they carry away their wounded and dead. You feel sure that they have left some of their own behind to watch you however.

You and Philly spend the rest of the day and evening tending to the wounded and helping bury the dead.

With nothing much else to do, perhaps waiting until morning is the right thing, of course, there was that sense of evil from Isla...but to get some privacy you’d need to sneak off into the forest together.

>Talk with Isla at camp
>Sneak off into forest
>Talk about it another day
>Other
>>
>>34836942
>Sneak off into forest
There will probably be rumors, but privacy for this discussion is more important.
>>
>Talk with Isla at camp
>>
>>34836942
>Sneak off into forest
>>
>>34836942
>Talk with Isla at camp
>>
>>34836942
Someone should walk around and check the surroundings anyway. Don't go far, though, so that a scream still has a chance of alerting the camp.
>Openly walk into the forest.
>>
You decide you and Isla need some privacy that night to discuss recent events. You tell those nearby that the two of you are going to check the perimeter.

Isla is more than happy to follow you into a secluded part of the forest alone. Once you’re out of sight of the camp she practically throws herself into your arms, giving you a long, lingering kiss.

You kiss her back, making sure she knows you love her, before drawing back to talk to her. Isla has her arms around your neck as you have yours around her waist.

“Isla” you say, unsure of how to broach this “Today, during that fight did you use any magic.”

She looks at you quizzically “Of course I did” she says “they attacked me and I defended myself.”

“Of course” you reply “I wouldn’t suggest you’d do otherwise but afterwards I sensed....”

“You sensed what?” she asks

“Evil magic” you say “demon magic. I’m sure you’re fine” you reassure her “But I’m worried that if it seems like you’re using evil magics, some of the paladins of Konig might...get angry.”

Isla stiffens in your arms, then starts swearing “dammit, fuckking dammit!” she says “Nothing I do ever goes right, I try to help you and I still screw this up.” She looks up at you, tears starting to form in her eyes.

“What do you want me to do?” she asks “Avoid you? Would that help you keep out of trouble with the followers of Konig?”

“I’m not worried about me-” you start, only for her to cut you off.

“And” she adds “I’ll understand if...if we can’t be together.” She disengages from your hug and steps away, looking off into the forest “I understand if you don’t want to associate with....something like me.”

>Yeah ok
>Reinstate hug
>I still love you
>Kiss her, she needs to feel loved
>No magic around the followers of Konig
>Ignore the followers of Konig
>Other
>>
>>34837312
>Reinstate hug
>I still love you
>Kiss her, she needs to feel loved
>>
>>34837312
>I still love you
>Kiss her, she needs to feel loved
>>
>>34837312
>Reinstate hug
>I still love you
>Kiss her, she needs to feel loved
>>
>kiss her, she needs to feel loved
>no magic around the followers of Konig
>>
>>34837312
>>Reinstate hug
>>Kiss her, she needs to feel loved
After a moment of firm hugging, tell her
>"I don't fear me getting in trouble. I fear about you."
>No magic around the followers of Konig.
>>
“That’s crazy talk” you say “I love you, I want you to avoid using magic around the followers of Konig – to protect you, not because I’m ashamed of you.”

“But what if-” she starts and you silence her with a kiss.

She kisses you back hungrily, as is desperate for any reassurance you can provide. You wrap your arms around her, drawing her into a circle of comfort and affection.

As her arms embrace your body the two of you continue to kiss one another, tongues and lips exploring each other.

You kiss and caress Isla as her tail wraps around your waist, the tip wriggling up to stroke your breasts – seems she has already learned how to use that thing despite having it for less than a day.

You pick her up - she’s so light on your arms – and lay her down under a tree, your wings spread to keep anyone from seeing either of you.

She rubs her body enthusiastically against yours as you take time to reassure her in detail that you really do want her love her. It’s amazing how much you can communicate without using words.

It’s sometime later before you return to camp: everyone is asleep except the sentries. Well, not everyone.

After seeing Isla to her tent you retreat to your own, only for Philly’s whisper to catch you.

“Finished *inspecting* the perimeter?” she asks, laying down in her own tent as you crawl into yours.

“Thoroughly” you say laying down and turning to face her through your own open tent flat – she can’t fluster you.

“So does that tail get into all the right places?” she asks. Ok, maybe she can fluster you a little.

>Get embarrassed
>Good night (close tent flap)
>Elves: is there anything you can’t lewd up?
>Yes it does actually
>Ignore her
>Jealous?
>Other
>>
>>34837312
Maybe we should tell Isla about the source of her demony-ness and how she trying to make her world better. Look she trying and you're trying. We're all trying to make tomorrow a brighter day for everyone.
>>
>>34837577
>Elves: is there anything you can’t lewd up?
>Jealous?
>>
>>34837577
>Elves: is there anything you can’t lewd up?
>>34837580
I like this idea.
>>
>>34837577
>Get embarrassed
I have to select this option every time it appears.
>>
>>34837580
Good idea.
>>34837577
>Get a little embarrassed
>Elves: is there anything you can’t lewd up?
>Small voice: "But yes, it does."
>Tell Ophy about Isla's magic registering as evil.
>>
>>34837577
I like this (>>34837727), assuming you aren't already writing.
>>
“Philly!” you say “a little privacy, please!” your cheeks are already warming.

“I’m just asking” she defends herself “I mean, it looks kinda sensitive – does your hot-blooded little librarian start squeaking or moaning when you shuffle her index card?”

Your close your eyes whilst taking a moment to compose yourself “Really” you say in your most scathing tones “Is there anything elves can’t relate to,,,to sex?!”

“Haven’t found it yet!” says Philly happily

“You’re just jealous” you say, determined to put her on the back foot.

She laughs: a musical, graceful sound, damn elves “You” she says with an arch look “couldn’t handle this.” She indicates herself.

“Yeah?” you say “Well for your information, Isla’s tail fits just fine into all the right places!”

There’s a pause.

Philly grins, a wide, happy grin of someone who just got what they wanted.

You can’t believe your face can get this hot without melting off.

You hurriedly pull your tent flap closed and roll up in your sleeping back, trying to convince yourself you did not just say that...Philly is never going to hear the end of that.

As you drift off to sleep your mind drifts to other matters and you decide to tell Philly about Isla’s magic in the morning – better she hear it from you than a Paladin of Konig.

And maybe Isla will feel better if you tell her about Ellahi – if Isla knows more about the person this demonic essence came from, she’ll be happier.

Fits just fine into all the right places, what were you thinking....

Meanwhile, back at base camp....

Pick a character to play for this scene
>Matthias
>Jianxi
>Lunia
>>
>>34837902
>Jianxi
>>
>>34837902
>Pick a character to play for this scene
I have no preference, so I'll just second >>34838002
>>
You are Jianxi: Renegade Snakefist Ries, Bard, and Magical Tattoo artist

With expedition away, the camp settles down to a rather humdrum routine: the soldiers scout out areas, declaring them safe, and the scholars and mages search the area for any artefacts or items from the lost civilisation of the Necromancer Kings.

The work is slow and boring, and there’s not much for you to do. You find yourself wishing you had joined the expedition, trudging through the jungle would be more fun than this.

Late that night, when you’re asleep, you awaken to the sound of shouting. As you lay awake trying to figure out what’s going on. There’re shouts and screams...and calls to arms, the camp is under attack!

Adrenaline surging, you rush out into the camp; a scene of battle greets your eyes.

The camp is indeed under attack: a swarm of bloated humanoid corpses emerging from the sea. The guards with the expedition are giving a good account of themselves, trying to protect the camp from these monsters. The guards have come down onto the beach, away from the main encampment to fight these creatures as they emerge from the water.

You see a soldier slice into the body of one of the attackers: a mixture of seawater and dark fluids gush forth, spilling some small wriggling creatures onto the ground, wormlike things about a foot long.

Another attacker opens his jaws impossibly wide and vomits seawater all over a group of soldiers, when the wave is gone you can see them covered in foot-long red worm or leech-like things. The soldiers start yelling and trying to pull the things off but they hold on tight to the skin and need to be cut off.

In the camp with you there appears to be about 200 hundred soldiers, knights and paladins and about 250 researchers and mages.

“Back!” yells a loud voice “Get back from the beach and protect the civilians!”
>>
You see Commander Garrond directing the soldiers under his command to pull back and protect the civilians against the swarm of...things emerging from the ocean.

You’re facing hundreds of these bloated corpse things. What shall you do?

As you consider your options you see Matthias laying into those corpse-things, longsword in hand, he’s down on the shore and doesn’t appear to have heard the order to fall back.

One of them bites him, only for him to throw it off, several leech-things attached to the wound, he snarls in anger. You know it’ll be bad if he transforms with all these knights of konig around: they might *mistake* him for an enemy.

As much as your feelings about Matthias are tangled, you really don’t want anything bad to happen to him.

Were?
>Stay in camp with the troops
>Go fight alongside Matthias
>Convince Matthias to pull back

What?
>Attack the monsters (how?)
>Use Power (what?)
>Other
>>
>>34838190
>Convince Matthias to pull back
>Activate linked divine tattoos
>>
>>34838190
>Convince Matthias to pull back
>>
>>34838190
>Convince Matthias to pull back
>>
>Convince Mathias to fall back
>atrack the monsters as thy come closer to the camp, support the stronger fighters
>>
Ok, roll Fellowship 1d20+1 to talk Matthias into falling back.
>>
Rolled 15 + 1 (1d20 + 1)

>>34838464
>>
Rolled 6 + 1 (1d20 + 1)

>>34838464
>>
Rolled 19 + 1 (1d20 + 1)

>>34838464
>>
You activate your magical tattoos that make you as tough as Lady I’m-All-That-And-A-Saint-Too and you run down to Matthias. Several of the watery zombies come at you and you cut them apart with your knives. A few of the red leech things fall on you and try to bite you but can’t find purchase on your now iron-hard skin.

Soon enough you’re fighting alongside Matthias as he’s chopping these things up like firewood.

“C’mon lummox” you say “Get off the beach, everyone else is back at the camp.”

“No!” he insists “I can handle it, I can hold them here.”

You dodge back out of range of the grasping hands of another bloated corpse and roll forward, cutting it off at the ankle, dance around another one and fetch up pressed back-to-back with Matthias.

His body feels warm against your own: too warm in fact. You shoot him a glance and see that his lips are pulled back in a feral grimace and his eyes are glassy, like he’s sick.

He’s got a lot of bite marks on him too. Several leeches are attached and you can see them getting fat off his blood.

“Get back to the camp!” you scream in desperation as the things close in around you. It’s just the two of you on the beach now, well, plus all the monsters.

Matthias starts, as if just realising you’re there “Jianxi” he says “I don’t feel too good”

“That’s why I’m telling you to get to the camp” you say “you big furry idiot – Lunia is there: she can heal you.”

“Right, right” he agrees, carving up more of the wet undead as the two of you fight your way up the beach.

With all these things surrounding you, it’ll be tough getting back. Of course with Matthias’s speed he’d make a clean get away if he ditched you...you’ll find your own way out.

>Tell Matthias to go ahead without you
>Fight your way up the beach together
>Call for help from the camp
>Other
>>
>>34838657
>Fight your way up the beach together
>>
>>34838657
>Fight your way up the beach together
Back to back badasses.
>>
>>34838657
>Fight your way up the beach together
>>
>>34838657
>>Fight your way up the beach together.
Not really a choice. Unless the leeches not attaching to Jianxi means she is effectively invulnerable in this fight, in which case Matthias should go ahead.
>>
Ok, roll 2d20, Jianxi is 1st roll, Matthias is 2nd
>>
Rolled 3, 9 = 12 (2d20)

>>34838912
>>
Rolled 8, 11 = 19 (2d20)

>>34838912
>>
Rolled 12, 6 = 18 (2d20)

>>34838912
>>
The two of you fight your way up the beach slowly, killing zombies every step of the way.

Back to back you walk; taking dozen of the creatures down before the camp properly comes into view.

You’re bleeding from a dozen bites by this point, and Matthias is swaying on his feet despite his endurance. You’ve lost count of the number of times one has had to fight off the attackers whilst the other fallen one finds their feet again. If not for your new-found powers you’ve be dead a dozen times over.

The leeches might not be able to hurt you, but damn those aquatic zombies bite hard.

You’re only 20 yards away from the camp when it happens, a sudden rush of a dozen zombies hits you both and separates you. Matthias is nowhere to be seen and all around you is rotting flesh. You lash out with your daggers, calling out Matthias’ name, trying to find him.

Dammit that big hairy idiot will just get himself lost without you. You dive out of an opening created by your daggers only to see Matthias disappear under a mound of wet zombies, their grasping hands pulling him down.

This close to the camp you might be able to call for help, or you could go in there and get your man yourse- I mean, you could go help your friend out of a tight spot.

Thing is, you’re a bit unsteady on your feet, you might not make it (Jianxi HP 20/58).

>Jianxi to the rescue
>Hey soldiers, get over there
>Both
>>
>fight your way upghe beach together

Damnit, I'm way later to ote than I should have been.
>>
>Both
>>
>>34839134
To the rescue while calling for help.
>>
>>34839134
>>Hey soldiers, get over there
As soon as their attention is caught, go for Matthias.
>>
>Both

Hopefully not too late this time
>>
>>34839134
>Both
>>
Ok, roll 2d20, first Jianxi, second Matthias
>>
Rolled 15, 15 = 30 (2d20)

>>34839411
>>
Rolled 20, 3 = 23 (2d20)

>>34839411
>>
Rolled 18, 15 = 33 (2d20)

>>34839411
>>
The soldiers are defending the camp, but there’s not many zombies there – most of them are focusing on Matthias and you.

“Don’t just stand there looking stupid” you yell at the soldiers “Help me!”

And with that you dive at the zombies holding Matthias, slicing wrists and ankles with your daggers, trying to get them to fall or let go.

Moments later the soldiers catch up to you.

Wow, say what you like about the stiff-necked followers of Konig: when it comes to smiting they don’t hold back. Together you tear your way through the watery undead surrounding Matthias.

You can’t wait to see his dopey-looking face agai- oh no....

As you cut down the last zombies between you, you see Matthias in full wolfman form, tearing a couple of zombies to pieces.

Then his bloodshot eyes fall on you, and the soldiers with you.

“The beast has gone mad” declares one of the Paladins of Konig “put him down before he savages anyone else.

Anyone else? You think indignantly: who has he savaged so far?

You’ve come through that little scrap with no further injuries at all, Matthias is looking ok, apart from y’know, the whole wolf thing.

Still, the way things are now, one of the stiff-necks could provoke him and then you’d need to pick a side.

You could try to talk him down, but you’re not the wordsmith Lady Perfect is. Man you wish you could be more like her- I mean, you wish she could be here.

You could just get in the way and delay the knights long enough for Matthias to gather what few wits he has, but you might take a beating for your trouble.

Or you could..no, you couldn’t I mean, what would he think, no, telling him you love him isn’t an option is it? Even though you’re sure if you said that, he’d snap out of it.

>Talk Matthias Down
>Get in the way
>Matthias I lo-, I mean you and I, we, I lov- oh dammit, I love you, you idiot!
>Other
>>
>>34839605
>Matthias I lo-, I mean you and I, we, I lov- oh dammit, I love you, you idiot!
>>
>>34839605
>Matthias I lo-, I mean you and I, we, I lov- oh dammit, I love you, you idiot!
>>
Ok, roll 1d20+4 Willpower to spit it out
>>
Rolled 2 + 4 (1d20 + 4)

>>34839870
>>
Rolled 4 + 4 (1d20 + 4)

>>34839870
>>
Rolled 14 + 4 (1d20 + 4)

>>34839870
>>
Rolled 12 + 4 (1d20 + 4)

>>34839870
>>
Oh you’re not really sure you can do this...I mean, it’s so embarrassing and you can’t take it back and what if he doesn’t like you back and what will your friends say and how’s it going to work with him going furry once a month even though it’s a nice kind of furry with that broad chest and those muscular arms and focus Jianxi!

“Just wait” you say to the Knights and Paladins and you walk out in front of Matthias as he towers over you, still growling, but more at those behind you than at you.

“Matthias” you say, he looks down at you quizzically.

“Matthias” you repeat “I lo-, I mean you and I, we, I lov- oh dammit, I love you, you idiot!”

His jaw drops open “what?” he says, coming out of his bloodlust

“I’m not saying it again!” you insist, folding your arms over your modest chest.

“Jianxi I-” he says, stepping forward.

“Hold it there vile monster” bellows one of the knights “You’ll not devour the fair maiden whilst we watch, prepare to die,”

“Tell then you’re ok” you growl at Matthias, your back to the guy who just called you a fair maiden. You wish you could stab him for a crack like that.

“I’m ok” says Matthias, holding both hands up in the air “All under control.”

It takes a moment to convince the knights and paladins that Matthias isn’t a threat – the oncoming zombie horde helps distract them.

Well, oncoming zombie crowd: you and Matthias took care of a lot of zombies as you came up the beach – the few that are left are easily taken care of by the soldiers.

With the battle over you and Matthias wander down the beach away to talk, no one objects. Lunia spares enough time to seal up your wounds, before returning to the other injured.

“So about what you said...” says Matthias, still in wolfman form

“Shut up” you say, slugging him in the arm.
>>
“I mean” he says, fumbling around the points “You and I we-” Ugh, big furry idiot, can’t he just spit it out? “I love you too” he says quietly “I have for a while now, I just, I couldn’t say it.”

“Yes well” you sniff “I’m not kissing you whilst you’ve got bits of zombie in your teeth”

“So you’re saying” he says with a grin “Tomorrow you might.”

“Arrgh!” you say, frustrated at how much, how much of a guy he can be “I just said it to save your life – it’s not like I like you.”

“Of course Jianxi” he says “I never thought otherwise.”

He’s smiling, why is he still smiling?

With the battle over the remaining bits of the water-logged zombies are piled up and burned. Wounds are seen to and a list of casualties taken: no one gets any sleep the rest of the night.

You attend the morning briefing in Sireyi’s place. The report of last nights battle is grim: over a hundred casualties: half of them fatal. The mages, priests and paladins are battling the diseases the red leeches carried, trying to save as many of those bitten as possible.

First light also bought with it a flurry of messages from encampments on other islands – many of whom also suffered from such attacks.

In addition a number of camps have been attacked be cat-like humanoids living in the jungles – the attacks happened when they tried to salvage or study relics of the Necromancer-Kings.
Duke Kostvin ordered the following message read at every camps morning meeting.

Members of our most blessed expedition: it is with a heavy heart that I must inform you of the tragedy that has befallen us.

Many of our comrades, our brothers in arms, have fallen. We are beset by enemies from the sea and land: foul undead monsters have attacked many of our encampments – rising up from their watery grave to try and drag us down with them to Hell.
>>
Savage beast-folk have emerged from the jungles and attacked out expeditions. It is clear they have no interest in or ownership of the relics we seek to retrieve: they attack us out of fear and hunger: we have many reports of them taking our dead and wounded and forces pursuing them reveal them to be cannibals.

Let our prayers guide our fallen comrades to their reward in the heavens, and let our courage and determination mean that their sacrifice shall not be in vain.

I call upon you all now to press forward to our goal: to bring back such riches and wonder to Dornmer that our struggles and sacrifices shall be remembered for thousands of years.

I am ordering all expeditions to redouble their efforts and I am declaring these cat-folk to be our enemies: give them no quarter and drive them off or kill them wherever you can.

Duke Kostvin
Expedition Commander

With the meeting over, you leave the tent, wondering what that’s all about.

Shouts of soldiers bring you running to the edge of the camp by the forest, what now?

It’s a group of soldiers, and they’ve caught one of those cat-folk in a net, no wait, it’s far too small – it looks like a child.

“Lookie what we found” says one of the soldiers proudly “Got one of them cat-folk”

“Very impressive” you say as the tiny figure in the net snarls and thrashes “A great accomplishment.”

“Yeah missy” says the soldier, oblivious to your sarcasm “Gonna have it fight the dogs in a bit.”

What, really?

“You’re kidding” you say “Setting the dogs on it? That’s murder”

“Ain’t murder” says one of the soldiers “The Duke said himself these was our enemies.”

They walk away: the young cat-folk held tightly in the net, it can’t be more than 11 or 12.

You need to stop this somehow.
>>
Thread end

Thanks for playing, I hope you enjoyed it.

I’ll stay for a bit for questions, though with so few players, I’m guess there won’t be many. Sorry if this thread was a bit boring.

Next thread is Wednesday. I’ll update twitter close to the time.
>>
>>34840376
Thank you for the thread. It wasn't boring at all.
>>
>>34840448
Glad you liked it anon, and you're welcome.
>>
>>34840376
Thanks for running, as always.

You shouldn't worry so much; we wouldn't keep coming back if we weren't having fun.

So, are the alterations to Redeeming Touch locked in at this point?

You should probably mention that thing you were going to mention about allied XP as well, unless I missed it.
>>
Poor Twoblue. She will never have a chance now.
>>
>>34840376

I had fun. This session was cool, I just couldn't participate much today.
>>
>>34840609
Ah yes, I forgot.

As many of you know, Autism Anon and I are in regular email correspondence.

By which I mean he regularly sends me a list of all the things I've screwed up and I try to keep ahead of the mistakes whilst making new ones.

AA is also spending Party Members XP behind the scenes - a job I've previously done.

I'm putting this out there in the thread so that if anyone wants to get involved in party XP use they can.

Also, if you want specific party members to learn specific abilities please say so - AA has always been very good about listening to other players requests.

As always, outright questions will be posted in Ask.fm

It almost makes me feel popular to see a whole lot of Ask.fm questions.

Yes, the QM is a gigantic faggot, but you knew that.

Also, next thread I'm going to post one of Mathrians suggestions for gaining power, because it was hilarious, but I'mma warn him first.

So please say thank you to AA for all the hard work he does.

>>34840830
Yeah Jianxi doesn't strike me as someone who shares.

>>34840941
Thanks for participating Anon - whenever you can.

I'm thinking I'll keep redeeming touch open for 1 more thread.

I believe there may be a non-zero number of players unable to attend today for reasons beyond their control.
>>
Have we have found out what's up with Jal and handkerchiefs?

And thank you, autism anon. You are (mostly) doing great work!
>>
>Sofia Jalweyen is the last of her house, all of her close relatives are dead.
Isn't true anymore since she has a kid.
>>
>>34841591
Thanks for catching. Fixing now

>>34841547
You want that in or out of character?
>>
>>34841703
In character. If Sireyi still doesn't know, she needs to ask the next time they talk. Can't let Sofia be the only one visited in her dreams.
>>
File: Spoiler Image (437 KB, 850x925)
437 KB
437 KB JPG
>>34841795
Are you really *sure* you want to get inside Jals head right now.

I mean, think about what you might find in thee.
>>
>>34841871
Ok, I meant find in there but I guess thee works too.
>>
>>34841871
>>34841889
Now I'm thinking about whether one can lose their virginity in a dream…
>>
>>34841960
If you go dream with Jal, and tell her what you and Isla have been up to, it's a good bet she'll want to go just as far, or further. Fair warning.
>>
>>34842076
Well, they are in a relationship. This sort of stuff is to be expected. Is there any way to get several people in the dream other than having all of them learn the spell?
>>
>>34842178
Yes, costs extra arcane energy and requires all targets to be in close proximity (i.e. asleep in the same room, though not necessarily the same bed) to either the caster or the primary target.
>>
>>34842224
That opens up quite a few options… I hope you will write lewd things one day (but not soon). And with this thought I bid you good night.
>>
>>34842387
Actually, one more thing:
> she things a loincloth and chest wrap are good enough
thinks
>>
>>34842224
At that point why not just have an orgy in the real world?



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