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/tg/ - Traditional Games


Welcome to Try Not To Die Quest!

The rules are simple - try not to die. Don't fret if you do die, though! Seeing as you're undead, even if you die you'll come back to life mere moments later, the pain of your death just a dull memory at the back of your head. But first, we need to iron out just who you are.

Currently you are trapped in the Undead Asylum, where shambling corpses go to rot and await the end of time. Your memory is hazy, but you know that you've been here for at least a few days. Time flows strangely in Not-Lordran though, so you might've been here for longer.

So, prisoner - why not introduce yourself?

>Name (or Nameless)
>Gender (Male/Female/Genderless)
>Class (Knight, Thief, Wizard, Classless)
>Background (Disgraced Noble, Heretic, Prisoner of War, Backgroundless)
>>
>>36832921
Sigfried Hapsburgh
Male
Knight
Lost soldier, escaped after being a POW.
>>
>>36832985

Your name is Sigfried Hapsburg, and you're in a lot of shit.

You can't exactly remember how you got caught or when - memories of the hell you went through before waking up in this decrepit cell meld together into a thick soupy mess inside your mind. Just trying to remember sends needles of pain through the ugly gash in your chest. Where your heart should've been, there's now a massive hole in it. A fatal wound, and you'd certainly be dead if you were still human.

The cell you're in is hardly welcoming, but at least it's spacious - probably a five meter cube, give or take, made of cobblestone. A hard wooden bed with a rancid pillow stand in the corner. At the foot of the bed is a chest full of your belongings. A barred window sits just a head taller than you, letting the sickly yellow light of the second sun shine through. You can hear the groaning of your fellow prisoners outside, and thankfully the door muffles it enough to make it bearable.

You look yourself over - you're still wearing the plate of a soldier, rusted and dented beyond all repair. Perhaps it's from a certain stubbornness that you still have it on. Or you don't want your rotting, naked body on full display.

What would you like to do?
>>
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also it appears I've mispelled poor Sigfried's name.

I burst in a pillar of flames, the gods displeased with my lack of attention to detail.

Global Deathcount: 1
>>
>>36833080
>>36833096
Look around at where we revive in, if its the cell then check the solidity of the door, perhaps in the timeless aeons that we have been here it is weakened and decrepit.
>>
>>36833130

You look around the cell and notice nothing out of the ordinary. Sometimes the bricks on the west wall would shift as if someone was moving them, but other than that it's the same disgusting cell you've been trapped in these past few years. or days. Either way.

You push against the door, testing its strength. It creaks and lurches, the screeching of wood against stone apparent. You jostle it a bit and hear the sound of steel clanking on the other side. Locked, it appears. You could possibly use something big and heavy to bash the door down, knocking the rotting thing right off its hinges.
>>
>>36833165
We have something something big and heavy right here! Put some space between us and the door and charge it.
>>
Look in the box and equip anything in their
>>
>>36833324

You step back, steeling yourself. You give your armor a few reassuring raps with your knuckles. You hop in place, limbering up - and a second later, you break into a sprint intending to shoulderbash the door into submission.

A moment later you slam into the door with a loud bang, pain shooting up your arm as your pauldron connects with the rotted wood. It splinters from the impact, but only slightly. It has budged - the topmost hinge looks a bit unsteady.

You step back, preparing to charge once more. Once again you slam into the door with a loud bang, and the sound of wood splintering rings out. You step back, a pounding headache and dull pain shooting up your right arm.

The door appears to have budged slightly - it's popped off from its topmost hinge, and a large crack at the middle of the door shows that you managed to damage it. A few more charges ought to do the trick, but for now you check the chest.

Your helmet is in here, along with a broken sword hilt. You take the sword hilt and equip it on your left hand. You place the helmet on your head.

The heavy chest is now empty.
>>
>>36833379
Pick up heavy chest, throw at door.
>>
>>36833394

You lift the chest up, hefting it into your withered arms. Surprisingly, despite the intense wasting away your body has undergone you can lift the chest with ease. You aim at the door, winding up... And you toss the chest at the door! It connects with a solid bang, the door splintering further. A clear crack runs down the middle, and the hinges look about ready to shatter.

You step up to the door and give it a few solid kicks. It falls away easily enough, the door shattering into two solid pieces. You step into the hall and look around.

The hallway is more pathetic than your cell. The halls are made of the same cobblestone, moss and plants growing between the cracks. A few torches line the halls, their light pooling every few feet and doing a poor job of lighting anything. A few undead sit at the walls, wailing, banging their heads against the wall, generally being stiffs. The moaning is a lot louder now, but still muffled.

One end of the hallway leads to a stairwell that leads down. The other end glows with the sickly yellow of the second sun, possibly leading out to battlements.

What will you do?
>>
>>36833463
Loot the undead for anything useful. Then take a torch and proceed down the stairwell.
>>
>>36833463
Pick pocket the deadhead.
Then head lower down too loot more.
>>
>>36833472

The undead are as naked as the day they were born. They have nothing useful on them. Even if they did, frisking the innocent for loot is hardly the knightly thing to do.

You take a torch from the wall and wield it on your offhand. The light is warm and welcoming, reminding you of... Something. You shake the thought from your head - escape first, sentiments later.

You walk down into the ground floor. It opens to a rather grand foyer lit by candlesticks. A few undead are milling about here, occassionally bumping into each other or slamming something into their heads before dying and disappearing in a puff of ash. The air here is cleaner, less damp, and you can feel a light breeze coming in from an outside source. You can hardly discern anything valuable - it's much too dim to make out where the foyer ends and begins.

The southern end of the foyer glows with the light of the outside, several high windows letting beams of light in. Freedom!

There are sounds of clanking armor from the opposite side of the room. A few seconds later, a guard enters, clad in crooked iron armor. He points at you and speaks in a strange, gnarled tongue. He draws his sword and charges at you!

Obvious exit - south door, upstairs, hallway behind undead knight about to lob your head off.

What will you do?
>>
>>36833546
Block the sword with our sword hilt and tackle the knight. Start bashing his head in with the pommel on the sword hilt.
>>
>>36833546
Wait till he gets colder and dog to the side.
Then stab him in the back of his neck with your sword hilt
>>
>>36833580
>colder and dog
Closer and dodge

Auto-correct is killing me.
>>
>>36833580
>>36833570

He charges at you and attempts to swing. It's an overhead swing, and from your training you can tell that this guard is a novice. Poor thing.

You step aside, stepping to his right as he swings with his right hand. He barely has time to recover as you plunge the sword hilt into the gap between his helmet and his chestplate - the sweet spot, as you can clearly remember from your training.

It slides in with a satisfying shunk, stabbing into the base of his skull and severing his spine. He lets out a ghastly gurgle, and he drops his sword. You pull the hilt out of him, letting blood flow from his wound. Seconds later he falls to his knees and disappears into ash.

You claim this as a victory. Kill count: 1

You pick up his sword. It's a rather ornate sword, but it's seen better days. The hilt, set in a flowing, almost serpentine look, is tarnished silver. Facets where gems once lied are now empty, and the pommel - a dragon's head - is dented. The long blade however is in excellent condition, considering the rest of the surroundings. You take the sword and place your broken sword hilt in your sheathe. For sentimental value.

Obvious exits: stairwell up, south door, opposite hallway where the undead knight came from.

What will you do?
>>
>>36833659
>opposite hallway where the undead knight came from.
This one, let's kill more knights.
>>
>>36833659
Continue onwards into the hallway!
>>
>>36833659
>opposite hallway
Adventure awaits
>>
>>36833659

>Opposite hallway where the undead knight came from.
>>
>>36833682
>>36833686

You walk across the foyer, glancing towards the exit. The pale yellow light seems less sickly and more inviting, the outside looking more and more like paradise. However, you're sure the door is locked, and the only logical thing to do is to look for a key. So you walk to where the knight came from, new sword in hand, stepping past the numb undead as you go.

The hallway here is the same as the one upstairs - damp, decrepit, disgusting. The sound of dripping water echoes through, and the moaning seems to get louder the farther you go. The cells here are open-barred, unlike your hard wooden door. You can clearly see the prisoners here - they're a far cry from the naked, shambling dead you've seen so far. In fact, these ones look... New, in a sense. As you step past them though, they don't shift or turn their heads to look at you.

"Psst," a voice calls from the far end of the hallway. "You there. Big guy. Mind helping a fellow lost soul?" You turn to look.

You recognize him as an imperial wizard - the pattern on the fringes of his fancy robes gives it away. His face is veiled, as per tradition, hidden behind a heavy hood and a layer of dark cloth. He rests against the bars, hands outstretched, beckoning you closer.

"I know how to get out of here. To the outside," he said, pointing down the hallway. "Second door. Guard's room. Got keys. Get number 11," he said, pointing at a rusted plaque.

Saving this man could be a great boon. The firepower of an imperial mage is nothing to scoff at. Then again, you hear that the mages can be a tricky bunch.

What will you do?
>>
>>36833804

Prison break!
>>
>>36833804
Goto guard room, ready flamberge.
>>
>>36833866
>>36833825

You tell the mage that you'd be happy to spring him.

"Thank you kindly!" he says, nodding. "Just be careful. There are at least three in there," he said, smiling behind his veil. You can hear the grin on his voice. "They've also got my staff, so if you'd grab that for me it'd be gravy." You tell him you'll try your best.

You step up to the door and open it just a crack. There are indeed three guards in here. One of them is at the far end, polishing his sword. Another is at a table, asleep. The last knight stands against a wall, helmet off, nodding off. You could try the direct approach - barge in, slay guards, go out. But three at once seems a bit too tricky. You could attempt to draw them out one by one, possibly from a distraction. You could easily ask your new friend to stir up a ruckus to draw the guards out one at a time.

Which approach do you take?
>>
>>36833906
Make a noise, home to draw one out to investigate then kill him. Then take on the other two.
>>
>>36833906

We have any items within reach? If so throw it to the sword polishing guy, then barge in.
>>
>>36833933

You step over to the bars of a nearby cell. Grabbing your sword hilt, you proceed to slam it against the bars, letting it clang loudly. You scream out in pain a bit, adding a little 'life' to it to differentiate it from the dead wailing down the hall. You hear a shuffle inside, the two conscious guards barking at each other, probably arguing on who'd tell the yelling undead to shut out. You step into the hallway, away from the noise you were making so you can sneak up behind the guard as he steps out.

The door opens and you ready your sword. He turns his back to you, not noticing, closing the door and grumbling. You sneak up behind him and plunge your sword into his shoulder, killing him. He disappears into ash with scarcely a sound.

Kill count: 3

>>36833944

That dealt with, you grab a nearby torch and ready it in one hand. You open the door and throw the torch across the room, towards the guard. It falls on his lap and he's startled, trying to knock the fire away as it singes him slightly. The yelling wakes up the sleeping guard, but too late - your blade is almost at his throat as he gets up, letting his nape meet your blade half of the way through. It pops right off, and a second later he disappears into ash.

Kill count: 4

The remaining guard is not happy. He wields his sword and stands at the ready, approaching you, his glowing yellow eyes shining under his helmet.

COMBAT!

The singed guard wields his sword in both hands. It's larger than yours, and will prove difficult to parry. He steps closer, slowly, clearly not making the first move.

What will you do?
>>
>>36834012

Call for backup! Wizard assist me with whatever spells you can cast without your staff!
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>>36834012
Haven't we only killed 3 and not 4?
>>
>>36834049

We in the process of killing it.
>>
>>36834058
We killed one dude here >>36833659, and in >>36834012 we killed two other dudes.
>>
>>36834012
Step into range and begin to parry, then drop big sword and step inside his range. Then drawn broken sword hilt and shank him with the sharp end whilst we are too close to swing at.
>>
It is late in the night and I am not thinking clearly. welp, let's pretend this didn't happen, and that we are in the process of killing number 4.

ANYWAY...

>>36834032

You'd love to do that, but the wizard is farther down the hall. The knight you're fighting steps closer once more, and begins to swing. You dodge to the side, letting his sword clang against the ground. The sword is made of hard stuff - it doesn't shatter as it slams against the stone ground. You step into his range, and he can barely move as you pull out your broken sword hilt. You stab it into his side, letting it sink into his flesh as he cries out. He stumbles backwards and loses his footing, nearly falling, unprepared to swing. He winds up once more, slowly, and he's vulnerable.

What will you do?
>>
>>36834091

Finish him!
>>
>>36834091
Fire the bass canon.

But seriously, quick strike as he I s winding up to ruin his technique then Finish Him.
>>
>>36834104

You angle your sword, preparing to thrust it into the gap of his armor at his sword arm's armpit. It slides in like a key to a lock, and it slices through like a hot knife through butter. It falls limp as he drops his sword, and he gurgles out in pain. You twist the blade for good measure, dislocating his arm and letting it flop like a dead trout.

He falls to his knees, and he looks up at you. You swing and liberate his head from the confines of his body. His headless corpse falls over, and in a second his body disappears into ash.

COMBAT OVER!
Kill count: 4

You retrieve key number 11 and the staff - it's the only one here, a long rod wrought from wood and steel, seemingly melding together into a bastardization of nature and manufactured weaponry. The steel seems to wrap and snake into the crooked wood of a branch. It's like someone melted an iron rod and stuck a branch on it. It looks and feels wrong, but then again you really weren't one for magic.

"There it is, ain't she a beauty?" the mage says, rubbing his hands. As soon as you let him out he grabs his staff, and the branch glows with a mystic energy. He bows down to you reverently.

"Rimrakk, at your service," he said, getting up from his short, curt bow. "I'm now in your debt. I'll enjoy working with you, pal."

COMPANION GET: Rimrakk the Mage

And here would be a nice spot to stop for now. I'll be dumping this thread into a pastebin. It's admittedly my first time questmaster-ing.
>>
pastebin up.

http://pastebin.com/68bNLMGr
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>>36834201
You're a good writer, man. It was a bit short though, but still enjoyable, I'm a sucker for Dark Souls. Any idea on when you'll be running again?
>>
>>36834225
Thanks!

I'll possibly be able to in a few days, when I get more free time. Saturday/Sunday, if nothing comes up (hopefully).
>>
>>36834216
that was interesting, thanks for running.
are you also gonna archive it on suptg?
http://suptg.thisisnotatrueending.com/archive.html
>>
>>36836346
Not QM but I just did.



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