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File: 1441987863211.jpg (78 KB, 849x1200)
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Become The Dragon Quest 18

You are Countess Kotijah Imidarius, and you want to be a dragon. You have known since your birth that you wanted to be one of them, to be among your ancestors, a true dragon. Instead you have been confined to something less, something lacking the grace, ferocity and raw power that you deserve.

Last time you descended down the stairs you found at the manor and found a giant crystal, as well as Epsi, Vein and four other girls similar to Millie all chanting around it. You disrupted their chant and Hyperia, the "older sister", told you they had permission from the Order of Steel to imprison your constructs as part of an investigation into whether or not they were dangerous. After proving that they were yours and that the paperwork was wrong Hyperia took the other girls and left, letting the crystal shatter and freeing your staff, who you told to rebuild some of the manor for show and then relocate to a new location.

You headed back to the base and found that Taret had made your favorite food for dinner after talking to your mother, and after being suitably impressed with his work you told everyone about your intent to leave and about the troubles in the city. Your father told you to either succeed or come back after giving up, and you let him know you didn't care about the city, just the decent people there. He left with the order to plan, and Taret went with them to help protect his home.
>>
You turned in early, only to be woken by the sound of voices as your friends, aside from Gil, tried to coerce Taret into getting into bed with you. You gave them a mild chewing out and went back to bed, and had a little talk about keeping the bloodline pure with Allegiset, who wasn't pleased to learn about Taret and any sort of budding relationship. You told him not to worry, but decided to find a way to get out from under his power either way.

You got your gear together the next day and had some parting words with your parents to patch things up, and headed out to the carriage. Taret gave you his necklace as a good luck charm, and you gave him one of your tracking earrings to find him again one day.

You departed for the east and happened upon a washed out bridge, and were directed north by the people repairing it to the small town of Ditio. A knight at the edge of town told you that to get in and access the ferry you needed to hand over your violent thoughts, but you snuck around him after he fell asleep. Now you're on your way to the house that seems to be the cause of the problems in town, the home of the enchanter making the mind bottles, so you can free the people of the town from whatever hold he has on them.
>>
Character Sheet:
http://pastebin.com/CmrXBEyS

Thread twitter:
@BecomeQM

Previous adventures at:
http://suptg.thisisnotatrueending.com/archive.html?tags=Become%20The%20Dragon%20Quest

The rules:
Best of three rolls, critical threat on a 20, confirmed if another roll is 20-modifier or higher. Modifier is Stat being rolled+Relevant skill. You can decide which skill to apply. If no one applies one, no skill will be added on. If you don't have a logical reason to apply a skill, don't do it.
Critical fails are at least two 1s on a roll. May expand this later to increase shenanigans.
Success is on a sliding scale and is situational. Some things are easier than others. Use your head.

Check out the side stories!
Millie's Day Off
http://pastebin.com/9dmr6XWx
Sir Black and the Red Scale
http://pastebin.com/5JMxmEay
>>
The sign on the door reads "Alfer's Discount Enchanting Emporium". The whole building is like an old painting of a fancy cake. One upon a time it was probably covered in pastel colors, bright yellows and garish pinks, but now those colors are grimey, faded and worn down in places, exposing rotting wood underneath. You have a couple of options. You could barge in, try to find another entry, or knock politely and see what happens. You seriously doubt you'll find what's going on any other way, but maybe there's something you're not thinking of.

>Break down the door
>Try to find another way in
>Knock
>Other (write-in)
>>
>>42664170
>Try to find another way in
>>
>>42664170
>>Try to find another way in
>>
Sneak roll and a Sleuth roll
>>
Rolled 14 (1d20)

>>42664429
Sneak + perception to avoid traps and hostile los
>>
Rolled 14 + 3 (1d20 + 3)

>>42664429
Sleuth plus perception to find the way

>>42664455
Was supposed to have a +2 on it
>>
Well, either no one is awake and available, or the quest is dead.
>>
>>42665194
Work man, not all of us can post from phone. It'll pick up.
>>
Rolled 13 + 3 (1d20 + 3)

>>42664429
Ok, late roll
>>
>>42665219
True story. Still, it feels more lethargic than normal this morning. Maybe it's just me.
>>
Still need a Sleuth roll and two Sneak rolls
>>
>>42665240
It is but that happens time to time.

>>42665326
I rolled both 14s so I can't in good conscience roll more.
>>
Rolled 8 (1d20)

>>42665326
Ok, sleuth roll. At work, can't look up add.
>>
Rolled 4 (1d20)

>>42665326
stealth
>>
Rolled 4 (1d20)

>>42665326
sneak
>>
You make your way around the back of the building with Sena, getting tips here and there from her on how to act inconspicuous and not attract attention. You don't seem to have caused a stir but you can't be sure until something goes wrong, you suppose. Behind the house is a battered old door, and a hatch leading down to the basement. Most of the glow seems to be coming from below, but quite a bit of it seems to be in the house itself. You see something shine upstairs and hear a muffled cry, before the glow slowly fades again.

>Try the back door
>Try the hatch
>Other (write-in)
>>
>>42665793
>>Try the hatch
>>
>>42665793
> Try the back door
Rescue time
>>
>>42665793
>Try the hatch
>>
The hatch creaks a little as you open it, paint and wood cracking slightly as you lift it and prop it up. There's a pale blue glow in the darkness, with patches of green, red and yellow scattered about.

The opening is big enough for one person at a time, and the stairs look as old as the hatch, if not older. You're going to have to be careful descending.

>Send Sena first, she's lighter
>Go down first, you're the one with firepower.
>Other (write-in)
>>
>>42666348
>Go down first, you're the one with firepower.
>>
>>42666348
> Send Sena first...
I bet we collapse the stairs.
>>
>>42666348
>Sena first.
>>
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You send Sena down first, which she seems a little unhappy about, and she descends into the darkness. You can see her eyes glow a faint red as she looks around.

"Seems safe to me... Come on down."

You glance around to make sure no one is watching before making your own descent.

-

Speed roll
>>
Rolled 5 + 4 (1d20 + 4)

>>42667090
Speed plus flying
>>
Rolled 11 + 4 (1d20 + 4)

>>42667090
>>
Rolled 5 + 4 (1d20 + 4)

>>42667090
Flyin'.
>>
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You manage to make it down without the stairs falling apart, but they likely won't survive your full weight if you have to hustle out. The room you find yourself in is full of bottles on shelves and racks. There's a cluster of red, with yellow beside those, then green, but the vast majority are various shades of blue. They almost look like wine bottles, containing mist instead of liquid.

>Smashy smash
>Inspect a bottle
>Explore the house
>Other (write-in)
>>
>>42667419
>Inspect a bottle
>>
>>42667419
>Inspect a bottle
>>
>>42667419
>>Inspect a bottle
>>Explore the house
Dragon sight it too
>>
>>42667419
Yeah, forgot to say put on dragonsight.
>>
>>42667653
This.
>>
>>42665194
Bery different timebelts. Plus work.
>>
>>42667419
Inspect bottle.
>>
Make a Spirit roll
>>
Rolled 18 + 5 (1d20 + 5)

>>42668903
spirit+focus
>>
Rolled 10 (1d20)

>>42668903
>>
Rolled 1 + 5 (1d20 + 5)

>>42668903
Spirit+focus
>>
Rolled 10 (1d20)

>>42669153
O shiiii-
>>
>>42669191
2 rolls of 1 is a problem Anon not 1
>>
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You grab a blue bottle and examine it with your sight. The bottle is containing whatever is inside it, pushing it inwards as though concentrating it. Every little breach, every part of the mist that tries to escape, just makes the pressure all the stronger. That's when you realize what the other colors are. The red bottles are almost a distilled liquid, the pure essence of whatever thought was captured inside it. Whoever is running this place is aging violence like fine wine on his shelves.

"Sena, if we crack open a bottle, any idea what happens to the contents?"

Sena shrugs slightly.

"It goes back to the person? Maybe it would just leak everywhere though."

>Talk a bottle
>Time to gtfo
>Explore the house, find the source
>Other (write-in)
>>
>>42669524
>>Explore the house, find the source
>>
>>42669524
>Explore the house, find the source
>Talk a bottle
I was thinking take a bottle as a threat but if we can talk to one even better.
>>
>>42669524
>Explore the house, find the source
>Talk a bottle
>>
I meant take. Whatever. You know what I mean.


Sneak roll, unless you want to just meander noisily around.
>>
Rolled 13 + 2 (1d20 + 2)

>>42670684
Plus perception to not get seen by seeing others first.
>>
Rolled 18 (1d20)

>>42670684
Ok, sneaky dragon.
>>
Rolled 13 (1d20)

>>42670684
>>
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You grab a bottle and head for the stairs, creeping up them slowly and glancing around to make sure that no one is there. The ground floor seems empty, but appearances can be deceiving.

As you adjust your hold on the bottle you can hear soft whispering, and upon closer inspection you determine it's coming from the bottle. You listen closely and make out a few words in an angry voice.

"...I'm a good father... make a fool of me... I'll smack her for that..."

The bottle pulses gently in your hand, throbbing slightly, and a sudden impulse compels you to open it and let it out, but you stop yourself.

>Head for the second floor
>Explore the first floor
>Other (write-in)
>>
>>42670921
>Head for the second floor
>>
>>42670921
>Head for the second floor
>>
Sleuth roll
>>
Rolled 4 + 3 (1d20 + 3)

>>42671550
Sleuth + Perception
>>
Rolled 6 + 2 (1d20 + 2)

>>42671550
Sleuth+perception
>>
Rolled 7 + 3 (1d20 + 3)

>>42671550
Perceptive dragon
>>
Rolled 14 + 3 (1d20 + 3)

>>42671550
Sleuth + Perception
>>
Rolled 11 + 3 (1d20 + 3)

>>42671550
+perception
>>
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You head upstairs, but you can't hear a trace of the sounds you heard before. No scream of any sort, and you can't see any mysterious glowing under any of the doors. You could poke around and see what turns up, but you also don't know who could still be up here.

>Search around
>Backtrack
>Other (write-in)

-

Sorry for the delay, suddenly children everywhere making a mess of the shop.
>>
>>42673400
>Search around
>>
>>42673400
>Search around
>>
Sleuth roll and a Sneak roll
>>
Rolled 1 + 3 (1d20 + 3)

>>42674205
+perception
>>
Rolled 11 + 3 (1d20 + 3)

>>42674205
Sleuth + Perception
>>
Rolled 17 (1d20)

>>42674205
Sneak
>>
Rolled 2 (1d20)

>>42674205
sneak+perception to not get caught
>>
Rolled 4 + 2 (1d20 + 2)

>>42674205
Sneak + Perception?
>>
One more roll
>>
Rolled 4 + 3 (1d20 + 3)

>>42674807
sleuth+perception
>>
You slink around upstairs and hear the sound of muffled groaning coming from one of the rooms. You peer in through the keyhole and spot a man tied to a chair, a rag stuffed in his mouth. Beside him are several bottles, all full of pale blue mist. One bottle is shaking slightly, the color turning before your eyes from blue to green to yellow, then back again.

There are footsteps further down the hall, from behind one of the doors, and you can hear the doorknob creak a bit before someone swears and kicks at the door. You don't have much time before they burst through or force the door open.

>Run out
>Confrontation time
>Go into the room
>>
>>42674979
>>Go into the room
>>
>>42674979
>Go into the room
>>
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You fling open the door and pull Sena inside, closing it again as quietly as you can and backing away slowly. You can hear wood splintering and more swearing, and then footsteps that pass by the door and head for the stairs. The man tied to the chair seems to notice you, but he does nothing to struggle against his bonds, simply grunting and trying to communicate through whatever verbalizations he can manage. Sena looks at him with a mix of pity and, worryingly, hunger.

>Free him
>Examine the room
>Other (write-in)
>>
>>42675216
>Examine the room
>>
>>42664082
>Become The Dragon Quest 18
archive does not have number 17
did it not get archived? also, it might still be archived on 4chan considering 16.5 was from yesterday. meaning it is not too late to archive it
>>
>>42675373
BTDQ 17 added to archives.

http://suptg.thisisnotatrueending.com/archive/42633941/
>>
>>42675373
You can always tell who archived what by how it's referenced. Sometimes I like letting players archive the threads to see what they put
>>
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A quick examination of the room reveals little beyond what you saw when you first entered. You do notice, however, a strange metal device underneath the chair. From the clamps on it, it looks like it's secured to someone's head so that bottles can be attached and held in place without needing to hold them there yourself. The man continues to look on, grunting from time to time, and Sena glances over at you.

"So do we let him out? I mean, he's a victim, but he might blow our cover... What do we do?"

>Let him out
>Time to get out of here
>Other (write-in)
>>
>>42675949
>Let him out
>>
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The ropes are tied too tightly for you to remove, but your claws and Senas knives manage to make short work of them. The man rises to his feet slowly and gives a sort of half nod before heading for the door.

"I can't be late for dinner."

Sena immediately moves in front of him.

"If you leave now you'll get us all killed!"

The man blinks slowly, as though it takes great effort.

"Well, can't argue with that."

He sits down on the floor, staring at Sena blankly. One of the bottles rattles slightly and begins to change color just like the other one, shifting a little more slowly between the colors. You've gotta get out of here, but you also still don't know what's going on here, what the aim is. Someone is bottling violent thoughts, but why? You suspect the answer lies in the red bottles. If you can get one to Kat she might be able to tell you what it does.

You can hear footsteps coming back up the stairs, creaking heavily. Two sets this time, and people talking. There's an older man, and a younger, deeper voice, the one with the heavier steps. Theyre closing in on you.

>Try to bust the wall and fly out
>Prepare to charge past them
>Prepare to knock them out
>Other (write-in)
>>
>>42676439
>Prepare to knock them out
>>
Alright, decide if you want to try to surprise them by attacking from a hiding spot so they'll be vulnerable or just smack them hard the moment they open the door.
>>
>>42676694
Smack
>>
>>42676694
Hit them until they fall down. We cannot sneaking.
>>
Strength roll
>>
Rolled 6 + 3 (1d20 + 3)

>>42677054
if we have time to draw sword and hit them with flat due that, if not brawling.
Sword +6
Brawling +1
>>
Rolled 15 + 3 (1d20 + 3)

>>42677054
+those things
>>
Rolled 9 + 3 (1d20 + 3)

>>42677054
Lights out.
>>
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You get out your sword and stand by the door, motioning for Sena to stand beside you. Her eyes turn red and she balls her fists, ready to strike. The door swings open and you hear "to the dock" before you slam your sword's broad side into the face of the bigger guy, while Sena decks the old man and knocks him out. The man on the floor stands up and smiles at you.

"That was terrifyingly violent. I'm going home now. Good day."

As he leaves, the big guy groans a bit and clutches his nose, rolling onto his side. The old man isn't getting up any time soon.

"Son of a whore..."

>High impact interrogation violence
>We out
>Other (write-in)
>>
>>42677401
>High impact interrogation violence
>>
I might pass out, fair warning. I wasn't supposed to be working today and someone called out so I had to cover their shift on shipment day. I hate shipment day. It is nothing but an endless series of boxes to open and product to tag and put out. If I vanish, sleep has come to claim me.
>>
>>42677472
Completely understandable.
>>
>>42677401
>High impact interrogation violence
>>
How do you wish to go about acquiring information? Fear? Pain? Something else?
>>
>>42677623
fear first, go from there.
>>
>>42677623
Batman-style. Put the fear of G- dragons into him.
>>
>>42677401
>>High impact interrogation violence
>>42677623
This
>>42677746
>>
Fear it is then. Schmooze roll.
>>
Rolled 15 + 1 (1d20 + 1)

>>42680296
>>
Rolled 2 (1d20)

>>42680296
Just caught up from the archive. The whole chapter end was pretty wild ride of things escalating at an alarmingly rapid pace from the construct attack to the ballroom fight which was hype as fuck.
>>
>>42680617
Because of how I'm writing (see: winging) this quest, it sometimes suffers from a case of "Pacing? What's that?"
>>
Rolled 15 (1d20)

>>42680296
Once more roll, right?
>>
>>42680817
Yep yep.
>>
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You grab the big guy with one hand and haul him to his feet while you put away your sword, shoving him into the wall and pressing the bottle to his chin.

"Answers. Now, or I shatter this all over your face."

The man looks horrified and begins to babble and stammer.

"I don't know nothing! I just help the doc to get people here for treatment! The violent ones, yeah? The psychos! He helps treat people, gets the violence out of them! He's a blessing he is!"

You press the bottle a little harder.

"And the basement? What's he doing there, hoarding it all?"

The man pales and swallows, his eyes wide.

"H-He's just... keeping it away from us... Please don't break that bottle, miss, it won't end well for anyone... Th-The doc says violence don't solve anything, and if you break that the violence is gonna come out!"

>Smack him around a bit til he talks sense
>Open it...
>He's useless, knock him out
>Other (write-in)
>>
>>42681162
>"Wrong. Violence solves violence. The only thing peace ends when someone else is violence is death."
>>
>>42681162
> Other
"You're lying tho Me. What happens when these are opened? You are going to need to be more forthcoming if I am to not get violent with you"
>>
>>42681162
>Smack him around a bit til he talks sense
>>
>>42681162
Tap tap tap the bottle against the wall with slightly more force every time.
"Is that so, it won't end well for everyone or just you? You tell me more or I just go see what happens when this breaks."
>>
You scowl a bit at him, leaning closer.

"Violence solves violence, and I'm prepared to use it if I have to. So don't lie to me. What happens when these are opened?"

He whimpers softly.

"I-Im telling you what the doc told me! If the bottles are opened then the bad things Mr. Alfer puts in them will come back out again!"

You pause for a moment.

"Alfer isn't the doc? So who's the doc?"

The man trembles slightly.

"D-Dr. Bella... Bella Light..."

You nod a bit.

" And where are they now?"

He makes a gesture to the man on the floor.

"Th-Thats Alfer... The doc is... She comes by sometimes to check on our work and help us, she has a lot of towns that she helps..."

You pause for a moment.

"Last chance to tell me about the bottles."

He shuts his eyes tightly.

"I swear I told you everything..."

>Knock him out
>Violence time
>Open it
>Other (write-in)
>>
>>42681712
>Knock him out
>Open it
Don't open it in our face though, throw it out a window so it smashes against the streets or something far away.
>>
>>42681712
>Knock him out
>Put Alfer in the chair now.
>>
You decide the most prudent course of action is to just knock him out for now. He doesn't know anything else of use to you, and you already know who you're going to be asking questions of next. A solid blow to the head knocks the man out, and you turn your attention to Alfer and the bottle.

You look around for a convenient window to toss it out of, but neither of them seem to have a way to open them. You could always smash it open to throw the bottle out, but that would attract attention. Instead you turn your attention to Alfer, dragging him to the chair and hauling him into it with Sena's help. He stirs slightly, mumbling something about a sandwich, before he starts to open his eyes.

>Intimidation
>Violence
>Open it!
>Other (write-in)
>>
>>42682133
>Hold the bottle in front of his face, put your fingers on the stopper. "I have a few questions about the contents of this bottle."
>Intimidation
>>
>>42682133
>>Intimidation

All day, every day.
>>
>>42682238
This. Seems the other dude was not fighting the idea of unstoppering one of these bottles.
>>
Schmooze roll
>>
Rolled 7 (1d20)

>>42682703
Ok
>>
Rolled 16 (1d20)

>>42682703
>>
Rolled 13 (1d20)

>>42682703
>>
As Alfer wakes up you hold the bottle in his face, pointing towards him, your fingers on the cap. When he spots it he tries to jolt backwards, thrashing in the chair a little.

"Get that out of my face!"

You rest a hand on his shoulder and turn the cap ever so slightly.

"Talk. I want to know about the bottles and about Dr. Bella Light."

Alfer suddenly looks indignant.

"Do you know who I am? I'm Alfer the enchanter! A national icon! I devised the mind bottles alongside the doctor, and helping her distribute them across the country to save lives! Release me this instant!"

>Show of force
>Reason with him
>Open it! Do it!
>Other (write-in)
>>
>>42683956
>>Show of force
Literally who?
>>
>>42683956
Show of force.
Scratch his face with claws. Saying that we are the one who will make iconic fillet slices.
>>
>>42683956
>Show of force
>And i don't give a fuck what you've deluded yourself into thinking!
>>
>>42683956
>Break his leg. "You don't seem to know who I am. This...de-fanging of people, forcing peace upon them through perverse magics, offends me. I want to know about the source of this, the Doctor. And you're going to tell me everything."
>>
Strength roll
>>
Rolled 9 + 4 (1d20 + 4)

>>42684515
Strength+Brawl?
>>
>>42684617
I mean, unless you want to stab the guy
>>
>>42684699
Could we stab him a little?

On another note, can our claws count as swords/get the sword bonus if they're long enough or will that always be brawl/hand to hand combat?
>>
Rolled 5 (1d20)

>>42684515
>>42684699
We could punch the wall so hard it breaks, maybe.
>>
>>42684806
But not with this roll. I think I'll have to switch to phone rolling, that usually has decent results.
>>
Rolled 12 (1d20)

>>42684515
>>
>>42684731
Claws will always be brawling, as will any bite or tail attacks. If you find a martial art of some kind, you could use that instead if you can find a way to incorporate your natural weapons.
>>
You punch him in the gut before sinking your claws into his stomach ever so slightly, just enough for him to feel them there. He coughs and chokes a bit, like he threw up in his mouth, and groans softly.

"I don't care who you are. I don't care what you think you're doing. You're forcing this on people. That doesn't make them good or safe, especially if these bottles are as dangerous as you say. So tell me where this doctor is. Now. Or I'll show you the real danger of violence."

He glares at you for a moment before relenting.

"She's at the docks right now, readying a boat for the next shipment. She takes the bottles far from here to be disposed of."

There's a loud knocking at the door downstairs that makes you jump a bit, and Alfer opens his mouth to yell.

>Gut him
>Knock him out
>Open the bottle!
>Other (write-in)
>>
>>42685080
>Knock him out.
>Make your way to the docks.
>>
>>42685080
>Gut him
if that is faster otherwise
>Knock him out
>>
>>42685080
> Knock him out
>>
>>42685080
>Knock him out

As for whoever is downstairs how about going down with Sena, have her open the door (Hopefuly it opens to the inside) and then grab in the person knocking. Maybe it's the good doc that came back for something.
>>
Strength roll
>>
Rolled 16 + 9 (1d20 + 9)

>>42685524
Strength+Sword
Use the sword tip on his head goddamnit!
>>
Rolled 19 + 4 (1d20 + 4)

>>42685524
>>
Rolled 13 + 4 (1d20 + 4)

>>42685524
>>
You grab your sword and bash him with the pommel before he can make too much noise, knocking him out. He slumps in the chair with a soft groan. As you put away your sword you notice that the red on your claws is darker than you expected, a dark, murky red color. There's a loud creak from the door downstairs and the jingling of a bell, before you hear a feminine voice call out.

"Hellooooo~ Alfy~ I'm here for the shipment~ Come out come out~"

Sena shudders a little bit as though chilled by the sound, and you can see Alfer's body twitch in the chair, his unconscious form trying to pull itself to its feet.

"Now, dear~ I'm waiting~"

Sena twitches again and Alfer's body thrashes harder, nearly flopping out of the chair and onto the floor.

>Tie Alter up
>Get out now
>Open the bottle!
>Other (write-in)
>>
>>42686515
>Tie Alter up
>>
>>42686515
>Tie Alter up
>>
>>42686515
>Tie Alter up
>>
>>42686515
>Go to the front door, stab the person on the other side.
>>
You grab the scraps of rope and tie Alfer up, binding his body to the chair where it squirms limply and ineffectually against the bonds. You can hear footsteps approaching the stairs, and Alfer's body suddenly writhes, skin blackening a bit as a thick, dark fluid erupts from his chest, about a pint of blight flowing across the floor towards the door. Then it hits you. Doctor Bella Light. Doctor B. Light. Doctor Blight. You hate necromancers so god damn much.

You don't have much time until the doctor climbs the stairs, and there isn't much you can contain the liquid with here without touching it. You could prepare for a fight, but the only real necromancer you've seen so far is Lamiring, and you're pretty sure that was only a puppet.

>Burst out the window
>Make a stand
>Try to stop the blight somehow
>Other (write-in)
>>
>>42686916
>>Try to stop the blight somehow
Sing
>>
>>42686916
>Burst out the window
>>
>>42686952
This.
>>
>>42686952
Singing has worked so far...
>>
>>42686916
>Other: This town is an abomination
>Tell Sena to flee out the back, get everyone out of town in the next ten minutes
>Go down stares, smash all the bottles, use flow magic to turn all that magic into elemental fire
>Nuke the fucking town
>>
>>42687100
Flow magic doesn't work that way anon, and that is a lot more than we can handle.
>>
>>42687117
Then we smash as much as we can handle and take a few bottles with us for burning the town section by section. Burn it all to the fucking ground.
>>
>>42687143
>Killing everyone because a Necromancer fooled the villagers
Kot isn't a smitebot paladin anon.
>>
>>42687191
Alright fin. Take enough magic to burn the house and completely fucking obliterate the necromancer.
>>
Looks like singing is winning so far. Keep in mind that you'll have to roll Sneak as well as Spirit so that you don't get caught out and you'll be spending 1 SP on this. Still want to sing?
>>
>>42687311
yes
>>
>>42687311
BURN THE WITCH!
>>
>>42687311
Of course!
>>
Alright, Sneak and Spirit
>>
Rolled 10 + 1 (1d20 + 1)

>>42687419
sneak+self control for volume control
>>
Rolled 12 (1d20)

>>42687419
Spirit
>>
Rolled 10 (1d20)

>>42687419
>>
Rolled 5 + 5 (1d20 + 5)

>>42687419
Spirit+ singing
>>
Rolled 2 + 5 (1d20 + 5)

>>42687419
Spirit+singing
>>
All else fails, we throw a bottle. Sound good to everyone?
>>
>>42687484
You need to remember to label your rolls

Two more sneak rolls
>>
Rolled 2 (1d20)

>>42687776
Sneak bitch
>>
Rolled 18 (1d20)

>>42687776
>>
You sing as quietly as you can without disrupting your fire, but your attempts to keep quiet muddle the words a little. You manage to avoid making too much noise, you're sure that no one but Sena heard you, but your flame covers the blight and it merely sizzles a little, continuing to creep towards the door, little droplets rolling off it and under the door before the rest follows in its wake. Footsteps ascend the stairs, and you hear a strange slurping noise from behind the doorway.

"Oh dear... Well, we can't have that!~"

There's a firm but polite knock at the door.

"Hello in there! I'm coming in, I hope you're fully dressed and not up to anything~"

You notice Sena is sweating, and you've never seen her eyes glow so brightly before, her fangs fully grown. She's painting softly, eyes fixed on the door. The handle turns slowly.

>Open the bottle
>Open it now
>Dive out the window
>Attack full force the moment that door opens
>Other (write-in)
>>
>>42688007
>Open the bottle
>Attack full force the moment that door opens
>>
>>42688007
>Open the bottle
>Attack full force the moment that door opens

I'm not complaining or anything, but would really a 17 with SP spent result in a mere sizzle?
>>
>>42688007
> Attack full force..
No bottle related shenanigans.
>>
Make a Smarts roll
>>
Rolled 6 + 3 (1d20 + 3)

>>42688495
+perception?
>>
>>42688529
Nope. Self-control. You opened a bottle.
>>
>>42688568
so a total mod of +1
>>
Rolled 14 + 1 (1d20 + 1)

>>42688495
What the fuck captcha, an omlette isn't a pancake
>>
Rolled 7 + 1 (1d20 + 1)

>>42688495
Self-control
>>
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You open the bottle and ready your sword as mist pours out of the bottle.The door opens and your vision blurs, and then everything goes white. All you can feel is anger and pain, and a deep, burning hate that overwhelms your senses. You can smell blood, taste it on your tongue, and as your vision clears you find yourself face down on the ground.

You feel cold, and your whole body is covered in blood. It's dark out, and your sword isn't in your hand anymore. You ache like you've been swinging your sword for ages, and you're pretty sure some of this blood is your own. You struggle to your feet and feel your legs wobble slightly. The streets of the town are empty, and there's no trace of Sena or the doctor.

>Head to the docks
>Head back to the house
>Other (write-in)
>>
>>42689357
>Head back to the house
>>
>>42689357
> Other
Find Sena. I hope like fuck we didn't just kill her.
>>
>>42689357
>Head back to the house
That's a pretty high dc for resisting those potions...
Then again, it was hate in a bottle.
>>
That roll was margins of success. You lost control to the rage, but maybe you didn't horribly murder some innocent people possibly.
>>
You make your way to the house and find the front door in the middle of the street covered in blood and claw marks. The windows are almost all broken, and there are pieces of broken furniture around the house.

You find your sword under half a desk, and an arm under a chair, fortunately too large to be Sena's, leaking blight onto the ground. Whatever happened here, it was probably viscous and brutal. No sign of Sena outside though.

>Search the house for clues
>Head to the docks
>Other (write-in)
>>
>>42690166
>Search the house for clues
>>
Sleuth roll
>>
Rolled 13 + 3 (1d20 + 3)

>>42690633
>>
Rolled 15 + 3 (1d20 + 3)

>>42690633
Sleuth + Perception
>>
Rolled 11 + 3 (1d20 + 3)

>>42690633
Sleuth & perception
>>
Your search paints a pretty bad picture. You find Alfer dead in the chair you tied him to, and you can't tell if he's covered in claw marks or bite marks. It might be a mix of both. The basement is empty, every last bottle gone. Still no sign of Sena, though you do find something scrawled on the walls of the ground floor in blood. Every inch is covered by the words "she took her" in various sizes, scrawled in an angry hand. Looking at it makes you realize how numb your fingers are.

As you're about to leave, something catches your eye. A small black book, dislodged from its hiding spot under a table, is by the front door under some splintered wood. It looks like shipping records, notices of supplies coming and going, but the last few pages are covered in notes. Looks like Alfer kept a bottle to study it. The final stage after red is black, a thick black fluid forming in the bottle and slowly filling it. You can already guess what was being produced here. And Alfer was barely working out what he was really part of.

>Head to the docks
>Other (write-in)
>>
>>42691872
>Head to the docks
>>
>>42691872
>Head to the docks
>>
>>42691872
>>Head to the docks
>>
File: 1440543383870.jpg (231 KB, 1280x786)
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A few things strike you when you get to the docks. The carriage is gone, there are a few broken arrows here and there, and there's no boat at the docks, nor any sign of one.

-

Sleuth roll
>>
Rolled 13 + 3 (1d20 + 3)

>>42693045
+perception
>>
Rolled 15 + 2 (1d20 + 2)

>>42693045

It does appear the situation has gone to shit. Rescue arc go!

+Perception
>>
I wonder when someone is going to see the call back I made to part 1 of the story and note it. Let's see how long that takes.
>>
>>42693045
+perception

So, do we need to roll to see how many people we killed?

At least we disarmed the Dr. Fuckass Blight, for the moment.
>>
>>42693174
Oh yeah, the note was signed with a B, wasn't it?

Or was that not the nod?
>>
Rolled 12 + 3 (1d20 + 3)

>>42693199
The hell? Must've fucked something up.
>>
>>42693225
Bingo. And the writing style matches how she spoke. Whether or not it's her is up for debate, but it may very well be
>>
You find a few small bottles on the ground by where the carriage had been, forming an arrow pointing across the water, likely a message from Kat telling you to find a way across and further east. You're not sure how you're going to get there though, since there aren't any boats currently. You could try flying, but if you mess up you don't know how to swim, and you're already dead tired your rampage.

>Fly
>Try to find help in town
>Other (write-in)
>>
>>42693549
>>Fly
>>
>>42693549
We don't know how to swim? That's disappointing.

> Try to fly
>>
>>42693549
>Fly
>>
Strength roll and a Speed roll
>>
Rolled 15 + 4 (1d20 + 4)

>>42693829
+flying
>>
Rolled 7 + 4 (1d20 + 4)

>>42693829
Strength + Flying
>>
Rolled 19 + 4 (1d20 + 4)

>>42693829
Speed + Flying
>>
Rolled 2 + 4 (1d20 + 4)

>>42693829
speed+flying
>>
Rolled 18 + 4 (1d20 + 4)

>>42693829
Strength + flying
>>
Rolled 10 (1d20)

>>42693829
Strength
>>
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You spread your wings and test them for a moment. They don't feel too bad, and you take a running start, sprinting for the water and leaping into the air. You focus your magic, flapping once and sailing high into the air. With a grin you start to glide, flapping gently as you make your way across the water. It's a lot easier than the last time you flew, though this time you're not fighting to ascend, and you know how to keep your body light enough for even the smallest movements to change your course or lift you up.

Even from this far you can see the docks on the other side, and as you approach you can see two boats, one a ferry boat for travelers and the other some sort of transport ship for cargo. You can't tell who chased who, but from the marks on the ships it looks like there was some sort of fight on the water. You touch down on the dock and spot a few sets of marks. Hoof prints, marks from the wheels of the carriage, and several sets of marks like animal paws, big ones, much bigger than the hunting dogs you've seen and maybe bigger than the horses. They're all heading in the same direction, and the speed they were moving at makes it easy to track them. You start to walk along down the road when you feel your necklace pulse gently.

“Madam, is everything alright? You sent a frantic message earlier about someone taking Sena and then went silent. I've been trying to reach you every hour on the hour since then. Can you hear me?”

>Write-in
>>
>>42694416
Get the an Order Agent this way now. an "enchanter" Named B. Light was bottling anger to make blight. One of the aged bottles got opened and I lost it. Sena is missing. Given her condition, I think whoever took her wants to experiment.
>>
>>42694416
"Fought a necromancer, she got away with Sena. Kat and Gil followed her and now I'm following their tracks. The name is Dr. Bella Light. What can you tell me about 'bottling' anger?"
>>
>>42695253
>>42694476
Combine these two, need to call this one in.
>>
You relay the details of what happened to Cenere and try to have someone to come and check the situation for themselves. His response is less than encouraging.

“We've had a few issues of our own to deal with. While all your staff have been a big help, we've had to relocate the entire base. Too much magic in one spot without adequate shielding to hide it. We're presently on the run, it seems, spreading ourselves out to prevent being caught. We'll send someone to deal with it as soon as we can. If this is a wide-spread problem then cutting it off at the source is essential.”

You look at the road for a moment, and decide to keep talking to pass the time.

“What happens when you bottle up anger?”

“Figuratively, madam? Or in reference to what you're currently dealing with?”

“Literally. She was using mind bottles or something.”

“Mind bottles contain memories, not emotions. They're usually used by spies or people with long memories who don't like forgetting things.”

“So then what bottles emotions?”

“There isn't a magic item that I know of like that. But if it turns it into blight then I know the theory behind it. Natural necromancy occurs when a corpse is suffused with so much anger, pain or sorrow that the very soul of the person sometimes leaves traces behind that are too full of negative emotion to diffuse normally. Those pieces rot and ferment, turning into the blight and causing the person to reanimate, often as a zombie but sometimes as other things depending on their emotional state when they died and what they were fixating on.”

“...So she's ripping off parts of people's souls, mixing them with their anger, desire for conflict and negative feelings...”

“And brewing blight like wine. Yes.”
>>
“Does the soul recover?”

“Over time, yes, so that means that for all we know she's been using that town for a long time, stocking up on blight. And if she has multiple towns under her control, then she might have quite the cache. I don't know what she'd need all that blight for, but it can't be anything nice.”

“Noted. And earlier I tried to burn some blight that came out of someone. A living person. All it did was fizzle. Got anything on that?”

“No, madam, but that's troubling. I would advise extreme caution. The person you're dealing with is likely to be one of the three necromancers we've connected to Duke Lamiring. If she has so much blight to work with, she may be working on new forms of it. Be wary of even the slightest infection. A bite from a zombie is one thing, as you've seen, and can't be healed without magic. Wounds from a blighted blade are another thing, and can be recovered from given enough time. But without information on what she's working on, even a single drop could spell disaster.”

“I'll have to keep myself out of her reach then. I just hope Sena's alright...”

“I doubt anyone seeking knowledge would harm a specimen before reaching a safe place to work. She'll have to be confident that she's lost Kat and Gil first, which should lead you right to them if you're careful and they're smart.”

“Gil, careful. Kat, smart. It doesn't really go the other way around sometimes.”

“Well then, it's a good thing they have each other then, and that you have them, madam.”
>>
Up ahead you can see something glistening in the dirt, and you slow to a stop. Another bottle, unstoppered, full of sweet-smelling water and a flower. The tracks go off the road a little bit further ahead, and in the distance you can see a field of flowers of the same color, pale white and seeming to glow in the moonlight. Taking that as a calling card, you turn and head for the flowers.

“I'll get back to you, Cenere. I think this is my stop.”

>Advance slowly and stealthily
>Fly up high and try to get a better view of what's ahead
>Charge in blindly, it's bound to work sometime
>Other (write-in)
>>
>>42695701
>Fly up high and try to get a better view of what's ahead
>>
Speed roll and a Sneak roll
>>
Rolled 10 + 4 (1d20 + 4)

>>42696008
Speed and flying
>>
Rolled 20 + 4 (1d20 + 4)

>>42696008
Speed + Flying
>>
Rolled 17 + 2 (1d20 + 2)

>>42696008
Sneak plus perception(avoiding getting seen by seeing first)
>>
Rolled 9 (1d20)

>>42696008
Sneak
>>
Rolled 7 + 6 (1d20 + 6)

>>42696008
Sneak+perception+flying?
>>
>>42696118
Only one skill per roll
>>
>>42696146
We still need another speed roll right?
>>
>>42696226
Yep
>>
Rolled 11 + 4 (1d20 + 4)

>>42696008
>>42696242
Rolling speed and flying
>>
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You take off into the air and push yourself a little bit, ascending as quickly as you can and moving as little as possible, relying on your magic to help you get where you need to be. You're pretty sure that you won't be seen from this far away, and even if you were spotted all they'd see would be a rising speck. Beyond the flowers you can see a hill, and on the other side of it the carriage, you think. Further than that you can see some sort of building, though it's pretty far away.

You have a few options. You could investigate the carriage and see if Gil and Kat are there and alright, or you could head for the building, since that seems to be the focal point of the trip. You can't see any, but you know that there must be defenses of some sort protecting the place, so you can't just charge in, but the longer you wait, the more likely Sena is in deep trouble.

>Check the carriage and try to regroup with Gil and Kat
>Head right for the building
>Other (write-in)

-

Last post for the night, sleeping now. Until next time!
>>
>>42696516
>Check the carriage and try to regroup with Gil and Kat
Sweet dreams, QM.
>>
>>42696516
>>Check the carriage and try to regroup with Gil and Kat
>>
>>42696516
>Check the carriage and try to regroup with Gil and Kat
>>
>>42696516
>>Check the carriage and try to regroup with Gil and Kat
>>
Alright, are you going to fly over or approach on foot? Either way you'll need a Sneak roll, but one method is obviously faster than the other.
>>
Rolled 9 + 2 (1d20 + 2)

>>42700756
Fly. Sneak +perception to avoid getting spotted
>>
Rolled 20 + 2 (1d20 + 2)

>>42700756
>Fly
We have to get to this as soon as possible before worse things happen to Sena.
Sneak+Perception
>>
Rolled 20 + 2 (1d20 + 2)

>>42700756
Fly, you fool.
>>
>>42700821
>>42700841
That'll work
>>
>>42700821
>>42700841
Well would you look at that...
We're the sneakiest when flying
>>
>>42700821
>>42700841
Crit confirmed. On wings of shadow we fly. Unseen until it's too late.
>>
We're like batman when we fly, even in broad daylight.
>>
>>42700894
....Batman doesn't fly. He hooklines and glides.

Heh. I know what you mean tho.
>>
You focus your magic and head for the carriage, going over everything Sena told you about stealth in your head. You narrow your profile, angling your body to minimize visibility, and adjust your wings slightly so that they make less noise as you glide towards the carriage. You think you're finally getting the hang of it now that you've had to move around quietly so much. You can feel the air around you grow still as your concentrate on your magic, the same magic that makes you lighter also making your movements a little quieter. It isn't much, but it's a neat trick. Maybe you can use that elsewhere, too...

-

Stealth increased to 2!

-

You drop down beside the carriage without a sound. You can hear movement inside, the clinking of bottles and something fizzing, before you hear Gil's voice swearing loudly. You gently knock at the door, and Gil opens in a panic, an arrow in his hand about to strike you, before he recognizes you and frowns, backing off and turning back to the bottles and beakers all over the interior of the carriage.

“It's just you...”

He sighs and rubs his eye slightly, pouring one liquid into another.

“Took you long enough...”

>What happened?
>Where's Kat?
>Where's Sena?
>Where's the doctor?
>Other (write-in)
>>
>>42701071

>What happened?
>Where's Kat?
>Where's Sena?
>Where's the doctor?
>>
>>42701071
>>What happened?
>Where's Kat?
>Where's Sena?
>Where's the doctor?
>>
>>42701071
>Ask everything, one at a time.
>>
>>42701129
This.
>>
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“What happened?”

You carefully climb into the carriage and close the door, settling onto the only bare patch of seat available. Gil doesn't even look up from his work. He looks a bit pale, hands trembling a bit as he works on something.

“We talked to some people... Got a pretty good idea of what was going on, who was involved... No idea what was happening exactly, but we knew you had the right track. Then this woman comes from the docks, and everyone sort of... It was like they couldn't see her. She went into the house you and Sena went to investigate, and... and then...”

He shakes a bit, one hand moving to his chest as he takes a sharp inhale of breath.

“I don't know what happened inside but the woman came out missing an arm. And Sena was walking behind her like she was in a trance, carrying a crate of some sort. It rattled and clattered a bit. We tried to stop her but it was like she was another person. She broke Kat's arm, and the woman was just laughing the whole time... They went and got more crates while someone on the top floor was breaking furniture and throwing it out the window. I got Kat patched up and we tried again when they tried to set sail. It didn't go as planned... The woman had Sena stand in the way of every arrow I fired, right in her chest... Sena never flinched...She...”

He shakes again, this time setting his bottles down and starting to sob.

“We chased them here... Kat got taken by something when we got too close...”

He turns to you and hugs you tightly, crying against your shoulder.

“Help me... Please... I... I'm so afraid... I just want my sister back... I just need to know Kat is alright... Please...”

>Finish what you're working on and follow behind me
>Let me try to help you finish this so we can go together
>I'll scout a bit and come back for you
>Other (write-in)
>>
>>42701264
>>42701264
A necromancer?
She could have taken control of the blight in Sena.

>We work together and then we find them together. First you need to find your bearings Gil. Kat and Sena need us at our best. Clear minded and using our courage to move forward. . You've got the courage of a dragon on your side.
>>
>>42701264
>>Finish what you're working on and follow behind me
We might have lost Kat and Sena.
>>
>>42701264
>Finish what you're working on and follow behind me
>>
Make a Smarts roll, plus Alchemy
>>
Rolled 7 + 1 (1d20 + 1)

>>42701428
>>
Rolled 9 + 1 (1d20 + 1)

>>42701428
>>
Rolled 1 + 1 (1d20 + 1)

>>42701428
>>
>>42701467
Ouch. We just end up making a mess and Gil is gonna need to man up.
>>
>>42701489
It's probably just an identification roll.
>>
>>42701489
Well it wasn't a critfail so it's fine with a 10
>>
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You give him a pat on the back.

“Let's get this finished so we can get moving then, alright? Pull yourself together, they need us to stay strong for them.”

Gil nods slightly and rubs his eye, adjusting his eye patch a little to get to the other one.

“Yeah...”

You grab a few bottles and examine them, trying to remember the names of the ingredients, or even what they do, but you're drawing a bit of a blank.

“What are you trying to do, anyway?”

Gil points to a few dozen small bottles of black glass.

“Smoke bombs, with a sticky substance that will bond the smoke to things. I was gonna fill the place with smoke, cover myself with the same stuff, and then slip in during the chaos. It should cover up any odors, too. It'll sting if it clings to the skin for too long, but honestly, that's worth it to me. We should be able to get pretty far with just a few of them, so long as we don't inhale too much.”

You nod slightly.

“Alright. I'll do what I can, but I don't know that recipe.”

Gil shrugs and passes you the mortar and pestle.

“Just grind up what I tell you to grind up then... That alone is gonna speed things up a lot.”

You shrug a bit.

“Works for me.”

You work alongside Gil for a little while, maybe ten minutes, just grinding things into powders with various compositions, blending the ingredients for him to add to his concoctions. By the end you have your smoke bombs all set to go, and the whole interior of the carriage is stained black by soot. Gil is grinning like a madman.

“We've... Alright, maybe we have a chance... Undead aren't all that smart...”

He shoves a few bottles into his pockets, grabbing his bow and loading it full of arrows of various sorts. His quiver is full of all different colors now, and he takes a moment to stain it all black.

“Ready?”

>Ready
>Other (write-in)
>>
>>42701659
>Ready
>>
>>42701659
>Ready
>>
>>42701659
>Ready
>>
>>42701659
>Ready

Let me handle the laughing lady and Sena. You get Kat. Until then, we stick together.
>>
You nod slightly and grab a few smoke bombs while Gil pockets the rest.

“Let me demonstrate how this works. We'll need a good coating of this stuff anyway.”

He opens the door to the carriage.

“Be sure to let me know when you throw it, alright? So first you shake, then throw, and then breathe deep on the count of two after it shatters.”

He shakes a bottle hard, smashes it against the ground outside, and counts off. You take a deep breath and close your eyes, and hear a soft whooshing noise. You can feel a fine mist on your skin, and after a moment you open your eyes. Everything is black for twenty feet, and the smoke it spreading, carried on the wind away from the building. Gil smirks at you, but you can barely see him aside from his eye.

“It shouldn't burn your eyes or anything, your eyelids will wipe it away before it can set and break down or anything like that. Aside from that... We should be good to go.”

He exits the carriage and heads for the building, readying his bow in one hand and an arrow in the other, one with metal prongs at the end for grasping bottles. You move beside him and take out your sword, making sure that the mist covers the blade fully.

“I'll handle the necromancer, you get Kat. Sena will be with one or the other. Until then we stick together.”

Gil loads one of the smoke bombs onto the tip of the arrow.

“You got it. First we'll have to deal with the thing guarding the front door... Beyond there, I don't know what's in there, but the thing dragged Kat down, not up, so I think they're underground...”

He pauses for a moment.

“...Ever since we joined up with you, it's been luxury and nightmares. We're never going to be normal people again. I want you to know what you do to those around you. If we make it out of this... the only place for us will be beside you. We've seen too much to just go back to our old lives."
>>
You gently clasp his shoulder.

“I'm sorry. And /when/ we get them back, I'll set things right.”

He nods a little bit and smiles wryly.

“Alright then. I'm holding you to that, boss.”

>Stealth approach
>Draw the creature out and lure it away from the building
>Set the building on fire and see what happens
>Other (write-in)
>>
>>42701893
>>Draw the creature out and lure it away from the building
>>
>>42701893
>Draw out the creature and stealthy ambush it.
>>
>>42701893
> Draw the creature out and lure it away...
>>
>>42701893
>>Draw the creature out and lure it away from the building
>>
Alright. Sneak roll and a Sleuth roll. I think I'm gonna start naming skills to use (stealth and perception, in this instance) and letting people suggest alternate skills to add rather than leaving it totally open. Otherwise it gets confusing.
>>
Rolled 5 + 2 (1d20 + 2)

>>42702265
Sneak+stealth
>>
Rolled 5 + 3 (1d20 + 3)

>>42702265
Sleuth +perception
>>
>>42702265
Sneak+stealth
>>
Rolled 2 + 2 (1d20 + 2)

>>42702265
Hurmph. Try that again.

Sneak
>>
Rolled 14 + 2 (1d20 + 2)

>>42702265
Sneak + stealth
>>
Rolled 5 + 3 (1d20 + 3)

>>42702340
...
I kinda don't wanna make a sleuth role.
>>42702265
Sleuth and perception
>>
One more Sleuth roll?
>>
Rolled 19 + 3 (1d20 + 3)

>>42702633
>>
>>42702644
That'll do.
>>
You approach the building slowly and finally manage to get a good look at it. It looks like an old manor house, though much smaller than the one you recently stayed at. Everything about it signifies decay, from the worn paint to the shutters falling off the windows to the rusted metal of the railings and exposed nails. The ground around the building is bare, and the plants just beyond that are struggling to survive. Even the air itself feels dead and desolate around the building.

As you approach with Gil you feel a sudden chill, and you notice something out of the corner of your eye. There's a black shape creeping along the ground, something massive, covered with limbs and moving like a serpent. It looks like it's covered in blight, bone and rotten flesh visible every now and again beneath the viscous fluid. Gil points to it and nods slightly, as though confirming that that's what took them by surprise before. You don't know how exactly to lure it away without exposing yourself, but you've probably got some options.

>Firesing to create a diversion
>Lay a trap for it and try to bait it into the trap (write-in what sort of trap)
>Try to sneak past it
>Element of surprise, attack while it's unaware
>Other (write-in)
>>
>>42702929
> Firesing to create a diversion
>>
>>42702929
Regular members of the church of sun and moon fight things like this? Sheesh.

Can we make fire arrows?
Stun the beast with darkness and see if a combination of it and the viscous fluid and dragon fire arrows make for a lot of fire.
>>
File: Cluster_Hand_Monster.png (37 KB, 1370x1200)
37 KB
37 KB PNG
For reference, this is what inspired the look of this monster, so keep that in mind when trying to picture what it looks like.
>>
>>42703088
Jesus, how horrifying. Only want to see that if I had a belt feed weapon.
>>
>>42703174
https://www.youtube.com/watch?v=Iqp0jlXkNQk

Kids get the best shows these days.
>>
>>42703022
You can make fire arrows, yeah. Lighting them mid flight might be tricky, but you could light them before Gil fire them.
>>
>>42702929
>Try to sneak past it
>>
If the fire arrows is for a diversion then it's two votes diversion and one vote sneak past it. Anyone else wanna interject?
>>
>>42703483
Nope. Pray the dice are in favor.
>>
Rolled 3 (1d3)

1 is diversion via fire song, 2 is flaming arrow diversion, 3 is stealth mode
>>
Sneak roll
>>
Rolled 17 + 2 (1d20 + 2)

>>42703916
+stealth
>>
Rolled 3 (1d20)

>>42703916
Rolling
>>
Rolled 6 + 2 (1d20 + 2)

>>42703916
>>
You bide your time and wait for the creature to pass, moving behind it towards the door. You don't see any eyes or ears on it, but you give it a wide berth anyway, just to be sure. It doesn't seem to notice you or Gil, and you make it to the front door without issue. Gil primes his arrow and gives you a silent nod. You push the door open slightly. From here on things are going to be frantic, a blind run through the house to wherever Sena and Kat are. Gil fires, and you hold your breath as you slip inside with him.

The main hall is rapidly filling with smoke as you enter, and several confused zombies stumble about, some into the smoke and some seeming to flee from it. There are stairs leading up, two immediately visible doors, and some stairs that seem to lead downward.

>Down
>Up
>Door 1
>Door 2
>Other (write-in)
>>
>>42704226
Spirit Sight?

Do we have magic to do it?
>>
>>42704249
This. We need more Intel.
>>
There's much more magic below you than above, but there's some everywhere. Somewhere in the attic is a concentrated source of magic, a few on this floor, and a massive amount maybe fifty feet below you.
>>
>>42704730
One of our targets is in the attic, the lab is downstairs.
>>
>>42704730
Let's try one of the doors. I bet one of our friends are there
>>
>>42704226
>Door 1
>>
Alright, Sneak roll
>>
Rolled 14 (1d20)

>>42705122
Ok
>>
Rolled 1 + 2 (1d20 + 2)

>>42705122
Sneak.
>>
Rolled 7 + 2 (1d20 + 2)

>>42705122
+stealth
>>
File: 1435464157966.jpg (1.01 MB, 2850x3450)
1.01 MB
1.01 MB JPG
You make your way past the hapless zombies to the first door and peer through it. It looks like an old study, full of dust and cobwebs. Your sight tells you that the desk has something magic inside it, but the floor looks a little unstable. If you glide over Gil probably won't be able to get to you if it turns out to be something bad.

>Check it out
>No time, come back later maybe
>Other (write-in)
>>
>>42705488
>No time, come back later maybe
Check other door.
>>
>>42705488
Magic thing is probably warded. Should leave it for later.
>>
>>42705488
>No time, come back later
>>
File: 1440544375309.jpg (155 KB, 742x604)
155 KB
155 KB JPG
You turn and head for the other room. This one looks more promising, but in a different way. Books of all sorts line the walls and cover the floor. A small fortune, really. Your sight reveals a few tomes are magical, enchanted in some manner.

>Grab some books
>Take only the magic ones
>Something else to come back for
>Other (write-in)
>>
>>42705842
Does anything catch our eye to help with our current predicament? If not, mark the ones Kot wants and move on.
>>
>>42705842
> Something else to come back for
No time for this now.
>>
>>42705842
>Take only the magic ones
We don't know if we're going to be able to come back here so at least grab one or something.
>>
>>42705842
>>Take only the magic ones
>>
Rolled 8 (1d20)

Evens grab books, odds come back later
>>
>>42706572
Books of shadows, tomes, grimoires, anything made with human flesh and written with blood. The good stuff.
>>
>>42706572
We're gonna learn spells! Maybe. Or dark secrets and stuff.
>>
>>42706638
This, please.
>>
>>42706638
>>42706677
Pretty sure we're staunchly anti-necromancer. With very good reasons.
>>
>>42706699
We don't have to do blight stuff, there's probably other dark magic stuff in the world. And it might be good for anti magic like we saw with those stones.
>>
>>42706767
If we know how necromancers work, it would be easier to know how to counter them.
>>
>>42706848
That too, maybe take controll over and desummon things too.



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