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File: Paladin 2.jpg (82 KB, 736x1041)
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You are Sir Alaric Lener of the Order of Angels.

Sent out into the world by your order as a newly minted Paladin, you are to destroy evil and gain a better understanding of yourself and of Good.

You, so far, have interrupted a cult sacrifice and demon summoning, saving the sacrifice in the process, even if the cult leader escaped, fought a rabid bear, and overcome an evil mask and it's thrall.

Your current aim is to return the would-be sacrifice, a peasant woman by the name of Selora Oathkeeper, to her home, half the kingdom away. She also seems to have made you her husbando. You have plans to meet up with a barbarian to create the beginnings of an adventuring party.

You are currently in the centrally placed capital city, having just spoken with the local high priest about the evil mask you defeated, but not destroyed.

What do you do?

Previous thread is here: http://suptg.thisisnotatrueending.com/qstarchive/70007/
Please read it before posting.
>>
Obtain a high-quality crossbow from the shops.

Paladins with swords are too main-stream.
>>
>>104755
I repeat, read the previous thread.
>>
>>104742

Don't wish to pry in your personal affairs OP but hope you can get through it.

>>101540 here and am sticking to that post.
>>
>>100412

Sticking to that post as well.
>>
>>104801
>>105161
Shopping confirmed.
>>
You decide that it would be best to procure more supplies, and that it might be nice to have Selora by your side... It's a fairly short walk to the inn where you left her, and she's soon gathered up.

Roll 1d20 to see how well buying supplies goes.
>>
Rolled 15 (1d20)

While shopping, could we attempt to glean any sort of useful information from the townsfolk?
>>
Rolled 13 (1d20)

>>105201

Here goes. Let's hope we don't keep her in the sack again.
>>
>>105255
>>105369

Writing
>>
You set out to buy her some half-decent clothes, and you manage to get her clothed halfway decently for little cost... Someone tries to sell her a set of intricate, lewd-looking lingerie... And she seems definitely interested. You pull her away before she can commit. You don't have the money!

You buy some trail rations, fairly cheap... Not too hard, was it? Your money is starting to dwindle, but you still have enough to pay for the mail.

What will you do next?
>>
>>105490
Is she still in that damned sack? Get her SOMETHING! Peasant clothes could be better than that sack. Also pail for the mail.
>>
Rolled 5 (1d20)

>>105201
Me again. Rollin for clothes and supplies.
>>
Having gotten some supplies, we have two options it seems. We could go check for any odd jobs that might be needing done, which I personally vote for, or we can fix our armour and get to getting our damsel back home.
>>
>>105490
Might be an idea to get a mundane torch or lamp, I know funds are getting a little low, but we can't call on our patron every time we need a glow. It's disrespectful unless we are in great need. Also how close is it to midday? We shouldn't be late to meet our new barbarianfriend
>>
>>105498
She's in it, yes, but only because she hasn't had the privacy to change. Sheesh.
>>
>>105490
I too hope things pick up for you, OP and that everything ends out alright. Your story is hella fun so far, your effort is appreciated, but also don't feel bad if life decides to rear its ugly head and you don't have time anymore, I know what that's like all too well.

>>105510
>light source
>we shouldn't be late to meet our new barbarianfriend
Agreed on both counts. I'm excited to have a new character and a new sword arm alongside us as well.

I say we make sure our supplies are squared away, get to a place where the lady can change and maybe grab something to eat or get hydrated before we go meet the barb if we have time. If not, then we should just go meet him now.
>>
>>105510
>>105532
Confirmed.
>>
You decide to stop by the inn, which has a secluded enough place for her to change...May not be intended as a changing room, but it works.

She is now wearing a wool dress.

You think about getting a dedicated light source, rather then using your power... Not a bad idea. Lamp oil is too expensive at the moment, thanks to various economic conditions you have little understanding of. That leaves torches, and you find someone selling them... Ten torches for twenty Marks. You currently have one hundred fifty seven Marks currently...

Will you buy them? Or try to find a better deal?
>>
>>105653
I say sure why not, only if we have enough at the end to pay for the mail. If not... skip it, we can make our own torches later.

...Hopefully. :P
>>
>>105653
Torches sounds fine, buy those and then focus on asking for directions to get the girl back home
>>
>>105653
Try to bargain, or else find some small pieces of firewood and use the girl's sackcloth to make our own torches. Buy a bottle of something alcoholic since oil is out, and keep it on hand for making the torches effective.
>>
>>105665
>>105697
Confirmed.
>>
>>105697
>>105665
Ugh. Coulda had free torches.
>>
You buy the torches, giving him a smile.

Afterwards, you more or less wander the city for a bit with Selora... You see the sights, the Royal Palace is impressive, the hugely tall men in gilded armor guarding it even more so.

Soon, it's time to pick up your mail... Selora pouts a bit. "Aw, I was enjoying our date..."

... Date?

You shrug it off and go get your mail... you hand over twenty two Marks, getting it back... Put it on now, or wait until you need to?
>>
>>105721
Put it on now, why risk it?
>>
>>105721
We are a paladin. Paladins are pretty much naked without armor and we only walk about like that in a chapterhouse unless we can't avoid it. Put the mail back on. What time is it anyway?
>>
>>105726
>>105734
Confirmed.
>>
You strip down to your undergarments to put the mail on... Selora approves, especially since the heat of the forge has put a sheen of sweat on you. You hastily put your mail on, covering up as quickly as possible...

You exit the shop, and note that there's a little under an hour to get to the meeting place... and that Selora has a silly grin on her face.

What do you do next?
>>
>>105752
Begin to head to the meeting place, and ask Selora why she's grinning?
>>
>>105752
Head to the meeting place.

Just finished going through the archive, and glad that I still caught this while it's running, even if I have to go to bed soon.
>>
>>105761
>>105821
Confirmed. Welcome to the Quest!
>>
You don't bother asking her why she's grinning, you have a good idea why...

You make it there with some time to spare. The Barbarian is boisterous, and is visible from a ways away, sword on his back. However, you also notice the rogue from earlier hanging around...

What do you do?
>>
>>105837
Greet the barbarian and the rogue, introduce ourselves and Selora. Get their names, and outline where we're going.
>>
>>105865
this
>>
>>105865
>>105869
Confirmed.
>>
You stride up to the Barbarian and shake his hand warmly. "Hello! Are you ready to be off, companion?" He laughes and nods. You turn to address the rogue... but he's nowhere to be found.

You shrug and get moving west, to the hill-province she calls home...

Roll 1d20 for random events.
>>
Rolled 20 (1d20)

>>105884
time for some action!
>>
>>105891
noice
>>
Rolled 1 (1d20)

>>105884
Not gonna beat >>105891
>>
Rolled 12 (1d20)

>>105891
So do we automatically get something epic, or something terrible?
>>
File: 1335272812666.gif (1.6 MB, 201x145)
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>>105891
>>105900
This was not supposed to happen!
>>
And let's go.
>>
The travel goes quietly for about a week. You notice something out of the corner of your eye a few times, but aren't worried by it. You guessed the rogue would follow...

You pass between provinces soon enough, you're making good time.

However, shortly after...

Roll 1d20.
>>
File: Worried.gif (2.59 MB, 540x300)
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>>105905
>>
Rolled 9 (1d20)

>>105912
How bad is it going to be?
>>
Rolled 7 (1d20)

>>105912
rool?
>>
Rolled 8 (1d20)

>>105912
Rolling for encounter with benevolent creature?
>>
Writing now... lube yourself up while you can.
>>
Your only warning is a whistle. Two arrows crack on the pavement, another buries itself in the Barbarian's shoulder. "Ambush!" he roars.


His claymore and your mace are ready in an instant, and with a prayer the next wave of arrows shatters against a ward... This is accompanied by a yell as about a dozen figures, mismatched in all ways, charge...

Led by a huge, nasty, greenskinned ogre. It's unarmored, thank the gods, but it's big, nasty, and experienced... It has a big scar across it's belly and chest, and a grey topknot. It wields a spiked club as it leads the charge on you and the Barbarian whose name you never caught...

How do you respond? Roll 1d20.
>>
>>105934
Charge the bastard and smash his skull in the name of your god. If we kill the biggest orc, they usually get scared and break for it
>>
Rolled 9 (1d20)

>>105936
Forgot to rool
>>
Rolled 20 (1d20)

>>105934
You smite the ogre's legs to disable it, then kill it. Protect yourself from attacks with a ward.
>>
>>105939
God be watching us!
>>
>>105940
m00t be praised!!
>>
Rolled 8 (1d20)

>>105934
Meet the orc's charge head-on, but that doesn't mean we have to fight blindly.
Go for his unarmored knees and arms.
>>
>>105939
Seconding, not that it needs it. Jolly good roll questfriend, we have an established godly combat roll luck that you appear to have tapped thoroughly
>>
...
>not_as_planned.jpg

Also, it's an ogre, not an orc.
>>
>>105948
Sorry, watching the extended edition of LoTR and mixed my species.
>>
You put your faith in the gods, and charge... You put all your power into a swing at the ogre's legs. You're on eye level with it's belly...

It lets out a roar of pain as it falls to it's knees. It's still capable of swinging it's club, and it does so, enraged.

You barely notice the barbarian swinging his sword in wide arcs, hacking through the bandits.

Roll to dodge it's swings, and counterattack!
>>
Rolled 14, 3 = 17 (2d20)

>>105956

Dodge roll like you're in dark souls and then bash that fucker's head in with some smiting.
>>
Rolled 15, 7 = 22 (2d20)

>>105956
Dodge it and smash his brains in!
>>
Rolled 3, 16 = 19 (2d20)

>>105956
Do this>>105959
>>
Writing
>>
You dodge it's swings, and try to do a clever move.

The plan is to jump onto his arm, then onto his shoulders, fill your mace with holy light, and smash it down on his head, full-force. This... doesn't go according to plan.

You jump onto his arm, fair enough,,, but then as you're jumping onto his shoulder, his massive club smashes into you in midair, sending you flying away and stunned.

The ogre tries to walk towards your prone form, but bellows in pain as his legs give out under him. Seems they're broken... He starts crawling slowly towards you.

Roll to see how fast you can shake off the stun.

Also, last post for the night.
>>
Rolled 16 (1d20)

>>105979
i cri evritiem
>>
Rolled 19 (1d20)

>>105979
Thank god I put that ward in there or that mace attack probably would've broken something.
>>
Rolled 7 (1d20)

>>105979
Come on, don't let us down!
>>
>>105986
You blew it.
>>
>>105985

Good job. No point in rolling as well. Also fuck, fell asleep just as everything started. Should be more careful tomorrow. In any case though based nats twice in almost a fucking row. RNG gods are with us.
>>
>>105983
Does first roll always win? Not really sure how this works. Too bad I went to sleep too early and missed some action.

Also sick fuckin job literally breaking his legs with our mace. Badass.

We should keep healing in mind... at least if we are anything like a d&d paladin we can heal ourself if need be or someone else, should we find them mangled on the floor after fighting ensues...
>>
>>106559
>after the fighting ensues
I mean after the fighting has died down. Obviously it has already ensued.
>>
>>106559
think its the highest of the two/three first rolls
>>
>>106573

If you ask me I'm pretty sure it's the highest of any of the rolls he actually sees. If later rolls were missed before, those were probably ignored since he already started writing when they were made.
>>
I'm awake.
>>
>>107177
Let's see a righteous beat down on that ogre.
>>
Just caught up to find OP off to bed, oh well. Will differently be looking for a follow up thread/continuation.

Good job OP.
>>
>>105985
What are you rolling for, anyway?
>>
>>107233
Oh shit nvm. He just got up. Oh boy lets fucking go.
>>
>>107237
How about shaking off the stun then caving the ogre's head in with our mace.
>>
You know, you're supposed to be rolling... Whip those 1d20s out.
>>
Whispering a short prayer, stride over to the crippled ogre crushing his skull. Then turn to aid our barbarian companion in routing these filthy heathens.
>>
>>107313
>>
>>107313
>>107315
Don't know how many times I've said it, but options field.
>>
>>107329
Yeah turns out you can't roll from phone.
Rip
>>
>>107335
Nonsense, I've rolled from my phone plenty of times.
>>
Rolled 6 (1d20)

do we need to roll more?

alright, rolling for shaking off the stun
>>
Alright, time to get to writing.
>>
Rolled 12 (1d20)

>>107335
No, you're just stupid and can't follow instructions.
Rolling dice from a phone is easy.
>>
You groan and shake your head, trying to get up... You gaze at the suddenly fuzzy-looking ogre and do your best to stand. You grip your mace as hard as you can and strike at it... It intercepts with it's own heavy object, it's club.

You need to get your head in the game...

What do you do next?
>>
>>107390
So are you using the rolls we got before, or ignoring them because they didn't have specific actions associated with them?
If the latter, you should explicitly state that all rolls without actions stated in their posts and linked back to your post will get ignored. Otherwise you're likely to face whining by people who rolled high but didn't post an action as well.
>>
Rolled 7 (1d20)

>>107402
Get our head together and run around the ogre and bash its head from behind. Its legs are shot so turning should be hard for it.
>>
>>107402

Kick it in the groin. That always works. Hope ogres have nuts to crack.
>>
>>107410

The rolls before were to shake off the stun. He didn't ask for rolls this time so just come up with something to do.
>>
Rolled 18 (1d20)

>>107402
Make a sidestep, allowing the club to hit the floor while you redirect your mace to his arm, disarming the enemy
>>
>>107335
When you type into the options bar you have to make sure the d in dice is lowercase
>>
Forgot to ask for rolls, oh well. Writing.

>>107417
>>107435
Good on you.
>>
>>107428
Rolls are assumed to be needed for actions which would normally need a roll if they're to be done, such as an attack.
>>
>>107475

Well in this quest he both asked for opinions without rolls out of which he'd pick one, and opinions with rolls out of which he'd pick the highest. But yeah, seems like he just forgot to add rolls to this. Welp, not like I could've beaten an 18 anyway.
>>
You shake your head and try to sidestep it's swing... it's more of a side-stumble, but close enough. The strike only clips you, sending you stumbling back.

You mutter a somewhat-disjointed prayer for clarity and smash your mace into his arm... Unfortunately, this blow doesn't' have anywhere near the power you put into his legs... He roars in pain, but nothing seems broken.

You finally manage to get your head more or less cleared... and notice that the barbarian seems to have some distinctly... roguish... help. Good thing too, he looks badly wounded.

What do you do next? Roll.
>>
Rolled 7 (1d20)

>>107492
Try to get begin the ogre and bash its head in with Smite.
>>
Rolled 7 (1d20)

>>107492

Ah, not down yet. Might as well try again. Kick it, or hell mace it if you can in the groin. That might stun it. The barbarian should be fine without a heal for now if the rogue is assisting. If you do get a breather throw a quick heal his way if you can.
>>
Writing. Also, something's come up and needs to be done. Be a bit until I can post again.
>>
You get backhanded by the ogre, who briefly rubs his bruised arm. You circle the ogre as best you can, who keeps up with your circling surprisingly well. You pray to the gods, readying yourself for a smite, and charge.

A clever feint has the ogre's club in the wrong place to deflect your attack, and your mace slams into it's skull, eliciting a bellow of pain.

It's reeling! Finish him!

by rolling 1d20
>>
Rolled 15 (1d20)

>>107593
Finish him!
>>
Rolled 5 (1d20)

>>107593

That 15's good but here goes as well! Finish it!
>>
Rolled 17 (1d20)

>>107593
Swiggity swooty, I want them ogre goodies
>>
Alright, one more post for now. I might be able to post from my phone later, we'll see.
>>
You take this opportunity by the horns, and concentrate your power in your mace. You swing, with all your might, at the same spot you hit him earlier... For a brief moment as it connects, your mace shines like a miniature sun.

The ogre collapses, missing most of it's head. You turn your attention to the barbarian and rogue... The barbarian seems to be down, but not dead, and the rogue is desperately holding off four enemies at once...

What do you do next? You know the drill about rolling.
>>
Rolled 10 (1d20)

>>107689

If you can cast a heal spell from the distance do it, otherwise rush in to help. Put a barrier on before heading for them in case some arrows fly your way.
>>
Rolled 19 (1d20)

>>107689
Run over to the barbarian and channel some healing into him first.
Then we can help the rogue by flanking his attackers.
>>
Rolled 5 (1d20)

Cast a blinding light to give the rogue some help then heal the Barbarian.
>>
I think soon we might need a list of spells we know. It would stand to reason that we have a limited repertoire at this point.
>>
You decide that the rogue can handle himself for the moment, and rush to your barbarian friend's side... Grave, but you can at least get him up and moving.

Pulling the two arrows out of him, you place your hands on his torso, and mumur a prayer of healing... Afterwards, you pull him to his feet. " come on, he needs our help!"

Roll 2d20, first one to see how well the barb can move and second to see how well the fight goes.
>>
Rolled 8, 2, 7 = 17 (3d20)

>>108634
Now blind the foes with light using the 3rd roll.
>>
>>108705
Welp, we are screwed if no one else rolls.
>>
Rolled 18, 13 = 31 (2d20)

>>108634
I assume the second roll will put us on autopilot for the remainder of the fight?
>>
>>108525
I'd also like to know this.
>>
Rolled 62 (1d202)

>>108634

Here goes.
>>
Rolled 12, 9 = 21 (2d20)

>>108795

Oops. Fucking autocorrect.
>>
Writing
>>
You pat his back as he starts fighting again... The rogue seems to be near the end of his rope as far as stamina goes, and welcomes your entrance into the fight.

The fight is brief. Three heroes versus a quartet of bandits?

Soon they're down... Everyone's tired, and an agreement is silently made that no more travel will be done today...

What do you do next?
>>
>>108896

I say start a fire, get some food and hydration into everyone then go scavenge the remains for coin, gear and eventual supplies. There should be plenty. Anything we don't want can be sold at the nearest town if it's not too heavy to carry.

Also where the hell is Selora? Did she hide?
>>
>>108896
Get a fire started, see to everyone's wounds.
Clean up the battlefield by getting the bodies together and checking for anything salvageable and anything to identify these bandits.

Also, what are our funerary rites? Do we bury them and pray for their souls, or burn the bodies?
>>
>>108896
Is our god cool with the whole looting corpses thing? If so then loot the bodies after tending wounds of the party. Otherwise just tending wounds.
>>
>>109032
Also funeral rites seems like a very pally thing to do, I like it.
>>
Home now, writing.
>>
Your companions seem all for leaving them to rot out of sight... you have misgivings about this, and would rather bury them. You get a funny look for that...

"Bury thirteen bandits and an ogre? We'd be here for weeks!" says the rogue.

Selora crawls out from a bush, bleeding slightly, and brushes some twigs off her.

The two of you find a good camping spot and start a fire... not hard. Soon the two are back, and you get to healing... afterwards, you're handed some gold... 'Your share of the gold', they say.

What do you do next? Rest and leave tomorrow, or rest tomorrow as well? Something to do with your companions?
>>
>>109567

I say we make camp here, around the fire and talk a bit. Ask them what they plan to do after we take Selora home and if they're willing to follow us in purging evil from the land. If that fails to impress them, mention there is of course fame and coin to be made.
>>
>>109609
This
>>109567
I say we also give back our share. We are a holy man and have no need for earthly things such as currency
>>
>>109698

Oh hell no, our pocket is pretty close to empty man. We need the gold. Also that's a pretty silly idea that clergy have no use for gold when they seek it so avidly. How do you think churches get built?
>>
>>109698
>>109725
You too, roll. Highest one wins, even if the first one is foolish.
>>
Rolled 10 (1d20)

>>109780

Fine. How much was in there anyway? We can't be rejecting gold in a quest. Down to 135 right now.
>>
>>109786
Your share was 73 Marks. And the actual amount possessed was 115 Marks.
>>
>>109831

Ah yes, those damn torches we never bargained for. Welp!
>>
Rolled 18 (1d20)

>>109567
Rest and leave tomorrow.
If we can't bury them, say the rites and get a fire going to give them a cremation.

We're in a setting with magic; don't discount the possibility of undead and vengeful ghosts. Make sure those bandits don't come back to haunt us.

Keep the gold.
>>
>>109900
>Dat 18

GJ!
>>
Wroting
>>
File: 1368063759823.gif (1011 KB, 264x320)
1011 KB
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...did we ever get food? Or water? Or a tent, tinderbox, map, rope, knife, bag...
>>
You decide to squash your qualms, that it's not really important. They're murderous brigands, they deserve no mercy...

Soon it's time for sleep... the three of you adopt a watch pattern that lets you all sleep a fair bit... being the nice guy, you take the hardest watch, the pre-dawn watch.

Roll 1d20 for random events.
>>
Rolled 7 (1d20)

>>109954
>>
Rolled 10 (1d20)

>>109947
We got supplies when we got Selora's dress, we're fine.

>>109954
Here goes.
>>
>>109947 , >>109966 is right. Hilarious gif, though.
>>
Nothing happens during your watch, save a brief feeling of being watched. It happens...

Soon you're on the road again. The land grows hillier and hillier... Roll for random events.
>>
Rolled 4 (1d20)

>>110032
>>
Rolled 8 (1d20)

>>110032
>>
Rolled 17 (1d20)

>>110032
this is for random ambush.
>>
Weriting
>>
Travel goes smoothly, and the residual injuries from the ambush fade and are healed, although the barbarian bears a new scar, something he is pleased about.

Selora seems happy and excited, getting closer to home... even if she can't quite remember a few things. She does, however, nearly vomit when you find a disemboweled, rotting body in the middle of the road. Not pleasant...

Whatdo you do?
>>
>>110093

Search it for loot or any trinkets that can identify the guy then offer a prayer or something for safe passing.
>>
Rolled 11 (1d20)

check the corpse to see if there are clues as to who the corpse was, you know like a love letter or something. Also, depending on how fresh the corpse is, ready your weapon.
>>
>>110093
Don't touch it, but check the corpse for any identifying marks or items. Move it to the side of the road and dig a shallow grave for it and give it funeral rites; don't want it coming back as a zombie.
>>
>>110129
>Fresh

He did say rotting though. Take it it's been there for a while.
>>
Rolled 5 (1d20)

>>110138
Forgot to roll.
>>
>>110093
Cremate it; give them a proper sendoff.
>>
>>110140
I suppose, but the term is slightly subjective. I've heard people say that a bruised apple is "rotting". Not that they are right, but still... Hell, maybe it's been there for a day and maggots got to it quick... I suppose you don't have to ready your weapon at that point though.
>>
Writing...
>>
You lower your head and murmur a prayer for whoever the unfortunate is. When you raise your head, the rogue is searching the decayed body... "What?" is your oh-so-eloquent response. He smirks and flips a coin in the air. "A coin's a coin, he doesn't need it." The barbarian shrugs, and Selora gets over her vomiting.

"... We should bury, or at least burn, him." You're looked at funny, nobody wants to touch the rotted corpse.

You want to dispose of it, but everyone else wants to move on, and you do so reluctantly...

Shortly after, the Rogue is dunked in a river and forcibly washed. He stunk like corpse.

You come across a tiny village, do you enter it?
>>
>>110220

Go in. There might be quests to be had.
>>
>>110220
why the hell not?
>>
Rolled 2 (1d20)

>>110220
At the very least, we can get a prepared meal instead of trail rations.
But keep our guard up; a dead body in the middle of the road so close to the village? Something's not right.
>>
Writing
>>
You resolve to enter the village with caution...

The village is really small, and seems only sustained by travelers. Four houses, a smith, an inn, and a guard tower. The road passes near to the village. The village seems to be primarily inhabited by elves.

The folk who live there seem grim and withdrawn, fearful even...

What do you do?
>>
Rolled 3 (1d20)

>>110276
Do a quick check for evil.
Go to the guard tower to let them know that we killed a bandit group with an ogre, and that there was a body on the road a bit out of town.

Inquire what's got everyone in town spooked.
>>
>>110276

Head to the inn for some grub, and ask around if there is any need for help or simply chat about rumors. Should learn something anyway.
>>
Rolled 13 (1d20)

>>110281
Second this.
>>
Rolled 16 (1d20)

>>110288
Rolling for this
>>
>>110288
Head to the inn for some grub, and ask around if there is any need for help or simply chat about rumors.
>>
Writing.
>>
Rolled 19 (1d20)

>>110365
>>
You decide the inn is your best bet. One guard is standing outside the tower, surveying the town. You get a suspicious squint from him as you enter the inn, apparently named 'Roundear's Mug' for whatever reason.

There are few folk inside the inn, other then the innkeeper and the (rather large chested for an elf) barmaid.

Nobody seems inclined to chat, and you get your food and drink in silence.

What do you do?
>>
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>>110372
Got overruled
>>
>>110381
sorry man and this is my frist roll in thie quest
hmm now what do?
>>110377
talk loud enguh that people can hear you about how all of you killed that oger and things, hopefully that would get some wanting to talking about y this town is so shitty atm
>>
>>110387
We were going for the same thing so no problem.
>>
Rolled 6 (1d20)

>>110377
Try to strike up a conversation with the innkeeper.
Ask if the bandit group we took out had been a problem for the town.
>>
Rolled 20 (1d20)

>>110395
wait wat we rolling on the things?
>>110387
>>
>>110381
Unless stated bu the OP rolls are not always necessary in this quest.

>>110377
Try and be as loud as possible in asking the barmaid if there's anything going on in this corner of the world. Even if she ignores you, someone else might be listening. If necessary mention the bandits you dispatched along the way and ask if she knows anything about them.
>>
>>110400
ok
damm son liek at that 20 looks like we are going to have a party tonight and or get thown out for beening too loud, also oder a round of beer for all the poeple
>>
>>110397
Not sure why they're rolling, to be honest. Writing anyway.
>>
>>110411
To see whether the action succeeds?
Something like this would be checked against our charisma, or public speaking skill, to not come off as an abrasive and annoying lout.
>>
>>110411
>>110395
idk probs couse this guy rolled
>>
>>110418

It's different from quest to quest. In this one OP asks for rolls when he wants them.
>>
>>110418
yer if we are too loud might get thown out or something
>>
I return!
>>
Some time passes, and you don't get much conversation out of the grim elves... Soon, entertainment arrives in the form of the Barbarian drunkenly trying to whisper to you.

"Heey, Ally! Tury talk lound enguh! They can't unner... unner.. knwo what yoooo mean!!" He looks at the elves scowling at him. "Am i beening too loud? Don't thown me out, I'll oder a r-round for all uf you!" He tosses money at the innkeeper. He talks weird when he's drunk...

You facepalm and grown, giving the innkeeper an apologetic look. "Forgive my companion... he's...," you both look at him singing horribly on top of a table, "... over-enthusiastic," you finish lamely. You pass him a few coins, as an apology.

"Could you tell me why people are so grim and withdrawn here?" you ask. He glares at you. "Bandits. People like you are barely better then bandits yourselves." Not very happy, is he...

What do you do next?
>>
>>110437
"Bandits? About so many, with a green-skinned ogre? We killed a bunch on the way here. Are there more of them?"
>>
>>110437

Tell him that you slew a group of bandits and an ogre on the way into town, and ask if they were the ones troubling the town.
>>
>>110437

Well this should be pretty straight forward. Ask them if those bandits happen to own an ogre. Also ask if there's more than fifteen of them.
>>
>>110453
this
>>
Since you all agree...
>>
You pipe up, saying that your band defeated a group of bandits led by an ogre... "It was nothing, for a paladin like myself." He gives you a flat look. "No."

"No what?"

"No, claiming to be a banditslaying paladin will not get you free lodgings."

Harsh.

You end up all sleeping in the same room that night, and wake up more or less refreshed, except for the barbarian who has a horrific hangover and seems to want to die. You give him a kick and force him out, not in the mood for this crap after last night.

What do you do next?
>>
>>110488

Well that was anticlimactic. See if anything changed to everyone's attitude after they, hopefully, heard the gang of bandits was dead. That might not be the end of it so go ask the guards about the bandits around here in case the ones you defeated weren't the ones causing the problems.

Holy fuck I can barely see the screen. Think this is as far as I go for tonight.
>>
>>110488
Go to the guard tower and ask if those were the only bandits in the area.
Going to the inn first just tacked on this extra thing we have to do this morning.
>>
>>110437
Well he obviously can't tell you are a paladin. I take it we aren't wearing a heraldic tabard of any sort? Do speak of the bandits we offed a few days ago though, might make him less grim
>>
>>110488
Get the hell out of this shithole. If we weren't a paladin I'd say smack the innkeeper around a bit for being a fag.

Did we try and sense evil? If not, do that.
>>
>>110488
should have asked whats up there ass
hmm get dressed and head down for breaky, ask if the chick will want to learn some fight moves so she can both defand herslf and help in the next fight
>>
>>110488
>>110496
Slow updates make players look silly. eh. I really think we ought to ask someone about the lay of the land. The innkeep is surly, but maybe he knows what's up around here, also maybe ask if he needs anything, this is such a tiny hamlet.
>>
>>110499

Rather than fight moves, ask her if she's willing to become a paladin herself and teach her some basic prayers.
>>
>>110504
>>110499
We asked last thread, she apparently wants to remain a damsel in distress.
>>
>>110499
>>110504
Yeah, I'm sure the peasant woman who really just wants to go home and told us in the last thread she does not and will not become a sanctioned killer, will now suddenly want to learn how to become a member of one of the most difficult fighting professions in the kingdom.
>>
>>110506
grrr hmmm what if we droped that only paladin be with another paladin since she wants the D mybe this will make her want to learn something
>>
>>110506
I'm pretty sure they haven't read the last thread.
>>
Writing.
>>
>>110512
hmmm mybad, babysiting it is then
need to find a sob
>>
>>110512
True enough.
>>110509
You could try it, but it is bound to end in failure. She would make a poor paladin, attempting it for such carnal reasons. Besides, Paladins don't volunteer, they are called.
>>
>>110521
true true better hurry up and get miss useless
home then
but frist this town
>>
You sense no actual evil around the miserably tiny village. You inform the guard at the guard post about the slain bandits and he smiles at you, politely thanking you in a tone that implies he doesn't believe you.

You shrug it off and keep moving towards her home... It hits that she's going to be leaving. You've grown attached to the girl, even if not in the way she would like. You consider lying to her, telling her that only a paladin can be with a paladin, and then training her to be one yourself, all in an attempt to keep her with you.

After a moment, you realize this is ridiculous. Not only are you still a novice yourself and unqualified to train anybody, you also know the rules of conduct regarding paladins and sex, and how they boil down to 'after marriage only'.

You mull this over as you approach her town, which gets closer by the day.

Roll for random events.
>>
Rolled 20 (1d20)

>>110533
Admittedly, without proof of having killed those bandits, no one has any reason to believe us.
>>
Rolled 7 (1d20)

>>110533
Should we go back and get proof? Maybe the ogre's head?
>>
Rolled 7 (1d20)

>>110533
>>
>>110537
No point. We have a useless baggage to deliver, the silly chit is a burden since she won't even attempt to defend herself. Still, it's been fun watching her try to ensnare us.
>>
>>110534
Why would we care about this anyways. Aren't we bringing the girl back home?
>>
>>110534
>>110537
true but it dosnt matter as we did it and we dont need no payment or thanks puls we are just passing thow geting this chick home, it we want we can come back arfter and see if they thank us
>>
>>110541
True, this bitch just wants the D. Just get her the hell out of here, so we can go off and smite some archdemons... or try and find that mask.
>>
>>110551
I get the feeling that one is gonna come back and bite us, no pun intended.
>>
Alright, time to write.
>>
>>110564
knew we should have distroyed it
>>
Nothing happens in between the two settlements... The travel takes up a little less then a week.

She gets a good look at the town she's home to, standing on a hill overlooking it. "I'm... home." She sounds... confused? Conflicted?"

"Home," you echo. You walk down with her... The barbarian and rogue are waiting out of town, having found excuses.

Inside the village of Hadfast, however, there seems to be a problem... though the town itself is familiar to her... she doesn't know anyone there. And they don't know her... Odd. Very odd... Her house is nowhere to be found, either.

What do you do?
>>
Rolled 6 (1d20)

>>110576
Ask her if there are any landmarks that are familiar to her.
Also ask the town guard and innkeepers if any women have gone missing recently.
And also do a Detect Evil, just in case.
>>
>>110576
Try and find out why she remembers this place.
Check for evil?
Also, maybe we should see some sort of magic user in case a memory spell was used on her?

>>110564
Maybe we can purify the mask and use it tho
>>
>>110576
rage quit
>>
>>110580
mybe she is from an older time?
>>
Writing
>>
This confuses you both... You try and find out how she knows the village, and she just responds that she could swear that she lives here, in this village...

You check up with local notable figures, and none of them know here... although a few think her name is familiar, but can't put their fingers on why.

You also get some other interesting tales, like about a semi-legendary ogreslaying knight name Sir Alexander, who bested them with guile and cunning rather then strength of arms, and of an old sword hidden somewhere nearby that is destined to slay some forgotten demon someday. Both of the local legends are interesting, but seem irrelevant.

The town has a small church, and the priest offers to take her in for you... She seems okay with this.

What do you do?
>>
>>110583
Dude. It's setting up to be a minor BBEG, you don't "purify" it and use the damn thing, it's like tryna purify the One Ring and use it for "good". Like Gandalf said, 'With that ring I should have power too great and terrible. And over me the Ring would gain a power still greater and more deadly. Do not tempt me! For I do not wish to become like the Dark Lord himself. Yet the way of the Ring to my heart is by pity, pity for weakness and the desire of strength to do good. Do not tempt me! I dare not take it, not even to keep it safe, unused. The wish to wield it would be to great for my strength. I shall have such need of it. Great perils lie before me.'
>>
>>110616
Leave her with priest-dude. If she won't be a warrior, perhaps she will decide to take vows as a priestess or nun.
>>
>>110621
You win, but only because you quoted LoTR


>>110616

Leave her with priest and try to find that sword. Sounds legit.
>>
>>110616
give her to the prist for now and go looking for that sword slaying demons is your jam
also the barb and roug will most likey want in on that,
>>
>>110632
also pray at the church befor heading out
>>
Writing.
>>
No real reason to keep her with you... It's a sad goodbye. She tears up, and you try to remain stoic... which is broken by the kiss she gives you. "Safe travels...," she murmurs.

You leave the church with a heavy heart and make your way back to your friends... You tell them of the legendary sword said to be hidden somewhere in or near the town. They agree that it would be a good thing to find.

What do you do? Roll 1d20 if you want to search for the sword.
>>
Rolled 16 (1d20)

>>110657
rolling
>>
Rolled 7 (1d20)

>>110657
im sure we will meet argen
off we go
>>
>>110663
nooooo
hoping the rouge will be usefully
plz rool guys
>>
Rolled 13 (1d20)

>>110657
Let's find the bloody sword. Hopefully there is loot and stuff for the rouge and barbarianfriend. Also, why the hell are they still unnamed? rectify this immediately.
>>
>>110670
they have there own wepons
>>
>>110670
We should name them, right?
So, the rogue/thief should be named something jewish, and the barbarian something like Tyrone or Deshawn.
>>
>>110674
Jesus fuck no.
>>110673
Bro, rouges love loot. Can't equally divide a sword. Barbarians love booze, and can't buy it with no money. Hence my hope of other loot besides sword.
>>
Writing. Also, last one for the night.
>>
>>110677
What if the sword is one of those twin swords that splits in half?

Alright, fine. I vote Aldric for the rogue and Hakkat for the barbarian.
>>
You all set off in search of this sword... two weeks pass before you concede defeat. By this point you're all frustrated and irritated by the search. All the rogue's debatable skill and he could find nothing...

Eventually someone tells them to stop bumming around and do something useful, like help out at the mill or kill the ogre that's been pissing in the farm fields.

What do you do next?
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>>110682
Kill the ogre. Pissing contests should never be a burden on farmers.
>>
>>110687
kill it got to do something mybe this sword is in the ogres den if we can find that
>>
>>110682
So wait a minute. We dropped Selora off, said our goodbyes but we stuck around for two weeks? Like did we even try and find her house or someplace for her to live and work, leave her with supplies, or even say hi to her or try to find her during the two weeks? Jesus guys lol. No wonder this is 4chan.

I say check up on Selora, see how it's going. I think she's probably very important. Maybe she's the sword. Maybe she's a key. Maybe she's possessed. Maybe she's like a sleeper demon or something.

But... smashing the fuck out of some ogre knees is pretty fuckin cool too.
>>
>>110725
I'm with this guy. Fuck it I'm invested in her and if there's any cool way to fall as a paladin it would be to fall for our waifu.
>>
Alright I couldn't sleep, Q/A time.

>>110725
You already tried to find her house, no dice. She's living for the time being with a kindly priest, and you figure that she doesn't need to be coddled. And yes, you said hi to her after a bit, it was a bit embarrassing after the tearful farewell. Afterwards she made lemonade for you and the party and the end of a day of searching.
>>
>>110786
Also, questions asking for spoilers or for spoilery things will be ignored.
>>
... I'm done.
>>
>>110786

Can you name the barbarian and rogue then?

As far as the next choice goes I say go look for some village elders and ask about Selora without her knowing. There might be something to her name they could remember. Go for the ogre after that.
>>
>>110788
Wasn't asking for spoilers, just letting the other players know what I'm thinking and why.

>>110926
No more? :(
>>
>>111446

Calm down, he was just out for the day.
>>
All right, I am up. I'm also starting to feel a bit tired of this, but I'll keep plugging on. What do you do next?
>>
... Or not.
>>
>>112125
>>112293
Sorry, running around. I pop back in here when I get a minute.

My vote is that we try and use some of our evil sense to point us in a direction. If that's too much of a stretch, then we should talk to our buddies. Find out more about them (did we ever get their names?), what they want, where they came from, just getting to know them more. And also asking what they want to do next. Some ogre beatdown or just bounce out and try our luck elsewhere or maybe something else we haven't thought of.
>>
>>112125

Vote cast already, see >>110934.
>>
You decide to ask your party members what they think you should do next, go and fight some ogres or go join the fight against that greenskin horde. They seem content to follow you, sure in your leadership...

You also realize that you never got their names.

Vote on what YOU think they should be named!
>>
>>113145
Rogue: Kessler
Barbarian: Hegel
>>
Rolled 12 (1d20)

>>113145

Barbarian should be Gregor and rogue Jackal.
>>
>>113545
Not rolling, voting.
>>
>>113834

Ah alright, thought that involved a roll. Disregard the roll then.
>>
>>113545
I vote for these.

I also vote that we bag us some ogres first since we're here, then head off for some epic horde battle.
>>
>>113145
Barb: Erik the Slayer
Rogue: Wilhorn
>>
>>113228
I like these
>>
I still say we should look for the village elders and ask about Selora. So far it's clear the name sounds familiar so if we ask them without her present to confuse them they might remember something. I say without her present since they might relate to her name more instead of the person they have in front of them if she's also there.
>>
>>115109
>>114969
>>114780
OP iz ded? :(
>>
>>117119

Wouldn't blame him really. Apparently he's been through some RL problems so it's understandable if he drops the quest.
>>
>>117119
No I'm not dead, just...
>>
>>117671
>>117881
Yeah. No problem. It's understandable. I was enjoying it though. The world doesn't revolve around me. Real life is more important than some thread on 4chan.

Awesome job though OP, hope to find another one of your threads again sometime. You actually remind me of one of the DMs I used to play 3.5 with.
>>
This thread might be autosaging... get to voting before it dies.
>>
Barb should be Thor-Ax the Impaler, as for the rogue... Either Spaghetti, or Trusty Back-stabber Zoltan.
>>
>>119783
Bump
>>
Now I'm laid up, surgery on my toe has happened. Don't ask. Won't be continuing this at the moment.



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