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Welcome to legacy quest, a dungeon crawling adventure spanning several generations of heroes.

Your protagonists will die, permanently, but fear not! Before each hero embarks on their quest to free the land from evil, they marry and have children, ensuring their bloodline will not die with them, and providing the next intrepid adventurer to follow in the footsteps of their ancestors when they come of age.

Unfortunate and stupid heroes might face insta-kills, unwinnable situations, and general doom. The best and brightest will slowly progress through the dungeon, but will still likely face their inevitable death.

No one hero will beat the dungeon, only by building up a strong family of heroes, investing in your hometown/stronghold to acquire better resources, passing down knowledge, wealth, and loot.

This will be a trial run, to see if it generates interest, so apologies in advance for the problems that will inevitably arise and need to be worked out through the course of this thread.

I'll wait for at least three anons to post before the quest begins, to make sure we have a range of ideas to guide our intrepid hero through the perils of the dungeon. Until then, I'll post backstory/background for the adventure. Bump if interested.
>>
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Bump!
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The story begins in your hometown of Angorvil. Well... Hometown is probably an overstatement. You live in a small gathering of large tents, with a total population of around 50.

But what Angorvil lacks in size, it makes up for with its townfolk. A hearty group of the strongest and boldest men and women that the land has to offer have built up this community near a lush blue river, scattered oak trees, and rolling grassy hills.

The folk of Angorvil aren't here for the scenery however. Beyond the tents, a small, unassuming stairway leads to a dungeon widely believed to be the source of a great evil that has been wreaking havoc all across the nation. This band of brave bods have come together to enter the dungeon, and free the land from the corrupting powers of whatever lurks within...
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Bumping out of intrest.
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>>261437
This is where you come in: The finest hero that Angorvil has to offer, a stout young man who goes by the name of:

>Tammon
>Svard
>Write in (please!)

You've been armed with the finest arms and armour that Angorvil has to offer. Sadly, at this point, this consists of a cotton shirt, leather trousers, and a stick with a nail in it.

You swear that your descendents will one day face your upcoming fate in resplendent armour, with huge shiny swords, but nevertheless, the beginning of your quest approaches soon.
>>
>>261463
The last thing you must do before beginning your one way trip down those evil stairs is securing your legacy.

Legacy choices will allow you to help determine the traits of the next hero. You must pick from several prospective suitors, who will offer different strengths and weaknesses to pass on to the next generation of heroes. Later you may find ways to leave relics of great power and any accumulated wealth to your offspring, but let's take this one step at a time.
>>
>>261463
>Svard
>>
Going around the village to speak to the suitors, which best interest me. For starters, the ones in the huts in the bottom left corner.
>>
>>261463
Name: Thongar

Get the best looking / most charismatic wife we can.

Before going into the dungeon take a torch from the fire with you
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>>261479
Three suitors have approached you:
>Brunhilda the Bear - An incredibly strong girl, although somewhat clumsy. You feel sure that she would bear strong children.
>Quick Pippa - An amazingly agile girl, but somewhat lacking in fortitude. You feel sure that she would give you swift and dextrous offspring.
>The Newcomer Girl - A late addition to your group, you know nothing about her. This girl is a complete wildcard . You're really not sure what traits your children might possess, for better or worse.

First to three votes, (or if the thread is too slow, the most popular after an arbitrary time period,) will win. Get voting.
>>
Betting it all on the girl in the hood!
>>
>>261514
Voting for the mystery girl.
>>
>>261514
>The Newcomer Girl
>>
>>261514
Apologies for formatting errors, still getting the hang of QM powers.

So far one vote each in favour of Svard and Thongar. First to three votes, (or if the thread is too slow, the most popular after an arbitrary time period,) will win.

Note that for write-ins, tongue in cheek humour is completely allowed, but writing it to fit in with a high fantasy world is strongly encouraged. For example:

>Mr 4chn anonymous poster

Would kinda suck as a name, whereas:

>Annoninus the Fourth of Chandervale

Would be fine.
>>
>>261522
>>261523
>>261526
That's three! You marry this mysterious newcomer, a pretty girl with fair skin, and jet black hair. It may just be nerves, but you get a strange (but not unpleasant) tingling sensation in your head when you're near her.

Unfortunately, a month later, you've been so busy making your final preparations that the only thing you know about her is that she now bears your child. You are now ready to embark.

First you must write your name on the Legacy Scroll so that future generations will know of your heroism.

Back to voting for names guys!
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Sir Boi the Meme Dream
>>
Svard
>>
>>261596
>>261490
Two for Svard. If no further votes come in in the next ten minutes, we'll go with this.
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>>261548
Legarius Questal, the First.
>>
>>261606
You prick your finger, and using the blood as ink scrawl down "Svard" on the Legacy Scroll, feeling an odd sense of finality sweeping over you.

The keeper of the scroll notices your expression, and attempts to distract you.

"Your name looks a mite normal to be penned on such a mighty list, does it not lad? Fear not, the hero-blood in your veins now forever ties you to the scroll. When you perish in glorious battle, your essence, and the heroic deeds you've accomplished will be captured in titles that the scroll bestows upon you! Fantastic eh?"

You can't quite muster his level of enthusiasm for perishing, but it's nice to know you'll be remembered at least.

You finally head to the steps, and as you start descending, you shout a Final Farewell back to Angorvil.

Final Farewell allows you to offer advice and instructions back to Angorvil, and with a bit of luck, influence the town's growth in your absence.

A few ideas enter your mind to shout back:
>Work on trade routes! (Hope to increase wealth and general merchants in town.)
>Train my descendents well! (Hope to establish a rudimentary training program to allow your descendents to develop their skills.)
>Build the town up! (Hope to start building permanent structures.)
>Write in?
>>
>>261747
>>Work on trade routes!
>>
>Train my descendants well!
>>
>>261747
>>Train my descendents well! (Hope to establish a rudimentary training program to allow your descendents to develop their skills.)
>>
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>>261782
>>262148
Slow thread, so these votes have it.

Having offered your advice to the village, you descend into the unknown...

The stairs lead go on for what seems like hours, further and further from the life you've known, from the sunlight, from your family... Eventually you reach the bottom of the staircase, and an uninviting room lies ahead of you.

From a quick glance, you see a table with a few items of clutter, a chair, and at the end of the room, stairs down, presumably to the next room.

Exploration phase - When not in combat or immediate danger, you may move around and examine your surroundings freely. If you need to make any rolls, I will tell you. Unless specified, the first correct roll will be accepted as the result.

What do you do?
>>
>>262254
Is that a shield? Grab it, and examine the rest of the clutter.
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>>262286

Seconding this. If my eyes don't deceive me, there's a fine set of sword and shield plus stuff there
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>>262286
>>262310

I'll start replying to single/double posts for smaller decisions, seeing as the thread is slow. Glad you guys are here though!

You excitedly grab an old shield lying on the table, unfortunately it crumbles to dust at your touch. Looking more carefully, you notice the sword and large dagger on the table are in similar condition, making them completely useless to you. Well, you've learned that looks can be deceiving, and that this stuff is old as all hell.

You carefully search the delicate contents of the table and find a letter, a piece of unused parchment, a stick of charcoal, and a pouch containing 5 Gold Pieces (5 GP) . You also notice a small trusty pocket knife that appears to be in perfectly good condition, other than being covered in dust.

What do?
>>
>>262333
Take all, and continue ever onward into the depths.
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>>262333

Read the letter and pocket the rest of the stuff.
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>>262333
>>262351
Also yeah, read the letter.
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>>262351
>>262349

I'll try and combine these two if that's okay?

You slide the charcoal, parchment, and 5 GP into a small satchel you brought with you. You slip the trusty pocket knife into your pocket.

You read the letter sitting on the table:

Hero, I write what I can here to try and prepare you, at least a little, for what lies ahead. This dungeon is the source of a great evil, an entity that will try to kill you at any opportunity. Much is not as it seems. Danger is everywhere.

There is hope though. A Spirit of Light fights with you, eternally, and will do all in its power to help you along. When you see this symbol, you are in a safe place, and may rest easy.

I have little time, and cannot say more. Look for more of my notes, I hope I'm able to leave them.

- A servant of the light


Pic related is the symbol drawn.

Do you:
>Pocket the note
>Leave it for your descendents to find
>Write in?

Ingenious and crafty additions welcome.
>>
>>262424
Use the charcoal to copy the symbol onto a blank parchment and leave the letter here.
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>>262424
Carve the symbol into the back of our hand with the pocket knife, leave the note for our descendant.
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>>262438
>>262454
Will wait for a tiebreak, or a change in vote.
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>>262454
In interest of continuing I'll change my vote to this.
>>
>>262661
Thanks anon, I was about to roll a dice for it.

You carefully carve the symbol into the back of your hand, with the surprisingly sharp trusty pocket knife.

The knife cuts a little deeper than expected, and you lose a little more blood than you were hoping, but a burst of light in your mind distracts you from such thoughts, as you feel the beginning of a connection to the Spirit of Light.

HP: 4/5
WISDOM: +1

Progress to next room?
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>>262752
Naturally, ONWARDS TO ADVENTURE!
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>>262752
The next room opens up before you. A wooden platform runs the length of the room, as if designed for duelling.

At the other end of the platform stands a hideous goblin, baring his razor sharp talons.

He is surprised by your sudden entry, allowing you to take one small action before Combat phase begins.

This action may be anything that Svard could carry out in around 5 seconds whilst standing still, attempt to talk to the goblin, attempt to taunt the goblin, anything ingenious you can think of, or you may instead move one square in any direction before combat begins.

What do?
>>
>>262922
Attempt to taunt him into charging you.
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>>262922
>>262953
This and prepare to trip him
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>>262922
Fling your knife at a chink in its armor. Preferably the neck.
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>>262986
>>262962
>>262953
We have two votes for taunt/trip, and one for throw knife. First to three gets it, feel free to discuss further, and alter votes if you feel inclined!

For the sake of being fair, it's worth noting that if you succeed in taunting him, he will only be able to charge so far in one turn, it may take more than one turn for him to reach you. Movement will cost Action Points (AP)
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>>262997
Trip the goblin.
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>>262953
>>262962
>>262986
I'm really sorry guys, but I'm going to have to sleep for a few hours, it's nearly 4 AM here. Updates will come as soon as I'm awake, I'll try not to oversleep.

Don't worry, I won't bail, I've already designed and drawn out the another four or five rooms. :^)

To keep you interested, hints for features coming soon:
>Puzzle rooms
>Legacy weapons
>Sanctuary rooms
>Spooky knights (pic related)
>Item/gold inheritance
>Eventual death and finding out what your wife and new child were actually like

Hopefully there will be three votes for how to deal with this goblin by the time I wake up. Further discussion, suggestions, and general bumping much appreciated if any of you are interested in seeing where this quest goes.
>>
>>263070
Aw Jeez, that's okay. Will keep a tab open.
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>>263070
If it helps, I'm up for taunting/tripping plan.
>>
Dear OP,

I just woke up in this day and age, and I have to say I am quite sad to have missed your thread while I was giving up to a healing night of sleep.

After reading this thread, I can say it looks quite entertaining, which makes me waiting for some more.

In the hope you have a good night as I did, seeing you later this day, while I'll be available to contribute to this fine quest.

Sincerly yours,

-Whatshisface the Third of Anonim House.
>>
>>263070
I also vote for the trip the goblin plan. If it takes multiple moves - we might be able to think of something else.


Also, thank you OP for being so creative and dedicated to make this
>>
Thanks guys, a lovely bunch of posts to come back to!

Svard decides to taunt the goblin:

"Come on you little green bastard! Are you just going to stand here all day?!"

Roll a d20 to see if the goblin falls for your bait. A roll of higher than 8 should succeed (he's an angry goblin to begin with). A roll of 1 will be a crit fail, and a roll of 20 will be a crit success.

First roll counts as the result!
>>
Rolled 17 (1d20)

>>264545
Rolling with hope
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>>264576
Not bad, anon.
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>>264576
Nice roll.

You're not sure whether the goblin understands your words, but they seem to have the desired effect either way. The goblin responds to your taunt by charging at you madly, screeching.

Combat phase - The goblin spends his first turn charging at you madly, and looks likely to keep charging until he's in reach. In order to keep your attempt to trip him, you must stay in your current square, but you have 6 AP to spend on actions before the goblin continue his charge.

What do?
>Throw knife (2AP)
>Shield self with weapon (1AP)
>Write in? I'll try and assign a sensible number of AP to things.

You probably will have more AP than you need on this turn, seeing as you won't move. and can't reach him to attack, but spend as many as you like!
>>
>>264640
>Throw knife (2AP) x2
>Shield self with weapon (1AP)

If possible, otherwise throw a single knife and insult his mom or something.
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>>264657
Unfortunately you only have one trusty throwing knife but you throw it at him as hard as you can, before raising your mighty stick with a nail in and telling him that his mother has had relations with a troll.

Roll 1d20 (13+) to hit with the thrown knife, and 1d2 for damage.
>>
Rolled 17 + 1 (1d20 + 1)

>>264663
I don't know if I can roll two dice at once so let's see.
>>
Rolled 2 (1d2)

>>264669
Welp, didn't work for the d2 (or in a very non clear way) so rolling again.
>>
>>264672
>>264669
good one
>>
Rolled 7 (1d20)

>>264669
>>264672

The trusty pocket knife sails through the air, and sinks straight into the goblin's chest. Although injured , the goblin keeps charging toward you and manages to swipe once with its long talons before you attempt to kick his legs out from underneath him.

Goblin must roll a 11+ to hit you in close combat (10 base defence + 1 for blocking with a stick) on a 1d10 for 1d2 damage. I'm going to try and roll 2 dice at once, but I have a feeling I'll get it wrong.
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>>264696
Whelp, I hope we'll be able to roll several dice at once someday.
>>
Rolled 9 + 1 (1d20 + 1)

test?
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>>264696
Well turns out I didn't need the second roll! The goblin's claws scratch pathetically across your raised stick with a nail in , as you try and kick his legs out from under him.

Roll a 1d20 for success. For an enraged goblin, I'd say you only need a 10+.
>>
Rolled 14 (1d20)

>>264706
>>
>>264710
Congrats
>>
>>264710
Deftly sweeping the goblins legs out from underneath him, you muse to yourself "I'm pretty good at this adventure malarkey!"

The goblin sprawls on the floor, quickly scrambling to get up, but not before you have the opportunity for one solid hit on his prone form.

Combat phase - You have 6 AP to spend. Your first attack on the goblin will definitely hit, no roll required.
>Attack with weapon (2 AP, 10+ on d20 to hit, 1d2 damage)
>Attack with fists (2 AP, 10+ on d20 to hit, 1 damage)
>Block with weapon (1 AP, must be last action of turn)

Note that as of now, your rookie hero is only capable of attacking twice per turn. This limit will be raised as heroes grow stronger.

As a thought, if you want to roll 2d20 for an attack, I'll count the first roll as the roll to hit, and the second as a damage roll, with 1-10 = 1, and 11-20 = 2. Might save time while using puny 1d2 weapons.
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>>264721
Forgot pic.
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Rolled 5, 1, 5, 7 = 18 (4d10)

>>264721
Attack twice with weapon
Block
>>
Rolled 2, 12 = 14 (2d20)

>>264721
>Attack with weapon (2 AP, 10+ on d20 to hit, 1d2 damage)x2
>Block
>>
Rolled 18, 17 = 35 (2d20)

>>264721
>Attack with weapon

Then cut off his middle finger when he's dead
>>
Rolled 2 (1d2)

>>264731
Guessing this one will be picked (>>264727 got the dice wrong)
I'm rolling for the damage of the successful blow.
>>
I'll be nice, and interpret the rolls in the kindest way, seeing as this is the first battle.

>>264727
I'm afraid I must ignore, as they're d10 rolls.

>>264731
I will use for the first (prone) attack. The to hit roll (which would have been a miss) doesn't matter therefore, and the damage is 11-20 = 2.

>>264733
Will be the second attack, which is a hit, and the second roll gives a further 2 damage.

You slam your weapon (somewhat clumsily) down onto the vulnerable goblin, badly injuring him. He scrambles to his feet, and bares his teeth, drawing back his talons to slash at you...

But to no avail, you land a mighty blow across his skull, and with a sickening crack he falls to the floor, limp. You shield yourself with your weapon nonetheless, only lowering it after you've reassured yourself that he won't be getting up.

You retrieve your trusty pocket knife from his chest, and cut off one of his middle finger as a grisly trophy... You're not really sure why.

On his body you find nothing much of real value. His clothing is poorly made, and would not fit you, so you cut it into leather scraps . These and your grisly goblin trophy go into your bag.

What next?
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>>264763
Travel across and continue ever onward!
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>>264763
The room as it stands:

You're in exploration phase so you may move freely.
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>>264763
Wasn't there a chest in the room ? Loot it.
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>>264768
Changin' to
>>264772
>>
>>264772
You open the chest in the corner of the room, and find a small wooden buckler and 5 GP.

The buckler will add a further point to your defence when blocking, and the chance for a shield bash riposte on particularly low attack rolls by the enemy.

What next?
>>
>>264800
The stairs, use the stairs
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>>264821
You proceed boldly onwards.

(Preparing room...)
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>>264840

The next room is different. No goblins charge at you, but you get the feeling that you're in just as much danger...

What do?

Fair warning, tonight I have to travel to my university to collect my final results. Legacy Quest will have to go on a hiatus, as I don't have a laptop, and I can't dungeon edit from my phone. I will be back within 2 days, and with a big empty summer ahead of me, there will be plenty of time to QM properly assuming the interest in the quest is here. Depending on how fast we progress, we may have to call a break at the end of this, or the next, room.
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>>264856
Check desk
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>>264856
Go to the number 1 and step on it gingerly.
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>>264856
I hope you've done good and have good results OP, we'll miss you
>>
Rolled 97 (1d100)

>>264860
>>264868
>tfw my id changed
Whelp, have a dice roll for giggle I guess.
>>
>>264860
>>264864
Two options so far. Let's see what the popular choice is.

>>264868
Thanks anon, I appreciate it.

>>264869
How did you get a roll like that when you weren't even rolling for anything!
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>>264860
Deskaroo
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>>264882
>>264860
You search the desk and find a used up candle, an empty glass vial, a closed pocketwatch, 2 GP, a letter, and a ball of string .
>>
>>264902
Read letter
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>>264906
Obviously the only thing to do right now.
>>
>>264906
>>264909
The letter states simply:

Only take your time to work out how to cross the room safely.

Once the room is over, I'll probably ask for feedback on the puzzle difficulty.
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>>264919
Throw ball of string on number 1
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>>264919
I have the feeling that each tile says how many other tiles aligned with are trapped.
How much am I wrong ?
>>
>>264919
>take your time
We have to walk from stones 1 through 12 to get across the room
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>>264928
After using a third brain cell, I feel like 100 %
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Do this....
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>>264928
How would that take into account the numbers higher than 8?

>>264902

Also, Check the time
>>
I'll give you guys a few minutes to discuss your plan.

If I have to leave before the room is finished, I'll post the rest of this room from my mobile, seeing as it doesn't require much in the way of graphics. I'll lose my OP ID, so I'll try and find another way to identify myself, a timestamp or something.
>>
>>264935
Just use a trip code
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>>264933
This is so much this I feel like a retard.
But in my defense, I though we couldn't move diagonally
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>>264945
We may not be able to, Anon
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>>264939
Yeah that would have been smarter, but I don't know that I've got time to set up a secure one for now. Pic related will be my OP badge for the rest of the thread.
>>
>>264948
So, you'll write a newer date/hour on it each time you change id ?
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>>264961
Something like that. I'll let you guys discuss the puzzle for a little longer before collecting votes.
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>>265024
Well, that works fine.
Can we move diagonally ?
Because if we can, it's obviously >>264933
But if we can't, I'm really puzzled.
>>
>>264933
I concur.
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Rolled 1 (1d4)

>>265033
>>265158
>>264933

You gingerly step onto the tile marked "1"...

A bolt of lighting surges up from the floor, shocking you badly. Rolling 1d4 for damage. Remember that Svard has 4/5 HP at the moment...

Very sorry guys, maybe the puzzle was too hard...

This was originally going to be an instakill, but I'm concerned I've overdone it with the puzzle.
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>>265201
Fortunately you leap back to safety, avoiding much of the surging energy, but still coming away injured (3/5 HP). You catch your breath, and wait for the crackling to subside...

You decide you should probably check over the contents of the room again before stepping out onto the tiles.
>>
I think there might be more to it than that.

OP has asked for "feedback on the puzzle difficulty" which makes me think he made it a little bit hard.
This solution is the first thing I though as soon as I saw the puzzle which would just be too easy.

The clue says "take your time" and we are given
"a closed pocketwatch"

I would suggest we open the watch and check the time, wait till it is one o'clock and then step on 1 then step on 2 at two o'clock etcetera.

This doesn't take into account the other items so maybe there is more?

It might be best to test it with the wait of the candle first.
>>
>>265221
Sorry I should have refreshed before I post
>>
>>265215
Pocketwatch check
>>
>>265215
btw can you do some kind of inventory sheet or something ?
Makes it better to follow what we have.
>>
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>>265227
>>265251

You walk back across to the desk, and open the pocket watch...

Immediately you notice that the numbers appear in the wrong places. Pic incoming...
>>
>>265329
Oh, I thought we put everything in our snatchel.
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>>265329
Pic attached, the normal numbers are around the outside, the numbers on the inside show the numbers on the pocket watch relative to the standard positions.

>>265340
Ah sorry dude, I didn't see any consensus on what to actually pick up, didn't make too much difference at this point.

>>265298
Good idea anon, will do this in the next thread. Don't have computer access currently.
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>>265374
This is hard, I love it but I don't know where to start... To be sure, can we move diagonally ?
>>
>>265422
Yep!
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>>265374

Well if we start at 1o'clock there is a path.

however we still aren't using the used up candle, empty glass vial or string.

OP is there any hands on the watch or anyway to get candle wax?
>>
>>265426
Thanks, too bad the only solution I seemed to have doesn't work with that either... Well, back to searching.
>>
Probably wrong, but I tried.

1 8 4 7 7 9 10 11
5 10 6 2 8 12 8 5
1 3 4 5 7 7 10 1
5 4 3 11 6 9 6 5
6 1 2 5 3 4 8 12
8 9 11 12 4 6 11 7
4 12 1 8 3 8 6 9
5 11 2 3 7 10 5 2
>>
>>265443
Crap, that 4th row 5 is supposed to be 12
>>
>>265440
I think you got it dude, I was wrong because I started at 1 o'clock instead of 12 like you did.
>>
>>265443
I think it's the other way around, outside is a normal clock the inside is our new numbers
>>
>>265440
Pink line
>>
I just noticed that tha 1 2 3 4 etc path was actually a trap from OP. No wonder why you planned this to be insta kill, you clever bastard.
>>
>>265517
Yeah, I felt very cruel, but it's not the QM job to be nice. Future traps like this will probably be instakill...
>>
>>265538
That's why you're good.
>>
Can we tie the string to the chair and throw it onto number 3 and check if the lightning strikes, then pull the chair back and throw it onto number 5.

If it does strike on 3 but not 5 then take the path.
If it strikes both or only 5 look for more clues
if it strikes neither very carefully step on number 5.

What can we do to restore our HP?
>>
>>265618
This, but let's start by throwing it on the original square we went to. The chair might not actually trigger the lightning, so we should test that first.
>>
File: 14661019651841556353501.jpg (1.13 MB, 3120x4160)
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>>265618
That's ingenious enough that I might just allow it. Roll a d20 to see if your MacGyvered chair invention works (6+ for success), please highlight/specify the square you want to test first. Note that a lightning bolt will probably blow your test chair to bits.
>>
Rolled 7 (1d20)

>>265671
5 tile
If that was his roll only, disregard this post.
>>
Rolled 1 (1d20)

>>265671
Danm. I guess >>265651 might not work

Rolling
>>
File: 1466102875863-1005426367.jpg (1.77 MB, 3120x4160)
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>>265681

In a burst of inspiration, you tie some string to the chair, and hurl it onto the first square numbered "5", the tile depresses slightly, and you hear a click...

You leap backwards, but alas, no bolt of lighting comes! You smile to yourself.

What next?
>>
>>265736
throw it on three while stepping on 5
>>
Rolled 18 (1d20)

>>265736
Do it on the 3 tile that follows the 5 tile
like in >>265440
>>
>>265750
>>265750
You throw your test device onto the square labelled "3", again you hear a click, but no lightning. You grin to yourself, you reckon you've cracked this puzzle.

You may now submit a path, either as an image or a list of numbers. You may roll a d20 to see if your invention holds up through the journey, or you may leave it behind.
>>
Rolled 3 (1d20)

>>265776
do
>>265440
while I'm praying RNGsus.
>>
>>265776

YOLO

No need for the chair let's go

(5,3) 4, 6, 1, 12, 9, 7, 11, 2, 8, 10 jump off and go to next room
>>
Rolled 6 (1d20)

>>265785
rerolling for 6+ as per rule
>>
File: Maglorx.jpg (48 KB, 347x520)
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I am the powerful Maglorx! You cannot defeat me and my vicious gains!
>>
Rolled 25 (1d100)

>>265835
roll for instakill
>>
>>265839
sheeeit
>>
Just to specify, we leave the clues for puzzle (note and watch) in the room but take everything else.

So our hero's currant status is..

Name: Svard
HP: 3/5
Items:
Gold Pieces - 12
cotton shirt
leather trousers
stick with a nail in it
piece of unused parchment
stick of charcoal
trusty pocket knife
grisly goblin trophy
leather scraps
small wooden buckler
used up candle
empty glass vial
ball of string

Other:
Spirit of Light symbol carved into hand (1 wisdom)

A "wildcard" wife and children living in a "well trained" village.

Please correct me if anything is incorrect.
>>
>>265861
YOU FORGOT HIS WORST ENEMY
>>
>>265861
>The buckler will add a further point to your defence when blocking, and the chance for a shield bash riposte on particularly low attack rolls by the enemy.

Akso, we still need to leave the room
>>
>>265785
Your chair seems not to depress the next tile.
>>265792
In a moment of boldness you dash through the remaining numbers: 4-6-1-12-9-7-11-2-8-10. Success.

>>265861
You are a star dude, pick the name of the next NPC to join the village as a reward.

Update 1/2
>>
>>265891
Maglorx
>>
>>265891
Before leaving the chair, you hurled it (along with the clues to the puzzle) to the entrance side of the room. Your descendents will thank you, you're sure.

A sack materialises by the exit.

What do?
>>
>>265907
poke it with weapon
>>
>>265894
Cheeky, but I'm afraid >>265861 gets to choose. Up to him, but he might like it!
>>
>>265920
looks like that guy isn't coming back... can we carry on with the quest now?
>>
First do this >>265913 if no danger open and take with us.

NPC to join the village will be, Ajira
>>
>>266067
Oh yeah, for sure, I assumed people would anyway!

So... What do?
>>
>>266089
Sure, I'll remember the name.

Okay, so...

You prod the sack, and upon nothing happening, open it, inside you find a note written in the same hand as that at the entrance to the room, and a heap of 20 very fake looking Gold Pieces.

What do ?
>>
>>266098
Read the note
>>
Maglorx orders his demons into every town and city to capture the civilians
>>
>>266107
The note says:

"Congratulations hero, you made it through this room. You may keep the items you took from this room.

However: My instructions stated that you should ONLY take your time. Although you may keep the items you took, your full reward has been replaced with these. Enjoy!"

You frown, annoyed at the pedantic puzzlemaster. You guess you've learned that every word can matter in this dungeon.

Do you want to take the note or fake coins? What do?
>>
>>266160
Further investigate the fake coins, see if they contain chocolate.

Fold the note into a paper airplane and throw it to the other side so your descendants don't make the same mistake you did.
>>
>>266160
Take it with us hopefully we can destroy the note before we die. I don't want our decedents to see that we fucked up.
When we die it will be with stick in hand and bodies surrounding us, our child will say "wow my farther was a true adventurer."

Take the fake gold as well who knows we might be able to trick some stupid goblin.
>>
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>>266256
>>266268
Two completely different options. Votes for each of these, or any other ideas?
>>
>>266291
I'd say leave the note but take the gold.
>>
Take the virginities of the impotent
>>
>>266256
>>266327

You fold the note up and throw it back across the room, and take the fake coins (which upon inspection seem to be made of some sort of light, shiny alloy).

What next? Leave the room?
>>
>>266379
Yes. ADVENTURE!
>>
>>266379
I suppose so
>>
>>266393
>>266395

Svard descends further into the darkness...

TO BE CONTINUED

Well guys, as mentioned earlier, that's the end of this thread, as I'm don't have computer access. Hope you've enjoyed it! Legacy Quest should return on Saturday.

Thanks for playing, you've been a great crowd for a new QM. Thoughts, feedback, and ideas welcome.
>>
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>>266456
you are awesome
>>
>>266456
That was really fun, I'm looking forward to the rest. This board needs more people like you.
Awesome work with the riddle, and congrats for taking the time to draw maps and such.
>>
>>267974
In case anyone is still checking the thread, Legacy Quest 2 will be up in a few hours. Hope to see you there.
>>
>>275533
You should link the new thread to this one.
>>
>>275533
It's getting a bit late for me, hopefully the thread will still be going in 5 hours or so.
>>
>>275533
Oh boy I'll be
>>
New thread is up guys, apologies for delays!

>>277319

Got carried away with celebrations!



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