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File: Legacy Quest 2.jpg (144 KB, 600x600)
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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.

Last time on legacy quest: >>261407
Our first hero, Svard, left Angorvil and his newly pregnant wife (who he knew nothing about) to begin his one way journey into the dungeon. With his final farewell, he asked the folk of Angorvil to train his descendants well.

He has battled his way through three rooms of the dungeon: An instructional room, a goblin duel room, and a puzzle room. He is alive, but not unscathed. Here his adventure continues...
>>
>>277319
Damn, seeing this thread just made my day.
Time to continue our adventure. Waiting for new map and inventory pic
>>
>>277319
What would you say the biggest influence for this concept was?
>>
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>>277344
Not really certain, probably a mixture of:
>Rogue-like simple dungeon/monster layout
>PnP D&D games, with the mix of humour, narrative, and the style where rolls matter but the narrative is more important than overly complex mechanics
>XCOM and Massive Chalice for permadeath/base growth over time mechanics

>>277334
Posting inventory pic now. Many thanks to the anon that helped list inventory in the last thread. I still owe them their named NPC.
>>
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>>277334
Aaaand, the new map:

After an hour of stumbling further down the poorly lit, uneven staircase, you enter a new room.

It is the very picture of an uninviting dungeon. The room is dank, dark, cold, and smells musty. Cobwebs adorn the walls, and small spiders skitter across every surface in sight.

A gaping chasm sits at the centre of the room, surrounded by loose, uneven dirt.

What do?
>>
>>277401
Open the barrel.
>>
>>277412
This, then kick the barrel down the hole.
>>
I'll wait for a few posts before anything is decided.
>>
>>277420
>>277412
I agree with these
>>
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The floor seems to be unstable so dont step on the cracked tiles and keep to the outside where it should be stronger.

First open the barrel to check if anything inside then drag it down to the bottom.
Open the 2nd barrel.
Roll the bottom barrel across the floor to check the tiles can support a little weight.
then go across and open chest.
>>
Open barrel
>>
>>277461
Actually do this instead
>>
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You open the first barrel, and find inside a few bones with mangy scraps of sinew and muscle attached. This really is the epitome of an evil dungeon room...

You place them on the floor by your feet, and move the barrel to the bottom of the room. You open the second barrel, to find it empty, other than a few more spiders scurrying around.

You roll the first barrel across the loose earth (as >>277461 described). You feel a slight rumbling through the room, and a hissing sound...

Roll 1d6 to see what happens. Outcomes of the roll are secret for this one.
>>
Rolled 6 (1d6)

>>277493
>>
>>277504
Whatever it is, it better be to the extreme
>>
>>277504
Nice roll.
Thanks anon
>>
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>>277504
Welp, you guys have such good rolls, I hadn't really intended for the first hero to last very long!

You wait, cautiously, to see what happens. A monstrous spider emerges from the chasm! You raise your buckler and ready your stick with a nail in it ... But he ignores you, heading to where you left the grisly bones.

He seems fairly busy eating his lunch, and is ignoring you. Unprovoked, he probably won't be any bother now.

What do?
>>
>>277527
Walk along the path over which we rolled the barrel and then open the chest from the front.
>>
>>277527
See if you can't take a peek inside the hole.
>>
>>277527
ATTACK IT!

No don't really.

do what this guy said >>277539
also roll the barrel with dead stuff in it over to them. It belongs the the spider to begin with.

I'm guessing it's the big spider's young are in the other barrel
>>
>>277561
This
>>
Just grabbing some food, then I'll write up. Thanks for the patience guys.
>>
>>277615
Bon appétit dude.
>>
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A dangerous creature for sure, but it seems at peace for now, you decide to leave it that way. You cautiously cross the room, and roll the barrel back across to the side it started on. The dead stuff was taken out earlier and left in the floor in >>277493 so don't worry about stealing spidey's lunch!

You open the chest at the far side of the room, and find an old shortsword and 5 GP which you take with you.

The sword will deal 1d3 damage rather than 1d2, so is in most situations better than your stick with a nail in it so Svard will equip it for now, unless any of you object on the grounds of emotional attachment to the stick.

Roll a d20 on the off chance the spider feels moody and attacks, but seeing as he seems so content with his meat scraps (and you guys rolled so well), he'll only attack on a crit fail roll of 1.
>>
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>>277797
Current hero sheet while I wait for replies.
>>
Rolled 18 (1d20)

>>277797
R-roll ?
Also go to next room
>>
>>277806

Jesus Christ, the good rolls don't stop for you guys...

The spider leaves you in peace, in fact, if it didn't sound insane, you'd swear that he just shot you a friendly wink.

I'll wait for another post to confirm heading to the next room.
>>
>>277820
>another post to confirm
Saying this makes me feel like there is something we haven't done in here.
I can't see anything and we have stairs if we need to go back so, Confirm onto the next room
>>
>>277836
Well, we didn't look into the chasm, but that's probably a terrible idea that OP wantss us to do so he can finally can kill the first character to advance on the state of the city and our offspring.
>>
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>>277836

Don't worry anon, it wasn't loaded, I just wanted to make sure I didn't drive the quest ahead too fast while there were only me and >>277806 in the thread.

You look around, and seeing nothing of interest in the room other than a happily munching spider, decide to proceed onwards.

After yet another long, dark descent you emerge into a rather imposing room. Whilst old and dusty, you feel that the marble floor, high ceilings and exquisitely carved statues of this room must look grand, almost like a small cathedral, if properly cared for.
>>
>>277851
I'm not quite that desperate to see the end of Svard yet .
>>
>>277863
Switch to stick and nail weapon while you open the coffins.
If no danger in there, clean the room up a bit (keep an eye out for the Spirit of Light Symbol) then (maybe pray and) rest at the fireplace to restore some HP
>>
>>277882
This sounds good.

>>277867
Well I'm reassured for now
>>
Friendly reminder we also have that protective symbol carved in our hand. Not sure how it's going to help us, but it should be a boon later on, right?
>>
>>277897
>>277882
Your hand reaches for the familiar heft of your stick with a nail in it . You attempt to open the coffins, but the lids don't budge, not even a little.

"A beautiful room such as this deserves better" you bemoan, whilst dusting down any surfaces you can. Sweeping a thick layer of dust from the first sarcophagus, you reveal an intricate inscription: Beautiful whirling patterns, and etchings of knights in battle, and a short passage of text.

"When my three fires burn, I shall awaken. One of us will be the shield that protects you, one of us the sword that attacks you."

You notice some kind of magical glow sealing the coffin shut. You have a feeling that brute force won't solve this... With a sinking heart, you see that both doors to the room are now alight with the same glow...

You sit by the fireside, and offer a quick prayer to the spirit of light. Unfortunately, you have no supplies to replenish your health.

What do?
>>
The six statues on the sides, can they hold fire? It looks like they have little plates that we can put a small fire on.

I'm guessing light the three statues at the top, the top coffin opens three at the bottom for the bottom.
Can we investigate both coffins to find out which is shield and which is sword?
>>
Are the coffins made out of wood, by any chance?
>>
>>278014
The statues do appear to hold bowls with a small pool of oil in.

>>278036
The coffins appear to be made of thick stone.
>>
Examine the coffins closely.
>>
>>278057
After dusting down both coffins, you reveal identical inscriptions on both. Each have three circles with a dull red stone set in it, you suspect symbolising the three fires in the text. You really couldn't tell one coffin from another.
>>
>>278094
Maybe we should just take a chance...
>>
Switch back to sword.
I thought there might be vampires in the coffins in which case a stake to the heart but I don't think vampires would lock themselves in like that.

I think maybe we should
Light two statues at the top then two at the bottom.
Light the third and run to the last unlit, if shield comes out the first coffin do not light the last statue, if sword comes out then light it quick.

Unless anyone can think of anything to investigate or do first, I can't see any more clues
>>
>>278102
Well if so anons, discuss which torches you wish to light, and in which order. I'll wait for a consensus.
>>
>>278147
Inspect statues closer.
Also, do both the coffin have the same inscription ?
>>
Might be possible to tie a bit of the string to each oil bowl and throw it in the fire.
Use the string like a fuse to light them all at the same time, Although I don't actually see any benefit in doing this.
>>
>>278147

I support >>278138.
>>
>>278171
Both seem completely identical.

>>278138
I'll wait to see if other anons like your plan.
>>
Rolled 31 (1d100)

>>278178
Well, go for >>278138
Also rolling because why the fuck not ?
>>
Just prepping the graphics...
>>
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OP? Are you alive?
>>
Rolled 99 (1d100)

I'm going to sleep, so have a good thread anons, don't fuck it up
This roll will be your luck
>>
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>>278197
Using your unlit torch (that some mindful anon requested we pick up in the last thread), you light two of the top statues, and two of the bottom statues, drawing your sword once more...

Finally, you light the bowl held by the top statue and something suddenly emerges from the coffin beside you.

Roll 1d2 to see which it is:
1 - Sword (hostile)
2 - Shield (ally)

>inb4 anons roll 2, befriend it, get a nat 20 on the hostile one and insta-chunk it
>>
>>278462
Holy fuck, do you guys ever roll badly?! Shame this wasn't rolling for anything in particular...

Sorry you left before I posted dude, hope to see you in here tomorrow.
>>
Rolled 1 (1d2)

>>278491
We'll probably die horribly here, yeah?
>>
>>278511
Light the other one quick
>>
>>278520
Probably should have lit the torches on the far left last, then?

Though, we can still fight the hostile guy. We might even roll high!
>>
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>>278511
>>278520
A pink mist spills from the coffin, thickening to form a tangible body, topped by a skull... The spectral knight raises his sword to attack.

What do?
>Begin battle
>Make a dash for the other torch (likely giving the knight a chance to attack you)
>Write in?

I will ask for a d20 roll AFTER the decision has been made, to prevent band-wagoning.

This is the first time Svard has faced in this direction, feels weird man.
>>
>>278543
>>Begin battle
Fuck it maaaan
>>
>>278543
>Begin battle
With so little health, the best recourse is to hope the knight dies before getting hits in.
>>
>>278543
>Begin battle
>>
>>278543
>Begin battle
>>
Rolled 4 (1d20)

>>278557
>>278568
>>278570
>>278577
As much as I hadn't intended Svard to last this long, I genuinely wish you the best of luck anons.

Seeing as you haven't surprised this foe, I'll need a d20 for initiative first. I'll be rolling for spooky.
>>
Rolled 2 (1d20)

>>278595
>>
Rolled 16 (1d20)

>>278595
>>
>>278595
Already won the roll, but let's go for SUPER INITIATIVE
>>
Rolled 16 (1d20)

>>278595
>>278618
Now that I roll, I feel silly.
>>
Rolled 6, 18 = 24 (2d20)

>>278604
Damn, luck seems to have gone for Svard... I think >>278462 was your lucky charm.

>>278618
Whaddya mean anon?

The knight swings his glowing sword at you twice.

I'll need 10+ on each to land the hit.
>>
Rolled 3 (1d3)

>>278641

You manage to duck under his first blow, but the second catches you in your side...

Rolling for damage, I'm so sorry anons...
>>
>>278647
What is this, OP?
>>
>>278647
The knight's swing catches you full in the side, and as the knight sheathes his sword, your legs crumple under you. You are dying. You know this with a certainty you've never felt before... You feel your life draining away, even as the spectre returns to rest in his coffin.

With your final moments, you hope to help your child when they face these challenges.

Final moments allow you to spend your last seconds trying to help your descendants succeed where you failed with a dying act of heroism.

How will Svard end his story?
>Attempt to leave a warning on the coffin
>Attempt to shield/hide an item in your inventory, reducing the chance it is taken by scavengers
>Write in?
>>
>>278708
>Attempt to leave a warning on the coffin
No need to have our kid be surprised by a high-level enemy in the future.
>>
>>278702
What do you mean? General dismay, or actual confusion?

Just in case:
>Knight rolled 4 for initiative, Svard only got a 2.
>Knight hit with one of his two attacks, and landed 3 damage.
>Unfortunately Svard was on 3/5 HP...
>>
>>278708
>>Attempt to leave a warning on the coffin
None of the items in the inventory are particularly important. And info is critical.
>>
>Attempt to shield/hide an item

I'm sure our child will be able to take down spooky he was well trained no need for the info may as well save more items
>>
>>278708
>Attempt to leave a warning on the coffin

Try to draw a sword on the sword knight's coffin with our blood.
>>
>>278722
More or less shock that Svard got insta-killed, but that was to be expected from this certain quest, so forgive me for expressing as if I was lashing out at you.
>>
>>278708
>Scavengers

oP arnt we in a spoopy dungeon? What would scavenge a shitty sword?

>Write in
As the knight is a honorable one, he creates a simple stone colfin for our heroes remains and supplies, and leaves a Whitty riddle for the next hero to help figure out what colfin is friendly

>OP I know that it's a lot but I would love for our next hero to solve a hard riddle
>>
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>>278719
>>278726
You gather every last iota of strength you possess, and use the blood draining from you to scrawl a warning on the coffin:

You draw a simple sword, write the word "EVIL", and manage to leave the words "DO NOT", before your body fails you. You slump against the coffin, and smile as you grow colder. You never knew your child, but you know you have done right by them. You hope they will be proud of you.

And with that last, bittersweet thought, so ends the heroic tale of Svard the Spiderfriend: First hero of Angorvil.
>>
>>278767
First for our kid being a daughter named Svarda
>>
>>278765
aww man my post was late oh well.

OP lets get that "back to the village" montage
>>
>>278757
Nah dude, I was expecting angry anons, it's cool, just checking I hadn't got any rolls wrong. It wasn't an insta-kill though, just an unlucky lack of allies, against a tough monster on low health... So close to a healing point too! Honestly I ended up kind of routing for Svard to pull a couple of crits out of the bag...

>>278765
Who knows, things get rusty, goblins and other low level critters might want to put things in their chests, animals might eat perishable things. Some items may well survive, fear not.

Sorry for any anons who I replied before seeing, but the warning on the coffin still won the majority.

>>278765
I like this idea a lot, so I might try to find a way to take at least part of it, and work it in. Although generally final moments are that of the character, rather than any monsters about, unless you asked something of them and somehow persuaded them. Who knows, maybe your family will build up a relationship with a certain monster!

Is everybody ready to meet/roll up our new hero?!
>>
>>278798
READY
>>
>>278798
it's good I just wanted for our next hero to solve the classic doungeon riddle while maybe getting Casper the friendly spectral knight. Oh well

Anyways off to the next hero!!! b
>>
Sad about Svard but looking forward to seeing what out wife was like
>>
>>278798
Years pass, and new heroes grow...

After a restless night, you awaken. This is it. This is the day you come of age. For most of your peers this is a day of celebration, feasting, and family but for you? Well...

You never knew your father, although you hear enough about him "Svard the Spiderfriend", known as the first hero of Angorvil (with you about to become the second).

Your mother is a kindly woman, with dark hair, and bright blue eyes, she knew your father little better than you. It is from her that you inherited your abilities. The Academy that your father ordered built were able to spot your mother's latent gifts, and train them in you. You are a mage, able to bend reality to your very will.

You get out of bed, splash water on your face, and look up into the mirror. You see:

Roll 1d2:
>1) A young man
>2) A young woman
>>
>>278830
>2) A young woman
>>
Rolled 1 (1d2)

>>
>>278832
Gotta roll for it anon, keeping some element of chance in there!
>>
>>278830
>a young man
>>
Rolled 2 (1d2)

>>278830
>>278843
ROLLING
>>
>a young man >>278841
>>
>>278852
>>278848
See >>278843
>>
>>278841
You get out of bed, splash water on your face, and look up into the mirror. You see a young man with jet black hair. The whole village tells you that you look just like your father, but your hair and eyes are undoubtedly your mother's.

You see a scroll, on it, written your name:

>Merrin
>Denrik
>Svard II
>Svarda (credit to >>278793 )
>Write in? (please do!)
>>
>>278858
>>Svarda
Let our heroes have a theme naming scheme, for lineage purposes.
>>
>>278869
>Svard the 2

This keeps in better with the name lineage
>>
>>278858
Svardor. You know, to rhyme with 'ardour'.
>>
Gabriella
>>
>>278858
Svard the Second
>>
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>>278869
>>278872
>>278873
>>278874
First to three, or if that takes too long, most popular after an arbitrary amount of time. If nobody can agree, I'll roll for it.
>>
>>278884
I'll change my vote from >>278873 to Svard the Second / Svard II.
>>
Requesting we get a tattoo of the Spirit of Light Symbol before we leave the village.

I change to Svard the Second
>>
>>278884
I guess Svard II, but I do hope we will get more interesting names in the future.
>>
Why not Svardssen
>>
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>>278887
>>278878
>>278872

You see a scroll, on it, written your name:

Svard, my dear, today will be a hard day for you, I know. I have left your weapon in the trunk at the end of the bed. Come and see me in the garden when you're awake, I have a small gift for you that I hope will help.

Mother


You walk over to the trunk, and open it. Your mother has left your weapon there, and looks to have cleaned it, Light bless her. You pick up your:
- Stick with a nail in it - Your weapon of choice as a spellsword. Your magic allows you to imbue your melee weapons with damage, adding additional damage to your hits.
- Staff with no nails in - Your weapon of choice as a ranged mage. You hurl bolts of energy at enemies from afar, inflicting less damage, but from a distance.

Note that both weapons are crappy starter weapons, equal in damage and cost, this is more of a choice of class. Neither class will be able to use armour, but the spellsword will be able to use a shield. These classes are a trial, so let's hope neither is too broken...

First to three votes wins.

Svard II grew stubble while he was waiting, I wanted to make him look slightly different to his father. Hope nobody objects.
>>
Or Thongar, I'd be happy with Thongar
>>
>>278921
>Staff with no nails in
>>
>>278896
I'm going to say no on the grounds that Svard II has no idea about that symbol, and neither does anybody in the village. Don't worry though anon, there will be ways to communicate with the village mid-adventure in the future (Svard was so close to this!)
>>
>>278921
- Staff with no nails in
>>
>>278921
- Stick with a nail in it - Your weapon of choice as a spellsword. Your magic allows you to imbue your melee weapons with damage, adding additional damage to your hits.
>>
>>278925
>>278933
>>278938

Two for ranged mage, one for spellsword. Votes still needed.

As an aside, you are welcome to shape your hero into whatever sort of guy you like. He can be a paragon of virtue or a vicious bastard, he can be excited to begin his quest, or he can resent his role. The only thing that's fixed is that he's going into that dungeon.
>>
>>278953
Spellsword.
>>
>>278921
before anything lets trim that mullet
>>
>>278953
ranged Mage.

We played melee at time lets shake it up

Can we still use daggers and shortswords?
>>
>>278953
Mage please
>>
>>278953
Spellsword
>>
>>278972
If other anons fancy this, I am absolutely willing to.

Next vote for class wins.
>>
>>278953
Spellsword
>>
>>278991
>>278992
Well, good timing.
>>
>>278992
now it's tied 4-4 come on no spell sword

let's Also die his shirt brown or somethin
kind of creepy he is wearing the same clothes.
>>
>>278991
I'd like to give him a trim
>>
>>278991
Trim hair, dye shirt, be an angry bastard
>>
>>279013
Its the same because that is what is cheapest our village is still super poor.
So poor the best weapon we have is still a stick
>>
>>278981
>>278980
>>278933
>>278925

Mage was first to three, I'll stick with what I said. Even though I kinda wanted to see what spellsword will be like Don't be disheartened spellsword anons, there will be more heroes.

You walk over to the trunk, and open it. Your mother has left your weapon there, and looks to have cleaned it, Light bless her. You pick up your staff with no nails in and head to the garden, where you find your mother waiting.

"Oh Svard, you look so much like him, it still makes me do a double take! Here, I managed to get hold of this for you. I hope it helps you."

She hands you a small healing potion able to instantly restore 3HP.

"I know you'll be a great hero, you've always been so:

>Strong (+2 STR)
>Nimble (+2 DEX)
>Tough (+2 CON)
>Smart (+2 INT)
>Inspiring (+2 CHA)

The stats will become more relevant over time, and may give you alternative ways to beat your challenges.

Also feel free to write a response to your mother, to give your character a personality. First to three for the stat boost, and anyone who wants to write a response, roll 1d100 with it, highest roll gets their choice of response.
>>
>>279038
Don't feel obliged to pick INT because mage. Your training was basic enough that you won't be starting with a vast array of spells, so any choice is equally viable.
>>
>>279038
Nimble
>>
>>279038
inspiring
>>
Rolled 15 (1d100)

>>279067


Also lets make him vertious
>>
>>279038
>Tough (+2 CON)
We don't want to die, need more HP

Response should be that we are doing this for the good of the village and thank her for raising you well.
>>
Rolled 95 (1d100)

>>279076
Roll
>>
>>279038
"mother, I promise I will make you and the village proud. I know our village never had much, and I vow to bring back enough riches to pay you back and put our village on the map. Look out for (insert wife/ girlfriend name) for me.
>>
>>279038
>Smart (+2 INT)
>>
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>>279072
Want to write in a response? I don't want to railroad your character.

>>279076
Roll for your answer please anon!

Pic attached is Svard II after his haircut, with a new shirt. I had kept clothes the same for reasons >>279026 picked up on, but I guess finding a cotton shirt that isn't the exact same colour isn't too much of an ask. Final edit though, otherwise we'll spend all day on how he looks pretty suave compared to his papa!
>>
>>279081
Has probably won with his roll, and seems to have pretty similar ideas to >>279086 so this has worked out well.

We have one vote for CHA, one for CON, and one for INT. If no consensus, I'll roll between these three.

I hope nobody minds the village section of the quest, I appreciate that it's taking a while, and might try to streamline character creation for next time, I just thought it would be nice to build a narrative while we roll up the character.
>>
>>279104
Go for CON, we aren't weak like our father.
>>
Rolled 18 (1d100)

>>279038
>"It's about time I got down that dungeon! Got to find Dad's.. uh, body, crush the few monsters, get the treasure and be back for teatime! Unless, well, you know, I end up writing a warning with my intestines. Hopefully not, but can't rule it out. Wait for my memoirs."

And hug and kiss her.
>>
>>279104
Also, I'll be posting from mobile for a bit going to go and exercise for a bit . Shouldn't interfere with the quest, as this section doesn't need graphics as much, and I should be on the same ID. home gym mustard race Just a warning in case I have the odd post from another ID if my wifi doesn't reach properly, and my phone switches to mobile data. I'll attempt to clarify if this happens.
>>
>>279116
Before I switch, here's the new village map, with the training area replacing the trees in the top left. Angorvil will become more substantial over time, and more so if heroes manage to send money back.
>>
>>279086
I'm >>279104
This is my response, it makes him seem like he wants to bring his village out of poverty and make his mother proud

>now if he sticks to his moral conscience is another matter

And yes his is very suave any handsome.
Reminds me of Nickoly Montonta from Princess Bride
>>
>>279104
Let's go for CHA
>>
>>279141
>>279140
>>279067

+2 CHA

Two votes plus a comment on how suave he is, that will do, apologies to the two anons that voted CON, I just had to get it done.

"I know you'll be a great hero, you've always been so inspiring! You could talk a dragon into giving up his gold!"

"Thank you mother." you reply, "I wouldn't be who I am without you, you know? We've never been rich, but you made sure I never wanted for anything. I promise I'll find a way to pay you back, and let you live in the comfort you deserve. I just hope I can make you proud."

She smiles warmly. "I'm already proud of you Svard, and I always will be. Now, let's go and meet your suitors, they're waiting!"

Ready for suitors guys?
>>
>>279188
A suave mage sounds neat, Let's meet the "lovely" ladies.
>>
>>279188
You head out to see who has been presented as suitors. When you reach the small gathering three women stand there hoping to be chosen, having all grown up here together, you actually know them all!

>Terissa - A very unremarkable girl, nice enough, but importantly, very well of by the standards of the village. Likely to provide your children with some money before they descend to their fates.
>Tanwyn - Your lifelong rival, friend, and playmate. One of the few villagers capable enough to have trained alongside you at the training grounds. An extremely gifted mage, without you to compete with, she's planning to experiment with the workings of magic to keep her entertained.
>Ajira - A brave warrior, so heads up the town militia. Strong, swift, and tough but a known alcoholic. She'd likely bear formidable children with terrible habits.

First to three!
>>
>Tanwyn
>>
>>279248
Tanwyn
>>
>>279248
>Tanwyn - Your lifelong rival, friend, and playmate. One of the few villagers capable enough to have trained alongside you at the training grounds. An extremely gifted mage, without you to compete with, she's planning to experiment with the workings of magic to keep her entertained.
>>
>>279248
A tl;dr version:
>Well off kid
>VERY magic kid
>High STR, DEX, CON, kid with probable substance abuse issues.
>>
>>Tanwyn - Your lifelong rival, friend, and playmate. One of the few villagers capable enough to have trained alongside you at the training grounds. An extremely gifted mage, without you to compete with, she's planning to experiment with the workings of magic to keep her entertained
>>
>>279275
>>279281
>>279282

Well that was quick!

You grin as soon as you see Tanwyn standing there. You had no idea she'd planned this! It's impossible not to laugh at her all dressed up in her finery, you've never seen her not covered in sweat and bruises before. You weren't even sure she owned a dress!

You can see her looking flustered, with a pained "PLEASE stop being such a shit-head" smile of her own, so naturally, you make a point of ignoring her, and chatting extensively to the other two. She looks ready to hit you when you suddenly grab her and kiss her.

"Of course I choose you, idiot!" you tell her, before retreating to your home, for your all too short period of marital bliss.

Ready for the last village bits guys?

Also any drawfriends are very welcome to contribute if they fancy. I might give them naming rights/other quest based gifts!
>>
>>278991
>Next vote for class wins.
>>279038
Mage was first to three, I'll stick with what I said.

Make up your mind you confused fuck.
>>
>>279319
Sorry dude, I posted the second comment without refreshing, when there were two votes for each, I was behind on the thread, not being contrary.
>>
>>279337
Ah, that makes sense.

Anyways. Make sure our village improves its economy, but I'll wait for the next bit.
>>
>I might give them naming rights
yeah great just like Ajira the drunken retard with terrible habits
>>
>>279309

After a short but sweet month with training and living with Tanwyn it is time to leave.

Tanwyn tries to hide her sorrow, but can't help but sob when the day comes... It's the first time you've seen her cry, come to think of it... She grips you in a vice like hug, and refuses to let you go until you promise she'll see you again. You wish you could believe you'd keep your word.

You descend down the stairs, and shout your final farewell:
>Make our town prosper! (improve trade)
>Build the town to last! (build actual buildings)
>Write in?

Next hero, a major new option will be available for this part, just to tease you guys. First to three again.
>>
>>279392
>>Make our town prosper! (improve trade)
>>
>>279392
>Make our town prosper! (improve trade)
>>
>>279357
She was a drunk, but would have given truly mighty kids. I meant her more as a mighty viking who can't put down the ale than a drunken retard. I hoped a flawed character might be interesting to some anons. Sorry if you didn't like it, hopefully there'll be more options for NPC to your taste once the town grows! Appreciate the feedback though.
>>
>>279398
Both are good, I'll go with trade to move things along
>>
>>279398
>>279404
>>279346

That's three for improving the economy.

Having ensured there will be another after you, gathered your items, and signed the Legacy Scroll, you shout your final farewell, and descend into the depths, shivering as you so exactly in the footsteps of your father...

Wait a few for the next section, can't do it until I'm back at my PC. Feedback and discussion welcome to keep the thread alive.
>>
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>>279411
Don't take that as feedback, only joking.
It's better to have a good story/quest than pander to the fan base.
Besides I sold her a fair amount of moon sugar.

Congratulations on Uni by the way OP
>>
>>279476
I can't believe I missed that TES reference... Feel bretty dumb.

Yeah probably good advice, I don't want to pander too much, but on the other hand, this is my first time QMing, so I want to make an effort to listen to feedback from you guys.
>>
>>279476
>>279518

Pressed send too soon, but thanks dude, got myself a first in a STEM subject, and have offers, so the next few years are secure, pretty happy.
>>
>>279248
oh well having down ok their luck angry Viking kids would have been fun
>>
Okay guys, back at the PC. Before we dive back into the dungeon crawling I feel I should explain a few mechanics.

Firstly, for now, your character will have to re-run levels that you've completed with the last character. This might be frustrating, but it allows the character to gather levels and equipment before progressing to harder rooms.

Secondly, every 5 hostile rooms (ish) you will get a sanctuary room. This will give you full healing, ways to send stuff home, and some combination of crafting, merchants, priest services, ancestor shrines (this should be fun, but probably at later levels - won't reveal too much now), maybe even portals to visit your village for a little bit.

You will level up as you reach each sanctuary room. Once you've contacted the village from the dungeon, you can share information, they can build shrines to the Spirit of Light (currently just a bit of a myth to them), and work on ways to skip past early levels so that they don't need to be repeated forever.

When it comes to revisiting rooms, enemies will be replaced, usually with similar enemies. The Evil has had 18 odd years to rebuild remember? However, past heroes will impact the dungeon, and their actions can make things easier/harder for their descendants.

In the interest of dissuading meta-gaming for insta-solving puzzles, and the like, things may react differently to the last time you were in a room unless you inform your descendents about what to do/what to expect in some way.

There will be other features too, but I don't want to give everything away. I did think that you guys should know these things before I chucked you back in from the start.

Questions welcome.
>>
>>279769
can't wait
>>
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After the long climb down the stairs from Angorvil, you arrive at the first room. It seems uninhabited, furnished only with a table and a chair.

What do?

We'll hurry through this room, seeing as it's basically an intro, I'm just giving you the opportunity to search for some bits to pick up, as well as keeping it accessible for newfriends.

Be as ingenious and original as you like to keep this room from being completely boring.
>>
>>279864
Check through for anything unusual. If you can't find anything, progress onward.
>>
>>279864
Examine the things on the table.
>>
>>279864
sit in the chair and examine what's on the table
>>
>>279876
>>279882

You search the table, and find some unused parchment , and sticks of charcoal . You take one of each. On the floor below the table you see 2 GP which you pocket. You also find a letter, which reads:

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 in >>278896 is symbol.

Again, this letter is mostly for newfriends, I know we've had it before.

Thanks to >>278896 for the non-shitty version of the symbol. If you're still around, you get naming rights to something cool in the future which I can't reveal yet.


Do anything before continuing onward?
>>
As long as we don't start cutting ourselves then we will have already improved upon our last expedition.

Not losing health when there are no enemies present is the goal for this room


Although I do like the idea of having the symbol etched into our hero's skin, maybe we could do it a different way this time.

Cut the symbol into each piece of our clothing and into the base of the staff.
(rather than writing it on the paper as we probably should of course)
>>
>>279991
Unfortunately, you don't have a knife! As a suggestion to speed things up, would you be happy drawing the symbol onto your staff? Wood would probably take charcoal marking.
>>
>>280011
draw the charcoal drawing on our staff, clothes and forehead and then continue to the next room
>>
>>280011
Yeah, that sounds like a good option.
>>
>>280014
>>279991

You copy the symbol onto your clothes, lining the sleeves and neck with small copies of it. Your staff is likewise treated, before smudging your best approximation of the symbol onto your forehead.

You'll have to wait and see whether it actually does anything this time. I couldn't draw it onto his head, it merged with his hair and went horribly, but it's there in game.

Covered in what you hope is some kind of holy symbol, you proceed on to the next room.
>>
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About a minute before you even reach the next room, the stench of bad ale and worse hygeine hits you. When you actually reach the door, you see why...

Inside the room are two goblins. One is passed out in the corner with a huge jar of ale beside him, his arms wrapped around it. The other, unfortunately seems awake and (relatively) sober. He makes ready to charge at you.

What do?

Fair warning, due to the fact it's 2:30 AM here, and the fact I'll have to partially redo the puzzle in the next room, This will be the last room I do before I go to bed.
>>
>>280051
Look at this daper fellow.

>In next hero generations they should tattoos themselves with this symbols on their back, legs, arms and chest
>>
>>280112
use our ranged attack to fire at the sober goblin from our position
>>
>>280124
this
>>
>>280112
Attack the awake goblin then get all the info we can out of the drunk, put those Inspiring CHA points to good use.

Thanks for quest so far OP
>>
>>280112
Hit the goblin with a long-ranged attack spell"
>>
>>280124
>>280130
>>280131
>>280134

You focus your will and blast the goblin with an eldritch bolt.

I should have said earlier (sorry, I'm sleepy):
Start: 6AP
Each eldritch bolt takes 2 AP, so current AP is 4. You may attack twice per round, but first, lets roll 1d20 to hit goblin (10+ = hit), and a subsequent 1d20 for damage (dmg will be 1-2).

Again, if you could roll 2d20. I'll take the first as roll to hit, and the second as roll for damage, where 1-10 = 1, and 11-20 = 2.

First complete set of rolls from a single anon will be taken as the result.
>>
Rolled 18, 8 = 26 (2d20)

>>280177
>>
Rolled 8, 14 = 22 (2d20)

>>280177
>>
Rolled 12, 3 = 15 (2d20)

>>280177
>>
>>280196
This was the first complete set of rolls, giving a hit with one damage.

A crackling bolt of blue energy flies from your fingertips into the goblin's shoulder. He staggers from the impact, but is still ready to charge you.

Combat phase continues - 4 AP remain:
>Fire another Eldritch Bolt (2AP)
>Move (1AP per square, diagonals are allowed)
>Other?
>>
Rolled 16, 13 = 29 (2d20)

>>280247
>Fire another Eldritch Bolt
>>
>>280255
You send a second bolt arcing across the room, and thudding into the goblin's chest, badly injuring him .

Combat phase continues - 2 AP remain:
>Move (1AP per square, diagonals are allowed)
>Other?
>>
>>280247
Try to move farther back to increase the distance between us and the goblin

I agree on using our charisma on the drunk goblin.
Maybe we can get a companion?
>>
>>280279
if we move now we can't attack again
2AP left and costs 2 AP to attack
we need to attack
>>
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>>280279

You retreat into the furthest corner of the room from the angry goblin. Lacking much in the way of either options or intelligence, the goblin charges directly at you.

Sober Goblin spends 6 AP charging towards you.

Player combat phase - Round 2 - 6 AP remain:
>Fire another Eldritch Bolt (2AP)
>Move (1AP per square, diagonals are allowed)
>Other?
>>
>>280313
Sorry, I forgot to mention again, only 2 attacks per turn with rookie characters, so I went with the move option.
>>
Rolled 14, 2 = 16 (2d20)

>>280328
>Fire another Eldritch Bolt
>>
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>>280379
You try to ignore the screeches of the charging goblin, and sling yet another sizzling beam of energy towards the goblin.

The goblin barrels madly right into it, and with a blinding flash, disintegrates into a pile of steaming dust. His possessions clatter to the floor.

Exploration phase

What do?
>>
>>280447
Loot the pile of dust and poke the drunk with a stick.
>>
>>280485
Looting the ex-goblin, you find 5 GP, leather scraps from his clothes, and a trusty pocket knife that feels somehow familiar in you hand.

You approach the drunk goblin, and cautiously prod him with the end of your staff... He doesn't stir that easily, he's fast asleep.

What will you do?
>Ignore goblin
>Coup de grace (will instakill a sleeping goblin)
>Take his pot of ale
>Wake him up
>Other
>>
>>280560
I think I'm going to fall asleep guys, so we'll see what happens with the drunken goblin in the morning. Thanks for playing guys, hope to see you all tomorrow.
>>
>>280560
Huh, so that goblin took Svard I's pocket knife...

>>280631
Thanks for running!
>>
>>280560
>If the goblin is really out of it, tale his ale and his unconscious body with you to the next room. If the goblin shows signs of waking up, knock him out with your stick. If it puts up too much resistance, then slit its throat and push on

Good night, OP
>>
>>280560
Open the chest first, then use out charisma and talk to the goblin
>maybe gain a disposable minion?
If it doesn't work then put a laser in his head
>>
>>280806
changing my mind
>open chest in corner
>take the ale from the Goblin, then wake him up and use charisma and ale to win him over
>if it doesn't work just laser him
>>
>>280051
Damn OP, we look good.

>>280836
Seconding. I want an alcoholic goblin companion.
>>
God damn, I just woke up and now I see all the stuff I missed.
I THOUGH ROLLING 99 WOULD PROVIDE LUCK TO SVARD.

Well, OP is asleep now. Fucking timezones.

Anyway that was fun to read, even if I couldn't participate in this. Can't wait.
>>
>>281371
Don't worry lad, I'm back now. Can't sleep while regular anons want to quest! I'll wait for 3 anons to bump before I begin.
>>
>>281574
Aw, nice, you're the best.
>>
>>281574
bumpan
>>
>>281577
>>281576
Just having breakfast, if no more bumps by the time I'm done we can quest on with just you two for now.
>>
>>281596
swaggggggg moneyyyyyyyy

Our next faggot should be a hardcore Mage-Knight. I say Knight as in, this motherfucker can walk around in full plate or some equivalent bullshit (though the village will probably be too poor to afford a suit of platemail) and still cast spells fine.
>>
>>281600
I'm happy to consider a class like that, but I'd need to find a way to balance it. Currently the only disadvantage to being a mage is the lack of armour.
>>
>>281600
If this guy lives long enough maybe Svard the second will be. Just because his first weapon was a staff doesn't mean he can't find a nice sword and armour later. Again, as long as we don't die
>>
>>281606
Reduced AP and speed would be the best way to do that, I'm sure.
>>
>>281611
Good to see a third anon. Going with the votes for taking the ale as our next action. I did mention that magic users can't wear armour unfortunately, but weapon choice is unrestricted. Might find some protective robes/cloaks if you're lucky!

Roll a d20 to see what happens. Outcomes are secret.
>>
Rolled 19 (1d20)

>>281617
>>
>>281619
Nice
>>
>>281619
Looks like Svard II inherited his father's favour with the dice gods... Let's hope it lasts!

You step forward and heft the jar of ale, it's probably got about four mugs worth in it. You seal the lid, and sling it's strap over your shoulder... Just as the goblin wakes up.

"Oh 'ello! You's brought me more ale? Is that for ol' Kazgrub? What do I owes ya?"

The goblin gives what (as far as you can tell) gives a genuine drink at you (and more importantly the ale you're carrying. You seem to have accidentally put him in a good mood.

What do you say?
>>
>>281623
*genuine smile

God damn word salad moment.
>>
>>281623
Uhh...
>Hi, I'm exploring this place, would you help me ?
>>
>>281628

"Help yous? Mayybe, mayyybe? Gritzo said e'd hit me if I left my post, but I don't know where the mean git's gone... So if yous fill up my mug wiv some of dat ale now, I might follow yous for a while."
>>
maybe offer to give him a mug of ale each time we clear a room, not including a sanctuary.

Also make sure to loot the chest in this room
>>
>>281637
This
>>
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>>281637

"I tell you what Kazgrub my good fellow," you say, flashing him what you hope is your most charming grin, "not only will I give you a mug of ale, I'll give you a mug of ale every time we get through a dangerous room! How about that for mutually beneficial situation?!"

He takes a few seconds to process your words, before replying with a grin, "I don't know wot a moochal bennyfishal is, but ya seems like the sort of bloke who knows when to uncork the next jar!"

(CHARISMA check passed)

"Cmon then boss, let's go and earn us a drink, I'm bloody parched!"

Kazgrub has joined your party. He will follow basic commands in combat, such as "attack", "stay here", "go there", etc. Outside of combat, you may talk to him and give him more complex orders, such as "wait here, and when I wave, we both pull a lever".

He will not agree to certain unreasonable actions, such as "Kazgrub, go and stand on the fire trap so I can see how it works", and risky things may require a charisma based roll to persuade him.


Stats:
Name: Kazgrub
Class: Goblin brawler
HP: 4/4
AP: 6
Inventory: Mug of da good times, tatty goblin leathers
Special: At the cost of an additional drink of ale before a battle, Kazgrub may use Drunken Prowess , a state in which his HP, rolls to hit, and rolls for damage get a +1. This ability lasts for one room, and when it ends, bonuses will be lost (HP will not fall below 1 if he only has 1 HP at the end of this state).

Kazgrub waits by the door while you loot the chest. It contains 5 GP , which you pocket.

Continue to next room?
>>
Yes
>>
>>281669
>Continue
>>
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>>281671
>>281674

You follow the steps down, with Kazgrub humming merrily behind you. Eventually you emerge into the next room. The floor between you and the door is covered in some sort of marked tiles.

Kazgrub pipes up:
"Corr, boss, be careful in this room, I once saw an orc explode as soon as 'e stood on one of them funny tiles!"

What do?
>>
We go into the dungeon to destroy evil, end up making friends with it.
After Svard 'the Spiderfriend' dies his son Svard the Goblinfriend enters the dungeon (I hope we don't die with that name).
>>
>>281679
Check the desk. Read, open and thoroughly investigate everything.
>>
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>>281681
I promise I won't give him the title Goblinfriend, don't worry. If befriending Kazgrub is the most notable thing Svard II achieves, I'll make sure to give him a name that doesn't end with friend.
>>
>>281684
This, I don't want us to get zapped like last time.
>>
>>281684
I'll go ahead with this action, but will wait for more votes before attempting to do anything risky.

You head to the desk, and find on it a letter:

This room is deadly hero! To survive, you must cross the room by wisdom and guile. Anything else will only hinder you!

Next to the desk, you find a crumpled ball of paper, with a note written in the same hand saying:

I did say that nothing anything else will hinder you! The full reward is now denied to you, and you may have only this!

The note appears to have been held by a bloody hand.

Alongside the first letter, you find 4 GP, a glass vial, and a pretty stone .

What do?
>>
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>>281697
Also feedback on what you guys think of the anti-metagaming system of slightly altering the room?

I've tried to allow you the advantage afforded by the note that Svard I threw, but removed the advantage of knowing the answer.
>>
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>>281701
Pretty fun I have to say, I hope we won't die to much because it must be pretty hard to come up with an alternate riddle each time.
>>
>>281709
Glad you're happy with it! Well hopefully Svard II will manage to communicate with the village before he expires. If he tells his children what to expect in a room, the anti-metagaming system won't be relevant, so the room stays the same.

I'll let you guys vote for what to do.
>>
Look through the pretty stone at the puzzle and the paper and see if anything changes.
>>
>>281724
This, if nothing change, well go through the room following established pattern.
>>
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>>281699
>>281709
>>281724
I'll let you guys discuss. Seeing as the thread is pretty slow, I'll go ahead with two votes for any one option.

Updated Hero Sheet to include the ale.
>>
>>281724
>>281726

You retrieve the pretty stone from the desk and hold it up to your eye... Unfortunately it's pretty opaque. It is very pretty though.

>Put stone back on desk
>Pocket stone

I'll wait for at least two votes on what to do with the stone, and the same for how to cross the room.
>>
>>281734
Take the stone, the gold and the vial then do this
>>281709
>>
>>281736
this
>>
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>>281736
>>281739

You pocket the pretty stone, 4 GP, and glass vial .

You turn to Kazgrub, and tell him to follow you, very very carefully, and only tread where you tread.

You gingerly step onto the first tile, marked with a "w". you hear a mechanical clunk, and a crackle of energy...

But nothing happens. Kazgrub look relieved.

You cross the room, across the tiles: w-i-s-d-o-m-g-u-i-l-e, reaching the other side safely. Kazgrub follows, a couple of squares behind. He seems positively surprised that he's not exploding each time he steps forward.

When you both reach safety, a chest appears beside you with a puff of smoke.

What do?
>>
>>281756
Check if chest isn't trapped, then open chest.
>>
>>281759
I'll wait for a supporting vote.
>>
>>281777
Sounds like a good idea to me; I'll support it.
>>
>>281759
Oh btw, do it algorythm style, open even if trapped
I might have lost my mind
>>
>>281842
Pahaha, the idea of a algorithmic hero who follows sentences to their strictest logical interpretation made me chuckle.

>>281759
>>281836

You're no expert on things like this, but you can't see anything trap-like on the chest. You open it, and find a letter inside, as well as 20 suspiciously shiny Gold Pieces .

The letter says:

Once again hero, I must state: I did say that taking anything else will hinder you! The full reward is now denied to you, and you may have only this! Despite the warning of your father, you felt obliged to pilfer my desk.

Perhaps one day a hero who isn't so sickeningly predictable will enter my domain. You may keep the objects you took from me, and the false reward I placed within this chest to mock you.


You realise too late that the crumpled note must have been your father's attempt to warn you not to make the same mistake as him...

What do?

I realised that the crumpled note read

>"I did say that nothing anything else will hinder you! The full reward is now denied to you, and you may have only this!'
>nothing
>rather than taking

This was a typo on my part, and although I think you could probably have figured out that you weren't meant to take anything from Svard I's experience plus the (flawed) note, I appreciate that I am partially to blame, so I will find an opportunity to partially compensate the hero... Partially though.
>>
>>281856
Pocket the letter and go through to the next room.
>>
>>281870
And the gold pieces. Definitely pocket the gold pieces.

We probably won't need the letter actually, as we have some unused parchment if we need to make any kindling.
>>
>>281870
>>281877

Will wait for another anon.
>>
Pocket fake gold and continue!
>>
>>281856
I was confused about the letter but figured I was being stupid because english isn't my first language. Too bad I guess, heh.

Pocket everything since we seem to have disappointed the guardian of whatever this plae is called and proceed to next room.
>>
>>281897
>>281899
You gather up the things, and continue onwards. Inventory sheet and new room coming soon.
>>
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>>281928
You trudge down the stairs to the next room, pondering about the letters you've come across so far. One from a benevolent entity, claiming to be a friend of the light , and another from someone who did not identify themself, but seemed to enjoy testing, mocking, and tormenting you - but offering you rewards nonetheless. You wonder if you'll find out more about who and what is watching your journey.

You step into the next room... It is the very picture of an uninviting dungeon. The room is dank, dark, cold, and smells musty. Cobwebs adorn the walls, and small spiders skitter across every surface in sight. A gaping chasm sits at the centre of the room, surrounded by loose, uneven dirt. Bones, gnawed completely clean lie by your feet.

Kazgrub pipes up again, this time in a surprisingly sombre voice:

"I've been this far once before... My father once took me here. He was a clever 'un see, he knew his way across the 'sploding stones like you. We were hunting for rats to eat, and we came out more far than most days, all the way to 'ere..."

He sniffles, "a 'uge great bloody spider ate 'im it did, bit 'im right in 'alf! I ran 'ome fast as ya like. Never been out so far since."

He looks embarrassed: "Sorry boss, I must look a right lump, bawlin' my eyes out in the middle of a spider den. S' just, my ol' man was the best goblin I know, see?"

What do?

>>281899 I wouldn't have guessed that English wasn't your first language, but please don't hesitate to ask if the wording of somethnig seems off, or the way a certain creature speaks seems unintelligible. Chances are it's just me making a typo, but if not, I'll happily explain/repeat.
>>
>>281943
What spells can we cast?
>>
>>281943
>tfw had to check a dictionnary for trudge

Check carefully both barrels, first, one to the south, then one to the north.

Thanks dude, most of the problems I have are for expressions or rarely used words, but also double negation which doesn't work the same in my language and stuff like that. I'll try to ask if I ever have a question. As for the "goblin speech" I mostly can understand it, so I guess that's okay.
>>
>>281952
At the moment you're limited to your eldritch bolt which can be used unlimited times a day, and situational cantrips (sensible suggestions such as levitate a light object, make a small glowing light, and similar).

"Proper spells" will come into play once you level up!

>>281955
The first barrel is empty, apart from several small spiders. The second barrel has a rat inside.

Kazgrub is still sniffling, any sagely words for the little guy, or ignore him and wait for him to get over it?
>>
Do mostly the same as last time. >>277493

Check the barrels, roll to test the floor's strength then go over to the chest
>>
>>281981
Ask gob if there's something wrong, if there is, get prepared.
>>
>>281981
Grab the rat and give it to Kazgrub tell him not to eat it as we can use this as an offering if any danger appears.
Assure him your name is Svard son of Svard the Spiderfriend your family has been on good relations with spiders for generations.
>>
>>281943
I want to try a different idea from last time, so let's walk along the edge of the room and press down on the floor in front of us with our staff as we walk.
>>
>>281984
"Kazgrub, is something the matter?" you ask,
"Sorry boss, it's just that if my old dad couldn't deal with the spider, what's gonna happen to me?!"

>I'll protect you. I am a formidable warrior, and you're in my care now.
>You'll succeed where he failed, make him proud! We'll make a hero of you yet.
>We'll have each other's backs. We're a great team!
>Shut up you snivelling wretch.
>Write in?

>>281983
Which barrel would you like to roll?
>>
>>282009
>We'll have each other's backs. We're a great team!
>>
>>282009
>You'll succeed where he failed, make him proud! We'll make a hero of you yet.
>>
>>282017
It's a goblin, don't tell him he's a hero, he might stab us in our back because he'll feel ike we're useless to him.
YEAH I'M PARANOID, SO WHAT
>>
>>282009
Roll the barrel without spiders in it.
or say to Kazgrub that he can go first, we've got his back.

That way he checks the floor for us and we don't have to persuade him, also I don't trust him near any spiders.

Also say this
>You'll succeed where he failed, make him proud!
(without the hero bit like >>282019 said)
>>
>>281993
I completely missed this post!

You open up the barrel with the rat in, and beckon Kazgrub over to help you catch it.

"You know Kazgrub, my father came through this room too, and got past this huge beastie. In fact, they called him Spiderfriend!"

Kazgrub deftly snatches the rat up, and holds it up proudly, you indicate that he shouldn't eat it, so he traps it in his Mug of Da Good Times

"See Kaz? You've already caught the rat, you're making your old dad proud already! You're going to make it through this room, and your dad's spirit will smile upon you!"

He looks happy, then determined:
"Yous right boss, we'll get through here safe and sound! An' if that spider comes for us I'll make 'im regret it!"

Kazgrub aspires to be a great hero/champion, to make his father proud.

Vote for:
>>282028 Roll barrel
or
>>282001 Poke floor
>>
>>282057
Roll barrel I guess
>>
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>>282057
If we're votiing for our own posts, then poke the floor.

The barrel's weight will be spread evenly over the floor and thus won't reflect actually walking over it. No point saying 'roll barrel' every time we come through this room anyway.
>>
>>282116
We can always make the goblin walk first after the barrel, but I hope it's safe because I don't want him to die.
>>
Lets do both roll it then poke it.
(as long as we test it somehow i don't think it will be a problem) I'd rather get to a new room quicker
>>
>>282122
There's the idea of rolling the barrel then poking the floor, if we don't think that would attract the spider too much.
>>
>>282122
Discuss and vote lads, I'll leave you to it for a few minutes.
>>
>>282133
>tfw OP has put no trap at all in this room and he just fell from his chair laughing at our desperation

>>282129
>>282128

Clever, let's do this.
>>
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>>282136
I can neither confirm nor deny the status of any room, trapped or otherwise. :^)

You roll the barrel across the room, and make ready to follow it... But you feel a rumbling.

Roll 1d20 to see what happens.
>>
Rolled 12 (1d20)

>>282194
Did I do good ?
>>
Rolled 7 (1d20)

>>282194
>>
>>282200
Middle of the road roll for once.

You freeze in your tracks as a monstrous spider emerges from the depths of the chasm... It chitters excitedly, and fixes its many eyes towards Kazgrub.

What do?
>>
>>282230
Give it the rat and show it your empty hands, back away as peacefully/unthreateningly as possible.
>>
>>282251
This, while trying to circle around the room to the exit very slowly.
>>
>>282230
Throw the rat towards it and continue towards the exit at a normal walking pace.
>>
Throw the rat already.
>>
>>282251
>>282253
>>282265

"Kazgrub... Throw the rat, and walk to me. Now." you say as calmly as possible.

He throws the rat towards the spider, and starts walking over towards you.

Roll 1d20 to see how well the offering works. A 12+ (thanks to CHA bonus) will be enough to have the spider leave you be.
>>
Rolled 19 (1d20)

>>282298
Don't fail me, die !
>>
>>282312
Spiders just love you guys, seriously.

The spider snatches the rat from the air, and blinks at you slowly. It bites the rat into pieces, and offers you a small piece consisting of the tail and a scrap of meat. Kaz hurries to the exit.

What do?
>>
>>282331
Take the offering of the spider, and pet it VERY CAREFULLY

We'll get those to be humanoid-friendly.
>>
>>282343
Surely nothing bad will happen ?! Right ?!
>>
>>282361
Hey, I rolled a 19, nothing bad can happen. Right ?
>>
>>282343
>>282361
>>282365
It seems like a good idea to me. We are the son of Svard Spiderfriend, after all. I don't think we should carrying a bit of dead rat around with us, though...
>>
>>282343
this
>>
>>282343
>>282361
You accept the spider's offering (making a mental note to have Kaz dispode of it as soon as possible), and slowly offer a hand out to the spider. It steps forward to your outstretched hand, and... Nuzzles it gently, before disappearing back into its chasm.

You wonder if this was how your father earned his title...

What now?

If you haven't worked it out, green base = party member, blue = friendly, yellow = undecided, red = hostile.
>>
>>282380
God damn we did it, to the chest now.
>>
>>282380
CAREFULLY progress through the rest of the room.

Watch us, QM, as none of our descendants ever have a problem with taming this spider.
>>
Will we bear the title of Spidertamer ? Among others of course, I don't plan to die before finding a way to contact the village. Also we promised to get back
>>
Well it gave it to us so I don't think it will be a problem Also we should address it as a he since it clearly is intelligent . Anyway let's do this!
>>
>>281606
hey I'm here been lurking
>>
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>>282388
Well, now that the spider has gone from undecided to friendly, the encounter may be different. We'll have to see what happens...

>>282365
Pretty much. Unless a dragon has you chained up, with his jaws around your neck (or other near-certain death situations), 19+ is pretty much a "you're safe for this turn".

>>282384
>>282388

You progress through the room, and reach the chest at the end. You open it, to find an amulet . You recognise the inscriptions (lore: mage) as an amulet of protection .

>Put it on Svard II
>Put it on Kazgrub
>Pocket it
>Other?

"Spirit be praised, we did it Kaz!" you laugh.

Kazgrub cackles, "Poor bugger was just 'ungry! Speaking of..." He gestures toward the piece of rat.

>Give it to him
>Don't give it to him
>Other?

I'll do a hero sheet before the next room.
>>
>>282430
Hey lurking anon, welcome to the thread. Feel free to chip in, and ask questions on anything you feel you've missed.
>>
>>282433
>>Put it on Svard II
>Give it to him
Svard's the guy we're following, and I don't think the priority in a fight is the goblin.

That being said, we have no use for rat remains, so he might as well have them.
>>
>>282433
>>Put it on Svard II
>Give it to him
>>
>>282433
>Put it on Svard II
>Give it to him

And then, to the next room I guess.
>>
>>282433
>Put it on Svard II
>Give it to him
>>
>>282433
Did we open the second barrel as well
>>
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>>282442
>>282443
>>282445

Isn't it nice when anons all agree?

You slip the amulet around your neck, and give Kazgrub the rat meat. He tucks it into his pouch.

"Saving it for when we 'ave a sit down. I'll 'ave it with the two mugs of ale yous owes me! Don't fink I've forgotten!"

You head onwards to the next room...

The amulet increases all defence rolls by +1
>>
>>282477
Oh man the next room contains our fathers remains
>>
>>282477
Nice amulet, also I thought we owed him only one mug, but whatever.
>>
>>282477
Yeah wasn't the deal we give him some ale everyone we pass a dangerous situation? I like our little gob friend
>>
>>282489
I hope he won't turn evil when we run out of ale
>>
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>>282473
Yep, one had a few spiders in, the other had a rat. Don't worry, these anons aren't going to leave any loot behind.

>>282485
>>282489
He's been with you through the trapped puzzle room and the spidey room, both were pretty dangerous. You can always try and negotiate with him when the time comes to pay up!

You emerge into a rather grand room of marble floors arched ceilings, and ornate tombs... Your heart grows cold as you see a human skeleton lying on the floor by one coffin...

What do?
>>
>>282524
Search the coffins for any clues. And, uh, store the skeleton in inventory; gotta need to actually bury that...
>>
>>282524

Go forth to the skeleton and examine it to see if it was our father.
>>
>>282524
Examine the skeleton.
>>
>>282524
Damn, it's getting emotionnal.
>>
>>282531
>>282532
>>282533
First you examine the skeleton... It looks to have been disturbed by scavengers and hungry critters, but it's in relatively good condition. Roll to see how much of Svard I's inventory survived!

20 - Almost all
15-19 - Most
10-14 - Some
5-9 - A little
2-4 - Very little
1 - None
>>
Rolled 17 (1d20)

>>282562

Lootingfu.
>>
>>282573
Nice
>>
>>282559
Yeah, Svard I was a damn fine hero... He was just a guy with a stick, willing to march to certain death in the hopes of keeping evil at bay. He didn't even have a companion or any training...

They don't make heroes like that any more...

>>282573
Jeez, how's a QM meant to kill heroes with rolls like these? You haven't seen what happens when you crit yet though!

You crouch by the skeleton. Somehow you know that this is where your father fell. Upon examination, you find an old shortsword, a small buckler, an empty glass vial, a ball of string, 10 fake gold pieces, and 9 GP. You're sure your father would want you to have these items.

>Equip Svard with items (specify which)
>Equip Kazgrub with items (specify which)
>>
>>282619
No way we give our dather's belonging to a gob, even if friend.
Also I thought we couldn't equip this since we're a mage or something.

Ask the goblin if he ever heard of this room.
>>
>>282632
I'm feeling like my number of typos is increasing lately, I think I need some sleep, but I want to continue a bit.

Also I don't want to wake up tomorrow and see that we're dead AGAIN
>>
>>282619
Equip the buckler.

Don't equip Kazgrub with anything.
>>
>>282619
Equip shortsword + buckler

Take the gold
>>
>>282632
>>282638

You can make it very clear to Kazgrub that you're letting him borrow something if you want to, but I understand if Svard II is a little touchy about his Father's possessions.

Svard can equip the old shortsword but not the small buckler , as mages are restricted from wearing armour, and only spellswords can use shields. Kazgrub could potentially use either, but it seems like anons don't quite trust him enough yet.

>Choices?
>>
>>282658
give gazub the sword and maybe the leather scraps to provide some sort of protection

>Tell him if he betrays us he gets no ale
>>
>>282658
Equip just the sword then.
>>
>>282658
Don't equip anything.
>>
>>282562
*sniff* *sniff*
>I'll make you proud dad
Can we maybe send the remains back to be buried in a heroes graveyard or something?
>>
Keep with the staff, it's better to be long range high power while we have a goblin who can take the damage. Maybe switch when it comes time to say goodbye.

Let Kazgrub borrow the sword and buckler
>>
We should try to bury our dad, later. If we don't die here.
>>
Inspect coffins.
>>
>>282684
> long range, high damage

I don't see anything that says we can't use Eldritch Bolt without a staff. We also already know that the shortsword deals 1d3, vs. the 1-2 of Eldritch Bolt.
>>
>>282668
>>282684
Two for letting Kazgrub borrow melee gear (scraps are just scraps I'm afraid, might be craftable later though!)

>>282672
One for keeping the sword, and putting the rest in the bag.

>>282677
I'll allow wrapping The remains of Svard I in leather scraps in the hope of finding a way to send him home if the idea is popular.

I'll let you guys discuss a little more, seeing as people had strong opinions.

Fair warning, seeing as I've been QMing all day, I'll probably end today's session once we reach the sanctuary or die. Legacy quest should return tomorrow though. I'll get a QM twitter to keep people up to date at some point if people turn up for a third thread.
>>
>>282700
This is true. The staff was just a mage-y starter weapon. Sword and magic is acceptable, as long as you have one hand free. Essentially any 1H weapon is fine, but for 2H it's a staff or nothing.

Staff damage is 1d2, shortsword damage is 1d3.
>>
>>282724
Wrap dad's remains, equip shortsword.
>>
Rolled 100 (1d100)

Damn, I'm too fucking tired, I'm going to sleep.
Too bad I wanted to try to resolve this riddle.

Well, night guys.

DON'T DIE THIS TIME

Have a hopefully lucky roll.
>>
>>282724
In that case, equip the shortsword.
>>
>>282731
>100
...Well. Should we take this as the herald for Svard II's death as that 99 roll was for Svard I's?
>>
>>282696
See the last picture, it has "evil" written on it
>>282562

>>282727
I agree with this also let the goblin use the buckler.

Then use the fire to light two at the top then three at the bottom (left one unlit)
>>
>>282714
let's wrap the remains and take them with us to the sanctuary. But first let's light the fires to summon Casper the Friendly Ghost
>>
>>282731
>Natural
>Fucking
>100

On the basis that this guy got a 99 last time he fell asleep, and a 100 this time, I'm going to go ahead and trigger a crit success response. please don't use this as an excuse to all start rolling dice randomly, I will ignore random rolls. Thanks anons.

>>282727
>>282732
You pick up your father's blade, and feel a surge of energy flow through both you and it. The blade glows blindingly bright for a few seconds, and when the light dies, the sword is... Changed.

By scoring a crit success with a weapon, it has become a Legacy Weapon. Legacy weapons have some kind of magic ability, will not break (except in truly exceptional circumstance), and can be named. They are also more likely to resurface after the wielder dies than are normal weapons. A weapon may gain multiple legacy levels, although higher levels may require more than one crit to reach.

Roll for effect:
1 ~ +1 to hit rolls, normal blade
2 ~ +1 to hit rolls, gold blade
3 ~ +2 to hit rolls, dark blade
4 ~ +1 fire damage, flaming blade
5 ~ +1 defence, gold blade
6 ~ +1 to hit rolls, +1 fire damage, flaming blade

First roll of a d6 counts. >>282731 gets to name the sword when he returns.
>>
>>282751
>>282748
>>282727
>>282684

To keep the thread going, I'll amalgamate these responses into lend Kaz the buckler, and carefully wrap the bones.

Drawing up, and we'll carry on from there.
>>
Rolled 6 (1d6)

>>282776
>>
Rolled 1 (1d6)

>>282776
>>
>>282784
You guys have the most ridiculous rolls.
>>
>>282784
fuck yeah flaming blade
>>
>>282784
>6
The most fighty result, then. Well, the best offense is a good defense, it is said. Good roll.
>>
Gotta eat anons. I'll be back with the next steps in ~30 mins. Go have a cuppa or something.
>>
>>282826
leaving us at the edge of our seat Anon! Can we atleast see the next room?
>>
Hey OP, I've been reading your quest since post 1, never posted anything. Really interesting approach and I'm enjoying reading it. Keep it up!
>>
>>282843
Wait until you've finished this one anon. You've still got to beat what killed your father!
>>
>>282855
aw man I thought the warning just has us summon the friendly one
>>
>>282851
Glad you like! You're welcome to jump in at any point, or just keep lurking if you're happier with that.

>>282938
Well, I guess you'll have to see :^)

Pics incoming.
>>
Kazgrub stands there gawking... "Whoah, boss... What was that?!"

But you're busy. Having collected your father's bones, you notice a warning scrawled in dried blood on the side of the coffin.

"EVIL, DO NOT..." the writing trails off, but beside it theres is a crudely drawn picture of a sword.

What next bold anons?
>>
>>282997
Light all torches and prepare to avenge father's death.
>>
>>282997
Read any descriptions we can find on the coffin.
>>
>>283014

Both coffins read:

"When my three fires burn, I shall awaken. One of us will be the shield that protects you, one of us the sword that attacks you." The warning with the sword picture begins to make sense... Your father may have just saved your life.

>>283009
Which torches would you like to light first?
>>
>>282997
Examine the coffin further.
>>
>>283028
Light the ones at the bottom. Trust in Svard 1.
>>
>>283028
Hmm, so what do you think guys? Should we open both tombs or just move to the next room?
>>
>>283028
Let's put all our trust in our father and light all the bottom torches.
>>
2 top 3 bottom like before warn gob what we expect to happen and be careful
>>
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The door looks to be sealed with a magic field, also sealing the coffins.

>>283080
>>283046
You try to convey to Kaz what's about to happen. When he realises that your father was the fallen figure, his smile disappears. "We'll avenge 'im boss. We'll make things right."

You light the two torches on each side, before lighting the final torch at the bottom of the room...

Swirling blue mist leaks from the tomb, and forms a majestic armoured figure, topped by a bone white skull... You leap back, ready for combat, but the spectre just stands there respectfully... You guess that this guy must be the shield then.

Any tactical positioning before we light the final torch? Who should light the torch? How?
>>
>>283122
Light the last bowl ourselves, in the same manner as we lit the other bowls, with some parchment or whatever we used. Instruct Kazgrub and the shield to accompany us to the bowl.
>>
Kaz lights the torch, Shield spooky stands nearby we stand a few tiles away.
As soon as fighting starts we use our long range (Eldritch Bolt) attacks, goblin attacks and hopefully spooky takes the hits.
If goblin losses HP we join in close range
>>
>>283146
>>283160

Tie break?
>>
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>>283160
Something like this
>>
>>283183
Mirin' that helpful shoop. Other anons happy to go for this?
>>
Rolled 16 (1d20)

>>283180
The Shield and Kazgrub should stand between us and the coffin.
>>
>>283191
I'd go to the opposite corner but let's go with that setup
>>
>>283191
The sword shall burn and our father avenged! Do it!
>>
Rolled 4, 8, 18, 10 = 40 (4d20)

>>283191
>>283195
Okiedoke anons.

You order your lackeys into position:
"Kazgrub, light the torch, and try and give him a few sneaky hits. Shield, go straight for him. I'll blast from a distance unless anyone needs help. Ready?"

"Ready!" Kazgrub shreiks excitedly. The spectral knight nods. Kazgrub lights the torch, and pink mist spills from the bloodstained sarcophagus... Almost before he's taken form, the room erupts into a swirling melee...

Combat phase begins!

To save time, I'll roll for initiatives. The dice roll will be interpreted as follows:
First d20 = Svard
Second d20 = Kazgrub
Third d20 = Shield
Fourth d20 = Sword
>>
Rolled 9, 16 = 25 (2d20)

>>283228
I'll control and roll for all characters except Svard.

Your shield knight leaps forward, seething hatred emanating from his very being. He looses two vicious swings at his mortal enemy.

I will be rolling 2d20 to hit.
>>
Rolled 2 (1d3)

>>283238

Forgot to say, but it was 12+ to hit with no bonuses from shield knight. Will be the same roll needed by all attacking either spectral knight unless Svard uses the sword, in which case 11. One hit. Rolling for damage now.
>>
Rolled 15, 8 = 23 (2d20)

>>283248
The blue spectre's first swing glances off of the blade of his foe, but his second blow tears a gash in the body of the sword spectre, injuring him. Your ally manages shifts into a defensive stance, and raises his shield.

The sword spectre unleashes a pair of furious strikes towards your protector.

Rolling to hit for sword spectre.
>>
Rolled 2 (1d3)

Rolling for damage. Sorry a multi-character combat is bitty, I can't roll more than one type of dice at a time as far as I'm aware... Next time I'll do a huge list of to hit and damage rolls to last the whole combat or something.
>>
Rolled 6, 12 = 18 (2d20)

>>283271
The pink spectre's sword finds it's target, jabbing into the shield knight. Fortunately he manages to deflect the second blow, and fights on, injured . The sword knight raises his shield...

Kaz joins the frey, lashing out with his tankard.

Rolling to hit. Kaz only needs 12+, as he's behind sword spoopy, so doesn't need to worry about shield bonus from blocking.
>>
>>283287
Aaaand for damage. While I sort Kaz's actions any anons want to specify which attack Svard is using and roll for it?

6 AP total:
2 AP - Eldritch Blast - 12+ on a 1d20 to hit, 1d2 for damage. Ranged.
2 AP - Sword attack - 13+ (12 base, +2 defence from blocking with shield, -1 from sword abilities) on a d20 to hit, 1d3+1 to hit (phwoar!). Melee.
Move - 1 AP per square.
Block with sword - 1 AP, must be last action, raises defence by 1.
>>
Rolled 2 (1d2)

>>283316
Except I forgot damage roll for Kaz. I'm tired anons, sorry this is getting a bit messy!
>>
>>283321
Kaz swings wildly at the spectral foe. His first attack is way off the mark, but he unleashes a powerful backhand strike into the back of the sword knight, badly injuring it .
>>
>>283316
Eldrich blast. Twice.
>>
>>283341
Then step forward one and block.
>>
>>283341
>>283347
Okies, I'm going to sort my rolls offscreen to prevent spamming the thread. I promise not to fudge any rolls.

You unleash two searing bolts. One sails past, but the other erupts into crackling flames on the chest of the pink spectre, bringing it to a state near death .

One hit, inflicting 1 damage.
>>
Three long range, no need to block when we are to far away to take damage and better to save our HP for the next levels if we can help it
>>
You step forward and hold your sword in front of you protectively.

The shield spectre seizes the moment and attacks again, but his swings both glance off the defences of his enemy.
>>
>>283362
You can only attack twice per turn currently. Low level hero problems.

Kaz shouts a warcry and charges straight at the spectre. He swings his mug, glancing off of it's armour, but is not deterred.

He leaps into the air, raises his mug high above his head, and slams it down onto the skull of the pink spectre, shattering it!

The spectre fades to intangible mist once more, disappearing into the coffin it emerged from, leaving only a large pink gem on the floor.

Combat phase ends!

I'll post the map as it stands, and we can finish the room from there.
>>
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It's done. You've avenged your father. You feel proud to have picked up the torch he carried alone, and taken it a step further than he could.

You pick up the large pink gem , and examine it. It's a beauty to be sure. Must be worth a fair amount.

>Keep it
>Don't keep it kek, as if

Kazgrub looks exhilarated, and the shield spectre seems at peace, he holds up a hand in salutation.

>Say something to shield spectre before he leaves.
>Say something to Kazgrub.
>Both.
>Neither.
>>
>>283412
>keep it (duh)
>say something to the shield spectre before he leaves.
Thank you, and rest well.
>>
>>283429
I second this
>>
>>283412
Seconding >>283429

And ask him if he'd like to join our party.
>>
>>283429
>>283435

Awesome, I imagine we're all keen to see the end of this room...

You pocket the gem, and turn to the spectre:

"Thank you for your help. Truly. You are a brave knight indeed."

To your great surprise, he replies, in a deep, but remarkably human voice!

"You are welcome Svard, son of Svard. I only wish that I could slay this foe for good. Alas, my mortal enemy and I are trapped, forced to relive our battle over and over, for the entertainment of whoever put us here... He sighs, and dissipates before you can say another word. The seal on the door fades.

Kaz bounds over to you. "We's heroes!" he exclaims, "Your dad is smiling on us boss, I can feel it!"

You look around the room one final time, and see nothing of interest that you're not already aware of.

>Leave room?
>>
>>283455
Sorry anon, didn't refresh in time to see your answer, but hopefully his being trapped and dissipating answers your question well enough.
>>
>>283469
>Leave room
>>
>>283469
>>283469
We have a stick of charcoal, yeah? Write a warning on the coffins, about the room's puzzle. Then leave.

It might not help much, especially if the room changes, but we should spend the effort anyways, I think.
>>
>>283469
Before leaving
>Pat Kaz's back
>Say "You did well my goblin friend, you did well."

and then do this >>283478
Write
>Ghost on the top will save your life
>The one on the bottom will give you knife
just to fuck around with descendants
>>
>>283478
>>283474

Both of these then. Don't worry anon. If you find a way to tell your descendants what to expect, it effectively locks the room into that form, allowing you to know what to expect, and plan accordingly.

You take your stick of charcoal, find a reasonably flat area on the top sarcophagus, and spend a few minutes writing a description of exactly what to expect from the room.

At last you descend down the stairs...

Next room time, at last!
>>
>>283493
Sorry dude, I didn't see your post in time. You can always play the next hero as a vicious bastard!
>>
>>283509
yeah, that was my idea.
Welp, maybe next time, finally we'll roll with some heavy hitter with alcohol/substances dependency and hatred toward its own linage.
>>
>>283509
Just went through this thread and the first one, and I archived the first one on sup/tg/ so it is not lost. Hope this goes places, because its one of the cooler quests Ive seen on this board.
>>
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>>283516
I'm sure it's going to happen at some point down the line!

This will be my last "adventure" post for tonight, I've been QMing for 13 hours now, so hopefully I've earned a break. Don't worry, I'm doing other things simultaneously, I'm not a broken /qst/ addict. . Legacy quest will pick up again tomorrow, I'll probably lurk this thread for a while to discuss things and ask for feedback though.

Side by side, Svard II and Kazgrub journey ever deeper into the dungeon, their spirits much buoyed, and a friendship forged in heated combat beginning to bloom.

At last, they reach a door with a symbol (pic related) carved carefully into it. Out of habit, they open the door with weapons raised, and tensions high, but they find... Sanctuary.

(1/2)
>>
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The room - if it can even be called a room - is beautiful. Some kind of illusion shows the sky overhead, and rolling hills on every side. Despite the knowledge that they're deep inside the earth, our heroes feel the warmth of the sun shining gently upon them.

Around them they see a large bed in the midst of scattered petals, two pools of a silver shimmering liquid, boxes of fresh food, and barrels of fresh, cool water. A roaring fire sits in front of them, inviting them to sit, and rest a while. It's an offer they can't refuse.

TO BE CONTINUED...
>>
>>283564
Drink silver liquid with reckless abandon!
>>
Thanks so much to all of you playing and lurking in these threads, you've been a great crowd once again. Posting tonight's end hero sheet. Will pick up from this point tomorrow, probably still in this thread.

>>283569
Anon, you've got to save your reckless actions for when the quest is active!

>>283544
Thanks so much dude, that's really helpful, I appreciate it a lot. Glad you're enjoying it, I'll try to keep it interesting, but as I've said since the beginning, I'm very open to feedback if you guys feel I'm making mistakes here and there.

Hope you've had fun guys!
>>
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>>283596
Forgot hero sheet, cos I'm a dork. I've also been forgetting mother's healing potion that she gave us! Any questions, discussion or feedback welcome, as per usual.
>>
>a large bed in the midst of scattered petals
He only just got married and now this happens, with a drunk goblin no less


This looks like a nice place to bury our farther unless we can open a portal here and have him buried in the village.

Also open the barrels, fill our glass vial with some water to take with us, give Kazgrub the mugs he has earned and use the trusty pocket knife to engrave the spirit of light symbol instead of just drawn on.
Thanks for putting up with it for so long OP
>>
>>283648
>a large bed in the midst of scattered petals
>He only just got married and now this happens, with a drunk goblin no less

Oh jeez, now that you've said this, I've just got to pray that this quest's first drawfriend doesn't come along and make lewd Svard/Kazgrub drawings.

[bold] To clarify for everyone:

VOTES FOR WHAT TO DO IN SANCTUARY SHOULD BE POSTED WHEN THE THREAD REBOOTS TOMORROW!
[/bold]

That said, I don't really mind, I'm just trying to save anons from writing up things that may never be seen when the thread comes alive again, and planning/speculation is welcomed.

I'd love to see some really devious and inventive strategies tomorrow!
>>
>>283677
If anyone feels the need to quest some more I'm running one over here >>283397 I seem to have been missed by anyone looking for a new quest, either that or people find rhyming to be a huge turn off.
>>
>>283677
I missed most of the thread, but I really like what you're doing, senpai.
>>
>>283564
>MFW when their is no barrel of mead for Kazgrub

I bet some lewd things will happen on that bed
>sure hope the pools of white liquid are not seman
>>
>>282776
Wow thanks dude, that's nice, I wasn't rolling for anything, so I hope you won't get mad if I keep doing my "goodnight roll" but I'll stop if you want to

I guess I'll name it Sleepyfire because I was sleeping when it happened and because >>282784

Also FUCK YEAH we reached the sanctuary.

I guess luck worked this time. Well, that was really fun, looking for next part.
>>
>>285207
I don't mind the odd random roll, don't worry; I just didn't want people to stay rolling with every post. I know you weren't rolling did anyone, I just couldn't bring myself to ignore a 99 and a 100! Sleepyfire it is.

>>284516
Glad to hear it dude, hopefully this quest will stay accessible to new anons, seeing as we'll basically have to start from scratch with a new hero every so often.

>>285013
I said silver, not white, 2lewd4me! We'll have to see what you find in the room!

I've got to grab breakfast and boot up my PC, but Legacy Quest will continue soon!
>>
>>285499
*start rolling
*rolling for anything
>>
>>285499
Have a nice breakfast dude, I don't know if I'll be here for the start because I have to eat too, but I'll be here later for sure.
>>
Right, lets see who is lurking!

Ahead of you, you see a large bed in the midst of scattered petals. A note sits on top of the bed. Two pools of a silver liquid shimmer in the corner, boxes of fresh food and barrels of fresh, cool water sit beside you. A roaring fire warms the room.

What do?
>>
>>285682
Currently lurking.

Eat some if hungry, and pack some for later if we won't die.

Read notes on the bed, drink water, sleep if sleepy.

Look your reflection in the silver liquid stuff. If nothing happens, dip a toe in that silver liquid.

Well, that's a lot of things, that sucks.
>>
>>285682
Let's start by just reading the note.
>>
>>285697
You head over to the baskets of food, and pick up a hunk of warm, fresh bread. Kazgrub eyes the food suspiciously, and sniffs at it... Apparently satisfied, he bites into an apple. You take the bread, with a lump of rich cheese, and some finely seasoned cured meats, and sit by the fire, munching happily. Kazgrub holding the apple in his mouth, takes a sausage from another of the crates before joining you.

"Boss," he begins, "hows about I gets my ale now? The way I figures it, I've earned three mugs: One for the 'sploding stones, one for the spider, and one for killing that spooky pink bugger. I'd like a drink or two with my grub!"

>Reply?

>>285697
If we don't get any more suggestions before, I'll proceed through this list whilst offering you any relevant choices.
>>
>>285697
I'll go with this but not our toe use the end of the staff with no nails in it.

Most important read the note
>>
>>285707
Welp, I need to refresh more often. Auto-refresh gets pretty infrequent when it's quiet.
>>
>>285712
Give him his ale, but warn him there's ony one mug left after this, we'll try to find some more though.
>>
>>285712
>"Certainly; you've done me good service through this dungeon. Bring me your tankard and I'll fill it with ale - three mug-fulls, as you have aided me in advancing through three dangerous rooms, just as you recognise.".
>>
>>285723
And make it clear that there is only one mug of ale left in the jug.
>>
>>285719
>>285723
Well aren't you anons generous. I expected at least one vote for attempting to haggle/rip him off!

"Certainly Kazgrub. You've been a loyal companion, and have surely earned your ale." You open the jar for him, and allow him to take his fill. "Be aware Kaz, I only have one mugful left after that."

"Thanks boss" he says, filling his mug. "Boss, I love my ale, but I'd like to give you one of my three pints, so that we may toast our fathers. Seein' as mine was chomped by the 'ungry spider, and yours got bashed by that spooky bastard, it feels important, now that we've achieved wot they tried to, yno?"

>Accept
>Decline
>Write in?
>>
>>285730
>I think you're right, Kazgrub, I thank you for this pint, may our fathers be proud of us, now they're finally at peace
>>
>>285730
Seconding >>285733
>>
>>285733
This
>>
>>285733
>>285738
>>285747

"I think you're right, Kazgrub, I thank you for this pint, may our fathers be proud of us, now they're finally at peace."

He nods, passes you an old clay cup full of ale, and holds his tankard high. "To our ol' dads, and makin' 'em proud." He says sombrely, you raise your cup, and you both drink in silence. Note to self, goblin ale tastes like piss.

After you're done, you take the note from the bed, and begin reading:

Hero, I am so glad you made it this far. This is one of my sanctuaries. You will be safe here. The journey to the next level of the dungeon will be a long one, You will need to take the food I have left you in this room, and fill some waterskins from the barrel.

The pools in this room are powerful portals. One will allow you to send items to your family and village. The other will allow you to purchase and sell items from a friendly djinni who collects items and gold. Be warned though, no living material may pass through. The fire in this room emits a healing warmth. Any injuries you have sustained will heal in it's presence.

I wish I could offer you more than the occasional room to aid you in your quest. I have not been able to find a way to keep the beneficial magics of this room alive beyond the threshold of the door.

Good luck hero,
- A servant of the light


What do?
>>
>>285762
Well, our village is poor as fuck, and we won't need gold in this dungeon, send our money to the village, either to keep it for our offspring, or for the village to start some trading and becoming a bit less poor.
>>
>>285764
Also, depending on how that shit works, if we can't contact them by talking, send a letter.
>>
>>285764
Donate to village
>>
>>285762
Seconding >>285764.
>>
>>285768
>>285769
Svard II seems to be an altruist! I'll just wait for a few to check there aren't any anons who'd like to do some shopping with their hard won gold.
>>
>>285775
Wait, I thought the village was too poor to do some shopping. I still want to donate the gold though.
>>
>>285762
I hope that wasn't the same mug he used to hold the rat in.

Give to the village:
a note with the symbol of light asking that your children be marked with it in the future. Information on the previous rooms, monsters and about our friends kazgub and spider.
Our farther remains for burial.
To help the village, learn more about items and maybe help future crafting: Leather scraps, 10 fake gold, Pretty stone, large pink gem.
>>
>>285778
So, send them some treasure and see what they can do with it?
>>
>>285777
The village is too poor for anything exciting, but you've got some gold you could trade with the friendly djinni!

I'm assuming popular options which I'll include by default in our actions will be:
>Send Svard I's remains home for burial.
>Send letter containing details of adventure so far, using parchment and charcoal.
>Send letter to family.

There are a few sheafs of paper on the bed, under the note, so don't worry about running out of parchment. You can only take your one original piece with you into the next level of dungeon though. Sanctuary paper must be used here or left here.

If anybody objects to those actions you can veto them, I'm just trying to create a sort of "auto communicate" default, which you guys can build on with specific other things.
>>
>>285786
Very thoughtful OP.

How about sending money to family and request them to hire tradesmen? Blacksmiths, merchants, tailors, farms, etc
>>
>>285777
The shop is in the other portal also the village can trade (or soon) since we told them to open trade routes before we left.

I think its best to give the village anything that we don't need, the fake coins might be good for crafting
>>266379
>seem to be made of some sort of light, shiny alloy.

>>285788
We only have 16 gold can't open shops with that kind of money, better to save it invest in Svard not dying and send it back when we have lots

Check out what's in the shop spend most/all of it then send home the rest so if we die we don't lose it.
>>
>>285788
>>285781
>>285778
>>285777
>>285769
>>285773

Okiedoke, seems like you guys want to donate to village. How much would you like to give, and what would you like to do with it?
>10 GP - Bring a blacksmith to the village
>10 GP - Build a shrine to the spirit of light
>? GP - Leave money in trust to your child.
>Write in?
>>
>>285798
Spirit of light

Remainder to child
>>
>>285798
>10 GP - Bring a blacksmith to the village
>2 GP - Leave money in trust to your child.
>>
>>285801
I thought the shrine would be good for burial
>>
>>285786
Well, in my mind the djinni was here to do bring our money to the village and bringing back items.

But I still want to donate to the village, they need it.
>>
>>285798
>10 GP - Build a shrine to the spirit of light
>rest for our child.
>>
>>285798
Build a shrine
Give the rest for our child.
>>
I think it might be best to leave this room with as little a possible so having 0GP that way we can't lose as much.

As far as blacksmith or shrine I think its more a choice of giving our child (a strong mage) a good weapon or extra stat boosts. I'm happy with either
>>
>>285807
Building a shrine or a blacksmith WOULD help
>>
>>285800
>>285811
>>285813
Three for shrine

>>285801
>>285813
I'll meet in the middle and give half our remaining gold (3 GP) to child? Acceptable?
>>
>>285820
Wait wait we should buy more ale for our Goblin Friend. Is that an option?
>>
>>285822
I second

Can we check what/ if anything we can buy here before we make a decision?
>>
>>285820
I don't see a good reason to build a shrine to the Light. If the Light exists and is how it reflects itself in its notes, then aren't we already helping it by dungeoneering to destroy the Great Evil or whatever it was?
>>
>>285825
I think its so the Light becomes stronger, which seems like it would be good for us
>>
>>285825
Well, I suppose a shrine would please the Light and it would help us some more, grant our offspring some buff, make the evil less strong, stuff like that.
>>
>>285822
You'd have to see what the djinni has in stock!
>>
>>285820
I'd rather we gave at least 4GP to our child.
>>
>>285825
we can be more pious, maybe getting the option for a cleric child also helping the gods might give us luck helping with everything just a little bit.

We will (hopefully) get to another sanctuary when we can send more back home, so make the temple now (to help with dads funeral) then next time make the smiths
>>
Okay, I gave you guys too many options at once I think.

I'll try and amalgamate into a situation most people are happy with:

>Invest in village (shrine)
>Give 4 GP to child
>Try and buy ale from the djinni with 2 GP

Satisfactory?
>>
>>285834
Im sure we will have more chances.
>>285842
And maybe you did haha, but i like it
>>
>>285842
Well said quest master.
>>
>>285842
Works for me

Also, on the subject of my trip, you can use this link: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Dungeon%20Crawler
in the future to direct new anons to old threads. Dungeon Crawler was the only tag I put that didnt bury the thread under another quest, which was an oversight. Ill look into adding better tags on future threads that I snag, but as long as anons are consistent in using the tags it should be easy to go through.
>>
>>285842
Fine with that.
>>
>>285847
>>285852
>>285849

Perfect.

You spend a few hours writing a letter detailing everything you've encountered thus far, instructions for what you would have the village do with the money you attach, and your father's remains. You write a loving letter for Tanwyn, and another for your future child. You place the letters and 14 GP into the pool. They sink away, as if the pool had no bottom, despite your hands telling you otherwise. Next you pass your Father's bones through the portal.

Finally you head over to the other pool. As if seeing through a window, you see a smiling man with bronzed skin and a magnificent, salt-and-pepper beard, dressed in colourful silks.

"Welcome my friend! What would you like to buy?"

"Just ale, if you have any?" you reply.

"A peculiar request for a valiant hero, to be sure, but I'm sure I can accommodate!" his thickly accented words ring with mirth.

He brings forth a sealed container of ale (2 mugs worth).

"Three gold pieces, if you please!"

>What do?
>>
>>285864
Haggle the price down so we can actually pay
>>
>>285864
Trick him into taking the fake gold.
If no luck sell the vial
>>
>>285864
Precise that it has to please our goblin friend. (yes, that's haggle, gob ale is obviously cheap as fuck)
>>
>>285867 Haggle
>>285868 Fake gold
>>285870 Ask for piss poor ale

Tie break?
>>
>>285864
Welp, we're predictably broke. See about selling the precious stones (the pretty stone and the pink gem)
>>
>>285871
I don't want to go for paying him in fake gold, that'll bite us in the ass.
>>
Wait, that might sound stupid but... has the goblin some gold ?
>>
>>285874
Yeah it just seems like it will end poorly for either us or our descendants. Maybe ask him the worth of the fake gold? Its metal, must be worth something.
>>
>>285878
I'm feeling my grammar is off as hell, if someone minds correcting me
>>
>>285871
Both ask for piss poor ale then haggle to get more of it

>>285874
Is right don't use the fake stuff

Also if we are sending any items home may be best to use this and have the thread only for discussion of why instead of spamming the thread with votes. up to you of course OP.
https://www.strawpoll.me/10544444
>>
>>285881
Your missing 'got' or something similar between goblin and some
>>
>>285889
Thanks a lot, I'll try to remember that
>>
>>285881
This instead of that, similar to if you are holding something you say this.
If it was someone else sentence you would say that sounds stupid
>>
>>285895
Thanks, I always use one instead of the other
>>
Replying to all:

Kaz has no money, good idea though! Haggling commences.

Roll d20 for success. Your roll gets a +2, because I like you guys. Actually because Svard has +2 CHA

0-5 = lolnope
5-10 = Bad deal
10-15 = Okay deal
15-20 = Good deal
>>
Rolled 10 (1d20)

>>285900
Let's try it.
>>
>>285903

10 + 2 = 12 = Okay deal

You haggle with the djinni, and after showing him your barren coinpurse, he holds his hands up:
"Okay. Okay. I tell you what, I have some older stuff in the back, it's a little past its prime, but definitely not completely ruined. I'll give you a container (2 mugs worth) for 2 gold pieces."

>Deal
>No deal
>>
>>285911
Deal also can we sell items? Like the staff we no longer need, or precious stones?
>>
>>285916
I don't think we should sell any items to the djinni.
>>
>>285916

Yep, next step will be choosing items to send to children, sell off to djinni, or send to the village for study.

I'm sorry you guys are being deprived of action sequences for so long, next time I'll write up some "auto buy/sell/send" options which you guys can tweak. Should save time.

Be kind, QM is still learning!
>>
>>285918
Why? I was hoping to get our hero a mage cloak. Or our Gobby a suitable weapon.
>>
>>285919
Also do we have a chance to aquire new spells now?
>>
>>285919
Send stones to home. They may be useful in future adventures for your child
>>
>>285911
That's some crazy expensive ale, I mean, we could build a temple with 5 of these
>>
>>285921
We don't know what will be useful for crafting later it might be that the stones will help us craft an awesome cloak

We know that some sort of crafting exists see
>>279769
>>
>>285930
Couple of reasons for this:
1) Djinni usually deals in adventuring goods
2) Due to the state of your village, the shrine would be more stonehenge than vatican, equally your blacksmith would have been a guy in a tent with an anvil.
3) QM hasn't planned the dungeon economy very well yet.
>>
The only things you guys have that's worth much is the pretty stone (5 GP), and the large pink gem (15 GP), and your old staff (3 GP). Assuming you don't want to sell your equipped gear...

I'll let you pick from any/none of those.

You may also send items to your child. Remember, you could dump your best weapon and give your child an easy run of things, but it would come at the expense of your current hero! I'll assume that as Svard doesn't have a glut of powerful equipment he doesn't want to do this currently...
>>
>>285932
I'm into that.
>>
>>285938
Point 3 is my fav, keep up the good work.
>>
>>285938
Your fine

>>285932
I think sending stuff home would be better than potentially losing it thru death
>>
>>285943
We should sell the 2 stones and send half back to our village.

Then use the other 12 we have to buy that 3 GP Ale and see if he has a cloak for sale

Can we sell any of our other items
>>
>>285943
Don't sell anything. Only end home most of the fake gold coins, mentioning in our letter that the coins are fakes and not real gold coins.
>>
>>285943
How much is our cotton shirt worth and is it giving us any benefits?
I don't want to walk around without the leather trousers but taking our shirt off doesn't seem so bad

Can we ask the Djin what items he has at a low price range? no point in selling everything and then we die in the next room
>>
I've broken the discussion with so many options, let's simplify:

>Sell stones, pay for blacksmith and more ale?
>Send stones home for research? (If useless, is inherited by child).
>Keep both stones for crafting?
>>
>>285943
Sell staff if we are not using it. Send gems home
>>
>>285955
I think to make the most informed choice, we should ask the Djinn what he is selling and at what prices.
>>
>>285956
I meant to add more.

Send gold coins home. Maybe if raiders attack them, they can buy them off with the fake coins.

>>285955
Ooh research? I like it
>>
>>285954
His current limited, low end stock includes:
>Throwing knife (2 GP)
>Old shortsword (5 GP)
>Ale (3 GP for 2 mugs)
>Old ale (2 GP for 2 mugs)
>Leather chestplate (Svard II can't use) (7 GP)

Robes and better armour is out of your current price range.
>>
>>285955
>pay for blacksmith
no, shrine.
and ale, and send stones home.
>>
>>285955
Keep both stones for crafting.
>>
>>285970
Shrine is already done
>>
>>285970
You've already sent money home to build a shrine.

Current popular opinion:
>>285963
>>285956

Is to send gems home, sell staff. This would give you 2 GP, with which you could by a throwing knife, or either of the ale types.
>>
>>285975
wut, it's going too fast for me, i though we only could afford shrine a piss ale.
>>
>>285978
and* piss ale

By the way, if we also can afford blacksmith, go for it.
>>
>>285978
You could only afford the smith too if you sold the stones.

Sorry this is really hectic, will streamline for next time.
>>
>>285976
What if we send one gemstone home and keep the other gemstone?
>>
>>285976
Just do this. Everyone is going to throw in new ideas until you cry

Buy ale for goblin
>>
>>285985
Nah, send stones to the village.
>>
>>285987
Can do. I was just trying to present simple options to reach agreement quicker.
>>
>>285976
Could we see what we could afford by selling both stones and our stick?
>>
>>285993
Well, for the sake of getting this done, I'll be okay with whatever, count my vote as joker.
>>
>>285987
I'll second this. I really want that blacksmith so our child has the best chance at surviving when we're gone.
>>
>>285996

Thanks dude, I'm abusing QM powers to go with the two votes from earlier. You'll send the stones home, and sell your staff for 3 GP.

What would you like to buy, if anything with your 3 GP? List here >>285968
>>
>>285996
Ditto. Pretty curious though. I like what OP did here. I also feel obligated to keep our promise and send Svard home one more time. Hence buffing him and such.
>>
>>286007
Buy the ale for the gob..
Finish
>>
>>286011
this, shit ale though.
>>
>>286007
I'm really really sorry to anons whose ideas got lost in the commotion, I'll fix this process for next time! I promise it's not a huge thing either way, you won't be gimping your child too bad by not having a blacksmith.

>>286011
>>286012
You spend 2 GP on cheap ale for Kazgrub, leaving a solitary gold piece in your pouch.

Rest, gather your party, before venturing forth?
>>
>>286018
Rest
>>
>>286021

You head to bed, while Kazgrub curls up by the fire. You both spend a peaceful night resting in the warm comfort that sanctuary offers.
>>
>>286018
Take a short rest (a rest, not a sleep) and then press on.
>>
>>286034
Let's get back on the job. To the next room!
>>
>>286034
After a night sleep, set forth!
>>
Apologies for the length of the "heal and have a nap section", back to the game. I guess I need to work on pacing.

The next leg of your journey, as the note warned, is very long. You spend months treking through whatever the underground equivalent of a forest is. Huge glowing fungi grow densely, and strange creatures, nibble at them.

Along the journey, you reflect on your journey so far, and plan for what comes next:

Level up!
HP - 7/7
AP - 7
Eldritch bolt damage - 1d3
Max attacks per round - 3 (including spells)

You must choose your first ability:
>Arcane Armour - Increase defensive rolls by 1 for 3 rooms.
>Magic Missile - Hits with no roll needed, inflicts 1d4+1 damage.
>Warlock's gaze - On a 15+ charms an enemy for 3 turns. Can be used out of combat to increase CHA rolls by 3.

More options will be available in the future, I just didn't want to derail the thread. Spells can currently be cast only once before resting, and will cost 4 AP.

Monsters are about to get harder, and your low HP gain for this level makes you squishy, as far as level 2 adventurers go.
>>
>>286067
>Magic Missile - Hits with no roll needed, inflicts 1d4+1 damage.
>>
>>286072
Seconding
>>
>>286067
>Warlock's gaze
>>
>>286072
Thirding
>>
>>286072
>>286076
>>286080

Three for MM. Sorted. Next room incoming (at last)!
>>
>>286072
so much this
>>
To make things clear, Magic Missile is an ability, not a spell ?
Eldritch bolt too I guess ?
>>
>>286083
Dont forget to poop ;)
>>
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>>286100
Spells are a type of ability. All characters get abilities of some kind, not all will have spells.

You emerge into a room of white marble. At the end of the room you see... A spindleman! The monster of childhood stories... You were sure they weren't real. It catches sight of you, and breaks off one of its spindles, launching it at you.

You dive for cover. Roll a d20 for success (6+ needed to avoid damage.

Easy roll, I don't want to suddenly kill you for something you couldn't have avoided! This will probably be today's last room I'm afraid, I have other things I need to get done :^(
>>
Rolled 14 (1d20)

>>
>>286138
Let's give our goblin bro the trust pokey knife and have him sneak across the bottom part of the room to the large barrel

Then let's have our character fire a Eldritch bolt/ magic missile at the Enemy. When the enemy is distracted we can have the goblin stab from behind as we rush it with our sword
>>
>>286138
So... are those spells ?
>>
>>286144
You scramble to cover behind some crates. Kaz beside you.

What's the plan?
>>
>>286161
Yeah, sorry that was really unclear actually. MM is a spell, Eldritch bolt is a passively magic attack.
>>
>>286168
Thanks, maybe we can have a character sheet with abilities, spells, HP, level, whatever you'll come up with.
I'll understand if that's too much work
>>
>>286168
Cast magic missile! No miss!
>>
>>286160
here's my plan
>>
Make
friends
with
it


Joking, tell Kazgrub to attack while we fire a magic missile, staying where we are.

I agree with >>286160 give Kazgrub the knife.
>>
>>286160
Which large barrel?
>>
>>286178
Yeah, I'm hoping to sort something like that within the next session or two.

I'll let you guys discuss and vote. First plan to three.
>>
>>286188
The one on the bottom side of the room south of th Spindleman
>>
>>286213
I think we should distract it with an eldritch bolt or a magic missile while Kazgrub is running between the two large barrels and possibly also when he is running between the crate and the first large barrel..
>>
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>>286160
here is a image of the plan.

Our hero is blue
Kazgrub is red

Yellow stands for the attack
(Magic missile for our hero, Knifing from behind for Kazgrub)
>>
>>286225
yeah that's what I meant, Ohr hero attacks it with ranged spells-distracting it

Laz grub sneaks behind and knifes the Spindleman

Then our hero rushes it with his sick sword
>>
>>286231
Are people happy with giving Kazgrub the trusty pocket knife and following this plan?
>>
>>286244
but I mean that Kazgrub hides behind the barrel and comes around to the spindlemans back
>>
>>286240
That sounds good; I support it.
>>
>>286244
Yes
>>
>>286244
Yes
>>
>>286244
We should also give Lazgrub a little pep talk, seeing that we have CHA

"Now this was my fathers knife Kazgrub, and I know that we will make both our fathers proud in the following fight. I trust you to keep up your part of the plan, and know I will have your back. May the spirit of light guide us"

>I love you Kazgrub-kun
>>
>>286252
>>286253
>>286254
>>286261

Hunkering down, you explain the plan to Kazgrub...

"This was my fathers knife Kazgrub, and I know that we will make both our fathers proud in the following fight. I trust you to keep up your part of the plan, and know I will have your back. May the spirit of light guide us"

With that, you both scramble to the first cover.

3d20 please:
>First will see if our speech inspired Kazgrub, raising all rolls by 1 for this room! This isn't always an option, just my way of encouraging out of the box thinking. (10+ for success)
>Second roll determines whether you get hit. (11+ for no damage, 12 - 1 from amulet)
>Third determines whether Kaz gets hit. (11+ for no damage, 12 - 1 from buckler)
>>
Rolled 2, 14, 5 = 21 (3d20)

>>286295
>>
Rolled 5, 12, 12 = 29 (3d20)

>>286295
Here I come to get us killed.
>>
Rolled 20, 6, 18 = 44 (3d20)

>>286295
>>
Rolled 2 (1d3)

>>286303
Welp!

Kaz nods at your speech, but doesn't seem much affected. During the scramble to cover, a spiny missile pierces Kazgrub's flesh!

Rolling for damage.
>>
>>286322

You can see the pain on the goblin's face, but he nods that he's okay to fight on, albeit slightly injured.

Carry on with >>286231 plan?
>>
>>286330
Carry on
>>
>>286330
How much health does Kaz have left?
>>
>>286340
Actually, I suppose I should tell you now that he's in your party.

Originally, he had 4, but he levelled up with you to 8 (he got more hitpoints than Svard on level up, as he's a "Goblin Knight" class now, which unsurprisingly gets more HP than a mage. More on Kaz's new class later).

So 6/8 now. When I use bold text, I tend to standardise the meaning across uses.For example injured tends to mean roughly the same fraction of health depleted whenever I use it, regardless of enemy type.
>>
>>286352
Thank you. Carry on.
>>
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You fire an eldritch bolt at the spindleman, while Kaz advances further up the room. Your bolt distracts the creature, who fires two spines at you, ignoring Kaz.

You may fire one or two eldritch bolts, each one that you fire exposes you to one of his spines.

Specify "one bolt" or "two bolts", and roll one or two d20 as appropriate for your bolts to hit. Will take first reply. To hit 12+ (10 base, spindleman gains +2 defence from partial cover).
>>
>>286395
fire twice wile staying in as much covr as possible, all we are doing is covering fire with our bolts.
>>
Rolled 11, 7 = 18 (2d20)

>>286395
two bolts
>>
Rolled 18, 14 = 32 (2d20)

>>286409
oh yea rolls
>>
Rolled 8, 5 = 13 (2d20)

>>286395
>>
Rolled 16, 3 = 19 (2d20)

Can we use Magic missile instead?

I would say fire two times
>>
>>286410
daaaamn
>>
>>286413
no man we need to save the magic missle its our only single use spell that will definatly deal 2 damage minimum
>>
Rolled 5, 19 = 24 (2d20)

>>286410
These rolls were first I'm afraid guys!

>>286409
This is true, but the same is true of Mr. Spindles, and if I put the to-hit rolls too high it will break the encounter.

Rolling for spindle bolts to hit Svard. I'll need 13+ 10 base + 1 from amulet + 2 from partial cover.
>>
Rolled 2 (1d3)

>>286432
Well, just be thankful it wasn't a crit...

Rolling for damage!
>>
>>286438
Both of your bolts fly too high, scorching the wall behind the spindleman. A spine catches your shoulder as you hurl your bolts.

>HP 5/7

Continue with plan?
>>
>>286445
This is not going well.
>>
>>286445
yea we are still distracting the wierd creature so that our gob bro can shank the damn thing
>>
>>286455
fuck it lets rush the thing with our sword

>Does our sword do more damage
>>
>>286468
good idea actually, we still have out potion.
but lets time it so that we rush the spiny basterd the moment gobbro reaches it
>>
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>>286455
You blast away at the creature again, allowing Kaz to close the distance.

Same system, pick one or two bolts, and roll. Kaz will get a free attack afterwards, seeing as the Spindleman is distracted.
>>
Rolled 20, 8 = 28 (2d20)

Double bolt again I guess.
>>
>>286445
Have gob rush with knife for damage and aggro. Fire off more spells. Use healing potion when necassary. (Unsure of how much it heals.)
>>
>>286476
single bolt, tableflip, rush at enemy with sword drawn
>>
>>286485
damn always forgetting the rolls
>>
Rolled 16 (1d20)

>>286485
the hell why dident that work?
>>
>>286479
Man let's use that.

One is a full frontal hit and the second Burns
>>
Rolled 10, 2 = 12 (2d20)

>>286479
This guy got in first, and good thing he did! You see that kids, that's a nat 20 (crit success)!

Your first bolt fires off with more power than you thought you could summon, landing squarely in the Spindleman's face! More consequences later!

Roll 2d3 for damage!

My rolls are for spindles, needs 13+ again.
>>
Rolled 2, 1 = 3 (2d3)

>>
Rolled 2, 1 = 3 (2d3)

>>286479
Man let's use that.

One is a full frontal hit and the second Burns
>>
>>286506
kek we both suck^^
>>
>>286508
eh those hits arnt that bad

Plus we got a critical hit
>>
Rolled 12, 16 = 28 (2d20)

>>286500
>>286505
Looks like the tables are turning, huh?

Both of the Spindleman's barbs fly harmlessly past. The force of your Eldritch Bolt leaves him reeling and injured .

Kaz attacks twice with the trusty pocket knife before raising his shield. I'll roll for him, he only needs 10+ now that the cover is removed.

I didn't bother with the backstab, as Kaz can't backstab for extra damage, and the spindleman doesn't have any defences to bypass.

The 2d3 for your damage is because crits double the roll, in case you were confused. :^)
>>
>>286510
that was the crit
>>
Rolled 2, 1 = 3 (2d2)

>>286516
Kaz sinks his knife deep into the thorny carapace of the Spindleman, twice.

Rolling twice for damage. turns out a pocketknife does about as much damage as a mug... Sorry!
>>
>>286516
so is he badly injured now
>>
>>286526
maybe but the added factor of being able to shank someone adds the cool to the knife so its allright in my book
>>
>>286526
Damn it I just realized we should have given the sword to our goblin friend
>>
>>286535
dont know if i want to, that blade is our familys hairloom now, would perfer to send it to our kid if we reach the next santurary
>>
Rolled 15, 16, 19 = 50 (3d20)

>>286526
The spindleman screeches in pain, now badly injured.

Summary of damage in case people are lost:
>2 dmg to Kaz in first round
>2 dmg to Svard in second round
>3 dmg to Spindleman from Svard's crit
>3 dmg to Spindleman from Kaz's stabs

I think that covers it.

Normal combat phase commences:

Rolling for initiatives:
>First d20 Svard
>Second d20 Kazgrub
>Third d20 Spindleman
>>
>>286526
Rinse and repeat.
Also can we hide behind our gobby? He's the better tank.
>>
Rolled 18, 3 = 21 (2d20)

>>286546
The spindleman lashes out at Kaz, stabbing twice, before raising it's spiny arms in defence.

The standing behind him still wouldn't have made a difference, he'd have turned round.

Rolling to hit, need 11+ (10 base + 1 from small buckler).
>>
Rolled 2 (1d3)

>>286560
One blow manages to penetrate Kazgrub's defences!
>>
Rolled 10, 3 = 13 (2d20)

shoot that spindleman twice for great justice!
>>
Rolled 1, 4, 18 = 23 (3d20)

>>286562
Kazgrub bravely takes the hit, and fights on, injured .

He drops his guard, and unleashes three swings with the knife!
>>
Rolled 1 (1d2)

>>286570
I forgot to mention difficulty (was 11+, 10 base +1 from guard raised). But obv one was a hit. Also, Kaz actually gets +2 from guard raised with buckler, but doesn't affect outcome.

Rolling for damage!
>>
>>286580
Kaz manages to sink his knife into the leg of the spindleman, leaving it near death .

Your turn Svard!

7 AP, you can throw three bolts? Don't forget to roll for whatever.
>>
Rolled 18, 5, 10 = 33 (3d20)

>>286587
Three bolts it is.
>>
Rolled 19 (1d20)

>>286587
Finish it off with the legacy sword.
>>
>>286590
>>286597
whatever we do, good kill anons
>>
>>286597
agreed

what's the deal with the magic missile? Is it usable only once per room
>>
>>286606
no its usable once per resting period, its just a normal spell.
think spellslots in dnd.
and we have only one because we are a pisspoor wanabe mage without propper training
>>
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>>286590
One hit of the three. You can roll a d3 if ya like, but he's dead with any roll, so I'll carry on...

Three bolts fly from your fingers, one finding it's way to the chest of the Spindleman, slamming it against the wall, and killing it.

Combat phase ends

What do?

Posting from mobile for the rest of the session while I cook.
>>
>>286620
Congratulate Kazgrub and loot everything.
>>
>>286620
highfife gobbro for a hard fight well won.
then check whats in the barrels and other things
>>
>>286620
Have Kazgrub search all of the Barrels and boxes for supplies.

Have our hero Search the remains of the spindleman and then help look through the crates

So Svard the 2 has 4/6 health
and Kazgrub has 7/9?
>>
>>286620
and give kaz the healing potion, hes our tank and needs his health more then us
>>
>>286635
this

Also bon appétit OP
>>
>>286620
We better be able to use an arm from spindleman as a weapon for Kaz
>>
Should we heal up?
>>
>>286635
nevermind I know
Svard has 5/7
and Kazgrub has 6/8
>>286638
OP how much does the lesser potion heal? We should probably hold off on that now.
>>
Use the food and water to heal now and the potion to heal in an emergency.

>>285762
>You will need to take the food I have left you in this room, and fill some waterskins from the barrel.
>>
>>286665
does food and rest even heal in this setting?
>>
I'll cover the common and non-committal suggestions first.

You congratulations Kazgrub heartily, and the pair of you search the room.

From the barrels you recover:
6 GP, a poor quality emerald, and a spindle .

From the Spindleman, you recover a steel ball, spindle sap (an adhesive), 2 GP, 4 spindles, and 2 straps of spiked carapace [\b].
>>
Damn I gotta go and will probably be sleeping when the quest restarts tomorrow.
Guys, please dont let Kaz die. He faced the spider that killed his dad because we asked him to, he wanted us to avenge our dad, he shared with us his ale that whe was risking his life for. He's not a bad guy, he was just being bullied and pushed around by the others.
Dont let him die in a silly trap, dont use him as a stepping stone or sacrificial pawn. If you must take a risk to keep him alive, do it. He's not a pet or a dumb zombie to do our bidding. He's more than that, and he might be the last soul we interact with before our demise.
Do not abandon him.
>>
>>286694
Well then. Low health doesn't seem to be quite the issue yet, so I guess this is the time to enter the next room.
>>
>>286696
seconding, also give kaz the potion he will need it later
>>
>>286694
Spindles act as throwing knives that deal 1d3 damage, and may also be used in crafting. The carapace may also be used in crafting.

QM says food does heal, but not in combat. Most of your food was used up on the journey, but I'll say you now have 3 rations, which each heal 2HP. Vote for next actions.
>>
>>286694
Pocket everything.
Proceed to next room carefully.
>>
How much XP would we get for killing kazgrub?
he is a knight now so it should be good also now we have his trust it shouldn't be too hard
>>
>>286713
yea..no lets not do that.
plus lets rest a litrtle and heal for 2 hp each
>>
>>286713
Just don't.
>>
>>286713
XP system is just based on clearing rooms and reaching sanctuaries.
>>
>>286719
Retreat to saferoom and heal?
>>
>>286708
lets rest for both kaz and us to heal 2 hp and give him the spine daggers and the health potion.
pocket the rest then lets move on
>>
I can't keep track of HP and votes very well on mobile, all my QM notes are upstairs. I'll let you guys travel onwards, and decide whether to heal before you enter the next room. When the thread reboots/new thread begins.

>>286719
You see nothing interesting remaining in the room, and continue your adventure.
>>
>>286723
We can't retreat it took us a long time to get to this room, there was a small time skip.
>>286067
>You spend months treking through whatever the underground equivalent of a forest is. Huge glowing fungi grow densely, and strange creatures, nibble at them.

I agree with healing and giving Kaz a better weapon but keep the potion for Svard. If Kaz dies we can go on, if Svard II dies we can't
>>
>>286723
For now, you can't backtrack. Magical seals, etc. Sorry for not making that clear!
>>
>>286739
The reason for no backtracking is the several month journey, as >>286735 said. Don't know why I said magic seals, I must have been thinking of the tomb room from earlier.
>>
>>286735
i want to give him the potion for 2 reasons.
first he is our tank and soak up more damage then we do so he will need more healing then us.
second we are literly destined to die down here, he isent so its unessassery for him to become wormfood if it cant be avoidet.
damn he might even become relewant for furure generations of our family
>>
>>286734
So, we won't get to next room today ?
>>
>>286757
nah op is just cooking right now, give him a little bit of time dude
>>
>>286756
Kazgrub used to be a drunken gobiln brawler giving him the ability of Drunken Prowess
>At the cost of an additional drink of ale before a battle, Kazgrub may use Drunken Prowess , a state in which his HP, rolls to hit, and rolls for damage get a +1. This ability lasts for one room, and when it ends, bonuses will be lost
>>281669

We don't have that power so we are the one that needs it, if by the end of the room he has only 1 HP and he can't be healed any other way then we can say goodbye early so he doesn't die
>>
>>286755
I'll call an end to the session for today, should be back tomorrow, maybe in a new thread!

I'll lurk the thread and post hero sheets for you and maybe Kazgrub later, when I'm back at my PC.

Bonus round: Let me know what you're favourite room has been, and whether there are any features or tips of room you'd like to see! If anybody has any particular ideas, they may be incorporated into future levels.

Thanks for playing guys, see you all soon!
>>
>>286771
thats cold anon, he might be a druken east londoner of a gob but he still helped us man, plus at this point he literly is a goblin knight, little dude has adventurer levels man
>>
Rolled 88 (1d100)

>>286761
That isn't it it because I want to know if I can go to sleep without missing too much.

But it seems that's okay >>286778

See you tomorrow OP, that was fun even if slow start today. Hoping for more riddles because I love these. So I guess my fav room was the one with numbered then lettered tiles.

I can't say I don't want to suggest you new rooms, but I feel like it'd then be too easy for me to know the answer, so, I leave that to you.

But I'd love a type of room where you can clear everything at once instead of a long fight if you checked up the area a bit, it's pretty fun.

Also, good night.

And good night roll because I like it.
>>
>>286778
no critisism on my end op everything worked like a charm.
if there is one thing id like to see, its the possibility to use those temporary portals you mentiond can be in the sencurarys to travel back home and have the character retire and help train his child for the next run.
would love to see our hero and his gobbro to survive his ordeal
>>
Favorite room was the stopwatch puzzle I think.
I enjoy the high chance of death and making choices not knowing the outcome (like shouting something before leaving the village and what to send home)

Maybe would be nice if far in the future we find a goblin village and Kazgrub chooses a lady friend (if he is still alive).
Years later when our child gets to the goblin village he too can pick up a goblin traveling companion.
>>
I vote to equip Gobby with sleepyfire. We can send it back if we reach the next sanctuary. If we both wind up dieing hopefully we can loot it in the future. Also equip him with the ranged spikes we just received and possibly the health potion. This should make him a decent physical damage dealer. While we fire away with spells.
Use rations to heal ourselves and gobby if we have enough. Then venture on. Criticism welcome. I am still unsure of whether or not to give him the potion but I imagine it shouldn't be to hard to heal each other if we stay close in a confrontation. Our decoy tactic didn't work very well against a ranged foe.
>>
>>286797
I guess we'll have to see what future events hold! :^)

Either way, your actions, and the outcome of Ser Kazgrub will impact the next generation of adventurers.

>>286814
>>286794
I'm planning to roll up some varied rooms for tomorrow aiming for a few more puzzley ones, which is good, seeing as they seem to be popular!

>>286814
I don't want to give anything away, and obviously anything could happen in between, but if people want a very very minor spoiler:

I'm already working on a system that will keep our friendship with Kaz relevant for generations to come! Assuming he survives for long enough for this to become relevant.

Weirdly, I hadn't even intended for Kazgrub to be a possible companion, but the suggestions of a couple of anons, plus a really nice roll have actually ended up having a pretty big impact on the game. I'm actually working on a whole other system purely because of that one encounter.

I'm a big fan of original thinking and unconventional solutions from players, so I'm happy to accept things like recruiting a goblin if a feasible situation arises, and the right rolls come up! I'm trying as much as possible not to railroad any of your decisions, I think it's the quickest way to kill a quest.
>>
>>286849
no plan survives first player encounter op^^
but yea somtimes things just happen because reasons but the way you roll with the things we though at you really makes this quest interressting.
cant wait for it to continue
>>
>>286849
You are one chill OP. You should probably give yourself a name to stand out
>>
>>286896
Might do when I get round to making a twitter for the quest.
>>
>>286907
so no more actions today OP?
>>
>>286909
Probably not I'm afraid. I need to roll up maps to be honest. Posting hero sheets and revealing Kazgrub's goblin Knight skillset layer though, hopefully.
>>
>>286923
allright, thanks for QMing, keep up with quest, currently my favoritue one on /qst/
>>
I think it'd be cool if each of Kazgrub's descendants awaited each of Svard's descendants at the bottom of the stairs when each quest started. I have a feeling that this bond could transcend generations and prove very useful to us in the future. Who knows, maybe goblins could start living in the town with the humans!
>>
>>286932
>Tfw people actually like your drunken idea, pixel art quest.

Good to hear it anon, I'm not planning to quit any time soon. You're a long way from ridding the land from evil yet!
>>
>>286946
No comment. :^)
>>
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>>286954
>>
>>286968
smugkazgrub.jpg
>>
Before I forget, if archive anon is still around, I'd like to let you name the first priest of the light in Angorvil. Any name you like: Name them after yourself, slip a joke into a fantasy name, whatever. If it's a gendered name, you should probably specify, in case I don't pick up on it.

Brainstorming in bed... How brave are you chaps feeling with puzzles? Where do I draw the line between challenging and "fuck you OP" levels of fiendish hidden answers? I've got an idea for one puzzle so far, but it depends how bold you all feel.
>>
I also forgot to deal with the aftermath of that crit earlier. I got a lot to do in the morning...
>>
>>288436
"fuck you OP" difficulty sounds good, maybe just make it reduce half HP rather than instakill.
>>
>>288436
I would like puzzles as long as they don't get in the way of the quest
>>
>>286849
>Goblinfriend
Im joining pretty late but I just read through to the thread. Shame Svard fed the tail to Kazgrub. Maybe he couldve passed it to his descendants as a memento of the friendship between spiders and Svard I and II. Im sure the spider wouldve remembered. And by the way:
>Svard II the Goblinspeaker
>>
>>289024
Welcome anon, good to see you in here. You can always find something else to represent your friendship... If you survive long enough.

I like "Goblinspeaker" actually. "Beastmaster" originally referred to both the Spider and Kazgrub, but he's a bit more than just a beast now!

I'll be starting the new thread once the resources are ready. Hope it doesn't take too long.
>>
>>289915
Hooray
>>
Rooms and riddles are done. Just adding visual effects and monsters. Sorry for the wait, it's surprisingly hard designing puzzles!
>>
>>289984
I'm encouraging you OP !
You're great !
>>
>>289984
Sweet, I'm online while the quest starts.
>>
Rolled 36 (1d100)

Luck roll~
>>
Rolled 49 (1d100)

>>289988
Gaah...
>>
>>289988
>>289989
We usually only roll when OP asks.
>>
>>289990
Just bumping. O.o
>>
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Who is reeeaaaadddyyyy tooooooo ruuuummmmblllleeee?!
>>
>>290005
fuck yea lets do this!
>>
>>290005
I'm here.
>>
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Kazgrub's hero sheet! That's right, he's a hero now!

I also need to take 2 health off of Svard II, I forgot.

I'll start a new thread, this one is getting a little daunting. Will link it promptly!
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>>290011

Come on over anons, the adventure is about to kick off!



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