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File: Sleep.png (24 KB, 800x800)
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As he lays in the open fields having a relaxing afternoon shepherding his herd of sheep, Bryce enjoys the snooze.
>>
File: Noise.png (24 KB, 800x800)
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But something in the distance wakes him from his sleep.
He opens his eyes in retaliation and decides to see where that sound came from.
>>
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He looks to the east where he was facing and instead of seeing a bunch of sheep as he expected, something else is there too!

Bryce squints and tries to see more clearly what is there in the field making noise.

What is it?
>>
A elephant.
>>
File: ancient-aliens-guy.jpg (46 KB, 550x461)
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File: merchant elephant.png (20 KB, 800x800)
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>>794524
As you walk close you see that is truly an elephant and not a sheep.

That would explain such a loud noise...

As you walk even closer to the passive beast you notice it has leather satchels on each side.

Maybe it was a merchant's elephant, but you see no saddle or rope for it to be led by...

The beast seems to still not mind your presence, as if it's used to humans, you could probably search the packs without it caring.

Roll a d10 to see what you get!
>>
Hoping for some potion.
>>
Rolled 3 (1d10)

>>794702
>>
File: Trade items.png (25 KB, 800x800)
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>>794710
With a quick removal of the latch you open the sack and see what's inside.

As you suspected there are a few trade goods in the pack, to be specific you find 1 long sleeve tunic made of silk, 4 unopened scrolls and a blanket that you assume was going to be sold somewhere.

Do you leave the items in the pack or do you take them (or specify what you want) with you?
>>
Open one scroll and read it.
Maybe it helps to find the rightfull owner of the elephant.
>>
File: Trade Map.png (26 KB, 800x800)
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>>794807
You open a scroll at random and break off the seal.

You first see on the paper that there is a map, then you see the unfamiliar text written on the paper and understand that you cannot read it unfortunately.

On the bottom left of the parchment is also what looks like trade goods and prices, you assume.

As you finish looking at the scroll you look again at the seal and it somehow catches your eye this time.

Roll a d5 to see if you know who's seal this is.
>>
Rolled 3 (1d5)

>>
File: Memory map.png (23 KB, 800x800)
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>>794919
You remember the R from an old map you saw in your youth, it's to the east as was the elephant and you believe strongly that it's from the tower within the duchy of Tol.

Your familiar with the image from the mighty tower because you frequently see it from the highest hill in your grasslands.

Well now that you are semi-positive of where this elephant came from what will you do now?

Do you return to your village and report what you've found, try to find a way to ride the elephant to satisfy your curiosity, head east without preparation for adventure, other?

Also clarify if you take the items with you or leave them with the elephant.
>>
Leave the items by the elephant.
If the way is shorter than 3 Days, immediateley ride the elephant.
If the journey is longer, go back to the village and prepare.
>>
>>795003
joyride the elephant
>>
File: On our way.png (17 KB, 800x800)
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>>795028
>>795025
You decide that the sooner you bring back this beast to it's owner the better.

You put all the items back into the packs and with immense caution climb onto the elephant from the side.

You use the packs as a good footing and sit relaxed on it's back, it isn't as uncomfortable as it looked actually.

The elephant didn't react to it on the other hand, and with a light tap from you heels the elephant begins the journey.

You head east and see the smoke and some roofs from your village to the north.

You made sure to leave the sheep herd as close as you could to the village before leaving, you hope they will be alright, you shudder to imagine the trouble of losing all that livestock and look forward to this journey.

Roll a d10 so I can see what happens on the first day of travel.
>>
Rolled 1 (1d10)

>>
File: Inventory.png (36 KB, 800x800)
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Also this is your inventory currently
You are wearing:
-a short sleeved tunic over a short sleeved gambeson.
-some linen trousers covered with footwraps and leather low boots.
-You have a utility knife with you and your father's spear that you carry with you to shepherd sheep.
-You also wear a back on you lower back and it contains 1 days worth of food and water as well as a cloak for those windy days in the hills.

Don't be shy to change clothing or layers of clothing to however you see useful.
>>
File: Deserter and a Brigand.png (46 KB, 1600x800)
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>>795142
Through the afternoon you hit the stone road of Gart and follow it to the tall tower ahead.

Halfway on the road you hear a whistling from your right and the goary sound of steel puncturing flesh.

You quickly turn and see that a javelin has hit your steed and its metal has gone deep into her side, you lift your head immediately to see who has done the deed and see what appears to be an average height man.

He wears a gambeson with a long richly decorated tunic underneath. What catches your eye is the helmet and the chain mail arm hose on his right arm with which he holds an axe.

From what you see you wager that he must be a deserter looking to live off of banditry.

The man yells in your direction and makes his way towards you, glad that his projectile has struck true and knowing that your elephant is in too much pain to move he comes to claim his spoils.

Do you prepare for combat, run away leaving the elephant behind, tear the javelin from the elephant's skin and throw it back, other?

(I'll give you guys some time to decide as I'll be gone for about 40 to 50 minutes, come check the thread again in that time and I should be back)
>>
If we have some skill in throwing, and we can get the spear out of the phant without hurting her more, then I say we throw it back.
If not, I say we position ourselfs at the front, with our own spear in hand in the stance of leaping lizard.
>>
>>795321
throw it back, fuck that guy up, he hurt our new friend
>>
>>795349
>>795382
(This is OP, different id cuz phoneposting)
If you take the javelin out she will surely bleed allot but we can do a roll later to see if she survives, on the other hand a javeline could deal some heavy damage on the man if it lands right.
So do you throw or get yourself ready for melee
>>
>>795414
The elephant's safety takes priority over revenge
We can always track him down later and kill him
>>
>>795438

Yes do Melee Combat instead.
>>
File: Speed check.png (21 KB, 800x800)
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>>795447
>>795438
Alright, you hop of your trusty steed and prepare for combat.

You heart rate spikes and the adrenaline kicks in, you focus only on him now, him and his axe.

A warning to you guys, combat in this quest is brutal and quick but satisfying.

Now since you have a spear of medium length and he has an axe of arm length you get a +1 to your speed check roll, which is the roll that determines who attacks first.

So roll two d5 for your and his speed check
>>
Rolled 3, 3 = 6 (2d5)

>>
Rolled 3, 1 = 4 (2d5)

>>795643
>>
>>795658
Alright so with a +1 you just made it ahead

You strike first that's great, now roll 2 d5 so I can see where and how hard you pierce.
>>
Rolled 5, 4 = 9 (2d5)

>>
File: Very well done.png (28 KB, 800x800)
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>>795716
( first dice 5 = head hit, second dice 4 = good strike)

With finesse and strength you use your reach and immediately go for the head with your steel point.

You make contact with his lower right jaw and push hard and deep, resulting in a gruesome blow, even as he tried to parry the spear head away from himself he was not fast enough to stop you.

This guy has been seriously wounded roll a d5 t osee if he is somehow by a miracle still in the fight. (he can only stay in the fight if he gets a 5, and even if he does he will be weak)
>>
Rolled 4 (1d5)

>>795798
hope he gets decapitated. By a spear.
>>
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>>796613
With the spear held firm and it's point still in your enemy's face you notice the man begin to lose strength and kneel down as he can no longer bear his own weight.

He is dying.

As he goes for one last reach for the spear shaft he becomes too weak to even grab it and with one last push you get the spear through the back of his neck killing him instantly.

You have killed the Deserter, and without getting hurt at that, except for your poor elephant.

Without the bother of combat you can now try to pull out the javelin and stop the bleeding with the blanket you have, this will be easier to heal from but there is still the rare chance of her bleeding out, or you can put the beast out of her misery, your choice.
>>
Search the bandit for any healing items we could use to help elebro
>>
File: knapsack.png (19 KB, 800x600)
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>>797574
You search the bandit but seeing as he has no pockets or satchel on his corpse you determine that he must have hid his necessities somewhere.

You look behind a large rock and truth be told there it is the deserter's knapsack.

After searching it you find what you'd expect of a day-time robber, it contains:
-Cheese and a wine-skin both in good condition.
-A richly decorated cloth
-A silver compass

Unfortunately there are no magic items or potions in this knapsack but you are certain that you could stop the bleeding of the elephant if you take out the javelin and immediately put pressure using the blanket you found earlier on in one of the merchant packs.

If you decide to try to heal the elephant roll a d5

Or do you want to put it out of it's misery, or try something else?
>>
Rolled 4 (1d5)

Take the stuff, heal the Phant!
>>
File: Looting full.png (71 KB, 2000x600)
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>>797594
You decide to finally pull the javelin out of your friends hide and immediately press on the wound with the blanket to try to stop the bleeding.

And to be frank you do a pretty good job, no miracle, but you've stopped the bleeding nicely and setup the blanket as a bandage for the beast.

As night begins to settle and your phant begins to sleep you decide to loot the brigand's corpse completely now.

You put the items inside the elephants pack.

You found:
-A chain mail arm-harness for the right arm
-A long sleeved richly decorated tunic as well as a long sleeve gambeson that has some worn to it.
-Some linen trousers with respective foot wraps and leather boots.
-In addition you decide to also take the man's axe and keep the bloody javelin, seeing as the deserter will no longer need them.

This is your inventory and what you are currently wearing, is there anything you'd like to change?
>>
>>797619
How cold is it in these parts? If night's fallen we should put that long sleeve gambeson on. Did the deserter have any food?
>>
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>>797660
You decide to exchange your short sleeved gambeson for your new long-sleeved version, and you put on your cloak from you pack preparing to rest next to the phant.

You eat some of the cheese of the deserter and a bit of water from your own flask, then you rest for the night.
>>
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In the morning you feel refreshed and warm.
With a few more bites of the cheese for breakfast you decide to check up on your friend's wound.

Luckily it doesn't seem to have any infection and the blood has dried up, the phant looks healthy and ready to go.

You continue your journey on the road towards the tower, it should be 1 day's travel you assume.

Roll a d10 to see if you encounter/find anything.
>>
>>797700
We should name the Phant.
I suggest Earl.
>>
Rolled 2 (1d10)

>>797700
Haha

Time for giant eagles
>>
Rolled 4 (1d10)

>>797700
>>
Rolled 7 (1d10)

>>797722
And well here's my roll.
>>
Rolled 5 (1d10)

>>797700
>>
File: Ear & Jamesl.png (47 KB, 1600x600)
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>>797765
While on your journey you feel more attached to your loving steed, this elephant has been a true trooper and has stuck by your side even after being wounded.

You decide to name her Earl.

-Later-

As you tread on the stone path towards the tower you come to a crossroads at Gart, to the east is the tower and to the north is the town of Favaria.

Before you can even ponder as to whether you will head to town or carry on a man appears on the path south and comes towards you, you hop off the elephant seeing as he doesn't have any weapons in hand and head to meet this fellow.

The man is polite and introduce's himself first, his name is James Merys, he is a carpenter returning to Favaria after a trip down south.

He asks politely who you are and what you do?

Do you:
>answer him politely in return
>act snubbish
>hop on Earl and ditch him
>other
>>
>>797860
>answer him politely in return
>>
>>797860
>answer him politely

wouldn't want to upset earl
>>
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>>797866
>>797862
You respond to the man and give him a polite greeting in return, you tell him that you are Bryce Edgar and that you are from a shepherd family.

Once you responded to the man he continues the conversation very fluently, he seems like a genuine man who enjoys some chit chat.

He immediately steers the conversation towards Earl your elephant, he asks how in Threll's name you captured an elephant in the grasslands?

Do you:

>Tell the man the truth
>Lie to the man
>Change the subject
>End the conversation and leave
>other?
>>
>>797910
>Tell the man the truth
We're still looking to find Earl's true owner, right?
>>
>>797910
>Tell the man the truth
no reason to be ashamed
perhaps this man could be added into our crew of merry phants.
also op your art style is very nice looking keep up the good work
>>
>>797917
>>797913
You try your best to explain what happened at the grasslands, how you were resting and it woke you up, how it had packs on it's sides like a merchant elephant, turns out it was a merchant elephant, the items inside the packs, etc.

While explaining all this James listened attentively and once you we're finished he said that this was quite the story.

He said he's very very interested in what these scrolls might say and that he's sure that someone at the village must know the language.

He then formally invites you to his home for the night so you can continue the discussion with him while eating with his family.

He assure's you that hospitality is a respected value in his home and that his wife makes the best duck roast in all the land.

This could side track you from your objective or it could help in the end, do you:

>Tell the man to climb aboard Earl and go towards the village
>Deny respectfully the man and say that you have more pressing matters at the tower
>Tell him that your mother makes the best duck roast and that he must duel you for dishonoring your family's cooking
>other

>>797917
(Thank you I'm glad you enjoy my style, I was wondering what people thought of it.)
>>
>>797959
>Deny respectfully the man and say that you have more pressing matters at the tower
Suspicious.
>>
>>797959
Although the duel sounds like a nice silly option,
I'd have to go with
>deny respectfully

After all, Earl is probably homesick.
>>
>>797959
>Tell him that your mother makes the best duck roast and that he must duel you for dishonoring your family's cooking
For HONOR!

I personally find your style to be very nice if a bit particular.
>>
>>797959

>Deny respectfully the man and say that you have more pressing matters at the tower
>>
>>797959
>(Thank you I'm glad you enjoy my style, I was wondering what people thought of it.)

Love it.
>>
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>>798003
>>797985
>>798014
You tell James that although you are sure he would be a great host that you must be on your way to the tower soon, he understands shakes your hand one last time and takes his leave as you take your's.

It's noon and the sun is still in sight for now
roll a d10 to see what will happen/encounter/find in the afternoon on the eastern road in the mountainous lands of the Duchy of Tol
>>
>>798007
>>798026
thank you :^)
>>
Rolled 6 (1d10)

>>798031
Is that a skeleton?
>>
>>798026
>>798047
Maleficar you goddamn cuck take off your trip, this isn't your quest.
>>
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>>798047
You make good time on the road and the time flies, as the sun sets and the sky darkens you know you must setup camp soon, but something catches your eye.

On the side of a mountain there is a trail and it leads to an open hall on the side of the mountain.

You notice that the opening is carved out and resembles an arch, also there is light coming from the opening, there are probably people inside, probably people who have the same idea as you to set camp.

Do you:

>Enter the hall and see what's inside
>Forget the idea of encountering trouble and setup camp further away
>Setup a trap outside and call for help
>other?
>>
>>798092
>other
Leave Earl there, and go scout from a distance.
They could be bandits.
>>
>>798095
Seconding.
>>
>>798055
S-Sorry

>>798095
This
>>
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>>798095
You leave earl near the road in relative safety as you suit up for possible combat by putting on that chain-mail harness and taking the javelin with you as you go to the vantage point above the entrance.

You stake out the opening for a good moment keeping an ear out for any noises and your eyes peeled for anybody.

As time goes by you hear nothing and see no movement, to be even more sure you move even closer to the doorway and try your hardest to hear any noise at all, you hear a faint monotone humming but that's it, either everyone inside is asleep, or this is an empty room with light.

Do you:

>Enter cautiously ready to attack
>Run in for that element of surprise
>Forget this it's too dangerous let's get the fuck out of here Earl
>other?
>>
>>798150
>other

Throw a rock down the hall
>>
File: Quiet as fuck.png (27 KB, 800x800)
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>>798154
You decide to test the waters by throwing a pebble down the halls.

It does it's purpose and even more with the echos from the stone walls, you are sure now that if anybody was inside they will be up and awake now.

You stand by the doorway for a bit axe ready and waiting, but still nothing comes.

Either the people inside are used to this standoff technique or there's simply no-one inside.

Do you:

>Enter ready for combat
>Fuck off and camp somewhere else with your phant
>Enter while explaining that you are a friendly traveller
>other?
>>
>>798200
This is some spooky shit.
Remember about the old ghost-stories the people of your town told you and get the fuck outta there.
>Fuck off and camp somewhere else with your phant
>>
>>798200
I am tempted to AXE questions but I'M also tempted to keep breathing

Time to go camp away from here
>>
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>>798218
>>798210
In a feat of bravery you decide that it's not worth the trouble and head very far away from the doorway to go sleep.

That night you sleep with your chain-mail under your cloak and use Earl as your pillow, you never knew a phant had such a soft belly.

Do you mark that spot on your map?
>>
>>798274
Sure, why not?
>>
>>798274
the moon looks sad and worried
yes mark it on the map
>>
>>798274
Yeah come back when we get some more equipment
>>
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>>798294
>>798287
>>798279
You decide to mark the stone doorway on your map, maybe to come back some day.

The next morning you frinish off the cheese and drink some wine for breakfast, you still have some hard bread from your village, a moderately full water flask, and a half full wine-skin pretty good since you're about to reach the tower quite soon.

You are nearly at the tower
do you:

>Stay on course we are so close
>I changed my mind, Earl let's get outta here
>other?
>>
>>798344
Stay on course, but remain vigilant.
Perhaps we're being tailed by some nefarious fiends
>>
>>798344
>Stay on course we are so close
>>
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>>798359
>>798358
Finally you reach the tower, and no wonder you could see it from the grasslands it is absolutely humongous.

What interests you also is that it is surrounded by farmland, which explains why the tower was built here, with this fertile soil this place makes a decent fief.

Anyway, there is a small village to the north, which is where you believe the majority of the townsfolk live, who else will till the soil of these farms, and the tower is so close to the east.

Do you:
>Stop distracting me let's go to the tower already
>Visit the town to see if there is anything worth checking
>Have a chat with the farmers in the fields
>other?
>>
>>798441
>Have a chat with the farmers in the fields
It's been a day since we talked with anyone.
Let's have a chat.
>>
>>798441
>Have a chat with the farmers in the fields
>>
>>798441
>Have a chat with the farmers in the fields
Time for sweet sweet info
>>
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>>798502
>>798479
>>798452
You decide to see if any farmer's want to have a bit of chit-chat with a traveler, you disembark Earl as to not crush any crops and walk on foot to an empty field that is being seeded by a few townsfolk.

They see you approach and most wave but all continue to work, you approach one in particular and to not be rude you shake the man's hand and introduce yourself.

The man politely returns the favor.

He is Hugh Bowyar, a local farmer, an extremely popular occupation he say's in this town.

The man has a charismatic and content personality and you can see from his face that he has lived for long.

What will you ask him:

>How's the local town doing
>Ask about elephants and elephant merchants
>Ask about the local lord and if the wax sygil from the scroll is in fact related to this tower
>other?
>>
>>798586
>Ask about the local lord and if the wax sygil from the scroll is in fact related to this tower.
>>
>>798586
>Ask about elephants and elephant merchants

My nigga Huge Bowyar
>>
OP will be right back in about 20 minutes
>>
>>798586
>Ask about the local lord first. Maybe ask about the elephant merchants, but that depends on the answer to the previous question.
>>
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>>798668
>>798611
>>798605

You first ask the man if the sygil belongs to the local lord and if it does who it is exactly.

The man remembers the sygil immediately as you give it to him, he explains that it is the local lord's sygil and that lord is Lord Royce of House Tol.

He says that you must be an important fella to be carrying a sygil such as that one.

Do you:
>ask him about the elephants now
>or is that enough?
>>
>>798909
>ask him about the elephants now
>>
>>798909
>>ask him about the elephants now
No words

Only very large gray beast
>>
>>798909
Ask about the elephants.
>>
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>>798925
>>798923
>>798920
You ask the man if it's true that they use elephants, as you finish your sentence the man quickly loses composure and has a fine chuckle.

Regaining his strength he admits that yes the Tower of Tol uses elephants as steeds and that the beasts are remarkably strong and durable, which is why they use them for trading and sometimes for war.

He says that 2 centuries ago the young prince Ralf of House Tol demanded elephants for 3 months straight, after being infatuated with them since he went on a trade deal to the east with his father, where elephants are naturally from.

Do you:
>Ask him about Tol
>Thank him and farewell
>Ask him for some seeds
>other?
>>
>>799052
Thank him and say farewell, mentioning that you will likely be back later.
>>
>>799052
>Thank him and farewell

Nice Cute elephant.
>>
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>>799072
You farewell Hugh and tell him that you will see him soon you are sure.

You wave each-other as you leave the fields and go back to Earl.

Do you:

>Go to the front gate of the tower
>Turn back and head to the stone road
>other?
>>
>>799159
>Go to tower, Earl needs treatment still
>>
>>799159
>Go to the front gate of the tower
>>
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>>799183
>>799220
You decide to finally go to the front of the giant tower.

As you reach the front gate you take a good look at the tower, and like the rumors it's huge, but it's also well decorated as you can see tons of banners surrounding it's walls.

Moments after your arrival at the gate you hear from one of the arrow slots on the wall someone saying to open the gate.

You guess that's a good sign, didn't even have to ask for permission, maybe it's because Earl is there though... who knows.

The Gate is opening...
>>
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>>799323
Once the gates we're fully up you were in awe at what was before you.

Inside the tower was like a whole villa, with a trade center, tons of small stores and houses, people in the streets, you've never seen that many people at once in your village.

While in awe you we're soon pulled out of thought by a man wearing a red cloak holding quill and parchment.
He greets you and says:
>Welcome back trader, hope the journey went well, if I could see your trading permit quickly so I can administer you as having returned, then we'll drop the goods off later.

Do you:
>Act the part and give him all 4 scrolls hoping one of them is the permit
>Tell the man the truth (or some of the truth)
>Tell the man that Earl is the elephant ambassador from the East and he does not speak to peasents
>other?
>>
>>799586
>Tell the man the truth
>>
>>799586
>>Tell the man the truth

Honest Abe don't fail me now
>>
>>799586
Truth helped us before, it will help us now. Also inform him the only reason we knew to come here is because we opened one of the scrolls.
>>
>>799586

Christ almighty, dude!
You talented as fuck!

You should do art for money if you can just pencil shit up like that on the go.

also

>Tell the man the truth (or some of the truth)
>>
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>>799599
>>799604
>>799670
>>799689
You decide to tell the man the truth, you explain how the elephant came to your home in the grasslands, how you opened one of the scrolls to find out how to bring it back, the long trail and how you saved the elephant from death, etc.

After you tell him everything related to you and the elephant he ponders for a moment, then says:
>Well alright then, I'm glad you helped get this elephant back home, those beasts are expensive...
>You don't look like trouble either so you can stay in the tower for now, stay in the villa boy don't go looking for nobles now.

He takes Earl by the trunk and begins to bring him to where they keep all the animals you guess.
You don't question him trying not to cause trouble.

Well you made it in, do you:

>Follow the man and see where he takes Earl
>Search around the Villa
>Speak to someone
>Look for a stairway to an upper floor
>other?

(I'm gonna take a small 20 minute break to rest my hand for a bit, I'll make sure to be back in 20 minutes this time I promise)

(>>799689 Thanks man I'm glad you like the style)
>>
>>799689
He should. So I can swing him 10 or 15 bucks for something

>>799773
>>799773
>>Follow the man and see where he takes Earl
Just in case. If he catches us and asks why just say we're getting a feel for the place
>>
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>>799773

No need to be modest mate, i mean it.

This is one of the best threads in ages and even if its quite simple, the art makes it worth it by itself.

Im really grateful i stumbled upon it, im really fucking impressed.

Take half hour if you need, /qst/fags are used to slow threads by default.


Oh and...

>Follow the man and see where he takes Earl

I like that elephant.
>>
>>799773
>Follow the man to where he takes Earl
If he asks us why we are following, say that we care for her and want to make sure she gets healed. Also mention that we have experience handling animals, and were there when the attack/injury occurred.
>>
>>799773
>Follow the man and see where he takes Earl
>>
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>>799802
>>799819
>>799821
>>799869
You follow the man, who you suspect is the broker, makes his way through this architectural wonder that is this tower.

You push hard to keep track of the man until he passes through a doorway, you stand infront of it taking a moment to examine the location.

The place is in good shape like most buildings here, but the smell is strangely musky...

Do you:
>continue in
>or are you satisfied knowing that Earl could be here if you ever come back for him
>other?
>>
>>799819
thanks man your words of encouragement are always helpful
>>
>>800144
>other
Ask the people about the location
>>
>>800144
>other
Keep an eye on it, ask about what the building is.
>>
>>800149
no probs, wholesomely deserved

>>800152
>>800198
>other
damn, hive mind, let ask these two knights for some general pointers
>>
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>>800152
>>800198
You ask two knight's what that building is.

The two men reply:
>That building right there, that's the Hospital or "Leperhouse".
>It's where we bring the sick and wounded, they usually either recover or die.
>But all of them pray, that's for sure...
>And we're no knights boy, we're Lord Royce's Retinue.

You thank the men and return to the entrance of the Hospital.

So it's a hospital... the broker must be finding someone to treat Earl, probably.
Let's hope the butcher shop isn't in the same building...

Do you:
>Enter the building just to be sure for your pal
>Leave and search the villa for anything interesting
>Ask the retainer's more questions
>other?
>>
>>800265
Earl is a cinnamon roll. Too pure, too good for this world. She must be protected at all costs.
>>
>>800312
>Enter the building just to be sure for your pal
>>
>>800317
>>800317

Agreed.

>Enter the building just to be sure for your pal
>>
>>800336
supporting
>>
>>800324
>>800336
>>800357
There's no way you would leave your best friend behind, you enter the building and look through the first open door you find.

Inside to your relief is Earl, and he's getting stitched up great!

But there's only the doctor in that room... where's the broker?!

Roll a d5 to see if you get found by Mr. Broker or maybe by someone entirely different??
>>
Rolled 2 (1d5)

>>800454
>>
Rolled 1 (1d5)

>>800454
broker, i am not here for games
>>
Rolled 4 (1d5)

>>800454
EARL IS OKAY!
>>
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>>800482
You wonder for a moment where that broker is and you hear a noise behind you.
Looks like he's found you, but before you can turn you fell two hands squeeze hard and press on your throat!

You're being choked!

You are shocked and your heartrate skyrockets, all the while you keep hearing incessant giggling and screaming behind you, it's all gibberish but it's insanity!

You are being suffocated:
>Quickly elbow the attacker
>Reach for my dagger
>Try to make a noise to attract the Retainers outside or the surgeon
>other!?
>>
>>800557
>Quickly elbow, then go for dagger.
>>
Rolled 2 (1d5)

>>800557
Elbow the attacker! For Earl!

roiling in case i need to
>>
Rolled 1 (1d5)

>>800570
Forgot to roll.
>>
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>>800570
>>800572
You think fast and try an elbow on this asylum freak.

But not fast enough, he use's one of his hands to stop the elbow before it could even gain momentum.

Shit!
But atleast the grip on your neck has loosened!

You now begin to reach for your dagger roll a d5
>>
Rolled 1 (1d5)

>>800595
Dagger dagger dagger it up like Vax.
>>
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>>800557
>>800572
>>800570

>quickly elbow the attacker

This is quickly turning into something similar?
Poor dude is probably some demented patient.
>>
Rolled 1 (1d5)

>>800595
>>
Rolled 2 (1d5)

>>800595
DAGGGER
>>
>>800625
>>800608
>>800598
whatever gods rule over this universe they clearly do not favor us
>>
>>800641

at least we know Earl is fine, r...right?
>>
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>>800625
You decide to go for your dagger, you get it out of your sheath and just as you are about to stab the fucker, it slips out of your hands and across the hallway... fuck

At least it made some sound so somebody might come save us please...

Wit hone arm free it's time to go for that last chance elbow

roll a d5 :^)
>>
>>800667
Apparently the four I rolled did nothing, so who knows, maybe this is scripted.
>>
Rolled 1 (1d5)

>>800675
AAAAHHHH
if we die we might see earl in the afterlife soon, elephants lifespans are like what, 15 years?
>>
Rolled 3 (1d5)

>>800675
Go for the throat
>>
Rolled 4 (1d5)

>>800675
>>
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>>800684
You aim for his throat with an elbow and somehow end up with a jab to his stomach, either way you winded the bastard and have slipped away from his tight grip!

You now face the bastard!

Do you:
>Go for the knife on the floor and skin him
>Go with pugilism and break his skull
>Run away
>other?
>>
>>800751

He is probably some demented patient.
Knight's mentioned that not all patient's survive so let the fucker suffer in solitude.

>RUN! away!
>>
>>800751
>>Run away
Call out to any guards and docs

cheese it scoob
>>
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>>800766
You leave the insane to his fate and grab your knife as you exit.

You are now outside the hospital, feeling a bit bothered and with red marks around your neck, you're glad to be out.

You notice that both of the guards are gone, that explains why none of them showed up to help, they must've continued their patrol somewhere else...

Well, will you:
>Search the town for something/someone/encounter
>Talk to the couple at the wall
>Search for a stairway to a higher floor
>other?
>>
Rolled 2 (1d5)

>>800751
Get the knife, we can't let him have it.
>>
>>800816

>Search the town for something/someone/encounter
>>
>>800821
shit I forgot we drop it

>>800816
Go back for the knife. He could hurt Earl
>>
>>800816
is that couple kissing a statue, if not, ask them for help
>>
>>800836
>>800821
>>800816
Don't worry boys we grabbed it on our way out
>>
>>800843
Whoops I'm apparently blind
>>
>>800829
Someone roll a d10 to see what you encounter/find/meet
>>
Rolled 6 (1d10)

>>800854
>>
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>>800859
While walking in the market streets looking for nobles and what else, something in your pack shakes around and you stop to see what the hell it is?!

You open the flap and find that it's the silver compass. You know, the one you took from the deserter's stash.
You take the object and once in your hands the only thing shaking, is it's purple needle.
It shakes and shivers but points in one direction, the direction of a doorway with a gargoyle overhead.

Now this is peculiar, do you:
>Enter the room to investigate
>Fuck that I hate gargoyles
>Look for some other encounter/meeting/finding before it gets dark and you have to look for a place to sleep
>other?
>>
>>800990

>Enter the room to investigate.

but with that roll's we playing with fire desu
>>
>>800990
>>Enter the room to investigate
Common sense says no
My penis says yes
>>
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>>801016
>gargoyles
>>
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>>801043
>Not posting Angela
>>
>>800990
>Enter the room to investigate
MAGIK!
>>
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>>801016
>>801002
>>801076
You enter the doorway quickly noticing how dark it has become, for some reason the arrow on your compass changes from purple to red and emits a glow strong enough to be seen through the shadows, you follow the arrow through so many twists and turns that you hope there is a blue one to get you out of here.

Finally you enter a room that is not a hallway, and there is light too!
But this room is a strange one, you see another gargoyle head yet this one seems more grotesque and vicious then the one outside, and it has eight eyes, with two of them on you at all times it feels like.

underneath the gargoyle's drooping tongue is a basin made of stone like the creature above, also hanging from the gargoyle's neck is a stone tablet, it reads:
>Give me steel and give me scarlet iron

There are also glyphs and carvings in the tablet.

Do you:
>Try to put "Steel and Scarlet Iron" into the basin
>Leave this retched place
>Stare into the eyes of the Gargoyle
>Other?
>>
>>801184
>>Leave this retched place
ABORT
>>
>>801184
>stare into the eyes of the gargoyle.
>>
>>801184

ho ho ho
it tiem for some blak magik

>Other

Cut your hand and put the bloodied knife in the basin!
>>
>>800317
Isn't Earl a male?
>>
>>801195
>>801203
>>801216
Alright guys I'm gonna leave a strawpoll for this one cuz I gotta go sleep, tomorrow I'll be back at about 3pm EST

http://www.strawpoll.me/11592574
>>
>>801227
Later Messer

Love your artwork man see you tomorrow
>>
>>801227

gnite brah
>>
>>801227
I recognize your art style from your drawfagging in /dfg/. You got the idea from playing DF, right? I was considering doing something similar, but I'm glad to see you beat me to the punch. You should post a link in /dfg/ to this thread, even if you're not explicitly using DF to emulate certain aspects of the quest I'd say it's closely related enough.

Gotta say it's nice to see competent drawfagging in quests.
>>
>>801226
I think Earl is a grill or a qt trap
>>
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You take all the courage you can muster in such a dark room and decide to perform the ritual, at least what you think the ritual must be from the glyphs and the words...

You take out your small dagger and lacerate your open palm deep enough to wet the edge.

You then take a step forward and drop the blade inside the basin with you blood wet on it's steel.

As you lose sight of the object within the basin you hear no clang or metal noise, none at all, as if you just dropped the dagger into a hole with no bottom...

Roll a d5 to see the outcome
>>
Rolled 3 (1d5)

>>803178
>>
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>>803196
You look inside the Basin expecting to see nothing at all, yet when you peer inside you see your knife!
At least some of it...
Inside the round stone vase you see the handle of your knife pointed downward as if it's connected to the basin itself.
Surrounding the handle is a strange black purple-ish substance, you're not sure what, but it seems your knife is plunged inside.

Do you:
>Grab the handle and pull that baby out
>This feels like a trap time to depart
>Throw pocket sand in the gargoyle's eyes
>other?
>>
>>803236
>Grab the handle and pull that baby out
>>
>>803236
>>other?
Do we have something to drop inside the bowl to see if it trigger something.

I feel that the Gargoyle will breath fire or acid if we pull that out. So I want to test if putting something in it can start the trap so after it does so we can pull it out.
>>
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>>803244
You reach into the basin with full intent to pull out your dagger from the purple substance.
As your hand surrounds the wooden handle you quietly begin to hear noises behind your back and all around you, the noises resemble a small humming noise with random crackles as if small pebbles are falling periodically.
With your hand firmly gripped to the handle you begin to pull with all your might, and this truthfully takes all your strength as the blade slowly comes out of the ooze like purple goop.
As you are pulling a new sound comes to your ears, it's the sound of laughter, but several laughs at different pitches, as if a whole variety of people are laughing around you.
With all of your intent on pulling this blade you waste no time to turn around and see who is laughing, instead you finish the job and get the knife out of the basin.

The knife has changed that's for sure, it's longer now and even has a hilt now!
This is no longer a dagger, it's a war-knife now that's for sure.

With the weapon in hand all the noises stop and dead silence returns to the strange room...

You peer your surroundings once more, you notice everything has stayed relatively the same, except for the fact that the Gargoyle is no longer there...

In it's place is a stone wall like every other...

Strange...

Well do you:
>Pull out my compass it's time to head out of here
>Examine the Gargoyle's wall
>Hope the basin is generous and put in another "Steel and Scarlet Iron"
>other?
>>
>>803350
>>Pull out my compass it's time to head out of here
>>
>>803350
>Pull out my compass it's time to head out of here
>>
>>803368
>>803378
You pull out the silver compass and this time the purple arrow glows blue and points to the exit, thankfully...
As you make your way out nothing odd is seen or heard, you never see a gargoyle or a basin in the halls.
Finally you see the light at the end of the tunnel and exit that retched place.

You are back on the streets within the tower of Tol, it's become night-time you guess, since all the torches are lit.
Still it's not cold enough to wear your cloak, a plus about being indoors you guess.
Still you want to find someplace safe to sleep in, you'd hate to wake up without your new knife.

Do you:
>Search for a place to sleep (Roll d10)
>Go see if Earl is stitched up
>other?
>>
>>803468
>Go see if Earl is stitched up
>>
>>803500
You check up on your phant buddy, there's no way you would sleep without knowing she's safe.
As you enter the hospital making sure to watch your back incase of the insane you peer into Earl's stitching room, and you see your buddy full of energy!

(Gonna be back in an hour and 1/2 to read up on DMing tips and other things to refresh my creativity, thanks to you guys who have been enjoying the quest)
>>
>>803559
See if we can't just rest beside Earl instead of trying to find somewhere else. Safety in numbers, right?
>>
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>>803559

Will you continue this one to?


I was late enough... but then again... i fell you are mocking us for our pure love for Earl.
I don't appreciate... *pulls of machete*
>>
>>803559
Always remember

Planning is for the weak
>>
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>>803559

shit, change in rota
hope i catch ya tommorow
nite guise

And remember!
Save the elephant save the world!
>>
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>>803931
>>803833
>>803817
As you have your special reunion with your beloved phant Earl, which feels like it took ages, you begin to think about where you will sleep for the night...

Hmmmm do you:
>Who needs a safe place when you have an elephant, sleep next to Earl somewhere
>Roll a fuggin d10 and see where you end up sleeping
>Sleep is for the weak
>other?

(Kek I love you guys and your phant love it adds flavour to this quest >>803817 )

(>>803833 You're right fuck this planning, let's do some real adventuring!)

(>>803931 good night qt)
>>
>>803982
>>Who needs a safe place when you have an elephant, sleep next to Earl somewhere

Nigga Earl is the best pillow
>>
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>>803990
After pondering on the subject for a moment you decide to lay Earl down infront of the only door and she soon falls asleep like a really big sack of potatoes.
You put your cloak on knowing that the cold could creep up soon and lay your head on her comfy belly, it doesn't take long before your eyes close and you are fast asleep...

The next morning you check your equipment and the satchels on Earl's sides and are relieved that everything is still there.

You drink another portion of the wine and eat some bread finishing it off for your breakfast, might be smart to find or buy some food either in the tower or outside.

You are now within the tower of Tol, do you:
>Search for an encounter/item/person (if this roll d10)
>Try to find a stairway to an upper floor
>Leave the tower
>other?
>>
Rolled 8 (1d10)

>>804076
>Search for an encounter/item/person
>>
>>804076
>other?
Think about how we just left our sheep in an open field a day or two ago.
>>
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>>804086
>>804256
As you walk around the tower just enjoying the sights and seeing for anything interesting you start to think of home back at Lorne.
You remember how you had left your sheep herd unguarded in the grasslands...

You hope that your father or your brother had come upon it soon to atleast make sure they don't get eaten by wolves...

But suddenly you are pulled out of thought, literally by your back as a woman pulls your gambeson.
She says:
>Excuse me sir, but are you from Lorne??

How do you reply:
>Yeah I am from Lorne, how'd you know?
>Who's asking?
>No I'm actually a trader of Tol, this is my elephant Earl (Lie)
>Y-you too...
>YOU WILL NOT TAKE MY ELEPHANT
>other?
>>
>>804295
>Who's asking?
Free info is never bad
>>
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>>804314
You ask the lady who she is without answering her question, you keep a cool and calm face.
She seems a bit taken aback but responds:
>Oh I'm sorry I did not mean to be impolite, I am Mary Goodyere, I was wondering if you were from Lorne because that's my nationality...

What do you respond:
(You choose what to respond, just put it in greentext)
>>
>>804390
>Alright, let's say that I am. What of it?
>>
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>>804445
You answer the girl this time telling her how you do come from Lorne and how you are a shepherd for sheep.
You ask why she wants to know?

Her face lights up as you finish speaking and she explains:
>Every season I comes to the tower of Tol to purchase some spices for my family since they are so cheap here. Anyway, I was wondering since you come from Lorne and you've got a cute elephant, if I could get a ride on it's back, towards Lorne. I've got no other way back and I hope this doesn't inconvenience you.
>>
>>804537
A cute new party member? fuck yes. But before we jump to conclusions and let her join us, there's a bit of a hole in her story:
>Why, and how, did you come all this way if you have no way back? That seems a bit short sighted. Furthermore, how did you get here in the first place?
>>
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>>804572
You ask Mary how she got here in the first place if she has no ride back now?

She says:
>For the past seven seasons that I've been coming here for spice my father has always accompanied me, for my safety. We always got here quickly and free of charge because father has a friend who is a village trader, he owns a horse and a carriage to bring wool to Tol.
>Anyhow, for seven trips we've never come across any danger and this time I wanted to show my old man that I'm completely safe without him. I had snuck off into the caravan without the local trader knowing... at the start. Halfway to the tower he found me and he knew he couldn't come back and miss a deadline at Tol, so he brought me here and told me to leave with him in 3 more days...
She begins to talk in a harsher tone
>But there's no way I would wait in this tower for 3 days, if I'm gone for 3 more days from the village my father will send out an army after me!
>That's why when I saw you I knew that my luck has turned.
A bit tired after all that explaining she says in a pleading tone:
>So won't you please bring me home sir?

She might be bluffing, she looks like a girl from Lorne and her story is long, but you know that the world might be full of liars...

What do you do:
>Leave with the girl now as to not waste any more time
>Decline the girl's plead and carry on
>Ask the girl how good her duck roasts are
>other?
>>
>>804661
>Leave with the girl now as to not waste any more time
However, let's not let our guard down completely. We should still be somewhat mindful of the possbility that she's just luring us out of town.

Also, we should probably introduce ourselves, since that's the polite thing to do.
>>
>>804690
(The next turn will be this choice, I gotta go sleep though, thank you for your participation my dude hope you like the quest, this'll continue tomorrow at 3 EST)

:^)
>>
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>>804698
>>
>>802611
I think that Earl is an elephant
>>
>>804661
>>Leave with the girl now as to not waste any more time
>>
>>804295

>Y-you too...
KEK, oh why not this one people, fuck me.

So...

>Ask the girl how good her duck roasts are.

I got laid many times asking girls this question.
Im serious. Rollan.
>>
>>804661
>Leave with the girl now as to not waste any more time

I mean, are we even supposed to keep Earl?
>>
>>805253
>>806455
>>806612
Not wanting to waste time and leave at dark you decide to head off, but before you leave, with a serious tone you ask Mary how good her duck roasts are?

A bit nervous she answers:
>Uhhhhhh I've never cooked duck before...
>But I can bake the sweetest pie ever if you get me home!

Seeming satisfied you respond:
>Sounds good let's get going!

As you walk with Mary and Earl to the front gate it opens before you and let's you through, they must still think you're a trader of some kind... you hope.

Once outside you hop on Earl first to show how it's done to the new passenger, but you still end up giving her a hand since she says "her dress makes it impossible to climb! You'll have to help me up!"

Once she finally got on you set yourself on the stone path and get on your way for the first day of the trip back.

Roll a d10 to see what you encounter/find/meet

(Long wait for this one but I'm putting more time into the images :^)
>>
Rolled 5 (1d10)

>>806931
A duck!
>>
Rolled 6 (1d10)

>>806931
All good, these drawings are really, really detailed for a quest, especially since you don't seem to be using sprites.
>>
>>806962
Oops forgot to say what to encounter.

A goblin.
>>
Rolled 9 (1d10)

>>806931

drunk dwarf i hope
>>
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>>806957
While looking on the road ahead you see something catch your eye from afar, you disembark and rush ahead to see if it's Mary's father, but no, it's actually a green-belly hornbill, a popular duck of the southern lands.

And it looks pretty plump if you do say so yourself.
Mary and Earl join you soon and you notice that the duck is too far away to see you or smell you great!

Now you are no hunter, and the only animals you've killed are sheep and one wolf, but you know you can get pretty close as long as it doesnt see or smell you.

Mary says if you catch it, she'd be generous enough to use some of her spices in an actual roast, as a thank you for the travel.

Well now, do you:
>Here I come duck bitch, you take your javelin and try to get as close as you can (roll d5)
>Have you seen the eyes of that thing?! It's a killer we walk around this beast!
>Kill it?! I want to catch it and bring it home, this is a rare bird I'll have you know
>other?
>>
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>>807002
>Have you seen the eyes of that thing?! It's a killer we walk around this beast!
>>
>>807002
>other?
Shed our armor to lose weight and try to catch it without harming it. More animal companions, please!
>>
Rolled 4 (1d5)

>>807002
>Here I come duck bitch, you take your javelin and try to get as close as you can
duck roast get
>>
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>>807010
>>807017
>>807015
>>806973
>>806967
You think of the perfect strategy to catch this feathery fucker, you will circumvent around then once behind his feathery back you will sneak up and snatch the fucker.

You plan goes well, you scent stays hidden and you move without making a sound, all that's left is to catch it by the neck and boom, you got yourself a duck.

You spring up from the ground and although you were aiming for the neck, the duck get's spooked and jumps, resulting in you grabbing it's leg.
Great you got the pristine beast, but you hear yelling...
You look in the direction of Mary who is yelling towards you:
>LOOK OUT!! BEHIND YOU!

Do you:
>Drop the duck pull out your blade and turn!
>Swing the duck behind you!
>Run towards Mary and tell her to pick up the spear!
>other?
>>
>>807068
>Swing the duck behind you!
Don't let go of dinner.
>>
>>807068

>Swing the duck behind you!
>>
>>807068
>Run towards Mary and tell her to pick up the spear!
While we're running see if we can't hold the duck under our arm so we can draw our sword with the other hand.
>>
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>>807085
>>807084
You do an overhead swing behind you with the plump bird, and you strike true on your opponents head who thought he was sneaking.

Before you can even get a good look at the man you get a left hook to the cheek, ouchie.

It's a heavy hit and it shakes you around but your still on your feet and your sure he might be coming for a second blow!

Do you:
>Dodge dodge dodge!!!
>Swing back, a good offense is a good offense
>Take the fucking duck it's yours!
>other?
>>
>>807122
Dodge, and if there's an opening, reel in for a second strike.

Your drawings are excellent for this, by the way.
>>
>>807122

>Swing back, a good offense is a good offense!

FEEL THE POWER OF THE DUCK!
>>
>>807122
>Dodge dodge dodge!!!
>>
>>807122
>other?
We're outnumbered, flee!
>>
>>807122
This: >>807131
>>
>>807131
>>807142
You dodge back and away from your aggressor, you sue this time to take a look at your adversaries, and it's not a usual sight...
You see a tall looking Goblin, who by his swung torso must've been the one who punched your face, on the other hand you see a stumbling dwarf who looks drunk or maybe you hit his head too hard...
Wait he's holding a bottle, yep he's a drunkard...

What do you do now:
>The goblin is the true enemy take a swing (roll a d5 and tell me where you hit the goblin)
>Pull out your warknife and turn this brawl into a duel
>Try to reason with the duo
>Back away even farther and try to find Earl + Mary
>other?
>>
>>807236

>Back away even farther and try to find Earl + Mary

Time for some war elephant stumpin', garbing the spear wouldn't hurt.
>>
>>807243
This.
>>
>>807236
>Back away even farther and try to find Earl + Mary
>>
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>>807243
>>807277
You immediately turn around and make a dash for Mary and Earl, as you do you yell to Mary:
>Mary get my spear, my chainmail and my helmet NOW!

Once you reach the elephant and the girl you are immediately stood up straight and given your chainmail arm harness, you begin to put it on as Mary tip-toes to reach your head with the helmet.
After what feels like a quick setup she hands you your spear and says:
>Don't get hurt all right... Maybe we should leave!
You respond:
>Don't worry this'll be over soon.

As you walk towards the enemy you notice they got the same idea, about 15 meters away from you you see a shod shield-wall, made of two shields... a sad sight.
It seems these two attacked you initially without their weapons.
You notice that none of them have helmets but one does have a spear, time to be cautious.

You stand at 13 meters of them and see that they do not come forward. Good.
You have a javelin on you and all the time in the world to aim and throw.
You're sure that if you can pin any of them with the jav they would be done for sure, that is if it lands on em.

Do you:
>Time to impale, (Roll a d5 to see if you hit em or literally give them a usable javelin :^))
>Try to reason with them, there's no rush to battle yet
>Reconsider this and go back to Earl, time to leave this place
>other?
>>
>>807339
>Try to reason with them, there's no rush to battle yet
>>
>>807339
>Try to reason with them, there's no rush to battle yet
>>
>>807339

>Try to reason with them, there's no rush to battle yet
>>
>>807397
>>807395
>>807384
You decide to first ask these people a few questions before the combat begins.
You start with:
>Why did you two attack me?!
They reply:
>Why'd you kill our duck?!

Well that was quick negotiations...
Looks like they want to know why you grabbed that duck... whom they say is theirs...

How do you respond:
>(Input your own text here)
:^)
>>
(Gonna be back in an hour -OP)
>>
>>807431
Well, we have the duck now, and it appears that they're going to want revenge so we're probably not going to be able to reason with them.
>Say nothing, hop onto Earl and charge them.
>>
>>807431

I mean, at this point we are 'heavy armoured elephant cavalry' so i think they are bluffing with the shitty shield wall also duck was alive before the punch so they did initiate the attack and gobbo is fucking with us.

Can we hop on Earl, use spear as a lance in one hand, hold the duck by the throat in the other and and mock the charge, then stop just meter's before the shield wall, show the duck and ask in loud and clear voice?

"IS THIS REALLY YOUR DUCK!?"
>>
>>807431
>"I am sorry, but you left your duck out in the open and I had assumed that it was wild and therefore fair game. If the duck has no sentimental value to you, let us have bygones as bygones and not let this fresh duck go to waste. "
>>
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>>807484
>>807512
>>807592
You think of a better strategy than a frontal infantry attack and decide to mount up on earl for some light cavalry action.
As you go for the charge you can see the fear build up in their eyes, a 13,000 pound elephant coming down at around 25 mph is a terrifying sight, you decide to stop a good distance from them and pull out the duck, who is quacking uncontrollably, and ask them:
>This duck is your duck?
They respond after a while, maybe because of the unexpected halt:
>Yes that's the one!!
You give final chance to them:
>Listen fellas, this duck is plump and there's enough to go around, how about I cut it in half and we part ways here?

Roll a d5 to see the outcome
>>
Rolled 5 (1d5)

>>807736
>>
>>807754
Nailed it.
>>
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>>807757
Glorious.
>>
>>807812
meant for
>>807754
>>
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>>807754
After a few seconds of your question the guys finally answer:
>You mean you won't kill us?
You answer:
>I won't if you leave this place

After you finished your sentence the men took a moment to take in the threat, look at Earl then at you and in the end they made their choice.
They ran past you, East towards the tower until they were out of sight.
Lucky you, looks like you'll be eating duck tonight.

With the problem resolved do you:
>Setup camp now I wanna leave early tomorrow morning.
>Let's march on until it gets dark (Another encounter roll a d10, this might be at night)
>Chat with Mary and see how Earl is holding up
>other?
>>
Rolled 10 (1d10)

>>807916
>Let's march on until it gets dark (Another encounter roll a d10, this might be at night)
>>
>>807935

noice
>>
>>807916
>other?
check how much of a qt is Mary.
>>
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>>807935
As the night comes and the temperature drops you carry on the path towards Lorne. At a certain point you give Mary your Cloak to keep her warm as you shift your objective towards finding a good camp spot to stop at.
As the sky turns even darker, with a shade of red as the sun drops you notice a blue light in the distance.
It's far yet alluring somehow, you convince yourself to check it out.
As you disembark and trod towards the light you notice it becomes a figure, a tall one, yet you are not shaken and you soon notice that your feet move themselves as you are brought in front of the cloaked thing.
You feel no fear and no danger, your whole intent is solely placed on the dark gaze of within the cloak.
You notice an abnormal crown on its hood, with pointy spikes and indentations on the front.

After what feels like a long time the figure finally speaks, in what seems to be a clear and humble voice, calm too:
>Young man of Prolt, you've come far to see such a ruler as me...
>You burn, you are a flame, and I will need fire to cleanse the wounds...
>Pledge to me, say my name, and renounce all others so that you may be my scorching steel to turn vile into rendered flesh.

You ponder:
>Say his name
>Try to take the crown
>Stab him with your warknife
>Leave this place
>other?
>>
>>808135
Assuming we're allowed elaboration before deciding on a proper course, inquire as to his origins, his intentions.
>>
>>808135
>"Yo mang, da fuq u want?"
Let him know we are not to be trifled with so easily.
>>
>>808160
>>808172
agreed
>>
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>>808172
>>808160
>>808175
You speak up politely to inquire:
>Could you elaborate on who you are?...

After a moment he says:
>Pledge to me, say my name, burning steel shall cleanse the lands and you shall be it's righteous vanguard...

Alright then...
Do you:
>Say his name
>Wow rude much, fuck this asshole (leave)
>Stab the hooded figure with your warknife
>other?
>>
>>808193
>other?
>"I will not unless you tell me. Perhaps you will be less cryptic if after a meal of duck."
Break out dat duck and wine. It's party time.
>>
>>808193
>Say his name
Do we even know it? Let's see where this goes.
>>
>>808234
>>808209
Since this event could be important I will put up a strawpoll
http://www.strawpoll.me/11609217
I'll see if in the next 10-20 minutes or if something has a clear majority.
>>
>>808249
Well that's foreboding.
>>
>>808261
I really want to get a vote to see if the people who lurk want the same thing, or to see if any people lurk this thread
>>
Gonna sleep on this poll cuz it's getting late cya tomorrow same time same place
>>
>>808193
>Does he even have a head? Try sticking the duck through his hood.
>>
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>>808249
This is too strange, too unexpected you think to yourself, I must know more before I dare commit.
You declare to the man:
>I will not unless you tell me. Perhaps you will be less cryptic if after a meal of duck.

No response...

The air around you begins to get colder, and your exposed face and hands begin to tingle, you smell the scent of ash in the air, and strangest of all the surroundings begin to distort around the man and you see the moon align itself behind his pointy crown.

He says in a bitter tone:
>I see... I've made a folly, I saw steel in the moonlight when it was only lead.

As he finishes his sentence the world distorts even further until you wake-up, crouched in your cloak next to Mary with your head laying on Earl.
It seems you've had a dream this night, a cold one you admit.
As you move closer to Mary to gather more warmth you close your eyes, the morning will come and you will need rest to be prepared.

Roll a d5 to see what happens/find/encounter/meet tomorrow morning on the path

(I'm glad you guys went with the duck choice, I think >>808261 is right I gotta look out for when I'm railroading)
>>
>>809418
>>
Rolled 4 (1d5)

>>809418
>>
>>809451
Thank you for the delicious (you), but if you could roll a d5 please :^)
>>
>>809418
Btw have we eaten the duck yet?
>>
>>809455
Nope, but that'll be done in this turn :^)
>>
Rolled 5 (1d5)

>>809451
I am so freaking used to eightchan desu.
>>
Rolled 2 (1d5)

>>809418
Well that's good. I was considering changing my vote for fear that it was some kind of trap.

Anyway, how about a band of traveling bards.
>>
>>809452
You mount up in the morning and get ready to get back on track, on the stone path to be exact, but an hour after your departure you belly makes a cry of pain and desperation...

Mary upon hearing the pleading tummy says:
>By Threff, was that your stomach?! Is there nothing inside you?! What did you eat for breakfast?
You reply:
>Oh I forgot about breakfast-
She cuts you off:
>Unacceptable! You need nourishment! Where's the duck I'm going to make you a roast you'll never forget Bryce.

She reaches in the side pack of Earl and grabs the sleeping duck by the neck and her cutting knife, hops off Earl and get's to work.
She cuts it's neck to allow it to die and bleed out and quickly gets to plucking it's feathers, you watch attentively, seeing as its more interesting then grassy hills...
Once the bird was plucked she says she will find the right spices while you "Go make a fire right here" she points with the tip of her finger.
You comply, your hunger is starting to take over and the sound of duck roast doesn't seem too bad.
With the fire done, she set's up a little spit roast and begins to fry that duck, as well as seasoning it lightly.
Within the hour she finishes cooking it and after some final touches it's ready.
She show's you the roasted duck triumphantly, and you are impressed, it's been a long time since you've seen a lavish meal, let alone taste one, sheep and bread has been your diet for a while you admit...
Mary shines and gloats as you admire the fine meal, she then offers you it and says:
>Go ahead eat as much as you can, I've already taken one of the wings and I had bread for breakfast.
You tell her that you will not forget this favor.

After the sublime meal you get back on the road, feeling full and content what could be in store?

(>>809452 don't worry I'm drawing what your roll encountered right now, it'll be on next turn)
>>
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>>809523
Didn't Mary say that she sucks at cooking duck but is awesome at cooking pie?
>>
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>>809523
Perfect.
>>
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>>809541
Oh fuck your right, I was thinking about duck roast too much and forgot that
I'm gonna need you to DELETE THIS post :^)
>>
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>>809452
A few moments on the road you reach the border of Lorne, feels like you've made great travelling time on the stone path and should be there soon.

But, you notice something different on the way back, it seems there's a hidden trapdoor linked to the earth.
You noticed it quickly and pondered on the thought of going inside to check it out, but Mary said from afar on Earl's back:
>We can't go in there now! We're so close, we can't waste any more time before my father gets too worried!!

What do you do:
>Mark it on your map and get on your way
>Just take a peek inside then go back to Earl
>"Woman you do not control me" Open that fuggin trapdoor and never come out.
>other?
>>
>>809626
>Mark it on your map and get on your way.
>>
>>809626
>Mark it on your map and get on your way
>>
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>>809641
>>809643
You understand Mary's point and decide to mark it on your map and move on, your pretty close anyway...
By sunset you finally make it to town, Mary decided to head to her home as soon as possible so as to not keep her father waiting any longer, she said that her home is in the second block beside the town square. She say's it's the one with the red tile roof before finally passing the gate and out of your sight.
Well that settles that, she might give you a reward but you're sure you won't be getting it tonight.
As you and Earl make it to the gate you hail the guard, who is no other then Mister Wilde, you've known him for a long time since you have to bring lamb meat through these gates often enough.
He asks you how the herds been?

What do you answer:
>Eh it's been so-so, by the way have you seen my father recently? Did he look angry?
>Tell him everything that has happened.
>other?
>>
>>809706
Eh it's been so-so, by the way have you seen my father recently? Did he look angry?
>>
>>809706
>other?
Do you like, my elephant? I'm gonna step on the gas.
>>
>>809727
You want to run the elephant into town?
>>
>>809739
Sure, why not. So long as we don't aggravate anyone we should be fine, right? Maybe we'll impress the cutie's daddy.
>>
>>809739
>>809747
Oh wait, you mean "run" as in charge in on her, right? Hell no. Let's walk in with her calmly.
>>
>>809752
Oh I must've not been clear enough in >>809706
but Mary has already gone home before you reached the gate, she got off the elephant early so she could run home as soon as possible.
Basically right now you and Earl are at the gate right now, Mary is home probably trying to calm her father down.
>>
>>809706
>Eh it's been so-so, by the way have you seen my father recently? Did he look angry?
>>
>>809771
>>809710
Alright will do this next turn!
Gonna go eat some food tho :^)
>>
>>809758
Alright then I agree with these.
>>809771
>>809710
>>
This quest is great! I am mad that i am sooo late!
>>
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>>809771
>>809710
>>809783
You ask the Guard whether he has seen your father recently and if yes was your father rather upset.
The guard answers:
>Nah, I haven't seen yer father in a while, might've come when it wasn't my shift maybe.

You thank Mr. Wilde anyway and now think about your situation.
Night is coming and you'll need a place to sleep, you could go home and let Earl sleep in the barn, hopefully your father won't be too angry.
Or you could sleep in the outskirts if you simply do not want to see your family's reaction.

What do you do:
>Go home
>Sleep elsewhere
>Try to find Mary's home and sleep there
>Forget sleeping, where the fuck are my sheep at
>other?
>>
>>809973
>Forget sleeping, where the fuck are my sheep at
>>
>>810016
Alright I will do this next turn, gonna have to pause it here though, for now
cya tomorow
>>
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>>809973

>Forget sleeping, where the fuck are my sheep at
>>
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>>809973

>Try to find Mary's home and sleep there.

lewd, rollan for this

>I see... I've made a folly, I saw steel in the moonlight when it was only lead.

Is this motherfucker spooky or what, its because all that blood sacrifice we did innit?

I hope we will meet him again, there nothing more dank than wright zombie black guard elephant heavy calvary kek.
>>
>>811358
> believing in Ayy lmaos

Also we're gonna need better armor to be heavy cavalry...

Especially armor for Earl, wouldn't want her getting too hurt :^)
>>
>>810016
>>810231
Alrighty I am back can someone roll a d5 to see what happened to the sheep :^)
>>
Rolled 5 (1d5)

>>811767
>>
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>>811775
As you walk near the outskirts of town in the grasslands where you think you left the herd you are met with a surprising sight.
Firstly, the herd of sheep are still there, intact with no signs of real neglect, but what's even more impressive is that, after a recount, you have more sheep in your herd now then when you first left them!

Either it was sheep mating season, or a smaller herd joined them, but all you know is that it's a good thing.

You now have a herd of sheep with you, it would be wise to bring them home now and with all this extra sheep you could probably make your whole family jump with joy, truly the gods of sheep have blessed you tonight.

But the decision is yours, do you:
>Go home and show the herd to your family
>Sell the extra sheep to make a pretty penny
>other?
>>
>>811824
>Go home and show the herd to your family
But also pause for a second to pat ourselves on the back. An elephant, a sweet new knife, a waifu, a delicious duck and a bunch of new sheep all within 24hrs. Best adventurer ever.
>>
>>811824
>Go home and show the herd to your family
Time to show off Earl.
>>
>>811824
Also the sun is setting, it's gonna be night time soon

(forgot to add that)
>>
>>811831
You got some lucky rools my boy
Let's see if it stays that way
>>
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>>811824
>Go home and show the herd to your family

>>811483
>not believing in Ayy Lmaos
>>
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>>811848
>>811832
>>811831
You arrive to a familiar sight, your home.
The one you've lived in since birth, built long ago by the first farmers in your family line, and to this day it is still expanded upon.
It's position is near the outskirts of town where the land is fertile to be plowed and harvested.

After putting the herd within it's fenced area and let Earl settle down near them, after you took off her satchels.
You make your way back to the front of the home and at the front entrance, time to enter...
>>
>>811897

Comfy as fuck...
>>
Rolled 4 (1d5)

>>811897
rollan just in case you're waiting for something
>>
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>>811897
You go on the balcony cross it and to the door in a swift movement, once at the door you swing it open not knowing what awaits ahead.
After entering the home and shutting the door behind you, you take a look inside.
Yep it's the same as always, well kept and clean with the smell of pine from the planks, you decide to put down Earl's satchels next to the seed box in one of the corners.
After taking a look of the room you suddenly hear the sound of two chairs being dragged on the wooden floor followed by loud but light footsteps that swarm you.
>BROTHER!
It's you little sister and brother, looks like they must've heard you come in. You assume that they must be eating dinner if they had to get off chairs to come see you.
Which means the rest of the family must be in the family room.
As your sister jumps into your arm and gives you a caress to your head you have no time to prepare for your little brother's onslaught against you with his wooden sword.
They both giggle and ask where you had gone, and you'd like to tell them but you know you should go see the rest of your family beforehand.

What do you do:
>Walk into the main room while carrying your siblings and greet the rest of your family.
>Tell your younger siblings where you've been.
>Wait for the family to gather in the entrance.
>other?
>>
>>812111
Ah nah I wasn't waiting I just want to put more time into drawing interiors, makes them more comfy.
>>
>>812164
>Walk into the main room while carrying your siblings and greet the rest of your family.
>>
>>812164
>Walk into the main room while carrying your siblings and greet the rest of your family.
>>
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>>812206
>>812249
It was an ambush.
As you walked through the door to the dining room with your little siblings in hand you get stopped right there by who other then your father.
He's got that sharp stare as usual and asks one question:
>Where are the sheep?
His gaze is inescapable and it pierces you to the soul.

What do you do?

(I'm gonna stop giving options unless it's a clear choice like picking something specific out of a bunch of things, for example shopping for things. From now on you guys make the choices, no more railroading from me :^)
>>
>>812337
>no more railroading from me
Dude giving options (while accepting write-ins) is not railroading

Tell him that the sheep are in the fence, and that there are more than there were yesterday
Don't talk about our adventure until he's done talking or asks us
>>
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>>812357
You lead your father to the window in the entrance without saying a word and show him the flock in the fenced area.
You then explain how there are so many more sheep now, sugar coating your words to prove your point.
Your father at first seemed relieved that his sheep where safe, then when you said about the extra he was quite content, he says:
>Ah that's great news, I got worried son, for a few days I thought they we're gone... Wait a minute, where have you been for the past few days?
Your father looks happy but a bit curious when he asks you that question.
What do you tell him:
>I got lost in the grasslands and had to camp for a bit
>I helped a trader from Tol who gave me extra sheep
>I've been spending time with a local girl
>"Tell the whole story"
>other?
>>
>>812357
I guess your right, if you guys are fine with options then I'll keep em
>>
>>812431
"tell the whole story"
Tell him the general outline, leaving out the weird magical shit that went on with the compass and the weird dream
Confide in him that we had to kill a man in defense of our life, and ask him how to live with that (so we don't look like a sociopath)
and we should probably not tell him about how we accidentally stole a duck
>>
>>812431
>"Tell the whole story"
".....and that's why there's an elephant in the sheep pen."
>>
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>>812459
You decide that the truth is what your father deserves to know, you tell him everything related to you and the elephant, how she showed up in the grasslands, why you left, the tower, etc.
You then get close and try to explain to him how you had to fight a man to death.
You began:
>Father, I've had to kill a man on my journey...
He responds quickly:
>You killed a man. Was he unarmed?
You answer:
>Not at all, he had thrown a javelin at me initially and missed, I then had to fight him against his hand axe.
You father replies:
>With the spear?
A bit uncertain you tell him:
>Yes with the spear, why?
He responds:
>Son, that man was not the first to die to the family spear, I've killed men too, I admit that my situation was different than your's being that I was in a shieldwall against another shieldwall and you we're one against one, still I remember the feeling. Your older brother too has killed two men, and your younger brother too shall have to fight one day I'm sure, and his might will be tested. Anyway son I believe you've shown your strength to Afavis quite bravely, you are an honor to the family name.
He says that and pats you on the back, you feel content now, you are assured that your father holds much respect for you. Good.

There's still your mother to meet, and your sure she will be a bit teary to see you but that's a good thing.
You know that your older brother isn't here since he had emigrated three years ago to the western side.

(Next turn you will meet mother, gonna pause it here)
>>
>>812593
(OP I just wanted to say that I really like the speech bubble like portrayal of what the characters are saying using pictographs)
>>
>>812623
Thanks m8 I thought it would be a neat thing to do, guess I was right
>>
>>812593

Dude, i missed most of them and reading (looking at pictures to!) them is a fucking blast.

You are king of comfy.

You are onto something here mate.
This should be a new genre.
High-Comfy, Low-Comfy, Hard Sci-Comfy.
>>
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>>812593

...and i don't mind Grim-Dark-Comfy to.

They just add to the feeling.
>>
>>813064
I also like grim-dark-comfy.
But ayy lmaos...
I mean
> ayy lmaos
Come on kiddo <:^/
>>
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OP here from irl

Had some spare time and drew some war lore about the kingdom of lorne.
Drew the mixed infantry, basically it's a mixed militia, during a campaign every household must supply an able-bodied man to the infantry, or to the cavalry if they can ride well or with mixed ranged if they have practice with crossbows or archery.
Most men have some equipment, either passed down the family, looted from vanquished enemies or simply purchased.

Gonna do mixed ranged, cavalry and king's guard next, when I got time.
>>
>>814398
nice
>>
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After finishing your discussion with father he moves back to the dining room, must be finishing his meal you suppose.
Just as he goes into the room your mother comes out, she looks happy to see you, at least you believe from the smile on her face.
She moves towards the window next to you and asks you:
>I see you still have your head, I suppose our sheep are safe then?
You answer with pride:
>Look outside mother you will see that the herd is safe AND it has grown.
She answers sincerely:
>Oh that's fantastic! But I never knew sheep could give birth to elephants?
She adds sarcastically, you reply cheerily:
>That's my own elephant mum, she's a real beast I swear, she could carry three boulders with ease!
Your mother replies with some sass:
>Son, I know that's not your elephant, how did you get one? Don't tell me you bought one from Tol.
You reply proudly:
>Mother this elephant chose me, this I can say honestly. It arrived a few days ago in my field (You tell her the nice parts of your story...)
She says a bit astonished:
>Well... Son you've been on quite a journey. But I'm glad your safe, come let's eat!

As your mom invites you to the dinner table you enjoy a nice meal. After some chitchat at the table you understand that the harvest has been average while you we're gone, better than no harvest at all your mother says.
After dinner you go to sleep, you wonder what you might dream of tonight?

Roll a d10 to see what you dream of
>>
Rolled 5 (1d10)

So sleepy.
>>
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>>815185
As you unexpectedly fall to sleep, you slowly begin to see what's around you...
You appear to be covered in armor, that of a noble, shiny and well fitting.
You look around you, and it appears to be an abandoned castle. The walls are all dusty and dirt litters the floor. Decorations such as paintings and flags are ripped, and statues and pillars are crushed.
You begin to explore this world, you walk and walk and walk. This castle is large you understand, but what is strange is that there are no windows, no doors, no true access to the outside. Wherever you go in this castle you just cannot seem to find a single opening...
Until, on the third floor of the building, you finally come to the first and only door of the whole area.
As you approach the wooden door you hear the sound of the sea, waves behind those boards.
You also feel warmth coming from the door.

What do you do:
>This is my dream and I want to open the door, OPEN THE DOOR!
>WAKE ME UP, WAKE ME UP INSIDE
>I wanna look at more paintings, fucc this door.
>otter?
>>
>>815378
>This is my dream and I want to open the door, OPEN THE DOOR!
>>
>>815378
>This is my dream and I want to open the door, OPEN THE DOOR!
>>
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>>815436
>>815509
As you open the door and walk through the shining light behind it you notice your feet land on grassy steps.
You peer around your new surrounding.
You are on what appears to be a pillar, made of stone and dirt, with a nice grass meadow on top.
In the center of the pillar is a small pond, you see no waves, and past it is a silver harp that seems to be stuck inside the stone of the pillar.
Beside the harp is a lady with long shiny brown hair. She wears a dress that seems to have a long skirt that droops on the ground.
You try to see her face but even from so close it seems you cannot get a distinct shape, all you can tell is that her eyes are closed.

What do you do:
>Walk up to her and speak.
>Search the pond.
>Look over the edge.
>Jump off.
>CAN'T WAKE UP, WAKE ME UP INSIDE!
>Ignore everything else I want to go play the harp.
>other?
>>
>>815552
>Look over the edge
>>
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>>814201
>not believin AYY LMAOs
>I c... I've made a s00pid, i saw epic in the munlite when it was onlu 1337.
>gt e33kt

>>814398
They seem to be amply equipped for just the 'militia' innit? Simple peasants didn't have that amount of luxury but then again our little elephant rider looks to be a free landed man.

>>815168
Shit mom's milf.

>>815552
>Search the pond.

WE NEED TO GO DEEPER!
>>
>>815574
:^)
>well equipped militia
You have a good point, how about those people in the front are the veterans, the ones who have looted enough to look good
:^)
>>
>>815581

Really depends on country and even if its city or just adjacent duchy or something.
Some units of more rich merchant's or even their sons should have the means to buy a good armour and a horse but most of militia was just rabble.
Then again from what i see you can draw armour pretty well so you are probably in the know anyway.

>>814398
Wouldn't mind also our brave hero with the armour we collected on the elephant in some nice pose. Comfish.
>>
>>815581

oh and i just realized that i didn't diss any of your talnet. Just pointed some things for sake of it.

The group looks fucking amazing, i did little of HMB so any of your pictures are sort of a armour wank for me.
>>
>>815728

FUCK

>oh and i just realized that i DIDN'T WANT TO diss any of your talnet. Just pointed some things for sake of it.
>>
>>815728
>>815614
Oh no offense taken you make valid points, I agree that for a militia it's a tad bit too well equipped, gonna tweak some things,
thank you for your appreciation.
>>
>>815734

>thank you for your appreciation.

This was so dry i had a asthmatic attack.
This is kind of shit i hear from some chick's i 'Y..you to!' sometimes.
I know i might be sugar coating everything but i mean it and /tg/ is a fag hugbox anyway.
>>
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>>815767

frg picture because i have autism
>>
>>815767
Kek nah m8 I mean it I'm thankful that you're helping me out.
>Thank you for your appreciation
I just reread it and your right that is some serious autism, but don't worry I meant it in a good way.
>>
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>>815786

k, no probs
mostly joking

Just draw pretty things, pretty boy.
>>
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>>815574
>>815572
You first decide to look over the edge of your new environment, as you peer over the grassy meadow, you see the spiral of stone and dirt go down a long way, infact you cannot see it's end because it is surrounded by darkness at the bottom.
As you step away from the edge you decide to search the pond next.
Who knows what it could hold, you lay down on the floor near the water and reach one arm into the pool, as you search for a short amount of time you feel something move inside your palm and you tighten up to grab it.
You pull out what seems to be a linen necklace or medal. The medallion attached to the linen band is a strange shape you've never seen before, made out of gold and silver it is shaped of what appears to be knots and in the center is an opening.
You believe it is of some kind of importance and having no pockets decide to wear it around your neck.
As you stand back up having finished searching the waters, you somehow have been transported right in-front of the lady, you can see her face now, it is a pretty sight, no scars or blemishes are to be seen, a noble-woman's face you are sure.
The woman peers into your eyes and says:
>It's not often that I see someone come here. What is it that you desire young knight?
>>
>>815851
>adventure and glory
>>
Gonna pause it here for tonight to see what you guys decide to choose
>>
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>>815893

nite Messer
>>
>>815851
Starting back into her eyes...
>You are that which I desire most



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