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/qst/ - Quests


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As you approach the heavy wooden doors, the guards give you a cautious glare. One of the guards clears his throat and yells

"Hold, sir! Disarm yourself!",

gesturing with his thumb a chest by the castle wall. With you arms outstretched, your four squires unfasten [r]your velvet cloak, chained cuirass, sheath, and sword[/r]. The squires carry the items into the chest, and you flash a raised eyebrow at the guards. With the guards pushing the doors for a grand entrance, you enter the halls of the chamber.

Two figures turn around to face you. The first, you recognize immediately as your uncle. The last you've heard from him had been via courier about two weeks ago, urging you to meet the king at his palace of Adderlund. All you know of your uncle is that he gifted his all his inherited lands to your father and travelled as a companion with the King in the Great Demon Wars thirty years ago. Now he enjoys a comfortable life as the King's primary Advisor, and the two remain very close friends. His proposition to you those weeks back is the very reason you are in this chamber.

That leaves the second figure to be the King. Not your king of course, but a new, powerful king who saved these recently conquered lands from the Incursion thirty years ago, carving out a kingdom of his own. You only get a glimmer of his sharp green eyes and matted amber hair before you drop to a knee in respects.Your uncle's reassuring laugh eases your tensions, and you rise with the King's command.

"I will be brief, but bear my words carefully. It is my deepest wishes to host an order of knights willing to fight for the cause of man and purge the demons that still plague the land. Unfortunately, my body is plagued by the disease of old age, so I must yield ownership of such a fraternity. Your uncle has reassured me, however, that the next best candidate would be you! I have been told you still have your youth, ambition, devotion, and charm, all of which are no doubt valuable qualities for any leader of men! But before I can offer you this role in my good conscience, I must ask, for what reason are you here, sir knight?"

> (Divinity) "I want the abominations to be brought to light through steel and prayer"
> (Honor) "I want to taste the glory in battle against enemies of our race"
> (Power) "I want to carve out a place for my lineage and reputation larger than my own inheritance and title"
> Write In (?)
>>
>>1631117
> (Honor) "I want to taste the glory in battle against enemies of our race"
>>
>>1631117
>> (Honor) "I want to taste the glory in battle against enemies of our race"
>>
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>>1631117
> (Divinity) "I want the abominations to be brought to light through steel and prayer"
and
> (Honor) "I want to taste the glory in battle against enemies of our race"


Lets be righteous for once.
>>
>>1631133
This
>>
>>1631133
If we can do both, sure. Still would choose honor over anything else though.
>>
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>>1631149
I only took Honor as a compromise, due to the majority picking it. Divinity is the clear choice though.

Pic related.
>>
You blink. There is no question as to why you are here. Before you even mutter the words, you recognize the weight of the King's gaze. The weight of understanding, from one noble warrior to another.

"I battle for honor. To defend our race. 'Tis my privilege to serve, protect, and need be die, in the name of our people."

The King nods after a deep grumble arises from his trunky throat. He faces away from you, staring out the narrow windowpanes into the courtyard. Deep in thought, you imagine.

After a while, the king calls out to the guards, who bring in another chest, larger than the one your squires initially stored your items in. He hesitates before spinning around once more and speaking.

"I have populated this chest with 1,000 gold coins. I trust in your lessons in coin have given you enough sense to allocate the money carefully. You can use this money to obtain a location for your headquarters, as well as bringing knights and equipment into the field. Report back here with receipts of your purchases and trained knights you wish to employ, and I will bestow the burden of your expenses".

Bowing in respect, you turn to leave the King on his pondering. Before exiting the keep however, your uncle quickly rushes up to you.

"Some advice before you go nephew. I'm not sure how familiar you are with the kingdom around here, but you may find trouble in recruiting soldiers. Keep in mind you do not have the authority of the crown to order men into your service, and most would rather settle in their lands and farm than face another demon in battle. As far as I can tell, you have three options to find soldiers: The Prison, The Southern Wall, or The Iron Mines. Don't forget you have your squires too

As for land, you can either choose to purchase a fully furnished castle or buy unclaimed land and build up from there. Unclaimed land will take a while to build up, but you will have full control over the features of the base. However, there are limited unclaimed plots, and you may have to haggle with other buyers. Be advised, land and keeps are not cheap these days, I believe the lowest offer is 450 gold.

Finally, you need not worry for equipment, the King has a generous stock of one handed swords and mailed shirts to donate. However if you feel the need to pursue more -- effective weaponry, you must seek the blacksmiths in the Market's Corner."

You thank your uncle for his wise advice as your squires refasten your cloak, armor, and sheath. You decide afterwards that you will travel to:
> The Prison
> The Border Wall
> The Iron Mines
> Scout for Castle Location

Reputation: [Man of Honor] - You are the pinnacle of what it means to be a Knight. Men respect you for your bravery and strong moral sensibility
>>
>>1631193
>> The Border Wall
Good middle ground for soldiers. Tough and shrewd possibly.
>>
>>1631193
>The Prison.

We need killers. Warriors without fear or mercy.
>>
>>1631372
Also without honor. Craven and evil. We need discipline as well as strength of arms.
>>
>>1631397
Offer them a chance to redeem their honor. They will fight for us.
>>
>>1631453
You want men without mercy, then say they need a chance for redemption? Questionable logic.
>>
>The mines

We need men tempered by work, strong as the rocks they break, and desperate for glory. We need them unafraid, probably unaware of the foe they will face. We need them to work for really, really cheap.

To the mines!
>>
>>1631466
Well there is honor among equals, earned. There is a code that should be respected. There are standards. Respect. Then there is honor about an individual in that framework, they have gone above and beyond and are praised. Outperforming their peers, but also only elevated because of said peers. Our comrades.
>>
>>1631215
But changing my vote to this

Is OP kill?
>>
>>1631544
Hope not, this could be cool. Like a certain gunslinger quest.
>>
>>1631558
Like Ive said, its on hiatus while I work on the story. I rushed into it before I was ready.
>>
>>1631583
My bad. I haven't been too active on Quest due to a new job. I really liked Gunslinger and a certain Villain quest that died. Take your time mate, Justice, my favorite .44 can wait.
>>
>>1631193
Wall
>>
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>>1631772
>>1631215
>>1631544
wall wins.

After a comfortable night at the palace, you leave with your squires down the path towards the border wall. As you recall from history lessons, the border wall is a twelve foot tall manned stone wall built in the aftermath of Incursion to serve as a permanent political border between Adderlund and the High Wastes, a formation of wide plateaus where the demons were last seen fleeing too. Although no demonic trouble has reached the wall, many in Adderlund believe in its strength and protection, though in recent years due to the quietness on the front the men grow lazy, and word gets around that being a walled soldier is easy pay.

You approach the Commanding Officer and ask for him to offer any soldiers willing to enter knighthood into your order. Initially skeptical of your claim, he shifts his attitude once glancing at the color of your cloak and orders the men to bunch towards the common areas.

You wait alongside the Commanding Officer while he attempts to make a convincing oratory to join your new ranks as a knight. Among the forty or so soldiers massed, its very clear that the promise of knighthood and glory does not tempt the soldiers, who are used to their fat salaries sitting at the wall, doing nothing.

After the speech, most of the audience disperse except for three figures.

The first introduces himself as Wallace Barenby. He was a veteran in the Incursion who was awarded a large plot of land near the wall, but was heartbroken and enraged to witness demons rip apart his wife and newborn son while he was away woodcutting. His primary motive is revenge. Although his sword arm is damaged with age, he is proficient with his shield and his shield arm is in perfect condition.

The second introduces himself as Maynard Greenfield. You can tell he is fresh, and can't be more than a couple years younger than you, though probably with less experience as you can tell he is no noble. He joined the wall in hopes of attaining glory, but he was disappointed in finding that the soldiers did not fight against any enemies lately...at all. His primary motivation is glory. Though he is very eager, he is not the best experienced at any weapons, but has the advantage of youth.

The final man speaks few words, and is a tall, wide beast of a man in simple clothing. The Stablemaster stands besides him and introduces the man as Aurochs. Nobody actually knows his name or origin, but he mysteriously came upon the wall one day and didn't object when the soldiers asked him to enlist. Due to his clumsiness handling equipment, the Commanding Officer found him fit as a stableboy, though its clear the Stablemaster isn't particular on him either. Aurochs has no motivation, but he can't object to your proposition and can be easily convinced to join. Its unknown what combat skills he has, but you can easily imagine him dressed in full plate and wielding a great-sword for intimidation.
>>
>>1631798
Take them, while we will help train all three of course, try to get Wallace and Maynard together, they may rub off on each other. Aurochs we can try and crack. Wallace and Maynard are priority though, Wallace needs another outlet and Maynard needs proper guidance.
>>
>>1631824
Supporting
>>
>>1631798
Good to have a veteran. Agree with >>1631824
Wonder what sorts we would have gotten in the mines/prisons.
>>
>>1631870
Actual fighters instead of fat, lazy cowardd
>>
>>1631874
These have potential Cursed. A man with actual experience, a boy with drive and then a possible natural. This is good, imagine having your pick of prisoners that can fight and finding out one is a pedophile? We can work with this.
>>
>>1631865
As an aside, maybe get a QM name? and is that picture indicative of Roderick? cause that looks like a girl.
>>
>>1631824
I agree as well,
>>
>>1631886
Rodrick. No e in there, my bad.
>>
>>1631886
that seems quite sexist anon. Also, I google imaged squire and liked that picture.
>>
>>1631889
Thank you. French food is excellent.
>>
>>1631895
Far be it for me to assume said pictures gender, The breasts threw me off. If Rodrick does turn out to be female, we should encourage binding. Purely to have less of a target to get hit in a fight.
>>
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>>1631824
Squire Rodrick speaks up,

"Milord, d-d-do you think it best tah take them all? I-I-I mean between all of oos, you'd need tah spend aleast a gold piece to feed oos ervy week? Thats a like ah, well, five gold a week fer just oos, and seven now with them too? Ah mean, I don't reckon gold'll be a probelm in tah fyootchure, but best tah remind ye..."

You bat Rodrick on the head with your hand. Of course you know that. You return to your decision.
>>
>>1631917
awwwww, he's like a medieval morty
>>
>>1631919
Adorable. Still we need a strong foundation. We have experience and pure drive in one, youth and drive in another and raw physicality in the last. This can be good. Also, thank Rodrick for his concern. As long as it's constructive it's very beneficial.
>>
>>1631927
true
>>
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The more the merrier, you suppose. It'd be best to take them all. You congratulate the Initiates into the ranks, and plan your next move.

> Party:
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant

Where to now, milord?
> The Prison
> The Iron Mines
> Scout for Castle Location
> Smithy

> Balance: 1,000 gold
>>
>>1631957
The Iron mines. We need strong men longing for a better life
>>
>>1631957
>>1631964
Also they'll have some mineral or terrestrial experience to help us pick a castle spot.
>>
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From the Southern wall, you trek a day and a half north to the Iron Mines. Your new companions follow you, each sharing a horse charged to a squire, except for Aurochs, who surprisingly makes pace striding alongside your party.

Upon arrival to the camp you are hit with the stench of raw earth, damp stone, and unwashed workers. The foreman gathers the miners and barks at them the cause you seek and the men you’re looking for. Similar to the wall, it seems to you that many a miner would rather fulfill his indenture with the guarantee of life rather than join you in the freedom of knighthood and possible death. Some interested miners gather, but in order for you to add them to your party you must pay off their debt.

The first miner introduces himself as Sir Auster Daringer. The man is around your uncle’s age and you recall from his name that he belongs to a noble house – his House founder had in fact been a lieutenant to the first King of Terrance, your home country. He had formerly been a notorious alcoholic and gambler, and it is his gambling debts he is paying off in the mines. Despite his misfortune, he finds mining as a sobering experience, and every day grows closer with the Spirit. His motivation is divinity. Listening to your mission convinces him that your paths were meant to cross at this moment. Being a noble, he already has experience with sword and shield combat, as well as horseback riding, as well as the softer skills of nobility, such as literacy, mathematics, and diplomacy. His debt is currently 270 gold.

(1/2)
>>
The second miner introduces himself as Sheridan Poyle. He was a former farmer who had been thrown into the Mines for neglecting to harvest his crops during the harvest season. His lord, completely enraged by his waste of a crop, threw him in the mines with a debt he claimed of about 160 gold. He is convinced since the incident that his lot in life is not farming, but knighting – his primary motivation, thus, is honor. Being from a peon’s background, he is not knowledgeable of the arts of warfare, but he pledges to be loyal, and his years in the mines have built his strength and endurance a little bigger than yourself. He is the largest and most built of the three miners; had he not told you his story, you could easily place him as a palace guard. His debt is currently 140 gold.

The final miner is called Arjo the Arrow, and he is a Damacian from the Far East. From your history lessons, you know that Damacians are horse archers that spend time robbing caravans and vandalizing Terrancian territory whenever the regent decides to gift a piece of bordering Damacia to a vassal. Arjo has a rough accent, but you can understand him enough to know that he was captured during a raid on a noble’s caravan and rather than being killed, was sent to the mines to pay off the debt of stolen treasures the rest of his clan made off with. Arjo's nickname was awarded to him by the tribe for his ability with the bow and his speed on horseback. His physique is impressive and superbly athletic. He is skilled in horseback and archery, but knows next to nothing about Terrancian and Addish customs and warfare. His motivation is boredom and his debt is currently 210 gold.
(2/2)

> Choose Men

> Go to the Prison
> Scout for Castle Location
> Smithy

Going to bed now, returning tomorrow!
>>
>>1632008
>as well as the softer skills of nobility, such as literacy, mathematics, and diplomacy.
>>1632011
>> Choose Men
Sir Auster Daringer.
Dude can help us manage our Knights' Order so we don't go bankrupt later. Gotta make sure he doesn't go back into gambling to ruin our funds.
What ways do we have to earn money?
>>
>>1631193
>Be advised, land and keeps are not cheap these days, I believe the lowest offer is 450 gold.
>>1631957
>> Balance: 1,000 gold
>>1632008
>His debt is currently 270 gold.
Hm. Such a shame these men are all so expensive. They better be worth it.
Can we buy men we didn't free now later?
>>
>>1632011
> Scout for Castle Location
>>
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>>1632019
>>1632025
"Uhm, m-m-milord, are you worried boot tha expenses?

Ah believe once er knightly order is ongoing, we kin come back to enlist these foine men, seeing as thay ain't going anywhere.

As for err gold, well, once we get a base we kin profit from local industries lahk farms or mines, if one has somethn' lahk dat in anycase. Even if we din't get a base, I'm sure the King kin give ye some sharing space with th' palace guards, though the only conceivable way we kin gain monies then would be ole fashiond' questing."

You take the hilt of your sword and bat young Kenneth on his hindquarters for speaking without being told to. You return to your decision.

> Choose Men

> Go to the Prison
> Scout for Castle Location
> Smithy
>>
>>1632446
>> Scout for Castle Location
> Scout for Castle Location
>>
>>1632446
> Scout for Castle Location
>>
>>1632446
> Scout for Castle Location
Sheridan Poyle since he is the cheapest, and will take time to train up. He may also know a thing or 2 on buying good land.
>>
>>1632446
Does the one squire we have still own his plot of land near the wall? If so could we set up shop there?
>>
>>1632446
>> Scout for Castle Location
Get some industry up.
>>1632008
>Sir Auster Daringer.
Does he have any connections or previously owned plots of land as a noble?
>>1632576
Also this.
Otherwise, no men so we can focus on spending them on our industry.
>>
>>1632761
You ask Sir Daringer if he has any plots of land in Adderlund. He has told you he wagered it off in an ambitious bet in his previous life.

>>1632761
>>1632556
>>1632546
Wallace Barenby still has his plot of land near the wall, though he hasn't visited it in years. As far as he remembers, it still consists of a farm, though untended from his years in service to the wall. If you hire some farmhands, you can make a decent profit from it, and if you hire masons, you can have a keep built within a month.

You ride to the Capital, thinking before you scout for a castle it'd be best to receive advice from a man who has lived in these lands for the past decade. Your uncle.

"Hail nephew, what brings you here? Land you say? 'Tis true a proper order would need a proper location, if not for monies, definitely for training and consolidating. I have a list here of properties that may be of interest to ye' if ye desire. Two others might be of interest for no cost, but may demand some other form if payment if you catch my meaning."

You pour your eyes over the list.

(1/2)
>>
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LAND FOR SALE FROM NOBLE HOUSES.

> Elarian
>>Price: 875
>>Industries: Two farms operated by old peasant families. Food costs are negligible, and a steady stream of income. Includes a stable with (20 gold a week)
>>Location: Flat farmland surrounding the castle, with the bailey sitting on a steeper, grassy hill and the keep further up, with stone built to make the tower high and oversee the land

> Duskwater
>>Price: 875
>>Industries: A port that brings in goods from the trade states in the northwest. Includes three trade ships that bring in a steady income (20 gold a week)
>>Location: On a cliff by the sea shore. A pulley crane brings cargo and people down to the shoddy docks. The shore slopes downwards, with the keep sitting closest by the edge and the bailey further down, reinforced with steeper terrain.

> Beauregard
>>Price: 875
>>Industries: A mine that primarily digs up coal and the occasional metal deposit. Merchants send caravans from the capital to trade for the precious coal and metals at a steady income (20 gold a week). Includes a castle Smithy.
>>Location: The keep is built into the mountainside south of the capital. The mine entrance is inside the bailey, built on a platform to raise it from the foothills of the mountain.

OTHER LAND OF NOTICE

>Giselle - Completely empty, save for the bandits that reside inside. The castle is on an unfortunate route eastward, long since abandoned thanks to the rascals. If you take this keep, you will have access to a valuable trade route, netting good income from internal travel.
>Viscather - The ideal location, accessible by boat on an island west into the shore. Can serve as a location to launch an attack right into the Demon Heartlands. Unfortunately, the residing lord lives alone and is indecipherable. Many at the town insist he is possessed, and in the keep lives with malevolent spirits of his relatives and staff. Perhaps with some form of 'divine intervention', his lands will be free...
>>
>>1632964
>Viscather - The ideal location, accessible by boat on an island west into the shore. Can serve as a location to launch an attack right into the Demon Heartlands. Unfortunately, the residing lord lives alone and is indecipherable. Many at the town insist he is possessed, and in the keep lives with malevolent spirits of his relatives and staff. Perhaps with some form of 'divine intervention', his lands will be free...

Ya won me over.
>>
>>1632964
>>1632906
How much would it cost if we built up any other lands?
>>
>>1632964
>Giselle
Then, after clearing out that rat's nest
>Viscather
We can have multiple keeps, right?
>>
>>1632964
>viscather

Not sure if this one has gone through yet. 3rd try
>>
>>1633093
>>1633107
Yes, you can have multiple. The other lands will require some questing.
>>
>>1632964
>>Giselle - Completely empty, save for the bandits that reside inside. The castle is on an unfortunate route eastward, long since abandoned thanks to the rascals. If you take this keep, you will have access to a valuable trade route, netting good income from internal travel.
>>1632906
>>1633124
So let's buy some farmhands for income from Wallace Barenby's land, recruit some more knights, clear out Giselle, then clear out Viscathar.
>>
>>1632964
>>Giselle - Completely empty, save for the bandits that reside inside. The castle is on an unfortunate route eastward, long since abandoned thanks to the rascals. If you take this keep, you will have access to a valuable trade route, netting good income from internal travel.
>>
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>>1633107
Viscather seems the most ideal location; accessible by boat, clear path to the Demon Lands, full peasant population, etc. You ask your uncle about it.

"Aye you want to take Viscather Keep? Are you sure? Well don't let me stop you. Might I suggest you be prepared? If the rumors be true, you best need help if Lord Viscather has turned to the Demons."

You nod, taking liberty to select swords, sheathes, and mailed shirts for all your party, squires and self included.

---VISCATHER VILLAGE---

You ride in at the break of dawn. Fog blankets the scenery, and clouds filter the light into a trickle. The town is empty of activity. You decide to walk to the ferry; best talk to the lord nobleman to nobleman. The ferryman greets your party.

"Y-you wish to meet the lord? Aye, he's not quite...feeling himself at the moment. He has instructed me to not grant any access to his keep by boat...and frankly, I'm too frightened to go back there. See, nasty spirits are running amok there. The staff, the knights, they aren't quite feeling themselves...some sort of ailment, they say, but I fear the spirits had come for them."

You brush off the chides. By sword or speech, this castle will be yours. For the order.

> Persuade the ferryman to take you across
> Kill the ferryman and row across
> Search for another ferry or boat
> Write In
>>
>>1633623
>ask him more about the ailments before persuading him to take us across
>>
>>1633623
> Persuade the ferryman to take you across
>>
>>1633623
>> Write In
"We are but simple healers come to search for a cure to what ever ails your lord."
With plenty of sword patting and armor readjusting.
>>
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>>1633635
"I dunno how to take it milord, 'tis oonlike an'thing I've evuhr seen! From a distance, all seems normal; the shape is of man, or woman, and the gait is civil enough.

But closin' th' gap, 'n it all falls apart! The skin is graying, scratchy like rusty swords! Som' r' as dumb as an ox, others raving mad n' tearn' their hair aboot!

Lord Viscather's put em all 'n the dungeons. Fer safety, he says. He's alone, wandern' the castle, muttern' to hisself. Thinks I'm the closest man to reach his lordiness in th' past two weeks. I've couried back n' forth with food, droppin' it by the docks, just tah make sure he's all healthy. He takes it too, so I know he's not mad, I swear it! But I worry, milord. I worry when he's alone....he's not talkin' to hisself."

I'll wait a little longer, seems we have two for persuading
>>1633636
>>1633653
>>
>>1633623
Tell him that the band is here in the name of the King, and we need to speak to the Lord, so, its his duty to take us over there.
>>
>>1633653
Why lie? Don't want that reputation even if its just just the MC's reputation among ferrymen. We can also just pay his standard fee.
>>
>>1633693
>>1633653
Well, we're crusaders here to either heal his lord if that's possible, or exterminate him if he's irredeemable.
>>
>>1633693
I thought it was pretty clear we were just gunna go there and repeatedly put our swords in his lord.
>>
>>1633698
Probably, but let's check to make sure.
>>
>>1633698
Okay but it's sort of odd for simple healers to do that. Knights sent by the King can actually justify that if it happens.
For decentralized warriors the relaibility of one's testimony is important.
>>
>>1633744
Yes, but simple healers dont ride horses and arent armed and armored.
>>
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“Aye, th’ King? Well ‘taint la role ova simple ferryman tah muddle in the King’s binness. Come aboard, sirs.” The ferryman yields the path. You all board the murky boat; squires in the back shivering, Barenby massaging his sword arm for inevitable battle, Greenfield wobbling his sword over the boat and almost dropping it, Aurochs knuckle deep in his nostril. Along the ride, you try and discipline your men, instructing them that upon entrance into the bailey, if it comes to combat, that you expect them to follow your command to the minute details. The squires nod hastily, your recruits less so.

After a half hour gliding, you see the unlit dock. The bay is completely empty. It occurs to you the island keep’s only method of transport is the ferry. You keep in mind that when this is all over, you may have to invest in ship purchases, if you choose to pursue that route.

The ferryman places a basket of food on the dock, wishing you luck. You have agreed that upon your business, if finished, you would light the signal in the keep tower to let the ferryman know you wish to come back. Incentive to be done with this business, you think to yourself.

The bailey gates are open, as if Lord Viscather has been expecting you. The field is completely empty; not a horse, not a training dummy, not ever a seat is present in the courtyard. You approach the gate to the keep. Locked. Looking around, you find entrances to different quarters of the bailey.

To your left, is the entrance to the barracks. Perhaps a keyrack would hold a key to the castle proper?

To the right, the entrance to the dungeons. You know from the ferryman’s tale that the imprisoned staff lay wait there. No doubt, one of the imprisoned must be have access to the keep.

Up ahead, next to the gated path to the tower, is the entrance to the chapel. Perhaps a visit here may lend something useful for what lays in store ahead?

Barenby strides gracefully at your side, gazing the courtyard like a hawk for prey. He looks up at you. “It’d be much faster if we split up milord. I can lead one group, aye, though to split a third time I'm not sure who you'd trust tah lead.”

You nod at the old veteran's grizzled advice. You plan your next move

Current Party (all armed and armored):
>> Yourself
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant

> Split in three groups (Write In)
> Go to the Chapel
> Go to the Dungeon
> Go to the Barracks
>>
>>1633989
> Go to the Chapel

>> Kenneth, the Squire
>> Dorian, the Squire
>> Aurochs, the Giant

Second time lead by the vet

>> Wallace Barenby, the Veteran
>> Wendell, the Squire
>> Maynard Greenfield, the Young
>> Rodrick, the Squire

>Go to the Dungeon
>>
>>1634014
To be clear,
These go to chapel
>> Kenneth, the Squire
>> Dorian, the Squire
>> Aurochs, the Giant

These go to dungeon
>> Wallace Barenby, the Veteran
>> Wendell, the Squire
>> Maynard Greenfield, the Young
>> Rodrick, the Squire

And you go to barracks?
>>
>>1634045
No, We go to the Chapel with the first group. My bad, I should've put our name.
>>
>>1634014
I'll second it, though splitting up seems foolhardy. Gotta make sure Barenby doesn't get the dungeon door locked behind him.
So, lets say that the two teams meet near the main gate to the keep once their work is done. If someone finishes sooner than the other they can proceed directly to the dungeon/chapel to link up.
>>
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>>1634097
>>1634068
You enter the chapel with your party of two squires and the Giant. The sight before you plagues your eyes.

The chapel is completely turned over. Chairs splintered, decorating the walls. Blood spattered on the sides, ending in a trail of corpses. The altar burning in a huge fire, with a red trail circling around. A blindfolded and bounded girl, looking your age, sits behind the altar, resting upon a heavy chest, drenched in sweat and tears. Another girl lays on top of the altar, to the humming of a Nestor. From her chest, a monster emerges. Standing seven feet tall, ten with its horns, the demon looks over to you. The room turns silent once the Nestor completes his utterings, falling dead from the efforts. The demon breaks free of the bindings, and walks towards you. You and your companions ready your weapons. Its time to prove your worth.

Roll 1d100 for combat
>>
Rolled 26 (1d100)

>>1634615
>>
Rolled 73 (1d100)

>>1634615
>>
Rolled 17 (1d100)

>>1634615
>Roll 1d100 for combat
>>
Rolled 63 (1d100)

>>1634615
>>
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>>1634617
>>1634643
>>1634664
>>1634689

You lead the band forward. The squires grasp their swords with both hands, elbows cocked straight out and knees slightly bent. Aurochs exhales hard, but remains in his relaxed position.

You assume a defensive posture, attempting to taunt the demon into attacking. He smiles. walking upon his inhuman hind legs, he swipes broadside with his arm. You meet his arm with steel. The blade is dug in his wrist. You yank it out, just in time to meet another swipe, launching you across the room to the chapel's wall. You get rolled up in the tapestry, wearing it on your head as you settle down.

Looking up, the demon appears to approach the squires. You grimace. It's enough to shame yourself, but its unthinkable to attack an opponent as inexperienced as your squires. You shout to Aurochs. He looks up in confusion, apparently haven stared at his sword. He lumbers over into the demon's path. The demon swipes. Instead of catching it with his blade, Aurochs uses his hand. The grasp burns him, but despite the glow of hot skin and the hiss of steam, Aurochs doesn't let go. Now is your chance.

With the demon trapped, you launch forward, your sword buried into the demon's side. It screams in ungodly pain. You don't stop though; using all your strength, you push the demon all the way into the pile of broken lumber. Aurochs lets the wrist slip out of his hand, immediately sucking on the crispy fingers.

You lodged the blade deep. Perfect. The demon is trapped, bleeding out a disturbingly dark pool of blood. You reach out and a squire instinctively hands you his sword. With his sword in hand, you grasp the sword in both hands, and go for a clean slice. The demon's head is lobbed off, screams of terror accompanied.

(1/2)
>>
hey qm ya did this on anonkun then abandoned it. why?
>>
A sound comes from outside the door. Thankfully, its Barenby.

"Milord, are you alright?" He looks at the carnage, apparently having his answer. "It seems you've managed quite well. We have identified the castellan, though sickly as he was, and acquired the key to the keep! We are ready to move forward when you are." He twists his brows when he sees the woman. "You may need to tend to the maiden. Spirit knows what that poor girl's been through."

Greenfield comes in, poking at the demon head with his sword. He chuckles, then runs to the corner and heaves his stomach. He returns, asking what we should do now?

> Tend to the girl
> Go forth into the keep
> Raid the chapel
> Go to the Barracks

(2/2)
>>
>>1634748

> Tend to the girl
>>
>>1634735
I did, I was discouraged by the anonkun community who pressured me for smut.
>>
>>1634735
I also like the anonymity on qst, if that makes sense.
>>
>>1634748
>tend to the girl
>>
>>1634748
>> Tend to the girl
Everyone heal up.
>Aurochs uses his hand. The grasp burns him, but despite the glow of hot skin and the hiss of steam, Aurochs doesn't let go. Now is your chance.
Also thank Aurochs for making it easy for us.

>>1634753
>I did, I was discouraged by the anonkun community who pressured me for smut.
>pressured me for smut.
>smut.
Absolutely disgusting.

>>1634762
Same, I like questing on /qst/ for somiliar reasons.
>>
>>1634748
Is there some kind of medic in our order?
I say tend to the girl, check out the barracks, then go in the keep itself. No looting until we actually have the keep under our control. Idk if we will have to leave some of our guys to guard the girl. Good thing for her we didn't hire prisoners thry would probsbly try and rape her or some shit
>>
>>1634797
Yea that big motherfucker deserves some praise. Let's tell the group returning what he did.
>>
>>1634800
>Is there some kind of medic in our order?
>>1634045
We didn't hire any medics, it's just us 8. The veterans and us might count for our experience.

>>1634800
>Good thing for her we didn't hire prisoners thry would probsbly try and rape her or some shit
Yeah, but if we made sure to only hire prisoners who weren't into that shit, then it shouldn't be a problem.
>Idk if we will have to leave some of our guys to guard the girl.
Leave her with the ferryman? He's the only sane guy around here.
>>
>>1634748
>Greenfield comes in, poking at the demon head with his sword. He chuckles, then runs to the corner and heaves his stomach. He returns, asking what we should do now?
I'm guessing Greenfield wasn't ready to see a corpse? If so, we should assure him he needn't worry.
>>
>>1634748
>> Tend to the girl
>>
>>1634952
>As long as the imps torment him, the birthing from his soul will erupt. He is too far gone to overcome it wotj sheer willpower, though you may try if you wish."
Kill all the imps?
>>
>>1634957
Agree. Impale the Imps.
>>
>>1634822
>>1634807
>>1634800
You approach the girl, taking off the blindfold. She calms down but is still tense after seeing you. You remove her gag and bounds. She coughs nastily, and weakly whispers her thanks.

"What is your name, girl?"

"Nessa, milord."

"You are safe now Nessa, my men will escort you to the ferryman at the bottom of the steps. Can you help us understand what happened to Viscather Keep?"

"Oh," she coughs weakly, "terrible sorcery milord! The Castle Nestor had been wrapped in some cult conspiracy! He has cursed his lordship with tethered imps, constantly harassing him to madness! You have to kill him; its the only way to destroy the imps. As long as the imps torment him, the archdemon birthing from his soul will erupt. He is too far gone to overcome it with sheer willpower, though you may try if you wish."

You thank Nessa, sending two of your squires to escort her down by the docks. You comfort Greenfield next.

"I-I-I'm foine milord, 'tsnot tah ferst dead body I saw...though tis the first demon..."

You nod, satisfied that he has bounced back quickly.

You thank Aurochs for his help. He nods, grinning but not overly enthusiastic. His hand is still in his mouth.

Your party consolidated, you gather round the entrance. What should we do now?

> Explore the Barracks
> Explore the Dungeon
> Enter the Keep

(sorry, edited the wording, I promise not to make too many deletes)
>>
>>1634976
>the archdemon birthing from his soul will erupt.
focking wot, m8?

>>1634748
>> Raid the chapel
>>1634800
>No looting until we actually have the keep under our control.
We shouldn't loot the chapel unless it's secured, but these demons are presumably weak to holy stuff. Get as much holy weapons or artifacts as we can, and possibly try finding an exorcism or purification book to deal with the lord's curse. Are these any priests around that can help us?
>>1634976
>> Explore the Barracks
Let's get some gear to fight with.

>> Explore the Dungeon
>>1634748
Didn't we already do this? Or was that a cursory search?
>>
>>1634976
>>1634992
>Raid the chapel
Then
>Explore the Barracks
>>
>>1634976
> Explore the Dungeon
>>
>>1634992
Yea. I vote for this except lets just go to the barracks, then inside the keep. I doubt there is anything in the dungeon.
>>
We better hurry before that archdemon crawls out of his ass.
>>
>>1635047
kek
Yeah, we're on it.

>>1635016
>I doubt there is anything in the dungeon.
>>1633989
>You know from the ferryman’s tale that the imprisoned staff lay wait there. No doubt, one of the imprisoned must be have access to the keep.
>>1634748
>We have identified the castellan, though sickly as he was, and acquired the key to the keep!
Well they already got the loot, there might be some other prisoners but I doubt it.
>>
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>>1634992
You raid the chapel. The chest contains a sum of [165] gold pieces, a heavy ebony mace, and a healing tome. Only the literate can read the tome, limited to clergy members and nobility.

You explore the Barracks before you decide to enter the keep proper. You find a four wooden bucklers, one greatsword, and eight helmets. You decide to arm Aurochs with the greatsword, yourself, Barenby, and Greenfield with the shield, and everyone with a helmet. You also loot a sum of [35] gold from the soldier's chests.

> Balance: 1,200 gold

Having picked at the rooms in the bailey, you swing the keyring in your hand. Its time to have a chat with Lord Viscather.

The door creaks open. The stony pathway up into the tower is ominous; you can sense with your companions a drop in temperature. You find yourself in the hallway entrance, Lord Viscather gnawing at his rotten cape. He is a skeleton of a man at this point. You see his back convulsing, an abnormal tumor seeming to take shape. They are reminiscent of two pointed horns. Like a claw piercing through leather.

Lord Viscather looks up, acknowledging your party through grimaces. He is in a weakened state now, but once his mind succumbs to the imp's torture, his body will birth the archdemon within him.

> Try to convince Lord Viscather to will the demon away
> Attempt to use the healing tome on Lord Viscather
> Kill him
> Write in

(We won't roll any dice until we first agree on our young knight's action.)
>>
>>1635130
> Try to convince Lord Viscather to will the demon away
>>
>>1634976
>He is too far gone to overcome it with sheer willpower, though you may try if you wish."
>>1635130
>> Attempt to use the healing tome on Lord Viscather
We're nobility, use the tome first then
>> Try to convince Lord Viscather to will the demon away
>>
>>1635145
>>1635148
>>1635130
>> Write in
Also get the other knights to start hunting for imps to kill, maybe there's some hiding.
>>
>>1635130

> Try to convince Lord Viscather to will the demon away
> Attempt to use the healing tome on Lord Viscather
>>
>>1635155
Seconded.
>>
"Men, search the hall! There may yet be an imp scampering about. I will deal with Lord Viscather personally."

The squires and wallmen scatter, unsure what to look for but searching regardless at your word. You walk towards the walking cadaver that is Lord Viscather, until you have given three paces between him and you. In case things go awry.

Roll a 1d100 for the Persuasion
>>
Rolled 76 (1d100)

>>1635536
>>
Rolled 24 (1d100)

>>1634976
>He is too far gone to overcome it with sheer willpower, though you may try if you wish."
>>1635536
>Roll a 1d100 for the Persuasion
The power of friendship compels you!
>>
>>2
and has some basic text formatting abilities: [b], [i], and color tags [red], [green], and [blue].
>>1631117
>[r]your velvet cloak, chained cuirass, sheath, and sword[/r].
OP, it's [red][/red] if you want to use red font.
>>
>>1635639
Good to know, thanks anon!
>>
Rolled 14 (1d100)

>>1635536
Be free of the demon
>>
>>1634976
>He has cursed his lordship with tethered imps, constantly harassing him to madness!
>>1635536
>The squires and wallmen scatter, unsure what to look for but searching regardless at your word.
On that note, do we know what she meant by "tethered imps?" Are they physically around the place, invisible, or somehow using him as a link to the mortal realm?

>>1635649
You're welcome.
>>
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"Lord Viscather, listen to me."

The feeble man tucks his knees under himself, hands over head, whimpering.

"You are stronger than the demons who haunt you. You can overcome this. I know you can. You have noble blood! You helped cleanse this land with the King, now please, for our sake and yours, cleanse yourself!"

Lord Viscather looks up to you. His eyes seem calmer. The trembling stopped. It seems he's taken to your advice.

He grimaces. The effort used to expel his demons are beyond anything you have seen. Through tensed muscles, pulsating tumors, and a scream with no end, the pointed wings in his back recede. His head seems to grow larger. Two maws protrude, each the size of a fist. Scaly fingers emerge, trying their best to pull back inside, but with a final scream from Lord Viscather, they are pushed out. The man faints, shuddering until he stops cold. Dead.

The imps fly around, but are unable to escape. You and your party block the exits. They are tiny, like babies, save for their horned heads and tiny wings. It would serve you well to deal with them now. You still have your healing tome, unaware of what holy words effect may be on these demonic children.

> Kill them
> Try to capture them live
> Attempt to use the Healing Tome on the imps
> Write in
>>
>>1635744
>> Attempt to use the Healing Tome on the imps
Time to test this baby out!
> Kill them
Kill nearly all who try to escape.
> Try to capture them live
Keep a few for interrogation.
>>
>>1635744
Backing this >>1635753
>>
>>1635744
>>1635753
Double backing
>>
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Before you recite the tome, you decide its best to at least capture one imp. You shout at Aurochs, who like a beaten mule, lumbers over and grabs an imp. The flying creature struggles in the hammy fist, but is unable to escape. Greenfield run back, bringing up an empty chest from the Lord’s chambers. Aurochs throws the imp inside, trapping the demon under lock and key.

You face the other demon. It is more cowardly than its cousin, not giving way to combat until you recite the holy words. It charges viciously until you shout at Aurochs once more, who traps it in a similar fashion to the first.

Upon your utterings the imp covers its ears, prompting you to speak louder. Primal screams of agony emerge from the imp’s tiny fanged mouth. Its skin fossilizes, turning to stone. With the final recitation, the demon falls a statue, smashed to bits. The insides of the statue yield putrid sulfur.

You run to check on the fallen Lord. There’s no doubt that he has left this world, but at least the evil in the keep has been banished. You find yourself worrying deeply now—if Incursion is present this deep in Adderlund, who knows how far gone the nation might already be?

----PALACE GROUNDS----

You have returned to the palace after informing the King of your discoveries. He has closed court to discuss matters further with your uncle and his advisors. You wander in the courtyard, passing by your men and the rescued Nessa. You learn she was a priestess with the keep, under tutelage of a new Nestor who had turned out to be an agent of some malevolent cult. You are busy bathing your horse in a nearby fountain when your uncle emerges from the wide doors.

“Nephew, I bear some important news based on your recent adventures. The ownership of Viscather Keep and Lord Viscather’s assets, under the laws of this land, would go into his rightful heir.” He hands you a scroll outlining the Viscather family tree. You you’re your head in disappointment.

“Fortunately,” he continues, “I have discovered that the next in line would be you!” He points to a branch with your name. You are pretty sure the Viscather’s haven’t ever blended in your lineage, but you don’t question your uncle’s ‘research’.

“Following the funeral, the King will award you the deed to Viscather Keep, though as far as I know you can move your belongings there now! On another matter, it seems to me you have soldiers, equipment, and a castle. You seem more than ready for the King to cherish you as Grandmaster of your Order, should you choose to do so now. By the way, have you given much thought to the name of your order dear one? You should probably let the King know that too, when you’re ready.

Anyways, now that I’ve told you the day’s events, where are you off to now?”

> Recruit more (Iron Mines, Prison)
> Visit the Blacksmith
> Visit the King (Officially start your order)
> Speak with your Initiates
> Write In

> Balance: 2,775
>>
>>1635939
>visit the blacksmith and see how our initives took things

Let's see if we can't get runes or wards worked into our armor or weapons. Also our giant friend needs gear for holding the bastard in place
>>
>>1635939
>> Speak with your Initiates
See how the quest went for them, any concerns they might have. Possibly any connections they'd have or any others they'd like to recruit as well.
> Write In
Interrogate the imp.

>By the way, have you given much thought to the name of your order dear one?
I don't have any names in mind, do the other anons or initiates have one?

What's our income? Can we start investing in property, or did we already do that during the intermission?
>>
>>1635956
Oh yeah, some stuff that can contain and ward against demons would be great. Particularly against opening portals to hell.
>>1635959
When we interrogate the imp, one of the first things we should do is ask how the former Lord got cursed.
>>
>>1635959
Agree with first two.
>>1635939
What are the pros and cons to having an official order?
>>
>>1635990
I suppose if you really wanted to, you could not form your order. In any case, I expect one would be formed. With an order, you will have official backing and support from the king, giving you a reputation. With more reputation, you can have willing members or donors. If you really want to pursue not having an order, you will have to pay back the King's 1,000 gold loan.

You always have the option to return to recruiting in the mines or prison even after you've ordained, its more of a question of formalities. Do you want to officially start the order with your present party of eight, or more?

>>1635959
I haven't specified any form of income for Viscather. We can say you retain 20 gold a week from the fishing industry there? You can use your funds to purchase another keep to increase your revenue streams. I haven't made it so that you can upgrade anything in your current keep, though maybe if you purchase ships you can start a trading venture from your town. Ships should be around 500 gold I would estimate.
>>
>>1636045
One last question:
Would we still have to pay back the 1000 gold loan?
>>
>>1636148
Not if you are an order
>>
>>1635959
You make your rounds, speaking to each of your Initiates.

BARENBY: "Quite a ruckus we made milord. I admit, I'm displeased I was unable to assist you with the demon. Or slaughter one of th' imps. Spirit knows what I'd do to be in the room with one of them bastards..."

GREENFIELD: "I'm fine, really! To be honest, I hadn't expected that within the day's end I'd see demons and whatnot up close. Not saying I'm not up for it of course! Just need to get used to it, I reckon!"

AUROCHS: "Hand hurts. Tastes bloody. Bat tickled me hand. Was foine, 'suppose."

None of the initiates have anyone in mind for who'd they'd recommend you recruit.

You next approach the imp. You knock on the chest to alert the imp before opening it. You make sure you are in a locked corridor, your party hovering over all possible exits. The imp speaks in a unknown tongue. Nessa speaks up.

"Uhm, milord, if I may?" You gesture her forth. "I have studied under the Castle Nestor the Scriptures in ancient Encaeradi. I may have only read it, but I can recognize some of the words and grammar the demon uses."

"Well then by all means woman, ask him about how Lord Viscather came to be."

She speaks eloquently, her words as ancient as the land you hail from. The imp's eyes skitter across the room, avoiding eye contact, but he manages to engage in discourse. By the end of her interrogation, she turns to you. You signal to return the imp to his makeshift prison.

"The imp says that they have corrupted men of a Sacred Order, operating here in Adderlund! They call themselves the Order of the Blackbird. Our castle Nestor had been initiated long ago, since birth it said, but had been brought up as ordinary man as ever. He was supposed to have waited to complete his rituals, but something went awry -
the imp doesn't know why - and he summoned the imps prematurely. It was the imps who only cursed the staff with Plague and crawled into Lord Viscather's mind, trying to birth from whatever corruption in his heart lay an Archdemon."

You nod, thanking Nessa for her work and pondering over the significance of the information. If this Blackbird Order was still in operation, would they play a role in the coming Incursion?

>>1635956
After the interrogation, you visit the smithy. He can construct quality armor and weapons at a cost, but will take some time to complete. You can commission the following items from him, then return within a week to receive them. All pieces cost 75 gold each. You can queue up as many as you want, but he will work on one at a time.

> Helmet
> Breastplate
> Shinguards
> Boots
> Gauntlets
> Greatsword
> Maul
> Shield
> Mace
> Bastard Sword
> Morning Star

> Balance: 2,275 gold

Will you buy anything?
>>
>>1636578

For
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant


> 3 Breastplates
> 2 Helmets
> 3 Boots

Also A weapon or weapon/shield combo they want. Each one of them can pick that.
>>
>>1636578
Backing this >>1636600

>Also send a runner to tell the king and our uncle of these folks
>>
>>1636603
>>1636600
You tell the Smithy your orders. By the end of the week he should deliver.

A squire goes off to tell the King your discoveries. You wonder if you should see him yourself later to recognize your band of brothers.

> Recruit (Mines, Prison)
> Visit the Smithy
> Visit the King
> Speak to your Initiates
> Wait a week (you would be training and living at the King's Palace in the meantime)
> Write In
>>
>>1636797
>visit the king
>>
>>1636797
>Visit the King

Hopefully we are impressive enough to justify the founding.
>>
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The King sits in the throne room now, talking with a few ministers before noticing you and dismissing the court.

"Ah, the Nobleman from the North! I take it your visit is naught courtesy? Have you completed the formation of the order?"

"Aye Your Majesty," you bow in greetings and affirmation, "I have consolidated my party of soldiers and facilities to aid me in my quest."

"Indeed," the King notes, "And with nary a coin spent from what I hear? Perhaps I should hire your numbers tutor as my financier."

He chuckles at the chiding remark, shuffles from his seat, and tosses his long cape behind him as he walked towards you. His face seems to be more aged now, and he speaks with a tone of seriousness.

"I am glad you have come to see me here, young sir. You must understand my reasoning for my desire to form this order. Months before the last Incursion, I had some terrible sleeps. They only seemed to get worse as the weeks gone by, until there was many a night I had chosen to not face the phantoms in my sleep. Then, when it seemed to have finally subsided, the Incursion had begun: It took all the strength of Adderlund, Terrance, and the Casprus States to vanquish the scourge from the land. Have you met a demon before? "

"Aye, unfortunately"

"Of course, in Viscather, it had escaped my mind! Then surely, you know they are terrible abominations. Ten feet tall, long horns and devils eyes, no nose, forked tongue, boggy odor. They are no fair demons you know? They are all males. They are unnatural creatures, only wrought to destroy, rape, and consume mankind. After the final charge driving their forces back, I thought I had seen the last of them. Until a week ago.”

You nod, following along with his story. "You dreamed them again majesty?"

"Aye, regrettably. I fear my dreams are to be prophetic, and even after this incursion, there may be more dreams to come. Armies coming and going will be taxing for the world, but an order of heroes, you see, will be ready and able to combat the scourge whenever it comes again. That is why, young knight, I have requested you to form this order."

You nod again, and the King smiles. HIs usual jovial demeanor brightens up his face.
"Now! I've heard you have a secure location and proper forces; that is all well and good! It's fortunate you have claims to Viscather Keep, especially so soon after his tragic death.

Anyways, once the preparations are made, you can begin training your knights until you believe they should be knighted, at which point you should notify me and I will come to knight them in ceremony. I will arrive by next week to coronate you as Grandmaster. By the way, have you given much thought of the Order's name? I've begin to think 'Order of Demon's Bane', though perhaps that won't be as comforting to the peasantfolk. If that will be all..." he gestures towards the door at this point. You take it as a sign to leave.
(1/2)
>>
-----End of Week 1-----

> Party:
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant

Balance: 1,695 gold

Assets:
> 8 sets of Chainmail
> 8 longswords
> 8 helmets
> 1 greatsword
> 4 wooden bucklers
> 1 breastplate
> Viscather Keep and Village with Ferry and Fishing Docks (20 gold per week)

Viscather Keep is draped in capes and colors of the various lords in Adderlund. You are in the castle bailey; surrounding you outside the people are the four stone walls of Giselle, and a small pathway to the keep sitting on a built, rocky foundation, where you and your squires have taken residence. You approach the makeshift wooden platform upon where the Addish King holds a twig crown – a ceremonial headpiece reserved for lordship, but today, used for ordaining your leadership into your Order – The Order of Demon’s Bane

The Kingdom Nestor recants the Good Word in an archaic dialect, and you hold your head down solemnly. Your dreams for land, for reputation, for prestige, are beginning to come true. It’s official. You are now Grand Master.
The chanting stops, and the King gives a charming speech to rouse the men, before placing the twig crown on your head. He bends over to you to discreetly speak some words to you.

“I’ve received word of the ‘Blackbird Order’ from a trusted minister. He is confident that a lord of this realm is in conspiracy with them. Watch yourself sir knight; I know I will” He leans back, shaking your hand. You wish you could ask him further details, but before you know it, the royal procession is organized and marched out the courtyard, to the ferry. Your four squires and three initiates now surround you. Barenby comes up to you.

“Word has come of a breach in the Border Wall. They have repaired it now, but its worth investigating to determine whether it is natural or not.

An emissary from a lord has invited you under the pretense of offering support in exchange for a favor. Shall we accept the invitation?

The bandits to the east are also causing some trouble with the local defenses. If we want to protect this realm from Incursion, we must ensure the strength is reserved for ALL soldiers, not just our own.

If we complete any of these missions, word of our Order will surely spread around the land. We will be able to recruit more and receive gifts more often. What shall we do this week, milord?”

> Train Initiates
> Recruit new Initiates (Mines, Prison)
> Name Order
> Visit the Smithy
> Investigate the Wall
> Accept the Lord’s Invitation
> Deal with the Bandits
>>
>>1637034
As always, you can write in an action as well.
>>
>>1637034
How much time would each of the actions take?
>>
>>1637034
Which direction is the lord in? Could we Deal with the bandits and also arrive to meet with the lord?

Can we get more information on the lord?

Also, Do we need to send a runner to pick up the Breastplates and things or will they just be dropped off to us?

I dig Demon's Bane.
>>
>>1637067
It will depend on how much time you choose to spend. Some quests may take longer than others. Similarly, you can choose to train all week, ore just one day, or even have some train and others come with you questing. As long as its reasonable you can probably do it.
>>
>>1637034
I think we should investigate the wall and recruit some more men from there, smith some some actual shields to replace our bucklers for all of the men we have from the smith or wherever else we can get them, and then go fuck up the bandits. Want shields rather than bucklers because bucklers suck against missiles.

I think we should accept the invitation at a later date and establish ourselves a bit more first, since that lord might be in conspiracy with that Blackbird Order.

So
>wall
>recruit guys at wall
>buy shields for all and weapons/armor for the new guys
>maybe train for a day or two before going to fuck up some bandits
>>
>>1637034
>train 1 week
>then head for the bandits and lords meeting
>>
>>1637034
Fuck it, i'll back this guy >>1637127
>>
>>1637115
oh I think we should hire Sheridan Poyle and Sir Auster Daringer from the mines, too. We have the money for it.
>>
>>1637081
>Equip troops (somehow)
>Heal Aurochs' hand?
>Training for Aurochs, Maynard, and 2 squire (Can we have rundowns on what our squires know?)
>Us, Wallace, and 2 squires check out the wall
That's... 4-5 days maybe?
> Accept the Lord’s Invitation?
>>
From your keep to get to each quest location will take the following times:

> Wall - half a day
> Bandit - a day and a half
> Lord - a day and a half

You have no idea how much time you will spend on each quest. Its a good idea to prioritize where you want to go first, just in case.

>>1637076
You ask Barenby about the lord.

"I must admit, I care not much for the nobility milord. His name is Lord Arrison, and his lands border Castle Beauregard to the south, and ours to the north and east. I 'spose since he's in the Mines, he deals with the mining business. I think his lands are where the debt miners are though, so perhaps we can recruit there while we're there?"
>>
>>1637142
Squires are trained in horseback riding and literacy. You haven't trained them in proper sword combat, rather giving them wooden swords to practice on dummies or each other in their spare time. You've basically used them as traveling servants up until now; who knew you'd have to rely on them for actual combat someday?
>>
>>1637212
Train a week, Bandits and then lord.
>>
>>1637212
Train, bandits and lords. In that order
>>
Gonna continue tomorrow, around 1pm EST onwards (until i celebrate America Day) gotta sleep now!
>>
>>1636045
So it seems buying ships for Viscather would be more cost efficient than outright buying more keeps at the moment, at least until we get some more financial professionals.
>Ships should be around 500 gold I would estimate.
Let's buy 1 ship to have additional sources of trade and troop transport if needed.

>>1637032
>I've begin to think 'Order of Demon's Bane', though perhaps that won't be as comforting to the peasantfolk. If that will be all..
Sounds like a good name. We seem to be a combination of a Knightly Order and Adventuring Guild, so there might be a better name for it but I'm drawing up blanks.

>>1637139
>>1632008
Sure. Buy shields for everyone so they don't get shot by bandits, and the two pretty good candidates. The noble looks like he could lead our 3rd squad when we get to it.
>>1636600
>>1635130
Don't they already have helmets?
>>1636578
I'm not sure if they'd distinguish between the quality of the two helmets.

>>1637212
Bandits for the Keep > Wall because there's a breach there. more recruits > Lord's favor.

>>1637339
Thanks for the session.
>>
>>1637722
Agree with most of this,buy a ship, get some more gear, I think we should hit the mines and buy that noble too.

Also not a big fan of the name, but I'm not good with names.

Maybe just make it Latin or something? Google translates that to Order Daemonium Malo.

Or Knights Sanctorum Triumphatores. Knights of the Holy Vanquishers.

Order Gloriam Victim which allegedly means honour bound.

Just spitballing here like I said i'm bad with names.
>>
It seems most will want to pursue the Bandits first, it might just be a matter of whether to do it this week or next week after training. I'm sure it won't be an issue to train first, but just want to make sure if its okay with the other anons, else I may just write the training scene first

Bandits first
>>1638242
>>1637722
train a week first
>>1637268
>>1637275

>>1638242
I like your names anon, I just put a placeholder name as I'm not good with names either.
>>
>>1638242
A chivalric order, so names along those lines would work.
>Order Gloriam Victim which allegedly means honour bound.
Has a chivalric feel to it. Knights of Honor, Knights for Honor?
>>
>>1637212
>>1638286
How urgent are the quests?
>>
>>1638242
Just noticed it autocorrected one of these, It's Ordo Gloriam Vinctum for Order of the Honour Bound, seeing as how we chose honour for our main trait.
>>
>>1638342
Same guy just on my phone at work ignore the ID changes sorry.
>>
>>1638286
Don't know if it's needed, but I made a spreadsheet of stuff:
https://docs.google.com/spreadsheets/d/1LAciWb440NaAOpkAhEbr8esWS5-OAtjxOKl9cmTHcXk/edit?usp=sharing

Also, do we still have the tome of healing and the mace from the chapel?
>>
>>1638352
Mace yes but we used the tome on an imp as far as I know.
>>
>>1638352
> Greenfield
> Title: n00b
> Notes: "Green"
Haha

Like the design of it though anon. You still have the tome, and can still use it.

Think I'm gonna wait an hour, just in case, then I'll update.
>>
>>1638374
Do as you wish sir, it's your quest after all.

Really enjoying it so far by the way, good writing.
>>
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You decide to spend the week training. The first two days you set up duels between each of your initiates; squires against squires, Aurochs against Barenby, yourself and Greenfield.

The first day you watch Rodrick and Dorian. Unlike Dorian and Kenneth, Rodrick holds his sword with one arm. Dorian stiffens all his joints, jabbing at Rodrick when he comes too close.

“Looser, boy, looser!”

Dorian takes the advice wrongly, lowering his guard. Rodrick jabs hard into his chest, causing him to fall back. Although pleased with himself, you still note that Rodrick has left himself too open, and with a more competent opponent he would fall.

Next, Wendell and Kenneth duel. They both slash their swords playfully, similar to how you and your sister played knight with broomsticks when you were six.

“Come on! Have at it!”

Kenneth takes the advice to heart, putting all his effort to swing the wooden sword hard into Wendell’s side. Wendell cries in pain, rolling over to his side. You keep chiding him to stand up but he seems to be done for the day. Kenneth trips a little as he runs towards his sparring partner, sword dragging along his side. Pitiful, you think.

The next day opens up with Aurochs and Barenby. After many taunts and insults thrown Aurochs way, much of the day is wasted, but stubborn Barenby prods Aurochs with his sword, causing him to finally relent. He swings his sword widely, but Barenby is able to move out of his reach, pacing back. Again Aurochs swing. Another dodge. Swipe. Dodge. The dance continues well into the evening. You yell that they are wasting daylight, but the feud isn’t over. Finally, after a weak swing from the now fatigued Aurochs, Barenby catches the sword with his own with such a force to knock the wooden weapon out of Aurochs hand. He moves as fast to stick his sword underneath Aurochs chin. “You may have the power big one, but you certainly don’t have the form.” Barenby spits out reddish stuff, obviously fatigued himself from the day’s exercise.

(1/2)
>>
Finally, it is you and Greenfield. You are surprised to find Greenfield has a proper form, and his youth gives him enough power to strike fiercely enough to knock over an untrained opponent. You find that Greenfield is heavy on offense, and are able to dodge with enough agility either way to give you enough time to strike at his knees. “I’ve just cut your leg. I win.” You declare.
“What?” Greenfield asks. “I ain’t dead though milord, ye still need tah account fer my strikes.”
“If I cut you down here,” you point with your sword at his thighs, “you will fall back on yourself, giving me enough time to close in to your unguarded chest, as your arms will stay forward.”
“You can’t be sure of that milord,” Greenfield mutters, “We ain’t exactly fightin’ bandits here. How do ye’ know how a demon fights? Will he yield to pain?”
You are becoming increasingly annoyed by Greenfield. “Despite the nature of our enemies,” you start, a little louder than usual, “it is important to understand the basics of combat. In order to build a fort, you must start at the foundation. Understand?”
Greenfield seems to have enough sense not to talk back, although you keep in mind some criticism he had displayed. Perhaps research into these demons would be very helpful in preventing total Incursion.

----END OF WEEK 2---

You decide to split the basics over the remaining five days, Barenby teaching defense and you teaching proper striking locations for the opponents. Your squires seem to adopt the proper stance, and Aurochs seems to almost remember where the critical places to swing a greatsword is.

> Squires learn Basic Stances
> Aurochs learns Basic Stance and Critical Strikes
> Greenfield learns Critical Strikes

A new week begins. You have received the latest shipment of income and arms shipment. You decide to take part of your party with you to deal with the Bandits. Who will you take?

> Party:
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant

Balance: 1,715 gold

Assets:
> 8 sets of Chainmail
> 8 longswords
> 8 helmets
> 1 greatsword
> 4 wooden bucklers
> 2 breastplate
> Viscather Keep and Village with Ferry and Fishing Docks (20 gold per week)

(2/2)
>>
>>1638721
>Greenfield seems to have enough sense not to talk back, although you keep in mind some criticism he had displayed. Perhaps research into these demons would be very helpful in preventing total Incursion.
Time to use our imp as a test dummy!

>>1638721
>You decide to take part of your party with you to deal with the Bandits. Who will you take?
All of them? We don't have enough people to split up like this. Do we need to hire guards for our keeps?
>>
>>1638721
>Ourselves
>Maynard Greenfield, the Young
>Aurochs, the Giant
>Dorian, the Squire
>Wendell, the Squire

Staying behind to train/keep things patrolled for now.

> Wallace Barenby, the Veteran
> Rodrick, the Squire
> Kenneth, the Squire
>>
Name suggestion; Hellguard
>>
>>1638728
You will need to hire staff as all of Viscather's previous staff had died from the curse behind the scenes. I think a reasonable salary would be 100 gold per staff member for the year?

>>1638721
Also, you don't necessarily have to go to the bandits now, all the previous action options apply, it just seemed the consensus was to deal with the bandits afterwards

ALL OPTIONS:
> Train Initiates
> Recruit new Initiates (Mines, Prison)
> Name Order
> Visit the Smithy
> Hire Staff
> Investigate the Wall
> Accept the Lord’s Invitation
> Deal with the Bandits
> Write In
>>
>>1638721
>>1638789

This >>1638747 to go deal with the bandits now
>>
>>1638825
This, but could we first equip Dorian with a wooden buckler.
Also, which is better, chainmail or breastplate?
>>
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You make for the bandit camp with Greenfield, Aurochs, and two squires. You trust that Barenby will do fine training promising Dorian and Kenneth.

You arrive, a day and a half later, to the hamlet in distress. The town’s vassal, a Sir Bradley who was awarded the land after the first Demon Wars, comes forth.

“Greeting, kind sir, to what do I owe the pleasure of your visit?” You could tell by his mannerisms towards you that he had been recently knighted.

“Rumors murk of trouble in these lands,” You start, guiding your steed to stable. “Internal strife is not in by best interests. Nor for the realm.”

“Ah, in the business to protect the realm, innit? You with the King I reckon?”

“Something of the sorts you could say.” You walk through the humble village after dismounting. A modest wall skates the perimeter, intended to keep livestock and crops in. The houses of stone and straw reek of sour milk and fecal matter. “How large is you land, Sir Bradley?”

“Oh, enough I’d say milord,” he wanders, leading you and your party to his residence. “I’ve got six or so families of farmers, each of whom I’ve conscripted two or three sons as guardsmen. Tough times, n’ tha lot.”

“You pay dues to any liege here?” You follow him inside the door of his modest manor, approaching a dining table.

“Aye, Lord Beauregard by the foothills. I’m his only vassal I believe; the others were raided by the bastards weeks ago. However, milord, we’ve finally located them!” He brings forth a map of the area. There are no words on it, and many crude shapes resembling rivers and mountains. “Here are the other hamlets. The bandits had approached this one from this direction, you see?”

“Northeast.” You clarify.

“Aye, but the other bandits came on this side. “

“East” You remark.

“Aye, and we’re way up norther, ‘round here, you see. So, if you link the two directions they come from, lines and all, well, it just makes sense for them to be here right? That’s a couple minutes ride this way from here. We can come and bash the devils in right now!”

“Hang on,” you stop the young sir’s eagerness, “How many men could you say you can rally?”

“Total now? I’d say ‘round fifteen. With you lot, that’d be enough to outnumber them -- probably.”

“What if they were to sweep in while we left?”

“Ah,” he exclaims, “you’re right! Hmm, how ‘bout I let the leadin’ to you, I’ll follow on and let the boys know when its time to go forth.” He exits, leaving you to pour over the maps and ponder.

> Attack with all
> Attack with some
> Ambush them when they raid
> Write In
>>
>>1638914
> Ambush them when they raid
>>
>>1638914
> Ambush them when they raid
>>
>>1638952
>>1638955
You plan to ambush the Bandits when they next come.

You send your squires to scout the perimeter of the town. They are to ride back with word of the bandits as soon as they see them. The women, children, and elderly are escorted to a secluded shed by a river, far from the town itself. All your Initiates and Sir Bradley's soldiers are hidden inside the town's buildings.

"How will we know when to emerge?" Sir Bradley asks. "Oh, should I perhaps make a cow noise? The lads tell me I'm best at my impressions." He moos to prove his point. Everyone but you seem amused.

"I will blow this whistle." You hold up a small child's instrument, "It should be loud enough for you to hear through your walls and thick skull. Or, if you prefer, when you hear noises of battle, you are free to join."

Sir Bradley chuckles nervously, but refused to offer a retort.

After two days in town, Dorian rides from the woods.

"They're coming milord! About fifteen or twenty I think I counted! They got a lotta armor too!"

You exhale sharply through your nose. Even an untrained teenager would be hard to take down in a full suit. Hopefully, the effects of the ambush will imbalance them, turning their defenses to your advantage. At least, you think to yourself, once you can deal with these bandits you will have some improvements in your armory.

Roll 1d100 for ambush.
>>
Rolled 78 (1d100)

>>1639094
>>
Rolled 72 (1d100)

>>1639094
>>
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The bandits rush in. You stay quietly in your cover. Greenfield pipes up “outnumbered my arse, see the number of them—“ you shush him quickly. Kenneth said he saw thirteen. Perhaps his numbers lessons weren’t as effective as you hoped.

When you counted seventeen, you blow the whistle sharply. Out emerges you, your party, and Sir Bradley. The Bandits, surrounded on both sides by swordsmen and laid in a straight line, have little time to react when you all cut down the horses. One by one, the bandits are disbanded. Just as you’ve instructed, the townsmen and your Initiates slaughter the men once they’ve fallen.

The ones you haven’t gotten to, up ahead, are frustrated and dismount. You approach, Sir Bradley on the other side, Aurochs behind you with his greatsword. You first let Aurochs have a go. He rushes forth, using his whole body to sweep from down up. One bandit’s legs are cut, forcing him down with his armor and sword. The next vandal scoots back, only to be engaged by Sir Bradley. Now here was a fine fighter; light on his feet, annoying his opponent, striking where it counts, measuring his steps. After his opponent wasted five strikes, Sir Bradley had him down in two.

You note all this, of course, while feuding with your own man. Must be the leader, you reckon by his stolen Lord’s cape and heavily ringed fingers. He assumes a two handed swing, which you jump around, poking dents when his swings are low. The pauldrons fall apart, which he fumbles around with a hand, giving you enough time to chop into it. Ringed fingers and a gush of blood squirt up. As the leader leans over, naked hand over shoulder, you plunge it in deep, pushing from torso into his ribs with every scream. When he limps cold, you unsheathe. Looking around, you find your squires unharmed, Greenfield laughing in joy at his heroic slaughter of a horse, and Aurochs kicking his slain foe’s coin bag. Sir Bradley’s brave had not been as lucky; two young boys have terrible gashes, and one was knocked unconscious.

There lies a whole trove of treasure in the form of these dead bodies; nearly twenty in total! Among the treasures you note pieces of plate armor, a maul, and about twelve fat coin bags. Some of the towns guards requests that the bandits be looted as a form of reparations to the damages that they have experienced. It seems your reputation will be affected by your decision here. What will you do?

> Share the loot
> Invoke the Lord’s Privilege (take all the loot)
> Give all the loot to the village
> Write In
>>
>>1639599

Share the loot.

It seems only fair since this was combined operation and having fair reputation as knight order will be useful.

Besides we are not starving for coin nor overblessed by coin currently.
>>
>>1639599
> Share the loot
>60% us and 40% them
>>
>>1639634
I disagree, 60% them, 40% us. We can still march towards their camp for more, no?
>>
>>1639599
Share it 50 50.
>>
Seems consensus is to share the loot, but no final decision on how to split it.

Going to bed, fair note not as active tomorrow as I got werk, I made a twitter however @Sir_OP2017 which I can use to let you know when I plan to run or not, since I don't have a set schedule or anything.
>>
>>1639670
You can fuck off with that without us they would've lost.
>>
>>1639599
>> Share the loot
50/50
>>
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I'll put one more in before I sleep since it's fast and I think nobody would really object to 50/50

You decide to split it 50/50. Your total loot now is:

> 55 gold
> 1 Pauldrons
> 1 Gauntlets
> 2 Greaves
> 1 Maul

In addition, impressed by your generosity, Sir Bradley stops you and tells you of an offer he may have in your interest.

“I found while decapitating that poor bastard’s arm that I miss the thrill of combat! If you’ll have me of course, I would request I join you in the King’s company, of whatever it is you do. What’s that? Slaying demons you say? Why that sounds quite dangerous – when can I start? What of my vassalage? Oh, I have my brother here to take care of that milord. He’s got a greener thumb than I, and more of a knock of the lordy arts to speak the truth. The only thing is that you’ll have to convince Lord Beauregard that you’ll accept me. You could notify him via courier of course, but I think the man’d prefer to thank you for the service as well.”

You have many choices now. After the turmoil in the village, you have few days left in the week. How will you want to spend them?

> Visit Lord Beauregard
> Raid the Bandit Camp
> Return to Viscather
> Write In

You cannot be in multiple places at once during the time period given, however you can split your current party to reach both the Bandit Camp and Lord Beauregard if you wish
>>
>>1639805
>> Raid the Bandit Camp
lets finish the job first
>>
>>1639805
> Raid the Bandit Camp
>>
>>1639805
>Raid
>>
>>1639805
> Write In
Purchase horses for the raid.
>>
I know it's past now, I missed the vote and don't want to start shit but I think we should've took all the armour from those bandits and just gave the village half the gold or something. At 75g a piece I think we should avoid spending money on armour when we get use it to increase our income and get more soldiers instead.

Also let's pick a name for our order.
>>
>>1639994
>>1639844
>>1639821
You figure its best to reap the rewards of the victor. You invite Sir Bradley to join your party forth into the direction the bandit camp was in. After a few hours, you see a makeshift fort with wooden palisades and several elevated platforms. The camp is devoid of life, and what seems like little treasure either; seems the bandits took with them what they could carry. Scouting around, you make note of few items of value; several wooden utensils, chairs, skinned animals, collected plants and herbs.

Pushing past the outskirts, hear a ruffle. You look forward to one of the towers. Curious. They side of the tower has a built in cellar. The loot room? Its obvious that there are some fellows in there --- or perhaps it isn't. Could it be an ill wind? What to do?

> Enter the cellar
> Convince the inhabitants to surrender
> Send someone into the cellar
> Write In
>>
>>1641076
>convince
>>
>>1641076
Convince
>>
>>1641079
>>1641129
Roll 1d100
>>
Rolled 43 (1d100)

>>1641145
>>
>>1641156
Shucks, probably a new ID just got home, too bad my roll was shite.
>>
Rolled 51 (1d100)

>>1641145
>>
Rolled 80 (1d100)

>>1641145
>>
Rolled 48 (1d100)

>>1641145
>1d100
>>
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“Surrender, fiend! We have you surrounded, with no point of escape!”

The rustling begins again...then a bark. Heavy panting afterwards. Sir Bradley begins to laugh.

“Ahah, ‘tis naught but a hound milord! Taken up the bandit’s profession, eh you cunning dog? Hahaha!”

Unconvinced, you prod the cellar open with your sword. Sure enough, a large Dryvian Hound runs by, running straight into poor Wendell, preoccupied by the condition of his traveling boots before tackling to the floor with a yelp of surprise.

“Careful boy, think he has you confused for a plump quail as a squire milord. Hahaha!”

You shake your head in dismay before descending into the cellar. You find barrels upon barrels of rum, along with a caches of bows and arrows, a table with leftover playing dice and gambling coins, and a chest. Opening the chest, you recover a beautiful shield and cape, both decorated with the image of a ram. You ask your companions about the significance of the image.

“There’s been so many knights and lords made past the war, that I can’t keep the heraldry straight in my head. In any case, either this cape and shield belonged to a long dead knight, or was stolen from a recently slain one. Believe me milord, these bandits worse than petty thieves -- good riddance I say.”

You count your loot and return to the village, under the guidance of Sir Bradley. You end your week away from Viscather Keep.

LOOT:
> 15 gold
> Ramshield [Large Kite Shield with Ram; increased defense and reputation]
> Ramcape [Increased Intimidation and Reputation to wearer]
> 4 Bows
> 3 Quivers (60 arrows each)
> 12 barrels of Rum

(1/2)
>>
---END OF WEEK 3---

Meanwhile back at the castle, Barenby manages to develop Rodrick and Kenneth into fine fighters! Their abilities in power and agility are close enough that they can rival each other in sparring. Building off of the basics, Barenby manages to teach them how to block, parry, and thrust with their swords, and when the most appropriate times are to assume a one handed versus two handed approach. He believes once their arm is strong enough to hold one handed, he can teach them shield tactics as well.

> Kenneth and Rodrick learn Sword Tactics

For the time being, unless stated otherwise, Sir Bradley has joined your party. You wake up in his village to start the week. He still insists you meet his overlord, Lord Bearuregard, for gratitude and informing him of Sir Bradley’s leaving. It is entirely up to you, however.

> Party:
>> Grandmaster of the Order, Unnamed
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant
>> Jon Bradley, the Charming
>> Dryvian Hound, Unnamed

> Balance: 1,731 gold (Adjusted for food costs)

Another Breastplate has arrived! You have now queued up 2 helmets and 3 boots, both part of a plate armor set.

Assets:
> 8 sets of Chainmail
> 8 longswords
> 8 helmets
> 1 pair of pauldrons
> 1 pair of gauntlets
> 1 pair of greaves
> 1 maul
> 1 greatsword
> Ramshield [Large Kite Shield with Ram; increased defense and reputation]
> Ramcape [Increased Intimidation and Reputation to wearer]
> 4 Bows
> 3 Quivers (60 arrows each)
> 4 wooden bucklers
> 3 breastplate
> 12 Barrels of Rum
> Viscather Keep and Village with Ferry and Fishing Docks (20 gold per week)

What should we do now, Milord?

> Return to Viscather
> Recruit new Initiates (Mines, Prison)
> Name Order
> Visit the Smithy
> Investigate the Wall
> Accept the Lord’s Invitation
> Visit Lord Beauregard
> Write In

(2/2)
>>
>>1641486
> Visit Lord Beauregard
Then head to accept the Lords invitation.

>Send everybody with us but Sir Bradly back to our keep? to train and get the items sorted for them to wear.
>>
> Visit Lord Beauregard

After this, what about we build a ship and send it to sell the Rum Barrels? We can even build a Distillery later
>>
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>>1641496
>>1643237
>>1641496
>>1643237
You decide to pay a visit to Lord Beauregard. You ride up with your party, including Sir Bradley, to the stone bailey sitting on a gradual rising foothills, touching the mountains at a mine and having further steps up to a keep built mostly in the mountain face. The surrounding farms and ranches create a buffer of green before you are surrounded by pale gray.

Upon your declaration of your intentions to meet with the noble, the castellan raises the gate and hails the lord. You wait in the open courtyard until you hear the echoing steps of the man himself.

"Why its the young Grandmaster General himself! I've heard you have helped cleanse the realm of vile bandits? I'm very pleased to have been meeting you here, but what is the exact purpose of your visit?"

"I have decided to recruit Sir Bradley into our Order. I understand he is your vassal so I approach you to seek you permission humbly."

"Ah, but of course!" Lord Beauregard gestures in two of his staff, carrying forth a scrolled parchment. "Let me see here...Sir Bradley, are you still comfortable leaving your possessions to your firstborn?" He looks up from reading.

"I must admit milord, hadn't born an heir yet. I decided to award the land to me brother instead. He'd certainly more capable."

"Hm." Lord Beauregard scrutinizes once more. "Your brother is a knight as well I take it?"

"Not as valorous than I to be frank, but he's a good, honest man. You can trust me when I say your land won't be misused milord."

Lord Beauregard harumphs. You take it as approval. He rubs his hands twice after handing off the scroll. "Well that takes care of that dreadful bit of business. Now a more important matter. I believe you've earned my respect, Grandmaster. I suppose a suitable reward is in place, if not for your deeds in my realm take it as a matter of endorsement for your mission. I am quite generous, but not as creative; what do you think would be adequate form of reward?

> Gold would be nice
> Your land, perhaps, at a reasonable discount?
> Information of the 'Blackbird Lord'
> Men
> Any help I can offer to you is rewarding to me
> Write In

Your reputation has increased with the Lord's Endorsement!

land discount and information will be a speech roll, but please do not roll unless we have voted on it
>>
>men
No homo
>>
>>1643286
>information and men
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>>1643418
Also why couldn't I post for like 3 hours? Shit was all fucked.
>>
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"Short on manpower? No worries Grandmaster, I have spare fellows to bolster your forces for sure. EUSTACE!"

The lord shouts in the direction of the kitchen. Moments later, a rather portly fellow with stuffed cheeks and holding a wheel of cheese comes out the kitchen. He rushes down, dropping his cheesy wheel, and bows to his father.

"Eustace, my son, it is time for you to become a man. I am conscripting you to this young sir's order. They are tasked to stop the Incursion. You are not to return in any circumstances unless the threat ceases or in a coffin. Understand?"

Eustace nods. His voice is a couple measures deeper than you imagined of him. "But I've yet to pack, father. You want me to go now, so soon?"

"You need not bring anything, I understand you'll have everything you need provided for you at Viscather Keep. While you're off, make yourself useful and get Norby and Warts too, will you? Now get off your arse and make our name mean something, dammit!"

Lord Beauregard chuckles as the boy rustles around the bailey, looking for the others. "You may not tell from my vulgarity but Spirit do I love that boy to death. If you could do me a favor, young sir, and...try not to get him in too much trouble, just enough to get knighthood in his thick skull, well...I'd appreciate it is all."

You think you can figure his meaning. "What of the other two men?"

"Ah," the Lord Beauregard says, "that'd be the cream of my crop I tell you. Wish I could send you more, but can't risk more trouble 'round here you know. The other men are my own Man-at-Arms, Sir Westhrop Norby, and former lieutenant Sir Martin Warts. Fine men, both trained my current guard well and proper, now I've got more trained men than untrained so they're out the job. Insisted continuing their service here instead of a vassalage, even doing petty stable and labor work. By the Spirit, if anytime you'd need a reliable man, it'd be them."

Eustace Beauregard returns with the two men. One is tall, six feet and some, with a thick rectangular mustache covering his upper lip. Norby. His companion, wider but shorter, also has a mustache, presumably Warts. They both are dressed in torn cotton shirts and pants, with dirt patches covering their arms and face. Neither talk very much.

"These are really your best?" They look more like dirty farmers than veteran knights.

"Their mannerisms may seem uncouth to you, sir, but these men are the most honorable and skilled knights in my stead."

You don't question it; after all, you're not exactly fielding an army quite yet.

Before leaving, you find yourself uncomfortably close to the Mountain Lord as he leans in to whisper in your ear your requested information.

"I know little of the Blackbird Lord, but my suspicions reside in the Greysons, the Elarians, and the Barkheims. Their lands are closest to the Wall, and many strange rumors among the peasant folk are there of robed men and possession."

You thank the lord for his time and generosity.

(1/2)
>>
--VISCATHER KEEP--

You arrive back at base just as the sun sets on the second day of the week. You have to wake up the ferryman in order to make multiple trips of your loot and doubled party size. The ferryman lights a signal indicating to the castle new arrival. Barenby soon comes down with two faces; one new and one familiar.

"G-greetings milord." Nessa curtsies. Being the only alive member of former Lord Viscather's previous staff, Nessa serves as your scribe and Nestress. She had just returned from formal training at the capital. “Milord if you have spare time, I need your help with some research. Concerning dark matters.”

“Not before my business, I hope.” The new arrival comes forth, offering a noble’s salute. “Lord Kyle. I am your neighbor to the north. I have heard rumoring of a certain Grandmaster in the market for a fleet?”

Barenby pops in as you reach the portcullis. “Actually, sir, should you have time tomorrow, we needs’t to go over some developments I've heard from my men at the Wall.”

Being very late and tired, you promise to deal with each request when you wake up the next day. They nod understandingly, bidding you good health as they depart to their chambers.

The next day, your squires bring you your new clothing and breakfast, and you decide to visit first

> Nessa, the Scribe
> Lord Kyle, the Captain
> Wallace Barenby, the Veteran
(2/2)
>>
>>1644032
>Lord Kyle
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>>1643461
You too huh? Yeah I wanted to bring the Ram cape and shield to ask if the lord recognized it, but kept getting a connection error.

>>1644032
> Lord Kyle, the Captain
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>>1644032
> Lord kyle
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>>1644448
>>1644131
You first go to the large guest room of your keep, where you find already ordained with more decorations than you had gotten the keep with. Lord Kyle has drawn up wooden shades around three sides of a wooden tub, filled with heated water he requested some of his squires to fetch.You drag a stool and sit within an appropriate amount of distance, facing his shadow on the screen.

"Harry? Is that you? Spirits, boy, its about time, do you have your whipping stick? Well then, lets get on with it then, what are you waiting for?"

You clear your throat awkwardly. "You must have me confused with someone else Lord Kyle."

"---oh, goodness, I'm sorry Grandmaster, I must have confused you with my squire, I meant no disrespect."

"I apologize Lord Kyle, perhaps I should go--"

"No, no, by all means stay, at least I can make use of your time now before you head off into Adderlund once more. Now, you have any idea what sort of ship you would purchase?"

You had never the need to study or sail ships before. Your inherited lands had been on a hill, and the closest waterway you had while growing up was the filled moat. "I must admit my ignorance in that matter, Lord Kyle."

"Aye, no worries then, let me make it easy for you. I have a fleet of some twenty odd ships; some big, some fast, some tough, depends what you're looking for. My prices start low enough."

"Five hundred, is it"

"Five hundred, yes. Well, no actually, its five hundred and fifty. You know, traveling here and the like, especially with the ships in tow."

You wrestle your forehead. "Brought in tow?"

"Oh!" Lord Kyle stands up, his soapy chesthair in full view. "Why tell you what I have when you can see them docked in your harbor? Eyes betray what the lips seal I think is what my father used to tell me." You aren't sure if the phrase was used correctly or if it even means anything, but you grunt and turn to allow Lord Kyle to change.

(1/2)
>>
A couple minutes late, you and Kyle jog down the steps, circling the island to the docks, currently occupied by three ship models.

The first ship has three masts with a small cabin in the back and an underdeck space of around seven feet tall. You sense the ship is the faster one of the three you see. The cost is 550 gold.

The second ship has one large mast with a large square sail, embroidered with iron plates, led with an iron head of a lion, and spotted with slots for many oarsmen. You sense this is the tougher of the three you see. The cost is 850 gold

The third ship is about twice as tall as the first and another three feet higher than the second. The deck is very wide, hosting two large masts with many sails. This is obviously the larger of the three you see. The cost is 1000 gold.

"Well milord, whatdya think? Like what you see? Haha, feel free to knock the wood and feel the sails, I'll be here when you're ready.

> Take Model 1 Ship [Fastest Speed, Lowest Durability, Small Cargo]
> Take Model 2 Ship [Medium Speed, Highest Durability, Medium Cargo]
> Take Model 3 Ship [Slowest Speed, Medium Durability, Large Cargo]

> Buy ships (can choose as many as you can)
> Buy None
> Write In

Who shall we speak to following our negotiations with Lord Kyle?

> A. Nessa
> B. Barenby

(2/2)
>>
>>1644678
whats our Treasury look like
>>
>>1644678
Your total funds are 1731 as of this week. You receive a net income of 6 gold per week (revenue of 20 gold per week and expenses of 14 gold for 14 Order Members, updated below)

> Party:
>> Grandmaster of the Order, Unnamed
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Wallace Barenby, the Veteran
>> Maynard Greenfield, the Young
>> Aurochs, the Giant
>> Jon Bradley, the Charming
>> Dryvian Hound, Unnamed
>> Eustace Beauregard, the Portly
>> Westhrop Norby, the Sword
>> Martin Warts, the Shield
>>
>>1644693
missing Nessa to make 14.
>>
>>1644678
Buy ships
> Take Model 2 Ship [Medium Speed, Highest Durability, Medium Cargo]
seems like a good ship to fulfill all the rolls we need a ship to fulfill and the ferryman can pick up the slack when we are out with the ship at sea for now
l> A. Nessa
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>>1644704
Supporting
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>>1644678
>2 type 2 models

>the female
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>>1644704
>>1644707
Are these two votes for one ship? If so looks like we might just buy one for now.
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>>1644734
one
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>>1644734
One please
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>>1644740
>>1644845
"Aye, you taking the fat one in the middle, eh? Hoho, wise choice milord, a couple of that fleet and soon you'd be running the sea better than I! Hahaha!" Sir Kyle barks at his squires, who bring forth a bag where he pulls out a scroll. "Here, the deed of the ship. I call her 'The Stubborn Mistress' cause she don't let you in that easily! You can name her what you like I suppose, don't hurt my feelings. Anyways, good doing business with ye' and I hope we can do business once more!" With that, Sir Kyle bows deeply and barks again for his squires to load up his cargo on the other ships to make heading for his land north.

> Fleet Acquired: The Stubborn Mistress

With Kyle gone, you make your way to the Chapel. You hear solemn singing as you enter the doors, suddenly breaking at your arrival.

"M-milord, I hadn't expected you to come so soon. Forgive me, had I known I would have come into the keep--"

"Nessa, relax. I had some business to attend to with Sir Kyle, but now I have time to make your acquaintance. I take it you have some valuable information?"

"Well yes. Milord, have you heard of the Crimson Tome?"

You shake your head. "What of it?"

"I-I have poured through the records of the previous Nestor under Lord Viscather. He writes the location of a mass of pages that make up the Tome. It is rumored to be a dark book prophecising the arrival of the demons."

"Prophecising?" You grow interested and skeptical.

"From what I understand, the book details the exact composition of the armies, exact location of where they are, and exact time of their arrival. Surely acquiring such a book would be valuable to you, no?"

"Indeed so Nessa. Where is the Tome located?"

"Well as I said, the previous Nestor had only a piece of it, and had hidden it in the woods some miles south, near the coast. If we recover that one, we may find clues as to where the others are, and have intimate knowledge of the Incursion."

Not such a bad piece to have, this Crimson Tome. You make a mental note of it and trod off to see your final enquirer, Barenby.

(1/2)
>>
All the initiates are in the courtyard sparring with wood swords. Greenfield is seen weakly swinging at Warts, every swing more than an inch from the man.

"Come on, Maynard, close the gap! Connect, connect, connect!"

"I can't Wallace," Greenfield huffs out, "the man's stench is too much!"

"This from an acclaimed horse slayer? I think not."

"I've never caught the scent of any man or beast worse than a steed until now." His blade is knocked out, Warts tripping Greenfield and towering over him. Greenfield has tears in his eyes, face angled towards the ground. "I cease, by the Spirit! Take a bath for all our sakes man!"

Barenby chuckles, then seeing you, comes over.

"You asked to see me regarding the Wall?"

"Aye," Barenby responds, "There has been a recent development in the far eastern reaches of the wall. Some abnormal earthquake has caused a small section of the wall to collapse. It appeared in the epicenter of the attack is a marked rune."

You shudder. Marked runes curse those who walk upon it. Demons are unaffected, but are incapable of drawing them; a man's soul must be expunged to enforce the power of the rune.

"How has he dealt with it?" You ask.

"He placed tents on either side of the rune. Its deep in the earth, and near thirty feet wide I hear. They found a tunnel under there but the men absolutely refuse to investigate. And with how undermanned the Wallmen are, well, the Watcher doesn't want to risk mutiny."

"So he wants us to investigate?" You sigh loudly. "Could it be urgent?"

"Urgent? Hard to say. They are managing fine now, I believe its the fear of what could be the cause of it that is so scary to them."

You thank Barenby for his update. There are some five days left in the week. You could reasonably travel to the Crimson Tome's location in half a day's sail, and the Wall in two days ride. Or, you could take care of Order business, recruiting and training your Initiates. What will you do for now?

> Train Initiates
> Recruit new Initiates (Mines, Prison)
> Name Order
> Visit the Smithy
> Investigate the Wall
> Accept the Lord’s Invitation
> Find the Crimson Tome Piece
> Write In

(2/2)
>>
>Investigate the wall
Then
>Find the crimson tome piece
>>
>>1645943
> Accept the Lord’s Invitation

We will go with ourselves
>> Maynard Greenfield, the Young
>> Aurochs, the Giant
>> Jon Bradley, the Charming
>> Dryvian Hound, Unnamed
>> Westhrop Norby, the Sword
>> Martin Warts, the Shield


Training for 1 week
>> Wallace Barenby, the Veteran
>> Rodrick, the Squire
>> Kenneth, the Squire
>> Dorian, the Squire
>> Wendell, the Squire
>> Eustace Beauregard, the Portly
>>
I just stumbled across this board and this is by far the most interesting quest I've seen so far. I'm eager to try and be a part of this
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>>1646741
It's a slow a moving board, usually takes a few days to do one piece of a quest, with whole quests lasting years sometimes.

I recommend you go to the archives and check or Blorp's Orge Civ. Two good ones running right now are Death Among the Stars and Hive Queen Quest.

They use similar mechanics but are very different settings and plots.

Enjoy your stay.
>>
>>1646741
>>1646924
While you're here, mind trying to break the tie we have between

>>1646185
>>1646115
>>
Rolling for the votes if I don't get a tiebreaker in the next hour.
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>>1647181
>>1647241
Did we already talk to the Lord of this place?
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>>1647324
It is another lord you will talk to, who has invited you to his keep for some favor.

>>1637212
>>
>>1647241
I already voted but my ID changes all the time don't wanna spoil it by voting twice.

We've had more than 30 people in this thread should be someone else lurking.

Really enjoy your writing by the way.
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>>1647396
Ah, that one.

>>1646185
Support.
I guess we have to hire more staff members to hire the farm and other businesses we have?
>>
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>>1647448
>>1646185
You make off with your new party, letting Barenby train the squires and the portly Eustace Beauregard.

"Off to see Lord Arrison? An oddball that one." Sir Bradley remarks as you ride. "He owns the Iron Mines and profits solely from their prisoner's ore. All the rest of his land be barren, just Demon Buffer they call it. He loves it though; personally sees the mines and such as well. I wonder what he has in store for us."

You wonder too, gripping tighter at your reins in anticipation for the meeting.

---CASTLE ARRISON---

To call it a 'castle' would be flattery of the highest order. Lord lives in a two floored tower, sitting in a two walled bailey, his miners operating below the motte. You find the lord himself walking in peasant's clothing, barefoot, but still donning his cape.

You find yourself trotting into his gaze as you approach the mining camp.

"Grandmaster! Lord from the North! The Yellow Star to Shine Through the Blackest of Nights! The Captain of the Twin Dolphins! Ruler of the--"

You feel compelled to interrupt him. "Please, Lord Arrison, calm yourself."

"Uh whats that? Oh, apologies, must have been caught the tunnel sickness. How do you like my domain, Grandmaster?"

You look around briefly. "It is...humble."

"Humility is my business! Besides the mineral trades. Mmmm....minerals....so beautiful. Now, what can I do you for now?"

You pause to think. "I though you had requested my presence here, milord."

"Oh but of course! Come here, young knight." You follow the crouching lord. Oddball doesn't begin to describe his mannerisms. You wonder how crossed his house must be to produce a character such as this.

Lord Arrison brings you before a box of sand. He crouches down, drawing various lines, squiggles, and shapes. "You see this here. Yes? Here be the tunnels. Us."

(1/2)
>>
>>1648045
You nod, following along.

"That over there?" He fingers a hole in the very corner, dragging it across. He lifts his finger from the sand in a magnificent gesture. "Crevice of the Earth! Nature's Bounty of Treasure! The Spirit's Sparkling Realm! The Emeralds--"

"Yes, yes, I see. What of it?"

Arrison looks up in your eyes. "You need monies, no? I have lots! I need a Crevice Gem. Understand?"

"Not exactly, no." You scratch your head. "Why would you call me from nearly two days of travel to find a rock?"

"Because," he whispers, "There are bad demons in the crevice. See? That got your attention, innit? You learn to fight the foes, yes? Then you get monies too. Meanwhile I get a gem! More gems for Arrison, the Lord of Gems!"

"Demons you say?" Your ears perk up. "How certain are you?"

Arrison smiles. "I hear them in the tunnels. They live in the earth. Most don't know of it, you know. Sometimes they come out too. While everyone is sleeping. But I don't sleep. I see them. I know."

"What makes this gem so special?"

Arrison jumps so suddenly you wonder if possession has seized him. "Special? What's not special? Its red! Its large! Its a star! And its very rare! I know because I don't have it!" He trots off to drag one of his miners towards you. "This is Huett. He has seen the gem, trust me! He knows it exists. Take him down there, maybe he can help! Now if you'll excuse me, I'm...going to be very busy at the moment." At that, Lord Arrison waddled off, into the tiny gate to his tiny bailey and up his small tower.

Huett is a scrappy little boy. You wonder if he is an unfortunate squire or unfortunate miner.

He turns to you. "Well milord, if me must get going, we can travel down into the tunnels. Its kind of a maze down there, but if we manage to find the right path we can get there easy. Or, we can take the safer route from the top down. As slow as it might be to scale down, we won't need worry about our direction."

Or possible demon attacks, you think to yourself.

What should we do now?

> Venture into the tunnels
> Venture towards the Crevice
> Wait outside the tunnels for possible demon activity
> Write In

(2/2)
>>
>>1648076
> Wait outside the tunnels for possible demon activity
>>
>>1648085
Roll a 1d100
>>
Rolled 31 (1d100)

>>1648321
f
>>
Rolled 59 (1d100)

>>1648321
Rolling?
>>
Rolled 61 (1d100)

>>1648321
>1d100
>>
(Going to eat out rn, probably gonna end the session for today)
>>
>>1648584
Alright, thanks for running!
>>
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>>1648541
>>1648525
>>1648339
You spend the day in wait. A controlled fire warms your camp, your party barely illuminated and just out of sight enough to observe the tunnel entrances without being seen from the tunnels.

Greenfield seems to be teaching Aurochs some sort of one handed sword thrust, which Aurochs attempts to mimics, semi-successfully, with his two handed blade. Though it is wreckless tomfoolery, you remember to mention it to Barenby when you return to the keep.

Huett pets the Dryvian Hound. He lays down in rest, having been fatigued from the journey. Huett synchronizes a humming sound with the hound's breathing. They both sleep through the entire stakeout.

Next to you are the Sword and Shield, Norby and Warts. They seem to be sharing war stories with Sir Bradley. Or more specifically, Sir Bradley shares his stories and Norby and Warts acknowledges him.

At a couple hours past midnight, you hear a curious exchange.

"You ever chopped off a horn of one of 'em bastards?" Warts grunts a negative, but Norby gives an 'aye'. Sir Bradley raises an eyebrow. "Truly? Do tell Sir Norby."

Norby clears his threat. His voice is soft, a result of his long silence up until now. "There was a point in the Battle of the Black Canyon where the devils were emerging from the ground. They were threatening to many a soldier, but cavalry especially. You see, the horns would prick an oncoming steed, throwing the knighted man off to be ravaged by the ground demons. I had made a strategy where I would strike my sword close enough to the ground, near the hilt you see, and shave off the scalp of a demon. The outer shell is very tough, but if you dig the steel into hot crimson skin, it comes off like fresh butter."

"At the scalp you say? Hah!" Sir Bradley points in the Sword's face. "So you haven't cut a horn off."

"Not possible my good fellow." Sir Norby takes a deep swig of rum and continues. "Are you saying you have a story to compete with milord?"

"Indeed I do, Norby." Sir Bradley stands up, using his body to tell his tale along with his voice. "Twas the final siege of the Wall. I had been the first line of defense. The first cavalry. You were there I believe?"

Warts confirms they were. "We were second cavalry ourselves, just behind the then young Lord Beauregard."

(1/2)
>>
"Well anyways, you must be aware of their their Endless March? Fields of the ten feet horned ones, all running faster than our steeds, us in the meantime charged with running the rascals down. Fortunately, running on mounts we were just able to swing our blades at their neck levels, helping to end the Incursion for that day. Now I can't explain how, but I had speculated that that would be the last battle. Perhaps the Spirit blessed me with foresight, I don't know. So I decided, if I were to die, this would be as good a battle as any. If I survive though, I would want something of remembrance. These would be the last we see of demons, we thought! So I had aimed my blade a foot higher, trying to knick their horns off. Boy, I tell you, those horns are made from hellmetal or something! I was almost jousted from an incoming projectile when I finally knicked one. But then alas! It had fell in the dirt."

Norby raises up. "Trampled? Lost forever then?"

"Trampled, yes." Sir Bradley lifts a glass vial of brown dirt. "Lost however, not quite!"

"By the Spirit, you don't honestly expect us to believe that is a demon's horn." Warts interjects.

"Why not? It is possible to knick a horn, and I knicked."

"You did not knick!"

"I too knicked, and you two want to knock on my knicks because of envy!"

"Us? Envious?" Norby stands up, near half a foot taller than Bradley. "If anyone is envious it'd be you of me! I'd actually taken a horn clean off, while you claim to shave it off with a blade."

"Please, the Spirit does not take kind to lies Norby. You had cut a scalp with a horn attached."

"Are you daft? The scalp wraps around the horns; the horns are an extension of the skull! You cannot cut off a demon's scalp without cutting the horn!"

"Say what you will Norby, but you have no proof to substantiate your claim."

"My proof is right here!" He raises his voice a little more than you're comfortable with, pointing at Warts. You decide its time to intervene before something unchivalric happens.

"Shut up the two of you, bickering like unwed maidens. I need your eyes on the tunnels."

Both Bradley and Norby apologizes, but Warts inserts a comment.

"Milord, I hope you would not take it as critcism if I may offer a suggestion." He wait for your permission, which you grant, to speak his mind. "We have waited thus long for demons to come out, by this time the sun will be out, undoubtedly the worst time for them to. We should plan what our next steps will be for host Lord Arrison."

You know Warts is right. You decide to gather your party, telling them to rest, and that tomorrow they will:

> Venture into the tunnels
> Venture towards the Crevice
> Wait outside the tunnels for possible demon activity
> Write In

It is the fifth day of the week.

(2/2)
>>
>>1649070
> Venture towards the Crevice
>>
> Venture into the tunnels

I think we have better Chances not scaling Walls in armor
>>
If nobody breaks the tie in the next hour, I'll roll for
>>1649084
>>1649878
>>
Rolled 1 (1d2)

1. >>1649084
2. >>1649878
>>
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You and your party set out at the break of down towards the crevice. You find your horses slowing down prematurely as you creep up, and the Dryvian Hound whining, indicative of their foresight of the large break in the land coming up. The gap itself is at least as wide as your courtyard in Viscather Keep. It is a steep drop, but you can identify some paths that you can scale down. Your guide Huett has carried some rope and begins tying it to the closest sturdy tree. The descent begins.

Warts volunteers to be first. He manages to climb down safely, and one by one your arty follows. The squires showed the most trouble, along with maybe Greenfield who insisted to be lowered slow enough for his feet to always to touching the cliff walls. After near three hours, you are the final one to descend, and ask Huett for directions for the crystals.

"Well, last I reckoned, theres a cavern if you go towards the east, thats left if you're facing the other cliff wall, that has a buncha them in there. Takes a bit of a walk to get over there, but I'm confident you won't find any trouble when you get there.

At the bottom, you detatch your rope and shout up at Huett to wait patiently and attend to the horses. You then identify east, and lead your party trudgingly through the closing walls of the crevice.

After about ten minutes of walking, the crevice darkens from the ground ceiling above, forcing you to take some time lighting a torch to illuminate the darkness. Norby notes that there seem to be an odd green glow, which turns out to be luminescent gems, but not of the type that Lord Arrison wanted. When your party takes a rest, Greenfield notes a discovery.

"I was kickin' one of the rock walls, milord, and my foot was stuck in a bit of a hole. Lookin' down, I saw a red glow -- I think we found the Crevice Gems that Lord Arrison was talking about!"

"Did you get a good glimpse of the room?" you inquire.

Greenfield mutters a nay. "I didn't want to stop us for account of delaying our walk, but if you give me some time, I could probably crawl in and look inside."

You ask Greenfield to lead you to the small crack. It is many meters wide, but not as many tall. You could probably fit everyone under except Martin Warts and Aurochs, but it'd have to be one at a time. You don't hear anything, so it seems safe for now although who knows if anything will show up later. What should we do?

> Crawl one to check out the room and gather the gems quickly
> Crawl many into the room in case of attack
> Keep looking for the cavern entrance
> Write In
>>
>>1653858
>look for the entrance
>>
>>1653858
> Keep looking for the cavern entrance
>>
Made new thread since this is on page 8 >>1657751




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