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Archive/Previous Thread
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=GOAA

Discord
https://discord.gg/fXMjmju

--- And back to the story ---

>You are Wolf
As you wander through the astral fields in search of something you come across a couple of interesting things! Okay, well one interesting thing, but still seeing a soul that's only 20% there? That's not something you see everyday, only like twice every week. Wounder what the other 80% of the soul's up to.

However, that'll have to wait, because you just found some interesting looking ghosts. And by that you mean, they're all dressed in knights armor shouting over each other! Still pretty interesting. And probably lucky that you found anything out here that isn't mourning it's death

>Move on
>Find necromancer
>Listen in
>Other

>You are Squid
This will not stand. You may only talk. With four words currently. However it is enough! Proper fishing cycles are important. You used five words. Just to show importance. The high court believes. They believe in you. You are fish hero. This colony will flourish. Flourish under your bureaucracy!

>Push environmental safety laws (Roll)
>Find sailor
>Other

>You are Sailor
You've managed to find what would be called a quest board, there isn't much here, but it's something. A lot of it's on land though... Guess you'll just take up stuff that involves water for Squid.

>Remove dire-crabs from underneath the beach bar - 26g
>Slay giant Squid preaching politics - Just gonna remove that one
>Investigate shark cove - 40g
>>
>>1688996
Alright! The new thread is a go! I'm going to have to leave for right now, but leave your choices and they'll be featured in the next morning update!
>>
Rolled 72 (1d100)

>Wolfie
>Listen in
Time for friendship *stars*

>Squid
It's never too late to show your true political self, rolling for enviromental laws

>Harry the sailor
STORIES OF A SHARK MENACE MIGHT BE TRUE. ITS THE JOB OF EVERY SAILOR kinda to investigate such deals.
>>
Rolled 74 (1d100)

>>1689012
Wolf
Befriend necromancer for discount.

Squid
Political stuff that OA said.

Harry
Investigate shark. After a beer.
>>
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>>1689012
>>1689035
Next morning update as always
And We're Back!

>You are Eric
As you begin to get up you set up a cookfire and get some rations going as Hilda gathers some ingredients for everyone.
>Cooking Ingredients x3 (17 Rations Total)
>Alchemy Ingredients x5
>Healing Ingredients x5
Sehlum seems to be trying to figure out what's changed between now and when Yorick died... He can't really find anything out of place except for Yorick doesn't need to eat/breath/or drink anything! Guess being a lich has it's perks! Well except for the wrath of the divine upon their inevitable death. Heard that's pretty terrible. Good thing Yorick's soul is safe over at Samantha's!

As you finish up cooking you think about what to do next... Obviously THE BOOTS are getting a bit strange, but what should you do about it? Maybe Sehlum knows something about this magic? Of course P.I.M.P. is the main concern, but that was a REALLY close call.. You can only imagine what would've happened had your luck kept running out. Maybe you should get a bit more gear, and skill before you go after him. Also, there's the nearby city, you should probably be fine. I mean anyone who saw your face probably isn't doing too well at the moment... On account of the whole caved in palace and all. But, what would you want to do there?

>Investigate BOOTS
>Continue towards P.I.M.P.
>Reach next city and reevaluate situation
>Go back into the city (Where?)
>Other
>>
>>1689555
Good afternoon OP!

Lets get an introspective night
>Eric
Investigate THE BOOTS. Listen to their inner voice. Become one with them!

>Sehlum
Brew some potions! Try experimenting a bit with the mindcontrol ones you learned about recently. See where that goes

>Yorick
God bless you're alive... Or something. Time to learn some new melodies. Lets see if you can compose something that stimulates your friends

>Hilda
Lots of time without training your healing habklities, your teacher would be dissapointed.
>>
Rolled 77, 14, 49, 62 = 202 (4d100)

>>1689580
Rolling for training and research montage.
>>
>>1689580
>>1689585

>You are Eric
You tell Sehlum about the issue yesterday, and that you want to try it again to see what happens.. He looks extremely pale, but just nods and says go ahead

>You are Eric
48 6f 77 20 6e 69 63 65 20 6f 66 20 79 6f 75 20 74 6f 20 63 61 6c 6c 20 75 70 6f 6e 20 6d 65 2e 20 49 20 77 6f 75 6c 64 27 76 65 20 74 68 6f 75 67 68 74 20 79 6f 75 20 73 6d 61 72 74 65 72 20 74 68 61 6e 20 74 68 61 74 20 68 6f 77 65 76 65 72 2e 2e 20 50 65 72 68 61 70 73 20 79 6f 75 20 74 68 6f 75 67 68 74 20 79 6f 75 20 77 6f 75 6c 64 20 67 61 69 6e 20 61 6e 73 77 65 72 73 3f 20 4d 61 79 62 65 20 65 76 65 6e 20 67 61 69 6e 20 71 75 65 73 74 69 6f 6e 73 21 20 49 20 68 61 76 65 20 6e 6f 6e 65 20 66 6f 72 20 79 6f 75 2e 20 4e 6f 20 61 6e 73 77 65 72 73 2c 20 6e 6f 20 71 75 65 73 74 69 6f 6e 73 2e 20 4e 6f 77 20 67 6f 20 61 68 65 61 64 20 61 6e 64 20 72 6f 6c 6c 20 66 6f 72 20 74 68 65 20 77 69 6c 6c 20 6f 66 20 74 68 65 20 64 69 76 69 6e 65 73 2c 20 73 75 72 65 6c 79 20 74 68 65 79 20 77 69 6c 6c 20 61 6e 73 77 65 72 20 79 6f 75 20 69 6e 20 61 20 6d 6f 72 65 20 72 6f 75 6e 64 61 62 6f 75 74 20 77 61 79 20 74 68 61 6e 20 6d 65 2e 20 41 20 73 6f 6c 75 74 69 6f 6e 20 6f 75 74 20 6f 66 20 74 68 69 6e 20 61 69 72 20 68 65 72 65 2c 20 65 73 63 61 70 69 6e 67 20 75 6e 73 63 61 74 68 65 64 20 66 72 6f 6d 20 61 20 64 65 61 74 68 20 74 72 61 70 20 74 68 65 72 65 2e 20 4f 72 20 74 68 65 20 73 75 64 64 65 6e 20 63 68 61 6e 67 65 20 6f 66 20 6c 75 63 6b 20 69 6e 20 61 20 22 68 65 72 6f 27 73 22 20 70 61 74 68 65 74 69 63 20 6c 69 76 65 2e 20 53 75 72 65 6c 79 20 79 6f 75 27 76 65 20 6e 6f 74 69 63 65 64 20 74 68 61 74 20 6d 6f 72 65 20 74 68 61 6e 20 6c 75 63 6b 20 69 73 20 61 74 20 70 6c 61 79 21

>59 6f 75 20 74 68 69 6e 6b 20 79 6f 75 20 67 65 74 20 61 20 63 68 6f 69 63 65 3f 20 57 65 6c 6c 20 79 6f 75 20 6d 69 67 68 74 20 61 73 20 77 65 6c 6c 20 74 72 79 21 20 47 69 76 65 6e 20 74 68 61 74 27 73 20 61 6c 6c 20 79 6f 75 20 43 41 4e 20 64 6f 2e

http://www.unit-conversion.info/texttools/hexadecimal/#data

>You are Sehlum
This is not good. You wouldn't say it defines as bad either. However this is firmly in the negative section, not the in between good and bad. No you're not sure how you would put this into words, but a good one would be catastrophic. Luckily it seems to be busy with something currently. No not Eric, It. Eric doesn't pull knifes on friends, old ladies maybe, but friends no. So. This is an issue... Perhaps you should've made another sleeping potion, but that didn't stop it last time if you heard correctly. Well. Time for negotiations

>Talk it down(Roll)
>Other
1/2
>>
Rolled 78 (1d100)

Sehlum tries to talk it down while trying not to break the 4th wall.
>>
>>1689646

>You are Yorick
You wouldn't thank God, or any of the divines. In fact they probably hate you on account of you defining the laws of the circle of life. Still it's a nice thought to think that someones looking out for you. As you wait for Eric and Sehlum to do their whole sparring thing you being to belt out a sweet call to arms! You learned it after a brawl with a solider, worth the two teeth. But now you're going to mix it up with some of that good ol' bard charm. You were never quite sure how bard "magic" worked, but you figure this is as good a start as any

>Call to Arms - Send the armies to battle with renewed fight!

>You are Hilda
You are currently trying to use your base mana to do magic. It isn't going great, or good, or even mediocre. Also your teacher was always disappointed in you, but no magic is no magic! They never quite got that part of your schooling.. However, with any luck it's going to change, very, very, VERY slowly... But it'll change. You figure as you get better with the whole mana thing, you'll actually be able to use all the healing spells you learned. Maybe even some offensive spells.

>>1689674

>You are Sehlum
You are trying very hard not to make any slip ups... The voices are making that very clear to you! So, maybe it would help if they gave you a second? Shit, you already fucked up one of the things you didn't want to. Oh well, that didn't even matter that much. Now it's time to get Eric back..

>"Hey! Hey, remember the whole not leaving a friend hanging thing? And you know heroic morals! Yeah? Oh. Um that knife got a bit close! You don't want to actually HURT anyone!"

>You are Eric
This was a bad idea. Wait what idea? How is stabbing things a bad idea? Maybe it has something to Sehlum in front of you! Hey he's saying something. Can't quite hear it... That's annoying, his stories are always cool! It's something about morals.. Yeah that makes sense you are trying to stab him. Wait what. Alright time to stop that right now. Also, you definitely don't want to do that again. You're just gonna sit over here for a while.
------

>You are Sehlum
After that whole incident you've been keeping a closer eye on Eric, but he seems to be okay for right now... You've also been tinkering around with the mind control potion! It seems extremely costly to make it, who ever is paying for these must make insane cash! And judging by the *ahem* output of the nearby city you'd say it isn't too hard to get the cash. However, the ingredients would be.. Half the stuff in here is illegal, and the other half is extremely rare! There could only be a few places where anyone could get these kinda things.
>Mercenaries - Most likely out of Adventurer's Capital in the numbers P.I.M.P. would need
>And not so legal labs - This will probably be within P.I.M.P.'s borders however..

Anyways... Back to deciding your next move
>Continue towards P.I.M.P. (Labs)
>Go to Adventurer's Capital (Ingredients)
>Reach next city
>Go back into city
>Other
>>
Rolled 46 (1d100)

>>1689750
Hang out for a bit longer. Hilda attempts to use the Fairy Lady in attempt to boost her mana output. Rather, GIVE her an output!
>>
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>>1689763

>You are Hila
You're holding up the party because fuck getting no results. You want something! Go Fairy! Alright, let's try this one more Goddamn time.. Let's try something that'll help prevent you from having to heal in the first place! All you have to do is wrap mana around something, and have it harden... Come on.. Closer. There! Well, you've managed a basic protection spell, but what do you do with an apple with a protection field around it? Guess you'll keep it for now.
>Obtained Apple
>Mana Shield - Uses the users mana to protect either themselves or someone else, however it however it's used the amount of mana within the spell determines how effective it is.

Now back to traveling...
>Continue towards P.I.M.P. (Labs)
>Go to Adventurer's Capital (Ingredients)
>Reach next city
>Go back into city
>Other
>>
>>1689798
Adventurer's Capital sounds like a good place for adventurers like us. Here we come!
>>
>>1689798
PIMP is prolly on alert because pf the whole "whale" incident.

Gather ingredients.
>>
>>1689818
You've already gathered all the ingredients in this area! Well anything that isn't poisonous.
>>1689816

>You are Eric
After talking with Sehlum you've decided to go to the Adventurer's Capital! Sure that isn't it's real name, but come on how could you not call something that amazing that! Anyways you think you'll pass by a couple of cities along the way and might even get to ride a boat! So as you start walking you come across...

>Nothing
>Random Encounter (Roll)
>>
Rolled 10 (1d100)

>>1689849
>>Random Encounter (Roll)
>>
Rolled 64 (1d100)

>>1689849
Skimpy Assassins. PIMP has better intel than you realize!
>>
Rolled 43 (1d100)

>>1689849
Spiderpeople?
>>
>>1689864
>>1689867
>>1689965
Minus people and you got it

>You are Eric
As you wander through the vast stretch of land that surrounds almost every hub of civilization you see a glint on a nearby hill! It's an ambush!
>Archers x4
>Rouges x2
>Giant Spider x2
A very poorly armored ambush! As the assassins let loose their arrows and draw close with their blades unsheathed the initial attack makes contact with the party! You find that you and Sehlum have been struck with the arrows! As has Yorick, but he's already starting to stand, as you and Sehlum stagger backwards. Hilda seems to simply stop the arrows in their tracks by tossing an apple up to meet them! However the charging rouges and spiders are undeterred and close the gap between them and you!

>Stab
>Grapple
>Other

>You are Sehlum
You never considered yourself a person for melee combat, but you do have a sword... Guess you have to use it. Or something else that isn't long ranged.

>Slice
>Move Earth
>Other

>You are Yorick C. McBones
Okay so you know you weren't exactly subtle back in the city, but shouldn't they be busy rebuilding the city or something similar? Well. It doesn't exactly matter now!

>Song: Buff/Pacify
>Magic: Summon Skeletons/Wraith
>Other

>You are Hilda
That was extremely lucky, but luck doesn't solve everything. No, overwhelming acts of violence do. And you plan on doing just that!

>CARD
>Heal
>Other
>>
Rolled 98, 74, 38, 67 = 277 (4d100)

>>1689980
Eric
Stab

Sehlum
Shift earth, collapse under archers feet!

Yorick C. McBones
DiplomaNcy

Hilda
SHE SUMMONS SLUDGE SLIME ohgodwhy*everyone vomits*

Yorick and the spiders are seemingly unaffected however.
>>
Rolled 100 (1d100)

>>1690005
Great roll
>Apple
Explode
>>
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>>1690005
>>1690013

>You are Eric
You are back up on your feet! Even if you can't feel them you can still fight! As one of the giant spiders charges you, you stab it's thorax and lift it above you impaled by the knife, and drop it upon an approaching rouge! You widen your stance and await the next rouge...

>You are Sehlum
You draw a wealth of mana and force the ground beneath the archers further into the ground, thus keeping them from firing their bolts! The earth shakes and shatters moving apart driving them ever downwards!

>You are Yorick C. McBones
You let loose your fearsome diplomaNcy driving the giant spider mad under the force of your will! It turns upon it's friends gnashing at them with it's fangs!

>You are Hilda
Hey the apples glowing. It shouldn't be doing that. Let's just see where this go.. OH MY GOD!

When the battlefield clears their is a crater where the would be assassins should be, and Eric and Sehlum are JUST far enough away to not be hit by the shortwave. The battle was indeed won by overwhelming acts of violence. You were correct and that is all you can draw from what just happened.

>Random Encounter (Roll)
>Enter City
>Other
>>
Rolled 64 (1d100)

>>1690083
Random Encounter

BOOTS MIMIC
>>
>>1690083
Is there any LOOT left or did the applxosives he blow up everything?

Also, patch up those arrow injuries.
>>
>>1690123

>You are Hilda
Yorick is out searching for something useful in that giant crater, but you doubt he'll find anything.. That apple didn't leave a lot TO find. As he does that though you're going to patch up the puncture wounds from the arrows that bomb apple didn't stop.
>-1 First Aid Kit
>First Aid Kit x2 (Total)
---

>You are Eric
You don't know how to feel about this. There's just a pair of boots in the middle of the path surrounded by blood... You are already doubting that you even want to wear your current ones! You just can't get yourself to take them off. Your also not sure what to think about that.. But for now, it's time to focus on one thing at a time.

You draw your bow and hit the boots from a distance. As the arrow strikes the boots start to change form! It let's loose an unearthly screech and charges you! As it does the surrounding shrubbery warps into the vile mimic's form as well!

>Mimic x12

>Stab
>Grapple
>Bow
>Other

>You are Sehlum
A mimic breeding ground this close to a city?! Ludicrous! Then again they are hard to spot.

>Magic: Bolt/Move Earth
>Slice
>Other

>You are Yorick
You can't really die, but you don't like the feeling of it. So, time to fight!

>Magic: Summon Skeleton/Wraith
>Song: Buff/Pacify

>You are Hilda
Wow alright, you might not have anymore apples, but you'll figure out something. Either that or die... One or the other.

>Stab
>CARD
>Other
>>
Rolled 22, 55, 79, 90 = 246 (4d100)

>>1690201
Eric
Bow

Sehlum
Earth bolt

Yorick
Buff team

Hilda
Barrier Eric
>>
Rolled 66, 96, 65, 34 = 261 (4d100)

>>1690201
>Sehlum
Create an earth platform in the air so Eric can shoot mimics down from up there!

>Eric
Use your bow from the earth turret to pierce the mimics

>Bones
Summon some spookies for the melee and defense

>Hilda
Shield up!
>>
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>>1690280
>>1690293

>You are Sehlum
You bend stone and earth upwards from below you and Eric sending you both skywards. As you regain your balance you rip a piece off the mighty earthen turret and form it into a bolt, and send it flying into the nearest mimic! The mimics insides splatter along the ground, but it beings to reform ever so slowly.. You'll have to some serious damage in order to keep it down!

>Earth Bolt
>Slice
>Other

>You are Eric
As you steady yourself from the rapid change in height you draw your bow and take aim at the mimic Sehlum hit striking it's head and you here a sharp crack as the arrow breaks open it's weak skull! It starts to stumble before being surrounded by skeletons and slaughtered!

>Bow
>Stab
>Other

>You are Yorick
As you summon your skeletons and send them towards the mimics the start to slash through the mimics soundings the turret, but they're being overwhelmed! One dies by your warriors hands, two stall the skeletons, four being to scale the turret, and five rush at you and Hilda!

>Staff
>Bard: Buff/Pacify/DiplomaNcy
>Other

>You are Hilda
As the mimics start to pour in you put all the mana you can into two spells, and just about manage to shield Eric and yourself! And not a second too late as five of the mimics reach you and Yorick!

>CARD
>Stab
>Other
>>
>>1690380
>Sehlum
Splice!

>Eric
Slash any mimics that manage to climb the turret

>Yorick
They're closing in! Pacify!

>Hilda
Time to use your cards! Crush them with the weight of the whale
>>
Rolled 72, 92, 72, 78 = 314 (4d100)

>>1690448
As regular, forgot to roll
>>
Rolled 41, 13, 41, 96 = 191 (4d100)

>>1690448
>>
>>1690448
>>1690456
>>1690515

>You are Sehlum
As the monsters begin to scale the turret you grab your short sword and stand back to back with Eric cutting and throwing off any mimics that make it on top! As you slice clean through two of them you begin to slice off globs of what would be a sorry excuse for body parts, but they continue to try and devour you whole! As you stab and slice through the monsters you finally feel resistance against your sword and the mimics fall dead. Standing above the even more deformed bodies of the mimics you quickly throw you and Eric off the side of the turret as it's destroyed by the giant wooden whale!

>You are Eric
By the time your two mimics scale the tower you're beyond ready for them! Your blade cleanly dismembers the first and when the second grabs you by the shoulder you roll forwards while holding onto the "arm" and throw it off the side of the turret and into the side of a boat, in the likeness of a whale. As the mimic smashes against the side you're thrown to the side and land safely in the grass along with Sehlum!

>You are Yorick
As the mimics close in you watch your skeletons dispatch the two they were fighting and begin to make they're way back towards your side. However, it will be far too late! You pacify two of the mimics, but the final three start to charge past you and to Hilda!

>You are Hilda
As the final monsters charge you, you take out a card that will really CRUSH the competition! Oh God your using puns... As the boat is unleashed upon the unsuspecting mimics it crashes into the turret shattering it, and immediately starts to go back into the card it left upon hitting solid ground, but it did what it was meant to! The remaining mimics were vanquished!

As you scour the battlefield for whatever mimics hoard you find
>20g
>337 party gold total

>Mimic jelly x3 - Good for potions of transformation

>You are Eric
After that battle you make your way inside the next city on the way to the Adventurer's Capital. However inside you see a riot! As you inspect the scene closer you find it's about the new Duchess of the city.. What ever could this be about?

Of course you're already on your own quest... But still
>Seek parlay with the Duchess
>Talk with the rioters
>Go to the quest board
>Find a man of magic to look at your BOOTS (Roll)
>Other
>>
>>1690663
>Seek parlay with the Duchess
>Talk with the rioters
Let's hear both sides on this matter so we can be the exact measure of heroic
>>
>>1690752
Makes sense to me.

Take away Hildas cards, Sehlum.
>>
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>>1690752
>>1690880

>You are Eric
You as you go to talk with the Duchess you strike up a conversation with the rioters to try and gauge why they're rioting.. Upon reaching the main gathering of peasants holding signs/pitchforks/and torches you're almost immediately offered a sign, you refuse asking what's going on. The person handing out the signs is all too happy to explain what happened! He explains that the Duchess is was under scrutiny for the murder of her husband, but the court let her off Scott free! You retaliate with what if she didn't do it. He not so calmly explains to you how your mother came about making you and then lists off the evidence stacked against her:

Rioters
>The Duke was murdered inside his manor, and there were no signs of forced entry, nor probable cause for the guards to turn on him
>The weapon that was used in the killing was found in the Duchess personal maid's room, but the maid was proven not to be in the manor at the time of the murder. And no one has direct access to the maid's room other than the Duchess and guards
>The Duchess was supposedly asleep despite the clear fighting that was going on in the room
>The Duchess and the Duke had been known to argue openly about politics

Next is the Duchess, you have a harder time getting to her, but upon explaining that you're outsiders and want to help settle whatever's happening outside she let's you in. As you talk with her she expresses her own points.

Duchess
>She had been getting mysterious letters and death threats in her own room, but even after limiting only the guards in her and the Duke's room, along with exchanging the guards on duty. The letters continued and got more and more threatening. The Duchess and Duke were planning on going to countryside with no one else do to this.
>The threats always included something to do either with her policies, or wanting money. The policies included were her increased taxes on the banks, crack down on illegal trades, and high import fees
>She believes the perpetrator is either someone high in power, or close to her as the threats are continuing to happen

What could all of this mean? You'll need more information, but where should you start?
>Go to investigator on the case
>Talk to the Guards/Bankers/or Sailors on the policies
>Other

>You are Sehlum
While Eric deals with that you're taking the cards away from Hilda... The R.M.B was close and she used a boat to try and crush her enemies trice so far.
>>
>>1690984
>Talk to the Guards/Bankers/or Sailors on the policies
So the Duchess claim the policies where the problem, yet we know nothing about them. Where they ever applied? What was the population's opinion on this matter? What were the kings policies in consteast?

adventure, horror, crime! This quest has it all
>>
>>1691061
Meant to say contrast
>>
>>1691061
This is good.
>>
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>>1691061
>>1691156

>You are Eric Holmes, Detective Extraordinaire
My thoughts exactly Watson! Let's journey over to the guards... Surely everyone in power would've enjoined a crackdown on crime. Let's find out why they didn't.

Upon reaching the guards barracks you find a number of people milling about, surely all of them with their own opinions on the matter. Finding the truth in these statements is going to take a while... The cities quartermaster seems like a good place to start.

Quartermaster
>The policy to him simply cut dock guards with a felony, and are having multiple people check and record each order that comes through high risk areas. Namely, the docks, trader's station, and the manufacturing district
>He says that it's a good idea, and he was glad it was implemented, but all it does is cost those who want their goods time and effort. Think of it this way, instead of getting an orange for the price of an orange they're having to pay to get the orange and then to get it past the guards. All it would take is a couple of guards to get too greedy, and they already had been before.
>He says he tries to make sure everything is in order, but admits that he can't view the transactions from a couple of the nights, and even if he could any discrepancies would have to be reported in by the guards.

Interesting, but hard to do anything about.. With any luck by the time you're finished with this you won't need to scour the docks in hopes of finding a nobles questionable purpose.
1/3
>>
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>>1691289

Next up is the banks, why would the Duchess want to raise taxes on specifically the banks? Are they power hungry, or has something set her off?

When you reach one of the major banks in the city you notice a lot of movement going on.. It seems a shipment of furnishings are being moved? You'd best head over to the owner.

Owner of a Bank
>The policy is meant to take from the rich and give to the poor, but it does it rather poorly. It's supposed to take 10% from the extremely wealthy, and give it to underfunded government groups.
>However, instead of this the banks usually suffer do to an obscure law! Yet the law isn't changed, even when it's brought up in high court. There's someone profiting off the failing of the banks, and this particular banker suspects the Duchess
>The banker has been trying to find a work around, but at the current time he's having to cut of the rich from using his banks, least he goes under completely. This has significantly drained his funds and he is currently moving to a smaller location

Maybe the person who is profiting off this would know who isn't! However, this is also a rather unfortunate turn of events... Who could be profiting off this, and has the power to resist the high court?

2/3
>>
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>>1691349

Lastly is the docks. High import fees are good for your economy, but if it's high enough to make someone kill the Duke. You have to find out why!

The docks are filled to the brim with boats loading and off loading all kinds of cargo, you see a few likely sailors for interrogating, but one catches your eye... The owner of an extravagant boat, unloading what appears to be spices and metals the likes of which you've never seen.

An Extravagant Sailor
>The policy to this sailor is as follows, it increases local sales, decreases ones from other lands. Simple, but not always. The fees weren't increased so much as expanded to even other cities within the same kingdom! While some items are being charged more for, he suggests that it's more about gaining tax from nearby lands.
>The sailor's opinion on this is indifferent. It might drive a fisherman trying to sell here instead of his home city out of business, but that just leaves a bigger company to take it's place.
>The sailor simply say the easiest way "out of" paying the fee is to already have enough to pay the fee.

How strange! What could be the point of increasing taxes between your own kingdoms cities? Surely you'd have enough by then to fund anything the government needs! But... Perhaps not.

Well, this was useful, however it means nothing if we cannot find the person whom this would aggravate. And even then it's still necessary to determine if the Duchess is innocence!

>Interrogate nobles
>Talk to the investigator of the Duke's murder
>Other
3/3
>>
>>1691632
So there was a big intent on collecting more for the central state. But we still don't know anyone who could benefit from this.
>Interrogate nobles
>>
>>1691632
(IMO) High import fees are pretty terrible for the economy. Discourages importation of goods and raw materials needed to successfully run local businesses to create local sales, encourages corruption and shoddy workmanship of local manufacturers, and steals from the rich and the poor to give to the government.

> Interrogate Nobles
Lots of corruption going around here, it seems. We still in the kingdom of Solera?
>>
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>>1691721
Yes, HIGH fees are the issue we're seeing here, I'm sorry if it came off the wrong way! Now that I look back on it I can see how it would! I was attempting to refer to the Duchess' reasoning, increasing low fees to a higher bar to encourage local business to use local resources, not discouraging needed materials.

>You are Eric
You figure the next big step in cracking this case is finding someone with probable cause! However, you're also noticing a sickly trend of funds simply vanishing into the state. You enter the Duchess' manor and wait for the most suspicious nobles to arrive.

When they do arrive you get their job and opinions...

>City Planner
Crime Crackdown: Overall it's creating new jobs and infrastructure, and may even work, but not everyone has good morals
Bank Fees: It's a useful influx of cash, but it does seem a tad ridiculous
High Import Fees: I couldn't say, not my department

>City Treasurer
Crime Crackdown: It's just a giant waste of tax gold! No matter how many guards are there corruption will still exist!
Bank Fees: It's given us a healthy amount of money to sit back on encase of emergency, I wouldn't change it
High Import Fees: We're starting to see a rise in cheap wares, and it doesn't seem to be extremely productive

>City Guard
Crime Crackdown: It's been hell trying to sort out all the new incoming and out going guards, but we hope to see it work.
Bank Fees: It's making it harder for banks to stay open and I wouldn't recommend it.
High Import Fees: We hope to see it increase local jobs, but it looks to be too high.

>City Resources
Crime Crackdown: It slows down getting everyone everything! However, I understand the meaning of it... It just doesn't seem productive
Bank Fees: The public needs a safe way to store their gold, and this is making it increasingly harder to find a place the can and will do that.
High Import Fees: We're seeing a dramatic fall in the more exotic materials we need, and I suggest revoking it immediately.

>Leader of the Environmental Safety committee
Crime Crackdown: It could cut back on illegal dumping, but I don't feel like that's the reason you're talking to me
Bank Fees: So long as few stay open, we can change the empty buildings into mini-ecosystems... Do you even care?
High Import Fees: Ships are ships, just stay out of the registered protection zones! Got it wrong again?
>>
>>1692102
She failed at doing this though! So, another peg against her?
>>
>>1692102
> Talk to the investigator
Nothing for it at this point.

'S all good. I figured you didn't clarify as much as you wanted too, so I gave you some counter arguments.
>>
>You are Eric
It seems like everyone has their own reasons for the policies... Perhaps it is just as simple as the Duchess doing it? Maybe even P.I.M.P. is behind this! It would make since for some of the actions occurring! But for now the investigator's place seems like the next step. So time to see if everything about the Duchess holds up.

>The investigator has all of the threats. Including rather recent ones! They have been crosschecked with all the noble's handwriting and none of their's match the letter!
>The murder weapon was still in the body when it was found by the Duchess' maid who then removed it from the body and went straight to the guard with it in tow.
>The Duchess was still asleep when the guard arrived and when she was cleansed of any magics the court wizard almost fainted. Either there was an extraordinary sleep spell on her, or some other form of magic.
>The Duchess has been trying to fix the issues, but not all of the nobles can decide on what exactly to change, so it's often rescheduled.
>There was no forced entry, but there was a struggle. Given the Duchess' comatose state and her reaction when she awoke it is presumed she is not the culprit

A likely culprit would be the next in line, for she bares no kin, or some other power hungry noble, but it is still unknown how they would get inside the room.

I'm going to end it here for tonight, but you're all very close!
>>
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>>1689012
>>1689035

>You are Wolf
As you listen in, it becomes apparent at what happened between them. Apparently one of the knights ran out into the battlefield getting the others killed! Oh. They seem to be getting off track, well the definitely know a lot about each other... Maybe you'll stay for a little longer

Well why DID you run off out into the field, when there were archers there!
> Heroics! Glory! Did you just join the army to get money and women? Oh. Wait, yes, yes you did and then you left me out on the field to die as fucking porcupine!
Oh as if you never looked like that after ANY battle
>And you would too if you actually cared enough to do anything!
Oh just like when your mother didn't attend your funeral
>I'm going to find a way to kill you a second time you bastard!

Intriguing, but you have places to be and money to spend. Off to find a necromancer.
As you near an auspicious looking tower, you figure there's probably a necromancer in there. Or at least you hope, it would suck if the necromancer that was in there kicked the bucket before you could buy your life back. Of course walking around as a ghost has been fun, but it's time to be alive again!

>Be alive
>Be a ghost still

>You are Squid
You talk to court! New laws being passed. Safe drinking water act. Toxic substance control act. Wetland protection, clean air. You are doing it! Life will be great. Great for every species! You have a prize. It's called environmental prize. It's like a prize. But for the environment. You are a hero.

>You are Sailor
You decide to investigate the whole shark thing... After a drink. Or two.. Three. Thirty while you're here. Alright now you're ready!

Oh God what happened? Well you killed the sharks, with.. With chair legs? And you are in a cave not the ocean. Why are their bodies in a tasteful diorama of a birthday party? Why do you drink? Well, there's still some cake left on the table by the dead sharks.

>Grab the cake
>Go back to the city
>Find Squid
>Other
>>
>>1692349
So basically someone killed the king and tried blaming it on the Duchess to get in control?

Well as far as we know, this should be somebody already powerful enough to cast magic on her. Maybe we should ask in the magic guild or the court wizard?
>>
>>1693085
Next nightly update!
>>
>>1693084
>Wolf
The overworld realm is nice and all but its been a while since you had any carnal pleasures like... Dunno, eating. Time to be alive!

>Squid
It's very clear that you've been brought to earth for a purpose: help the environment. Maybe a higher power has CHOSEN you for this? You always felt like there was something special about you.

>Sailor
Oh man oh man it happened again. You promised Linda to you wouldn't drink thag much. Grab the cake for her.
>>
>>1693087
uhh can't wait!
>>
>>1693084


Wolf

BE ALIVE!

Squid
>environmental safety commity in fantasy world
>listening to squid ideas with little fear

I love you, OP.

Squid goes out to enjoy hero-dom

Sailor

Grab cake for Squid. Its time to go home.
>>
>>1693093

>You are Wolf
As you're revived you devour the necromancer and break out of his crypt, and out into the world! Out into the very succulent looking world!
Congrats on letting a monster back into the world! Our story with Wolf ends here... For now

>You are Squid
You worship the environment. Gaea has blessed you. You shan't disappoint her. You will preach safety. Environmental safety, that is! And shared with all! None dare defy gaea.
You've created a force of good, and all will be apart of it, congrats! Squid's story ends here! For, indeed, now.

>You are Sailor
OH DEAR GOD LINDA! You can't just go on adventurers! You have a family to provide for.. Well, might as well take the cake for the road, or sea.
You can't leave home for a minute with out a missing persons notice... Oh well. Congrats! For now.

Time for the next morning adventure?
>Be Samantha
>Be Messenger
>Be Cool Guard
>Be Adventurer
>>
>>1693114
Samantha

Messenger
>>
>>1693116

>You are Samantha
Today you were going to go into town. Which is terrifying for you, but it must be done! And with any luck this time it'll just be the usual pitchforks and not actual weaponry.. You still have nightmares of that man. You'll talk about those later though, now it's time to walk through the city gates!

The closed gates with guards at the ready, dammit all. Well you're going to have to find out some way to convince them you're not a witch looking to steal children. How though?

>Talk it out (Roll)
>Find a different entrance
>Other

>You are Messenger
When you're not busy slaying random monsters, you actually have quite a lot of free time on your hands! Er, bones? Being un-dead is weird. Today, however, you're out for a particular reason! You're supposed to find some mythical artifact inside these ruins. These deadly, deadly ruins. Fun! So... Just through the door and down the stairs? However, that could be trapped..

>Go down stairs (Roll)
>Find a window or something (Roll)
>Other
>>
Rolled 86 (1d100)

>>1693121
Samantha

Dress up! Impress the guards. Dont let them suspect you are a NEET woodland dweller

Messenger
Look for a window or alternate entrance.
>>
Rolled 6 (1d100)

>>1693121
>Samantha
Other people are scary. Let's try to avoid them as much as possible. Try to find another entrance

>Messenger
Your bony instincts tell you the stairs are trapped. So, try finding a window or something (roll)
>>
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>>1693126
>>1693128

>You are Samantha
You're already dressed in your finessed coat and hat, black as tar, and stylish as ever! However, you think you've intimidated the guards by wearing them! The definitely don't seem to like it at least, they're treating you as more of a witch than ever! You think you'll just find a different entrance...

You might be able to get in through the docks! However, that comes with it's own challenges, like climbing and not being spotted. You could also ride in on a caravan, but that means talking to people

>Docks (Roll)
>Caravan (Roll)
>Guards (Roll)
>Other

>You are Messenger
You've obviously made the right choice going through a window, because instead of being impaled by a bunch of spikes it's only one! What luck! Now just to get off the thing. Hm. Well, this is going to take a minute...

And there! Huh, the room's pretty barren, that means a puzzle right? Yep there are the puzzle bits near a door. Eh, you'll figure it out after a week of trying different combinations. Or you could be smart about it... That has it's perks. Or you could go through door B. Door B is also promising.

>Complete the puzzle (Roll)
>Door B
>Other

Look at the time! Got to go, but see you tonight!
>>
Rolled 84, 33 = 117 (2d100)

>>1693140
>Samantha
Guess there's no other choice but to pick the caravan. It's the least dangerous one

>Messenger
Solve the puzzle, solve it!
>>
Rolled 70, 30 = 100 (2d100)

>>1693144
>>
>>1692349
>>1693144
>>1693146
Next morning update
And We're Back!

>You are Eric
So, let's recap! The Duchess was receiving death threats that matched none of the noble's handwriting, but there are ways around that fact. As the threats increased the Duchess responded by removing all but her most trusted from having access to her and the Duke's room! There was also no sign of forced entry, but there was a struggle. This means whoever killed the Duke was either trusted enough to be let in, or allowed inside the room at night. This puts the nobles, maid, and the Duchess herself at suspicion. It is also presumed that the Duchess didn't commit the crime do to her reactions and the fact she was under a powerful magic that wouldn't allow her to wake. Of course, this doesn't completely clear her of suspicion. The Duchess' maid is the one who first found the murder weapon, she responded by bring the evidence to the guard. You've interrogated the key nobles, but you must make the decision of who to blame yourself.

On a side note it seems nigh all the Duchess' policies either backfired, or are failing completely. Most of the nobles and reasonable citizens agree that some/all of the policies were put in place with good intentions, but are fundamentally flawed in one way or another. However, despite this fact the nobles disagree on what to do on nearly all of the policies, and they don't look to be changed anytime soon.

These two chunks of information are all that you've gathered on the case. So far your opinions have been along these lines...
>This may be linked to P.I.M.P.
>A wizard/magic user is in play
>There is too much unnecessary corruption

What should you do next?

>Name suspect (Present Evidence/Motive)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>>
>>1693886
We know PIMP controls people will with potions, particularly women. If we suspect he's behind this, he could have gained access through, for example, the maid.

So I think we should interrogate her about P.I.M.P
>>
>>1693978
I agree!
>>
>>1693978
>>1693987
Can you roll for it
>>
Rolled 59 (1d100)

>>1693991
Sure!
>>
Rolled 63 (1d100)

>>1693991
>>
>>1693996
>>1694003

>You are Eric
It seems time that you talk to the person who found the murder weapon! If P.I.M.P. has anything to do with this he'd want as much chaos as possible. Anything to let him into the city... And killing the Duke seems like a great place to start.

You meet with the maid and ask her a couple of leading questions to gauge if she's infatuated with anyone of P.I.M.P's specialty.. As you talk you're almost 100% sure that she isn't involved with P.I.M.P. but she does seem antsy. You try and push it, but she nearly shuts down on you altogether. However there are a few pieces of info that your keen eyes managed to pick out.

>When you ask about the policies she seems extremely displeased about the bank, perhaps it is effecting her somehow? Maybe it just hinders her savings.
>The maid refers to the unidentified magic used on the Duchess as a sleeping spell. When you ask about this she says, Isn't it? I mean that IS all it is right?" You don't answer her question.
>You briefly mention P.I.M.P.'s cities, but she doesn't give you anything other than that she'd heard rumors. About the same as most people you had asked before this.

Hm, well it wasn't a total waste, any information is good information. If you had to say you anything about this it's that you don't think she's guilty of being under a spell.

>Name suspect (Present Evidence/Motive)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1694035
Look further into the "sleeping potion". To the local alchemist!
>>
>>1694086
This. Also, what wizards are famous in the town? Maybe we should investigate/ask their opinion on the matter.

Also why is she so displeased about the bank deal? She's a maid, meaning that this policy in particular shouldn't affect her much. Does she have any kind of connection here?

i wish i could pinpoint somebody, but i honestly have no idea so far i mean it could be the maid herself, but i dont see a motivation
>>
>>1694106
That means we gotta research more. Fun stuff
>>
>>1694086
>>1694106
Motives are reveled through effort... Perhaps this update will contain enough of it to show you something?

>You are Eric
You decide to look further into the unidentified magic that affected the Duchess during the attack. While the maid made some valid points about it being sleeping magic, the court wizard had a bit too much trouble with it.. You need to find out the properties of sleeping magic, for all you know it was simply a byproduct of something more heinous! You decide to pay a visit to the alchemist's guild to ask about it.

As you meet the alchemist and begin your investigation once more you find that it could be above an alchemist's pay grade. For instance the alchemist suggests that instead of it being alchemy, that it could be something more akin to a lasting magic. Similar to the mana shield Hilda uses!

>Potions, although magic in their own sense, don't have immense mana draining responses. Instead it's harder to clear the more wide spread the potion is. A potion that inflicts paralysis would be harder to clear than a splotch of poison.
>Also the more complicated the body system affected the harder it is to cure. The nervous system is the hardest to alter, and therefore the hardest to cure. Whereas the epidermis is relatively simple in comparison and is easier to cure
>The length and strength of the potion depends on the ingredients present, if this was a potion it would take more expensive ingredients in order to keep the person down.

It seems plausible that this could be a sleeping potion, but taking into account what was said about them they would be hard to cure, but not as hard without rare ingredients. This leaves two options for the potion theory, either it is composed of rare ingredients, or serves multiple purposes Next up is the mage's guild...
>>
>>1694194

You take up the alchemist's suggestion to look into other magics, specifically ones that fuel the spell via the caster's mana. However this means it must've been a powerful caster if they managed to make the court wizard stumble.

>The mana has to come from the caster's normal capacity, mana crystals don't work when it comes to these spells. The only way around this is having something that physically increases the caster's mana pool. Such as a fairy.
>These spells don't alter the physiology of the victim very effectively, and those that want anything to affect the person's direct being is much harder to cast. For instance it would be easier to cast a shield around the person, than to try and make the person's body stronger.
>If you want to do some to a person's body, such as cast sleep, you'd either need a lot of mana, said person's trust, or no mental barriers. To simplify it, the caster has to either be powerful, trustworthy, or catch the victim off guard.

Intriguing, this trows a wrench into things... it looks like for alchemy the issue is why the wizard had an issue, and for magic it's finding someone who could be in the position to cast and want to do it!

>Name suspect (Present Evidence/Motive)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1694199
Time to talk to the court wizard. How did he find the Duchess and what he can tell us about the whole ordeal.

A second course of action is finding out how someone would came in contact with these expensive ingredients. Who sells them? And if they're do expensive, how did the managed to buy them? Investigate the market.
>>
>>1694261

>You are Eric
Before you head out to your next mark you pull out your fairy and ask her what she thinks the chances are of the spell being magic, and not a potion. She says that if her being in a black market means anything to you, it should be that fairies are rare, and even harder to catch. She presumes that it's less likely that anyone close to the Duchess would be a grandmaster of wizardry and instead that complex alchemy might be at play. That raises another question however, if it is indeed alchemy who would have access and knowledge to either create or buy this potion? You resolve to visit the shadier markets, and find out who bought such ingredients/potions. For now you're going to talk with the court wizard to see if he can tell you anything about the spell/potion used.

As you reach the court wizard's court you find him looking over some papers, after asking for his time he joins you over in a seating area to discuss the spell/potion.. Similar to the fairy, he presumes it was a potion. For different reason's though: It's easier to transport, doesn't require a caster present, and all it takes is someone who values money over morals that can Duchess to use it. As for the qualities of the spell/potion... He can't tell you much. It's not like when a spell or potion is being applied to a person, there's not a direct way to tell what it's doing to you. Not that it would, not unless there's a countermeasure, but those are more likely with cursed items and spells. So the most he can say is:

>It is highly likely that you are dealing with a potion and..
>There is no easy way to tell what type of spell is effecting a person if they aren't exhibiting any outward signs, but if you can figure out what spell is at use it's much easier to cure.

You briefly ask why the wizard didn't just treat the sleeping issue, instead of using the general cure as he did. He responds that it would be extremely careless to only cure for what he can see, imagine what would happen if he did that but a poison remained! Well, it's good you don't have to put the Duchess' state of mind/health into question. Next up is the bank! Why would a maid fear a policy that only effects the rich? Well, only effects the rich for the most part...

As you go to the bank you last visited you find that most everything has been moved out and that they're readying an armed transport for the gold itself. You take the owner off to the side and ask more about the policy and the maid's bank account. He says customer confidentiality is important, and that he can't legally tell you directly about her account, but that they're currently keeping anyone who has a balance less than 20,000g. Well then, that's a nice pile of cash the maid would have to have if her bank account was cancelled, of course it might not be that she's secretly rich, but instead something else. Regardless, you're going to head back to the docks to inquire about some alchemy ingredients.
1/2
>>
>>1694371

You greet the extravagant sailor with a wave after finding him resting on a box checking off some things on a list. He returns the wave with a glance and flipping through the to-do list till the third page and checking something off, and gets up to greet you.
>"Well now if it isn't the party of detectives! is there anything I can do for you now?"
As you talk of the potions and unexplained magic he grows more solemn, final you ask him if he would know where you could find some of the more... Hard to find ingredients. He tells you that there was indeed a shipment of ingredients of the not so lawful quality, but that he doesn't take part in such activities himself. You ask him what kind of ingredients, and responds with a few that spark something dreadful inside your mind.

>The ingredients that are being shipped in the highest numbers relate to the mind control potion!
>You now also presume that the mind control potion has the side effect of putting the target asleep, or perhaps that was simply an additive for the Duchess?

The sailor refuses to tell who the buyer is, or who's selling the ingredients, but this is a major development! If these potions are being pumped into the city a lot of things would make sense. Especially who killed the Duke and why the policies are still in place. This doesn't bode well. You think that if you can't currently prove who the killer is, that it'll take only a few more facts to get there. But... You might be able to do it now! You just need to think of why the killer did it, and how.

>Name suspect (Present Evidence/Motive)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
2/2
>>
Rolled 23 (1d100)

>>1694442
Quick reply attempt

Wait and camp until nightfall. Yorick uses his skeletons to sneak and find shipping documents of ingredients or names of buyers at the docks and warehouses.
>>
Rolled 76 (1d100)

>>1694442
Okay so we now know that this goes beyond this city and someone very rich is paying for the operation. A shipment of illegal ingredients needs to be paid with the silence of the guards as well. Try interrogating the people who is in charge of import taxes, someone there is getting paid.
Also who's next in the line if the duchess is sent to prison?

Rolling for this too>>1694700
>>
>>1694700
>>1694736
Either the Lord/Lady decide, or if they let the local government sort it out, it could be whoever the majority of the nobles vote for... They can't vote for themselves, not to say they haven't tried. And if P.I.M.P. is involved... 3/5 of the major nobles being female is looking pretty terrifying

>You are Yorick
Surprised? Heh, you finally get a shot in the limelight after far too many posts. It feels good man. Anyways, you've sent your skeletons off under the cover of night to gather the documents at the docks.. So far it hasn't proven very fruitful though. You guess criminals don't like leaving paper trails. Well time for plan B DIPLOMANCY! God it comes in handy, why learn to have a silver tongue when you can bend the will of the universe to do it for you? Yes it's definitely more efficient! Why do people keep asking you?! So, let's see what you can find out... As expected. When you ask around all you hear is the acronym P.I.M.P. pop up everywhere... This is dangerous. Very dangerous.. You'll probably need to deal with this as well as clear up the whole murder thing. Course first you have to connect the dots to the murder, and it ain't easy! I mean you have a presumption, but not anything solid to tie it together. Yet! Still it might be good to pitch the idea anyways, you might even get a search warrant, or a royal pardon to ask some hard hitting questions!

>Name suspect (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1694845
The team takes all of their notes together and think of possible suspects dependant on tge clues gathered to get a warrant.
>>
Rolled 22 (1d100)

>>1694845
Interrogate the owner of the docks
>>
Rolled 80 (1d100)

>>1694952
Rollan.
>>
>>1694952
>>1694973

>You are Eric
With all this chatter going about, the owner couldn't have missed this! As you approach the haggard man and start to talk you find out somethings of importance, but sadly this criminal seems to know what he's doing. You ask a couple of other things that have been racking your mind as well...

>When you open up with P.I.M.P. the man immediately gets on the defensive... He tries to draw out the answers without answering anything, deflecting with questions for you, etc. You think this answers for him well enough. You manage to get something though.
>After quite the conversation about alchemy, you finally get a solid lead on where the potions are going! It's in a! Goddammit, guess hiding in plain sight really does work. The potions seem to be going to a recently bought out brothel. Well any information is generally good information, and on a scale of 1-100, you'd put this at a good 80.
>When you ask about where the import fees go he just shakes his head and answers, "The treasury of course!" Either he doesn't know where they go, or the gold actually is reaching the treasury, just not the city... Strange.
>You think twice about asking about the rate of corruption... Given his first answers to your questions it isn't too hard to guess.

This gives you a couple of options on what to do next, you feel like your whole presumption is going to stay one for long! Now then who's next on the journey for information and justice?

>Name suspect (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
Rolled 72 (1d100)

>>1695123
> Interrogate the nobles about PIMP
>>
Rolled 3 (1d10)

>>1695155
>>
>>1695162
> Pls stop halping
We love you anyway, Hats.
>>
Rolled 5 (1d100)

>>1695155
>>
>>1695183
> See >>1695176
>>
Rolled 67, 19, 1, 23, 65, 83, 11, 41, 22, 98 = 430 (10d100)

>>1695195
Never.
>>
>>1695209
> A 1
> Goddamn it, Hats.
>>
>>1695209
Look at what wrath you have brought down upon us
>1
What shall happen, what can we do to stop it? None know the answer, for none are left alive
>>
>>1695155
>>1695162
>>1695183
>>1695209
1

>You are Eric
You figure one of the nobles is helping P.I.M.P. Now you don't want to point fingers, but come on. The gold goes missing when it hits the treasury? Come on.

>City Planner
The city planner questions what you mean, and says if your that frustrated you should just go to a brothel.

>City Treasurer
The treasurer asks you if you mean anything about the new brothel uptown, and that she has heard something about the man being a tad eccentric.

>City Guard
The city guard doesn't help much, but he does state that you shouldn't say that name out loud.

>City Resources
Mentions a couple shipments going his way for things like the bases for potions.

Leader of the Environmental Safety Committee
>What kind of woman do you take me for?! For shame! She refuses to let you clear up your mistake, and just glares at you.... Alright then.

However, the real fun comes when you leave from the meeting room and go out into your favorite alley in the city. You're met with a couple unhappy faces and your faces gets to meet their fist. Wait. What.

>You are Sehlum
Holy shit, God you knew asking about P.I.M.P. directly would be careless, but come on. A response this fast? Were they following you, or were the already there? This raises a lot of questions about the response time of P.I.M.P.! Oh, hello there fist. Why does everyone want to interrupt your research?

>You are Yorick
The just take your manhandles and drag you along with Sehlum and Eric. Magic is neat, but you haven't really figured out how to cast without your hands yet. Also you have literally no melee combat abilities, and forget using your horn! Whatever, you're a lich, you'll get those manhandles back come a thousand years! After that you'll just figure out how to deal without 'em.

>You are Hilda
And do to your slow walking you got inside the alley last! They always leave you out of the conversation too! So, now you get to play catch up.... Oh, that's bad. Guess you'll be playing a different kind of catch up now, given that the trio of heroes are being carted off. Also they left the hands here. Gross.
>Obtained Lich Hand x2

>Go to brothel
>Get a warrant
>Other
>>
>>1695344
> Brothel
Goddamnit, Hats.
Now roll a 100 and all is forgiven.
>>
Rolled 90 (1d100)

>>1695344
Summon Sludge Slime.


Everyone vomits! Except Lich. He already stinks.
>>
>>1695441
Can't. Sehlum's knocked out, and he has the cards.
>>
>>1695453
Its been a whole day. Sehlum never gave them back? Can Eric quickly grab them ;_;
>>
>>1695466
Eric's out too.
>>
>>1695361

>You are Hilda
As you approach the brothel you really feel like Sehlum should've just let you keep the damn cards, but nooo. You're too dangerous with them, well who's laughing now? That's right nobody because everyone's fucked now! You do however have explosive magic and a healing magic, so you've got that going for you. Now, how the hell are you going to get in there? Also, do they remember your face, because if so you're fucked.

>Infiltrate the ranks (Roll) I swear to fucking God man. Don't do what I think you're going to. Please
>Pretend to be a patron (Roll)
>Sneak in (Roll)
>Other
>>
Rolled 83 (1d100)

>>1695505
> Infiltrate the ranks! As a Questionably dressed nurse! Health and Safety Inspector!
>>
>>1695558

>You are Hilda
If you had an outfit like that you might... MIGHT. Just not burn it and set the brothel on fire, leaving all inside to burn to death. Anyways, time to sneak inside.

As you find yourself inside the brothel you see.. Well, let's not focus on that part. You notice a staircase going down, and you head that way to avoid being caught. You see three doors down here, two on one side of the hallway and one on the other. You chose the one on the side with only that door, because logic puzzles and prison sizes. As you enter you find Yorick humming a tune over an unconsis Eric and Sehlum! Now to find the key... Or try something else

>Find the Key (Roll)
>Lockpick it! (Roll)
>Other
>>
Rolled 96 (1d100)

>>1695662
> Lockpick it!
>>
You have no idea how this lockpick got here http://www.prequeladventure.com/ but if your going to Shove a reference down peoples throats you're going to follow through with it dammit! As you mess around with the lockpick you eventually open it up through sheer luck! And upon opening it you get to slap the two idiots for getting themselves caught! Feels good man. However, you have another issue now. Weaponry. Well, you have the long sword, shield, and your dagger, ...and Yorick's hands... but you meant weapons for the weapon people. So there's only three or more things left for you to do.

>Distribute Weapons (Who get's what)
>Look for items (Roll)
>Escape (Roll)
>Other
>>
Rolled 31 (1d100)

>>1695761
Look for your weapons... and other inmates' weapons. Maybe they have better stuff!!

We also need the MonsterMon cards back. We are kinda attatched to them.
>>
Rolled 15 (1d100)

>>1695761
> Reattach hands
> Look for stuff
>>
>>1695828

>You are Pancake
The ultimate breakfast food! And your dreaded enemy Waffles, has captured you, sausage, and orange juice, but not for long! For a H has rescued you! Now you shall gather all 101 cards and defeat the gym leaders!

>Slay the waffles nefarious guards (Roll)
>Be Eric (Roll)
>Other

>You are Sehlum
Eric isn't looking so good, you feel that punch might have agitated his brain damage. You're not to sure what to do about it, but it won't be good for trying to escape you know that for sure... Guess you'll deal with that when the time comes.

>You are Yorick
Hilda got your hands! Nice! It's magic time baby! And once you get your horn it'll be music time! This is gonna be an epic battle too, you can feel it in your lich bones! All you have to do is wait!

>You are Hilda
You're looking for the parties weapons in here, but you don't see them! This isn't great.. but at least your party is composed mostly of magic users. Well, guess you'll go take a look in one of the other doors.... Oh. Hello guards.

>You are Yorick
Told you.

>Guards x3

>Knock 'em out (Roll)
>Attack (Roll)
>Other
One more and I'm going to sleep!
>>
Rolled 70, 73 = 143 (2d100)

>>1695910
> Slay the guards!
> Keel zeem all! Actually just knock them out, we need intel more than we need murder charges.
>>
Rolled 45, 69, 6 = 120 (3d100)

>>1695910
Slay Waffles, with BOOTS OF JUSTICE!

Yorick
Wraith!

Hilda
STAB!!!
>>
>>1695917
>>1695918

>59 6f 75 20 61 72 65 20 42 4f 4f 54 53
48 6f 77 20 6d 61 6e 79 20 74 69 6d 65 73 20 64 6f 20 77 65 20 68 61 76 65 20 74 6f 20 67 6f 20 6f 76 65 72 20 74 68 69 73 20 6c 69 74 74 6c 65 20 76 6f 69 63 65 2e
57 61 69 74 20 69 73 20 74 68 61 74 20 61 20 66 61 63 65 3f
http://www.unit-conversion.info/texttools/hexadecimal/

>You are Pancake The Ultimate
The waffle guards approach. It is time for you to beat them at their own game! Kickboxing! With three quick kicks to the face, the guards are on the ground and you stand victorious. Sausage and Orange juice stand down, and H sheathes her knife. You are hero.

>You are Yorick
Just as you were about to summon your wraith for the first time ever, Eric The pancake hero beat you to the punch! Err.. Kick! Well, the guards are still breathing if we want to do something with them. So that's nice.

>Get skeletons to help you carry the guards
>Leave the guards
>Other

>You are Hilda
As you were about to plunge your knife within one of the many intentional gaps in the guards armor Eric knocked them out... With his eyes glazed over, but not in THE BOOTS way. Just regular glazed over. Well, back to doing important things.. As you try both the doors you find them both locked, and one definitely seems to be a storage room, so you decide to try and open that one.

>Lockpick! (Roll)
>No lockpick the other door! (Roll)
>Other
>>
Rolled 90 (1d100)

>>1695998
> Lockpick!
>>
Rolled 22 (1d100)

>>1696020
>>1696020
Rolling for extra loot!
>>
>>1696020
>>1696065

>You are Yorick
You can't decide what to do with the guards just yet. In fact you're thinking about just deciding for yourself what to do with them, but to be honest the voices are getting to you... You're not sure you really want to do much without them present. Is that a bad sign? Probably. However, the issue still remains.. What the hell should you do with the guards? Getting them out will be hard, especially if you want to escape yourself, but on the other hand.. Data. You think the choice is pretty clear. Now you can only hope the voices come back.

>Take the guards with you when you leave
>Leave them here
>Other

>You are Hilda
You are amazing at this! Can it be that you actually have a natural aptitude for something? Sure it's not magic, but this is something you can do and like doing! That's more than you've had for a while! So, what has your hard work earned you? Nothing. Great. Well... Not nothing, but still not what you were expecting.
>Obtained: Your Items
>Obtained: Cobweb

You deserve something for your work, so you're going to take this cobweb! Hear that P.I.M.P.? Your cobweb. Gone. Well, time for something more important.
>Escape!
>Fight!
>Sabotage!
>Other
Roll for all of Hilda's choices
>>
Rolled 24, 97 = 121 (2d100)

>>1697904
Yorick

Take one guard using skeletons. No need to weigh yourself down.

Hilda
Escape with group!
>>
>>1697978

>You are Yorick
You're trying to figure out how to get at least one guard out of here with you... However, skeletons having no muscle structure is putting a damper on things. You think you've got it down one second, than the next you're putting the bones back into place! Also, this noise is starting to draw some attention, or at least you think that's what the stomping from above and an occasional "Keep it down!" Why bother with that when you have a puzzle to solve and all of eternity to solve it? The only reason you can think of is to keep your hands with you.. Alright, maybe it's time to go.

>You are Hilda
The dead man walking, literally, has finally given up on carrying a guard out of here! Thank God! Alright, now to just get out of here without being seen by anyone! It shouldn't be too hard to get out... You hope. Oh. Hello there guard. And goodnight! Okay, so maybe it'll be hard, but at least you've got a trigger happy Eric with you.

As you leave the building you start to hear the guards saying something about the prisoner's being gone, and waffles being the only proper breakfast food. Strange, but you have bigger things than that! Namely fixing Eric, and getting back to the Duchess and doing something about all this, because you have a feeling that the party being attacked RIGHT after talking with nobles wasn't an accident.

>Name suspect (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1698048
We meet up with tge maid and introduce Fairy Lady to her. She can tell us if the maid is a spellcaster or not. If not, we can finally narrow it down to a noble paying the maid off.
>>
>>1698048
Okay two main suspects here, let's follow the money
>City treasure
And the potions
>Owner of the brothel

Who are these people? What do we know about them? Are they female? How much access would they have had to the duke and the maid?
Ask around
>>
>>1698095
Yes theybare all female
>>
>>1698069
>>1698095
The maid and treasurer are female, the maid would have more than the treasurer, but the treasurer would still have a lot. Also yes I saw your suggestion, I just can't write it in currently

>You are Eric
You decide to go say hello to the maid once more. Something is up with her and it's either having to deal with alchemy or magic... You're going to find out what. Especially after that ordeal with the brothel.

As you enter the maid's chambers you ask Hilda, who refused to be without the cards after the brothel, to let Fairy Lady out and you sit down to ask some questions. While you ask the questions you have the fairy try and gauge how good the maid is with magic and, not surprisingly, you find that she's just about at the same level as any normal non-magic user. Well, you didn't get any new information from the questioning, but still it narrows down what the Duchess was put under with... This means you'll have to talk to the owner of the brothel, or the proxy, you doubt P.I.M.P. himself will be there. First, however, you need to know who let him know you were coming. You suspect the treasurer, she's been the one in charge of all the city's gold and when gold disappears under her watch.. It doesn't give her a very good leg to stand on.

As you reach the the treasury, and walk into the city treasurer's office you note faint surprise upon her features.. Well, you did just walk in unannounced with bloody armor, but still you don't like her that much. Now what do you want to ask her about? Or should you go and ask around the treasury itself? There are a lot of options to consider here...

>What do you ask the treasurer about (Roll)
>What do you ask the staff about (Roll)
>Other
I'm going to be gone for a little bit, but post your suggestions and I'll get to them!
>>
>>1698155
>Staff
Any change of behaviour on the city treasurer? How long has she been in charge? Where do you have the books/records of taxes? How close is the treasurer to the Duchess? Does she have any relationship with the maid? Where was she when the duke was killed?
>City treasurer
How long has she been in charge? Where are the records/books? How close was she to the Duchess and the maid? What was she doing when the Duke was killed?
>>
Rolled 81, 61 = 142 (2d100)

>>1698203
And the rolls
>>
Rolled 89, 33 = 122 (2d100)

>>1698203
>>
>>1698203
>>1698211
>>1698219

>You are Eric
You sit down opposite the city treasurer and start with a few simple questions. You're not sure about how the treasury actually operates, and it's high time you change that. Of course you're not going to believe her, but it's still good to hear her side of the story.. Now, how long has she been here.

>Job duration: She says she's been in this career for the better parts of twenty years.
>Records: She claims that all the tax records are kept in a vault alongside most of the cities gold, and that she signs off on all the documents the staff record. She also mentions that because she can't fact check all of their work she just tries to make sure the bigger gold shipments get through properly.
>Relationships: She'd like to say that the Duchess and her are on good terms, but ever since the Duke's death things have been tense between the Duchess and all the nobles. As for the maid she says she barely knows her, and the only reason she does is because of the murder.
>Alibi: She says she was at the treasury the entire night, along with some of the staff, going over some discrepancies within some of the accounts.

Good to know, up next is the staff. You feel like if anyone were to catch anything out of the ordinary it would be them.. You can only hope that they'll be truthful with you.

>Behavior: They all say something along the lines of her staying later to deal with the overhaul of gold from some of the policies, and that other than that she's taken up having tea around noon somewhere, but she's stopped recently
>Job duration: Twenty years give or take.
>Records: They go through the city treasurer, but after that it's presumed that the guard comes and picks them up along with the gold and takes them to a vault.
>Relationship: She used to be good friends with the Duchess, often agreeing with her policies and suggesting more reasonable approaches to them, but after the Duke they've grown distant. They don't know anything about the maid other than her role in the murder.
>Alibi: She was with some of them staying late trying to figure out where a chunk of gold had disappeared to. It was rather large too! The rumor going around is that it was over 20k!

It seems that the treasurer was telling the truth for the most part, but after talking to the staff.. You have a couple of new points to poke around at. However which festering wound shall it be? Or shall it be something else?

>Name suspect (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1698688
We ask the guards if the maid was at the manor during the time of crime. If not, where she supposidly went. Then we go to where she supposidly went.
>>
>>1698923

>You are Eric
You think back to the maid.. It seems that the treasurer and the her haven't talked, or at least as far as anyone knows. However, that doesn't exclude the fact that the treasurer could've been lying. There are somethings you still don't know about those two, and it seems extremely strange that gold manages to go missing on the night of the Duke's murder when the treasurer supposedly manages all of the higher gold amounts. Well, for now you should find out where the maid went on the night of the murder. Off to the guard...

As you greet the guards holding position outside of the manor you ask them if there are any entrance/exit records of the night of the murder. They say yes, and lead you to a small office of to the side of the manor. Inside is, who you presume to be, the person who leads the Duchess' personal guards. Now to look over those records...

>There are the usual guard shifts and a few people of importance, but they were all expected
>The maid was said to leave to see a significant other, and has been said to be doing this for the past few days at noon. You ask the guards about this, and they have a few rumors of her "activities" that night.
>The maid was said to be back in the manor sometime in between guard shifts, and wasn't cataloged entering by a guard.

You ask for this significant other's house, but it wasn't written down do to privacy reasons. It seems the guards only write down where people say they are going, and don't pry into their personal matters. While this is understandable.. It makes your job much harder.
>>
>>1699049
A significant other, huh? That would be odd for someone under PIMP control. Lets ask the maid to meet him just to see if he is real.

Then we can finally focus on that treasurer.
>>
Rolled 84 (1d100)

>>1699049
> Interrogate the maid about her 'significant other'
>>
Rolled 74 (1d100)

>>1699092
Agree with this. (roll)

I'd also like to know more about the treasurer tea activities. This could be either a way to drug her or also a place where she went sistematically to meet somebody lately but stopped after the duke's death.
>>
>>1699077
>>1699092
>>1699138

>You are Eric
You decide to see where everyone's going at noon... Surely this can't be a coincidence! You're going to talk to the maid first, although if you had to say anything about this that's strange is the fact she "has" a significant other. Perhaps, she wasn't under the influence of P.I.M.P? But then what drove her to murder? Well, supposed murder. Either way it's time to talk to the maid once more.

Upon getting to talk with the maid you start to open her up with a few easy questions.. Now time for the hard hitters.
>When you mention the significant other she deflects, and upon further pressing she just says the it's none of your business! Well, then who could this person even be real?
>Next up is the connection between the treasurer and her. It's a long shot, but there are too many links for it not to be deeper than it appears. As you interrogate her you find out that they did meet every so often, but just to talk politics. She doesn't mention a time.
>You also ask her about her bank statement. She goes a bit pale, but says that if the bigger clients go under, than the smaller ones are next, and that that's why she was worried.

This maid is far to easy to read! God, this helps to connect a lot of things... Hopefully. Well only one way to solidify it, and what you've deduced here you can use as leverage against the treasurer! You hope that this is enough to make her crack, if it isn't than you'll have to find a different way to connect the two. Not to mention why she'd do this in the first place... In fact even if she did do what you suspect. Why?

>Name suspect (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
Rolled 55 (1d100)

>>1699231
Press the treasurer. We know she lied about the maid. We must know the truth about those meetings
>>
Rolled 38 (1d100)

>>1699294
> This
>>
Rolled 95 (1d100)

>>1699294
>>
Rolled 54 (1d100)

>>1699294
Goddamn it I've spent too much time elsewhere.
>>
File: TheSpooksWereTooMuch.jpg (10 KB, 300x168)
10 KB
10 KB JPG
>>1699294
>>1699307
>>1699311
>>1699325

>You are Eric
You're going straight to the treasurer with this. There's no denying it, she's been lying to you about a couple of things... But just how many? You're going to find out even if it'll be the death of you!

As you walk in the treasurer's office for the second time this day you can tell she's worried. It's only for a brief second... But she knows somethings up. This is going to be difficult, but with luck and facts you'll beat this mystery! You start off with the facts...
>Meeting the Maid: She says that although she did meet the maid at noon for tea, that you can't just make presumptions about what they were talking about!
>Maid's Wealth: She says you couldn't possibly know about the maid's wealth. You say all it's just a warrant away.
>P.I.M.P. / Potions: She finally cracks, but not in the way you were expecting! She's booked it out of the room!

Damn! You can't let her get away! Justice won't allow it! At least you know that P.I.M.P. definitely had a role in this now.. You just hope it's not too late to shut down his operation. As you start to run after her, a group of P.I.M.P.'s guards intercept you in an alleyway and you lose her! Dammit all! You'll just have to hope that the Duchess will take what you've already found out. There's not many who could kill the Duke, and you have a lot against the maid, treasurer, and P.I.M.P.

>Guards x5 (You are in a tight location, ranged attacks don't work and both sides can't call reinforcements)

>Eric: Grapple/Stab
>Sehlum: Slice
>Hilda: Stab
>Yorick: Buff/Pacify
>>
Rolled 37, 16, 30, 8, 54 = 145 (5d100)

>>1699400
> Yorick: CONFUSION! (Aka Guards stab guards)
> Sehlum: Slice
> Hilda: Stab
> Eric: Ssslice and Ssstab!
>>
Rolled 11, 79, 19, 41, 84 = 234 (5d100)

>>1699418
I got your back with these lovely dice
>>
>>1699418
>>1699438

>You are Yorick
Wait you're up first? Come on! You don't even have a confusion spell dammit. As you try your best to repair the damage caused by your 4th wall break and patch together a confusion spell a guard ducks under Hilda and slices off a hand! Dammit you liked that hand, why do they always go after the hands! Now it's gonna be even more lich-like! Well.. Damn.

>Re-attach Hand
>DiplomaNcy
>Other

>You are Sehlum
As you draw your sword and cleave downwards it manages to catch a piece of the guards armor causing her to stagger! However, she takes you down with her kicking you in the chest, knocking the wind out of you.

>Slice
>Other

>You are Hilda
You manage to unsheathe the knife to the pity of the guard that knocks it out of your hands and opens a wound across your leg!

>Heal
>Other

>You are Eric
You are a true hero! You shan't falter in the face of evil! Instead you will meet their might with your own! As you doge a blade aimed at your neck you take the opening and drop the guard through a gap in the plated armor! As the next approach with a vicious battle cry, you take the hit along your back letting the thick-ish armor stop most of the blade. As the blade is withdrawn and crimson seeps through your armor you step forward and plunge your blade through the armor with all your weight behind it! You feel faint, but you will stand tall!

>Stab
>Grapple
>Other

>Guards x3
>Injuries: Yorick/Hilda/Eric
While Yorick can't die, injuries will still effect him, and if he "dies" in battle he will reform after the fight.
>>
Rolled 6 (1d100)

>>1699529
Hilda:" Everyone! Hold your nose!"

Use Sludge Slime to escape.
>>
Rolled 43, 98, 10, 23 = 174 (4d100)

>>1699529
>Yorick
Sing the song of your people! Raise your friend spirit!
>Hilda
Use your healing abilities!
>Eric
Stabbity stab, take them down!
>Sehlum
Rock throw!
>>
>>1699577
Killing inocent guards. For shame. How unheroic. They have families.
>>
>>1699569
Alleyway remember!
>>1699577

>You are Yorick
As you ready your horn you manage to belt out a tune after kicking the guard stabbing your lungs out of the way. As the tune drifts over the battlefield you can tell it's starting to take effect, your companions are bolstered in their efforts!

>DiplomaNcy
>Other

>You are Hilda
You think of about thirty things wrong with your leg all at once, namely that it is bleeding and hurts. Okay, it's time to heal things. As you warp the flesh of your party, sticking together their wounds through the fabric of the universe, melding it back into place, you find you've managed to heal everyone of their injuries!

>Heal
>Stab
>Other

>You are Eric
You ready your blade! After being healed by Heidi you approach the next guard ready to stike her down, and teach her the error of aiding in evil! As you enter the range of her blade you prepare to doge, but strike doesn't come! You take the opening and attempt to stab her, she grips you and another guard from behind stabs you! You fall to the ground bleeding.

>Stab
>Grapple
>Other

>You are Sehlum
You vaguely remember something about no ranged attacks in a tight space, but for the life of you, you can't remember why! As you launch a bolt of earth it hits the wall right next to you cascading you with shards of earth.

>Slice
>Other
>>
Rolled 1, 39, 80, 42 = 162 (4d100)

>>1699691
Yorick
DiplomaNcy.

Convince them to let us escape with the power of music.

Hilda.
Heal Eric

Pathetically kick at them until Hilda heals you.

Sehlum
Stop dissappointing the voices and hit someone. Hard.
>>
Rolled 54, 36, 2, 9 = 101 (4d100)

>>1699691
>Yorick
Diplomancy!
>Hilda
Help the idiot again
>Eric
Physically bring the guards to the floor
>Sehlum
Slice!
>>
>>1699722
>>1699740

>You are Yorick
You've done the impossible. You have ignored the laws of physics and summoned a skeleton in the alleyway. The divines response is immediate, and to think you were just trying to calm everyone down... As the battlefield is overtaken in searing light you close your eyes, when they open the image before you will be forever burned into your mind. Before you stands your glorious skeleton, the skeleton you thought had disappeared forever! It, it is beautiful, and in it's beauty it crushes you, literally. As you take to the astral plain for a short time you see the skeleton crush the guards!
Yorick is down! For now of course.

>You are Hilda
You're having trouble with the spell, probably because you just saw Yorick get stomped by a skeleton wider than the battlefield, but you don't have time for that. No you have to heal the idiot again so you have a meat shield between you and the impossibly big death machine. Sadly, the guards didn't make as good of a meat shield as you would've liked, but after this heal you'll have another one.

>Heal
>Stab
>Other

>You are Eric
And you are not pathetic! You're a hero! Didn't you see those first two guards? And come on the whole stab through the armor thing worked the first time! Oh. Hey. You're healed, and there's a skeleton in front of you.. While there are no guards to bring to the floor now, you will bring this skeleton to the floor! As you take the skeleton to the ground managing to rip apart one of it's arms you find that the other arm finds you. Oh. Hello. You are on the floor, and have a big gash... HILDA.

>Stab
>Grapple
>Other

>You are Sehlum
Dammit Yorick, couldn't you have just obeyed the adventures handbook? You ready your sword and charge the beast, slicing at it's thick bones and putting decent sized cracks in a few you're eventually caught and thrown to the ground. But the beast is left with one arm gone and the other near the same!

>Slice
>Other

>Skeleton x1
>Injuries: Eric/Sehlum
>>
Rolled 36, 20, 7 = 63 (3d100)

>>1699836
Hilda
Heal. Again. Wow.

Eric
Grapple giant skeleton. What's tge worst that could happen?

Sehlum
Slice. Dont die.
>>
>>1699964

>You are Hilda
My God, you're running out of shields at an insane rate. HEALHEALHEAL! You're also starting to run out of mana... This is worrying, the battle better end quick or you're going to have to start using med-kits and healing potions! However, for the moment everything's okay, and surely they're going to stay this way! ... And they didn't. Dammit

>Heal (Potion x2/Kits x3)
>Stab
>Other

>You are Eric
After being healed by H-person you charge the skeleton and grab hold of it's arm trying to tear it out of it's socket, but as you start to get a grip on the arm you're throw violently to the side and into the wall of the alley

>Stab
>Grapple
>Other

>You are Sehlum
You've decided that your best course of action is to not die. However it seems you might fail at this given a sword through your gut. But you've managed to hit the skeleton's arm, so yay.

>Slice
>Other

>Giant Skeleton x1
>Injuries: Eric/Sehlum

I must sleep, but I will awake to give you more adventures tomorrow
>>
Rolled 74, 78, 45 = 197 (3d100)

>>1700019
> Hilda: Stab
> Eric: Stab
> Sehlum: Slice
>>
Rolled 53, 66, 71 = 190 (3d100)

>>1700346
Supporting. Let's finish this off before it take us down
>>
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>>1693144
>>1693146
>>1700346
>>1700578
Next evening update!

>You are Samantha
You really don't like this idea, but maybe. Just maybe this caravan won't have a natural aversion to lady alchemists! It's worth a shot at least! As you approach the caravan the guards don't shoot you down, what a good sign, and you get to regale your tale of woe and misery. After a while of pleading/begging, they decide to let you join the caravan till they pass the gates, but that getting what you want and getting out is up to you. Of course you say yes, as your other options were about the same, but worse.

As you enter the vast city you recall what it is you're supposed to get from here, if your memory is still as spry as it used to be you recall coming this way in order to purchase a few things... Most notably were alchemy ingredients that you couldn't find elsewhere, grocery shopping, and to hear whats going on in the world. That means a trip to the alchemy guild, market stalls, and somewhere you can find well informed people.

>Alchemy Guild (Roll)
>The Market (Roll)
>Docks/Bar (Roll)
>Other

>You are Messenger
You're really trying to figure out what all these gears do, but even when you fail nothing happens! No death traps, nothing! How does anyone expect a skeleton to get through a puzzle if it doesn't just try and murder you, fail, and then let you through? Maybe you need a key... Maybe you need a bigger time frame to work in, your boss is a lich after all. Well, there's not much to do about it now, but than to go through door B! Come on, come on, let's see a mythical artifact!

>Door B (Roll)
>Other
>>
>>1700684
>Samantha
>Market
Always do the grocery shopping first, to get the fresh vegetables. Buy some fruit to eat along the way

>Messenger
>Door B
Too bad skeletons don't really have a big brain power because... Well, they don't have brains.
>>
Rolled 71, 81 = 152 (2d100)

>>1700715
Rolling!
>>
Rolled 34, 74 = 108 (2d100)

>>1700715
Samantha
Shopping first? Thats how your food gets bad! Alchemy guild!

Messenger
Door B
>>
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>>1700715
>>1700716
>>1700724

>You are Samantha
You've decided to put off going to the alchemy guild, last time you went there people insulted you for sullying their name and the guard showed up... You don't like the guard very much, and the market is fairly close. So market it is!

As you enter the market you find no one stops you or even screams out and grabs their child! So, far this whole excursion is going pretty well! Maybe you've been worrying over nothing? Maybe people are coming around?

>Talk to shop keep (Roll)
>Other

>You are Messenger
I'll have you know that the puzzle was extremely difficult! You dragged that box all across the place, and pressed that button a thousand times, but nothing happened! Anyways, time to see what's behind door number two... As you open the door you're met with a challenge, but instead of it being a challenge of the brain it's one of the body! Now this is up your alley, you take a running jump from the first platform in the room to the next, and the next, and so on till you reach the other side. Relatively unscathed, and arrows don't really hurt that much unless the get stuck in you, so yeah relatively. Inside the room you see three doorways before you...

>Door 1
>Door 2
>Door 3
>Examine
>Other
>>
>>1700735
And that's all I have for the morning update, but the evening one should be here any minute now... Just gotta wait
>>
Rolled 98, 39 = 137 (2d100)

>>1700735
Samantha
Talk to shopkeep

Messenger
Examine the room. Check for traps or hidden loot.
>>
Rolled 38, 70 = 108 (2d100)

>>1700741
Supporting
>>
>>1700346
>>1700578
And we're back! Now to deal with skeletons and a murder mystery

>You are Eric
You can't quite think up a reason of why you're on the ground, but you suspect it has something to do with your concussion and that skeleton So, only one thing to do about it, stabbing and heroics! Preferably both, but you'll settle for just heroics. As you drag yourself up of the ground you manage to break off more parts of the skeleton, your dagger act more as a bludgeon than anything in this case. However, as you're attack wages on further and further you find the monster is taking longer to retaliate and is easier to doge! Granted it help with it not having any arms, but this is still an improvement.

>You are Sehlum
You're trying to help Eric, but for the most part you're nursing your wound, and trying not to aggravate it. You feel the subtle pull of unconsciousness every now and again, and you're not to sure how long you can even stand.. You decide to lean against a wall and wait for a bit. All you have to do now is just keep your eyes open... Just. Keep.. them.. open....! This is going to be harder than you thought, but you're still alive! And you plan to keep it that way!

>Don't die. (Roll)

>You are Hilda
You're not too sure how knives work, or how skeletons work for that matter, but that isn't going to stop you! Hinder sure, but stop no. You ready your blade and half tackle/stab the skeleton and Eric moves in and breaks open it's skull! As the skull cracks there's a flash of light, and the beast starts to dissolve into dust... Oh hey Sehlum has a sword through him. That isn't good.... Shit. You don't have time to deal with your next move, you've got to stop the bleeding! Oh shit the sword went through a lung and two ribs.. This could be worse, but this would be deadly because of the size! Let alone the punctured lung! The ribs aren't life threatening, but their shards sure are... Fucking hell Sehlum, what did you do? Or what did the skeleton do...
Hilda is already healing Sehlum, just roll for Sehlum
>>
Rolled 35 (1d100)

>>1701353
Hilda, having used all of her spells only has 1st aid and medical school training... and no tools. Fuck!

We need to stabilize him and go to a hospital!
>>
>>1701394

>You are Sehlum
You can almost hear the Goddamn necromancers heckling you already. Fuck off you dead raising demons! You aren't dead yet and Hilda's doing something on the fuzzy side of your vision! Alright now you're in a different room, that means you're going to survive you damn necromancers!

>Pay Off Death/Necromancers: -200g

>You are Hilda
Dammit! You're losing him! You were so close! Fucking hell, this is bullshit! Dammit... dammit.

>You are Eric
Okay, so aside from Sehlum, who is definitely going to come back to life, if just to pay off more necromancers. You need to decide what to do next, Yorick has come back from the astral plain, and like you said Sehlum will be fine. So, the first thing that comes to mind is notifying the Duchess, and finally presenting your idea of the murder. Also, even though the city guard will deal with P.I.M.P. here, it doesn't change the fact that he's advancing.. You need to get better gear, and get going. If P.I.M.P. isn't slowing down, you can't afford to. The best lead to shutting down his potion supply is in adventure city, hopefully after that the mind control will wear off... If not, you still did a good deed. After that, you should confront him... Given you have enough supplies.

>Debunk Case (Present Evidence/Motive)
>Ask for warrant/information (Present Why)
>Interrogate ___ about P.I.M.P. (Roll)
>Look further into ___
>Other
>>
>>1701500

Pay off necromancers

Debunk the case! Get a warrant as well!

Show that the Treasurer and the Maid were in on it. The two of them met with eachother on the dot for several days. The money disappeared the moment it hit the treasury with no records. Records that the Treasurer has access to.

Get a warrant to search the maids home or room for payments or signs of gross spending for a Maids budget.

Search the Treasurers home and office and have the guard search for her (assuming they are not under PIMP control)

Also ask the duchess to pay for the "hospital" bills.
>>
>>1701554
All of my this
>>
>>1701554
>>1701580

>You are Eric
As Sehlum gets up, you head out of the hospital and head to the Duchess. By the time you reach the manor you've come up with exactly what happened, and all it takes to prove it is a couple of warrants! The case is as follows:

>The treasurer was working with P.I.M.P. either for monetary gain, or while under mind control as she had a radical change in opinions about the Duchess' policies and her fleeing after confronting her about P.I.M.P. and the crimes surrounding her.
>The treasurer used her power in order to sneak a shipment of gold to the Duchess' maid in order to have the maid slip in a mind control/sleeping potion. While it cannot be confirmed, it's logical that this is the case do to P.I.M.P.'s presence in the city, and him trying to stop you twice during your investigation.
>The maid either let in an assassin or killed the Duke herself as her claims of leaving couldn't be identified, she had been talking with the treasurer regularly and lied about it, and came across wealth after the Duke's death

The Duchess thanks you profusely for your work and asks if there's anything she can do to thank you. You simply ask for Sehlum's hospital bill to be payed, and she gives you the standard fair for surgery.. Oh well, It'd be rude to ask for more.
>100g
>237 party gold

When you suggest places for the Duchess to search to find discrepancies she simply says that her guards will handle it, and that she'll have countless mages screen the guards, each other, and anyone who thinks of the number 7. After this she let's you go about whatever you need to.

>Go shopping (What do you want to buy)
>Go to guilds (Use ingredients)
>Head towards Adventurer's City
>Other
>>
>>1701623
>Go shopping
We're having plenty of difficulties during battles and Hilda can't spend the whole time healing. Let's look for decent armor for the party
>>
>>1701664
Armor and a better sword for Eric
>>
>>1701664

>You are Eric
As you wander around the commercail district of the city, you think about exactly what you'll need for your epic quest! You find that you and pretty much everyone else is getting cut up far too often.. Heroics can only help you so much! So, armor's up first. As you reach the blacksmiths you find a lot of different types of armor... All of it rather expensive.
>237 party gold

Base
>Light/Leather Armor - 40g
>Medium/Chain Armor - 70g
>Heavy/Plated Armor - 100g
>Make your own - Greater Wolf Skin (Enhanced) 0g (Novice)

Enhancements (Optional)
>Haste - Increases speed/Decreases defense 50g
>Rage - Increases physical damage/Decreases magic damage 50g
>Defense - Increases defense/Decreases speed 50g
>Make your own - (No materials)(Untrained)

Also is there anything you want to sell while you're here?

>Non-Equipped Items
Long Sword
Oken Buckler

>Cooking
Rations x7
Wolf Steaks (Enhanced) x2
Wolf Steak x1

>Skins
Deer
Greater Wolf (Enhanced)

>Alchemy
Poison x0
Love x1
Sleeping x0

>Healing
First Aid x1
2 Health Potions

>ERIC THE HERO
(See Cooking, not rations /\)
45ft rope
Kitchen Knife of Filleting Dragons
Bow: 23 Arrows
THE HOLY BOOTS

>SEHLUM THE ALCHEMIST
(See Alchemy /\)
Short Sword
Leather Robes
Trenchcoat

>HILDA THE HEALER
(See Healing /\)
Lesser Chef’s Knife of slicing
Mana Crystal x1 (Necklace)

>YORICK CRANIUS MCBONES THE BARD/LICH
Staff
Old Trumpet

>Ingredients
Cooking Ingredients x3
Alchemy Ingredients x3
Healing Ingredients x3
Mermaid Scales (Alchemy/Rare)
Red Cap x3 (Alchemy/Healing)
Blue Cap x2 (Alchemy/Healing)
Purple Cap x1 (Alchemy/Healing)
Roll for selling items

Where to next? Well, after you sell/buy some stuff that is.
>Go shopping (What do you want to buy)
>Go to guilds (Use ingredients)
>Head towards Adventurer's City
>Other
>>
>>1701713
>Buy chain armor for Eric
>Make wolf armor for Sehlum
>Sell long sword
>Head to adventurers city
Also we need gold!
>>
>>1701777
We also forgot to ask the Duchess to allow us to open an Adventurers guild! If anything it might help keep this city safer.
I suggest we name the duchess as well.
Duchess Madelyn Dutch
>>
Rolled 68 (1d100)

>>1701713
Sell longsword
>>
>>1701777

>You are Eric
After a little while of looking around, you come to a conclusion about what to buy... Also you're going to sell that long sword, it's more fitting for a warrior class, and you don't have one of those!

>Chain Armor - 70g
>Long Sword - 60g
>227 Party Gold

Sure it isn't a lot, but you're also going to take the time to make something. Something amazing, something beyond recognition! Something Wolf-like.... You hope.
>Classifies as light armor
>Has slightly better defense than normal light armor

Before you leave the city you decide to visit the Duchess once more.. For more digified purposes, the purpose of HEROICS! Before you ask her to help you in your quest however, you catch her name.
>Duchess Madelyn D.
She gets extremely embarrassed when you ask what her last name is, guess everyone has secrets. You just ask the noble standing next to her, they say her last name is Dutch. While the Duchess fumes at the noble you get permission from the city planner to set up an Adventurer's Guild... All you need is 1,000g to buy an empty building, then you can get set up. Hooray? Well, on the bright side once you get the cash you can start managing other adventurers! Branching out into different quests... GETTING PEOPLE TO GIVE YOU QUESTS! My God, how that would make things easier... Okay, you're hyperventilating now. But it's okay. Cause you're going to beat P.I.M.P. take his stuff, and be amazing.

Alright... Well, you still have a lot of ingredients, but no potions/items. So, maybe you should consider making some of those, or you could leave. It is about time that you should. However, there's still more you can do, especially after saving that gold and selling that sword.

>Buy/Sell Something (What do you want to buy)
>Use ingredients (Don't leave a suggestion as to what... Yet.)
>Eat wolf steak (Gain buff)
>Leave city
>>
>>1701872
Go to alchemist guild for potions.

Use ingredients as well.
>>
>>1701899
Supporting
>>
>>1701899
>>1702085

>You are Eric
As you think about what to do next, you stumble upon the alchemy/healers guild. You enter it to see that it to has been given a big overhaul.. Well granted last time you weren't even in there, and Sehlum stayed in there for all of two seconds. Well, seeing as you're already here... You figure with all these ingredients that you need to do something with them... But what? Well, let's pull up what we know about them and get to crafting! Oh! You almost forgot! The alchmey guild has some ovens that they'll let you use for cooking too, right now it seems you could use it.

>Ingredients
Cooking Ingredients x3 (Rations x7/Wolf Steak x1) - 5 Rations per/Enhancement
Alchemy Ingredients x3 (Generic/Low quality Items)
Healing Ingredients x3 (First Aid x1)
>Special Ingredients
Mermaid Scales (Alchemy/Rare) - Undefined properties
Red Cap x3 (Alchemy/Healing) - Poisonous/Liquid Health
Blue Cap x2 (Alchemy/Healing) - Stun/Liquid Mana
Purple Cap x1 (Alchemy/Healing) - Undefined properties

>ALCHEMY/HEALING/COOKING "RULES" - Ingredient + Special Ingredient(s) = Product
>Note: Ingredients specified as Alchemy/Healing/Cooking may not be used outside their group unless specified
>Note(2): Product speculations will be taken into account... Given they are reasonable

Woof, that's a lotta stuff.. What the hell are you going to do with it? Awesome things was the correct answer. However, what are those awesome things? Anyways, time to plan your next step after this.

>Buy/Sell Something (What do you want to buy)
>Eat wolf steak (Gain buff)(Wolf steak x1/Wolf steak Enhanced x2)
>Leave city
>>
>>1702133
Save mermaid scale for better ingredients

Use purple mushroom and ingredient to see what happens.

Then make 2 potions using red shrooms

Make 1 enhanced wolfsteak

Make 1 1st aid kit
>>
>>1702166

>You are Eric
You aren't currently holding any of the ingredients.. Well other than your own, but you're watching Sehlum and Hilda while the steak cooks. When Sehlum pulls out his cocktail of magic and earth, it's... Woah. What is it? It's like a revive charm, but crazy. Like... A storm in a bottle. Yes, that's what you'll name this. Speaking of all this alchemy, it gives you an idea! You think that if you ever need to, you could probably set up a trap using these potions, like a wire strung across the ground that causes the potion to fall from above or something. Okay, next up is Hilda She seems to be making a med-kit, and something with those mushrooms? Oh, it kinda looks like a potion, but not. Like a health potion! Yep, that's it alright. And as for you.. You made an enhanced wolf steak. Probably aren't going to eat it though, not when you're already so awesome! Also, you aren't in a fight so whatever buff it is, it would be wasted.

>Storm In A Bottle x1 (S.T.A.B.)
Have you ever wanted to melee attack someone, but are too squishy to do it? Well, we have the potion for you! S.T.A.B. made from only the finest lightning 'shrooms this side of the plains! This bad boy will be sure to do lightning damage, and more!* *Failure of S.T.A.B. releasing a lightning attack doesn't allow for a refund, or any kind of reimbursement -S.C.A.M. Co.
>Health Potion x4
Literal life force in a bottle, both terrifying and useful. Most of the time it's best not to ask where it comes from. -Adventurer's Guide
>First Aid Kit x2
When you're in a magically dull environment, or are suffering from an mana draining enemy, these will always come in handy! While, they're rarely used, if you find yourself without one when it's needed, it'll be worse than having lugged it around! -Hilda's Magic Teacher (Why don't you just rub it in my face?)

>Buy/Sell Something (What do you want to buy)
>Eat wolf steak (Gain buff)(Wolf steak x1/Wolf steak Enhanced x2)
>Leave city
>>
>>1702266
We are a squishy group so far. An alchemist, a sorta cleric and a lich.

We need a knight! Or a monk! Or *gasp*

You see street performers. One of them happens to be a large heavyweight man in what appears to be a...diaper?

He's taking on challengers in tests of might! He looks perfect for the party!!
>>
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>>1702297

>You are Eric
This guy is insane! And he might just fit in an alleyway! ...But, does he meet all of your requirements to join your awesome party? Let's see..
>Insane: Check
>Fits In Alleyway: Check
MY GOD HE FITS EVERYTHING!!! You must convince this man to join your party! He will be the best of all fighters! He will throw all opponents to their knees and do other hero things! But, you have to convince him to join first.. How though?

>Best him at his own game (Roll/Win 100g)
>Talk to him afterwards (Roll)
>Present a gift (What/Roll)
>>
Rolled 21 (1d100)

>>1702411
>Talk to him afterwards
Let's use our awesome charisma here.
>>
Rolled 25 (1d100)

>>1702411
Challenge him to a match!
>>
>>1702447
I guess we will be feeding him
>>
>>1702452

>You are Eric
Decide that the best way to this mans heart is through his own game! As you step into the ring nearly dwarfed by the giant of a man, you step forward. Next the man approaches you at a speed that isn't natural and simply pushes you out of the ring to the jeers of the crowd! Hm, so that didn't go as planned.. Time for the next angle on this.

>>1702447

You try and talk with the man after he takes rest in his trailer, but as you near it a strongman tells you not to take another step, because you're not allowed back there. He's obviously bluffing, everyone knows these circus performers aren't actually that talented, other wise they'd be out adventuring! As you call his bluff and walk forwards, the man picks you up and tosses you to your party! Well, on top of your party. Well, then... Third times the charm.

>Present a Gift (What/Roll)
>>
Rolled 83 (1d100)

>>1702506
Damn, he's proving hard to get. But everybody knows the way to a man's hearth is through his stomach. Let's use our superior cooking skill to make him something he won't forget!
>>
>>1702598

As you finally manage to reach the sumo you pull out from your bag the three tender slightly rotten wolf steaks that are all (Enhanced)! There's no way he can refuse your offer now! No, not when you've lured him out of the city with the steaks and told his boss he quit! However, this is all perfectly fine, because he's totally going to love adventuring with you!
>Name the Sumo

>You are Sumo
You don't know where the city is, but the talkative one, you think his name is Eric, keeps talking about adventure and food. The rest of the party seems too afraid to say anything. You don't know what's happening, you just want to go home. Yet the city is gone, and you are left with only these random people who gave you food while you walked somewhere. And that somewhere has lead to your demise... Woe is you, and you'll probably never get to see your family ever again. But you can do nothing, for they rolled an 83, you don't know what that means, but it makes sense and just feels right.

>Random Encounter (Roll)
Note: You can either just roll and leave me to think up a "truly" random encounter, or suggest your own! However, I won't recognize enemy numbers as part of the roll, only the type of enemy
>Fast Travel (Adventurer's City)
Stories tell of an old man who picks people up for no cost other than a story, and drops them off where ever they please! Some suspect he does something sinister with the stories, other consider him a bard with a good soul. The decision is up to you to make, if you take the chance that is. -Whispers in the Darkness
>Next City (Side Quest/Restock/Etc)
>>
Rolled 41 (1d100)

>>1702701
Sumo name

Gud Chow

Random encounter!

Dire Bears!
>>
Rolled 1 (1d100)

>>1702919
> This
>>
>>1703001
Nooooooooooooo
>>
>>1702919

>You are Eric
You decide to visit one of the more dangerous areas around this city... One of which is just marked don't agitate. Well, of course you have to go there now! As you and GC get to walking and talking you find that he's been in the preforming industry for most of his life, how interesting! While it seem that he's been doing that, he does agree with you that some of his skills might come in handy in an adventuring scenario, glad to hear he agrees. Although it does look like he's having second thoughts about going to this monster cave on the map, well the first time jitters are normal! You tell him once you're in the battle it gets easier, he just asks about his family or something. You tell him you'll stop by there sometime, but for now we fight! After you get Gud Chow's abilities and such.

>You are Gud Chow, GC for short
You don't really have anything to your name... Well you did, but it's all at home. Other than that you guess you have a few note worthy abilities.

>Toss: Throw your enemy into the air! If it's too big to be picked up, than you might just end up crushing a few bones!
>Smash: Break large objects! Either through brute force, or some other means, you can always manage to deal some blunt damage!
>Force: Force the enemy back a few feet! Useful when pit traps are in place, or you just need some breathing room!

As you approach the cave, you start to see signs saying stuff like, warning magical artifact stored here, extreme danger, and DO NOT REMOVE THE ROCK FOR THE LOVE OF GOD PLEASE.
>You remove the rock from the front of the cave.
As the rock shifts from the front of the cave you see thousands upon thousands of beady eyes stare back at you! They all start to flood out of the cave at once, and don't appear to be stopping! Dire Bears.. Dire Bears everywhere. Some congregate in front of you!

>Party: Attack!
>Other

>Dire Bear x3
Note: One will take the place of a fallen bear, till you can seal the cave!
>>
Rolled 62 (1d100)

>>1703138
> Seal the cave
Ohgod what have I done?
>>
Rolled 59, 8, 68 = 135 (3d100)

>>1703138
Party attack.

Gud Chow
Use Force to push the enemy back so we can get closer to that door. Eric and Sehlum back him up with arrows and earth bolts.
>>
>>1703154
>>1703178

>You are Gud Chow
You've hear tales of the fabled bear cave... None drew near, none removed the rock. Everyone, even the children understood that an endless stream of dire bears wasn't something to be trifled with, but your kidnapper has other plans. Other, much more idiotic, plans. You must stop the bears before they end all!
https://what-if.xkcd.com/4/
Yes, all would die. Therefore you must stop this from happening! As you approach the cave a dire bear takes a swipe at you, you duck underneath it's giant paw and force it backwards, stumbling into it's ally! You continue your assault! Oh. The idiot intervenes.

>Toss
>Smash
>Force
>Other

>You are Eric
As you ready a arrow in your bow you take aim at a bear! It's going to be a close shot, but you'll make it! Once this shot hits that bear, Gud will be thanking you! The arrow sails silently across the field, and dips slightly striking Gud in his unarmored back... ohhhh that can't be good......... You think you'll stick with your knife for a while.

>Stab
>Grapple
>Bow
>Rope
>Other

>You are Sehlum
After Erics miss fire, the bears start to advance again while Gud clutches his back! You ready your magic throwing hardened earth at the bears! As you start yo really pelt them they slowly retreat! It leaves the cave open for a second! Hilda, Yorick do something!

>Earth Bolt
>Move Earth
>Potion
>Slice
>Other

>You are Yorick
You just walked past the bears while summoning skeletons. The funy thing about heroics is that they make great distractions! As your skeletons reach the "door" they begin to push it back into place... This is going to take a little while. If you had to break the 4th wall you'd say three-ish good rolls/turns and it'll close. Also, Hilda's helping bless her soul.

>Move Rock
>Other

>You are Hilda
Dammit this thing is heavy! Also if you can even move this in the first place why wasn't it knocked down ages ago? Magic probably, that's the answer to everything nowadays, a lazy answer, but an answer! Also rambling helps you think about not death okay! You're not sure what happened to Sehlum, but when he woke up he was not looking to great, and he's been there before!

>Move Rock
>Heal
>CARDS
>Other
>>
>>1703283
Going to sleep now people! When I wake up with the morning update, we'll have some more adventures.. Til then 'Night
>>
Rolled 96, 18, 52, 68, 23 = 257 (5d100)

>>1703283
Chow

Continue to force!

Eric
STAB!! BOOTS WILL IT!!

Sehlum
More stone bolts!

Yorick
Move rock!

Hilda
What if they cannot close it in time?
The signs said something about an artifact?
Contingency plan!
Summon Fairy Lady.

Fly over the bears and find the magial artifact and retrieve it!
A non combat objective! Perfect.
>>
Rolled 33, 54, 50, 33, 22 = 192 (5d100)

>>1703311
> YYEESS!
>>
Rolled 62, 97, 38, 31, 35 = 263 (5d100)

>>1703311
Goooo
>>
>>1700741
>>1700754

>You are Samantha
As you talk with the shop keep you really start to feel like the world isn't all that bad. Maybe you just need to move to a new city? You here the so called "Adventurer's City" takes people from everywhere! They'd probably need a good stock of potions too... That's for later you suppose, right now you have a job to do. Speaking of which, now that you've broken the ice it's time to move in for the kill! Metaphorically, speaking of course, you are not a witch.

>Buy food (Roll)

>You are Messenger
You don't like the trend of these ruins so far. As you examine the room you do find a chest, but it rotted away years ago. You do see some traps, but they don't look like they do anything, maybe two of them were hooked up to the doors at some point? As you decide to move on through the first door the second creaks open revealing a pit trap. Well, then. You are no longer sure about your choice with this door. You're also not too sure about your trap clearing skill either, but deal with the big problems first.

>Go through Door 1
>Go through Door 3
>>
Rolled 44 (1d100)

>>1704709
>Samantha
>Buy the most nutritious food

>Messenger
Wait a minute... This like that goat behind the door problem you saw a magician perform once... Somewhere. Time to change doors! Pick door 3!
>>
>>1704756
btw i only rolled for Samantha because i didn't saw a roll requirement for messenger
>>
>>1704756

>You are Samantha
As you purchase your food you're amazed at how swell today is going! Sure you had a bit of a hiccup with the guards getting in, but now that you're here everything seems great! Alright, now that you've jinxed yourself it's time for the world to ramp up the difficulty. However, where are you going next?

>Newsstand (Roll)
>Alchemy Guild (Roll)

>You are Messenger
You decide after much deliberation that the third door must be the right choice, because probability. As you walk through the third door and don't meet your untimely, second, death, you'd say you solved the riddle! However, what lies before you is even more annoying.. There are four mimics. You think that one of them must have the key to door behind them, but you're not sure which has it. The only thing in the room that tells you anything is that the one with the key will always lie, and the other aren't guaranteed to tell the truth... Goddammit, Goddamn all these stupid puzzle masters and their artifacts.

>Mimic A: I don't have the key you need!
Mimic B: Why don't you look inside me, for I contain the key!
>Mimic C: A contains no such contraption, needed for your action!
Mimic D: B doesn't have a key.

OH GOD THEY SPEAK IN BAD RHYMES KILL ME NOW, Well except for D, but it still might be trying to kill you... You're not sure yet. Which mimic holds the key?
>>
>>1704781
See you in the evening for the proper update!
>>
>>1704781
>Samantha
Time to check the Alchemy Guild. Visit some old friends and potions?

>Messenger
Man these puzzles are killing you. Lets see if we can solve this
If A had the key he would be lying, but if he doesn't that means he's telling the truth. Nothing to guess here
If B had the key, he would lie, thus he wouldn't tell you that he has the key. Thus if he's saying he has the key, that means he's lying, but he doesn't have it.
If D had the key he would lie but for such statement to be a lie, it means that B would also have to have the key, which is impossible. So D is telling the truth and you confirm that neither him nor B have the key.
If C had the key, his statement would be a lie, but then again that would mean A also has it, thus C doesn't have the key but is actually lying anyway.

A HAS THE KEY!
>>
Rolled 87 (1d100)

>>1704824
Anddddd forgot to roll
>>
Arg. I overslept
>>
>>1704824
Samantha
Alchemy Guild

Messenger
I would say D. Mostly because no one is guaranteed to tell the truth, nevermind the one that lies.

D however never talks about himself. Meaning he isnt lying or telling the truth about what he has to throw you off. D should have the key.
>>
Rolled 90 (1d100)

>>1704874
>>
>>1704874
D can't have the key. If he had the key, then his statement would be a lie. If his statement was a lie, then B has the key as well. Since its impossible for both him and B to have the key at the same time, that means D doesn't have it.
>>
>>1704918
I see.

Hmm...
Very well. A it is.
>>
File: WhewGodHereWeGo.jpg (86 KB, 360x451)
86 KB
86 KB JPG
>>1703311
>>1703322
>>1704387

--- Evening Update ---
Wow, haven't done one of these in a while! So, time to do somethings! #1 Better time management abilities.. Or more along the lines of using a time zone everyone understands. UTC! In UTC terms I will be running the quest from anytime between 9pm to 5am... Of course life can be a bitch and things change, which take us to #2! I am primarily using discord, https://discord.gg/fXMjmju, to talk with fans and explain everything and anything! So long as it doesn't spoil anything that is. Also, #3 I am considering creating a twitter, but I'll leave it up to you all. And finally #4, a recap!

Recap:
--- Overall ---
You've set out on a grand adventure to find adventure and your friend, Sehlum! And after a hefty battle, and a few talks you finally find him.. Not to mention picking up THE BOOTS.. After that you really launch some ambitious ideas, finding and stopping P.I.M.P. from capturing/enslaving more people! You set out with Sehlum after picking up another party member by the name of Hilda, and go about find his paper trail. This leads you through some random encounters with side characters Wolf/Sailor/Squid/ and Samantha! But finally you reach an area you can truly search for clues, and boy do you find some, after you destroyed a black market and steal someone's soul... And so Yorick the lich joins the party. Next up is one of he more challenging challenges... One of P.I.M.P.'s cities! Inside the city you get captured, but are freed shortly after in a rather extravagant display of violence!
--- Overall ---

--- Recent ---
In more recent news you've finally cracked a murder mystery involving everyone's favorite villain... P.I.M.P! This is may come as no surprise to some, however after all that work only to find that it's all connected. Well, if it doesn't surprise you it should make you rethink your safety! Which you then fix by kidnapping a tank to soak up the blows in combat, grabbing actual armor, and arranging for an Adventurer's Guild to be set up. While you complete 2/3s of that, the guild will take 1,000g to make a reality, but the perks outweigh the cost! For you at least. And lastly, you've unleashed the fearsome Dire Bears unto the world with a dreaded >1!
Now, back to stemming the tide of bears.
--- Recent ---
1/2
>>
>>1705519

>You are Gud

You gather the strength of all those that have fallen to these beasts before you, and all that will fall should you fail! With their strength you force the dire bears back! And back further still! You will stop when you're dead, you'll stop when they're dead! Force may not do damage, but that's not what you're after.. You just have to stall the beasts until the rest of the party can close the cave for good. And so you will fight! If only you had some armor.. Or at least this arrow out of your shoulder

>Melee: Toss/Smash
>Crowd Control: Force
>Other

>You are Eric
57 6f 77 2c 20 79 6f 75 20 74 68 6f 75 67 68 74 20 74 68 65 20 76 6f 69 63 65 73 20 77 65 72 65 20 64 75 6d 62 20 74 72 79 69 6e 67 20 74 6f 20 6c 65 74 20 79 6f 75 20 77 72 65 61 6b 20 68 61 76 6f 63 20 75 70 6f 6e 20 74 68 65 20 77 6f 72 6c 64 2c 20 62 75 74 20 63 6f 6d 65 20 6f 6e 21 20 49 74 27 73 20 6e 6f 74 20 6c 69 6b 65 20 79 6f 75 72 20 68 6f 6c 79 2e 20 4e 6f 2c 20 6d 61 79 62 65 20 63 75 72 73 65 64 2c 20 6d 6f 72 65 20 6c 69 6b 65 6c 79 20 64 65 6d 6f 6e 69 63 2c 20 62 75 74 20 68 6f 6c 79 2e 2e 2e
http://www.unit-conversion.info/texttools/hexadecimal/

Ignore it! Him? She? You don't have time to discuss this! You must fight these demons! As you charge one of the closer dire bears it swipes at you catching you right in the chest, nearly cutting through your new armor. But the armor holds, and you retaliate by cutting a deep gash into the shoulder of the bear before backing off! You and the bear circle each other.. Waiting for one of you to make the first move.

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Sehlum
As Eric stands off against one of the giant bears, even holding his own with the help of his new armor! You rush up behind Chow and start to cast earth bolts keeping the second bear off him till he can turn his attention to it.. But out of the corner of your eye you see the rock stop?! What's going on over there?

>Melee: Slice
>Magic: Earth Bolt/Move Earth
>Potions: Lightning in a Bottle/Love
>Other

2/3
>>
>>1705580

>You are Hilda
Upon the fairy getting back you find that the artifact is gigantic! Even for a normal human, and that she can't even get close to fiddle with it do to all the bears coming out of it... Well, you know why there seem to be an endless amount of bears now. However, things are still bad and it doesn't look like you can solve it simply.. So, what can you do?

>Magic: Heal/Card/Explosion(Small)/Shield
>Melee: Stab
>Other
Note: If Fairy is equipped while Hilda is in battle she can manage small explosions and shields... But the mana drain is ridiculous

>Dire Bear x3 (Stream still open)
>Injuries: Chow
>>
Rolled 70, 44, 57, 31, 55 = 257 (5d100)

>>1705583
>GC
>Force
Stand still mighty man, no beast is passing by!

>Eric
>Stab
GC is taking one for the team, do your job and help him!

>Sehlum
>Slice
Take those bears down!

>Hilda
>Shield
Cast it upon the front line. Help the giant in diapers!

>Yorick
>Move that rock
Use the skellies and put that rock back
>>
Rolled 22, 28, 3, 36, 28 = 117 (5d100)

>>1705719
> This
>>
>>1705719

>You are Chow
You run at the bears fearlessly, you may be injured, but this is nothing to you. As you rush the bears yet again one swipes at you only to find itself even further away from you and the rest of the party than before! While the bears soar backwards ever further, unstopping. You stop for only a second to redirect your anger and actions against another bear....

>Melee: Toss/Smash
>Crowd Control: Force
>Other

>You are Eric
While Chow is dealing with the two bears over there you, yourself are dealing with an issue. An issue of him one upping you! Now, you know you recruited Gud to fill the tank position in your roster... But come on. Shoving literal bears down a field! You're going to show your might as well! As you approach the bear it charges, and you roll to the side dragging your blade along it's flank! It retaliates with knocking you a little a ways away, but you hold your ground!

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Sehlum
Seeing as a couple of the bears are getting dangerously close, you draw your sword and hack at them, drawing blood alongside their blunt trauma from your bolts! They start to reach you, but even your armor and Chow you manage to have yourself nearly cut in tow! However, your armor holds, and you get away with a deep gash. Now to continue the assault while the adrenaline is still in your system.

>Melee: Slice
>Magic: Earth Bolt/Move Earth
>Potions: Lightning in a Bottle/Love
>Other

>You are Hilda
You start to cast a shield drawing nearly all your mana and putting it upon Chow.. It should help him in case any of the bears get to close! As the shield starts to form it implodes on itself wasting some of your mana, but it proves to be more of a set back than anything. Should you bother trying again? He seems to be doing pretty well for himself, and Sehlum could use some help...

>Magic: Heal/Card/Explosion(Small)/Shield
>Melee: Stab
>Other

>You are Yorick
As your skeletons start to make good time something gets stuck! Dammit, doesn't the world know this is going to slow you down? You skeletons continue to move the rock, but far slower than before, waiting for the blockage to be cleared. Eventually it is and the rock starts to pick up speed. Ever so slightly...

>Push Rock
>Music: Buff/Pacify
>Magic: DiplomaNcy/Wraith
>Other
>>
Rolled 80, 95, 27, 66, 10 = 278 (5d100)

>>1705829
Gud Chow
FORCE!!!!

Eric
Stab AND Grappl: Chow can push bears! But Eric shall tame this giant beast!!

Sehlum
Use Move Earth on boulder and block the entrance.

Hilda calls Sehlum an idiot for not doing that in the first place. Begin healinh Sehlum.

Yorick

Pacify bears!
>>
Rolled 30, 89, 86, 52, 53 = 310 (5d100)

>>1705859
Rolls for this fine gentleman
>>
>>1705859
>>1705896

>You are Chow
You continue forcing the bears back drawing on your near infinite strength! And good fortune! As you rally up another push in the right direction for the beasts you see the rest of your hard work playing out on the battlefield. It seems your party is starting to tire, but your so close to shutting out the bears

>Melee: Toss/Smash
>Crowd Control: Force
>Other

>You are Eric
As the bear lays there stunned you grab your knife and take a leaping jump, stabbing your knife down into the burly bear, cutting past muscle and sinew, securing yourself a place on the beast! However, this isn't the end of your plan... You remove the knife while sliding further up the bear till you are on top of it, and begin to ride the bear, forcing it every which way, but towards the party! You guess you can add bear rider to you heroics list!

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Sehlum
You contemplate how difficult it would be to move the earth underneath the boulder, or even making a new one to take it's place. However, you soon find yourself remembering two things from magic school. Some spells are short range, and the more potent issue currently... Magical artifacts tend to mess with any kind of magic once it gets to close. And boy if this magical artifact, isn't a magical artifact! As you try and force your will upon the boulder it refuses to move, and instead shoots up random pillars of earth! One throws you from your place on the ground backwards with a large thump..! They other hits Yorick in the chest disrupting whatever he was trying to do, and scatters his skeletons!

>Melee: Slice
>Magic: Earth Bolt/Move Earth
>Potions: Lightning in a Bottle/Love
>Other

>You are Hilda
As you give up on the shield spell, you instead move more towards the battlefield and start to heal Gud, and Sehlum. Yorick will have to wait till you can get to him, but given his skeletons are still standing you take it he can still cast! Which means you can still win this!

>Magic: Heal/Card/Explosion(Small)/Shield
>Melee: Stab
>Other

>You are Yorick
You've managed to have your skeletons coral near the boulder after that pillar... You're nearly there! Just need to get these guys to push it the final bit, and then deal with the bears. One already seems near death, but it's the one Eric's riding.. So, you're not sure if that's good or bad. Whatever, you were going to have to kill the animal anyways.

>Push Rock
>Music: Buff/Pacify
>Magic: DiplomaNcy/Wraith
>Other

>Dire Bears x3
>Injuries: Yorick(medium)
>>
>>1705903
>GC
Enough playing around. Smash time baby!

>Eric
You feel like you've been born for bear riding if that's even a thing. But your teammates are in distress. Final blow the beast. Cut his neck!

>Sehlum
Leave the rock to Yorick, he's got it. Concentrate on destroying the bears!

>Hilda
You got this girl. Call back the fairy lady to stop the drain and heal!

>Yorick
Final spooky push!
>>
Rolled 61, 45, 31, 17, 17 = 171 (5d100)

>>1705936
>>
Rolled 8, 78, 96, 21, 1 = 204 (5d100)

>>1705903
Chow
Toss bear into cVe entrance!

Eric
Rope your bear and bridle it! -do not kill it

Sehlum
Earth bolt a different bear

Yorick
Push rock!

Hilda
Recall fairy lady and heal Yorick
>>
>>1705943
>>1705948

>You are Gud Chow
You start to smash one of the bears into the ground, but as a hunk of earth passes by you and into the bear, you shift focus onto the next one and hunker down to toss the hefty beast! But as you reach for it, and hold it close it rakes it's claws down across your back causing you to drop the bear, and drop to your knees...

>Melee: Toss/Smash
>Crowd Control: Force
>Other

>You are Eric
Despite being utterly amazing at bear riding, you think that your teammates need some help! Things are really starting to go awry here, and you have a feeling that it's only going to get worse. As you bridle the bear and begin to ride it into battle against the other bears, you find that it's quickly amassing an army of small wounds to go alongside the larger ones. While you were born to ride bears, the bears were not born to be ridden... You will keep this bear for as long as you can though! To battle!

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Sehlum
You summon up the strongest earth bolt you can imagine! It's almost as if the divinis themselves decided to help you! Almost. almost... Still it is a tremendous feat! As the bolt strikes one of the bears, it punches clean through it into another! However, the cave is still opened.. If it isn't closed soon more bears will take the place of the one you felled.

>Melee: Slice
>Magic: Earth Bolt/Move Earth
>Potions: Lightning in a Bottle/Love
>Other

>You are Hilda
As you recall fairy you turn your attention to Yorick and start to heal him... But somethings off. You can't place what it is exactly, but it's akin to interference? As you never really stayed in magic school you're not to sure what's causing it, but the effects are immediate. The healing spell starts to warp and shift against you turning into an explosion spell! You're also out of mana now. Great....

>Magic: Heal (4 Potions/2 First Aid)
>Melee: Stab
>Other

>You are Yorick
You're almost there! You can nearly feel the boulder tipping over and covering the cave.. But then something unexpected happens. Hilda happens. As you feel yourself start to be engulfed in flames, you yell out what the fu- But the rest of your sentence is lost to the sands of time as your body is lost, and you realize that when you reform once more, that you'll truly look like a skeleton. Dammit.

>Dire Bears x3
>Injuries: Chow(Heavy)
Note: Injuries go as follows. Minor/Medium/Heavy/Deathly
>>
Rolled 13, 62, 59, 88 = 222 (4d100)

>>1706146
Gud Chow

has been pushing for a few turns now. He should be near that boulder.

Force the boulder back into place!

Eric

charges the bear attacking Gud Chow and stabs it while mounted!

Sehlum

attempts to again close the cave. He uses move earth in attempt to collapse the cave. If he's lucky the artifact will shatter. A mere boulder doesnt seem to be the best answer.

Hilda
Use potion on Chow.

Yorick
Get well soon.
>>
>>1706175

>You are Chow
You stumble back onto your feet, but don't quite manage anything but drfiting towards the direction of Hilda.. You think you're rather lucky that you can still do that! Dire bears. Terrifying beings, but you've done your part.. Now to wait for the potion to take effect.

>Melee: Toss/Smash
>Crowd Control: Force
>Other

>You are Eric
As you and your steed see Chow go down, you immediately start moving in to keep the bear off him! As you line up the bears side by side you plunge your knife into the enemy bear repeatedly, while your bear keeps you safe from the claws of your opponent.. The bear your riding has probably seen better days, but he/she holds steadfast! You can't wait till you get the Adventurer's Guild up and running. First thing you're going to do is add stables.

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Sehlum
Seeing that no one is making a move to close the cave, you think something drastic is in order! As you call upon your magic again, you're sure to be careful with it as you guide it to the top of the cave, and force the ceiling downwards upon both the bears, and artifact. If that doesn't do it you don't know what will!

>Melee: Slice
>Magic: Earth Bolt/Move Earth
>Potions: Lightning in a Bottle/Love
>Other

>You are Hilda
You've given Chow a potion and some basic medical care... And it looks like everything is starting to heal up correctly! You're lucky you have some of these potions, you think that Chow might even be able to get right back into the fight because of this. He just needs to be more wary of the bears... He doesn't have any armor after all. As for you. Well, you don't have magic, but you do still have a few cards.

>Magic: Heal (3 Potions/2 First Aid)
>Melee: Stab/Cards
>Other
>>
Rolled 55, 39, 18, 67 = 179 (4d100)

>>1706246
Gud Chow
Life and smash enemy bear!

Eric
Stab a different bear!

Sehlum
Stab the same bear as Eric

Hilda
Stab Gud Chows bear.
>>
Rolled 70, 12, 47, 40 = 169 (4d100)

>>1706482
Supporting! Also
>Yorick
>contemplate existence as a grain of sand
>>
>>1706482
>>1706510

>You are Gud Chow
After being healed by Hilda you rush back out into the fray, and punch a dire bear's nose in! As your fist connects with the final bear it crumples slightly, only to be pounced upon by Eric's bear! As the two go into a death roll Eric is thrown off of the bear and into Sehlum, both of them wound each other with their held weaponry on accident. As the final enemy bear falls, Eric's bear shakes off the rope and dashes away into the forest.. At least it isn't dead.

>You are Hilda
After using up your first aid kits to heal Eric and Sehlum you decide to go over the loot, while you search for any Yorick stumbles back from where ever he reformed. He just glares at you.... Cool. You're sure he'll get over it. In the aftermath you find:
>Dire Bear Pelt x2
>Dire Bear Meat x2
>Dire Bear Claws x2
>Condensed Mana (Alchemy/Healing Ingredient: Rare)
>First Aid x0

Hm, well this is sure to fetch a good price, shame you couldn't get a magical artifact out of it though.. But really what would you do with something that spawns infinite bears? Violent things is the answer, but other than that?

>Random Encounter (Roll)
>Fast Travel (Duchess' City/Adventurer's City/Village)
>Next City (Side Quest/Restock/Train/Etc)
>>
>>1706565
Search for bear and reclaim it (roll)

If OP scorns the idea
Fast travel to adventurer city of (elf name we cannot pronounce)
We need to restock on items. First aid kits and Sehlum needs more potions. Maybe we can make Hilda lewd bear pelt armor.

Also compliment Yoricks bones.
>>
Rolled 51 (1d100)

>>1706818
>>
>>1706818
>>1706820
Hilda would rather spend the rest of her life with the idiot going on quests.

>You are Eric
Even if you could find the bear, you don't have a place to keep it. And tying it up in the forest or something like that is animal cruelty! If you love something you must let it go... And if it truly loves you, when it's time it will return. So, you wait, and collect gold for your guild. Then. Then you will be reunited once again.....

As for what to do next, you're thinking about using that fast travel service. You're not to sure that he's only going to ask for a story, but it's better than just sitting around, or walking! As for restocking... You could probably do that at Adventurer's City, yeah. You just hope your supplies last till you get there. Also you heard something about rare ingredients there, as well as rare everything! So, yeah next stop Adventurer's City!

As you enter the cabin of the fast travel carriage you feel the world crumble beneath you... The man asks for a story, you fear what would happen if you never had one to tell him. After the story days pass in the blink of an eye, and you find that you're out side of Adventurer's City having eaten some rations.
>Rations x1
Well what do you want to do first?

>Quest Board
>Market (Where/What)
>Guilds
>Gather Info About P.I.M.P. (Roll)
>Other
>>
>>1706935

Hilda
Market. Buy 2 first aid kits to replace what we used.

Sehlum and Chow
Gather PIMP info.

Eric
Quest Board

Yorick
See if skeletons are allowed
>>
Rolled 88, 21 = 109 (2d100)

>>1706966
Rolling for PIMP and Yorick
>>
File: LichBoyIsNotPleased.gif (101 KB, 500x513)
101 KB
101 KB GIF
>>1706966
>>1706968

>You are Yorick
As you enter the town all of your friends get to pass, but you're held back. You knew this day would come eventually, when people would start questioning why you were 80% and 20% in hell. However, you never decided what to tell them... Running away isn't an option this time. This is the guard, you have to tell them something somewhat believable, and you have to do it now! Oh God they just asked why you looked like a lich... Don't panic. Don't panic. What was that? Did you say PANIC?!
>I-I forgot my skin at home officer.......
You enter the city unobstructed. Whew, glad they bought it! This time that is.

>You are Hilda
You've decided that the party should go to the market first, or at least before going out and fighting God knows what out in the wilds, or getting wrapped up in a over convoluted plan involving P.I.M.P. Yes, that's right. You're going to do something safe for once! Now, let's just grab some stuff here... You wonder how far this 237g can stretch.

>Buy
First Aid x2 - 10g

>Sell

>Non-Equipped Items
Oken Buckler

>Cooking
Rations x1
Wolf Steaks (Enhanced) x3
Dire Bear Meat x2

>Armor Parts
Dire Bear x2

>Weapon Parts
Dire Bear Claws x2

>Alchemy
Poison x0
Love x1
Sleeping x0
Lightning in a Bottle x1

>Healing
First Aid x0
3 Health Potions

>ERIC THE HERO
(See Cooking, not rations /\)
45ft rope
Kitchen Knife of Filleting Dragons
Bow: 23 Arrows
THE HOLY BOOTS

>SEHLUM THE ALCHEMIST
(See Alchemy /\)
Short Sword
Leather Robes
Trenchcoat

>HILDA THE HEALER
(See Healing /\)
Lesser Chef’s Knife of Eric’s Better - Brought to you by: Eric
Mana Crystal x1 (Necklace)
Mana Well (Earings)

>YORICK CRANIUS MCBONES THE BARD/LICH
Staff
Old Trumpet

>GUD CHOW THE SUMO

>Ingredients
Cooking Ingredients x2
Alchemy Ingredients x2
Healing Ingredients x0
Mermaid Scales (Alchemy Rare)
Red Cap x1 (Alchemy/Healing)
Blue Cap x2 (Alchemy/Healing)
Purple Cap x0 (Alchemy/Healing)
Condensed Mana x1 (Alchemy/Healing Rare)

Of course after deciding what to sell... If anything. You'll probably be able to buy something worth while! Like better armor, weapons, or even just special ingredients for crafting!
>>
>>1707020
Yorick joins Hilda!

Hilda buys 2 first aid kits. Buys a 10 pack of alchemy ingredients. A 10 pack of cooking ingredients.

Equip oken buckler to Sehlum

Bear pelts gets crafted into armor for Chow

Sell 2 bear claws, 1 bear meat

Eric cooks a bear steak before quest board
>>
Rolled 10, 63 = 73 (2d100)

>>1707088
Amend this to crafting a weapon out of the bear claws for GC.
> Rolling for crafting bonuses.
>>
>>1707088

>You are Hilda
You decide to purchase and sell some more stuff than you initially expected! Do to this one of the stores even gives you some free special ingredients! Wow, and here you were thinking you could only buy the bases of the potions and such!

Buy
>First Aid x2 - 10g
>Alchemy Ingredients x10 - 30g
>Cooking Ingredients x10 - 30g
>Lizard's Tail x2 (A/H) - 0g
>Black Widow's Thread x2 (A/H) - 0g

Sell
>Dire Bear Meat x1 - 10g

>177 Party Gold
>Alchemy/Cooking Ingredients x12 (Each)
Quite a nice haul, and not for too bad a price either. Lotta things you can do now! Speaking of which... You think you'll get the idiot to try and make some more stuff! Starting with some beastly armor for Gud Chow.

As he works you see leather start to take shape, then layer after layer of it. Adding more intricate pieces and parts.. It comes out great!
>Dire Bear Armor (Great)
Note: Qualities go as so: Blasphemous/Poor/Good/Great/Divine.
Also, as you progress armor will become less effective as you fight stronger enemies. If you find enemies one hitting your rouge try getting new armor. He also cooks up some bear meat. And as he does that you give Sehlum the buckler.
>Dire Bear Steak

Alright. So what's next.
>Quest Board
>Market (Where/What)
>Guilds
>Gather Info About P.I.M.P. (Roll) >>1706968
>Other
>>
>>1707266
A/H Stands for Alchemy/Healing
>>
Rolled 77, 6, 55 = 138 (3d100)

>>1707266
> Eric: Quest Board then
> Cook 15 rations + Enhance Dire Bear Steak (Roll for bonus)
> Sehlum + GC: Gather Info (Roll)
> Hilda: Investigate Guilds
> Yorick: Train Tailoring (Roll)
>>
File: MyGodTheArtAndSuch.jpg (94 KB, 400x300)
94 KB
94 KB JPG
>>1707289

>You are Eric
You are cooking up a storm! It's been forever since you've had to do anything like this, and you plan on enjoying every second of it! No a little salt there... And the shaker fell in. Just going to put that in Hilda's share. Alright, onto the next batch!

>Rations x16
>Dire Bear Steak (Enhanced)
>Cooking Ingredients x8

>You are Hilda
Alright, you're going to go ahead and take Sehlum with you to the Guild Hall. Well, it's more like a street running down the middle of Adventurer's City.. Not an actual hall in a building. Still, it's incredibly impressive, yet not an actual Adventurer's Guild? Eric might be onto something! Not like you could make money off it without heroes in it doing stuff though. So, back to the task at hand...

>Ingredients
Cooking Ingredients x8
Alchemy Ingredients x12
Healing Ingredients x0
Mermaid Scales (Alchemy Rare)
Red Cap x1 (A/H)
Blue Cap x2 (A/H)
Purple Cap x0 (A/H)
Condensed Mana x1 (A/H Rare)
Lizard’s Tail x2 (A/H)
Black Widow’s Thread x2 (A/H)

Hmm, what to make, what to make.... Also, it looks like you can buy special ingredients here, just like back in the market!
Note: Ingredient + Special Ingredient = Product (You can suggest what you want the product to be, or allow me to choose for you)
>>
>>1707398
Alright, I'm going to bed see you tomorrow!
>>
>>1707398
> 1x Liz Tail Potion
> 1x Black Widow Potion
> Red Cap Potion
> 1 Blue Cap Potion1
> 1 Poison Potion
> 1 Sleeping Potion

> Purchase 40g of assorted(read: random) special ingredients
> Purchase 4 Healing ingredients
>>
>>1707398
Alchemy ingrediente + Lizard Tail = Agility potion

Alchemy Ingredient + Black Widow's thread = Stun

>Eric checks the quest board
>>
Rolled 47, 30 = 77 (2d100)

>>1707908
Backing
>>
>>1704824
>>1704874

>You are Samantha
You decide that given all your good luck today, that maybe it'll rub off on the alchemy guild... And sure enough they leave you alone! No heckling, or anything! Wow, you could get used to this... But this is the hard part, you still have to buy some ingredients. Of course, you could try and talk to some "friends," but what if you messed up?

>Buy alchemy ingredients (Roll)
>Talk to "friends" (Roll)
>Other

>You are messenger
You deduce that the one who has the key must be A, because of logic. You are correct! Or at least you think that's what the giant key and not sudden death means.. Onto the next stupid puzzle. In the next room you see a skylight place in the center of the room, allowing sunlight to shine down onto a pedestal in the room. Upon the pedestal is a note and a crossword puzzle. The note says that the maker of these ruins is sorry that he/she couldn't get a proper puzzle in, and that life might be a bitch this week, and that we'll see how it goes and hope for the best. On the crossword puzzle the only open spot for a word is a twelve letter word for sorry.
Sorry that I couldn't make the update, but life is getting a bit hectic out of nowhere, but I don't plan on stopping! So keep an ear out for more data
>>
>>1708242
>>1708242
Samantha
What a sad life that you have to roll to talk to friends :(

Messenger
Condemnatory
>>
>>1708242
>Samantha
>Rolling for friendly talk

>Messenger
no idea, im going with hats here
>>
Rolled 39 (1d100)

>>1708807
>>
File: HolySbitIt'sAdorable.gif (424 KB, 500x418)
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>>1708814
>>1708417
Next morning update!
>>1707421
>>1707908

>You are Sehlum
You're not too sure what you're going to make with a few of these, but it's definitely going to be a lot of whatever it is. So far you know that red caps and healing ingredients make health potions, and such.. But you wonder what would happen if you were to mix up some of this stuff with alchemy ingredients.

>Red Cap (A) = Poison
>Blue Cap (A) = Stun
>Lizard Tail (A) = Agility
>Widow's Thread (A) = Sleeping

Alright, that's interesting. Time to update the potion book then...

>Potion Book
Red Cap (H) = Health Potion
Blue Cap (A) = Stun Potion
Purple Cap (A) = Lightning Potion
Lizard’s Tail (A) = Agility Potion
Widow’s Thread (A) = Sleeping Potion

Well... While you're here you should also buy some more ingredients...
>Ingredients
Cooking Ingredients x8
Alchemy Ingredients x8
Healing Ingredients x4
Mermaid Scales (Alchemy Rare)
Red Cap x0 (A/H)
Blue Cap x1 (A/H)
Purple Cap x0 (A/H)
Condensed Mana x1 (A/H Rare)
Lizard’s Tail x1 (A/H)
Black Widow’s Thread x1 (A/H)
Drake's Flame x1 (A Rare)
Humming Bird's Wings x1 (A Rare)

>-52g
>125 Party Gold

Whew, you're definitely filling up your satchel! You just hope you don't have to fight in an alleyway anytime soon... So what should you do next? Eric's been dying to go to the quest board, but you just bought some rare ingredients, and are VERY egar to see what they do. I mean.. A dragon's flame, well drake's, but they're similar! Not really, but kind of!

>Quest Board
>Market (Where/What)
>Gather Info About P.I.M.P. (Roll) >>1706968 >>1707289
>Other >>1707289
Hey, sorry if I'm in and out these next few updates/days, but life.. Life finds a way.
>>
>>1709225
No reason to do everything together. Let's have Eric check the quest board while Sehlum fiddles around with potions.

The rest can just walk around the city and have a good time. Maybe get some ice cream
>>
File: OkayOkayI'llGetToWriting.jpg (1.15 MB, 1920x1200)
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>>1709316

>You are Gud Chow
You've heard of P.I.M.P. from both your party, and from the recent developments in Duchess Madelyn's case. It seems like this infamous character was trying to stay under the radar, but you don't feel like he will for much longer. There's always a reason for everything, and so far it looks like he's getting annoyed with your party, it's only going to get worse once he finds out you're in Adventurer's City too. So, you have to find out either where his outpost is here and stop it, or stop his contact from delivering potions to him. The only problem with this is.. He hasn't done anything illegal. If you could prove that it's him who agreed to using mind control and that that choice wasn't out of his hands, you'd be having a different conversation. Preferably with the city guard. Not that it'd help, as far as you've seen he's somewhat hard to find, and busting two operations of his aren't going to make that any easier. You do have choices though... One you can "do" now, and the other will follow.

>Talk to potion ingredient dealers (Roll)
>Other

>You are Eric
You've sent Gud off to find P.I.M.P. you think he shouldn't have too much troble.. Well so long as he can convince some people he's doing the right thing. Sehlum and Hilda are off doing shopping and potion making. Also, Yorick. Well, he's doing something over there.. As for you however, you're going to get some fame and heroics in! And gold.. You're starting to run low. Kind of. You haven't really grasped how much everything costs yet, but gold/fame/ and heroics are all good things to have anyways. And that's the story of how you found yourself in front of this quest board!

It looks like some of the more profitable sheets have been torn from the board, but there are still a lot of blood pumping adventures you can go on here!

>Clear out a drake's nest - 300g Bring some revives!
>Help with a magic experiment - 45g
>Join the labyrinthine run today! - Whatever loot you get!

>You are Yorick
As you wait for everyone to do their own things you sit down out side on a bench and fiddle about with Eric's tailoring kit.. You end up stitching your hands to your clothes, but you manage to get them loose. This is a bit hard than it looks....
>>
>>1709436
>You are Sehlum
You're still with Hilda, and while staring into the depths of the potions you have, and gleaning into the future of the potions you could make... You wonder. You wonder what they could do. Of course there's no reason to wait to find out! So, you decide to mix together the ingredients that only work for alchemy to see what you can crank out.

>Potion Book
Red Cap (H) = Health Potion
Blue Cap (A) = Stun Potion
Purple Cap (A) = Lightning Potion
Lizard’s Tail (A) = Agility Potion
Widow’s Thread (A) = Sleeping Potion
Drake's Flame (A) = Explosive Potion
Humming Bird's Wings (A) = Long Jump

>Ingredients
Cooking Ingredients x8
Alchemy Ingredients x8
Healing Ingredients x4
Mermaid Scales (Alchemy Rare)
Red Cap x0 (A/H)
Blue Cap x1 (A/H)
Purple Cap x0 (A/H)
Condensed Mana x1 (A/H Rare)
Lizard’s Tail x1 (A/H)
Black Widow’s Thread x1 (A/H)
Drake's Flame x0 (A Rare)
Humming Bird's Wings x0 (A Rare)
2/2
>>
>>1709441
Eric chooses labyrinth! An excellent way to get loot! The BOOTS shall guide us true. Hopefully not into minotaurs.

Yorick continues to practice sewing. He needs to make dank robes for himself soon. (How did he stitch bones to fabric!?)

Sehlum
Mix lizard tail and blue cap together

Mix Mermaid scale and condensed mana together.

Make another sleeping potion with web+ingredient
>>
Rolled 49 (1d100)

>>1709552
Rolling for Yorick
>>
Rolled 60 (1d100)

>>1709436
Whoops!

Gud Chow talks to potion ingredient dealers
>>
>>1709552
>>1709555
>>1709558

>You are Eric
You've decided on the labyrinthine! It can't be too hard, and promises all the loot you can carry, and you can carry everything! EVERYTHING. Sure, you gotta find it first, but still this seems like to good an opportunity to pass up! The only problem with this in your eyes, is that you don't know who to take with you.. Everyone's off doing something. Guess you'll just wait till they're done?

>Don't wait!
>Take ___.
>Other

>You are Yorick
With difficulty, extreme difficulty. Anyways, you're going to try again.. This time you're going to focus more on keeping the needle in the shirt than anything fancy like like gloves. As you continue to tailor you find that you've made a track suit of sorts, as your shit and pants are now connected.. Hm, now where did you go wrong...

>You are Gud Chow
As you walk through countless stalls and buildings filled to the brim with potions and ingredients you ask around for the ones included in the mind control potion. You eventually find a lead though... They tell you they've been selling to someone under the pretenses of legal experimentation. He's not sure where the shipments go, but his buyer picks them up in a carriage at night. When you press the seller on why he was selling under such strange circumstances he says the ingredients are legal to buy, and that money's money.

>Set up trap
>Convince seller to not sell to P.I.M.P. (Roll)
>Other
>>
>>1709640
Eric takes Hilda and Sehlum!

The Original Adventurer team!

Gud Chow takes Yorick to set up a trap, but encourages him to keep trying at his tailoring.
>>
>>1709675
Supporting!
>>
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>>1709675

>You are Sehlum
Eric's just asked you to run off into a death maze.. So, of course you accept. What choice do you have? Let him get himself killed? Well, before you run off into the maze and meet your doom, you're going to make something crazy! Two special ingredients! Who would've thought this is possible! So... Let's see here.

>Potion Book
Red Cap (H) = Health Potion
Blue Cap (A) = Stun Potion
Purple Cap (A) = Lightning Potion
Lizard’s Tail (A) = Agility Potion
Widow’s Thread (A) = Sleeping Potion
Drake's Flame (A) = Explosive Potion
Humming Bird's Wings (A) = Long Jump
Lizard Tail + Blue Cap = Slowness
Mermaid Scales + Condensed Mana = Potion of Breathing

>Ingredients
Cooking Ingredients x8
Alchemy Ingredients x7
Healing Ingredients x4
Mermaid Scales x0 (A Rare)
Red Cap x0 (A/H)
Blue Cap x0 (A/H)
Purple Cap x0 (A/H)
Condensed Mana x0 (A/H Rare)
Lizard’s Tail x0 (A/H)
Black Widow’s Thread x0 (A/H)
Drake's Flame x0 (A Rare)
Humming Bird's Wings x0 (A Rare)

Hmm, yeah you guess that makes sense. Speed and stun just qual out to slowness! However, the strange on is the mermaid scales, you thought they might've done something like let you breath underwater, but breath inside anything? Could be useful, course if you wanted to go diving into a volcano you'd need heat resistance, and a strong one at that. Maybe you'll end up trapped in quicksand and it'll come in handy?

>You are Eric
Sehlum's finally done with the potions! That means you can head out to the maze! You wonder what's even in there.. You think there's always some sort of boss monster in the center, like a Minotaur, but you'll have to get to the center to find out. Of course you could just avoid the center and just stay around the outside defeating the easier monsters.. That comes with knowing whether you're moving towards the center or not though. There's a "simple" way to tell though, if the monsters are stronger it's closer to the center. Wow, reading the FAQ to the maze really helped. The only thing you have to worry about is other heroes, some of them like to take stuff from other players. Anyways time to approach the maze.. You hope you don't die, from what Sehlum says necromancers aren't to be trifled with. When you enter the maze a few walls shift before your eyes leaving three pathways open. Which pathway should you take?
>Left
>Middle
>Right
>Other
>>
>>1709799

>You are Gud Chow
You're taking the skeleton with you to set up a trap. He seems dead set on figuring out how sewing works, you don't have the heart to tell him to give up. As you approach the pick up zone you find a couple vantage points, and things up interest. There's a balcony over looking an alleyway where the package is handed over to the buyer. The alley itself seems relatively normal, with the exceptions of a few pallets of wood scattered about. Finally, the street where the carriage pulls up is empty for the most part, and is somewhat narrow. You wonder what you could set up. Anything you suppose, so long as you could manage to find/buy what you need.
>An obstruction in the road
>A hiding place in the alleyway
>Other
>>
Rolled 17 (1d100)

>>1709799

FORWARD TO ADVENTURE!!!
*center*

>>1709814
Gud Chow is gonna be tough to hide. It's better to make an obstruction.

Block the front with a wall of pallets. Block the rear with spooky skeletons. (Rolling)
>>
>>1709848

>You are Eric
You pick the middle, because who wouldn't? Also, if you keep going straight than you'll eventually hit the center! You think, you're not sure how labyrinths work.. Maybe it'll force you to take a turn, or just convince you that you're heading forward, but you don't. Who knows, other than you when it inevitably happens to you.

Down the path you choose is a wide open room with stands along the edges filled with monsters. Okay. So a gladiator battle? Who could you be fighting? Upon that thought the previously cheering crowd falls silent and a regal looking monster stands, he says something in his native tounge and the crowd cheers.. As he returns to his seat a chained door is opened revieling a manticore! Holy Sh--
The beast charges

>Eric: Stab/Bow/Rope/Grapple
>Hilda: Stab/Card/Heal
>Sehlum: MoveEarth/Bolt/Potion/Slice
>Other

>You are Yorick
You thought about setting up some crazy Rube Goldberg machine of a trap, but after a minute you figured out that... 1. You have no idea who Rube Goldberg is. 2. You're not sure what a machine is either, and. 3. It would take far too long to set up. So, instead you've gone with the whole block the alley/road shtick. The only problem with this idea is that it didn't work, and the other problem is that if the buyer gets away they'll set up shop somewhere else! The whole reason you're here is to uproot them, not make 'em change location! Well, they're back in the wagon and are barreling down the street and... into the pallets! Nice. Gives you a chance to catch up with 'em.

>Catch up (Roll)
>Other
>>
Rolled 42, 64, 23, 78 = 207 (4d100)

>>1709978
Eric
Rope the tail and pull it down!

Hilda
Ghostly Armor!

Sehlum
Earth Bolt!

Yorick and Gud
Catch up!
>>
Rolled 53, 62, 18, 1 = 134 (4d100)

>>1709998
>>
>>1709998

>You are Eric
As the beast charges you, you roll out of the way and throw a lasso at it's tail securing it in your grip! You attempt to pull the tail downwards, which it does happily? The tail drops down with the speed of a manticore striking Sehlum driving the barb on the end of it through his armor and into flesh. You quickly yank the tail out using the rope and try to bring it down again! This time being more successful by leveraging your grip against a stone, keeping the monster's tail pinned... for now. You reckon if you want to do anything else you'll have to let go of the rope, maybe.

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>You are Hilda
Seeing the obvious danger in this situation you immediately clamber into Ghostly Armor, and manage it with out it weeping this time. Well, you have a sword and shield now, but them now being in your hands instead of the armor's doesn't seem like that great an idea... Whatever, no turning back now! Unless you want to leave the safety of the armor that is. Anyways Sehlum looks like he's seen better days.. You really hope that manticores aren't poisonous. If so your mana stock is in for a shock, cause cleansing the body is a bit expensive mana wise.
Manticores are poisonous.

>Magic: Heal/Cards
>Melee: Slice
>Other

>You are Sehlum
As you try and summon up some mana for your favorite ranged attack your struck by the manticore's tail, despite Eric trying to hold it back! You try to haul your shield in between you and it, but the monster is far to fast! As the barbed appendage sinks into you, you fall backwards loosing your concentration on your spell. However, this seems as good a time as any to figure out your next move... After Hilda heals you. So, what do you even have that you can use?

>Alchemy
Poison x1
Love x1
Sleeping x2
Lightning in a Bottle x1
Agility x1
Stun x1
Explosive x1
Long Jump x1
Breathing x1
Slowness x1

Well, there you have it. Literally, that's what you have.. Okay so choices, choices.

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Yorick
GODDAMMIT THE FUCKING SKELETON IS BACK! WHY THE HELL DOES IT KEEP COMING BACK FOR THE LOVE OF GOD?!
*Ahem*
You find yourself running towards the carriage only to be stopped in your tracks as the giant skeleton, that you've fought twice now, reforms before your eyes. How amazing is that? As it lumbers towards you the carriage zooms off down the street... Well, you're going to have trouble find those goons again. That's for another time however.

>Yorick: Skeletons/Wraith/Pacify/DiplomaNcy/Buff
>Chow: Toss/Force/Smash
>Other
>>
Rolled 17, 79, 66, 92, 66 = 320 (5d100)

>>1710306
Okay first things first
>Hilda
>Heal Sehlum
the poison effect can't be healed, right?

>Sehlum
Time to use your alchemic expertise! Use one of the sleeping potions on the beast!

>Eric
Try and tighten the rope on the manticores tail to stop blood circulation while you pin it down! We'll wait for Sehlum's potion before attacking

>Chow
Smash! Crack those bones!

>Yorick
Pacify the bony giant!
>>
File deleted.
>>1710404
It can, Hilda's heal cures status effects at the cost of mana.. So, it's up to you if you want to cure it

>You are Hilda
You go up to Sehlum and heal the outside damage first, but there's obviously something else going on in there... However, mana is scarce, especially considering you don't have any mana potions or anythings. At least for now Sehlum can fight.. You'll deal with the poison later. Or maybe now, you still haven't determined if it's worth it. As for now though. Wait. It looks like you might have a different problem now. Your healing spell is have a bit of difficulty actually healing Sehlum, you don't think it's the poison either! You have to re-cast the spell! Dammit!

>Magic: Heal/Cards
>Melee: Slice
>Other

>You are Sehlum
After being healed by Hilda, for the most part, you stand up and grab a sleeping potion from your satchel! And fall right back over... Intriuging, well no time for that now. With your remaining strength you trow the potion and slump back against Hilda. You see the potion connect with the beast, and while it slows.. The beast doesn't fall!

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Eric
You pull on the rope even tighter, to the point where it could snap at any moment! There's no way in hell this thing is getting to use it's tail ever again! Not as long as you stand to do such HEROICS! As you screech the word heroics Sehlum's potion hits, and you take full advantage of the brief moment and yank the tail fully against the rock.. You attempt to pin it using your body, but that'd do more damage than good, you need to pin it with something heavy and not alive! However, for now it isn't to happy not being able to use it's tail, and you're getting tired.

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>Manticore
>Injuries: Sehlum (Heavy)

>You are Chow
As you approach the bony demon it shifts to strike you, and you shift to grab it. You catch the arm and use it's momentum to drive it against the side of a house, and with your strength you grind the bone to dust against the sturdy house. You have faced dire bears, and this thinks it's tough? You continue your approach and hear Yorick belting out a tune.. But it resists? Maybe your smash was just luck? Or perhaps does this monster require a bit of a fight before it goes down.. Either way there is but one solution to this problem. You continue your approach.

>Melee: Smash/Throw
>Crowd Control: Force
>Other

>You are Yorick
What the hell? This skeleton isn't listening to your song at all! You would've thought it'd stop by now, but no! Well, I guess anything that rises from the underworld more than once is fairly strong. Still, it seems like you've been cheated.

>Magic: DiplomaNcy/Skeletons/Wraith
>Bard: Pacify/Buff
>Other
>>
Rolled 15, 45, 10, 59, 4 = 133 (5d100)

>>1710616
It's only three of us, so we can't afford to lose a fighter
>Hilda
>Try healing again

>Sehlum
Let's try something different. Move a rock above the rope so we immobilize the creature and Eric is free to do his thing!

>Eric
Wait for Sehlum to pin ot under the rock, then stab!

>Yorick
If your music can't calm the demon, it'll at least help Chow's spirit! BUFF

>Chow
This... Thing isn't going anywhere. You'll show him your family's technique! Grab him, spin and then throw!
>>
Rolled 76, 74, 47, 55, 45 = 297 (5d100)

>>1710741
Lets try again friend.
>>
>>1710741

>You are Hilda
As you try to heal Sehlum once more you feel everything start to shift back into the correct place! Finally, now as you start on the poison Sehlum shifts and starts to cast! Damn, he doesn't stay down for long does he? Continuing your heal you draw out a glob of poison the size of your fist... Manticores. Fun things they are.

>Magic: Heal/Cards
>Melee: Slice
>Other

>You are Sehlum
You stand, this time managing to stay there. As you gain more and more stability you draw upon your inert stack of mana you shift a hunk of earth and slam it down upon the manticore's tail! The size of earth you just moved has drained you, but not having to deal with that tail is a great boon. Now what else can you do here?

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Eric
As the rope you were holding finally snaps the manticore finds itself free! Little does it know it can't move from the spot where it's tail is finally pinned! You rush the manticore, finally free to do actual damage, but in your rush you forget that this beast has much more than just a barbed tail in it's arsenal.. The monsters maw dives at you with wings falred it catches you on the shoulder penetrating your thick armor! As you feel the teeth of the beast start to dig further in you retaliate with your blade, ripping free from your doom with a chunk of flesh removed from the manticore!

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>Injuries: Eric (Medium)

>You are Yorick
You seriously can't calm this walking pile of bones?! Well, Chow seems to be doing good.. Let's make sure that he can do even better! As you sing out a new song you feel power surging from every part of your body! You've cast Buff!

>You are Chow
You feel that it's time. Time for you to defeat this evil, your ally has just given you a burst of strength to add to your own mounting strength.. As you feel every fiber of your being ready themselves for what you're about to do you unleash your attack! Wait. Where is it?
The skeleton drops down from the building it was stood on crushing Chow into the earth

>Injuries: Chow (Medium)
>>
>>1711038
Alright turning it in early today --er-- night. Anyways, I'll continue to try my best to run the quest, but like in the morning update... I'm not sure how well I can run it for the time being.
>>
Rolled 47, 36, 5, 83, 25 = 196 (5d100)

>>1711038
>Hilda
Seems there's no resting for the healer. Help Eric!

>Sehlum
You're on your feets now! Attack the beast. Bolt!

>Eric
Truly this is an heroic fight if there's one. Time to slice the monster. Stab!

>Yorick
Chow seems to need help! Summon skeletons!

>Chow
Hold your ground. Force the demon down
>>
Rolled 15, 25, 84, 80, 82 = 286 (5d100)

>>1712376
>>
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>>1708417
>>1708814

>You are Samantha
When you approach a table of alchemist, ready to try and resolve this stupid feud.. They get up and walk to a different table. You swear, every time! Just because you "ruined" the name of the guild with your "heretic" ways? Need you remind them of the other lady alchemists in the guild? It's not as if you even work here either, no you're just a member! Why are you a member though? Because you meet all of one requirement, know alchemy, and they have the audacity to say that you're causing issues for them! Maybe if you had the backing of a respected guild at your back people would finally get over the fact that you exist, but no, every time it's this shit. Well. You still have things to do.

>Buy alchemy ingredients (Roll)
>Find out about new ingredient shipments (Roll)
>Other

>You are Messenger
You can't really think of a word that would work here... Luckily there's a dictionary nearby! Condemnatory might work.. It means very critical, or that's one of its meanings. Anyways you put the word in and some of the letters light up. Only some? Looks like you got the word wrong. The correct word was Compunctious. What? How were you supposed to know that? It doesn't even look like it's spelled correctly, just that someone mashed a bunch of words together! Well. You guess you'll have to solve a different puzzle in order to get past.

This one seems annoying. Of course if you knew how to solve it, it wouldn't be! However, you've gotta find that artifact. So, puzzles here you come. This one comes with a pencil and a sheet of paper, the puzzle itself looks like a honeycomb, but made out of paper. The other piece of paper details the rules.. Probably enforced by magic or something. They go as follows. Each horizontal and diagonal line must add up to the same amount, and you can only use the numbers from 1-19. Amazing.

>First Column:
>Second Column:
>Third Column:
>Fourth Column:
>Fifth Column:
I'll fill in the numbers top to bottom on every column, of course you could just find a program that allows you to draw over the picture.
>>
>>1712540
The first column is the one all the way to the left and the fifth is the one all the way to the right
>>
Rolled 55 (1d100)

>>1712540
>Samantha
Find new ingredients! You have to keep yourself actualized. Otherwise you'd lose your expertise

>Messenger
You think hard for a while. This is what you get
>3-4-3
>4-1-1-4
>3-1-2-1-3
>4-1-1-4
>3-4-3
>>
Rolled 81 (1d100)

>>1712618
New ingredients!
>>
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>>1712376
>>1712415

>You are Hilda
You feel like the saying is different, but that looses all meaning as you end up casting another healing spell.. You're starting to really stretch your mana thin here! Maybe you should switch to physical healing? At least that way if the manticore's tail gets loose again, you'll have a way to not die! Okay Eric's good once again.. And you remember that you have a suit of armor on, a sword, and no one to heal. Damn, you're going to have to do something stupid. Course with how your party's acting you may not have the chance, unless they only get a minor wound or something. Those don't really do much, just have to watch to see if it gets worse.

>Magic: Heal/Cards
>Melee: Slice
>Other

>You are Sehlum
After that whole boulder thing this should be a piece of cake! Ha! As, if. No, this is going to take some work... Some ranged, out of the way of the maw of death work. You begin to summon up a bolt only to have the monster swipe at the ground at the last second, causing the mana in your hand to go off! Gah, that's going to smart! You raise your hand once again to...

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Eric
Helga has saved you once more! Sure you could've fought this thing with one hand tied behind your back, but then it would be hard... You ready your knife to slay the beast! In the most heroic of fashions you bring the knife down as the monster is turned, cutting through some of it's hide and than backing off as it take a swipe! The cut wasn't deep, but there are many more to follow! You send a flurry of attacks where the manticore doesn't expect it.. It still stands however, and more importantly it's struggling to be free of it's chains!

>You are Yorick
What th-- Skeletons! Your skeletons immediately charge forwards from their place in the back of the alley, two drag Chow back to you, and the other faces the beast dodging from side to side. It manages to score hit after hit upon the enemy skeleton, even going so far as to cause cracks to show across some of the bones! You look to Chow... He seems okay, not great, but okay. And you have no idea how to use a first aid kit so...

>Use Healing Potion (x3)
>Magic: DiplomaNcy/Skeletons/Wraith
>Bard: Pacify/Buff
>Other

>You are Chow
You are struggling against your wounds, but you stand. Yorick tries to hand you something, but you refuse it and walk towards the monster once again. This time you won't be felled by such cheap tricks, not again... You reach the monster and force it from the alley out into the street with all your might! You stumble slightly, but continue to stand.

>Melee: Smash/Throw
>Crowd Control: Force
>Other
>>
Rolled 67, 7, 49, 53, 71 = 247 (5d100)

>>1713419
>Hilda
Now is the time! You've a chance to do something besides being a magical bandaid. Slice!

>Sehlum
This monster is strong! Let's see how it does with fire. Explosion potion!

>Eric
The monster is trying to break free! Use another portion of the rope to keep it down!

>Yorick
Skeletons keep attacking while you usea a heal potion on Chow!

>Chow
Brute force is your thing. Pick something big and heavy and throw it to the giant skeleton!
>>
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>>1713585

>You are Hilda
Okay.. Okay, you can do this. It's stuck to a rock, can't move, and can barley do anything at all! As you approach it with your longer than average knife.. You think it's called a sword. Connects with the beast blinding it in one eye! It proceeds to slam against the ground with all it's might causing an explosion, and freeing itself. You did it. You killed Sehlum and freed the monster. Well, you didn't mean to, but still a right downer.. Goddammit. Well, at least the fairy is recharged, cause you're going to need all the mana you can muster, and luck of course.

>Magic: Heal/Cards
>Melee: Slice
>Other

>You are Sehlum
You wonder briefly through your haze of pain, whether or not the monster understands what you have in your hand is dangerous. Logically, probably not, but seeing as your party is prey, then in a more general sense yes. As in when the thing you're trying to kill starts flailing its arms around you should hit it. And boy is that what it did. You pull out an explosive potion, and bam a paw to the ground and no hand. So, now your missing a hand, well most of it. Shame you're not a lich... That whole come back after death, and have little to no consequence sounds amazing right about now. Given that you don't have a hand, you kinda doubt Hilda will be able to fix this, then again.. If you die a necromancer will restore ALL parts of you right? Believe it or not you mostly died without losing body parts. Anyways you conclude it would suck if you lost a hand to a manticore and stupidity.

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Eric
You having seen the monster just wipe out a party member, and break free of the rock pinning it. You're not sure heroics will cut it, but you've got to try! As you regather most of your rope you loop it around the manticore once more trying to both pull it away from everyone, and keep it away from yourself.. This is much harder than it looks, but not enough to stop you! You just about manage to drag the manticore back to a similar spot as last time holding it's tail in place. However this over sized kitten is pissed. The question is, however, what are you going to do about it?

>Melee: Stab/Grapple
>Ranged: Bow/Rope
>Other

>Injuries: Sehlum (Deathly)
Explosion magic.. What a trip, one second it destroys assassins, the next hands.
>>
>>1713708

>You are Yorick
You gather up your magic forcing the skeletons into overcharge.. While they hold off the beast you tend to Chow. He's having trouble standing, and that's probably a bad thing for someone who doesn't have lich powers.. You hand him a health potion and he downs it. Well, that's that you suppose now to check up on the skeletons! They seem to be doing well, but they're slowly going down. Should you keep the spell up, or do something else?

>Magic: DiplomaNcy/Skeletons/Wraith
>Bard: Pacify/Buff
>Other

>You are Chow
You look around for something heavy, AND expendable, but you don't find much in the alleyway. You settle for the wooden pallets tossing them through the air like Frisbee's, each subsequent hit staggering the monster only to be followed by another! It falls over! Now's your chance! It's the time to land the final blow!

>Melee: Smash/Throw
>Crowd Control: Force
>Other
>>
Rolled 31, 91, 56 = 178 (3d100)

>>1713708
Hilda
First aid to stop Sehlums bleeding!

Sehlum

With one good arm left STAB DOWN ON ITS PAW AND PIN THE SHITHEAD

Eric
BOOT KICK! Into the snout!
>>
Rolled 91, 95 = 186 (2d100)

>>1713712
Yorick
Summon wraith to shame this giant Skeleton for going rogue 3 times.

Gud Chow
BODY SLAM!
>>
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>>1713825
>>1713832

>You are Sehlum
Okay so you feel like in the whole 5 step plan to dying, you feel you skipped a few. One of which goes by the name of anger, and if that doesn't sound like the perfect thing right now, it would be death. So. STABSTABSTAB YOU TOOK MY HAND DAMMIT

>Magic: Potions/MoveEarth/Bolt
>Melee: Slice
>Other

>You are Hilda
Okay, okay, so Sehlum is obviously in shock, but you aren't. You have to do something, and this time it isn't the quirky, fun, but ultimately harmless healer in a suit of armor fun. No this is life or death! Gah, what the hell was Sehlum trying to do? His hand. Well, let's leave it at the fact that you used to say hands. You gather up your mana and begin to channel it into Selum's hand.. Stump? As you try to heal it, the wound keeps leaking blood everywhere, you continue to stem the tide and heal his hand, however it's not working! You've got to do something before this idiot goes and dies on you.. And your choices are limited. The first step however, isn't.

>Equip Fairy: Cast explosion, to stop bleeding
>Equip Fairy: Cast heal, to restore hand
>Other

>You are Eric
As you start to really loose your grip on the rope you let go, causing the manticore to lurch forwards onto Sehlum's blade! And he just doesn't stop! The manticore is desperately trying to cut into Sehlum, but every time the thing steps back to get a better angle Sehlum just closes the gap! You join in, in the heroics taking a flying kick to the monster's face, staggering it even further! However it looks like Sehlum is starting to tire and Hilda is running towards him. This is on you. The beast is severely wounded thanks to Sehlum and your constant knife play... It's time to do something amazing. It's time for. HEROICS!

>Eric: STAB
>Other
Sure you can suggest your own choice, but come on. One choice? No, others.. What could it hold?
>>
>>1713946

>You are Yorick
You let the spell on the skeletons fade and instead draw upon your mana to create the most terrifying thing in existence, to anyone and anything. Every wraith a different image in every person's mind, one wraith to a person may be different to another person. However the truly terrifying, and wholly indescribable image is drifting to the giant skeleton now immobilized in fear, never to move again.. For the wraith is unending, uncaring, and unsatable. If you were to look into infinity some might say you would find God, to them you say, what if you saw this instead.

>You are Chow
An indescribable horror passes by you and floats in front of the giant skeleton. This is your moment as expend the gap between you and the skeleton, you leap into the air and grab a hold of it's collarbone! As you start your downwards arch however, you bring the skeleton down with you flipping the great beast till it's underneath your mass, and land atop it while forcing it into the ground at the same time! The creation of bone finally breaks beneath your grasp returning to dust once more.

Well, back to what you were doing beforehand you suppose. How are you going to find P.I.M.P.'s buyers now? Then again, the ingredients he's using, while legal, are often used in dubious potions.. You could just try and convince whoever runs the market here to stop allowing those ingredients in the market. It'd definitely be a more long term solution, but then again you're not looking for a long term solution, just one long enough for you to get into P.I.M.P.'s H.Q. and take him out. Meh. Whatever's quicker you suppose.

>Talk to the Duke of this city (Roll)
>Begin your search again (Roll)
>Other
>>
Rolled 94, 35 = 129 (2d100)

>>1713946
Sehlum faints. (No roll)

Hilda calls upon fairy lady and heals his arm!

Eric

Staaaaaaab
>>
Rolled 2 (1d100)

>>1713956
Restart your search. Considering the amount of potions needed to do this, PIMP has to have more than one source.
>>
Rolled 21, 100 = 121 (2d100)

>>1714342
Supporting roll
>>
Rolled 84 (1d100)

>>1714360
Another supporting roll
>>
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>>1714342
>>1714360
>>1714375
>>1714390

>You are Sehlum
If you either don't wake up, or don't wake up without a robotic arm, and multiple poorly placed references via magic. You will be very displeased. As you drift off into the abyss you dream of the philosopher's stone, and insane magic duels...

>You are Hilda
You are hyperventilating, just like last time you fucked up, NOT HELPING MIND. Alright. So, you have a few problems.. One is that Sehlum has lost a lot of blood, the other 99 involve you not knowing how to restore an entire limb. While, there are work arounds, you kinda wish that you could do more.. For now he'll have to live with it.

>You are Eric
As you see the beast nearly felled, you rush from your place in front of the beast to the top of a stack of fallen pillars, and run up them! When you run past Sehlum you pick up his short sword dropping your knife.. You push yourself to the limit, crawling past each piece of rubble nearing the top of the stack. As you reach the top, before you stands the manticore, and you jump wielding the sword in your hands! You find yourself falling faster and faster, and just as you think it can't get any faster, your sword meets the flesh of the manticore's neck, drawing a giant swath of flesh away from the beast as the blade cleaves ever downwards, and when your knees touch the ground the manticore's head rolls from it's body! Blood sprays from the wound coating everything surrounding it, and you stand. The crowd cheers. From the stands are thrown countless pieces of gold, and a gauntlet from the king which glows with eldritch power. You are victorious. You collect...

>200g
>Strange Gauntlet
>Manticore Poison x3
>The key to the next area in the labyrinth

Your party is tired, and near beaten. Sehlum will be asleep for a while yet.. However, if you choose to, you can continue.

>Leave (Where)
>Continue

>You are Chow
You have an idea of where P.I.M.P.'s goons went, that's not the issue. No, the issue is what to do about it. You need to convince P.I.M.P., or hurt him enough, that he decides to take his business elsewhere. You thought roughing up the potion ring would be enough, but it turned out.. Well, it didn't work. So, you think that destroying some of his bases here will either A: draw him out, or B: get rid of him. Both are good, but you're leaning towards just getting him to set up shop in a different city. You don't want the full brunt of his militia any time soon, and this is just supposed to disrupt everything he's trying to build. For now. So. Time to go to a brothel?

>Go to brothel(s)
>Nope
>Other
Alright, I'm going to end the quest here for now... Life. How dare it exist. Also, we've reached page seven.. New thread?
>>
>>1714716
>Eric, Sehlum and Hilda
Sehlum has passed out, Hilda has barely any mana and you're all tired. So no matter how much Eric cries about getting the next key, they're going back and find somewhere to treat Sehlum yet again.

>Yorick and Chow
>Brothel
A giant man in diapers and a lich visiting the brothel. Nothing weird here
>>
>>1714773
>brothel
Literally the best plan.


So a fat man in a diaper and a skeleton walk into a brothel...
>>
>>1714773
Eric, Sehlum amd Hilda go to a proper hospital.




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