[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: Undead Era Quest.jpg (304 KB, 900x432)
304 KB
304 KB JPG
Hey everyone. I'm a fledgling quest master here. Care to join me on an adventure?
Twitter:
https://twitter.com/UndeadEraQuest
Character Sheet:
https://docs.google.com/document/d/1tQmjsqwztlzjZjJCa1i-eI1DYIX5izEI37Sa_v1MsTQ/edit?usp=sharing

Let the journey begin, eh?
-----
"Heir to the Throne."
A voice, cold as Ice, yet warm like the sun, is the first thing you hear.

"Please, answer my summons..."

You are suddenly awake.
You find yourself in a pile of dead bodies and ash. From where you lie you can see a vast, yet bleak looking field. You hear the sound of a burning fire not far behind you, the scent of smoke ever present. Upon removing yourself from the pile of corpses and getting a bearing of your surroundings, you see a broken, yet serviceable mirror nearby, and a single campfire in the middle of a road that leads to a small village in front of a grand castle's gates. You see some figures shambling around the town.

You take bearing of what you have on you. You are wearing barely any good protection, dressed in {Peasant's Clothing} as you are now, and still clutching onto a {Broken Straightsword}. Those appear to be your only possessions that was left with you in that pile of corpses, save for that [Symbol of Nobility] in your pocket.

You take the time to look into the mirror and are horrified to see a disgusting creature reflecting your image. Instantly, you recognize yourself, sure, but a terrible curse has befallen your features. You are unmistakably undead.

What else do you recognize about this reflection?
>Please Provide a Name, Gender, and Starting Class for your character
>>
>>2184182

Name: Grandisos (Mean Great Bone in latin)
Gender: Male
Class: Mage
>>
>>2184182
>Maria
>Female
>D̶e̶p̶r̶i̶v̶e̶d M̶a̶d̶m̶a̶n Knight
What manner of place is this?
>>
>>2184193
>>2184199
Looks like we gotta get a vote on these two characters real quick.
>>
>>2184206
Honestly, go ahead with the other anon's. A cosplay run probably is a terrible idea.
>>
>>2184212
So it shall be.
>>
>>2184182
Roan
Male swordsman
>>
The masculine features of your face betray a somewhat vast intelligence within that head of yours. You obtain a sharp pain in your brain as an old forgotten magic surfaces again. Your first spell is recollected easily.

You've learned: [Magic Arrow]

However, without a catalyst with which to spellcast, this knowledge is seemingly useless. You turn away from the mirror and look at the desolate area that you currently occupy alone. There are multiple piles of corpses here, many of them are charred, but there are also many that look fresh. The thought of you being discarded like trash could be considered troubling to some.

You remember the voice in your head and think of the grand castle in the distance. It may be hard to enter into that castle without proper gear.

What do you do?
>Search the "Piled Graves"
>Move to the Campfire
>Write In

Tip: Mirrors are used for stat management. When it's time to level up, come to one of these scattered around the world.
>>
>>2184228
thanks [/b] you were really helpful there.
>>
>>2184228
Search the piled graves.
How " inspired " by dark souls is this quest?
>>
>>2184228
>Search the "Piled Graves"

>Write In: Search the pile pf corpses there might be something else in there. not like the dead will need their stuff
>>
>>2184228
>Search the "Piled Graves"
>>
>>2184238
It takes a few story elements and some references to characters here and there, but other than that, the story is meant to be original. Although you could get mad at me for taking the idea of Hollows and the undead curse straight from it.
>>
You search the "Piled Graves" for anything you can use, having little regard for the dead. What are they going to do about it?

As you search, you find a [Lost Pendant], a {Ritual Dagger}, and a {Glowing Ruby}.

As you search, you hear the shuffling of feat and a groan of what you assume to be pain on the other side of the pile you're searching.

What do you do?
>Investigate
>Leave
>>
>>2184266
>Leave
Run Past Everything mode activated.
>>
>>2184266
>Investigate
>>
>>2184266
>Investigate
>>
>>2184249
Never played the games. But like 40k it's popularity has given some knowledge of the series.
>>2184266
Leave.
>>
Rolled 1 (1d2)

Man I hate tiebreakers.
>>
Your hands tense around the handle of the broken straight sword in your hands as you begin to walk around the pile, slowly as you can, to investigate the noise. You spot a creature much like yourself, but it appears to be attempting to eat the corpses in the pile. It sadly cannot do that, as it appears that it's bottom jaw has come off at some point. All it's really doing is mashing it's top row of teeth into the pile of flesh in an attempt to ingest it, it seems.

It notices you midway through a bite, and quickly turns around to face you.

You have enough distance between you and your enemy to escape. What do you do?
>Stand your ground
>Run Past Everything Mode
>>
>>2184325
>Run Past Everything Mode
Our secret is that we're ALWAYS in Run Past Everything mode.
>>
File: quests done quick.png (73 KB, 960x540)
73 KB
73 KB PNG
>>2184328
>>
>>2184325
>Stand your ground
>>
>>2184325
Stand your ground.
Sounds fairly easy if it's lower jaw is missing.
>>
You raise your weapon and prepare for combat as the :Deprived Undead: moves into attack.

Your unrotten mind gives you a very clear advantage over the monster, allowing you to strike first as you take initiative fearlessly.
>Roll 1d6 for damage
>Prepare a dodge
>>
Rolled 1 (1d6)

>>2184358
>>
>>2184358
>Prepare a dodge
Keep dodging until we l̶e̶a̶r̶n̶ ̶i̶t̶s̶ ̶m̶o̶v̶e̶s̶e̶t get a feel for its combat style.

Apply to all enemies.

Parry the world.
>>
>>2184358
Prepare a dodge.
>>
You prepare yourself to jump out of harm's way at the exact moment of your enemy's attack. The :Deprived Undead: charges towards you, arms flailing. You quickly dash away from the attack and distance yourself from your enemy.

You still have the advantage on this enemy.
>Attack (1d6)
>Dodge (until you learn enemy's attack pattern/lose advantage)
>>
>>2184385
Attack
>>
Rolled 6 (1d6)

>>2184391
Good name
>>
Whoops been a while since I have used the dice, I put them in the options right?
>>
>>2184402
That's right. I've got ya covered for it this time around though.
>>
>>2184385
>Dodge (until you learn enemy's attack pattern/lose advantage)
And then just run straight past it without getting hit right after, since we're familiar with all its moves apart from that one that trips us up because it NEVER HAPPENS.
>>
Rolled 1 (1d2)

TIE ROLL, ACTIVATE!
>>
You press the advantage and strike with strength unfitting of a mage like yourself. The beast takes the blow head on, having charged right into it.

:Deprived Undead: is now limping. You have lost your advantage as it quickly recovers from the blow. What do you do?
>Attack (1d6 with chance to miss)
>Parry (1d3, gain advantage on success, enemy gains advantage on failure)
>Dodge (1d2)
>Reposition (Attempt to gain advantage with 1d2)
>>
>>2184444
Parry. I can't seem to get rolls working. Do I put spaces in between?
>>
Rolled 2 (1d3)

>>2184444
>>Parry (1d3, gain advantage on success, enemy gains advantage on failure)
I'm honestly not sure why we're actually trying to fight here when we're a mage without a catalyst yet but okay.
>>
Rolled 2 (1d3)

>>2184451
You put it in like "dice+1d3" without quotes and it should work fine. No spaces at all.
>>
Rolled 2 (1d3)

>>2184451
I forgot to lower case it.
>>
You bait out the enemy's attack and wait.
The enemy charges predictably into your parry and immediately gets bodied.

You gain advantage immediately and take an opportunity to riposte for maximum damage.

The beast gurgles up blood as it stumbled away from your broken blade, and with one last cough, it falls backwards, blood seeping from the area where the jaw would have been.

:Deprived Undead: has been slain!
Your ill gotten goods are now well earned, you'd say.

With the battle over and your adrenaline coming down, you notice the beast had something attached to it's belt.

Obtained [Whisky]

Unscathed and with some alcohol to boot, you feel somewhat elated. Now what?
>Search the "Piled Graves" some more
>Leave
>Write in?
>>
Rolled 3 (1d3)

>>2184444
>>Parry (1d3, gain advantage on success, enemy gains advantage on failure)
>>
>>2184483
>>Search the "Piled Graves" some more
>>
>>2184483
>leave
>examine monster
>>
>>2184483
>H̶a̶v̶e̶ ̶a̶ ̶c̶e̶l̶e̶b̶r̶a̶t̶o̶r̶y̶ ̶d̶r̶i̶n̶k̶.
>Leave
We need a catalyst.
>>
Be sure to watch the character sheet also. It's constantly updated with your gear and have descriptions for all of your items. I should mention you now have a catalyst because {Glowing Ruby} but you got to equip it obviously. Equipping can be done through one post, and can be cancelled by one post. Just say "Equip" and what you wanna equip and it'll be done by the next post.
>>
>>2184500
>>2184483
Equip the catalyst! Equip the catalyst!

Also the ritual dagger in offhand for parrying.

Also unequip all our clothes. P-purely to run faster, o-of course.
>>
You decide you're finished searching around this place and decide it's high time you left for that castle. You take the time to examine that corpse however.

It is a :Deprived Undead:. There is nothing special about this monster except for it's lack of dignity and lower jaw, although you suspect it's simply just this one creature with a lost jaw. You shudder to think if that were you, and subconsciously check to see if your own jaw hasn't rotten off.

You decide to equip the {Sacrificial Dagger} in your Offhand and swap the {Broken Straight Sword} for the {Glowing Ruby}. You feel the magic well up inside you. You can now cast attuned magics!

After some looking around and making sure none would see you, you also decide to take off the {Peasant's Clothing}, as you feel it has weighed you down.

You look absolutely ridiculous.

You put the clothes back on and leave to the Campfire you had seen earlier, your time here being wasted long enough...

You reach the campfire and find that someone has left a satchel here... On their dead corpse.

>Check that bag
>Rest for a moment
>Leave for "The Seiged Village"
>Leave for "Piled Graves"
>>
>>2184535
>Check that bag
RIP loincloth only run
>>
>>2184535
Check that bag. Loot is always the first option.
>>
Your absolute disregard for the dead shows no bounds. If anything, it's probably increased with your most recent encounter of the dead trying to eat you with half a face.

You obtain the items from the bag, finding a [Magic Ring of Avowal], {Merchant's Travel Clothes}, a {Thief's Dagger}, and a bottle of [Whisky]. Everything else was useless nick knacks...

>Your previous options but without a bag to check
>>
>>2184573
How does leveling work? Xp or through choices?
Leave for piled graves.
>>
>>2184581
It's a hidden XP system.
You feel a sharp pain in your mind. will show up when you're ready for a level up.
>>
>>2184573
>Leave for "The Seiged Village"
Gotta go fast.
>>
>>2184586
Put on the ring. What does faith do anyway?
>>
>>2184600
Miracles. Somewhat same as dark souls but unique spells come from favoring with the gods that isnt' from dark souls.
>>
File: quests done quick.png (162 KB, 960x540)
162 KB
162 KB PNG
Rolled 1 (1d2)

>>2184593
gotta tiebreak it again wew
>>
File: The Sieged Village.jpg (136 KB, 1024x737)
136 KB
136 KB JPG
You feel you have no need to rest for the time being. Stuck with a decision of going back and leaving for the village that stands between you and the castle, you decide to head for the village. The sight of piled corpses was enough dead people for one day, you'd say.

The sun has begun to lower from the sky but you still see it all clearly. The houses have all been ransacked, from the looks of it, although you can guess not thoroughly. You see a couple figures in the distance but a few seconds of observation reveals them to be crazed undead monsters. You're far away enough that you can be mistaken for their kind, and so they don't come running at the sight of you. Not yet at least.

What do y-

"YAAAAAAAAAAAAAAAAAHHAHAHHAHAHAHAHA!"
Well... That's certainly not a sound you'd imagine the undead making.
>Investigate the sound
>Investigate the general area
>Rush through the undead to make your way to the castle
>Go back
>>
Investigate the sound. Did we put on the ring? If not, you know what to do.
>>
>>2184664
I figure putting on small things like rings would take only a second. Nothing worth mentioning fully in a post like equipping weapons and armor. I update brackets around items to show if they're equipped or not on the sheet so if it's not equipped there, shout at me as loudly as possible.
>>
File: Merchant.jpg (52 KB, 413x1013)
52 KB
52 KB JPG
Curiosity beckons you to investigate the loud, remarkably human sound that you just heard. You make your way through some alleyways and hear the sounds of combat.

"Haha! Take that ya plague ridden idiot! I'll cleave yer skull wide open! YAHAHAHAHA!"
You see a scrawny merchant man fighting a small group of undead in the street. From the corpses on the floor you can imagine that there were more enemies in his path earlier. The man has a blood lust in his eyes as he swings at his enemies with... A cane?

Strangely enough, it gets the job done. He dispatches his last enemy and shouts out to the sky, "WHO WILL GIVE ME A GOOD DUEL?!" and as he searches around, he spots you. "Oh... Erm, hello..."

He whimpers like a mouse suddenly. What an odd fellow...
>Converse
>Leave
>Write in?
>>
Converse.
>>
You speak with a gruff, barely used voice. The man doesn't seem to mind.

"Ah. Good. You're still sane. That's a rarity in these parts. A pleasure to meet you." He's become very soft spoke suddenly. "I am a merchant from the ol' Muck kingdom. Care to see my wares?"
>Yes
>No
>Ask him to join you
>>
>>2184758
>Write in is also an option
>>
>>2184758
Yes look at his wares. Ask about the " situation " of the world right now.
We don't have any cash do we?
>>
>>2184758
Yes
But only if you look at my ones
>>
You decide to browse his wares despite not having a single coin to your name. As you do, you converse with him.

"Ah yes. The state of things as it is has become rather fun lately." He grins somewhat evilly. "Many things to bash here. Should have been a knight, I should have. But they would've killed me in my sleep while the world went mad around me so... Here I am! Yahehehehe..."

Merchant is selling:
{Priestess Doll}
{Unmarked Ring}
[Book of the Muck Witches]
["Medicinal Remedies for Bellends"]
[Medicine] x12

You're... unfamiliar with the pricing here. You can't read the prices of these items for the life of you. They're priced in "Bloud" but you're almost confident that isn't a real thing.

>Ask him about "Bloud"
>Ask him to join you
>Talk more (Write in)
>Leave
>>
>>2184799
also what?
>>
>>2184821
Ask about bloud. Sell thieves knife. Ask about lost pendant.
>>
>Ask about Bloud
"Eh? Bloud? The hells is that? Ohhh, wait a moment, ye mean blood? Ah, yes of course. I need blood for some of my remedies ya see. Gettin' them out of undead is hard though, since usually when ye kill 'em the blood all just flows outta them."

>Sell Thieves Knife
"I'll gladly take that off ye. Here. Ye can have this."
You traded {Thieve's Knife} for [Bottle of Blood]
You understand [Blood Money] now. A single bottle is about a cup's worth.

>Ask about Lost Pendant
"Found that in the ol' pile of corpses you say? Sorry, dunno what you'd do with that ol' thing. Probably belonged to someone there. I'd keep it with ya incase ya find someone who wants it. Could get a bottle of blood from 'em or two.

[Prices updated]
{Priestess Doll} 6 Bottles
{Unmarked Ring} 2 Bottles
[Book of the Muck Witches] 1 Bottle
["Medicinal Remedies for Bellends] 2 Bottles
[Medicine]x12 1 Bottle each.

Turns out he couldn't spell Blood...
>Buy (item name here)
>Ask him to join you
>Talk more
>Leave
>>
>>2184875
Ask about book of the muck witches. Ask him to join you.
>>
>>2184875
>Buy (item name here)
[Book of the Muck Witches] 1 Bottle

Sale him the booze we have
>>
>Buy [Book of the Muck Witches]
"Ah, yes of course. This ol' book used to be me mom's. Course that was 'fore I killed her. Now it's just good for magic and a bottle of blood. You can have it, for the price of course.

The trade is made easily.
Obtained {Book of the Muck Witches}
>Sell [Whisky]
Without a word, he licks his lips and gladly trades you two bottles of blood for your two bottles of whisky.

>Ask him to join you
"Well... It'd be nice but I'm on my way to that castle over there ya see and-... Oh? You're heading there yourself? Well sure then, sign me up! But I get a cut of the blood, okay?"

:Traveling Madman: has become your companion.

>Buy (item)
>Talk more
>Ask him to leave you
>Leave
>>
Leave for castle. Ask about castle.
>>
>>2184942
Leave for castle
>>
You nod in thanks to the traveling merchant and begin to leave for the castle with him in tow. You strike up conversation about the castle you're heading to.

"Ah, figures you'd have lost some brain after rotting for as long as ye have. That castle over there belongs to the King of the Undead, Haugbúi. People like to blame him for that curse everyone's been gettin' but I think it's a welcome change. You lot asked for immortality and you got it. Just felt like sharin' is all. Shame that we aren't ready for somethin' like immortality, eh? That's why we lose our wits after a while. Whittles down yer resolve and such. Anyway, I'm hopin' to trade with th' old undead coot. Man like him's bound t' have a lot of bodies ripe fer bleeding, Yehehehe."

That name, Haugbúi, rings with familiarity. You feel you've heard of him before on multiple occasions,

You returned back to the area before you'd met with the Merchant. You see that the road to the castle has cleared somewhat, but there is still at least one undead standing in the road.
>Attack
>Find a way around
>Search "The Sieged Village"
>Leave for the "Abandoned Campfire"
>>
>>2185028
Find a way around, while searching the village. If we can't do both, find a way around.
>>
You clue your companion in on your plan to evade conflict for the time being. He blows a raspberry. "Boring, but fine. You lead ahead."

You decided to take a long way around the enemy, searching through the town as you look for an alternate passageway to the castle.

During your search you find:
[Whisky]x3
[Spiritual Beads] x2
[Broadsword]
[Rusted Shield]
[Improvised Club]
[Blood Money] x3 (after giving half to your companion)

You managed to evade all conflicts, but the sun has set. The moonlight illuminates the streets but it's too dark to search anymore inside the village houses.

You've made it to the Castle Gates, but they're closed. There is a makeshift bridge that leads to a destroyed part of the wall. The end of the bridge is guarded by a couple of Undead wearing more than {Peasant's Clothing}. They are instead wearing {Knight's Armor}.
>Charge Through
>Head Back
>Talk to your companion
>>
Talk to madman.
Ask if he can use broadsword and or shield.
Tactics.
>>
You ask the madman if he can use that broadsword and shield you found earlier.
"Hm? Oh, I don't need them. I've got my cane and my wits. That's all I really need."
>>
Hey, just wanna say, thanks for sticking around to play around with this quest for as long as you did. I hope I'm doing good for my first time.
It's about time for me to turn in so I'm gonna wait either half an hour or for one more post and set this quest on standby for tomorrow.
>>
>>2185227
Seems go so far. Charge in and attack, if it's an option.
>>
You signal the traveling madman to stick by your side and raise your weapons as you charge across the bridge towards the enemy. Your companion follows dutifully, armed with his cane. You both shout a war cry as you cross the bridge, and your enemies begin to do the same. They charge onto the bridge, and you realized you're bottle necked. Your companion managed to get ahead of you to combat the enemies.

You prepare to fight on the old makeshift bridge, one of your many obstacles on the way to and through the castle.

>To be continued...
>>
And there we go. I'll try to get up earlier in the morning to get this going again. Thanks a lot for the quest, and here's hoping it picks up more traction tomorrow.
>>
Well that took much longer than I expected it to.
----
Ready? Wallop!

It's you, :Grandisos: and :Travelling Madman: versus :Knighted Undead: And :Undead Knight, your enemies growl with hungry blood lust.

You get the first move.
>Attack
>Cast spell
>Move back
>>
>>2186749
>>Cast spell
>>
Rolled 6 (1d6)

You conjure up your only spell, and from your {Glowing Ruby} you cast {Magic Arrow} at your foes.

The attack flies randomly, but hits the second :Undead Knight: square on.

Your companion charges the :Knighted Undead: in the front in the hopes of charging it off the bridge, but the enemy blocks the attack effectively. Chances are they won't survive blocking the next one, however.

The :Undead Knight: changes weapons from {Broadsword} to {Spear}, leaving itself open while it does.

It's your move again.
>Attack
>Cast Spell
>Move Back
>>
>>2186826
>>Cast Spell
is there a limt to how many times we can use magic?
>>
>>2186828
There is. It's called "Magical Imbalance". It's based on your attunement. Speaking of which...
>>
You fire off your {Magic Arrow} once again, flying randomly as it does, it hits the enemy in the front. Your {Glowing Ruby} gets hot in your hand, as an effect of Magical Imbalance.. Casting any more spells will come at a cost...

:Travelling Madman: recklessly charges into the enemy in front of him. The :Knighted Undead: cannot block this attack, and takes full damage from Guard Breaking.

It's a knockout! :Knighted Undead: is down! It falls off the bridge into the dry moat down below. A quick glance shows you that the moat itself is accessible from the castle side, as well as disturb you as to what would happen should you fall...

:Undead Knight: thrusts into combat, glancing your companion's shoulder and hitting yours square on. The blow is glancing however. (-2 HP)

Your power in numbers gives you an advantage.
>Attack Freely (1d6)
>Parry (1d3)
>Cast Spell (Lose HP)
>Move Back
>>
>>2185274

>>2186838
>Attack Freely (1d6)
>>
>>2186839
That's supposed to be you rolling ya silly goof
>>
Rolled 3 (1d6)

>>2186839
>>2186846
Alllllrighty then...
>>
You take opportunity on your helpless victim. You slash through your foe easily.

Your companion presses the advantage with a strong strike straight into your foe.

You hear the :Undead Knight: let out one final gasp as it's hit hard by the last attack. It cannot fight any longer and falls limply onto the bridge, swaying it just a bit.

You both take a moment for the adrenaline to wind down before deciding on your next move, the battle won.
>Search the :Undead Knight:
>Continue past the bridge
>Talk to your companion
>>
>>2186864
>Strip him of his arms and armour. Equip his armour and tell the mad man to get the blood once the armour is off
>>
You start to strip the dishonored knight of his armor. You've got the {Knight's Armor}, {Spear}, {Broadsword} and [Medal of Honor] off the knight.

You were going to instruct the madman to bleed him dry but he was already working on it as soon as you took off his armor.

He cackles through the whole process. "Yeheheheheh!"

Once he fills up a couple bottles of blood, he hands one to you. "It'd be unfair if I didn't fill my part of the bargain, eh? Blood sharin' goes both ways. Besides, you can just buy my stuff anyway."

With nothing else to do, you make your way across the bridge.

You enter into the gates of the castle for the first time and it's much worse for wear than the village outside, but it looks like there was an attempt to repair it at least. There's a lot of scaffolding going around that doesn't really lead to anywhere except to corpses, both moving and unmoving. There's a campfire near a fallen, with a strange man wearing... Well it looks like some kind of turnip armor... He's seems to be warming up at the fire.

"Welcome to the Undead Kingdom, eh?" Your companion cackles softly.
>Go to the Campfire
>Search the "Undead Kingdom"
>Leave for "The Sieged Village
>Talk with your Companion
>>
>>2186884
>>Search the "Undead Kingdom"
Corpses specifically. After that...
>Talk with your Companion
Discuss his illiteracy
>>
>>2186884
Also, equip broadsword.
>>
You decide to search the undead kingdom for loot, striking up conversation again with your companion.

You ask him about his illiteracy.

"You takin' a jab at me? How the bloody hell did ya think I learned how to make those medicines I've got? Had to read that ol' book fer bellends, I did. Muck knights aren't good fer nothin' but swinging swords and whatnot. Absolutely useless, they are."

As you search, you find:
[Blood Money]x1 (after half is given to your partner)
[Whisky]x2
[Molotov Cocktail]

Your search has come to an abrubt end, due to finding an :Undead Thief: in one of the castle homes. It hasn't noticed you, as it's preoccupied with eating a dead pig.

What do you do?
>Sneak attack
>Leave
>>
>>2186921
>>Sneak attack
>>
>>2186921
>Sneak attack
Suggest that we could always teach him given enough time.
>>
>>2186935
You sneak behind your enemy and backstab him for full damage.

The enemy doesn't last long whatsoever.
You feel a sharp pain in your mind as some memories begin to resurface.
Find a mirror to harness your memories.

You find on your victim
{Thieve's Clothes} (Ruined. Discarded)
{Thieve's Knife}
[Molotov Cocktail]x2
[Bloodied Letter]

Your companion bleeds the enemy dry.
[Bloody Money]x1
One-shot Bonus [Blood Money]x3
Your companion takes half of your total.

"Pleasure doin' business with ya. Yahehehehe!"
>Continue searching
>Leave for Campfire
>>
>>2186951
After a bit of time you offer to teach him how to read. He proceeds to reach for his book and hit you upside the head with it playfully. "Yeah yeah, and I can teach you some manners some time also. I can read fine, but material's limited, eh? It's not like libraries are safe nowadays. All them school children..." He shudders for a while. "I'll kill about anythin', just... Not them."
You feel your relationship with the :Travelling Madman: has deepened somewhat...
>>
>>2186921
>>Sneak attack
We still aren't wearing anything heavier than Peasant Clothes right? So we should be decently sneaky..
>>
>>2186972
>Auto update being this late
>>
>>2186952
>Continue searching

Will the guy in onion armor still be there after we finish searching?
>>
>>2186981
Yep
>>
>>2186986
Also, equip the broadsword, please.
>>
>>2186988
It is equipped, don't worry. You were outside of battle so it didn't warrant a notice.

Everything updates in the character sheet. I recommend it being open most of the time for this quest.
>>
You've decided to keep searching for more forgotten items to aid you in your survival.

As you search you find:
[Molotov Cocktail]x2

Your search is interrupted by a shoddily fixed house. There is a light on inside. What do you do?
>Investigate
>Come back later (add to locations at campfire)
>>
>>2186998
>>Investigate
>>
>>2186998
Also, are there other tomes with which we can learn sorceries, or is our Muck Witches' Book the only one?
>>
>>2187001
Muck Witches is the only one that you have right now. You'll have to find more tomes to learn magic from.
>>
>>2187003
>>2187003
Right, I'm just asking if other cults exist within this world, as opposed to just the pyromancers of the southern swamps, as in Dark Souls.
>>
>>2186998
Investigate. We need to read the muck witch tome asap.
>>
You decide to investigate the house. Your companion comments on the entire situation.

"Never imagined there'd be someone willin' t' live in this rotten hell."

You go up to the door and knock, only for it to open when your fist hits the door. Seems it wasn't closed all the way. You enter the house and search for any signs of life.

Seems like there's no one here. The place shows signs of a struggle. It's an old family home, with some pictures worn away by time hanging on the walls. This place feels safe.

Some further searching and you find a full mirror in the washroom. How handy.

Amongst that, you also find:
[Faded Magic Scroll]
[Lost Prayer's Scroll]

You would search further but the basement to the house is locked tight. There are blood stains on the floor there.
How do you proceed?
>Search for Key (1d6 + INT)
>Rest
>Mirror
>Talk with Companion
>Leave for Campfire
>>
Rolled 6 + 3 (1d6 + 3)

>>2187018
>>Mirror
Level Strength.
>Search for Key (1d6 + INT)
>>
>>2187018
Level up, mirror. Read muck witches tome. Does magic imbalance last outside of battle?
>>
Also, I'm trying to go for a mageknight build, so.
>>
Your companion decides to sit somewhere nearby on a chair and rest for a bit, while you head to the washroom to freshen up.

You look into the mirror and feel a familiar tinge in your brain. Old scars you mistook for wearing of the curse are revealed to be battle scars. As it turns out, you're an able fighter as well. You've gained a point in strength.

Once you finish up in the washroom, you decide to search the house for a key to the basement. Using your intuition and intelligence, you find exactly what you're looking for, hidden in a bookcase.
You now have the [Bloodied Basement Key].

Your companion fell asleep in the chair. His rest is somewhat fitful, but he'd probably wouldn't want to be bothered. He has a stupid smile on his face. The killing must be good, you imagine.

You decide to read the [Book of the Muck Witches] while you wait for him to wake up.
You can't learn all the spells in this book yet, but with your intelligence, you're able to gleam the following spells from the texts.
[Serpent's Bite]
[Snake Scales]


Your options have opened up.
>Enter the "Bloodied Basement"
>Mirror (No stat points to distribute)
>Rest
>Leave for Campfire

Tip:Any option that requires moving will wake up your companion automatically.
>>
>>2187032
Magic imbalance lasts outside of battle, yes. You have to rest it off or consume an item that cures it.
>>
>>2187056
Use spiritual beads. Enter bloody basement.
>>
>>2187056
>>Enter the "Bloodied Basement"
>>
File: That evil shit.gif (397 KB, 524x295)
397 KB
397 KB GIF
You crush some spirit beads in your hands and allow their magical strength to fill you. Your magical imbalance is cured.

You wake up your companion, and despite groaning unpleasantly, seems to have no qualms with investigating that basement.

Carefully, you place the key into the lock and open the door...
>>
>>2187143
oh my God I love that filename
>>
Inside you find three statues.

One is of a female mage, having fallen down and appears to be backing away from a rather large demon statue, threateningly standing above an old cleric, their face permanently obscured by their clothing blowing in the imaginary wind. These statues seem way to lifelike to have been chiseled down here, and the demon statue lets off an oppressive warmth.

You feel there is a spell you can learn to free these people from their stone prisons. You suppose you could find someone to help save them also but carrying these statues is right out. They'd weigh you down too much in combat.

Other than this, the room is empty.
>Pray to the Demon Statue (?)
>Your companion seems too unsettled to speak currently...
>Leave
>>
>>2187153
the filename loves you too.
>>
>>2187162
>>Your companion seems too unsettled to speak currently...
Definitely *not* praying to a demon would seem the best option.
>>
>>2187167
You pray to the demon statue
"Oi, the feck are you doin' lad get the feck away from that thing ya dun' know where it's been, blimey."
J O K E S
>>
File: ya dun know.jpg (132 KB, 1280x720)
132 KB
132 KB JPG
>>2187175
>>
>>2187179
All right let's not derail too far now.
What you gonna do?
>>
>>2187191
Oh, was speaking to our companion about who these people might be and why they're here not an option? It was included, so...
>>
>>2187200
>Too unsettled to speak currently
Was just showing that it wasn't an option. Guess I didn't do that good at showing that then. My bad.
>>
>>2187205
Oh, yeah, if you're gonna do something like that, don't include it inbetween two options, and don't make it look like an option.

Fuck it, try praying to the Demon.
>>
>>2187209
I figure that the worst that's gonna happen is we initiate some kind of boss battle.
>>
You decide to pray to the demon.

As you do, it's eyes glow a deep red.

You hear the demon's voice in your mind.
"YJAHLL FO' GATH'UL-UNDEAD"

Your head hurts from the interaction, and you immediately back away from the statue.

"Oi, careful with that. That thing's dangerous." Your companion holds you steady from the sudden sense of vertigo you obtained.

You feel as if you're not attuned enough with magic in order to communicate with magical beings.

It seems there's nothing to left to do down here, so you head back upstairs where it's nice and safe.

What do you do now?
>Rest
>Talk with your companion
>Leave
>>
>>2187229
>>Leave
Go to campfire. Converse with Onion Knight(tm).
>>
>>2187240
TURNIP Knight
>>
Read magic scroll and prayer scroll if possible.
>>
>>2187251
:^)
>>
You decide to read what you can from the two most recent scrolls you just found.
You are able to perceive the following magics from the scrolls, but there is nothing else to gleam from them.
You learn:
{Magic Greatarrow}
[yellow]{Calming Light}[/yellow]

You and your companion feel that you've spent enough time here and leave back for the campfire you saw upon entering the castle town. When you come to the tower, you see a peculiar man wearing what used to be white armor, but the top half of it was stained purple by something. Your companion sneers.

"Ah. Travelers." The knight says. He stands up and bows respectfully. "Pleasure seeing others that haven't lost their wits yet. I am Knight Eitr of the Muck. I imagine you have business with King Haugbúi as well?"

"Certainly none of your business, that's for sure. Trod on."

You assure the knight you have no qualms with him, unlike your companion.

"Hah. Good for you. I'd been about to draw blades just then! Well, this campfire's safe. I burnt some incense in here to ward off those witless undead, so I assure you it's safe..."

The atmosphere seems somewhat tense.
>Rest
>Converse with :Eitr:
>Converse with :Travelling Madman:
>Search "Castle Town"
>Leave for "Castle Innards"
>Leave for "Sieged Village"
>>
>>2187271
I can't yellow I'm sad
>>
>>2187271
>>Converse with :Travelling Madman:
Ask his name. We can't just keep referring to him as :Travelling Madman: for forever.
>Converse with :Eitr:
>>
You decide you're tired of speaking so lowly of your companion by name alone. You ask him for a better one.

"Oh... I haven't got one. Not anymore. When you leave your kingdom, you have to denounce your name. You can just call me... 'Muckchant'."

It's not a great name but it will do.

You decide to speak with Eitr while you're here.
"Hm. You must have woken from the piles of undead over yonder, eh? I saw them a while ago, but I figured they all lost enough of their wits to have stayed dead over there. Turns out I was wrong, since you're currently shuffling about."

He laughs at his joke.
>Converse more (Write in)
>Ask :Eitr: to join you
>Search "Castle Town"
>Leave for "Castle Innards"
>Leave for "Sieged Village"
>>
>>2187293
Converse more. Ask Eitr what his plans are. Ask Eitr about the muck knights.
>>
You ask Eitr what he's doing here.
"Well, I'm searching for a new king to serve, you see. I would have made a trip to the Shrouded Kingdom but the only way through to there is to get onto a boat at the farthest end of the Muck kingdom. Sadly, to do so would be suicide, I'm afraid. Undead I may be, but a fool I am not. I'll hang onto these wits as long as I can, thank you very much."

You ask Eitr about the Muck Knights
"Ah... We used to be such a noble line of knights, truly. Then the plague spread. The Kingdom of the Muck, as you call it now, had gone under a different name, long before the undead curse spread about. What that name is, however, is lost to me. There was always stories that it used to be such a beautiful forest, but now it's a poisonous swamp. It's even more dangerous to head there, now that the great tree that used to overlook the forest is now... Well, perhaps it's best you see for yourself sometime."

>Converse more?
>Ask :Eitr: to join you.
>Search
>Leave
>>
>>2187323
Search castle innards.
>>
>>2187323
>>Ask :Eitr: to join you.
we could always use more companions. besides, didn't some voice call us an heir to some throne, somewhere?
>Leave
Castle Innards
>>
>>2187337
Looks like Muckchant might have some history with the muck knights. Thought being cautious would be the wise course.
>>
You ask Eitr if he'd like to join you.
"I wouldn't see the harm in it, but... As it stands, I'm in a bit of a pickle. You see, I lost an old pendant of mine. It used to belong to a friend of mine. He was rather religious you see and-"

You explain that you found a pendant sometime after you woke up in the "Piled Graves"
"Y-You found it?! I mean... Ahem. Thank you for returning this to me. I'll gladly pledge an alliance with you."

Knight Eitr is now your companion. You feel as if you've grown a bit closer to Eitr.

Muckchant grumbles a bit but says nothing. "More the merrier, they say." he mumbles.

You decide you've been here long enough and decide to leave, making your way to the Castle Innards.

You want to get to the castle innards, but they're currently blocked by a large gate. Seems you need to climb some scaffolding to get to the top and find a way over, but it seems like a dangerous task in itself. The scaffolding is occupied by a few :Undead Knights: that seem very much intent on staying there to ward off intruders. The last semblance of their sanity seems to be spent on guarding this castle.

What do you do?
>Attack
>Converse with companions
>Return
>>
Rolled 4 (1d6)

>>2187360
Cast serpents bite, see if you can bait a knight to climb down and fight.
>>
>>2187360
>Converse with companions
Ask Eitr the best way to go about this. Figure a Knight would know the best way about it.
>>
You ask Eitr what he thinks you should do.
"Well, it seems that they're not fully aware of their surroundings. If we can divide their attention, I'm sure we'd be able to take them all on individually. There's about five in total. I see you possess some magic. A good bolt to the head will get them running."

You agree with the idea, and decide to cast your brand new spell on your enemy.

A magical serpent shoots out of your {Glowing Ruby} and bites a knight in the neck. The knight bends over as poison takes hold. It tries to shake the pain of the poison off and quickly begins to descend down the scaffolding. However, it succumbs to the poison because of the long distance it takes to walk. It falls over halfway between you and the scaffolding. The other undead simply stand there, keeping guard...

Five has become four.
>Cast again
>Charge into battle
>Leave
>>
>>2187434
How many casts until we get hit with the status effect?
Cast again.
>>
>>2187446
I was going to make it so that you'd have to find a ring to figure it out but I think it's better if I just tell you straight up.
It's Attunement x 2. I'll update the sheet.
>>
Rolled 1 (1d6)

>>2187446
Cast roll btw
>>
You cast once more. The serpent bites into another :Undead Knight: but it appears this one isn't as susceptible to poison as the others, and you feel the effects of Magical Imbalance take hold once again. The knight comes to meet you at the bottom of the scaffolding.

You and your companions brace for combat! You're allowed the first move.
>Attack (1d6)
>Parry (1d2)
>Cast (Lose HP)
>Attempt Escape
>>
Rolled 1 (1d6)

>>2187446
Not sure if re roll is allowed.
>>
>>2187474
>>2187460
IN THE END, IT DOESN'T EVEN MAAAATEEEEEEEEEEEER
>>
Rolled 2 (1d6)

>>2187471
Attack.
>>
Rolled 1 (1d6)

>>2187471
>>Attack (1d6)
>>
>>2187479
>>2187482
Man these rolls are shit city.
----
You ready your broadsword in your hands and swing wildly. In the end, the attack misses it's mark.

The :Undead Knight: cleaves it's way into battle, but :Muck Knight Eitr: takes the blow for you. He laughs, unaffected by the cleave attack by virtue of his vigor.

:Muckchant: billows with crazed bloodlust. He charges recklessly into the enemy, but misses his mark. He does, however, end up behind the enemy...

Muckchant will take his opportunity as soon as he can.
>Attack
>Parry
>Cast
>Attempt Escape
>>
>>2187526
>>Parry
>>
Rolled 5 (1d6)

>>2187526
>Attack
>>
Rolled 4 (1d6)

>>2187526
Attack
>>
>>2187526
>Parry
Backstab porn incoming.

I see we're going for the lorethrough rather than the speedrun. Hopefully the slower pace doesn't bog people down. I recall a Bloodborne-inspired quest from a while back that seemed to lose some players because it sacrificed speed for its emphasis on lore.
>>
>>2187550
Well I mean not everyone has Vaati's patience to go through Eileen the Crow's questline.
>>
Rolled 1 (1d2)

>>2187550
>>2187536
Also it's 1d2 for parries. I didn't think there'd be more players hopping in so I didn't bother putting the roll requirements down. But hey whatevs.

Rolling to see what move you guys do.
>>
Rolled 2 (1d2)

>>2187563
It was 1d3 back at the start, so I didn't want to assume. Did our roll improve/worsen due to equipping the broadsword?
>>
>>2187578
Nah I changed that rule too.
Instead of being a chance it's a "Yes" and "No" roll now.
>>
You attack the enemy head on, intent on trying again. You cleave your enemy without mercy and hit :Undead Knight: hard.

:Muck Knight Eitr: gets ready to block an attack, but none come for him.

:Muckchant: presses his advantage and "backstabs" his enemy for maximum damage.

The :Undead Knight: is slain! You've won the battle.
The remaining enemies on the scaffolding is now three.
>Engage in jolly combat
>Converse
>Leave
>>
Rolled 5 (1d6)

>>2187605
>>Engage in jolly combat
Roll?
>>
>>2187605
>Engage in jolly combat
Since we're Imbalanced right now, swap to broadsword and shield now that we have a moment to rest.

>>2187597
Surely how good we are at parrying should vary depending on our equipped weapon/shield and how familiar we are with the enemy at the time?
>>
>>2187616
You know, maybe you're right. Let's get this settled right now then.

You guys vote.
>Percentile Parry
or
>1d2 Parry
>>
>>2187624
>>Percentile Parry
>>
>>2187624
% makes more sense to me. You are the QM do whatever you think is best.
>>
>>2187642
I just want to know which one you guys want because I've had plans for both that equipment could change. I want to make sure you guys are good with what I'm doing.

So it looks like percentile it is. Higher is better bois.
>>
You and your companions decide to bring the battle to them, as the odds are now even.

You each take a different enemy on the scaffolding to give each other room instead of all fighting on the same floor, and you take the one on the top, switching your {Glowing Ruby} for a {Rusted Shield}.

It's you against :Undead Knight:!
>Attack (1d6)
>Parry (1d10)
>Block (3/3 Stability)
Can't Escape this battle.
>>
Rolled 5 (1d6)

>>2187680
>>Attack (1d6)
>>
>>2187680
Block.
>>
Rolled 10 (1d10)

>>2187680
>Parry (1d10)
And then riposte him off the scaffolding.

Gravity will fuck us over eventually, so we may as well use it to our advantage while we can.
>>
>>2187691
Can I change to this?
>>
File: TARGET DESTROYED.jpg (47 KB, 1280x720)
47 KB
47 KB JPG
>>2187691
>10
>>
>>2187694
You can change but you gotta roll too.
>>
Rolled 9 (1d10)

>>2187694
>>
>>2187712
Percentile too op
----
With a swift motion, you swing your shield outward at the moment of your enemy's strike, and successfully parry the attack with a beautiful fluid motion. You sieze the opportunity as soon as you can and riposte The attack cuts clean through your enemy, and they're sent tumbling off the scaffolding.
That was fast, but your friends could use some help.
>Help them
>Leave them
>>
File: if this were pvp.png (34 KB, 160x180)
34 KB
34 KB PNG
>>2187725
>Help them
Time for sneaky backstabs.
>>
>>2187725
Help them. Don't worry about the good rolls, we'll get some bad ones later.
>>
You take the time to point down on your enemy, letting them know their place, before running down the help your friends.

The first enemy is caught completely unaware by your cheeky backstab.

Muckchant gives an approving whistle. "Good one lad. Help out ol' turnip, ye? If he dies, I wanna be th' one that kills 'em." He runs on ahead upstairs.

You waste no time in backstabbing the next opponent either. Eitr nods appreciatively. "Thanks. I'm going to tell that merchant that I heard that now..." He runs up the scaffolding in a huff.

You join them and see them bickering with each other, but Muckchant seems to have a smile on his face the whole time. Maybe he's warming up the purple coated knight.
>Continue
>Converse
>Leave
>>
>>2187780
>Continue
No reason to interrupt their companionable bickering unless it stops being companionable. Maybe we might even learn a thing or two if we stay silent and listen.

I'm assuming the Knight corpses don't have anything worth looting.
>>
Continue, of course.
>>
>>2187793
You could check, but copies of items, unless they're usable for something or worth selling for more than a single bottle of blood, would be immediately discarded.
>>
>>2187780
Continue
>>
You and your companions continue on across the tower wall.

"Honestly?! Have you no regards for the order?!" Eitr begins to argue.

"There ain't no order anymore, now, is there Turnip?" Muckchant says back wittily,

"Well... Perhaps not but-"

"But nothin'. You're lucky you're worth keepin' around. Had ye not been lookin' out fer my friend here I might've been a bit more bitter earlier. How'd ye shrug off that sword earlier anyway?"

"Well, I suppose my armor is rather good at what it does. That and when you've worn it long enough, you can learn where the harder bits of your armor lie. Of course, all those resistances add up to weight... Huff... Speaking of, could we... Perhaps rest a bit?"

"That fight must have taken a lot out of ya, eh?"

You come across a bonfire on the wall, but it appears that the ways down have crumbled away. Getting down isn't in the cards from where you are, although you're sure you can see some undead moving up and down a tower in the wall somewhere along the way. Perhaps there's some stairs or more scaffolding over yonder.

>Rest
>Continue on
>Converse
>Leave for "Castle Town"
>>
Rest.
>>
>>2187866
>Rest
And swap back to the Glowing Ruby. Our main hand weapon should be whichever of our Ritual Dagger and Broadsword seemed to damage the Knights more - I believe we've made at least one attack with each so far.
>>
You and your motley crew decide to take a break from adventuring for the time being and rest up for a bit.

The sun rises once more, signaling that it's time to awaken. You rub off sleep from your eyes and prepare for another day of death defying adventure.

You take the time to reequip your things as well. {Glowing Ruby} and {Sacrificial Dagger} in hand, you're ready to take on the new day fully refreshed.

>Continue on
>Converse
>Leave for "Castle Town"
>>
>>2187953
>rip ritual dagger name
>>
>>2187953
>Continue on
>Converse
We don't actually know that much about our companions. Why did they choose to follow us? Do they have any goals they hope to achieve?
>>
>>2187953
Continue on
>>
You take your party forward and ask them some questions, like what they want to achieve, and why they decided to travel with you.

Eitr chuckles. "I'm following you because I am indebted to you. That pendant was of great value to me, and as a Knight, I feel I must find a way to repay you."

Muckchant shrugs. "Well, I'm just in it fer the blood..." Something tells you it's a bit more than that.

Eitr shakes his head at the Muckchant, "At any rate, I told you already that I'm searching to serve a new king. I hope to one day return to the Muck Kingdom in the vain hope of saving it from the plague that haunts it now. Perhaps one day you shall come along as well?"

Muckchant groans a bit angrily. "Bah. Haven't the foggiest why you'd want to come back there. Place is riddled with poisonous snakes and madmen. You'd go insane from how much you'd probably die there. Bet you did once. Got caught up in that toxic rain, eh? Bet that's why you're half purple."

Eitr attempts to hide his embarrassment, although his armor did that well enough already. "Well... Perhaps..."

"Me? I wanna just live someplace peaceful. Get some medicine for my... Episodes." He starts going back to that soft spoken man you met once before. "'Course you probably don't care much for that, eh?"

You feel as if you've grown closer to your companions.

As you continue on, you come across some :Undead Guard:s fighting an Undead Thief:.

>Wait out the fight
>Jump in
>Converse more (Fight will proceed)
>Head back
>>
>>2188025
Converse more. Toxic rain? Place bets?
>>
You ask about Toxic Rain.

Eitr responds quickly. "The Muck Kingdom will sometimes rain poison from above. It's been like that ever since the plague came about and ruined all the water."

You nod at the useful knowledge as you watch the fight go on. You ask if you want to take bets.

"I bet on the knights" Eitr said quickly.

"Blood's on the thief." Muckchant said.

Who do you bet on?
>Thief
>Knights
>>
>>2188048
Thief
>>
>>2188048
>"Me" and run in there to parry the world
>>
>>2188048
Thief.
>>
>>2188052
Lol i was thinking to put the bet on me
>>
>>2188062
I would possibly change to that if you want?
>>
>>2188062
Tell ya what, you very well could.
I'd allow it.
>>
>>2188062
>>2188071
Just making sure, is this what you guys want?
>>
>>2188082
Fuck it i bet myslf and go fight in there
Spells
>>
>>2188082
Sure why not.
> inb4 Nat 1 roll and both undead bring weapons down on us.
>>
>>2188048
Surely if we're the bookie here, we ought to stay out of the betting, so there's at least someone impartial?
>>
>>2188171
Hey, it's your character, not mine. I just write the actions.

Anyway last check incase everyone else thinks the same way. And also an excuse to do some stuff in the background.
>>
>>2188048
>>2188198
Voting to
>Abstain
then, though it seems I'm already outvoted.
>>
>>2188238
Yeah, looks like you got outvoted.
====
You smile at your friends in a cheeky way, and tell them that you're betting on yourself. Before they ask any questions, you're running straight into battle.
It's a three way battle! You vs The Two :Undead Knights: vs :Undead Thief: VS FIGHTING POLYGON TEAM (vs20)

The Undead Thief is moderately damaged.

The :Undead Knight: team is lightly damaged

You're body is ready.
>Attack (1d6)
>Parry (1d10)
>Prepare Dodge
>Change Target [Does not take up turn] (Current: Undead Knight)
Escape is not an option
>>
Rolled 4 (1d10)

>>2188286
>Parry (1d10)
May as well parry the world then.
>>
>>2188307
Uh oh
>>
>>2188307
>Nobody else covering for this bad roll
UH OH
>>
Rolled 6 (1d10)

>>2188307
Where's our magic?
>>
>>2188353
Forgot to put it in. My bad. You can still cast but you've already rolled.
>>
Rolled 2 (1d2)

Here we go. This one decides if you parry.
>>
You move to parry but your arm makes an awkward movement instead, leaving you defenseless to the oncoming attack.

An :Undead Knight: takes advantage of your vulnerable position and strikes you for maximum damage. (-5)

The :Undead Thief: sees you try to attack the :Undead Knight: and while it's distracted, instead of taking advantage of your vulnerable position, instead backstabs your enemy. It dies from it's wounds and crumples to the ground.

This, however, leads to a chained backstab from the remaining :Undead Knight:. Your temporary ally dies just after, as it gives you one final look before falling off the sword that impaled it.

It's one on one, Give him what's for!
>Attack (1d6)
>Parry (1d10)
>Cast Spell
>Prepare Dodge
>>
>>2188385
Cast magic arrow.
>>
File: well what is it.png (38 KB, 160x180)
38 KB
38 KB PNG
Rolled 5 (1d10)

>>2188385
>Spam gestures to bait him.
>Then parry his ass into Magic Greatarrow.
>>
You decide that you're going to bait the enemy into attacking you. You hold your arms out to the side, silently asking the question "Well? What is it?". It's unknown if the :Undead Knight: is actually provoked by this or not.

You decide to stop playing around and actually time your parry correctly as it moves in to attack. You barely make it but you manage to swing aside the :Undead Knight:'s attack effectively enough to give you enough time to rip-

SMASH! Instead of riposting for full damage, you instead exploit the enemy's lack of magic defense with a close range {Magic Greatarrow}. You immediately become magically imbalanced but the satisfaction of pulling off this attack proves to be worth it.

Your companions run to your aid.

Muckchant yells out to you as he runs. "Bloody hells! Are you actually an idiot?!"

Eitr is puffing when he finally makes it to you (first, surprisingly enough). "Must have come from Champion's Landing eh? I suppose you've earned some of this."
Eitr gives you [Blood Money]x3

"Ah, great. Yeah reward the idiot for suicidal behavior... And for taking my blood!"
Muckchant angrily hands you [Blood Money]x3

You cockily take your winnings.
>Continue on
>Converse
>Head back
>>
>>2188534
An idiot, no a warrior. Lets continue on boys.
>>
Quick warning, I'll have to leave soon. I'll give it one last post and then we'll reconvene tomorrow yeah? Thanks for playing by the way.
>>
>>2188558
Happy new year. See you in current year plus one.
>>
"An idiot? No. A warrior. Let's continue on boys."
Your voice has become just a bit clearer than when you started off. Still gruff but improving.

This seems to impress your companions a bit.

"Well, at any rate, we're gettin' closer to the castle." Muckchant proclaims. "All we gotta do is get past the castle's front yard and the king should be just inside."

"Ah... To serve once more..." Knight Eitr seems excited to continue on. "Yes. Let's not delay any longer."

You enter into the dark tower. You listen closely for movement and hear none. Deciding it's safe, you descend. As you make it down to the bottom, you appear to enter into a large clearing, a large war machine resting in the middle. It's certainly out of commission, you believe. With no danger perceived and nothing to loot, you walk up to the front doors of the castle and-

GROOOOAAAAAAAAANNNNNNN
CreEAAAAAAAAAAAAAK
You and your companions look behind you to see the war machine suddenly coming to life before you.

"UNDEAD SCUM." A voice bellows to you from up above. "AN HEIR TO THE THRONE, YOU ARE NOT. THIS IS WHERE YOUR JOURNEY ENDS."

-=The Living War Machine=- has risen to challenge you.

>To be continued...
Shadow of the colossus plays faintly in the background.
>>
Ok here's the situation, 5/10 hp. A healing spell that cures 5, minus 1 for magic imbalance. Facing off against the first boss. prepare to die.
>>
>>2188941
>>2188622
Since we're more than likely not going to be casting any spells, we ought to swap to Sacrificial Dagger and Shield while we're not yet in the thick of it.

I'm not sure we can use Calming Light right now as it's not listed as equipped, but we can chug one three Whiskeys to regain to full if necessary. I didn't expect us not to rest to reset our imbalance before facing a boss, but here we are.

inb4 it's actually Salt and Sanctuary imbalance and we just have to solve it by finding more spells

Realistically, we would spend a few rounds dodging and learning its tactics before beginning to coordinate attacks on it, but if we really wanted to be cheap, we could just retreat to a safe distance and chuck all our molotovs at it.
>>
>>2188976
Well whiskey cures 10 and magic will put us up to 9, I like to save items. Forgot the molotovs, sound like the best option if we cant talk our way out.
>>
File: why I don't drawfag.png (39 KB, 400x400)
39 KB
39 KB PNG
New years eve bossfight let's go bois.
====
Muckchant looks around frantically for an escape, trying his hardest to stay calm. "Well that's certainly a new one."

Eitr readies his blade and shield. "A living war machine? I thought it was just humans that were afflicted with the curse..."

Your intuition bets that it's not the war machine itself that's alive, but instead the people inside it still remember how to use it...

Whether that's the case or not, this war machine is equipped like a warship, and seems about as big. There's cannons on it's sides and it's mobile to boot, although with how small this clearing is compared to the machine, you doubt it'd be driving over you any time soon. It's safe to assume it's grounded for now.

Are you even prepared to die?
>Charge
>RUN AWAY
>Write in?
>>
>>2189594
>CHARGE
>>
You rally your companions to charge into battle with you, deciding that it's no time to be running around aimlessly.

Muckchant begins to complain but it's too late for arguments. The crack of cannonfire blasts through any sound his mouth would make and hits the wall behind you.

The three of you begin to charge into battle, getting closer to it so that you can get under their cannon's attack range.

You can see that there is three weakspots to the machine's armor that would lead to it's inside from where you stand. What do you do?
>Pick a weak spot and attack
>Retreat
>Write in?
>>
>>2189640
>>Pick a weak spot and attack

Hey there QM, glad to see you came back!
>>
>>2189658
Hey same to you! Glad to see people are willing to come back to this quest.
>>
You pick a weakspot randomly and begin to try and take it down with your weapons. You see something open up above you on the bottom of the war machine and see a horde of undead waiting at the top. Some shamble out and drop unceremoniously onto the hard floor you stand on and begin to make their way to you to try and stop you.
>Attack (1d6)
>Cast Spell
>Change Target (Current: Weakpoint A)
>Retreat
>>
>>2189673
Are you implying that there are undead between us and our target? If so, swap targets. Let's have Eitr attack the weakpoint while we and Muckshant worry about the undead.
>>
>>2189678
It's more like you're in between the undead and the weakspot
>>
Rolled 3 (1d6)

>>2189681
Ohhh, okay. In that case,
> Attack
Let's have Eitr and Muckshant defend us, then.
>>
Sorry about that, something came up just now about the party I'll be attending tonight. Back to the quest!
====
You take your blade to the wooden exterior of the war machine and strike!

You tell your companions to ward off the enemys while you tear apart this machine.

Eitr lets out an encouraging warcry. "HURAAAAAAAH!"
You feel invigorated! +2 to attacks.

Muckchant throws a [Molotov Cocktail] at the :Undead Siege Crew: to disperse them, and burns a good few of them in the process.

>Once more! (1d6+2)
>Cast spell
>Change Target
>Retreat
>>
Rolled 5 + 2 (1d6 + 2)

>>2189699
>Once more! (1d6+2)
Are we actually allowed to SotC this thing?

Also note: swap to Dagger and Shield as per >>2188976 when we have the chance.
>>
Rolled 1 + 2 (1d6 + 2)

>>2189699
Once more, smoke them out.
>>
>>2189719
Half the battle is inside, the other half is outside. The outside half are these weak spots.
>>
You take the bought time your comrades have brought you and attack once more with another strike! With the invigorated power of your companion's warcry, you see noticable damage in the form of some planks coming loose. One more strong hit should do it.

"We're running outta room here friend!" Muckchant warns you, as his back hits yours. He lights another [Molotov Cocktail] and chucks it.

Eitr isn't quite visible, but his warcry can be heard nearby. He's most probably fighting strong.
>Once more! (1d6+2)
>Cast Spell
>Change Target
>Retreat!
>>
Rolled 3 + 2 (1d6 + 2)

>>2189746
Once more.
>>
>>2189746
>Direct Muckchant to molotov the weakspot.
>Retreat!
>>
Rolled 1 (1d2)

>>2189759
>>2189760
Here we go again bois.
>>
You make for one more attack on the weakspot and with one barbaric yawp, you tear open the weak spot.

You hear a loud groaning noise from above that stops most of the fighting when you tear open the spot.

Looking up, you can see that the machine is beginning to rattle and shake. It's going to collapse!

The undead crewmen are most likely not going to be able to run away fast enough, but you and your companions have enough speed on you to get out from underneath.

You're lucky your wounds aren't slowing you down, otherwise you'd have to put considerably more effort into running away.

With one last creak, the machine suddenly drops on itself.

"DAMN UNDEAD. YOU'RE ALL WORTHLESS!"

Slowly, it rises up again. "SO WHAT IF YOU'RE IMMORTAL?! I'LL RID THIS LAND OF THIS CURSE MYSELF! GET UP WITHOUT THAT PRECIOUS BLOOD OF YOURS, I DARE YOU!"

You're not sure who's projecting their voice as loudly as they can up there, but something tells you they're not your average undead.

"I'm havin' second thoughts about comin' to see the Undead Kingdom now..." you hear Muckchant shaking somewhat in his boots. "There's gotta be a safer way to do this."

Without your realizing, you see that Eitr had just caught up to you. "Phew. I almost didn't make it out of that one..."

The war machine is slanted on one of it's sides, but it still stands. What's your next move?
>To another weak spot!
>Find a safe spot? (1d10+INT)
>Write In?
>>
Rolled 8 + 3 (1d10 + 3)

>>2189795
Find a safe spot.
>>
Rolled 3 + 3 (1d10 + 3)

>>2189795
>>Find a safe spot? (1d10+INT)
>>
Rolled 4 + 3 (1d10 + 3)

>>2189795
>Find a safe spot? (1d10+INT)
"Don't suppose either of you are particularly good at climbing?"
>>
You've decided that you're going to find a safe spot to strategize a new plan and recover. You find a sturdy looking and broken down piece of wall from what you can only assume used to be some sort of stone building. You guide your companions to it quickly and safely.

You wonder if the enemy saw you do any of that.

"WHERE ARE YOU?! I KNOW I DIDN'T CRUSH YOU UNDERNEATH MY MACHINE! YOU DON'T DIE THAT EASILY!"

Seems like he didn't.

You look to your companions and ask them if they're any good at climbing.

"I'm too heavy for climbing, I'm afraid." Eitr says, still huffing with overexertion.

Muckchant looks caught off guard by the question. "Uh... 'Fraid of heights. Oh, and dying from falling off a big war machine also. Don't tell me you're gonna climb that bloody thing?"

Seems like a no...

Now what?
>Converse and Strategize
>Wait...?
>Charge!
>>
>>2189808
Converse and strategize. I'm guessing burning it from the inside?
>>
>>2189808
>Converse and Strategize
"What did it mean 'So what if you're immortal'? Does something happen when we die?"

Look around for scalable structures or any other means of getting height to climb onto the Machine.

Ponder why we can't just try to sneak past it once it's gotten tired of looking for us.

Consider having Muckchant pass Eitr some molotovs and distracting the machine yourself while they sneak around it to set its wooden frame alight from an unexpected angle.

Swap to Shield and Dagger now that we have the chance.
>>
With the lull in combat coming around, you decide to reequip yourself with the sacrificial dagger and shield.

It's time to start asking some questions.

You ask what it means to be 'immortal'.

Eitr speaks while Muckchant shies away from the question. "Well... When you die, your spirit comes back around to reanimate your body. Usually, it's at a cost. You'll lose some of your wits every time it happens. That's just how the curse works, I'm afraid. If you get so caught up in your death, you eventually forget who you are. That's why there are those who act like the monsters we fought earlier. They were once like you, full of wit and memory, but then they forgot who they were... It also rots away the skin. Being dead for a time will let that happen..."

You consider the explanation for a bit, before you begin talking strategy. You ask if it's possible to wait until whatever's commanding that machine gives up looking for us.

Muckchant gives his two sense on the idea. "I'd say so, but he seems very dedicated to finding us. Might take a while for him to just up and give up."

You ponder for a moment, before you decide on a plan. You decide you're going to distract the war machine while they find a place to set it's wooden frame alight.

"Do you remember being some kind of war general, by chance?" Eitr jokes, but cuts his laughter short to bring in a serious inquiry. "That's well and good but if the enemy is looking down at us the whole time, I doubt we'd be hidden for long... Unless you can divert his attention somewhere upwards?"

You nod, as you look around the battlefield from your hidden position. You think you have an idea, with the ruined buildings around the arena, you could probably scale up some... But do any of them look safe enough, or even high enough to scale?

>1d10+INT to find what you're looking for
>>
Rolled 4 + 3 (1d10 + 3)

>>2189845
Can they share a whiskey?
>>
Rolled 6 + 3 (1d10 + 3)

>>2189845
>>
Rolled 7 + 3 (1d10 + 3)

>>2189845
Do we not have any spare Spiritual Beads? Looking back up the thread, it seems we found two, but only used one.

Alternatively, do either of our companions have any to trade to us right now?

We'd probably be a better distraction if we could pelt the Machine with spells.
>>
>>2189865
You mean the two spells we're allowed to cast before we start draining HP?
>>
>>2189865
Wait shit you might be right about the beads thing.
I may have forgotten to give you a bead...

Also yeah you got like two spells, or one spell if you Greatarrow. Either way it does aggro so...
>>
>>2189869
>>2189876
Good point. Not sure how I forgot about that when I was just then asking about beads to deal with our imbalance.

It's just that our other options for being distracting are throwing molotovs and being really loud. One of them is limited by our throwing arm, and the other is questionable in its effectiveness.
>>
>>2189882
Actually I did think of something earlier in case this happened and you're about to see it now. Gimme a sec to post.
>>
As you look around for something to scale, you do find some somewhat destroyed buildings standing around the coincidental arena. It seems there are ballistae in a few of them, but whether they work or not is dubious. Some of the buildings are definitely easily scaleable, while others may require some work to get up to. Seems you've found your distraction.

You tell your companions the plan.

"Alright, but before we die..." Muckchant interrupts your planning by bringing out a bottle of whiskey that you sold him earlier. "How about one last swig before we lose our wits here, eh?"

He tosses you and Eitr one as well, free of charge. You all have what you imagine would be one last toast if you should fail and drink up.

The whisky numbs the pain. (+10 HP)

It's time to do or die.
>Charge!
>Guess I'll die
>>
>>2189914
shhhh don't tell anyone I'm rebalancing your magic also shhhhhhhhhhh
>>
>>2189914
>>Charge!
I don't really see anywhere where you altered our magic but okay.
>>
>>2189914
>Charge!
I'm not sure why this is a vote.
>>
File: 'Guess I'll die'.jpg (25 KB, 400x326)
25 KB
25 KB JPG
Trying to be somewhat funny but I don't think I'm very good at it.
====
You charge forward into battle with you and your companions separating to further divert the enemy's attention.

Shortly after you hear the unmistakable sound of a cannon firing. "FOUND YOU!"

It seems the attack wasn't directed at you, but must have been at one of your other companions.

All the better for you to safely scale up one of those buildings. You come across the first one and climb it remarkably quickly. This ballista seems to work just fine, but it's only good for one shot before you have to leave it.

But it seems you're not alone up hear. You hear the unmistakable sound of an :Undead Knight: coming to greet you from down below. You need some time to fire the ballista that the knight coming up to greet you won't give you. Looks like you'll have to get rid of it before you can fire.

Its a battle to the death!
>Attack (1d6)
>Parry (1d10 +1 [Familiarity with enemy])
>Block (3/3 Stability)
>Prepare a dodge
>Escape
>>
Rolled 7 + 1 (1d10 + 1)

>>2189940
>Parry (1d10 +1 [Familiarity with enemy])
Hopefully we'll riposte the knight off the building, and will then have enough time to fire the ballista before it gets back up.
>>
As the enemy moves in to strike, you swiftly duck your shield under the attack and swing the sword to the side. However, instead of taking advantage to riposte, you instead grab the undead while it's vulnerable and shove it off the building. You don't have time for this.

The time it takes for the knight to get back up is all you need to fire off that ballista at the war machine. With a loud THUNK!, you hear the metal tip of the ballista's projectile hit against the war machine's outer shell, shaking it to the core.

"WHAT IN THE HELLS?!" you hear the operator shout. From where you're standing, you can see a cannon aimed directly for the building. "SO THAT'S WHAT YOU CONSPIRED TO DO IN THAT HOLE YOU CRAWLED INTO, HM? YOU'LL NEED MORE THAN THAT TO-"

The war machine suddenly shudders and collapses onto it's bottom again. Seems like your plan is doing just the trick. It gives you just enough time to escape from the building before that cannon fires upon it. You run to the next one, leaving the :Undead Knight: far behind in your tracks as you do.

You've come to the next building but it requires some effort to get up...
>Roll 1d10+STR
>>
Rolled 7 + 2 (1d10 + 2)

>>2189956
Oh boy, thankfully we leveled strength last time!
>>
Rolled 7 + 2 (1d10 + 2)

>>2189956
Back from my swim.
>>
Rolled 2 + 2 (1d10 + 2)

>>2189956
Wonder when our first gravity death will be?
>>
>>2189997
Lucky you eh?
====
With minimal effort, you thank your muscles for not having atrophied beyond the point of uselessness. You fire off the ballista without resistance.

THUNK![/B]

The combined work of the ballistas pierced into the wooden hull of the machine tear open some noticeably large holes. At the same time, you start to see it catch fire.

"SO YOU HAVE SOME WITS ON YOU AFTER ALL? DAMN YOUR CLEVERNESS, UNDEAD SCUM!"

The cannon fires and you escape once again from the blast.

The war machine still poses a threat. You need to hurry up and fire another ballista.

You run to the next building but find it impossible to climb up to the ballista.
You thought to run to the next building but then you see an :Undead Thief: enter in the building with you.

You prepare to engage in combat but instead of drawing it's own blade, it instead crouches down and puts it's hands together. It's providing a footstool?

You waste no time in taking up it's offer to assist you and quickly make your way to the last ballista. You fire it once more.

One last impact to it's wooden exterior sends it toppling down one last time. You've immobilized the war machine indefinitely!

You go to thank the undead that assisted you but it's already disappeared. Curious.

"NO YOU IDIOTS! YOU'RE NOT SUPPOSED TO RUN AROUND SCREAMING! YOU'RE SPREADING THE FIRE! ARRRGGHHHHH!"

The air grows quiet, with only the faint sound of undead screams, possible from being burned alive in the war machine... Seems to you the battle is over for now...

You regroup with your companions, both of them are a bit worse for wear but they're still standing.

Muckchant pats you on the back with a smile on his face. "Absolute idiot..."

Eitr lays down in front of you both. He complains tiredly. "I need new armor..."

>Continue on
>Converse
>>
>>2190049
>[/B]
fuck
>>
>>2190049
Converse. That went better than expected.
Continue on.
>>
>>2190049
>Converse
Hey, it worked, didn't it?

Did anyone see an Undead Thief during the battle earlier?

We have a set of armor we're not using, if Eitr needs some replacements from it.


Also, check that the War Machine is really down for the count.
>>
>>2190049
Converse
>>
You chuckle at Muckchant. "It worked didn't it?"

You offer Eitr your spare knight armor, but he declines politely.

You think back to that strange undead thief and ask if anyone else saw it.

"Some thief runnin' around here? Whatever he was doin' here, he's suicidal to walk through all this shite."

"I was too busy killing undead to notice any particularly different kinds of undead. Sorry friend."

You sigh as you look over to the large war machine the three of you managed to bring down. The fires cackle calmly as the screams seemed to have died down.

That is, until you see a sudden burst of magic come from within it.

It suddenly expels all the fires, although the damage is still done, and it's still very much immobile. You see a figure standing ontop of the machine. The figure casts a magic around it's mouth. That magic must have been how he manages to project his voice so loudly.

"OUR BATTLE HAS ONLY JUST BEGUN, SCUM! I AM CAPTAIN SEKR OF THE SHROUD, AND FOR YOUR SINS AGAINST MANKIND, I'LL SENTENCE YOU TO DEATH BY MY HANDS!"

You see the figure enter back into the war machine and you see a cannon fire. It sails way over your head but as it turns out, you're not the intended target. Instead, it collapses a piece of the wall over the doors that lead into the castle, effectively stopping you from progressing. How annoying. It seems however that only one cannon is active. You've killed the crew but not the captain...

Muckchant seems a bit miffed at this sudden development. "Perfect... I think he wants us to get into that machine of his and fight him."

"He'll fight until his last breath, won't he?" Eitr remarks, sitting up with a groan. "I'd rather lose all my wits then have to run up that thing. I'll have to rest here..."

Seems it's just you and Muckchant for now...

>To be continued...
>>
Well guys, thanks for coming to see the quest and all, but I think it's about time we all get prepared for our new years parties. Me included.

Once again, thanks to every anon here who came to join in on the fun. It means a lot and it sucks that I have to throw a TBC right here where we would normally keep going.

But hey, maybe our new years resolution will be to finish the first chapter of this story, huh?
>>
>>2190115
>it collapses a piece of the wall over the doors that lead into the castle, effectively stopping you from progressing.
>It seems however that only one cannon is active.
>it's still very much immobile
So what I'm reading from this is that even if we kill him, there's still rubble over the doors, so we can't progress forward regardless.

And that he doesn't have any means of attacking us as long as we aren't in the cannon's arc.

What prevents us from just leaving?

Happy new year, OP.
>>
>>2190190
I mean you could just leave but where's the fun in that? And the point is that you're supposed to move the rubble over because plot and combined efforts of friendship or some shit like that. At least that's what I would suggest but hey you do you.
>>
>>2190444
does this mean you're running again or no?
>>
oh, oops, I didn't even consider looking at timestamps
>>
Ah man I haven't ran a quest since last year! Let's fix that.
====
It's just you and Muckchant now it seems. Eitr is taking a moment to rest from the previous battle.

That war machine is definitely immobile, and with those holes you broke through the machine with those ballistae earlier, you've given yourself an in, albeit one that you'd have to climb up to. Some wood has charred away from the fires earlier, making for some risky, yet effective footholds for climbing.

One would suppose it's time to finish this.
>Converse
>Climb
>Leave...?
>Write In
>>
>>2191575
Climb. Might as well get that level up.
>>
You gather up your determination and begin to walk up to the scaleable portion of the war machine and begin climbing it, careful not to grab onto anything that would fall away to ash or give you splinters, Muckchant following behind with that madman's smile he seems to get when he's having a remarkable amount of fun.

You finally get over it. You discard your sledgehammer and cauldron. With that done, you peer into the charred insides of "The Immobolized Machine" and see that there is quite a few bits of flesh around the machine that seems almost interconnected with many of it's machinations. It's a sickly kind of dark red flesh that seems to still pulse with blood.

Muckchant is very obviously pleased with this discovery, opting for childlike glee rather than any sort of language.

You leave the blood crazed merchant to his devices as you search around for more.

"I assume you're impressed?" You hear the voice of the man who'd been shouting at you through magical enhancements earlier. He's close but it seems he's out of your view. "Magic of the shroud is directly related to your own willpower. You're looking at the veins of a stubborn giant who thinks he'll be free one day."

Seems the war machine really was alive.

Muckchant suddenly shouts angrily. "Damn! This blood is absolutely worthless! Damn thing disappears up second you put it in a bottle!"

You see a strange wall of fleshlike webbing that pulses the same as the rest of the veins of the machine. Seems you need to cut through it to keep going.

>Converse with Sekr
>Converse with Muckchant
>Cut through
>>
Cut through while conversing with Sekr.
>>
You cut through the webbing with your {Ritual Dagger} and are disgusted to see fleshlike tendrils wrap around your cutting instrument as the webbing falls apart. You try to shake off the sudden wrappings but it's rather difficult.

Muckchant, seemingly knowing almost everything about blood, does you a favor of taking the strange webbing off your blade with some kind of strange tool that looks very much like a doctor's scalpel. "Blood magic. I hate it with a passion, I do. I chucked the book that I learned about it from into the swamps. Waste of perfectly good blood if you ask me..."

You decide to strike up conversation with the man you've been fighting for the better part of an hour or so now while walking through the somewhat maze like innards of the "Living War Machine"

"Care to learn my secrets, do you? Ask away. You'll lose your memories when I rip them from your brain anyhow."

>Ask about blood magic
>Ask about his status as general
>Ask about why he's here
>Write in?
>>
>>2191679
Ask about his status as general.
>>
>>2191679
>>Ask about blood magic
>Ask about why he's here

"You could do _so_ much better, should you choose to apply yourself to different arts," we comment offhandedly.
>>
>>2191685
undderscore indicates italics, btw, but since I'm not allowed to do that, I use underscores instead
>>
>>2191689
Hey, that's fair. Don't wanna get confused for me now, do you?
>>
You start to ask about his status as general.

"You'd ask about that of all things? Hm... I see no reason not to comply. I came to be a general as the need for soldiers became desperate for my kingdom. Of course, they never knew about my practice of magic. The shroud almost forbade such magics, but when I was out there doing the work their other generals could not? How could they refuse me?"

You ask him about his blood magic.

"Fascinating, is it not? Using one's own blood to fight off your enemies. You're aware of how magical imbalance works, I assume? You have that glint in your eyes of an intelligence beyond your common peasant. Magic itself is such an interesting subject. Were you aware that you had two wells of magic within you? One that you use to cast your spells, and the other is used to replenish the other reserve. Blood magic takes straight from the well that keeps on giving. No imbalances, only pure magic..."

You ask him why he's here in the Undead Kingdom.

"I lead the charge into this kingdom myself. Your search for immortality was no blessing. It was a curse. The war killed many of our kind, and we sought to find vengeance. Your damn experiments cost me my wife. For that, I could never forgive your kind. Even as I contracted that very same curse, I vowed to watch all of your kind rot away into nothing or pure madness."

You comment offhandedly on his choice of arts. "You could do so much better, should you choose to apply yourself to different arts."

You've finally progressed through the mazelike machine of flesh and wooden machinery to find the heart of the machine, quite literally. It pulses without any sound. Standing on top of it is a man in {Shroud Kingdom Armor}. He laughs from his place up above.

"Do better how? I've created the largest golem in the world, and you say I could do better?"

The man begins to laugh as you see a sickly red sludge seep out of his armor. The heart begins to pulse and glow with magic energy as the way you entered suddenly closes behind you with that same red webbing from earlier. He drops down to the floor as blood splashes out of his armor and travels rather far, making unrealistically large puddles of blood where droplets hit.

"Why not put that blood you call 'money' of yours where that mouth is then?!"

-=General Sekr=- seeks to make a blood pact.
>Attack (1d6)
>Parry (1d10)
>Block (3/3 stability)
>Prepare a dodge
You can converse during battle, but it'd have to be written in prompts.
>>
Rolled 3 (1d6)

>>2191774
> Attack
>>
>>2191774
Let's try blocking.
>>
Rolled 4 (1d6)

>>2191774
>Attack (1d6)
>"Indeed you could. Congratulations, Engineer Sekr, you've built yourself a golem. But no, you name yourself /General/ Sekr. What has become of your kingdom? /Of the men you commanded/? You've failed them. By what merit do you still claim your rank, if no one is left to acknowledge it?"

>"I know little of blood magic, but I know nothing is gained without loss. For your pride, you've lost everything once dear to you. Wat of your magic? What does your 'well that keeps on giving' take as payment to keep itself full? Can you answer that? Have you ever even asked?"
Damn, I'm too late to ask questions pre-battle. Time for monologue mid-combat instead.
>>
>>2191808
This is good dialog.
>>
"Indeed you could. Congratulations, Engineer Sekr, you've built yourself a golem. But no, you name yourself General Sekr. What has become of your kingdom? Of the men you commanded? You've failed them. By what merit do you still claim your rank, if no one is left to acknowledge it?"

You attack the enemy head on with a strike, but it misses it's mark as -=General Sekr=- backsteps away from the attack and prepares his own.

"You could very well say I am no longer a general, but it's of little importance to me what you think of my rank. What you think of the men I commanded. It is not I who failed my men. We all knew very well what would happen should we fail in our mission to siege the castle. No. It was us who failed our kingdom. I am a general no more. I've known that for a long while now. You think me dense enough to hold onto a vain hope for my kingdom to stand tall still? You think the soldiers that fought with me hold me in contempt for our shared defeat? To that, I ask you to question those that you burned to death in this shared coffin of theirs. Surely any one of them will gladly still want to skewer you with their swords at my command."

You see a molotov thrown high and directly into -=General Sekr=-'s back, the fires burning brightly in reaction to the man they try to consume.

"You're an absolute tossin' idiot, ya know that?!" Muckchant shouts out from across the room, having made his way there while the two of you tried to monologue off. "They'll listen to just about any ol' idiot wearing their old general's armor! They're witless undead. They can't hold you in contempt because they don't even know what contempt is anymore! You're lucky they still had enough wit to even fire them cannons before we burnt them away! If they'd had some sense in 'em you'd be witless yourself long before we came along!"

You see -=General Sekr=- begin to brim with fury...
>Attack (1d6)
>Parry (1d10)
>Block (3/3)
>Dodge
Queued for next post: "I know little of blood magic..."
>>
>>2191880
>Dodge
Oh god he's about to attack panic roll panic roll panic roll

Not really sure the queued d̶i̶amonologue fits the flow of the conversation as it is now.

>"You acknowledge your failure of your kingdom, your loss of rank. What compels you to stay here, before the castle you failed to siege, in this golem that no longer serves any real purpose? Why do you cling to the past, when you could move on to find new purpose? Despair? Pride? Why do you still fight?"

>̶"̶I̶'̶v̶e̶ ̶s̶e̶e̶n̶ ̶y̶o̶u̶r̶ ̶k̶i̶n̶d̶,̶ ̶t̶i̶m̶e̶ ̶a̶n̶d̶ ̶t̶i̶m̶e̶ ̶a̶g̶a̶i̶n̶.̶ ̶E̶v̶e̶r̶y̶ ̶f̶l̶e̶e̶i̶n̶g̶ ̶m̶a̶n̶ ̶m̶u̶s̶t̶ ̶b̶e̶ ̶c̶a̶u̶g̶h̶t̶.̶ ̶E̶v̶e̶r̶y̶ ̶s̶e̶c̶r̶e̶t̶ ̶m̶u̶s̶t̶ ̶b̶e̶ ̶u̶n̶e̶a̶r̶t̶h̶e̶d̶.̶ ̶S̶u̶c̶h̶ ̶i̶s̶ ̶t̶h̶e̶ ̶c̶o̶n̶c̶e̶i̶t̶ ̶o̶f̶ ̶t̶h̶e̶ ̶s̶e̶l̶f̶-̶p̶r̶o̶c̶l̶a̶i̶m̶e̶d̶ ̶s̶e̶e̶k̶e̶r̶ ̶o̶f̶ ̶t̶r̶u̶t̶h̶.̶ ̶B̶u̶t̶ ̶i̶n̶ ̶t̶h̶e̶ ̶e̶n̶d̶,̶ ̶y̶o̶u̶ ̶l̶a̶c̶k̶ ̶t̶h̶e̶ ̶s̶t̶o̶m̶a̶c̶h̶.̶ ̶F̶o̶r̶ ̶t̶h̶e̶ ̶a̶g̶o̶n̶y̶ ̶y̶o̶u̶'̶l̶l̶ ̶b̶r̶i̶n̶g̶ ̶u̶p̶o̶n̶ ̶y̶o̶u̶r̶s̶e̶l̶f̶.̶"̶
>>
>>2191920
"I swore an oath, but I have failed you."
>>
>>2191880
> Dodge
Go with provided dialog. I'm enjoying this anon's writing.
>>
You continue to talk to Sekr. "You acknowledge your failure of your kingdom, your loss of rank. What compels you to stay here, before the castle you failed to siege, in this golem that no longer serves any real purpose? Why do you cling to the past, when you could move on to find new purpose? Despair? Pride? Why do you still fight?"

You become immediately defensive, wisely assuming the enemy will be attacking you, and so you prepared to roll out of danger but you are not attacked. Regardless, you roll at the sight of the enemy's movement. The attack is instead directed towards :Muckchant:, as -=General Sekr=- slashes the blood dealing merchant. The attack hits, but :Muckchant: is stronger than a single attack gives him credit for.

"It is because I made a promise. As long as this body still remembers that promise, I will stop at nothing to fulfill it. You understand the power of a promise to us undead, don't you?"

:Muckchat: retaliates against -=General Sekr=- with a bash from his cane. The attack hits hard and strong, knocking his opponent back a bit.

Muckchant seemingly has nothing else to say currently, only allowing his maddened smile bleed onto his face.

-=General Sekr=- stumbles away, but ultimately gains his footing again.
>Attack (1d6)
>Parry (1d10)
>Block (3/3)
>Dodge (1/2 consecutive dodges remain)
>>
>>2192005
>parry
>>
Rolled 6 (1d6)

>>2192005
>Attack (1d6)
Press him, regain his attention so Muckchant can get away.

>"...I cannot fault your resolve, if nothing else. What was this promise you made?"
>>
>>2192005
Magic arrow? Says we have 2/2 uses.
>>
>>2192033

>What I meant yesterday
>>2189918
>>
>>2192033
You also don't have your catalyst equipped so that would take up a turn to rummage that up in the middle of combat.
>>
Rolled 6 (1d6)

>>2192005
> Attack
Press him.
>>
we pressin bois
====
You charge towards -=General Sekr=- with your weapon raised high and slash him with all your strength. You gain his attention again as you distance yourself once more to a safe distance.

"...I cannot fault your resolve, if nothing else. What was this promise you made?"
Asking him this question seems to make him stop for a moment.

"For what reason do you care? Such a biting tongue earlier, to show such an intrigue now? Undead truly are strange creatures I suppose... If you must know? I promised my darling Synthia, soon before she died... I would avenge her."

Muckchant regroups with you, preparing to dodge at a moment's notice.


-=General Sekr=- regains his composure and prepares to strike once more.
>Attack (1d6)
>Parry (1d10)
>Block (3/3)
>Dodge
>>
>>2192135
Show him the letter about Synthia. Ask if it's his, and what his alleged "sins" were.
>>
Rolled 5 (1d10)

>>2192135
>Parry (1d10)
"And you avenge her by lashing out at every passerby, who knows not even who she is? Perhaps by branding every undead with the sin of her death, like a child for the sins of his father? For a moment, I had thought you possessed of purpose. Now I know you not to be. Do you truly do this for her? Or yourself, desperate for release from the crushing guilt of your self-perceived sins?"

[pause]

"What would your beloved wish of you, Sekr? A promise is a strong bond, yes. But is it stronger than love?"
>>
>>2192158
God, I love this anon.
>>
>>2192146
Support sorry write anon.
>>
Just to be sure, are we going with this anon
>>2192146

or this anon?
>>2192158

The first one seems to be passive while the second one seems to be aggressive. This is very important for me to know because it'll change the way this fight progresses considerably.
>>
>>2192238
I vote on the letter. If I wasn't clear.
>>
File: blush.jpg (55 KB, 323x720)
55 KB
55 KB JPG
>>2192238
>>2192146 has two votes to one, so I guess we're going with that?

I'm mean, I naturally prefer my attempt to talk him out of his purpose to fight, but I'm hardly upset as long as it provides an interesting narrative. We all walked in knowing this is a democracy to begin with.

>>2192164
Love you too, OP.
>>
>>2192258
I got confused by the "sorry write" thing, so that's why I wanted to ask. Just to be sure.

>>2192265
my favorite image now. Thanks.

Post soon.
>>
You slowly place your weapon away. This earns a questioning look from both your enemy and your companion.

Muckchant goes to ask you what you're doing and you sush him while you grab the [Bloodied Letter]. The blood on the letter appears to behave somewhat strangely. A quick glance of the recently spilled blood around the room, and you notice it acting in the same strange way. It shouldn't take long to put two and two together.

You present the letter to Sekr. "Is this yours?"

He seems taken aback by the letter. "Where did you-"

You speak over him, asking what he meant by 'his sins'.

The general is quiet for a while. The anger in his eyes soften and you see, instead of a general who's life was emphasized by war and death, a broken man who's life was taken by the war he fought. "It should be no surprise that my practice of magic is one that is very self destructive... I suppose my promise to Synthia was not all that kept me here, fighting any who would seek the king of this land as he still draws breath. I cared little for what happened to me. All I wanted was my darling Synthia's death to not be in vain. In that way I suppose I was selfish. I had made her goal to see you undead eradicated my own. I..."

It's never something you see often, when a hardened war general breaks down before you. You hear the beating heart above you cease, as you see -=General Sekr=- fall to his knees.

"Oh... Darling Synthia... You must think me a monster too, don't you? This machine made of flesh and blood, eternally suffering. I'm no better than those undead whom have lost their minds... What was I ever thinking?"

Muckchant is surprised by this sudden development. He casually places his cane's end to the ground to use it for it's intended purpose once more, but his somewhat conflicted face dashes any sense of casualness he might have tried to have.

-=General Sekr=- is on his hands and knees now. It seems he's practically lost the will to fight. It seems his perceived sins brought him a grief that was more crippling than he had though.

Now what?
>Converse
>Attack?
>Leave
>Write in...?
>>
>>2192369
>Converse
It is never to late, to change your future.
>>
>>2192369
Man I should really get way better at writing sometime soon... I hate seeing all these writing errors I end up putting down that I don't see before I post them, and I try so hard to make sure I see them before I post them too... Fuckin' hell.
>>
>>2192369
Well then, went better than expected.
>Converse
>>
>>2192369
>>2192383 works as well as anything I could come up with. This isn't a moment for speeches.
>>
You cautiously walk to the broken man and try to talk to him now.
"It's never too late to change your future..." you try to encourage him.

Sekr sighs, as he looks back up to you. "What would I do in this dead and gone world? After all I did, I'm sure that king of yours wouldn't have me. Even if I am undead. I've sinned in his eyes, too. I know it..." He shudders as he looks back to the ground. "I know it..."

He seems convinced he's hopeless.
>Ask him to join you?
>Leave him be
>Write in?
>>
>>2192440
> write in.
Rebuild, this forsaken land needs safety and leadership.
>>
>>2192440
>Ask him to join you?
"We're all looking for our own goals in this mad world - myself as well. If you'd like some companionship while you search for yours, you're welcome to join us.

"And as for the king, you'll never know for certain until you actually find out, will you? I believe it's better to face the truth - even should you find it worse than all expectation - than entrap yourself in fear of the unknown."
>>
This quest makes me really happy.

I love dark souls to death, don't get me wrong. I mean, look at this quest. I made it practically because of my love of the game, but there's something dark souls can't let you do that Quests are more than capable of doing, and that's making a true influence out of "You're the chosen undead. Go bring about the age of fire. Maybe even the age of dark. Nothing else though."

Anyway back to quest that I'm slowly writing up slower and slower...
>>
You hold your hand out to him. "Why not rebuild? This forsaken land needs safety and leadership. We're all looking for our own goals in this mad world - myself as well. If you'd like some companionship while you search for yours, you're welcome to join us. We're going to see the king ourselves. You'll never know if he truly hates you until you find out for yourself, truly? I believe it's better to face the truth, even should you find it worse than expectation. It's better than entrapping yourself to fear of the unknown."

Sekr looks up to you again once more, before looking to your hand. He sighs, as he pushes your hand to the side and hefts himself up. "You've helped me enough already. You don't need to pick me up. I'm not worth that much kindness, surely."

As he stands, he quickly wipes away the wetness in his eyes with a handkerchief that's not quite befitting to a man like him to have. He puts it away gingerly. "That letter... It doesn't belong to you. I'd like that back, if you would please..."

You see no reason to not give it back to him, and he takes it from you with thankfulness.

"I suppose you're right about one thing. You're much wiser than I give you credit, for an undead in peasant's clothing..." He chuckles, but the laugh seems somewhat pained. "Fine. I'll accompany you, I suppose... Go on ahead without me. I'll clear the way for you."

-=General Sekr=- has accepted your alliance.

Muckchant pats him on the back. "Bloody 'ell, eh?" He waits for a moment to let that sink in, before he starts laughing hysterically. Sekr shares a much more awkward laugh with the madman... "Right. Let's go yeah?" He nods in your direction as he begins to leave for the exit.

You nod as you follow Muckchant out of the mazelike insides of the machine. You notice an oddity, however. You're pretty sure that your exit was webbed up with flesh just earlier. It seems as if someone had come and cut open your escape for you. Almost immediately, you think back to that Undead Thief from earlier. You've seen it quite a few times before now, for some strange reason it's been looking after you... You wonder idly if, had your fight been geared towards a much more gruesome kind of ending, if that very same thief would have come around again...

You suppose that'd have to be a question to ask the Thief should he reappear again before you.

Muckchant sighs as you both make to the improvised entrance once more. "You know, you're somethin' different altogether. You're not like most undead I know of. Many of 'em are too self-centered to care about a man's marriage problems. You though? I haven't got a clue why you decided to help 'em. Enemy of the country, he is, but you saw past that. Makes me wonder what you'll do if you find someone who couldn't be convinced otherwise." he chuckles a bit as he makes his way down and you follow him. As soon as your feet touch the ground of the large courtyard, you hear the sound of a canon firing once more.

>LONG POST IS LONG
>>
You watch the cannonball's arc as it sails through the air and into the rubble that had fallen over the double doors that lead into the castle, effectively clearing the way. You see Eitr wake up from where you left him resting as the blast shakes him awake. He looks around frantically and sees you and Muckchant safe and sound. He seems relieved, at least from what you can tell of his body language. You and Muckchant make your way to him and he immediately starts asking questions.

"Are you two quite alright? Is that man dead?"

"Ask him yerself." Muckchant says nonchalantly, shrugging his shoulders.

"Ask... Him?" Eitr points to you cautiously...

>Tell him
>Let him figure it out
>Continue on
>Write in?
>>
>>2192619
Just point a finger at the war machine and continue on.
>>
>2192619
>Let him figure it out
>Continue on
>>
>>2192619
>Tell him
On the off chance Eitr might otherwise take Sekr for an enemy when we invariably meet him again.
>>
You point to the war machine you just came out of and continue on to to let him figure it out for himself. Muckchant chuckles as you and him walk past Eitr to the double doors that are, surprisingly enough, still standing... Eitr follows quickly enough, not wanting to be left behind by himself again now that he's fully rested.

>Wait for Sekr
>Go on ahead
>Converse
>>
>>2192694
>Wait for Sekr
>>
>>2192694
>Wait for Sekr
We really should warn Eitr that Sekr is on our side now before something awkward happens.
>>
>>2192694
>>Wait for Sekr
aaaaaaa I'm so glad we got him to join us aaaaaaaaaa
>>
File: That double evil shit.gif (1.93 MB, 360x270)
1.93 MB
1.93 MB GIF
You decide it's probably for the best that you tell Eitr about Sekr now before they meet in person. You give him a shortened story about what happened in the machine while Eitr was out.

"So you've managed to strike an alliance with him, have you? I suppose such diplomacy should be commended. A friend of yours is a friend of mine, then! Shall we wait for him here?"

You nod as you take a moment to rest. It seems this part of your journey has finally come to an end. It's been an exciting two days, surely.

Muckchant chuckles. "Ya know, you'll probably have to go off by yourself once we meet up with Haugbúi. Eitr's going to re-knight himself and serve the king, and I'll probably set up shop here for any other undead who manage to keep their wits and come through here."

You look out to the War Machine and see Sekr jump out of the opening. He sticks the landing, seemingly with practice, and makes his way to you, weapons sheathed. He's carrying a bag with him that he slings over his shoulder.

When he reaches your group, he speaks immediately with Eitr.
"I think it rather unusual to find your kind this far out, Muck knight. But, where are my manners? Forgive me, both for that and for my attack earlier..."

Eitr chuckles. "Forget it. We're allies now, aren't we? We should leave the past where it is, and look forward to the future, eh?"

You nod as they seem to be amiable enough.

You go to open the doors to the castle, that voice you heard upon awakening repeating itself in your mind...
>>
File: The Throne.jpg (41 KB, 600x315)
41 KB
41 KB JPG
Heir to the throne...

You open the doors to find a very large and empty interior. The rugs have been torn up and worn away. What used to be pictures on the wall of the kings of old have been thrown to the floor and disrespected. A fine coat of dust cakes everything as if it hadn't been used in years. Everything except for those open doors at the top of the stairs, that lead to the throne room.

"Servants must have gone mad..." Eitr comments idly.

Sekr adds to the conversation with his own dialogue. "Surely..."

You and your companions make your way to the top of the stairs and move to the entrance of the throne room cautiously...

Very much unlike the room before, it appears that this room has been kept clean and pristine. You what looks suspiciously like a corpse on the throne, being guarded by two knights. One of them speaks out to your group.

"We can tell you're not crazed, like the others outside. You can come in. It's safe."

You and your companions share a look, and nod to each other, as you enter the room fully.

"The king would like to know of your purpo-"

"Save it, Gætir. I know what they're here for." The supposed corpse on the throne moves slowly and weakly, but it moves nonetheless as it says this.

The guard looks to his king, his face unreadable, before he nods. "Of course sire."

The king, his head practically a skull, shuffles as he slowly sits up properly. "I should have known better than to question the power of a king's summons. You've taken your time, haven't you, my son?"

You come across a sudden migraine, but the pain subsides quickly.

"I'd never want to be the one that has to correct a king but... I'm almost entirely sure none of us are related, eh?" Muckchant points out. Everyone else seems to agree.

"Not you three... I'm speaking to him." His finger unmistakably points to you...

...?
>Ask about family ties
>Ask about 'King's summons'
>Ask about The Undead Curse
>Converse with companions
>Write in...?
>>
>>2192909
>Ask about family ties
Backstory time.
>>
>>2192909
>Ask about family ties
Explaining that we can't remember anything before waking up might be relevant here.
>>
Exposition time!
====
You're quick to tell the king that you don't remember being of any kind of royal descent.

The king nods understandably. "Yes. Of course. I would expect that the curse would have had you forget yourself. As it seems now, you're lack of any royal garb would give to the illusion of peasantry, but yet, you bear a symbol of nobility, do you not?"

You produce the very same symbol King Haugbúi predicted you would have.

A dry laugh escapes from the king. "There was no nobility granted to those except heirs to the throne. Such was the way of our kingdom. There is only one symbol like the one in your hands now. I shouldn't need to tell you who possesses it. It was that symbol that allowed me to summon you from death's grasp. I'm sure you've heard my voice call you back from beyond?"

You tell him that you did, his voice becoming far more familiar the more you hear it spoken to you.

"I've summoned you, my son, so that you may claim your rightful place at the throne..."

>Ask about your place on the throne
>Ask about your revival
>Ask about 'King's summons'
>Ask about The Undead Curse
>Converse with companions
>Write in...?
>>
>>2193041
>>Ask about your place on the throne
As in, what the hell is expected of a living zombie who's also an heir to a desolated kingdom.
>>
>>2193041
>Ask about your place on the throne
Phone posting is terribly tedious so I might just end up falling off.
>>
>>2193041
Ask about the curse.
>>
You ask the king what the hell you're expected to do as the supposed 'new king'.

"Have patience, my son. You are not quite the king yet. I understand there is not much to this kingdom, what with the undead curse having ravaged it all, but there is a reason I called you here. I do not trust anyone but my own bloodline to lead a curseless world..."

The king sighs, as his straight posture slacks a bit. "You see, I have come across the news of a possible way to reverse this dreadful curse that plagues this land. To undo that of which has caused many to suffer... For that, I need you. I have only three knights-"

"Forgive me but, permission to speak briefly, sire?"

"Yes, Gætir?"

"There are only two now... Sigmund couldn't last another night, I'm afraid..."

"... I have only two knights to my name, as it stands. I wanted to send someone to journey across the lands to gather what was needed to reverse this curse, but I had none at my disposal. Then I thought of you. Surely, the king's heir should be the one to reverse this curse. I doubt i'll last long as I am now. My loyalty to my kingdom can only stave off my inevitable descent into madness for so long, after all. I find it fitting that it would be my own blood that would save this realm before that should happen. Reverse this curse, and you can rule a brighter future for this world. Of course, as much as I would love to ask this of you, I would understand if you should say no to such a task..."

"You may give me your answer when you are finished asking me all the questions you have. I'm sure you have many."

Immediately, you ask the king about the curse.

"Ah yes... The curse... It was something of man's greed to live forever that caused this curse to spread. I gain no pride from telling you this, that I was the one who originally spread it. It wasn't my intention for everything to go so wrong. We had looked for immortality for quite a long while. When we had thought we found it, we proceeded to spread it across the lands. Eventually, the spread came out of our control, as those who spread the curse succumbed to it much quicker than any normal man would. I suppose dealing in such arts would lead any man to insanity. We had taken care of them much too late. The curse had spread to all the lands, and now they too are plagued with men who'd never stay dead. Such was the curse."

"Have you any more questions then, my son?"
>Decline/Accept the royal task
>Ask about your revival
>Ask about the 'King's summons'
>Ask about 'the arts' used to spread the curse
>Converse with Companions
>Write in?
>>
>>2193188
>"Forgive me but, permission to speak briefly, sire?"
>"Yes, Gætir?"
>"There are only two now... Sigmund couldn't last another night, I'm afraid..."
Bleak as fuck.
>>
>>2193188
>>Ask about 'the arts' used to spread the curse
Could be useful information to know, if we're to someday destroy the curse.
>>
>>2193188
>Ask about 'the arts' used to spread the curse
>>
>>2193188
Accept the task.
>>
File: What can ya do.jpg (163 KB, 1200x948)
163 KB
163 KB JPG
>>2193218
post soon
>>
You ask about what magical arts were used to spread the curse.

"I forget when I came across such terrible knowledge, but I never forgot how..."

With a shuddering sigh, the king speaks again after a short pause.

"It was a cold winter night, I remember... An allying kingdom of ours, as you've come to name the 'Muck Kingdom' now, had come across a terrible plague. I remember speaking with the court's mages when they had come asking for aid. When we spoke, we pondered how easy it would be if every man born in this world would never have to lose their precious lives. To live forever and happily was our dream. But we should have known better than to chase our dreams... It was that wishful thinking that started our long years trying to perfect the art of immortality. We knew not what dark arts we drew from until it was far too late. Yes, the curse was that of our own design. The dark art we created, a simple mockery of the long dead and forgotten necromancy, a magic that by it's own design was meant to raise the dead and make them live again."

>Decline/Accept the royal task
>Ask about your revival
>Ask about the 'King's summons'
>Ask about The Muck Kingdom's plague
>Converse with Companions
>Write in?
>>
>>2193409
Accept the quest.
>>
>>2193409
>Ask about The Muck Kingdom's plague
And also get our companions' take on the King's words.
>>
You ask about the plague that takes over the Muck Kingdom.

"It's ironic how the spread of our curse is what prevented the spread of that plague. The entire point of that plague is to simply poison the victims, but of course, that was just the first step. The plague itself was what had happened to the once life giving trees that the Muck Kingdom had once been famously known for. Noone knows of how it happened, but instead of life giving sap, the great tree at the center of the forest had began to endlessly produce poison, it's bark becoming a sickly dark, almost blackish brown. Any other tree that had similar properties to the great tree would contract that very same plague and begin to spew poison. The kingdom turned from a lush forest to a poisonous bog. As to what I said earlier, there were reports that you own bodily fluids would become poisonous. You've probably noticed on your travel here, but us undead are unique in that we do not produce any kind of liquids. And don't think I haven't noticed your friend over there, with that red sludge he calls blood seeping from his mouth. To be frank? I haven't a clue how he's able to use his blood magic. It defies any known reasoning I have."

You ask for your companion's take on the King's words.

Sekr speaks up first. "How do you know about blood magic?"

"The kingdoms all liked to share knowledge of what troubled us, General Sekr of the Shroud. Of course, I could not fault you for your pursuit of our execution. You found something that worked remarkably well against us undead, and you were unaware of the exact price you would pay. You're much like me, in that regard..."

Eitr takes his own turn to ask a question. "Do you think there is a cure for the plague that's ruined my kingdom?"

The king chuckles. "You need only look to the source... The Great Root Tree in the center of your kingdom, poisoned as it is, holds all the secrets you need to reverse the plague. Of this I'm sure."

Muckchant has nothing to say, it seems... He's simply listening to the conversation unfolding before him.

>Decline/Accept the royal task
>Ask about your revival
>Ask about the 'King's summons'
>Converse with Companions
>Write in?

>>2193423
I know you want to get on with it but lore is going to come first here, okay? If everyone agrees to move ahead, then we'll move ahead yeah?
>>
>>2193478
Accept the royal task. Less yapping, more cracking.
>>
>>2193478
>Ask about your revival
>Ask about the 'King's summons'
How did he manage to influence is all the way over where we were? What other spells and sorceries does he know that we could learn and use ourselves?
>>
>>2193543
And for that matter, what caused us to be among that pile of corpses when we came to rather than by his side in the first place?
>>
You ask about what magics are powerful enough to summon people from the dead from such a long range, and ask if you can learn any such magics.

King Haugbúi chuckles fondly. "Delving into the arcane arts the way I had would let you learn quite a lot of strange and interesting ways to manipulate magic. I would be more than pleased to pass such knowledge on to you. I'm very proud of my 'King's Summons'. I've named it myself, of course. If you think of a specific item in someone's posession, you'll be able to send them a magical message straight from your own brain. Much like the 'telepathy' of old fiction novels."

You ask him why you woke up in a pile of corpses.

The king is silent for a time being. "That, I am afraid I do not know how to answer. It could be that you had been caught in the beginning couple years of the curse. The general population mistook the undead curse as simply just the dead coming to life, and in our superstitious ways, we piled many of our kind into mounds and sought to burn them away, hoping they would not rise again. Of course, this didn't quite work out the way we had wanted..."

"I can teach you what magics I learned sometime later. I'd have to gather up my old notes..."
>Decline/Accept the royal ta-

You gladly accept the royal task offered up to you. The king begins to laugh with some glee. "I thank you very much for accepting this quest. I understand however that declining a king's request would be something of a pressuring though, but I assure you, you truly had no obligation to do this for me. Perhaps it's the idea of ruling your own kingdom as a hero of the people then? I'll give you a day before I tell you what I must do. I imagine your journey here must have been very tiring indeed, and I'm sure you'd want to head back to your old room to rest after having been dead for so long. There's no doubt that it'll probably jostle your memories as well, hm?"

The king looks to your companions, and gestures to them. "Now that my business with my son is finished, I assume you all have your own business with me as well? Come then, spit it out. I've the whole day, after all!"

Your companions walk to the king's throne so that they can all ask him their own questions.
They've temporarily left your companionship...
>Listen in
>Explore the castle
>Leave
>>
>>2193634
Listen in. guess we can explore later.
>>
>>2193642
OH SO NOW YOU WANT MORE LORE
>>
>>2193645
Practicing some KoF. I hate double half circles.
>>
You listen into the conversations that your companions have with the king.

Muckchant gets to go first.

"So then, what have you come to me for?" The king asks the travelling man.

"Well, I'm a bit of a travelling merchant ya see. I came from the ol' Muck so that I could set up shop. But there's somethin' else too."

"And that would be?"

"Do you need a doctor by chance?"

The king thinks for a moment, before he nods. "I would see no harm in it, although I'm sure my old doctor, undead and crazed as he is, would fight you to the death to keep his job, if you understand what I mean..."

Muckchant gives off his trademark crazed smile. "Mind directing me?"

The king chuckles as he points down a hallway. "Down that way, up the stairs, at the end of the hall. Read the plaques. You'll find him. I haven't had time to boot him out yet. I'll send Gætir with you."

Gætir and Muckchant take the directions to the royal doctor's quarters and leave your view.

You see Eitr take a knee at the king's feet. "Undead King Haugbúi, I have no kingdom to serve anymore. The Muck Kingdom has fallen to ruin. Knighthood is all I know. Without a kingdom to serve, I am nothing. I ask that I may serve the Undead Kingdom so th-"

"The Muck Kingdom has not yet fallen to ruin, my purple plated friend. You yourself still bear the symbol of your kingdom proudly, do you not?"

"I... suppose I do but-"

"But nothing. You are a knight to the Kingdom of the Muck. It would be against our own traditions to accept you as a knight for as long as you still proudly bear your kingdom's symbol. I'm sure, however, that your kingdom is in dire need for a knight such as yourself. Not just as a knight, but perhaps as a leader? In this trying time of stressed relations, I'd see no reason why you could not serve your own kingdom better..."

Eitr is quiet for a bit, but nods. "I see... I thank you for your wisdom, King Haugbúi."

He seems pleased with his answer, despite being rejected as he was. He moves out of the way and goes to sit on the steps leading up to the throne, off to the side.

The last man to come up and ask the King his questions is General Sekr. He seems rather shaky as he stands there.

"I... Would ask only for your forgiveness for my own personal war against your people..."

He tries to avoid eye contact with the king.

"It is given..."

Sekr is startled by the answer, and he looks up at the king to see if he's merely jesting. "Just like that?"

The king nods slowly. "Just like that. I know all about Synthia. You needed to only see that the guilt her death brought you had crippled your judgement. For that, I grant you forgiveness."

Sekr is quiet for a good moment, before he laughs. His laugh slowly give way to gently sobs. "So there is hope for me yet..."

Sekr secludes himself to a nearby wall, far away enough that he can be left to his own musings for a time.

>Speak with Haugbúi
>Speak with Eitr
>Speak with Sekr
>Follow Muckchant
>Leave
>>
>>2193634
>Explore the castle
Our companions can keep their secrets until they're ready to share.

Meanwhile we can request the tour from Gætir and, uh, the other guy.

Incidentally, what was your plan if we had declined the mission?
>>
>>2193682
I understand your pain...

>>2193755
If you had said no, it would have become a very different story. The option to come back and accept it would be ever present but if you want the short of it, it'd be about meeting a series of characters all lamenting about their curse to try and guilt trip you into taking the quest, and if that fails, your own character slowly becoming more and more detached with their memories, eventually leading to this world's version of hollowing...

So you know, fun times for all.

Anyway quick question for everyone here but would it be frowned upon if I tried to find a way to make this quest multiplayer some-fucking-how by making a second thread? I know for a fact how difficult it would be to run two threads at once but I think it'd be interesting to somehow pull that off with two teams of anons fucking around with each other's stories.
>>
>>2193754
>Follow Muckchant
Good idea to buy some supplies.
>>
>>2193754
>Follow Muckchant
Sounds like he's about to pick a fight. We ought to have his back.

>>2193770
I'm not sure such a thing would be frowned upon exactly; /qst/ is slow enough that the usual argument about pushing active threads off the board isn't particularly relevant, and all the guys who complain about threads being pushed off the first page can go fuck themselves.

It's just that we don't have that many players at the moment, so there might not be much point in doing something like that just yet.
>>
>>2193770
If you think you can handle it? What >>2193787
said also makes sense. It sounds rather hard to coordinate, plan and think up ideas. Maybe after a few threads when you have more skill.
Shermie best girl.
>>
>>2193787
I imagine just having a multiplayer feature that is consistent and works for /qst/ would garner quite a lot of interest in and of itself. It also helps that we've got a barebones yet working system that can be copy and pasted and easily influenced by certain statistics and whatnot. I'm laughing at the thought of having to make a fucking balancing team for this quest incase I ever manage to go through with it and include pvp too.

>>2193802
You mean Blue Mary right?

Post soon.
>>
You decide that if Muckchant is going to go and fight some undead by himself, guard or not by his side, he'd want some help. You follow him down the hallway.

"Comin' along eh? What a twist, that whole thing about bein' the king's son, eh? Why didn't ya tell me anythin'?! I would have ranked up the prices just fer you!"

You start to tell him that you didn't actually know you were the king's son.

"Yeah yeah I know. It was a joke lad. Tell ya what, help me get the old undead tosser of a doctor out of here and we'll call it even, eh?"

That guard, what was his name... Gætir? He's remarkably quiet the whole time. Seems he's not much of a talker.

When you make it to the royal doctor's quarters, you hear the unmistakable sound of a crazed undead behind it. Seems like you're going to have to fight it...

"Alright then, let's get 'em out of there!" Muckchant starts to open the door, and Gætir suddenly seems anxious.

"Hey wait, don't open that door ye-!"

It's too late. As soon as Muckchant opens the door, instead of seeing your average undead, you instead see some strange undead spider human mix that looks absolutely disgusting suddenly scuttle out of the room and onto the ceiling.

"WHAT IN THE [I]BLOODY HELLS[/i] IS THAT?!"

The :Undead Spiderling: screeches at the three of you as it readies to fight.
>Attack (1d6)
>Parry (1d10)
>Block (3/3)
>Prepare a dodge
>Escape
>>
>>2193854
>OH SHIT SLICE IT'S HEAD OFF (1d6)
>Get those fucking spider arms away from me so help me GOD (1d10)
>DON'T LET IT SPRAY WEB IN MY EYES (3/3 stability)
>FUCK FUCK FUCK FUCK FUCK
>GET ME THE FUCK OUT OF HERE
>>
Rolled 1 (1d6)

>>2193854
>Attack
>Specifically, shield bash it into the room it came from, before getting Muckchant to throw like 3 molotovs into the room, then closing and barring the door.

"GREAT MAGICARROW GREAT MAGICARROW GREAT MAGICARROW GREAT MAGICARROW GREAT MAGICARROW-"
"Grandisos! Stop, you're killing yourself!'
"SHUT UP IT'S WORTH IT."
>>
>>2193854
Block.
>>2193819
That's a lot of work, and this is your first quest? You need to balance both partys and be aware one might kill the other.
Yamazaki is the best from that team. I do like the engrish.
>>
Rolled 1 (1d2)

>>2193865
>Fear affecting your rolls
>>2193866
Indeed this is my first quest. Before I even think about making this quest multiplayer, I'm thinking I'd much rather finish this single player quest first and foremost and taking notes of certain continuity errors like being able to just leave in the second phase of the war machine fight for example and fixing them to make the quest a solid experience before I try to force an unfinished multiplayer mechanic with a shitton of room for error.

But I'd do it. Hoo boy would I fuckin' do it. It'd be a lot to ask of one guy to manage but I'd have hella fun pulling it off. I'm pretty sure I'd be the only guy who could do it too.

Anyway, tiebreaker roll.
>>
>>2193877
Sorry, not doubting the power of other people's determination. I meant would. Of course that sounds pretentious still...
====
You swing wildly against the monster, screaming with wild fear as you do. The attack misses it's mark considerably as it scuttles away from the blade.

Muckchant shares in your fear and recklessly charges the :Undead Spiderling: down with his cane. He hits hard, stunning his enemy as well with the well placed strike.

The :Undead Spiderling: would have attacked had it not been stunned.

::King's Guard Gætir:: strikes his spear through the enemy, getting a free attack from the stunned enemy.

Time for another go!
>Attack (1d6)
>Parry (1d10)
>Block (3/3)
>Dodge
>Item because I only now realized that people don't use items because I don't have them as an option.
>Escape
>>
>>2193892
Block. Want to see what it does.
Ask about it in /qtg/ to get more perspective.
>>
Rolled 2 (1d6)

>>2193892
[terrified zombie noises]

Will back >>2193894 because why not, it seems like something someone terrified out of their mind could do.
>>
You cower behind your {Rusted Shield} to attempt to block any incoming attacks. The :Undead Spiderling: attacks you with it's binding web but it sprays uselessly on your shield.

:Muckchant: tosses a molotov at the enemy, the fires start to burn brightly in reaction to the enemy's skin.

::King's Guard Gætir:: reaches for his {Holy Knight Symbol} and casts {Frail Whisper}. The enemy's weaknesses are made worse.

Another one.
>Attack (1d6)
>Parry (1d10)
>Block (2/3)
>Dodge
>Item
>Escape
>>
>>2193909
Fun fact, color mixing isn't allowed.
>>2193894
Blocking is like dodging but it's recovery and stability is fixed, and not based on consecutive uses. For example, {Rusted Shield} has a recovery of 2 posts, and if you're attacked while blocking, you won't recover unless all points are exhausted. Of course every new fight starts it off fresh.

The reason it's like this is because continuously rolling increases it's recovery every time you exhaust it, so this way if you fuck up royally, you'll still technically have a way to defend yourself.

It's possible to have a recovery period of 99 also but don't waste everyone's time doing it.
>>
>>2193909
>Attack
Keep its attention on us.

>Fun fact, color mixing isn't allowed.
What did you try to do?
>>
Rolled 4 (1d6)

>>2193909
Attack.
>>
>>2193917
[RED] [GREEN]{Frail Whisper}[/RED] [/GREEN]
Precisely that but it didn't fuckin' work so ya know.
>>
Rolled 6 (1d6)

>>2193917
Forgot to roll.
>>
You take your dagger and slash the :Undead Spiderling:, this time hitting your mark right on.

:Muckchant: strikes true to the enemy's core.

With one last screech, the :Undead Spiderling: dies. Good riddance.

You're still shivering slightly at the encounter.

But Muckchant on the other hand is smiling madly. "Well, reading that guy's notes are gonna be fun. I'll just be takin' what's his, eh?"

Muckchant loots the corpse before you can...

Gætir nods as he walks into the doctor's quarters. "Right. Allow me to clear the spider webs..."

Muckchant shivers. "Yuck..." He looks to you and nods. "Thanks for the help. Come back later if ya feel like shoppin' any time soon. Feel free to tell that king of yours what just happened..."

You nod and leave him to his own devices for now.

You've made it back to the throne room.
>Speak with Haugbúi
>Speak with Eitr
>Speak with Sekr
Muckchant is currently setting up shop...
>Explore the Castle
>Leave
>>
Oh fuck it's like 1:16 my dudes, I think I should probably sleep and TBC this thread for today.

Thanks for following the development of Undead Era Sim
>>
>>2193943
Speak with Haugbui, about what our quest entails.
Explore.
We should equip the ruby. Next lvl up, put a point into strength to equip the knight armour. Night.
>>
>>2193963
Yeppers. I'll do this immediately when I wake up tomorrow.
>>
>>2193754
I like the character development and different reasons they all have for being there.
>>
>>2193969
Oh thank god, all those nights studying "Character Development for Bellends" is actually working.
>>
>>2193973
Yep, definitely working. The characters are diverse and entertaining enough so far.
>>
>>2193770
I support this idea
>>
>>2193770
I would advise against it, just because I think I know how these things tend to play out.

For instance, you're going to be witing double in the same setting/time period, which would tire you of the setting _super_ quickly. Not worth it, imo.
>>
File: The Map.png (149 KB, 1311x423)
149 KB
149 KB PNG
>>2194321
That's a very real possibility. I'm thinking if I'm gonna do it, I'll probably have to get a few other QMs and write some kind of universal lore doc. You know, like a design doc for a video game.

Anyway, good morning 4chin. It's time for quests.
====
You decide to ask Haugbui about the task you've accepted.

With a gentle nod, he starts to explain.

"It's no question that the land is mostly in ruin. There are a few places where those who have been afflicted of the curse have yet to succumb to it's maddening effects, but it's questionable how long they may stay around. Before we can reverse the curse, I need you to do simply two things..."

The king reaches into his {Royal Garb} and pulls out a [Small Map]

"I am no cartographer, so this map may not be the most suitable, but it will give you a general sense of where you must go... I need you to travel the lands and link our connections with these kingdoms once more..."

"You see, ever since the curse began to spread uncontrollably, the kings of each land, me included, had to come together often and quickly. Since then, we used to have a magic that would bring you here and back in seconds. However, something has happened to all the kingdoms and, over time, we have lost our links to these kingdoms. This is only the first part of your quest..."

The King also produces six [Oddly Shaped Bottles] and hands them to you.

"The second part of your quest, would be to rid the kingdoms of their ailments, whatever it may be, so that we do not lose our links after having reestablished them. You will have to use these bottles. Do this, and bring those bottles back once they are full, and we shall secure our future."

"Now, is there any more questions you'd like to ask me?"

>Ask about the "Scorched Isles"
>Ask about the "Undead Kingdom"
>Ask about "Kykvendi Breeding Grounds"
>Ask about "Champion's Landing"
>Ask about "Kingdom of the Muck"
>Ask about "Shrouded Kingdoms"
>Ask about his magic
>Ask about...? (Write in)
>Leave
>>
>>2194475
Breeding grounds.
>>
You ask about the Kykvendi Breeding Grounds.

The King sighs as he produces an old and faded medal, with a symbol of a queen bee presented proudly on it's front. "The Kykvendi were the only race of people who had... Strange reactions to the curse. Much like us, they too are undead, but they had different blood than us. 'Beastmen', they called themselves at first. A mix of man and nature's children. They had used to be a hive mind as well, but the curse had managed to sever their connections to each other. They went mad in those dastardly caves without communication, faster than the curse would have made them. I hear the only ones who could speak outside of their hive minds had forced themselves deeper into the mountains, to hide away their shame..." The king puts the symbol back.

"Those mountains blocked off a large portion of the continent to us, hence it was another need for those links. I'm unsure if the jailor they assigned is still sound in mind..."

>Ask about the "Scorched Isles"
>Ask about the "Undead Kingdom"
>Ask about "Champion's Landing"
>Ask about "Kingdom of the Muck"
>Ask about "Shrouded Kingdoms"
>Ask about his magic
>Ask about...? (Write in)
>Leave
>>
Ask about the scorched isles.
>>
You ask about the Scorched Isles.

The king produces a symbol of a dragon's claw. "The Scorched Isles was once a land filled with dragons. They marked their territory by scorching the earth with their fires. I'm unsure how people ever came to live there. Perhaps they had come from the shrouded isles and broke away from their kingdom? Even the king that resided there had no information to give me regarding the Scorched Isles. The Scorched Isles kingdom was known for the ability to replicate the intense flames of a dragon breath. "

"I have no doubts it is a dragon that keeps their link severed now..."

>Ask about the "Undead Kingdom"
>Ask about "Champion's Landing"
>Ask about "Kingdom of the Muck"
>Ask about "Shrouded Kingdoms"
>Ask about his magic
>Ask about...? (Write in)
>Leave
>>
Leave.
>>
You've gained enough information for now, you imagine. You begin to take your leave, but Haugbúi stops you for a moment.

"Before you leave, I should tell you, your room is opposite of the Royal Doctor's. Remember this, for should you ever feel a need to rest after a long journey, you are always welcome back here..."

He hands you a [Homeward Scroll].

"Be careful on your journey. You yourself are not immune to the curse either. Remember your duty, and surely you'll persevere."

You nod in thanks and step down the stairs away from the throne.

You can see the light outside begin to fade from one of the windows high up in the throne room. Night time is coming...
>Speak with Haugbúi
>Speak with Eitr
>Speak with Sekr
>Enter Muckchant's Shop
>Explore the Castle
>Leave
>>
Enter merchants shop.
So we still have those scrolls in our inventory, does that mean we can still read them for more magic?
>>
>>2194856
You've read everything you could out of those scrolls, but they're still in your inventory for another reason.

I'm currently dogsitting also so the next post may take a bit...
>>
You decide to see if Muckchant has finished up cleaning his room. As you walk to the Doctor's Quarters, you see Gætir walk past you, covered almost head to toe in spider webs. He looks somewhat sick...

"Oh, hells... I hate silk now..."

It seems he didn't notice you, as he's trying to clean the webs off his helmet. He'd taken it off to try and clean it better as well. You notice that he looks just as old and undead as the king.

You continue into the Doctor's Quarters and find Muckchant putting things up on the desk.

"Oh, lookit that, you're back! There wasn't anymore spiders in here, thank the gods, eh?"

He finishes unpacking his things and sits down, with that smile on his face.

"Right then lad, how can I help ya today?"
>Shop
>Converse
>Leave
>>
>>2194938
> Shop
>>
You ask Muckchant what he's got for sale.

"I managed to throw together some things that the ol' spider coot here was tryin' to make. Test 'em out for me, eh?"

Muckchant is selling:
{Priestess Doll} (3 bottles)
{Unmarked Ring} (1 bottle)
["Journey into Beasthood"]
["Medicinal Remedies for Bellends"] (1 bottle)
[Poisoned Lure] x4 (1 bottle each)
[Blood Extractor] (20 bottles)
[Molotov Cocktails] xInf (2 bottles each)
[Medicine] xInf (1 bottle each)

>Buy (item name here)
>Sell (item name here)
>Converse
>Leave
>>
Forgot to say that "Journey to Beasthood" costs 3.
>>
>>2195014
>["Journey into Beasthood"]
{Unmarked Ring} (1 bottle)

that's all we really need. I'm assuming that Journey into Beasthood is a tome, yeah?
>>
>>2195014
Sell broken straight sword.
Buy unmarked ring.
Buy dolls.
>>
>>2195026
Indeed, it's a book.
====
You sell the {Broken Straight Sword} for a single bottle.
You buy the {Priestess Doll}, the {Unmarked Ring}, and ["Journey into Beasthood"], for a total of 7 bottles of [Blood Money].

"Pleasure doin' business with ya! Be sure to come back around for more later, eh?"

You nod in thanks and leave Muckchant to his experiments. You head back to the throne room and...

Something itches at the back of your mind...

But as soon as it comes, it disappears.

You're back in the throne room now...

>Head to your room
>Speak with Haugbúi
>Speak with Eitr
>Speak with Sekr
>Enter Muckchant's Shop
>Explore the Castle
>>
>>2195092
Head to your room.
>>
>>2195092
>>Head to your room
Also, read book.
>>
You decide to head to your room and see it for the first time.

You take the directions that Haugbúi gave you earlier and go there right away.

You enter a room that's been kept pristine, as if it hadn't been touched in years.

A quick look around and you see that you have quite a few things. There's a chest for storage of items, a bed to rest in, a mirror for making sure you're looking your best, despite not ever being able to look your best considering...

You take a moment and sit on the bed, and try to read the book you just bought from Muckchant.

You don't understand anything this book is saying... It seems like nonsensical gibberish. Perhaps you just don't have a high enough intelligence to understand it yet...
>Mirror (Level Up Available)
>Chest
>Rest
>Leave
>>
>>2195165
>inb4 "To be fair, you have to have a very high IQ to understand 'Journey Into Beasthood'"
>>
>>2195165
To be fair, you have to have a very high IQ to understand "Journey into Beasthood".
Anyways...
>Mirror (Level Up Available)
Strength, again.
> Rest
while reading "Journey into Beasthood".
>>
>>2195178
After Strength gets to three, we should definitely level up our Attunement more. Probably go back to the Bloodied Basement eventually, as well, and see if we can finally understand the Demon statue.
>>
>>2195178
get out
====
You go to the mirror and peer into your reflection and notice a structured face defined by muscle, most probably due to some kind of combat training.

Your strength has increased by one!

With a yawn, you decide to rest up until the next morning. You take out the book and try to decipher it's secrets. Your fruitless research leads into a deep sleep...
>...?
>>
jesus christ this dog is needy. Sorry for taking so long for such a short post. I just put her to sleep so hopefully we should be good.
>>
>>2195208
is that ellipse followed by a question mark meant to ask what we do next, or something?
>>
>>2195219
Writing up a dream sequence real quick. Figured it'd be fun because you're reading that book before going to sleep. Give me a few minutes.
>>
>>2195228
Ah, okay.
>>
You wake up on the cold cobblestone floor. You feel as if you've died countless times in one night. But something keeps calling you back.

You've woken up in front of a house you had thought to be abandoned just two days earlier. Strangely enough, you now think differently about what occupies the house.

When you enter inside, you see an old Cleric and a Mage sitting comfortably inside. They both greet you as if you've known them like family.

"Welcome home. I assume you've stayed safe whilst you were away?"

You nod, not saying a word, afraid that opening your mouth would reveal your dark secret.

The old Cleric nods. "Well, then, as you were..."

You decide to leave for your room upstairs. You look into the mirror and see your remarkably human face. But there's a strange gray hair coming out of your chin.

You pull it out, but when you look at the mirror again, you see it's reappeared. You pull it out again. This repeats for a while, but you slowly begin to notice, to your horror, that your entire face is beginning to fullly be encased in some sort of gray fur.

You're pulling hairs out frantically but it all keeps returning. You're slowly becoming a monster.

Your constant pulling of facial hair turns from mild discomfort to searing pain, but you can't afford to stop. The disease is spreading.

You hold your head in pain and reel back. You start screaming, and your screams turn into howls. You've become a beast, fully completing your journey into beasthood...
----

You wake up in your bed suddenly, panting. Your book falls from your head and onto your lap. You quickly put it away and get up, as the sun tells you that it's time to wake up...

You leave your room and head back to the throne room. It seems somewhat empty, save for the King and his two guards. Eitr is also there, but his head is hung low and he's snoring...

>Wake up Eitr to talk
>Talk to Haugbúi
>Check if Muckchant's Shop is open.
>Leave
>>
>>2195285
>>Wake up Eitr to talk
Ask if he wants to bother returning home.
>>
>>2195285
Putting your dog to sleep just to shitpost on 4chan, shame on you.
Wake up Eitr to talk.
>>
>>2195311
UNDEAD CURSE AFFECTS DOGS TOO
SHIT
====
You wake Eitr up so you can speak with him.

He gets up with a yawn. "Oh... My back is ever so sore... So, you woke me then? How may I help you?"

You ask him if he's going to go home.

"I suppose I should. I'll be stocking supplies for the trip back with that Muckchant friend of yours, then I suppose I'm off. You know, I can't help but feel as if he's familiar somehow..."

Eitr shrugs. "So, then, is there anything else you'd like to ask me?"
>Ask him to join you
>Ask where Sekr is
>Write in...?
>Leave
>>
>>2195377
Ask him to join you.
450 reply limit?
>>
>>2195377
>Ask him to wait long enough for you to join him.
>Ask where Sekr is.
Really, if he's already planning to leave, it'd be us joining him rather than the other way around, wouldn't it?
>>
You ask him to wait for you to join him on his way home.

"Oh, why I appreciate the thought but you have your own journey to attend to. But... Well I suppose it is on the way. If we happen to meet again, then surely, I'd be most willing to accept your help. As of now, I think it's better if we make our travels separate for now."

It seems Eitr doesn't want your companionship right now.

You ask him where Sekr went.

"I believe he said he'd sleep in the lobby. He outright refused to use the guestrooms. Me on the other hand, I couldn't wait to sleep, apparently..."

He seems disgruntled by that.

>Write in...?
>Leave
>>
>>2195444
I want to give him a possession of ours, but I'm not sure just what to give him, since we've only collected one of each item so far, apart from consumables.

Do we have any equipment for which a replacement can be easily found? Like a replacement catalyst?
>>
>>2195455
We have a spare knife.
>>2195444
Leave.
>>
Alrighty, when we hit the limit, that'll be the end of the chapter, then I wanna take a small break from Undead Era for a couple days. Follow the twitter so you can follow up when it comes back later my friends.
>>2195455
You haven't really been doing a lot of searching around. If you want, I can set items to not be discarded when you find them for them sweet undead dating sim gifts.

Also you didn't hit the trigger for Eitr to leave yet so there's that.
====
You decide to leave him for now while he prepares to leave on his adventure.

"I wish you the best of luck on your journey, Prince of the Undead."

>Find Sekr
>Talk to Haugbúi
>Check Muckchant's Shop
>Explore the Castle
>Leave
>>
>>2195490
>Find Sekr
T̶h̶e̶ ̶d̶r̶e̶a̶m̶ ̶o̶f̶ ̶t̶h̶e̶ ̶S̶o̶u̶l̶s̶b̶o̶r̶n̶e̶ ̶W̶a̶i̶f̶u̶ ̶D̶a̶t̶i̶n̶g̶ ̶S̶i̶m̶u̶l̶a̶t̶o̶r̶ ̶m̶o̶v̶e̶s̶ ̶o̶n̶e̶ ̶s̶t̶e̶p̶ ̶c̶l̶o̶s̶e̶r̶ ̶t̶o̶ ̶a̶c̶t̶u̶a̶l̶i̶z̶a̶t̶i̶o̶n̶.

>>2195461
I was hoping to leave him with something more distinctive, like our Glowing Ruby, but if that's the best we can do, then I suppose we'll have to make do with that.

One of the reasons I'd like to do this is to give him something to remember his allies, and that he isn't alone, through h̶o̶w̶e̶v̶e̶r̶ ̶m̶a̶n̶y̶ ̶t̶i̶m̶e̶s̶ ̶h̶e̶ ̶m̶i̶g̶h̶t̶ ̶d̶i̶e whatever might happen on his journey.
>>
You decide to go and find Sekr. With Eitr's direction, it's not hard whatsoever to find the man looking over his letter at the foot of the stairs leading up to the throne room to the dirtied lobby.

You get him out of his own musings for a while.
"Oh. You're awake then? I wouldn't call a morning in this desolate land good but... All the same..."

What do you talk about?
>Ask him what he's planning on doing
>Ask him to join you
>Ask him about Blood Magic
>Write in...?
>Leave
>>
>>2195490
Leave time to quest.
>>
>>2195533
>Ask him what he's planning on doing
Come to think of it, do we have the means to place some sort of mark on the Unmarked Rings Muckchant is selling? If only engraving a name on it with our Ritual Dagger?
>>
>>2195544
You could but there's no real benefit to doing so, other than just marking the ring as your own.

Or putting really shitty inspirational quotes on it.
====
You ask what Sekr is planning on doing.

"I'll be making plans to head back to the shrouded kingdom... Although that won't be for a while. I was thinking of covering up the holes in the machine first. The crew have been spilling out of it like drunken idiots. They revive at sunrise, like any undead of our kind. If you wish, you could kill them for some gain. I'm sure the armor and gear of a Shroud warrior will do you much better than some witless undead..."

"That reminds me. Take this."

Sekr hands you a bundle of clothing. It's {General Sekr's Shroud Armor}

"The Shroud Kingdom is not known for their brute strength, not normally at least. Rather, their known for their skillful swordplay. This armor is more fitting for you than some pure brute. It's of my own design as well. There are runes within that allow better attunement with your magic. I won't allow you to decline this. It's a gift, for all you've done for me."

You graciously accept the armor.
>Ask him to join you
>Ask him about Blood Magic
>Write in...?
>Leave

GM Note: Leaving the castle will trigger the end of the chapter.
>>
>>2195581
>>Ask him to join you
An extra pair of hands is always helpful.

Also, equip his armor, assuming we have the stats for it.
>>
>>2195581
>Ask him to join you
I'd like to mark it with their names, actually. So they never forget who they are, even after forgetting who gave it to them.

Also what the fuck why is our own Unmarked Ring not worn? Equip that shit.
>>
You gladly put on your new armor, thankful to the general for something other than {Peasant's Clothing} to wear. If people didn't know any better, they'd say you look a lot like the general himself.

You ask him if he'd be willing to join you.

"I wouldn't mind journeying with you. If anything, I feel honored. I have no way of returning to the Shroud Kingdom as long as the Muck Kingdom is still plagued anyhow. Unless of course I feel like being roasted alive in the Scorched Isles.:

-=General Sekr=- has joined your fellowship of the undead.

With that done, you disengage from conversation.
>Talk to Haugbúi
>Talk to Eitr
>Muckchant's Shop
>Converse with Companions
>Leave the Castle
>>
>>2195617
Give him the Knight's Armor, assuming he has the stats meant to equip it.

After that... let's start on our journey, shall we?
>>
File: End of Chapter.jpg (89 KB, 1440x1080)
89 KB
89 KB JPG
You try to hand him your Knight's Armo-
"No. Absolutely not."

Seems like he's fine the way he is.

With all that being said and done, you carefully adjust your clothing and head for the exit. You open the doors to the sun looming overhead and you sniff the clean air.
It's time to start your journey...
>End of Chapter 1

===
I know I say this constantly but I truly mean it when I say "Thanks for joining in for this quest".

I don't think I need to really explain why I'm happy that this quest got enough attention and interest to finish the first chapter, when you could have just been shitposting elsewhere.

Thanks anons. I'll stay here until the thread dies by post limit, or until people lose interest.

Ask me questions with the limited space we have left if you have any. I'll try to answer them all.
>>
>>2195617
>>2195657
Damn, I wanted to get some rings to give to everyone. Is there still time to do so?

Otherwise, hopefully there won't be any consequences of not doing so.
>>
>>2195657
Thanks for running, my man.
>>
>>2195665
You uh...

You're aware there was only one unmarked ring, right?
>>
>>2195657
Why was he so adamant about not wearing it? Does it have symbols declaring them a knight of the kingdom we're residing in at present?
>>
>>2195657
What are you reading?
Favourite anime?
How long have you been writing?
>>
>>2195676
...fuck.

Time to be forgotten by everyone then.
>>
>>2195683
It's a pride thing. He'd much rather go witless in his general's armor than wear some random knight armor. He wants to be known even when he's hollowed.

>>2195685
1) Berlin Boxing Club
2) Hajime No Ippo
3) I've been writing for a very long time now. The better part of about 8 years. Most of my skills came from being a filthy roleplayer on Chatzy, but I know that I can use quite a bit of improvement.

>>2195686
If you really want, you can see if you can find some jewelry shops in the "Sieged Village" during Chapter 2
>>
>>2195703
Perhaps, but I'm guessing Eitr will have left by then.

I guess I'll have to wait for some other quest to b̶e̶c̶o̶m̶e̶ ̶S̶a̶u̶r̶o̶n give gifts to all the NPCs and max rank all their Social Links.
>>
>>2195719
Oh hey don't forget the twitter thing.
I've only got one follower and it's me.
>>
>>2195843
i don't use twitter though

i not even sure i actually exist

Still, with any luck I'll catch the next thread. Thanks for running, OP.
>>
>>2195871
Did this thread even really happen?




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.