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File: pinkie.png (268 KB, 900x600)
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Oh dear, you've become a slime! You were a nice and happy, proper young lady attending a prestigious magic academy, but after a terrible accident your body has been reduced to a gooey mass of jelly! Your diet now consists of whatever you can dissolve upon contact with the slime that comprises you, and who could look upon you with anything but disgust and disdain? However, there's lots of perks to being made of slime!

Like, uh... well you don't have to worry about getting sick anymore because as far as you can tell, slimes can't catch a cold! And as well, you can control the distribution of slime through your "body" so you don't have to worry about overeating or keeping to a diet. That's right, you won't let this beat you, you won't let your life be ruined just because you turned into jello.
>>
File: forest village.png (1.27 MB, 1022x524)
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You are Slimy Sadie! It has been a couple of days since you returned from a visit to the academy with your slimy duplicate clone Sadia, and your "pet" elephant. You've gotten more settled in to the role of a local healer since your slime has healing properties, but in a goblin town that means crowds of patients every day so you're never not busy!

Sadia is a direct copy of you though, and even if she's been starting to diverge in personality and such to become her own person, she's still at least as competent as you are. So you feel you might be able to leave her to handle things here at home while you consider some problems in the region which the academy has taken an interest in. Not for them so much, but just for your own benefit and ideally profit. You've some last preparations and decisions to make, but for the most part you should be ready to depart in a day or so. For the time being, it's just a regular afternoon of minding your house/clinic while goblin after goblin filters in and out with various medical needs.

>How do you proceed?
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>>2494485
A continuation from the previous threads, everything you need to know? You're a slime lady trying to better understand your new slimy self, and make a place for yourself in the world now! And here is a pastebin with all the information relevant to yourself, Slimy Sadie, and your improvements to yourself overtime;

https://pastebin.com/cSCXgXBT
>>
>>2494485
Well, we're pretty set for travel already.
Let's check our recently acquired map and try to figure out how long it would take for us to get out to the neighboring county. Would it be faster on foot or on elephant? If I recall, our footspeed is actually pretty dang fast, and we don't really get tired so much as hungry.
Also, you can walk around town and try to get a response out of your remote cams whenever you pass by a house to find the slime thieves, but that's not incredibly pressing so don't worry yourself about it.

Anyway, if we've got enough time remaining in the week to get out and ask some questions in the right area using our fastest mode of transport, I say we make ready to move out there right away. Bring a bottle of that holy water with you in case of ghost bullshit, make sure you have your map, and if at all possible try to get some kind of timepiece. There's a high chance we'll be dealing with time bullshit, and a watch is really helpful for that kind of thing.

Unless anyone else has plans for around town?
>>
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>>2494524
Indeed, in the last few days since returning home you've made most preparations for travel. Mainly now is your choice of which task to pursue, if indeed you are still interested. As for your new map, as far as you can tell (and by some memories of travel when you were still human) it would take you about a week by wagon to reach the country immediately to the east, and roughly the same for the country to the southwest (with the sea directly south). The main reason for this being distance from here to the eastern country, and difficult terrain from here to the southwestern country. By your own travel, you expect it easier to travel either on your own or by chartered transport. Domra, your elephant, is an impressive ride however he is not the fastest not to mention his size and lumbering nature can make travel through some places difficult. As well of course, having to take care of him like feeding.

For your last preparations, you can roll to see if in searching about town you can find a timepiece, since those sorts of items are a bit of a luxury. At least reliable or well-made ones that is. For the other supplies you are bringing, have you a preference towards how you are dressing and how you're stowing everything? I assume you're not just carrying all the equipment within your slime body, but at the same time are you traveling as normally as you can? That is; in your human-form, wearing clothes properly, and with a bag and such carried with you?
>>
Rolled 23 (1d100)

>>2494571
wait, I thought it was in a neighboring county, not a country.
That's a BIT further than I expected! Oh well, still works. We'll have to have sadia handle visits to the academy until we get back, though. We'll also have to establish a regular slime checkin time to exchange news, since our slimephones don't have ringers. Let's say that's sundown.

And yeah, let's wear clothes properly and carry our shit (at least all the shit that is non-waterproof) in our bag. We can carry shit that is immune like our lightning axe inside of us, and we can just goop it out of our sleeve when we need it. It's the closest thing to a quick-holster we've got. I think we should also go it alone- we can leave the elephant at home to enjoy its normal schedule, and I think we'd go faster than most types of chartered travel.

Here's a watch roll. Hope we can get the time patrol's basic tool.
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>>2494595
oh, and pack on a bit of extra mass before we go. We can have that bit goop around under our dress as we travel, at least until enough of it burns off that we're back to human shape again. Being bigger will help us go faster and stop to eat less.
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>>2494607
Well the more mass you have, both the harder it will be to travel as well as your normal clothes not fitting. Plus, you're going to look more strange than you already do to people since part of you will be shlorping along the ground with you.

>>2494595
My bad I thought you said country. Well it's not a neighboring county either, but it's certainly not a neighboring country. It's a few counties over, and will take you about three to five days travel depending on how you go.
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>>2494621
Ah, I thought more mass would make us faster. Nevermind if it slows us down.

And yeah, we're heading wherever the time traveller rumors were. We never established exactly where that was out of character, but sadie does have the location. I sort of want to try using reach to extend our legs while we move. See if we're stable and strong enough to get a stiltwalk going on. Might cut down on travel time, or at least make the trip more fun, and it's rare enough to pass someone travelling that we don't have to worry about weirding people out until we get near a settlement.


Also, it feels weird that nobody else has showed up yet. Hiccups like these were inevitable, but still always worry me. Hope some more players check their twitter.
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>>2494621
Would walking on the edge of the path and absorbing plant matter help sustain us through without eating?
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>>2494728
I don't think we can eat plants yet. We might just have to accept packing a couple sandwiches for the trip.
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>>2494728
In theory that could work however as of yet, you cannot consume or digest plant matter, only animal.

>>2494651
It may be possible that more mass could not impede you or perhaps even allow for a greater speed, but not at the point where you are. More would just distort your form and complicate your movement.

The stilt plan is a really clever one, it's just that you don't have the stability you would need for it. But, that sort of thing could be possible if you improved just a little more.

>>2494595
You can't store magic items within yourself, at least not harmful ones like weapons. If you try to stash your magic axe within you, it will just cause harm to your slimy form just the same as if it were embedded in someone's arm or chest or something.
>>
>>2494761
Do we improve through training, use, combat or digestion?
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>>2494769
You can better understand the abilities which you already have through training, but learning new abilities requires you to eat people. Pretty gruesome and you're not really sure why but that's just how it seems to work for your slime. At least, when you've eaten people (usually just dead bodies) you've gained a better understanding of your slimy self in the process.
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>>2494761
oh.
Okay fuck that then, carry the magic axe in a bag. This is all very good research we're gathering here. Also, stability is what we need for the stilt plan? I see. That might be something we should invest more heavily in, if we're going to be wanting to use load bearing psuedopods. It might also act as a cap for our potential strength, like viscosity might.
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>>2494784
Well that could be one solution, possibly the simplest. As you know however, with your slimy form there tends to be many ways to the same result so you might be more interested in some other ability and find that you are able to stilt walk as well as you might by improving stability.

Not to say that you shouldn't take stability, just that it may not be the only way.
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>>2494796
Yeah, about right.
So, are we travelling? I think the watch roll probably failed.
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>>2494796
Can we find an hourglass that firs inside of us and a mirror? If we put the hourglass in our neck, we would be able to use a small makeup mirror to check it. Neck simply because it wouldnt be shaken as much as a wrist, nor would it be covered up and hard to read like the stomach.
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>>2494834
Also, it might look like a necklace in the neck.
And should probably be WAY easier to find than a watch.
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>>2494847
Good point. Rolling just in case.
>>
There's an upgrade for making internal structures out of random junk - structural support. That'd do stilts.

For now I think we should ride the elephant. It needs to eat but we'll lose far less mass if we're not exerting ourselves.
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>>2494853
No you aint, apparently.
Still, hourglass is a good cheap alternative. Good thinking.

>>2494861
You think so? I'm sort of cool with losing some mass if it means going faster, but it's only a difference of a day or two either way so I don't feel that strongly about it.
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>>2494847
>>2494834
>>2494813
An hourglass yes, that you don't need to roll to find. A mirror though is harder, at best, without rolling you can find just a polished bit of metal which can give a decent image but not a full reflection.

>>2494861
>>2494872
So, final say before you depart, how are you traveling? Elephant or no?
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Rolled 68 (1d100)

>>2494861
>>2494872

OP said that Elephant might not be able to get through some places. I don't want to leave Dorma behind, but Mobility might be Key.

One Day I will learn how to reliably roll.
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>>2494894
Sweet, an hourglass.
Mirror is optional anyway, we can just look through our slimecam at ourself. Remote view is super fucking good.

As for the elephant, I could take it or leave it. it's a nice security blanket, and means I don't have to worry about ninjas, but it's also a risk, as it might have trouble on less well maintained roads.

I think I'll have to answer that question with a question.

Did the job involve bringing the guy we are supposed to find BACK? If it did, bring the elephant. If it didn't, pass on the elephant. We can pack extra food for the mass problem.
>>
So, do you guys think we're looking at a terminator or a doctor who?
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>>2494931
It could even be an excellent adventure. God help us.
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>>2494986
Fuck, I hadn't even considered that contingency.
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>>2494917
>>2494902
As with any of these jobs, the first and foremost goal of the tasks assigned by the academy are obtaining information. If the only thing you did was gather information and details better than just the rumors and secondhand accounts they get, then that's considered a job well done since most of the time their response would be to dispatch an actually well-experienced and empowered mage to deal with the problem.

If though you happen to deal with the problem yourself, that's just an added bonus. In the particular case of the supposed time traveler though, extreme caution was stressed so actually engaging the entity was not approved.
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>>2494997
I Vote no elephant. Lets try to get close and then use our slimes to gather the best info possible.
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>>2494997
Sweet. Get near the guy, stalk him, don't get noticed or draw attention to yourself.

No elephant is my vote, then. Don't want to disrupt the timestream.
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>>2495006
>>2495005
You're made of slime, avoiding attention is going to be a feat itself. But anyway, you can say your goodbyes to Sadia and be on your way. Chances are you'll be apart for awhile, so who knows how things will develop.

For the departure then, assuming you are traveling on foot, make a roll for the first leg of the trip. Unless I'm mistaken, you're keeping to the roads but you never know what could happen!
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>>2495043
>>
Rolled 66 (1d100)

>>2495043
Let's roll out
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Rolled 2 (1d100)

>>2495043
rolling for reading map right.

Good luck at the homestead, sadia! We'll try to get you something nice!

>>2494861
We really need to get a few ranks of structural support, tidal force, and shapeshifting.

I think those three working together could do some serious shit.
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>>2495043
Trying this roll one more time.
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Rolled 50 (1d100)

>>2495135
I literally don't know what I am doing wrong.
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>>2495141
you did it right that time.
What did you do differently?
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>>2495146
didn't captilize the D.
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Rolled 54 (1d100)

>>2495043
>>
File: ferry.jpg (1.5 MB, 2000x1324)
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>>2495199
>>2495141
>>2495062
>>2495060
>66

So by keeping to your new map and running along the road at a consistent pace (or walking when you notice other people around, as not to appear suspicious) without ever needing to stop or ever tiring, you make quite a good distance in the first day while nothing really out of the ordinary transpires. The only issue you face is a small river with an even smaller ferry, though after getting over your strange (to him) appearance the young ferryman offers you a trip across for free if you'd come home with him that evening. Unless of course you've got a place to stay, he doesn't think his sister would believe him so living proof would be great. That of course insinuates a place to stay for the night, and it is nearing sunset.

Though that's your choice to make, you can of course just keep on since you don't need to sleep really.

>How do you proceed?
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>>2495287
Hey, we could at least get a nice dinner. We can taste now, so that's great.

Oddly hospitable of the ferryman, but oh well.
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>>2495327
and by this I mean, take them up on it. In case it wasn't clear.
>>
I think we should take him up on dinner, but refuse to sleep there under the premise that e do not need sleep. He has seen our form, so this extra info isn't necessarily super secretive.

Query, Can we increase our buoyancy and walk across/float across the river? Or maybe a gentle lake?
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>>2495383
Large bodies of water would dissolve us, which makes boats terrifying.
Small bodies of water are refreshing and nice though.

Also, while we don't technically require sleep, we do get kind of mentally tired without it. Something to keep in mind.
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>>2495287
Let's stop and rest. It's not like we're in a hurry anyway. We should tell him not to go telling everyone he meets about us though, that ninja is still out there.
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>>2495416
in that case lets sleep now to recover our spell pointsKeep our mental health
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>>2495470
100% that's what it is. Soon as we unlock magic, you will be proven right.

>>2495463
That and we're trying to keep a low profile this mission anyway, so as to not make waves near the time traveller.

I think we have a much better chance of taking the ninja this time around, though. We've got several more tricks, and can pikmin them with ringleader.
>>
>>2495383
>>2495327
Water is usually a problem for you, in that small amounts are necessary to stay hydrated but large amounts can dilute you to dissolving. Like a cell getting too much water and bursting, basically. As for actually traversing across, you imagine such a thing could be possible but again, currently that is not something you can do. In fact though, there's probably several ways you could try this.

In any case though you agree to the ferryman's terms, at least so you won't have to pay for crossing or a meal later. You'll have to wait till nightfall though when he calls it a day and heads home, but for now he can transport you across the river and let you off on the other side. Either to find a comfortable spot to wait and occupy yourself as you please, or you can stay and chat with him. Obviously he's curious, but he's not one to pry if a traveler wants to be left alone; he knows that much from his job of carrying people back and forth the small river all day.
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>>2495499
chat with him and his sister.
We're only a day out, but maybe we can ask them if they've seen any other interesting travelers recently. We should be asking everyone about weird folk like you ask about sailors in fucking shenmue.
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>>2495515
Well the ferryman himself is just here on his own, his sister lives at their home not far from here. But you can chat with him, and roll to ask about things he's seen. Who knows, maybe he's encountered someone or something interesting or strange?
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>>2495522
oh, I thought we were headed to his house to have a meal and talk with the sister, as per the agreement.

And yeah, he or his sister might have heard rumor of our guy. Most likely not, but we lose nothing by giving it a shot.
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Rolled 74 (1d100)

>>2495522
Inquire about any strange folk who have been through the area. Even if it's not our guy, maybe there's someone worth meeting. Or avoiding.
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Rolled 86 (1d100)

>>2495522
>>2495545
yeah, this DOES seem like something we should be rolling on.
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Rolled 80 (1d100)

>>2495522
>>
Rolled 80 (1d100)

>>2495522
>>
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>>2495568
>>2495551
>>2495545
>>2495575
>86

You wait around then to talk with the ferryman, Jons is his name. When he gets a sense that you're open to conversing, well the questions don't stop but you have the sense to not just rattle off your life story or give away information best kept. You do get the chance in between to ask him though about both himself and his line of work. Just to be polite, but you don't expect much of interest, surprised as you may be to hear otherwise.

"Any strangers that stand out? Ah well who isn't an interesting stranger around these parts!"

It seems what he may consider to be interesting, may not be the same for you as he goes on about anyone with even a limp to their step. Of the lot though, you do actually hear a couple which stand out. Of an elf with an arm like a tree, and a walking talking cow-man. Some strangers to keep an eye out for you suppose. In any case, Jons only ends up having to make two more ferry trips or so before sundown and calling it a day, to invite you along to his home.

Not a long walk either, and situated near the river just a ways down. You can faintly smell cooking as you approach, and are greeted at the little stone wall gate by some children, Jons' nieces and nephews you take it. Not long after and emerging from the cottage is a wholesome lady bearing cookware in use, there to welcome her brother and... the slimy stranger home? The children are immensely curious about you and already poking with sticks and jumping up and down, but their mother is perhaps rightly concerned and worries if you aren't dangerous?
>>
>>2495643
Oh, we're only dangerous if some part of us falls off. Any bit that escapes from us has a mind of its own, dontcha know.
Best thing to do is just toss a bucket of water on 'em. That'll dissolve them without just multiplying the problem. Or trap them in a bottle somehow, but that's way harder.
>>
>>2495643
>"I understand your concern, Ma'am, but I don't wish you any ill. So long as you're not throwing stones or jabbing me with spears, there's no reason to be alarmed. Sadie, slime healer, at your service."

After introducing ourselves, play with the kids for a little while. It'll be good practice for when you have your own with Carter, whether it's children you adopt with him or you find out a way to form sapient slime babies with him.
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>>2495643
Just don't cut off or eat any part of us and you'll be fine.
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>>2495661
Backing
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>>2495661
>>2495678
>>2495656

"I understand your concern, Ma'am, but I don't wish you any ill. So long as you're not throwing stones or jabbing me with spears, there's no reason to be alarmed. Sadie, slime healer, at your service."

You do your best to allay the woman's fears, at least enough that she's willing to let you inside and in the process you also come to scare the children away from trying to prod you and check if you're not made of candy.

Crisis averted perhaps then, and eventually you're able to mend relations and have a pleasant time with the kids before being called in as it gets dark and settle down to a dinner. Yes indeed, a heartwarming experience if you had a heart, and you're certainly able to entertain these folk with stories alone if not displays of your slimy prowess. If you aren't planning on staying though, had you anything else in mind here? Or just a hearty meal of rabbit stew (hold the vegetables) and some company before heading off on your way again?
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>>2495719
I mostly wanted a dinner out of this, and some good conversation. Did they explicitly invite us to stay the night?
If not, I don't really want to impose to ask. I'd like to stay the night, but I'm too polite.
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>>2495737
Since he was dragging you out here and prompted you to wait till he was done working, indeed Jons invited you to stay the night if you wish. Though as said, you don't actually need to sleep even and could just continue on your journey. The meal alone was more than enough to make up for any slime you'd have lost through the day of traveling fast.
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>>2495719
Ask if you could stay the evening here, you'd be able to give them recompense for their generosity, or perhaps tell them how you came to be. Although we should ask if we could sleep in their washbasin or tub, as we don't want their linen to get all sticky.
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>>2495765
Agreed, lets get that good nights sleep.
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>>2495757
oh, sweet, then yeah, rest up and keep going.
I feel bad for not having anything to offer them in return, though. Nobody's hurt here, there's no massive rodent problem, everything seems in order. I guess just enjoy a nice evening sharing stories and enjoy a tub sleep.

This has lead me to wonder exactly how one would go about making a comfortable tub, since we've got a sense of touch now.
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>>2495794
I thought we had some gold we kept in pouches inside of us? We could also offer that magic weapon we got, the one that isn't an axe, but that's probably a no-go.
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>>2495838
oh, yeah, we could give them a couple chits before we go.
Living in goblin town made me temporarily forget about currency.
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>>2495838
he invited us back. Some coin might be a kind gift, but I don;t think it is expected of us at this point.
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>>2495765
Well as per your interpersonal abilities, you can't sully textiles or cloth. Hence how you're able to wear clothes as normal. Though if you're really keen on a washtub you can spring for it.

>>2495794
Well there's always a vermin problem, if you want to offer. Or ask if they have any problems in particular. Or just offer nothing and accept their generosity.
>>
>>2495892
Oh, sure. Ask if we can help out with vermin while we're here. It's one of our services we offer, after all.

And we can get into mouseholes, which makes it trivial.
>>
>I appreciate the hospitality, but I always want to do my best to help out those I meet. Do you have any pests or small problems I could help you sort out before bedtime? I am quite accomplished and genuinely enjoy helping.
>>
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Here is a basic schematic of how we will generally do ratcatching work, I assume.

I think I've made some strides in anatomy, but fuck if this shit isn't still real rough. And I have no idea how to draw a maid head-thingie, so I didn't put any on there,
>>
>>2495974
>>2495911
>>2495903
They're not sure what you have in mind for pest control, but if you're offering they'll accept. On the topic of problems they also have a thief problem but they wouldn't expect to request that of you.

Well anyway, as for the rat catching, you can do your best before turning in for the night, just make a roll for the effort!
>>
Rolled 44 (1d100)

>>2495994
Professional vermin removal ho!
Make sure you don't eat their cat.
>>
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Rolled 70 (1d100)

>>2495994
Can I get a bonus for posting a possible dress Sadie might have?

Worth a shot, anyway...
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Rolled 93 (1d100)

>>2495994
>>
Rolled 87 (1d100)

>>2495994
Rolling.

Grotesque thought that I am not sure fits our mentality. But could we let one live inside of us for as long as possible to get an understanding of its biology so that we can move like a quadruped better in the future? I realize it would suffocate unless we found a way to give it air, but can we control our slime well enough to not corrode or eat it if we don't want to?
>>
>>2496011
>>2496014
>>2496015
>We get these rolls right when I posted a dress.

Well, gentlemen, let's see if we can keep these rolls going by posting dresses.
>>
>>2496048
Dress for Success?
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>>2496015
I am unsure if that would actually help us in any meaningful way.
Though, we DO have a rank of shapeshifting. We could try all fours type movement during our travels.

Hell, we might even be able to do the stilts thing like that with half the stability requirement, since there's twice the legs.
>>2496048
Dresses are hard, man. I'm having trouble grokking basic anatomy and perspective.
>>
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>>2496053
Exactly!

>>2496064
>Dresses are hard, man. I'm having trouble grokking basic anatomy and perspective.
You don't have to draw them, just do what I do and pull them up from your D&D files.
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>>2496083
I've got to draw some of them!
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>>2496015
You could try that, but at the same time you could imagine that if your form manipulation was good enough you could probably do that anyway without a need of imprisoning some rat in slime.

>>2496015
>>2496014
>>2496011
>>2496003
>93

Well well, you actually come up with a fantastically effective system for getting rid of vermin. Maybe you don't have a means of preventing them from ever coming back again, but you actually manage to wipe out all the pests plaguing this homestead, at least you feel confident of that. No need to bother the family though about the gruesome details, you can just dispose of the killed pests and call it a night. It's not pretty work but it's necessary and it's technically food to eat.

So do you want to go by the whole night, or just rest as much as you need and take your leave sometime in the night?
>>
>>2496109
Lets get going when we can.
>>
>>2496109
Rest 'till someone wakes up that you can say goodbye to, so you don't dissapear along with all of their vermin like some kind of fucking fae spirit in the night. That would just be spooky for them.

Also, I'm pretty sure I know what our effective vermin system is. Stick our arm or a slime in a mousehole, expand it until it occupies the entire mouse area, and then suck it all back in.
>>
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>>2496109
Might as well stay the whole night, there might be breakfast in the morning. We'd also need to tell them how effective we were in getting rid of there pest problem.

>>2496090
Well, in that case, art is suffering. It'll make you a better person for it.

Maybe.
>>
>>2496156
Man, corsets.
They look damn nice, but now that we're a slime they've got to be weird. Make sure you don't over-tighten, you might snap in two.
>>
>>2496156
>>2496128
>>2496124
You decide on a middle ground, not sticking around for a big family breakfast but also not just vanishing in the night, you rest until you're woken up by a couple of the children pinching at and attempting to pull and stretch your slimy body. You can give them a goodbye and tell them of the pest control, before taking your leave then and hitting the road once more. It's in the early hours of the morning before the sun is up yet but it doesn't bother you at all; no fatigue, no worries about feeling clean or needing to wash, really only just the lack of a dark vision so to speak but you can see the road just fine.

So for the next leg of the journey, make a roll to see how things go! The wandering, traveling slime lady who brings good tidings and dead vermin!
>>
Rolled 99 (1d100)

>>2496201
Tidings
>>
Rolled 21 (1d100)

>>2496201
All right, now let's make some good time. And hope for no more rivers.
>>
Rolled 7 (1d100)

>>2496201
Last roll of the night for me. G'night, guys!
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>>2496252
sleep well dude.
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>>2496212
>>2496225
>>2496252
>>2496260
>99

Well well, you take off again along the road at your fast pace, not a worry in the world as you hope to be able to reach your destination in not more than a day or two. The travel through the morning is fairly uneventful, as usual you slow to a normal pace when nearing people but otherwise you can keep running. And pass a few people here and there also along the road you do. But a little after noon, you hear the approach of a carriage and slow down. You could hardly expect it to stop though, so you're a little surprised when you hear calls for a halt and find yourself addressed by the occupant. A fancy dressed fellow leaning out the side window to talk to you.

"Ho there, young miss! So sorry a state as to be traveling like this? Pray allow me to offer you a ride to your destina- gah! What are..."

He speaks and acts rather friendly at first until he gets a better look and sees that you appear to be partially transparent and... pink? Jelly? Well he was already in the process of offering you a ride, so it would be rude to back out now. Though he's not as enthusiastic as before, he still remains wholly polite and friendly. Whatever your feelings on the matter though, you can't deny that travel by carriage would be even faster than your fastest.

>How do you proceed?
>>
>>2496400
Kindly accept his offer but spend trip acting as though you do not misunderstand his meaning whenever he brings up your slimyness.
>>
>>2496400
Is there someone in the shotgun position?
If not, slurp your way up there in a fluid motion, doff your hat, and thank him for the hospitality.
It's important to take him up on the offer before he reconsiders.

As for our destination, tell him where we're travelling, and ask where he happens to be heading.
>>
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>>2496412
>>2496408
You kindly accept the offer and join the fellow in the coach, quite comfy and well-made you can tell. It reminds you of the sorts of transport "your" family had when you lived back home. As you find it's just you, him and another woman within the coach.

Just to break the ice you can tell him where you're headed with your map, which he calls ahead to one of the drivers of the carriage. As he tells you though he's headed on to a town the next county past the one you're destined for. So you'll be able to ride along all the way if you wish to your final destination, and perhaps play on this fellow's hospitality.

Ah, so it looks like you might be sharing the carriage with these two fancy folks for at least a day or two. How might things go? Well you can plan ahead, and we'll find out when we resume tomorrow as this will likely be my last post of the night. Thanks all for playing, and just a reminder that there's a twitter for the quest and a discord to discuss if you care for such a thing.
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>>2496557
Sweet, we've got a free ride. And a couple fancy folks to talk to. I've made a diagram of what glorping onto the shotgun seat might look like, but it's particularly shit because it was hard to draw.

To pass the time, we should ask them what's got a couple fancy folk like them heading out this way, and if they pass by often. It's our first time out here. And you can compliment their horses, because horses are nice.

Anyway, see you tomorrow goopy. Night.
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>>2496557
>wat do
Conversation do, of course!
We are proper lady afterall, so there must be things we can freely talk about with these fellows. And since we ate shitton of people already, our memory should be back, no? So lets talk politics, hobbies, literature, where should one invest her money, who are the people we are currently travelling with (making new connections never hurts)... and weather.
Besides, they may have their own share of questions and themes to discuss, and it is not like we have anything else to do for a while.

Unless we encounter bandits. Then it will be nomming time.
>>
>>2496608
These are all good suggestions.
Gotta get that wheeling and dealing on. Maintain that noble family status.

And I bet our rate of bandit has increased sharply now that we got into a fancy stage coach. They don't even have any guards!

I am not sure what I'd want with more points though. There are so very many things.
Maybe another point of viscosity? I'm trying to slowly work up to being able to write a letter without ruining the paper.

I figure as soon as we can write a letter, we're ready to tell our parents what happened.
>>
>>2496608
>possible upgrade avenues (imo)
- one more magic point into Interpersonal so we can buy trigger
- dump a lot into consistency stability viscosity - for tougher and nicer slime (or ??? from next level of interpersonal, who knows what lies out there), also with trigger we can then change our general slime properties however we like
- do the same with control shapeshifting - tentacles ahoy
- upgrade fighting tree until we get that slime-into-sword ability - we are living weapon now
- unlock magic - personally I am not a big fan of this because at first few tiers it will be probably shit, but we may become lucky

Also did we test how toxic we are and what are the actual effects?
>>
>>2496612
Wouldn't a pair of fine gloves do it for letter writing? Clothing Adhesion specifically stops Sadie from oozing through fabric.

>>2496647
I think it might actually be good to try advancing the Subsistence tree after upgrading Interpersonal. If we can get a more versatile diet that'd be another headache solved for long distance travel.
>>
>>2496656
>wouldn't a pair of fine gloves do it
Shit, it would. Now I feel dumb.
>>2496647
Toxic is just a basic poison. Makes people die faster.

And I gotta say, I still think magic is one of the highest priorities. I mean, it'll recover us our human abilities some, and it might be the path to understanding just why the fuck eating magic dudes gives us big powers. Or even understanding why eating -dudes- gives us powers but eating animals doesn't.

And that's all without even mentioning the inherent utility magic can provide.

Also, I am sort of hoping we can figure out some kind of manavore upgrade, to gain a secondary source of points other than people.
>>
>>2496647
Opaque will let us hide items on our person, and digest people right in front of their allies without tipping them off.

Plus if we want to truly master Self-Image, Mimic and/or Shapeshifting, then both Opaque and Color are mandatory.
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>>2498177
These are all fair points, though I think we look enough like ourselves that I'd like to prioritize more in getting our human abilities back than our human looks back.
Like the ability to open stuck jars. Or lift up something weighty by the handle.
Though, once I have that, I'd certainly like to be able to get an extra six or seven arm-things as needed.
>>
Hey all, going to continue within the hour or so, just a heads up.
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>>2498313
sweet.
>>
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>>2496582
>>2496608
>>2496612
Well you can't sit up on the outside, there's the drivers and guards! But in the carriage you can settle in and appreciate the comfyness now that you can actually physically feel things. Of course though there's the obvious concern and curiosity about your condition from both passengers, though the fellow is too polite to ask. You give a basic account of your condition, so as far as they can tell you're just a victim of a magic accident rather than a slimy clone of a dead girl and only imitating human form in favor of a slimy mess shlorping around.

"How dreadful that must have been! Well a great credit that you're handling your situation well, or seem to be. I am Trista and this is Lord Salais, the new Lord Salais."

"Pleased to meet you, Sadie Altovino."

Indeed you do recall a fair amount about "your" former life as fairest daughter of a rich and foreign family. Enough that you can converse with these fancy folk without issue, but your name draws particular attention from the fellow across. Trista is friendly once she accepts you're not a monster and even is curious as to hold your hand and examine it while talking with you about how Jal here is en route to consolidate holdings after the passing of the late Lord of Salais. As said though, he's trying to make sense of you.

"Altovino... of Nisse? That can't be, if you're traveling on foot?"

Maybe he's familiar with "your" family? Well they are decently well known, and he obviously is aware of the city state (if you want to call it that) from which you hail. Or at least the family of Sadie hails. Are you working by this identity, or is he mistaken?
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>>2498592
I think we are, yes. Though, ask him to not tell any one. We've not told our parents yet, and won't until we manage to be able to write a letter to them. And it would be awful for them to find out second hand.
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>>2498601
and, as per the walking instead of riding, we're actually quite fast, and we're trying not to overspend on the family money while the future is so uncertain.
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>>2498601
>We've not told our parents yet

You're being that honest about the accident?
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>>2498592
"Sort of... I haven't told my family yet, as I don't think they'd appreciate what I have become. Frankly, being considered dead by them might be a better alternative then to have them see what their daughter became... Not to mention how this brings up quite a few tricky and uncomfortable theological questions. Frankly, I'm very lucky that some of my old friend consider me to still be Sadie..."
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>>2498627
Well, how else do you propose we impress upon them that it's important to not tell anybody?

I mean, it's not any kind of huge secret, and our parents will find out eventually, as will anybody who knows about our family, we just want to be able to be the ones to tell them.
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>>2498592
"It's not like it's any trouble, I don't get tired or anything. Besides, I'd like to avoid drawing attention to myself until I can get this reversed." (they don't need to know it's permanent)
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>>2498638
That's kind of what I meant, are you planning on telling "your" family and letting them know? Because human Sadie's remains were already sent home to her family accompanied by condolences from the academy and an explanation. Nothing of which indicated the existence of a slime copy.
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>>2498660
oh shit, really?
I did not realize that's how it was, I thought they were still blissfully unaware. I guess they held a second funeral when the body arrived at their place, since they didn't get to go to the first funeral? Huh.

Well, I still feel like being honest, but I'll moderate my story to something more along the lines of that your parents thinks you are dead, and you don't know how to tell them you are only kinda sorta dead? We're still working up the courage and hand strength to tell them. And the right words.
>>
I'm seeing a range of explicit details on display here.
Maybe just take the average of them and be a little evasive about the specifics of our accident, but be willing to volunteer that we're fast on foot and that we don't have access to the parental coffers right now.
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>>2498671
Agreeing with this.
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>>2498724
Or I could have people vote for my sentiment, that works too. Thanks.
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>>2498671
>>2498630
>>2498657
You try to answer while avoiding the obvious major issues of dual identities and being both "alive" and dead at the same time, especially in regards to "your" family. Trista is quite sympathetic to your plight and assures you everything will work out, but Jal you can tell remains skeptical. Well not as though it matters, he'll probably never even visit your country let alone your hometown... probably.

In any case, you try to change the subject and just get along to talking about the sorts of things fancy folks talk about. Just as you were put on the spot though, so too does Jal find himself when you learn from them that his mentor the late Lord left the title to Jal including the holdings. Supposedly some fabulous treasure as well, though that remains to be seen since he isn't sure exactly where it is; the riches seem to have been hidden somewhere. That's not much a concern though, on the immediate end he's currently occupied with checking up on what deeds or titles still hold true by his new position. Such is the case as why he is traveling about, more or less checking up on what the will he received entails. Trista is a... friend, and accompanying him the way before they return to Salais and begin to appreciate the high life.

Conversing as you do, a village is reached before sunset and before you know it really, the drivers bringing the carriage through the settlement and to what you learn to be the mayors house. Why stay at an inn when a noble can impose upon a local official to accommodate him and his. You included, as Jal's guest if you please. They'll be staying here the night and then departing probably tomorrow before noon. If plans hold, they'll be passing by your own destination a few hours after that where they can let you off.

>How do you proceed?
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>>2498738
Shit, a fast ride AND good lodgings? We're totally staying here.

It's just before sunset you said? We should probably check the slime cam and checkin with sadia about our progress. Good news, we're ahead of schedule, at least travel wise.

And it seems like we are actually staying with a local official? Are we getting to talk with them, or eat a dinner with them, or anything?
We're getting even closer to the suspected region of time traveller, so we should grill this guy, who is a higher up in this town, about any odd people and irregularities that came to his notice as of late. You know, someone who seemed confused as to what things were, and where he was.
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>>2498738
Let's stick with them, this seems like a pretty good arrangement. Maybe also try to find out as much as we can about that treasure so we can maybe steal it for ourselves later.
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>>2498790
I don't want to steal from them since they were nice, but I am 100% okay with finding the treasure then asking for a finder's fee for the information on the wherabouts.
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>>2498738
Agree with staying with Trista and Jal. After that's done, let's have a moment with Trista and have some girl talk with her. Find out what exactly she thinks about Jal, and see if we can go out before the party and find some fancy dresses and other such things to help her impress for it. While the party's going on, ask around about the Time Traveller, and learn what we can from the locals.

>>2498790
No stealing until it's revealed that Jal murdered the late Lord of Salais. Heck, we might even be able to get a portion of it as a reward for solving the mystery!
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>>2498799
wait, there's a party going on?
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>>2498799
>>2498803
Oops, my mistake. I guess I assumed we would be meeting the mayor during a fancy party.

FALSE ALARM, PEOPLE! NO PARTY HERE!
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>>2498819
Oh well, we can still ask trista how they feel about jal.
And if they're friends, or "friends", with significant elbowing in the ribs when we ask.
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>>2498825
Is buying fancy dresses still an option? Because I've got deviantart open and ready for some fancy fucking dresses.
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>>2498830
I think we're being thrifty for now, but maybe we should be on the lookout for any particularly nice dresses while we are on the lookout for books on our trips.

You know, side objectives.
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>>2498799
>>2498751
Well go ahead and make a roll, to see what if anything you can learn from the mayor here or his household workers. Also as for dresses, this is just a village, you're not likely to find much anything fancy here.
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Rolled 83 (1d100)

>>2498849
Okay, no dresses.

Time to gain information about TIME TRAVELLER.

With side inquests into TREASURE and RELATIONSHIP GOSSIP from jal and trista respectively.
>>
Rolled 35 (1d100)

>>2498849
Well, okay, the dress situation here is kind of grim. Oh well, we'll just have to manage with what we have.
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>>2498872
Don't worry, we have a whole closet of them at home.
The goblins didn't even steal them!
It's why I assume we have a witch outfit to wear in our day to day events.
And maybe a maid outfit, though I need to work on that one. Their head thingies are hard to draw.
>>
Rolled 61 (1d100)

>>2498849
Rolling to save vs ignorance.
>>
Really, regardless of how successful this trip is, the benefit is that we really get to stress test that remote sense.
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>>2498751
>>2498872
>>2498856
>>2498916
>83

Well first thing first just to test what you're capable of, with remote sensing. Unfortunately it seems you can't view through any other slimes. Either that means that all the others were destroyed, or more likely you're too far away to extend your senses to them. A little disappointing but good to know.

To get your mind off it then, you focus on things at hand, like putting on a good air about the mayor and not making Jal look bad since you're his guest. The mayor and his family, and a couple servants are gracious to receive a noble though so they're not judgemental of you at all, just a little taken aback at first. But they'd not question or complain to Jal so your slimyness is just accepted or ignored. Things progress as you might expect, you and Trista get shown around the house and get to spend some time with the mayor's wife and their children while the mayor and Jal himself discuss some things together. No need to worry though because over a big dinner (where the mayor busts out the best he might have been saving for a special occasion) you're able to talk as you please and ask the questions you want. The mayor ponders your question as he tries to recall anything which stands out.

"Hmm, strange folk you say? Well there was that group, that... acting troupe I think it was? From many lands away to the east as I understand, they came through. Damned if anyone could understand them and their theatrics were terribly boring, but nevertheless it was a memorable lot indeed."

"But no time tra- ...err, no stranger wandering around, out of place and talking or asking about things which don't exist?"

"You mean a madman?" the mayor's wife chimes in, "There's the village idiot if that's what you mean."

Hmm, maybe not what you had in mind but it's not nothing either. Perhaps the time traveler didn't wander far nor cause enough of a scene for people to spread rumors too much. At least, much more than enough for the academy to hear of but perhaps not other simple settlements such as this.

>Anything else to mind, over the course of dinner? It's quite good to be frank, and the servants are busy with the food back and forth.
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>>2499043
Well, shit. we've hit the range max.
And we've found out that the time traveller probably didn't head this way, at least.

Enjoy the good food, make smalltalk. Continue trying to glean the relationship of trista and jal from polite conversation. Also ask if they'll be heading back this way after they are done checking their property.

There's not much to do in the dinner other than that, I think. Make sure to move stuff you are eating properly down your neck so people don't have to look at it dissolve, that might be a faux paus in high society.
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>>2499043
Yeah, >>2499063 got the gist of it. Make small talk, get some idea of what kind of relationship Trista and Jal are in, talk a bit about ourselves, just enough for the mayor to be satisfied, but not enough to tell him who we were. Then after that, play with the children for a little while and tell them stories about home and the adventures us and Carter went on, then go to bed.
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>>2499063
>>2499089
Well you can put the more personal discussion off for a bit and just appreciate dinner. There seemed to be some talk and hope that if you were staying here, you might put on a show for the villagefolk. The mayor is sure people would marvel at a woman made of jam, even if you merely stood there and talked, but since you're going along with Jal tomorrow it won't be possible.

So with a very pleasant dinner under the belt and some time after spent again, with the other ladies of the house and the children, you're eventually shown to your room for the night where you'll be sharing with Trista. A cozy little number on the ground floor with two single beds, which you assure the lady of the house you won't slime up. A few candles light the room and Trista at least is assured of a wash ready tomorrow morning, which she's looking forward to since getting clean while traveling the roads isn't often a chance. In the meantime while the two of you get ready for bed, her own curiosity towards your slimy form gives you a chance to pry into her life as well. She's distracted by trying to comb your hair and feeling your arms, that you can learn about what the situation between her and Jal is.

"Ah we're friends, I took care of goods deliveries for the estate of the late Lord. Jal needed to appear to be getting married for legal needs as well as that the Lord would look more favorably upon passing his title and such to him. An innocent deception, though I wouldn't mind actually wedding Jal with his title and wealth now."

Not terribly different from a pair of con artists it sounds like, but from what you understand the late Lord was set to pass on his wealth anyway so maybe to a young couple it was more palatable. You're not some empath though but from what you can tell, Trista seems amenable to Jal and vise versa, however she's clearly more interested in his wealth. Particularly given her eagerness towards this possible treasure. Something you imagine perhaps, could be leveraged? If she's keen on the wealth meanwhile he needs to get married, if of course you were an exploitative kind of person.

>How do you proceed?
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>>2499204
We're heading this way on our way back, I think. Or at least, we should try to. Putting on a jam show might be fun.

Also, these guys and their fake relationship are adorable, I wholly condone it. We should check in on them occasionally to see if she betrays him for his wealth later on, or if it turns into twu wub.

>how do you proceed?
Well, we still turn into a puddle when we sleep, right? So just sort of bring a tub in here and put it on top of the bed. Close enough. We can put a blanket over it even. Also find out where they will come to reside, if you ever want to contact them again in the future. We're both nominally of nobility sorta, it'll be good to know how to contact each other.

After resting and pleasantries of the morning are done, the plan is still to stick with them until we hit the most-recent time travel village. From there, we begin the hard job of trying to find leads.
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>>2499204
"Well, phooey. Here I was hoping for some sort of tale like in one of my romance novellas, and it's more of a "he's cute and wealthy" sort of thing. Ah, well. I suppose I can't blame you."

(Trista asks us about our love life)

"Well, back when I was a human girl, I was betrothed to the son of my father's friend, a boy named Carter. We knew each other since we were children..."

(goes on up to the point where Carter tells us that he's still loves us, even if we're a slimegirl now)

Anyway, after that tale pretty much do what >>2499221 suggests and get some sleep.
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>>2499221
Well you don't have Trigger for Interpersonal so no you don't reduce to a puddle when you sleep, or ever for that matter.
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>>2499266
Oh. Sweet.
Are we technically bed capable, or should we still do the tub thing?
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>>2499275
Your ability to not slime up your clothes, carries over to any and all textiles so indeed you can sleep in a bed without concern.
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>>2499284
Sweet.
We may have to look into replacing the tubs with beds back home, even though that's significantly less adorable than our previous mode of sleep.
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>>2499289
Aww... But I like the idea of having a tub that has been furnished like a bed.

OOH! OOH! We could have BUNK TUBS for us and Sadia!
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>>2499316
I also like the idea of furnished tubs. Gotta get that slime-specific bedding going on. Bunk tubs might be a pretty fun variant of that.
I assume we technically still CAN sleep that way, what with the rank of shapeshifting we have.
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>>2499221
>>2499236
You think you can condone this scam of a relationship, as you talk with Trista for awhile more till she bores herself with all she can examine you without getting inappropriate. Turning in for the night then, you appreciate the chance to sleep in an actual bed for the first time in awhile.

---

The next day is heralded in by a servant coming in to wake Trista for her bath, and letting you know that a breakfast will be ready in awhile still. Anything you're interested in till then, or just remain as civil thus far till you're on the road again?
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>>2499335
We've not got much business in this specific town, other than maybe showing off on the way back, since the mayor seems interested in that kind of thing. I mean, we might want to ask a local guard or law enforcer the same questions we asked the nobleman, just in case someone more close to the ground heard something, but it's unlikely.

So, other than some very basic questioning of the locals, I say we're good to go.
Did we find out if our ride was coming back this way after they checked their properties, or where these people can be contacted? These might be good things to find out while we're traveling with them.
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>>2499335
>she bores herself with all she can examine you without getting inappropriate.
Cue "So, did you have those before you turned into a slime, or what?" jokes.

Might as well get to know the town, as well as ask around about books and bookstores. Maybe they might have something interesting?
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>>2499335
Ask about the town and the surrounding area. If we pass by here on the way back maybe there's something of interest to do or look into.
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>>2499346
>>2499353
These are fair suggestions. Never know when you might see a really cool book.

Also, now that we have shipeshifting, we will forevermore have people questioning the integrity of our assets.
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>>2499344
Sure enough Jal will be returning this way but since you're separating, the chance of meeting up again is small.

In any case make two rolls then for asking folks of the village. One for, if they can tolerate your appearance, and the other for the actual information.
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>>2499379
Fuck.

Should we go with this, guys?

Wait! Maybe we can let Trista and Jal go on ahead and do that whole "Have the Mayor hold a show" thing for us! That might be easier then just having a straight roll.
>>
Rolled 53, 6 = 59 (2d100)

>>2499379
>>
Rolled 2, 73 = 75 (2d100)

>>2499379
Sweet. We probably won't meet up again on this trip, but it's good to know.
Rolling for general village friendliness come morning.

>>2499391
We could do that, but then we'd lose our ride for the last bit of travel. No worries though, we can always win them over next time we're here if this goes badly.
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>>2499393
>>2499397
oh my god why
these rolls
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>>2499400
It's what happens.
But hey, at least we don't alienate ourselves. each of them has a high number.
We just, you know, don't meet anyone who has good info.
>>
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Rolled 97, 56 = 153 (2d100)

>>2499379
Well, I guess I'm rolling, then...

FUCK.
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>>2499418
don't worry about it, anon.
I still want to do something with this town on the way back. Though I have no idea what we'd do for a show.
>>
Rolled 63, 29 = 92 (2d100)

>>2499379
Saving vs fear.
>>
>>2499418
>>2499427
>>2499393
>>2499391
>>2499397
>97, 56

Well well WELL. It seems staying to put on a show is the plan indeed and with the mayor to introduce you it may go over well! You can say your goodbyes and thanks to Jal and Trista for the ride here, but you need to come up with some sort of act. Even if it's nothing more than standing there and talking, specify what you do in order to appeal to the crowd!
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>>2499436
Um, boss? I think I was outvoted on staying here...
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>>2499436
Ah well, we're almost as fast as the cart anyway.
This brings up the problem as to just what the heck we can do.
Maybe we can just get the mayor to lend us a stall for the day to do some medical work. It's not exactly a show, but it will get us in contact with the people, and folks who aren't hurt can still stop by to gawk and ask us questions.

If we're dead set on a show, we can also make our simple slimes make about a sentence of words with an order, so if we were real talented we could form like five or six and give them a series of music bars for them to sing simultaneously. get a slime choir going on.

But I have no idea if sadie can pull that off. We've never investigated our singing talent.
Maybe something with shapeshifting? I dunno.
>>
>>2499436
Yes but the 97 fits too well with what you're trying to do. How else are you going to appeal to the townsfolk so well without a show?
>>
>>2499445
I really don't mind much either way. Doing something for the people could be fun, even if I don't have any good show ideas.

>>2499454
You know, we could put on a powerful puppet show by sticking slimes inside of conventional puppets to make them move around and do audio. Or just ventriloquism. We can do the whole drinking a glass of water while our puppet sings thing. And tell crappy jokes about getting into real JAMs, and being late so you have to hurry to be on SLIME.
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>>2499454
>>2499436
oh, I got another thing we can do.

We can do the whole "what's your card" trick, but we've planted a slime cam beforehand on a high up vantage point that would be able to see the cards people are holding. We'll be able to predict that shit every time.
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>>2499436
Some humorous redistribution of mass, stretchy shenanigans, our best gelatinous cube impression, and topping it all of with some moving small objects through our body all sound good.
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>>2499468
these are all fairly good, too.
We've got a wide variety of tools to do... SOME kind of act with. Though I've got too much stage fright for one single big show. I hope we can do this via a smaller tent, or maybe just attracting small crowds via normal busking methods.
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>>2499473
>>2499468
>>2499467
>>2499464
>>2499449
Going in you'd not thought you'd be able to do much, but while the mayor gathers folks he can to the village center, you improvise on the fly and continue to do so. Surprisingly you put on a fantastically entertaining show and also in the process come to understand a number of your abilities better. By the end you've got applause and cheers all around, and you're quite the beloved entertainer. Even some admirers you find, though not as if they could romance you in front of a whole crowd.

The people would like to thank or pay you in some way but don't know how, so you get to asking them about what they know and if they've seen anyone strange. There's a ton, a ton of different things from many people, all of them strange. One person though, as you filter the rest out, did hear about the time rift. You try not to spring down their throat for more info and just listen, but all else they know is that apparently the "strange madman" was locked up in a jail near to there. Otherwise, there's little else you can get from these folks other than ongoing curiosity and attention.

>How do you proceed?
>>
>>2499495
Fuck, really?
How long ago did you hear about this, guy? This might be a hot lead.

Get the location of that jail, then wind down the performance and make your goodbyes. Once the crowd disperses, we can start absolutely legging it to get to that prison.

Unless we like, see some kind of wounded little tim-tom type that we can stop to heal. But other than that, we leg it.
>>
>>2499495
That's what I'm talking about. Let's set out once more for our destination.
>>
>>2499495
Get the names of some of the nearby towns. One of them must be where the Time Traveller got arrested at.

Also, check to see if there's any books that people don't want anymore, or if there's a bookstore in town. Gotta keep our promise to the bookstore owner.
>>
>>2499509
Yeah, keep an eye out for interesting book stuff.

Though, she didn't set a time limit on that, we just said we'd be on the lookout for her.
>>
>>2499515
Oh, I know. But we might as well take a look at what might be there, y'know?
>>
>>2499509
>>2499515
No books unfortunately, this is only a village after all. Or at least, I assume you don't want to spend another day here under the possibility that you might find some books if you go house to house asking.

>>2499500
>>2499506
The rumor of the arrest was maybe a week old, or rather they heard it a week ago perhaps? They don't know more than that. For town names though you can just look at your map and have it pointed out which one it is.

If you want to depart then for that town, make a roll for the journey and you can probably reach it by nightfall.
>>
Rolled 91 (1d100)

>>2499520
Fair enough.
>>2499523
But alas, it wasn't meant to be. Small towns and all that.

Journey roll. We gotta get to that prison before he A. makes bail B. gets kicked out C. kills all the guards D. time travels out of jail or E. escapes with his sonic screwdriver
>>
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Rolled 5 (1d100)

>>2499523
Alright then, last roll of the night for me. Good luck, guys!
>>
>>2499530
sleep well, dude.
>>
Rolled 72 (1d100)

>>2499523
91 is good enough, but there's no reason not to aim higher.
>>
>>2499541
we might get lucky and he can't reach the screwdriver from his cell.
>>
Rolled 72 (1d100)

>>2499523
Unfortunately he already travelled back in time after he escaped so he could plant the keys in his cell for his escape.
>>
>>2499605
Here's hoping he doesn't break himself out before he gets there.
>>
>>2499605
>>2499541
>>2499530
>>2499528
>91

Away you steal to the road again! You have a location and an account to go by, so no time to lose, or waste! Fortunately you were able to get a hearty meal from the mayor before departing so you've got enough in you to travel as fast as you can without a need to slow down or stop (other than to not freak people out along the way) while not losing much mass at all.

Along the way though perhaps interestingly, you pass by what looks like a lost horse at first (that you almost miss seeing altogether) wandering about in a glade a little ways off the road. You'd think nothing of it but the animal is saddled and all yet wandering freely. You could stop and investigate, or you could continue to waste no time and be at the town as fast as can be!
>>
>>2499617
Huh.
Spend about half an our wandering around, looking for whoever owns the horse. You know, checking ditches, calling out if anyone is there, mentioning we found their horse.

If nobody is nearby, check the horse itself for any identification on where it could have come from.

If both of those fail, then check to make sure the horse isn't starving. If it's fine and we can't find an owner, we should just let it be and move on.
>>
>>2499617
Yeah, let's look around for the owner.
>>
>>2499647
>>2499623
Well you try looking around the immediate area to no avail, not like this is some densely forested area either so it's not as if one could easily hide or get lost around here. In checking the horse though, which itself regards you warily, you notice blood drenched across one side. Given how the animal is behaving, you don't believe it to be the horse's blood. The saddlebags remain tied shut though but the reigns are cut.

>How do you proceed?
>>
>>2499652
Well that's no good. Attempt communication with the horse so it might lead you to it's owner. If that fails, let's look for clues in the saddlebags.
>>
>>2499652
Oh shit.
Can we pick up any trace of the blood? Does any of the grass around here look messed up? Do we hear any plaintive groaning when we yell for whoever owns the horse?

And how the hell did the reigns get cut? this is a saddle horse, right? Not a carriage horse?

SOMEbody needs help somewhere near here. How fresh is the blood? I realize that if it's old blood, the person could be miles away.
>>
>>2499660
These are pretty good if other investigative methods fail.
We might luck out and the horse is lassie-tier smart and will lead us right to them.
>>
>>2499662
>>2499663
>>2499660
Make a roll, maybe you can figure it out!
>>
Rolled 90 (1d100)

>>2499666
emergency search and rescue slime is go.
>>
Rolled 75 (1d100)

>>2499666
Rolling for smart, capable horse
>>
Rolled 59 (1d100)

>>2499666
>>
I'm glad for good rolls.
My plans for what to do get dumb after this point.

Like "release about 50 slimes and cycle between their viewpoints until one tries to eat a dying guy"
>>
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>>2499668
>>2499670
>>2499672
>90

Well there's no trail of blood so you imagine what happened must have done a distance from here, and the horse must have wandered over. What you do notice however, is the hostile party swinging a blackjack at you in time to duck out of the way. The horse spooks a little at the rapid approach, as the attacker after missing a headshot from behind grabs at your arm to hold you in place. Grab your arm he does and tries to pull you with him but when he gets a better look at you he panics a little and reflexively lets go. A human now that you get a look at him, dressed light and with blood across him though he doesn't carry himself as if he's injured.

>How do you proceed?
>>
>>2499686
Oy!
Lead me to whoever got hurt on this horse and I might forget I saw you.
>>
>>2499686
Okay asshole, let's see how you like having YOUR arm grabbed. And pulled INSIDE.
>>
>>2499689
>>2499692
Some combination of these will almost certainly get us the results we want.
Really depends on what the guy does.
>>
>>2499692
Well you're still wearing clothes so unless you like, try to eat his arm with your face...

>>2499689
You offer some leniency up front if he takes you to the source of the blood.

"What the hell are you? Piss off, horse thief!"

This time he he tries to kick you away, some better distance than trying to wallop you with the little club. He's clearly confused both by... well, what you are but also what you're on about. Still hostile, but less trying to lay you low and more trying to get you away, as he slowly strafes about you towards the horse.
>>
>>2499700
Wait, you're calling ME the horse thief?
You're covered in blood and tried to club me!
Who's blood is that?
Where's the injured person?
>>
>>2499704
and, I guess, to cut to the chase-

Show me what exactly made all that blood, and if it's not a guy you just killed, we can part as friends.
>>
>>2499700
I was thinking that we could eat his arm with our arm. Unless we're wearing gloves or something.
Get between him and the horse and demand an explanation or what he means by that and where all the blood is coming from.

Also this is probably my last post of the night, I'm dead tired
>>
>>2499719
Sleep well guy.
>>
>>2499706
>>2499719
>>2499704
You attempt to cut him off between the horse, and ask for a better explanation, yourself confused now.

"The blood? Some thug that unhorsed me. Cracked his skull not far from here though, he's probably had it. Roughed up his lady friend too, the both of them deserved it. Go look for them if you care, but away from my horse."

He steadily approaches now with the club raised and looks well ready to bash you now if you try to impede him from reaching the horse.

You'll have to see how you proceed when we resume tomorrow then, as this will likely be my last post of the night as well. Thanks all for playing!
>>
>>2499725
Ah, well then, see you tomorrow as well.

As for this guy, I say tell him to show us the injured people. Time is dang near essential for shit like head wounds.

If he becomes at all less combatative, we can ask him what he was travelling for out here. If he doesn't, then we have to remain standoffish. We might even have to quiz him on the contents of the saddlebag to ensure the horse is his.
>>
>>2499725
I think this is the horse thief so what we do is we eat him and we go looking for those two people he mentioned.
>>
>>2499734
It's probably the horse thief, yeah, but I want to get a location on the bodies before we do any fighting.
They might be still alive even!
>>
>>2499734
Lets eat them all. We didnt have proper meal and upgrades for a while, and who cares about some unlucky people lost in woods.

>>2499742
glomp the thief and start threateing him, easy. We are too soft wit this guy and it is not we are unable tp heal him (if we somehow decide it is a goood idea, that is)
>>
>>2499746
Nah, no eating randos unless they're already dead. No reason to try to be more monstrous and gluttonous when we're already making a fair point income as we are. And lots of reasons to avoid it, like morals and scrying.

We might wind up eating whoever was trying to steal the horse, though. Depending on how things play out.
>>
Going to be continuing within the hour or so, but a heads up that it will be an early night tonight, I've got to get up early tomorrow.
>>
>>2501597
awwright.
>>
Rolled 89 (1d100)

>>2499733
>>2499734
>>2499746
As it goes, the fellow doesn't become less combative. In fact he actually shoves you out of the way to get to the horse now without stopping. You try to grab him yourself then and potentially get slimy, but he wheels around and wallops you right in the head, splatting your slimy noggin. It's not actual harm done to you so it doesn't hurt but you certainly feel the pressure of the blow and you're disoriented as hell, enough to lose hold of him so he can gain control of the horse and attempt to mount and ride off.

>How do you proceed?
>>
>>2501754
We can't outrun a horse.
Our best bet is to try to huck a slime at him, but even that's slim.
Let's just go heal the people who got robbed. He indicated their general area, and from the looks of it one of them is bleeding out fast.
>>
>>2501754
Well, let's see about getting the "Horse Thieves" some medical attention...

It's Jal and Trista, isn't it...
>>
>>2501794
oh shit.
I hadn't even thought of that.
Go man go!
>>
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>>2501776
>>2501794
>>2501798
Still reeling from the head strike, you decide to let the hostile fellow go. Or at least, you don't pursue him, instead choosing to look for the source of the blood in the rough direction you were pointed out to. Traveling around for a bit, eventually you find signs struggle and blood around and approaching a gully you come upon a downed man and a woman toiling desperately over him. You notice her, before she does you.

"Wh-What do you want?! Who are you?! Can you help, please!"

The both of them look pretty rugged although obviously the guy is injured badly.

>How do you proceed?
>>
>>2501828
Oh shit, you guys are still alive.

Tell them we can help, and get to healing the bleeding-ass scalp of that guy. We can at least stop it from getting worse.
>>
>>2501828
Perform emergency heal slime, while reassuring them.
>>
>>2501828
>"Hold on, I'm coming! I have some ability to heal with my slime, just help me keep him stable!"
>>
>>2501848
>>2501840
>>2501834
Make a roll for the attempt! To heal that is.
>>
Rolled 39 (1d100)

>>2501872
here's hoping it's not as bad as it looks.
Scalp injuries often are!
>>
Rolled 10 (1d100)

>>2501872
Saving a life.
>>
>>2501886
>>2501877
hm.
Unless we luck out, we might have to stay here with them a while to make sure he pulls through.
>>
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Rolled 47 (1d100)

>>2501872
Best I can get on such short notice. Hopefully this should do...
>>
Rolled 38 (1d100)

>>2501872
RNG don't fail me now
>>
Rolled 64 (1d100)

>>2501872
>>
>>2501895
Hmm...

Might need to get more pictures of dresses for situations like this...
>>
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>>2501912
>>2501898
>>2501895
>>2501886
>>2501877
>64

Without hesitation you rush in to try and do what you can for the injured fellow, though it looks quite grim.

"Hold on, I'm coming! I have some ability to heal with my slime, just help me keep him stable!"

"With your what? Gah! What in the name of the gods are you?"

It's not like he's just been stabbed or something, the fellow has had his skull cracked and he's non-responsive. You're no physician so you can only try your best with your slime. It takes a good while however and though you feel content that his injuries are treated, the fellow remains unconscious and won't wake even to the woman's jostling. She thanks you dearly for your help, but she's of course distraught that he isn't recovering.

At least he's not dead, but this may be some injury worse than just physical harm and you've no idea how to treat that...

>How do you proceed?
>>
>>2501934
He's got some noggin' damage. It's important we leave him as still as possible. If we want to move him, we're going to have to make a stretcher.

So, get his neck and head supported, and tell her that he's probably stable, but you're not sure about the head injury. See if you can treat any of her wounds, then consult with her on the map to see if any town is close enough that we could get there without hurting him.
>>
>>2501934
"Well, I've healed him to the best of my power. We'll need to bring him to a doctor, though. I'm much better on slashes and stabs then on broken bones. Where's the nearest town? We need to carry him there."
>>
>>2501934
Tell her you saw a stray horse by the road, were attacked by someone who ran off with the horse and went looking for the original owner.

Also he's got a head injury and we shouldn't move him unless we have to.
>>
>>2501983
>>2501981
Mmhm. Moving him's not a great idea.

Though, we might have to. Going unconscious is kind of a big deal. Ideally, we'd fetch a doctor and bring them here, but I sincerely doubt we'll be able to find these guys again.
>>
Oh!

>>2501934
We bought a fancy medical book a while back. Do we have it in our bag?

Can we consult that?
>>
>>2501981
>>2501948
>>2501983
Considering the damage could still be severe, you try to think of what to do. You also offer to heal the lady while you're at it, but she's unharmed.

"Well, I've healed him to the best of my power. We'll need to bring him to a doctor, though. I'm much better on slashes and stabs then on broken bones. Where's the nearest town? We need to carry him there."

"Uh well... there's a village, Martisson not far from here but... we can't go there. Is there really nothing can be done for him, I would hate to inconvenience but you couldn't seek a doctor elsewhere, maybe hail help on the road?"

Moving him is a bad idea and she agrees about that, but even if you could she seems reluctant to do so to any settlements. Preferring instead to wait for any possible help, even if it comes by random.

>How do you proceed?
>>
>>2501999
Well, we've healed the swelling and bleeding, which should do a huge amount for his chances of pulling through. Those are like, the two leading causes of your brain getting fucked up.

Do we know from experience if we can heal cracked bones, and if the skull crack is healed? Or did we just heal the surrounding tissue?

If we healed both the crack and the bleeding surrounding tissue, we might be good to have him camp here, and hail people on the road. He should recover.

A lot of his pulling through here depends on whether or not our slime can actually accelerate the recovery of broken bones or not. And do we have that medical book, or did we leave it?
>>
>>2502011
>>2501999
oh, and make sure he's breathing OK.
That's super important.
>>
>>2501999
>"Miss, I'm a woman made out of slime. Most of my first attempts to visit new settlements ended up with people chasing me out of town armed with torches and pitchforks. You're going to have to waive someone down while I watch over your friend, lest I get pitchforked. Meanwhile, do you have any camping gear on you? We might as well set up for now."
>>
>>2502026
This is actually a better idea than us doing it.

Also, see if you can determine if the guy's skull is just cracked, or if it's got a divot in it.

If it's just cracked, he is in actually real good condition, as far as unconscious people go.
>>
>>2502018
>>2502029
>>2502026
>>2502011
His skull was smashed in, but you fixed that up by now, and he is breathing normally. You make the generous offer to stay though while she goes to see what help she can find. The chances of her just flagging down some random passerby though are slim so you may be waiting here for a time. You can set up a little camp, but if you really are waiting, how do you plan on passing the time till she returns?
>>
>>2502066
like, cracked or smashed in?
I'm surprised he's even ALIVE if it's that second one.
Anyway, do what real doctors do in this situation. Monitor him, apply more slime if you notice any bruising or bleeding, and make sure his nose and ears don't have any incorrect goo coming out.

We might have to try getting all up in his sinuses to apply topical goo at some point, since we can do that with much less harm than someone who has SOLID hands, if he starts bleeding.
>>
>>2502074
Well, if you look again, you may well just see the part where I said it was smashed in. Not like his entire skull was caved in, but it was broken inwards. More than just cracked.
>>
>>2502081
fuck a duck.
But you also said we fixed that up- so it's no longer a divot?
If that's the case, then we're still doing pretty good on chances of him surviving.
>>
>>2502095
Well you made it so his broken skull is not sticking into his brain, but it's still cracked now.

Survival (or at least not death due to head injury) seems a decent chance now, but how messed up he is remains to be seen, and if he can recover.
>>
>>2502081
Jeez, Horse Guy did a number on him...

Let's see if we can read up on treating serious injuries to the head from our book while we periodically check on our patent.
>>
>>2502142
Yeah, that guy was using a blackjack too.
Whoever that guy was he hit like a MOTHERFUCKER, apparently.
>>2502141
Honestly, if we've gotten it to "just cracked" and stopped the swelling and bleeding, that's about as much as a team of surgeons can do.
All that's left now is a hell of a lot of bed rest, and continuous monitoring until he wakes up.
>>
>>2502142
>>2502148
Well you already handled the actual physical injury, which is pretty much as far as your physician's book goes. If he's got brain damage or is comatose or something, well that's not just something you can heal away with slime. And certainly your book doesn't detail that far.

In any case make two rolls! For how long you might be here and what sort of help, if any, is brought.
>>
Rolled 91, 46 = 137 (2d100)

>>2502168
Posting dresses...
>>
Rolled 89, 100 = 189 (2d100)

>>2502168
At this point, we just have to let him recover, and hope nothing IMPORTANT got smushed when he got hit.

I mean, if we're lucky all that got ruined was his piano lessons. If we're unlucky, he got hit in the speech, or empathy.
>>
Rolled 66, 11 = 77 (2d100)

>>2502168
>>
>>2502181
That's some fairie princess tier shit.
>>
>>2502185
>Those rolls
BELIEVE IN THE POWER OF DRESSES, ANON!
>>
>>2502196
Hey, don't knock my dressposting, ever since I've started, our rolls haven't been terrible.
>>
>>2502200
I mean, dresses are great.
There's a reason we have a closet full of them and put a point into clothing adhesion.

I sort of want to put a second point in to see what it even DOES.

>>2502204
Shit is more of a descriptor or vocal pause than a term of mockery in my book. Sadie'd be good with that dress.
>>
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>>2502189
>>2502185
>>2502181
>89, 100

Well well, it would seem luck is on your side! You won't be waiting all that long, and the kind of help you can expect is better than your wildest dreams!

As per an early night, I'll probably be calling it for now, apologies for the short run but that's just how it is. In the meantime though you can figure out what the help is. Since you got a 100, you're free to imagine whatever outcome you like and that will likely occur! So feel free to come to an agreement about what the best possible outcome could be in the way of "help".

Till next time, thanks all for playing!
>>
>>2502233
I don't even know, since we don't actually know WHY these guys want to avoid towns.
Something that we think might be good might be bad.

Though, a traveling chirgeon with a well stocked medical cart and a generous heart seems to be a pretty good all purpose solution. We can even talk shop with them while they come to a diagnosis, and then we can get him stabilized properly and moved on a stable vehicle to wherever they actually live.
>>
>>2502239
Or, similarly, one of them wandering saints or a band of clerics traveling for pilgrimage of missionary work would be real good.
Miracle magical healing on the cheap is one of the things those ludicrously holy types do.
>>
>>2502239
>>2502243
I was thinking more that they're a pair of gypsies who belong to a wandering caravan, and their friends have found them nearby. There might be some sort of magical healer there who could help us with any complications that might arrive, or a goblin doctor and his extended family might be part of the caravan, helping their community much like how we help ours. After that, they'd let us travel with them for a bit as a guest, and should we ever be in the need to travel in a group, they'd be able to let other caravans know about us, and what we did for them.
>>
>>2502265
Yeah, someone they know could be real great.
I like your idea of getting a REAL GOOD wildest dreams doctor. Gotta reach for them stars.

I'm not used to being given retroactive narrative power.
>>
>>2502271
Ooh. Even better, do you remember that goblin seer professor who made us cry?

Those goblins are part of her family that she left behind when she went to strike out on her own, and they've been wondering where she went off to after so many years. We point them off towards the academy, and they take up residence in the goblin town nearby, just so that they can visit her every once in a while. Which was the entire reason why she left in the first place.
>>
>>2502298
I mean, that's reaching, but I wouldn't say no.
And I've been meaning to get a second-opinion fortune telling.
>>
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>>2502304
Well, OP did give us carte blanche on how this helps us, but if your worried about it, we could just say that the goblin family a long distant nephew's cousin of hers thrice removed, but that he'll let the rest of the family know where she works at eventually. That way we get to see her having to deal with her extended family at the academy at least once in this quest.
>>
>>2502349
Oh, I'm not worried. Like I said, shoot for the stars. OP will tone it down to whatever he feels is acceptable.
>>
I wonder why nobody asked these two (well, the lady, since her friendo is currently cabbage) WHY they cant show their faces in the village and what is this mess all about. Because with their looks and this it seems horse guy was telling the truth afterall. And you know what that means, we are not helping bandits anywhere but down our slimy gullet.
>>
>>2502794
Honestly, as we get more points my desire to kill dudes for points goes down.
Like, I need some modifiers on there. Like, being a dick about it. Or being unreasonably violent.
>>
>>2502794
Oh, we know they tried to steal a horse, but horse guy literally tried to take our head off, so fuck him with a rusty rake. I'd prefer eating him because of what he did to our head, bashing it to goo like that! The nerve!

Still, we should probably ask why they were trying to steal that horse, preferably when we're alone with the young woman while taking care of her friend.
>>
Going to resume now.

>>2503156
You can roll if you like to try and get the truth from her. Consider this before she left.
>>
>>2503156
>>2503162
I mean, the gypsy thing might be true. They coulda still been horsenapped. I don't know how this retroactive storytelling thing works.

But I'll roll to see if she volunteers anything.
>>
Rolled 67 (1d100)

>>2503167
whups
>>
Rolled 81 (1d100)

>>2503162
I mean, I'm okay with helping them. Thieving horses isn't good, but keeping people alive is the entire point of being a doctor. Maybe once her friend wakes up, then they can consider that they got lucky this time and make choices that might not end badly for both of them.

Also, dresses.
>>
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>>2503188
>>2503169
>81

Well, you can be persuasive when you need to be, and of course she's grateful for your help. Enough to trust you even? That she admits she and her friend here are... acquirerers of wealth by less than legal means? Hence why they can't enter towns in the immediate area.

>>2502185
>89, 100

In any case, all that was before she left to go get help. You wonder how long it could take but she's back in no time at all surprisingly, less than an hour. And she's got company!

"Where's he at then, let me get a look... eesh, maybe not too much a look with that one around." he says, of course speaking of the strange slime monster woman. A goblin... cleric if you had to guess? An actual healer either way, accompanied by several other little greenies all chattering along the way till they see you. Culturally you recognize them by now after living in the village for long enough, that they probably came along the road by caravan however since you're currently in the woods they weren't able to bring their vehicles with them. Perhaps most interesting though, that not all of them regard you so warily or with suspicion.

"Ello dere Ma'am! Doin well since last you done ealed me leg!"

A former patient, more than just one too. It seems not only have your deeds traveled, but your reputation too! While the cleric tends to the comatose fellow and several watch, plenty more crowd about you with appreciation and intrigue.

>How do you proceed?
>>
>>2503300
Check in with the guy with the hurt leg. Not often we get to record how well our medicine did.
Does it itch? Are there any lingering pains? Any other side effects?

Other than that, watch what the cleric is doing and try to see if you can apply any of it to your own practice. It's important to learn steal from other healing disciplines, after all.
>>
>>2503314
I guess we can generally check in with other people's recoveries too. Get that precious experimental medicine feedback.
>>
>>2503300
Greet them and introduce ourselves.

"As some of you already know, my name is Sadie. It's a pleasure to meet you, those of you I haven't met."

Check in with the guy who's leg we fixed and anyone else we helped. Might as well do a quick check up to see how he's doing, and find out if there's any side effects of being healed with slime.

After that, ask the cleric if he'd be willing to let you stay and watch his ministrations to the young man. Might as well learn how the spiritually inclined heal their patients.

When all that's done, ask if you and your friends can travel with them for a day or two, to get to know those two highwaymen (sometimes it's useful to know people who know people who can get... certain things) and to see if we can find more rumors about the "Time Traveller". And maybe get some new threads, as well...
>>
>>2503359
We might want to try warning these two off of their current career. Bandits don't tend to live long.
Also, we're liable to do slime monster things to any who happen to bother us. S'happened before.
>>
>>2503364
Well, we could try to convince them to try out adventuring for the college. It's semi-legitimate work, and the pay's pretty good, and since we used to be part of the academy, we've got a direct line to the Archiver and what he needs done.
>>
>>2503373
Mm. Or just to take up a non-bandit style trade in one of them outcast villages. Or take the leap to smuggling. I like smugglers way more than bandits.
>>
>>2503378
>Or take the leap to smuggling.
Maybe... If they stick with the caravan, they've got a mobile base of operations, and they could come by the outcast village every once in a while to deliver what we might need or want. Of course, there might already be smuggling operations in place here, so edging on or into that might be a problem unless they join the goblin crew...
>>
>>2503390
We can leave the specifics to them. We're not criminal masterminds. We just occasionally eat bandits, and advice against that career path.
>>
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>>2503314
No way, the cleric is using clerical skills to perform healing measures. Unless you yourself become a faithful devotee of some god, you wouldn't be able to duplicate it. For your own healing measures though, your former patients seem to be doing just fine so that's good! Or at least, no side effects.

>>2503359

You make a formal introduction anyway, for those new. You weren't expecting a show like this, after all.

"As some of you already know, my name is Sadie. It's a pleasure to meet you, those of you I haven't met."

The strange thing is, there's those who you helped before and there's those you can help now. However they aren't approaching you as a normal doctor or anything. They're actually beseeching you and offering up prayers, and consider your work a blessing. How strange. The request to travel with them though? Of course, they would consider it an honor!

>>2503364
>>2503373
The cleric is busy with the comatose fellow but you can talk with the woman. She doesn't speak for them totally but she for sure isn't keen on tagging along with you to any town or changing their lifestyle. Well, she wouldn't mind changing it but by now there's really just no alternative unfortunately. Definitely not something naively noble like becoming adventurers for the academy; they probably wouldn't even survive such jobs.

>How do you proceed?
>>
>>2503499
well, like I said. Smuggling, or maybe just dreg work somewhere. Think about it.

From there, we can try to get this new gobbo slime cult mellowed out. We aren't a god, we do not accept prayers, we are in fact a charity and/or business and thus accept donations and/or payment, please and thank you.

We'll get going once the cleric is done to our destination. If possible, question the guy once he wakes up about his status, medically. We only lost a day, the terminator is probably still locked up, and we've got experience with head wounds now.
>>
>>2503499
First off, let's try to help heal the ones who need healing. After that's over, tell the woman that if she'd like, her friend and her could visit us at the outcast village, and we could see about helping them find legitimate work and a place to stay for a bit.
>>
>>2503518
Well a new place to live and maybe work could be appealing, that's an easier sell than anywhere around here. You can make a roll for trying to convince if you like.

>>2503512
You're not interested in any sort of holy authority or power, you just heal people and that's that! You try to tell the goblins then against their wishes, and while they heed you now, you wonder if they may not relent later on. Especially if you're traveling with them.

In the meantime though you can help anyone who needs it of course, and succeed at more than a few cases. And after maybe an hour, you notice a suddenly violent display as the cleric finally takes out a sturdy scripture book and slams it against the comatose fellow's head. All of a sudden with deep gasp and a confused yelp, he regains consciousness and jolts up looking around bewildered. The woman, immensely relieved throws her arms around him crying with joy, which helps a little as he tries to make sense of things. After all, he's just suddenly emerged into the woods surrounded by goblins and a slime monster woman right there.

>How do you proceed?
>>
>>2503610
Ask the cleric if he actually needs to hit him with the book, or if some other holy symbol or even his hand would do. You know, for curiosity's sake.

Then, once the dude calms down some, ask how he feels, see if he can count fingers, check his hearing, all that. It'll be good to see what kind of recovery a clerical healing can do, so we know what to shoot for.

After questioning, we can get going. We got a time traveller to stake out.
>>
Rolled 52 (1d100)

>>2503610
Ask the guy how he's feeling, then go over a couple of memory and coordination tests. Then we should introduce ourselves, and get their names in case they come over to visit us eventually, although work isn't something we can guarantee, just a place to stay over while we help them find work. Rolling to see if they're interested.

After that, ride around with the caravan for a few days, get some new duds, then get off at our stop.
>>
>>2503638
if I remember correctly, we should only be riding with them for like, a day.
We're pretty close to our destination.

How much time did this whole head crack healing and waiting procedure take, anyway? I said it was a day earlier, but I realize it could have just been a couple hours.
>>
>>2503643
>we should only be riding with them for like, a day.
I'm giving it a bit longer in case there's more goblin shenanigans that result in injuries, or acts of GM, or things of that nature.
>>
>>2503645
ah, okay. Makes sense, more chances of being waylaid on goblin caravan than when we are T-1000 running.

I am actually pretty psyched we can T-1000 run almost indefinitely.
>>
>>2503663
Yeah next steps are making it more energy efficient. I'm not sure if Decay helps there. Bolster + Store Meal might do it to drip feed food?
>>
>>2503699
I'm up for bolster, though I think we can just like, carry some of those ren-faire meat things in a bag instead of using store meal.
And decay I think is what determines overall energy efficiency in general.
>>
>>2503706
It definitely reduces the amount of mass we lose from existing, I'm just not sure it reduces mass lost from exerting ourselves.
>>
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>>2503619
>>2503638
>>2503643
>52

With the awakening of the fellow, the goblins are satisfied in their work, though you want to be more thorough. Although you probably just end up irritating him, he does respond to your questions and tests just fine so as far as you can tell he seems to have recovered. Really he's more occupied with finding out what happened from his friend, and the two are quite grateful for their luck in all this.

After this, well you'll be taking your departure with the goblins. You do propose some sort of arrangement to the two humans before you leave however, about the misfit village. They seem... marginally interested now, the both of them together. If they can steal a horse, as was their plan, they'll consider coming to check the place out at least. Well, a start.

Anyway, you return with the goblins to their caravan, a few wagons which minus the goblins which came into the woods as a small crowd, are still packed full of goblins so finding a place to dwell among them during the ride will be difficult. You do get a chance to speak with the cleric though, about his procedure. He's a little annoyed because to him it's such a basic topic for him to have to explain to you, but yes hitting the fellow was necessary at least with his methods. Different gods have different ways though, he's sure something like a spider god would warrant throwing spiders all over the victim or something.

In any case, it's late afternoon by the time you're on the road again, several hours later due to the horse robbery situation. At the slower and delayed pace you can't expect to reach your destination till tomorrow unfortunately, probably late morning to early afternoon according to the goblins who know the area somewhat.

>How do you proceed? You could just keep to yourself while being cram-packed in with goblins, or if you had something else in mind?
>>
>>2503730
Stick with the goblins. They're cool. We're cool.
>>
>>2503730
Oh I misread that. Chat with a few goblins. Do they travel along this route often?
>>
>>2503730
I don't think we'd keep to ourselves, but simultaneously, I don't think we're going to get anything out of our conversations with the goblins.
So, enjoy small talk, have a nice safe ride, and be rested up and ready to investigate come morning.
>>
>>2503753
Obviously the answer is to make another duplicate of yourself and let that one chat with the goblins while you have a sleep.
>>
>>2503730
Hang around with the goblins for a while. Maybe you can learn their dancing, it looks like a lot of fun! After that, rest up for a bit before they arrive at the town.
>>
>>2503758
Yeesh, I figured at some point they'd go unconscious. If they chatter all night, we might have to hide after all.
>>
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>>2503751
>>2503746
>>2503753
>>2503761
You don't just retreat to some corner the whole way, but have a pleasant enough time jammed into one of the wagons with some goblins. Getting to know them, finding out about their migratory travels, and their culture. Some you're already familiar with from living among them back home, but life on the road is quite different as you can plainly tell.

In any case it's a pretty decent time had while the wagon just trundles along and eventually to fall asleep, only to awaken the next morning when some of the goblins start prodding you to let you know of the news.

"Your stop's here Ma'am! We was going to wait till you woked up yerself but here's we is. Also packed you a breakfast to take!"

Whew, you must have been more tired than you imagined. Must be from nearly several days constant of travel and at least a couple almost entirely spent running as fast as you slime can go. Well, to their credit, you can look out of one of the wagon windows to see a little village in the late morning sun just past the next bend in the road. The goblins aren't stopping but you can just get off though.

>How do you proceed?
>>
>>2503824
Clamber off, once we're near the town limits, then try to head in without causing a big scene with the guard.

Also, mind if I roll to see how well we were able to dance?
>>
>>2503824
Thanks guys!

Take our hobo bindle and start looking for that prison.
If it's not readily apparent, you may want to ask the locals where it is, and if anything strange happened there recently. Though, this is only after you try to find it on your own- Social contact tends to be risky in new towns.
>>
>>2503833
>>2503838
Sure you can make a roll both for attempting to dance, and also for how well you can enter the town without causing a panic.
>>
Rolled 12, 92 = 104 (2d100)

>>2503905
save vs pitchfork
>>
Rolled 13, 25 = 38 (2d100)

>>2503905
Priority is getting into the town.
>>
Rolled 88, 50 = 138 (2d100)

>>2503905
Shapeshift away that second left foot.
>>
>>2503920
We got a good town roll, which is nice.
>>
>>2503924
>>2503920
>>2503913
>88, 50

Well now, it turns out you learned to goblin dance quite well in fact! Something which may come in handy perhaps, or not, but it's fun nevertheless.

In any case, you thank them all for their time and help and get down off the wagon to be on your way. They give cheers and thanks all the same as you watch the little caravan depart with much music and other noise. Once they're past the bend and you can hear them no more, you decide to get down to the matter at hand. Hoisting your breakfast bag then, you head into the village with high hopes for this supposed time incident.

What you're met with is... less than a warm welcome. While you aren't attacked on sight, which is a good sign, you're also met with various negative looks from folks you see. Confusion, fear, suspicion, and general avoidance. Try as you might, you have difficulty getting the attention of folks let alone maintaining a chance to converse with them long enough. The most you can get, is a persistent concern for problems relating to the time incident, and belief that you are related to it. After all, why else would there be a slime monster woman in their midst now?

>How do you proceed?
>>
>>2503944
Aw dag, we were too good at dancing.

And those villagers are canny. We are in fact related to the time incident. It's the entire reason we're here. Good work, villagers.

Are we able to find any prison-looking buildings? We're going to need to send a slime-cam inflitrator in there.
>>
>>2503945
Asking around doesn't seem like a good idea but you can roll for the search through town of any sort of jail building. You may just find it on your own.
>>
>>2503944
Do this >>2503945, but first head over to the tavern for a bit and see if we can get some information from the bartender. Maybe some gold (5-10) for some information could get him talking.

Alas, this will be it for me. Goodnight, guys. Don't let the town get overrun by demons or anything.
>>
Rolled 22 (1d100)

>>2503955
Roll for independent investigation.

If this fails, we can try the tavern plan.

>>2503956
sleep good.
>>
>>2503944
Well, might as well roll before turning in.

Also, it'll give me an excuse to post one last dress for the night.
>>
>>2503965
you missed.
>>
Rolled 80 (1d100)

>>2503965
And of course, I forgot the roll...
>>
>>2503967
Dress life, muthafuckas
>>
>>2503971
Very nice.
>>
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>>2503959
>>2503967
>>2503965
>80

Well hey, what do you know? You can wander the dirt and cobble streets about the village making a search of your own, maybe you don't need directions at all. And what a guess it was! The two most fortified buildings within the village itself is a church to one of the gods, and then what may have been little more than a watchtower in the past but by the barred windows you can assume (and confirm) that it is the town jail. With a guard posted outside who only holds you up so another inside can be ready to see you, unlike the common townsfolk these fellows don't care and probably work for a local lord or the sheriff for simple peacekeeping like this.

"You're not here to cause trouble are you? Already got problems with one crazy, now a jam woman? What do you want?"

He appears more just tired than anything, and wants to get out of the way first and foremost if he needs to worry about you.

>How do you proceed?
>>
>>2503989
Oh, I just wanted to ask you about the crazy guy.
What's he crazy about?
I'll share my pack lunch with ya if you can tell me what you remember of his ramblings.
>>
>>2503992
And if he's curious why we want to know, we can answer academic interest.
We heal people, and recent dealings with head trauma have made us interested in getting info about those with madnesses.
>>
>>2503995
>>2503992
Well neither guard know about what happened really, they only showed up later when villagers requested help and panicked rumors spread. They got here after the fact, when the guy was already detained by a mob, and they just moved him here for guarding till the sheriff gets around. As far as they can tell though he's just a madman who must have robbed some grave or something, to have equipment as strange as he has.

If you want you can see the guy, they won't stop you or anything. They can't let you in of course but you're free to look at and try to communicate with him if you wish. Anything which could help with this strange situation whether or not it has anything to do with medical.
>>
>>2504006
Oh, what kind of strange equipment did he have?
Does he still have it, or did you confiscate it?
Anyway, if they'd let us hang out near him, we'd be most appreciative. We can stay out of his sight and just listen in- hope to get some ranting that way.

After all, we're only supposed to interact with them if we really need to.

Oh, and what did the guy even do to get locked up?
>>
>>2504012
Indeed his belongings were confiscated, you could see them or the guy, your choice. Well, you could see both but your choice which first. As for what he did, he was wandering around the outskirts of the village and by his behavior and strange language the folks around thought he was a hostile combatant or something from another country, what with the wars going on. Upon trying to find out more of him though, the guy defended himself and was armed which led to troubles and eventually a mob forming to subdue him.

Whichever you choose, we can see how things go when we resume tomorrow, as this will likely be my last post of the night. Thanks all for playing, and we may see what the situation is with this stranger...
>>
>>2504033
Shit, if they're letting us, let's look at his stuff first. I'm interested in seeing time stuff.

Though, I'm starting to wonder if we should do any extra-curriculars. Our job is only to find out if this guy is actually a temporal anomaly, and not to interfere. But maybe he has dire warnings?
>>
>>2504033
Look at this stuff. that'll give us more things to bring up when we talk with him.
>>
>>2504156
It would be good to question him, though I'm worried about the timestream.
I'm hoping seeing his stuff and overhearing him might give us a better idea.
>>
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>>2504163
>>2504156
>>2504039
You're more interested in seeing his stuff first then, which they have just locked up in a trunk, but no problem just to show it to you, right?

"Nothing like I've ever seen before. He's probably foreign, would explain a lot. How he got out here though, your guess is as good as mine."

You check over the equipment in the trunk though being made of slime, they're not sure they want you touching anything. But one of the guards is more than happy to just lift anything up and show it to you. Indeed it is all very strange, but it doesn't seem beyond comprehension. It's just a bit odd because you feel like you've seen examples of equipment like this before... somewhere... you just can't seem to put your finger on it.

Oh well, it's probably nothing. You want to talk with the fellow now then? What are you going to say, or ask?
>>
>>2504973
"First, let me say that I don't think you're crazy. I'd like to know who you are, and where you come from."
>>
>>2504973
Hm. Nothing super futuristic looking, but certainly strange.

First I'd like to try to listen in on the fellow out of eyesight for an hour or two, see if I can glean anything from him that way. If no, then I guess we have to bite the bullet and interact with the time traveler.

Greet him politely, tell him your name, ask his. Then ask him if he'd be willing to tell you his side of things. You've got no power over the locals here, but you're interested.


I've been having massive cloudflare issues with 4chan all day, I don't know if it will let me post much
>>
>>2505001
Yeah same, the site is all messed up for me. Couldn't even post earlier, or I'd have started then.
>>
>>2505001
>>2504993
You can observe the fellow before you try to make contact. The problem is though, that he speaks very strangely and not a common language. It's a precursor to that of your own home country's and though you actually do know it, his is like a very strange dialect.

"First, let me say that I don't think you're crazy. I'd like to know who you are, and where you come from."

"Whatffore beaset thouw artte? Hange theve selt sunne monstre tine kilt me? Telve thost towe gartes to fevree me forn thene prisome! I halve tine returve tine my legio!"

He seems quite desperate, but not insane. Just confused by everything, and uspet about something.

>How do you proceed?
>>
>>2505150
Oh man. He's from OUR country?
And it's past?
That's super odd.

Tell him no, we're not here to kill him. We just want his story. We can try to ask the guards to let him go once we have it, but no garuntees- they don't work for us, you know?

What happened to your legio?
>>
>>2505167
Well you appear to roughly be able to somewhat discern what he is saying. He however doesn't have the same benefit in return, since for you it's like hearing something out of the past which your own is built off of. For him though, your language is a future development so he has no idea of it. You can try then, your own understanding of the precursor language but you're a bit rusty.

By this, the best you can glean is that he was a soldier of some group and while he was separate he ended up coming to this place. He's confused and thinks he's just lost though, and believing himself to be captured (perhaps by enemies) thinks he would be able to just go back.

At least you think that's the case, but you know for sure he wants to get out of here and if you can help with that then he's interested. Otherwise, probably not.
>>
>>2505230
Ah, so he's a lost in time soldier. At least, probably. His equipment looked like it wasn't destroyed by time, right? Not rusted through like something you would find in a crypt?

Well, two more questions. What country did his legio fight for? And were there any strange incidents that caused him to be lost? After that, thank him for his story, inform him that we will try to speak on his behalf, but that there is no guarantee that it will work. You can also tell him that he was arrested for fighting folk, and we don't think he's an enemy combatant that we know.

Translate this all into olde language for him, if you can. If he answers right to these, we could have all we need to bring this back to the academy as a confirmed report. And maybe help the guy. I'm still completely unsure on how laws work in this country. We need to get that lawbook still.
>>
>>2505269
And, maybe if the guards let us, we can buy him a couple meat pies or something before we go. Prison food is probably not great, and he seems entirely benign, if time lost.
>>
>>2505269
>>2505280
Indeed his equipment looks more or less new, so at the very least not dug out of some tomb. You try to ask him what more you can, and disturbingly unless you understood him wrong, he and his group were soldiers of Eldgas. Ah, right. The old Eldgas Empire, from that classical age past. More or less the precursor civilization to many of the continent today, before it collapsed and broke up. Characterized by grand constructions in white stone of columns and aqueducts, colosseums and baths. Certainly the precursor of your own nation, more than any other, even if its current state is a confederation of city-states.

The last thing you can get out of him is something about scouting which separated him from his unit, and discovering some kind of... "rip" in the air? Probably a portal or something, through which he passed to end up here. Trying to assure him that you'll do your best to help, you wonder if the portal may still be there while returning to the guards and trying to discuss matters with them. You doubt they'll just release him, but who knows, the situation itself is an abnormal one. At the very least if you're willing to pay they don't care what food you bring him.

>How do you proceed?
>>
>>2505414
Okay, this seems either legit or like an extremely well made fake.
Ask the guards how long he will be in here, and if he's going to get any sort of grisly punishment.
Explain he's been very useful, and you'd like to go contact some other specialists, which could take a week or two.
Also, ask which direction the soldier originally came from. It will be useful to our investigation.

After getting this info, go get enough pies to give one to each guard that's been helping you and two to the prisoner. Ask the prisoner if he can describe where the "rip" was, and tell him you will bring his situation to your superiors. Which may take a bit of travel for us.

Once we get the sentence time and the possible location of the rip, we can decide whether searching for the exact location is practical within the timeframe we're working on. As long as he is in jail and not being executed, we know where he is for the experienced time wizards.
>>
>>2505414
Let's tell the guards that he's a old crazy friend of ours, and that we want to have him home safe as soon as possible, so they should really just let him come with us.
>>
>>2505453
Hm. we were told to keep interaction to a minimum, but also having him come with us back to the academy would make the best first hand source for them.

if the guards are willing, sure, I guess. Otherwise, we'll have to get someone with clout out here to sort this out.
>>
>>2505456
>>2505453
though, maybe we can ammend it from "old crazy friend of ours" to "very informative for reasearch" or something.
I don't want to technically be lying here, but I'm not opposed to trying to get him out.
>>
>>2505463
>>2505456
>>2505453
>>2505424
You can try to convince the guards towards letting him out but it will be quite a hard sell. Also not to mention people will probably not take kindly to seeing him out of jail, the villagers here. But you never know... for just talking to them, it doesn't sound too dire. The guy will be imprisoned here till the local sheriff arrives, probably another day or two. From there they can't say for sure but the sheriff will probably dole out some punishment, and if the guy is sound of mind or at least doesn't seem like he's going to make trouble again then he'll be let go. His only crime so far was attacking (or defending himself from) some folks but no one was killed so it probably won't be too bad. Like a public flogging or put in a stockade for a few days. Who knows, most certainly not execution though, unless he's actually deemed to really be some foreign enemy.

As for where he came from, somwhere to the "east" as far as you can discern. The rip itself, sounds to be just somewhere in the forest just north of town.
>>
>>2505502
Shit, justice works fast around here. We couldn't possibly get back to the academy in time for that.

Well, best we can do I think is investigate the rip to get a location, and then try to speak on his behalf to the sheriff. Hopefully we can get him a small punishment, and then we can convince him to come with us to the academy to get him sorted out. He can consult with the time mage, get the rift set analyzed to see if it actually goes back to the right time, and be back home before the month is out, without erasing anybody from the timeline at all.

So, yeah, we're gonna be staying here a bit, searching for the rift, and checking in with the guards for the sheriff status.

Maybe buy some gloves and write to the adventurer subsection of the mage academy about our plans so they can either teleport a guy out here, or send a reply. Carrier pidgeons are a thing, right?
>>
>>2505502
I'm tempted to commit some slime crimes and jailbreak him. This is a rare and endangered legionnaire who we have to return to his natural environment.

Plus who knows how long the portal will stay open.
>>
>>2505531
I hadn't even considered that the portal might naturally close.
I was more worried about it annihilating him on contact, or sending him to the jurrasic period or something.
>>
I am tempted to just go down the time hole and have some fun in past.

As for legion guy, just write letter to academy and if mages are interested they will come (or just wait until the poor guy is released and then escort him back). Besides time itself shouldnt be our problem and my guess is that either universe just splits into new one every now and then or causality is rock solid and every time travel is already resolved before it even happened.
>>
>>2505547
But what if it's back to the future rules and we start fading away?
>>
>>2505557
Sucks to be us, then.
>>
>>2505657
Sucks to be Sadie you mean, you're just a slime!
>>
>>2505547
>>2505533
>>2505531
>>2505510
So what's your immediate agenda then? Try to make a correspondence with the academy, try to get this guy out of the slammer, or go looking for the cause of all this mess and see if you can locate the time rift?
>>
>>2506817
Let's send a message to the academy requesting help from a history professor who's specialty is the Eldgas Era, then wait around a bit to see the trial and see if we can help this legionnaire with acclimating to the future.
>>
>>2506817
Get a letter off to the academy, very first thing. Make sure it's addressed to the right department- you know, the guy who manages these missions. Tell him that we are almost certain it is an issue of time travel, and require a time specialist here within the next few days before the time traveler is released from jail and gets lost again. Tell them there is a temporal rift, and you will be trying to locate it.

>>2506876
Also, it is good to mention that we might need help from someone with knowledge of that time period. It will give them an idea of what kind of time traveler it is.
And I think we already gave the prisoner some help today- meat pies and all. We should really get a fix on that vortex before a specialist arrives.

Though, if I am incorrect, and we haven't helped him out today, feel free to do that first. Want to make sure this guy is treated as well as we can, given his legal status.
>>
>>2506884
>>2506876
Well you can dictate the letter out, but writing it yourself might be a problem with your slimyness. If you like you could maybe rely on one of the guards though that may be crude, or with a roll seek out someone who's actually legible.

A similar situation with the time rift, but one thing at a time.
>>
Rolled 39 (1d100)

>>2506950
Any chance we can use clothing adhesion and gloves to write?
If not, we'll have to find a carrier pidgeon place. Those people are usually literate as part of their business, I think. Either way, here's my roll.
>>
>>2506950
Simple solution: We take out one of the dress gloves we wore when we had dinner with the Mayor of that town when we were riding with Trista and Jal. With our clothing adhesion, that should keep us from getting the letter covered in slime!
>>
Rolled 92 (1d100)

>>2506950
Rolling just in case.
>>
>>2506980
That always works better than it should.
>>
>>2506975
>>2506980
>>2506962
>92

That works just fine yes, you have clothing adhesion for a reason. So making use of your clothes and a pair of gloves, you're able to write out a simple letter detailing what you know and requesting help. Though, the only thing that really matters is getting the message across but maybe the problem can be resolved altogether.

The challenge now is finding a way to transport the letter, which you can locate a courier for that purpose, already intending to make deliveries that way (he's actually waiting for a letter to be finished by the mayor but expects to leave tomorrow) though it will take a few days at least. In the meantime, you've an interest to try and seek out the other side of the problem? You have the one half of it in the prisoner, and if you hurry maybe you can see to the other half, the time rift before any punishments are doled out?

You've a general heading though, but nothing exact, so if you're to look for it make a roll! Maybe you could wander around till you find something, or even someone who may know of this place.
>>
Rolled 40 (1d100)

>>2507110
Yep, we're looking in the general northernly direction. If we see anybody out this way, it'd be great to ask about it.
>>
>>2507110
How long before the prisoner is sentenced? I don't mind spending some time looking for the rift, but we should try to be able to get back before the trial is underway.
>>
>>2507136
They said it wasn't that far from the town, so I think we can explore during the day, then be back for night time.
I mean, we've got quite a scouting range, what with terminator running and being able to climb trees without any risk.
>>
Rolled 84 (1d100)

>>2507110
>>2507160
Alright, so long as we can return by nightfall, I'll go with this. Let's get a map of the area first so we can mark the rift down, then head out.
>>
Rolled 72 (1d100)

>>2507110
rolling for rifts
>>
Rolled 23 (1d100)

>>2507110
But the future refused to change...
>>
>>2507136
That's down to when the sheriff gets to the village, which isn't exactly clear. The guards expect tomorrow or the day after at the most.

>>2507171
>>2507198
>>2507130
>84

So you take your leave of the jail and ask the guards to try and keep a lid on things. Maybe not avert justice, but make sure the sheriff doesn't just kill the man? Otherwise, it's all up to hope then. You head through the village facing the same scorn, but this time you know of a direction to head. Somewhere not far to the north of the village, in the woods there. It's not a great help but it at least narrows where you'll be looking.

And looking for a few days even you might have been, were it not for some luck in encountering a shepherd lad in a clearing by the forest edge. A time rift and a man displaced out of time? He's not sure of any of that, but he did notice some strange effect in the air while chasing a fox with his dog; down in a crag within the forest, he saw some birds flying to and fro and seeming to disappear through something which looked like a mix of fog and lightning in the day.

For the chance at a kiss from a pretty lady, made of slime or not, he'll even lead you there himself. At least, to what he saw if you think that's worth it.
>>
>>2507222
He's getting a strained cheek peck.
It's the best I can do.
>>
>>2507222
...Urrgh.
Would 10 gold be enough to convince him to take us without a kiss?
>>
>>2507222
Smooch the boy, it'll give him a good story to tell someday.
>>
>>2507222
oh, that's a little bit strange
I guess one kiss couldn't hurt though
>>
>>2507258
If we gotta, I guess. It depends on if he plays hardball.
>>
>>2507264
>>2507262
>>2507258
Nah, if you're so opposed to the idea you can just give him some coins. It's more than he's ever seen anyway. So after paying him for the trouble, the lad leads you out of the field and through the woods some distance, till indeed you see the crag he spoke of. He doesn't want to go down there but assures you that's where he saw it.

Well you're made of slime so no real concern about just dropping down. You take care of course, but once down there and testing about the area moving slowly, carefully observing, and reaching a long tree branch out to poke around, eventually you find it by way of seeing the tree branch vanish through some rip in the air. It seems about as difficult as sticking the thing through a window as it is as easy as pulling it back out, with no visible ill effect to the branch itself. Well, now to decide, what to do since you've found the thing. At least what you believe to be it.

>How do you proceed?
>>
>>2507342
DON'T GO THROUGH IT.

Mark it down on our map, then head back to town.
>>
>>2507342
Clearly mark the area with big ol' gouges in the trees. I'd want to erect some kind of barrier, but we don't know how wide this thing is and I don't want to fall through, so just mark the area and get away to a safe distance.

I agree with
>>2507350
that we should head back to town, though I do want to observe the portal at a range for a bit to see if it does anything. Like ten minutes or so before we head out. Try to do this observation with only a bit of our slime sticking out of hard earth, in case that portal is shooting off magic radiation.
>>
>>2507342
GO THROUGH IT
>>
>>2507342
Place a slimecam into the portal and see if we can see through it. Surely, this won't go horribly wrong!
>>
>>2507373
This experiment can be done with a properly jarred slimecam on the end of a stick.
If we lose contact, we can pull it back. If we can't pull it back, the slime will naturally starve. As safe as houses!
>>
>>2507377
>>2507373
>>2507368
>>2507363
A fair middle ground; although you are quite curious as to what lies beyond, you don't want to end up like the cat. So after testing and marking out what you can of the rift, you take a few slimy steps back and catch a gander. From your probing and laying out of branches and such, the rift roughly appears to be about the size of a small wagon if upended. Interestingly, the nearer you get the more visible and discernible the rift becomes, such that from maybe fifty feet away you'd have not noticed it but within ten feet it's very obviously some open rip in the air.

Before you leave then, you would like to check it out and have the perfect way! With use of a slime in a jar and a stick, you shove the thing through to see what you can... and it's pretty underwhelming. There look to be less trees around as evidenced by the lack of overhead cover allowing for rain to fall. But it's still a crag in the woods from what little you can tell, just a different shape which would make sense overtime. You can draw the slime cam back in without trouble, and consider maybe making a duplicate and sending that through. Ah, but either way the very least is handled; you found the rift, you marked it out, and you took a look through. Whether you explore your curiosity further, or just turn back, is your choice.

>How do you proceed?
>>
>>2507414
Head on back to the inn, we've done all we could without risking altering the timeline.
>>
>>2507414
Let's turn back.
We sent for the specialist, we've got a genuine time rift. I'd say that has earned us a nice rest somewhere.
>>
>>2507417
>>2507421
Well good luck finding accomodation in this village. You can roll if you like, but otherwise you may have to just camp outside the jail again and hope no one bothers you.
>>
>>2507433
Well, does the jail have any cells open? We could ask them and give them a small "donation" to the Widows and Children of Fallen Guards fund for a place to stay for the evening. If not, well shit.
>>
>>2507438
If you're willing to sleep in a cell, sure they could allow it. How then would you care to spend the rest of the day though, it'll be about mid afternoon by the time you get back.
>>
Rolled 60 (1d100)

>>2507433
ah shit, that's right, they don't like us much here.
Well, here we go. Let's see if they have an inn that'll let us stay or, failing that, a cell like the other guy says.
Or, failing that, literally anything that keeps us out of the rain.

>>2507442
well, nothing says we can't look for something better until it gets late.
>>
>>2507442
Might as well see if there's a place to buy some new books on the cheap that'll sell to us. Failing that, we should really catch up on that romance novella we bought...
>>
>>2507442
>If you're willing to sleep in a cell, sure they could allow it.

...Are they empty?

>>2507445
I guess I'll roll too.
>>
Rolled 79 (1d100)

>>2507453
Damn it.
>>
>>2507458
Hey, we might find some books.
And yeah, I wonder how far into that thing we are.
>>
Hey guys just a heads up, going to see a movie in a bit so I'll try to continue but it will be later for sure. Also as per player request in the previous thread, now that the thread is in auto sage we'll be going at a slower pace for everyone's sake. I'll try to do some each day but it won't be for like 6-hour sessions like the first few days of the thread.
>>
>>2508983
ah, good to hear. I've got a big headache that wants me to do nothing of great thought today.
>>
Going to to continue in a bit, just a chance to catch up from yesterday.
>>
>>2507458
>>2507445
>79

Unfortunately, no inn you can find. There's a small tavern in town but they turn you out for what you are. A spot in the jail though, an empty cell is easy enough. Since that's a dedicated place then, you spend the rest of the evening searching around for anything else of interest in the village while trying to steer clear of any trouble from anyone. Interestingly you do find that the local apothecary has a collection of various books he'd be willing to part with. However you've not really an eye for what could be valuable or rare, so you'd be purchasing blind more or less if you were to. Then again, maybe anything is better than going back empty-handed. If you're interested, say so, otherwise how do you care to spend the night in your cell?
>>
>>2513130
Ooh.
Look for stuff on head injuries. Then general injuries. Then healing herbs. Then poisons. Then simple ways to induce complete vomiting.

You know, if they happen to have them.
Otherwise, grab some at random and see what you get.
>>
>>2513130
Do we have that romance novel with us? Get through a couple of chapters before going off to bed and seeing if slimegirls can have dreams.
>>
>>2513188
This too.
It must be some novel to cause a divergence.
>>
>>2512845
Look for the weirdest and oldest book(s) in the set.
>>
>>2513130
What >>2513174 and >>2513214 said, plus maybe another romance novel, if they have it.
>>
>>2513214
Oh yeah, weird books are more important than medical books.
I just sort of am immediately attracted to those, and didn't think of that.
>>
>>2513214
Well there's a weird old journal you think, with all kinds of markings. But it's not a language you're familiar with. The apothecary will part with it for a few coins, and maybe one medical book, but no others.

Otherwise, you can return to the jail and spend the evening reading. You manage to finish out the romance book even, a decent enough read but a wonderful stirring of the imagination to send you off to sleep with indecent dreams.

---

You awaken the next day at one of the guards dragging a stick across the bars of your cell and letting you know that the sheriff is in town now. He stopped by elsewhere for various business (since he's here for more than to just dole out punishment) but they expect him here by midday. They just wanted you to know so that there's not some slime person in one of the cells when he gets here.

>How do you proceed?
>>
>>2513494
Get out of the cells. Maybe get breakfast for your new cell pal and guard pals, but probably not given how this town don't like us.

we've got the portal location, we've got the time traveller, all we've got to do is pipe up and try to stop it if they assign him any kind of extreme sentence. Or, if he goes scott free, explain we might be able to get him back home if he allows us to wait for a specialist.
>>
>>2513494
Ask if they could introduce you to the sheriff, so he doesn't freak out and so we could explain what we think happened with that legionnaire and the rift.

Also >>2513515.
>>
>>2513526
>>2513515
Yeah that's no problem to try and get your side of things in. Go ahead and make a roll though, to see how good an impression you can make on the sheriff past introductions.
>>
Rolled 53 (1d100)

>>2513800
Here's hoping that it goes well.
Or at least the sentence is light.
>>
Rolled 37 (1d100)

>>2513800
Welp, here goes.
>>
Rolled 27 (1d100)

>>2513800
The long charm of the law.
>>
Rolled 36 (1d100)

>>2513800
I'm not feeling lucky, but here goes
>>
Rolled 37 (1d100)

>>2513800
>>
Nobody gets good rolls!
Though, a 50 isn't bad. It's exactly average.
>>
>>2513811
>>2513816
>>2513905
>>2513924
>53

Well... not the best you could have hoped for. You more or less just hang around and go over your plan in your mind. When the sheriff does happen by though, it's not how you expected at least. The fellow himself appears quite irritable and tired, overworked if you had to guess or at the very least very busy. He makes an effort then to show some amount of respect when the guards set up introductions between the two of you, but being made of slime you can already tell he has his reservations about you and were you still in a cell you get the impression he'd give some sort of judgement about you as well.

"I'm sure you will forgive me madam, but I hardly have the time to scrutinize every case which needs my attention. I've only a short time here before I must be on my way... the next village, and the next and the next, the king's work is never done."

At your plea though he at least talks things over with the guards and considers the details, rather than just blindly passing judgement. And his verdict is surprisingly accurate to what the guards themselves predicted yesterday; two days in the stocks and confiscation of his arms and armor. The good news is it won't just be something suddenly set up, and put at the mercy of the village folk; the sheriff will call anyone who cares to the center of town and give a proclamation. That ought to fare better for the prisoner than just if the guards did so and left him at the mercy of the locals.

Unless of course you could make it worthwhile otherwise for either the sheriff or the guards. Though two days in the stocks is humiliating but it's hardly an execution. Your choice really, how much you care for this fellow. You've not a lot of time to decide though, as the sheriff is already sorting through for anything which could be used for military purposes from the belongings and the guards are getting set to chuck some water on the guy to wash him down before escorting him out to the village square.

>How do you proceed?
>>
>>2514027
Well, we can at least make sure he doesn't get shit thrown at him, and explain to him we think we might be able to get him home after this, once you get report back from your people. You found the rip, gotta make sure it's safe.

And by "make sure he doesn't get shit tossed at him", I mean "just catch anything they throw using slime powers"
>>
>>2514027
We could trade our non-defined magic weapon for some of the legionnaire's gear. We might have to pay for the rest of it, though.
>>
>>2514075
No trades but he'll take money if you want to bail that out. Though he can't give the sword back for obvious reasons.
>>
>>2514086
Well, what if we decide to buy it for ourselves? He can simply take the old magic weapon, and we'll have a relic from an ancient empire. Or he can sell it to the specialist when he comes to visit.
>>
>>2514086
Is it a lot or a little bit of money?
It'd be nice to have his gear for him, but not strictly necessary.
>>
>>2514104
That ploy could work if he didn't know you were already in favor of this guy. Even if you say it's for yourself he can't know you won't just give it to him right after.

>>2514108
Not much like a few gold coins which is more than he's getting for this work, for sure. For the armor that is, he's basically only confiscating anything metal in the first place. The rest of the belongings still belong to the guy, he just doesn't want him walking around armed and armored again. But no sword is already a big enough relief.
>>
>>2514160
Fair enough. The armor will help him find his old army once he's back in there.
>>
>>2514160
Alright, tell him to hold onto the sword and we'll pay for it once we come back after dropping this guy off at the rift. Or a down payment, if he's still hardballing us.
>>
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I fuddled with this one for too long and deleted half of it over and over to come up with something not that good. I need to figure out how to move shit around with the new art program I'm using.

It's supposed to be sadie wearing a baseball cap going long to catch some tomatoes.
>>
>>2514179
No I just said, he won't part with the sword. The armor is the best you can hope for, which you could get right now if you wanted.

But anyway, so are you going to stick around then or are you planning on leaving to return to the academy immediately after?
>>
>>2514209
I plan on sticking around until either a specialist arrives or he is freed from the stocks.

The messenger was only supposed to take a couple days, so whoever the wizard's response is should be here by then, unless they just send a message back.

we REALLY have to get more ranks in remote sense or some kind of magic instant messenger.
>>
>>2514227
Alright then, you can stick around. You watch as the prisoner is escorted out by the guards and taken from there. You hate to see him treated badly, but you think it for the best not to be around while the sheriff gives the proclamation and all. One stranger is bad enough to the village folk, a slime monster lady as well besides might be too much.

But after giving it enough time, and once the guards and sheriff returns, mostly to gather their things and be on their way, the coast should be clear for you to... well, do as you please, even if that means standing vigil while the fellow is stuck in the stocks. If you want to wait by the whole time though, make a roll to see what the village response is to such a display.
>>
Rolled 71 (1d100)

>>2514405
We can reduce the heat level of this by coming by if people start to throw shit, but otherwise watching from afar.
>>
Rolled 62 (1d100)

>>2514405
I don't think I used this one yet...
>>
>>2514427
>>2514422
>71

Shlorping your way over towards the village center without trying to draw attention, you find the place to be. Fortunately, it doesn't seem like the village folk were, or are too upset about the whole thing by now. There's some throwing of rotten vegetables but that subsides after like ten minutes when people run out. After that, it mostly seems to be just the occasional passerby taking out some aggression with a kick or a slap or a spit, and then groups of children sometimes happening past to poke and prod. The captive is obviously none too pleased, but he hasn't yet suffered any actual injuries.

So you could stand immediate guard and keep people away, or just while away the coming couple of days from afar just to make sure things don't get dangerous for anyone. Though either way, you'll need something to do for the coming two days of course!

>How do you proceed?
>>
>>2514473
Talk to the guy, we know his deal, but not much about his personal life, or what it was like back in the days of the Eldgas Empire, or even his name. Ask him about what the Eldgas Legion life is like, what was going on with the current emperor, do you know the name of the slime goddess at this time period or is it still not far enough back in time to remember, if the portal closes before we can head back would he like to stay with us for a while. Things like that.
>>
>>2514473
Tell people who are getting rough with him to move along. We can stretch ourselves out to be a bit taller when we do this.
>>
>>2514552
>>2514512
Want to make a roll for that? Attempt to get them to go away?
>>
Rolled 32 (1d100)

>>2514563
Rolling for how intimidating a small girl made of jam is. And, failing intimidation, we can ask them nicely not to mess with our patient. Because we are a healer, you see.
>>
Rolled 1 (1d100)

>>2514563
Last roll of the night for me. I'm crashing. Hope it'll be good. Goodnight, guys
>>
>>2514602
ah jeez
>>
>>2514602
Clearly, the dresses no longer work.

Well, shit, what a great end for tonight.
>>
>>2514607
maybe we'll luck out and only get the 32.
>>
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>>2514602
>>2514602
>>2514602
>1
>>
>>2514638
Let's just hope we don't get run out of town again?
>>
Rolled 33 (1d100)

rolling to save the day!
>>
Rolled 61 (1d100)

>>2514563
Rolling for spooky jam.
>>
Rolled 61 (1d100)

>>2514563
>>
>>2515467
>>2515182
Impressive double 61 but still not enough to counter that 1.

Also just a heads up to let everyone know, but I've got an exam Tuesday and then finals week after that. So I'll try to keep this going (after Tuesday) but I don't think I'll be making the next thread at least until finals are done. To keep sure of this, I'll as usual let know when the next thread is both in the twitter and the discord. Thanks for the patience though, it's just the end of the semester so things are coming to a head.
>>
Rolled 81 (1d100)

Comrades, we are so dead.
>>
>>2517812
Not dead, but damn embarrassed at least.
>>
Rolled 53 (1d100)

>>2514563
>>
Ok finished last exam (not final but still) so going to continue here in a bit and we'll go till the thread 404s, then after everything is done will make the next thread.
>>
>>2523527
hooray, it's time for...
getting pitchforked? oh no!
>>
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>>2514638
>>2515467
>>2522696
>>2517812
>>2515182
>>2515127
>>2514602
>>2514590
>1

Well you don't get pitchforked per say, but it's... not great. It seems like a simple enough effort, right? Just wait by for the couple days that the fellow will be in the stocks, maybe talk with him if you get the chance and keep people from bothering him. And that shouldn't be too hard you imagine, considering that within about half an hour at the most, most folks had gotten bored of throwing vegetables. Indeed, after that, few if any cared about harassing the fellow.

The problem though arose that night, when a few fellows after some rounds of drinks at the small tavern, on their respective ways home came across the stockaded man and figured to take out some aggressive fun in their inebriated stupor. Pretty soon you did have to intervene when they looked keen to cause harm to the prisoner. By getting involved though and moving in to try and keep them away, even if you didn't hurt anyone you still angered those involved. Even if you got rid of them for the time being, the next morning a slowly gathering and steadily more angry crowd gathered when word got around of the slime monster not only impeding justice and standing up for the stranger but also physically acting against fellow villagers. In order to avoid an angry mob then you had to leave, but abandon the poor time traveler to his fate. Already this can't be good for your image and worry of the rumors to come from this is certain.

At least you were able to escape out of town, but it's safe to say you can go wandering back in any time soon at all. So either you'd have to wait and hope things turn out for the best, or occupy yourself elsewhere... or just try something sneaky. But any activity oriented about the village will be met with difficulty and hostility. Either way, it's just after noon, as you wait outside of the settlement some distance up the road. Still in seeing distance but hoping to avoid being noticed. Though not so much that you couldn't catch a messenger for the academy potentially.

>How do you proceed?
>>
>>2524426
get to a place you can observe from. Maybe a tree perch? and keep an eye on the guy's condition and look for messengers. maybe place a slime cam on another tree to get viewing angles on those parts of the town you cannot see from your vantage.

Sorry time travel man, we tried.
>>
>>2524478
You can watch on from afar then without getting directly involved. Are you just going to observe then until the prisoner is either let go, or a messenger arrives? If your guestimate was anything to go by, you could expect a response from the academy either today or tomorrow, though the prisoner gets let out tomorrow morning.
>>
>>2524597
Well, we have to talk to the prisoner once he gets near the edge of town and give him his armor back. We did buy that.
So, wait until then. Then, if he's willing, he can wait with us until the messenger/wizard specialist arrives and we can go from there.
>>
>>2524605
Maaake a roll! You can be on the lookout for when he's set free, but who knows if he's in a talking or cooperative mood then. He might just book it the moment he can, after all the trouble he's suffered here.
>>
Rolled 66 (1d100)

>>2524652
That's fair. We can catch up to him regardless, we're fast.
And we've got his armor.
>>
Rolled 69 (1d100)

>>2524652
>>
Rolled 55 (1d100)

>>2524652
>>
Rolled 52 (1d100)

>>2524652
>>
Rolled 53 (1d100)

>>2524652
>>
Rolled 28 (1d100)

>>2524652
>>
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>>2524658
>>2524682
>>2524728
>>2524962
>>2525081
>>2525322
>69

Only barely then can you just catch the prisoner on his way out of town. Your expected letter from the academy arrives later in the day as you sit by the road and just try to catch anyone that comes by, mostly met with confusion or alarm. But it's hard to mistake an animated chair galloping along carrying news so that wasn't so hard. Accordingly, from what the letter more or less states, your work there is appreciated but that's really all they needed from you. Just an idea and observation, so you're free to call it quits now whenever you want.

Just because you're out here already though, you figure at least to not steal something from someone so you wait till the next day for the release of the prisoner and manage to catch up to him a couple hours later on his departure of the town. He's obviously stressed and angry, but tolerant enough of you for what he perceives to be some help. Even more when you offer back his armor, though he's naturally miffed about losing the sword.

He'd appreciate an idea again of where the time rift was, that's really all he's interested in at this point. But it's your choice if you do anything more than that, like going with him, staying, or indeed calling it quits.

>How do you proceed?
>>
>>2525690
oh, okay. Well, if that's all they want to do, that's all they want to do. Make sure you recover any slime cams you left around here.

And I say we lead him to the time rift, while apologizing about the locals. Ask him if he was out on a military campaign when he got lost, or if it was just routine exercises. I'm curious, and it would indicate whether the time portal is ALSO a space portal, as the country he comes from is actually one country over.

Also, you can ask him what he thinks occurred here, to see how badly the timestream might get altered here.
>>
>>2525690
Well, pretty much what >>2525826 said, plus giving him our non-axe magic weapon as a going away gift, although we should check to find out if it can pass through the gate without any issues. Just stick the weapon on a slimecam and place the slimecam on a tree branch, then see if the weapon can pass through without it blowing up or melting.
>>
>>2526004
yeah, we really don't know how the hell this thing works.
I sort of want to build a fence around it or something after he leaves, but it would be super amateur hour shit.
>>
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>>2525826
>>2526004
>>2526011
For his troubles you accompany him the rest of the way rather than just pointing him off somewhere, and try to apologize for the folks around these parts, as well as finding out what you can. Accordingly, it seems his group of soldiers were en-route to some other province so that makes sense if he'd be away from a population center and scouting out the area. At least that's what you think he said, from what you can understand.

Trying to understand what he thinks happened is harder because he himself doesn't understand. As far as he can tell, you think, he just wandered out of the woods and into some strange tribe of people and their settlement. Certainly no grasp of having traveled through time or space. He'd want to get some payback he thinks once he returns to his group of soldiers, however for one thing he doubts they'd have lingered around so he'll have to move to catch up. For another thing, he also wouldn't want any of his comrades finding out the embarrassment he suffered, so maybe best to just leave it alone... maybe if he ever happens by on his lonesome again though...

Well that's good news at least, and to your examination indeed the magic knife can go through the time rift without issue. You're kind enough to give it to him then, for which he thanks you with a kneel, not to mention his gratitude for all your other help. Before he goes, as he assumes you aren't coming with him, he asks if there's anything he can do in thanks?

>How do you proceed?
>>
>>2526027
Uh, hm.
well, if he can find any books or scrolls within a half day and toss them through, it'd be nice for us. We'd probably leave after that, though.

Maybe put a sign up or something on his side of the tear to make sure people don't wander in?
>>
>>2526027
Give him our name and address and tell him to pass it down to his children and grandchildren and so on. Tell them to tell his descendent to come visit us sometime for tea.
>>
>>2526097
Yeah, we might want to explain to him at some point that he is in the future? I dunno.

We can have him foreward any actual payment to our address at modern date, though. That's a good idea. Though, it probably won't make it, given the postal system will dissolve.

Maybe have him bury stuff around here for us? Hm.
>>
>>2526103
>>2526097
>>2526037
Well any of those could work, if you have a preference. Whether you have an idea of him fetching something and then maybe just burying it, or actually getting across some idea that you're not from the same time and for knowledge of you to be handed down?
>>
>>2526236
Ah shit.
Do I want some treasure, or do I want local legends of a helpful slime witch.
fuck.
In the interest of preserving the time stream, I'm going to say treasure. We might get the local legend thing anyway, if he talks to somebody about it, and I'm WORRIED about the time stream.
>>
>>2526236
I'd prefer the legend stuff, but if the timestream goes wonky, then there's not much point in people liking us more. Still, see if we can get him to pass down a letter from us, to be opened at whatever date today is.
>>
>>2526278
>>2526259
Make a roll! You never know how things may fare over the ages.
>>
Rolled 92 (1d100)

>>2526278
Actually, yeah.
Let's have a little fun and try to get them to remember a nice slime lady. I changed my mind.
Do the letter thing, and have his kids know about us.

>>2526292
Okay. I think we're more on the local legend/letter side now, though.
>>
Rolled 77 (1d100)

>>2526292
Here's hoping that enough time has passed for dressposting to be effective again.
>>
>>2526294
>Okay. I think we're more on the local legend/letter side now, though.
Well, I never said that it should be one or the other. Who knows, whoever comes might be coming to deliver those books to us.
>>
>>2526310
yeah, that's fair.
>>
>>2526294
>>2526302
>92

Well the idea of conveniently having a letter arrive to you centuries later is unreasonably far-fetched but just letting people know about you, the slime lady who helped him out, that's fair. You suppose it would be better to know where it was he came from in his country as to expect something like a rumor about that. But maybe it will pay off regardless, you never know how far a rumor can spread!

Well then, with the fellow gone and at least some effort on your part to put up at least just a few warning signs around the time rift, it seems the trouble is finally dealt with. Not the time rift itself, that may remain open for as long as the academy takes to deal with it. But at least there's no longer a time traveler wandering about causing trouble.

Just a slimy eye kept out for any slimy stories in history...

>How do you proceed now then?
>>
>>2526381
Well!
Do your best to erect a TIME PORTAL: DO NOT TOUCH, VAPORIZES DICKS sign, and then get heading home.
Can't wait to tell the other sadie about this.
>>
>>2526381
Time to head back home, I guess. Let's visit the town we visited with Jal and Trista, the townsfolk there were nice, and we could stay the night at the local inn, and maybe buy a couple of new books or souvenirs for Sadia and the bookstore lady.
>>
>>2526411
Oh yeah, I forgot about that. That's totally a good stop on the way back.
>>
>>2526401
We could pay that shepherd to do it. Hell, he might still be willing to be paid in kisses.
>>
>>2526417
hey, if we're lucky.
>>
>>2526417
If you want to do that, you can try lol

>>2526401
A few planks or shreds of bark with skull marks on them should do the trick.

>>2526411
If you're traveling again you can make a roll, though if you want to try to find someone to guard this place in the meantime you can do that first before you depart.
>>
Rolled 35 (1d100)

>>2526429
That is an effective sign, yes. Good work.

And honestly, if the academy isn't worried enough about this shit to send a specialist, I'm not worried enough to find a guard. The DANGER KILLY SKULLS signs will do. I say we head home.
And I will roll to that effect.
>>
Rolled 76 (1d100)

>>2526429
See if we can find that shepherd first to tell him to post a warning sign about the time portal (and pay his requested price), then head back home, stopping by that town we visited.
>>
>>2526440
This has a higher roll than mine, so I'm good with it.
>>
>>2526440
>>2526433
>76

You can find the lad again, out at the fields nearby. Without giving away the reason why, you can at least ask him to just try and keep vigil over the time rift area and do his best to steer people away if he can. He has a lot of questions and objections, but a slimy kiss makes him weak in the knees and red in the face, that he's willing to do your bidding even after you're gone.

In any case, you return to the road now then, leaving all this mess behind as you travel along same as whence you came. At least with less urgency now though, since getting back home is all you have to do. And things progress along well enough, as you alternate between running and walking along the dirt road, till eventually you come across an injured man by the side of the road. He looks like he could use help, however he's not one to ask and seems to be weighing his options. You may want to just continue on though, because disturbingly his arm looks replaced with an appropriately sized tree limb which clearly worries him.

>How do you proceed?
>>
>>2526630
Whoops, lost my name.
>>
>>2526632
>>2526630
Double whoops lol
>>
>>2526630
Oh man we have to stop for this shit.
We're a healer, do you mind if we look at this?
Can you move that tree limb? When did this happen?
>>
>>2526630
Well, we just created the first slimie.

I wonder how one would make a slime suit...

>"H-hello sir, do you require assistance?"
>>
I wonder how we'd even treat something like this.
Is it growing in him, or transmuting him?
>>
>>2526683
>>2526647
>>2526643

"H-Hello sir, do you require assistance?"

He is quite reluctant at accepting help when he gets a full look at you and your sliminess. However he is worried that his affliction is spreading, so without any reprieve in sight he finally relents. To your eyes, indeed it looks like someone just grafted a tree branch to his torso.

"Some witch... least I think it were a witch. We got her tied up, probably gonna burn her. But she done this to me, worse still to my mates."

He gestures into the woods some, and it sounds like he's not alone, simply that he was one to get away when the going got tough. Rather than coming to the roadside for help, he were merely trying to retreat and ended up here.

But how to treat him? You've no idea whatsoever really, firstly it's not just a conventional injury and second it's magical in nature. You suppose it could just be chopped off, but he doesn't want to lose an arm if possible.

>How to proceed?
>>
>>2526735
Is it spreading?
We're not really a magical healer, so we can only try so much. And he doesn't need US to amputate, any old healer would do that.

All we can really do without taking more extreme amputation style options is apply some slime to the tree arm and the intersection of tree and flesh, to see if that reverses things any.

Does it... hurt? Is it solid wood, or is his arm still in there?
>>
>>2526735
>"Hmm... Unfortunately, magical afflictions are a bit beyond my skill. From what I know of magic, you'd need to either hightail it to The Academy, try to find out how to undo her magic from her spellbook, or convince her to remove the spell on you. I doubt you'd be fast enough to run to the Academy, and I'm not sure of my ability to sneak in a witches hut after you just attacked her, so the best option would be to come to some sort of agreement. Mind if I hear how this all started?"
>>
>>2526746
As far as you can tell it isn't spreading, but he says when it first happened it was only his hand. If amputation is the option, no he doesn't need you but he doesn't have the heart (or the stomach) to chop his own arm off so would ask that you do it. At least he thinks it's still his arm. He doesn't feel anything though from it, and it's really just a live tree branch. Though, live, seems like a good indicator of some remaining connection or bond at least.

>>2526756
>hightail it to the academy

Or just any other magic healer, usually in any notable-sized settlement. The idea of getting her to reverse it does sound more appealing though. According to him, his little group were hunting for food but ran afoul of the witch and when they caught her she started throwing curses in self-defense. She's probably still caught though, he's confident in his comrades' ability to catch animals let alone people. He... supposes you could come back with him if you want, as he tries to beat a cure out of her.

>How do you proceed?
>>
>>2526766
I don't think beating a cure out of her is going to work, my man.
Since like, if she is able to cure you- like casting a spell and shit? She's going to be able to DOUBLE curse you.
We're going to have to go ask her nice and hope she lets bygones be bygones, or you're kind of fucked and we need to rush you to the largest nearby settlement ASAP.
>>
>>2526769
Well now you've got him scared! He rushes off then in the direction of the nearest settlement, but he does point out the way into the woods if you're still interested!
>>
>>2526774
That's probably a good choice man! Good luck!

Now let's go and get that witch out of whatever this trap was.
Man, never a boring day out here on the roads.
>>
>>2526766
>"No beating it out of her, sir. That just runs the risk of her either being knocked unconscious, or her likely making your curse worse. Truth be told, we'll need to find out why she cursed you and your friends in the first place."
>>
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>>2526774
Well, never fucking mind then.
>>
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>>2526776
>>2526777
>>2526779
Well his fate is his own you suppose. You trek into the woods a way but can pretty soon and pretty easily find where trouble went down by the sound of screaming. Following the noise, you come upon an unfortunate woman who is struggling to escape a floating orb of water much larger than she in order to avoid drowning. Not far from her is a man with... a grandfather clock head? Lastly, another man being disturbingly affectionate with a wicker woman who returns the romantic advances and kisses. And then just a goat tied to a tree not far from what was a campfire. The witch might still be around if these folks have been cursed so, maybe best to be careful?

>How do you proceed?
>>
>>2526779
my money is on he KNOWS she won't make nice for some reason.
We get to find out!
...

What in the fuck went on here?
I mean, we know what went on, but what the hell.

Well, first thing's first, try to pull that lady out of the orb of water. It could be the witch for all we know. This looks like wild magic, backfires happen.
And he DID say she was trapped somehow.
>>
>>2526786
Well, let's grab some of their rope, tie one end to a rock and hold onto the other, then chuck the rock into the water orb and pull her out.
>>
>>2526805
we may have to make clever use of leverage or tying the rock to a stick and wedging it between two trees if our hands are too insubstantial to actually bear enough weight to do this.
>>
>>2526805
>>2526797
First thing first, to get the woman out of the water orb, as you quickly struggle to find some rope. The only amount that you can find though is around the tree to the goat so you just undo some, find a rock and toss it in. Desperately she clings to and struggles to climb her way free before emerging completely and falling to the ground with a wet thud, followed almost immediately by the water orb which just hits the ground with a splash. Maybe without a prisoner it didn't have any reason to remain.

"B-Bless you! But please, put the rope back!"

An elven woman now that you get to look at her, she's exhausted from the swimming struggle and feebly gestures back the way you came. You would imagine her comrades to be in worse danger though.

>How do you proceed?
>>
>>2526814
uh... okay?
Let's re-tie the goat?
This is the weirdest emergency triage I've ever done.
>>
>>2526814
Tie up the goat again.

"One of your friends, I suppose? Anyway, I just met the one who had gotten a wooden arm. I sent him off towards the nearest settlement, hopefully he'll be able to get to the healer. Anyway, I'm Sadie, slime healer. I heard you were having trouble with a witch, so I came here to see if I could help."
>>
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>>2526819
>>2526836
QUICK MAKE A ROLL
>>
Rolled 44 (1d100)

>>2526841
ah fuck, goat knots
shitty boneless THUMBS
>>
Rolled 79 (1d100)

>>2526841
>>
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>>2526846
>>2526845
>79

Obliging the elf, you move back to the tree, but can't really understand the urgency when there's a guy there with a clock for a head.

"One of your friends, I suppose?"

"Not a friend, no."

You tried your best with slimy hands to tie the rope back, but... did the goat just talk?

"Ha-HA!"

A whisk of fur as a goat-y trotter reaches for you but bursts into a hand to match the woman's voice, gripping your own wrist to pull you closer. Almost like too much groceries tearing through a bag, a young lady with a mess of blonde hair and a manic look about her, rips free from the body of the goat (the remains of which scatter about and just turn to dust) and leaps at you, partially catching you off guard. You were a bit on edge though by her initial voice that she doesn't completely blindside you, but struggle as you might she just locks her legs about your waist once she leaps for you, to support herself upright. With her hands free then she grips your face and cackles some sort of key word before you feel a jolt through your head and body following after. Pretty soon you lose all control of your form and your humanoid body devolves to that of an appropriately sized frog within the crumpled pile of your clothes...

...only, you're still made of slime. Moments later and you regain control of your body again, and can at any moment return to your normal form or use your abilities again. Maybe if you were human and unable to control your body at will you'd be stuck as a frog, but it seems she just altered your form, which being made of slime you have full control of. Lucky you were able to partially resist her, else she might have gotten the full jump on you and managed a full (and worse) curse than just a quick utterance. She doesn't yet realize though that shape changing doesn't work on you and just leaves you there thinking she's dealt with you for the time being, nearing the elf with glee and conjuring up a bed of leaves to swallow the exhausted woman up. Previously drowning in water, now drowning in leaves.

>How do you proceed?
>>
>>2526878
the fuck is wrong with this witch? I mean, self defense is one thing, but this is downright JUMPY.
Anyway, keep your frog form for now, but split off three or four other slimes to jump on her.
No need to get cursed yourself when you could have a subsection of your mass that you are ordering via remote to do it for you. Go for the numbing/suffocation till she passes out tack, then recall 'em.
>>
>>2526894
oh, also, if we can, we could have some of the slimes coming at her say stuff for us.
Now is a good time for WHO DARES ATTACK THE SLIME WITCH!?!
>>
>>2526878
As a puddle, ooze under her, then flow up and numb her to sleep.
>>
>>2526904
This is a good strategy to go for. It's not like we have a cap on slime orders, just range and complexity.
>>
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>>2526894
>>2526900
>>2526904
Without revealing yourself, and while she's distracted with tormenting the poor elf, you surge along to try and ambush her. A mix between using a number of mini slimes and also trapping her from beneath. The old, surging, numbing and sleepy time trick.

And at first it goes beautifully, as you manage to coordinate and catch her off guard, yourself sliming at her feet while a few mini slimes leap up onto her at various places. And while you do have numbing as to not cause her pain, she pretty soon at least feels a little extra weight of some slimes on her and also a lack of feeling in her legs. In a panic, she whisks herself in a flourish of clothes to become a pretty giant (about the size she was while human) beetle.

"So you're not like these others... I thought you were another friend of theirs. Well good luck trying anything now!"

Just to emphasize her point she shakes all the little slimes off and jostles her feet to be free of you. It seems the insectoid exoskeleton prevents your slime from making contact effects upon her, like the numbing. Though, she doesn't realize that her attempts to harm you by stomping and jabbing with her beetle-head don't really work either.

>How do you proceed?
>>
>>2526921
huh. I don't know if we can actually eat carapace like that.

Well, we seem to be at a stalemate, so now we can ask why the heck she's cursing people left and right through slime intermediary.

Also if that clock-head guy is dead. And why some people got real gentle curses like "kissing a wood lady" and others got real raw curses like "being drowned"
>>
>>2526921
Beetles have mouths and anuses. It's going to suck, but she's going to have to find a way to get us out without hurting herself as we numb her from inside.
>>
>>2526933
well, if any of the slime can get up to the mouth, sure.
And by mouth I mean spiracles since that's where beetles breathe through, which is actually on the side and not the front.
>>
>>2526933
>>2526930
>>2526936
Well what'll it be?
>>
>>2526940
Well, let's try talking first. I'm curious.
>>
>>2526940
I say we skip to the talking, because I don't actually think our slimes will be able to climb the shell, and I think they'll be shaken off if we drop them on.
>>
>>2526944
Caught in a bit of a perceived stalemate, you try conversing. Well, as best you can given how tensions are high. Asking her at least what the dealio is with all the trouble caused.

"ME cause trouble? These louts tried to kill me! Probably have their wicked way first, this is all self-preservation... and punishment, I deserve better treatment than this!"

Well the tree-limb guy did say they were hunting, but how could they mistake hunting for food with a woman? Hmmm, strange indeed. She was caught and tied up though, as a goat.
>>
>>2526951
Question.
Were you a GOAT when they tried to kill you?
Or did you just happen to fall into a trap they set, and then go nuts at them?
>>
>>2526953
also, again, why did that guy get just a wood lady, and that guy got straight head clocked?
And stop drowning that elf while we have a conversation, it's rude and distracting.
>>
>>2526951
>"Wait. Did you get caught in their trap as a goat?"
>>
>>2526962
>>2526955
>>2526953

"Would you go around as a goat if you looked this good? I had to alter my appearance in case anyone came to help. They wouldn't think twice about setting an animal free... you didn't."

As for the degrees of punishment, she based it on how they treated her. Apparently the elf was the one to catch her, while tree limb and clock head roughed her up. Wicker woman, he was weak to a mere seduction attempt by her to have the ropes undone at least enough where she could start slinging curses.
>>
>>2527015
okay, that's a bit more of something.
Are tree limb guy and clock guy going to die? Is clock guy dead? Sorry, this is all incredibly odd. I should focus on the matter at hand.
I think I'm believing this witch, though.

A more pressing question: Why was the rope important?
Couldn't she have untied herself at any time? I mean, she can shapeshift. She turned into a GOAT.
>>
>>2527015
>"Wait wait wait, this doesn't add up. If they were out here hunting for food, they wouldn't have decided to eat a person unless they were desperate and starving. That man you gave the tree arm to looked healthy enough, as well as everyone else here."

(looks at her for a moment)

"Did you walk into a trap meant for food, and just assumed they were hunting you?"
>>
>>2527029
yeah, I'm not quite sure exactly what their motive is in this.
Though the guy DID say he was confident in catching people or animals, which was shady as hell.
>>
>>2527025
The rope was keeping her tied up, that much should have been obvious. Wicker woman fellow only got her undone enough to use her hands, you arrived pretty much just as she was struggling to untie herself (and so turned into a goat) but she admits that she was never a woodsperson or survivalist so rope knots are beyond her. At least how to tie and untie complex ones, she was just struggling against them, same as you did until you managed to actually undo some.

"Did you walk into a trap meant for food, and just assumed they were hunting you?"

"No you fool! They caught me traveling through the area, why they chose to hunt after me, you can ask them but it's not as though a witch has ever gotten a warm welcome from anyone."

Admittedly the situation is pretty confusing, but for her who went through it, it makes enough sense that she doesn't understand perhaps the need to explain it all out clearly. Mainly in part because she's just annoyed with everything, being caught by the others and now stuck in a stalemate fight with you. Really, she'd rather just leave now but isn't about to drop her guard as long as you're nearby, having some idea of the danger you pose.

According to her none of the curses are fatal though, clock head guy certainly isn't dead he's just wandering around blindly and bumping into things because he has a clock instead of a head. Tree limb, unless he tries to cut it off it won't be fatal. Or, "fatal" in the sense that if he fully turned into a tree, well he wouldn't be dead but obviously not human anymore.
>>
>>2527094
Well, this seems to check out.
And yeah, nobody ever gives witches a warm welcome. In fact, you just got almost turned into a toad by someone just like a minute ago.

After fishing for apologies, we can ask if we should just go our separate ways here? It'd be nice if she taught us how to change them back, but that's probably not going to happen, so we might as well just part without either of us dying.
>>
>>2527094
>"Listen, I'm willing to leave here and let you go on your way, but I'd like to bring these guys with me, preferably in one piece. Any chance you can lift the curses off of the elf and the Lothario over there? It might help convince the rest of the villagers to leave you alone if you don't kill them, lest they decide to send bounty hunters or worse yet, the mages guild on you."
>>
>>2527114
well, they are sort of slavers or something, so I don't care about them too much.
Though I am incredibly fascinated by things like "this guy has a clock for a head but is also alive".
Like, holy shit, how did you do that.
>>
>>2527114

"Or I could kill them and no one would ever know. Or even make something useful out of them! A new pair of shoes? Maybe a hairtie, or a mug... hell, I could always use a familiar."

As you may have guessed, she's not exactly keen on letting them go after what they did to her. She could maybe be convinced with a roll though, and if you made clear what you plan to do with them. That is, if she'll have trouble from them again. She doesn't want to just free them and part ways with you, only for it to come back and bite her.
>>
>>2527125
Okay, well, that's weird. I guess we have no place to judge though.

Look, I think we're gonna just... go? I suggest you drop this all and go home or whatever, but we've done worse when attacked.
Well, "worse'.

Oh, and go easy with those curses, man. You blasted us and that's not cool, we're bystanders here. Be more careful next time.
>>
>>2527136
>"Please don't, it'll give me a headache, and I technically don't even have a head to have ache."

>"I'll just leave you be, but I do recommend that you make the curses temporary, in case they spread rumors about the evil witch in the woods. Rumors like that get reported to the Academy, and mages would have to come out here and figure what the hell's going on. Just make it for two or three days; should be long enough to make a point."
>>
Why not just eat her? Toxic on, corrosive on, numbing on, go for the eyes...
>>
>>2527136
>>2527146
You offer up fair warning, though she posits in response, that she doesn't even live remotely close to here. She was just flying to meet a friend, who also doesn't even live close to here, it was just a stroke of bad luck that she ran afoul of these "hunters".

Well, if you want to just part ways then, you can just both back away nice and easy and once far enough apart continue on?
>>
>>2527157
That seems best.
No hard feelings, other witch. Shit was weird for everyone I am sure.
>>
>>2527157
Fair enough. Have a nice evening, hope your luck evens out.

Actually, wait. Does this friend have a house made out of gingerbread?
>>
>>2527168
shit, yeah, actually.
I'm curious now.
We live out by the gingerbread lady.
Are we actually like, neighbors?
>>
>>2527168
>>2527172
Your gingerbread comment confuses her.

"No, she lives in a mushroom! Who in their right mind would live in a house made of food?"
>>
>>2527156
Could have done, would have been a magic body! And more from the hunters. Oh well.

So on your way again, to that same town from before?
>>
>>2527195
ah, damn, wrong lady. She's our neighbor, we don't really know her that well.
Oh well, off we go.
>>2527197
Yep. Seemed to just be an incident of justified witching. Let's go home, and hit that town on the way back for a nice time.
>>
>>2527195
"You'd be surprised. Anyway, good luck."

Now back off to the town.

Actually, it needs a name other then town, especially since it's like the second place that's actually welcomed us.

How about Luccah?
>>
>>2527205
I mean, it's certainly going on the list of places we might visit again, wherever it is.
And it's like the third place. That one town that ran us out that was on the water welcomed us, we just rampaged a bit.
>>
>>2527210
>That one town that ran us out that was on the water welcomed us

Let me rephrase it then.

The second town we've been in where the people liked us enough that they'd want us to come back.
>>
>>2527214
Mmm, more accurate.
>>
>>2527205
>>2527199
>>2527210
Alright then, you can continue on your way as you came, and make for Luccah. I think that's a good place to leave it for now then. Not sure if the thread will last till tomorrow but if it does we'll continue then. If not, the next thread will be up after finals, which I'll let know on the twitter and discord and such.
>>
>>2527236
Very good, thank you. Maybe give us a day warning when it does come up.
neat to see other witches are operating around here, not just us. Maybe we'll get to know them better later.
>>
>>2527236
Gotcha, boss. Thanks again for running.

>>2527243
I'm more under the impression that we were a mage back when we were human, rather then a witch. Mages and Wizards for book learned magic, Sorcerers and Witches for self taught.
>>
>>2527253
I figure the difference between a lady who is a mage and a lady who is a witch is essentially down to who they are affiliated with.
We're rogue agents now, right?
Also, all the magic we have is what I will dub "slime magic". Which is not actually magic but anyone who says this will be ignored.
>>
>>2527197
Yeah, she was sort of in the right so we didn't get to eat her.
Darn the luck.
>>
>>2527243
But you're not a witch, you're a queen. That's what the crown is for!
>>
>>2527339
I'm almost certain those aren't mutually exclusive.
>>
>>2527339
We can always be a queen and a witch. or... A KING PLAYING FOOTBALL IN OUTER SPACE.




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