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File: Human Fighter.jpg (62 KB, 900x1075)
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You are a human fighter in a world very similar to the depictions in D&D and have just started your journey. You have an iron short-sword and nothing else to your name.

>Roll 2d3 for your Alignment
>1 Lawful- You are devoted to Order and consider the Law sacred.
>2 Neutral- You have no stake in Order or Chaos and have no obligations.
>3 Chaotic- You are devoted to Chaos and consider the Law abhorrent.

>1 Good- You are devoted to Good and always put others before yourself.
>2 Neutral- You are not Good or Evil and do what you want when you want.
>3 Evil- You are devoted to Evil and always put yourself before others.

You are at the equivalent of level 1 and have no experience. Later on if you survive you can multiclass and gain additional skills.
>>
Rolled 2, 2 = 4 (2d3)

>>4430809
>>
>>4430815
You are Neutral on the Order and Chaos axis. Your alignment can change over time but it is more difficult to go up than down. I need one more anon to roll for where you are on the Good and Evil axis and then you can choose your starting boost and which world you are in.
>>
Rolled 1, 2 = 3 (2d3)

Yo
>>
>>4430815
>>4430830
You are Neutral Good, you always put others before yourself and don't care if helping people means you have to break the law or enforce it. That doesn't mean you always have to do the right thing or are a paragon of justice but it does mean that you won't stand by and let Evil thrive.

>Choose:
>Reformed Bandit: You used to be a bandit before you had a crisis of faith and realized what a monster you had become. Now you fight to atone for the wrongs you've done. You know how to use dirty tricks and how criminals think. Luckily you were smart enough to keep your identity hidden so you don't have a criminal record.
>Nobleborn: You are the son of a nobleman and were trained to be a knight and you've just set out on your errantry to prove your honor and help your household. You are very well-trained and understand noble etiquette. Thanks to your father's wealth you have a shield and chainmail shirt and iron helmet and 2d10 pounds of silver.
>Farmer: You expected to be a farmer for the rest of your life like your father was but something changed and you left and never looked back. Your family used to joke you had an ogre for a grandfather because you are larger and stronger than almost anyone else. Even though you aren't trained or experienced you aren't half bad in a fight and know everything that a farmer would which is surprisingly useful.
>>
>Reformed Bandit: You used to be a bandit before you had a crisis of faith and realized what a monster you had become. Now you fight to atone for the wrongs you've done. You know how to use dirty tricks and how criminals think. Luckily you were smart enough to keep your identity hidden so you don't have a criminal record.
>>
>>4430846
>>Farmer: You expected to be a farmer for the rest of your life like your father was but something changed and you left and never looked back. Your family used to joke you had an ogre for a grandfather because you are larger and stronger than almost anyone else. Even though you aren't trained or experienced you aren't half bad in a fight and know everything that a farmer would which is surprisingly useful.
Farmboys make the best heros.
>>
>>4430846
>Farmer: You expected to be a farmer for the rest of your life like your father was but something changed and you left and never looked back. Your family used to joke you had an ogre for a grandfather because you are larger and stronger than almost anyone else. Even though you aren't trained or experienced you aren't half bad in a fight and know everything that a farmer would which is surprisingly useful.
>>
>>4430846
>Farmer
Gonna start bad but hopefully we get those Donnel like growths
>>
>>4430866
>>4430876
>>4430890
You are a Farmer and hopefully have the strength and size to make up for your lack of technical skill. Sure you're no knight but you have the heart of a true hero and isn't that what really matters? What that means depends on which world you were born in.

>Ippibis: A world where the gods are distant but their priesthood is powerful and civilization is divided between a handful of sprawling temple cities. Demons lurk in the shadows as well as terrible things but they do not dare show themselves to the light.
>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
>Abaed: A world where a wizard empire ruled until only a month ago when the magic stopped working and the people were able to rise up. Rogue wizards are still out there and have to fuel their magic with terrible things and their creations don't seem to mind the loss.
>Chemmidolon: A world where the land is frozen and metal is rare and civilization is under a handful of psychic sultanates or wandering tribes. The biggest dangers are the cold and your fellow man but there are plenty of beasts and nonhumans in the wilderness.
>Aegginem: A world where the faerie courts and giant clans wage constant war with each other and themselves and the kingdoms of man are caught in the crossfire. Illusions and mischievous pranks are a constant peril, but the less is said of wild hunts and giant beasts the better.
>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>Vaedreus: A world where there is nothing in particular going on except for the rumors of a dark lord and monster-infested dungeons everywhere. There is a very wide variety of monsters and threats but if you keep a clear head you should be able to survive.

You can choose any one of these or a different one if you have another idea. I have some for each one.
>>
>>4430896
>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430896
>>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430896
>>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430896
>Ostiroth
Epic quest of a farmer rising up to overthrow tyranny
>>
>>4430896
>>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
Seems like a good place for a wandering hero. Ostiroth would have been better for the bandit start.
>>
>>4430896
>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
>>
>>4430896
>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
>>
>>4430896
>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
Let's go Donny!
>>
I wrote for Ostiroth but then four anons voted and tied for Mecceriel and I saw that before I posted. I'm going to wait until one of you breaks the tie before I write the next update. If nobody does in an hour or two I'll post what I already wrote but I'm fine with doing either.
>>
>>4430896
>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430943
>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430943
I’ll switch to
>Mecceriel
>>
>>4430896
>Ostiroth: A world where the creatures of the night are open and civilization is under their tyranny and the only escape is death or outlawry. Vampires and their minions devour those who defy their rule, werebeasts are common, and nightmares are real.
>>
>>4430896
>>Mecceriel: A world where the kings hold control over only their cities and the lands next to them and are in a delicate balance of power. Warlords are a constant threat as are monsters that seem to get less uncommon and more numerous every year.
>>
File: Ostiroth.jpg (11 KB, 852x480)
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>>4430905
>>4430908
>>4430913
>>4430958
>>4430962
>>4430981
You were the son of a serf under the vampire lord Gyles of the Martcombe line in the land of Ostiroth. You worked long and hard for your masters because you were taught that was your place since you were born but when your father was completely drained of blood during the red tithe instead of just a little and your mother was killed when she tried to push the vampire knight off of him you knew that you couldn't stay there anymore. That morning you stole a thrall guard's sword and ran away into the wilderness. You know they're going to be sending bloodhounds but for the first time in your life you are free and you aren't going to give that up. There's only so much time in daylight and the thralls are going to be hunting you on their own. Some of them are charmed but most are free-thinking and swore to serve for the privileges of extra food and exemption from the red tithe. You need to be careful.

>Escape into the wilderness where the lord's hold is weak.
>Go down to the river and see if you can maybe swim across.
>Try to stay hidden in plain sight by blending into the slums.
>>
>>4430989
>Escape into the wilderness where the lord's hold is weak.
C’mon Donny gotta get away
>>
>>4430985
I didn't see your post when I updated which would have made it a tie so your vote is going to count for two on the next vote.
>>
>>4430989
>Escape into the wilderness where the lord's hold is weak.
>>
>>4430989
>Escape into the wilderness where the lord's hold is weak.
>>
>>4430989
>Escape into the wilderness where the lord's hold is weak.
Over the threshold.
>>
>>4430999
>>4431010
>>4431011
>>4431019
You run into the wilderness where the vampire lord rarely goes. His servants and thralls don't worry about getting caught outside and you have to be quick. Maybe they won't go straight for the bloodhounds and you can get some distance on them. If not, you aren't going to let them take you back without a fight.

>Roll three 1d10, difficulty: 6 to escape without getting caught
>>
Rolled 4 (1d10)

>>4431089
>>
Rolled 9 (1d10)

>>4431089
>>
Rolled 1 (1d10)

>>4431089
>>
>>4431100
>>4431152
>>4431182
>1/3 success
You run away into the woods and go as fast as you can but the bloodhounds are trained and their noses are twisted to be even keener by black magic. It doesn't help that their handlers are extremely persistent because they know that they will be punished if they let you escape. You try to go off the path and into the deep woods but you leave a scent behind you so strong it stands out like a torch in the dark. It's been almost three hours when you hear barking and snarling in the distance. One of the handlers must have found you. Luckily you're in the middle of a dense forest and have time to prepare an ambush, unless you want to run and risk giving them the advantage if they can catch you. Then again, your father always did say you were big and ugly enough to put the fear of the gods into a walking corpse.

>Expose yourself and bluff that you were expecting their approach
>Step behind a tree and get ready to hack and slash the first thing you see
>Don't take any chances and run, they'll smell you but not before you're gone
>>
>>4431219
>Don't take any chances and run, they'll smell you but not before you're gone
>>
>>4431219
>Hide in a bush, when the dog draws near, come out swinging and screaming.
>>
>>4431227
this
>>
>>4431227
+1
>>
>>4431227
>>4431295
>>4431330
You are never going to make a change by running away. The bloodhounds are snarling and getting closer. You hear someone shout "ACK! ACK! EASE UP NOW EASE UP" and know that any time you had to run is gone. You dive into the bushes and wait. While you're sitting down you think about yourself and how you got here.

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 20/20
>XP: 0/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage

They stumble into view! You have a clear strike at point blank range, giving you an automatic hit and +1d4 damage.

>Roll one 1d6 and two 1d4
>>
>>4431456
I forgot to add my name to the post.
>>
Rolled 3 (1d6)

>>4431456
>>
Rolled 2 (1d6)

>>4431456
Heeere’s Donny
>>
Rolled 1, 3 = 4 (2d4)

>>4431471
>>
Rolled 8 (1d10)

>>4431472
>>4431473
You jump out of the bushes howling "RAAAAAAGH!" and swing your sword into the first bloodhound's side.

>6 slashing damage dealt to Bloodhound #1
>Bloodhound #1 -6 HP, 0/6 HP remaining
>Bloodhound #1 has been slain!

>Donnel has gained +1 XP

It whimpers and whines but you've already spilled its entrails. It's too late and you hack it in the neck to put it out of its misery. The crying makes you feel terrible until you see the pale hide and deformed snout. You hold the handle tighter and steel your nerves for what's about to come. "YE KILLED 'IM! BASTAHD I'LL BREAK YER SKULL!" A scrawny man holding a club steps out of the trees and lets go of the second leash which releases a bloodhound, just as mean and aggressive as the first. The coward stands back while his dog runs to take the first blow.

>Roll 1d10 and beat mine to win initiative
>>
Rolled 2 (1d10)

>>4431492
>>
Rolled 2 (1d4)

>>4431496
>>
>>4431497
>2 slashing damage dealt to Donnel
>Donnel, -2 HP, 18/20 HP remaining
>Donnel is in Healthy condition

The hound sprints and tackles your leg before you can finish pulling the sword out of the corpse. You feel a sharp sting and turn to see that it bit your calf but 'tis a mere flesh wound and its thrashing to get deeper has left it wide open. You don't wait one more second and swing with all your might.

>Roll 1d6 and 1d4
>>
Rolled 5 (1d6)

>>4431503
>>
Rolled 3 (1d4)

>>4431503
>>
Rolled 4 (1d10)

>>4431510
>>4431516
There is a whooshing noise that gets wet and loud as the blade hits the spine and carves down to the ribs. It was a poor swing but desperate strength carried it through.

>8 slashing damage dealt to Bloodhound #2
>Bloodhound #2, -8 HP, -2/6 HP remaining
>Bloodhound #2 has been slain!

>Donnel has gained +1 XP

You rip it out and let the body fall. It's almost been cut in half but you don't have time to think because the handler is trying to crack your head with a club!

>Roll 1d10
>>
Rolled 3 (1d10)

>>4431534
>>
Rolled 4 (1d4)

>>4431537
>>
Rolled 2 (1d4)

>>4431541
>>
Rolled 5 (1d10)

>>4431541
>>4431545
You can't blink before the club hits you in the head hard enough to crack the wood and you hear ringing. It hurts like a bitch but you've been kicked by mules and it's no worse. You stay on your feet and brandish the sword.

>6 crushing damage dealt to Donnel
>Donnel, -6 HP, 12/20 HP remaining
>Donnel is moderately wounded

When the handler sees that you aren't phased by the blow he steps back in caution. He looks like he wants to run but he knows if he goes back to the vampire lord without your corpse and with two less bloodhounds he's going to lose every drop of blood in his veins. You aren't about to let that happen. The two of you circle the bodies and size each other up.

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 12/20
>XP: 2/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage

>VS

>Bloodhound Handler, Neutral Evil
>HP: 8/8
>Wooden club: 1d4 crushing damage

The heartbeat in your chest is thumping in your ears. You break the silence and swing for the neck.

>Roll 1d10 to strike and beat his dodge
>>
Rolled 1 (1d10)

>>4431560
>>
>>4431571
Neither of you are trained warriors but where you spent years threshing grain he trained bloodhounds. He leaps back and your slash goes wide. None of you waste time talking before he tries to swing a second time. You can't handle that many more hits on the head and you need to do something.

>Let him strike you to get an opening to slash
>Try to jump out of the way the second it hits
>Run behind a tree so he has to follow you
>Tackle him and put your strength to use
>>
>>4431576
>Tackle him and put your strength to use
>>
>>4431576
>>Tackle him and put your strength to use
>>
>>4431576
>>Tackle him and put your strength to use
>>
>>4431576
>Tackle him and put your strength to use.
>>
Rolled 2 (1d4)

>>
>>4431584
>>4431613
>>4431696
>>4431819
>>4431828
You can't sit there and keep trading blows, so you tackle the handler and slam him to the ground. He manages to smack you in the temple when you put your guard down but he can't dodge and now that he's in your grasp you have the advantage.

>2 crushing damage dealt to Donnel
>Donnel, -2 HP, 10/20 HP remaining
>Donnel is moderately wounded

There's no time to think. You have to do.

>Go for the throat and crush it
>Force the club from his hands
>Start breaking fingers
>Turn him face down
>>
>>4431832
>Go for the throat and crush it
>>
>>4431832
>Go for the throat and crush it
>>
Rolled 3 (1d10)

>>4431834
>>4431835
You try to get your hands around the handler's throat, but he realizes what you're doing and tries to stop you.

>Roll 1d10+4 to overpower him
>>
Rolled 7 + 4 (1d10 + 4)

>>4431844
>>
Rolled 7 (1d10)

>>4431845
His feeble strength can't stop you from getting your hands around his neck. You can feel it bending and breaking beneath your fingers.

>2 suffocation damage dealt to Bloodhound Hantler
>Bloodhound Handler, -2 HP, 6/8 HP remaining
>Bloodhound Handler is lightly wounded

You squeeze harder.

>Roll 1d4+4
>>
Rolled 4 + 4 (1d4 + 4)

>>4431849
>>
>>4431857
You got the highest result so you get a second 1d4.
>>
Rolled 4 (1d4)

>>4431862
ok. We don t wait for others ?
>>
Like if you rolled a 6 on a 1d6 you get to roll a second 1d6 and if you rolled a 6 on the second roll you would get to roll a third, and every 1 included is a point of damage.

>>4431865
The rolls don't make much difference now but can you give me a third 1d4?
>>
Rolled 3 (1d4)

>>4431867
>>
Rolled 2 (1d4)

>>4431867
>>
>>4431857
>>4431865
>>4431872
He tries to move your hands and uses the air he has left to beg you to stop where he realizes he can't. You go slack for a second but then think about the look on your mother's face when the vampire took a knife to her stomach and you're deaf to his voice.

>2 suffocation + 15 strangulation damage dealt to Bloodhound Handler
>Bloodhound Handler, -17 HP, -11/8 HP remaining
>Bloodhound Handler is brutally slaughtered

You squeeze until you feel his neck cave in and then some more after that, ripping out the spine and esophagus. You're covered in gore and your head is sore. You've killed animals before but never people and like this. You didn't realize you were even capable of doing that. It makes you nauseous but if you didn't do it you would be dead by now.

>Donnel has gained +1 XP

You have to keep moving.

>Rummage in the pockets and then move
>Cut off the head so it can't be reanimated
>Leave without looking back

You can do any of the above. It's a question of how far you want to go.

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 10/20
>XP: 3/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>>
>>4431880
>Cut off the head so it can't be reanimated
>Leave without looking back
The handler probably only has things related to bloodhounds on him, so there won't be any use in looting him. Also MC looks disgusted at what he's done.
>>
>>4431880
>Cut off the head so it can't be reanimated
It has to be done.
>>
>>4431880
>Rip the head off, Take his baton

May be better to have an easier none lethal weapon
>>
>>4431888
oh yeah, take that too
+1
>>
>>4431886
>>4431887
>>4431888
>>4431890
You take the sword and try not to look when you slash the neck. It only comes half off so you have to hit it again, and then again and some part of is still attached so you have to get down and saw it. Blood goes everywhere but the head is rolling. There's a stump where it used to be. You made that. It's too much, you stumble into the bushes and retch. When that's done you start moving again. Before you go you grab the stick. You might be able to get away with not killing the next one or at least not making it so messy.

>Donnel has gained a Wooden Club

You might have bought yourself some time but you aren't sure. You try not to think about it. Just keep moving.

>Roll three 1d10, difficulty: 4 to escape without getting caught
>>
Rolled 5 (1d10)

>>4431893
>>
Rolled 5 (1d10)

>>4431893
>>
Rolled 8 (1d10)

>>4431893
>>
>>4431895
>>4431912
>>4431913
>3/3 successes
You run and don't stop running until you see a small pond and realize that the gore on your clothes has made the smell even worse. You take off your clothes and throw them onto a tree branch, and take the sheathed sword and club with you when you swim through the pond and come out on a random spot. That should make it harder to track your scent and you don't hear any more bloodhounds during the day. You think fast and when it gets dark you're sitting in the top of a sturdy tree. That way even if you're found you'll have some warning to prepare. It's a little strange because you're used to having to sleep in the daytime but you try to go to sleep at night. When you wake up you feel a little less sore.

>+1 HP, 11/20 HP remaining

If you had food and a roof over you head you think you would heal faster but you can't be worrying about it. You're surprised to see that you weren't caught during the nighttime. You hope nobody was punished because you left but you wouldn't mind if the thrall whose sword you stole was. Maybe then he would understand the mistake he made. You don't have a map or any frame of reference so you have to focus on your goals.

>Find dry shelter
>Get farther away
>Look for food
>Rest some more
>>
>>4431918
>Get farther away

Cover our scent with some leaves, moss and mud. We can clean ourselves later on, for now we need to be sure no one follows us. And cover the fireplace and tracks we have made.
>>
>>4431918
>Get further away, try and find some clothes on the way.
>>
>>4431918
>Get farther away
>>
>>4431918
>Get farther away
>>
So when do we become a vampire, vampire slayer
>>
>>4431921
>>4431922
>>4431926
>>4431936
You think about finding food and water but know it wouldn't do you any good if you were caught and put to the rack. You climb down the tree and adjust your belt. You're almost naked but that's not important, you can get clothes later and for now you need to take precautions. There's plenty of mud nearby and smearing that should mask your scent. Now all you need to do is move. You pick a direction away from the vampire lord's control and start walking.

>Roll three 1d10+1 to gain distance (you get a +1 for hiding your scent)
>>
Rolled 9 + 1 (1d10 + 1)

>>4431952
>>
Rolled 1 + 1 (1d10 + 1)

>>4431952
>>
Rolled 3 + 1 (1d10 + 1)

>>4431952
>>
>>4431954
>>4431958
>>4431963
You keep walking for a day and make sure to switch your route every couple of hours. You aren't certain if you've escaped completely but it's cold, damp, and you've started to shiver. You need to find clothes that aren't covered in the scent of blood or at least some shelter to lay low before you start suffering from exposure.

>+1 HP, 12/20 HP remaining

There are a couple of likely candidates you think of the next morning but you need to stay cautious. One wrong move could see you dead or worse, taken alive.

>Walk down the wilderness game trails
>Investigate a thin plume of smoke in the distance
>Keep moving, better frostbite than a neck bite
>>
>>4431976
>>Walk down the wilderness game trails
>>
>>4431976
>Investigate a thin plume of smoke in the distance
>>
>>4431950
You can become a vampire but it's extremely difficult to stay Good as one and would leave you vulnerable to some serious weaknesses. It gets balanced out by some powers but it's your choice to make. Slaying a vampire ranges from difficult to nightmarishly impossible depending on how old they are and what skills you have and preparations you have made. Being Good in a world like this is hard but enduring when it would be easier to quit is righteous.
>>
>>4431978
Unless we're more than 50% sure we're kind of beyond the borders of the vamp's domain, game trails for me.
>>
>>4431976
>>Investigate a thin plume of smoke in the distance
>>
>>4431976
>Investigate a thin plume of smoke in the distance
>>
>>4431983
>You can become a vampire but it's extremely difficult to stay Good as one and would leave you vulnerable to some serious weaknesses
>Being Good in a world like this is hard but enduring when it would be easier to quit is righteous.
Are you telling me we can double the righteousness?
>>
>>4431976
>Investigate a thin plume of smoke in the distance
If possible approach from high ground while hidden.
>>
>>4431979
>>4431997
>>4432038
>>4432094
Your curiosity is piqued and you walk to where you think you saw the smoke in the sky. Vampires don't need to eat like humans do, so they wouldn't be lighting a fire unless it was for good reason which means there might be a human there. Maybe even one that isn't a thrall for the vampires. You've heard stories about wild men who live in the wilderness free from the red tithe but you never imagined they would be this close. The smoke trails off after a few minutes but you remember what direction it was and can find the spot. You make sure to stay low to the ground where you're hidden in the bushes but it can be difficult to go unseen as big as you are. Finally you see the source of the fire.

A man with a hood over his head and a sack, staring down at a pot with something boiling. You smell what you think is pork. Hope is pork. You don't see any serious weapons on him but there is a dagger on his belt and when he goes to wipe his eyes you see his forehead for a second. There is a stylized eye tattooed there which means he's a neutral courier with permission to travel between vampire domains and deliver messages from lord to lord. That's probably what's in the sack there. You remember that most don't bother to travel with guards or caravans because the penalty for meddling with private messages is worse than death. You also remember that vampires can supposedly turn into bats or mist which would allow them to go fast enough they wouldn't need a courier but then they wouldn't need to enslave humans. Maybe only some vampires can do it. Maybe they don't need a reason. He still hasn't seen you and there's a good shot you could sneak up on him while he's relaxed and not suspecting anything than when he's walking and keeping watch.

>Sneak up and club him in the head
>Sneak up and stab him in the back
>Step out and tell him to drop the bag
>Step out and ask him what he's doing
>Toss a rock, spill the pot, then rush in
>>
>>4432066
Theoretically but lots of necromancers and warlocks probably said the same thing to themselves. Maybe a few were even right.
>>
>>4431976
>Investigate plume of smoke in the distance
>>
>>4432132
>Sneak up and club him in the head

No sense in killing him. If we investigate the bag we can start figuring out what the vampires are up to and start planning out our next move.

Given the situation we are in, we're not exactly ready to tackle vampires themselves. As it is, we're just a fugitive on the run. Once we've leveled up, gotten better equipment, then I suggest we could start planning the overthrow of the Tyrant/Tyranny that took our beloved family from us.

Once we check what he's got, we can decide what to do then. We can't masquerade as the courier since he's got a tattoo and we don't, though that'd be hella sweet for traveling if we could get a temporary version of that brand...
>>
>>4432132
>Sneak up and club him in the head
let's hope we are doing the right thing, we can't risk it
>>
Pointsbuy QM is this you
>>
>>4432132
>Sneak up and club him in the head
Lets knock him out first, get ourselves into a position of leverage and then see what he's about.
>>
>>4432216
No it is not but I posted in one of his quests before the spam was deleted and got the idea to run one without leaving and focus on it.
>>
>>4432149
>>4432187
>>4432217
You pull the wooden club and are glad that you brought it because the sword wouldn't leave you any other option. He's staring at the pot but your eyes are on the prize.

>Roll three 1d10+2, difficulty: 8 (you get a +2 for his distraction but you are large and have a harder time sneaking)
>>
Rolled 1 + 2 (1d10 + 2)

>>4432241
>>
Rolled 4, 10, 6 + 2 = 22 (3d10 + 2)

>>4432241
>>
>>4432260
is this me or (You)?
>>
Rolled 3 + 2 (1d10 + 2)

>>4432241
>>
>>4432260
I feel like I misunderstood the instructions.
>>
>>4432259
>>4432260
>>4432261
>0/3 successes
You start walking and getting closer. He has no idea you're there and soon you'll be close enough to hit. The courier doesn't stand a- *SNAP* chance. The thrall forgets the pot immediately and scrambles to stand. You stepped on a stick. Fuck. He puts his hand on the dagger's pommel and stares at you. You wonder why he hasn't drawn the dagger or run when you remember, you're a naked, pretty big guy in the woods with a sword. "ST-STAY BACK! I'M WARNING YOU, TH-THIS DAGGER'S BEEN SILVERED AND I'M AFRAID OF NO CUR!" You stop in your tracks. That's not a threat or insult someone makes to a regular bandit. He must think you're a werewolf. He's also scared shitless judging by how he keeps glancing from the sword on your belt to the club in your hands. That changes things considerably.

>Bluff that you'll eat his heart unless he throws his sack to the ground and runs
>Bluff that you'll rip his head off if he doesn't drop the dagger and explain himself
>Bluff that you're a scout and will lead him back to your pack if he doesn't obey
>Make loud snarling noises and hope he forgets his pot and traveling equipment
>Lower the club, expose your hands so he can see them, and try to negotiate
>Confess that you aren't a werewolf but you will crack his skull if doesn't obey
>>
>>4432304
>Lower the club, expose your hands so he can see them, and try to negotiate
>>
>>4432304
>Confess that you aren't a werewolf but you will crack his skull if doesn't obey
>>
>>4432304
>Lower the club, expose your hands so he can see them, and try to negotiate
>>
>>4432304
>Lower the club, expose your hands so he can see them, and try to negotiate
>>
>>4432313
>>4432356
>>4432432
You lower the club and show him your hands. "Hey, no need to get on edge. All I want to talk." He stares at you for a second. "Then why'd you sneak up on me?" You tap your hand to your forehead and keep talking so he can interpret that however he will. "I'm going to need you to listen close because I won't say this a second time..."

What leverage do you want to use?

>Lift the club if he starts to get quiet
>Put your hand on your sword handle
>Bluff that you're a scout for a werewolf pack
>Growl like you're some kind of mangy wolf
>Laugh when he says he's under protection
>Threaten that he'll regret making a mistake
>Threaten that you'll leave him for the crows
>Threaten that you'll break every bone in his body

What do you want to demand from him?

>You want to know his name
>You want to know what he's doing
>You want to know what's in the bag
>You want what's in his pockets
>You want his traveling equipment
>You want his dagger and belt
>You want the clothes on his back

You can use any amount of leverage and any amount of demands, but if you go too over the top on either this negotiation could turn into a fight or chase.
>>
>>4432517
>Put your hand on your sword handle
>Laugh when he says he's under protection
>You want his traveling equipment
>You want the clothes on his back

Also, how much damage does the club do?
>>
>>4432593
The wooden club does 1d4 crushing damage + 1d4 from your strength. If you were trained it would be more accurate and you would be more likely to roll multiple damage dice.
>>
>>4432593
Support
>>
>>4432618
Can we dual wield?, or we need to have some training before it is efficient?
so we fully use both sword and club in combat if it is worth.
>>
>>4432624
You can dual wield but without any training it is only half as accurate, get a -2 damage modifier because your strength is split, and there is a one in three chance that your weapons interfere with each other because they aren't ideal for dual wielding. If they were daggers or both shortswords the risk would be much lower.
>>
>>4432517
OP, a word of advice: cut down on the number of choices and add in a write-in option

>>4432593
Supporting
>>
>>4432593
>>4432623
>>4432727
You lean the club against a tree and lay your hand on the sword handle. The courier's eyes widen and you know that he isn't used to hiding his fear. His masters probably encourage it.

>Roll three 1d10+2, difficulty: 5, to have your demands met (you get a +2 since he's convinced you're a werewolf)
>>
Rolled 9 + 2 (1d10 + 2)

>>4432786
>>
Rolled 8 + 2 (1d10 + 2)

>>4432786
>>
>>4432727
Thank you for the advice anon. I will keep it in mind for later updates.
>>
Rolled 1 + 2 (1d10 + 2)

>>4432786
>>
>>4432790
>>4432791
>>4433104
>2/3 successes
You cut to the point. "I want your clothes and that pot and whatever's in your sack." The messenger flinches. "I don't care if you eat me alive. I'm not giving you the ba-" You half draw the sword and sheath it to make him stop panicking. "THE SACK. I don't care about the vampire politicking, I'm naked and hungry. I want that pot, I want your firestarter, and I want everything in the sack." He stares like you said you were a prophet of the cleansing light and stutters. "T-the sack!?" You nod. "And... and the clothes." You think about what you're doing. "The clothes?" You don't let yourself think about it. "Off your back."

He looks wary now. "That's a step far... isn't it?" You shake your head. "I'm not a haggler and this isn't a market stall. Move it!" The courier starts to remove his clothes almost immediately. "Point taken, point taken." When he's finished he throws them to the ground except for his skivvies which he keeps which is good because you don't want them and they wouldn't have fit. His shirt and trousers are already a stretch. You stare at the thrall while he cringes and gathers up the things you let him keep. You think he's hiding something from you but he has the dagger and you don't want to risk getting stabbed when he's about to give you everything you'll need to survive out here. The man finishes and looks back at you. Clearly he's used to serving. "Is that all?" You fully draw the sword this time. "GO! And don't say a word of what happened here or... or my pack will rip you to pieces!" He runs with the bag and escapes before you can change your mind. You don't think he's heard of your escape yet. He will probably feel very foolish when he shows up at the vampire lord's castle naked but you think as long as he has the messages his veins will stay closed.

>+1 XP for diplomatically resolving the situation
>
>+Tight well-made clothes
>+Small but roomy sack
>+Pot and 3 Victuals

You only take the leafy greens from his sack and leave the rest by the pot for the wolves. You can't be sure that he's not a cannibal like the rumors say some thralls are and you don't want to risk crossing that kind of line. There's enough food for four days but you haven't eaten in two so you leave the campsite and lower it to three. Now you have time to think about your next move. You remember the look of fear in the courier's eyes though. Even if he wasn't a servant of the vampires you stole from him and lied to him. Is that something you're going to be doing from now on? The idea is disgusting but you needed this much more than he did.

>Theft is wrong and that is final. This is the last time you'll cross that line.
>Theft is wrong but so is thralldom, you aren't a thief if you're stealing from thieves.
>Theft is wrong but you want to live, if the chance comes again you'll think about it.

>1/2
>>
>>4433130
Now comes your next move. You can't wander forever and you need to think about the future.

>Go deeper into the wilderness between the vampire lordships.
>Try to find a farmer settlement away from the castles and lay low there.
>Find the riverside and follow the flow deeper inland away from the coast.
>Rest until you're healed up and then start hunting for other thralls.
>You can wander forever and until you know you are safe you will.

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 12/20
>XP: 4/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>Wooden Club: 1d4 crushing damage
>Tight well-made clothes
>Pot and 3 Victuals

>2/2
>>
>>4433133
>Theft is wrong but you want to live, if the chance comes again you'll think about it.
>Try to find a farmer settlement away from the castles and lay low there.
We need to find a place to train if we're ever going to take the fight to the vampires.
>>
>>4433130
>>4433133

>Theft is wrong but you want to live, if the chance comes again you'll think about it.
>Try to find a farmer settlement away from the castles and lay low there.
>>
>>4433133
>>4433142
This. Do we know anything about the surrounding area? How far would said settlement be?
>>
>>4433130
>Theft is wrong but so is thralldom, you aren't a thief if you're stealing from thieves

>>4433133
>Find the riverside and follow the flow deeper inland away from the coas
>>
>>4433130
>>4433133
>Theft is wrong but so is thralldom, you aren't a thief if you're stealing from thieves.
>Try to find a farmer settlement away from the castles and lay low there.
>>
>>4433161
Serfs are kept ignorant of their vampire lord's domain but rumors give you an image of what it looks like. The vampire's lord's castle is where most of the population is surrounding it but there are some villages that are sworn to the vampire lord but either have a token or no vampire force and little interaction except for when they have to pay the red tithe or the primary population center needs to renew its numbers with fresh blood. You don't know where one could be so you are going to have to search first and that could take some time and even then you need to be sure that they won't give you up to the vampire lord's thralls for a reward or temporary freedom from the red tithe.
>>
>>4433142
>>4433149
>>4433161
Theft is wrong but you want to live, if the chance comes again you'll think about it. Right now you're more worried about how you're going to stay alive in the future. If you could find a group of people willing to shelter you your chances of survival would rise considerably, especially if you could start training and sharpen your skills. You don't know where to look but you have food and you need to get out of here before the courier reports back what he saw so you pick a direction and start moving.

>Roll three 1d10 to find a settlement before your victuals run out
>>
Rolled 9 (1d10)

>>4433449
>>
Rolled 7 (1d10)

>>4433449
>>
Rolled 10 (1d10)

>>4433449
>>
I didn't post the difficulty which was 8. Nice rolls.
>>
>>4433458
>>4433460
>>4433461
>2/3 successes
You don't pay attention to searching for the nearest settlement. Instead you assume you are being tracked and try to stay hidden like there's a pack of bloodhounds and murder thralls four hundred paces downwind. You think it pays off because for two days you don't run into any of the vampire lord's minions and even though you think you hear some rustling below the trees when you sleep at night you think that your size or your sword might have prevented an ambush. Maybe both. You are going to be dangerous once you've trained and then you can avenge your family.

>+2 HP, 14/20 HP remaining

The bite on your calf is almost gone and the throbbing in your head has lightened but they are both more tender than they were before. It was like this when you were kicked by a mule but you got better and you don't worry about it. You see a very thin trail of smoke in the sky and follow it to see a handful of tiny log houses with chimneys and a large patch of the forest that has been cleared out. You estimate there are ten or twelve families living here which isn't much compared to the vampire lord's domain but more than enough to sustain themselves and keep most of the creatures in the wilderness from preying on them. Or so you've heard but they seem to be doing alright. Finding the village was the first step. Now you need to convince them to let you stay. First you need to think about your approach.

>Attempt to meet the village elder
>Go from family to family
>Make it as public as possible

Then what you want to say to make them let you stay. Especially with rumors of a fugitive going around and the fact that you're wearing obviously stolen clothes.

>Beg them because you need it
>Promise to work in and on the fields
>Say you can protect their homes
>Tell them you hate vampires

What time you want to do this is important too.

>Right at the crack of dawn
>Sometimes around noon
>Just before dusk sets in
>In the middle of the night
>>
>>4433469
>Go from family to family
>Promise to work in and on the fields
>Just before dusk sets in
>>
>>4433469
>Go from family to family
>Promise to work in and on the fields
>Just before dusk sets in
>>
Different families might have different opinions, another hand for work is always needed (especially for our young age and strong constitution) and at dusk working comes to an end (and there are less chances someone sends a message to a vampire lord, since traveling at night in this forests could be highly dangerous).
>>
also, are we hiding our sword or we are still carrying it?
does it fit in the sack? if so then hide it there, there is no way a peasant would carry a sword and be good news.
>>
>>4433494
You have the iron sword in its sheath but able to fit it in the sack because it is a shortsword and the sack isn't full. Its carrying capacity is 8 Victuals and a pot which takes up room for 4 whereas your sword takes up 6 space as it does 1d6 damage, so the sack is currently at 5/12 but with the sword it would be 11/12. It would be impossible to fit the sword but you've been eating since you stole from the courier. Unless the sack is searched and you are careful the bulge isn't visible.
>>
>>4433473
>>4433476
Support

>>4433499
So you're saying they wouldn't be able to recognize that bulge?

I'll see myself out.
>>
>>4433473
>>4433476
>>4433532
You make sure that your sword is hidden in the sack and that your clothes are covered in dirt so that it's difficult to tell how well-made or tight on you they are. Then you wait until dusk and walk right up to the first cabin and knock on the door. You hope for the best.

>Roll three 1d10+2, difficulty: 8 to get the villagers to accept you (you get a +2 since you're big and they could use the help)
>>
Rolled 4 + 2 (1d10 + 2)

>>4433678
I swear I'm not a werewolf bandit.
>>
Rolled 5 + 2 (1d10 + 2)

>>4433678
>>
>>4433678
>>
Rolled 7 + 2 (1d10 + 2)

>>4433678
>>
>>4433682
>>4433684
>>4433700
You knock on the first door and wait. A leathery man opens it and stares at you in confusion and fear when he notices the club. You explain that you need somewhere to stay and that you're willing to work the fields. The way he panics to shut the door and run doesn't make you hopeful for the next. You try anyway and are disappointed when a younger woman does the same thing. You aren't going to let that get you down so you go to the next door and the next. By the end you realize that even though they are far from the Martcombe's domain, they are terrified of them and know there is only two reasons you would be seeking refuge: you are either a fugitive criminal or a foreign serf trying to escape punishment from their lord. You understand, it's terrible for you but if they were found sheltering an escaped serf the elder of their village and their next of kin would be put to the rack. You aren't going to force that burden on them.

You go to leave the village and reach the edge just as night starts to fall and the villagers are waking up, but a quiet shout stops you. "Wait!" Reaching for the club, you turn and stay on edge for any sign of an ambush but there is none. Just a young boy holding a sack that he tosses on the ground next to you. He explains. "We're sorry... but grandpa says this is the only way we can help. He says to stay alive out there and... and don't forget the sunrise." You are touched and grab the sack. If you were smaller this would be heavy. "Any help is more than enough. Goodbye." The child runs away and you run into the woods. You climb a tree and check the sack to find there is enough bread inside to keep you fed for six days and two copper discs with the image of vampire lord's face pressed into them. You could exchange those for one day of refuge at a crypt or as very minor bribery or for a bit of food between both. It is a major help even if they aren't worth as much in other domains.

>+1 HP, 15/20 HP remaining
>+2 copper tokens, Martcombe
>+6 Victuals, in sack (6/6)

>Roll three 1d10 to continue your search before your victuals run out

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 15/20
>XP: 4/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>Wooden Club: 1d4 crushing damage
>Tight well-made clothes, wearing
>2 copper tokens, Martcombe
>Small but roomy sack, 7/12
>>Pot, -4 Space
>>3 Victuals, -3 Space
>Small sack, 6/6
>>6 Victuals, -6 Space
>>
Rolled 9 (1d10)

>>4433780
>>
Rolled 2 (1d10)

>>4433780
>>
Rolled 10 (1d10)

>>4433780
We're not the sort to let a friendly gesture go unpaid. If there's anything we do, even something minor, that would be beneficial to these people, we should at least make the effort. Maybe some fences are in disrepair that we could patch or something to that effect.
>>
>>4433851
the best we can do is leave without a trace so they don't suffer because they helped us, they did enough and we are not in position to risk their safety.
>>
>>4433820
>>4433835
>>4433851
>2/3 successes
You wander through the woods to get as far from the village and possible trail from the courier as you can. You tell yourself you will remember where the village is and pay them back someday but you feel like you're abandoning them to the red tithe. It's been over a week since you left and the days and nights are starting to blur.

>+3 HP, 18/20 HP remaining

You've been searching for a village for three days and your efforts haven't won a reward beside cold nights and less food than the day before. Until now. Sure, it isn't a village and you don't see any farmers but this might be close enough. There are three covered wagons surrounding a campfire and you can see a pair of men gambling. You're encouraged to see that their skin is tanned and they smile but at the same time you stay careful. You have only seen one once before but the colorful shawls and light accents confirm your suspicions. This is a Zyadi caravan, people who aren't under the vampire lords because of an ancient pact to sell the souls of their firstborn or some kind of romance between their ancestor and the first of the vampire overlords, maybe both. There are other myths but those are the most popular and nobody knows which one is true but the vampires and they aren't telling anyone like you. They're allowed to wander in exchange for paying a red tithe per head when they arrive in a vampire lord's domain and they use that to live in the wilderness buying anything there's too much of in one place and selling it somewhere else where it's rare and expensive.

>1/2
>>
>>4433898
You've heard that they are generous and fun-loving but also have witches and thieves in their number that are less merciful than the vampires. You don't know what's true and what's a lie so you need to find out for yourself. Rumor has it that it isn't rare for a Zyadi caravan to accept fugitive serfs and even outlaws if they can carry their own weight. The saying goes that as far as the vampire lords think once an outlaw is in the Zyadi he's gone but you've heard that the caravans get searched and everyone in them whipped or drained if they try to smuggle or hide something. That and if they are as dishonest as they say they are, there's nothing keeping them from accepting escapees and selling them to the next vampire lord for some tokens. There are stories of them kidnapping children and worshiping demons too. Really, if you weren't so desperate and there wasn't stories like that about everything that wasn't part of the vampire lord's domain you would be worried to approach the wagons but you only so much food left and here they are. You don't know when you'll find an opportunity like this again.

>Approach openly and loudly ask to speak to an elder.
>Approach quietly and let them know you mean no harm.
>Approach openly and loudly condemn their filthy ways!
>Approach quietly and stab one in the back before they do.
>Don't approach at all and hope they leave something behind.
>Don't approach at all and run away before they see you
>Write-in

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 15/20
>XP: 4/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>Wooden Club: 1d4 crushing damage
>Tight well-made clothes, wearing
>2 copper tokens, Martcombe
>Small but roomy sack, 4/12
>Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 6/6
> >6 Victuals, -6 Space

>2/2
>>
>>4433901
>Approach openly. We're ass at sneaking; let's practice some diplomacy and see if we can't make some friend.
>>
>>4433901
>Approach quietly and let them know you mean no harm.
>>
>>4433901
>Approach openly and ask if we can just sit by the fire and share in the food.
>>
>>4433901
>Approach openly and ask if we can just sit by the fire and share in the food.
>>
>>4433906
>>4433965
>>4434065
You think about sneaking up on them so you don't wake anyone up or shouting so they know for sure that you are there but you think that it would be better to do the middle-ground. Before you go you make sure the sword is hidden the club is in clear view and approach the wagons with your hands wide open. "Hello! I've been alone for some time now. You think I could sit by the fire and share in the food?"

>Roll three 1d10, difficulty: 4 to hit it off with the Zyadi
>>
Rolled 10 (1d10)

>>4434282
>>
Rolled 1 (1d10)

>>4434282
>>
>>4434344
FUCK I KNEW I SHOULDNT HAVE ROLLED
>>
>>4434346
If you ever get a bad feeling like that again, change course immediately.
>>
Rolled 3 (1d10)

>>4434282
Rolling tiebreaker between the crits.
>>
>>4434394
well fuck.
>>
>>4434330
>>4434344
>>4434394
>1/3 successes
The two gamblers turn and smile. For a second. Then they see how big you are and the club on your belt and the sack in your hands and one's eyes narrow and the other gets nervous. You hear how light the older one's voice is and it almost reminds you of a flute or worse, a dagger. "Listen fatblood, we've no need for an infiltrator after the last. You can hide your ink but I can see straight through your lies. Leave us be." He thinks you're an infiltrator!? "NO, I'm not a spy for the vampires, I'm a farmer that stole a sword and-" The Zyadi spits. "I've heard your kind's stories before and I don't want to hear them again."

You watch him reach into his coat and pull out a crossbow a third the size of a normal one. It looks tiny but there's already a silver bolt loaded and he has it aimed right at your chest. You look to the younger one and he lays his hand on a long dagger at his belt but his wrist is shaking and he's clearly nervous. "Don't make us do this again..." You show them your palms, on the verge of tears. "Please, I-" His finger slides over the trigger. "You test our patience and I will take it no longer. Drop the sack, turn your back to us and never return and we will not speak of this. Go farther and I will kill you where you stand." There's no other choice.

>Toss the sack on the ground. There aren't any victuals but you'll lose your pot and sword.
>Pull your sword out and throw the sack with the pot in it to distract them while you run away.
>Fall on your hands and knees and beg them to take you because you have nowhere else to go.
>>
>>4434434
>I mean no harm. I have bread to share, but if you don't want my company I will not force it on you.
>Leave, try to keep the sack.
>>
>>4434438
Supporting this
>>
>>4434434
>Pull your sword out and throw the sack with the pot in it to distract them while you run away.
Any more fiddle fucking around and this guy shoots us. This is a long shot but we can't lose the sword.
>>
>>4434434
>Pull your sword out and throw the sack with the pot in it to distract them while you run away.
>>
There is a tie so I am going to wait a couple of hours and then combine them if there is still a tie.
>>
>>4434438
support.
its our stuff
>>
>>4434634
I had thought of your idea, but realized *drawing the sword* might just insta-gib us. I don't see a good answer here other than just trying to bone out.
>>
>>4434438
Support. Intimidate.
>>
>>4434438
>>4434546
>>4434935
>>4435028
You muster your courage and stare into the man's eyes. "I mean no harm. I have bread to share, but if you don't want my company I will not force it on you." You don't move to drop the sack, you just hold eye contact and start to leave.

>Roll three 1d10, difficulty: 8 to escape without getting shot at
>>
Rolled 2 (1d10)

>>4435048
>>
Rolled 1 (1d10)

>>4435048
>>
Rolled 4 (1d10)

>>4435048
.>>4435053
haaaaah praying for that 10 again.
>>
Rolled 1 (1d10)

>>4435048
>>
Mistakes were made
>>
>>4435051
>>4435053
>>4435057
well guys, it was fun. I was loving the trajectory of this quest.
>>
>>4435051
>>4435053
>>4435057
bruh
>>
Rolled 4 + 2 (1d10 + 2)

>>4435051
>>4435053
>>4435057
>0/3 successes
His reply is quick. "Then I'll pry it from your corpse."

You hear a loud TWANG and you have less than a second to act.

>Roll 1d10-2 to dodge the silvered hand-crossbow bolt (He has the Careful Aim trait so he gets a +2 to hit and to damage, you get -2 because you are large and caught offguard)
>>
Rolled 1 (1d10)

>>4435085
>>
Rolled 9 - 2 (1d10 - 2)

>>4435085
oh shit oh fuck
>>
Rolled 1 + 2 (1d2 + 2)

>>4435088
"HRRRK!" The bolt pierces your chest and you stumble back.
>>
Rolled 3 - 2 (1d10 - 2)

>>4435088
>>4435085
please never roll again.
Or maybe always roll, 2 1's in a row must mean you've appeased whatever karmic god you angered.
>>
>>4435091
You grunt and feel of the bolt. It's thin and well-made, but something about it feels strange. No, not the silver, you sense to your horror. It's barbed.

>3 piercing damage dealt to Donnel
>Donnel, 15/20 HP remaining
>Donnel is lightly wounded

The Zyadi sees you stand, unphased by the injury and whistles as he moves for another bolt. "Stout bastard aren't you?" You see the younger scramble into the wagon, reaching for something but you can't be sure what. His movements are practiced and you know that if you run he'll get a second shot off for sure. He's in the middle of loading and you think you could pull the sword from your sack in time to reach him.

>Charge and cut him down
>Try to sprint the other direction
>Beg him not to kill an innocent man
>Write-in
>>
>>4435088
>>4435089
Off by six seconds too, dang
>>
>>4435095
>So you have chosen... death.
I don't think we're going to meander away from this one lads.
>Cut him down. (unless we have club handy, then go for nonlethal. genuinely not sure)
>>
>>4435095
>Charge and cut him down
you made me do this shit you fucks
>>
>>4435095
>>Charge and cut him down
best to tear the crossbowman a new one while we can
>>
>>4435099
You could go for the club but the sack is already open and you wouldn't be able to put him down as reliably.
>>
>>4435103
sword it is then.
>>
>>4435095
>charge and cut him down
>>
>>4435099
>>4435101
>>4435102
You hate to do this to another man but "You gave me no choice!" The sword comes out and you charge the crossbowman. He's caught by surprise in the middle of reloading and you have a clean strike.

>Roll 1d6 and 1d4 for damage
>>
Rolled 2 (1d6)

>>4435110
don't know how to different dice same post
>>
Rolled 1 (1d4)

>>4435114
god maybe I'm the one who needs to stop rolling.
...
rolling.
>>
Rolled 2 (1d3)

>>4435114
It's impossible to do that. Ignore this roll by the way it's not related to the crossbowman.
>>
Rolled 5, 10, 6, 5, 7, 7, 6, 3, 9, 2, 2, 3, 2, 2, 5, 5, 9, 3, 6, 6 = 103 (20d10)

>>4435118
alright well I'll just be an observer for the rest of the quest. Thanks for having me I'll see myself out lol.

Cleaning my dice. disregard.
>>
>>4435118
If a second anon wants to roll instead you have five minutes. I like as many anons to roll as possible, not one anon to roll all the dice but it's really not a problem.
>>
>>4435120
Thank you for reading and rolling anon I was happy to have you.
>>
Rolled 1 (1d4)

>>4435123
>>
>>4435125
(i'll still be here I'm just being dramatic, this quest has been on point so far)
>>
Rolled 3 (1d10)

>>4435110
cursed dice
>>
Rolled 3, 7 = 10 (2d10)

>>4435114
>>4435126
>3 slashing damage dealt to Zyadi Caravaneer #1
>Zyadi Caravaneer #1, 7/10 HP remaining
>Zyadi Caravaneer #1 is lightly wounded

You run and slash in a desperate assault that can't miss but your swing is clumsy and he is quick on his feet. "Aaagh!" You barely slashed his shoulder but caused him to fumble and drop the hand crossbow. Unless he dropped it on purpose to grab the curved dagger and jump on you.

>Roll 1d10 to dodge and 1d10 to counterattack
>>
Rolled 4, 10 = 14 (2d10)

>>4435132
>>
>>4435135
ah HECK yeah bro. Slice 'em up.
>>
>>4435127
I'm glad you like it so far. I was honestly expecting you all to pick Vaedreus. Mecceriel would have had muskets and pikes and not much magic that wasn't some kind of artillery or curses.
>>
>>4435135
You step to the side and the hook catches air. Half a second later you slam your sword down on the Zyadi who violated the unwritten rule of hospitality. Your technique is sloppy but there's power behind it some trained knights can't match.

>Roll 1d6 and 1d4 for damage again
>>
Rolled 9, 3 = 12 (2d10)

>>4435132
>>
Rolled 2 (1d6)

>>4435144
>>
Rolled 10 (1d10)

>>4435132
rolling for dodge
>>
Rolled 3 (1d4)

>>4435144
>>
>>4435135
This would have been a dodge
>>4435148
And this would have been a hit so the result doesn't change.
>>
Rolled 3 (1d4)

>>4435144
ignore my previous roll, rolling for damage
>>
Rolled 4 - 2 (1d10 - 2)

>>4435151
>>4435153
>5 slashing damage dealt to Zyadi Caravaneer #1
>Zyadi Caravaneer #1, 2/10 HP remaining
>Zyadi Caravaneer #1 is mortally wounded
>Zyadi Caravaneer #1 will take 1 bleeding damage per turn until stabilized

"GAH!" Your sword goes through the shoulder and into his ribcage before you tear it out. That can't be good for the edge but you are fighting for your life and you don't care. He lets go of the dagger and whimpers "Gahahaha..." You stand ready to dodge or strike again but the younger Zyadi steps out holding a sheathed longsword (1d8). He looks at the other caravaneer horrified and then rushes to pull it out. You race to beat him to the punch. If you were thinking you would be terrified of what you are doing but you have no time to think.

>Roll 1d10 to outdraw the younger Zyadi (he gets -2 because he's inexperienced and reeling from trauma)
>>
Rolled 5 (1d10)

>>4435157
Can we *attempt* a backhand with the flat of the blade? I'm not overly worried about injuring these people but if we're feeling up to it at least trying not to permanently maim/murder them would be... good.
>>
>>4435158
You can slap him with the flat of your blade for half damage or drop it and hit with the club, you are panicking not berserking.
>>
Rolled 10 (1d10)

>>4435157
>>4435158
Nah we should just kill them and be done with it. If we let this guy go he might go on a revenge quest after us for murdering his father or uncle or whatever, or he could tell the other Zyadi about us fucking us over in the future.
>>
>>4435162
>or he could tell the other Zyadi about us fucking us over in the future.
excellent point
kill, acquire longsword
>>
>>4435162
hard to argue with that 10.
Goodbye, jackasses. We hardly knew thee.
>>
>>4435162
There are two more wagons and you don't know what it's in the third wagon but if you ran now the rest of the Zyadi wouldn't know what happened. You would miss on whatever they had in their pockets but looting doesn't seem to be Donnel's default but he is in a survival situation and knows he needs everything he can get.
>>
>>4435162
well it s experience.
>>
>>4435158
>>4435162
>>4435166
You are acting on pure instinct and swing your sword to run the Zyadi through. Why did this have to happen? All you wanted was someone to be with and shelter you!

>Roll 1d6 and 1d4 for damage
>>
>>4435174
You do get XP for nonlethal takedowns like in >>4433130. If the men and beasts you killed so far were trained or more dangerous you would get extra XP for their deaths.
>>
Rolled 1 (1d4)

>>4435175
breaking my own rule, I'll take the d4 so it's not as impactful.
>>
>>4435177
How it works is you get +1 XP for every 10 HP they had or +1 by default if they have less than 10 HP and +1 per level that the enemy had.
>>
>>4435180
..........................................................................................................................................................................................................................................................................................................
>>
Rolled 1 (1d6)

>>4435175
>>
>>4435180
>>4435186
You see the tears in his eyes and the terror at the butchery of the other Zyadi and you pull your sword at the last minute. Instead of cutting him from neck to navel you leave a shallow scrape on his chest and throw the sword down.

>2 slashing damage dealt to Zyadi Caravaneer #2
>Zyadi Caravaneer #2, 8/10 HP remaining
>Zyadi Caravaneer #2 is lightly wounded

He moves for the longsword but you stop him with your hands and say "STOP! Your friend is dying, g-go get a bandage or something! I'll do what I can..." You turn your back to the man who is almost a boy, tear your shirt off and start trying to staunch the bleeding. The younger watches for two seconds, then drops the longsword and runs inside the wagon even faster than before. You choke down panic and try to focus. You're no chiurgeon and a blind man could tell this is a lethal wound but you know you have to do something. You couldn't live with anything else.

>Roll three 1d10, difficulty: 9 to staunch the bloodflow
>>
Rolled 4 (1d10)

>>4435200
yoikes. I'm glad we're trying though.
>>
Rolled 5 (1d10)

>>4435200
>>
Rolled 8 (1d10)

>>4435200
so many shit rolls. this has to end sometime. hopefully now.
>>
>>4435215
well, 8's not bad. At least it'll look like we made a genuine effort.
>>
Rolled 10, 6, 7 + 2 = 25 (3d10 + 2)

>>4435209
>>4435213
>>4435215
You press the shirt down so hard your knuckles turn white but you don't care. You can feel his ribcage and some sort of foam coming up at your hands and your heart sinks to your stomach but you can't stop. You know he needs you right now and there will be time to think about it later.

>1 bleeding damage dealt to Zyadi Caravaneer #1
>Zyadi Caravaneer #1, 1/10 HP remaining
>Zyadi Caravaneer #1 is on the verge of death!

He starts to go limp and your hands start shaking but you don't stop. You can't stop. The younger one grabs you by the shoulder and tries to pull you off, you back away immediately and see him bend over with some gauze and a needle and thread that he drops because he realizes it won't do any good. You watch him try his best to keep the crossbowman alive. He's whispering something in a language you don't know but which sounds like a prayer but he's clearly no priest. You can't just stand there. You have to do something! But what!? GODS, why did this have to happen?!

>Run into the wagon and try to get someone who knows what they're doing
>Grab the medical kit he dropped and try to find something that could help
>Pray to anything that could hear you that this man doesn't die here and now
>Just stand there and try to process everything that you're seeing
>Take your sack and run away now while you still can
>Grab the longsword and leave them to their fates
>Write-in
>>
>>4435224
>>Grab the medical kit he dropped and try to find something that could help
>>
>>4435224
(oof on that spoiler. tempting)
>desperate prayer but
gods help those that help themselves
>rifle through the medical kit. maybe there's a staunching agent or something.
>>
>>4435224
>Grab the medical kit he dropped and try to find something that could help
>>
>>4435224
>Grab the longsword and leave them to their fates
They brought this shit on themselves, attacking us for little reason. Get the shit and get out.
>>
>>4435232
support,
but if he dies just fucking bolt out of there
>>
>>4435249
word.
>>
Rolled 3, 5, 5 + 2 = 15 (3d10 + 2)

>>4435224
>>4435230
>>4435232
>>4435236
>>4435249
>>4435250
>2/3 successes
When you worked on the farm your father always told you to never sit there like a log in a bog when there was something that had to be done. You don't know the first thing about medicine but you ignore the longsword and grab the medkit. It's a small and sturdy chest with only a few much older bloodstains and it is absolutely full of tubes and bottles and herbs and rags you don't recognize or know what to do with. You have to try.

>1 bleeding damage dealt to Zyadi Caravaneer #1
>Zyadi Caravaneer #1, 0/10 HP remaining
>Zyadi Caravaneer #2 slows bleeding
>Zyadi Caravaneer #1 is in critical condition
>Zyadi Caravaneer #1 is unconscious
>Zyadi Caravaneer #1 will die in 2 turns if not stabilized

You can hear the Zyadi weeping but you aren't sure which one it is.

>Roll 1d10, difficulty: 9 to find something, anything that can make a difference
>>
>>4435255
Roll three 1d10 I mean.
>>
Rolled 10 (1d10)

>>4435255
dice gods don't fail me now
>>
Rolled 7 (1d10)

>>4435259
based


>>4435255
>>
>>4435259
>>4435258
1d10 is fine.
>>
Rolled 6 (1d10)

>>4435255
>>
I need one more 1d10
>>
Nevermind >>4435267 I got it
>>
Rolled 9, 7, 6 + 2 = 24 (3d10 + 2)

>>4435259
>>4435262
>>4435266
>1/3 successes
You scramble through the chest for ten seconds and realize there's no way to be sure you aren't grabbing poison or something completely unrelated to bleeding. There is one thing you recognize though: A tiny glass bottle full of what looks like piss with a cork in the top. Whisky. You grab it and turn to the Zyadi to hand it to him.

>Zyadi Caravaneer #2 has failed to stabilize Zyadi Caravaneer #1!
>Zyadi Caravaneer #1 is in extremely critical condition!
>Zyadi Caravaneer #1 will die in 1 turn if not stabilized!

You see that the bleeding hasn't stopped, only slowed and the victim of the sword is starting to shake. You can see why, it looks like half of one lung has been chopped in two. Fuck fuck FUCK you didn't ask for this. The man is almost younger than you are and only a year ago you would've been considered a boy. You can hear him whispering over and over again "Nononononono..." When he sees the whisky in your hands he tears it out, rips off the cork, and downs the bottle faster than you've ever seen someone drink before he goes back to scrambling.

...

You can't blame him. You don't know much about medical care but there is a barbed crossbow bolt sitting in your chest and it hurts like a bitch but that's about a papercut compared to what's left of the man bleeding out on the ground. You aren't confident that he's going to survive. You wouldn't feel confident he was going to survive if there was a trained chiurgeon trying to mend him. Can you really just leave him there though?

>Pat the man on the shoulder and try to console him
>Wait then ask him if he can help you with the crossbow bolt
>Try to get the part of your shirt that isn't bloody on the wound
>Don't stay here any longer, get your things and run
>Take the sack and your longsword and sprint
>Knock him out with the club and loot them both
>Write-in
>>
>>4435289
.... well shit. Idk, grab some gauze, try to tie the man back together.
>fervent prayers
if he dies we grab our stuff and run... leave the sword, I think.
>>
>>4435289
>grab a rag from the kit to patch yourself
there should be some cloth in there
>>
>>4435289
>Take the sack and your longsword and sprint
He's fucked and they're gonna be really pissed when he dies. Time to fuck off.
>>
>>4435289
>>Try to get the part of your shirt that isn't bloody on the wound
>>
>>4435289
>Try to get the part of your shirt that isn't bloody on the wound
>>
>>4435298
>>4435303
>>4435402
>>4435408
You see that man bleeding out on the ground and you can't find it in yourself to run. You take your shirt and you turn it inside out and you press the part of it that isn't sopping wet with blood onto the wound. You apply pressure like the other Zyadi is and for a few quiet seconds you pray to anything that could hear you and heal him here and now.

>Zyadi Caravaneer #2 has failed to stabilize Zyadi Caravaneer #1!
>Zyadi Caravaneer #1 has gone over the point of no return!
>Zyadi Caravaneer #2 lacks medicine skill and cannot heal!
>Zyadi Caravaneer #1 has died!

Nothing answers. The man is dead.

>+2 XP

You somehow feel the life leave his body before it goes limp and the other Zyadi does too but he wants to deny it and won't stop pressing the ruined gauze into the jagged wound where his chest used to be only two minutes ago. You stare and stand on your feet when he looks back to you. His eyes are bloodshot with sadness and you aren't sure what he's about to do but you have your hand on your club just in case.

>Roll 1d10+2 to see if Zyadi Caravaneer #2 is hostile, (1-5 is hostile, 6-8 is neutral, 9-10 is friendly. You get a +4 because he knows that it was his own fault, you tried to help, and it was so sudden he is still traumatized and he thinks you're a skilled enough fighter that he is intimidated but you get a -2 because even if they weren't close as brothers he was his cousin and just died in front of him)

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 15/20
>XP: 6/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>Wooden Club: 1d4 crushing damage
>Tight well-made clothes, wearing
>2 copper tokens, Martcombe
>Small but roomy sack, 4/12
>Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 6/6
> >6 Victuals, -6 Space
>>
Rolled 4 + 2 (1d10 + 2)

>>4435543
>>
Rolled 2 + 2 (1d10 + 2)

>>4435543
>>
Rolled 9 + 2 (1d10 + 2)

>>4435543
>>
Rolled 9 (1d10)

>>4435543
AHHHHH
>>
>>4435560
>>4435562
nice save
>>
>>4435555
The Zyadi is shaking and he reaches to his belt where his dagger is and stops. "Y-YOU! You... You didn't do anything." He stares at you and the tears run down his face. "You could've killed me but you didn't. Djordji thought you were one of... them and he shot you and you killed him but... you could've killed me too. Instead you helped me but now he's dead because, because YOU wouldn't leave when he told you to! YOU did this!" He pokes his finger into your chest and weeps but you understand and don't react. It stings your chest near the bolt but you don't react. "I'm sorry." The boy stops like you hit him with a hammer and turns his head away from you. "... I know. I know and that's why this is so difficult. Just.... Just go. Take what you want to, I-I don't care anymore, just take what you want and go because I never want to see you again."

He falls onto the ground and goes into a fetal position cradling the head. You can see that he's weeping and you feel horrible like you never have before. They are both quiet and still except for the slow rocking of him shaking back and forth. You look back at everything they've dropped.

>Hand Crossbow 0/1 ammo, 1d2 piercing damage, 2 space
>Tiny Quiver, 9/10 space, 9 Crossbow Bolts, 3 Silvered, 6 Iron
>Iron Longsword 1d8 slashing damage, 8 space
>Curved Iron Dagger, 1d2 slashing damage, 1d2 piercing damage, 4 space
>1 gold token, Zyadi, can be spent anywhere if you can prove Zyadi blood (fell out of pocket)
>2 copper token, Zyadi, can be spent anywhere if you can prove Zyadi blood (fell out of pocket)
>Used Medical Kit, 3/5 uses left, middle quality, 5 space

You can take anything you have the space for or feel comfortable wearing. Or nothing if you want to leave the Zyadi behind and try to let them forget this ever happened even if you don't know if you ever will. There are also their pockets but you think you would have to fight him for them and the idea is disgusting.

>Write-in

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 15/20
>XP: 6/10
>Inventory:
>Iron Shortsword: 1d6 slashing damage
>Wooden Club: 1d4 crushing damage
>Tight well-made clothes, wearing
>2 copper tokens, Martcombe
>Small but roomy sack, 4/12
>Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 6/6
> >6 Victuals, -6 Space
>>
>>4435582
>Iron Longsword 1d8 slashing damage, 8 space
>Hand Crossbow 0/1 ammo, 1d2 piercing damage, 2 space
>Tiny Quiver, 9/10 space, 9 Crossbow Bolts, 3 Silvered, 6 Iron
Little greedy but we earned it. Also how much XP did we get from this debacle?
>>
>>4435582
>>>Hand Crossbow 0/1 ammo, 1d2 piercing damage, 2 space
>>Tiny Quiver, 9/10 space, 9 Crossbow Bolts, 3 Silvered, 6 Iron
>>Iron Longsword 1d8 slashing damage, 8 space
try and find that scabbard for the longsword, even better if it can be worn so we don't need to waste the bag space
leave the tokens. we've already taken a lot from him. could be useful, but proving Zyadi blood could prove difficult, especially if we don't know any of the language
>>
>>4435600
+2 XP for killing Zyadi Caravaneer #1 AKA Djordji because he had a level in Thief. Nothing else though because you didn't manage to keep him alive with your medical care or defeat/get the Zyadi Caravaneer #2 to admit regret/attempt to befriend you.
>>
>>4435582
>Iron Longsword 1d8 slashing damage, 8 space
>Curved Iron Dagger, 1d2 slashing damage, 1d2 piercing damage, 4 space
Offhand dagger might be interesting for dual wielding if we want to go down that path.
>>
>>4435604
The longsword was already in the scabbard. He wasn't able to draw it before he dropped it and ran back into the wagon to try and get the medical kit to take care of him. You still have the crossbow bolt in your chest and won't be able to heal the damage it dealt until you remove it but it's barbed which means bleeding is likely. You could improvise a bandage or do something with moss and don't have to get rid of it right away but the risk is still there.
>>
>>4435614
>the risk is still there.
might be a good idea to take the medical kit as well, then.
>>
>>4435616
It would take up some space but your sack is empty enough for it. You would have to live with running away with their medical kit. Alternatively you could try and remove the bolt and try to sew it shut using the medical kit here but you might get the Zyadi angry if you take too long and being an outsider next to a maimed corpse is a very risky thing to be.
>>
>>4435618
Eh. We're already running off with his longsword. Better leave the kit itself, but still make use of it. Maybe just take the kit and move out of sight, and begin to patch ourselves up. If it's barbed, that's sure to be a wound worth using this on, rather than whatever we can scrounge up later. He already slammed the whiskey, which would've made some good disinfectant to use if we had to use moss, or an improvised bandage. Best to just patch ourselves up here.
>>
>>4435600
>>4435604
>>4435823
You think of the crossbow bolt in your chest. The odds of bleeding are high and you'd rather handle it here with a medical kit than suffer for it later. You look back to the Zyadi. He's in a catatonic state but you don't know much time you have. You strap the longsword with the scabbard to your belt and stick the hand crossbow in the sack and slap the tiny quiver on your leg because you're too big for it to comfortably fit around your torso. Lastly, you grab the chest and move off into the treeline. You hope he doesn't think you're trying to run away with it but you're desperate and need to get this thing out. You saw your father and two other men help a man who accidentally stabbed himself on a fence post get off of it once. You try to think about that and not that you don't have any tools or surgical experience.

>Roll three 1d10+2, difficulty: 8 to remove the barbed bolt without serious bleeding (you get a +2 for the medical kit like the Zyadi did earlier, it is only middle quality but if you had a high quality one you would get +3 or if it was a surgeon's kit you would get a +4)
>>
Rolled 6 + 2 (1d10 + 2)

>>4435894
>>
Rolled 7 + 2 (1d10 + 2)

>>4435894
>>
Rolled 9 (1d10)

>>4435894
sure I'll roll too.
>>
>>4435935
I noticed a little bit of lag but it's not a problem. I will count your other roll because it was first.
>>
>>4435929
I didn't put the +2... hope that doesn't throw out the roll.
>>
>>4435899
>>4435928
>>4435929
>3/3 successes
You grab the crossbow bolt and are about to yank it out but have a sudden idea. You rummage around in the chest and find a pair of shears that are sharp enough for what you have planned. The blades get put behind the part of the bolt that went in the worst and you snap it so that you can pull out your backside with your other hand. The rest is still in there but now the shaft isn't keeping you from using the tiny pliers that were in a side pocket and you get it in. Luckily for you it missed your vitals and got caught on muscle and fat, only a flesh wound but it has the risk of massive amounts of bleeding. That's why you are careful not to shake anything when you work the pliers in and start to slowly rotate the bolt at an angle so the barbs don't catch like they would if you just ripped it out. This way takes fifteen minutes even with your adrenaline going but you manage to remove it and only a huge amount of blood comes out instead of a lethal loss. In the medical kit there's a wad of gauze near the bottom that went unnoticed and you manage to stopper the bloodflow before it gets worse than it already is.

>Barbed crossbow bolt has been removed from Donnel
>Donnel can begin to heal the -3 HP damage it caused
>+1 XP

That was easier than you though it would be but if you didn't have the medical kit it would've been a lot messier. You take a bandage to cover your wound but the alcohol is gone and you don't want to risk trying to banish miasma with something that could be poisonous. You check to see the Zyadi is still weeping. He doesn't notice you drop the mostly used medical kit in the bushes where they will see it in the morning and you take a second look at the corpse. You look long and hard and then turn away. You hope that he wasn't anyone's husband or father. The man shot first, but you know that he only did it because he thought you were a thrall for the vampire lords. If they didn't try to infiltrate and ruin everything good in this world everyone's lives would be better but they don't care because they are selfish parasites. After what they did to your mother and father and so many others, they need to be put to the stake and then the torch. This hardens your resolve as you walk.

>Roll three 1d10, difficulty: 6 to find another settlement
>>
Rolled 8 (1d10)

>>4435960
>>
Rolled 3 (1d10)

>>4435960
Sure I'll roll again.
>>
Rolled 6 (1d10)

>>4435960
>>
>>4435963
>>4435967
>>4435971
>2/3 successes
You walk fast and don't stop to rest or sleep until the sunset of the day after the accidental killing. You want to be sure that the Zyadi caravan doesn't hunt you down but you think that with the trade goods in their wagons they wouldn't risk leaving them behind to go track someone that's carrying a longsword down. Especially after the story the Zyadi might have told them. That must have been terrible to wake up to. Did he tell them the truth or did he make himself or his cousin look good? You don't know and you don't want to think about because if you do then you'll start to care and then you'll want to go back and apologize but saying you would get a bad welcome is an understatement. Even farmers like you used to be would have killed someone over that, you can't imagine what people rumored to be witches and demon worshipers would do if they got their hands on you. There's nothing else to think about so you focus on walking.

>+4 HP, 19/20 HP remaining

It's been four days and your injuries are almost healed but you have mixed feelings because your food is running low. Soon you'll have to scavenge or starve. One morning you hear a loud trickling sound. It seems your wandering you close to the river. You have no idea where you are but you think going upstream from the river would be a good idea because that's less likely to lead to civilization and the vampires there. You walk for most of the afternoon without anything but then you see something interesting in the distance. Five log cabins just like the last you left except there isn't as much farmland and you can see signs that they rely on fishing. There isn't a dock because the village isn't important enough for vampires or merchants to stop but that's exactly what you need right now. Maybe these people will be more welcoming. First you need to convince them to take on the risk.

>Attempt to meet the village elder
>Go from family to family
>Make it as public as possible

Then you have to show them why it's worth it.

>Beg them because you need it
>Promise to work in and on the fields
>Say you can protect their homes
>Tell them you hate vampires

Then figure out what time you want to try.

>Right at the crack of dawn
>Sometimes around noon
>Just before dusk sets in
>In the middle of the night

Before you start, you hide your weapons.

>Donnel, Neutral Good, Lv 1 Human Fighter
>Large and Strong: +10 HP, +2 to HP rolls, +1d4 to damage and +4 to strength checks
>HP: 19/20
>XP: 7/10
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Tight well-made pants, wearing, bloodstained
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 2/6
> >2 Victuals, -2 Space
>>
>>4435987
>>Attempt to meet the village elder
He'd have the ultimate say in the matter anyways.
Might as well go straight to the top.
>Sometimes around noon
Suns at it's peak, if we were a vampire then they'd know it. And vice versa.
Suppose if shit hits the fan, fleeing may be a bit difficult due to it being broad daylight, but hopefully it doesn't come to that.
The blood stains on our clothing may be a bit troublesome.
>Promise to work in and on the fields
We have job experience.
>Say you can protect their homes
>>
>>4435995
+1
>>
>>4435995
Sure why not.
>>
>>4435995
>>4435997
>>4435998
You do your best to wash your pants in the river before you go but some of the bloodstains are still visible. You hope that doesn't matter and take your small, roomy sack with you. The longsword is sitting buried under some brush next to a tree with a rotten trunk so you can find it again. You wait until the sun is at noon and approach the nicest cabin in the village, the only one with partially stone walls. When you get there you knock on the door and wait. You don't know who is about to open but you have a plan.

>Roll three 1d10, difficulty: 5 to get the village elder to accept you
>>
>>4435995
This but play up our skill with the sword, maybe they'll think we're just a mercenary down on their luck.
>>
Rolled 6 (1d10)

>>4436006
>>
Rolled 3 (1d10)

>>4436006
>>
Rolled 8 (1d10)

>>4436006
>>
>>4436008
>>4436009
>>4436012
>2/3 successes
The person who opens the door is a small child who stares at you like you're the ghost of a werewolf. You don't blame him. This village probably only sees strangers once a year if that, but you're not any stranger, you're wider than some children's arms are long and would have to bend over to get into the door sill and aren't wearing a shirt. "W-who are you?" You smile. "My name is Donnel. Can I talk to your granpa?" The child stares at a mostly healed bruise. "What about?" You think for a second. "I need a place to stay." He nods his head. "Like the Emmie girl from last spring?" Thinking quick you put two and two together. "Yeah, except I'm not getting married."

"Oh, okay. Wait right here!" You stand there and resist the temptation to lean on the wall. There's some shouting and you hear some angry muttering. "Lil' shit better'ah woke me for somethin' goo-" A skeletally thin old man comes out with his eyes staring at your chest and then looking up. "goo- guh- GODS. Wh-who the HELL are you and what in the fuck have they been feeding you!?" You lower into a crouch respectively. "Donnel, sir. I grew up on oats and goat's milk." He looks like he can't believe you're standing there. "Gods above and below I can tell! You some kinda merchant or something? What was it you were needing?" You scratch your head. "I was needing a place to stay." The old man frowns. "You have a fallin' out with some girl?" Far from it. "No, my vampire lord. After a blood knight drained my dad dry on red tithe day and ran my mum through I stole a sword from a thrall and left. They sent bloodhounds and a tracker. I broke their backs and the trail went cold." His jaw drops and he whispers a blasphemy to the vampire overlord. "Holy light preserve us. I can see you have a story to tell. Come inside and let's talk."

About five hours later you're sitting by a hearth surrounding by very sleepy children, elders, and a couple of grown men. You told your tale as it was, without a bit of embellishment until you reach the present. Some of the details got worried glances, especially your theft of the Zyadi, but the fact that you stayed and tried to help and they can see it in your eyes says volumes about what kind of person you are. You don't hide your intention to seek justice from them either but they respect your honesty or are too scared of your strength to call you out. You can't tell. After you finish the story they all huddle in a circle to whisper to each other for ten minutes and finally stop. The elder who introduced himself as Edard speaks up. "Well, we've come to a decision. You can stay but you'll have to sleep on the floor since our beds don't have room, you'll have to pull your own weight, and if the tax leech comes by you have to hide." You smile with real gratitude. "Thank you. Let me go get my things and I'll get to work straightaway!"

That's how you became a part of the riverside village.

>+1 XP

>1/2
>>
>>4436060
The elder said you could choose a job on your own but it has to be something useful.

>You started farming in the few fields they had
>You started chopping firewood and clearing land
>You started fishing in the river just like everyone else

When you weren't busy training or working during the first week you had some time to yourself.

>You spent every second of it training with wooden sticks (extra XP)
>You tried to get to know the villagers better (chance at party member)
>You listened to the elder's wife talk about folk magic her elder taught her
>You pitched in even harder at your work to earn the village's respect
>You walked in the woods because you felt uncomfortable with people
>You carved out a forbidden shrine to the holy light and knelt and prayed

>2/2
>>
>>4436063
>>You started farming in the few fields they had
It's what we know.
>You spent every second of it training with wooden sticks (extra XP)
If we get 2 XP from this, then we'll level up. We can focus on the other options after we do so. I'd say it's worth going for as soon as possible, so we can benefit from it when the need arises, rather than getting our XP from that next encounter that 2nd level could've been useful in.
>>
>>4436063
>>You started farming in the few fields they had
>>You pitched in even harder at your work to earn the village's respect
I was gonna vote for magic, but the most folk hero-esque strikes me as more in-character.
>>
>>4436071
bro we could go full Praise the Sun.
>>4436063
>Farm
>Shrine to holy light
>>
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>>4436077
supporting this. Paladin multiclass.
>>
>>4436063
>You started chopping firewood and clearing land
To build strength
>You spent every second of it training with wooden sticks (extra XP)
>>
>>4436071
Support. low risk high reward.
>>
>>4436077
>bro we could go full Praise the Sun.
not against that, don't get me wrong. having that edge would be great against vampires, but I think it would be best to level as soon as we can, before the next actual challenge arises
>>
>>4436071
>>4436088
>>4436091
You can't abandon your duty. Every day you wake and till the fields until you are drenched with sweat and every night you work yourself into a coma beating trees and stones with sticks. The villagers are still technically in service of the vampire lord, they go to sleep during the day and work at night but you are the opposite, proud to walk under the sun and the fishermen who are allowed to work a day-shift to more effectively catch fish notice your dedication. They look at you with caution but you think some respect and almost envy for the reckless rejection of serfdom you've made. By the end of the first week in the river village you've learned a thing or two. Quite a lot in fact.

>+2 XP
>Donnel has gained 10/10 XP!
>Donnel is now a Level 2 Fighter!

>Roll 1d10+2 to see how much HP you gain

You get to choose two general traits every time you level. These can upgrade over time.

>Strong --> Brawny: Eating a full diet instead of the scraps you're allowed from the tax has grown your strength. +1d6 to damage and +6 to strength checks
>Quick: Living in the woods has stopped you from hesitating when you move, to serious effect. +1 to dodge and speed rolls.
>Tough: The pain you've felt was nothing compared to the hunger and you've stopped letting it touch you. +6 HP, +1 to HP rolls, +1 to HP regen speed
>Stubborn: You've learned to ignore the feelings of doubt and fear, you have a higher purpose. +4 to will rolls (your combined levels also provide a bonus)
>Clever: Escaping the boundaries of serfdom has led your mind to some interesting places. +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one

You also get to choose one class trait when you level in that class. These can upgrade over time and branch. This choice is permanent, it determines what kind of fighter you are and should be looked at carefully. There is a lot of overlap between them and multiclassing in subclasses of the same class is possible but takes a long time to get benefits.

>Brutish Fighter: You put every ounce of your strength into your blows, ignoring technique for raw power. +1d2 damage, +2 HP
>Frenzied Fighter: You let righteous fury fill you and know no thirst except for the black blood of the damned. +can berserk for bonuses (and penalties)
>Cautious Fighter: You stay careful when you fight and always think ahead when there is danger at hand. +1 to dodge or block, +1 to defense
>Duelist Fighter: You hone your technique to a razor's edge and rely on it instead of your strength. +1 to hit, can attempt to counterattack
>Treacherous Fighter: You are only human and your foes aren't, you use every trick that you can. +can use dirty tricks as a reflex
>>
Rolled 5 + 2 (1d10 + 2)

>>4436157
>>Roll 1d10+2 to see how much HP you gain
rollan
>Quick: Living in the woods has stopped you from hesitating when you move, to serious effect. +1 to dodge and speed rolls.
>Clever: Escaping the boundaries of serfdom has led your mind to some interesting places. +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>Treacherous Fighter: You are only human and your foes aren't, you use every trick that you can. +can use dirty tricks as a reflex
what use is honor if you're dead?
>>
>>4436157
>Stubborn
>Clever
XP gains + Smarter. Strength is tempting but Brawny actually is only +2 over Strong in strength checks (if it replaces). The +4 on will saves is a lot better as a result I feel.
>Treacherous Fighter
Int leveled + Dirty Tricks means we can get away with some serious high brain shit in fights.
>>
>>4436173
It does replace but a 1d6 on a hit over a 1d4 really adds up. Strength is useful for situational things too, like pushing a door open or rolling a boulder. None of them are inviable and they all have some neat mechanics later on. It's a choice of what you think is more important. Going Treacherous does not lock out Paladin multiclass, the holy light understands.
>>
Rolled 4 (1d10)

>>4436157
Would treacherous fighter disable paladin route like the others want?
>>
>>4436179
No as long as you aren't fighting innocents that did nothing evil when you had a choice not to but that would also disable paladin route. Or turn it a different direction.
>>
>>4436157
>Stubborn
>Treacherous Fighter
>>
Rolled 4 + 2 (1d10 + 2)

>>4436157
>Quick
>Stubborn
>Treacherous Fighter
>>
>>4436185
Whoops. Forgot second pick.

>>4436173
+1
Stubborn
Clever
Treacherous fighter
>>
>>4436157
>Brawny
>Clever
>Duelist
Strong AND skilled.
>>
>>4436224
support
>>
>>4436157
change my vote here

>>4436238

to support this one instead

>>4436173
>>
>>4436224
support.
>>
>>4436173
+1
>>
File: 200.gif (1.43 MB, 356x200)
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>>4436173
+1
Hell yeah, time to be a paladin that fights with a sword and pocket sand
>>
>>4436173
>>4436217
>>4436255
>>4436364
>>4436418
>Donnel has gained +7 HP! 27/27 HP remaining.
>Donnel has become Stubborn! +4 to will rolls.
>Donnel has become Clever! +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra.
>Donnel has chosen the path of the Treacherous Fighter! +can use dirty tricks as a reflex

You spend every day training but slowly come to remember all of the stories you've been told about how vampires are strong enough to rip a man in two and quick enough that they can outrun a hound. They are immortal too and some have centuries of combat experience or even more. You can't fight them on their level and guarantee your survival so you aren't going to try. Instead of sharpening your technique or learning how to put even more of your strength into each swing you start to keep an eye open for opportunities. You swing a sword and notice you could throw an elbow on a miss, you go to block and spot a chance to sweep the legs, you get disarmed and find an opening to throw sand and pull your shortsword. It is a fighting style usually used by bandits and thugs and buccaneers but it is one that you have taught yourself and it is one that you will turn to the path of righteous vengeance.

Being the son of a farmer you were never taught how to read anything but red tithe lines and quota tally marks but escaping into the woods has given you the chance to think about what you're doing and where you're going in life. You remember what they did to your mother and your father while you watched and begged them to stop. You are tired of begging, you are going to stand and you are going to make them regret what they've done. That's as clear as the rising sun and you will die before you let any vampire tell you who you are or what you must do. Getting free from the shackles has let your mind wander and you can tell that something is different. It's like a fog has been lifted and for once everything around you has clarity. Now, if you could learn to read maybe you could make a real difference. Hah, as if the vampires haven't burned every one of the ancient scrolls. Unless...

It is the beginning of the second week and you need to think about what you want to do.

>You spent every second of it training with wooden sticks (extra XP)
>You tried to get to know the villagers better (chance at party member)
>You listened to the elder's wife talk about folk magic her elder taught her
>You pitched in even harder at your work to earn the village's respect
>You tried to clear lumber to make more farm fields to till and harvest
>You walked in the woods because you felt uncomfortable with people
>You asked the village scroll keeper if he could teach you how to read
>You carved out a forbidden shrine to the holy light and knelt and prayed
>>
>>4436500
>You carved out a forbidden shrine to the holy light and knelt and prayed
>>
>>4436500
>You carved out a forbidden shrine to the holy light and knelt and prayed
Hidden and away from the village please, don't want the good folk to get in trouble
>>
>>4436511
Of course. Ranger multiclass is also possible and has some neat tricks up its sleeve but it is not as good or Good as a Paladin in taking down undead which is its specialty. Going straight Paladin is doable but it will make you a less skilled Fighter in the long run and you would have to rely on the benefits of the class. You can try to multiclass in three classes but getting them all to a high level would be extremely difficult.
>>
>>4436500
>You asked the village scroll keeper if he could teach you how to read
Knowledge is power.
>>
>>4436500
>You carved out a forbidden shrine to the holy light and knelt and prayed
>>
>>4436500
>You carved out a forbidden shrine to the holy light and knelt and prayed
>>
>>4436599
>>4436600
Support
>>
Rolled 2 (1d10)

>>4436503
>>4436511
>>4436599
>>4436600
>>4436602
Your experience being lost in the woods and pushing yourself to the limit in the river village has made you realize something. There is no way you could have gone this far on your own. A higher power sees what you do and gives you the strength and there is only one who would give you the strength you need to destroy the vampires that took your parent's lives and have tried to end yours. A god so old and forbidden under the vampire's rule that his true name has been forgotten. A god of shepherds turned warrior who fought until he was slain only for rumor to have it that he rose crippled and maimed, but not broken, to give strength to those who continued the fight in his name. The holy light. You don't tell any of the villagers what you do when you go out into the woods. You don't even know how to properly pray to the holy light but you know that he is watching you and he won't abandon you because you're missing symbolism that's been banned for hundreds of years.

>+1 XP in Fighter class
>1/20

The shrine is crude but only because you are no carpenter. It is clear that a great deal of work went into making it smooth where it could've been lumpy and engraved with a stylized sun where it could've been skipped over. When you finish your work in the fields, you kneel and pray at the shrine and you do this again, and again, and again. For the second week your face is pressed to the floor and you mutter praises and prayers, anything that comes to mind and everything that you're facing. At first the shrine is not any more holy than the woods around it but you continue and near the end of the week you start to feel a little warmth inside.

>+1 XP in ???
>1/10 XP

It's going to take time and dedication but you have plenty of both and you aren't about to stop. You note that it's the middle of spring and you're going to be able to stay for at least two or three seasons for the tax collector comes along. Maybe even longer. Maybe you could forget the vampire lords and make a life here... No. Not now, not ever.

>Roll two 1d4 for XP gain

(I'm rolling to see if an event happens. 1 is negative and a 10 is positive otherwise nothing major happens)
>>
Rolled 2 (1d4)

>>4436694
>>
Rolled 1 (1d4)

>>4436694
xpeee
>>
>>4436729
:((((((((((((((((((((((
>>
Rolled 3 (1d10)

>>4436701
>>4436729
You don't stop training and you don't stop praying. You start following a pattern, in the morning you till the soil like you did as a serf and in the afternoon you spar with yourself and every sunrise and sunset you spend an hour at the shrine. It isn't anything flashy but you can feel that you get a little better every new day than you were yesterday.

>+1 XP in Fighter class
>2/20 XP

You are bent on slaying the vampires because that is the only way you're going to make the world a better place.

>+1 XP in ???
>2/10 XP

Praying seems to come easier every day. Soon you think it will become a habit and you won't even think about having to take the time out of your day for it and you can try to progress in other ways. That's not today though.

>Roll two 1d4 for XP gain
>>
Rolled 2 (1d4)

>>4436736
>>
Rolled 3 (1d4)

>>4436736
surely the dice are tired of being mad at me now.
>>
Rolled 2 (1d10)

>>4436738
>>4436740
The training field is the crucible and you are the steel.

>+1 XP in Fighter class
>3/20 XP

You only have to let the heat shape you into something better.

>+1 XP in ???
>+3/10 XP

Something greater and stronger than before. You don't seek glory, you seek to do good and that is why you are going to win. At least you hope so.

>Roll two 1d4 to XP gain
>>
Rolled 1 (1d4)

>>4436750
>>
Rolled 1 (1d4)

>>4436750
>>
>>4436765
>>4436759
>>4436750
>>4436738
>>4436736
>>4436729
>>4436701
>>4436694
>>4436193
>>4436172
>>4436009
>>4435967

Hm.
>>
Rolled 5 (1d10)

>>4436759
>>4436765
You're starting to get used to the pattern of training and praying. The villagers are even getting used to the "giant" that handles their fields in the daytime and goes to sleep when everyone else is awake.

>+1 XP in Fighter class
>4/20 XP

The shrine is invigorating when you enter and leaves you feel like something is missing when you leave. You start looking forward to seeing it.

>+1 XP in ???
>4/10 XP

You only wish you could be doing more for these people. You remind yourself that overthrowing the vampires is more important than anything else you could be doing.

>Roll two 1d4 for XP gain
>>
Rolled 1 (1d4)

>>4436774
>>
Rolled 2 (1d4)

>>4436774
praying to holy light for no 1
>>
>>4436778
congrats lol
>>
Rolled 10 (1d10)

>>4436776
>>4436778
You come to realize that without the holy light there can be no life. The vampires stalk the shadows and call themselves living gods but they depend on the blood of the people and the people depend on the farms that depend on the holy light to grow. Vampires are an abomination on the holy light. They need to be cleansed from this world and their ashes scattered and you are going to be the one to do it. There is no more doubt in you.

>+1 XP in Fighter class
>5/20 XP

Or hesitation. Praying has become a habit that you can't imagine breaking. You plan the rest of your day around it and find out that you have more time to pursue your ambitions.

>+1 XP in ???
>5/10 XP

>Basic prayer is now automatic
>Donnel now gains +1 XP in ??? per week until level

You have extra time now. Each day has three time slots that can be filled with whatever you think is important. Right now it is training your Fighter class and working for the villagers. You have one free slot and can fill it with whatever you want to do but if you stop working for the villagers you will be at risk of them banishing you for eating their food and not doing anything in return. You could also stop training your Fighter class for something else but your Fighter class is the backbone of your skill in combat and neglecting it would be dangerous in the future. You need to fill the time slot. What do you want to dedicate it to?

>Training to be a better fighter than before (extra XP)
>Praying even more at the forbidden shrine to the holy light (extra XP)
>Getting to know the villagers better (chance at party member)
>Listening to the elder's wife talk about folk magic her elder taught her
>Pitching in even harder at your work to earn the village's respect
>Clearing lumber to make more farm fields to till and harvest
>Walking in the woods because you feel uncomfortable with people
>Asking the village scroll keeper if he could teach you how to read
>>
>>4436806
>Clearing lumber to make more farm fields to till and harvest

Gotta earn our keep and make that money
>>
>>4436806
>Clearing lumber to make more farm fields to till and harvest
>>
>>4436806
>Asking the village scroll keeper if he could teach you how to read
>>
>>4436809
You're getting in paid in food and shelter. The serfs don't get paid anything but they have to pay taxes in the food they gather and in the red tithe. Sometimes they can make tokens by trading with traveling merchants or selling what they've made but usually free-minded thralls are the only ones that get paid in tokens. That's one of the many problems you have with vampire rule.
>>
>>4436806
>Getting to know the villagers better (chance at party member)
We can't do it alone.
>>
>>4436818
Ahem let me rephrase myself then

Gotta earn our keep and continue to be an oppressed worker in a miserable feudal society.
>>
>>4436806
>Asking the village scroll keeper if he could teach you how to read
we are pretty much illiterate so may as well learn to read shit.
>>
>>4436806
>>Asking the village scroll keeper if he could teach you how to read
>>
>>4436806
>>Asking the village scroll keeper if he could teach you how to read
This will absolutely come in handy at some point. Better to get at it sooner rather than later, just in case we wind up missing an opportunity because we didn't know how to read. Clearing the fields can come next. Or maybe check out that magic option? Since we wound up going stubborn and clever, I think that we could probably make decent use of it.
>>
Rolled 8 (1d10)

>>4436806
>>4436817
>>4436831
>>4436835
>>4436857
You decide that if you are going to beat the vampires, learning how to read maps and old books is going to be important. You find the village scroll keeper on his desk by the window. He's one of the few others who stays awake during the day because candles are expensive and he's given permission not to waste them. He's a small, thin man and surprised to see you. "Oh, the giant comes to see a humble scroll keeper? To what do I owe the honor?" You fidget. "I... came to see your scrolls." The villager stops scribbling gibberish with his quill. "My scrolls? Whatever for?" You step on one foot and then the other. "I... I want to know how to read."

The man stares at you for a few seconds. Not at your size but into your eyes. You hold his stare for a few seconds and then he nods his head. "Mhmmm. Alright. Might as well get started now." Huh? You weren't expecting this to be so easy. "Wh-what? Really?" The scroll keeper chuckles. "Well there's no reason not to and, just 'tween you and me, it's not so often a village fish scale counter gets the chance to rebel. Ah, to be young again. 'Tis so exciting!" You start studying immediately and when he notices your dedication he starts taking teaching you seriously. Little by little you start to learn.

>+1 XP to Basic Literacy
>1/20 XP remaining

Of course in the meantime you keep up your training.

>+1 XP in Fighter class
>6/20 XP remaining

>+1 XP in ???
>6/10 XP remaining

You're woken up in the middle of the night by the village elder's wife, Margot. She says that she's seen you shirtless out in the fields for so long she can hardly bare the temptation and knitted you a new set of homespun clothes to replace the rags you've been wearing. Even more, since she had the material laying around since the last season the merchant came by and gave her what she needed to make everyone a set of gloves, she went ahead and made you a leather jerkin. You are more grateful than words can say. Enough leather to make you a jerkin being leftover from stitching gloves is a bit of a stretch but you won't look a gift horse in the mouth and are thankful.

>+Thick Leather Jerkin: When you're wearing this and are hit by a physical strike, there's a 40% chance the attack loses -2 damage because it hits the jerkin instead of your back or chest.
>+Rough Homespun Clothes

You continue your studies.

>Roll three 1d4 for XP gain
>>
Rolled 2 (1d4)

>>4436909
>>
Rolled 2 (1d4)

>>4436909
>>
Rolled 1 (1d4)

>>4436909
>>
Rolled 7 (1d10)

>>4436913
>>4436914
>>4436916
Not much else happens but you're feeling optimistic. You haven't seen head or hide of a vampire thrall in over a month and the events of the Zyadi wagon have started to lift from your shoulders.

>+1 XP to Basic Literacy
>2/20 XP remaining

>+1 XP to Fighter class
>7/20

>+1 XP to ???
>7/10

You can focus on improving, even more since the spring is over and there's so little to do for an experienced farmer like yourself. If you wanted to, you could tend the crops until the harvest in the fall and spend that time working on something else. The fishermen would probably be happy to leave it to the giant and forget about it until it's time to pull the crops from the ground. You could also do some different work for the village, double down on your work, or try another task.

>Train to be a better fighter than before (extra XP)
>Pray to the holy light more than you have (extra XP)
>Study the scrolls and try to learn how to read (extra XP)
>Get to know the villagers better (chance at party member)
>Listen to the elder's wife talk about the folk magic her elder taught her
>Wander the woods because you feel uncomfortable around people
>Clear lumber to nake more fields to till and harvest for next year
>Explore the woods looking for trouble (chance of encounter)

>Roll three 1d4 for XP gains
>>
Rolled 3 (1d4)

>>4437014
>Get to know the villagers better (chance at party member)
>>
Rolled 4 (1d4)

>>4437014
>Get to know the villagers better (chance at party member)
>>
Rolled 4 (1d4)

>>4437014
>>Get to know the villagers better (chance at party member)
>>
>>4437014
>Get to know the villagers better (chance at party member)
damn we got insane rolls
>>
Rolled 8 (1d10)

>>4437025
>>4437040
>>4437055
>>4437122
You tend the crops but do not rest in the extra time the summer has given you. You keep training and praying and trying to read as hard as you can and have a realization. You are getting close to a breakthrough at the shrine and can almost feel the holy light coming over you. The feeling is humbling and your faith, if something so informal can be called that, has deepened into something stronger than you ever could have been alone.

>+1 XP in Basic Literacy
>3/20 XP remaining
>+2 XP in Fighter class
>9/20 XP remaining
>+2 XP in ???
>9/10 XP remaining

During your spare time you try to get closer to the village that's sheltered you for so long. You don't think it's right that you've been so distant and you want to change that. You look at the community and start to strike up a friendship with someone in particular.

>Viktor: The retired war thrall who was drafted in a war between two vampire lords long ago. He has a bum leg and surly temper but he's damned sturdy and his spear is as sharp as it ever was.
>Lochlan: The quiet youth who spends more time in the wilderness than with his family. He is almost a child and not good with people but a nasty shot with his sling and knows the woods better than anyone.
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437134
>Lochlan: The quiet youth who spends more time in the wilderness than with his family. He is almost a child and not good with people but a nasty shot with his sling and knows the woods better than anyone
>>
>>4437134
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437134
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437134
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437134
>Lochlan: The quiet youth who spends more time in the wilderness than with his family. He is almost a child and not good with people but a nasty shot with his sling and knows the woods better than anyone.
>>
>>4437134
>>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
mmmmmmmystery box
>>
>>4437134
>>Lochlan: The quiet youth who spends more time in the wilderness than with his family. He is almost a child and not good with people but a nasty shot with his sling and knows the woods better than anyone.
ranger squire get
>>
>>4437134
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437134
>"Gram Gram": A scarred and wrinkly cat that used to belong to a merchant but was left here because she wouldn't stop chewing rugs. She looks sad but there is something about her that seems deeper than the surface.
>>
>>4437139
>>4437141
>>4437156
>>4437163
>>4437257
>>4437274
One day when you've finished your training and it was not yet time to pray you saw a gray cat with patches of fur missing and a very wrinkly face. Most of the village ignored it outside of feeding it scraps but for some reason you started following it and trying to scratch it behind the ears. Maybe you aren't as mature as you like to think you are or maybe, just maybe, this isn't a normal kind of cat.

>Roll three 1d10, difficulty: 6 to get closer to Gram Gram
>Roll three 1d4 for XP gains
>>
Rolled 3 (1d10)

>>4437291
>>
Rolled 4 (1d4)

>>4437291
>>
Rolled 8 (1d10)

>>4437291
>>
Rolled 9 (1d10)

>>4437291
>>
Rolled 2 (1d4)

>>4437291
>>
Rolled 2 (1d4)

>>4437291
>>
Rolled 10 (1d10)

>>4437292
>>4437295
>>4437298
>>4437310
>>4437312
>>4437322
>2/3 successes
The cat is very standoffish at first and runs away when it notices you coming but you think that is only because you’re so big and it doesn’t recognize you. Once you try to feed it some of your porridge it rubs up on your forearm and you scratch its shoulders just right it gets a lot more friendly. By the end of the week you look forward to seeing the cat which you were told is a her when you asked lazing or roll around in the dirt beside a cabin and you think she looks forward to you too. You even think she’s started to follow you around the village and in the woods but you can’t be sure and besides, what reason would a cat have to do that beside that she liked you? It’s best not to worry about it and focus on your studies.

>”Gram Gram” has started following you!
>She is a strange cat, you know nothing else.

>+2 XP to Basic Literacy
>4/20 XP remaining

The scroll keeper says you’re learning faster than he did when he was half your age which is good because usually the older someone is the harder it is to teach them new tricks. You think the vampires you’ve heard about would disagree. Then again, most of them were turned, no, cursed when they were young adults so maybe he isn’t wrong and it’s one of those physical age things, not an actual age thing.

>+1 XP in Fighter class
>10/20 XP remaining

You feel like every improvement takes a little more time than the last. That’s okay. You’re a beginner and that’s what learning is about but there’s only so much training can do to replace experience on the battlefield. Soon you’re going to take the fight back to them, but not this season and not today. The riverside villagers are going to need you to help them with their harvest. Maybe you could spend the winter clearing lumber to build up your strength and get some firewood for their hearths in the meantime. Maybe it would be better to spend that time training. Maybe it would be better to leave them behind and truly begin your journey when you have your feet under you.

>1/2
>>
>>4437604
>+1 XP in ???
>Donnel has gained 10/10 XP!

You were praying in the shrine even though it is forbidden by the laws of the vampires because the sun above is higher than their law and your soul is free from their shackles. It was the very break of dawn and when you stared out at the sky the sheer beauty of it hit you all at once and while the tears poured down your face you felt that deep down inside that something had changed. There was no supernatural miracle or burst of heavenly flame, the inside of the shrine got heavy in the same way that it felt to be held by your parents when you were little or warmed by a campfire when it was cold outside or sitting in a cabin when wolves scratch at the door and you know that they can’t get in all once. The feeling was indescribable and filled you with more determination than you have ever had because you know now without a single shred of a shadow of a doubt.

You have been called.

>Donnel is now a level 1 Paladin!
>Donnel now has a holy aura and inflicts 1d2 smiting damage when striking unholy enemies
>Donnel can now lay on hands to heal 1d2 points of damage once per person per day with no limits to the amount of persons if he can pass a will roll to keep from getting exhausted
>Both effects are subtle and may grow in the future but you MUST maintain a Good alignment or you will become a Fallen Paladin, losing your bonuses unless you turn to darker forces or suffer holy judgement and atone

>Roll 1d8+2 to see how much HP you gain
>>
Rolled 2 + 2 (1d8 + 2)

>>4437608
>>
Rolled 3 + 2 (1d8 + 2)

>>4437608
>>
Rolled 3 + 2 (1d8 + 2)

>>4437608
Well shit there goes my hopes of becoming neutral neutral.
>>
>>4437610
>Donnel has gained +4 HP! 31/31 HP remaining

Choose one general trait I know I said it was two earlier but if you have multiple classes leveling simultaneously you would be getting stat improvements more often and I'm introducing another mechanic.

>Strong --> Brawny: Eating a full diet instead of the scraps you're allowed from the tax has grown your strength. +1d6 to damage and +6 to strength checks
>Quick: Living in the woods has stopped you from hesitating when you move, to serious effect. +1 to dodge and speed rolls.
>Tough: The pain you've felt was nothing compared to the hunger and you've stopped letting it touch you. +6 HP, +1 to HP rolls, +1 to HP regen speed
>Strong-Willed: You've learned to ignore the feelings of doubt and fear, you have a higher purpose. +6 to will rolls (your combined levels also provide a bonus)
>Cunning: Escaping the boundaries of serfdom has led your mind to some interesting places. +6 to intellect rolls, roll 2d4 when getting XP, on a 4 get extra, don't roll more than two

You haven't advanced enough as a Paladin to choose what kind of Paladin you are, like how you had to reach level 2 as a Fighter before you got the choice there. You have spent two months working in the river village and two weeks before that on the run so you can choose a skill trait. Unlike general traits these are not fixed and the different choices you get depend on what you have been training or doing. Some skill traits can effect or gain general traits but usually not vice versa.

>Skilled Harvester: You have the same experience in farming that most do but are uniquely talented, you can feed twice your combined levels in people per harvest plus ten more if you are well-supplied and nothing negative interferes with the crops.
>Amateur Carver: You thought that the forbidden shrine was not worthy of the holy light so when you prayed you also carved and practiced for the day that you could make something worthy, you can make wooden crafts worth 1d6 copper tokens per week.
>Amateur Fisher: You watched the river villagers fish and learned by seeing what to do and knowing what not to do, if you have a rod and reel you can attempt to catch enough fish to feed yourself and possibly 1d2 others depending on the quality of the water.
>>
>>4437630
>>Strong --> Brawny: Eating a full diet instead of the scraps you're allowed from the tax has grown your strength. +1d6 to damage and +6 to strength checks
>Amateur Fisher: You watched the river villagers fish and learned by seeing what to do and knowing what not to do, if you have a rod and reel you can attempt to catch enough fish to feed yourself and possibly 1d2 others depending on the quality of the water.
fish love me women fear me
HOOKED ON FISHIN'
>>
>>4437626
You could always try to follow another god but then you wouldn't be a Paladin, your class would switch over to another and you would lose the bonuses but get different ones depending on the god you chose to follow. You would have to prove yourself to them as well and that isn't easy, the holy light has blessed you because you are obsessed with hunting vampires and an honest man who tries to be more righteous each day than you were yesterday. The fact that you were a farmer before you left and took up the sword definitely didn't hurt.
>>
>>4437630
>Strong-Willed: You've learned to ignore the feelings of doubt and fear, you have a higher purpose. +6 to will rolls (your combined levels also provide a bonus)
>Skilled Harvester: You have the same experience in farming that most do but are uniquely talented, you can feed twice your combined levels in people per harvest plus ten more if you are well-supplied and nothing negative interferes with the crops.
>>
I forgot to mention you already have
>Competent Harvester: You have the same experience in farming that most do and can feed your combined levels in people per harvest plus ten more if you are well-supplied and nothing negative interferes with the crops.
From your background.
>>
>>4437630
>Strong-Willed
>Amateur Fisher
>>
>>4437630
>Brawny
>Amateur Fisher
>>
>>4437630
>Brawny
>Fisher
>>
>>4437630
>Tough: The pain you've felt was nothing compared to the hunger and you've stopped letting it touch you. +6 HP, +1 to HP rolls, +1 to HP regen speed


>Amateur Fisher: You watched the river villagers fish and learned by seeing what to do and knowing what not to do, if you have a rod and reel you can attempt to catch enough fish to feed yourself and possibly 1d2 others depending on the quality of the water.
>>
>>4437647
>>4437679
>>4437694
>Donnel has become Brawny! 1d6 damage and +6 to strength checks
>Donnel has become an Amateur Fisher! If you have a rod and reel you can attempt to catch enough fish to feed yourself and possibly 1d2 others depending on the quality of the water.

You notice that your hearty diet of fish over grain and constant heavy labor have let your muscles grow. Loads that would have taken slight exertion to move are now effortless and you can pull a plow through packed soil like it was a dull knife through thick butter. Your strength was already impressive because of your size, now it is terrifying. If you were swinging a blade there is no doubt that you could chop a man’s head off the neck in a single strike whether he was wearing a leather neck guard or not. You notice the villagers fishing and think that perhaps you could do something similar. You know more about fishing now than you did back at home before you left. For a wandering warrior it might be more useful than farming. You get back to work but think that if something has changed, maybe you should think about changing the rest of your schedule. You have effectively four time slots per day counting the time you spend walking to and from the holy shrine and praying. One of them needs to be in work but nothing is keeping you from training or learning with the rest of your time.

>Training to be a better fighter (extra XP, can stack)
>Praying at the forbidden shrine (extra XP, can stack)
>Learning how to read from the scroll keeper’s lessons
>Fishing at the river with all the other river villagers
>Clearing lumber for more fields to till and harvest
>Listening to the elder’s wife talk about folk magic
>Wandering the woods to get away from people
>Try to get someone else to teach you (chance at a tutor)
>Explore the woods looking for trouble (chance at encounter)
>Write-in

>Roll three 1d4 for XP gain

>Donnel, Neutral Good Human, Lv 1 Fighter/Lv 1 Paladin
>Large and Brawny: +10 HP, +2 to HP rolls, +1d6 to damage and +6 to strength checks
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>+4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one

>HP: 31/31
>Fighter XP: 10/20
>Paladin XP: 0/20

>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 0/6
>0 Victuals, -0 Space

(You don't have any victuals because you're being fed daily and don't want to offend their hospitality but you could always ask)
>>
>>4437949
Forgot that you are Clever.
>>
Rolled 1 (1d4)

>>4437949
>Training to be a better fighter (extra XP, can stack)
>Praying at the forbidden shrine (extra XP, can stack)
>Learning how to read from the scroll keeper’s lessons
>>
Rolled 1 (1d4)

>>4437949
>Training to be a better fighter (extra XP, can stack)
>Praying at the forbidden shrine (extra XP, can stack)
>Learning how to read from the scroll keeper’s lessons
>>
>>4437949
>Training to be a better fighter (extra XP, can stack)
>Praying at the forbidden shrine (extra XP, can stack)
>Learning how to read from the scroll keeper’s lessons
>>
>>4437949
>>Training to be a better fighter (extra XP, can stack)
>>Praying at the forbidden shrine (extra XP, can stack)
>>Write-in
>Spend time with Gram Gram
>>
>>4437995
>>4438001
Roll 1d4 to bail us out
>>
Rolled 4 (1d4)

>>4437949
>>
>>4438008
Based
>>
Rolled 3 (1d10)

>>4437978
>>4437990
>>4437995
>>4438001
>>4438008
You decide not to change what you’ve been doing except to start fishing with the village men because you want to do something to help even if it’s on an off season and it would be easier to watch the grain grow. Gram Gram keeps following you and you don’t ignore her. Sometimes you feed her pieces of the smaller fish that you catch but only after you make sure that the village has brought in enough for their smokehouse for the day. She really warms up to you but rubs her back on the mud in the strangest way.

>+1 XP to Basic Literacy
>5/20 XP remaining

The scroll keeper tells you what the little squiggles mean and you think you are starting to understand a little. Writing them down yourself is harder than it was to fight that tracker to the death but you stay patient. It will get better.

>+1 XP in Fighter class
>11/20 XP remaining

You are out sparring with a mostly man sized tree in the woods using a stick because your club is too valuable to risk cracking on something so little when you hear someone cough disapprovingly. “Ye nevah get anywhere like dhat.” You turn to see a man old enough to have gray hairs but young enough that brown ones are still visible. He’s leaning on a walking staff and won’t stop staring at your hands. “Lots o’ powah, lots o’ grit, could drop one of ‘em for life if ye swung n’ hit but…” The man shakes his head and you get curious. “But what?” The young elder scoffs. “Yer form, yer stance, yer pacing! Back in the ol’ bloodsucker wars I saw chimeras more stitch than meat more coordinated. Don’t get yer shit together n’ ye be dead, maybe get back up again.” You scratch your head. “Well what do you think I should do then? I’m trying to train myself and I’ve been getting kinda good with my swings.” The scoff turns to a scowl. “Kinda? Keep that up n’ ye may be “good” but ye’ll nevah be great.”

You think about what he is saying and it makes sense. The biggest difference between the blood knights and serfs or even war thralls and serfs is that they know how to fight and keep that secret from anyone that isn’t a vampire or their thrall under pain of death. You’ve been trying hard and training harder than you ever worked on the farm for months now but you’ve only seen a little improvement. If you wanted to be a true champion of the holy light you would be an old man by the time you finished. You lower the stick and look down at him. Being big has some benefits but sometimes you wonder if they think you’re arrogant because you don’t have much choice other than to stare down at them. “I know what you mean and I’ve thought about it but I don’t know what else to do.”

>1/2
>>
>>4438057
The young elder spits a wad of something green and nasty into the grass and grunts. “Ah’ve been watchin’ ye “think on it” fer weeks. “Think on it some more.” If ye want to be on da givin’ end of da killin’ field ye come to my hut by dusk tomorrow n’ if the arthritis isn’t too much I might run ye through da motions. Ovvurwise stay gone. Name’s not important n' if ye ain't deaf ye'll already know it, but if ye take me up ye’ll be callin’ me sir.” Gram Gram watches from the bushes and licks herself. You think for a second.

>”Yes sir.” (+extra XP but you have to put with his crotchety personality)
>”I’m doing fine on my own, but thank you.” (no gain, no loss)

>+2 XP in Paladin class
>2/20 XP remaining

Each week your devotion deepens. You don’t need to see a miracle to know that the holy light is there. No vampire can hold back the sunrise.

>Roll three 1d4 for XP gain

>2/2
>>
Rolled 3 (1d4)

>>4438059
>>”Yes sir.” (+extra XP but you have to put with his crotchety personality)
>>
Rolled 3 (1d4)

>>4438059
>”Yes sir.”
>>
Rolled 2 (1d4)

>>4438059
>”Yes sir.” (+extra XP but you have to put with his crotchety personality)
>>
>>4438059
>”Yes sir.” (+extra XP but you have to put with his crotchety personality
>>
>>4438059
>>”Yes sir.” (+extra XP but you have to put with his crotchety personality)
>>
>>4438064
>>4438068
>>4438074
>>4438084
>>4438109
You don’t even think before you’ve agreed to meet him. The elder almost looks disappointed, like he was hoping you would turn him down and prove that were some reckless fool but you are going to do everything you can to show him you mean what you said when you came here two and a half months ago. You knock on the door to his cabin and his third son opens. He’s barely over your age but not as violent and knows what you came here for straight away. The old man leads you out back with something bundled in his arms then tosses something to hit you in the face! When you try to grab it and fumble you feel a stick whack you in the ribcage and side of the head as hard as he can swing it. You scramble to defend yourself but he’s quick for someone so old and he does something with his good leg while you’re distracted with your hands and you feel your leg drop out from under you. The point of a wooden practice sword goes down on your neck and presses in. He wheezes and hacks up phlegm next to where the back of your head is on the ground. “Hah! Yer dead. S’pose that makes me a giant slayer.” Your heart is pumping like crazy and you barely have your bearings. “B-but I wasn’t ready! You just came at me out of nowhere and I-” The flat of the practice sword smacks you in the side of the head. “Shut yer feckin’ mouth. Ye think da lycans’ll care? Back on yer feet!” You understand immediately. This was a part of your lesson.

This time you have the practice sword in your hand and go for a side cut but then there’s sand in your eyes and he’s behind you with a tap to your inner knee. When you wash your eyes out you try a third time and he makes a feint for your stomach but swings to whack your fingers so you drop the practice sword and leave yourself wide open instead. You “spar” like that for hours and when it’s done he tells you to drop on the ground and give him twenty. You ask him why you couldn’t have done this before the sparring and he tells you thirty for being a weak little shit, no, forty for eating twice your share of the village’s food. The thing is you know you aren’t a weak little shit. That’s why it hurts. You do your best.

>+2 XP in Fighter class
>13/20 XP remaining

The scrolls are a relief even if your fingers are too sore to hold the quill right.

>+1 XP to Basic Literacy
>6/20 XP remaining

Prayer too but it makes you feel like you need endurance, not healing.

>+1 XP in Paladin class
>3/20 XP remaining

>Roll three 1d4 for XP gains
>>
Rolled 5 (1d10)

>>4438129
>>
Rolled 3 (1d4)

>>4438129
>>
Rolled 4 (1d4)

>>4438129
>>
Rolled 2 (1d4)

>>4438129
>>
Rolled 6 (1d10)

>>4438134
>>4438139
>>4438166
You keep looking at the scroll keeper’s papers and they make a little more sense every day. Soon you’ll be able to tell what they mean without him pointing them out.

>+1 XP to Basic Literacy
>7/20 XP remaining

The old man, Viktor you learn, continues the training without even a minute to rest and you surprise him by taking everything he dishes out until you both get tired and he calls it off for the day. Then you do it the next day and the next day and the next day. He’s impressed and says you’re learning quicker than he was at your age.

>+3 XP in Fighter class
>16/20 XP remaining

As always, you take the time to pray and come to the peace of the holy light.

>+1 XP in Paladin class
>4/20 XP remaining

It strikes you that you’ve been a part of this village for fifteen weeks now and harvest is barely six or seven away. That’s three months and three quarters of a month that you’ve spent training yourself and that the vampire lords have spent draining the blood from innocent men and women across the land. You are getting restless but you don’t want to leave before the harvest comes in or you learn all that you can from Viktor. The rag you use to polish your blades is in poor condition and not only because Gram Gram keeps swatting at it when you let it hang in the air. She does it so strangely though, not anything like how a normal cat does but you suppose some cats are simply strange like some people are strange.

>Roll three 1d4 for XP gains
>>
Rolled 3 (1d4)

>>4438434
>>
Rolled 1 (1d4)

>>4438434
>>
Rolled 2 (1d4)

>>4438434
>>
>>4438438
>>4438444
>>4438450
You continue training as the grass gets yellow and the days start to get shorter. It won’t be long before the red tithe collector comes but you should be able to hide before then. Unless they come unwarned but you’d have to spend all of your time outside of the river village with no way to verify to guarantee your secrecy and your training would slow to a crawl. You focus on improving instead of your paranoia. It is completely justified but the holy light is always only a few hours away.

>+1 XP to Basic Literacy
>8/20 XP remaining

You’ve come to appreciate Viktor’s cruel and unreasonable methods because they help you prepare for exactly what the vampires and their thralls are going to bring when you bring the fight to them. Some like to go on about their ancient experience and legendary skills but when you strip that away, there is a bloodsucking animal underneath.

>+2 XP in Fighter class
>18/20 XP remaining

You pray that the holy light cleanses your soul of doubts and gives you the strength to follow the purpose fate has given you.

>+1 XP in Paladin class
>5/20 XP remaining

>Roll three 1d4 for XP gains
>>
Rolled 5 (1d10)

>>4438487
I forgot again
>>
Rolled 3 (1d4)

>>4438487
>>
Rolled 1 (1d4)

>>4438487
>>
Rolled 4 (1d4)

>>4438487
>>
Rolled 7 (1d10)

>>4438555
>>4438559
>>4438574
>+1 XP to Basic Literacy
>9/20 XP remaining

You read the scrolls and are frustrated by how long it is taking but ignore it through force of will. Every day is less humiliating than the one before and if you have gone this long you can go longer. More important is your sparring with the old man, who has told you almost nothing about his past except that if you weren’t so slow, clumsy, and pathetic he might give you a hint or two. That is enough to motivate you to push yourself and when you match him sanitized “safe” dirty trick for dirty trick you realize you made a huge breakthrough.


>+2 XP in Fighter class
>Donnel has gained 20/20 XP!
>Donnel is now a level 2 Fighter!
>The diligent training from Viktor over the last month has improved your skill from Untrained Melee Combatant to Novice Melee Combatant, giving you a +1 to hit, parry, block, and dodge. Future gains will require proportionally more time or real fighting experience.
>Donnel has progressed on the path of the Treacherous Fighter and learned two dirty tricks!

Choose two. You are able to use any dirty trick you can think of, these are ones you’ve practiced enough that you can roll them at standard difficulty: 6 instead of taking a penalty for improvising in the heat of battle. Permanent damage relates to mundane medical assistance, not vampiric regeneration, the blasphemies of the chiurgeons, or miraculous aid. Failing to pull off a dirty trick usually leaves you open to an attack from your opponent. More can be discovered over time and more than any other, creativity is encouraged in followers of this path.
>Eye Gouge: You jam your thumb or hook your finger into your opponent’s eye and attempt to ram it to the knuckle for a called shot at difficulty: 9. If you pass a difficulty: 4 strength roll, they are permanently blinded in that eye, their ranged accuracy is halved, and they suffer a -2 penalty to defense until they learn to compensate with blind fighting. The victim of an eye gouge must pass a will roll of difficulty: 8 or spend 1d3 turns recovering per failure.
>Finger Snap: You grab your opponent’s finger and snap it backward, breaking it in two if you pass a strength roll of difficulty: 4. If your opponent passes a difficulty: 8 will roll they are able to ignore the pain and fight normally, if they fail they are distracted for 1d2 turns giving them a -4 penalty to attack and defense.
>Gut Shot: You strike your opponent in the solar plexus, knocking the wind out of them on a strength roll of difficulty: 6, exhausting them to give a -2 penalty to attack and defense for 1d6 turns and no permanent damage. This does standard unarmed damage in addition to relevant bonuses and may be substituted for a knife or dagger, lowering the strength roll to difficulty: 2 and replacing exhaustion with 1d4 turns of bleeding damage equal to half of the damage dealt per turn rounded up.

>1/3
>>
>>4438734
>Ear Rip: You grab your opponent’s ear and attempt to tear it from the side of their head, if you pass a strength roll at difficulty: 4 it comes off and they have a 50/50 chance to be disoriented for 1d4 turns, forcing them to pass a will roll at difficulty: 9 or fail to act for the turn for each turn, receiving a +1 bonus for each turn that has passed.
>Crotch Grab: You grab your opponent’s crotch and crush it in your hand, permanently gelding them at attack difficulty: 12 and a strength roll of difficulty: 4, the opponent must pass a will roll at difficulty: 20 to avoid collapsing in pain or curling into a fetal position for 1d10 turns, -1 turn per point of damage dealt to them while collapsed.
>Ankle Stomp: You slam your heel onto your opponent’s ankle, putting in your weight to break the ankle under the pressure at a strength roll of difficulty: 10, if successful, they receive a -4 penalty to attack or defend as they are incapable of moving, this may be reduced to a -2 if the opponent is stationary or has sufficient support for their injured ankle.
>Knee Kick: You swing your foot into the side of your opponent’s knee, breaking it sideways at attack roll at difficulty: 10 and a strength roll at difficulty: 8, if successful, they receive a -4 penalty to attack or defend as they are incapable of moving, this may be reduced to a -2 if the opponent is stationary or has sufficient support for their injured knee, the damage is permanent.
>Bite: You close into the opponent and bite into their flesh, dealing 1d4 piercing damage and causing half the damage done in bleeding each turn for 1d2 turns, 1d4 turns if the opponent is held still long enough to thrash extensively, 1d8 turns if the opponent if you are able to continue thrashing for multiple turns. This may be stacked but is unwise to use it against armor and it can be unsanitary. It is ironic against vampires but no more effective.

>2/3
>>
>>4438737
>Spit: You attempt to hack a wad of spit or phlegm into the eye or mouth of your opponent, in an attack at difficulty: 8 or difficulty: 6 if they are currently screaming or caught off-guard, such as in a conversation, they must pass a will roll of difficulty: 4-8 depending on their tolerance or have a 50/50 chance to be rendered immobile or sprint for the nearest source of water until it is removed. If they are sufficiently prim and proper, they may fall into a berserk rage instead. This transfers any diseases you currently possess to the victim.
>Leg Sweep: You swing your leg in a kick against your opponent, sweeping their legs from under them if attack successfully lands and they fail to pass a quickness roll of difficulty: 8, if the opponent fails they fall prone and receive a -6 penalty to attack or defend for 1 turn before they are able to rise and retaliate. They can be shoved while trying to stand to force them to repeat the process and take 1d2-1 crushing damage from the impact of the ground though the shover is unable to attempt another action during this turn unless they have hulking or higher strength, they are berserking, or their opponent is significantly smaller and/or weaker than them.
>Shoulder Throw: You grab your opponent by the shoulder and make a contested strength roll against theirs, if successful the opponent suffers 1d4 damage and their shoulder is pulled out of socket, disabling the use of their arm until it is rammed back into socket and for 1d3 turns afterward, if successful by 4 or more, they are thrown to the ground as if leg sweeped and must take 1d2 turns to rise instead of 1 turn as the function of their arm is disabled.
>Pocket Sand: You throw a fistful of the sand in your pocket into the eyes of your opponent, distracting them for a guaranteed 1d2 turns at a -2 penalty to attack and defend if they are caught by surprise and unable to dodge as they attempt to rub the sand from their eye sockets. The sand may be substituted for alternative substances for different effects, such as powdered glass or silver dust. It is of no use against opponents who have no eyes or any need to see.

You aren't going to down any easier either.

>Roll 1d10+2 to see how much HP you gain

>3/4
>>
>>4438740
Your mind and body have changed as well over the last month and a half but this was going to be happening for a while now. Choose one.

>Brawny --> Mighty: Purposeful exercise and a hearty diet have caused you to reach amounts of strength and muscle that would strike fear into the hearts of some, even if you weren’t already twice their size. +2 HP (from muscle), +1d8 to damage and +8 to strength checks
>Quick: Trying to outmatch Viktor in your sparring matches has made you savvy and ruthless, you don’t hesitate any more and don’t forgive a mistake. +1 to dodge and speed rolls
>Tough: Getting beaten four or five times a day has started to numb the feeling and what used to be terrible to you is bearable and what was bearable is almost comfortable. +6 HP, +1 to HP rolls, +1 to HP regen speed
>Stubborn --> Strong-Willed: Your faith in the holy light is powerful but your realization of what you can do if you simply will it has made it even stronger. +6 to will rolls
>Clever --> Cunning: Analyzing everything that Viktor does and staring at the scrolls for hours has improved your inner potential. +6 to intellect rolls, roll 2d4 when getting XP, get extra for each 4 rolled, don't roll more than two

>+2 XP in Paladin class
>7/20 XP remaining

Your devotion to the holy cause of slaying vampires and scattering their ashes to the wind is fiercer every day. You aren't a fanatic, you just know and you have no doubt.

>4/4
>>
>>4438740
>Pocket Sand
>Shoulder Throw
>Brawny --> Mighty
Shoulder throw in particular looks really good considering its a contested strength roll which we should be able to pass easily.
>>
>>4438734

>Shoulder Throw
>Ankle Stomp

>Clever --> Cunning

Shoulder Throw is good, like >>4438760 said, and so is breaking an ankle.
>>
>>4438745
>Shoulder Throw
>Brawny --> Mighty
Jeez, just reading those i can feel the dishonor.
Why did we pick treacherous fighter if we can crush heads like twigs?
>>
>>4438745
>Pocket Sand
>Shoulder Throw

>Clever --> Cunning

If we run into another situation like other fellow on the road that we were forced to kill (and we probably will), the pocket sand may buy us time to disarm them without them attacking us.

Also the extra XP is a no-brainer, as much as I would like strength
>>
>>4438785
I was surprised you chose Treacherous Fighter over Brutish or Duelist but there are plenty of monsters that have superhuman capabilities and dirty tricks can do a lot to bridge the gap. A vampire neophyte has 20/20 HP, +2 speed/dodge, and +4 strength/+1d4 strength damage outside of any equipment they are carrying or training they had before they were turned. Older and starved or cannibalistic vampires have higher stats and numerous supernatural abilities. A lot of the time you won't be fighting one vampire, they have thralls serving them and there are other monsters out there that you oppose on principle but don't have a personal thirst for vengeance toward. I need a 1d10+2 for your HP gains by the way. Don't forget you are leveling Paladin as well and that can do a lot to even the battlefield.
>>
Rolled 4 + 2 (1d10 + 2)

>>4438841
>>
>>4438745
>Pocket Sand
>Shoulder Throw

>Brawny --> Mighty
Play to our strengths. Being shredded.
>>
>>4438829
support
>>
>>4438760
support, play into our strengths, by getting even more strength
>>
Since there is a tie between Brawny --> Mighty and Clever --> Cunning I'm going to wait a few minutes for another anon to decide but if no anons do I will use the dice to see which one you went with. Quickness and Toughness are both very useful for your survivability even if they aren't flashy early on and it is your choice whether you want to be a specialist or a generalist.
>>
Rolled 4 (1d4)

>>4438740
>Shoulder Throw
>Pocket Sand
>Clever --> Cunning
>>
>>4439038
Thank you for breaking the tie I will take this for XP
>>
Rolled 6 (1d10)

Wait I am a brainlet, I somehow missed >>4438878 which would have brought the vote to four to Brawny --> Mighty to three to Clever --> Cunning but now it is at four to four each because of anon's vote here >>4439038. I'll still take the roll but the only fair way to break the tie is to roll. If the number is even Brawny --> Mighty, if it's odd then Clever --> Cunning. Sorry about that.
>>
Rolled 1, 3 = 4 (2d4)

I forgot to ask for XP gains while I am updating, this isn't anything important.
>>
Rolled 4 (1d10)

>>4438760
>>4438785
>>4438878
>>4438949
>>4438851
>Donnel has become Mighty! +2 HP (from muscle), +1d8 damage, +8 to strength checks
>Donnel has gained +6+2 HP, 39/39 HP remaining!
>Donnel has learned Shoulder Throw! You grab your opponent by the shoulder and make a contested strength roll against theirs, if successful the opponent suffers 1d4 damage and their shoulder is pulled out of socket, disabling the use of their arm until it is rammed back into socket and for 1d3 turns afterward, if successful by 4 or more, they are thrown to the ground as if leg sweeped and must take 1d2 turns to rise instead of 1 turn as the function of their arm is disabled.
>Donnel has learned Pocket Sand! You throw a fistful of the sand in your pocket into the eyes of your opponent, distracting them for a guaranteed 1d2 turns at a -2 penalty to attack and defend if they are caught by surprise and unable to dodge as they attempt to rub the sand from their eye sockets. The sand may be substituted for alternative substances for different effects, such as powdered glass or silver dust. It is of no use against opponents who have no eyes or any need to see.

Like most serfs you grew up doing backbreaking labor on the farm and got stronger because of it but their strength is thin and wiry because they don’t get enough to eat and don’t do focused training only hard labor which is good but not as great as it could be if they were also training themselves. You were one of the strongest men in your old village… When you were a teenager but now that you’re a grown man that’s been eating fish and training himself to fight for months you’ve reached a strength that could make some question whether you’re human or some sort of werebeast or shapechanger or dhampir in disguise. If they knew it was all completely natural they might be even more scared. You may not have the wisdom of a sagely scholar of the days before the vampire reign or the experience of a knight that was training since they were four years old but you have the raw power to compensate. You aren’t even sure you’ve reached your peak. What if you got on a diet of red meat and had a professional trying to train you? It is a gift, one that you have to earn and maintain and use for the good of the innocents that are shackled and drained by the vampire lords every day.

>1/3
>>
>>4439135
>+2 XP to Basic Literacy
>11/20 XP remaining

You never thought of yourself as clever growing up but the scroll keeper says your wits are quick and that you could be a great scribe if you set your mind to it. He says that if you’re going to try and tear down the reign of the vampires you would do a better job infiltrating than waging a war every day the sun comes up and cowering when it sets but you can’t imagine supporting and enabling the vampiric rulers. Even if it was to undermine them in the long run, you don’t think you could get away with lying that many times. It makes you feel sick inside like nothing else does and you would rather starve and be honest than lie and be fat. You think that may be why you might be doomed but it is also why you were born here and why you must fight. You are thankful for the scroll-keeper and to Gram Gram, who curls up around your ankles and purs while you stare at the ink. It makes a little more sense every time. You can write most of your letters and almost read single syllable words.

>+2 XP in Fighter class
>2/30 XP remaining

While you’re wrestling with Viktor or more accurately trying to keep him from getting a dull knife on your neck you accidentally toss a fistful of sand in his face and do a shoulder throw and fling him onto the ground. You’re worried that you hurt him for a second but he’s only giddy about the whole thing. He says that you’ve started to turn into a real mean bastard and maybe you’ll be able to get back at the bloodsuckers for lying about a pension for draftees. The same one is still vampire lord of the region now as was back when he was younger than you, Gyles from Martcombe. They say that he can outduel a dozen men and lift a bull over his head and turn into a swarm of bats and all sorts of things. You know that most of them are true and you’re going to have be careful if you want to survive long enough to at least get justice for your mother and father. Much more reachable is the blood knight who did the killing when his vampire lord told him to collect a red tithe but he killed them both instead. He probably only got a very small fine and a cushy reassignment to a border fort. All that you remember from him is his name, Fraizer, and the way his nose was flat and squished like a bat’s and his chalkwhite skin made you nauseous because you could almost swear there was something crawling under it but that might have been your own nervousness. You don’t care. You are going to see his head turn to ashes under the rising sun in the name of the holy light.

>2/3
>>
>>4439138
Viktor says that your training has barely begun and that the best fighters spent more time on the warpath than the training grounds. You think that might be right but you have to be sure that you can fight and win and fight and win again and again before you begin to hunt the vampires themselves. It might be cowardly to think that way about picking your fights but you think it is better to be patient than have ghouls picking your bones. You’ve only seen “leashed” ghouls a couple of times before but you cowered and ran like everyone else did and the vampires in the fancy carriage laughed. Next time you’re going to see them burn.

>+1 XP in Paladin class
>8/20 XP remaining

Burn and be made clean in the holy light.

>Roll three 1d4 for XP gain

>Donnel, Neutral Good Human, Lv 2 (Treacherous) Fighter/Lv 1 Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever: +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 39/39
>(Treacherous) Fighter XP: 2/30
> >Shoulder Throw, Pocket Sand
>Paladin XP: 8/20
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 0/6
>0 Victuals, -0 Space
>>
Rolled 1 (1d4)

>>4439142
>>
Rolled 4 (1d4)

>>4439142
>>
Rolled 2 (1d4)

>>4439142
>>
>>4439169
>>4439181
>>4439186
You only have one month left before the harvest starts, counting this week. You’ve lived here for so long you’ve almost become a part of the village but you know that you can’t stay in this riverside village too small to have a name forever. These people live their lives in terror, only coming out after dark and wondering when one of them will be taken away for the red tithe because they looked at a vampire the wrong way, or even the right way. You’re going to leave someday soon and if you ever return it’s going to be as a vampire slayer.

>+1 XP to Basic Literacy
>12/20 XP remaining

You learn more every day. It’s not enough to be proud of yet but it’s something.

>+3 XP in Fighter class
>5/30 XP remaining

Your instructor is impressed by the amount of talent you seem to have for fighting. He’s quicker than you and knows more unconventional techniques than you’ve heard of but your size and strength go a long way to make up the difference. You apply yourself and thanks to him you see faster improvement than the scroll keeper could ever show you. Maybe it’s because you see a part of yourself in each other? Maybe it’s just that he hates the vampires as much as you do for different reasons and you get along great that way. The specifics don’t matter. Only the results.

>+1 XP in Paladin class
>9/20 XP remaining

You pray to the holy light and every time you close your eyes you feel a calling deep inside. It is growing slowly and you can’t keep ignoring it. You’re being called to go out into the world and strike down evil. Every day you spend here is another child taken from its parents, forever, and another baby born into a lifetime of pain and fear or worse, an eternity in the darkness away from the holy light. It’s not only vampires either, those are only the most obvious. Werewolves, witches, and men who rejected the vampires for something even fouler. Ostiroth is in an age of endless night in the soul but not the body, and only people like you can pick up the torch that the holy light dropped before you were ever born.

>Roll three 1d4s for XP gain
>>
Rolled 4 (1d4)

>>4439207
>>
Rolled 4 (1d10)

>>4439207
>>
Rolled 4 (1d4)

>>4439207
>>
I'm going to go to sleep and be doing my taxes tomorrow morning because I need to file them sometime and might not be able to later this week. I will post back when I can. I'm sorry if the timeskip has been boring so far, maybe I should switch the event dice from 1d10 to 1d6 but it is almost more of a long training montage than anything. Remember you can always go looking for trouble or let the villagers collect their own harvest but there are reasons to stay too and not just Gram Gram. I will see you guys later I am glad that you seem to like the quest.
>>
>>4439208
>>4439210
>>4439209
We are blessed.
>>
>>4439208
>>4439209
>>4439210
Damn
>>
>>4439211
Take care OP, watch both ways when crossing streets
>>
I hope the third roll is a 4 but stranger things have happened. The Paladin class has a couple of interesting branches, the path of the Treacherous Fighter mostly adds situational moves instead of mechanical advantages which can be a huge advantage if you use the right one at the right time or just tear things apart with your above average for an orc in another world strength.

>>4439217
Thank you anon I will be careful.
>>
>>4439208
>>4439209
>>4439210
Nice
>>
Rolled 1 (1d4)

>>4439207
>>
>>4439211
By the way the timeskip is not that boring, i like it. And it also helps us in growing stronger and more prepared.
>>
>>4439481
Just don't do it too long, otherwise we'll just curbstomp everything that we face. Throw some enemies at us.
>>
Rolled 6 (1d10)

>>4439208
>>4439210
>>4439480
>+2 XP to Basic Literacy
>14/20 XP remaining
You learn more every day and the scroll keeper says that in a month or two you won't need anyone else to teach you. Learning to read could open a world of opportunities to you and you're looking forward to it.

>+3 XP in Fighter class
>8/30 XP remaining
Viktor is convinced that you are a natural and have a talent for sewer fighting that's wasted on someone your size. You hope most of your journey won't be spent in the sewers.

>+1 XP in Paladin
>10/20 XP remaining
The holy light is quiet but never distant. You sense it is waiting for you to act. One day you will take the longsword you bought with that boy's innocence and drive back the darkness. The harvest is three weeks away and you won't spend much time fishing then.

>Roll three 1d4 for XP gain
>>
>>4439481
It is comfy and makes sense that Donnel would try to spend time to train and get stronger before hunting vampires. It is much less efficient than hunting them yourself but much safer which a reasonable tradeoff. Finding a tutor for your Fighter class was very lucky but there are very few Paladins left and most of them are undercover or constantly moving. If you could find one they would be happy to help you because you follow the same cause.

>>4439493
The longer you spend here the more likely you are to be ambushed or discovered or ratted out on. Most of the possible bad events are very bad. You're barely able to fight an untrained and unarmed vampire neophyte on equal footing, some train just as hard you do and have been for centuries. Even weak vampire lords have HP totals in the hundreds or powerful magic and you've only fought extremely weak enemies so far. You would have trouble handling even four or five thralls at the same time if they had clubs or knives.
>>
Rolled 1 (1d4)

>>4439681
I say we bounce after finishing leveling basic literacy.
or maybe swap it out for another job that'll provide some food for the journey while we focus on training for a bit longer. maybe to the point where Paladin is level 2.
>>
Rolled 1 (1d4)

>>4439681
>>
Rolled 4 (1d4)

>>4439681
>>
>>4439493
I think we can balancing it by going out for example for kill some wolves packs. Or other low level beasts. More or less easy (in theory), and we dont just gain some xp in killing them but even their corpses to either sell or gift to the village (gift so we have better relations. Maybe ask for one pelt so we can have more protection for our back). They should be happy to know the forest has less creatures ready to jump on a human.


>>4439691
Makes sense with the current state of the whole world. Hopefully we can find other figures for help us. Learning other basic stuff like swimming or how to hunt could help (with everything that hunting means, like knowing animals/beasts tracks and to not make too much sound while moving in a forest)
>>
Rolled 9 (1d10)

>>4439208
>>4439210
>>4439480
>+1 XP to Basic Literacy
>15/20 XP remaining
You study with the scroll-keeper in the mornings.

>+2 XP in Fighter class
>10/30 XP remaining
You train under the old veteran in the afternoons.

>+2 XP in Paladin class
>12/20 XP remaining
You pray to the holy light every sunrise and every sunset.

During the time you have between you throw a fishing line in the river and think it would be easier for the weaker villagers if there were some way to bring back the bait besides lifting the rod and pulling the string back. The harvest is coming in two weeks and you enjoy the peace and quiet while you can.

>Roll three 1d4 for XP gain
>>
Rolled 4 (1d4)

>>4439825
>>
Rolled 1 (1d4)

>>4439830
>>
Rolled 3 (1d4)

>>4439825
>>
Rolled 1 (1d10)

>>4439830
>>4439835
>>4439837
>+2 to Basic Literacy
>17/20 XP remaining

The scrolls make more sense than before. You don't have much time to learn every day but you apply yourself and it's starting to show.

>+2 XP in Fighter class
>12/30 XP remaining

Your sparring with Viktor has taught you that being big doesn't mean you don't bruise or feel pain. You have to be even more careful that someone doesn't get in close where you can't move your arms as quick to grab them. He's shown you a lot faster than you would've figured out on your own.

>+1 XP in Paladin class
>13/20 XP remaining

You worship the holy light and the feeling gets louder. You want to make a difference. You pray every day and every night that even if you die you can make at least one bloodsucker regret sticking his fangs in a little girl's neck. The harvest is in only a week and Gram Gram seems to be nervous, like she's worried you're going to go and leave her behind. You aren't sure what to make of the cat. Its eyes seem so bright sometimes and you even wonder...

>Roll three 1d4 for XP gain
>>
Rolled 1 (1d4)

>>4439854
>>
Rolled 8 + 2 (1d10 + 2)

>>4439860
Forget the training.
>Roll 1d10 to dodge
>>
Rolled 2 (1d10)

>>4439864
>>
Rolled 2 (1d4)

>>4439854
>>
Rolled 4, 1, 2 + 2 = 9 (3d4 + 2)

>>4439877
>>4439879
>>
Rolled 1 + 2 (1d4 + 2)

>>4439885
>>
>>4439854
>>4439860
>>4439864
>>4439877
>>4439879
>>4439885
>>4439886
You spend a peaceful sunrise praying in the holy shrine and stand up to go and finish your reading lessons for the day. You are calmed down and not expecting anything which is why the expertly flung stone that flies from the bushes and into the middle of your forehead catches you by complete surprise. “UGH!”

>12 crushing damage dealt to Donnel!
>Donnel -12 HP, 27/39 HP remaining!
>Donnel is moderately wounded!

You stumble back and see a mysterious figure with a hood stand fifty paces away. If you were smaller or more damage was dealt you would have a hard time not getting dazed or staggering onto the ground. You can’t clearly see their face but you can sure see the sling in their hands and the stone they’re loading in it. You have seconds to act.

>Draw the hand crossbow and shoot a preloaded bolt
>Pull out the iron longsword and sprint to the ambusher
>Shout and demand to know what they are doing this for
>Pull out the wooden club and sprint to the ambusher
>Run away and try to find somewhere you can hide
>Try to find some cover and force them to move closer

>Donnel, Neutral Good Human, Lv 2 (Treacherous) Fighter/Lv 1 Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever: +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 27/39
>(Treacherous) Fighter XP: 2/30
> >Shoulder Throw, Pocket Sand
>Paladin XP: 8/20
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 0/6
>0 Victuals, -0 Space
>>
>>4439904
>>Draw the hand crossbow and shoot a preloaded bolt
Such terrible strength must be the result of foul magic. Or a sling, but they're gumming for us either way.
>>
>>4439927
>gumming
gunning, fuck.
>>
>>4439927
Yea I'm with the hand crossbow. I'd basically drop it to quick switch to sword as we close to melee after this action though.
>>
>>4439927
support
>>
>>4439904
>Draw the hand crossbow and shoot a preloaded bolt
do we go lethal or non-lethal after this?
>>
Rolled 8 + 2 (1d10 + 2)

>>4439927
>>4439929
>>4439933
>>4439944
You whip out the hand crossbow and try to aim and shoot before they can get another stone off.

>Roll 1d10 to fire before they can
>>
Rolled 5 (1d10)

>>4439952
>>
>>4439949
That is up to your own discretion. Your ambusher got a free turn at the start because you were caught by surprise whoever they are, they seem to be skilled. You may be in danger but you are a dangerous man.
>>
Rolled 1 (1d10)

>>4439952
>>
Rolled 8 (1d10)

>>4439952
>>
Rolled 2 (1d10)

>>4439952
>>
Rolled 4 + 2 (1d10 + 2)

>>4439955
They fling the stone to hit you with the speed of somebody that's been doing it for a lifetime and even though it's already loaded you can't get the hand crossbow out fast enough to outmatch them.

>Roll 1d10 to dodge
>>
Rolled 6 (1d10)

>>4439961
>>
Rolled 2 (1d10)

>>4439961
>>
Rolled 4 + 2 (1d10 + 2)

>>4439962
You step to the side a split second before it would have hit and shoot the hand crossbow. Maybe they'll rip it out instead of handling the barbs carefully like you did.

>Roll 1d10 to shoot the target
>>
Rolled 1 (1d10)

>>4439965
got this
>>
In the event of a tie between a natural roll and a roll that reached a roll with the bonus a natural roll wins out, like if it was 3+3 vs 6 the 6 would win despite the other roll having a higher bonus. Skill is important but so is luck and circumstances.
>>
Rolled 5 (1d10)

>>4439965
>>
>>4439966
You shoot straight into the middle of a tree trunk ten paces to the side of their head and you can see the bolt get bent and ruined. He didn't even have to dodge. You both stare at the miss for a few seconds. You don't know why you are surprised. You haven't done any actual training with the hand crossbow. It's harder to use than you thought it was.

>Load and take another shot as quick as you can
>Drop the crossbow, draw the longsword, and sprint
>>
>>4439975
You can pull the wooden club as well. You are strong enough that it is also dangerous but is at least mostly nonlethal.
>>
>>4439975
>Drop the crossbow, draw the longsword, and sprint
+ club
>>
>>4439975
>Drop the crossbow, draw the club, and sprint
>>
>>4439975
>Drop the crossbow, draw the club, and sprint
>>
Rolled 2 + 2 (1d10 + 2)

>>4439980
>>4439987
>>4439989
You drop the hand crossbow, think for half a second, and then start sprinting with the wooden club. You're closing in fast but he is deadly quick with the sling and you are in grave danger.

>Roll 1d10 to dodge the sling

(You will reach the target in two turns)
>>
Rolled 2 (1d10)

>>4439992
>>
Rolled 4 (1d10)

>>4439992
The Holy Light protects
>>
Rolled 1 (1d10)

>>4439992
>>
Rolled 93 (1d100)

>Rolling to see if leather jerkin is hit
>>
Rolled 2, 1 + 2 = 5 (2d4 + 2)

>>4439994
>>
>>4439994
........................................
>>4439995
I'm sorry rR1L. I didn't mean it.
>>
Rolled 7 + 2 (1d10 + 2)

>>4439994
>>4440004
You aren't able to dodge while sprinting but the ambusher realizes you're coming in quick and fumbles on his third shot so it flies and hits you in the upper part of the leather jerkin instead of your forehead. It's going to leave a bruise later but you don't care right now.

>3 crushing damage dealt to Donnel!
>Donnel -3 HP, 24/39 HP remaining!
>Donnel is moderately wounded!

You focus on getting in closer.

>Roll 1d10 to dodge the sling

(You will reach the target in one turn)
>>
Rolled 2 (1d10)

>>4440010
>>
Rolled 2 (1d10)

>>4440010
>>
Rolled 4, 1 + 2 = 7 (2d4 + 2)

>>4440012
>>4440014
>>
>>4439994
>>4439995
>>4439997
>>4440012
>>4440014
guys.
>>
Rolled 2 + 2 (1d4 + 2)

>>4440016
>>
>>4440012
>>4440014
>>4440016
>>4440020
You run into point blank range but he has time to make a fourth stone fling. You catch the stone straight to the forehead and your ears are ringing but you don't slow down and reach him the second he drops the sling and pulls a out knife. Not a dagger, it looks like a wood carving knife that's been sharpened.

>11 crushing damage dealt to Donnel!
>Donnel, -11 HP, 13/39 HP remaining!
>Donnel is heavily wounded!

You see how small he is now that you're in close but the hood covers his face and now he's desperate. He had to drop his sling which gives you time to act.

>Swing the wooden club
>Go for a shoulder throw
>Toss some pocket sand
>Write-in
>>
>>4440029
>>Go for a shoulder throw
small target, seems like it could work to good effect.
>>
>>4440029
>>Toss some pocket sand
Next turn, we hit him with the shoulder throw, then we kneel on his chest until we get information.
>>
>>4440029
agreed, shoulder throw. Someone who isn't me roll it haha
>>
>>4440029
>Go for a shoulder throw
>>
Rolled 9 + 2 (1d10 + 2)

>>4440031
>>4440037
>>4440038
You drop the preamble and go straight for a shoulder throw. He's quick and full of adrenaline but you're big and have a long reach and more than that, you've been training with Viktor.

>Roll 1d10+1 to grab him
>>
Rolled 10 + 1 (1d10 + 1)

>>4440042
>>
Rolled 3 (1d10)

>>4440047
He's fast as lightning but didn't expect a knee to block his path and when you get your arms on him you both know one way or another he's in for a world of hurt.

>Roll 1d10+8 to shoulder throw the ambusher
>>
Rolled 3 + 8 (1d10 + 8)

>>4440050
>>
Rolled 4 + 8 (1d10 + 8)

>>4440050
>>
>>4440050
>>4440053
He panics but against your mountain of muscle you can barely tell he's pushing back. You fling him over your back and onto the ground, with a loud POP and screaming from the figure whose hood flutters in the wind.

>Roll 1d4 for damage
>>
Rolled 4 (1d4)

>>4440060
>>
>>4440062
Ouch
>Roll 1d4 again
>>
Rolled 2 (1d4)

>>4440065
>>
>>4440062
>>4440067
Your shoulder throw was perfect and sent him tumbling onto the ground.

>6 grappling damage dealt to the Mysterious Ambusher!
>Mysterious Ambusher -6 HP, 6/12 HP remaining!
>Mysterious Ambusher is moderately wounded!

No, better than perfect because his scrambling loosened up his arm before you flung him and now his screaming goes into a little growling and he reaches for the knife that flew on the ground with his good hand. He is practically at your mercy.

>Hit him with the wooden club
>Kick the knife away from him
>Toss some pocket sand
>Another shoulder throw
>Write-in
>>
>>4440074
>>Kick the knife away from him
Interrogation.
>>
>>4440074
>>Hit him with the wooden club
>>
>>4440074
>>Kick the knife away from him
Hope we don't kill this one.
>>
>>4440074
>>Kick the knife away from him
>>
Rolled 3 - 4 (1d10 - 4)

>>4440077
>>4440091
>>4440094
You decide not to go further and try to kick the knife out of his reach instead.

>Roll 1d10 to kick the knife before he can grab it
>>
Rolled 9 (1d10)

>>4440102
>>
Rolled 9 (1d10)

>>4440102
>>
>>4440102
>>4440123
>>4440136
He reaches for the knife but your foot kicks it off into the bushes before he gets a finger on it and he goes limp. You hear a quiet noise that's like a groan and cursing and a sob from the same time from the hooded ambusher and a whisper. "Make it quick giant." You think for about two seconds, then turn him over and rip off the hood. You're stunned to see that it wasn't a man at all, it was a boy! You vaguely recognize him from the village, his name is Lochless, Lochlar, Loch-something and he's some kind of amateur tracker and maybe, you see the gloves on his hands, probably, a poacher in the vampire's woods. He looks at you and mutters. "... I'm not talking."

>Ask him what reason he had to try and ambush you
>Put your weight on his hand until he talks or something breaks
>Threaten him with the club whether or not you want to follow through
>Drag him back to the small, roomy sack and pull out the shortsword
>Throw him over your shoulder and start walking to Edard's house
>Pop his shoulder back into socket and give him time to breathe
>Write-in
>>
>>4440152
>>Pop his shoulder back into socket and give him time to breathe
then
>>Ask him what reason he had to try and ambush you
>>
>>4440159
this
>>
>>4440159
supporting
>>
Rolled 4 (1d4)

>Rolling for shoulder dislocation damage healed
>>
Rolled 2 (1d2)

>Rolling for the rest
>>
>>4440168
>black greentext
how in the fuck
>>
Rolled 2 + 2 (1d10 + 2)

>>4440159
>>4440160
>>4440162
You aren't going to torture a child if you have any choice. You roll him over his side, grab his arm, and tell him "Hold still." The kid nods and you push very gently for about two seconds. He grunts but doesn't flinch. "Aaaaaaghhh."

>6 grappling damage healed from the Village Child!
>Village Child +6 HP, 12/12 HP remaining!
>Village Child has returned to full health!

"I-Is that all?" You don't answer right away. Instead you hold his arm in place and let him think for a minute, then you talk. "Why did you just try to kill me?"

>Roll 1d10+5 to get him to talk (you get a +1 for healing his injury, a +3 for every strength upgrade, and a +1 for size)
>>
>>4440170
I think I might have accidentally made a space before the greentext.
>greentext
>blacktext
Maybe this will do the same thing.
>>
>>4440180
Fuck me I have no idea.
>>
>test
>>
Rolled 6 + 5 (1d10 + 5)

>>4440178
>>
Rolled 1 (1d2)

>test
>>
>>4440193
I think it's because I posted a greentext while rolling a dice. That's kind of interesting.
>>
Rolled 10 + 5 (1d10 + 5)

>>4440178
>>
Damn, this kid nearly killed us, with fucking rocks of all things. We gotta step our game up if we want to start hunting vampires.
>>
>>4440252
A sling is serious business. No one uses it due to short range/high skill needed, but it ignores most armor, hits really hard, and is very cheap.

David versus Goliath is a perfect example, and entirely realistic.
>>
>>4440178
>>4440192
You are holding him by the arm and he wouldn't have a hope to escape if he were a grown man. The boy accepts defeat and sighs and tries to speak. "I wasn't tr- I wasn't trying to kill you." You release a little bit of the pressure. "Funny way to do it, flinging a rock at a man's head." He shakes his head. "No... I wanted to knock you unconscious and get you tied up. The red tithe collector always comes by either two or three weeks from now, depending on the weather, and I-... I-" The boy goes quiet and you bring back the pressure.

"You what?" He knows there's no point in staying silent but he speaks very quietly like he's afraid of how you're going to react. "I-... I wanted to turn you in." Your stomach gets cold. "YOU WHAT!?! You wanted to turn me over to the vampires!?" You see him clench his fist and close his eyes. "No, not like that. I'm no friend of them or theirs but... there's a reward for people like you." You remember immediately. If a runaway serf was turned in the one that caught them would get a golden token from their vampire lord, plus an extra copper token for every serf they killed or crippled, two if they were a useful tradesman, five if they were a willing thrall. One extra golden token for every vampire and two per ghoul or unwilling thrall. "Yeah. A gold token's worth a whole lot isn't it? Definitely another man's life."

He shakes his head. "No, it's not like that either. If- if there was evidence the runaway was a worshiper of the holy light then... T-ten golden tokens got added to the bounty." You remember that. "How did you know?" The child laughs. "It's obvious isn't it? You have that shrine in the middle of nowhere that you go to every sunrise and sunset with a sun whittled in the middle. There's no way I could've reached that high with my knife. They would've known." You have to admit he's not wrong. "How long have you known?" It takes him two seconds to answer. "Five weeks. I made the plan three weeks ago and I've been watching you and waiting for the perfect moment. I almost had it, but I've seen wild hogs go down to stones just like that. How was I supposed to know you were some kind of ogre?" You grunt. "That's not important now... What did you want ten golden tokens for?"

>1/2
>>
>>4440273
"Eleven." He's getting pedantic. "You know what I meant and I want answers.” You both wait and then he replies. “I guess there’s no harm in it now that you’re already planning to kill me. I don’t give a fig about the money but my mom’s an unskilled serf. Eleven golden tokens could have bought her a freeman’s license in the Martcombe lands and still have an extra leftover for her to make a new life in the city like she always wanted, even if it was only washing dishes or sweeping floors as a vampire’s maid! You don’t understand giant, she’s all I have and ever since my dad drowned and my sisters moved to another village she’s been getting weaker and weaker. Every tithe leaves her skinnier than the last and she’s already so frail… She can’t go on like that.” You pause and think about this. Freemen are rare, have very few protections, and the son or daughter of a freeman to a serf is a serf for the vampire that owned the serf, but they can’t be killed or subject to thralldom without the vampire responsible paying a “hefty” fine that the vampire over them decides on. Most of all, they are exempt from the red tithe, can buy land if it's for sale, and can own and carry weapons outside of a vampire's lair. Many serfs dream about being a freeman and owning their own fields but for most, it's only ever a dream. "What about you? What do you have to gain from this?"

"Didn't I tell you? I did it for her, but... I would've applied for a tracker's apprenticeship. I know I'm fourteen years old and they usually start at seven but if I brought in someone like you they would almost have to let me in. Then I could get paid tokens to do what I've always done without worrying about getting shot in the back or drained and give them back to my mom and maybe... maybe we could've made a new life together." He puts his head down and mutters. "That's all gone now. Fair is fair. Kill me if you want to, just... Make sure that she's okay, please? Tell her that I got mauled by a dire wolf or something, anything but what happened here." You stare down at the boy and make a decision.

>Help him to his feet and never say a word.
>Cave his head in with the wooden club.
>Write-in

>2/2
>>
>>4440269
I guess your right, but still, kinda stings to almost be brought to down by rocks, when we're trying to take down an ancient vampire empire.

Also I didn't even notice the David vs Goliath connection, we're literally in that situation right now.
>>
>>4440275
>>Write-in
>Help him to his feet and tell him that we will protect the village and his mother. Ask him if he'd like to help us, he's a fair tracker and that sling hurts.
>>
>>4440289
Support. What little good there is in the world must be kept. He's just desperate and mislead. He did it all for his dear old mother, and we can understand that.
>>
>>4440278
The one thing humans have over other large animals is ranged weaponry, and the sling is an evolution of the simplest form of it.
>>
>>4440289
Support
>>
>>4440278
>>4440301
Maybe we can buy some spare lead and make him some sling bullets.
>>
>>4440289
Before telling him that let s tell him the story of our family. A good family, with no problems at all, they always did pay taxes and did their job. Point out that for the vampire knight it didn t matter. Not even for a single moment, no doubts at all. They where just food, fun and men to throw against enemies for that knight and all vampires.
>>
>>4440289
>>4440338
Support. We can probably give him the hand crossbow once we trust him. We are shit with it and I bet he'd be better served by it than us.

Although, if we plan to fight the collectors when they come, we had better talk to the other villagers about it. We are already a fugitive and can just move on but the rest of these people? They have probably only ever known life here and you can bet the leeches will retaliate if the blood tithe isn't paid and their servants killed.
>>
>>4440515
Fighting tax collectors is a sure fire way to get everyone killed
>>
>>4440289
>>4440296
>>4440303
>>4440338
You'll be damned before you kill a child for trying to help his mother. Greed, spite, or loyalty to the vampires, maybe, but that? That you can understand. You grab the boy by the hand and lift him up. He looks at you in confusion, if the tables were turned he would've killed you in a heartbeat but being good isn't about what's practical, it's about what's right and that isn't. You put your hand on his other shoulder and speak. "Let me tell you a story, kid. Do you know why I became an outlaw, why I spend every day training, and why I come out here to pray every sunrise and every sunset?" The tension leaves his body because he can see in your eyes that you aren't going to kill him. "You were turned into an orphan by the vampires?"

"No. I left because a good man and a good woman were murdered by a blackblooded bastard who didn't care that they paid their taxes, followed their laws, and plowed their fields. I left because when I was sitting in our cabin a man with skin like chalk and a chestplate with the Martcombe coat of arms on it battered down the door and drug my dad out from his table and said it was time to pay the tithe. I saw him bow and spread his neck like he was told to while my mother clapped her hands together and tried to smile when he latched his fangs on his artery because it was an honor to be fed on by a knight. I sat in the corner and watched while he didn't stop and my dad started to shake and go limp and my mom panicked and asked him not to go too far over the tithe and ten minutes later tried to lay her hands on his shoulder and beg and get her cheek shattered by a punch from a spiked gauntlet." You close your eyes to stop the tears. "I left because he dropped my dad's corpse and grabbed her by the neck and didn't stop there. Right in the middle of the foyer he tried to-..." You can't even say it. "I left because when my mother needed me the most I sat there and watched and kept my mouth shut like a good little serf. He laughed when he was done and ran a dagger through her throat and he laughed when he left and spit in my face and dared me to do something about it. I swore that I was never going to sit and watch ever again. I swore that I would be dead before I was a serf another night longer. I swore that I would have Fraizer's head and would never let that happen to another innocent family again."

>1/2
>>
>>4440550
His names comes to you like a flash of sunlight. "Lochlan, I am going to protect you, and your family, and every single man and woman and child in that river village. I am going to protect every man and woman and child in this land and if I cannot save them, I will avenge them in the name of the holy light. I know I'm a big man but I can't do it alone. That sling of yours hurts and you're a mean tracker, if you think you're up for it I could use your help." He stares at you for a few seconds.

>Roll three 1d10+2, difficulty: 8 to persuade Lochlan to join your party (you get a +2 for your mercy and your story)

>2/2
>>
>>4440551
>>
Rolled 5 + 2 (1d10 + 2)

>>4440551
>>
Rolled 7 (1d10)

>>4440551
Sol Vult!
>>
>>4440560
forgot the +2, but it should still count.

r-right OP?
>>
>>4440562
Bonuses and penalties always count even if you don't have them in your rolls but they do feel good.
>>
>>4440563
Perfect
>>
Rolled 8 + 2 (1d10 + 2)

>>4440551
>>
>>4440252
>>4440269
Anon is right, slings are no joke and the reason they only did 1d4 damage was because he was using pebble stones instead of sling pellets. Ammunition makes them even deadlier. Ranged combat is dangerous but lots of enemies have ways of getting close and if they have a shield or cover that is too strong or wide or both to get past there isn't much a ranged attack can do.

>>4440310
You can get better ammo for slings or bows or crossbows or other ranged weapons too. It improves the amount of damage they do like changing the material does to a melee weapon. If your club had an iron spike or band around it it would do more damage and even more if were steel or another rarer material.
>>
>>4440557
>>4440560
>>4440578
>2/3 successes
He comes to some kind of decision. "I... can't. I wish I could but I can't... I'm not of age, I'm not a warrior and if I leave now my mother will have nobody left. She'll die without me. They'll turn her over to pay the red tithe and then they'll forget about both of us. That's what would happen and that's why I can't but... Once she passes and I'm of age and there's nothing else tying me to this piece of shit... By the gods, I will, and until that day I'll train. I swear it. You hear me giant? I SWEAR IT. Two or three years from now when you need a tracker come back and find me or I'll get out there and I'll find you. I'm tired of being a slave. I'm so sorry I did what I did b-but-" You lay your hands on him and can almost swear you feel the holy light. "They didn't give you a choice. I understand and I forgive you. Be careful out there. I'll be waiting." The boy leaves with tears in his eyes and the sun rises in the sky.

>Roll three 1d4 for XP gain
>>
Rolled 7 + 2 (1d10 + 2)

>>4440551
>>
Rolled 4 (1d4)

>>4440621
Keep an eye on him.
>>
Rolled 2 (1d4)

>>4440621
>>
>>4440621
Probably for the best. Let's try to keep his mother safe when the tithe collector pulls up.
>>
Rolled 1 (1d4)

>>4440621
>>
I forgot to mention that you got 2 XP for resolving the situation with Lochlan. Do you want to put it in your Fighter class or Paladin class or split?
>>
>>4440732
Paladin
>>
>>4440732
paladin so we can level 2 on it faster for subclasses.
>>
Rolled 2 (1d10)

>>4440639
>>4440643
>>4440656
>>4440736
>>4440737
The holy light in you burns brighter when you watch him go.

>+2 XP to Paladin class
>14/20 XP remaining

You have a headache the day after your ambush but you power through it and by the afternoon it is a dull throb that doesn’t hurt so much and the day after that it is sore but mostly gone. You still feel a little rattled by the end of the week but you don’t stop eating and exercising and by the end you feel almost as good as new. You think it would’ve taken longer to see this much improvement if you didn’t have a roof over your head and a warm place to sleep. You aren’t sure if Margot believes the story that you tripped and hit your head on a rock but if she thinks you got into a fight she doesn’t say something.

>+14 HP, 27/39 HP remaining

>+2 XP to Basic Literacy
>19/20 XP remaining

You can sense you’re on the brink of a breakthrough and just in time for the harvest too.

>+2 XP in Fighter class
>14/30 XP remaining

Viktor laughs at you stumbling clumsier than usual but doesn’t go any easier on you and shows you how important footwork is when you’re throwing a left hook in the middle of the gut in a sword lock. You get the feeling that they didn’t teach him a lot of what he’s teaching you in the vampire lord’s thrall-herds but that suits you just fine.

>+1 XP in Paladin class
>15/20 XP remaining

You can barely imagine going a day without the little shrine you whittled so long ago but soon you’ll have to leave it behind. That’s okay though, because there’s something holier than any cathedral you get to see every single day.

The harvest is only week away and you take your mind off the annual suspense of the backbreaking labor by focusing on your studies.

>Roll three 1d4 for XP gain
>>
Rolled 4 (1d4)

>>4440753
>>
Rolled 1 (1d4)

>>4440753
>>
Rolled 1 (1d4)

>>4440753
>>
Rolled 2 (1d4)

>>4440753
>>
Rolled 3 (1d10)

>>4440762
>>4440764
>>4440775
>+12 HP, 39/39 HP remaining

You feel much better than you did after Lochlan slinged you in the head two times but you suppose that two weeks to recuperate for two blows makes sense.

>+1 XP to Basic Literacy
>Donnel has gained 20/20 XP!
>Donnel now possesses Basic Literacy!
>+1 XP to Intermediate Literacy
>1/60 XP remaining
>Basic Literacy: You may now read one page per ten minutes you spend, twenty or thirty if it is written in vampiric calligraphy and/or the ink is smudged. Advanced reading material may take two or three times as long. Every scribe and dhampir schoolchild started here, the only way to get better is practice.

The scroll keeper makes you write letters and sentences just like how Viktor makes you swing and counter to train, but one day something about it all just clicks and instead of saying that you’re ready for today’s lesson one morning you write that down in barely five minutes and pass the old hide, because the parchment is too valuable and suspicious to use, to him. He reads it and says that there’s no need for a lesson because you’ve learned everything he can teach you without taking a year out of your mission to study the same scripts you have been. You embrace each other and he tells you to read as much as you can when you have the time and the material and you promise you will. After that he goes back to working full time as a fisherman because a village this small and remote only makes so much paperwork and there’s a good chance he taught you because it was something else to do. No matter what his motivations were you are thankful and will never forget him.

>+2 XP in Fighter class
>16/30 XP remaining

The way you fight gets fiercer and dirtier every day. You might not be some master duelist or polished knight but if you see fit once you get your hands on someone you can guarantee they will regret it for the rest of their life.

>1/2
>>
>>4440820
>+1 XP in Paladin class
>16/20 XP remaining

You feel that you are on the edge of a higher revelation but that can wait until after the harvest is done. There aren’t many fields to harvest from the woods but you feel proud that you sowed almost half of them yourself and maybe more that you didn’t remember. The villagers are putting all of their time into the harvest and are expecting you to contribute now that you have freetime from the lessons and even Viktor is hobbling along on a walking staff like he isn’t more than capable of walking too. You even see Lochlan with the hood over his head stalking between the rows of wheat and barley but he doesn’t meet your eyes. Maybe that’s out of shame for trying to betray you or paranoia that you and by extension his mother could be associated. Maybe he’s just normally shy like that. Maybe all of them are true. You’re glad his shoulder recovered without any major problems, he seems to be a good kid.

>Put four time slots into the harvest and do more work than the rest of the village’s men put together, which would impress everyone and hopefully not give you any injuries from overexertion.
>Put three time slots into the harvest and do the work of any four men and earn the admiration of the villagers who care about hard work and harvesting and not just that it’s over which they would still appreciate.
>Put two time slots into the harvest and do the work of two men which is enough to get begrudging respect from the villagers who appreciate that you’re doing your fair share of the work for the roof over your head.
>Put one time slot into the harvest and do the work of any other man which would annoy most of the villagers because they know someone as big and strong as you could do better but they would understand why you wouldn’t because you’re an outsider.
>Put zero time slots into the harvest and offend almost everyone because they don’t remember that you were the one that tilled the fields to start with and risk getting exiled from the village for your laziness, which is bad but you were planning to leave anyway.

You also have to think about what you want to do with the rest of your time slots. They can stack for extra XP.

>Train with Viktor during the old man’s numerous “breaks” (extra XP)
>Pray to the holy light in the forbidden shrine you carved (extra XP)
>Go looking for trouble in the woods but be careful (chance at encounter)
>Mingle with the villagers while they’re resting (higher chance at event)
>Write-in

>2/2
>>
>>4440822
>Put three time slots into the harvest and do the work of any four men and earn the admiration of the villagers who care about hard work and harvesting and not just that it’s over which they would still appreciate.
>Pray to the holy light in the forbidden shrine you carved (extra XP)
I'm tempted to just spend all day harvesting but we're so close to paladin level two.
>>
>>4440829
Support
>>
>>4440829
support
>>
>>4440829
+1
>>
Rolled 6 (1d6)

>>4440829
>>4440834
>>4440870
>>4441081
You think about taking the time to train yourself even harder but ignore the thought. Every year when the harvest comes it's time to harvest and that doesn't change if it's a different field. The only thing you do outside of working a scythe is pray at the sunrise and sunset because as far as you know the holy light is the biggest candle left in this dark world. You won't abandon him like you did your own family.

>Roll three 1d10+8, difficulty: 4 to pull your weight
>Roll one 1d4 for XP gain
>>
>>4440829
>>4440822
This is fine.

After the harvest, I think it might be nice to offer to help the scribe with paperwork on occasion. Once you know how to read, the only real way to get better is to keep reading and its not like this world will have an abundance of novels or technical literature for use to peruse. If we have to leave the village it may well be quite a while before we ever have another opportunity to level literacy. Plus it seems like the good thing to do, as thanks for his help.
>>
Rolled 7 + 8 (1d10 + 8)

>>4441238
>>
Rolled 5 + 8 (1d10 + 8)

>>4441238
>>
Rolled 1 + 8 (1d10 + 8)

>>4441238
>>
Rolled 2 (1d4)

>>4441238
>>
Rolled 9 (1d10)

>>4441246
>>4441248
>>4441249
>>4441254
>>4441256
You thought that harvesting crops came easily to you in the past but now that your strength has grown it's almost casual outside of the sweat and carrying stacks. The villagers are impressed by your work and you spot more than a few fisher's daughters giving you the side eye but you ignore them and focus on earning your keep. On the second day of the week clouds start gathering and on the third there is a torrential downpour that makes the fields muddy and most people miserable. You've always liked the rain though, especially because Lochlan says this will muddy the roads and slow down the red tithe collector's wagon by another week. Maybe even two.

>+1 XP in Paladin class
>17/20 XP remaining

That gives you more time to focus on what matters and you thank the holy light for it. You ask the scroll keeper if you can help him with any of his paperwork but he thanks you and says that can wait until after the harvest because the village needs every pair of hands on deck. You could probably get away with one but there's no reason to when you could finish the harvest faster with two. There's two or three weeks left in the harvest, depending on how fast you work and with flooded roads the tithe collector will be here in two weeks, near the end of one at the earliest. You're going to have to be careful not to be seen anywhere near the village at nighttime.

>Roll three 1d10+8 to pull your weight
>Roll one 1d4 for XP gain
>>
Rolled 3 + 8 (1d10 + 8)

>>4441297
>>
Rolled 9 + 8 (1d10 + 8)

>>4441297
>>
Rolled 4 (1d4)

>>4441297
>>
Rolled 10 + 8 (1d10 + 8)

>>4441297
>>
>>4441313
Praise the sun
>>
Rolled 3 (1d6)

>>4441301
>>4441305
>>4441313
>>4441306
The red tithe collectors are going to be here soon and when there's doubt about when they'll arrive you can't stay in the village to harvest without risk of discovery and putting the village elders into danger with your carelessness. If you want to contribute to the harvest you have little time and that is getting less every day so you must work both harder and faster. Otherwise you wouldn't fully pay the debt you owe to these people for helping you when you needed it the most and turning your back on them like that is unthinkable. In this week you don't work on the harvest, you ARE the harvest and the villagers are stunned to see you outlift half a dozen men and then do it again and again. They stay distant because you are an outsider and they know the red tithe wagon will be here soon but you can see the gratitude in their eyes. You could sit on your hands and the harvest would be done in less than two weeks. With you helping more you would be surprised if it took a full week.

>+2 XP in Paladin class
>19/20

Working hard like this to help feed innocents and make their lives a little bit easier brings you closer to the holy light, even if they think it's strange you prefer to work under the sun's glare. Your faith deepens. No matter what happens, you know that they cannot take the sun away. The red tithe collector isn't likely to arrive too soon but you still need to be wary.

>Roll three 1d10+8 to finish the harvest
>Roll one 1d4 for XP gain
>>
Rolled 9 + 8 (1d10 + 8)

>>4441396
>>
Rolled 1 + 8 (1d10 + 8)

>>4441396
>>
Rolled 5 + 8 (1d10 + 8)

>>4441396
>>
Rolled 4 (1d4)

>>4441396
>>
>>4441424
>>4441426
>>4441435
>>4441450
You put your back to the grindstone and try to work as much as you did last week but you can only do so much and stumble on a rock you didn't notice in the middle of the final field to reap. You groan because your ankle is sprained but when you put your hands on it and cry out you feel a presence go out and pop your bones back into place with none of the pain, only soothing comfort and the thought that you are impure and must become worthy of the blessings of the holy light. It is only when you stand, the rain stops in a circle around you, and the clouds part so that the sun can shine on your face at noon exactly that you realize that you are already are. You always were, ever since you picked up the sword and swore to spend the rest of your life trying to do what nobody else was brave and reckless enough to do.

>Donnel has gained 21/20 XP!
>Donnel is now a Level 2 Paladin!

>Roll 1d8+2 to see how much HP you gain

Earlier your faith was simple devotion to the holy light and still is but your time spent praying has caused you to meditate on what your purpose in the service of the holy light is and has caused it to take on a deeper shape. You must choose which now, each has a specific focus but eventually gains the benefits of the others, it only takes longer. This does not limit you to a specific mindset or approach to fighting evil, it only changes your goals and the tools you have.

>Zealot: You are filled with faith and fury toward the enemies of the holy light and are singlemindedly bent on their annihilation. +holy aura does 1d4 smiting damage to unholy enemies, lay on hands improves half as fast.
>Martyr: You are filled with mercy and compassion toward the innocent and want to better their lives and restore peace in the world. +lay on hands heals 1d4 damage per person twice per day with no limits on number of persons per day besides exhaustion, smiting damage improves half as fast.
>Torchbearer: You are filled with hope that the holy light will return and that what you need to do is see the faith of the masses of serfs relit. +gain miracles of the light earlier and have them progress faster, smiting damage and lay on hands both improve half as fast.
>>
Rolled 6 + 2 (1d8 + 2)

>>4441513
>Torchbearer: You are filled with hope that the holy light will return and that what you need to do is see the faith of the masses of serfs relit. +gain miracles of the light earlier and have them progress faster, smiting damage and lay on hands both improve half as fast.
>>
Zealot and Martyr also get supernatural abilities later on that the other two subclasses don't, but they are closer to smiting or lay on hands, abilities from the holy light within, than miracles called from the holy light from above. Torchbearer is more subtle and less focused to direct combat but is still very useful.
>>
Rolled 8 + 2 (1d8 + 2)

>>4441513
>Martyr
>>
Rolled 2 + 2 (1d8 + 2)

>>4441513
>>Zealot: You are filled with faith and fury toward the enemies of the holy light and are singlemindedly bent on their annihilation. +holy aura does 1d4 smiting damage to unholy enemies, lay on hands improves half as fast.
>>
>>4441513
>>Torchbearer: You are filled with hope that the holy light will return and that what you need to do is see the faith of the masses of serfs relit. +gain miracles of the light earlier and have them progress faster, smiting damage and lay on hands both improve half as fast.
>>
>>4441513
>>Torchbearer: You are filled with hope that the holy light will return and that what you need to do is see the faith of the masses of serfs relit. +gain miracles of the light earlier and have them progress faster, smiting damage and lay on hands both improve half as fast.
>>
>>4441513
>Zealot: You are filled with faith and fury toward the enemies of the holy light and are singlemindedly bent on their annihilation. +holy aura does 1d4 smiting damage to unholy enemies, lay on hands improves half as fast.
>>
>>4441513
>>Torchbearer: You are filled with hope that the holy light will return and that what you need to do is see the faith of the masses of serfs relit. +gain miracles of the light earlier and have them progress faster, smiting damage and lay on hands both improve half as fast.
P R A I S E T H E S U N !
>>
>>4441513
>Martyr: You are filled with mercy and compassion toward the innocent and want to better their lives and restore peace in the world. +lay on hands heals 1d4 damage per person twice per day with no limits on number of persons per day besides exhaustion, smiting damage improves half as fast.
>>
>>4441521
>>4441577
>>4441594
>>4441791
>Donnel has gained 8 HP! 47/47 HP remaining.
>Donnel has chosen the path of the Torchbearer Paladin! +miracles of the light come earlier and progress faster, but smiting and lay on hands improve half as fast.

You stare into the sun and weep at the majesty. It stings your eyes so you must look away but you know that it is only because you are too impure to be unharmed by its sight and if you are tainted in its eyes, how much more hideous and wrong are the vampires? They are ashes and it is your duty to return them to their nature but you cannot let yourself be blinded by righteous indignation, you must protect the innocent and heal them from the terrors they have endured. More important than that though, you must show them that the sun has not been snuffed and that if they unite in worship no vampire lord can stop them.

You decide that showing the serfs the truth so they can abandon their shackles is your sacred calling and you somehow know that you have made a choice. You feel something bright inside of you asking to be let out and you instinctively remove the shackles on it, immediately feeling like you ran twenty paces but your hand and the body next to it feels like it's been sitting in a warm blanket next to a chimney fire but somehow not suffocating, like you're home and that nobody can take it away.

>Donnel has learned the miracle of Warmth! The target of this touch-range miracle feel a sense of warmth and depending on their alignment, soothing, something vast waiting to embrace them, or looming dread and horror. The intensity of both sensations depend on the number of levels in the Paladin class. This is not visible to the naked eye and harmless but undeniably supernatural.

>1/2
>>
>>4441880
There is power in the holy light and a strength that no mortal can match. It has touched you and you have been changed but you have your own strengths that you have grown over time. Choose one.

>Mighty --> Hulking: You have not spent enough time training, and must invest two levels and three months of training to reach this power. +4 HP (from muscle), +1d10 to damage, and +1d10 to strength rolls, intimidation is much easier.
>Quick: Being as big as you are means you've had to work extra hard to be light on your feet and it's starting to pay improvements. +1 to dodge, speed, and to-hit rolls
>Tough: Pushing yourself to finish the harvest and training before that has made you calloused and slow to break. +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>Stubborn --> Strong-Willed: Feeling and wielding undeniable evidence of the holy light has hardened your will. +6 to will rolls
>Clever --> Cunning: Dozens of afternoons spent reading scrolls and gaining literacy has sharpened your mind. +6 to intellect rolls, roll 2d4 when getting XP, get extra for each 4 rolled, don't roll more than two.

>2/2
>>
>>4441880
I'd like to float an idea. We take one day, before we leave, and just heal people and cast warmth on them. Let them know that the holy light provides, and that we will never forget the time we spent living here and the bonds that tie us together. Inspire some hope.
>>
>>4441883
>Tough: Pushing yourself to finish the harvest and training before that has made you calloused and slow to break. +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
We are already strong enough, we need to be able to take more hits.
>>
Tough and Quick have been buffed because I notice they were somewhat mechanically weak and not appealing. You may use Warmth once per day and must pass a difficulty: 10 will roll with a bonus per level you have in Paladin to use it more often. More powerful miracles are much more difficult to use but if you are in an extremely important or dangerous life-or-death or souls are at stake situation and have no miracles left, the holy light may intervene but this should not be expected or relied on.
>>
>>4441886
Only if they can keep quiet about it. Otherwise, don't bother, because they will be eliminated.
>>
>>4441883
>Quick
>>
>>4441889
Tough and Quick are fine, anons have just invested too heavily into everything else to want either one until now.
>>
>>4441886
There is nothing preventing you from spreading the holy light wherever you go and bringing faith to the faithless can bring XP to your (Torchbearer) Paladin class though it is extremely dangerous. If you were a (Zealot) Paladin you would receive a similar boost for slaying evil and as a (Marty) Paladin you would get a boost for suffering on innocent's behalf or healing them of their sickness and wounds. This isn't limited to the Paladin subclasses, if you were a Rogue or Ranger for example, you would get extra XP for stealing tokens/disabling traps or tracking and hunting rare, magical, or unusual creatures.
>>
>>4441894
No I mean I crunched some numbers and they were less efficient than more damage/earning more XP and preciously Tough disincentivized going in unless you went in early because its minor HP boost became less relevant per level higher you went without it. I also thought I already had to-hit under Quick and am surprised I didn't mention it earlier.
>>
>>4441883
>Tough: Pushing yourself to finish the harvest and training before that has made you calloused and slow to break.
>>
>>4441883
>Quick
>>
>>4441883
>>Clever --> Cunning: Dozens of afternoons spent reading scrolls and gaining literacy has sharpened your mind.
>>
>>4441883
>Tough: Pushing yourself to finish the harvest and training before that has made you calloused and slow to break.
>>
>>4441883
>Clever --> Cunning
>>
>>4441883
>Quick
>>
>>4441883
Tough
>>
>>4441883
>>Quick: Being as big as you are means you've had to work extra hard to be light on your feet and it's starting to pay improvements. +1 to dodge, speed, and to-hit rolls
>>
There is an even tie between Tough and Quick so I'm going to wait for someone to break the tie. If nobody does in an hour or two I will roll a 1d10 with evens as Tough and odd as Quick to break the tie like I did for Brawny --> Mighty before I realized that there was no tie and I accidentally miscounted the vote.
>>
>>4441883
>Tough: Pushing yourself to finish the harvest and training before that has made you calloused and slow to break.
>>
>>4441888
>>4441945
>>4441972
>>4442309
>>4442548
Your experiences have made you sturdier, hard to bend and harder to break. You’re already difficult enough to put down between your size and strength but this has made you more rugged than you would’ve believed when you were a big, clumsy boy living on his parent’s farm just eight months ago. More important than your physical might is that you fight for a purpose no bloodsucker could ever understand.

>Donnel has become Tough! +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>+10 HP, 57/57 HP remaining

You say a prayer to the holy light and then you get back to work on the fields. Like father always used to tell you, a miracle is no excuse to miss the work you could do in a cool morning but you don’t think he would’ve meant it that literally. You continue laboring and by the end of the week, the fields are almost empty. You know the red tithe collector will be here next week and while you could avoid him, you’ve spent months training to strike out and if there’s a better time to do it than when the vampires will be stirring from their dens in winter you can’t think of it. You have a decision to make about what you want to do before the wagon with jars and needes and black magic so thick it can snuff out candles gets here. You can take as many time slots as you want to but the more you do the likelier disaster becomes.

>You will start tilling the fields until the last possible moment (remaining time slots)
>You will destroy the holy shrine so that no evidence of the faith remains (1 time slot)
>You will say goodbye to Edard and Margot, the village elders, and their kids too (1 time slot)
>You will talk to Viktor and see if he wants to continue your lessons on the road (1 time slot)
>You will scratch Gram Gram behind the ears and rub her belly one more time (1 time slot)
>You will find Lochlan and tell him that you will be praying to the holy light for him (1 time slot)
>You will visit the scroll keeper and ask if he has any advice for your journey (1 time slot)
>You will see if there are any villagers who want to join you on your quest (2 time slots)
>You will give the miracle of warmth to the most depressed person in the village (1 time slot)
>You will ask if the villagers can give you a full pack of supplies to aid your journey (1 time slot)
>You won’t leave at all, not yet (No time slots)
>Write-in

>1/2
>>
>>4442589
>Donnel, Neutral Good Human, Lv 2 (Treacherous) Fighter/Lv 2 (Torchbearer) Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Tough: +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever: +4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 57/57
>(Treacherous) Fighter XP: 16/30
> >Shoulder Throw, Pocket Sand
>(Torchbearer) Paladin XP: 1/30
> >Miracle of Warmth
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 0/6
>0 Victuals, -0 Space

>2/2
>>
>>4442589
>You will visit the scroll keeper and ask if he has any advice for your journey (1 time slot)
>You will give the miracle of warmth to the most depressed person in the village (1 time slot)
>You will talk to Viktor and see if he wants to continue your lessons on the road (1 time slot)
>You will scratch Gram Gram behind the ears and rub her belly one more time (1 time slot)
>>
>>4442589
>>You will destroy the holy shrine so that no evidence of the faith remains (1 time slot)
>>You will say goodbye to Edard and Margot, the village elders, and their kids too (1 time slot)
>>You will scratch Gram Gram behind the ears and rub her belly one more time (1 time slot)
>>You will give the miracle of warmth to the most depressed person in the village (1 time slot)
>>
>>4442589
>You will destroy the holy shrine so that no evidence of the faith remains (1 time slot)
>You will scratch Gram Gram behind the ears and rub her belly one more time (1 time slot)
>You will find Lochlan and tell him that you will be praying to the holy light for him (1 time slot)
>You will give the miracle of warmth to the most depressed person in the village (1 time slot)
>You will ask if the villagers can give you a full pack of supplies to aid your journey (1 time slot)
>>
>>4442607
support
>>
>>4442589
>You will visit the scroll keeper and ask if he has any advice for your journey
>You will say goodbye to Edard and Margot, the village elders, and their kids too
>You will scratch Gram Gram behind the ears and rub her belly one more time
>You will give the miracle of warmth to the most depressed person in the village
>>
>>4442607
Supporting.
>>
>>4442590
>>4442607
This is fine.

But take the shrine down respectfully as possible. Maybe take a small piece of it with us to remember where we first discovered our faith.
>>
>>4442692
Good idea
>>
>>4442692
Thirding
>>
>>4442692
support
>>
>>4442692
this
>>
>>4442692
yes
>>
>>4442607
>>4442674
>>4442692
>>4442700
>>4442713
>>4442812
You are going to go now and might even never return but the risk is too great to leave the shrine to the holy light behind. It is forbidden by the vampire lords and if they found it they would drain every elder in this village, enthrall the adults, and send the children off to be raised into thralldom or drained. You won’t put yourself above them, not over something like this when you know the holy light understands. You find the shrine that you’ve knelt and prayed at for so many weeks now it almost feels like it’s a part of the stone and not a wood carving but you know it can’t stay any longer. The torch in your hand is lit and you hold it to the brush on the bottom of the holy place. It takes fire quickly and begins to burn but one part of it is missing, the sun carving in the middle. That’s been cut out into a thick, sturdy disc that’s sitting in your pocket. A remainder of why you fight.

Thirty minutes later it’s gone and the sun has risen but it will never be forgotten. Edward and Margot try to convince you to stay but they both see the fire in your eyes and know that they could never persuade you to put down your arms when there are innocents out there being held in chains and sucked into dry husks every day. They wish you well and the children are sad to see the giant go, but none of them shed tears. Maybe you didn’t get to know them so well, maybe they know better than to cry for a man that’s already dead. You turn to leave but the elder’s hand touches your shoulder and you turn around to see that he has a sack full of something. You open it. Bread. They say it’s only fair that a fair share goes to the one who sowed and reaped most of it. You almost cry yourself.

You find Gram Gram sitting on the same stump she always does with her tail curled into a strange bundle. You spend thirty precious minutes scratching her behind the ears and rubbing her stomach like you hardly ever did between your training and praying and near the end, for the first time, you think you hear her purr. When you go to leave, you could swear that she’s watching you but when you turn around she’s rubbing against your feet. She’s got it into her head that she’s coming with you and you’ve known the cat long enough to know better than to try to stop it. You only hope it doesn’t get hurt but you doubt it’s going to be jumping in front of sword swings and vampire’s fangs.

>”Gram Gram” has insisted on joining your party!
>Luckily, she can feed herself!

>1/2
>>
>>4442928
Last but not least you go to leave but remember the town cripple. Not Viktor, worse, his back was broken just above the legs for glaring at a blood knight during the red tithe collection and he’s been useless to anyone or anything since. That was almost a decade ago and since then the poor man has sat and whittled and waited for death. You don’t even know his name, just the stories of a wife that left for someone who could feed their family when he told her to go but you find him laying in the floor of a cabin, shaving bark off a branch someone was kind enough to give him. He closes his eyes and doesn’t move when you put your hands on his chest and let the warmth flow and he doesn’t say a word when you get up and leave until you’re at the door. “Go n’ spread the light” You nod. “I’ll be back, one day, and then maybe…” The cripple shakes his head. “Don’t worry… It’s enough to know.”

You understand and strike out at just about noon sharp. That should be enough to escape the trackers but you can’t be sure.

>Roll three 1d10, difficulty: 4 to escape the river village undetected

>2/2
>>
Rolled 1 (1d10)

>>4442931
>>
Rolled 6 (1d10)

>>4442932
"whyyyyy" I said right before I rolled another (1)
>>
Rolled 10 (1d10)

>>4442931
>>
Rolled 6 (1d10)

>>4442931
look dem' ones
>>
>>4442932
>>4442933
>>4442936
>2/3 successes

You walk for the rest of the day and into the night and for the rest of the next day. The next night you go to sleep on the treetop and feel that you've gotten away until you hear muffled shouting in a language you aren't familiar with. You glance down to see two hunched men holding crossbows with hatchets their sides, leading three bloodhounds, one so swollen, huge, and aggressive it's been muzzled to keep it from turning on the trackers leading it. Your heart sinks and you grab the handle of your longsword and sigh in relief when they pass you over and wander deeper into the woods. They haven't found you yet but your scent is in the area and you can't be certain they won't backtrack. Once you don't hear them anymore and five minutes after that, you climb down the tree and think. Not long ago you would've run away but now you're a different man and you have to think.

>Run away and do everything you can to lose the trail before they come back
>Go after them and set an ambush when they camp for the day
>Write-in
>>
>>4443008
>Go after them and set an ambush when they camp for the day
Make sure to use Warmth on one of the men. Send them a strong message.
>>
>>4443008
>Write-in
We make sure our scent isn t recognizable. Then after they make camp, we prepare some wood and leaves for start a uncontrolled fire around it when we want.

Before we start that fire, we wait for one of the thralls to go out the camp for do what he needs. When he does them, we shoot him with our crossbow and then cut immediatly his throath with our sword.
After that we return back at the camp, start the fire and use the crossbow on the other thrall. Then we kill everything else with our sword. Animals should be scared by the fire so it should help us.

Before our ambush, put both the blade of our sword and our darts heads in animals excrements. If we aren t able to kill them this night, they will die in the following days. And for all the pain the vampires and their servants inflict, this is what they deserve.
>>
>>4443008
>Go after them and set an ambush when they camp for the day
>>
>>4443008
2 dudes with X-bows and 3 hounds? Even at out current strength, that ain't great odds.

I'd assume these assholes sleep in the day so I suggest following the as best as we can, staying downwind or in parallel till they bed down for the day then attacking, prioritizing the big blood-hound or the tracker who is on watch. Otherwise we could try and draw one of them off and deal with him before engaging the other.

Kinda wish we had tried to pick up some bushcraft or sneaking skills while at the village but oh well.
>>
>>4443047
Change my previous vote to

>>4443008
>Run away and do everything you can to lose the trail before they come back
>>
>>4443008
Yea, I'm going to say that all that training was for nothing if we don't make some kind of stand. Wait for them to set camp. Break them.
>>
>>4443270
+1
>>
>>4443008
We nearly died to a boy with a sling. Killing them will undoubtedly draw the attention of their master towards the village.
>>Run away and do everything you can to lose the trail before they come back
>>
>>4443317
hmmm... what about a little bit of both. Any chance we could lure them away from the village and into a trap? Or do you think that would still get pinned on the villagers (because why not)
>>
>>4443332
If they set out from the village to look for someone (us), it doesn't matter where they end up dead. It very likely will be pinned on the villagers regardless.
We promised Lochlan that we'd protect his people, and right now not getting them on the shit list of a knight or lord is the best we can do, I think.
>>
>>4443008
>Run away and do everything you can to lose the trail before they come back
>>
>>4443008
>Run away and do everything you can to lose the trail before they come back
Put some distance between us and the village before we start freedom fighting through asymmetric warfare
>>
Rolled 3 (1d10)

There has been a tie between running and fighting for the last several hours so I am going to roll a dice and if even = run and odds = ambush
>>
>>4443025
>>4443139
>>4443226
>>4443270
>>4443289
These men are monsters and you aren't going to let them keep preying on the innocent. You need to prep an ambush when they lay down to camp which should be just before dawn. You think about what your strategy is going to be and then realize that even though you're only three days of travel away from the river village and they might have spotted footprints and sent someone to track you, they came at a different angle then they would have it they followed you straight, something that would not make any sense if they were using bloodhounds to sniff out your scent. Especially since they would've caught your smell on the tree trunk while you climbed up. You didn't see any armed and armored war-thralls with them either which they likely would've sent if they suspected a fugitive and definitely would have if they were able to find out about your size or skill from the villagers. There's a good chance that your mud messed with their sense of smell and they missed you climbing the tree but you've heard a tracking hound's focus is unshakeable and they are just as likely to ignore a scent distracting from the one they've been told to follow. You come to a conclusion.

Either these are a group of trackers after you who were undersupplied because they assumed they were going after a regular serf trying to get out of the red tithe which happens every now and then, a group of trackers hunting a fugitive or minor monster infringing on the vampire lord's territory who don't suspect you are there, or just a routine patrol that stumbled on your hiding spot and didn't notice that you were there. This fills you with relief because if these were serious about taking you down they wouldn't have only sent three bloodhounds and two crossbows which makes you think they aren't expecting you and that if they "disappeared" there's a good chance it wouldn't be tied to the river village assuming they're from the same wagon caravan. That's only a chance though and it's best to err on the side of caution if you can. You think a little more about the situation.

>Get some more distance and try to find something you can confirm is a patrol
>Plan an ambush for when they go to make camp (describe your plan)
>Write-in
>>
>>4444076
>Get some more distance and try to find something you can confirm is a patrol
>>
>>4444076
>Get some more distance and try to find something you can confirm is a patrol
>>
>>4444076
>Get some more distance and try to find something you can confirm is a patrol
>>
>>4444079
well
>>4444087
that's
>>4444104
unanimous
>>(Me)
Then.
>>
>>4444076
>Get some more distance and try to find something you can confirm is a patrol
>>
>>4444076
>>Get some more distance and try to find something you can confirm is a patrol
>>
Rolled 7 (1d10)

>>4444079
>>4444087
>>4444104
>>4444409
>>4444411
>>4444669
You aren't going to take a risk when you could take a hike. The trackers head off into the distance while you go the opposite direction, hand on a miniaturized crossbow two sizes too small just in case you stumble into an ambush. Hopefully they won't be catching up to you between the mud and their misdirection.

>Roll three 1d10+2, difficulty: 4 to escape the trackers (you get a +1 for taking precautions and a +1 for their lack of suspicion toward the way you went)
>>
Rolled 1 + 2 (1d10 + 2)

>>4444789
like a silent prayer I go
>>
Rolled 10 + 2 (1d10 + 2)
First time playing, got my newbie's luck
Thank lady luck, OP and anons for such an amazing playthru
>>
>>4444814
I don't doubt that you rolled a 10 anon but I can't accept this because you need to roll in the options field otherwise there is no way to know whether or not someone's roll is legitimate. It explains it really well in the sticky but all you need to do is type "dice+XdY" in the options field below the name field where X is the number of dice and Y are the sides like if I wanted to roll three 1d20s I would type "dice+3d20" in the options field. You can add bonuses and penalties too but not both to the same roll at the same time, by adding a "+X" for a bonus or a "+-X" for a penalty because for some reason the "+" is necessary or else the dice roller won't recognize the "-" as a penalty.
>>
Rolled 8 + 2 (1d10 + 2)

>>4444821
Geez, curse my mind for not reading instructions, thanks OP for the trouble.
>>
>>4444789
>>
Rolled 9 + 2 (1d10 + 2)

>>4444789
>>
>>4444814
Kek. That's cute.
>>
What system is OP using? I really like it. And the story is great so far, I've been lurking but if the thread is still going I'll contribute when i get off work.
>>
>>4444840
Nice roll

>>4444979
It's a homebrew loosely inspired by the OSR phenomenon with training over time, exploding dice, and feats for stats/branching feats attached to subclasses. Nothing too spectacular but I've gotten some mileage out of it with friends before and I'm glad you all seem to like it.
>>
>>4444808
>>4444840
>>4444855
>2/3 successes

You run away from the search party. Whoever they're tracking you would rather not have the village elders fall in their teeth. Instead you start walking and don't stop until you're certain you haven't been followed and it's been four more days. Your bread is starting to run low but that's fine. The holy light provides and if you need to you will fast. If not you will be very grateful but you don't take food or shelter for granted because you can't afford to be picky. It's in the "morning" of the third night when you're walking through the woods and spot a campfire flickering in the distance. You approach as quietly as you can and try to gauge what you're looking at. Two men are sitting by the campfire, one is stirring something in a pot and the other one is sharpening his sword. You can see a stylized eye tattooed on the pot-stirrer's forehead and a head that's had the sides but not the middle shaved on the other one and dyed blacker than most humans are capable of growing. From what Viktor has rambled at you, that means he's a black fang, the highest rank a war thrall can get before they spend more time usually literally whipping others into shape than marching. You remember the "fodder" ranks go something like dagger --> claw --> fang and each rank is broken up into three smaller sections cracked --> jagged --> black, and each rank is distinguished by a specific pattern of haircut because it's cheaper than handing out badges and doesn't give them any ideas about their importance because it's easy to switch if a vampire commander changes its mind. When you asked him why dagger was the lowest rank he told you it was because a dagger was human. Conscripts are collectively ranked as chattel and have to earn an official rank by surviving three campaigns or catching the attention of a vampire lord which is no mean feat because they're usually the first into any assault.

You realize that if the war thrall here has reached the rank of black fang he's either a competent fighter to warrant the promotion or very good at sucking up to the bloodsuckers, probably both. Between his longsword and chainmail shirt it wouldn't be an easy fight but the fact that his dome helmet and shield are sitting by the campfire makes it a little easier as well as him not paying attention to his surroundings which should give you the first shot. As he did before, the courier has a dagger and looks like more of a runner than a fighter.

>1/2
>>
>>4445088
You also realize that if a courier was sent with a black fang escort he's either carrying something that a vampire lord doesn't want to be seen or that a vampire lord wants to send a message to whoever is receiving the message but since there's only one that you can see, that must mean that it either isn't too important or the vampire lord wanted them to travel fast so they wouldn't be caught. Lot of good that did them lighting a campfire at this unholy hour. You're dead sure this isn't a patrol but it isn't anything good and you have to plan how you're going to handle this.

>Charge them now while they're distracted and hit the black fang/courier with your club/iron longsword/iron shortsword
>Stay distant and try to shoot your hand crossbow into one of them to keep them distracted by the barbs instead of fighting when you charge in
>Prep an ambush further into the forest when they'll be rested and prepared but walking into the traps you might be able to set but wouldn't have any tools for
>Walk right into the camp and ask them if they can give you any directions to the nearest thrall breaking center because you're interested in signing on
>Write-in

>2/2
>>
>>4445091
> >walk in lawl.
>charge the war thrall with the longsword. Try to decapitate him before they get a chance to react.
>>
>>4445099
supporting this, take the first one by surprise then finish the other off.
>>
>>4445099
Support walking in. We're not hitting anything at range. Crossbow will be more effective closer in.
>>
>>4445091
>Write-in
Stay near and shoot the hand crossbow into one of them to keep them distracted by the barbs or at least wound him. After shooting immediately charge the other thrall with the longsword. Try to decapitate him.
>>
>>4445099
>>4445120
>>4445127
You draw the iron longsword, sprint into the middle of the camp, and hack at the war thrall's neck without any more noise or warning than the sudden shadow over the campfire and crunching of leaves. He's still a trained warrior and if this doesn't hit or put him down you'll need to follow through.

>Roll 1d10+3, difficulty: 9 to hit his neck (you get a +1 for training and a +2 because he is caught by surprise)
>>
Rolled 9 + 3 (1d10 + 3)

>>4445136
>>
>>4445138
huzzah!
>>
Forgot to say I need three 1d10+3, the difficulty is so high because it's a called shot on a very narrow body part.
>>
Rolled 4 + 3 (1d10 + 3)

>>4445160
:(
>>
Rolled 3 + 3 (1d10 + 3)

>>4445136
>>
>>4445138
>>4445169
>>4445173
>1/3 success
You swing your longsword with furious strength but it misses the neck and goes into the back with the chainmail. The war thrall is caught completely off-guard and depending on how well you penetrate, he could be nearly defenseless in the next few moments. The courier hasn't looked up from the pot yet and didn't notice the noise or assumed it had something to do with gear maintenance.

>Roll 1d8 for damage, 1d8 for strength damage, and 1d3 for smiting damage
>>
Rolled 2 (1d8)

>>4445187
>>
Rolled 6 (1d8)

>>4445187
>>
Rolled 1 (1d3)

>>4445187
>>
>>4445198
aw man, I was hoping I'd keep the same ID for this thread. Oh well.
>>
If a third anon doesn't roll to SMITE in ten minutes one of you anons can if you want to. If you hit him in the neck you would've been able to roll on a +10 bonus to damage which is offset by the fact that usually you would be looking at difficulty: 12 or difficulty: 14 to hit a specific vulnerable location like that in combat, more if they were specifically trained to defend themselves. The reason it was only difficulty: 9 was because it was an ambush and he was bent over sharpening his blade. Since you're a Treacherous Fighter you have numerous techniques to take advantage of any gap in your opponent's defenses. Don't forget the possibility Shoulder Throw, Pocket Sand, and improvised attacks because he's probably going to be doing everything he can to kill you once he gets his bearings.
>>
>>4445198
Nevermind >>4445205 I'm a goober
>>
>>4445207
yea man, was gonna say, I contributed my obligatory one to this damage roll.
>>
>>4445189
>>4445190
>>4445198
>8 slashing damage dealt to Black Fang!
>Black Fang's chainmail reduces -4 damage!
>8 slashing damage is converted to 4 crushing damage!
>4 crushing damage has been dealt to Black Fang!
>Black Fang, -4 HP, 36/40 HP remaining!
>Black Fang is lightly wounded!
>1 smiting damage dealt to Black Fang!
>Black Fang's chainmail is less than dust!
>Black Fang, -1 HP, 35/40 HP remaining!
>Black Fang is lightly wounded!
The iron longsword slams into the chainmail with righteous fury, missing the stooped neck by less space than your hand. It was well-made by a professional blacksmith and the slash fails to penetrate but the sheer power in the blow causes something to crack and the moment the blade hits, you feel an echo of the light in you shoot through the iron like it were lightning possessed to slay evil. The war thrall hisses and staggers but is going to be on his feet soon, with sword in hand!

>Kick him to the ground while you can
>Fling some pocket sand in his eyes
>Shoulder throw his sword arm
>Toss his head into the boiling pot
>Bring him to the ground to grapple
>Go for another decapitating swing
>Don't get fancy, stab the fucker
>Write-in
>>
>>4445217
>Write-In
Kick the boiling pot on his direction then stab him (legs and arms)
>>
>>4445217
>Fling some pocket sand in his eyes
This can lead into the shoulder throw.
>>
>>4445217
>Fling some pocket sand in his eyes
then while he is distracted
>grab him and use Warmth on him.
Looming dread and terror sounds pretty fun. Can't imagine this guy hasn't crossed into the territory of evil alignment considering he is this far up in the ranks of thralls. Should be enough for us to kill him easily off it.
>>
>>4445225
warmth doesn't have combat effects supposedly, it might shake him though, applying some kind of disadvantage.
>>
>>4445223
This is what I'm backing. disorient him, disable his arm, clean up after.
>>
>>4445225
>>4445241
Warmth doesn't do direct damage but the feelings intensify based on your number of levels in the Paladin class and if he fails a will roll he may be temporarily stunned or shaken into fleeing. It also has uses for interrogation and spreading the holy light.
>>
Rolled 5 - 4 (1d10 - 4)

>>4445223
>>4445225
>>4445243
This is what you've been training for. You grab a fistful of pocket sand and fling it from below into his eyes while he's stumbling. It's a clumsy throw and if he were on guard he might've dodged it or brought up his shield in time but he's too busy trying to get on his feet and it goes off without a hitch. You hear him scream "FUCK!" and immediately bring his arm to his eyes but the way he said it sounded more like an angry hiss than a curse. The window of opportunity is narrow.

>Go for a shoulder throw
>Use the miracle of warmth
>Slash his legs and ankles
>Try to decapitate again
>Force the head into the pot
>Attempt to disarm (this is hard)
>Write-in

>He is rolling 1d10-4, difficulty: 6 to get on his feet next turn (he gets a -4 for complete surprise and a -2 for pocket sand, five seconds ago he was sharpening his sword and now he's fighting for his life)
>>
>>4445257
Also can you roll 1d2 to see how many turns the pocket sand debuff lasts? It's fairly weak and doesn't last long but is guaranteed to hit if your opponent is already distracted or wasn't prepared and can't dodge. For example a street thug might expect a sand toss after he threw you on the ground but a trained fencer wouldn't but would get a chance to dodge, but if you were fighting a silk merchant who got the upper hand or a war thrall who's gotten a cracked rib and is fumbling to see where the attacks are coming from he wouldn't be able to evade. It's basically a low-cost low-reward cheap shot. No, it IS a low-cost low-reward cheap shot.
>>
Rolled 2 (1d2)

>>4445257
rolling for pocket sand.
>shoulder throw
>>
>>4445257
>Write-In
Kick the boiling pot on his direction then stab him (legs and arms)
>>
>>4445257
>Go for a shoulder throw
>>
>>4445257
>Use the miracle of warmth
>>
The reason he got a -4 instead of a -6 like the debuffs said is his training which I forgot to mention.
>>
Rolled 10 - 2 (1d10 - 2)

>>4445261
>>4445268
>Pocket Sand has 2 turns remaining

You look at the Black Fang stumble and know that you are going to get a better chance. You go straight for his back and then the shoulder with the singular intent to rip it out of socket. The war thrall is utterly disoriented and the courier sees what's happening but froze, maybe due to your size, maybe due to your sword.

>Roll one 1d10+3 to grab him by the arm and attempt a shoulder throw (you get a +1 for training and a +2 for leverage because he's almost on the ground)
>>
Rolled 6 + 3 (1d10 + 3)

>>4445283
>>
Rolled 9 + 3 (1d10 + 3)

>>4445283
>>
Rolled 3 + 3 (1d10 + 3)

>>4445283
>>
Rolled 3 + 4 (1d10 + 4)

>>4445283
>>4445287
The thrall is quick, tosses the sword to his offhand, and pulls a fallback dagger to stab your arm almost instantly but you planned for that and had already sidestepped. Conveniently his attack left him wide open to a shoulder grab and you smile despite the situation. You're in your element.

>Roll 1d10+8 to shoulder throw your opponent (the +8 is for your mighty strength)
>>
Rolled 3 + 8 (1d10 + 8)

>>4445298
>>
Rolled 1 (1d2)

>>4445298
>>4445300
He reacts with a strength that surprises you for his average frame but you pull with a strength that's almost inhuman and he has no chance. The loud POP sounds and he is thrown onto the ground screaming in pain and frustration.

>Roll 1d4 for grappling damage
>>
Rolled 1 (1d4)

>>4445304
>>
Rolled 3 (1d4)

>>4445304
>>
>>4445304
>>4445308
>1 grappling damage dealt to Black Fang!
>Black Fang's chainmail was useless!
>Black Fang's right arm is unusable!
>Black Fang, -1 HP, 34/40 HP remaining!
>The Black Fang has been thrown onto the ground!
>Pocket Sand has 1 turn remaining
>Black Fang will stand in 1 turn

Your shoulder throw was perfect and he slams onto the ground and you see his arm flopping but he hisses in agony and scrambles to get on his feet as you watch and prepare another attack.

>Slash the Black Fang as he rises
>Kick the Black Fang back down
>Stab the Black Fang as he rises
>Tackle the Black Fang and stab the neck
>Attempt a second shoulder throw which would be harder because he's expecting it
>Shove the Black Fang onto the campfire
>Write-in
>>
>>4445315
>Tackle the Black Fang and stab the neck
>>
>>4445315
>>Tackle the Black Fang and stab the neck
Let's finish this quickly
>>
>>4445315
>Tackle the Black Fang and stab the neck
>>
>>4445315
>Slash the Black Fang as he rises

Just cut him, if he is gonna protect himself it will be something like the head. If you go for the neck it s another precise hit so it will be difficult to hit him there.
>>
Rolled 3 + 2 (1d10 + 2)

>>4445317
>>4445322
>>4445327
Your longsword is too large to get in so close and your shortsword would be unwieldy at best if you had time to get it out of the sack but as you toss your weapon on the ground away from the courier and move to tackle the Black Fang you draw another. A fishing knife (1d2) that Edard gave you when you left, not designed for combat but deadly sharp and perfect for the range you intend to be and with your strength, the particular shape of its blade might not better. Between that he's almost on the ground, doesn't have a functioning right arm, and is busy hissing at two eyefuls of sand the Black Fang has no chance to dodge the tackle that comes out of nowhere. Reaching the neck will be much easier when you have control on the ground.

>Roll 1d8 and 1d8 for tackle damage and the strength bonus (if you were normally sized you would roll a 1d4 for tackling)
>Roll 1d10+3 to stab him in the neck (you get a +1 for training and a +2 for knocking him on the ground but he still has the pocket sand and knocked prone debuffs offsetting the +4 bonus for a vulnerable location)
>>
>>4445315
>Shove the Black Fang onto the campfire
IN THE NAME OF DAYLIGHT
>>
Rolled 8 (1d8)

>>4445350
>>
Rolled 3 (1d8)

>>4445350
>>
>>4445353
I'm going to need a second 1d8 for tackle damage
>>
Rolled 6 + 3 (1d10 + 3)

>>4445350
>>
>>4445355
When you roll the maximum for a dice from a damage source it counts as a crit and you can roll a second dice on top of that and if it's somehow another crit then a third and so on. This also applies from enemy attacks on you or your allies. Combat is very dangerous but you are a dangerous man.
>>
Rolled 6 (1d8)

>>4445355
>>4445367
>>
what happened to the living loot box, the courier
>>
Rolled 2 (1d10)

>>4445353
>>4445354
>>4445370
>>4445356
>17 crushing damage dealt to Black Fang!
>Black Fang's chainmail reduces -2 damage (halved for crushing)!
>15 crushing damage has been dealt to Black Fang!
>Black Fang, -15 HP, 19/40 HP remaining!

You slam into the war thrall at full speed, flinging from halfway on his feet into the ground where the back of his head slams into a skull-sized stone with a loud THUNK. He groans in panic when you whip out the fishing knife, the first sign of fear you've seen, but his instinctive reaction to bring his shield to block does nothing because his arm is dislocated and less than useless. Your blade reaches his neck and you plunge it to the hilt! The courier watches in horror, but can he muster his will?

>Roll 1d2 for knife damage, 1d8 for strength bonus, and 1d6+4 for neck injury bonus
>>
Rolled 2 (1d2)

>>4445392
>>
Rolled 7 (1d8)

>>4445392
>>
Rolled 1 + 4 (1d6 + 4)

>>4445392
>>
>>4445392
The odds of a neck injury to inflict bleeding are extremely high and unless he sees a miracle he's not likely to survive the next couple of minutes. In a straight fight your blessing would only give you a slight advantage but you didn't give him the chance for a straight fight. Shit's terrifying and you've barely even started into the Treacherous Fighter subclass. For most people strangling isn't viable for doing lethal damage but if you wanted to ditch the fishing knife for whatever reason could make it work.

>>4445373
He bombed his will roll so he froze up and couldn't tear his eyes from what's happening. If he rolled average he would've tried to fight and if he rolled high or max he would've realized this wasn't a fight he could win and ran

>>4445398
It looks like he's getting filleted. I'm going to need another 1d2 for the knife and then another if that's also a 2.
>>
Rolled 2 (1d2)

>>4445408
>>
Rolled 1 (1d2)

hahaha
>>
>>4445413
And another. Some classes get bonuses for direct damage and/or their resilience, Treacherous Fighter can do similar things with daggers and wires later on but it's largely the negative status effects with damage and a lot of melee to take advantage of it class. Being strong as a scrawny adolescent ogre doesn't hurt either.
>>
>>4445398
>>4445413
>>4445415
>>4445406
>>4445407
>17 slashing damage dealt to Black Fang!
>Black Fang's chainmail didn't cover the neck!
>Black Fang, -17 HP, 2/40 HP remaining!
>Black Fang has been mortally wounded!
>Black Fang will take 2 bleeding damage per turn unless stabilized!

You have no mercy and when the finger-sized blade goes in, you saw and scissor and hack at every vein and strip of skin you can reach until your hand is drenched in blood so dark it wouldn't stain your jerkin's leather. Two seconds was all you needed but you had more and stared in his eyes while you ripped his neck apart with the same muscle that could outlift two men twelve. Fear was in those eyes, the same fear that was in yours once and would be in the blood knight Fraizer's and the vampire lord Gyles and every one of the black council, dead or alive. He gasps and moves to shove you but his movements are weak and more blood gushes out every second. You stand from the almost dead thrall and turn to the courier. In all that time, he's managed to pick up his bodyguard's shield and cower behind it. You sigh and grab your longsword. When you start walking toward him he squeals like a pig and starts hyperventilating. "NOOOO! Pleasenopleasenopleasenopleaseno-" Disgusting, he isn't even composed enough to offer a bribe you won't take. You grimace at his cowardice and think of what you should do.

>Off with his tattooed head
>Break his back over your knee
>Knock him out and tie his hands
>Make him talk at swordpoint
>Let him "bribe" you, then interrogate
>Toss a sword, force him to fight
>Write-in
>>
>>4445470
>Toss a sword, force him to fight
>>
>>4445471
>subjugate him
>grapple, cast Warmth
"You will be judged by the Light. May it find mercy on you."
>see if he has anything interesting to say before making another decision.
>>
>>4445470
>Knock him out and tie his hands
>>
>>4445478
going for a sort of "white hand mark" thing, a la shadow of war.
>>
>>4445478
changing vote to this.
>>
>>4445478
+1
>>
>>4445478
Support
>>
>>4445478
Isn't it a bit early to put our cards out in the open? Right now we're benefitting the most from the fact that almost nobody knows who we are. There's no guarantee this guy won't snitch anyway if we let him live.
As soon as the news of a giant paladin of the sun spreads, we'll be hunted at every corner and finding refuge will be nigh impossible. We're not exactly difficult to recognize, after all.
>>
>>4445583
nothing saying we're going to let him live, desu. Interrogate and kill is a very genuine option.
>>
can we still tie him up just for be safe ?
>>
>>4445590
Ah, fair enough. Agreeing with >>4445478 then.
>>
>>4445595
i mean, yea, sure
>>
>>4445597
Hell warmth may make him catatonic depending on how evil he is. Interrogate and then let the Light judge him.
>>
>>4445721
i mean, it's also based on our pally level, which is... 1. So I think he'll probably be fine. Hopefully shaken. But fine.
>>
Rolled 10 - 2 (1d10 - 2)

>>4445478
>>4445486
>>4445527
>>4445576
You sheath the sword, take the club, and slam it into the shield like thunder from the highest of holies. He wails and staggers but you don't care, you slam it again and again until the club is cracked and his feeble hand drops the shield because if it hasn't been cracked or splintered it's been bruised into a purple ruin. The man weeps "IdonwantobeawerewolfIdonwantobeawerewo- crkcrk" and chokes when you get your arm around his skinny quill-neck. He sees the righteous indignation carved in your face and goes silent. You see tears before you even start.

>Roll three 1d10+8, difficulty: 8 to lift him from the ground by his neck (get a +8 for large and mighty)
>Roll 1d10+2 to have the Warmth of the holy light touch his soul (get a +2 for each level in Paladin)
>>
Rolled 2 + 8 (1d10 + 8)

>>4445734
>>
Rolled 5 + 8 (1d10 + 8)

>>4445734
>>
Rolled 8 + 8 (1d10 + 8)

>>4445734
do you even lift bro
>>
Rolled 10 + 2 (1d10 + 2)

>>4445734
>>
>>4445744
woo!
Good time for that roll.
>>
>>4445734
also, side note, this is not the first person to assume we're a werewolf.

Is this something we want to play into or against?
>>
>>4445751
Personally i don't want Donnell to become a werewolf but using subterfuge to our advantage is fair game. Maybe if we were to come across those bloodhounds again we could wear them?
>>
>>4445759
You mean like skin them and wear them as a coat? It'd add to the fear factor.
>>
>>4445751
In a way, maybe? Like, if they assume we are, do nothing to disabuse them of that until it's time to talk.
>>
>>4445734
>>4445735
>>4445736
>>4445737
>>4445744
>3/3 successes
You lift him as if he were a limp sack of grain and he kicks and curses but his feet bounce off your chest and his vulgar tongue falls on deaf ears. He struggles with everything he has but your fingers are taut like steel and he can't break them any more than he can push a boulder uphill. Your stare doesn't break and he gasps when his legs leave the ground and your arm doesn't shake. The tip of the club slams under his chin and when you speak, it's almost like another voice is filling the air. "Messenger, you have committed great evils and now you will be judged."

At your words he realizes you aren't a lycan and the fear on his face turns to horror and his whole body tenses. "Blasphemer! Sun devil! Daywalker! Council forfend! IwonbreakIwonbreakIwonbreak..." You don't flinch as the warmth flows through your hand and through his body into his eternal soul itself. He goes silent immediately, staring out past your face into night sky and weeping in primordial terror but he can't escape what's coming any more than an ant can push a mountain. "No... No... No..." His body goes limp, weeping and worthless. When the warmth leaves every ounce of resistance in him is gone and he is utterly broken. "The fire... The flames... F-for-... F-forgive me, please!" You look at him without a hint of weakness. "If you had not committed great evils, the holy light would not have touched you. That is a taste of what is to come if you do not spill your tongue and confess."

You've never seen someone nod so fast. "By the Council I'll do anything, ANYTHING!" The courier reminds you of a worm beneath your boot but you stay your hand. You need him now. You have many things to ask him but you need to choose what you want to know first.

>The courier's name
>The courier's message
>The courier's employer
>The vampire lord's intrigue
>Where you are right now
>Why he had a bodyguard
>What he saw moments ago
>Why he thought you were a werewolf
>Write-in
>>
>>4445737
Strength is extremely useful for intimidation.

>>4445744
Very nice.

>>4445751
Werewolves are stereotypically seen as large, hairy, and savage when they aren't in their bestial form. You would be much bigger than average for anything that wasn't a hardened pack leader but most couriers in deep vampire territory don't have much context for what to expect from them and the idea of a paladin of the holy light, let alone a torchbearer, is almost unthinkable. Werewolves are constantly struggling with their inner beast and cope with it to various extents but most end up embracing it to live in a state of constant primal savagery. Seeing your fighting style and raw power in action definitely wouldn't prove their suspicions wrong alone.
>>
>>4445776
Exactly like Conan did once he got his sword
>>
>>4445789
>>Write-in
>What have you done that the light burns you so?
>>
The reason I wasn't here for most of yesterday was that my mother got back from a gynecologist and has apparently started going through menopause which she hasn't taken very well. You don't know much about the holy light's theology outside of the fact that he used to be and might still be a god of shepherds and farmers, then became a god of light to fight the first of the vampire overlords when they threatened to carve out their empire, and was crippled or slain depending on the storyteller in their final battle. That and they value good above all and feel that evil must be brought into the light to be judged or made to realize their evil and become good. You were chosen as a paladin despite your choice of treacherous fighter so you know that he's not a god of martial honor and only cares about freeing people from the vampires that drain them of blood and use them to fight their wars and work themselves to the bone as serfs under them, as well as presumably the other monsters out there but you aren't as focused on them. If you managed to get enough men of a good alignment and enough faith together with time and resources you could start training an order of paladins following the same subclass and choice of feats that you have as well as a group of treacherous fighters or even a group of multiclass men which isn't common but definitely isn't unheard of. That might or might not be necessary to overthrow the vampiric rulers but it would be an enormous asset or a massive waste of time you could've spent training yourself depending on how you used it. The holy light or an echo of the holy light depending on your perspective personally intervened because you rolled an even 10 against their 10 and caused you to use a miracle several levels above.

The reason you are so hostile to the courier is that you know they have to partake in bloodletting to earn the tattoo and rumor has it they have to make a sacrifice of their own flesh before a representative of the council which has terrible implications. Bringing evildoers into neutral or even good is possible and mostly a martyr's focus but is possible for a torchbearer if you have the time and they genuinely want to change. Experiencing a miracle of the holy light can speed the process but it isn't foolproof and some won't want to turn from the darkness. As far as you know vampires are evil and if there is an exception out there you haven't seen it. Whether that's inherent to vampires or a result of the empire trying to maximize their power is up for debate and you aren't sure if you care. Different people interpret visions from different gods differently and for vampires/their servants and the holy light, that's mostly ashes and close associations such as sunlight and fire. You have no idea what made the courier break so easily but they were already weak-willed and it might not have taken much.
>>
>>4445833

Nice lore, thank you
>>
>>4445789
>The vampire lord's intrigue

The message should be in it s Bag for letters. Now that intrigue if he has anything on that we have something to use. The other info should be easy to learn. If the interrogation takes more than a day we should tie him up. We should loot the black fang meanwhile (the chainmail above our leather will be useful. We have even a helm now). As well take anything of use or value from the messanger.


>>4445795
>>4445833

Good to know. I wonder if this tattoos are used even for bureacrats of larger settlements. Like mayors of cities. They don t care enough for villages though. So it might be the same for most cities, other than large ones.
>>
>>4445846
I've done a lot to flesh out the lore and have about thirty pages of setting docs and if you have any questions I would be glad to answer what Donnel would know. However since he's the son of a serf and most vampire lords, there are exceptions, try to keep their serfs ignorant or deceived to prevent them from rebelling or trying to move to another vampire lord's domain your idea of Ostiroth's geography and politics is vague and a lot of what you know is rumors and guesswork. You know that vampires burn in the sunlight, witches tend to do evil things in the woods, and werewolves transform into terrifying monsters once a month or more and other knowledge but can only be sure of the basics. Luckily smite has a wide range of possible targets and there are ways to learn more about the weaknesses of monsters or specific individuals. Learning to read was an extremely wise decision even if you could've been two or even three levels higher by now because most people aren't literate and a surprising amount of secret information isn't written in code or the vampire's tongue because they've gotten comfortable without any rebels for so long. I wonder why more of you anons aren't replying, if any of you were worried about that I'm not trying to use the quest as a larp power fantasy/vehicle to wank a real-world religion, if you were a martyr that would've been a lot gentler and if you were a zealot it would've been more straightforward but the torchbearer is the closest to the holy light and has a connection which is why they get miracles so early on but is arguably the most dangerous to the vampire establishment and the most vulnerable to backlash, at least at first. It could be considered short-term hardmode with a strategic toolkit the other two don't have to start. Don't forget that you can still smite and lay on hands.
>>
>>4445873
Has an immediate connection, I meant to say, every paladin has a connection to the deity they follow.
>>
>>4445879
>>4445873

I dunno why anons aren't replying. It takes you a little bit to write, so maybe they just haven't come in yet?
>>
>>4445881
The thread has slid past bump limit and most anons probably don't have it on autoupdate, I like to manually click the update myself, or have the tab open all the time but it's really not a big deal and I'll update whenever it's possible to. I probably won't be able to in the next few hours due to something I need to show up for in person but I'll definitely be back sometime later tonight or worst case scenario the next morning. Out of curiosity, what do you guys think of the combat system so far? I'm slightly surprised you decided to find somewhere to settle and train for several months instead of going into guerilla warfare but that was a good call on your end. Of course you could be much stronger by now but the odds of you getting crippled or killed or captured early on would've been many times higher.
>>
>>4445789
>The vampire lord's intrigue
also loot his chainmail
>>
>>4445897
Maybe you could make a new thread? If this one is past bump limit, a new thread'll invigorate the quest.

I really don't want to see it fizzle out, this is one of the best quests on the borad right now, and if you truly have 30 pages of setting, then your autism is powerful enough for me to know that you probably won't give this up willingly.
>>
>>4445911
Anon, new threads aren't often made until the current one is on page 10 or in the archive. It's bad form to flood the board with your quest just so your quest gets bumped to page one. There are 71 posters in this thread, we'll be fine.
>>
>>4445897
I'm a hard core lurker and don't know how to roll dice. I've read the sticky several times and I'm still not sure what I'm doing wrong. But OP for the love of all that is holy and just and bad ass please keep this quest going. It's awesome.
>>
Rolled 1, 1 = 2 (2d2)

>>4445923
dice+(number of dice)d(side number) in options/email field.
>>
>>4445911
To be fair a lot of the docs are class mechanics and possible advancement routes but it grows some more every day and the encounters aren't arbitrary. Since you aren't a ranger or skilled at woodcraft or have a guide or any landmarks to go on the directions you're going is random aside from it being away from the river village and I'm keeping track of where you are at. The closer or farther from settlements the likelier certain encounters are to be but there is a range of possible enemies, threat levels, and reasons for them to be traveling or patrolling. I'm also keeping track of time, you're nineteen now and have plenty of time to improve.
>>
>>4445899
I don't think Donnell can fit into the chainmail? If that is the case which i hope it isn't, perhaps we could repurpose it. Add segments of it to our jerkin maybe?
>>
>>4445925
Dice+3d8 is in options field. Let's see what happens.
>>
>>4445930
Was it all lowercase? Weird that it didn't work.
>>
>>4445926
Does Donnell know which way north is based on the sun? I imagine being a nocturnal serf he would have some knowledge of the stars to get his bearings? We could at least start picking a general direction to travel that way.
>>
Rolled 6, 1, 3 = 10 (3d8)

D was capital...
>>
>>4445789


>The courier's message
>The courier's employer
>The vampire lord's intrigue
>Where you are right now
>Why he had a bodyguard

Ask him these


Also, OP, this is a great quest! I hope you will continue it with the same rate of updates.

I think it would be smart to make a new thread and please, I beg you, archive every thread. There is nothing worse for a lurker to cone across a decent quest which is multiple threads in and then find out that nobody bothered to archive the previous threads
>>
>>4445919
That's 71 different IPs and I bet a lot of anons have had their IPs change over the course of the thread. I estimate there are around twelve anons and maybe eight or ten lurkers or vice versa. I would be surprised if there were 71 posters on /qst/ to be honest with you but that's not a bad thing. Maybe our new banner will get some more newfags in, we've been needing some for a long time.

>>4445923
>>4445930
I wrote an explanation here >>4444821 but the "dice" has to be lower case otherwise it won't work.

I'm glad you all like the quest, I plan to continue until Donnel has died or there are no party members left to pick up the torch. Accomplishing your goal is theoretically possible but it will not be easy. Slaying vampire lords one-by-one until you are slain might be more achievable but you are a torchbearer and more or less the go-to for amassing a religious movement opposed to that which has rejected or has not been reached by the holy light, the darkness. Symbolism is very easy to come up with when you have a dualistic worldview but if you try to start a religion you're going to have to figure out its doctrines and teachings because as far as you know the worship of the holy light in the lands under vampire rule is dead.
>>
>>4445960
Are there lands that... Aren't under Vamp rule?
>>
>>4445957
This seems good
>>
>>4445957
>>4445966

He said which first, not which to ask
>>
>>4445957
>>4445960
Also yes please archive the thread.
>>
>>4445789
>Where you are right now
>Why he had a body guard
>The courier's message
>The courier's employer
>>
>>4445789
>>The courier's name
>The courier's message
>The courier's employer
>Why he had a bodyguard
>>
>>4445960
I can't say why people aren't posting or whatever but this thread rocks FightOP. Loving it and looking forward to continuing the campaign.
>>
>>4445831
>>4445870
>>4445899
If he were not in your hand off the ground you would look down on him and not only because you are one and a half times his size. You reject your thoughts of hubris, if you are going to defeat the vampires in the name of the holy light you must be their opposite and for that you must be humble. "What have you done that the light burns you so?" The courier trembles and every word hits like a hammer. "I-I... I was once a scr-scroll keeper in the lands of the Gallagher bloodline... I did my work and I did it well b-but I was impoverished and fo-fortune beckoned." He goes quiet, unwilling to go further but you tap the club against his skull. "Go on." The courier lays his hands on your wrist like he could stop you from strangling him with one arm tied behind your back. "My wife. A sickly waif of a woman who never bore children... An offer came among the scrolls and I suspected her to have had relations with a stocky porter. It was a... a moment of weakness but I-" Your gaze hardens but he doesn't dare to stop. "...made the deal and abandoned her to one of their "banquets" to join the courier's pact and win the right to wear their sign on my brow. In the days since then I've won dozens of tokens, I wanted to purchase an estate and find a wife I knew would be more faithful but..."

>1/6
>>
>>4446159
"When you laid that hand on me your sun, yo-your l-light, your god that I prayed was false showed himself. It was a place of darkness and in it I saw her cloaked in the sun but her face blinded me and she turned away, and when I walked to demand answered THESUN rose and showed me everything I had ever done and judged me GUILTY and every part of me was turned to ashes... Blasph- Lightseeker, I've stared vampire lords from the Martcombe to the Hollack in the eyes but I..." He swallows but it is dry. "I have never known such fear." You see that the rumors were true and he was greedy enough to forsake his own wife for the chance of wealth. What did the first courier you saw do? You wonder and your disgust grows but you withhold your judgement. "Enough. Tell me of the vampire lords and their intrigues." You can see the wheels in his head spinning as he tries to lie. "The vampire lords!? I am b-but a courier, I know nothing!"

You tap the club to the side of his head with a thwack. "You know something. Now talk before my patience runs thin." The courier gawks at a vein bulging in your bicep and complies. "V-very well! The greatest of the vampires in the land of Schwarzwald are the five lords who each claim a fifth of its serfs. Every sanctioned vampire in these bounds can trace their line to their fangs so I will detail them now. First is Fabriel of the Patei bloodline, they are known for their refined taste, attachment to hounds, and marvels- er, horrors of chiurgy. They rule in the southeast closest to the central lands where the overlords sleep in their coffins and wait for the final night and- and trade their bloodhounds throughout the land. There are none better than a Patei nose or fiercer than a Patei chimera, or so they say. Fabriel is known to be a torturer who practices vile magics which make a man's mind deceive itself and has changed himself to be something that isn't human under his robes." You memorize this and he continues.

>2/6
>>
>>4446161
"Second is Urphiel of the Saunders bloodline, they are known for their skill at binding thralls and the stricter than normal hierarchy their master keeps in the bloodline, so that even a third of the vampires are a single generation removed! They rule in the southwest and a portion of the west and the center and stay insular but always send a great deal of thralls whenever a draft or war is to be made. The Saunders prefer not to act on their own instead relying on mindchained thralls but they are strong and should not be underestimated. Urphiel is known to be a fearsome warrior who demands and receives fanatical discipline and elite skill from his blood knights. The third is Gyles of the Martcombe bloodline, you may know of well yourself, they rule the east and a portion of the north. The Martcombe are known for their multidisciplinary talents, for they are forced to master their arms and sorcery and their blood and make a piece of art worthy in Gyles' sight before they can take the name as their own. Some whisper that a lack of focus makes them weak but some have not seen a tri-centennial dread knight lay a hundred war thralls low without a scratch on his person. Gyles is no different, they say he is a grandmaster duelist and magician with deep control over unnatural powers as well as legendary in two dozen art forms." You loosen your grip to allow him to breathe before he continues.

"The fourth is Barzebelle of the Muraosh bloodline, they are known for their wisdom in seeing the future and reading men's hearts and damning their fates with generational curses. They rule over the north and are quite insular in their towers except to send wagon parties to collect books and bring them back. Few are taken in the red tithe but far more men disappear, none of them ugly, and rare is the male vampire who calls himself Muraosh! Barzebelle herself is said to be so beautiful a man's soul is lost at her sight and a prophetess who can wander dreams and read the future like an open scroll but I have never seen her, only a veiled blood daughter behind a screen held by thralls I couldn't be sure were willing or chained. The fifth is..."

>3/6
>>
>>4446164
"Solomon of the Hollack bloodline and I truly dread him, they are known to stalk the northwest and I have never heard them to claim territory for they see no need when they can simply roam and demand what they will. The Hollack are known for their bloodlusted passion and forms that are bestial even without chiurgy, but each possesses the strength and vigor of ten men and leathery flesh that knits shut as fast as it can be cut, as well as rumors of... deeper pacts that grant them greater powers still. Solomon fancies himself a king of the woad and none deny him, for he has horrible creatures he can call and obey at the snap of a finger as well as size and power as far from a Hollack as the Hollack are from any man... Or to y-you from me."

You nod and toss him to the ground, more so his neck doesn't pop than from any tiredness. He curls into a fetal position and you sit your foot between his shoulders. "Don't you run. Tell me more, what they think of each other, what plans they have. Anything and everything that you know." The courier whimpers and stammers. "A-as you wish, b-bu-but these are mere rumors and murmurings, not any grander truths! Fabriel is known to find Urphiel boorish lout but very profitable and they trade pleasantries often. Fabriel and Gyles would be fast friends if it weren't for their sworn rivalry of games, which is to continue until the rest of the council unanimously agrees one is better at chess than the other but never will because both bribe and coerce them into keeping the vote tied... Some even say the whole affair is like a game of chess to them. Fabriel deeply lusts for Barzebelle and wishes to win her heart, perhaps only to satisfy his greed, he says he loves her but there is no proof beyond word and a number of..." The wretch of a man shudders despite himself. "..."bed"thralls confirm that it is certainly not an exclusive "love." Fabriel and Solomon vocally hate each other but are mutually satisfied to stay as far away from the other as possible and to maintain the status quo."

>4/6
>>
>>4446170
"Now... Urphiel finds Fabriel to be a limpwristed ponce but very profitable and he keeps the charade he cares about his letters for a steady influx of bloodhounds. Urphiel considers Gyles to lack focus and true dominion over his lands but deeply respects his diligence and the two keep an amicable but distant relation. Urphiel cannot stand Barzebelle for her secretive ways and has called her a treacherous minx more than once but the intensity of his feelings have led some to believe they once had a more... tender relationship. Urphiel and Solomon have a mutual respect for one another's strength, even if it is a different strength, and are known to cooperate when their goals align which is... terrifying to witness. As for the vampire lord of this land..."

"Gyles and Fabriel are inseparable but for their constant politicking and frequently have me trade veiled insults and backhanded compliments, which I know of because they boasted of their wit while I kissed the floor. Gyles regards Urphiel as a controlling and disappointing waste of his talent's potential but has never once voiced or written such to him. Gyles sees Barzebelle as yet another challenge to his muse and has done a great deal to woo her through painting and sculpture and song, as much as to snub Fabriel and receive something greater than polite niceties in return. Gyles views Solomon as a barbaric brute but a dangerously cunning one who is worth sending sporadic "gifts" to remain on the good side of, indeed..." The courier's mouth slams shut as if he's said something he shouldn't but he remembers who is behind the boot. "... They say that... a good deal of the red tithe's offerings are sent to him, bound and gagged for some unholy purpose." Your righteous anger rises but you keep it inside. "Continue."

>5/6
>>
>>4446171
"As you wish... In short, Solomon views Fabriel as a pathetic fool seeking to compensate for his weakness through underhanded means. Solomon sees Urphiel as a soft-bellied braggart who is worthless without his underlings. Solomon considers Gyles to be a pretentious invalid who is above average at some things and abysmal at most. Lastly, Solomon considers Barzebelle to be a charlatan and... this is straight from his own maw not mine tongue-... a whore worthy of nobody's attention." You scrunch your eyebrows. "Not the friendly sort, is he?" The courier shakes his head as well as he can from where he's sprawled out. "No... but I have seen what he can do and he does not need to be." You look down at the messenger. He has taught you a great deal but he could always teach you more.

>Ask him another question, write-in
>Tie him to a tree and check the corpse
>Demand he says what he knows of Fraizer
>Write-in

>6/6
>>
>>4446174
>Tell us about Fraizer
>Tie to tree, firmly but taking some care not to cause him further harm as long as he complies.
>>
>>4446174
Kinda think we should ask him pretty much all the rest of the questions, yeah? His information might be useful, we don't know where we are, his employer could be a potential target, and what he just saw might be dangerous to us as well, same as the reason he thought we were a werewolf.
>>
>>4446210
So, OOC, I love reading FightOP's walls of text but it makes me feel a little guilty being like "hey yea could you just dump all the exposition because I wanna soak up all that lore."

IC, on the other hand, the longer we're at this campsite, interrogating him, the more likely we are to draw adverse attention. We're assuming that he didn't have another escort that's just off... idk, using the facilitrees.
>>
>>4445919
Making new threads for quality quests is doing the board a favor.
>>
>>4446188
Support.

This guy knows a lot about lot of things. The light of knowledge shines bright in him.
>>
>>4446188
supporting
>>
>>4446188
Supporting

>The third is Gyles of the Martcombe bloodline, you may know of well yourself,

Means we're still in Gyles domain or we have a reputation already. Donnell might be a wanted man with a description. I hope that village hasn't been tied to Donnell.
>>
Rolled 4 + 2 (1d10 + 2)

>>4446188
>>4446237
>>4446347
>>4446420
You slightly increase the pressure on the courier's back and almost growl into his ear. "Tell me what you know of Fraizer." He nods his head but responds with a question. "Fr-Fraizer?" You answer. "Pig-faced blood knight with skin like chalk sworn to the Martcombe. Speak." You wait for him to tell you what he knows.

>Rolling 1d10+2, (he gets a +2 for courier experience)
>>
Rolled 10 + 2 (1d10 + 2)

>>4446606
>>
>>4446606
"I-I have hea... heard of the name before..." You tap the club where it's in his view. "What of it?" The courier speaks. "He is a favourite of one of Gyle's lieutenants, Zhekar, and wields a spiked mace with ruinous strength. Supposedly skilled in the use of freezing magics, he has a smattering of venomous and necromantic spells. Outside of participating in the closest bodyguard of Zhekar and enchanting a flattering ice sculpture which melts with the dawn and reforms at night, he is beneath the notice of Gyles. Th-that is all I know, I swear!" You sigh in frustration. "You don't know anything about his allies or location or schemes?" He shakes his head. "No... That is all, believe me I would tell you had I knew." You suppose this is better than nothing. "Fetch me your rope and hug the nearest tree." The coward scrambles, maybe thinking that he's earned his survival. Maybe he has. Maybe he'll wish he was dead afterward.

You tie him to a sturdy oak tree so tightly that you would struggle to get loose but you're careful not to cut off circulation. You might need more from him. You think about what you want to do next.

>Ask him another question, write-in
>Check on the Black Fang or what's left
>Search the perimeter, just to be safe
>Write-in
>>
>>4446614
>question him, confirm he's alone
>search perimeter
>search black fang
In that order. Last we saw, the Black Fang had 2hp and was bleeding out at 2hp a turn, so presumably he's either passed out on the verge of death, dead, or currently doing spooky shit in the background.
>>
>>4446614
>Check on the Black Fang or what's left
>>
>>4446614
Search the perimeter to be safe and then check on the black fang
>>
>>4446626
Support this vote


We could need a pastebin further on in the quest
>>
>>4445957
>>4445972
I do plan to archive the thread on suptg but did you anons know you can read pretty much any thread that's ever been posted on the yuki.la chan archive? It's too useful to be as obscure as it is I think.

>>4445964
According to the vampire lords there are not but you don't believe them just like you aren't sure if you can believe that something as good as humans living in peace among themselves with any red tithe or monsters preying on them is true.

>>4446216
I'm glad you like the quest but I don't want to spam threads, I'll post a second thread when this thread reaches page 8. That seems like a reasonable time to post another.

>>4446607
I'm sorry I didn't take your roll anon but I rolled for the courier because he isn't Donnel or an ally of yours. In the future when you have allies you'll be rolling for them as well and possibly playing as them during for example timeskips when Donnel is busy doing something.
>>
>>4446639
its fine, I misread rolling as roll anyway
>>
>>4446639
Without any red tithe or monsters, I meant to say.

>>4446636
Could be a very good idea. I'll definitely look into it.
>>
>>4446616
>>4446624
>>4446626
>>4446636
"Are you alone?" The courier groans from the pain in his hand. "No... I have an ogre about to stick me in a stew-" You smack the tree and it shudders. "Was that Black Fang your only bodyguard or is there a second?" He laughs like a man being led to an iron maiden. "If there was a second out there, don't you think I would've ran for them?" You hold the club to the back of his head and he gets the point and keeps talking. "No, I don't have a second bodyguard, I couldn't bring myself to run when you butchered the first and I don't think I would've lasted long on my own. They say there are... wolves and witches in these woods."

You think that's honest an answer as you are going to get and start wandering around the campsite. There aren't any footprints leading out beside your own but you've heard that some vampires have the ability to walk and not leave tracks behind. All you can do is take his word for it and be cautious. You decide to examine the Black Fang.

>22 bleeding damage dealt to Black Fang!
>Black Fang, -22 HP, -20/40 HP remaining!
>Black Fang has been slain!
>+7 XP!

You see that the chaimail has been drenched with blood that's almost black and what's left of his body is limp. You're no chiurgeon but you would say he's dead. An elite war thrall of the vampire lords... and you killed him without ever letting him lay a scratch on you. You think about how you feel about the killing but also on what you learned fighting him and afterward.

(How do you feel about getting your first serious kill and where do you want to put your XP gains?)

>Lv 2 (Treacherous) Fighter: 16/30
>Lv 2 (Torchbearer) Paladin: 1/30

Once you're done contemplating you look at everything he has and think about what you want to take. Because of your size most of his armor wouldn't fit you but his shield is usable and so are weapons and his chainmail. No one says it had to be a shirt, you could improvise some looser armor from it and it might not look pretty but it could keep a dagger from cutting an artery. You have to think carefully.

>Make the chainmail into a couple of arm wrappings
>Make the chainmail into a loose protective skirt
>Make the chainmail into a neck sheath and upper chest guard
>See if you can thread the chainmail into your leather jerkin, not subtle or simple but could work
>Roll it up and carry it with you until you can find a use for it, -4 space
>Write-in

>1/2
>>
>>4446675
After that you look at everything else.

>Undersized Wooden Shield: Has 10% chance to reduce 1d4 damage from incoming attacks, +10% per rank of Quickness and Melee Combatant, and +1 damage per rank of Melee Combatant, -6 space, can be worn on back
>Iron Longsword: 1d8 slashing damage, -8 space, can be worn on belt
>Iron Dome Helmet: Too small to be worn but could be melted down or sold or used as a makeshift pot, -2 space
>Iron Dagger: 1d4 slashing or piercing damage, -4 space, can be worn on belt or hidden in boot
>5 gold tokens, Saunders: can be spent in Saunders lands or traded in other places, -0 space
>3 gold tokens, Martcombe: can be spent in Martcombe lands or traded in other places, -0 space
>Modest Traveling Pack: 6/12 space, can be worn on back alongside small but roomy sack and small sack, three bags is slightly encumbering giving -1 to hit or dodge or speed not because of the weight but the volume, one container can be abandoned
> >2 Victuals: slightly red trail rations that smell of copper, -2 space
> >4 Victuals: seemingly normal bread similar to the river village's, -4 space

You have to think, what do you want to take and what do you want to leave? You haven't even started on the courier and his pack.

>Donnel,NeutralGoodHuman, Lv 2 (Treacherous) Fighter/Lv 2 (Torchbearer) Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Tough: +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever:+4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 57/57
>(Treacherous) Fighter XP: 16/30
> >Shoulder Throw, Pocket Sand
>(Torchbearer) Paladin XP: 1/30
> >Miracle of Warmth
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Small sack, 0/6
>0 Victuals, -0 Space

>2/2
>>
>>4446675
>Make the chainmail into a neck sheath and upper chest guard
Take everything but the helmet and longsword
>>
>>4446676
>Make the chainmail into a neck sheath and upper chest guard
>5 gold tokens, Saunders: can be spent in Saunders lands or traded in other places, -0 space
>3 gold tokens, Martcombe: can be spent in Martcombe lands or traded in other places, -0 space
>Traveling pack
>Take the bread but leave the meat
>Iron Dagger
Put all the XP into fighter.
>>
>>4446684
As much as I'd prefer to put the point from the fight into torchbearer, from an RP perspective it doesn't make a whole lot of sense.
>Fight exp --> fighter
if any of the exp we received was from the interrogation/interactions with the courier
>courier-related exp --> torchbearer.

For strictly RP reasons.
>>
>>4446675
>Lv 2 (Treacherous) Fighter: 16/30
>Make the chainmail into a neck sheath and upper chest guard

>>4446676
>Iron Dagger: 1d4 slashing or piercing damage, -4 space, can be worn on belt or hidden in boot
>5 gold tokens, Saunders: can be spent in Saunders lands or traded in other places, -0 space
>3 gold tokens, Martcombe: can be spent in Martcombe lands or traded in other places, -0 space
>Modest Traveling Pack: 6/12 space, can be worn on back alongside small but roomy sack and small sack, three bags is slightly encumbering giving -1 to hit or dodge or speed not because of the weight but the volume, one container can be abandoned
>4 Victuals: seemingly normal bread similar to the river village's, -4 space


Dump the strange victuals they look suspicious.
>>
>>4446692
+1 to this, also

>make the chainmail into the neck/chest guard
>take the tokens and travel pack
>plus the bread and the dagger
shields aren't as useful for a traveling guy like us
>>
>>4446675
it is sad to end a life and but it needs to be done if we want to bring the light to the people.
>Lv 2 (Treacherous) Fighter: 16/30
>Make the chainmail into a neck sheath and upper chest guard

>>4446676
Iron Dagger: 1d4 slashing or piercing damage, -4 space, can be worn on belt or hidden in boot
>5 gold tokens, Saunders: can be spent in Saunders lands or traded in other places, -0 space
>3 gold tokens, Martcombe: can be spent in Martcombe lands or traded in other places, -0 space
>Modest Traveling Pack: 6/12 space, can be worn on back alongside small but roomy sack and small sack, three bags is slightly encumbering giving -1 to hit or dodge or speed not because of the weight but the volume, one container can be abandoned
> >4 Victuals: seemingly normal bread similar to the river village's, -4 space

>leave the rest and abandon the small sack

Does the shield reduce our potential damage? if not then take it too.
>>
>>4446815
Unless you are duel wielding or swinging a two handed weapon, it does not, and can be used to shield bash. It does make pulling off shoulder throws and some treacherous maneuvers much trickier though.
>>
>>4446675
Those who fall to evil must be judged by the holy light. No need to hesitate in slaying those who live off the suffering of others.
>Lv 2 (Treacherous) Fighter: 16/30
>Make the chainmail into a neck sheath and upper chest guard
>>4446834
>leave the shield
>take the tokens
>take the bread and travelling pack
A shield would only limit our freedom of movement, we can tank some hits with the body we have.
>>
>>4446838
We nearly died to a sling, QM said shield would counter ranged
>>
>>4446841
I suppose we wear it on our back then. I don't feel like we should rely on the shield unless we know that we are against someone with ranged weaponry.
>>
>>4446841
oof, big facts though. That sling keeps coming back to humble us. I'm pretty sure that kid was a lvl .5 ranger or something to that effect though. We got shot with a crossbow and it hurt drastically less.
>>
>>4446684
>>4446692
>>4446743
>>4446801
You look down at the body of the Black Fang. Almost nothing remains of its neck and elsewhere it has been mangled, where throwing your weight crushed the ribcage and wrenched its limp, barely twitching arm out of socket. The eyes that stared at you in mortal fear have turned glassy and dull and its face is twisted in pain and despair. You were the one that made him feel those things and beat and maimed him for the sake of your rebellion. He was a monster of a man, but he was a man and you chose to kill him. That is a choice you accept and a choice you’ll make again and again if you are going to free the serfs and their veins, but it is a weight you are going to carry on your soul and you won’t deny that.

You are quiet for a moment then you lay your hand on the longsword. You remember what they must have done to reach their position and you grow cold. The holy light has chosen you and it is your duty to carry out the judgement. You can’t hesitate, not even for an instant because this is a war that goes deeper than yourself. You won’t hesitate or show mercy to those who choose to serve the vampires, because their masters showed no mercy to the innocent and they knew that but chose to betray their own kind. The dawn rises.

>+7 XP in Fighter class
>23/30 XP remaining

You take the chainmail, bundle it in your fists, and slowly, methodically tear it from a shirt into something unrecognizable until you throw it over your neck and shoulders. There aren’t many who can easily reach your neck but slight insurance against arrows and a little more coverage on the torso is never a bad thing. It fits under the jerkin well enough and what’s visible might even intimidate less fierce enemies. You butchered the maille to do it but the chains aren’t any softer and it’s better than what you had before.

>+Crude Chainmail Neck Sheathe: When you’re wearing this and are hit in the neck, there’s an 80% chance the attack loses -4 damage because it hits the chainmail instead of your neck, this is halved against crushing damage.
>+Crude Chainmail Torso Guard: When you’re wearing this and are hit by a physical attack, there’s a 20% chance the attack loses -4 damage because it hits the chainmail instead of your chest, this is a 50% chance if the attack has hit the leather jerkin, this is halved against crushing damage.

>1/2
>>
>>4446879
You look at the corpse and take anything else that might be useful but leave the strange rations on top of the bare, crumpled in chest for the crows. If they’ll even eat whatever foulness was added to taint them like that. The shield and helmet you leave for the moment because you haven’t decided whether you want to take them yet. That shield could be a life saver at some point and wouldn’t disrupt the sacks swinging around any because it would be tight on your back, but if someone spotted you with it they would immediately assume you were up to no good. Then again you already have a sheathed longsword, some crude chainmail armor, and a deep tan. Most of the others could be ignored but in a land ruled by vampires, a tan symbolizes rebellion like not much else does.

>Iron Dagger: 1d4 slashing or piercing damage, -4 space, can be worn on belt or hidden in boot
>5 gold tokens, Saunders: can be spent in Saunders lands or traded in other places, -0 space
>3 gold tokens, Martcombe: can be spent in Martcombe lands or traded in other places, -0 space
>Modest Traveling Pack: 4/12 space, can be worn on back alongside small but roomy sack and small sack, three bags is slightly encumbering giving -1 to hit or dodge or speed not because of the weight but the volume, one container can be abandoned
> >4 Victuals: seemingly normal bread similar to the river village's, -4 space

You ignore the body and turn back to the courier. He’s staring at you and is terrified, maybe because he just saw you manually tear a shirt of chainmail into a set of makeshift neck and chest armor. It’s around the middle of the night now and you have some time to spend. The task to slay Fraizer isn’t urgent, first you have to find him and you doubt the bastard will die of old age any time soon. This courier on the other hand… If he keeps shaking like that he might have a heart attack. You aren't sure that would be a bad thing. Before you go anywhere else you'll have to decide what you’re going to do with him.

>You will let him live, without that tattoo or his tongue
>See if you can manage a clean decapitation this time
>Cut the coward loose and let him run, you don’t care
>Leave him to rot while you go through his pack
>Ask some more questions while you can, write-in
>Demand he swear an oath to repent and follow you
>Force him to carry a sack, you’ll tie him up at nights
>Write-in

>2/2
>>
>>4446884
...shit
Uhhh...
>packmule him I guess.
>with the understanding that he lives on borrowed time, and at the very first inclination he's doing something shady, he loses his tongue and his hands.
>>
>>4446884
Would killing him be against our alignment or faith?

Also, do we get to roll 1d4 for a chance to get extra xp?
>>
Maybe we can make a situation where he is forced to join us by his "own volition"?
If we destroy or confiscate the packages he was to deliver, would the vampires let him live for the failed task?
>>
>>4446884
>give him a choice between life or death.
Just make sure to let him know that if he chooses to live, we will put him through far worse than any punishment any vampire could. Letting this fucker escape justice is clearly not happening, we will either force him to repent or have him die here and now.
>>
>>4446909
Killing someone that is actively, willfully serving the vampires and furthering their ambitions is not evil. As long as you're opposing evil and not indulging in it or harming the innocent most things can be considered good or at least neutral. Your reasons for doing something are important and so are the means to some extent, but the end is not necessarily relevant to your alignment. For example if a knight went and slayed a witch who was kidnapping children and boiling them in a cauldron but two seasons later a horrific disease swept through the village that the witch could've stopped, the knight did nothing wrong from an alignment or moral standpoint.

You do get to roll 1d4, sorry for not mentioning that.

>>4446913
You don't know what standards the vampires hold couriers to but you don't think they would be very kind to one that lost or destroyed their messages.
>>
>>4446913
Good idea. He can run if he chooses but I have feeling he won't.

>>4446884
>Ask some more questions while you can
Ask him if he's heard any rumors about other human rebels.
>>
>>4446884
>Ask some more questions while you can


>>4446931
this question
Then kill him
>>
>>4446919
>Ask the courier his name and what he makes of this whole situation.
>Would he be willing to atone for his sins against the Light and his fellow man?

We can make a better decision with more information. He's an insider in the vampiric court and probably knows his way around pretty well. Might even know well patrolled routes and interesting places out of the way. He might also betray us.
>>
Rolled 4 (1d4)

>>4446919
rolling for that sweet bonus exp
>>
>>4446950
Noice
>>
>>4446639
No I didn't, but suptg is better.
>>
Rolled 3 + 2 (1d10 + 2)

>>4446901
>>4446913
>>4446915
>>4446931
>>4446936
>>4446949
>>4446950
>+1 XP in Fighter class
>24/30 XP remaining

You stare at the courier and think of how easy it would be to cave in their skull and forget they were ever here but he looked on the holy light and begged to be forgiven and good is not about what is easy. You decide to continue your questions. "Have you heard of any other rebels or am I the only one?" The coward squirms. "Do you mean-" You interrupt. "Anyone that's rejected the vampires and their rule." He stares at the tree trunk. "I..."

>Rolling 1d10+2 to see what the courier has heard of (he gets a +2 for courier experience)
>>
Rolled 6 + 2 (1d10 + 2)

>>4447163
>>
>>4447163
"... am not a thrall runner. I served to ferry private messages not military dispatches, unless they were coded as well as conversational which... I would not put beyond my masters. You are certainly not the first fugitive serf to escape the bloodhounds and ambush a war thrall and likely not the only one in these woods but... a rebel? A resistance to amount to anything but fang fodder? I've never heard of it this century or the last but rumor has it there are outlaw bands preying on merchants, hermits isolating themselves from the world, and sects praying to forbidden gods, though never the holy light except to mention dry husks hung from palace walls... Even then, there are a handful of "resistance" movements run by the vampire lords themselves to ensure rebellious serfs waste their efforts on petty sabotage, alienating vandalism, and the rare market riot or village arson where thrall herds are in near response time, or so I've heard." False rebellion? You are dispirited to hear of this but not surprised that the vampires would use those underhanded means. Your resolve deepens. That only means there is more glory to be won for the light.

You speak to the courier and unsheath the Black Fang's dagger. It's yours now and the tip is hovering over the back of his neck. "Are you willing to atone for your evils against the holy light and your fellow man?" The courier goes silent and slowly, very delicately nods. "Say it." He squirms. "I... Yes." You shake your head. "I said say it." His mental weakness is more pathetic than anything of his arms and legs. "I... I am w-willing to atone for... my... evils against the... h-ho-HOLY LIGHT and m-m-my fellow man." You speak. "Do you renounce your oath to the vampire lords and their accursed spawn?" He shakes his head. "I cannot." You press the tip of the dagger to his neck and he squeals. "W-WAIT! Th-the ink in the eye is not normal. They have ways, means of knowing when a letter has been opened or an unsanctioned bribe taken. Nothing so specific as words but to renounce the oath and spit on the sacrament? I would be dead by the dawn of the sixth day from this moment. Please, I beg of you sund- lightseeker, I will... repent if that is what I must do to escape the judgement I saw but I cannot renounce the courier's pact." You stare.

>1/2
>>
>>4447247
"WAIT AGAIN, the pact is m-merely that I do not meddle with their messages or deceive them through written word nor spoken tongue, although I must remind you that couriers are customarily kept ill-...iterate in the land of Schwarzwald and I am no different. Spare my life and I will serve you in all ways, give you all that I know, everything in that bag but the message from one lord to another is yours! Just free me from these ropes and you will have my loyalty. Anything to escape the wrath of yo- the u-uh... ho-holy light" You think about everything he's said so far and come to a decision.


>You'll give him a quick and clean decapitation
>You'll carve the eye from his skull and the tongue from his mouth
>You'll let him go once he has sworn an oath to worship the holy light
>You'll keep him as your prisoner until further notice
>Write-in

>2/2
>>
>>4447248
>Take his things and leave him to his masters or whatever fate finds him first. He has chosen his side in this. Offer him a quick decapitation, it would be a mercy.

"Only an honest death will cure you now."
>>
>>4447275
supporting this.
>>
>>4447248
>>4447275
Support, but ask what would happen if we were to... remove... that tatoo.
>>
>>4447387
It would be extremely painful
>>
>>4447437
For him.

But seriously, we can either sear it off using fire to heat a knife, or flay that part of his body. If he wants it removed, of course.
>>
>>4447471
Even if he doesn't. The holy light can help this man. (At the cost of an eye)
>>
>>4447275
this
>>
>>4447475
>Even if he doesn't.
Nah i don't think Donnell has enough experience with religion or faith to force his on another in such a way. It would be cruel and possibly lead to a betrayal by the maimed man later down the road. No matter how this plays out this event will send a message to the vampires. While i think killing him or leaving him is harsh i think dragging this guy around while being suspicious of him will just be a headache and Donnell doesn't need a possible knife at his throat while he sleeps.
>>
>>4447248
>Write-In
Take his things. Then kill him for all his crimes. If they found him we don t need that they interrogate him, we aren t in any position of safety and still weak. Dump it s body and the black fang one somewhere were they can t be seen. Cover them with dirt, branches and leaves. Then go away.
>>
>>4447275
>>4447387
>>4447387
>>4447617
>>4447934
You look at the courier then back at the bag they dropped when they were grabbing their bodyguard's shield. He doesn't dare to ask you why you didn't respond while you rummage through his things and take everything that seems like it could be useful.

>Small but roomy sack, 8/12 space
> >Sealed scroll, it is clasped tightly shut and script is written on the outside that you can't read, -2 space
> >Quill and inkwell, the quill is sharp and the inkwell is almost full, not often used, -1 space
> >3 Victuals, bread that seems to be very well made, -3 space
> >2 Victuals, hunks of thick white cheese that almost melts in your hands, -2 space
> >5 copper tokens, Martcombe
> >1 gold token, Saunders

You don't remark on the sealed scroll or the quill and inkwell but the tokens catch your attention. "Where are the rest of your tokens? I thought you said you had dozens." The courier stutters. "Y-ye-yes b-but not on my person no. The greater share is sealed in Urphiel's vault, a security I paid dearly to acquire. The Black Fang whose name I was not permitted to know held my pay in e-escrow but-" You don't know that word. "What?" He taps his foot and sighs. "Ahh, until we arrived and the scroll was given, at which time I would hire another escort and-" You stare. "You... hired him?" He nods. "I... did. Only a vampire can command the thralls and while they could have a war thrall accompany every courier, they make it a point of pride not to send an escort as though their name was shield from aggression enough. Most often, it is but it is a rare courier who goes alone unless he is in a hurry or trying to go unseen or is a terrible miser. More, it has couriers paying back a good deal of the tokens they earn and encourages them to hurry lest their profits be run thin or the thrall butcher them and deliver it themselves, something uncommon but rarely frowned upon. The vampire lords generally disdain the breaking of contracts and have unspeakable punishments written for those who would cheat or swindle or fail them. Black Fangs are expensive but I am quick and cautious and that is why I am or- WAS privileged to deliver messages between the vampire lords themselves."

>1/3
>>
>>4448427
You've learned more about the vampires and their rules talking to this weasel in an hour than you did in almost two decades as a serf but your thirst for knowledge hasn't been quenched yet. You put your hand on the dagger's handle and stare at the stylized eye. "Why?" He mutters. "They didn't care who I was until I got this tattoo." You see the fear in his eyes but have to ask. "If I were to... remove that tattoo, would you die?" The courier flinches. "It would be extremely painful." You think. "For you." He sounds panicky. "And yes, a-almost certainly when the scarring was seen or infection set in. Breaking the courier's pact is forbidden on death by curse or fang... I cannot do it at this time." You've heard enough.

"Funny an illiterate would've kept scrolls and packed an inkwell. I don't take kindly to liars so let's see what all this was about." The courier is silent then whispers. "No, p-please, we can make amends-" CRACK. So that's the noise a scroll makes when it opens. It's written in cursive you can barely decipher but you read it out loud so the ex-courier can hear too. It's very long and verbose but simple enough, Urphiel says that Gyles' limerick on the taste of a woman's arterial blood was sublime and requests four wagon loads of smooth masonry for the expansion of a city road. "Hardly worth this much trouble, was it?" The thin, frail man tied to the tree goes limp and twitches his fingers when you toss it into the fire.

>+1 XP to Intermediate Literacy!
>2/60 XP remaining!

"... Lightseeker, you've doomed me." You spit on the ground. "You've chosen your side in this and you chose it long ago. I'll do nothing but leave you to the fate you made." He's started to weep in despair. "Nonononono... " You lift the longsword and hold the edge to his neck. "Only an honest death can cure you now. This is the last chance you'll get. I can end it in a moment, just say the word." The courier shivers and looks like he's about to beg but his face is twisted in anger and he starts to shout when you turn your back and walk away. "... You BASTARD! Everything was going well and then you came and you... and you... And you ruined me! For your own sun and your own ego! I'm dead, DEAD because of you! SUN DEVIL, you did this! Don't you leave me! DON'T YOU LEAVE ME!" You don't look back and when his angry screaming turns to desperate begging and then faint sobbing until you can't hear it anymore. You tell yourself he earned this.

>2/3
>>
>>4448430
>+2 XP in class of your choice

You start looking for another patrol.

>Roll three 1d10, difficulty: 6
>Roll two 1d4 for XP gains

>Donnel,NeutralGoodHuman, Lv 2 (Treacherous) Fighter/Lv 2 (Torchbearer) Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Tough: +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever:+4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 57/57
>(Treacherous) Fighter XP: 24/30
> >Shoulder Throw, Pocket Sand
>(Torchbearer) Paladin XP: 1/30
> >Miracle of Warmth
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Iron Dagger: 1d4 slashing or piercing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Crude chainmail neck sheathe, 80% coverage on neck, -4 protection, -2 against crushing damage
>Crude chainmail torso guard, 20% coverage, 50% if leather jerkin is hit, stacks, -4 protection, -2 against crushing damage
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>5 gold tokens, Saunders
>3 gold tokens, Martcombe
>2 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Modest Traveling Pack, 4/12
> >4 Victuals, -4 Space

>3/3
>>
>>4448433
I'll roll for the encounter. Wouldn't it be a good idea to try to get to the next level of fighter and then focus on paladin? We're so close Anons. I like the idea of rp exp going to torch bearer but we're also going in search of another patrol and we might not be so lucky next time.
>>
Rolled 10 (1d10)

>>4448433
>>
Rolled 10 (1d10)

>>4448433
>>
Rolled 3, 4 = 7 (2d4)

>>4448433
i'll roll for exp then

this encounter was mostly a Fighter type anyway
>>
Rolled 10 (1d10)

>>4448433
>>
>>4448447
>>4448454
>>4448478
really
>>
>>4448427
> Sealed scroll, it is clasped tightly shut and script is written on the outside that you can't read, -2 space
> Quill and inkwell, the quill is sharp and the inkwell is almost full, not often used, -1 space
> 5 copper tokens, Martcombe
> 1 gold token, Saunders

Eat the courier victuals. Enough for be satiated for the travel ahead.

>>4448433
xp in fighter class


>>4448447
>>4448454
>>4448458
>>4448478
nice rolls
>>
What did you want to take from the courier's pack?

>>4448447
>>4448454
>>4448478
That's a first.
>>
>>4448490
> Sealed scroll, it is clasped tightly shut and script is written on the outside that you can't read, -2 space
> Quill and inkwell, the quill is sharp and the inkwell is almost full, not often used, -1 space
> 3 Victuals, bread that seems to be very well made, -3 space
> 2 Victuals, hunks of thick white cheese that almost melts in your hands, -2 space
> 5 copper tokens, Martcombe
> 1 gold token, Saunders

I would have liked being this lucky when trying to save the life of that Zyadi man.
>>
At some point we should have Donnell check on Gram Gram. I've never strolled outside with a cat but her night vision could be useful. If we were to rearrange our load out she could probably fit in one of our satchels and carry her. Second set of eyes for night.
>>
>>4448498
Supporting
>>
>>4448498
supporting but our pack is nearly full when taking into account all of this so we probably should eat some of the victuals now.
>>4448500
Don't know how useful Gram Gram would be at doing that
>>
>>4448506
True. Plus it would attach her to us and we're going into the danger. But when Donnell reaches three next level of treacherous fighter we can learn Cats Out of the Bag. Cast Cat as a free action for 1d6 slashing damage for 1d3 rounds.
>>
Since you rolled three 10s in a row, instead of finding a patrol in a good spot to ambush you've found the aftermath of an ambush and the one responsible. It turns out you aren't alone. I didn't think the random adventurer chart would come out this early. Taking this from a random encounter to a possible party member is up to you but a mutual hatred of vampires is a good starting point.

>Roll two 1d3 for alignment
>Roll one 1d6 for class
>Roll one 1d10 for race
>>
Rolled 3 (1d3)

>>4448515
This quest just keeps getting better and better. I'll roll once to encourage others to participate.
>>
Rolled 4 (1d6)

>>4448515
>>
Rolled 7 (1d10)

>>4448515
>>
Rolled 3 (1d3)

>>4448515
>>
>>4448527
>>4448521
...chaotic evil? haha
>>
Forgot to post the chart, you'll have to roll for the archetype of the class too but there are different amounts for different classes so it depends on which one you roll. The odds are skewed heavily by the fact that you're in Ostiroth.

>Standard Classes:
>1- Fighter
>2- Rogue
>3- Ranger
>4- Magic User
>5- Rare Class
>6- Multiclass

>Rare Classes:
>1- Warlock
>2- Monk
>3- Druid
>4- Psion
>5- Cleric
>6- Paladin

>Race:
>1-6- Human
>7-8- Dhampir
>9- Near-Human
>10- Exotic Race
>>
>>4448529
If it's based on the same chart for rolling Donnell i think it'll be chaotic good. Just a hunch but hey looks like we're gonna see a magic user.
>>
>>4448534
I thought it was chaotic evil on the roll considering it went good/neutral/evil and lawful/neutral/chaotic. Chaotic evil dhampir that uses magic certainly makes things interesting.
>>
>>4448538
Yeah, you're right. I read the rolls wrong, realized OP used first roll of both initial rolls to determine alignment. This will be interesting. Witch?
>>
>>4448538
>>4448540
Maybe someone's going through their rebellious stage.
>>
>>4448521
>>4448527
>>4448523
>>4448525
Hmm...

>Roll 1d6 for archteype

>1- Witch
>2- Magician
>3- Elementalist
>4- Artificer
>5- Wizard
>6- Sorcerer
>>
Rolled 3 (1d6)

>>4448552
>>
>>4448556
neat!
>>
>>4448556
>Roll 1d6 for Element

>1- Fire
>2- Water
>3- Earth
>4- Air
>5- Twofold
>6- Esoteric
>>
Rolled 4 (1d6)

>>4448561
>>
Just caught up on this quest, it is looking good so far.
>>
>>4448521
>>4448523
>>4448525
>>4448527
>>4448556
>>4448562
>Chaotic Evil Dhampir Wind Elementalist
It seems you've run into someone's deviantart oc, lmao. The difference between a Witch, a Magician, an Elementalist, an Artificer, a Wizard, and a Sorcerer is that a Witch doesn't necessarily need talent but knows folkloric spells and hedge lore, a Magician has almost no natural magic but stretches theirs to the limit with illusions and low-intensity tricks, an Elementalist attunes their soul to a specific element either through constant meditation or by accident to trade versatility for power, an Artificer pours their inner talent into the creation of almost permanent tools while a Wizard pours their inner talent into understanding and briefly manipulating some of the laws that make reality function, and a Sorcerer has supernatural blood that gives them specific supernatural power and causes their soul to change and grow into something unnatural over time.
>>
I'm going to be busy with my folks and might not be able to update again today or possibly next morning as well but I will when I can. Also I forgot part of the chart, can you roll me a 1d10 for their sex, even male, odds female? Different classes have different likelihood to be different sexes but elementalists usually have an even spread.
>>
Rolled 1 (1d10)

>>4448582
If we got a fire elemantist just imagine how this gender reveal would have gone
>>
>>4448592
pfffffffft hahahahahaha got'em
>>
>>4448498
+1
>>
>>4448578
Aw shit, are we gonna be able to kill this bitch? A magic half vampire chaotic evil lady, I don't like our chances.
>>
>>4449357
Seems likely, chaotic evil is usually no joke. If we are not immediately attacked on sight I'd be pleasantly surprised.
>>
>>4449401
Donnie isn't lawful good. He doesn't care as long as she's killing vamps and not innocents.
>>
>>4449529
Chaotic alignment isn't the worst case scenario theoretically (with lawful evil being the worst possible). Chaotic alignment should mean they would be opposed to vamps since they are the law. The other side though is that they are completely unpredictable and hem being evil is certainly a problem. If we want her as a party member, would probably need a way to prevent them from just killing us in our sleep.
I think that Warmth might be enough as a deterrent if needed to at least prevent them from killing us or innocents, although an overall alignment change to good/neutral would be quite difficult.
>>
>>4448447
>>4448454
>>4448478
>>4448458
>>4448498
You think about eating as much bread and cheese as you can to get enough room in your pack but realize since you've already read and burned the scroll, you can just barely fit everything as it is. You still eat some of the cheese because it's like nothing your tongue has ever touched. The way Gram Gram stares at you is inscrutable but almost gives you the impression she's disappointed you didn't end it quick. She's certainly pleased to get a little hunk of cheese though, if not the aftermath. You decide to pay more attention to the cat from now on because you can't dismiss the thought that it isn't normal.

>+3 XP in Fighter class
>27/30 XP remaining

In two days you're running low on cheese and have put a dent into the fine bread and are almost beginning to wonder if the vampire lords keep serfs ignorant of what their thralls eat every day for good reason. You see a massive plume of black smoke in the distance and start to approach immediately. You're careful not to run straight into the fray but you draw your longsword and are careful not to step on any twigs while you hurry. Almost halfway there you hear high-pitched whistling and what sounds like splitting timber. You strengthen your grip and start moving faster when you catch a faint groaning on the breeze. An innocent might be in danger and every second you waste is another they might be dead or dying.

>1/2
>>
>>4449542
Being chaotic evil she's going to be unpredictable and self serving above all else. As a teammate we would have to convince her that working together would be the most self serving thing to do and she will probably want us to compromise on our own code at some point down the road. I don't think using Warmth straight away is a great idea because we're just too weak as a paladin right now, it could enrage her and we end up fighting a potential ally. Instead i would try to ease her into it at some point, if she asks why we fight we tell her just like with the kid and that we now carry a light within. Offer to show her the light but honestly warn her that the light will burn and illuminate. For the time being though she'll be a loose cannon that we should try to point in the right direction.
>>
>>4449637
You find the source of the smoke and stop dead. A tent has been collapsed and set on fire and you can see the outline of two bodies beneath the smoldering canvas. Nearby, a tree has been split down the middle by a man with his hair shaven into three strips and his neck bent at an unnatural angle. In the center of the campsite you can see another with the same haircut trying to crawl away only to stop and go limp when someone crouches over their back and very gently sinks a dagger between their ribs. They stand and you get a clear view of them, a thin and well-balanced figure something tells you is sturdier than it looks, hidden beneath a black cloak. The face is concealed by a strip of dark cloth, leaving only a pair of clouded grey eyes visible. Those go wide when they spot you and the stranger stumbles back but they calm down slightly when they see your unkempt hair and get their gloved hands on a willowy staff that was leaned against a tree. You think that judging by their hair and lack of armor these were a group of cracked daggers on patrol that whoever this is ambushed and they're either extremely lucky, extremely skilled, or there's something going on that you can't determine at first glance.

Those eyes though... They aren't natural. You remember the stories the elders at your old village used to tell you growing up and shudder. There isn't a doubt in your mind you're staring at a dhampir that's covered themselves from the sun and the only reason you don't charge and strike them down where they stand is that they've ambushed and killed a group of war thralls. Unless they're in the employ of a vampire lord and you doubt it because they're alone and you've heard dhampir agents always work in twos or threes, you'll give anyone who's struck a blow to the vampire lords the benefit of the doubt. You size each other up. They're silent and in a wide stance, waiting for you to make the first move.

>Say something to break the silence, write-in
>Nod in approval and walk away
>Charge and go for a killing strike
>Write-in

>2/2
>>
>>4449641
>Nod in approval but don't walk away
>>
>>4449641
Deleted this post because I accidentally deleted the 2/2 marker. It's otherwise identical to the other one and any votes to it will also count.
>>
>>4449644
>Nod in approval and walk away.
yeah no, our aligments are opposites and we will never reach a compromise, walking away is the best.
>>
>>4449644
>Nod in approval and walk away
>>
>>4449661
Changing mine to walking away. We've made ourselves known, that we're not hostile to them, and that we approve of what they've done. If we run into them again they'll know that at least we're not an enemy.
>>
>>4449644
>Say something to break the silence, write-in
>"Nice work on the thralls, it's good to see someone else bringing the fight to the vampire lords. What I wonder though, is why would a dhampir do it?"
>>
>>4449644
>Nod in approval and walk away
best not to risk things.
>>
>>4449659
>>4449661
>>4449664
>>4449685
A dhampir... There are some boundaries you aren't willing to cross. You look at the bodies of the thralls and back to them, give a firm nod of approval, sheath your longsword and walk away. The message is clear and you don't hear a word from them but you can feel that quiet stare in the back of your head long after you leave. A dhampir... Maybe you aren't alone in your struggle but you might rather be. Some risks aren't worth taking.

>+1 XP in Paladin class
>2/30 XP remaining

You think about who that was and why a dhampir of all people would've been out there hunting war thralls but dismiss the thoughts from your mind. Maybe you'll meet again, maybe you won't. It doesn't matter who they were, what matters is what you're going to do. You start hunting for another patrol.

>Roll three 1d10, difficulty: 6 to find a patrol
>>
Rolled 4 (1d10)

>>4449702
>>
Rolled 2 (1d10)

>>4449702
>>
Rolled 5 (1d10)

>>4449702
>>
>>4449707
>>4449709
>>4449711
>0/3 successes
You search the woods for three days but find no trace of another soul aside from scattered animal tracks. The last of the courier's rations have been eaten and you only have the bread for four days left. You wonder if there isn't a better way to fight the vampires than wandering the woods until you stumble into a patrol but at the moment there are few alternatives. Some company would be much appreciated but with Gram Gram at your side and the holy light on your back it could be worse and you would rather be lonely than wake up to a slit throat. You think deeper about your struggle. Maybe a more focused resistance would be better.

>Look for a pathway you can follow
>Search for an outlying settlement
>Try to find a beast you can slay
>Keep hunting for another patrol
>Let the holy light guide your feet
>Write-in

>Donnel,NeutralGoodHuman, Lv 2 (Treacherous) Fighter/Lv 2 (Torchbearer) Paladin
>Large and Mighty: +12 HP, +2 to HP rolls, +1d8 to damage and +8 to strength checks
>Tough: +2 to poison/disease resistance rolls, +6 HP, +1 to HP rolls, +1 to HP regen speed, HP roll bonus is retroactively applied to previous levels gained
>Stubborn: +4 to will checks (your combined levels also provide a bonus)
>Clever:+4 to intellect rolls, roll 1d4 when getting XP, on a 4 get extra, don't roll more than one
>HP: 57/57
>(Treacherous) Fighter XP: 27/30
> >Shoulder Throw, Pocket Sand
>(Torchbearer) Paladin XP: 2/30
> >Miracle of Warmth
>Inventory:
>Iron Longsword: 1d8 slashing damage, on belt
>Wooden Club: 1d4 crushing damage, on belt
>Iron Dagger: 1d4 slashing or piercing damage, on belt
>Large thick leather jerkin, 40% coverage, -2 protection
>Crude chainmail neck sheathe, 80% coverage on neck, -4 protection, -2 against crushing damage
>Crude chainmail torso guard, 20% coverage, 50% if leather jerkin is hit, stacks, -4 protection, -2 against crushing damage
>Large rough homespun clothes, wearing
>Tiny quiver: 9 crossbow bolts, 3 silvered, 6 iron
>6 gold tokens, Saunders
>3 gold tokens, Martcombe
>7 copper tokens, Martcombe
>Small but roomy sack, 12/12
> >Hand Crossbow: 1d2 piercing damage, -2 Space
> >Iron Shortsword: 1d6 slashing damage, -6 Space
> >Pot, -4 Space
> >0 Victuals, -0 Space
>Modest Traveling Pack, 5/12
> >Quill and Inkwell, -1 Space
> >4 Victuals, rough bread, -4 Space
>>
>>4449770
>Try to find a beast you can slay
preferably a boar or deer, not a werewolf.
>>
>>4449770
>Try to find a beast you can slay
>>
>>4449770
>Try to find a beast you can slay
>>
>>4449770
>Try to find a beast you can slay
>>
>>4449781
>>4449789
>>4449812
>>4449823
If you want to resist the vampire lords you can't do it while depending on their supplies to keep yourself fed. You need to be self-sufficient and to start that you need to find a beast and kill it. Deer, wolves, and harder to find things, as long as you don't run into a boar pack or proper monster you should be fine. If you do... You'll give them a fight.

>Roll three 1d10, difficulty: 8 to find a beast (it's hard because you're large and don't have any stealth skill)
>>
Rolled 9 (1d10)

>>4449887
>>
Rolled 8 (1d10)

>>4449887
>>
Rolled 6 (1d10)

>>4449887
>>
>>4449888
>>4449899
>>4449903
>2/3 successes
You try to sneak through the woods and with every step become painfully aware that while on the field your size is a boon when stalking the woods it is an equal hindrance. Despite that you stay light on your feet and are stubborn in your search and are rewarded. Out in the middle of a clearing is a buck with haunches the size of your hands. Its antlers have six points but you can see where a seventh was snapped off. You've heard the harvest is when mating season arrives for most of the beasts so they can give birth in the spring. You've thought that made sense but didn't know firsthand back on the farm. It's a huge animal and could keep you fed for weeks. The problem is that it's faster than you with keen senses and you doubt the hand crossbow could drop it in one shot. You can't leave an opportunity like this behind. Gram Gram watches curiously.

>Charge with your longsword/club and try to reach it while it's surprised
>Pull your hand crossbow and make a called shot at it (write)
>Attempt to sneak up on the buck with your longsword/club
>Try to stalk it until you get a better chance without letting it know you're there
>You don't know, ask Gram Gram for advice
>Write-in
>>
>>4449914
>>You don't know, ask Gram Gram for advice
This option is VERY conspicuous.
>>
>>4449914
>Pull your hand crossbow and make a called shot at it (write)
>Heart/Lungs
>>
>>4449914
>Try to stalk it until you get a better chance without letting it know you're there
>>
>>4449914
i change my vote here
>>4449924
to support this one

>>4449923
>>
>>4449914
>crossbow, aim for a leg

A leg shot is much easier than aiming at a particular organ or the head, especially with the small darts that we have. We can then close in running, as it will be slowed down, and beat it to death with the club. A couple good hits to the head should be enough.
>>
>>4449914
>Pull your hand crossbow and make a called shot at it (write)
>leg
If they are slowed down then its going to be a lot easier for us to catch up to them.
>>
>>4449936
>>4449937
their lungs are pretty big, I think it would be easier than shooting it in one of it's legs. Plus it would slow it down significantly with a pierced lung.
>>
>>4449914
>You don't know, ask Gram Gram for advice
When that doesn't work
>Try to stalk it until you get a better chance without letting it know you're there
>Charge with your longsword/club and try to reach it while it's surprised

Donnell has a snowball's chance in hell of hitting it at range and if we did the hand crossbow does like 1d2 damage. It didn't slow Donnell down one bit.
>>
Why does my ID change sometimes? Is it like an inactivity counter or something?
>>
>>4449957
probably dynamic ip
>>
This is technologically before firearms went into vogue for hunting as a whole so game aren't as skittish as they are in modernity, or would be, if you weren't menacingly huge. The hand crossbow does minimal damage because it doesn't have much draw weight due to its small size, but silver can do hefty damage to certain targets on its own and the fact that the bolts are barbed makes them much deadlier as you've seen firsthand. You were lucky to get away with so little damage.

>>4449957
When a poster's IP changes their ID changes, it doesn't keep track of what a poster is using to post.
>>
There is a tie between legshot, lungshot, and asking Gram Gram for advice so I am going to run some errands for an hour or two and then come back. Pic related is a diagram of a buck's organ spread, they can be very tenacious.
>>
>>4449984
fuck it changing vote to asking Gram Gram, consult the cat when in doubt.
>>
>>4449993
Gram GRAAAMMM
>>4449914
>>
>>4449914
>You don't know, ask Gram Gram for advice
> Called shot to the leg

I feel like there is maybe a 5% chance asking the cat might do something. But if/when it dosent, a shot to the leg will slow it and leave a blood trail and we can basically just chase it down at a light jog till it is exhausted, persistence hunter style. If we get it, we should thank the Sun god for growing the grass which fed the buck which will now, in turn, feed his servant.
>>
>>4449920
>>4449950
>>4449993
>>4450006
>>4450077
>>4449936
>>4449937
>>4450077
You lean down to the cat and whisper as softly as you can. "Gram Gram, I don't know what to do. I was raised on a farm and never poached a day in my life. Do you have any advice?" The wrinkly creature faintly rumbles like it's pleased by the attention and rubs against your leg. You wait a moment but there's no advice forthcoming. So much for that idea. You check to make sure the hand crossbow is loaded with a regular bolt and aim for the leg. You don't know where a deer's vitals are but putting a barbed chunk of iron into the leg ought to slow it down. You take a deep breath. The cat frizzes on your boots and the buck stops chewing acorns. You aim and shoot.

>Roll 1d10+2, difficulty: 10 to shoot the buck in the leg (you get a +2 because it is a close, still target but it's still a small target and you don't have any skill with the crossbow)
>>
Hand crossbows are somewhat less accurate than regular crossbows which are somewhat less accurate than heavy crossbows which are somewhat less accurate than siege crossbows at range. Ballistae are arguably a type of crossbow but your strength isn't high enough to easily freehand one.
>>
>>4450122
The accuracy depends on how much force a crossbow is putting out which depends on its size, unlike a bow, which also depends on the user's strength. Hand crossbows are nasty at point blank range and a very portable way to get your target poisoned or bleeding before it reaches you if you have it drawn but using it at range takes a lot of technique. Strength isn't useless for crossbows because it increases how quickly you can reload them, for you a hand crossbow takes about five seconds to reload because you only have to move your hand but for a normal person it might be ten or even fifteen seconds because they have to strain to pull it and then mount the bolt.
>>
Rolled 9 + 2 (1d10 + 2)

>>4450114
>>
>>4450148
You enter a state of calm and everything gets still. You pull the trigger, barely feel the recoil and see the bolt fly the same second you hear the twang. It whishes through the air and into the buck's back left upper thigh where its barbs hook deep and its point sinks deeper. You have a hard time putting the noise that comes out into words.

>Roll 1d2+2 for damage (+2 for spot that's fleshy and full of veins)
>>
Rolled 1 + 2 (1d2 + 2)

>>4450162
>>
Rolled 10 + 2 (1d10 + 2)

>>4450165
The deer's bleat is deafening and you see it bunch up and start to sprint which only works it in deeper and seals its own fate.

>3 piercing damage dealt to Large Buck!
>Large Buck, -3 HP, 13/16 HP remaining!
>Large Buck has been lightly wounded!
>Barbs embedded in leg of Large Buck!
>Barbs will inflict 1 piercing damage per turn until they are removed if Large Buck continues to move!
>When removed, barbs will inflict 1d4 bleeding damage for 1d4 turns, +1 damage for each turn Large Buck has moved!
>Large Buck's upper leg has been pierced!
>Large Buck's mobility is impaired, -4 to quickness until bolt is removed!

A second afterward you've grabbed your club and are sprinting after the buck. It's lightning fast, even faster than you were expecting but you see it stumbling from a limp and know you have a chance.

>Roll 1d10 to outrun the buck and reach it to land a killing blow
>>
Rolled 5 (1d10)

>>4450174
>>
>>4450176
Your legs are long and you run fast but... You're no deer. It's there and gone like the crack of a whip and almost has you throwing the club after it in frustration. That's not the way of the holy light though so you calm yourself down and look for any sign of where it went. You're no tracker but that bolt got deep and you don't think it could be that hard, can it? Gram Gram scratches a tree and watches you scramble.

>Roll three 1d10, difficulty: 6 to track the buck (it's heavy forest but there's a good chance blood would've spilled from the bolt wound)
>>
Rolled 2 (1d10)

>>4450183
>>
Rolled 4 (1d10)

>>4450183
>>
Rolled 1 (1d10)

>>4450183
>>
>>4450188
>>4450190
>>4450197
well fuck, there goes dinner
>>
>>4450188
>>4450190
>>4450197
>0/3 successes
Four hours later you're down a crossbow bolt and have nothing to show for it but mud and shame. You pace in circles where the buck stood, thinking about everything you could've done differently but pray to the holy light as the sun sets and don't dwell on it. You only have so much time in this world and you can't waste it drowning in regrets. The cat sits on a flat stone staring at you with those wide, strange eyes. You'll get the next one. When you climb up a tree and go to sleep, Gram Gram follows you and worms her way under your armpit and presses the side of her head up to your chest. She's a weird cat so you think nothing of it while the branches creak and you drift away.

...

>You reawaken in a soft chair you've never sat in wearing fine clothes you don't own in a cozy cabin you've never seen next to a hearth you've never lit. You’re so comfortable after so many months of hard labor, harder training, and trekking the woods you’re almost uncomfortable. None of it feels real and on some instinct you know you're dreaming but it's all so vivid you almost have a hard time believing it’s not. You feel a familiar warmth in your richly clothed lap and on force of habit your calloused fingers slide and start scratching the part when the wrinkles roll just behind droopy, withered ears.
>The cat starts purring and you tilt back the chair and for a moment, you close your eyes and decide to appreciate the break from your struggle. Then she stretches out and yawns and simultaneously from inside your head and everywhere around you at once, you hear the creaky, doddering voice of an old, old woman. Somehow it feels more real than anything else here.
“Silly boy~ I was wondering when you were going to ask a poor old cat for a spot of help. That wasn’t a bad shot, too, shame you don’t know your own foot from a print. Of course, you wouldn’t have learned anything if old “Gram Gram” held your hand…”
>You’re shocked speechless and glance down at the cat. It’s curled up into a ball but you can see its eyes staring straight into you. They’re bright with real intelligence and something tells you that the voice only could’ve come from one place.



>”I knew you weren’t a normal cat.”
>”This is all a dream, isn’t it?”
>”A-are you some kind of spirit?”
>”G-GRAM GRAM?!”
>Keep scratching
>Sprint for the door
>>
>>4450290
>>”I knew you weren’t a normal cat.”
>>”A-are you some kind of spirit?”
>>
>>4450290
>”I knew you weren’t a normal cat.”
>”A-are you some kind of spirit?”
>>
>>4450290
>>”I knew you weren’t a normal cat.”
>>
>>4450293
>>4450304
Supporting
>”This is all a dream, isn’t it?”
I want to know more
>>
>>4450290
>”A-are you some kind of spirit?”
>>
>>4450290
>”I knew you weren’t a normal cat.”
>>
>>4450293
>>4450304
>>4450306
>>4450308
>>4450339
“I knew you weren’t a normal cat.”
>Her fur bristles as she scratches your trousers
“Oh, you could say that much~”
>Your mind is overflowing with possibilities
“A-are you a spirit?”
>She tenses her shoulders and brushes against your stomach
“Ahh… nothing so pedestrian~”
>You try to make sense of the situation
“This is all a dream, isn’t it?”
>Gram Gram purrs and licks herself
“Mmmm, more a figment of our shared imagination. The chair... the clothes… the chimney… All fake, we could’ve just easily met in a cloudy void…”
>You think…
“If none of it’s real, then why?”
>...
“Why not? No reason not to make our conversation a bit more pleasant. Spirits know that stretch of the woad is so dull and dreary.”
>You can’t argue with her there and don’t even try. Instead you go back to rocking and get a whiff of the chimney fire. It’s burning cedar. A subtler man might have beat around the bush but you’re a warrior of the holy light and
“Explain yourself. What’s going on, why am I here and why can you talk?”
>The cat hisses softly but there’s no hostility in the tone, only a raspy shuddering that confuses you until you see it for what it is. Laughter.
“Silly boy~ We are here precisely because I ~can’t~ talk in my present guise but there’s a number of things that need to be said. Firstly, you’ve a remarkably clean mind for a boy your age~ All honor this and duty that… Admirable really.”
>You blush and grip the armrest of the chair but curiosity burns out your embarrassment.
“What needs to be said? What are you? What does this have to do with the vampires?”
>She curls up again and seems to sleep, for a moment, and she’s jumped from your lap onto a table carved more smoothly than anything you’ve ever seen outside of a vampire’s lair. There’s a mischievous glint in her eye and she tilts her head toward a kitchen almost as large as the rocking chair room. A kettle and pair of porcelain cups stand out.
“Oh, calm down the melodrama for a minute will you? Time moves like molasses here, relax and you’ll have plenty left to have all your questions answered. Now, why don’t you be a dear and make us some tea while I soak in the warmth and listen to the wood crackle?”

>1/2
>>
>>4450423
>You stand from the chair and look down at Gram Gram, who’s busy squirming in front of the hearth. Whether or not she’s a spirit there’s certainly something catlike about her, that’s for sure. You don’t suppose you’ll get any answers before you whip up some tea, however you’re supposed to do that, and you walk into the kitchen in a pair of fuzzy slippers you’ve never once slid on. The kettle sits there and you don’t know what do but somehow your hands do and in a minute you’re brewing some tea from a strange set of leaves you don’t recognize like you’ve been doing it your whole life. The cat sits until it’s done and you have one in your hand and one easily accessible on the floor before she moves again.
>The tea is good, you’ve never tasted a drop in the real world but the feeling on your tongue is like no water you’ve ever drank. Almost bitter but there’s something sweet. You go along and sip some before you stare at the cat and she sighs.
“There~ that’s better isn’t it? Now then, ask me those questions of yours but don’t go rambling. Please, one at a time. You’ll find the older you get the more difficulties you tend to have.
>You firmly contemplate the circumstances and are no less confused than you were ten minutes ago.



>”Is your name really Gram Gram?”
>”Why am I here?”
>”Why are you here?”
>”Are you really some kind of spirit?”
>”Why do you look like a stray cat?”
>”How old are you?”
>”Why did you choose a cabin?”
>”Were you always this smart?”
>”How are you inside of my dreams?
>”Why did you decide to follow me?”
>”What’s your favorite color?”
>”Why did you have me make tea?”
>Write-in

>2/2
>>
>>4450425
>>”Is your name really Gram Gram?”
Names strike me as a good place to start.
>>
>>4450444
+1

>inb4 address us as your grace
>>
>>4450444
+1
>>4450425
>"Why are we here?"
>"Are you really some kind of spirit?"
>"How old are you?"
I wonder if she knows if the vampires have always been in charge or if the world was different in the past.
>>
>>4450444
support
>>
>>4450444
support
>>
>>4450425

>What brought you to the village where we met?

>Are you trapped in this cat body or is it your choosing?

>Please, advise me how I can best begin to root out the evil in Gyles' domain. Are you traveled enough to know if pockets of resistance exist?
>>
>>4450444
>”Is your name really Gram Gram?”
>>
>>4450787
These are good questions too.
>>
oh shit, is it over?
>>
>>4450425
>Is your name really Gram Gram?
>>
>>4452776
I hope not. OP had done family stuff going on so maybe he's just busy.
>>
Please dont be dead.
>>
>>4450425
>>”Is your name really Gram Gram?”
>>”Are you really some kind of spirit?”
>>”How old are you?”
>>”Why did you decide to follow me?”

LIVE, damnit.
>>
I ate a three day ban and was IP rangebanned from posting on mobile because I accidentally /ck/posted on another board. This quest is still alive and so am I but it's slid down the board. Should I post the next update here or should I start a new thread?
>>
>>4454628
I'd say to start a new thread.
>>
>>4454628
>8
only page six.we have a lot of players already, and aren't too far down the board, but are auto saged
I'd say post here.
Glad to see you're not dead
>>
>>4454628
and on the fourth day, he rose.

I think you should go ahead and start a new thread, I doubt anyone will mind. Make sure to archive this thread though.
>>
>>4454628

>>4454696
>>4454751
Support, especially the bit about archiving
>>
>>4454628
New thread and archive for sure. Just caught up.
Love, love, loving things so far OP.

Wish anons didn't spare the messenger. It's a very real risk he might rat us out.
>>
>>4454628
Glad you're still kicking OP. Maybe give us one last update before starting the next thread?
>>
>>4454628
clearly you have a lot of interest QM.
>>
>>4454939
...
Wux?
>>
>>4454947
I don't know what that means so probably not.
>>
So new thread?
>>
>>4450444
>>4450510
>>4450522
>>4450651
>>4450721
>>4450809
>You say the first thing that comes to mind
“Is your name really Gram Gram?”
>She hunches her shoulders and scratches her back against a table leg.
“It's not one I chose but... ‘tis good as any, I suppose. Hmph… Is your name really Donnel?”
>You’re taken aback by the question, and it all comes back to you.
“My mother gave it to me, after my father’s father ‘cause he named my sister after her mother and wouldn’t let her name my brother ‘cause he came out on a full moon and he was worried that’d be bad luck on her part.”
>The cat’s eyes gleam with interest
“So you’ve two siblings? Oho, and here I was thinking you were some stoic orphan~”
>You sigh
“I… am an orphan, but I wasn’t always.”
>This is the first time you’ve seen a cat wince
“Ah, my condolences, boy... This world has enough tragedy, tell me more about how they were when they lived and keep the memory alive.”
>You nod and don’t think about what happened to end them. You think about the lives they lived, as good as anyone’s underneath the vampire’s reign.
“My father was a stocky man with strong hands, he was a hard worker and did everything he could to go over and above his fair share. He put more respect in the law than anything, he had a lot of firm rules and would tan our hides with a switch when we broke ‘em for no good reason, but he made me the man I am, was always there when we needed to talk and... just between you and me, I don’t think he much liked the vampires.”
>Gram Gram sips some more of the tea and you try not to be distracted by her awkward movements.
“Does anyone? Go on, then, what about your mother?”
>You recollect how she was, bringing her back without choking up is harder.
“She was a tall, tall woman but a little skinny and not anywhere near as big as me. The vampires have got a law, three children a serf couple, no more, no less, none if a serf’s crippled on account of their birth, a whole lot more if they’ve got “thick veins” or something they think’s worth passing down. Neither her or my father had anything in particular worth that, and it broke her heart to have only the three of us in her cabin, but she gave us a lot of love to make up for it. Always doing something or other, knitted so many socks and scarves we could’ve made a quilt big enough for me and then some. Never had the flour to make as many pastries as she might’ve liked, but between me and my father on the rare holinights she could... that might’ve been for the best.”
>The cat that definitely isn’t a normal cat rubs against your ankles.
“Sounds like a lovely woman. So, tell me about the others.”

>1/3
>>
>>4455354
>You grit your teeth, that’s a little harder to articulate.
“Well… Neither of ‘em were my size, not even close, but my sister was a little taller than average and my brother was about as wide. Her name was Emmie, always quiet and something of a know-it-all, ‘cause she usually did. Never got a big head about it though, kept her nose to the ground and pitched in when the worknights came. About when she came of age, it got around that she knew how to read, which was a crime, but the blood baron, bastard by the name of Raulic said he’d overlook it, seeing as she was talented, if she’d go and transfer to his neighbor as a sort of favor to work as a scribe in his estate. Emmie agreed and was off by the end of the week. Thing is… she was also pretty. Don’t know what’s come of her in the five or six years since then, but I try to hope for the best.”
>Gram Gram flicks her tongue.
“And expect the worst?”
>You’re upfront.
“To be honest… I try not to think about it. Gets me boiling, if I dwelt on it might get me killed, and that might well be over nothing. Haven’t heard a damned word back from her. Maybe one day I will… Maybe one day I'll pay a visit. Back on what we was talking about-”
>The cat tilts her head in a nod
“Your brother.”

>2/3
>>
>>4455358
>Right.
“His birth name was Nicholas, everyone called him Nick though, not to shorten the name, mind, but ‘cause he was quick on his feet and had a way of showing up just on time for something, anything. ‘Nick’ of time, get it? Running joke, a pretty bad one and he didn’t much care for it himself, but the rest of us got a kick out of it, ‘specially my father, way he’d be there not a minute early or a minute late… Something special about it. Always had a temper to him, was getting into it over anything and everything, wasn’t bad at it either, of course when he strangled a pig over it shittin’ on his shoe, then smacked me a black eye when I tried to get his hands off of it and had a knife halfway out of his belt before father walked in, that was a step too far. Old man told him he could go and hang, or drain for all he cared. Nick spit and left, that was two years back and I don't know where he is nowadays but I wouldn't be surprised if he got involved with the thralls. Make a nasty dagger... If that's the case, I hope I never run into him."
>If a cat could frown, Gram Gram would manage it.
"You don't hate him, I can tell."
>You tap your foot, and she flops her belly to sway and up down.
"No... I wish things had turned out differently, is all. He wasn't in the right, and I don't think he's a bad man but he's got a damned proud streak and he's meaner than a redhot fire poker."
>The cat scratches your ankle and contorts herself.
"And if he does turn out to be with the thralls, and he comes against you?"
>You steel your nerves.
"I'll cut him down if that's what has to happen... and I won't dwell on it."
>At least, that's what you tell yourself. Gram Gram purrs when you stoop down and scratch her behind the ears.
"I suppose that makes you the youngest, then, doesn't it? I'd hardly placed you for a family baby."
>You take a deep sip of the tea, and offhandedly notice that the cup isn't any less full. Strange, but you won't complain. Not aloud, that is.
"Not by long but long enough. Had the rest of them outgrown by the time I was the second half of thirteen, and everything after that was gaining on 'em. Brother and sister left... Mom and dad died. I guess that means I'm the last of our family living, and I guess that means I've got to do my damnedest to keep living for them. Make life worth living for everyone like them. Serfs don't have a second name, maybe one day, when the vampires are all staked and the sun shines bright, I can take one for my own, for them, and holy light willing it won't die with me."
>The cat paws at the teacup.
"Mhm, I'll drink to that."

>3/3
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>>4455359
OP delivered, good man. So is this thread going to continue or will you start a new one? I've lurked and read quests for awhile but I've never been around to see how these things play out.
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>>4455409
I'm going to start a second thread sometime tomorrow, and archive this one on suptg in the morning. I'm sorry to vanish for three days there but jannies, crossposting, etc., it's a mess. I'm curious to see whether or not you're going to try and multiclass into a third class which would be a little extreme but there are benefits to versatility over specialization.
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>>4455439
Personally i think trying to balance 3 classes would be kind of extreme but the options could be useful. I'm assuming Gram Gram is some sort of nature spirit so i guess druid would be the next class available. Honestly i really dig the idea of human fighter against the world but Guts is also my hero so...
>>
I've archived this thread on suptg and will be posting thread #2 when I have the time to, which will be tomorrow unless something happens but nothing should be.
>http://suptg.thisisnotatrueending.com/qstarchive/4430809/
Thank you for reading the quest to this point or tapping the bottom button out of mild curiosity or a habit of reading threads from bottom to top anons, you guys are great. You all take care.
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>>4455543
make sure to link here when you do :)
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One way for us to cut down on training montages, as fun as they are, is maybe to give us some prompts or something to go after. Nothing huge or too ambitious, but within our capabilities.
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>>4455836
I'm all for staking out the outskirts of the next settlement we come across and intercepting couriers and patrols. Get loot and Intel. OP mentioned multi classing further and the only thing i can think of that would help Donnell out would be stealth/ ranged skills. Really we need an ally to cancel out our weaknesses but in the mean time we could try to turn Donnell into the ultimate guerrilla warfare vampire slayer.
>>
Do we know what the level cap is? If we start speccing into other classes then it would probably be a good idea to know how much exp to invest into each class.
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>>4456116
test successful.
>>
Thread #2 is up >>4456123
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>>4455758
Of course, I linked here >>4456124

>>4455513
It is extreme but there are benefits, and not every skill or ability is specifically tied to a class. Your combat skill, for example, isn't from your Fighter class, but your Fighter class lets you capitalize on it much better than most classes, if not all classes can.

>>4455836
I see what you mean, that's why I was rolling for events but I rebalanced that some you're much likelier to have opportunities to do other things besides train if you do decide to stop and spend another half a year training. It isn't as effective as hands-on experience but it is useful if you're willing to spend the time to do it and saved you a lot of trouble when you went out later on.

>>4455933
There are lots of classes, and some are more readily available than others but none are completely beyond your reach. There's nothing preventing you from becoming a Rogue for example and expanding on your (Treacherous) Fighter class on top of some utility or branching out into Ranger and getting a knack for woodcraft or beast-slaying. Some classes would be unusual but if circumstances align or you dedicate enough time to it, and are lucky, you could gain one. Remember that having a party is important too, you don't get less XP out of an encounter because another person helped you kill an enemy. Finding a tutor is also extremely useful for speeding up training as you saw with Viktor but he wasn't even a trained tutor, and of course not all tutelage is based on a class.

>>4455965
That depends on your definition of level cap but when you pass a certain point you start requiring double the XP to advance, and then so on, and so on, but the benefits grow too and it's worth going hard into a single class or two.

>>4456117
I apparently can't post images on mobile which is a slight bummer and slowed me down posting Thread #2 but it's no big deal. I was testing to see if I can still post on mobile which is good because I won't be at my PC for most of the rest of the afternoon.



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