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/qst/ - Quests


Your name is Benhir the Blue. You remember this because you are wearing a nice blue tunic, a gift from your wife. What was her name?

You are currently standing in a small circular room. You do not remember why you came here. You are cold, as the window is open. The chill wind is peeling your skin- and the howl! You step to the window to close it, and realize you are very high off the ground. Oh- now you remember. You are in a tower. The Wizard's Tower. You hear a noise across the room and turn to spot it- it is a gloomy white shape which disappears down the steps faster then you could see. Hmm, you don't like that much either.

You remember now- you came to the Wizard's tower to find something. You don't remember what it was, but you are within his chamber now. You can see the Wizard's bed, his chest, his wardrobe. On the bed is a shrunken corpse. By the foot of the bed is a bit of string, a knot neatly untied. The collar reads the simple inscription; "Nosewise".

You came to this tower for adventure, you remember. You don't remember why you came, but as you collect yourself you remember you were quite good at something; a vital skill needed to reach the top of the tower. What was it- no wait! Whatever you were good at, that's why you came here! Quick, before you forget!

>Skilled in Combat (Sword & Shield, Strength. Magic Sword)
>Skilled in Thievery (Daggers, Speed, Agility, and Stealth. Ring of Glamour)
>Skilled in Magic (Wand, Magic Spells. Arcane Knowledge.)
>Not skilled in anything in particular. (Luck. A friend.)
>>
>>4576661
>Skilled in Thievery (Daggers, Speed, Agility, and Stealth. Ring of Glamour)
>>
>>4576661
>Skilled in Magic (Wand, Magic Spells. Arcane Knowledge.)
>>
>>4576661
>Not skilled in anything in particular. (Luck. A friend.)
>>
>>4576661
>Skilled in Magic (Wand, Magic Spells. Arcane Knowledge.)
>>
Magic has a small majority. I will close voting in 1 hour.
>>
Voting is now closed. Update imminent.
>>
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Ahh yes, you remember now! You are a Wizard! With a bit of skill in the arcane, you had made a life for yourself in your village. Your feats at nothing special; brewing a love potion for couples who were to be wed in an arranged marriage, driving away pesky spirits, herblore. Your cottage is on the outskirts of the village, and you remember growing magic roses that will bloom whenever visitors come to see you...

But enough about that. You have a greater problem. Reaching into your pocket you find your magic wand. It is a simple, wooden instrument that you had carved yourself. However there is a problem- you don't remember any spells! Magic is closely tied with memory and the mind, and whatever or whomever has stolen your mind away has stolen that too.

You then remember why you came here- the Wizard's spellbook! You spy it on his desk in the corner of the room, adorned with a stool. You hurriedly approach it before tapping it with your wand, smelling it, and being very careful in case of trap- or was the loss of your memory the trap?

After a minute of deliberation, you decide it is safe and take the book. You open its vellum pages to find... gibberish? Oh no! Arcane runes and code is also gone from your memory, at least for now. You see some symbols and runes that look familiar, but not enough to make anything out. This will take time and careful study at your workshop to unravel, you can't do it here. For now- you need to leave the wizard's tower!
>>
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You take a moment to take in your surrondings.

You are within the Wizard's tower, on the top floor. You have his spellbook in hand, as well as your own wand.

Around you is the Wizard's bedroom, his body resting peacefully on the bed post his death- presumably by natural causes. All that is left in here are wardrobes filled with rotting and decaying robes, tunics, and nightgowns. Outside the bedroom is a small bathroom with toilet, but more interestingly, a largebathtub. The water in the tub is warm, and bubbling with soap. How can this be? It must be magic- an endless, always hot bath. That is a kind of magic you are jealous of- if only you could take it with you...

Wait! The bathtub has sparked your memory. Water. You remember the magic word for Water- [UMA]. You know what it does- to speak this word while motioning with your wand will allow you to manipulate water, but not create it from nothing or destroy it. That is more advanced magic, which escapes you at the moment.

Across from the bath room is a small storage area next to the stairs leading downwards. The barrels are filled moldy bread infested with weevils, dried ancient meat and fish shares a similar fate, and the ale is spoiled as well. All that remains is the stairs down.

--Rules--
To attempt any action with a chance of failure, roll a d20. Casting a magic spell has a chance of failure, reading a book or walking around does not.

--Suggestions---
>Explore the Wizard's room for anything useful
>Practice your magic on the bathwater
>Go downstairs
>>
Rolled 15 (1d20)

>>4577108
>Explore the Wizard's room for anything useful
>>
>>4577108
>>Explore the Wizard's room for anything useful
>>
>>4577160
Sorry, I should specify what require rolls. The "searching the room" I would consider something like a perception check that must be rolled, but as this >>4577130 Anon already got a high roll you are free to attempt something else. I'll probably consolidate all rolls/attempts made by different people in one update, unless such a thing is impossible or contradictory.
>>
Rolled 8 (1d20)

>>4577108
>Practice your magic on the bathwater
>>
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>>4577130
You search the room. You are very through with your search, and you find two useful items. First, a coin pouch filled with silver under the wizard's mattress. You might be a little superstitious from taking from the dead but... yes, you remember now. You came to the Wizard's tower because you heard he was dead, and wanted to steal some of his arcane secrets for yourself. Not out of disrespect but because otherwise it would just rot here and be forgotten. The silver coins? Maybe you don't really need them but... being a village magician doesn't pay a lot.

Second, you find a small healing potion within the nightstand. The small red, glass bottle is corked and the liquid within glows slightly when you shake it- yes, you can tell this is the real stuff. If you drink this, it will cure some wounds in your body and give restore your life energy. Very useful, you should save it until you need it.

>>4577182
You stand across from the bathtub. You don't really remember how to use magic, but you know the wand and the words are important...

"Uma!" You say, while waving your wand to the left. The water in the tub sloshes to the left, as though an invisible hand had stirred it. Feeling inspired, you move the wand to the right now, but nothing happens- it seems the words must be spoken for each magical action. "Uma!" You say again, this time moving the water around in a circle, like a vortex. "Uma!" You say again, with a rising motion. The water in the tub unnaturally pulls up, and then falls back down with a splash, sending warm soapy water all over the floor. You step back gingerly to avoid getting it on your leather shoes- the water is warm for now, but walking home in this cold with wet shoes does not sound fun.

You've learned a few things about magic again- and you feel a little tired, like you ran for a short while and then stopped. Clearly, you cannot perform too many spells in rapid succession, as it will drain your energy. You also must speak at least one magic word to cast a spell; though you know more powerful spells can be cast with multiple words. Unfortunately, that's all you learn.

With nothing else to do on this floor for now, you explore one floor down.
-----

Oh no! This floor seems very large! You can see the stairs curve into a hallway with four doors. Before doing anything, you decide to stop at each door and listen or smell what might be on the other side. Two doors are silent, one door hides the smell of something rotten and foul on the other side, and another door has the faint sound of bubbling.

You investigate the two silent doors first. The first door leads to the staircase downwards, huzzah! But you freeze in your tracks. Right there, standing right next to the stairwell is an orc. He's HUGE!
>>
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You're almost frightened but; Then you realize he's unnaturally still- it's like a wax figure!

You've never seen an orc up close like this before, but this figure is so lifelike you question if it is wax at all. But how can it not be? He isn't breathing. His eyes are unblinking, and his hand rests on a huge axe. You realize with a haunting feeling that this could very well be a real orc, frozen by some kind of magic, or a copy so lifelike and real made of wax that only a magician's hands could have created it.

As you examine the statue, you notice a small sign attached to his chest. It reads the following:

Me am Grug, Me have Axe
Unless you is my master, you will not pass,
Unless you help me break me fast


Beneath his feet is a copper plate, with some unidentifiable crumbs. Perhaps some sort of food could allow you to pass by? Did you already "feed" this lifeless statue on the way up? And if it is frozen in place, how could he eat the food anyway? You decide not to go down the stairs and press your luck just in case the warrior comes alive. That Axe could easily kill you with a single strike.

Finally, the other room which was silent and seemed safe was a storage room. You see the shelves are stocked with beakers, flasks, and bags of salts and ashes- this is like an alchemist's closet. There is a large wooden chest on the ground, which you do not open yet, as you know Wizards are fond of traps.

What do you do?

--Rules--
From now on I'll specify which responses I want dice rolls with. Some dice rolls may be saving throws, random chance events, or show how clumsy or skilled Benhir is.

---Suggestions---
>Unlock the chest carefully (requires roll)
>Run past the "orc" statue (requires roll)
>Investigate the the foul smelling room (requires roll)
>Investigate the bubbling room (no roll required)
>something else?
>>
Rolled 9 (1d20)

>Investigate fowl smelling room.
Let's kill something.
>>
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>>4577642
You decide to investigate the foul smelling room. As you open the door, that musky, rotten odor overwhelms you and you gag. Inside the room you see several long trays and troughs filled with mushrooms. Absolutely to the brim, you see gray, red, black, and blue mushrooms that glow EVERYWHERE in this room!

Wait- mushrooms? Oh no! You quickly pull your tunic up around your face and gag- but you were too late. You already breathed in a small amount of the toxic spores! Thankfully, you do not recognize any especially dangerous species here- actually, you don't recognize any of the species really. Your injury is minor and will heal with time, but even you know that mushroom spores breathed in can be quite hazardous to your health. You will have a hard time running and catching your breath for as long as this injury ails you. Your healing potion could also cure it, if needed.

You decide to go around the room quickly to minimize contact with the spores. You see a room filled with wooden troughs, buckets, and potting material for plants. Trouble is, every single available space has been overtaken by mushrooms. You can see dead brown brambles and dried up old shoots from other plants that were overtaken by these insideous mushrooms- you imagine the Wizard once had a small garden in here for magical reagents and the mushrooms eventually took over when the regular plants died from lack of care...

Wait- that's it! You suddenly feel another magic word pop into your head- [TELA]. This is the magic word for growth. It does nothing on its own, but if combined with another word, it could make the target grow or increase in number. If you used it on water, the amount of water would be quickly increased.

With a new magic spell learned, you don't have much else to do in this room, unless you wanted to try and identify some of these species.

--Rules--
Modifiers to rolls will be listed next to the option. If multiple people suggest and roll for the same option, the highest of all the rolls will be taken, EXCEPT for rolls with disadvantage, which will instead take the lowest of the rolls with the votes.

---Suggestions---
>Try to identify useful mushrooms (roll)
>Open the chest (roll)
>Run past the Orc "statue" (disadvantage roll)
>Investigate the bubbling room (no roll)
>Other
>>
Rolled 5 (1d20)

>>4577686
>Try to identify useful mushrooms (roll)
>>
>>4577686
>Try to identify useful mushrooms (roll)
can we get some water in a bottle or flask or something? I think that would make sense with our only skill being waterbending right now
>>
Rolled 8 (1d20)

>>4577760
>>
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>>4577688
>>4577761
Unfortunately, you are unable to identify any species of mushroom. You could swear that the blue ones that glow in the dark are certainly a useful magical reagent for something but... no, you can't remember anything. You DO know that many mushrooms can be poisonous, and you do know that you've spent way too long breathing in these toxic spores. You leave the herb room and close the door behind, even kicking a bit of cloth under the crack to minimize the spores before exploring the rest of the floor.

With no where else to go, you open up the bubbling room. The sound of bubbling, you realize, is from a cauldron in the center of the room! This is an alchemy laboratory. There are two long tables between pillars- the reinforcement here is probably to protect the tower in case of an explosion being created on accident. Though then again, maybe the supports are in this room so the whole tower will collapse if a potion explodes instead. Hmm. The tables are adorned with many beakers and flasks of various liquids, or small glass dishes with unusual geodes and little bones or bits of unidentifiable material. There are several shelves across the way, with many potions and vials- some are marked and some are not, it's a real mess. Between the three shelves are two windows, both with cords that can be pulled to instantly open them up- probably as a safety measure in case of toxic gas. This was a well planned Wizard tower!

As you explore the room, your eyes are briefly drawn to the flame underneath the cauldron; lit from a rune drawn on the floor. Bits of burnt materials and insects liter the area, but other then that it is very unnatural with its lack of wood for fuel. Just then, another magic word pops into your head- Fire! The word for fire is [PEL]. With Pel, you can control a fire, but not create or destroy it.

You've explored this floor fully. Now you have to find a way to get past that orc- if it will actually come alive or curse you if you don't feed it its "meal" or whatever you can't be sure. The only thing you haven't explored yet is the chest in the storage closet.

>>4577760
Good idea. You dip a flask in the small amount of water from the cauldron in the center of the room. It's hot, but you can safely gather it with a UMA spell. The amount of water is not enough to brew a potion in, unfortunately. What would you even make?

---Suggestions---
>Explore the potions on the shelves (roll)
>Open the chest (roll)
>Run past the orc "statue" (disadvantage roll)
>Brew a potion?
>Cast a spell?
>>
>>4577832
>Open the chest (roll)
>>
>>4577835
You can roll by putting "dice+1d20" in the options field!
>>
Rolled 19 (1d20)

>>4577832
>Explore the potions on the shelves (roll)
>>
Rolled 3 (1d20)

>>4577832
>>Open the chest (roll)
>>
Rolled 8 (1d20)

>>4577832
>Explore the potions on the shelves (roll)
similar idea: can we take a lantern for fire-bending?
>>
shit we need a better roll for this!
>>
>>4577886
Yeah , we could probably train it ?
>>
>>4577886
We already got a search roll for 19 so might as well change your roll to the chest or something. Don't know if that's allowed.
>>
>>4577890
I think he can since OP said I could when I did the same
>>
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>>4577855
>>4577885
You search the shelves in the potion room. You find your mind filling with memories related to alchemy and potions- and while you can't identify a lot of them, you find several marked and unmarked potions you can use.

You find a vial of acid, which can be a powerful weapon if thrown. Secondly, you find several intermediate products and raw materials which can be used to make... A Meal in a Bottle? For some reason, you start to remember the recipe for that potion. Yes, you know how to make it now. You see liquefied bones on the shelf, with the oils of a seed and juice from a fruit... yes. You could make a meal in a bottle. There isn't quite enough water in the cauldron however.

>>4577885
You don't see any lanterns or torches, unfortunately. This tower seems lit enough from the windows and any ambient magic that they're not needed- but you could make your own make-shift torch from some of the loose wooden shelves in the storage room if you needed to.

>>4577858
You go to the storage room to open the chest. As the lid begins to open up, you have no fear until you hear a mechanical click. There is a blade hiding under the lid, which shoots out with a powerful spring and stabs you... directly in the stomach. You struggle against the mechanical device to pull it out- a simple, dastardly trap! You are bleeding quite badly now. If you do not find a way to stop the bleeding, you will very likely die. Also, your strength and speed are greatly slowed, and you clutch your side with each step.

Inside the chest, you find flakes of gold, silver, copper, and an unusual grayish-white metal you've never seen before. All of the flakes are within small vials filled with water; clearly they are used for alchemy. The copper would be more then enough to complete any potions you've ever brewed, you know THAT for sure.

Underneath the vial kit, you also find a dagger and a lumpy white stone carefully wrapped cloth bag, of which you have zero idea what it is.

---Suggestions---
>Drink your healing potion (no roll)
>Brew the meal in a bottle (no roll; requires setup)
>Cast a spell?
>Other?
>>
>>4578297
>>Brew the meal in a bottle (no roll; requires setup)
>>
>>4578297
>Drink your healing potion (no roll)
we are bleeding to death. Can cook later.
>>
>>4578297
>Drink your healing potion (no roll)
>>
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>>4578915
>>4578943
As much as it pains you to do it... no, it doesn't at all actually. This hurts, bad. You've never been stabbed before, and your hands are practically shaking as you reach for the healing potion. Uncorking the bottle, you hear an electric fizz and a glowing red spark shoots from the open bottle. This is the good stuff.

You raise it to your lips and drink the potion, carefully as to not spill a drop of the precious fluid. As you swallow it, you note its rather gross, medicinal taste; but savor the warmth and feeling of tingly healthiness that flows down into you. You look down at your blooded tunic and wound for a moment and watch as it seals itself shut in just a few moments.

As you watch your wound disappear- you suddenly remember something. Another magic word! This one- [VOT] is the word to make something disappear. It erases or reduces something away. It has no power on its own, but if combined with another word, it can make things vanish. Much like the opposite of [TELE].

>>4578358
You enter the potion room again, feeling much better. Now you want to create the potion you need to make a meal in the bottle to feed the orc "statue" by the stairwell. All you need is a few shavings of fat, bone, and... hmm, you have gathered the ingredients, but there isn't enough water in the cauldron. There is only a light layer left- you scooped up most of it when you took some away with you in a flask. You guess you could try to get a bucket and carry some water from the enchanted bathtub upstairs, but you don't think soapy water would cook a very good meal.

---Suggestions---
>Cast a spell? (specify magic words being used + roll d20)
>Destroy the Orc statue?
>Other?
>>
Rolled 11 (1d20)

>>4578980
>Cast a spell? TELA Uma
>>
Rolled 13 (1d20)

>>4578998
+1.
also, do we want to add some random shrooms to our orc stew for shits and giggles?
>>
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Working on the update now.

How is the quest? Sorry for attention baiting like this, but I want to know if it's any good. I've never tried something like this before; I'm worried I'm railraoding too much, or not giving enough options. Because this board doesn't get a ton of traffic, it's hard to tell if I'm making a boring quest or just impatient.
>>
>>4579072
I think it's okay, better than I could do for sure.
>>
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>>4578998
>>4579009
You take your wand and return to the boiling room. You point down at the little pool remaining at the bottom of the cauldron, and prepare yourself.

"Tele Uma!" You say, stabbing downwards towards the puddle. Within a moment, you see the droplets start to writhe, moving, almost like they were being rained on by an invisible cloud, with invisible droplets until they hit the ground. With some concentration and magical elbow-grease, you multiply the amount of water in the cauldron until it is full! You gasp for breath by the end of it though; your wounds and toxic spores are all gone now thanks to the healing potion, but that spell was quite demanding!

It only takes a few minutes to gather the materials. Salts, fats, fiber- and an herb for flavor. You mix them together in the potion, stirring the brew while you incant words that suddenly pop into your mind.

"Boiling brew, witch's stew,
come my child, this gift for you.
This vial filled, your daily gruel,
be thankful for foor, lest be end for you."


You're not sure where that came from, but you now have a finished bottle of meal in a bottle! The potion can be drunk and as filling as a hearty dinner. You're not exactly sure if this should count as a "meal" for the orc statue but... what choice do you have? Everything else here is rotted.

You take a second flask of the stuff and drink some down yourself. Hmm, salted meat with aromatic herbs, with a bite of tubers on the side. Yes, this is quite a decent potion! You are no longer feeling hungry, and this should last you all day. Meanwhile, you return to the wax orc and place the vial of potion on his plate. He doesn't say or do anything. Just stands there- creepily. You guess with nothing else to do, you head on down the stairs...
>>
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Your nose smells the smell of dust and parchment- a very comforting smell. Though this place smells a bit of mold and rot, unfortunately. You come into a wonderful room- the tower library! It has form filling shelves making up the center pillar, which supports all the tower floors above. You see books, papers, scrolls, and more scattered on the shelves and many knocked onto the floor. What a wonderful room! You could just get lost in this place- though you know the real prize is the spellbook still tucked away under your tunic. You wonder how long you spent here on your way up- did you search for rare volumes? Or did you rush on past?

But then, you hear something. The sounds of snickering- quiet, low giggles of laughter. The voices are far too squeaky to be adults, but they don't really sound "human" either. You believe you can pass by the large central area of this room on either side, but who knows where the stairs are to the next floor down...

The Snickering is coming from about where it is written on the map.

--Rules--
Failing a stealth-related roll means you will be detected. The highest roll of all players will be used for whatever action is chosen with the most votes.

---Suggestions----
>Sneak a peak at what's making the noise (roll - on success will allow sneak attack / parlay)
>Sneak around the north (roll d20+4)
>Search the shelves for anything useful as quietly as you can (disadvantage roll)
>Other?
>>
>>4579072
It's fun so far! Like the fantasy setting, the magic system looks promising, riddle setup and illustrations. Do you have a worked out mechanic for the rolls or are you intentionally keeping things vague?
>>
Rolled 3 (1d20)

>>4579086
>Sneak a peak at what's making the noise (roll - on success will allow sneak attack / parlay)
>>
Rolled 3 (1d20)

>>4579086
>Search the shelves for anything useful as quietly as you can (disadvantage roll)
fucking imps
>>
shiiiiet we need some better rolls, we're dying in here!
>>
Rolled 7 (1d20)

>>4579086
>Sneak a peak at what's making the noise (roll - on success will allow sneak attack / parlay)
>>
Update in progress.
>>
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>>4579098
>>4579403
You decide to peak right around the corner. You try your best to be sneaky, but almost as soon as you put your head out, one of them spots you.

There are three of them. They are small, humanoid creatures with reddish-orange skin. They're only about two to three feet tall, and don't look very strong. They seem utterly smooth, sexless, and very excitable. The three of them are huddled around a small fire on the library floor they have made, giggling as they burn pages torn out of books. However, the one opposite the fire notices you basically immediately.

"Whose at?!"
"He the wizard, no, wizard's son?
"Quick, tear his tongue out so he can't fight back!"
"Then for some real fun? ehehe"


They stand up and advance towards you. These are imps- but you can't remember anything about them!

---Suggestions---
>Attack with dagger (roll)
>Run away (roll)
>Cast a spell?
>Try to talk?
>>
Rolled 10 (1d20)

>>4579481
>Cast a spell: TELA PEL
>>
>>4579072
The quest is good OP
>>
>>4579101
>>4579481
can we get a premonition spell as reward for successfully calling it imps?
>>
Rolled 2 (1d20)

>>4579481
>>Run away (roll)
>>
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>>4579495
>Cast Spell: TELA PEL
You raise your wand as the imps begin their advance, focusing on the first just behind them. "Tela Pel!" you say, forcing the fire to begin to grow. It gets bigger, and bigger, eating up nonexistent fuel for as long as you concentrate- your spellcasting ability seemed to be about average, able to grow the fire and its heat, but not enough to totally engulf these imps.

"Pel!" You say, motioning for the fire to destroy the imps. The flame reaches outwards with three long jets of flame, quickly losing its mass as it sprays them from behind with superheated jets of pure flaming energy.

The imps turn around in surprise and, after a moment of shakiness, continue to advance on you. Your attack did nothing.

And then it hits you. Imps are creatures of fire, from the elemental plane of fire. They probably slipped into this reality from the flaming boiling rune upstairs; its like a window between this realm and another. The imps are totally immune to fire- they cannot be hurt by it. Fire courses through their veins in the same way that life energy courses through you and all other living things of your dimension. Fire spells won't do anything.

>>4579643
You go to run away at the realization of this fact, but stumble over a loose slip of paper and fall on your back. You turn over, and now the imps are almost upon you. You can't stand up to run in time. What do you do?

---Suggestions---
>Kick them away (roll - mitigates damage)
>Draw dagger and attack (roll)
>Cast a spell?
>Other?
>>
Rolled 12 (1d20)

>>4580071
>Kick them away (roll - mitigates damage)
>>
Rolled 10 (1d20)

>>4580071
>Draw dagger and attack (roll)
>>
Rolled 3 (1d20)

>>4580071
>>Kick them away (roll - mitigates damage)
>>
Rolled 20 (1d20)

>>4580071
>>Kick them away (roll - mitigates damage)
>>
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Rolled 2, 6, 2 = 10 (3d6)

>>4580102
>>4580223
*CRIT*
You kick back against the imps as they come close to you with their sharp claws. You slam your foot against one and, after being pushed back against the nearby bookshelf.

Almost totally by chance, the imp's neck is crammed against the shelf while your foot is pressing against the top of its head, pushing it backwards. It makes an 'eek' as you push with enough force to snap its small, child-like neck.

The other two imps give pause. You killed one of their number.

--Rules--
Morale checks are rolled when the first member of a group of enemies is killed, or when they reach half HP. If the number rolled of is under the Imp's morale, they break and flee.
The Imp's have a low morale of 9.
>>
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The imps do not break. Their aggression to is too high for them to just leave you, especially after you destroyed their fire! But with one imp dead and your dagger freed, you get a chance to fight back...

>>4580143
You take out your knife and give some swipes. This gives you enough time and space to stand up- but you don't do any damage. The imps are fast, small, and you aren't exactly skilled in a fight. Magic is your main skill.

You are now faced with two dangerous imps. They brandish their claws- you get a chance to attack before they will.

---Suggestions---
>Go in for a killing stab (roll)
>Cast a spell?
>Use an item?
>>
Rolled 11 (1d20)

>>4580271
>Go in for a killing stab
>>
Rolled 3 (1d20)

>>4580271
>Go in for a killing stab (roll)
>>
>>4580267
Wait, rolling under means low morale is good? So imps are brave creatures? Sure you don't have that backwards?
>>
>>4580271
can we throw a bookshelf on these little fuckers?
>>
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>>4580309
Yes, but that would require a roll. Not sure if you or anyone else is still lurking, but I'll give a quick hour before the next update just in case somebody else wants to give a roll a try.

>>4580306
Yeah, I actually did do it incorrectly. Whoops, my mistake. I guess I wasn't paying attention to my own rules- it's been a long time since I ran a game of D&D. Sorry.
>>
Rolled 4 (1d20)

>>4580309
>>4580671
Roll for bookshelf
>>
Rolled 1 (1d20)

>>4580309
Roll
>>
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>>4580287
>>4580304
You go in for a stab. Slashing your knife at them doesn't seem to do much, and with your superior size you think they you could kill one-

You step in and stab one of the imps in the chest, quickly ripping down through his belly. The imp squeals out as hot fluid comes out of him. You notice that his body steams as it was punctured, and an organ that looks like a glowing hot fire made into a fleshly bulb falls to the ground, sizzling and losing its color as it quickly cools. These creatures have a totally foreign anatomy to any living thing you know.

The third imp, terrified at its cohorts deaths, turns tail and runs. You give chase only for a moment, as it disappears down the stairs.

Congratulations, the Imps have been defeated! The entire floor is now open to you. You can see the north-west corner of the room, which has a large desk, chair, and many papers and books strewn across its surface. Clearly these are the more important research topics- though you can't tell if the mess is from those imps from earlier or from the Wizard's own messy habits from before his death.

>>4580708
You no longer need to pull down the bookshelf, but you learn that they are fastened tightly to the wall. Darn.

---Suggestions---
>Investigate the table (roll)
>Investigate the shelves (roll with disadvantage)
>Go downstairs(no roll)
>>
Rolled 14 (1d20)

>>4580738
>Investigate the table (roll)
>>
Rolled 2 (1d20)

>>4580738
>Investigate the shelves (roll with disadvantage)
specifically look for spell books or anything that could help us decipher the big book we already carry
>>
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>>4581112
You search the table. You don't spend too long on it, but you find some useful material.

The notes on the table are magical and supernatural formula for some new spells. You don't really understand most of it- but enough to job your memory.

You have learned the magic word for metal- [TUK]. By itself, Tuk can manipulate any single metal object around much like you can with fire or water.

>>4581196
Unfortunately, your search of the shelves doesn't come up with anything useful. Most of the documents here are old city blueprints, books on natural and societal law, histories of ancient peoples you know nothing about and have never heard of, and totally lacking in anything relating to magical power. That's what the Wizard's spellbook is for, you guess. But still you aren't much able to read it!

With little else to be gained on this floor, you decide to head downstairs.

----
As you come onto this next floor, the first thing you notice is how dark it is. There are no windows here- every floor you've descended since this one has had windows streaming in light, but this one has no windows. For a moment, this makes you feel hopeful as it could mean you are getting closer to the ground- the library floor's windows were still too high of the ground to try and jump or climb, so the Wizard probably didn't want any towers too close to the ground for security.

Now you think you're on some kind of storage floor. The entire place is dark, dusty, and very crowded with huge crates and boxes filled with Gods' know what. Already you can see a large suit of armor holding a sword, suspiciously still, and a rack of... broomsticks? Like the flying ones that Witches make?! You get excited for a moment, you giddily remember being totally unable to make one of those yourself.

However; this room is cramped in just the right way to make a sneak ambush by that imp who ran away from you upstairs a possibility. Maybe you can get the jump on him, if he is even here?

---Suggestions---
>Grab a broom (no roll)
>Investigate the armor (no roll)
>Sneak deeper into the room to try and find the imp (roll)
>>
>>4581230
>Investigate the armor (no roll)
>>
>>4581233
You look up close to the armor, and find it is empty. You cast a spell with your newly found TUK word and find that whenever you try to move an armor piece away, the armor will snap it back in place in a moment. The armor seems like a self-aligning piece of equipment- a gift for a powerful warrior perhaps? Or do warriors not trust magicians to make dependable steel? You seem to recall at least one lord coming to you for help with something. Or can the armor animate and become a defender for the tower? You are worried about that, but it seems inactive for now.

As you think about your newfound magic word as well, you suddenly think back to the magical grimorie. Perhaps as your memory returns, you can find answers in the book.

--QM Note--
Because getting new words every once in a while is a bit slapdash, we'll start having a roll to read the grimorie. This can only be done once per floor and not during combat, the higher the roll indicating what you learn from it.

---Suggestions---
>Grab a broom (no roll)
>Study the Grimorie (roll)
>Sneak deeper into the room to find the imp (roll)
>Other?
>>
Rolled 9 (1d20)

>>4581237
>>Study the Grimorie (roll)
>>
Rolled 15 (1d20)

>>4581237
>Study the Grimorie (roll)
>>
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>>4581262
>>4581259
Sorry to be a bother and change the rules all the time- I'm bad at explaining things. From now on, you can always roll for both an exploration action and studying the grimorie at the same time, so we don't have to waste turns.

You study the grimorie. As you read over the words, you find it difficult to do so because of the darkness. You whisper as wave your wand over the spell book to... light it up? How did you just do that?!

You remember now. [EXAL] is the magic word for light! You can cast light. You almost cast it by reflex- finding it quite easy to light up the pages and study the tome.

Within its pages, you find a new magic word. One you don't think is from your past. As such, it's a bit more complicated and harder to pronounce. You read the accent marks and try your best to sound it out-

"Fupa... Fude... Fued? Fuda!" That's it. The magic word is [FUDA]. It is a meta-magic word- it has no effect on its own. Instead, [FUDA] must be cast in addition to another spell, and makes that spell's effect happen AROUND the spellcaster in all directions in a small radius. It has a duration of roughly two to four rounds, depending on the caster's power.

For example, you could cast the spell of [FUDA VOT PEL] and around you in a radius fires would die down or be extinguished. That's a useful one to keep in mind- in case this tower gets lit on fire anytime soon!

With the grimorie thoroughly studied for now, you'll need to wait a bit as your memory comes back before you can study it again. Your time has revealed a bit more of the room to you, you think there is a larger room ahead filled with many creates and objects, but you don't know anything else yet.

---Suggestions---
>Grab a broom (no roll)
>Sneakily look around for the Imp (roll)
>Cast a spell / other?
>>
Rolled 4 (1d20)

>>4581272
>Sneakily look around for the Imp (roll)
>>
Rolled 6 (1d20)

>>4581272
>Sneakily look around for the Imp (roll)
We can't take the sword, right? have the dagger ready!
>>
>>4581272
>FUDA TELE EXAL
>>
>>4581320
A darkness spell?
>>
>>4581351
I thought Tele was the growth incantation?
>>
>>4581353
you're right, confused it with VOT
>>
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>>4581320
>FUDA TELE EXAL
You cast a new magic spell. Based on your newfound knowledge of meta-magic, you cast a spell that will amplify the light around you. It takes a moment, but it works! For a small range around you, the level of light has boosted- you can see the dust swirling through the air, and everything seems to emit a dark glow- not quite equal to direct sunlight, but a bit like a candle is behind every crate and wall you see, if that makes sense. It's quite surreal, but you're getting an appreciation for the power of magic.

You explore further, going out into the main "space" of this room, finding huge crates everywhere. You have no idea what is within all of these- whatever Wizards gather up and let collect dust, you guess. Your eyes flick over a very strange looking coffin- nearly the size of a man, but adorned with a structure of a bird.

>>4581297
>>4581275
However, because you are currently glowing light an unpolished mirror, and because you aren't paying too much attention, you don't manage to successful sneak up on the imp. In fact, he finds you.

"Hey you!" He exclaims, up above you on a crate. He's about to jump down on you with those claws!

---Suggestions---
>Let him jump on you and stab him (roll - will take some damage)
>Throw your dagger (roll)
>Run back to engage in normal combat (roll)
>Cast a spell?
>Other?
>>
Rolled 17 (1d20)

>>4581630
>Throw your dagger (roll)
>>
Rolled 10 (1d20)

>>4581630
>Throw your dagger (roll)
>>
Rolled 14 (1d20)

>>4581630
>Throw your dagger (roll)
>>
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>>4581632
>>4581682
>>4581707
>Highest roll of 17: Success
Pulling back your arm, you ready yourself and give your dagger a fling. It hits the imp right in the chest, causing him to scream and fall to the ground- much to your honest surprise. You didn't think you were that good with knives.

After making sure he's dead and picking up your knife, you take a quick walk around the floor. Man, there is a LOT of shit here. You find a huge red urn, a stuffed parrot perched besides a strange metal scale with a magical looking wand on one of its measures, a disturbingly dark mirror with a black sheet on the floor besides it, a long metal object near the stairwell you cannot identify, and a dragon's skull. These objects are probably just oddities- but any of them could be magical. Maybe useful, maybe cursed? You have no way of really knowing.

--Rules--
You will interact with whatever object gets the most votes, or we can skip straight to the next floor.

---Suggestions---
>Investigate the Urn
>Investigate the Mirror
>Investigate the Scale / Parrot / Wand
>Investigate the Strange Metal Tube
>Investigate the Dragon's Skull
>Investigate the Bird Sarcophagus
>Go to the next floor
>Other?
>>
>>4581750
> Dissect the imp , try to check if the red fiery thing that fell off earlier could be of some use
We are a wizard , an inquisitive individual , literally searching for truth , and what better way than engaging in some dissection , ( I mostly want to see if we can rig that thing to turn into an on demand fire generator )
>>
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>>4581780
Not a bad idea. You quickly walk over to the imp, hoping to find something of value.

You start to rip open its corpse with your knife and realize that its body is almost cold already. Very lukewarm- but it has hardly been a few minutes. You figure a man's body would still be warm at this point- but this imp is almost totally cold already. Cutting open its ribcage, you seek out the organ in question.

It is there. Deep inside the center of the imp's chest. It is connected to almost everything else with long, thick tubes inside its body, and has mostly wilted to a white color, but still retains some orange/red color. You touch it and much to your surprise, it is still warm. You quickly snip off the organ from its connections and pull it out to examine it closer.

The imp's organ seems to be, as far as you can guess, a heart of sorts. Perhaps instead of pumping blood through the body as a human or animal heart does; this heart pumps heat or fire? You notice that the imp's "blood" is a yellow to orangeish color. Slick, and already nearly ice cold all on the ground and on your hands. It is not blood at all, and has an ashy smell. The organ itself seems to almost have a light inside, and while totally separated from the imp's body, the organ is still filled with some of the fluid that retains a hint of its fiery life from before. You pocket the imp's heart, not exactly sure what use it will have. Perhaps the right spell could work on it.

---Suggestions---
>Investigate the Urn
>Investigate the Mirror
>Investigate the Scale / Parrot / Wand
>Investigate the Strange Metal Tube
>Investigate the Dragon's Skull
>Investigate the Bird Sarcophagus
>Go to the next floor

In order to avoid analysis paralysis and wasting too much time on this floor, we could just have one more investigation and then move to the next floor.
>>
>>4582058
>Investigate the Dragon's Skull
>>
>>4582058
>Investigate the Scale / Parrot / Wand
wand sounds good
>>
Rolled 1 (1d20)

>>4582058
>Investigate the Mirror
Cast FUDA TELE EXAL into the mirror
>>
>>4582136
aw gawd I'm blind. BLIND!
quick someone go back in time and vote for something else!!!
>>
>>4582058
>Investigate the Dragon's Skull
>>
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>>4582069
>>4582211

You approach the dragon skull. Just about when you reach it, your light from your FUDA TELE EXAL fades. Seems like only lasted about three actions.

You put your hand on the dragon skull, running your fingers along the soft ridges. Mhmm. That feels good. It's kind of strange how nice this material feels- your mind gets a trickle of remembered knowledge- not of actual facts or memories, but memories of rumors and things that "everybody" knows. You distinctly remember being told that dragon bone powder is a key ingredient in many healing elixirs. Moreso, you remember that dragon hearts are one of the only materials in the whole world which can be used to craft an elixir of life- restoring a few years of healthy life and youth back to an aged Wizard. You've heard about the Wizard who lived in this tower for a very long time you feel- you wonder how old he really was when he finally croaked.

And then, when you move your hand back, it clanks into something metal. You spin around and see the silent body of the knight right behind you. Fuck.

The knight armor is totally still, unmoving. It hasn't even drawn its weapon; the sword is still clutched between its hands, pointed downwards. But somehow, it snuck up just behind you when you weren't looking. Has it been following you this whole time, or just when you touched the dragon skull? This rust bucket moved totally silently somehow- but yet it doesn't seem aggressive. Is it guarding the treasures of the tower? It didn't activate until you touched something on this floor. Or has it been following you this whole time?

Well, you feel unnerved. Probably time to leave.

---Suggestions---
>Destroy the suit of armor with a spell (roll - may initiative combat)
>Leave the floor
>>
Rolled 20 (1d20)

>>4582235
>Destroy the suit of armor with a spell (roll - may initiative combat)
TUK VOT
>>
>>4582288
holy shit
>>
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>>4582288
Well, that was easier then you expected.

You whip out your wand at the unmoving armor before giving off your incantation. The powerful spell begins by turning the armored body a rusty color as the suit begins to rot away. Holes begin to open in the weak parts and straps become exposed as the metal creaks under its own weight. Finally, the statue falls onto the floor, rusted and destroyed. It's not TOTALLY deleted from existence despite your powerful Tuk Vot spell- that would take way too much energy and too long to delete every shard of metal. But now that the statue has fallen, rusted to pieces, and totally immobile you get the distinct feeling that it won't be getting back up again.

---Suggestions---
>Go check out the wand now without a knight following you
>Go to the next floor
>Other?
>>
>>4582675
You sure that armor is fully destroyed? There might be some loot among the wreckage after all >>4582288 double dubs and 20 roll.
>>
>>4582675
>Go check out the wand now without a knight following you
>>
>>4582675
>Go check out the wand now without a knight following you
>>
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>>4582688
>get double dubs
>then YOU get dubs too

You check over the armor of the knight. You want to make sure it's fully inanimate and destroyed. Kicking about some of the brittle metal casting, you see it's totally empty inside. Its rusted to pieces!

But wait, there is something inside. There is a run within, a complex pattern which you know nothing about. It looks advanced and highly arcane, written in magic ink no doubt, animating this statue to life... wait, that glyph in the center.

It's a written form of a magic word. And this word crawls into your mind. It is [ORT], the magic word meaning "false life".

This is one of the five forbidden magic words; words that a master cannot teach their apprentice until sacred rites are held. You know this because it was a word you kept secret as well, until now that you remember it. You shiver. This is the word used to animate objects, including corpses, to move on their own. Unfortunately, without the word for creation, you still cannot create false life, only manipulate it, or with [VOT], destroy it.

With an [ORT] spell, you could stop an animated object or undead in its tracks, but not force it to do anything. To manipulate or create a mind for in inanimate being is a far more complex and difficult task then anything you can do with a wand...

>>4582758
You approach the wand in the corner of the large room. It is on a scale, its end weighed down fully. Nearby is a stuffed parrot. The parrot squawks at you.

"SQUAWK! Who you be, Master's man?
Son of Magic? Man-without-plan?
I invite you now to take this prize-
upon this wand, now feast your eyes."


You look down at the scale. The wand is made of wood, ended in a dark purple crystal. Even now, you feel a little envious. You can tell this wand is much more powerful then your own- if you were to gain it, your magic would be much more powerful. Did it belong to the Wizard?

"This wand be yours, if you'll offer-
Anything, from gold to copper.
As long as the scale is set,
the prize is yours; my promise kept."


---Suggestions---
>Select any item you possess to put on the scale (no roll)
>Push the scale down with your hand to even it out.
>Take the wand without asking
>>
>>4582854
>>Select any item you possess to put on the scale (no roll)
Put in pieces of the armor , and if not enough put in pieces of the imp .
>>
>>4582854
>Select any item you possess to put on the scale (no roll)
Just swap our apprentice level wand with archmage wand
>>
>>Select any item you possess to put on the scale (no roll)
Put in pieces of the armor on the scale.
>>
>>4582858
>>4583010
You take a few pieces of armor off the floor and bring them to the scale. As you place them on the metal dish, you notice something strange. Despite their weight, the scale doesn't seem to move very much- not even an inch.

"You be an apprentice magician or swindler?
You'd leave me poor, hardly a spindler!
Who asked you for rusted trash?
You'll have to try again. No trading so slapdash!"


You figure out pretty quick the scale is tipped not by physical weight, but by value instead. Placing your own magic wand on the trading dish pushes it down considerably, but not quite enough. The imp heart also pushes it down a fair amount, but still not quite equal or greater then the master wand. You'll need to give up at least one more valuable item.

---Suggestions---
>Offer another item (no roll)
>Blast the stupid bird (roll)
>Just leave
>>
>>4583263
>open inventory
What other items do we have?
>>
>>4583315
You currently have;
>Wizard's Spellbook (Not tradable)
>Dagger
>flasks of water containing flakes of precious metals (copper, silver, gold, unknown)
>White stone
>vial of acid
>imp heart (traded, minor value)
>rusted armor pieces (traded, no value)
>>
>>4583317
Try putting down one item first, wait for response, stop if enough and if it isn't then put down next item in this order:
white stone
flasks of water (least precious to most precious metal flakes)
dagger
vial of acid last (don't want to offend the parrot)

and if everything is still not enough then I guess we could check what's else on this floor to pilfer
>>
>>4583317
What >> 4583346 said
>>
>>4583346
>>4583392

You begin to place down the items. You toss aside the metal armor pieces since they're just rusty and taking up what little space is left on the collection plate.

When you place the white stone down, the weight sinks down below the wand in height, the parrot squawking in surprise.

"Oh yes! I'll take it I will!
To see such alchemist stone is a thrill.
Consider our trade set, fine fellow.
I bestow your wand for the price; Albedo!"

You take back the imp heart since it was overvaluing the trade anyway. It seems the parrot is happy with the trade. The moment you take the master's wand away, the scale bops the white stone back to the same medium height as the master's wand was at before- it seems that the scale magically keeps whatever object is traded for the next magic trade. You have no idea if the parrot is a part of the contraption or its own entity. Regardless, you now have the Master's Wand.

You put away your own wand for a minute- it has sentimental value for sure, as you know you carved it yourself (not that you remember it) but the master's wand has more power. The dark gem at its base is a fine addition, perhaps adding power to the enchantments it weaves.

You give it a swish through the air, feeling the rush of magic around you as you go. Yes, this will come quite in handy.

You now have the Master's Wand. Magic weaved by it is more powerful. Whenever you cast a spell, add +2 to your d20 roll.

With no more business with this dark, spooky storage area, you move downwards to the next floor.
>>
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You come to a floor that looks like a small living area. Because there is no door between this floor and the one just above it- this would probably be for trusted servants, perhaps apprentices too?

You see a fine looking common area with two heavy armchairs- very high quality, though now quite dusty. There is a red one and a blue one, on opposite sides of a support pillar, around a fireplace with two fearsome gargoyle motifs. There is also a large dark bed nearby as well. Strange, was it for the same dog that the dog collar belonged to in the Wizard's room?

Across the room is a large keg, probably for ale or mead. There are two hallways, with curious metal dishes on the left above each door. Some of them have flames lit on them; you get the distinct smell of burning-gas here, but some of the dishes have no flame.

There are six rooms. Damn, this place is a lot bigger then you thought.

---Suggestions---
>Listen or peak into the doors (roll)
>Burst into a random room hoping to surprise whatever is in there if anything (must specify room - roll+2 for balls)
>Examine the keg
>Examine the fireplace
>Examine the dishes
>Other?
>>
>>4583444
>Examine the keg
ale sounds good
>>
>>4583444
>>Examine the keg
>>
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>>4583450
>>4583512
You approach the barrel and... ugh. What's that smell?

Popping it open just a crack, you can see some kind of dark urine colored fluid, which is sticky and viscous. It smells awful. Some small black crusty things which you can only assume were once flower petals are caught in the liquid. You quickly plug the stopper back up before gagging from the disgusting smell.

Yuck! It was certainly some kind of ale or mead once, but has since gone bad. Looks like the Wizard of this place didn't put a storage spell on his cask of drink.

However, you are almost glad you saw this liquid, as you are now fairly certain you could control it with [UMA]. It's not water exactly, but the elemental forces of water can be controlled with the magic for water. In the same way you could use [PEL] to control magma or burning gas to an extant. Elements are not as strict as one might believe at first!

About that time, you also hear a clattering within the room to the north of your position and to the right. It sounds like metal clanging around. You get closer...
>>
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You come to the door to the clanging metal, which you realize is a kitchen. Is there someone here?!

You press against the knob-less door in an attempt to get a peak when... it doesn't budge. The door is closed. There is no keyhole. Hmm, this is a mystery. You aren't sure why these doors are closed. Perhaps the other doors on this floor might give a clue?

---Suggestions---
>Investigate another room (use a number or series of numbers)
>Cast a spell?
>Other?
>>
>>4583525
>Investigate another room (use a number or series of numbers)
no. 5. Just go around.
>>
>>4583525
n.5 then n.6
>>
Rolled 18, 4 = 22 (2d20)

>>4583525
Investigate room 5 but don't forget to study the grimoire
>>
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>>4583528
>>4583658
You take a moment to check the door again- nope, it's locked tight. Whatever is making that noise either locked it from the inside or you're missing something.

You move up the hallway to number 5 and lo, it is also shut. You really hope you aren't trapped in here without a way out.

You move along the inside wall of this floor until you reach door #4. You notice the small brass plate up and to the left of the door, giving you enough light to illuminate this hallway without the aid of your spells. You press on the door and surprisingly, it opens! The door reveals a small room with a green bed, a chest of drawers, a chair in the corner, and a strange symbol on the ground, partially hidden by the furniture.

You also can see a diary on the foot of the bed, its pages marked with slips of paper. This room could have belonged to the Wizard's apprentice, or perhaps an assistant?

---Suggestions---
>Read the diary for clues (roll)
>Investigate the drawers (roll)
>Cast a spell? (roll+2)
>Other?
>>
Rolled 15 (1d20)

>>4583686
>Study the grimoire
>Read the diary
>>
Rolled 1 (1d20)

>>4583710
this
>>
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>>4583730
Please ignore
>>
>>4583734
It's okay my dude you win some you lose some
>>
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>>4583710
This roll will be for the grimoire.
>>4583730
This roll will be for reading the diary on the bed.

You check the grimorie for notes. You're understanding more about magic each time you read it.

You learn a new magic word- [VAS]. It is a meta magic word which means to change. It does nothing on its own, but can change one form into another. UMA VAS PEL would transform water into fire, or give some water the properties of fire temporarily.

After refreshing your knowledge, you feel accomplished. You step forward towards the diary on the bed and the moment your foot touches the symbol on the floor you feel a horrible burn travel up your feet and towards your outstretched hand.

"AAARRGGHH!" You cry, as an electrical force fries your right hand from your fingers down to your elbow, as it was the closest to the center of the symbol. You jump back and nurse your hand; which much to your horror you realize is totally numb. You can't move it. Your right arm is dead from the elbow down and burnt black. Your fingers are immobile in your dominant hand, you cannot use it. The pain is almost unbearable, but the worst part is that your hand feels nothing, the nerves are dead.

Your Right Hand is dead and unable to be moved.

The symbol on the floor glows after it activates, and seems a little less bright then before, but clearly it still has enough juice left to fry you whole.

---Suggestions---
>?
>>
>>4584174
>Try casting [ORT] on your hand
>>
>>4584385
>ORT
Giving our hands false life ? Risky but we need something to anchor it with , what about changing it first to metal then giving it false life if it doesn't want to cooperate bribe it with the metal flakes we have
>>
Rolled 4 + 2 (1d20 + 2)

>>4584385
Rolling for you.
>>
>>4584526
You take your wand and point it at your hand.

"Ort. ORT!" You say, trying to will it back to life. After a moment, it begins to stir! Amazingly, it follows your mental directions just like as if it's your real hand! Perhaps because the hand is still connected to you, and it's still "your" hand, it acts like your hand, despite being given false life? You seem to recall building a false leg for a man in your village, though the next time it rained the ink was washed away and it became inanimate; and you didn't have enough magical ingredients to restore it...

Even though your hand is moving: this is false life, not true life. Only the Gods have that sort of power. You flex your stiff, leathery burnt fingers and you see blood creaking out of the flaps of charred skin when you close your fist. It doesn't hurt though- just feels very numb and very weird. As soon as you point your wand aside though; your hand goes limp again. Damn. The spell only grants false life for as long as you can concentrate on it- but the fact that blood is in your hand means your hand COULD still be saved! Dead flesh gains nothing from a healing potion, but perhaps yours is still close enough to be rescued?

>>4584174
Regardless, you've still only got one useful hand. You're still within the small room with the glyph on the floor, and the diary teasing you from the bed.

---Suggestions---
>Find a way to get the diary without stepping on the symbol
>Cast a spell? (roll d20+2)
>Other?
>>
Rolled 7 (1d20)

>>4584530
>Find a way to get the diary without stepping on the symbol
>>
Hey QM got a question :
Say if potentially we wanted to elementalize our dead hands , how bad would it be if we fuck up ? And do we have the ability for it now ?
>>
>>4584530
>throw an armchair on the symbol, see what happens.
>>
>>4584781
also check if there are any slippers or shoes lying around. whoever slept here must have had a way to not get zapped when getting out of bed
>>
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>>4584716
I thought your idea was really cool to be honest, however you don't have the magic words for "body" or "flesh" yet, so you can't transform your hand into anything else.

>>4584555
You look around the room to try and find a way to get the diary- and then you spot the chair. Nice! You pick it up and put it on the floor, giving it a second to see the reaction. Nothing seems to happen- perhaps wood doesn't conduct this energy? Or is it only if a person steps on it? You place one leg on the chair from a distance, and don't notice any activation. With a quick step and a jump, you cross over to the bed in the hopes to avoid the glyph; and it doesn't hit you again!

Of course, it couldn't be so easy. The moment you jump off the chair to the bed, the chair falls back onto the middle of the glyph; a short distance from the bed. You're kinda stranded now, what a pain.

But at least you have the diary now! You take a moment to rest and read up.

First Moon of the Year of Roses
My father, count Erdermaine of Salzer, has shipped me to tutor underneath the archmage. I knew my gifts at a young age would lead me to a life of glory- not just my noble blood signing me as above the common stock, but my gifts of magic now as well.

Fourth Moon of the Year of the Roses
My teacher, Katen, has instructed me to speak to him as Master as long as I am his pupil. I dislike his arrogance, but I cannot deny he is a skilled instructor. He has told me my skills in Rune magic are a natural talent! I've already been able to replicate the fire rune in the alchemy laboratory- he said it takes most over a year of study to accomplish that feat. I will send a letter to father at once.


This is boring. It's just talking about his school life and basics of learning magic; no magic words even yet. You skip ahead a good thickness in the book- a few years have past in the journal.

Fourth Moon of the Year of Tulips
The third student that has distracted the Master from teaching me has arrived today. What a character! His shrunken form, his greenish tint, and those ears! He's a mutt, half human, half hobgoblin. I just know it. The bastard didn't speak of his family, for obvious reasons. Their kind are known for their thievery. I will not allow him to take my treasure. I will draw a defensive rune on the floor of my chamber to act as a trap. As long as I speak the speak the code word, I can pass over it safely. I will deactivate it when I sleep and only rearm it when I leave my room, so I do not accidentally fry myself getting up in the morning. I wonder how much longer until I will learn the five forbidden words? Such power teases at the tip of my tongue...


Well, that was illuminating. You don't really have the time or patience to read the whole thing right now. What should you do?

---Suggestions---
>Find a way off the bed (no roll- suggest an action instead)
>Try to guess the code word (roll)
>Cast spell / other?
>>
Rolled 2 (1d20)

>>4584786
>Try to guess the code word (roll)
> If successful search the room for other belongings ' runic inder or some shit ?)
>>
Rolled 14 (1d20)

>>4584786
>Try to guess the code word (roll)
not much can go wrong here I guess. If fail, flip desk on rune and rush over.
>>
Rolled 14 (1d20)

>>4584786
>Find a way off the bed. Cast [ort] on the chair and have it walk closer to us
>>
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>>4584798
>>4584841
Hmm. What's the code word?
"Erdermaine of Salzer." Nothing.
"I am of Noble Blood." Nope.
"Katen sucks." No response.

You guess you could just sit here and guess all day; but there's no way you can just guess it randomly like that! It could be anything. You could study the diary more, but you are feeling desperate with your hand still dead or almost dead- you don't know how much longer it will last. And if you're trapped in this tower for a long time with no medicine, the dying arm might spread infection to the rest of you, which will surely be lethal...

>>4585015
(You rolled 14+2 for a total of 16. The master's wand adds +2 to spell rolls.)

You point your wand at the chair- "Ort. Ort. Ort." You begin to enchant, the chair slowly stirring. It starts to move, rearing up its legs like its a horse, and then stomping the ground loudly with its wooden pegs.

"Come here. Good chair..." You say, motioning for it to come closer. The chair comes close to the bed, kneeling down so you can sit on it. Just so it doesn't try anything funny- you end Ort so the chair goes dead, and then you reanimate it so you can cross the room.

Whew! You're out of that situation. You use this opportunity to raid the drawers. Within, you mostly just find a bunch of clothes, a small bag of purple leaves which you assume is some kind of expensive tea, and one silver coin. You don't really feel like this is the noble son's "treasure" exactly- but this room is pretty dangerous and you kind of have other things to attend to.

What now?
>>
Rolled 14 (1d20)

>>4585045
>explore room 3
>>
>>4585051
second this. this room has not been very helpful at all.
>>
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>>4585051
You travel up to Room 3. Thankfully, the door is unlocked! You still aren't sure why some doors are locked here and others aren't- none of them have visible locks or doorknobs, or even handles. There must be some kind of reason behind it...

You enter into a small storage area. You can see a rack of outfits, only a small number and most are moth eaten. Across from you is a very dusty, shoddy wooden dog kennel. There is also a long chest with a visible keyhole. Finally, a small podium is crammed against a wall with a white book on top. The book says EQUIPMENT LEDGER written across it, with a long silver chain tying it to the podium. You guess you can't take this one with you, but why would you? For some reason, you get the distinct feeling that the book is magical- perhaps your senses are more on point today then you thought.

---Suggestions---
>Investigate the ledger (roll)
>Investigate the clothes (no roll)
>Investigate the kennel (no roll)
>Cast a spell on the chest to open it? (roll+2 : you must specify what words are being used)
>Other?
>>
Rolled 7 + 2 (1d20 + 2)

>>4585376
>Cast a spell on the chest to open it? (roll+2 : you must specify what words are being used)
Could we remove metal on the lock?
>>
Rolled 19 (1d20)

>>4585376
>Investigate the ledger (roll)
>>
>>4585472
second this. Be extra wary of traps in everything we do from now on out!
>>
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>>4585394
"Tuk Vot" You say, pointing your wand at the chain. You can smell something vaguely metallic, but nothing happens. Hmm. If the chain is made of silver, then your magic will be next to useless. After all; gold, silver, and copper were valuable BECAUSE magic can't conjure them from thin air, or duplicate them, or make them disappear! Precious metals were precious because they resisted magic. Pretty clever trick to keep this book here.

>>4585472
You take the ledger with your good hand and carefully align it, running your finger along the stem and binding, checking the pages for razor sharp paper projectiles, blades, or any magical runes that may be a great danger; you slowly open the ledger to find it... harmless. At least you think so. You thumb through its pages and see it lists off several useful items. It seems to be listing... pretty much everything in the tower. At least the named, big ticket items here and there. Curious, you thumb through the pages to find the healing potions.

>Healing, Potion of
>Quantity: x4
>Location:
>x1 within Scabhand's Room.
>x1 within entrance Foyer on the Ground Floor (knocked into the fountain).
>x2 within Canteen (emergy supplies chest)
>Recent Activity: Two to four hours ago- one drunk by UNIDENTIFIED on the Alchemy Floor

Holy shit! This book seems to keep track of everything in the tower and even what happens to them. You have no idea what could be in the tower- sadly, you see a few items are censored or redacted off- perhaps special items the master wished to keep a secret? You're amazed, this magic would be incredibly complex to create.

It said two were within the canteen- you have no idea who "Scabhand" is, but you guess the canteen is where you heard that metallic clanging and banging of pots and pans earlier! Maybe you have a chance to heal your hand back after all.

---Suggestions---
>Investigate a room? (make a suggestion of action instead of rolling)
>Search through Ledger further? (roll - costs time)
>Other?
>>
Rolled 11 (1d20)

>>4585551
>Search through Ledger further? (roll - costs time)
this is useful
>>
Rolled 18 (1d20)

>>4585551
>>Search through Ledger further? (roll - costs time)
>>
Can we get a run down on what magic words we currently remember?
>>
>>4585843
second this, its becoming too much to remember and searching the thread is a pain in the ass.
>>
magic word to manipulate Water- [UMA]
meta magic word for growth- [TELA]
magic word to manipulate fire- [PEL]
meta magic word to make something disappear- [VOT]
magic word to manipulate metal-[TUK]
magic word to manipulate light- [EXAL]
meta magic word to make the spell be cast around the mc-[FUDA]
magic word to create false life-[ORT]
meta magic word to change the nature of something- [VAS]
>>
here you go tried to not make mistakes
>>
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>>4585630
>>4585564
You check through the ledger. Here's everything you can identify.

>Inescapable Vase
>Demon-Possessed Mirror
>Flame Weapon
>Flying Broomsticks
>Avian-King Sarcophagus

Those were all the things in the storage room upstairs you saw but didn't know too much about. Seems like this ledger doesn't actually say what they do, just what they're called. Still, gives you a good idea. You check to see what else you can find-

>Lucky Coin
>Location: Tandis of Salzer's Room. Under the mattress.

That must have been the room where you just were. You were just at the bed too- it makes sense; you can't approach the bed in there without stepping on that trapped glyph.

>Spirit Candle
>Quantity: x2
>Location: Scabhand's Room

>Magic Apron of Protection
>Location: Storage Room. Within locked chest. The key is in the fireplace, under the ash.

Huh. Good to know.

>Rune Book
>Location: Meditation Room.

Does this contain spells words? You're not sure what room is the meditation room; but what you DO know is you've spent far too long in this storage room. Your arm is starting to ache from carrying the weight of your dying, or maybe dead arm. If you don't heal it soon it will probably not be coming back.

It's time to go; and quickly. You need to figure out how the hell to get some of that healing elixir. It will probably take more then one to fully heal you anyway.

---Suggestion---
>Make a suggestion for what room to explore or a course of action. Rooms of 5 and 6 are locked as far as you know.
>>
>>4586231
We need a portion asap let's head to the canteen
>>
>>4586234
+1 after that back to storage room to grab the key in the fireplace
>>
>>4586231
Supporting >>4586238
>>
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>>4586234
You make your way over to the Canteen- and it's still locked. Dammit! The rustling seems to have died down a little bite, but waiting for someone to come out doesn't seem like an option.

The door is just... jammed. You can't push on the knobless door at all, like it's stuck in place. You find it hard to understand; though any keyholes would be hard to find in this darkness. You realize that the metal dish, to the top left of the door, is dead. That's odd. You are now realizing every door that you could enter in on this floor had a fire lit in one of those dishes, but door 5 and the Canteen were locked. Maybe the fire unlocks the door?

>Suggestions?
>>
>>4586624
>use PEL to bring fire from one of the lit trays to the one above the canteen door. Guess that fucking imp is in there so be prepared when the door springs open.
>>
Rolled 17 + 2 (1d20 + 2)

>>4586635
I am retarded.
>>
Rolled 4 + 2 (1d20 + 2)

>>4586624
What >>4586635 said
>>
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>>4586637
>>4586635
You cast a powerful [PEL] spell to make the fire move. You whip almost all of the fire from the dish above room 2, since it's the closest, and move it around the living area and onto the dish by the canteen.

Because it's fire with nothing to burn, the flame you're moving almost dies out- but you manage to move it fast enough. You stand with your back to the pillar by the sitting area which gives you a view of both hallways, and with the Master's wand, you can move it across quickly without mush issue. The moment the tiny remaining spark hits the inside of the second dish- it bursts into flame. Perhaps they are filled with some sort of heavier then air gas, kept collected in the bowl so they don't collect on this level and explode to destroy everything? That's one explanation anyway.

You enter the canteen. It seems like a peaceful little room- small for an eatery though. There's a few barrels by the narrow end, a large stone oven, a half-circle table with many knives and eating utensils sat out on it, a long table for preparing food- and a chest on that table. Could that be the emergency supplies chest?

Strangely, you look around the room expecting to see... something. Or someone. What was causing that racket earlier? It looks totally empty!

Just then, you see a large meat cleaver by the oven start to just... levitate. Float up into the air. Then a large metal pan, and then the knives on the table. They're moving on their own?!

No- something has to be moving them! The way these objects are moving, all separately and without any kind of runes or magic circles on the ground- it has to be a ghost of some kind. A poltergeist!

You don't know much about ghosts- but you know two things. They only appear in the room or general area where they died and they are empowered by darkness and ambient fear or other forms of negative spiritual energy. You aren't a priest; you have no idea how to handle this situation!

---Suggestion---
>Say a prayer for the deceased and wish them to go in peace (roll)
>Grab the box and run out of the room quick (roll)
>Cast a [VOT TUK] spell to destroy the knives (roll+2)
>Cast a different spell?
>Other?
>>
Rolled 18 + 2 (1d20 + 2)

>>4587825
>FIFA VOTES TUK
this should create a barrier around us that makes metal shrink, right?
>>
>>4587889
FUDA, obviously, not FIFA
>>
>>4587889
fucking phonepost, you know what I mean, FUDA VOT TUK
>>
>>4587889
We playing football know kek
>>
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>>4587889
>FUDA VOT TUK
Your spell takes effect- and with both your skill and the master's wand, it's quite potent! You can see, and smell, the metal already beginning to corrode! It's turning rusted.

But the poltergiest is still levitating the objects; in fact, now they're starting to move towards you! You guess you didn't think this through; it's not the same as the Knight where you concentrated all your power into a single spell; this one has got to last.

Secondly; you also notice everything get darker- shit! Your old light spell you were using to see your way around; it seems like you can only have one FUDA spell active at a time.

But regardless- now you have a new problem. You need to avoid getting skwered- especially against these rusty, shitty blades! It will probably only take one more round of avoiding for them to fall apart- but you're in danger until then.

---Suggestions---
>Dive to the floor (roll)
>Cast a different spell? (roll+2 : Specify spell)
>Other?
>>
Rolled 3 (1d20)

>>4588024
>Jump under table (duck and cover)
>>
Rolled 17 (1d20)

>>4588024
>>Dive to the floor (roll)
>>
Rolled 6 (1d20)

Can’t believe we didn’t grab the apron of protection while in the storage room.

>>4588024

Hit the deck!
>>
>>4588117
That was pretty retarded. should definitely get that next.
>>
>>4588120
Are we allowed to go back ?
>>
>>4588133

If we survive!

If we do, we have to go back though.

That’s going to be the kit we equip the inevitable emaciated orphan/village waif we come across with, so they can perform better as a “trap disabler”.
>>
>>4588093
supporting
>>
>>4588167
Actually I'm even considering going back up one floor to check out the flying broomsticks. Might be a fast way out.
>>
>>4588322
I mean , I'm not sure we can blow up the walls because there aren't windows on the maps
>>
Rolled 19 (1d20)

>>4588024
>Dive to the floor (roll)
>>
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>>4588093
You jump down to the floor. Your dead hand slaps the wood with an audible thump, hurting your shoulder. Not that you have time for that. You can't exactly pick yourself up very easily with only one hand- so you hope your magic can do the trick.

Thankfully, the knives fly over you. They are already heavily rusted; you can see holes growing in them as the degrade away to nothing. The iron pot that the poltergeist was levitating snaps from its handle, clattering on the floor next to you. The meat cleaver is raised up for a downwards sing, but is cracked in half and falls uselessly.

You managed to avoid any further injury- beyond getting banged up at least. You take a moment to pick yourself up.

Firstly, it's too dark in here to navigate yourself around right now. You cast FUDA TELE EXAL again to light the area. The natural light of the torches and the reflections on the stone floors bright up instantly, giving you clear sight.

Secondly, you go straight for the chest on the table. Within, you find two glass vials, filled with that sweet red elixir. Second, you find a bunch of weird, small metal shards. They're totally rusted. Maybe they were calipers or something once?

...Oh no! You just realized. You reach into your pocket. Shit! Your spell. You didn't think this through at all.

Your FUDA VOT TUK spell reduced and damaged all the metal around you- including your dagger. Your dagger is just a small bit of leather around a rusted iron spike, which falls apart the moment you try to handle it in any way out of its sheathe. Shit. Looks like you're out of weapons for now. Except for your magic at least.

Secondly, you need to drink. You take a long draw of the first health potion, and see what happens. Your arm... begins to heal! It's slight, but you can see the skin returning to an almost normal color... and then the pain starts. You've regenerated your nerves in that arm and... fuck, that hurts really bad. Your arm seemed to return to a state where it is badly burned, but not totally burnt. Blisters mar your skin, and your flesh is open to the air in some spots. Ouch, it hurts so fucking bad. You can't resist the urge to drink a second health potion.

Ahh, that's better. Your arm is fully healed now- minus some slight sun-burn like redness. You managed to save your arm in time!

Your right arm has returned to normal.

How about that! You've immeasurably pleased; you can now use your wand in your right hand, which feels much more natural.

But before you get ahead of yourself-
>>
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>>4588863
Sorry I missed yours! I still consider everything over a 15 a pretty strong success- yours was even better.

>>4588024
You take what's left inside the emergency supplies box- it seems it was a pair of calipers, the healing potions, some bread rations (why was it in a kitchen then?) and some bandages. At least you can make use of the bread and bandages.

You head to the fireplace. With your newfound hands, you take a moment to dig through the ash to find a small key. Then, you head to the storage room. Careful for traps, you find none as you open the long chest and find it.

It's a long, leather apron. It covers your whole midsection, on its main body are two powerful protective runes. Your recognize the symbols enough to suddenly spur your memory- the word [OSA] comes to mind. It is the word that means "preserve" or "sustain". Essentially, it works as the counter to [VOT], maintaining an element or other word to keep itself. So if cast [OSA PEL] on a fire, water dumped on it wouldn't put it out, or at least not as easily.

The magic apron of protection, on the other hand, is a magical piece of armor. With this on, you feel greatly protected from magical attacks, elemental blasts, and most physical harm. However, as it is just an apron, it mostly only protects your front. You'll have to keep that in mind.

Now what?
---Suggetions---
>Explore a room (suggest a number)
>Get the Lucky Coin from Tandis's room (suggest a method to avoid the glyph)
>Other?
>>
>>4588876
Open room two, since it’s closest to the stairs if we gotta make a run for it.
>>
>>4588876
>Get the Lucky Coin from Tandis's room (put magic apron on glyph and walk over the enchanted leather)
>>
>>4588876
>>Get the Lucky Coin from Tandis's room (suggest a method to avoid the glyph)
lay the apron on the glyph and cast the spell OSA on it and on your boots
>>
>>4589014
Change my vote, supporting this!
Gotta finish cleaning a room before you move on to another.
>>
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>>4588985
>>4589014
>>4589256
Astounding idea! You walk to Tandis's room with its deadly glyph and take off your newfound apron, placing it on the floor.

You're unsure if you should be placing it up or down. Should the runes go up against your feet, to "protect" them? Or should they go down, against the glyph which is where the "danger" is coming from? You figure since the apron's runes face outwards anyway, you place it face down against the rune and cast [OSA] on your boots and the apron for further preservation.

For all your preparation and protections, it seems to work perfectly. You step across the apron, your narrow isle of safety, and lift up the mattress. Thankfully, no more surprises. You find a small silver coin crammed against the bedframe and the mattress, which still looks shiny despite its age. Fumbling over the coin, you can see a small mark (a printing error?) that makes the woman on the coin look like she has a beard. Hehe. Lucky coin indeed.

You now have the Lucky Coin. All rolls of 1s will be treated like rolls of 20 instead.

You step off the glyph once you're back to safety, place the apron back on, and feel much accomplished.
>>
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You head to Room 2, which was the last room with a lit fire outside the door. It's also closest to the stairwell, so you figure its the best one to explore.

You open the door and find it pretty similar to Tandis's room except... much less furnished. The room is smaller, a bed crammed into the corner with its sheets off, though neatly folded. Only one pillow and a small nightstand? Looks like social class even matters among a Wizard's apprentice.

In the opposite side of the room, you find a small altar with two candles. Were these the spirit candles that the magical ledger told you about? You're not exactly sure what they're used for, but you do know that religion and faith is really important to a lot of people, and is the primary way that people protect themselves from evil spirits, and even dark magic.

You get a bit of a funny feeling just be being in here, not exactly sure why. Seems safe enough.

---Suggestions---
>Take the candles (no roll)
>Explore the room further (roll)
>Other?
>>
>>4589605
>explore the room
The magical ledger ledger told us there should be a healing potion in Scabhand's room and it seems like this should be Scabhand's room, yet there is no healing potion in sight. Humm. Pehaps it is stashed under the bed, or snuck inside the pillow, or hidden in a cache behind a loose brick? Better shed some light under the bed to make sure there is no warding sigil, one fried arm is enough.
>>
>>4589605
Light a candle, then cast [OSA] on both the wax, the wick, & the flame!
See if it casts anything in a different light.
>>
also, HAPPY NEW YEAR!!!
>>
Rolled 2 (1d2)

>>4589605
Honestly I agree with both options so an 1 is support for >>4589709 and a two for >>4589753
>>
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>>4589753
>>4589876
You go to the altar and light one of the candles. It has a pleasant aroma. You look around the room with the magical candle and don't see much out of the ordinary- though you do feel strangely... spiritual. In a good way. You hear these candles are used to send prayers up to heaven better, and the smell of them which is good to you, drives away ghosts and evil spirits. It's hard to know how true that is though.

You cast [OSA] on the candle, and then slap your forehead remembering that you need a second word. OSA by itself doesn't do anything, you don't know the word for wax! Though you could cast [OSA PEL] to keep the fire from dying out, though it wouldn't save the rest of the candle. And it would only last as long as you held the spell. Did your [OSA] spell even do anything in the other room? Or did you just cast it to make yourself feel better?

...? What is that.

There is a large, slimy green tentacle reaching out from under the bed. Its reaching towards you. What do you do?

---Suggestions---
>Run (roll)
>Drop a candle for it (no roll)
>Cast a spell? (roll + 2 = must specify spell)
>Other?
>>
Rolled 10 (1d20)

>>4589889
>run
Run out of the room immediately. A large tentacle is no joke! It would certainly use a restricting attack and our apron only protects our front! Run first, then cast [PEL] to move fire from the tray outside the room and project it towards the tentacle. It is the same method we used to open doors but employed offensively. We could use the candle for that purpose but the tiny flame would make a pitiful weapon, the fire burning outside the room should do just fine. Plus we put some distance between us and the threat.

It would be well if we could burn the tentacle but avoid setting the bed on fire. That would be bothersome to put out.
>>
Rolled 20 (1d20)

>>4589889
>OSA TELA PEL
on the light dulling reflecting from the floor just before the bed.
Any thing that hides beneath a bed shouldn’t like light!
Then run into the hallway and prepare to run farther if it continues to pursue, or cast an offensive spell in:
>FUDA EXAL VAS PEL
making the light burn like fire or just:
>EXAL VAS PEL
on the growing light source we (maybe) just cast infront if the tentacle.
>>
>>4589910
Nat 20 makes this sound like a good suggestion
>>
>>4589910
I mean it's a crit so I'm gonna go with this
>>
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>>4589910
You dash from the room, but not before casting a magical spell.
>[EXAL VAS PEL]
You watch as your magical ability manifests. It is very strange; you can see the light that enters the room slowly dim as it raises from the reflection of the floor, and then, give off light once again as it became flame. It is surreal to see beams of light wobble and wave in the air as they lose form and become as abstract projections of heat.

You hear a grand hissing and sudden writhing as the tentacle is lit on fire. Unfortunately, despite your best efforts, there is no way to stop the fire from spreading, especially in such close distance.

You watch the tentacle under the bed coil, spring, joined by others, your hear thrashing as the light-turned-fire quickly consumes them. You stay far away, and then hear the sounds of glass shattering- seems one of them was holding the healing potion. That's a loss you will not enjoy.

Within a minute, the tentacle is dead, and with a quick [VOT PEL], you can extinguish the remaining flames. Half the room is charred from the fire, and you see the remains of a broken health potion on the grounds. That's disappointing.

But given your sudden magical surge of inspiration; a new magic word is forming in your mind again. [ZET] is the word for returning. It returns things to their rightful place, or back as they were. You think you could use this to repair the health potion.

---Suggestions---
>Restore health potion (roll + 2)
>Investigate under the bed (no roll)
>Explore room 1 or 5 (no roll)
>Other?
>>
Rolled 1 + 2 (1d20 + 2)

>>4590646
>restore health potion
>>
>>4590646
>investigate under the bed
Before we do anything else, let’s make sure this thing stays dead.
Maybe figure out what it was.
Jog the old nog’arino.
>>
>>4590646
>Investigate under the bed (no roll)
>>
>>4590786
You fools, with our lucky coin this is a crit success! +1!
>>
>>4590786
+1
>>
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>>4590786
Critical Success
>"Zet."

You motion with the master's wand, conjuring power into the bottle and red stain on the floor. Within a moment, the glass shards tumble together, forming a roughly bottle-shape, the red ooze filling into the cracks. The cork, which must have burned up in the fire, seems to be absent at least, but the healing potion is still present. Looks like some forms of "damage" can be reversed, while others cannot, at least not with this spell.

Regardless, you now have a new health potion. You decide to stuff it with a spare bit of fabric you have. You are currently healthy and have no need to drink it.

Taking the initiative, you move up to room one, the last room in this hall you haven't explored, and use a quick PEL spell to move the fire to the dish. Opening the door cautiously, you see a small, simple and unadorned room with a large runic circle etched onto the ground, and a fat book with a golden circle on its cover. This must be the Rune Book the magical ledger mentioned.

Still, you're a little hesitant to step on any magic circles, just in case. The runebook might also be trapped as well. You guess it's your call.

---Suggetions---
>Grab the book without touching the circle (roll)
>Step onto the circle (no roll)
>Leave this room alone and go to room 5 (no roll)
>Other / cast spell?
>>
>>4591225
>other
try using [ORT] to make the runebook open up while keeping our distance. if it is trapped, using magic on it and opening it has a decent chance of triggering it while allowing us to keep a safe distance.
>>
Rolled 7 (1d20)

>>4591225
>other
I think our previous anti-rune strategy proved itself worthwhile. Lay down the magic apron, cast [OSA] on it and on our boots (rolling for spellcasting), then walk on the apron. For good measure we should poke the book with our wand and slide it toward us and then leave this room immediately. Since the ledger calls this place the "meditation room" I fear this might be a punishment room where the apprentices are sent to "meditate on their mistake" after causing some mishaps. We might be looking at an entrapment rune on the floor. The room seems too small and bare to be facilitating meditation and the book might be a distraction for the jailed.
>>
Rolled 12 + 2 (1d20 + 2)

>>4591387
Anon might be overthinking but thats better than underthinking. For all we know this rune might even be beneficial, but until we have a proper spell to identify magic and find traps I ain't steppin on shit without my OSA boots and 'pron
>>
Rolled 12 (1d20)

>>4591345
We really need to hire somebody to step on runes for us.
>>
Rolled 2 + 2 (1d20 + 2)

>>4591387
supporting
>>
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>>4591489
>>4591618
With plenty of time to both lay down the apron and edge across the wall to the book, you find no trouble in grabbing it without stepping on the symbol.

You give yourself a moment to put your apron back on and check over the manuscript. You flip through it. Very little information about magic, but a LOT of very interesting information about magic runes.

Circle Runes
Manifesting the abstract forces of permanence, stasis, change, and defense. These runes keep things the same. Runes that give off a constant, endless effect (such as heating fires or light producing glyphs) are best served with runes. Circle runes are sometimes placed on the covers of books to protect them, or on the beds within places of healing so those on them can rest without passing away in the night. The floors of meditation chambers are set with circle runes to allow whomever is within to remain in a meditative state for as long as they wish, without outside distractions or chaos disrupting their thoughts.

Huh. Well, you get the feeling that the circle runes in this floor wouldn't have hurt you. Would they have put you into "stasis" or something though? Or do you need to be already in a "state" for it to count?

Diamond or Square Runes
These runes are used both to trap things, and release things from the trap. In many cases, an inner rune or charged spell can be locked within the room. Diamond shaped runes are known to be especially offensive; and are often used to create magical traps.

Well, that would have been nice to know before.

Pyramid Runes
The final common shape to create runes are pyramids or triangles. Three sided runes are fundamental to the creation of order out of chaos. Pyramid runes are tricky to create, but they are incredibly powerful as they allow for the creation of matter or energy.

Hmm. You haven't seen any of those yet. As you trace your finger over the sacred triangle diagram within the book, you start to get a tingle in the back of your mind.

[ALM]

[ALM] is the sacred word of creation. One of the five forbidden magic words, and of them, among the most secret and special of them all. You can't believe it. Staring at this triangle shape in this book jogged your memory. You now can cast the spell [ALM] in combination with another word to create something from nothing. [ALM PEL] will create fire. It is cancelled by the word [VOT], who exist in tandem with [TELE]- the three points of the great pyramid of creation.

For some reason, you feel like a very important thing has just been returned to you. You travel to door 6, the last door on this floor, and lit the brazier with [ALM PEL], no longer needing to transfer fire from another dish to open this door. You're glad you do, because you realize that creating something with magic is very draining.

You may now leave this floor, or go back if you have any unfinished business.
>>
>>4592440
Go back to the storage room up stair to check out the things we missed
>>
>>4592521
Seconded. Let's recap the things mentioned in the ledger:
>Inescapable Vase
>Demon-Possessed Mirror
>Flame Weapon
>Flying Broomsticks
>Avian-King Sarcophagus
I don't like the sound of most of these things but we should at least try to grab a flying broomstick. If the tower is in the middle of nowhere like seen in the OP picture then we'll need a mean of transportation. Additionally it would provide a quick escape if there's a fearsome magic-resistant guardian at the bottom of the tower. I'm also concerned about the white stone we left on the magic scale which was deemed highly valuable (a philosopher's stone?). I would suggest we try putting all the stuff we don't want on the scale until we can grab it.
>>
>>4592565
yea same , try to put random shit we don't want on that scale to get that stone ,
>>
>>4592440
>> 4592565 sounds good to me but I want to at least consider keeping the flame weapon as well as a broomstick
>>
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You go back up a floor to the storage area. You grab a broom from the rack, and with no animated knight armor to follow you around, you feel much more comfortable taking something.

The broomstick rears up in your hand, barely constrained with power. Similar to a horse, you'd need to really learn how to ride it, and get this one used to you. Since you're still indoors, it would be difficult to use the broomstick directly, but it could be used as a way to fly upwards if the ceiling was higher, or a way to travel quietly by hovering, or maybe you could even attached something to it and then launch it out of your grip- since you cease being in control of it after you let go?

Regardless, you don't feel like you can really take or use more then one, so you bring the best broomstick along with you. You now have a flying broomstick.

>>4593584
You looked at the flame weapon while walking up the stairs. While intriguing; it's WAY too big for you to carry! It's like 20ft long and weighs a ton! Even with your strongest [TUK] spell you could probably barely even lift it, much less fire it. You don't even really know what it does.

>>4592565
>>4592885
You return to the Parrot and the scale. There, you see the white stone you left behind. You don't really know what it is, but it was MORE valuable then the master's wand and the bird said something about "albedo".

"SQUAWK! This one returns, all done up in blue,
now wears apron; armor for the likes of you.
With pillaged plunder and recovered coin,
Does thou wish to trade, my stone purloin?"


You don't know exactly what items you "don't want". You'll have to be more specific. There is also a limited amount of space on the scale's dish, so you can't just pile on everything you have. It only moves based on value, not weight, so large amounts of random books or pieces of furniture or destroyed metal won't do much. You wonder what would be a good trade.

Your current inventory is;
>Wizard's Spellbook (Not tradable)
>Protective Apron
>Master's Wand
>Handmade Wand
>flasks of water containing flakes of precious metals (copper, silver, gold, unknown)
>vial of acid
>Healing potion
>imp heart
>Lucky Coin
>Rune Book
>Sacred candle x1 (+1 upstairs)
>Flying Broomstick (found on this floor = no value)

---Suggestions---
>Make trades (no roll if no objections- will be using >>4583346 this as a guide for autopilot)
>Grab the stone and run (roll)
>Ask what value the stone has / why the parrot wants the stone (roll)
>Cast spell (roll + 2)
>Other?
>>
>>4593615
>Handmade Wand
>Rune Book
I think we no longer need these
>>
>>4593623
I'm also thinking about putting the inescapable vase on it but I'm very anxious about touching that thing.
>>
Rolled 13 (1d20)

>>4593625
I mean we could probably put the apron around it or something
>>4593615
>Ask what value the stone has / why the parrot wants the stone (roll)
>>
>>4593615
>grab it and run
5 finger discount bird bitch!!
>>4593674
It just wants things of escalating value.
The pebble is apparently worth a lot more then the masters wand we gave it.
It may be by monetary value, or by some arcane parrot measurement we are unaware of, but it only trades up.
>>
>>4593914
>grab it and run
No roll? Since there's a chance of failure, I'd ask for a roll for that.

>>4593674
"This white stone, the second of four,
Has great worth- not to king or whore.
But when it comes to the great work-
The whitening, purifying- you must not shirk!
The Wizard Katen, his life undone,
Valued this work, so do I, treasure homespun!
So why you want it, I cannot divine.
So for a trade, you'd need something very fine."


That was a mouthful. You wonder how much of that was nonsense, or what the stone's true value even is- if any.

Maybe there's something else that can help you in this room? >>4593615 Or perhaps you could leave the stone and press onwards. You already have the Wizard's spellbook, what more treasure did you come here for?
>>
>>4593615
Seconding this >>4593623. I think putting down these items is a good start.
>Handmade Wand
>Rune Book

We could then offer the following items with a good chance that we won't miss them much:
>2 Sacred Candles (grab the other one)
>3 Imp Hearts (harvest the two other imp corpses)
>the remaining Flying Broomsticks (if they fit)

Then we could CAREFULLY offer the following item:
>Demon-Possessed Mirror
I don't like the name but due to how cursed mirrors typically work there is a good chance it can only have a malevolent influence if we look into it. It should be harmless(?) but valuable(?) when covered with a sheet. It might not fit on the scale however, the size is unclear.

Another potential source of bartering:
>Dragon Bones
The dragon bones are confirmed valuable for alchemy and they could perhaps be broken into smaller pieces or turned into powder to fit them on the scale. Not sure how.

Bad trade:
>Inescapable Vase
Like the other players I'm anxious about interacting with the vase. It could potentially have a trapped magical entity inside that has some value but I'd rather not risk touching it.

If nothing we offer seems to move the scale and it becomes apparent the stone is the most valuable object in the tower then we should probably just leave it. It evidently has some alchemical properties but we might have lost it forever by putting it on the scale, we ought to confirm it and then move on if it's the case.
>>
Further info on this thing:
https://en.m.wikipedia.org/wiki/Albedo_(alchemy)
https://en.m.wikipedia.org/wiki/Magnum_opus_(alchemy)

so yeah I don't think this is something we need, this shit is too big & complicated for the likes of us
>>
>>4594245
Good point. We could leave it there for now and if it turns out we absolutely need to perform advanced alchemy to leave this tower then we always have the option to go back and get it.
>>
Seems like we're in agreement on leaving the stone for now and heading to the next floor, beneath the dormitory. I'll wait a bit since it's only two voters as of now.

Is the quest alright so far? I haven't checked in in a while. I do hope it isn't dragging too much. Any suggestions are welcomed.
>>
>>4594332
The quest is fine I enjoy it very much, although I feel ike the lore could be expanded upon a little bit , that's just my inner cunt speaking , just keep on doing what you've been doing up until now and you'll be fine , on another note if you want to pull in more players , you could advertise on /qtg/
>>
>>4594332
The quest is doing great! I enjoy the medieval alchemy reference.
>>
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You come down to the next floor of the great tower, feeling a bit claustrophobic. You think this floor is even darker then the dormitory floor, and the walls seem even closer together and heavier with the weight of the tower above it all. There are still no windows.

You come to a dust room or entrance room. It seems like this is the room that enters the upper tower proper. Is everything below for guests or perhaps a gauntlet for intrepid explorers?

To the north, a rack for shoes. To the south, a chair and several large, long metal poles leaned against the wall. Strange.

---Suggestions---
>Read your Grimorie (roll + can suggest a second action)
>Try to figure out the purpose of the metal poles (roll)
>Press onwards (no roll)
>>
Rolled 17 (1d20)

>>4594766
>Read your Grimorie
>>
Rolled 17 (1d20)

>>4594771
this, plus
>Try to figure out the purpose of the metal poles (roll)
>>
>>4594766
Seconding >>4594771
>Read your Grimoire
Followed by:
>Pull the rug(?) in front of you to check for runes underneath
>>
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>>4594771
You open the grimorie and focus your light on it with an [EXAL] spell to read it. You turn to a random page...

You learn the magic word [QWEE]. That's a funny one. You chuckle. It's the word for plants. Any part of a plant; roots, turbers, trees, grasses, and anything made of wood. It manipulates wooden objects like [TUK] does for metal. That's a useful one to remember.

>>4594787
You put your hand on the metal rod. They feel strangely... familiar. You aren't sure why. Stranger still, they don't seem like they're "from" here, if that makes sense. Like the metal is just from somewhere else. You aren't exactly sure what they're used for, but you can carry one and they seem just big enough to fit in this tower's hallways and ceilings, and seem conductive.

>>4594790
You pull away the rug. Nothing is underneath except for a bit of dust. Good thinking to check though. Do magic runes work when covered like that? You aren't sure, but better safe then sorry.

With the way cleared, you pass into the next room.

...What the shit is this. You see a strange contraption on the ground roughly in the shape of a fish. There are several dark gray metal wires criss-crossing the floor, with metal dishes acting as end points for the wires, about the size of a large dinner plate.

You get the feeling that trying to step over the wires that are buzzing with electrical energy is a very bad idea and will probably end up with you getting shocked again. What are you supposed to do?

---Suggestions---
?
>>
>>4594852
Are the wires strongly connected to the plates, or just touching them?
I'm thinking either use [TUK] to move the wires so we can cross safely, or use the metal poles to short them out somehow? like touching both leads on a capacitor with a screwdriver.
>>
>>4594852
cast TUK VAS QWEE a couple of times. if we turn even a small section of the metal wires or plates into wood, that should stop any current from flowing and make the whole wire safe. also easy to reverse in case the wires are important later, unlike just rusting them to nothing
>>
>>4594852
Seconding the first suggestion of >>4594986, use [TUK] to attempt to move the wires and confirm how strongly they are connected to the metal disks.

I have a feeling these zapping noodles might be part of an important device on the floor below so I favor using the minimum amount of alteration to get through. If [TUK] doesn't work, maybe we could try to evaluate what should offer enough protection to cross such fierce electrical energy? Would it be safe to cross if we placed the rug over the wires? Would the crackling energy overwhelm [OSA] boots? Could we attempt to hover over the danger zone with our Flying Broomstick?
>>
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>>4594986
The wires seem plugged into the pylons; the wires themselves seem to not want to spread the energy to each other directly, since they're crisscrossing all over the floor, but the pylons seem very conductive.

>>4595199
You give a prilimanry casting of [TUK] but find moving the cords very difficult. They seem very heavy, and more importantly, made of some material that is only partially metal. Things that are related to but not purely of an element are harder to affect with magic words regarding that element; using [UMA] on blood for example. For these cords, you'd need a spellcasting roll to actually try and move them, but they feel pretty firmly cemented as far as you can tell.

>Could we attempt to hover over the danger zone with our Flying Broomstick?
No, the ceiling is too low here to really fly. You don't trust that the energy is only passed by touch. For your other inquiries- they'd require you to experiment directly.

>>4594990
This action requires a spell roll.

---Suggestions---
>Cast a spell (roll + 2)
>Other?
>>
Rolled 4 + 2 (1d20 + 2)

>>4595469
Seconding >>4594990 with casting roll
>cast [TUK] [VAS] [QWEE] on wire
>>
with the knowledge of rune magic we have now, can we create runes? Can we use rune magic to permanently enchant our boots similarly to the apron to create "magically insulated boots+3 (rare)"?
>>
>>4596017
We weren't told we could so I would wager it's currently outside the scope of our abilities. Judging from >>4592440 we only learned how to recognize them by shape.
>>
Rolled 6 + 2 (1d20 + 2)

>>4594990
imma try to roll for this
>>
Rolled 11 + 2 (1d20 + 2)

>>4595836
well then, Bo3 right?
>>
>>4596186
I dunno , probably not , we're fucked aren't we ?
>>
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>>4596186
>>4596180
>>4595836
You attempt to cast [TUK VAS QWEE] on the metal wires to change them into a wood or plant-fiber material. After a few solid tries that result in the smell of burning wood, you give up. Your body feels a little tired from expending that energy. You think these wires aren't a pure metal substance, or whatever kind of metal they are is highly resistant to magic. Or perhaps the spell is too complex for you to achieve right now.

Perhaps it would be better to take a look at your options. You step back into the dust room and look around, remembering those three metal poles you examined last time. You get the strange feeling you've seen them before; did you use these to bypass this obstance on your way in, leaving them here for yourself on the way out? You have to think it's a possibility. Or did you conjure them by magic?

You see three iron bars. There is a short one, a medium-long one, and a long one. You get the feeling that they are those sizes for a reason, but you aren't exactly sure why. Perhaps a different spell or approach might work better.

---Suggestions---
>?
>>
>>4596626
>cast [TUK] and levitate the metal bars in the following positions
>>
>>4596745
support
>>
>>4596745
Looks smart, let's try this
>>
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>>4596745
>>4597044
>>4597086
You use TUK to move the metal rods. They're quite heavy, and difficult to use magic on in the first place, but you have plenty of time. You have to stand in the doorway to motion them through.

After placing the first rod, you see the electricity spread and spark through the rod and into the second pylon, then spreading through the wire. It was a good thing you did this at a distance.

You place the second rod, and as you do, see the electricity spread throughout the whole circuit. After a second, a loud click is heard, and the whole system seems to shut off.

What? It looks like the electricity is gone now? You wait a moment, and then hear a loud click- and then another click at regular intervals. It's almost like it's try to reset- but cannot. Perhaps if you move the rods now, it will start up again.

At any rate, it seems safe to pass for now.
>>
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Just to be safe, you place the final rod on the "nose" of the fish, and then walk through the doorway over the electric fish circuit thing and come to a long hallway. To your right is another door, to your left is a long hall that goes off into the darkness. But between there and here is an entire grid of large floor tiles that look like pressure plates.

Two softly illuminated symbols are present on the two tiles you can step on.

-Rules-
You can attempt to move on the tiles diagonally, but it will require a roll, they are spaced out far enough and large enough to make it difficult.

---Suggestions---
>Step on a tile (suggest which)
>Check out the room to the right
>Other?
>>
>>4597097
>Check out the room to the right
>>
>>4597097
>>Check out the room to the right
>>
If the shapes are like the symbols used in runes, I think the triangle shape would be a lot safer. Diamond shapes are offensive and dangerous, while triangle/pyramid shapes create order out of chaos.
>>
>>4597097
>Check out the room to the right
>>
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You decide to check the right door. You open it up, and are met with a smell of wet earth and clay. The inside of the room is filthy. Also, in the center of the room, is a large man made of clay. It's a golem. The center of its chest contains a large red polished sphere, set into its chest.

The golem is utterly still and silent, like a statue, but you hear the grinding of clay and stone and the golem is now moving. It takes one lumbering step towards you. What do you do?

---Suggestions---
>Cast a spell? (roll +2 : Specify the spell)
>Run to the tiles (specify tiles)
>Other?
>>
Rolled 20 + 2 (1d20 + 2)

>>4597484
> cast vas uma to tranform it into water
if it doesn't work
> cast tela tuk because eath is related to metal
>>
>>4597576
kek , my autism knows no bounds
>>
>>4597484
>run to the diamond tile
Reasoning: I don't think our magic can handle such a fierce guardian. We have no spell in memory which directly affects clay and even if we did, I fear the relentless construct might be in possession of fearsome magic resistance, as golems oft do! I see two paths before us: retreat to the wires or retreat to the tiles. Therein, we can use the security system of the tower in our favor, like the clever tactician who captures the pieces of their opponent and uses them to turn the tides. Yes, this a strategy which befits a genius wizard like us.

Unfortunately we have no indication that the wires in fish shape will be convinced to work again if we remove the metal parts. The contraption may have been permanently short-circuited by our prior shenanigans. If we retreat to this location but the danger noodles refuse to be brought back to life then the golem will stand in our way to egress. An unpleasant outcome, to say the least.

On the other hand, the tiles are most likely a floor puzzle. Stepping on one tile will certainly reveal a clue on where to step next. With our massive wizard intellect we are sure to solve this conundrum with maximum haste. Yes, I can already see us dancing masterfully across the runes while humming a song and without spending a drop of sweat. We shall solve this puzzle in a cool fashion, cross the path and then watch the argillaceous automaton walk blindly towards us until it suffers a spectacular demise.
>>
Rolled 14 + 2 (1d20 + 2)

>>4597484
>Cast a spell? (roll +2 : Specify the spell)
ORT VOT to snuff out it's false life
>>
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>>4597576
>vas uma
You channel forth a powerful spell...and nothing seems to happen. Shit! You don't know the name for Earth- if it even has one.

>[TELA TUK]
You cast a powerful spell on the golem. After a moment... it grows. It gets bigger. With the master's wand, and with the symbolic connection of Earth to metal, or perhaps any metal present inside the golem, it begins to grow larger.

You back away, as it looks even more dangerous but... it can't fit through the door anymore. It's big hand reaches through the doorway, unable to grasp you with its fat fingers.

With a moment to breathe, you can reconsider your options again. You first thought to step on the diamond tile or cast a [VOT ORT] spell, but now you have a moment to think about it a little better. What should you do now?

---Suggestions---
>Suggest a tile to step on again- if none, will default to diamond tile from >>4597636
>cast another spell to neutralize the golem from >>4598146
>Other?
>>
>>4598849
I told you my autism knows no bound
> Step on the diamond tile
>>
>>4598849
I say lure it onto the diamond tile, if that doesn't do anything go for Ort Vot.

At best we kill two birds with one stone, ie learn the rune is as dangerous as we think and damage the golem at worst we learn nothing new and stop it with magic
>>
Rolled 1 + 2 (1d20 + 2)

>>4599658
How would we "lure it?" ORT VOT the thing, if that doesn't work step on the pyramid. Why would we step on the diamond we highly suspect is dangerous?
>>
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You decide to leave the golem alone, it's stuck in the room for now- you should have enough time to get over the tiles.

>>4599028
>>4599658
You decide to step on the diamond tile, despite the fact you know it's the same shape as the trap room before. As soon as you step on it, you feel the tile sink into the floor and, at the same time, see the glowing symbols disappear from the tiles...

And then, a red wave of force appears and knocks you back like a powerful bunch. It hurts, but it isn't too bad. It does knock you to the floor. Looking up from where you are, you can see the golem now getting closer! It must have been able to slip through the door somehow, or maybe it ripped a hole right through the wall...

>>4599758
Lucky Coin activates! Treated as a crit
"Vot Ort!" You declare, pointing the master's wand towards the golem. Your magic fires off in a powerful burst, the anti-false-life energy seeping into the very clay of the golem. You feel your wand guiding you towards the large red core in the center of the golem, which you focus the power on and, within a few moments, it has been scrubbed of all energy that could animate the golem. Totally drained, the huge golem falls backwards onto the floor, partially cracked, little more then a giant broken vase now.

You take the moment to stand back up and dust yourself off, seeing the tiles reset. You guess that the diamond wasn't the right choice- you should probably use what you know about symbology. Or could there be a way to pass across?

---Suggestions---
>Step on the triangle tile
>Use a spell?
>Something else?
>>
>>4600106
>Step on the triangle tile
If it follows the description of the rune book then it should do something interesting.

"The final common shape to create runes are pyramids or triangles. Three sided runes are fundamental to the creation of order out of chaos. Pyramid runes are tricky to create, but they are incredibly powerful as they allow for the creation of matter or energy."
>>
>>4600119
The question is: What if it creates something inside? If we step on it can we be vaporised?
>>
>>4600106
Use [TUK] on parts that fallen off to move it to the tile, if it didn't activate it, then use [TELE TUK] on this part. If still nothing then [VOT TUK] this part on the tile and then step on it yourself
>>
>>4600165
A good question. In my opinion it would make sense if the runes were laid in a factory but this is a hallway. There has to be a way to cross.
>>
>>4600202
Using something to put on tile and after activation pass the tile?
>>
>>4600218
I'm under the strong impression that these tiles are only activated by living beings but it's worth trying. What about the imp heart? "The organ itself seems to almost have a light inside", is it technically alive?
>>
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>>4600119
>>4600174
You levitate the golem's round stone core using TUK, which seems to be the part must directly like metal- at least according to your magic.

You move it onto the triangle. The triangle glyph disappears and the adjacent symbols appear in a poof of orange light. You see another diamond, the first diamond, and a circle.

You figure there's probable a "path" to this, since you aren't sure if you're supposed to be using random objects to weight down the pressure plates. Though that would be a good method to keep out those without magical abilities.

What to do now? Should you move the golem core, or try the imp core on another plate? Or step on a plate?
>>
>>4600315
>step on circle plate
I think we are making this way too complicated
>>
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>>4600350
You step on the circle plate, first going over the plate with the stone on it. As you do, the symbol under you disappears and a new one appears; this probably creates a path to follow. You take a step onto the next circle too- before you realize you're trapped, shit! You can't even go back...

Wait, new symbols area appearing too, with new colors. What to do now?


-Rules Reminder-
You can attempt to move on the tiles diagonally, but it will require a roll, they are spaced out far enough and large enough to make it difficult.

---Suggestions---
>Cast a spell? (roll + 2)
>Try to jump to an unidentified tile (roll)
>>
>>4600387
>cast [TUK] to move the golem heart to the green diamond
>>
Rolled 1 + 2 (1d20 + 2)

>>4600583
I bet the green diamond teleports to the square, so rolling to find out
>>
Rolled 9 + 2 (1d20 + 2)

>>4600583
>>4600875
I could have sworn I rolled, let's fix that.
>>
Rolled 4 + 2 (1d20 + 2)

>>4599758
>>4600106
I meant get the golem to somehow step on the diamond not step on the diamond ourselves

>>4600387
>cast [TUK] to move the golem heart to the green diamond
>>
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>>4600875
Roll of one counts as a critical!

You place the golem orb onto the green diamond. Within a moment, the symbol disappears and then, so to does the orb. It reappears instantly a few tiles away; on the green square. Ahh, so your hunch was right. The shape of a diamond displays or pushes things away, where as squares tend to constrain or trap them. As such, it works as the perfect method of instantly transfer over matter.

You take a step onto the diamond next and appear there in a second. You can easily follow the circle glyphs of safety out of the small tile puzzle, and onto the other side of the hallway! You just hope you don't have to go back for any reason; and have to deal with all that shit again.

You take a quick look around. You see two doors, one door to the east down an unusual hallway, and one door to the north. The one to the east gives you an uneasy feeling, as though by design. The one to the north is otherwise not important, but you think you feel air moving from under it.
>>
>>4601030
explore the north door
>>
>>4601089
+1. Be always weary of traps!
>>
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You explore the door to the north and find... the stairs. The staircase is large, and you can see light coming from below. Are you almost at the entrance now? Two banners displaying the archmage's symbol flank the descent. This seems like a grand entrance hall if anything.

You can go down a floor, or stay and explore a bit more if you so choose.
>>
So are we going for white stone and dragon bones(alchemical reagent) or just leave? Would be good to find magic word for controlling unlife
>>
>>4601301
Explore, if there is nothing let's return and check other more dangerous door
>>
>>4601301
>peek behind the banners just in case and then check out the last unexplored door on this level
Leave no stone unturned.

>>4601308
The process for obtaining these items seems intricate and time consuming. I was the one who first suggested it but now I think we should wait to see where we actually need advanced alchemy to escape this tower.
>>
>>4601424
>peek behind the banners just in case and then check out the last unexplored door on this level
sounds good. you don't leave a floor until it's cleared, that's just basic advenuters etiquette
>>
>>4601424
But question is: Do you want to leave this tower with minimum loot or maximum? :)
>>
>>4601524
A good point. On the other hand we can follow the path of the RPG murderhobo tactical cleansweep: run through every floor, neutralize every threats, reach the exit, confirm the way is clear and there is no hurry to leave, then go back and loot everything that isn't nailed down. It might be prematurely overconfident to start looting for non-essentials when we don't know if there are still people in this tower on the floors right below us.
>>
>>4601623
Imho, probably not, because we started with memory loss on the top, which means that we walked past all tower to the top, if there was people then they are either dead or not a threat, since MC is not a thief and even some fucking imp had spotten him, there is very small chance we crawled to the top in stealth
>>
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>>4601717
But then how come we didn't already kill those imps on the way to the top? They attacked us on sight so we didn't befriend them on the way up, and we knew all of our magic words back then so it shouldn't have been a challenge to dispose of them. It's also strange that we apparently didn't murder the Wizard ourselves or at least not in a conventional way. The corpse in the bed was shrunken and described as having died from a natural cause. Did the Wizard cast a spell in self-defense that both erased our memory and sent us months in the future, and then he died in his bed over a long period of time from some curse we impacted on him? That would be a very convoluted scenario. If the shrunken corpse is evidence that a period of time passed by, are there people in the tower now that weren't there when we first ascended? Perhaps it's better not to think of it too much.
>>
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You decide to enter the small room. You feel this strange sense of unease as you get closer though, as though something bad is about to happen...

Inside the room is, firstly, a large purple rune drawn on the wall. It's in a diamond shape, but not on the floor. Once you look at it, you no longer feel any magical fear. You feel like it was what probably made you feel the dread before entering!

The other thing in the room appears to be a dead man. He is a lot fresher then the Wizard's corpse was; this one has a fine soiled robe on, a cane which houses a blade inside, and a small magic tome. He looked like he was rich when he was alive. His fingers are stained with some strange purple-pink dye; it looked like he probably drew the symbol in this room.

---Suggestions---
>Figure out the cause of death (roll)
>Read his spellbook (roll)
>Take his stuff (roll)
>Leave the dead man in peace (no roll- no chance to incur the wrath of the dead)
>Other(?)
>>
Rolled 15 + 2 (1d20 + 2)

>>4602027
>other: cast [VOT ORT] at corpse
because fuck vampires that's why
>>
>>4602027
>Figure out the cause of death (roll)
maybe we did kill this chum on our way in
>>4601924
MCs working theory is that the spellbook was trapped to cause amnesia. Grand wizards death sparked our expedition in the first place, we would not have stood a chance if the old man was still alive.
>>
>>4602027
>>4602197 sounds good to me
>>
>>4602027
Oh, it looks like this is the rich student of tower owner.

>>4602197
+
Better to be careful than sorry
>>
Rolled 20 (1d20)

>>4602684
I'll roll for you.

>>4602197
>>4602701
>>4602702
You cast a decently powerful [VOT ORT] spell on the corpse. You feel... nothing. Really. No energy was destroyed. Thankfully, you think the corpse was just that, a corpse. Still, you you feel safe to approach.

On the man's person is his spell tome, and a cane that opens into a small blade. It was halfway opened when you found him; when fully closed it looks indistinguishable from a cane! You think that this weapon is a bit too fancy and of high-blood for you, but at least its something. Ever since you lost your dagger you've felt a little defenseless... even with your magic.

Secondly, you find on his person a bag of silver coins! This man was rich. On top of that, a ring.

Huh. This signet looks awfully familiar. The ring seems to belong to the family known as Salzer. You think your hunch is correct. This was the other student whose journal you read; Tandis, you think his name was.
>>
>>4602719
Hah
Anon rolled.
Author:"Hold my beer son"
:):)
>>
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From taking a look at the corpse, you can tell almost exactly what happened to him. His chest is caved in from at least one powerful blow with something like a hammer- it was the golem's fist that did this. This room seemed to be a base of operations for him; he had unfurled a bed and put that ward on the wall, perhaps to avoid being attacked while asleep. But after getting across the tiles he must have been attacked by the golem. Or maybe the golem can pass the tiles freely, and, since it wouldn't be effected by the fear-ward at all, it would have found him and killed him? Hard to say.

Regardless, you feel satisfied knowing what happened, even though you do feel bad for him.

You realize that one of the items he is carrying is magical and could be of us to you. Which one is it?

>Take his spellbook (Learn one new magic word)
OR
>Take the magic ring (passive beneficial effect)
>>
>>4602732
Why OR???
>>
>>4602732
If choosing then
>Take his spellbook (Learn one new magic word)

Because magical ring belongs to family and can be traced. It's not fun to answer for murdering the heir.
>>
>>4602742
+1
>>4602740
this too though
>>
>>4602742
Third support for spellbook.
>>
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>>4602742
>>4602753
>>4602979
You have decided to take his spellbook. As you do, you feel like whatever "magic" the dead man had left in him went into the book, leaving his ring a useless hunk of silver. Oh well.

As you skip through the pages, you find that most of these magic words are stuff you already know, or worse, different passages on the basics and nature of magic itself. It seems very amateurish, more like a journal of an apprentice Wizard then a proper spellbook like the Master's grimorie.

But then you find a new word, one you haven't seen before. You realize that this word is the same one that was placed on the wall in this room in runic form- the word [MARR]. It means disruption. If cast on an object, it will cause it to shake around violently, if cast on a being, may cause fear or confusion, but most importantly of all it can actually be used on magical spells themselves to disrupt them.

With the man looted and the floor cleared as well as it can be, you approach the stairwell down. Looks like there isn't much else to do before you leave. So you walk down.
>>
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You come down the large central steps and find... a huge circular room. This is the base of the tower! The grand entrance hall stretches to a huge part of oak doors, you can smell the air outside. Not only that, but two large windows let in light from the outside! Though you think it will get dark soon; you've been in this tower for all day at this point...

You see a large fountain to the left side of the path, and a large potting area with large, healthy-looking plants to the right. Maybe because of all the sunlight up here, they're doing a lot of better then the ones upstairs. There's probably an enchantment to keep them well watered, unless the golem took care of them after the Wizard's death. At the end of the hallway, by the two double doors, are a huge a pair of burning braziers- eternally lit with bright fires.

And then you notice next to you; a letter. It is sealed with a blue bit of wax, stamped with a strangely familiar looking symbol. It is underneath a small post that looks like owls or birds stand on it. You vaguely remember the fact that Wizard's send mail by owls.

You're finally here. You don't have to stay in this tower anymore, you can finally leave and go home!

---Suggestions---
>Read the master's grimorie (roll + you can do another action)
>Read the letter (no roll)
>Leave the tower
>Other?
>>
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>>4603118
>investigate fountain
>>
>>4603118
>Read the master's grimorie (roll + you can do another action)
>Read the letter (no roll)
>>
>>4603136
+1
>>
>>4603133
+1
>>
>>4603133
+1
>>
No rolls though?
>>
You pick up the letter before heading to the fountain. You reach down into the cold, clean water to find a health potion- a cork still stuck in. It seems this was the healing potion mentioned by the magical ledger.

With this one, you now have two healing potions. One from Scabhand's room, and one from the fountain here. You think you've got or drank all of the ones in the tower now.

You dry your hand on your tunic before opening up the letter. You're almost nervous about opening a letter around this powerful wizard's tower in the event of traps but... for some reason, you feel like this one is safe.

Breaking the wax seal and opening it up, you get a feel for the parchment as you read what is written in neat, formal handwriting.

"To Master Katen,
Archmagician of the First Order of Saturn,
And my beloved teacher and friend.

I regret to hear that you have accepted your death, following your failure to complete the Magnum Opus. There is no shame in your failure of the great work. But all men have their time, and you have chosen yours.

In your previous letter, you have told me your last rites and wishes. I am honored and humbled at your request to take your grimorie for myself. I will ensure that it does not fall into the wrong hands. If Tandis beats me there, I will take the book back by force, if necessary. Unfortunately, your request for me to take care of your fae hound is something I cannot grant; there are children in my home now, and those animals imprint too strongly on their first owner barring wild exception. I will try to ensure the animal is released back into the lands of faerie if I am able.

I will keep this letter brief and send it via owl to hopefully reach you before your final hour. There is much I wished to discuss with you, one last time, but this letter will have to suffice.

Thank you, and farewell.
-Sincerely, your humble student and friend, Benhir the Blue."


...You wrote this. You remember writing this.
>>
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Well... looks like that's it then. You have the grimorie. Now, you think it's time to go home.

---Suggestions---
>Read grimorie (roll + another action)
>Leave the tower
>>
>>4603299
Let's take the white stone first
>>
Rolled 8 (1d20)

>>4603299
>read grimoire
let's see if we can decypher this book now
>>
Rolled 14 (1d20)

>>4603299
>Read grimoire
>Inspect the braziers
>>
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>>4603711
You read your magic grimorie. You aren't sure why, since you'll have plenty of time to study it at home, but decide to take a quick peak...

You learn the magic word [BAF]. It is a meta-magic word, similar to [FUDA]. However instead of acting in an area, it acts on a single object or area in space. So if you cast [BAF VOT PEL] on a piece of cloth, for example, it would destroy any fire that touched that object. The spell has a duration of 2 to 4 rounds, depending on the strength of the caster.

You decide to approach the exit to the tower. You wonder if the ever-burning runes on the bottom of the braziers could be useful to you when... You see something coming.

It's crawling in from under the doors to the outisde. It's body is squished flat, and yet it is pulling itself through, like a ferret. It's glum, white figure is coming towards you. What in god's name...
>>
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It looks like a dog. It's white-gray. It's very smooth, almost hairless, and looks rather sickly and strange. The real problem with it though, is the way it moves. And it's eyes. Those aren't the eyes of a dog. It moves more like a thief with a purpose then an animal. This isn't an ordinary dog.

This is a Fae Hound. You remember now. Like a tidal wave, the memories flood back. You remember finding this dog at the foot of Katen's bed, whimpering for you to free it. And the moment you released it from its collar, it jumped onto your face and licked you. And that's when you started to forget everything.

This creature feeds off of people's memories. That's how it made you forget so much. You're remembering more and more each moment, but you can't be sure you'll recall everything. The one thing is for certain is that you can't let it steal the memories you have of the way home. That's the one thing you have to defend, no matter what.

The creature shifts its weight and stares unblinkingly at you. You can't tell if it wants to kill you or wants to play with you. Maybe both. Its tail wags as it readies itself.

-----
You know the following Magic Words
[UMA] Water
[TELA] Growth of another substance
[PEL] Fire
[VOT] Reduce/Disappear/Destroy
[TUK] Metal
[EXAL] Light
[FUDA] MetaMagic- Around the caster
[ORT] False-Life
[VAS] To change one thing into another (requires magic words for both)
[OSA] Preserve/Sustain
[ZET] Return
[ALM] Create
[QWEE] Wood/Plants
[MARR] Disruption
[BAF] Metamagic- Effects on a single object/area of space

---Suggestions---
>Attack with your cane-sword (roll)
>Cast a spell (roll+2 = must specify spell)
>Other?
>>
>>4603788
Shit I don't know what to do, cast a spell so it can't reach us but not attacking? We are still in the hall right? So water is nearby and we don't need to conjure it, plants are nearby too, so we can conjurr metal
>>
Rolled 1 + 2 (1d20 + 2)

>>4603788
>Cast a spell [BAF TELE UMA]
>>
>>4603788
Ahaha
>>
>>4603832
What are you casting your spell on? You roll a crit, so I'd like to know for sure what you meant exactly.
>>
>>4603854
On the dog
>>
>>4603854
I forgot about lucky coin, I thought it was RIP already
My first thought was to push dog to the plants and the cast spell on them to cage the dog and turn the cage into metal, but now that I think about it, the dog can get out of cage just because he have weird body, so using water just to scare it off, if it don't work then fight I guess.
>>
Rolled 5 (1d20)

>>4603788
> Try too communicate with it
>>
>>4603889
Communication can wait when it back off, because on wrong move and you're mindfucked, no big deal for warrior, but for wizard to forget everything is like begin anew, better not risk it
>>
>>4603898
Ah right , that's probably what happened to us in the first place since , we forgot our memory and shit
>>
Rolled 5 + 2 (1d20 + 2)

>>4603788
>GWEE ALM ORT
Ents!
>>
>>4603859
>>4603854
>>4603832
>[BAF TELE UMA] = GROWT+WATER+EFFECT ON TARGET
Would this cause the moisture on the fae dog's body to rapidly multiply and essentially make the target very very sweaty and unable stand?
>>
>>4604075
I assumed there is there is fountain nearby and we get water from there to just splash at dog, to stun it, or make it understand that we will attack if it try anything
>>
>>4604075
We are still in the hall so it is nearby
>>
>>4604075
We either stun it or throw to the plans and with next spell cage the dog, after that convert plant to metal, after that bring it to land of faerie and set free or kill it
>>
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>>4603898
"Good dog... Nice dog." You say softly. The dog perks its head up; you realize with a shudder that it understood your words. Not just in a way that dogs do- but it knew what you meant. You know this because it just smirked at you.

It rears back to charge.

>>4603832
*Roll of one, counts as a critical!*
>"BAF TELE UMA"
You cast the spell on the dog. You know the dog has a powerful effect on it- but it doesn't do anything as there is nothing connected to it yet. You wave your wand with a light "UMA" spell to splash some water on the animal.

Within a second, the water quickly creates a watery "skin" around the animal, each second it seemed like invisible waves of water are moving around it, getting thicker, and then cascading off. The dog is basically trapped in a giant bubble of water, constantly growing and popping away. The dog is clearly overwhelmed, and would probably drown if you didn't end the spell soon.

But.. then it opens its mouth, like it's yawning. You can see air bubbles coming out, like its releasing a breath. But then you see something else come out- a spectral, ghostly hand. What the hell?

As the dog begins to vomit up this spirit- you can't help but feel repulsed. You don't know why yet, but something about the ghostly, faded face is familiar.

You hear a ghostly voice.
".... Fuuuudddaaaa.... Uuuummmaaaa"

---Suggestions---
>What do you do?
>>
>>4604113
It's trying to cast water around it? We still control the spell right? We can throw the bubble with dog on plants and use [TELE QWEE] to cage it?
>>
>>4604113
>dog can understand words
>dog can eat ghosts
>dog can cast magic
I think it's time to worry.
>>
Rolled 17 + 2 (1d20 + 2)

>>4604113
>cast [ORT ZET]
>>
>>4604132
Good one, didn't think about it
>>4604113
+ to above

+
>>
>>4604132
Sure let's purge this mutt
>>
>>4604132
Ups, that will do nothing, you try to repair the ghost, which is interesting idea itself will not work
>>
Rolled 12 + 2 (1d20 + 2)

>>4604132
This, and use MARR to counter anything he attempts
>>
Rolled 6 + 2 (1d20 + 2)

>>4604113
>Cast [ORT VOT]

Don't look at my previous post, I repent I forgot what Zet do :)
>>
>>4604245
Or not... Thinking logically the ghost from jaws it's our memories, so if we cast zet on them - will they return to us, or nothing happens? Shit that's interesting. Still think that we should cast vot, but there will be no regret if zet option wins. Interesting to see what happens
>>
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You hear the voice of the ghostly magician being to cast its spell. You have to take a step back. The spirit has created a whirlwind around itself made of water; every second the bubble of ever-growing water around the dog is now being added to a whirling mass of water, circling him in a large ring. You have to back up as the dog stumbles towards you. The water probably wouldn't kill you, but it would knock the shit out of you.

You decide to cast a spell.
>>4604132
>"ORT ZET"
You cast a spell attempting to send the false life back where it belongs. But, after a second or two, you see the ghostly spirit begin to take full shape. You can see it's face.

That is Katen.

>"Ben... hir..."

With a chill, you hear it call your name. If your spell didn't return the "false life" to its place, that that means the false life either originated from this dog's gullet or...
Could that actually be Katen's soul? Not a false life, but his actual spirit, trapped within this fairy hound? His magic is still strong, and you don't recall any false-life beings being capable of casting magic, especially not at this degree of strength...

---Rules---
Every round, the opponent will cast a spell or make an attack. Then, you get to counter. You are currently able to counter-attack.

---Suggestions---
>Make an attack spell (roll + 2 - Specify the spell)
>Attack with your cane-sword (roll at disadvantage to get close enough)
>Other?
>>
>>4604269
Oh, but I don't understand then if this is abomination - why it didn't kill us in the first place? Second it could run away, but choose to return and fuck with us. Why? I thought that it may have leave us as reserved food, but it would be simpler to hunt down something and be on it's way as it is clearly intelligent and wanted to be free...
>>
>>4604291
Ah, it's his magnum opus, he can switch bodies now, he didn't choose Tandis because he could be quickly found out, now a bumkin from village will serve better. There will be no investigation if some village mage begin to act odd. Well there is no point in taking him alive then
>>
>>4604269
[BAF MARR] on Katen
>>
Rolled 18 + 2 (1d20 + 2)

>>4604269
>>
>>4604319
noice support
>>
>>4604315
I also suspect there are bodyswap shenanigans afoot. Tandis was found in a room protected by a [MARR] rune and the narration told us that it would have no effect on a golem. Perhaps he was warding off the dog.

>>4604319
support
>>
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>>4604319
You cast a powerful [BAF MARR] spell on the ghostly visage of your mentor. His body quakes in unseen energies; clearly shimmering in the light. You think you've disabled his ability to cast spells for a round, and have since disrupted his current FUDA UMA spell. The water in a big ring falls apart in a moment and splashes all over the floor.

Meanwhile, the dog itself suddenly runs at you at full speed! Katen's spirit is connected to the dog by a long, thin white astral chain hanging from its mouth, like an impossibly long tongue.

You don't have time to do much- trying to cast a spell more then one word long will probably be impossible. Quick- you can see its teeth!

You are currently on the defense
---Suggestions---
>Dodge out of the way (roll)
>Cast a spell? (roll + 2)
>Other?
>>
>>4604717
>roll out of the way
Only spell I think we could cast would be [UMA] to maybe push him away with some of the water on the floor? we should defs lead him over to the tree and try to impale him with [QWEE] though
>>
Rolled 10 (1d20)

>>4604717
slash at it with our blade. it's a creature of flesh and blood after all
>>
Rolled 2 (1d20)

>>4604717
>Dodge out of the way (roll)
>>
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>>4605114
>>4605111
You attempt to jump out of the way of the charging animal, while drawing your cane-sword. But as you have one hand stuck on your wand, and being unable to juggle two things at once; the dog manages to bite you on its run past. You whirl around and feel pain in your leg; the magic of your apron didn't seem to do much; it seems to protect moreso against magic then physical attacks. You didn't hit the dog at this speed, but your sword is now out and in your free hand opposite your wand, ready to be used.

But worse yet, you feel something wriggling in your head. Like you forgot something important.

----
You have forgotten a random magic word
[UMA] Water
[TELA] Growth of another substance
[PEL] Fire
[VOT] Reduce/Disappear/Destroy
[TUK] Metal
[EXAL] Light
[FUDA] MetaMagic- Around the caster
[ORT] False-Life
[OSA] Preserve/Sustain
[ZET] Return
[ALM] Create
[QWEE] Wood/Plants
[MARR] Disruption
[BAF] Metamagic- Effects on a single object/area of space

At the very least, you managed to lure the beast towards the plants like you wanted. You hope whatever magic word you forgot wasn't instrumental to your plans...

You are now on the offensive
---Suggestions---
>Cast a spell(?)
>Attack with cane-sword
>>
>>4605166
rip [VAS]

Quick question: is this room large enough to ride a Flying Broomstick?
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Rolled 15 + 2 (1d20 + 2)

>>4605166
So we forgot how to change in other substance, not good. Shit that was a very good word.
> Cast [BAF TELE QWEE]

After the dog is caged,it will have no mobility we could create fire and burn it, but better to attack with sword, we will hit and maybe kill it.
>>
>>4605166
BAF VOT
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Rolled 1 + 2 (1d20 + 2)

>>4605300
>>
>>4605300
On whom you cast?
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>>4605312
the dog
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sorry, dynamic IP, this was my vote &roll.
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>>4605168
Yes, the roof is tall enough. If you got a moment to hop on it...

>>4605220
You cast a powerful spell that will grow plant matter when it touches the target on the dog itself. It doesn't do anything for a moment, until it gets closer enough to the plants; and then rapidly, they begin to grow! Roots and shoots cover the animal who gives off a surprised yelp- nearby roots are growing from the residual magic, sucking up the water on the floor hungrily.

The dog is stuck in place for now, but who knows how quickly it could wriggle away.

>>4605301
>>4605300
>>4605523
You want to cast a powerful destructive spell but- BAF VOT has no effect on its own! It only acts as a metamagic effect- so BAF VOT PEL would destroy any fire that touched the object in question, for example, but BAF VOT does nothing on its own.

You see the ghost of Katen reel back its hands again, preparing something.
>"ALM... ALM... ALM... EXAL..."
You are now on the defensive

---Suggestions---
>?
>>
Rolled 11 + 2 (1d20 + 2)

>BAF MARR
and then we skewer that fucking dog with our shish kebab
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Rolled 5 + 2 (1d20 + 2)

>>4605547
>BAF MARR
>>
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everybody I have a plan
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Rolled 19 + 2 (1d20 + 2)

>>4605547
[BAF MARR] on Katen
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Rolled 5 + 2 (1d20 + 2)

>>4605547
[BAF MARR] on Katen
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>>4606371
You cast [BAF MARR] on Katen. However, there is no enchantment on him to disrupt! (From now on, this spell will only disrupt enchantments or spells in effect, instead of acting as a general "counterspell".)

Katen's spell is unleashed! There is a massive flash of light- you are blinded. You wish you had covered your face, but after several seconds you can see again. You see a blurry shape of a dog nearly escaping its root prison, and have a change to do something about it.

---Suggestions---
>Cast a spell? (Katen or Dog, specify, roll d20 + 2)
>Attack with cane blade (roll disadvantage due to blindness)

>>4605784
You put in way too much effort for this shitpost. Thanks, I love it.
>>
Rolled 1 + 2 (1d20 + 2)

>TELA PEL BAF on the mutt
actually not a bad idea from graphic novel poster. all that plant material should fire up nicely
>>
>>4606550
+ To this >>4606669
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>>4606550
Sad you fixed it, and MC even lost VAR and can't change one substance in another. Eh if we wanted to end this fight we just could change water to fire and this would be over, damn sentiments.
>>4606669
Also you good we are in hall, so there is torches, but next time you must create fire before throwing it. So use ALM
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>>4606801
Well not torches, but better
> huge a pair of burning braziers- eternally lit with bright fires.
More fire to get hot-dog
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>>4606801
Some magic words are more exhausting to use than other so I don't think [VAS] would have been auto-win button. We only tried to used it once and it fizzled out. Another word, [ALM] for creation, might seem overpowered but we were informed it is very exhausting to produce small results.
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>>4606669
[b]Critical Roll[/b]
You cast a powerful [BAFF TELE PEL] on what looks like the animal to you- thankfully with your lucky coin, you hit the target even with your apparent blindness. Your vision clears up. You can see the animal has freed itself and is standing against you, with Katen at his back.

Now, the fae hound has an effect on it. Any fire that touches it will be amplified- this effect will last up to four rounds.

You hear Katen moan as he casts his next spell.
>"Tuk...."
[b]You are now on the defensive[/b]
>>
Rolled 4 + 2 (1d20 + 2)

how can we fail to kill a fucking dog in like 4 rounds of combat? Just use PEL to throw fire from the bowls against both these assholes. Take the hit from the ghost if we have to.
>>
Tuk? Is he going to try to use metal in the environment against us, or is he attacking our metal wand?
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Rolled 5 + 2 (1d20 + 2)

>>4607804
Cast [OSA FUDA].

>>4607928
The Master Wand is made of wood and some kind of dark purple crystal, it should resist metal bending. However the spell could probably destroy our Lucky Coin which would be terribly unlucky. Also a direct metal-based physical attack could probably snap our wand or shatter our health potions.

>>4607918
We're currently on the defensive, let's make sure it can't destroy our equipment and then we throw the fire next.
>>
Rolled 6 + 2 (1d20 + 2)

>>4607804
>Cast [OSA FUDA]
>>
>>4607918
>>4607947
>>4608049
4, 5, 6. Fucking +1 increment. Is randomizer broken?
>>
>>4608050
You know guys, maybe defence isn't our forte? We just need to kill this fucking dog with fire
>>4607947
So what was wrong with baff tele pel? There was fire nearby in the brazen, so it should have burned to crisp. Is something not right with wording? Target+ grow+ fire. We take fire from brazen by making it grow and burn the dogo. Seems legit to me.
>>
>>4608049
>>4607947
I don't think this'll have the desired effect. Preserve around us? What do we wish to preserve?
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>>4608134
Not making anything around us to transform into metal or not get stabbed by levetating metal?
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>>4608138
I mean prevent metal to levetate
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>>4608134
Besides by the rolls our actions have failed, so you can suggest something :)
>>
>>4608134
I interpret that it would protect everything we are wearing or holding or carrying but not our own body. There are some Superman stories that mention that Superman's suit is indestructible as long as he's wearing it because he has an "aura of invulnerability", I'm hoping for something like that. We have two healing potions so it's fine if we survive this fight with gruesome injuries to our own body but we're screwed if we start losing items, especially our wand and lucky coin and healing potions. The dog just started casting a metal manipulation spell which sounds a lot like a targeted attempt at destroying items. Our sword cane and lucky coin can potentially be disintegrated with the next word. Both are valuable, particularly the cane. Our opponent is a sort of magic-adapting entity that perhaps need to be killed with the blade, it will counter any spell we throw at it until we stab it. It's also a fae, in mythology they are sometimes known for their weakness to iron, this might be why it's targeting metal.
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>>4608176
Well i guess time to stab it through the ass
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>>4608049
You cast a weak OSA FUDA spell around yourself. Without a target word, it seems to give a general preservational effect- protecting your surroundings or preserving them from change. It doesn't do much to directly protect you, but you think its prevent things from entering to quickly like a projectile?

And it's a good thing too, because just then you feel something huge and metal crack against your back. You're launched to the floor, clutching at your spine. Turning over, you can see that Katen used Tuk to levitate one of the two huge metal braziers- first slamming into you, and now hanging over you. It begins to turn over, threatening to dump the fire all over your body.

>You are mildly injured
>You are still on the defensive
>Fire-curse is still active on the beast
What do you do?
>>
Rolled 1 + 2 (1d20 + 2)

>>4608604
You're just fucking with us author.
> Roll out from there
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>>4608604
>Use PEL to throw fire at the dog
this is getting tiresome
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>>4608640
After that just cast Tele pel on dog. If BAFF work not like we think.
>>
Rolled 14 + 2 (1d20 + 2)

>>4608641
forgot to roll
>>
>>4608641
First we need to dodge fire and brazen because it's right next to our body
>>
Rolled 6 + 2 (1d20 + 2)

>>4608604
>[MARR] Disruption
Removes fire curse from dog and maybe even stuns him with fear.

Then maybe later ORT on dog to reanimate him and have a 2 in 1 in our favor.
>>
Rolled 13 + 2 (1d20 + 2)

Seconding >>4608641. It's past time we throw fire at this thing.
>>
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>>4608640
Critical roll
You deftly dodge out of the way of the pouring fire- but why stop there. You turn over with a plan fully formed in your mind. Your wand comes out, and you throw the flame towards the animal.

"Pel!" You say, the flames magically diverging, not even touching the carpet as they spray at the dog. Instantly, the animal begins to burn up- its skin catching the fire like dry wood. With each flame licks up two more, and the entire beast is engulfed in flames in second.

The white fae hound howls in pain and begins to panic, running right for the fountain. Behind him, trailing behind it and out of its mouth is a long spectral ghostly chord binding Katen to the animal.

It's heading for the fountain! Now might be the time to end it; but the dog may be able to extinguish itself with the waters...

>"Uma... Osa..."
The ghost just cast a spell on the waters.

You are now on the offensive.
---Suggestions---
?
>>
Rolled 2 + 2 (1d20 + 2)

>>4609969
Vot Uma
>>
Rolled 19 (1d20)

>>4609969
>attack with sword cane
Now is the time for the coup-de-grâce. We are no warrior but we have stacked the odds in our favor with our magic: the beast desperately wants to submerge itself underwater in a small fountain, it can hardly dodge our strikes. This accursed hound may be able to use the same magic words we know to undo any spell we throw at it but surely it cannot undo being skewered with cold steel. Half of a battle is knowing, the other half is violence.
>>
>>4610096
+1
>>
>>4610096
Finally, fucking hot dog
>>
>>4610096
dog kebab
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>>4609969
That thing on the left is a WATER FOUNTAIN?
I thought it was a couch.
>>4610096
agree
>>
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>>4610096
You chase after the dog, your cane sword drawn. He can't escape now that he's gone into the water!

You rush towards the fountain and begin to stab the dog under the water; the fire only barely being snuffed out by it- you hear a yelp and see bloody water.

The ghost of Katen is besides you now, silent. You take a step back.
>>
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...You hear a scratching sound, and see the dog slowly claw its way out of the pool. No way it's still alive after that!

But it's collapsing to the floor. It can't move anymore, its bleeding wounds to its neck are too deep; they are fatal.

The ghost of Katen draws closer to the dog's body.

>"Good... bye... Nose... Wise..."
>>
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The ghost of Katen is losing form. He's disappearing. The body of the animal- Nosewise- is growing cold. He's lost his life and with it, Katen's spirit is freed.

>"Ben... hir... Don't... hate him. He couldn't... let me go..."

Then, the ghost disappears. For a second after your eyes see nothing, you can still "feel" him here. Then, all is silent. All you hear is the pitter patter of water droplets on the cold tile.

... It's time to leave.
>>
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------
That's the end of the quest. Thank you all for playing. Wasn't as good as I had hoped, but I hope at least some of you enjoyed it.
>>
I was riveted the whole way OP, this was a great quest and I enjoyed it a lot. Thanks for running it!
>>
>>4610972
Congratulations on finishing the quest! Don't sell yourself short, I think it was pretty good. I'm new to this board and this is the first quest that I have followed from start to finish. I did try to read others but they didn't catch my attention like this one. The game mechanics were solid and the maps were a major bonus to quality.

I think I detect a hint of glum countenance in how quickly you wrapped the adventure. This is probably because the overall interest seemed to slow down towards the end, or at the very least, a few players expressed frustration. This is probably due to the fact that the final foe was both slippery and unexpected. Due to the way it appeared at the last second and stood between us and the exit, perhaps for some people it felt like a last-minute hurdle to artificially increase the length of the quest. However on closer look the encounter was evidently planned since the very first post. Personally I think it was objectively the best approach to challenge a magic user. Regardless of how the final boss was received, it doesn't deter the overall enjoyment of the adventure.

I just have one unimportant question, was Scabhand planned to be mentioned again? We stumbled on the corpse of Tandis, the other apprentice, but Scabhand remained nowhere in sight either dead or alive. I'm starting to wonder whether they became the Poltergeist. I also noticed that Tandis' journal alludes that Katen was distracted by three students, not two, foreshadowing the fact that the player is the elusive third one.
>>
>>4611181
Thanks.

>Personally I think it was objectively the best approach to challenge a magic user. Regardless of how the final boss was received, it doesn't deter the overall enjoyment of the adventure.
Yeah, I ended up really liking the concept. The ghost of Katen was always planned too regardless of the player's first choice; the "ghost chord" for example was the correct target for you all if you chose the magic sword. And the other choices too, such as the "Luck" one, with what you came here for was Nosewise himself, that is your "friend".

>Was Scabhand planned to be mentioned again
No. I had the idea to make him that tentacle monster or the poltergeist, but it skipped my mind and he just became a character meant to show Tandis as a rather villainous sort.

>I also noticed that Tandis' journal alludes that Katen was distracted by three students, not two, foreshadowing the fact that the player is the elusive third one.
Yes, Benhir was supposed to be the third, though chronologically it doesn't make a ton of sense.

The ending battle didn't quite have the epic wizard battle that I wanted, but I do appreciate the players and any other comments anyone may have. Thanks for sticking with it so long!
>>
>>4611285
A dog who could take his master soul, that's not obvious at all, even for magic dog. I thought that Katen dabbled in necromancy, that's why there were poltergeists and somehow inserted his soul inside the dog. Still a great quest and overpowered dogo! :)
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>>4611285
Overall the quest was really well done, good mechanics, well thought-out riddles, good visualisations and a nice story to weave it all together. If you make a similar dungeon crawling style quest in the future you can count me in!
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>>4611459
There can be a continuation...
But then QM need to make spell dictionary which specify spells working cause there was need to search spell in previous posts to relearn what it do and in what conditions
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>>4611465
I thought about it but I don't think it makes a lot of sense, this was a very personal quest for Benhir and his arc is finished. Also I'd like to see what a Roque or fighter quest with the same style and mechanics would look like
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>>4611285
So that's what the dog looks like! I was confused by the icon and my mind went a little wild.
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>>4611563
nice lol
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I liked your last drawing and for some reason I felt like mixing it with the OP pic and adding some closing words. Anyway I'm done posting weird things. I enjoyed the quest.
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>>4612199
Naw it's good. Looks a bit shitposting with my amateur art but the mood is right there.
>>
Glad to have participated in this quest , would be fun to see you run a qst about little blue man , but that's another thing , thanks for running
>>
Good quest, thx for running



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